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Dead Cells provides players with multiple Gear in the form of:
- Weapons, which have limited but different movesets
- Skills, which cause a variety of effects but must cool down between uses
- And Amulets, passive items which can grant powerful offensive or defensive benefits.
Gear items, like Pickups, are not automatically collected — they must be picked up with the Interact key. Gear can usually be recycled into gold instead if the Recycle upgrades have been unlocked.
Most Gear appear with one or more Affixes which add effects or situational benefits. Only non-starter, Level 1 Gear and unique talismans lack affixes of any kind. (Starter Gear always generates with the affix "Cannot be sold.")
If you're looking for one missing item, but you have all stuff that are listed below, you might be missing Merchandise Category general improvement (blueprint found in the Graveyard), or the Giant Killer, which is currently unobtainable.
Gear Upgrades[edit | edit source]
When you upgrade at the Forge, items that drop or appear in shops have a chance to be of +, ++, or S quality. The max for + quality is 100%, meaning all Gear will be at least + quality. The max for ++ quality is 60%, and S quality has the lowest maximum chance at 30%. The upgrade benefits are:
- + quality generates the item with 2 more gear levels than usual.
- ++ quality generates the item with 4 more gear levels than usual and give +1 to one scaling Stat.
- S quality generates the item to generate with 6 more gear levels than usual and gives either +2 to one scaling stat or +1 to two scaling stats (only if the item's base form is two-color).
Gear Variants[edit | edit source]
Two variants of weapons and skills can be encountered: colorless items and legendary items.
Colorless Items[edit | edit source]
Colorless items, obtained from Cursed Chests, are always of the "++" quality and therefore come with 1 Brutality, Tactics or Survival Stats. They can be upgraded to "S" quality at the Minor Forge. What makes cursed items unique is that they are colorless, i.e. they scale on your highest stat. For instance, a colorless Torch, which is a pure Brutality item, will scale on Survival if you have more stats in Survival than Brutality. Colorless items are distinguished with a white color, rather than the colors of the base item's scaling stats.
Legendary Items[edit | edit source]
Legendaries are powerful variants of items that you can get as a random drop from mobs with a very low chance (1% and 6% for common mobs and Elites, respectively), as a reward after beating a boss without getting hit or from a Legendary altar. Mobs carrying a Legendary weapon are marked with a star above their head, in the same manner as mobs carrying a Scroll. Legendary altars have a base 2% chance of spawning per biome, which increases by 15% for each biome that didn't have one, thus ensuring you find a Legendary altar in most of your runs. These altars hold a legendary item and project an AoE aura that gives the enemies around it extra defense (66% damage reduction); those enemies need to be killed before you can grab the item, making it a high risk/reward situation. Legendary items always grant +1 Stat and cannot be upgraded but are Colorless and therefore scale with your highest stat. Furthermore, they possess unique powerful affixes, and re-rolling their affixes at the Minor Forge is much cheaper making it easier to build synergies.
- Colorless (scales with your highest stat)
- A specific affix (predetermined for each base item) which has a 15% chance to be applied after all other affixes have been generated, ignoring the usual affix generation rules
- Cheap re-rolling cost
Legendary items are distinguished with a gold color, rather than the colors of the base item's scaling stats.
The item pool for Legendary items is not limited to unlocked items but heavily skewed towards them. It is possible to get any Legendary item except Symmetrical Lance on a fresh save, however it will be much more likely to get an item from the starter pool. On a save with all items unlocked, the chances of getting any item seem to be equal.
Weapons[edit | edit source]
The player can only carry two weapons at a time. Picking up a third weapon will show a menu that compares all three weapons and asks the player if they want to discard a carried weapon for the new weapon.
All melee weapons' DPS increase based on the player's Brutality Stat, but some weapons have alternate scaling with Tactics (e.g. Cursed Sword and Frantic Sword) or Survival (e.g. The Nutcracker and Broad Sword), which means their DPS will scale off the higher stat between the two.
|Icon||Name||Description||Blueprint Location||Base DPS||Base Special DPS||Scaling|
|Rusty Sword||Kills things. Sometimes...||Starter weapon until Random Melee Weapon is unlocked (then found in secret tile in the starting area).||119 DPS||N/A|
|Balanced Blade||Carefully balanced for rapid attack sequences.||Always unlocked||127 DPS||N/A|
|Twin Daggers||Inflicts a critical hit on the 3rd consecutive strike.
Two knives for the price of one, more violence for your dollar!
|Always unlocked||201 DPS|
|Nutcracker||Inflicts a critical hit if the target is stunned, frozen or immobilized.||Always unlocked||134 DPS||297 DPS|
|Blood Sword||Causes bleeding (9 DPS for 6 sec).||Dropped by Zombie (100% chance)||109 DPS||9 bleeding DPS|
|Spartan Sandals||Knocks back enemies, dealing 90 extra damage if the enemy hits a wall. The final strike in the combo will knock any enemy back.
This. Is. DEAD CELLS!
|Dropped by Runner (100% chance)||21 DPS||90 bonus damage|
|Oiled Sword||Douses the enemy with flammable oil.||Dropped by Bat (1.7% chance)||149 DPS||N/A|
|Broadsword||The second and third hits are critical.
Slow and heavy, but deliciously vicious.
|Obtained from Tutorial Knight's corpse within the Prisoners' Quarters||273 DPS|
|Assassin's Dagger||Inflicts a critical hit when you stab your enemy in the back.
Light but deadly if you know how to use it.
|Found above the starting point of the Promenade of the Condemned||100 DPS||300 critical DPS|
|Frantic Sword||Inflicts a critical hit when you have less than 50% health.
The weapon of choice of fighters who like to live dangerously.
|Dropped by Kamikaze (0.4% chance)||137 DPS||285 critical DPS|
|Cursed Sword||One hit and you're dead.
So you like to play hardball, do ya?
|Dropped by Conjunctivius on first kill||407 DPS||N/A|
|Shovel||Knocks back enemies and bombs.
Any object is a deadly weapon if it's moving fast enough...
|Dropped by Purulent Zombie (Graveyard) (0.4% chance)||144 DPS||N/A|
|Spite Sword||Inflict a critical hit if you took damage less than 8 sec ago, or if you're cursed.
A rusty weapon that reveals its power when things get tough.
|Dropped by Buzzcutter (0.03% chance)||131 DPS||315 critical DPS|
|Valmont's Whip||Ignores shields. Inflicts a critical hit if the tip of the whip strikes the enemy.
Popularized by the well-dressed Baron Valmont du Cul.
|Dropped by Disgusting Worm (0.4% chance)||53 DPS||320 critical DPS|
|Wrenching Whip||Ignores shields, pulls victims toward you and inflicts a critical hit on the 3rd strike.||Dropped by Pirate Captain (0.4% chance)||129 DPS||187 critical DPS|
|Impaler||Inflicts a critical hit if the target is up against a wall.||Dropped by the The Concierge on second kill||117 DPS||300 critical DPS|
|Sadist's Stiletto||Inflicts a critical hit if the target is bleeding or poisoned.
Hit 'em where it hurts.
|Dropped by Spiker (1.7% chance)||109 DPS||191 critical DPS|
|War Spear||Inflicts a critical hit when you strike several targets at the same time.
Greater range but less speed.
|Dropped by Hammer (1.7% chance)||149 DPS||306 critical DPS|
|Rapier||Inflicts a critical hit immediately after a roll.
It's all in the wrist...
|Dropped by Scorpion (0.4% chance)||106 DPS||268 critical DPS|
|Spiked Boots||Inflicts a critical hit if the kick interrupts an attack.||Dropped by Thorny (0.4% chance)||101 DPS||297 critical DPS|
|Hayabusa Boots||The last hit inflicts area-of-effect damage and pushes enemies back.||Found at the end of the Forgotten Sepulcher||128 DPS||N/A|
|Hayabusa Gauntlets||The final hit is a critical hit.||Dropped by Lancer (0.4% chance)||128 DPS||173 critical DPS|
|Torch||Burns your enemies (15 DPS for 2.7 seconds).
Talk about mood lighting!
|Dropped by Spawner (1.7% chance)||99 DPS||15 burning DPS|
|Symmetrical Lance||Inflicts critical hits for 6 sec if you quickly kill 2 enemies with this weapon.||Dropped by The Hand of the King on first kill||168 DPS||251 critical DPS|
|Swift Sword||Inflicts a critical hit if you have an active speed buff.
Forget about taking your time. To get real results, strike hard and fast.
|Unlocked on 1st completed Daily Run (only one completion per day counts)||112 DPS||171 critical DPS|
|Meat Skewer||Lets you go behind your enemy.
Now you see me, now you don't!
|Unlocked on 10th completed Daily Run (only one completion per day counts)||139 DPS||N/A|
|Giant Killer||Inflicts a critical hit if the victim is an Elite or a Boss.||Currently only available in the Daily Run mode||150 DPS||262 critical DPS|
Two major classes of ranged weapons exist: bows and crossbows, which usually have limited ammunition, and spells, magic weapons which do not have ammunition.
|Icon||Name||Description||Blueprint Location||Base DPS||Base Special Damage||Scaling|
|Beginner's Bow||Ammo: 6
Ammo comes back after enemies are killed.
The Jailer's son was getting pretty good at hunting rats with this...
|Starter bow until Random Starter Bow is purchased (found in secret tile near the place where you start afterwards)||100 DPS||N/A|
|Multiple-nocks Bow||Ammo: 12
Shoots 3 arrows at the same time.
|Always unlocked||121 DPS||N/A|
|Throwing Knife||Ammo: 8
Causes bleeding (20 DPS for 2 seconds). Automatically targets the nearest enemy.
|Always unlocked||14 DPS||20 bleeding DPS|
|Electric Whip||Automatically targets nearby enemies. Ignores shields.||Always unlocked||128 DPS||N/A|
|Fire Brands||Burns enemies and the ground (19 DPS for 3 sec).||Always unlocked||8 DPS||19 burning DPS|
|Frost Blast||Ammo: 4
Freezes enemies in front of you. No damage if the target is already frozen.
|Always unlocked||48 DPS||N/A|
|Bow and Endless Quiver||Unlimited ammo. Last shot is a critical hit!
"You can never have too many arrows" - Legolas
|Dropped by Undead Archer (0.03% chance)||133 DPS||N/A|
|Marksman's Bow||Ammo: 6
Inflicts a critical hit at long range. Slow, but devastating at long range. A sniper's delight.
|Found behind the Timed Gate (closes after 8 minutes) in the Ossuary||50 DPS||300 critical DPS|
|Infantry Bow||Ammo: 5
Inflicts a critical hit at close range.
A bow designed for close combat.
|Dropped by Undead Archer (1.7% chance)||68 DPS||189 critical DPS|
|Quick Bow||Ammo: 10
Inflicts a critical hit if the target has 2 or more arrows stuck in its body.
Speed at the detriment of accuracy.
|Behind the starting point in the Prisoners' Quarters, up some ledges on the wall||43 DPS||141 critical DPS|
|Ice Bow||Ammo: 4
Briefly freezes enemies.
|Dropped by Undead Archer (0.4% chance)||46 DPS||N/A|
|Heavy Crossbow||Ammo: 15
Shoots several short-range bolts at once.
A point-blank blast.
|Dropped by The Concierge on first kill||280 DPS||N/A|
|Repeater Crossbow||Ammo: 30
Fires multiple bolts, periodically immobilising enemies. Inflicts critical hits on immobilised targets.
|Dropped by Dark Tracker (0.4% chance)||71 DPS||123 DPS|
|Hokuto's Bow||Ammo: 2
Marks the enemy, who then takes +75 DPS for 20 sec. If the enemy dies, the mark spreads.
You don't know it yet, but you're already dead.
|Dropped by Cannibal (1.7% chance)||25 DPS||75 extra DPS|
|Ice Crossbow||Ammo: 9
Tap to freeze enemies. Hold to inflict critical damage.
|Dropped by The Time Keeper after second kill||60 DPS||171 critical DPS|
|Explosive Crossbow||Bolts explose in the area of effect. Any enemy hit by a bolt suffers a critical wound.||Can be found in the Promenade of the Condemned through the three locked doors||85 DPS||169 critical DPS|
|Nerves of Steel||Ammo: 6
Inflicts a critical hit if the arrow is shot at right moment.
|To the far right in the Ramparts, by jumping on top of an invisible platform. This weapon can only be unlocked under the special circumstance, that the last tower does NOT have the exit to the next stage or the secret amethyst.||56 DPS||229 critical DPS|
|Alchemic Carbine||Poisons its victims (20 DPS for 6 seconds).||In a secret room in the Ancient Sewers, through a long hole obscured by vines that can be rolled through.||18 DPS||20 poison DPS|
|Lightning Bolt||Hold to inflict critical hits.
Join the dark side.
|Dropped by Inquisitor (1.7% chance)||122 DPS||277 critical DPS|
|Fire Blast||Burns enemies and any ground in range. Inflicts critical hits when oil is present.
Rare, medium or well-done?
|Dropped by Masker (1.7% chance)||150 DPS||196 critical DPS|
|Ice Shard||Slows down enemies during 3 sec. Inflicts critical hits on targets is in water or covered in oil.||Dropped by The Time Keeper on first kill||61 DPS||244 critical DPS|
|Pyrotechnics||Launches multiple flaming projectiles. Inflicts critical damage on targets covered in oil.||Dropped by Caster (1.7% chance)||115 DPS||205 critical DPS|
Comes back to you automatically.
|Behind the third locked door in High Peak Castle (next to the exit to the Throne Room).||89 DPS||N/A|
Passive effects[edit | edit source]
Carrying a shield causes a force field to be granted for 0.5 seconds whenever the player takes damage. This barrier absorbs most types of damage while active (the exception is damage-over-time from status effects such as poison and darkness); however, force fields, both from shields and from other sources, reduce rally effect health gain by 65% while active, making it more difficult to recover recently-lost health before the rally effect expires.
Active effects[edit | edit source]
Holding a shield's assigned button deploys it in front of the player, usually after a 0.37-second windup (the Front Line Shield instead has a 0.1-second windup). Attacks originating from in front of the shield which hit the player are reduced by the percentage specified on the shield (usually 75%) before being further reduced by other damage-reducing effects, and block damage, listed as non-critical damage, is dealt to enemies using melee attacks.
Tapping a shield's assigned button instead causes the player to attempt a parry with the shield. If no attacks arrive within the parry window, the player loses the ability to block or parry again for 0.6 seconds. However, if a non-shockwave attack or a bomb comes into contact with the shield during the parry window, any damage from the attack is nullified completely, the ability to parry subsequent attacks is preserved, and additional effects occur depending on the nature of the attack:
- Melee attackers take parry damage (indicated on the shield as a critical damage value).
- Ranged attacks are absorbed, then shot out as a forward arrow (like those produced by the Front Arrow affix) which deals 80 base damage.
- Bombs are thrown forward at great speed, exploding for 90 base damage.
- Explosions are absorbed without producing any retaliatory attacks.
Note: While using a parry-capable shield, the player will automatically parry attacks that land within the first 0.2 seconds after starting to raise the shield as long as the shield's assigned button is still being held down at the time of the attack landing.
Effect scaling[edit | edit source]
Block and parry damage outputs of shields are usually increased based on the player's Survival stat. The absorbed percentage of damage while blocking, however, can only be increased by the presence of the Shield Absorb affix (7% extra absorbed damage while held up).
|Icon||Name||Description||Blueprint Location||Block Damage||Parry Damage||Absorbed Damage||Damage reduction||Scaling|
|Old Wooden Shield||Hold the shield up to reduce some damage. Parry at the right time to cancel all damage. Secondary weapon only.||Starter shield until Random Starter Shield is purchased (found in secret tile near the place where you start afterwards)||15 damage||30 damage||75%||Yes|
|Greed Shield||Blocked attacks make the enemy's teeth fall out (1 per enemy). Transforms arrows into gold.||Always unlocked||40 damage||80 damage||75%||No|
|Cudgel||Stuns blocked enemies. Stuns lasts longer if a parry is successful.||Always unlocked||20 damage||40 damage||75%||No|
|Rampart||Absorbs more damage. Generates a force field for 3 sec on a successful parry.||Dropped by Shieldbearer (0.4% chance)||40 damage||80 damage||85%||No|
|Bloodthirsty Shield||Blocked attacks inflict bleeding (20 DPS for 3 seconds). Effect extended to nearby enemies on a successful parry.||Dropped by Shieldbearer (0.03% chance)||15 damage (20 bleeding DPS)||30 damage (20 bleeding DPS)||75%||No|
|Assault Shield||Blocks attacks while charging forward.||Found behind the Timed Door (closes after 2 minutes) in the transition before Promenade of the Condemned||20 damage||40 damage||75%||No|
|Parry Shield||Cannot be held up. Blocked grenades and shots are returned with added power.||Found in secret area within Stilt Village||N/A||100 damage||75%||No|
|Punishment||Blocked attacks inflict damage to nearby enemies. Critical damage if parry is successful.||Found in room behind key door within the Clock Tower||50 damage||80 damage||75%||No|
|Knockback Shield||Blocked attacks push enemies backwards. Effect doubled on a successful parry.||Dropped by Catcher (0.4% chance)||30 damage||60 damage||75%||No|
|Spiked Shield||Inflicts major damage on blocked enemies.||Dropped by Cleaver (1.7% chance)||70 damage||140 damage||75%||No|
|Force Shield||Generates a temporary forcefield when held up. It regenerates slowly when the shield is not held up. Parries speed up the process.||Dropped by Purulent Zombie (Sewers) (0.4% chance)||40 damage||40 damage||75%||No|
Skills[edit | edit source]
Skills are secondary abilities that can be used in combat. The player never starts with skills and must find them throughout the run. Skill damage and cooldown scale based on the player's Tactics stat, though some skills instead scale their effects with Brutality or Survival.
The player has two skill slots. Upon picking up a third skill, a menu which compares all three appears, allowing the player to choose which of the three skills to discard.
Equipped skills can be swapped with each other in the pause menu with the Interact key.
Skills are roughly split into three types: traps and turrets, grenades, and miscellaneous powers.
|Icon||Name||Description||Blueprint Location||Base Damage||Base Cooldown Time||Scaling|
|Sinew Slicer||Fires saws on nearby enemies, inflicting x damage/s, plus y bleeding DPS (lasts 1.5 sec).||Always unlocked||20 DPS (6 bleeding DPS)||10 seconds|
|Wolf Trap||Launches 2 traps which immobilize enemies for 6.5 seconds. Increases all damage taken by trapped enemies by x DPS.||Always unlocked||40 DPS||14 seconds|
|Double Crossb-o-matic||Fires at 2 nearby enemies, each shot inflicts x DPS.||Dropped by Zombie (0.4% chance)||45 DPS||10 seconds|
|Heavy Turret||Fires on all nearby enemies and inflicts x DPS. Your own damage is increased by 15% if you are close to the turret.||Dropped by Slasher (0.4% chance)||110 DPS||10 seconds|
|Barnacle||Fires rapidly on enemies passing below inflicting x DPS. You need to be close by for this to work. Lasts 9 sec.||Dropped by Thorny (1.7% chance)||52 DPS||10 seconds|
|Flamethrower Turret||Burns nearby enemies for 2 seconds (x DPS).||Dropped by Shocker (0.4% chance)||18 burning DPS||6 seconds|
|Cleaver||Inflicts x DPS and bleeding (y DPS for 1.8 sec) to enemies walking on it.||Dropped by Runner (1.7% chance)||35 DPS (6 bleeding DPS)||10 seconds|
|Crusher||Violently crushes enemies in its area of effect (x damage).||Dropped by Lacerator (0.4% chance)||200 damage||14 seconds|
|Explosive Decoy||You disappear for 2.5 seconds and leave a lure in your place which attracts all nearby enemies. Explodes after 2.5 seconds (x damage).||Dropped by Protector (0.4% chance)||110 damage||12 seconds|
Grenades are unique in that they all mainly scale with the Brutality stat, though some of them can also scale with Tactics (crowd control grenades) or Survival (Powerful Grenade and Swarm). Сooldown Grenades are improved based on the player's Brutality stat.
|Icon||Name||Description||Blueprint Location||Base Damage||Base Cooldown Time||Damage reduction||Scaling|
|Infantry Grenade||Quick to use, but not super powerful.||Always unlocked||90 damage||4 seconds||No|
|Powerful Grenade||Causes a large explosion.||Dropped by Bombardier (1.7% chance)||250 damage||13 seconds||No|
|Cluster Grenade||Explodes into 6 mini bombs inflicting x damage each||Dropped by Slasher (1.7% chance)||50 damage/bomb||20 seconds||No|
|Ice Grenade||Explodes, freezing nearby enemies and inflicting x damage.||Always unlocked||35 damage||18 seconds||Yes|
|Fire Grenade||Inflicts x damage and burns nearby enemies for 3 seconds (y DPS).||Dropped by Grenadier (1.7% chance)||12 damage (25 burning DPS)||13 seconds||No|
|Magnetic Grenade||Attracts anything close to it and deals x DPS (lasts 5.5 sec).||Dropped by Grenadier (0.4% chance)||12 DPS||16 seconds||No|
|Stun Grenade||Inflicts x damage and stuns nearby enemies for 2 seconds.||Found in the Ramparts||20 damage||18 seconds||Yes|
|Root Grenade||Immobilizes all nearby enemies for 3 seconds and inflicts x DPS while they are trapped.||Behind Timed Door in the Collector's Room after the Black Bridge (closes after 15 minutes)||30 DPS||16 seconds||No|
|Oil Grenade||Inflicts x damage and covers nearby enemies with flammable oil.||Dropped by Hammer (0.4% chance)||60 damage||10 seconds||No|
|Swarm||Summons 2 biters to serve you (cumulative up to 8 max).||Dropped by Disgusting Worm (0.4% chance)||Not displayed||0.4 second||No|
|Hunter's Grenade||Throw this grenade at a monster to aggravate it a little. Beat it down to 40% health or less, then use the Blueprint Extractor on the monster to obtain a blueprint from it
Catch 'em all!
|Unlocked at the Collector, 150 cells price. You need to first unlock 20 items from the Collector in order to be able to unlock it
Afterwards spawn behind golden door (which requires 7500 gold to unlock) somewhere in Prisoners' Quarters.
(it actually deals no damage)
|Icon||Name||Description||Blueprint Location||Base Damage||Base Cooldown Time||Damage reduction||Scaling|
|Death Orb||Summons a slow moving but devastating orb of energy (x DPS, lasts for 12 sec).||Dropped by Cleaver (0.4% chance)||100 DPS||20 seconds||No|
|Tornado||Inflicts x DPS to all enemies caught inside. Changes direction when it hits a wall. Lasts for 10 sec.||Dropped by Guardian Knight (0.4% chance)||80 DPS||24 seconds||No|
|Knife Dance||Launches a storm of knives around you which cause bleeding (x DPS for 4 sec).||Dropped by Bat (0.4% chance)||40 bleeding DPS per effect||16 seconds||No|
|Corrupted Power||Your attacks deal an additional x DPS for 8 seconds. You also take +30% extra damage during this period.||Dropped by Protector (0.4% chance)||50 DPS||16 seconds||Yes|
|Vampirism||Nearby enemies bleed (x DPS for 20 sec) and drop a healing item (heals 5% HP).||Dropped by Inquisitor (0.4% chance)||40 bleeding DPS||N/A||Yes|
|Tonic||Heals x% HP and completely protects you for 3 seconds. Must be recharged after use.||Always unlocked||10 damage
Heal 4% of HP
|Grappling Hook||Pulls an enemy to you. The next attack on this enemy inflicts +x% damage and stuns for 1 sec.
Yes, just like Scorpion...
|Dropped by Catcher (0.4% chance)||40%||3 seconds||No|
|Phaser||Teleports you behind the enemy. The next attack inflicts +x damage.||Dropped by Runner (0.4% chance)||70 damage||2 seconds||No|
|Corrosive Cloud||Creates a toxic cloud that lasts 15 sec, inflicting bleed and poison damage (x DPS for 2 sec).||Dropped by Purulent Zombie (Graveyard) (0.4% chance)||8 bleed/poison DPS||20 seconds||No|
|Lacerating Aura||Inflicts x DPS to nearby targets (lasts 4 sec).||Unlocked on 5th completed Daily Run (only one completion per day counts)||85 DPS||12 seconds||No|
|Wave of Denial||Repels all nearby enemies back and inflicts x damage. If the victim is thrown against a wall, it takes y extra damage.||Dropped by Bombardier (1.7% chance)||30 (90) damage||3 seconds||No|
|Wings of the Crow||Temporarily allows you to float in the air while inflicting x DPS to enemies below you.
|Dropped by Golem (1.7% chance)||75 DPS||24 seconds||No|
|The Night Light||Deploys a lantern that grants light which diminishes after a while.||Skill cannot be unlocked - it only appears at the start of the Forgotten Sepulcher||N/A||120 seconds||Yes||N/A|
|Blueprint Extractor||Use this on a monster transformed by the Hunter's Grenade with less than 40% health remaining||Drops nearby transformed monster after Hunter's Grenade successfuly used||N/A||N/A||N/A||
(it actually deals no damage)
Amulets[edit | edit source]
You may only equip one amulet at a time, but their effects are powerful...
"A fine object, adroitly hidden under your clothes to make less work for the artists."
Amulets come in ruby, golden, ice, sapphire, or moonstone. They are most frequently acquired by defeating Elite enemies or by opening a Timed or Perfect Door. Amulets can also be found within Challenge Rift chests, on corpses or by rummaging through loot in lore rooms. Amulets carry one or more affixes, grant damage reduction and can give the player more stats (Brutality/Tactics/Survival).
As amulets are leveled items, the gear levels of Biomes affect the quantity and quality of the Affixes on the amulets found within them, as well as the number of stats and the percentage of damage reduction they grant.
Prisoner's Collar[edit | edit source]
"Nothing worth mentioning, except maybe a vague whiff of dead rat..."
The player starts every run with the Prisoner's Collar equipped. It gives no benefits of any kind.
References[edit | edit source]
- Test done by fighting the Concierge 80 times on a fresh save and 49 times on a 100% save. probability to get a Legendary from the starter pool was 71% on a fresh save and 12% on a 100% save. The theoretical probability assuming equal chance to drop all items is 16%.