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Dead Cells provides players with multiple options of style defining Gear in the form of various Weapons, which have limited but different movesets, Skills, which cause a variety of effects but must cool down between uses, and Talismans, passive items which can grant powerful offensive or defensive benefits.

Gear items, like Pickups, are not automatically collected - they must be picked up using the Interact key. Alternately, in most cases, these items can be recycled into gold instead if the appropriate upgrades have been unlocked.

Most pieces of gear appear with one or more Affixes which add effects or grant situational benefits. Only non-starter level-one gear items and unique talismans lack affixes of any kind (starter gear items always generate with the affix "Can not 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]

As of the Baguette Update, the player can spend cells at the Forge (which only appears after bosses) to permanently upgrade ALL weapons and skills. Investments at the Forge persist through death, allowing cells for upgrades to be collected across multiple runs.

When you upgrade the forge, items that are dropped, or appear in shops have a chance to be of a +, ++, or S quality. The max for + is 100%, meaning everything that appears will be of + quality. The max for ++ items is 60%. With S being the lowest at only 30% maximum chance. The upgrade benefits are as follows:

  • The first upgrade, adding "+" to the end of the name, causes the item to generate with 2 more gear levels than usual.
  • The second upgrade, adding a second "+" to the end of the name, causes the item to generate with 4 more gear levels than usual (2 of these levels come from the first upgrade) and give +1 to one scaling Stat for the base form of the item.
  • The final upgrade, replacing the "+" symbols at end of the name with an "-S", causes the item to generate with 6 more gear levels than usual (4 of these levels come from the first and second upgrades) and give either +2 to one scaling stat or +1 to both scaling stats (only if the base form of the item has two scaling stats i.e. it is a two-color item).

Gear Variants[edit | edit source]

Up to two variants of standard gear (weapons and skills) can be encountered during gameplay: colorless items and legendary items.

Colorless Items[edit | edit source]

Colorless items, obtained from Cursed Chests, are in most ways the same as standard items, inheriting the benefits of "+", "++" and "S" upgrades and being affected by gear levels. However, they possess two Affixes which cannot appear on standard items:

  • Colorless (scales with your highest stat)
  • You take 20% more damage

These items are visually distinguished from standard items by a white icon (rather than an icon colored based on the base item's scaling stats).

Legendary Items[edit | edit source]

Legendary items, introduced in the Baguette Update, are powerful item variants which always drop from bosses but can also be obtained rarely from slaying enemies or opening treasure chests. Though they do not inherit the benefits of "+", "++" or "S" upgrades (i.e. they never grant bonuses to scaling stats), they are affected by gear levels, and they possess up to two bonus Affixes compared to standard items:

  • Colorless (scales with your highest stat)
  • A specific affix (fixed 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

These items are visually distinguished from standard items by a gold icon (rather than an icon colored based on the base item's scaling stats).

Weapons[edit | edit source]

Only two weapons can be carried at a time. Attempting to pick up a third weapon will summon a prompt which compares all three weapons and asks the player to choose whether to discard a carried weapon in order to pick up the new weapon.

The following is a list of weapons in the game Dead Cells.

Melee Weapons[edit | edit source]

Damage output of melee weapons is usually increased based on the player's Strength Stat.png Brutality Stat, though some weapons can instead scale with either Skill Stat.png Tactics (Cursed Sword and Frantic Sword) or Health Stat.png Survival (some slow, heavy-hitting weapons).

Icon Name Description Blueprint Location Base Damage Base Special Damage Alternate Stat Scaling
Rusty Sword.png Rusty Sword "Kills things. Sometimes..." Starter weapon until Random Melee Weapon is purchased (found in secret tile near the place where you start afterwards) 119 damage/s N/A None
Assassin's Dagger Icon.png Assassin's Dagger Inflicts a CRITICAL BLOW when you backstab your enemies.

"Small, but deadly if you know where to stick it."

Found above the starting point of the Promenade of the Condemned 100 damage/s 300 critical damage/s None
Spiteful Sword Icon.png Spiteful Sword Inflicts a CRITICAL BLOW if you have been hit recently.

"A rusty old weapon that gets more dangerous in a pinch..."

Dropped by Flying Biter (0.03% chance) 131 damage/s 315 critical damage/s None
Blood Sword Icon.png Blood Sword Causes bleeding (x damage/s). Dropped by Zombie (100% chance) 109 damage/s 18 bleeding damage/s None
Twin Daggers Icon.png Twin Daggers Inflicts a CRITICAL BLOW on the third consecutive strike.

"Two knives for the price of one, more violence for your dollar!"

N/A (always unlocked) 136 damage/s 201 critical damage/s None
Cursed Sword Icon.png Cursed Sword If you're hit, you're dead.

"So you like to play hardball, do ya?"

Dropped by The Watcher on second kill 407 damage/s N/A Tactics
Dagger of the Sadistic Cult Icon.png Dagger of the Sadistic Cult Inflicts a CRITICAL BLOW if the victim is bleeding or poisoned.

"Turn the knife..."

Dropped by Spiker (1.7% chance) 109 damage/s 191 critical damage/s None
War Spear Icon.png War Spear Inflicts a CRITICAL HIT when you strike several enemies.

"Trade some speed for range."

Dropped by Mechanical Spider (1.7% chance) 149 damage/s 306 critical damage/s Survival
Rapier Icon.png Rapier Inflicts a CRITICAL HIT immediately after rolling.

"It's all in the wrist..."

Dropped by Scorpion (0.4% chance) 90 damage/s 228 critical damage/s None
Valmont's Whip Icon.png Valmont's Whip Ignores shields and deals a CRITICAL HIT when striking at maximum range.

"Deadly when in the right hands..."

Dropped by Ugly Worm (0.4% chance) 53 damage/s 320 critical damage/s Survival
Oiled Sword Icon.png Oiled Sword Covers enemies with flammable oil. Inflicts massive damage if introduced to a flame... Dropped by Bat (1.7% chance) 149 damage/s N/A None
Torch Icon.png Torch Ignites your enemies and inflicts x damage/sec for 2.7 seconds Dropped by Death Spitter (1.7% chance) 99 damage/s 15 burning damage/s None
Frantic Sword Icon.png Frantic Sword Inflicts a CRITICAL BLOW when you're below 50% health. Dropped by Kamikaze (0.4% chance) 137 damage/s 285 critical damage/s Tactics
Impaler Icon.png Impaler Inflicts a CRITICAL BLOW when enemies are up against a wall. Dropped by the Incomplete One on second kill 124 damage/s 230 critical damage/s None
Wrenching Whip Icon.png Wrenching Whip Ignores shields, pulls victims towards you and kicks them on the third strike, dealing a CRITICAL BLOW. Dropped by Pirate Captain (0.4% chance) 115 damage/s ? critical damage/s None
Balanced Blade Icon.png Balanced Blade Carefully balanced to allow consecutive rapid strikes. N/A (always unlocked) 127 damage/s N/A None
Broad Sword Icon.png Broad Sword Does massive damage.

"Slow and heavy, but looks badass. The best way to compensate."

Obtained from some remains within the Prisoners' Cells 153 damage/s N/A Survival
Shovel Icon.png Shovel Flings enemies and bombs backwards.

"Any object is a deadly weapon if you apply enough velocity."

Dropped by Host Zombie (Graveyard) (0.4% chance) 145 damage/s N/A Survival
The Nutcracker Icon.png The Nutcracker Stuns victims that have more than 75% health. N/A (always unlocked) 98 damage/s N/A Survival
Spartan Sandals Icon.png Spartan Sandals Kicks victims backwards and interrupts their attacks.

"This. Is. DEAD CELLS!"

Dropped by Phazer (100% chance) 53 damage/s N/A None
Spiked Boots Icon.png Spiked Boots Inflicts a CRITICAL BLOW if the kick interrupts an attack. Dropped by Thorny (0.4% chance) 50 damage/s 150 critical damage/s None
Hayabusa Boots Icon.png Hayabusa Boots The last hit inflicts area damage and kicks enemies backward. Found at the end of the Forgotten Sepulchre 128 damage/s N/A None
Swift Sword Icon.png Swift Sword Inflicts a CRITICAL BLOW if you are currently benefiting from accelerated movement.

"Take your time? Pft, what a joke. Hit hard and fast! Now there's a recipe for victory..."

Unlocked on 1st completed Daily Run (only one completion per day counts) 113 damage/s 171 critical damage/s None
Meat Skewer Icon.png Meat skewer Double thrust followed by a forward thrust which allows you to pass through units.

"Now you see me, now you don't !"

Unlocked on 10th completed Daily Run (only one completion per day counts) 139 damage/s N/A None
Hayabusa Gauntlets Icon.png
Hayabusa Gauntlets

The 5th hit is always a CRITICAL BLOW

Dropped by Lancer (0.4% chance) 128 damage/s 173 critical damage/s None
Symmetrical Lance Icon.png
Symmetrical Lance If you quickly kill 2 enemies with this weapon, it will deal CRITICAL BLOWS for 6 sec. Dropped by The Hand of the King on first kill 168 damage/s 251 critical damage/s Survival
Giant Killer Icon.png
Giant Killer Inflicts a CRITICAL BLOW if the victim is an Elite or a Boss Currently only available in the Daily Run mode 150 damage/s 262 critical damage/s Survival

Ranged Weapons[edit | edit source]

All ranged weapons mostly scale with Skill Stat.png Tactics, though some of them can also scale with Strength Stat.png Brutality (some ranged weapons designed to be used in close combat) or Health Stat.png Survival (some slow, heavy-hitting ranged weapons).

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 Alternate Stat Scaling
Beginner's Bow.png Beginner's Bow Ammo: 6

Secondary weapon only.

You recover your arrows when you kill your victim.

"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 damage/s N/A None
Bow and Infinite Arrows Icon.png Bow and Infinite Arrows Unlimited ammo.

"There is no such thing as "too many arrows" - Legolas"

Dropped by Undead Archer (0.03% chance) 116 damage/s N/A None
Electric Whip Icon.png Electric Whip Automatically targets the closest enemy.

"Join the dark side."

N/A (always unlocked) 76 damage/s N/A Brutality
Hunter's Longbow Icon.png Hunter's Longbow Ammo: 3

Inflicts a CRITICAL BLOW if you strike from far away.

"Slow, but devastating at long range."

Found behind the Timed Gate (closes after 8 minutes 30 seconds) in the Ossuary 104 damage/s 311 critical damage/s Survival
Infantry Bow Icon.png Infantry Bow Ammo: 7

Inflicts a CRITICAL BLOW when you strike at close range.

"A bow designed for close combat."

Dropped by Undead Archer (1.7% chance) 68 damage/s 189 critical damage/s Brutality
Quick Bow Icon.png Quick Bow Ammo: 9

Inflicts a CRITICAL HIT if the target has 2 or more arrows in its body.

"Speed at the detriment of accuracy."

Behind the starting point in the Prisoners' Cells, up some ledges on the wall 60 damage/s 174 critical damage/s None
Ice Bow Icon.png Ice Bow Ammo: 4

Freezes enemies struck by your arrows.

Dropped by Undead Archer (0.4% chance) 13 damage/s N/A None
Heavy Crossbow Icon.png Heavy Crossbow Ammo: 15

Shoots multiple bolts at once.

"For short range bloodshed."

Dropped by the Incomplete One on first kill 280 damage/s N/A Survival
Repeater Crossbow Icon.png Repeater Crossbow Ammo: 15

Fires powerful bursts of bolts.

Dropped by The Tracker (0.4% chance) 126 damage/s N/A None
Throwing Knife Icon.png Throwing Knife Ammo: 8

Causes bleeding (x damage/s for 2 seconds). The attack automatically targets the closest enemy.

N/A (always unlocked) 14 damage/s 20 bleeding damage/s None
Fire Brands Icon.png Fire Brands Ignites the ground and your enemies inflicting x damage/sec for 3 seconds. N/A (always unlocked) 8 damage/s 19 burning damage/s Brutality
Double-Notched Bow Ammo: 12

Shoots two arrows at once.

N/A (always unlocked) 121 damage/s N/A None
Hokuto's Bow Icon.png
Hokuto's Bow Ammo: 2

Marks an enemy for 10 seconds. The enemy takes around X DPS extra while it's marked. If they die the mark spreads to nearby enemies.

"You don't know it yet, but you're already dead."

Dropped by Cannibal (1.7% chance) 25 damage/s 75 extra damage/s Brutality
Ice Crossbow Icon.png
Ice Crossbow Ammo: 12

A rapid shot freezes enemies. A long fire inflicts heavy CRITICAL DAMAGE.

Dropped by The Assassin after second kill 55 damage/s 154 critical damage/s None
Explosive Crossbow Icon.png
Explosive Crossbow Fires explosive bolts that deal area damage. A direct hit on an enemy inflicts a CRITICAL BLOW. Can be found in Promenade of the Condemned through the three locked doors 127 damage/s 254 critical damage/s Survival
Boomerang Icon.png
Boomerang Ammo: 2

Automatically comes back to you inflicting CRITICAL BLOWS on the return journey

Behind the third locked door in the Castle (next to the exit to the Throne Room).

Requires the Spider's Rune to reach the Blueprint.

25 damage/s 188 critical damage/s None
Acid Nerves Icon.png
Acid Nerves Ammo: 6

Inflicts a CRITICAL BLOW if you fire your arrow at the 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. 125 damage/s 241 critical damage/s Survival
Alchemic Pistol Icon.png
Alchemic Pistol Poisons the victim and inflicts x damage/sec for 6 seconds In a secret room in The Old Sewers, through a long hole obscured by vines that can be rolled through. 18 damage/s N/A Brutality
Lightning Bolt Icon.png
Lightning Bolt Continuously casting deals critical hits. But be wary of too much power...

"Join the dark side."

Dropped by Inquisitor (1.7% chance) 108 damage/s 244 critical damage/s Survival
Fire Torrent.png
Fire Torrent "Rare, medium or well-done?" Dropped by Fogger (1.7% chance) 112 damage/s N/A Brutality
Frost Blast Icon.png
Frost Blast Freezes enemies hit by the blast. Does not damage enemies which are already frozen. N/A (always unlocked) 58 damage/s N/A None
Ice Shock Icon.png
Ice Shock Slows down enemies. Inflicts CRITICAL DAMAGE when an enemy is in water or covered in oil Dropped by The Assassin on first kill 31 damage/s 126 critical damage/s Brutality
Pyrotechincs Icon.png
Pyrotechnics Launches several flaming projectiles. Inflicts CRITICAL DAMAGE on enemies covered with oil Dropped by Orb Caster (1.7% chance) 87 damage/s 173 critical damage/s None

Shields[edit | edit source]

Shields are a special sub-class of weapons which focus on protecting the player from damage rather than killing enemies.

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 player is healed for 4% of maximum health, 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 Health Stat.png 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 Amount of Damage Taken Alternate Stat Scaling
Good ol' Wooden Shield Icon.png Good Ol' 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% None
KO Shield Icon.png KO Shield Stuns blocked enemies. Stuns lasts longer when you parry. N/A (always unlocked) 20 damage 40 damage 75% None
Force Shield Icon.png Force Shield Absorbes extra damage while held up. Creates a force field for 3 seconds when you parry correctly. Dropped by Shield Bearer (0.4% chance) 20 damage 40 damage 85% None
Assault Shield Icon.png Assault Shield Causes you to charge forward while blocking. Found behind the Timed Gate (closes after 2 minutes) in the Promenade of the Condemned 20 damage 40 damage 75% None
Blood Shield Icon.png Blood Shield Causes bleeding (X damage/s for 3 seconds) when you block an enemy. Bleeding affects nearby enemies if you parry. Dropped by Shield Bearer (0.03% chance) 15 damage (20 bleeding damage/s) 30 damage (20 bleeding damage/s) 75% None
Greed Shield Icon.png Greed Shield Blocks attacks and shakes out any loose gold from your enemy's teeth (once per enemy). Also transforms enemy arrows into gold. N/A (always unlocked) 25 damage 50 damage 75% None
Spiked Shield Icon.png Spiked Shield Inflicts significant damage to blocked enemies. Dropped by Meat Grinder (1.7% chance) 70 damage 161 damage 75% None
Shove Shield Icon.png Shove Shield Violently knocks back enemies. Double the effect if you parry correctly. Dropped by Catcher (0.4% chance) 20 damage 40 damage 75% None
Front Line Shield Icon.png
Front Line Shield Absorbs extra damage. Can not be used to parry Dropped by Zombie (1.7% chance) 40 damage N/A 90% Brutality
Counter Shield Can not be held up permanently. Deflected grenades and shots are sent back with more power Found in secret area within Fog Fjord 40 damage 80 damage 75% None
Punishment Icon.png
Punishment Deals damage to all nearby enemies when you block an attack. Deals CRITICAL DAMAGE when you parry Found in room behind key door within Clock Tower 30 damage 48 damage 75% None

Skills[edit | edit source]

Skills are secondary abilities in Dead Cells that can be used in combat. The player must find skills throughout the run, as they will never start with them. Skill damage and cooldown are improved based on the player's Skill Stat.png Tactics stat, though some skills can instead scale their effects (but not their cooldowns) with Strength Stat.png Brutality or Health Stat.png Survival.

The player has two skill slots. Upon picking up a third skill, a menu which compares all three will appear, allowing the player to choose which of the three skills to discard.

Equipped skills can be swapped with each other in the pause menu, using the Interact key.

Skills are roughly split into three types: traps and turrets, grenades, and powers (the contents of Miscellaneous at skill shops once Merchandise Categories has been unlocked).

Traps & Turrets[edit | edit source]

Icon Name Description Blueprint Location Base Damage Base Cooldown Time Alternate Stat Scaling
Horizontal Turret Icon.png
Double Crossbow-Matic Fires at 2 nearby enemies, each shot inflicts x damage/s. Dropped by Zombie (0.4% chance) 40 damage/s 10 seconds None
Flamethrower Turret Icon.png
Flamethrower Turret Burns nearby enemies for 2 seconds (x damage/s). Dropped by Shocker (0.4% chance) 10 burning damage/s 12 seconds Brutality
Meat Grinder (Skill) Icon.png
Meat Grinder Inflicts x damage/s and bleeding (y damage/s) to enemies walking on it. Dropped by Phazer (1.7% chance) 35 damage/s (6 bleeding damage/s 10 seconds Brutality
Bear Trap Icon.png
Bear Trap Launches 2 traps which immobilize enemies for 6.5 seconds. Increases all damage taken by trapped enemies by X damage/s. N/A (always unlocked) 40 damage/s 14 seconds Survival
Ceiling Turret Icon.png
Ceiling Turret Fires rapidly on enemies passing below inflicting x damage/s. You need to be close by for this to work. Dropped by Thorny (1.7% chance) 52 damage/s 10 seconds None
Heavy Turret Icon.png
Heavy Turret Fires on all nearby enemies and inflicts x damage/s. Your own damage is increased by 15% if you are close to the turret. Dropped by Slasher (0.4% chance) 60 damage/s 10 seconds None
Crusher Icon.png
Crusher Violently crushes enemies in its area of effect (x damage). Dropped by Spinner (0.4% chance) 200 damage 14 seconds Survival
Lure Icon.png
Explosive Lure 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 Defender (0.4% chance) 110 damage 20 seconds None
Standart Turret Icon.png
Sinew Slicer Fires saws on nearby enemies, inflicting X damage/s, plus Y damage/s bleeding damage. N/A (Unlocked by default) 20 damage/s (6 bleeding damage/s) 10 seconds None

Grenades[edit | edit source]

Grenades are unique in that they all mainly scale with the Strength Stat.png Brutality stat, though some of them can also scale with Skill Stat.png Tactics (crowd control grenades) or Health Stat.png Survival (Heavy Grenade and Biter Swarm). Сooldown Grenades are improved based on the player's Strength Stat.png Brutality stat.

Icon Name Description Blueprint Location Base Damage Base Cooldown Time Alternate Stat Scaling
Heavy Grenade Icon.png
Heavy Grenade Explodes, inflicting x damage over an large area. Dropped by Bombardier (10% chance) 70 damage 15 seconds Survival
Cluster Bomb Icon.png
Cluster Bomb Explodes into 6 mini bombs inflicting x damage each Dropped by Slasher (1.7% chance) 42 damage/bomb 16 seconds None
Magnetic Grenade Icon.png
Magnetic Grenade Attracts anything close to it and deals x damage/s. Dropped by Grenadier (0.4% chance) 12 damage/s 16 seconds None
Flashbang Icon.png
Flashbang Inflicts x damage and stuns nearby enemies for 2 seconds. Found in the Ramparts 20 damage 18 seconds Tactics
Ice Grenade Icon.png
Ice Grenade Explodes freezing nearby enemies and inflicting x damage. N/A (always unlocked) 35 damage 18 seconds Tactics
Fire Grenade Icon.png
Fire Grenade Inflicts x damage and burns nearby enemies for 3 seconds (y damage/s). Dropped by Grenadier (1.7% chance) 12 damage (25 burning damage/s) 16 seconds None
Ivy Grenade Icon.png
Ivy Grenade Immobilizes all nearby enemies for 3 seconds and inflicts x damage/s while they are trapped. Behind Timed Door in the Collector's Room after the Black Bridge (closes after 10 minutes 30 seconds) 30 damage/s 16 seconds Tactics
Biter Swarm Icon.png
Biter Swarm Summons a swarm of small biting creatures to attack for you. Dropped by Ugly Worm (0.4% chance) Not displayed 10 seconds Survival
Oil Grenade Icon.png
Oil Grenade Inflicts x damage and covers nearby enemies with flammable oil. Dropped by Mechanical Spider (0.4% chance) 40 damage 8 seconds None
Infantry Grenade Icon.png
Infantry Grenade Explodes, inflicting x damage. N/A (unlocked from start) 55 damage 5.8 seconds None
Hunters Grenade Icon.png
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, 100 cells price.

Afterwards spawn behind golden door (which requires 7500 gold to unlock) somewhere in Prisoners' Cells.

N/A N/A None

Powers[edit | edit source]

Icon Name Description Blueprint Location Base Damage Base Cooldown Time Alternate Stat Scaling
Death Orb Icon.png
Death Orb Summons a slow moving but devastating orb of energy (x damage/s). Dropped by Meat Grinder (0.4% chance) 100 damage/s 16 seconds None
Knife Storm Icon.png
Knife Storm Launches a storm of knives around you which cause bleed damage for 4 seconds (x damage/s). Dropped by Bat (0.4% chance) 40 bleeding damage/s per effect 16 seconds Brutality
Corrupted Power Icon.png
Corrupted Power Your attacks deal an additional X damage/s for 8 seconds.You also take +30% extra damage during this period. Dropped by Defender (0.4% chance) 50 damage/s 30 seconds Survival
Grappling Hook Icon.png
Grappling Hook Pulls an enemy to you. Your next melee attacks on the victim deal 60% extra damage.

"Yes, just like Scorpion..."

Dropped by Catcher (0.4% chance) Not displayed 6 seconds None
Phaser Icon.png
Phaser You teleport behind an enemy. The damage of your next melee attack is increased by 150%. Dropped by Phazer (0.4% chance) N/A 3.6 seconds Brutality
Tonic Icon.png
Tonic Heals x HP and completely protects you for 4 seconds. Must be recharged after use. Dropped by The Watcher on first kill 20 HP N/A Survival
Tonic Empty Icon.png
Tonic (Empty) Regenerates when you leave a level. After Tonic use N/A N/A Survival
Vampirism Icon.png
Vampirism You recover x HP per melee hit that you deal for 10 seconds. Dropped by Inquisitor (0.4% chance) 3 HP/hit N/A Survival
Vampirism Empty Icon.png
Vampirism (Empty) Regenerates when you leave a level. After Vampirism use N/A N/A Survival
Toxic Cloud Icon.png
Toxic Cloud Releases a toxic cloud of poison which inflicts x damage/s for 4 seconds. Dropped by Host Zombie (Graveyard) (0.4% chance) 15 damage/s 20 seconds None
The Night Light Icon.png
The Night Light Deploys a lantern that grants light which diminishes after a while.

"Lights the way."

N/A (skill cannot be unlocked - it only appears at the start of every Forgotten Sepulchre) N/A 120 seconds N/A
Aura of Laceration Icon.png
Aura of Laceration Inflicts X damage/s to nearby targets. Unlocked on 5th completed Daily Run (only one completion per day counts) 85 damage/s 30 seconds None
Blueprint Extractor Icon.png
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 None
Crow's Wings Icon.png
Crow's Wings Temporarily allows you to float in the air while inflicting X damage/s to enemies below you.


Dropped by Golem (1.7% chance) 75 damage/s 24 seconds None
Denial Wave Icon.png
Denial Wave Knocks all nearby enemies back and inflicts X damage. If the victim is hurled against a wall, it takes Y extra damage. Dropped by Bombardier (1.7% chance) 20 (40) damage 7.5 seconds None
Tornado Icon.png
Tornado Inflicts x damage/s to all enemies caught inside. Changes direction when it hits a wall. Dropped by The Guardian Knight (0.4% chance) 80 damage/s 24 seconds None

Talismans[edit | edit source]

Talismans are passive equipment items. Most talismans do not have innate benefits - their utility comes from the affixes on them.

Only one talisman can be carried at a time. Upon picking up another talisman, a menu will appear, allowing the player to choose which of the two to keep.

Talismans can be sorted into two categories: amulets (generated talismans) and unique talismans.

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."

Generated talismans, called amulets, come in ruby, golden, ice, sapphire and moonstone varieties and are most frequently acquired by defeating Elite enemies or opening chests at the beginning of a challenge zone (at the end pre-baguette update) entered via challenge portals. They have no innate qualities, but always have one or more major and/or minor affixes in addition to one or more stat-upgrading affixes (+X Brutality/Tactics/Survival).

As amulets are leveled items, the gear levels of Biomes impact the quantity and quality of the Affixes on amulets found within them, especially stat-upgrading ones.

Unique Talismans[edit | edit source]

There is currently only one unique talisman, which cannot possess affixes of any kind.

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.

Ygdar Orus Li Ox[edit | edit source]

Formerly a unique talisman which sometimes appeared behind gold doors in the Prisoners' Cells or Prison Depths, it was changed into a Mutation in the Foundry Update. Both forms of Ygdar Orus Li Ox (abbreviated YOLO) revive the player on the spot if they would otherwise take a fatal blow while not under the effect of a curse, freezing nearby enemies for a short duration, bringing the player's health up to 25% of maximum health, and destroying themselves on use.

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