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Pickups are miscellaneous items which are not gear items, stat upgrade scrolls, runes, or blueprints. Pickups can be collected using the Interact key while the player is close enough to do so.

There are three main categories of pickups: gems, which give varying amounts of gold; foods, which heal the player; and keys, which allow the player to unlock specific doors.

Gems[edit | edit source]

Gems give a significant amount of gold when collected.

The table below lists all gems in order from least valuable to most valuable. Generally, gems will be more valuable when they appear in harder biomes, and their values increase multiplicatively by 40% (rounded to the nearest multiple of 5) with each loot level increment.

Name Image Description Value Range Sources
Gold Tooth Golden Tooth Icon.png A gold tooth worth (value) GOLD. He had it coming to him anyway... 35-265
  • One per enemy parried with the Greed Shield. (Value is 265? for the Watcher.)
  • The Concierge death reward (4 drops, 100? gold each)
Golden Arrow Golden Arrow Icon.png A transmuted arrow worth (value) GOLD. For the aristocratic marksman. 35-190
  • One per arrow parried with the Greed Shield per Undead Archer.
Golden Cell Golden Cell Icon.png A nice prize worth (value) GOLD. 20-150
  • One per Dead Cell while wearing an amulet with the "You get gold when you get a Dead Cell from an enemy" affix. (Value is 150? for the Watcher.)
Shiny Rock Shiny Rock Icon.png Seriously? Is this even worth picking up? 100-540
  • Timed door reward
  • Wall runes (uncommon)
  • Random drop from enemies
Malachite Malachite Icon.png Probably a fake, but you should be able to trick a poor soul into buying it for (value) GOLD. 250-1345
  • Wall runes (common)
  • Timed door reward
  • The Concierge death reward (4 malachites, 690? gold each)
  • Random drop from enemies
Amethyst Amethyst Icon.png This purple stone is worth (value) GOLD! My precioooouuuusssss... 500-2690
  • Wall runes (uncommon)
  • The Concierge death reward (2 drops, 1370? gold each)
  • Timed door reward
  • Random drop from enemies
Blue Sapphire Blue Sapphire Icon.png A magnificent jewel worth (value) GOLD! 1000-5380
  • Wall runes (rare)
  • Timed door reward (rare)
Ruby Ruby Icon.png A precious gem worth (value) GOLD! 1500-8070
  • Wall rune (very rare)
  • Cursed Chest reward
  • Guard Corpse on 4th run of save in the Prisoner's Quarters (Guaranteed Drop)
Fragment of The Philosopher's Stone Philosophers Stone Icon.png You are now the richest creature on the island. This fragment of the Philosopher's stone is worth (value) GOLD! 75000
  • Random drop from enemies (incredibly rare)
  • Wall runes (incredibly rare)
  • Unlike other gems, value is fixed

Food[edit | edit source]

Food regenerates a fixed percentage of health when eaten. There are two different functional types of food, each with five different appearances depending on the selected diet.

Minor Foods[edit | edit source]

Minor foods, encompassing Kebabs, Carrots, Guts, Cherries, Pastries and Croissants (Carnivore, Vegetarian, Monster, Fruitarian, Castlevaniesque and Baguette, respectively), restore 15% of the player's maximum health by default (30% with the Gastronomy mutation). Enemies and wall runes may drop them, or they might be found on the ground at the end of a branch or for sale in a food shop.

Name Image Diet Setting
Kebab Minor-carni-kebab-96x96.png Carnivore
Carrot Minor-vege-carrot-96x96.png Vegetarian
Guts Minor-mons-guts-96x96.png Monster
Cherries Minor-fruit-cherry-96x96.png Fruitarian
Pastry Minor-castle-cake-96x96.png Castlevaniesque
"Le Croissant" Minor-bag-croissant-96x96.png Baguette

Major Foods[edit | edit source]

Major foods, encompassing Drumsticks, Big ol' radishes, Monster's eyes, Watermelons, Turkeys and Baguettes (Carnivore, Vegetarian, Monster, Fruitarian, Castevaniesque and Baguette, respectively), are very effective at healing the player, healing 50% of the player's maximum health by default (100% with the Gastronomy mutation). Major foods, though they do drop rarely from enemies and wall runes, are most reliably obtained by purchasing them in food shops.

Name Image Diet Setting
Drumstick Major-carni-chicken-96x96.png Carnivore
Big ol' radish Major-vege-radish-96x96.png Vegetarian
Monster's Eye Major-mons-monstereye-96x96.png Monster
Watermelon Major-fruit-watermelon-96x96.png Fruitarian
Turkey Major-castle-turkey-96x96.png Castlevaniesque
"La Baguette" Major-bag-baguette-96x96.png Baguette

Cough Syrup[edit | edit source]

A item which reduces the Malaise infection levels by 30%, can be bought at food shops.

Cells[edit | edit source]

Cells are one of the two currencies (the other being gold) in Dead Cells. Surviving to the end of a level allows one to spend cells at The Collector, while dying prior to the end of a level will result in the loss of all cells.

Cells have a chance to drop from slain enemies and looted chests. There are also chances for levels to have gold doors, which a player can spend an amount of money to open the door (or break it down at the cost of a curse) behind which is a container of cells.

Cells can be spent either at The Collector at the end of each level, on upgrades or to unlock blueprints; or at The Blacksmith after each boss, to upgrade the chance of finding better quality items. These upgrades are permanent and persist through all subsequent playthroughs.

The door to the area after the Collector will remain locked until all cells are spent. Should one decide they do not wish to spend all their cells at the Collector (for example to spend them at The Blacksmith after the next boss), the door can be broken down to proceed to the next level.

Liposuction[edit | edit source]


Liposuction is a rare pickup that grants one extra cell on every kill for 45 seconds, even if the enemy can't give any cells on its own. It is randomly dropped from enemies, though the exact drop chance is not known.

Residual Cells[edit | edit source]

This bag spawns right next to the Dead Man's Bag, but only if you defeated the Hand of the King on the previous run with some leftover cells, and it contains all of those leftover cells from the previous run for you to use on the next one. If you don't pick up this bag, though, you'll lose all cells that the bag contained.

Keys[edit | edit source]

Unlike most other pickups, keys are not used immediately when they are picked up. Instead, they are added to the player's inventory so they can be consumed later to open their respective doors. Keys will remain in the player's inventory for the rest of the run if not used within the appropriate level. All unused keys disappear upon death or at the end of a succesful run.

Name Image Location Description
Gardener's Key Gardener's Key.png Promenade of the Condemned three Gardener Keys are required to open doors to obtain the Explosive Crossbow blueprint. One of the keys require the Ram Rune, one needs the Spider Rune and the third can be obtained by stomping a hidden flower in the ground three times. Once the Explosive Crossbow blueprint has been collected, there will be Malachite or Amethyst in its place on subsequent runs. In each of the Ramparts, the Graveyard and the Forgotten Sepulcher there is a small secret room with a door that requires a Gardener Key and lets you pick up a Moonflower Key.
Village Key Village Key.png Stilt Village Two Village Keys are used to open doors blocking further progress through the level. The mid-stage door can be bypassed if the player possesses the Spider's Rune, but the doors blocking access to the Clock Tower and the Forgotten Sepulcher cannot be bypassed. A secret area in the biome requires a Village Key to unlock access to its prize, the blueprint for the Counter Shield.
Clockmaker's Key Clockmaker's Key.png Clock Tower Required to open the door blocking access to the biome's exit, a door to the Clock Room.
Bell Tower Key Bell Tower Key.png Clock Tower Drops from a Clock Tower's bell when they are rung in ascending order of the pitch of their ring[1]. It is required to open the door blocking access to the blueprint for Punishment.
Graveyard Key Graveyard Key.png Graveyard (in one of the minor tombs) Required to open the door leading down into the underground portion of the main biome.

Open the gates of Hell...

Architect's Key Architect's Key.png Graveyard (inside a wall rune) Required to open the door blocking access to the blueprints for Merchandise Categories and Parting Gift.
Crypt Key Crypt Key.png Forgotten Sepulcher Four Crypt Keys are required to open several doors blocking further progress through the level. Two lie beyond teleportation tombs, and the other two are dropped by the two Elite Trackers at the end of the biome.

It seems to be very old.

Moonflower Key Moonflower Key.png Ramparts, Graveyard, Forgotten Sepulcher There are three Moonflower Keys: one in the Ramparts, one in the Graveyard and one in the Forgotten Sepulcher. Each will appear in a small secret room that can only be reached by traversing a well-hidden passage through the walls. A glimpse of the room may hint at the passage's location, which is faintly marked by vines. Inside each of these rooms will be a door requiring a Gardener's Key from to gain access to the Moonflower Key. Reaching all four these locations in a single run, however, requires having three active BSC and passing through the three-cell door leading from the Ramparts to the Insufferable Crypt. If all three Moonflower Keys have been collected, they can be used to access a secret room in High Peak Castle hidden in a similar way as the rooms containing the keys. The room contains the blueprint for Acceptance.
Castle Key Castle Key.png High Peak Castle There are three Castle Keys ih High Peak Castle. They drop from the Elite enemies inside the colored doors. Only two are necessary in order to proceed to the Throne Room, while the other grants access to a room where the player can find a Scroll of Power, two weapons and the blueprint for the Boomerang.