Note: Most of this page's contents is imported from other pages in the wiki - click on the header links and make changes to those pages, and those changes will automatically transfer over to here, too.
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.
- 1 Gear Upgrades
- 2 Gear Variants
- 3 Weapons
- 4 Skills
- 5 Talismans
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.
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 Damage||Base Special Damage||Scaling|
|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||Brutality|
|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||Brutality|
|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 Buzzcutter (0.03% chance)||131 damage/s||315 critical damage/s||Brutality|
|Blood Sword||Causes bleeding (x damage/s).||Dropped by Zombie (100% chance)||109 damage/s||18 bleeding damage/s||Brutality|
|Twin Daggers|| Inflicts a CRITICAL BLOW on the third consecutive strike.
"Two knives for the price of one, more violence for your dollar!"
|always unlocked||136 damage/s||201 critical damage/s||Brutality|
|Cursed Sword|| If you're hit, you're dead.
"So you like to play hardball, do ya?"
|Dropped by Conjunctivius on second kill||407 damage/s||N/A||Brutality/Tactics|
|Sadist's Stiletto||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||Brutality|
|War Spear|| Inflicts a CRITICAL HIT when you strike several enemies.
"Trade some speed for range."
|Dropped by Hammer (1.7% chance)||149 damage/s||306 critical damage/s||Brutality/Survival|
|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||Brutality|
|Valmont's Whip||Ignores shields and deals a CRITICAL HIT when striking at maximum range.
"Deadly when in the right hands..."
|Dropped by Disgusting Worm (0.4% chance)||53 damage/s||320 critical damage/s||Brutality/Survival|
|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||Brutality|
|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||Brutality|
|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||Brutality/Tactics|
|Impaler||Inflicts a CRITICAL BLOW when enemies are up against a wall.||Dropped by the The Concierge on second kill||124 damage/s||230 critical damage/s||Brutality|
|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||234 critical damage/s||Brutality|
|Balanced Blade||Carefully balanced to allow consecutive rapid strikes.||always unlocked||127 damage/s||N/A||Brutality|
|Broadsword||Does massive damage.
"Slow and heavy, but looks badass. The best way to compensate."
|Obtained from some remains within the The Prisoners' Quarters||153 damage/s||N/A||Brutality/Survival|
|Shovel||Flings enemies and bombs backwards.
"Any object is a deadly weapon if you apply enough velocity."
|Dropped by Purulent Zombie (Graveyard) (0.4% chance)||145 damage/s||N/A||Brutality/Survival|
|Nutcracker||Stuns victims that have more than 75% health.||always unlocked||98 damage/s||N/A||Brutality/Survival|
|Spartan Sandals||Kicks victims backwards and interrupts their attacks.
"This. Is. DEAD CELLS!"
|Dropped by Runner (100% chance)||53 damage/s||N/A||Brutality|
|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||Brutality|
|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||Brutality|
|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||Brutality|
|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||Brutality|
The 5th hit is always a CRITICAL BLOW
|Dropped by Lancer (0.4% chance)||128 damage/s||173 critical damage/s||Brutality|
|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||Brutality/Survival|
|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||Brutality/Survival|
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
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||Tactics|
|Bow and Endless Quiver||Unlimited ammo.
"There is no such thing as "too many arrows" - Legolas"
|Dropped by Undead Archer (0.03% chance)||116 damage/s||N/A||Tactics|
|Electric Whip|| Automatically targets the closest enemy.
"Join the dark side."
|always unlocked||76 damage/s||N/A||Brutality/Tactics|
|Marksman's Bow||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||Tactics/Survival|
|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/Tactics|
|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' Quarters, up some ledges on the wall||60 damage/s||174 critical damage/s||Tactics|
|Ice Bow||Ammo: 4
Freezes enemies struck by your arrows.
|Dropped by Undead Archer (0.4% chance)||13 damage/s||N/A||Tactics|
|Heavy Crossbow||Ammo: 15
Shoots multiple bolts at once.
"For short range bloodshed."
|Dropped by The Concierge on first kill||280 damage/s||N/A||Tactics/Survival|
|Repeater Crossbow||Ammo: 15
Fires powerful bursts of bolts.
|Dropped by Dark Tracker (0.4% chance)||126 damage/s||N/A||Tactics|
|Throwing Knife||Ammo: 8
Causes bleeding (x damage/s for 2 seconds). The attack automatically targets the closest enemy.
|always unlocked||14 damage/s||20 bleeding damage/s||Tactics|
|Fire Brands||Ignites the ground and your enemies inflicting x damage/sec for 3 seconds.||always unlocked||8 damage/s||19 burning damage/s||Brutality/Tactics|
|Duplex Bow||Ammo: 12
Shoots two arrows at once.
|always unlocked||121 damage/s||N/A||Tactics|
|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/Tactics|
|Ice Crossbow||Ammo: 12
A rapid shot freezes enemies. A long fire inflicts heavy CRITICAL DAMAGE.
|Dropped by the Time Keeper after second kill||55 damage/s||154 critical damage/s||Tactics|
|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||Tactics/Survival|
Automatically comes back to you inflicting CRITICAL BLOWS on the return journey
|Behind the third locked door in High Peak Castle (next to the exit to the Throne Room).||25 damage/s||188 critical damage/s||Tactics|
|Nerves of Steel||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||Tactics/Survival|
|Alchemic Carbine||Poisons the victim and inflicts x damage/sec for 6 seconds||In a secret room in The Ancient Sewers, through a long hole obscured by vines that can be rolled through.||18 damage/s||N/A||Brutality/Tactics|
|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||Tactics/Survival|
|Fire Torrent||"Rare, medium or well-done?"||Dropped by Masker (1.7% chance)||112 damage/s||N/A||Brutality/Tactics|
|Frost Blast||Freezes enemies hit by the blast. Does not damage enemies which are already frozen.||always unlocked||58 damage/s||N/A||Tactics|
|Ice Shard||Slows down enemies. Inflicts CRITICAL DAMAGE when an enemy is in water or covered in oil||Dropped by the Time Keeper on first kill||31 damage/s||126 critical damage/s||Brutality/Tactics|
|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||Tactics|
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 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||Scaling|
|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%||Survival|
|Cudgel||Stuns blocked enemies. Stuns last if a parry is succesful.||always unlocked||20 damage||40 damage||75%||Survival|
|Rampart||Absorbes more damage. Generates a force field for 3 sec on a successful parry.||Dropped by Shieldbearer (0.4% chance)||20 damage||40 damage||85%||Survival|
|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%||Survival|
|Bloodthirsty Shield||Causes bleeding (X damage/s for 3 seconds) when you block an enemy. Bleeding affects nearby enemies if you parry.||Dropped by Shieldbearer (0.03% chance)||15 damage (20 bleeding damage/s)||30 damage (20 bleeding damage/s)||75%||Survival|
|Greed Shield||Blocks attacks and shakes out any loose gold from your enemy's teeth (once per enemy). Also transforms enemy arrows into gold.||always unlocked||25 damage||50 damage||75%||Survival|
|Spiked Shield||Inflicts significant damage to blocked enemies.||Dropped by Cleaver (1.7% chance)||70 damage||161 damage||75%||Survival|
|Shove Shield||Violently knocks back enemies. Double the effect if you parry correctly.||Dropped by Catcher (0.4% chance)||20 damage||40 damage||75%||Survival|
|Front Line Shield||Absorbs extra damage. Can not be used to parry||Dropped by Zombie (1.7% chance)||40 damage||N/A||90%||Brutality/Survival|
|Parry Shield||Can not be held up permanently. Deflected grenades and shots are sent back with more power||Found in secret area within The Stilt Village||40 damage||80 damage||75%||Survival|
|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%||Survival|
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 Tactics stat, though some skills can instead scale their effects (but not their cooldowns) with Brutality or 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).
|Icon||Name||Description||Blueprint Location||Base Damage||Base Cooldown Time||Scaling|
|Double Crossb-o-matic||Fires at 2 nearby enemies, each shot inflicts x damage/s.||Dropped by Zombie (0.4% chance)||40 damage/s||10 seconds||Tactics|
|Flamethrower Turret||Burns nearby enemies for 2 seconds (x damage/s).||Dropped by Shocker (0.4% chance)||10 burning damage/s||12 seconds||Brutality/Tactics|
|Cleaver||Inflicts x damage/s and bleeding (y damage/s) to enemies walking on it.||Dropped by Runner (1.7% chance)||35 damage/s (6 bleeding damage/s||10 seconds||Brutality/Tactics|
|Wolf Trap||Launches 2 traps which immobilize enemies for 6.5 seconds. Increases all damage taken by trapped enemies by X damage/s.||always unlocked||40 damage/s||14 seconds||Tactics/Survival|
|Barnacle||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||Tactics|
|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||Tactics|
|Crusher||Violently crushes enemies in its area of effect (x damage).||Dropped by Spinner (0.4% chance)||200 damage||14 seconds||Tactics/Survival|
|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 Defender (0.4% chance)||110 damage||20 seconds||Tactics|
|Sinew Slicer||Fires saws on nearby enemies, inflicting X damage/s, plus Y damage/s bleeding damage.||always unlocked||20 damage/s (6 bleeding damage/s)||10 seconds||Tactics|
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 (Heavy Grenade and Swarm). Сooldown Grenades are improved based on the player's Brutality stat.
|Icon||Name||Description||Blueprint Location||Base Damage||Base Cooldown Time||Scaling|
|Heavy Grenade||Explodes, inflicting x damage over an large area.||Dropped by Bombardier (10% chance)||70 damage||15 seconds||Brutality/Survival|
|Cluster Grenade||Explodes into 6 mini bombs inflicting x damage each||Dropped by Slasher (1.7% chance)||42 damage/bomb||16 seconds||Brutality|
|Magnetic Grenade||Attracts anything close to it and deals x damage/s.||Dropped by Grenadier (0.4% chance)||12 damage/s||16 seconds||Brutality|
|Stun Grenade||Inflicts x damage and stuns nearby enemies for 2 seconds.||Found in the Ramparts||20 damage||18 seconds||Brutality/Tactics|
|Ice Grenade||Explodes freezing nearby enemies and inflicting x damage.||always unlocked||35 damage||18 seconds||Brutality/Tactics|
|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||Brutality|
|Root 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||Brutality/Tactics|
|Swarm||Summons a swarm of small biting creatures to attack for you.||Dropped by Disgusting Worm (0.4% chance)||Not displayed||10 seconds||Brutality/Survival|
|Oil Grenade||Inflicts x damage and covers nearby enemies with flammable oil.||Dropped by Hammer (0.4% chance)||40 damage||8 seconds||Brutality|
|Infantry Grenade||Explodes, inflicting x damage.||always unlocked||55 damage||5.8 seconds||Brutality|
|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 the Prisoners' Quarters.
|N/A||N/A||Brutality (it actually deals no damage)|
|Icon||Name||Description||Blueprint Location||Base Damage||Base Cooldown Time||Scaling|
|Death Orb||Summons a slow moving but devastating orb of energy (x damage/s).||Dropped by Cleaver (0.4% chance)||100 damage/s||16 seconds||Tactics|
|Knife Dance||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/Tactics|
|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||Tactics/Survival|
|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||Tactics|
|Phaser||You teleport behind an enemy. The damage of your next melee attack is increased by 150%.||Dropped by Runner (0.4% chance)||N/A||3.6 seconds||Brutality/Tactics|
|Tonic||Heals x HP and completely protects you for 4 seconds. Must be recharged after use.||Dropped by Conjunctivius on first kill||20 HP||N/A||Tactics/Survival|
|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||Tactics/Survival|
|Toxic Cloud||Releases a toxic cloud of poison which inflicts x damage/s for 4 seconds.||Dropped by Purulent Zombie (Graveyard) (0.4% chance)||15 damage/s||20 seconds||Tactics|
|The Night Light||Deploys a lantern that grants light which diminishes after a while.
"Lights the way."
|skill cannot be unlocked - it only appears at the start of every Forgotten Sepulchre||N/A||120 seconds||N/A|
|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||Tactics|
|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||Tactics (it actually deals no damage)|
|Wings of the Crow||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||Tactics|
|Wave of Denial||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||Tactics|
|Tornado||Inflicts x damage/s to all enemies caught inside. Changes direction when it hits a wall.||Dropped by Guardian Knight (0.4% chance)||80 damage/s||24 seconds||Tactics|
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).
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' Quarters 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.