Equipment

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Dead Cells provides players with multiple Gear in the form of… 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.
 * 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.

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
As of the Baguette Update, the player can spend cells at the Forge to permanently upgrade all weapons and skills.

When you upgrade 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
Two variants of weapons and skills can be encountered: colorless items and legendary items.

Colorless Items
Colorless items, obtained from Cursed Chests, are mostly the same as standard items, inheriting the benefits of "+", "++" and "S" upgrades and are affected by gear levels. However, they possess two Affixes which cannot appear on standard items: Colorless items are distinguished with a white color, rather than the colors of the base item's scaling stats.
 * Colorless (scales with your highest stat)
 * You take 20% more damage

Legendary Items
Legendary items are powerful variants which always drop from bosses, but can also drop from slain elites (17% chance) or rarely from regular enemies (4% chance). Legendary items always grant +1 Stat, 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. Legendary items are distinguished with a gold color, rather than the colors of the base item's scaling stats.
 * 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

Weapons
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.

Skills
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 (but not cooldowns) 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.

Talismans
Talismans are passive equipment items. Most talismans have no innate benefits — their utility comes from their affixes.

Only one talisman can be carried at a time. If another talisman is picked up, a menu appears to choose which of the two to keep.

Talismans come in two categories: randomly-generated amulets and unique talismans.

Amulets
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, or moonstone. They are most frequently acquired by defeating Elite enemies or opening chests inside Challenge Rifts. They always have one or more major/minor affix in addition to one or more stat-upgrading affixes (+X 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, especially stat-upgrading ones.

Unique Talismans
There is currently only one unique talisman, which can't have any affixes:

Prisoner's Collar
"'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.

Formerly: Ygdar Orus Li Ox
Formerly a unique talisman which sometimes appeared behind gold doors in the Prisoners' Quarters or Prison Depths, but was changed into a Mutation in the Foundry Update. Both forms of Ygdar Orus Li Ox revive the player if they would take otherwise-fatal damage while not cursed, freeze nearby enemies, heal the player to 25% maximum health, then destroy themselves.