Equipment

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 Amulets, 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 Blacksmith's Legendary Forge to permanently upgrade all weapons and skills.

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

Colorless Items
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
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. 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

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
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 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.

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." 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
"'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.