Dead Cells provides players with Gear in the form of:
- 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 grant powerful offensive or defensive benefits. They can also grant points to Brutality, Tactics or Survival.
Gear items are not automatically collected — they must be picked up with the Interact key/button. Unwanted gear can usually be converted into gold if the Recycle upgrade has been unlocked.
Most Gear appears with one or more Affixes, which add effects or situational benefits. Only non-starter, Level 1 Gear, and unique amulets lack affixes.
If you're looking for a missing item, but you have everything listed below, you might be missing the Merchandise Category upgrade from the Graveyard.
- 1 Gear level
- 2 Gear variants
- 3 Gear value
- 4 Gear slots
- 5 Weapons
- 6 Skills
- 7 Amulets
- 8 Removed gear
- 9 History
- 10 Footnotes
- 11 References
Gear level is the roman numeral next to an item's name and is the base gear power of the item. Each biome has a base gear level value, which is the minimum level an item can be on any given biome. A table can be found below with each biome's base gear level.
|Promenade of the Condemned||2|
|Morass of the BanishedTBS||4|
|High Peak Castle||6|
The gear level of found items will increase based on the number of active Boss Stem Cells.
Additionally, the gear level of an item will also be affected by where it was found in the biome.
|On the ground (including gold doors)||-|
|Dropped from boss||-|
|Dropped from normal enemy||-|
|Challenge Rift chest||+2|
|Dropped from elite||+2|
Gear quality is the term used to refer to the "upgrade level" of an item. It is displayed as a +, ++, S, or L after the roman numerals (referred to as the gear level). Gear quality gives the item the following attributes:
- Gear quality of + adds +2 to gear power.
- Gear quality of ++ adds +4 to gear power.
- Gear quality of S adds +6 to gear power.
- Gear quality of L adds +3 to gear power.
- Makes the item colorless.
- Decreases cost of re-rolling affixes.
- Forces at least one starred affix.
- Allows equipping the same item twice.
Gear power is the term used to refer to the "outputted level" of an item. This is a hidden value that represents the actual power of the item after taking into account its gear level and gear quality. Gear power is calculated by taking the gear level of the item and adding the bonus from the gear quality. As an example a Heavy Crossbow IV++ has a gear level of 4 (as indicated by the roman numerals) and the gear quality of ++ adds a bonus +4 to gear power, resulting in a gear power of 8. This means the item will have a +129% damage boost, and three affix slots.
Gear power influences the number of affix slots on the item, and the overall damage boost/reduction it receives. A table detailing the effects of gear power on weapons/skills can be found below:
|Gear power||Damage boost||Damage reduction||Affix slots|
Gear power follows a pattern:
- The first bonus adds a +4% damage boost and an affix slot.
- The second bonus adds a +29% damage boost or -1% damage reduction.
- The third bonus adds a +29% damage boost or -1% damage reduction.
- Every sixth bonus adds a +30% damage boost instead.
- The cycle then repeats.
Two variants of weapons and skills can be encountered: Colorless items and Legendary items.
Colorless items, which are found in Cursed Chests and when unlocking a blueprint from the Collector, scale according to your highest stat. This means that if your highest stat at the time is Brutality, the colorless item is Brutality. If later on your highest stat is Tactics, your item will now scale with Tactics. For example, a Colorless Torch, which is a pure Brutality item, scales with Survival if you have higher Survival than Brutality. Colorless items are marked with a white color, rather than the colors of the base item's scaling stats.
Legendaries are powerful variants of items, appearing as a random drop from enemies (1% and 6% for common mobs and Elites, respectively)[b], and as rewards after beating a boss without getting hit, or from Legendary Altars.
Legendary altars have a base 2% chance of spawning per biome, increasing by 15% for each biome where an altar did not spawn, meaning that most successful runs can expect to run into at least one of them. These altars grant 66% damage reduction to nearby enemies (indicated by a shield icon above the enemy's head), and the item can only be retrieved from the shrine when all enemies with this icon have been defeated. Alternatively, moving enemies, if they get far enough away from the altar and provided that no other enemies get close to the altar, allows to retrieve the item on it.
Legendary items cannot be upgraded, but they have powerful advantages over normal items:
- Colorless — scales with your highest stat.
- A specific affix (predetermined for each base item) with a 15% chance to be applied after all other affixes, ignoring the usual affix generation rules.
- Can be equipped alongside another weapon of the same type. One could, for example, carry two Powerful Grenades at once if one or both of them were legendary.
- Scales with the two highest stats of the player.
Legendary items are marked with a gold color, rather than the colors of the base item's scaling stats.
The item pool for Legendary items is not limited to unlocked items, but heavily skewed towards them. It therefore is possible, but not likely, to get any Legendary item other than the Symmetrical Lance on a fresh save. On saves with all items unlocked, the chances of a given item appearing seems to be equal. 
Every piece of gear has its own Gold value that is determined by a number of factors including gear level as well as each item's own specific base price. This value is used when buying items from shops as well as in determining the price for opening a gold door.
The equation for the value of a piece of gear is:
(Base price) × (100% + Quality Impact + Modifier Impact) + 100 × (Item level - 1)
- Quality Impact is a percentage that is different between gear qualities.
Quality Cost impact Basic +0% + +30% ++ +60% S +90% L +30%
- Modifier impact is the sum of all the Cost Impact values of each modifier on a piece of gear.
- Item level is the Roman Numeral next to the gear's name.
If the player has the upgrade Recycling I or Recycling II, they can recycle any gear or food on the ground, and can collect 7% (Recycling I) or 15% (Recycling II) of the total value of that item.
The player initially has access to 5 slots for carrying various types of equipment. 2 slots are dedicated to carrying weapons, 2 for skills, and another slot for an amulet.
Certain weapons, called "two-handed" weapons, take up both of the players weapon slots, and cannot be used alongside traditional weapons at the same time. Attempting to swap either of the two-handed weapon slots out for a one-handed weapon will result in dropping the entire two-handed item.
Once the backpack upgrade is unlocked, picking up a third weapon allows the player to store said weapon. While in the backpack, the stored weapon cannot be used (unless the player also has a mutation relating to the backpack). However, holding down the interact key allows the player to drop the backpacked weapon after they have left the equipment menu, allowing them to swap the item out with their current loadout as usual.
Please note that:
- Skills, two-handed weapons, as well as other weapons such as the Giantkiller, cannot be stored in the backpack.
- The position of the backpack slot in the UI can be changed in the options menu.
Weapons are the main piece of gear that will be used throughout most runs. They are usually the main source of dealing damage, as well as for other, more utility focused capabilities. Unlike skills, they can be used repeatedly with little to no restrictions.
All melee weapons deal melee damage and benefit from any melee specific effects and bonuses. Melee weapons also all have the capabilities to hit multiple enemies at once if they are within range. Most melee weapons also have their own individual movesets that they can initiate by continuously attacking, but there is a short time where the player may do other actions before continuing the weapon's combo, such as rolling or jumping.
All melee weapons' damage scales based on either the player's Brutality stat or their Survival stat. Brutality scaling weapons are usually lighter, faster attacking weapons, such as the Balanced Blade or the Twin Daggers, while Survival scaling weapons are usually slower, heavier weapons like the Nutcracker or the Broadsword. Weapons that scale with both Brutality and Survival are usually weapons that are a sort of medium weight between light and heavy weapons, like the Shovel. Some melee weapons also have alternate scaling with Tactics (e.g. Valmont's Whip or the Shrapnel Axes).
List of melee weapons
This is a list of all obtainable melee weapons within the game.
|Icon||Name||Description||Blueprint location||Base DPS||Scaling|
|Rusty Sword||Kills things. Sometimes...||Always unlocked||138|
|Balanced Blade||Damage increases up to +50% when you strike repeatedly. Inflicts critical hits after 10 successive hits.||Always unlocked||118-177 (184-277)|
|Assassin's Dagger||Inflicts a critical hit when you stab your enemy in the back.
Light but deadly if you know how to use it.
|Secret are near the start of the Promenade of the Condemned||100 (300)|
|Spite Sword||Inflict a critical hit if you took damage less than 8 sec ago, or if you're cursed.
A rusty weapon that reveals its power when things get tough.
|Drops from Buzzcutters (0.03%)||144 (255)|
|Blood Sword||Causes bleeding (3.5 DPS for 12 sec).||Drops from Zombies (100%)||122|
|Twin Daggers||Inflicts a critical hit on the 3rd consecutive strike.
Two daggers for the price of one. Slice and dice... guaranteed to please.
|Always unlocked||154 (238)|
|Broadsword||The second and third hits are critical.
Slow and heavy, but deliciously vicious.
|Drops from Tutorial Knight's corpse in the Prisoners' Quarters||164 (273)|
|Shovel||Knocks back enemies and bombs.
Any object can become a deadly weapon if it's moving fast enough...
|Drops from Swarm Zombies (0.4%)||144|
|Cursed Sword||One hit and you're dead.
So you like to play hardball, do ya?
|Drops from Conjunctivius (2nd kill)||553|
|Sadist's Stiletto||Inflicts a critical hit if the target is bleeding or poisoned.
Hit 'em where it hurts.
|Drops from Impalers (1.7%)||109 (191)|
|Swift Sword||Inflicts a critical hit if you have an active speed buff.
Forget about taking your time. To get real results, strike hard and fast.
|Daily Run - First Completion||137 (208)|
|GiantkillerRotG||Inflicts a critical hit if the victim is an elite enemy or a boss.
The bigger they are...
|Drops from The Giant (1st kill)||127 (465)|
|Shrapnel Axes||Metal shards burst from the axes when you strike enemies, inflicting approximately 130 damage.||Drops from Demons (0.4%)||157|
|Seismic Strike||Provokes terrestrial shock waves that root victims.||Drops from Bombers (2+ BSC; 0.4%)||131|
|War Spear||Inflicts a critical hit when you strike several targets at the same time.
Greater range but less speed.
|Drops from Hammers (10%)||149 (306)|
|Impaler||Inflicts a critical hit if the victim is up against a wall.||Drops from The Concierge (4th kill)||117 (300)|
|Symmetrical Lance||Inflicts critical hits for 6 sec if you quickly kill 2 enemies with this weapon.||Drops from The Hand of the King (1st kill)||192 (288)|
|Rapier||Inflicts a critical hit immediately after a roll or a parry.
It's all in the wrist...
|Drops from Scorpions (0.4%)||106 (268)|
|Meat Skewer||The first attack pierces the enemy, placing you behind it. Your next attack inflict critical hits.
Now you see me, now you don't.
|Daily Run - Tenth Completion||181 (281)|
|Nutcracker||Inflicts a critical hit if the victim is stunned, frozen or rooted.||Always unlocked||155 (386)|
|Spartan Sandals||Knocks back enemies, dealing damage where they land. Deals 90 extra damage if the enemy hits a wall. The final strike in the combo will knock back any enemy.
This. Is. DEAD CELLS!
|Drops from Runners (100%)||32|
|Spiked Boots||Inflicts a critical hit if the kick interrupts an attack.||Drops from Thornies (0.4%)||105 (303)|
|Hayabusa Boots||The last hit inflicts area-of-effect damage and pushes enemies back.||Drops from Dark Trackers (1+ BSC; 1.7%)||135|
|Hayabusa Gauntlets||Inflicts critical hits if the victim has less than 40% HP.
|Drops from Lancers (0.4%)||124 (243)|
|Valmont's Whip||Ignores shields. Inflicts a critical hit if the tip of the whip strikes the enemy.
Popularized by the well-dressed Baron Valmont du Cul.
|Drops from Disgusting Worms (0.4%)||109 (305)|
|Wrenching Whip||Ignores shields, pulls victims toward you and inflicts a critical hit on the 3rd strike.||Drops from Pirate Captains (0.4%)||129 (187)|
|Oiled Sword||Douses the enemy with inflammable oil and inflict critical hits during 10 sec after hitting an enemy on fire.||Drops from Bats (1.7%)||127 (165)|
|Torch||Burns your enemies (15 DPS for 2.7 sec).
Talk about mood lighting!
|Drops from Spawners (1.7%)||90|
|Frantic Sword||Inflicts a critical hit when you have less than 50% health or more than 50% Malaise.
The weapon of choice of fighters who like to live dangerously.
|Drops from Kamikazes (0.4%)||137 (285)|
|Flawless||Inflicts critical hits if you haven't taken damage for at least 15 seconds.||Drops from Slammers (0.4%)||104 (270)|
|Flint||Hold the attack to inflict a critical hit and create a flaming trail.
The Concierge was always ready to give an extra hand.
|Drops from The Concierge (1st kill)||224 (400)|
|Tentacle||Ignore shields and project you towards the enemy and inflicts a critical hit if you attack again while bumped.
|Drops from Conjunctivius (1st kill)||69 (219)|
|Vorpan||Inflicts a critical hit if the enemy is facing you.
Grill. Fry. Burn. Reheat.
|Available in the Shop free of charge - 4th run onward only||161 (289)|
|Flashing FansTBS||Repelling a projectile causes you to inflict critical hits for 8 seconds.
Use the force Luke...
|Drops from Yeeters (0.4%)||145 (217)|
||Scythe ClawTBS||Inflicts a critical hit if you previously used the other claw.
Recovered from the stinking carcass of Mama Tick. Might come in handy.
|Drops from Mama Tick (1st kill)||85 (311)
|Rhythm n' BouzoukiTBS||Inflicts critical hits if you strike at the right time. The last hit repeats indefinitely if you keep the tempo going.
Hey, get rhythm when you get the blues! Come on, get rhythm when you get the blues...
|Drops from Giant Ticks (0.4%)||133 (330)|
|Crowbar||Inflict critical hits for 8 seconds after destroying a door.
Surprisingly effective when eradicating parasites.
|Lore room in the Prisoners' Quarters||174 (284)|
|Snake FangsFF||Teleports you to the nearest target. Poisons victims (4 DPS for 15 sec). Inflicts critical hits if the target has more than 5 poison marks.||Drops from Cold Blooded Guardians (1.7%)||86 (129)|
|Iron StaffFF||The first hit allows you to parry melee hits. The combo inflicts critical hits after a successful parry.||Drops from Stone Wardens (100%)||135 (404)|
||Ferryman's LanternFF||Kill an enemy to gather its soul. The last combo hit snatches a soul from Bosses.
Secondary Ability: Soul Shot
Charge to shoot souls as projectiles. If more than 3 souls are shot at the same time, they inflict critical hits.
|Drops from Apostates (0.4%)||164
|Hattori's Katana||Hold to dash through enemies in front of you inflicting critical hits.||Drops from Weirded Warriors (1.7%)||176 (266)|
|Tombstone||Kill an enemy with the last hit to bury it under a tombstone and doom nearby enemies.||Drops from Swarm Zombies (1.7%)||180|
|Oven Axe||Repeat the last hit combo to inflict critical damage.||Drops from Oven Knights (1.7%)||184 (237)|
||ToothpickRotG||Strike harder by charging your attack, but the Toothpick will be broken for 10 seconds.
Secondary Ability: Broken Toothpick
Reverts to initial form after 10 seconds.
|Drops from Ground Shakers (10%)||195 (778)
All ranged weapons have the capability of firing some kind of projectiles, which deal ranged damage. The individual abilities of ranged weapons varies, but generally, projectiles fired using ranged attacks are unable to hit multiple targets, unless the projectile can create an explosion or has some kind of piercing capabilities (e.g. Sonic Carbine and Explosive Crossbow).
All ranged weapons scale with Tactics, however a few of these weapons can also dual-scale with Brutality (e.g Firebrands and Infantry Bow) or Survival (e.g Frost Blast and Heavy Crossbow), meaning their damage will scale off the higher stat between the two.
Some Ranged Weapons use ammunition, which will be restored automatically after a short while. Ammunition that is impaled in enemies takes significantly longer to retrieve unless the ammo is removed by a successful parry or the enemy is killed, however, not all ammo based projectiles can be stuck in enemies. Most of these weapons can get affixes that slightly increases their total ammo supply. Some weapons that do not have ammunition can be used repeatedly, namely magic items, while some can only be used again when the thrown weapon has been retrieved, such as the Boomerang.
List of ranged weapons
This is a list of all obtainable ranged weapons within the game.
|Icon||Name||Description||Blueprint location||Base DPS||Scaling|
|Beginner's Bow||Ammo comes back after enemies are killed.
The Jailer's son was getting pretty good at hunting rats with this...
|Multiple-nocks Bow||Shoots 3 arrows at the same time.||Always unlocked||228|
|Bow and Endless Quiver||Unlimited ammo. Last shot is a critical hit!
"You can never have too many arrows" - Legolas
|Drops from Undead Archers (0.03%)||81 (133)|
|Marksman's Bow||Inflicts a critical hit at long range.
Slow, but devastating at long range. A sniper's delight.
|Timed Door Room between Promenade of the Condemned and Ossuary||55 (327)|
|Sonic CarbineRotG||Fires through enemies and keeps shooting when held down. Inflict critical hits to the targets behind the first enemy.||Secret area in Astrolab; requires Apex Key||167 (333)|
|Infantry Bow||Inflicts a critical hit at close range.
A bow specially designed for hand-to-hand combat.
|Drops from Undead Archers (1.7%)||78 (217)|
|Quick Bow||Inflicts a critical hit if the target has 2 or more arrows stuck in its body.
Speed at the cost of precision.
|Secret area at the beginning of Prisoners' Quarters - 3rd run onward only||75 (203)|
|Ice Bow||Briefly freezes enemies.||Drops from Undead Archers (0.4%)||46|
||Heavy Crossbow||Shoots several short-range bolts at once.
Secondary Ability: Reload
Reload the Heavy Crossbow. The next shot inflicts a critical hit.
A point-blank blast.
|Drops from The Concierge (3rd kill)||280 (560)|
||Repeater Crossbow||Rapid fires bolts inflicting critical hits on rooted targets.
Secondary Ability: Quiver of Bolts
Fires a volley of bolts rooting enemies and inflicting 15 DPS for 3 seconds.
|Drops from Dark Trackers (0.4%)||115 (404)
||Ice Crossbow||Freezes the enemy.
Secondary Ability: Piercing Shot
Fires piercing bolts, inflicting critical hits and returning bolts lodged in frozen enemies.
|Drops from The Time Keeper (4th kill)||60
||Explosive Crossbow||Bolts explode in the area of effect. Any enemy hit by a bolt suffers a critical wound.
Secondary Ability: Cross Hit
Hit 'em with the crossbow.
|Puzzle tower in the Promenade of the Condemned; requires 3 Gardener's Keys||143 (243)
|Alchemic Carbine||Poisons its victims (20 DPS for 6 sec).||Secret area in the Ancient Sewers||9|
|Boomerang||Comes back to you automatically.
|Ending area of High Peak Castle; requires Castle Key||89|
|HemorrhageRotG||Causes bleeding (25 DPS for 3 seconds). Deals a critical hit if the target is bleeding or poisoned.||Drops from Magistrates of Death (10%)||47 (187)|
|The Boy's AxeRotG||Roots the victim. Deals 80 damage when recalled.
|Drops from Ground Shakers (1.7%)||110|
|War JavelinRotG||Impales all enemies in its path. If they're close to a wall they take 90 extra damage. The javelin must be retrieved (if not, it comes back automatically after 10 seconds). Reactivate to teleport to the javelin.||Secret area near the end of the Cavern||110|
|Hokuto's Bow||Marks the enemy, who then takes +60 DPS for 20 sec. If the enemy dies, the mark spreads.
You don't know it yet, but you're already dead.
|Drops from Cannibals (1.7%)||25|
|Nerves of Steel||Inflicts a critical hit if the arrow is shot at right moment.||Secret area at the end of Ramparts||63 (267)|
|Throwing Knife||Causes bleeding (22 DPS for 3 sec). Automatically targets the nearest enemy.||Always unlocked||14|
|Electric Whip||Ignored shields and inflicts 50% of the base damage on nearby enemies. Also inflicts 50 shock DPS around the target for 3 seconds.||Always unlocked||112 (201)|
|Firebrands||Burns enemies and the ground (19 DPS for 3 sec).
Light my fire !
|Ice Shards||Slows down enemies during 5 sec. Inflicts critical hits on targets standing in water or covered in oil.||Drops from The Time Keeper (3rd kill)||58 (87)|
|Pyrotechnics||Launches multiple flaming projectiles. Inflicts critical damage on targets covered in oil.||Drops from Casters (1.7%)||102 (185)|
|Lightning Bolt||Hold to inflict critical hits. Inflicts 50 shock DPS around the target for 3 seconds.
Join the dark side.
|Drops from Inquisitors (1.7%)||114 (331)|
|Fire blast||Burns enemies and the ground surface in range. Inflicts critical hits when oil is present.
Toasts enemies to a rich golden brown.
|Drops from Maskers (1.7%)||150 (196)|
|Frost Blast||Freezes enemies in front of you. No damage if the target is already frozen.||Always unlocked||48|
|Magic MissilesRotG||Automatically targets the closest enemy.||Drops from Arbiters (0.4%)||111|
|BlowgunTBS||Inflicts a critical hit if you hit an enemy from behind.||Drops from Blowgunners (1.7%)||57 (343)|
|Barrel Launcher||Launches an explosive barrel. Inflicts a critical hit if the barrel bounces off a wall or has been reflected back and forth before exploding.||Drops from Infected Workers (0.4%)||171 (514)|
Holding down a shield's assigned button holds it up after 0.37 seconds. Attacks that hit the front of the shield are reduced by the shield’s damage absorption percentage (usually 75%) before any other damage reduction effects. Shields’ block damage, listed as their regular damage, is also dealt to enemies using melee attacks.
Tapping a shield's assigned button instead attempts a parry. If no attacks connect within the parry window, the player cannot block or parry again for 0.6 seconds. If a non-shockwave attack hits the shield during the parry window, the attack deals no damage, you can block/parry again immediately, and additional effects occur depending on the attack:
- Melee attackers take parry damage, indicated on the shield as its critical damage value.
- Ranged attacks are reflected for 80 base damage.
- Bombs are reflected for 90 base damage.
- Explosions are absorbed without retaliation.
- Festering Zombie eggs are turned into biters, which attack enemies.
Note: Attacks are also automatically parried if they land within the first 0.2 seconds of holding up the shield and the shield's button is still held.
Damage absorbed while blocking can only be increased by the Shield Absorb affix.
Carrying a shield creates a force field for half a second when the player takes damage. This barrier absorbs most damage, but not damage-over-time from status effects like poison or darkness. Some enemy attacks do not activate the force field, such as that of Lacerators.
Since active force fields reduce the rally effect’s recovery by 65%, carrying a shield makes it more difficult to recover recently-lost health.
List of shields
This is a list of all obtainable Shields in the game.
|Icon||Name||Description||Blueprint location||Base block damage||Base absorbed damage||Scaling|
|Old Wooden Shield||Hold to absorb partial damage. Tap to try to parry and block all damage.||Always unlocked||20 (40)||75%|
|Front Line Shield||Melee attacks inflict 30% extra damage for 6 seconds after a successful parry.
The tears of the community are engraved upon the inside of this shield.
|Secret area in the Ancient Sewers||25 (50)||75%|
|Cudgel||Stuns blocked enemies. Stuns lasts longer if a parry is successful.||Always unlocked||20 (40)||75%|
|Punishment||Blocked attacks inflict damage to nearby enemies. Critical damage if parry is successful.||Puzzle door in Clock Tower; requires Bell Tower Key||50 (80)||75%|
|Knockback Shield||Blocked attacks knocks enemies back, they take +80 damage if they hit a wall. Double damage for a parry.||Drops from Catchers (0.4%)||30 (60)||75%|
|Rampart||Absorbs more damage. Generates a force field for 2 sec on a successful melee parry.||Drops from Shieldbearers (0.4%)||20 (40)||85%|
|Assault Shield||Blocks attacks while charging forward.||Timed Door Room in Promenade of the Condemned||20 (40)||75%|
|Bloodthirsty Shield||Blocked attacks inflict bleeding (15 DPS for 3 sec). Effect extended to nearby enemies on a successful parry.||Drops from Shieldbearers (0.4%)||15 (30)
15 (15) bleeding DPS
|Greed Shield||A successful parry knocks out enemies' teeth (1 per enemy) and transforms arrows into gold.||Always unlocked||40 (80)||75%|
|Spiked Shield||Inflicts major damage on blocked enemies.||Drops from Cleavers (1.7%)||70 (140)||75%|
|Parry Shield||Cannot be held up. Blocked grenades and shots are returned with added power.||Secret area in Stilt Village||0 (40)||0%|
|Force Shield||Generates a temporary force field when held up. It regenerates slowly when the shield is not held up. Parries speed up the process.||Drops from Festering Zombies (0.4%)||40 (40)||15%|
|Thunder ShieldRotG||Inflicts 50 electric DPS in front of you for 8 seconds when blocking, or all around you after a successful parry. Use again to stun all nearby enemies. Inflicts 50 shock DPS around for 2 seconds.||Drops from Defenders (100%)||40 (40)
50 (50) shock DPS
|Ice Shield||Parrying an attack freezes nearby enemies. Reflected projectiles freeze enemies they hit.||Drops from Shieldbearers (10%)||20 (40)||75%|
Skills are secondary abilities that can be used in combat. The player does not normally start with skills without the Recycling Tubes upgrade and must find them throughout the run.
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.
Skills are roughly split into three types: traps and turrets, grenades, and miscellaneous powers.
List of Deployables
Below is a list of all deployable skills that can be found within the game.
|Icon||Name||Description||Blueprint location||Base damage||Base cooldown||Scaling|
|Double Crossb-o-matic||Shoots at 2 nearby enemies at the same time. Each shot inflicts 45 DPS.||Drops from Zombies (0.4%)||45 DPS
|Sinew Slicer||Fires spinning blades at nearby enemies, inflicting bleeding (10 DPS for 1.5 sec).||Always unlocked||20 DPS
|Heavy Turret||Shoots at nearby enemies. You inflict +15% more damage if you're near the turret.||Drops from Slashers (0.4%)||55 DPS
|Barnacle||Shoots enemies who pass beneath it.||Drops from Thornies (1.7%)||52 DPS
|Flamethrower Turret||Burns nearby enemies (18 DPS for 2 sec).||Drops from Shockers (0.4%)||18 DPS
|Cleaver||Inflicts bleeding (6 DPS for 1.8 sec) on enemies that walk over it.||Drops from Runners (1.7%)||50 DPS
|Wolf Trap||Launches 2 traps that root enemies increasing damage they take by 34 DPS for 5 seconds.||Always unlocked||+34 (enemy debuff) DPS
|Crusher||Slows down then violently crushes enemies caught in its zone.||Drops from Lacerators (10%)||150 damage||14 seconds|
|Explosive Decoy||Turns you invisible for 2.5 sec and attracts nearby enemies. Explodes after 2.5 sec.||Drops from Protectors (0.4%)||22 (single grenade) damage||20 seconds|
|Emergency Door||Deploys an ethereal door.||Special lore room in the Slumbering Sanctuary||1 damage||10 seconds|
|Tesla Coil||Shoots lightning at nearby enemies and inflicts shock.||Drops from Living Barrels (1.7%)||25 DPS
|Night Light||Lights up your path.||Always unlocked||N/A||120 seconds||N/A|
List of grenades
|Icon||Name||Description||Blueprint location||Base damage||Base cooldown||Scaling|
|Powerful Grenade||Causes a large explosion.||Dropped by Bombardiers (10%)||200 damage||13 seconds|
|Infantry Grenade||Quick to use, but not super powerful.||Always unlocked||70 damage||4 seconds|
|Cluster Grenade||Breaks into 6 bombs (50 damage each).||Drops from Slashers (1.7%)||50 damage||20 seconds|
|Magnetic Grenade||Attracts anything nearby, inflicting 5 shock DPS zone damage for 3 seconds.||Drops from Grenadiers (0.4%)||12 DPS
|Stun Grenade||Stuns enemies (2.5 sec).||Secret area at the end of Ramparts||30 damage||12 seconds|
|Ice Grenade||Freezes its victims.||Always unlocked||35 damage||18 seconds|
|Fire Grenade||Burns nearby enemies (25 DPS for 3 sec).||Drops from Grenadiers (1.7%)||25 DPS
|Root Grenade||Roots nearby enemies causing 33 DPS for 4 seconds.||Timed Door Room after the Black Bridge||33 DPS
|Oil Grenade||Spreads inflammable oil in its area of effect.||Drops from Hammers (0.4%)||100 damage||10 seconds|
|Swarm||Summons 8 biters to serve you.||Drops from Disgusting Worms (0.4%)||15 (single biter, 120 max) DPS
|Hunter's Grenade||Use this to annoy a monster. When its health is down to 40% or less, use "Blueprint Extractor".
"Catch 'em all!"
|The Collector - through Specialist's Showroom upgrade||N/A||N/A|
List of powers
|Icon||Name||Description||Blueprint location||Base damage||Base cooldown||Scaling|
|Death Orb||Creates a slow-moving but devastating orb.||Drops from Cleavers (0.4%)||125 DPS
|Tornado||Inflicts damage on all targets caught inside. Changes direction when it hits a wall.||Drops from Guardian Knights (0.4%)||80 DPS
|Knife Dance||Launches a storm of knives around you, causing bleeding (40 DPS for 4 sec).||Drops from Bats (0.4%)||40 (bleeding effect) DPS
5 (impact damage per knife) damage
|Corrupted Power||Adds damage (+50 DPS for 8 sec) with each attack. You take +30% damage during this time.||Drops from Protectors (0.4%)||+50 (item boost) DPS
|Vampirism||Transforms all of your current health and 50% of your missing health into recovery.||Drops from Inquisitors (0.4%)||N/A||30 seconds|
|Tonic||Grants you 50% of your missing health as bonus health, reduces damage taken by 20% and protects you from the Malaise for 10 seconds.||Always unlocked||N/A||30 seconds|
|Grappling Hook||Pulls an enemy towards you. The next attack on this enemy inflicts +40% damage and stuns for 1 sec.
Yes, just like Scorpion...
|Drops from Catchers (0.4%)||1 (hook impact) damage||3 seconds|
|Phaser||Teleports you behind the enemy. The next attack inflicts +70 damage.||Drops from Runners (0.4%)||70 damage||2 seconds|
|Corrosive Cloud||Creates a toxic cloud that lasts 15 sec, inflicting bleed and poison damage (8 DPS for 2 sec).||Drops from Swarm Zombies (0.4%)||N/A||20 seconds|
|Lacerating Aura||Inflicts damage on nearby targets.||Daily Run - Fifth Completion||85 DPS
8.5 (damage tick) damage
|Wave of Denial||Repels all nearby enemies. If an enemy is thrown against a wall, it takes +90 damage.||Drops from Bombardiers (0.4%)||30 damage||5 seconds|
|Wings of the Crow||Causes you to float in the air dealing 50 shock DPS around you for 3 seconds.
|Drops from Golems (10%)||75 DPS
|Blueprint Extractor||Use this on an enemy transformed by the "Hunter's Grenade" that has less than 40% health left.||The Collector - through Specialist's Showroom upgrade||N/A||N/A|
|Forgotten Map||Reveals your surroundings. Only works once.||The Collector - through Specialist's Showroom upgrade||N/A||N/A|
||Great Owl of War||Summon a Great Owl pet (32 DPS). Activating this skill again will anger the Great Owl (105 DPS). The Great Owl disappears if you take any damage.||Drops from Knife Throwers (1+ BSC; 0.4%)||32 (105) DPS
||10 seconds (34 seconds)|
||Lightspeed||Dash forward and inflicts 90 damage to the enemies on the way. Activate again to dash back.
Look behind you!
I said "Behind"
|Drops from The Time Keeper (1st kill)||90 damage||7-10 seconds|
|Giant WhistleRotG||Inflict 500 damage to the most dangerous enemy around... most dangerous ACCORDING to the Giant.
Give me five!
|Drops from The Giant (3rd kill)||500 damage||20 seconds|
|Telluric Shock||Leap in the air and violently land back on the ground to inflict 150 damage to the enemies around.
Ready to rumble?
|Drops from The Hand of the King (1st kill)||150 damage||10 seconds|
|Collector's SyringeRotG||Spin the syringe around you to inflict damage. Activate again to add 40 DPS (up to 5 times) and 5 secs, for a mere few cells.
Become the Spin Doctor.
|Drops from The Collector (1st kill)||40-240 DPS
|Smoke BombTBS||Releases a cloud of smoke making you invisible for 8 seconds. The first invisible attack inflicts +50% damage.||Drops from the Banished (0.4%)||+50% (item boost) damage||16 seconds|
||Mushroom Boi!TBS||Spawns a friendly mushroom boi which charges and interrupts enemies inflicting 50 damage and 100 extra damage if the enemy hits a wall. Trigger it again to inflict 300 damage and violate your soul.||Drops from Jerkshrooms (100%)||50 damage||1 second (25 seconds)|
|Lightning RodsFF||Place up to 2 lightning rods to attract lightning that strikes all enemies in between.||Drops from Failed Homunculi (1.7%)||30 (60) DPS
50 (100) damage
|Ice ArmorRotG||Covers you in ice that absorbs one attack and explodes freezing nearby enemies. If you don't take a hit it explodes after 8 seconds.
So that's what they mean by "Well preserved"?
|Drops from Ground Shakers (100%)||10 damage||20-30 seconds|
|Scarecrow's SicklesFF||Comes back to you automatically. Inflicts increasingly severe critical hits after each hit.
Perfect for pruning everything that sticks out.
|Drops from The Scarecrow (1st kill)||128 (210) DPS
||SerenadeFF||Summons a flying sword that will mark enemies, trigger it again to inflict critical hits on them while holding the weapon, and vice-versa! The sword will vanish after 30 sec if you don't hit the marked enemies.||Secret area in the Fractured Shrines||N/A||30 seconds|
|CocoonFF||Parries all around you dealing 30 damage. A successful parry resets the cooldown.||Found behind one of the three special rune doors in the Undying Shores||30 (60 on a successful parry) damage||12 seconds (instant if parry is successful)|
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, Topaz, Sapphire, Golden, and Moonstone. They are most frequently acquired by defeating Elite enemies or by opening Timed or Perfect Doors. 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.
Amulets have gear levels which are the same as the Biome gear level. However, Higher BSC introduce a minimum amulet level, which increases the gear level of amulets found in biomes that have a lower gear level than this to the minimum.
As amulets are leveled items, their gear levels affect the quantity and quality of the Affixes on the amulets found, as well as the number of Stats and the % of damage reduction they grant.
Amulets follow a special pattern that determines what bonus is given every tier. Every 3 tiers adds an extra stat to the amulet, up to 4 stats at XII tier.
As of the Update of Plenty, the player will always start with an amulet on a pedestal in the starting area of the Prisoners' Quarters on 1 BSC and higher, with its tier increasing based on difficulty.
"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.
List of removed skills
List of removed powers
|Icon||Name||Description||Blueprint location||Base damage||Base cooldown||Scaling||Removed in|
|Temporal Distortion||Slows down all enemies for 3.5 sec.||Was dropped by Failed Experiment (0.4%)||N/A||20 seconds||v1.2.5|
- 1.9: Removed scrolls from items.
- Hunter's Grenade is the exception and will gain a scroll of each stat from 3+ BSC.
- 2.3: Legendary items are no longer improved from 3+ BSC:
- Rather than granting +6 to gear power, the item scales with the two highest stats across all difficulties.
- Amulets are unaffected by the difficulty bonus on 3+ BSC
- Note that the drop chance for Elites is global, meaning that it is 6% regardless of the number of Elites present in a biome, so long as there is at least one. The base drop rate per mob is 1%, and increases by 2% for each biome without a drop.
- Test done by fighting the Concierge 80 times on a fresh save and 49 times on a 100% save. probability to get a Legendary from the starter pool was 71% on a fresh save and 12% on a 100% save. The theoretical probability assuming equal chance to drop all items is 16%.
Gear • Biomes (Interactive Map) • Enemies • Bosses • Mutations • Runes • Mechanics • Custom Mode