Chipperguy0405 (talk | contribs) |
(→Food: as of update 23 malaise is only on 5BSC) Tag: Visual edit |
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− | '''Pickups''' are items which are not [[gear]], [[runes]] |
+ | '''Pickups''' are items which are not [[gear]], or [[runes]]. Pickups can be collected with the ''Interact'' command while the player is close or, in the case of gems, just by walking on top of them. |
All main categories of pickups are: |
All main categories of pickups are: |
||
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* Keys, which let the player unlock doors. |
* Keys, which let the player unlock doors. |
||
− | == Healing |
+ | == Healing pickups == |
=== Food === |
=== Food === |
||
− | Food regenerates a fixed percentage of health when eaten (or twice as much if the Gastronomy mutation is active). There are 2 different functional types of food, each with 7 different appearances depending on the selected diet, which is altered by game settings. If untouched by the player, it will be chosen as "Carnivore." Both types of food can |
+ | Food regenerates a fixed percentage of health when eaten (or twice as much if the Gastronomy mutation is active). There are 2 different functional types of food, each with 7 different appearances depending on the selected diet, which is altered by game settings. If untouched by the player, it will be chosen as "Carnivore." Both types of food can add [[Malaise]] on Hell [[Boss Stem Cell|difficulty]] if the piece of food is infected. The amount of malaise given depends on if the food is major or minor. Minor food gives 50 points (1 bar) and major food gives 150 points (3 bars) of malaise. There will always be 2 clean pieces of food in any one biome, with one dropping from an enemy and another found in a wall rune. Any other drops, including those from lore rooms, will always be infected with [[Malaise]] on 4+ BSC. |
− | ==== Minor |
+ | ==== Minor foods ==== |
− | Minor foods restore 15% of the player's [[Stats|maximum health]] (30% if |
+ | Minor foods restore 15% of the player's [[Stats|maximum health]] (30% if {{Mutation|Gastronomy}} is active). They're dropped from enemies, wall and floor runes, and can be purchased from [[Shops|food shops]] with 0-3BSC active (with 4BSC+, food shops will sell a cough syrup instead). |
{| class="wikitable sortable" |
{| class="wikitable sortable" |
||
!Name |
!Name |
||
!Icon |
!Icon |
||
− | !Diet |
+ | !Diet setting |
|- |
|- |
||
|Kebab |
|Kebab |
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|} |
|} |
||
− | ==== Major |
+ | ==== Major foods ==== |
− | Major foods heal 50% of the player's [[Stats|maximum health]] (100% if |
+ | Major foods heal 50% of the player's [[Stats|maximum health]] (100% if {{Mutation|Gastronomy}} is active). They're found in the same ways minor foods are, as well as in lore rooms, but are rarer. |
{| class="wikitable sortable" |
{| class="wikitable sortable" |
||
!Name |
!Name |
||
!Icon |
!Icon |
||
− | !Diet |
+ | !Diet setting |
|- |
|- |
||
|Drumstick |
|Drumstick |
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|Large medkit |
|Large medkit |
||
|[[File:Medkit.png|center|48x48px]] |
|[[File:Medkit.png|center|48x48px]] |
||
− | |Half- |
+ | |Half-Life |
|- |
|- |
||
|Camembert |
|Camembert |
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|} |
|} |
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− | === Other |
+ | === Other healing items === |
These healing items are more uncommon than food and can usually only be encountered under certain conditions. |
These healing items are more uncommon than food and can usually only be encountered under certain conditions. |
||
{| class="wikitable sortable" |
{| class="wikitable sortable" |
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| |
| |
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* Passages (1-2 BSC) |
* Passages (1-2 BSC) |
||
− | * Food |
+ | * Food shops |
− | * Elites (with |
+ | * Elites (with {{Mutation|Tainted Flask}}) |
|- |
|- |
||
|Cough Syrup |
|Cough Syrup |
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| |
| |
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* Food Shops |
* Food Shops |
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+ | * Cannot appear if Malaise has been disabled. |
||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
− | * Elites (with [[File:Extended Healing Mutation Icon.png|20px]] Extended Healing). This item is defunct in ''v2.1'' however. |
||
|} |
|} |
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− | |||
− | * Note that Small Cough Syrup will still reduce infection level by one point, despite its description. |
||
== Scrolls == |
== Scrolls == |
||
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|Adds one point to one of the three stats. |
|Adds one point to one of the three stats. |
||
| |
| |
||
− | * Scroll |
+ | * Scroll vats |
− | * Enemy |
+ | * Enemy drops |
− | * Cursed |
+ | * Cursed chest |
− | * Challenge Rift |
+ | * Challenge Rift chest |
|- |
|- |
||
|Assassin's Scroll |
|Assassin's Scroll |
||
|[[File:Str Skill.png|center|48x48px]] |
|[[File:Str Skill.png|center|48x48px]] |
||
|Adds one point to either Brutality or Tactics. |
|Adds one point to either Brutality or Tactics. |
||
+ | | rowspan="3" | |
||
⚫ | |||
− | * Scroll |
+ | * Scroll vats |
− | * Enemy |
+ | * Enemy drops |
|- |
|- |
||
|Minotaur's Scroll |
|Minotaur's Scroll |
||
|[[File:Str Hp.png|center|48x48px]] |
|[[File:Str Hp.png|center|48x48px]] |
||
|Adds one point to either Brutality or Survival. |
|Adds one point to either Brutality or Survival. |
||
⚫ | |||
− | * Scroll Vats |
||
− | * Enemy Drops |
||
|- |
|- |
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|Guardian's Scroll |
|Guardian's Scroll |
||
|[[File:Skill Hp.png|center|48x48px]] |
|[[File:Skill Hp.png|center|48x48px]] |
||
|Adds one point to either Tactics or Survival. |
|Adds one point to either Tactics or Survival. |
||
⚫ | |||
− | * Scroll Vats |
||
− | * Enemy Drops |
||
|- |
|- |
||
|Epic Scrolls of Power |
|Epic Scrolls of Power |
||
|[[File:EpicPower.png|center|48x48px]] |
|[[File:EpicPower.png|center|48x48px]] |
||
− | |Adds one point to |
+ | |Adds one point to all three stats. |
| |
| |
||
− | * Scroll |
+ | * Scroll vats in [[Daily Run]] |
|- |
|- |
||
|Scroll Fragment |
|Scroll Fragment |
||
|[[File:Scroll Fragments.png|center|48x48px]] |
|[[File:Scroll Fragments.png|center|48x48px]] |
||
+ | |Each 4th fragment collected will give a Scroll of Power. |
||
− | |After obtaining four fragments, adds one point to one of the three stats. |
||
| |
| |
||
− | * Scroll Fragment |
+ | * Scroll Fragment pedestals |
− | * Enemy |
+ | * Enemy drops |
* Bosses |
* Bosses |
||
|} |
|} |
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* Scroll Fragments can only be found while 3 or more [[Boss Stem Cell]]s are active. |
* Scroll Fragments can only be found while 3 or more [[Boss Stem Cell]]s are active. |
||
− | == Currency |
+ | == Currency pickups == |
=== Gold [[File:Gold Currency Icon.png|centered|20px]] === |
=== Gold [[File:Gold Currency Icon.png|centered|20px]] === |
||
Gold is the main currency used for making purchases and weapon upgrades throughout runs. All enemies will drop small amounts of gold when killed that appears as tiny, bright pebbles that automatically fly towards the player to be collected. |
Gold is the main currency used for making purchases and weapon upgrades throughout runs. All enemies will drop small amounts of gold when killed that appears as tiny, bright pebbles that automatically fly towards the player to be collected. |
||
− | + | === Gems === |
|
− | Gems give a significant amount of gold when collected. Each one awards a different amount of gold depending on type. |
+ | Gems give a significant amount of gold when collected. Each one awards a different amount of gold depending on its type. |
{| class="wikitable" |
{| class="wikitable" |
||
|+Gems in order of value |
|+Gems in order of value |
||
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|100 |
|100 |
||
| |
| |
||
− | * One per enemy parried with the |
+ | * One per enemy parried with the {{Item|Greed Shield}}. |
* Most bosses. |
* Most bosses. |
||
|- |
|- |
||
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|100 |
|100 |
||
| |
| |
||
− | * One per projectile parried with the |
+ | * One per projectile parried with the {{Item|Greed Shield}} per enemy. |
|- |
|- |
||
|Shiny Rock |
|Shiny Rock |
||
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* Wall runes (rare) |
* Wall runes (rare) |
||
* Timed door reward (rare) |
* Timed door reward (rare) |
||
+ | * Behind one of the 8 doors at the end of the Ancient Sewers. |
||
|- |
|- |
||
|Ruby |
|Ruby |
||
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| |
| |
||
* Wall rune (very rare) |
* Wall rune (very rare) |
||
− | * Cursed |
+ | * Cursed chest reward |
− | * |
+ | * Tutorial Knight's corpse on 4th run of a save in the Prisoner's Quarters (guaranteed drop) |
|- |
|- |
||
|Corrupted Artifact |
|Corrupted Artifact |
||
|[[File:Corrupted Artefact Icon.png|center|48x48px]] |
|[[File:Corrupted Artefact Icon.png|center|48x48px]] |
||
− | |This is worth 10000 GOLD, but if you pick it up, you'll be cursed. (20 |
+ | |This is worth 10000 GOLD, but if you pick it up, you'll be cursed. (20-kill curse) |
|10000 |
|10000 |
||
| |
| |
||
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|} |
|} |
||
− | + | === Dead Man’s Bag === |
|
[[File:Dead Man's Bag.png|48x48px]] |
[[File:Dead Man's Bag.png|48x48px]] |
||
A bag that spawns at the start of [[Prisoners' Quarters]]. It contains some of the gold from your last run. The value depends on your current level of [[The Collector#Upgrades|Gold Reserves]] and any gold above this limit is lost. |
A bag that spawns at the start of [[Prisoners' Quarters]]. It contains some of the gold from your last run. The value depends on your current level of [[The Collector#Upgrades|Gold Reserves]] and any gold above this limit is lost. |
||
− | === Cells |
+ | === Cells === |
+ | [[File:Cell Currency Icon.png|centered|20px]] |
||
⚫ | |||
⚫ | |||
− | It is worth noting that all cells are lost on death. |
||
Cells can be spent in two ways; unlocking items and upgrades from [[The Collector]], or by increasing the chance for higher quality gear to appear in runs from [[The Blacksmith]]. |
Cells can be spent in two ways; unlocking items and upgrades from [[The Collector]], or by increasing the chance for higher quality gear to appear in runs from [[The Blacksmith]]. |
||
− | + | === Liposuction === |
|
[[File:Liposuction.png|48x48px]] |
[[File:Liposuction.png|48x48px]] |
||
− | A rare pickup that produces one extra cell on every kill for 45 seconds, even if |
+ | A rare pickup that produces one extra cell on every kill for 45 seconds, even if an enemy normally can't drop any ([[Myopic Crow]]s{{DLC|FF}}, etc). The drop chance is 0.3%. The extra cells are gold instead of blue. |
− | + | === Residual cells === |
|
[[File:Residual Cells.png|48x48px]] |
[[File:Residual Cells.png|48x48px]] |
||
− | A bag that spawns next to the Dead Man's Bag if you defeated [[ |
+ | A bag that spawns next to the Dead Man's Bag if you defeated the [[Hand of the King]]. It contains any cells possessed upon reaching the [[Throne Room]], as well as the 40 cells dropped by the Hand of the King. If not picked up, or if the run is reset, the cells will be lost. |
− | == Other |
+ | == Other pickups == |
=== Bonus Point Stars === |
=== Bonus Point Stars === |
||
− | + | {{Main|Daily Run#Bonus Point Stars|t1=Bonus Point Stars}} |
|
− | |||
[[File:Bonus Point Star.png|48x48px]] |
[[File:Bonus Point Star.png|48x48px]] |
||
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|[[File:Secret Potion of Mystery.png|48x48px]] |
|[[File:Secret Potion of Mystery.png|48x48px]] |
||
− | Dropped by the [[The Collector (5 BSC)|Collector]]. During the beginning of his final phase, after drinking the Panacea for the 4th time, he will be vulnerable. Once attacked by the player he will be interrupted and drop the bottle. |
+ | Dropped by the [[The Collector (5 BSC)|Collector]]. During the beginning of his final phase, after drinking the Panacea for the 4th time, he will be vulnerable. Once attacked by the player he will be interrupted and drop the bottle. It refills all the player's missing Health Flask charges and when first used the Panacea is consumed instead, albeit much faster than drinking a regular potion. |
+ | |||
+ | The potion completely removes the damage cap against bosses and also greatly increases the damage of all player-associated sources, although drinking it is not a requirement in defeating The Collector. |
||
}} |
}} |
||
== Keys == |
== Keys == |
||
− | Unlike most pickups, keys are not used when they are picked up. Instead, they are added to the player's inventory, so they can be used later to open their respective doors. Keys remain in the player's inventory for the rest of the run if not used on the appropriate door |
+ | Unlike most pickups, keys are not used when they are picked up. Instead, they are added to the player's inventory, so they can be used later to open their respective doors. Keys remain in the player's inventory for the rest of the run if not used on the appropriate door and unused keys disappear upon death or at the end of a successful run. |
+ | |||
+ | The keys stop spawning if the respective Blueprints they are guarding have been obtained and turned in to the Collector. |
||
{| class="wikitable" |
{| class="wikitable" |
||
− | !style="width: 12%|Name |
+ | ! style="width: 12%" |Name |
− | !style="width: auto|Icon |
+ | ! style="width: auto" |Icon |
− | !style="width: 20%|Location |
+ | ! style="width: 20%" |Location |
− | !style="width: auto| |
+ | ! style="width: auto" |Notes |
|- |
|- |
||
|Gardener's Key |
|Gardener's Key |
||
|[[File:Gardener's Key.png|center|48x48px]] |
|[[File:Gardener's Key.png|center|48x48px]] |
||
|[[Promenade of the Condemned]] |
|[[Promenade of the Condemned]] |
||
− | |3 Gardener Keys are required to obtain the |
+ | |3 Gardener's Keys are required to obtain the {{Item|Explosive Crossbow}} blueprint. |
− | * The first key requires the |
+ | * The first key requires the {{Rune|ram|1}} |
− | * The second needs the |
+ | * The second needs the {{Rune|spi|1}} or the {{Rune|hom|1}} |
* The third can be obtained by stomping a hidden flower in the ground three times. |
* The third can be obtained by stomping a hidden flower in the ground three times. |
||
− | After the [[Explosive Crossbow]] blueprint is collected, there will be [[Pickups#Gems|Malachite or Amethyst]] in its place on subsequent runs as well as a random weapon or skill. The doors will also be permanently open. |
+ | After the [[Explosive Crossbow]] blueprint is collected, there will be [[Pickups#Gems|Malachite or Amethyst]] gems in its place on subsequent runs as well as a random weapon or skill. The doors will also be permanently open. |
− | In |
+ | In the [[Ramparts]], the [[Graveyard]], and the [[Forgotten Sepulcher]], there is a secret room with a door unlocked by a {{Pickup|Gardener's Key}}, behind which is a {{Pickup|Moonflower Key}}. |
|- |
|- |
||
|Iron Cells Key |
|Iron Cells Key |
||
|[[File:Iron Cells Key.png|center|48x48px]] |
|[[File:Iron Cells Key.png|center|48x48px]] |
||
|[[Prison Depths]], [[Corrupted Prison]] |
|[[Prison Depths]], [[Corrupted Prison]] |
||
− | |Dropped by enemies inside the biome. Used to open 1 of 2 cell doors at the end of the biome, which grants the player a random [[Gear|item]]. Only 1 may spawn each run. |
+ | |Dropped by enemies inside the biome. Used to open 1 of 2 cell doors at the end of the biome, which grants the player a random [[Gear|item]] on an altar. Only 1 may spawn each run. |
|- |
|- |
||
|Old Service Key |
|Old Service Key |
||
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|[[File:Village Key.png|center|48x48px]] |
|[[File:Village Key.png|center|48x48px]] |
||
|[[Stilt Village]] |
|[[Stilt Village]] |
||
− | |2 Village Keys open doors further in the level. The mid-stage door can be bypassed with the |
+ | |2 Village Keys open doors further in the level. The mid-stage door can be bypassed with the {{Rune|spi|1}}, but the doors blocking the [[Clock Tower]] and [[Forgotten Sepulcher]] cannot be bypassed. A secret area in the village requires this key to unlock access to its prize, the blueprint for the {{Item|Parry Shield}}. |
|- |
|- |
||
|Clockmaker's Key |
|Clockmaker's Key |
||
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|[[File:Bell Tower Key.png|center|48x48px]] |
|[[File:Bell Tower Key.png|center|48x48px]] |
||
|[[Clock Tower]] |
|[[Clock Tower]] |
||
− | |Drops from a Clock Tower bell when all 4 are rung in ascending order of the pitch of their ring<ref>https://www.reddit.com/r/deadcells/comments/7dk6x1/spoiler_how_to_get_clocktower_key/</ref>. Opens the door blocking the blueprint for |
+ | |Drops from a Clock Tower bell when all 4 are rung in ascending order of the pitch of their ring<ref>https://www.reddit.com/r/deadcells/comments/7dk6x1/spoiler_how_to_get_clocktower_key/</ref>. Opens the door blocking the blueprint for {{Item|Punishment}}. |
|- |
|- |
||
|Graveyard Key |
|Graveyard Key |
||
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|[[File:Architect's Key.png|center|48x48px]] |
|[[File:Architect's Key.png|center|48x48px]] |
||
|[[Graveyard]] (inside a wall rune) |
|[[Graveyard]] (inside a wall rune) |
||
− | |Opens the door blocking the blueprints for [[The Collector#General Improvements|Merchandise Categories]] and |
+ | |Opens the door blocking the blueprints for [[The Collector#General Improvements|Merchandise Categories]] and {{Mutation|Parting Gift}}. |
|- |
|- |
||
|Crypt Key |
|Crypt Key |
||
|[[File:Crypt Key.png|center|48x48px]] |
|[[File:Crypt Key.png|center|48x48px]] |
||
|[[Forgotten Sepulcher]] |
|[[Forgotten Sepulcher]] |
||
− | |2 Crypt Keys are found throughout the biome, each letting player progress further in the level. They are all |
+ | |2 Crypt Keys are found throughout the biome, each letting player progress further in the level. They are all in rooms which can only be accessed with the {{Rune|tele|1}}. |
− | 2 Additional keys can be found if the player does not have the |
+ | 2 Additional keys can be found if the player does not have the {{Rune|exp|1}}, which are dropped by 2 Elite Dark Trackers and used to unlock the doors leading to the rune. Once the rune is collected these keys won't appear again. |
<span style="color:#90ABE6">''It seems to be very old.''</span> |
<span style="color:#90ABE6">''It seems to be very old.''</span> |
||
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|[[Ramparts]], [[Graveyard]], [[Forgotten Sepulcher]] |
|[[Ramparts]], [[Graveyard]], [[Forgotten Sepulcher]] |
||
|There are 3 Moonflower Keys: |
|There are 3 Moonflower Keys: |
||
+ | |||
* The first is in the [[Ramparts]] |
* The first is in the [[Ramparts]] |
||
* The second is in the [[Graveyard]] |
* The second is in the [[Graveyard]] |
||
* The third is in the [[Forgotten Sepulcher]] |
* The third is in the [[Forgotten Sepulcher]] |
||
+ | |||
− | Each appears in a secret room reached with 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 room is a door requiring a Gardener's Key from the [[Promenade of the Condemned]] to pick up to the Moonflower Key. Reaching all four of these locations in a single run requires having 3 active [[BSC]] and passing through the 3-cell door leading from the Ramparts to the Insufferable Crypt. If all Moonflower Keys are collected, they can 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 |
+ | Each appears in a secret room reached with 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 room is a door requiring a Gardener's Key from the [[Promenade of the Condemned]] to pick up to the Moonflower Key. Reaching all four of these locations in a single run requires having 3 active [[Boss Stem Cells|BSC]] and passing through the 3-cell door leading from the Ramparts to the Insufferable Crypt. If all Moonflower Keys are collected, they can 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 {{Mutation|Acceptance}}. |
|- |
|- |
||
|Castle Key |
|Castle Key |
||
|[[File:Castle Key.png|center|48x48px]] |
|[[File:Castle Key.png|center|48x48px]] |
||
|[[High Peak Castle]] |
|[[High Peak Castle]] |
||
− | |There are 3 Castle Keys in High Peak Castle. They drop from the Elite enemies inside the colored doors. Only 2 are needed to proceed to the [[Throne Room]], but the last grants access to a room where the player can find a Scroll of Power, 2 weapons, and the blueprint for the |
+ | |There are 3 Castle Keys in High Peak Castle. They drop from the Elite enemies inside the colored doors. Only 2 are needed to proceed to the [[Throne Room]], but the last grants access to a room where the player can find a Scroll of Power, 2 weapons, and the blueprint for the {{Item|Boomerang}}. |
|- |
|- |
||
− | |Cavern Key |
+ | |Cavern Key{{DLC|RotG}} |
|[[File:Cavern Key.png|center|48x48px]] |
|[[File:Cavern Key.png|center|48x48px]] |
||
|[[Prisoners' Quarters]] (inside the break in the wall at the entrance of the level) |
|[[Prisoners' Quarters]] (inside the break in the wall at the entrance of the level) |
||
− | |Opens the door to the [[Cavern]] in the [[Graveyard]]. |
+ | |Opens the door to the [[Cavern]]{{DLC|RotG}} in the [[Graveyard]]. |
Once unlocked, the door remains open for future runs. Otherwise, the key will continue to respawn. |
Once unlocked, the door remains open for future runs. Otherwise, the key will continue to respawn. |
||
|- |
|- |
||
− | |Garland Key |
+ | |Garland Key{{DLC|RotG}} |
|[[File:Garland Key.png|center|48x48px]] |
|[[File:Garland Key.png|center|48x48px]] |
||
− | |[[Cavern]] (in a ceiling secret space) |
+ | |[[Cavern]]{{DLC|RotG}} (in a ceiling secret space) |
|Gives access to a gate in one 4 BSC door, which contains the blueprint of [[Outfits|Festive Outfit]]. |
|Gives access to a gate in one 4 BSC door, which contains the blueprint of [[Outfits|Festive Outfit]]. |
||
|- |
|- |
||
⚫ | |||
− | |Allen Key |
||
⚫ | |||
− | |[[Astrolab]] |
||
⚫ | |||
⚫ | |||
− | |Elevator Key |
||
⚫ | |||
− | |[[Astrolab]] |
||
⚫ | |||
⚫ | |||
− | |Guardian's Key |
||
⚫ | |||
− | |[[Astrolab]] |
||
− | |There are two Guardian's Keys. They are dropped by two Elite [[Slammer|Slammers]] at the end of the final section of the biome. |
||
− | |- |
||
− | |Apex Key |
||
⚫ | |||
− | |[[Astrolab]] |
||
⚫ | |||
− | |- |
||
⚫ | |||
|[[File:Dilapidated Arboretum Key.png|center|48x48px]] |
|[[File:Dilapidated Arboretum Key.png|center|48x48px]] |
||
− | |[[Prisoners' Quarters]] (near entrance to [[Dilapidated Arboretum]] from the deceased Royal Gardener) |
+ | |[[Prisoners' Quarters]] (near entrance to [[Dilapidated Arboretum]]{{DLC|TBS}} from the deceased Royal Gardener) |
− | |Opens the door to the [[Dilapidated Arboretum]]. Once unlocked, the door despawns from future runs, unless the player doesn't have the DLC. |
+ | |Opens the door to the [[Dilapidated Arboretum]]{{DLC|TBS}}. Once unlocked, the door despawns from future runs, unless the player doesn't have the DLC. |
|- |
|- |
||
|Distillery Key |
|Distillery Key |
||
|[[File:Distillery Key.png|center|48x48px]] |
|[[File:Distillery Key.png|center|48x48px]] |
||
− | |[[Derelict Distillery]] behind a wall that needs to be broken with an explosive barrel |
+ | |[[Derelict Distillery]] (behind a wall that needs to be broken with an explosive barrel) |
|Opens the door to the exit of the biome. |
|Opens the door to the exit of the biome. |
||
⚫ | |||
− | A colorless [[Barrel Launcher]] can be found next to the wall it is behind. |
||
+ | {{SpoilerTable |
||
+ | | content = Allen Key{{DLC|RotG}} |
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+ | | hidden = Yes |
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+ | | toggle = <div style="text-align:center;">[[File:Exclamation.png|x25px|link=]]<br/>[Show spoilers]</div> |
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+ | | identifier = allen-key |
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+ | }} |
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+ | {{SpoilerTable |
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⚫ | |||
+ | | hidden = Yes |
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+ | | toggle = <span style="color:#d1394e; text-align:center;">'''Contains spoilers'''</span> |
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+ | | identifier = allen-key |
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+ | }} |
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+ | {{SpoilerTable |
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+ | | content = [[Astrolab]]{{DLC|RotG}} |
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+ | | hidden = Yes |
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+ | | identifier = allen-key |
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+ | }} |
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+ | {{SpoilerTable |
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⚫ | |||
+ | | hidden = Yes |
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+ | | identifier = allen-key |
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+ | }} |
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⚫ | |||
+ | {{SpoilerTable |
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+ | | content = Elevator Key{{DLC|RotG}} |
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+ | | hidden = Yes |
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+ | | toggle = <div style="text-align:center;">[[File:Exclamation.png|x25px|link=]]<br/>[Show spoilers]</div> |
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+ | | identifier = elevator-key |
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+ | }} |
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+ | {{SpoilerTable |
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⚫ | |||
+ | | hidden = Yes |
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+ | | toggle = <span style="color:#d1394e; text-align:center;">'''Contains spoilers'''</span> |
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+ | | identifier = elevator-key |
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+ | }} |
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+ | {{SpoilerTable |
||
+ | | content = [[Astrolab]]{{DLC|RotG}} |
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+ | | hidden = Yes |
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+ | | identifier = elevator-key |
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+ | }} |
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+ | {{SpoilerTable |
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⚫ | |||
+ | | hidden = Yes |
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+ | | identifier = elevator-key |
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+ | }} |
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⚫ | |||
+ | {{SpoilerTable |
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+ | | content = Guardian's Key{{DLC|RotG}} |
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+ | | hidden = Yes |
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+ | | toggle = <div style="text-align:center;">[[File:Exclamation.png|x25px|link=]]<br/>[Show spoilers]</div> |
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+ | | identifier = guardian-key |
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+ | }} |
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+ | {{SpoilerTable |
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⚫ | |||
+ | | hidden = Yes |
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+ | | toggle = <span style="color:#d1394e; text-align:center;">'''Contains spoilers'''</span> |
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+ | | identifier = guardian-key |
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+ | }} |
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+ | {{SpoilerTable |
||
+ | | content = [[Astrolab]]{{DLC|RotG}} |
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+ | | hidden = Yes |
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+ | | identifier = guardian-key |
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+ | }} |
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+ | {{SpoilerTable |
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+ | | content = Dropped by two Elite [[Slammer]]s at the end of the final section of the biome. Used to open 2 doors blocking access to the [[Observatory]]. |
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+ | | hidden = Yes |
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+ | | identifier = guardian-key |
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+ | }} |
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⚫ | |||
+ | {{SpoilerTable |
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+ | | content = Apex Key{{DLC|RotG}} |
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+ | | hidden = Yes |
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+ | | toggle = <div style="text-align:center;">[[File:Exclamation.png|x25px|link=]]<br/>[Show spoilers]</div> |
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+ | | identifier = apex-key |
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+ | }} |
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+ | {{SpoilerTable |
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⚫ | |||
+ | | hidden = Yes |
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+ | | toggle = <span style="color:#d1394e; text-align:center;">'''Contains spoilers'''</span> |
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+ | | identifier = apex-key |
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+ | }} |
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+ | {{SpoilerTable |
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+ | | content = [[Astrolab]]{{DLC|RotG}} |
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+ | | hidden = Yes |
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+ | | identifier = apex-key |
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+ | }} |
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+ | {{SpoilerTable |
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⚫ | |||
+ | | hidden = Yes |
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+ | | identifier = apex-key |
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+ | }} |
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|} |
|} |
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− | == Removed |
+ | == Removed pickups == |
− | === |
+ | === Removed healing items === |
+ | {| class="wikitable sortable" |
||
+ | !Type |
||
+ | !Icon |
||
+ | !Description |
||
+ | !Sources |
||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | * Elites (with {{Mutation|Extended Healing}}) |
||
+ | * No longer obtainable after ''v2.1'', the ''Malaise Update''. |
||
⚫ | |||
+ | |||
+ | === Removed gems === |
||
{| class="wikitable" |
{| class="wikitable" |
||
!style="width: 12%|Name |
!style="width: 12%|Name |
||
Line 449: | Line 528: | ||
|A little gold cell worth 20 GOLD. |
|A little gold cell worth 20 GOLD. |
||
|20 |
|20 |
||
− | |One per Cell while an [[Gear#Amulets|amulet]] with the "Get gold as well as a cell" affix was |
+ | |One per Cell while an [[Gear#Amulets|amulet]] with the "Get gold as well as a cell" affix was equipped. |
− | With ''v1.9'', the ''Update of Plenty'', this affix was removed |
+ | With ''v1.9'', the ''Update of Plenty'', this affix was removed, rendering this gem inaccessible. |
|} |
|} |
||
− | === |
+ | === Removed keys === |
{| class="wikitable" |
{| class="wikitable" |
||
!style="width: 12%|Name |
!style="width: 12%|Name |
||
!style="width: auto|Icon |
!style="width: auto|Icon |
||
!style="width: 20%|Location |
!style="width: 20%|Location |
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− | !style="width: auto| |
+ | !style="width: auto|Notes |
|- |
|- |
||
|Fool Key |
|Fool Key |
||
|[[File:Fool Key.png|center|48x48px]] |
|[[File:Fool Key.png|center|48x48px]] |
||
|[[Ossuary]], [[Ancient Sewers]] |
|[[Ossuary]], [[Ancient Sewers]] |
||
− | |Dropped from |
+ | |Dropped from an Elite Zombie and an Elite Inquisitor that spawned from a Christmas present which also gave the player a 5-kill curse. |
This key was later removed from the game and was only replaced in the Ancient Sewers with the Old Service Key. |
This key was later removed from the game and was only replaced in the Ancient Sewers with the Old Service Key. |
||
|- |
|- |
Revision as of 09:31, 1 April 2021
Pickups are items which are not gear, or runes. Pickups can be collected with the Interact command while the player is close or, in the case of gems, just by walking on top of them.
All main categories of pickups are:
- Healing pickups that restore the player's health or reduce Malaise.
- Scrolls to upgrade player stats.
- Currency pickups, which award varying amounts of cells or gold.
- Special pickups serving miscellaneous functions.
- Keys, which let the player unlock doors.
Healing pickups
Food
Food regenerates a fixed percentage of health when eaten (or twice as much if the Gastronomy mutation is active). There are 2 different functional types of food, each with 7 different appearances depending on the selected diet, which is altered by game settings. If untouched by the player, it will be chosen as "Carnivore." Both types of food can add Malaise on Hell difficulty if the piece of food is infected. The amount of malaise given depends on if the food is major or minor. Minor food gives 50 points (1 bar) and major food gives 150 points (3 bars) of malaise. There will always be 2 clean pieces of food in any one biome, with one dropping from an enemy and another found in a wall rune. Any other drops, including those from lore rooms, will always be infected with Malaise on 4+ BSC.
Minor foods
Minor foods restore 15% of the player's maximum health (30% if is active). They're dropped from enemies, wall and floor runes, and can be purchased from food shops with 0-3BSC active (with 4BSC+, food shops will sell a cough syrup instead).
Name | Icon | Diet setting |
---|---|---|
Kebab | Carnivore | |
Carrot | Vegetarian | |
Guts | Monster | |
Cherries | Fruitarian | |
Pastry | Castlevaniesque | |
"Le Croissant" | Baguette | |
Small medkit | Half-Life | |
Gruyère | Cheese |
Major foods
Major foods heal 50% of the player's maximum health (100% if is active). They're found in the same ways minor foods are, as well as in lore rooms, but are rarer.
Name | Icon | Diet setting |
---|---|---|
Drumstick | Carnivore | |
Big ol' radish | Vegetarian | |
Monster's Eye | Monster | |
Watermelon | Fruitarian | |
Turkey | Castlevaniesque | |
"La Baguette" | Baguette | |
Large medkit | Half-Life | |
Camembert | Cheese |
Other healing items
These healing items are more uncommon than food and can usually only be encountered under certain conditions.
Type | Icon | Description | Sources |
---|---|---|---|
Flask Recharge | Restores 1 Health Flask charge. |
| |
Cough Syrup | Reduces your Malaise infection level by 30%. |
|
Scrolls
Scrolls are items that increase the player's stats.
Name | Icon | Effect | Sources |
---|---|---|---|
Scroll of Power | Adds one point to one of the three stats. |
| |
Assassin's Scroll | Adds one point to either Brutality or Tactics. |
| |
Minotaur's Scroll | Adds one point to either Brutality or Survival. | ||
Guardian's Scroll | Adds one point to either Tactics or Survival. | ||
Epic Scrolls of Power | Adds one point to all three stats. |
| |
Scroll Fragment | Each 4th fragment collected will give a Scroll of Power. |
|
- Scroll Fragments can only be found while 3 or more Boss Stem Cells are active.
Currency pickups
Gold
Gold is the main currency used for making purchases and weapon upgrades throughout runs. All enemies will drop small amounts of gold when killed that appears as tiny, bright pebbles that automatically fly towards the player to be collected.
Gems
Gems give a significant amount of gold when collected. Each one awards a different amount of gold depending on its type.
Name | Icon | Description | Value | Sources |
---|---|---|---|---|
Gold Tooth | A tooth worth 100 GOLD. He was asking for it... | 100 |
| |
Golden Arrow | A transmuted arrow worth 100 GOLD. When you care enough to shoot the very best. | 100 |
| |
Shiny Rock | Totally and utterly worthless. You're not gonna pick that thing up, are you? | 100 |
| |
Malachite | Quite common, but you shouldn't have any trouble getting 250 GOLD for it. | 250 |
| |
Amethyst | This pretty stone will fetch you 500 GOLD! My precccioussss... | 500 |
| |
Blue Sapphire | A magnificent stone worth 1000 GOLD! | 1000 |
| |
Ruby | A precious stone of truly exceptional purity that will fetch you the modest sum of 1500 GOLD! | 1500 |
| |
Corrupted Artifact | This is worth 10000 GOLD, but if you pick it up, you'll be cursed. (20-kill curse) | 10000 |
| |
Fragment of the Philosopher's Stone | You're officially the richest creature on the island. This absolutely perfect little jewel is worth 75000 GOLD! | 75000 |
|
Dead Man’s Bag
A bag that spawns at the start of Prisoners' Quarters. It contains some of the gold from your last run. The value depends on your current level of Gold Reserves and any gold above this limit is lost.
Cells
Cells are a special currency that is used primarily for unlocking items and upgrades. They are often dropped from slain enemies and bosses, or found in chests and canisters in biomes. Cells are lost upon death.
Cells can be spent in two ways; unlocking items and upgrades from The Collector, or by increasing the chance for higher quality gear to appear in runs from The Blacksmith.
Liposuction
A rare pickup that produces one extra cell on every kill for 45 seconds, even if an enemy normally can't drop any (Myopic CrowsFF, etc). The drop chance is 0.3%. The extra cells are gold instead of blue.
Residual cells
A bag that spawns next to the Dead Man's Bag if you defeated the Hand of the King. It contains any cells possessed upon reaching the Throne Room, as well as the 40 cells dropped by the Hand of the King. If not picked up, or if the run is reset, the cells will be lost.
Other pickups
Bonus Point Stars
Bonus Point Stars are exclusively found in the Daily Run. They give a 5-point bonus for each enemy killed for 15 seconds.
Secret Potion of ???
Keys
Unlike most pickups, keys are not used when they are picked up. Instead, they are added to the player's inventory, so they can be used later to open their respective doors. Keys remain in the player's inventory for the rest of the run if not used on the appropriate door and unused keys disappear upon death or at the end of a successful run.
The keys stop spawning if the respective Blueprints they are guarding have been obtained and turned in to the Collector.
Name | Icon | Location | Notes |
---|---|---|---|
Gardener's Key | Promenade of the Condemned | 3 Gardener's Keys are required to obtain the
After the Explosive Crossbow blueprint is collected, there will be Malachite or Amethyst gems in its place on subsequent runs as well as a random weapon or skill. The doors will also be permanently open. In the Ramparts, the Graveyard, and the Forgotten Sepulcher, there is a secret room with a door unlocked by a , behind which is a . | blueprint.
|
Iron Cells Key | Prison Depths, Corrupted Prison | Dropped by enemies inside the biome. Used to open 1 of 2 cell doors at the end of the biome, which grants the player a random item on an altar. Only 1 may spawn each run. | |
Old Service Key | Ancient Sewers | 3 Old Service Keys are dropped by enemies in the Ancient Sewers and are used to open any of the 8 doors at the end of the biome.
It stinks. | |
Village Key | Stilt Village | 2 Village Keys open doors further in the level. The mid-stage door can be bypassed with the Clock Tower and Forgotten Sepulcher cannot be bypassed. A secret area in the village requires this key to unlock access to its prize, the blueprint for the . | , but the doors blocking the|
Clockmaker's Key | Clock Tower | Opens the door blocking the exit to the Clock Room. | |
Bell Tower Key | Clock Tower | Drops from a Clock Tower bell when all 4 are rung in ascending order of the pitch of their ring[1]. Opens the door blocking the blueprint for . | |
Graveyard Key | Graveyard | Opens the door leading into the underground portion of the graveyard.
Open the gates of Hell... | |
Architect's Key | Graveyard (inside a wall rune) | Opens the door blocking the blueprints for Merchandise Categories and . | |
Crypt Key | Forgotten Sepulcher | 2 Crypt Keys are found throughout the biome, each letting player progress further in the level. They are all in rooms which can only be accessed with the 2 Additional keys can be found if the player does not have the , which are dropped by 2 Elite Dark Trackers and used to unlock the doors leading to the rune. Once the rune is collected these keys won't appear again.It seems to be very old. | .
|
Moonflower Key | Ramparts, Graveyard, Forgotten Sepulcher | There are 3 Moonflower Keys:
Each appears in a secret room reached with 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 room is a door requiring a Gardener's Key from the Promenade of the Condemned to pick up to the Moonflower Key. Reaching all four of these locations in a single run requires having 3 active BSC and passing through the 3-cell door leading from the Ramparts to the Insufferable Crypt. If all Moonflower Keys are collected, they can 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 . | |
Castle Key | High Peak Castle | There are 3 Castle Keys in High Peak Castle. They drop from the Elite enemies inside the colored doors. Only 2 are needed to proceed to the Throne Room, but the last grants access to a room where the player can find a Scroll of Power, 2 weapons, and the blueprint for the . | |
Cavern KeyRotG | Prisoners' Quarters (inside the break in the wall at the entrance of the level) | Opens the door to the CavernRotG in the Graveyard.
Once unlocked, the door remains open for future runs. Otherwise, the key will continue to respawn. | |
Garland KeyRotG | CavernRotG (in a ceiling secret space) | Gives access to a gate in one 4 BSC door, which contains the blueprint of Festive Outfit. | |
Dilapidated Arboretum KeyTBS | Prisoners' Quarters (near entrance to Dilapidated ArboretumTBS from the deceased Royal Gardener) | Opens the door to the Dilapidated ArboretumTBS. Once unlocked, the door despawns from future runs, unless the player doesn't have the DLC. | |
Distillery Key | Derelict Distillery (behind a wall that needs to be broken with an explosive barrel) | Opens the door to the exit of the biome. | |
[Show spoilers] |
Contains spoilers | AstrolabRotG | Dropped by an Elite Slammer. Used to open the door to the final section of the biome. |
[Show spoilers] |
Contains spoilers | AstrolabRotG | Dropped by an Elite Failed Experiment. Opens the door to the elevator at the end of the biome. |
[Show spoilers] |
Contains spoilers | AstrolabRotG | Dropped by two Elite Slammers at the end of the final section of the biome. Used to open 2 doors blocking access to the Observatory. |
[Show spoilers] |
Contains spoilers | AstrolabRotG | Found in a secret area, at the end of an obstacle course. Used to open the door to the button that lets the blueprint for drop. |
Removed pickups
Removed healing items
Type | Icon | Description | Sources |
---|---|---|---|
Small Cough Syrup | Reduces your Malaise infection level by 1%. |
|
Removed gems
Name | Icon | Description | Value | Sources |
---|---|---|---|---|
Golden Cell | A little gold cell worth 20 GOLD. | 20 | One per Cell while an amulet with the "Get gold as well as a cell" affix was equipped.
With v1.9, the Update of Plenty, this affix was removed, rendering this gem inaccessible. |
Removed keys
Name | Icon | Location | Notes |
---|---|---|---|
Fool Key | Ossuary, Ancient Sewers | Dropped from an Elite Zombie and an Elite Inquisitor that spawned from a Christmas present which also gave the player a 5-kill curse.
This key was later removed from the game and was only replaced in the Ancient Sewers with the Old Service Key. | |
Gold Cells Key | Prison Depths | Dropped by enemies inside the biome. Used to open a cell door at the end of the biome, which grant the player one Scroll.
With v1.5, the Corrupted Update, they were removed in place of a Cursed Chest at the beginning of this biome, which gives one Scroll of Power. |
References
Navigation wiki |
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