Runes

Runes are permanent upgrades which enable the player to travel to locations and Biomes which are not accessible otherwise. Once acquired, the player's collected runes can be viewed in the saved game slot (in the main game menu, under "play"). The only way to acquire runes is to travel to specific zones and defeat a Boss or an Elite enemy, which spawn from certain Elite obelisks.
Upgrades are general improvements purchased from The Collector for cells, and function as improvements that introduce or improve various mechanics in some way that benefit the player. They are permanent and last between runs. Most are only available after completing a certain amount of unlocks and others must be acquired as Blueprints from specific locations before they are available.
== List of runes ==
There are currently 8 runes in Dead Cells. All runes will drop after the guardian is defeated and can be picked up afterwards, save for the Homunculus rune, which is acquired automatically after the Hand of the King is defeated.
Icon	Name 	Biome 	Description 	Location 	Elite Guardian or Boss 	Grants access to
 	Vine Rune 	Promenade of the Condemned	This permanent rune lets you make climbing vines grow. 	In a room accessed by entering a door found at the base of a large overhang 	Undead Archer 	Toxic Sewers, Ramparts
 	Customization Rune	Ramparts 	This permanent rune unlocks the Custom Mode. 	In a room close to the entrance of the Ramparts 	Undead Archer or Zombie	Custom Mode
 	Challenger's Rune 	Black Bridge 	This permanent rune provides access to the daily challenge (Prisoners' Quarters). 	Defeat the Concierge 	The Concierge 	Daily Run
 	Teleportation Rune	Toxic Sewers 	This permanent rune lets you use teleportation monoliths. 	In a room found beneath a switch-operated door with the switch directly behind the door	Slasher 	Ossuary, Forgotten Sepulcher, Dilapidated Arboretum, Morass of the Banished
 	Ram Rune 	Ossuary 	This permanent rune lets you break through certain floors. 	In a room with spikes that is in front of a switch-operated door 	Slasher 	Ancient Sewers
 	Explorer's Rune 	Forgotten Sepulcher 	This permanent rune reveals the whole map and its points of interest (scrolls, merchants, etc.) once you've explored most of the level.	In a room that is after two elite room, which is at the end of the biome 	Two Dark Trackers 	N/A
 	Spider Rune 	Slumbering Sanctuary 	This permanent rune lets you cling to walls. 	In a room with a dropdown and a banner 	Caster 	Slumbering Sanctuary (if entered from Black Bridge/Nest), Graveyard, Prison Depths, Corrupted Prison
 	Homunculus Rune 	Throne Room 	This permanent rune lets you leave your body. 	Defeat the Hand of the King 	The Hand of the King 	Cavern
== List of upgrades == 
Health Flask I must be unlocked before anything else. 
Icon	Name 	Description 	Cell cost	Requirements 	Notes
 	Health Flask I 	Unlocks a health potion that can be used at any time. 	5 	Must be unlocked first. 	Heals 60% of your health over a few seconds. Each use removes 150 points (3 bars) of Malaise.
 	Health Flask II 	The health potion can be used 2 times. 	50 	Health Flask I 	Heals 60% of your health over a few seconds. Each use removes 150 points (3 bars) of Malaise.
 	Health Flask III 	The health potion can be used 3 times. 	150 	Health Flask II, unlock 10 items 	Heals 60% of your health over a few seconds. Each use removes 150 points (3 bars) of Malaise.
 	Health Flask IV 	The health potion can be used 4 times. 	300 	Health Flask III, unlock 25 items 	Heals 60% of your health over a few seconds. Each use removes 150 points (3 bars) of Malaise.
 	Gold Reserves I 	Preserves up to 500 GOLD when you die. 	5 	Health Flask I 	
 	Gold Reserves II 	Preserves up to 1000 GOLD when you die. 	35 	Gold Reserves I 	
 	Gold Reserves III 	Preserves up to 1500 GOLD when you die. 	100 	Gold Reserves II, unlock 8 items 	
 	Gold Reserves IV 	Preserves up to 2000 GOLD when you die. 	200 	Gold Reserves III, unlock 15 items	
 	Gold Reserves V 	Preserves up to 2500 GOLD when you die. 	400 	Gold Reserves IV, unlock 30 items 	Only available after finding its blueprint in the secret maze room in the Ancient Sewers. Requires the to get.https://gfycat.com/HarshFrigidIsabellinewheatear
 	Recycling I 	Transforms objects found on the ground or in chests into gold. 	25 	Health Flask I 	7% of the sale price
 	Recycling II 	Transforms objects found on the ground or in chests into gold. More than the previous version. 	120 	Recycling I 	15% of the sale price
 	Random Melee Weapon 	The starter melee weapon is drawn at random from your unlocked weapons. 	65 	Unlock 2 items 	
 	Random Starter Bow 	The starter bow is drawn at random from your unlocked bows. 	65 	Unlock 2 items 	
 	Random Starter Shield 	The starter shield is drawn at random from your unlocked shields. 	65 	Unlock 2 items 	
 	Restock 	Refreshes a shop's stocks at a very reasonable price. 	300 	Unlock 20 items 	The player can interact with a pedestal at any shop to change the items on display. Can be used 5 times per shop, with the shopkeeper's prices increasing by +40% every time it is used.
 	Specialist's Showroom 	Unlocks a special shop in the Prisoner's Cells. There you'll find all sorts of rare and expensive oddities for only the most experienced and discerning shoppers.	150 	Unlock 20 items 	Makes the Specialist's Showroom spawn in Prisoners' Quarters each run, which contains a , a , and the Golden Outfit blueprint.
 	Hunter's Mirror 	Unlocks a mirror near the Scribe that may come in handy during your hunts. 	150 	Specialist's Showroom 	Shows a random enemy or boss that carries a blueprint you don't have yet, Will not show any items that cannot be unlocked at that difficulty, but the mirror can show you inaccessible enemies.
 	Merchandise Categories	The merchants will offer a wider range of categories. 	300 	Unlock 30 items 	Found in the Graveyard. The (found randomly in a wall) is needed to get it.
You can now pick between 3 categories in item shops. This will force the shop to have only the items selected. (Does not affect the food shops.)
Weapon and skill shop categories can be chosen between the 3 stats: Brutality, Tactics, Survival.
This can be changed in Custom Mode to work as it did prior to v1.9 which allowed the choice of different weapons (Melee, Ranged, Shields) and skills (Deployable Traps, Grenades, Miscellaneous Skills)
 	Advanced Forge I 	You can increase the quality of an object at the forge twice instead of once. 	200 	Gold Reserves IV, unlock 40 items 	Only accessible after defeating Conjunctivius for the sixth time.
 	Recycling Tubes 	Allows you to choose between a few sets of starting equipment, each containing a melee weapon, ranged weapon, shield and two skills. 	150 	– 	Only available after you get its blueprint by defeating the Hand of the King on 1 BSC mode.
Replaces your starting equipment with a large room that holds 4 sets of starting equipment. (If you do not have a Random Starting X upgrade, you still get the basic weapon).
 	Backpack 	Allows you to carry a spare weapon. Hold the interact button to empty the backpack. 	100 	Unlock 15 items 	Cannot hold skills, two-handed weapons or the .
 	Training Room Key 	Unlocks the Training Room. 	– 	– 	Looted off the corpse of the Tutorial Knight in Prisoners' Quarters.
== Notes ==
* The Ram Rune will also buff the player's dive attack damage and range (long fall dive attack only).
* The Homunculus Rune allows the player detach their head and control it separately from their body to access certain areas. It can latch on to a single enemy, dealing damage to them and leaving the player with full control of the player's body. The damage is scaled on the player's highest stat. The head can also climb walls indefinitely.
** The head will return to the body instantly, going through all obstacles, under any of the following conditions: Reaching the max distance away from the main body, the player taking damage while the head is latched onto an enemy, the head defeating an enemy, the head remaining attached to an enemy for ~7 seconds, or if the player presses the assigned button again.
** The base damage dealt is 12, and it hits 5 times per second.
** The cooldown for this rune will not start unless the head attaches to an enemy but returns before the enemy is defeated. The cooldown is instantly reset if the enemy is defeated, should the head be still on that enemy.
** The head can also take items and blueprints before bringing them back to the player. However, they will be dropped if they encounter any enemy. They will also be dropped if the head jumps.
** Using the rune breaks invisibility.
** This rune can't be used if the player is affected by curse, except if the only source of curse on the player is the .
* For the Explorer's Rune, once the player has explored 80% of the biome's map, the entire map of the biome and the map inside BSC doors are revealed, showing all points of interest, enemies, as well as items and scrolls of power (but not blueprints).
** Additionally if an enemy is carrying precious loot, like an item or scroll, it will be marked in the map with a star, but it doesn't reveal any layouts or terrain.
** This effect is similar to the map-revealing effect of the .
== History ==
== Footnotes ==
Category:Update 0.0
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