recursal/Fanatic-Fandom huggingface dataset:
Failed Experiment

### Location(s)

Prisoners' Quarters, Promenade of the Condemned, Ancient Sewers, Stilt Village, Forgotten Sepulcher, Cavern, Derelict Distillery, Undying Shores (4+ BSC)Astrolab

### Reward

Berserker (4+ BSC; 0.4%)

**Failed Experiments** are large, humanoid enemies that are only encountered when 4 or more Boss Stem Cells are activated.

## Behavior

The Failed Experiment will use its melee combo if it is close to the player, or simply leap when the target is too far.

It will also dodge behind the player if they try to damage/parry it and then resume its attacks. However, this ability has a cool down of 15 seconds.

**Elite Failed Experiments** have no attack pattern changes, but their leap is a lot faster, and they are harder to stun, as with any other elite.

## Moveset

* **Description:** Performs three punches, then slams the ground.
* Can be blocked, parried, and dodge rolled.
* They can turn around mid-attack, if the player moves behind them before the slam.

* **Description:** Performs a leap in the direction of the player. This attack only occurs at long range.
* Can be blocked, parried, and dodge rolled.
* Can be avoided by crouching, but only at the peak of the leap.

## Strategy

* Both of its attacks can be dodged by rolling as well as parrying. This also goes for the head slam at the end of its regular combo which can be parried. However, it can dodge parries if it is the first “attack” directed at it, so it may be better to hit it with something else first so that you can parry it without interruption.
* With heavy weapons and other typically slow weapons, their dodge can be baited out while the player is still charging the attack, allowing for the weapon to be flipped around and successfully hit the Failed Experiment.

## Trivia

* The Failed Experiment enemy is a likely product of the Alchemist's experiments, hence the name.
* These enemies can be considered as a replacement to the Zombie on higher difficulties.
* Their design, mainly their drill hand, may be inspired by the *Bouncer* Big Daddies from Bioshock, which have a similar armament.
Flamethrower Turret

The **Flamethrower Turret** is a deployable skill which deploys a turret to burn enemies.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface.
		- The projectile bounces off of a Shieldbearer's shield without detonating.
	+ Upon explosion, deploys a flamethrower turret.
		- Turret spews flames out of both sides in 2-second bursts whenever an enemy is in range, inflicting victims with burning effects.
			* Burning effects last for 2 seconds and deal 8 base burning DPS per effect.
		- Turret must wait for at least 3.6 seconds between flame bursts.
		- Turret can be destroyed - remaining health is indicated by a small yellow bar above the turret.
		- Only one turret per Flamethrower Turret skill can be active at a time - attempting to deploy a second turret will destroy the first one.
		- Turret ceases to function if the player goes too far away, but resumes operation once the player comes back into range.
* **Tags:** Ranged, Fire, Deployable, NeedPower, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Double Stack**
		- "Applies 2 stacks of damage over time effects instead of 1."

## History

* 0.1: Now puts the ground on fire.
	+ Now requires the player to be in range to operate.
* 0.6: No longer burns mobs protected by a global shield.
* 1.9: Cooldown increased from 6 to 12 seconds.
	+ Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.4: Base DPS decreased from 18 to 8.
	+ Duration decreased from 2 seconds to 1.7.
* 3.0: Added the Legendary Affix "Double Stack".

 5 BSC spoiler:
Collector's Syringe
Meat Skewer

The **Meat Skewer** is a melee weapon which can be obtained by completing 10 unique daily challenge runs. The first hit moves the player forward, penetrating most targets. The two follow-up hits are quick, and deal critical damage to any enemies that were hit by the first attack.

## Details

* **Special Effects:**
	+ The player will dash through the enemy, granting them invincibility during this dash. Two critical strikes will then be applied if the player had previously dashed through the opponent.
* **Breach Bonus:** 0.4 / 0.5 / 0.5
	+ **Base Breach Damage:** 56 / 67.5 / 67.5 (56 / 122 / 122)
	+ **Base Breach DPS:** 265 (415)
* **Combo Duration:** 0.72 seconds
	+ **First Hit:** 0.3 (0.2 + 0.1 + 0)
	+ **Second Hit:** 0.26 (0.2 + 0.06 + 0)
	+ **Third Hit:** 0.16 (0.1 + 0.06 + 0)
* **Tags:** InstantBlueprint, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Super Back Damage**
		- "+75% damage for hits in the back."

## Notes

* Only one Daily Run completion per day counts toward the unlocking of Meat Skewer, so the Daily Run must be completed on 10 different days before the blueprint is given.

## History

* 1.4: Scaling changed from Brutality to Tactics/ Brutality.
* 1.6: First strike now pierces and dashes through enemies.
	+ Subsequent strikes now inflict critical hits on enemies pierced by the first attack.
* 2.1: Scaling changed from  Brutality/ Tactics to  Brutality.
* 2.9: Unlock cost decreased from 60 cells to 50.
* 3.0: Added the Legendary Affix "Super Back Damage".
System requirements

The **system requirements** for *Dead Cells* follow:

**Notes:**

* Dead Cells DOES NOT officially supports integrated graphic cards based on Intel HD Graphics or Intel GMA chipsets . Please make sure your graphic chipset (APU/CPU) supports OpenGL API in version 3.2 or higher. Be aware that game developer won't provide any technical feedback, and can't guarantee no compatibility issues or problems with performance, due to a lack of dedicated video card.
* Game is also available for Linux based systems with graphical user interface and Apple Macbook/Macbook Pro computers with MacOS system installed. For a minimum/recommended system requirements, please refer to official informations for PC-based systems provided above.
Frostbite

**Frostbite** is a colorless-scaling mutation which causes the slow debuff to slowly damage enemies over time. Frozen targets count as having max stacks for this effect

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ While being slowed, enemies take [30 base] DPS.
* **Scaling:** 30 × 1.15Stat slow DPS

## Notes

* When used with Modifiers that spread slow to nearby enemies, Frostbite can effective kill trash mobs and, with a bit more effort, even low health enemies without having to engage them.
* It adds extra damage-over-time to weapons and items that inflict slow, although the damage is minimal and becomes almost negligible in higher difficulties.

## History

* 2.4: Base DPS increased from 40 to 65.
* 3.4: Changed to colorless mutation, Frozen counts as max slow
Lancer

**Lancers** are common enemies who are found in High Peak Castle.

## Behavior

Lancers may attack in 4 directions, directly upwards or downwards, and to the left or right. They can right above and below themselves even with floor obstruction, and attack with a single stab. If Lancers are attacking horizontally, they attack with three stabs.

## Moveset

* **Description:** Stabs at the player three times.
* Can be blocked, parried, and dodge rolled. Can be double-jumped over.
* This attack can hit through walls.
* While performing this attack, the Lancer can turn to face the player if they get to the opposite side of the Lancer at the beginning of the combo.

* **Description:** Stabs upwards. Can hit through semi-platforms.
* Can be blocked, parried, or dodge rolled.

* **Description:** Stabs downwards. Can hit through semi-platforms.
* Can be blocked, parried, or dodge rolled.

## Strategy

* All of the Lancer's attacks can be avoided by dodging. However, the 3-stab combo may hit the player if they are still in the combo when the roll finishes.
	+ Only horizontal attacks can be parried, while vertical ones will simply be unaffected if an attempt is made to parry them, so it's better to dodge them instead.

## Trivia

* The War Spear used to have a similar appearance, but still retains an attack pattern that is similar to the Lancer’s weapon. However, it is not dropped by the Lancer but rather by the Hammer.
	+ The Flawless still visually resembles the Lancers weapon.
Rhythm

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Rhythm** can designate two things in *Dead Cells*:

* *Rhythm n' Bouzouki*, a melee weapon that deals critical damage when used as soon as the musical sound from the previous attack is heard.
* *Kill Rhythm*, a survival-scaling mutation that increases the attack speed of weapons when alternating between them.
Fly

### Location(s)

**Corpse variant:** Graveyard (spawned by Swarm Zombies)**Sewer Variant:** Prison Depths (spawned by Hammers)

### Related

Swarm Zombie, Hammer

**Corpse Flies** and **Sewer Flies** are a smaller, faster flying versions of Buzzcutters, which are only spawned by other enemies.

## Behavior

* The Sewer Flies are spawned in groups of 3 or 5 by the Hammer or from a fake chest.
* The Corpse Flies are spawned in groups of 5 by the Swarm Zombie.
* Both variants can perform a melee bite attack, similar to the Buzzcutter.
	+ However, Corpse Flies will only do so if the Swarm Zombie that spawned them is killed. Otherwise, they will only use their electric fence.

## Moveset

* **Description:** When summoned by a Swarm Zombie, they surround it and link together with electric rays, creating a barrier that does damage on contact.
* The flies can still be damaged, causing the fence to change dynamically as their numbers deplete.
* If the Swarm Zombie dies or if there are less than 2 flies, the fence is disengaged.

* **Description:** A delayed bite attack that hits at melee range.
* Can be blocked, parried, and dodge rolled.
* Briefly stuns the player on hit.

## Strategy

* They can be easily killed with AoE damage.
* The electrical fence can only be dodge rolled. Try to kill the Swarm Zombie before it activates or roll away and use AoE attacks.
* Its melee attack can be easily neutralized by rolling or parrying.

## Notes

* The Flies are all spawned enemies, and they will thus not count toward curse counters or perfect doors when killed.

## Trivia

* Corpse Flies used to spawn when a Swarm Zombie died.
* In a previous version of Dead Cells, Sewer Flies and Corpse Flies both shared the name Corpse Fly.
Ice Crossbow

* Primary Ability
* Secondary Ability

The **Ice Crossbow** is a two-handed crossbow-type ranged weapon. The primary ability can quickly fire short ranged bolts that freeze enemies, while the secondary ability, **Piercing Shot**, fires a bolt that knocks arrows out of frozen enemies and deals critical damage to frozen targets.

## Details

* **Ammo:** 9
* **Special Effects:**
	+ Pressing the main attack button makes the crossbow fire a bolt that freezes enemies for 1.5 seconds. Upon thaw, enemies are slowed for 1 second. This attack can be fired automatically by holding down the main attack button.
	+ Pressing the secondary attack button fires a piercing bolt that deals critical damage to frozen enemies. It also knocks out arrows stuck in enemies that are frozen.

### Ice Crossbow

* **Breach Bonus:** 0
	+ **Base Breach Damage:** 24
	+ **Base Breach DPS:** 60
* **Attack Duration:** 0.4 seconds
	+ **Charge:** 0.1
	+ **Lock:** 0.1
	+ **Cooldown:** 0.3
* **Tags:** Ice, HasBullets, Ranged, IsCrossbow, LimitedAmmo, DualWeaponBase, UnlockInPublicEvent, CritSameAsNormalInUI
* **Legendary Version:**
	+ **Forced Affix: Strong Ice**
		- "Enemies hit by this will thaw more slowly."

### Piercing Shot

* **Breach Bonus:** 0
	+ **Base Breach Damage:** 40 (200)
	+ **Base Breach DPS:** 47 (235)
* **Attack Duration:** 0.85 seconds
	+ **Charge:** 0.35
	+ **Lock:** 0.35
	+ **Cooldown:** 0.5
* **Tags:** DualWeaponOffhand, IsCrossbow
* **Legendary Version:**
	+ **Forced Affix: Death Freeze**
		- "Victims Freeze nearby enemies (1.8 seconds) when they die."

## Notes

* Before *v1.9*, the *Update of Plenty*, the Ice Crossbow was a single slot weapon.
	+ It also used to have a secondary fire shooting multiple bolts in a shotgun-type pattern by holding down the attack button, similarly to Flint.
* The Piercing Shot can roll the affix "+175% damage on a frozen target".

## History

* 1.5: Scaling changed from  Survival to  Tactics/ Survival.
* 1.9: Scaling changed from  Tactics/ Survival to  Survival.
	+ Changed from one-handed to the two-handed weapon.
	+ Removed charged shotgun-type shot from the main hand.
	+ Added secondary ability that fires a long-range, ultra-fast bolt with infinite piercing which crits on frozen enemies.
	+ No longer can get "Victims Burn when they die" Affix.
* 2.0: No longer can get the "worms spawn on victim's death" affix.
* 2.1: Scaling changed from  Survival to  Tactics/ Survival.
	+ Now can have different affixes on each part.
* 3.0 Added the Legendary Affixes:
	+ Ice Crossbow: "Strong Ice".
	+ Piercing Shot: "Death Freeze".
Heart of Ice

**Heart of Ice** is a survival-scaling mutation which lowers the cooldown of skills when attacking enemies which are stunned, rooted, slowed or frozen at close range.

## Details

* **Special Effects:**
	+ Attacking a frozen, slowed, stunned or rooted enemy at close range will reduce skills cooldown by [0.6 base] seconds.
* **Scaling:** +0.105 seconds per Survival stat

## Notes

* The effect has a 0.5 seconds cooldown.
* Phaser is extremely powerful with this mutation, as it essentially allows for infinite use of the item.
* It is also very effective with items that rely on rooting/stunning/freezing for critical hits, such as the Nutcracker or the Repeater Crossbow, as it can allow for rapid skill cooldown reduction and open up many powerful combat options.
* This mutation pairs well with Melee and a fast swing rate melee weapon like Cursed Sword because you are constantly hitting a slowed target.
* Attacking with the Heavy Crossbow does not trigger this mutation, as the enemy is only rooted for a short time before the attack itself hits.

## History

* 2.1: No longer works with slowed enemies.
	+ Now works with ranged weapons at close range.
* 2.4: Base cooldown reduction decreased from 1 second to 0.6.
	+ Cooldown reduction cap decreased from 3 seconds to 2.

## Footnotes

1. ↑ In-game description is incorrect. Although it doesn't say it, this mutation works on slowed targets as well.

UPDATE 2.1 - No longer works with slowed down enemies.
Frenzy

**Frenzy** is a brutality-scaling mutation which makes melee attacks heal the player when they have an active speed buff.

## Details

* **Scroll Cap:** 37
* **Special Effects:**
	+ When the player has a speed buff, melee attacks heal them. The amount of healing is equal to [0.0012 base]% max health per damage point of attacks.
		- The damage taken into account per hit is the base stats of weapons and skills, without bonuses from level, quality or scrolls.
* **Scaling:** 0.0012 × 1.055Stat - 1 % melee damage dealt

## Notes

* Synergizes well with Velocity mutation, Gotta Go Fast aspect, and "Increases movement speed" affixes.

## History

* 2.3: Description changed from "*Your melee attacks give you back a small amount of HP depending on attack damage as long as you have an active speed buff.*"
Purulent Zombie

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Purulent Zombie** used to designate to two related enemies in *Dead Cells*:

* *Festering Zombie*, a green worm-like zombie found in the Sewers and Stilt Village.
* *Swarm Zombie*, a brown fly-like zombie found in the Graveyard.
Mausoleum

*This article is a stub. You can help Dead Cells Wiki by expanding it.*

 Before the Malaise, The Scarecrow was a world-famous botanist.
 The birds aren’t the only ones that seem to fear what “lives” here.
 Obsessions in life don't just stop after death.
 "Roses are red and violets are blue. I’m dead and soon you'll be too."

* Normal
* Hard
* Very Hard
* Expert
* Nightmare/Hell

The **Mausoleum** is a second boss biome exclusive to the *Fatal Falls DLC*.

## General information

### Access and exit

The Mausoleum can be accessed from either the Undying Shores, which is the natural route, or from the Cavern. Entering from the Cavern requires visiting the Mausoleum from the Undying Shores once.

There are three exits out of the Mausoleum. The main exit leads to High Peak Castle and the Infested Shipwreck. After meeting the Hand of the King at least once, an exit to the Derelict Distillery is also available.

### Level characteristics

##### Scrolls

When 3 Boss Stem Cells are active, the Scarecrow will drop 2 Scroll Fragments, and when 4/5 Boss Stem Cells are active, he will drop 3 Scroll Fragments.

#### Enemy tier and gear level scaling

In the table below, you will find the gear level and enemy tier of the Mausoleum based on difficulty.

 Enemy lvl tier
 Enemy Health tier

## Exclusive blueprints

Beating the Scarecrow will award the following blueprints:

* 1st kill - Scarecrow's Sickles skill

#### Scarecrow Outfits

Beating the Scarecrow will also reward the player with one of his outfits. There are 6 Scarecrow outfits, one for each difficulty and one for defeating the Scarecrow without taking a single hit. The outfit of the lowest difficulty remaining is always the one that drops, e.g. the Classic outfit will drop on 4 BSC if it hasn't been looted yet.

* 0 BSC: Classic Scarecrow Outfit
* 1 BSC: Green Thumb Scarecrow Outfit
* 2 BSC: Wicked Scarecrow of the West Outfit
* 3 BSC: Cutecrow Outfit
* 4 BSC: Gothic Scarecrow Outfit
* Flawless kill: Flawless Scarecrow Outfit

## Lore

### The Scarecrow

*See the main article for information about the Scarecrow. The Mausoleum has the queen in the backround.*

## Gallery

* The platform on which the Beheaded fights the Scarecrow.
Grenadier

Toxic Sewers (1-3 BSC)

Prisoners' Quarters, Ossuary, Slumbering Sanctuary, Fractured Shrines (0-1 BSC)

Throne Room (summoned by the Hand of the King)

Observatory (summoned by the boss)

**Grenadiers** are one of the first long-range enemies encountered. They have a much larger aggro radius and can see the player through walls and floors.

## Behavior

Grenadiers can detect the player at longer distances, even through walls or on a different platform. At BSC 4+, they will not teleport after the player.

Grenadiers can backstep to avoid the player when close.

**Elite Grenadiers** have only one change added to them, in that their bombs explode as soon as they hit the ground.

## Moveset

* **Description:** Fires a bomb at the player's location. They detonate after a delay upon landing. Doesn't deal damage on contact.
* Can be blocked, parried, and dodge rolled.
* When reflected, the bomb will be launched back at the enemy. They explode on contact and don't go through walls.

## Strategy

Grenadiers are one of the first long-range enemies the player will encounter. While they are vulnerable on their own, their large aggro radius makes them a nuisance at a distance. This is especially a problem if you are fighting other enemies. Depending on the stage layout, it can be difficult to get within range to kill them. They are rather slow, so the chance they can fire another shot before dying should not happen often.

## Notes

* On higher difficulties, Grenadiers are gradually replaced with Bombardiers.

## Trivia

* In previous versions of Dead Cells, the Grenadier was simply a recolored Zombie. Now it appears to have a taller body with baubles or pustules of explosive fluids attached to its body, which glow in darker areas, making them easy to spot.
Sadism

**Sadism** is a removed brutality-scaling mutation which increased the player's DPS by a flat number if a nearby enemy was inflicted with poison, bleed, or burn.

## Details

* **Special Effects:**
	+ Enemies within 8 tiles count as nearby. Proximity is checked once every 0.2 seconds, and damage is added at most once every 0.33 seconds.
* **Scaling:** 75 × 1.15Stat - 1 DPS
* **Tags:** Deprecated

## History

* 0.7: Base DPS bonus increased from 30 to 75.
* 1.1: Removed.
Efficiency

**Efficiency** is a removed tactics-scaling mutation which decreased the cooldown of powers and deployables.

## Details

* **Scroll Cap:** 20
* **Special Effects:**
	+ Only powers and deployables benefit from this mutation.
* **Scaling:** 29.758 × Stat0.33 %
* **Tags:** Deprecated

## History

* 0.7: No longer works on grenades. This cooldown reduction has been split into Fireworks Technician.
* 1.1: Removed.
Ice Grenade

The **Ice Grenade** is a grenade skill which freezes nearby enemies on detonation.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface.
		- The projectile bounces off of a Shieldbearer's shield without detonating.
	+ Upon explosion, deals 35 base damage and freezes enemies in close proximity for 6 seconds (freeze ends early if frozen enemy takes damage).
* **Tags:** Ranged, Ice, Explosive, NegligibleDamage, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Strong Ice**
		- "Reduces the chance of unfreezing an enemy when attacking."

## History

* 0.1:
	+ Base Damage increased from 30 to 35.
	+ Cooldown increased from 5 to 8 seconds.
	+ Freeze duration increased from 3 to 5 seconds.
	+ Range increased from 5.5 to 6.
	+ Added tags "Explosive" and "NegligibleDamage".
* 0.2: Cooldown increased from 8 to 9 seconds.
* 0.4:
	+ Cooldown increased from 9 to 18 seconds.
	+ Now scales with  Tactics.
* 0.6:
	+ Scaling changed from  Tactics to  Brutality/ Tactics.
	+ Base cost increased from 1250 to 1800.
* 0.7:
	+ Added starred affix "StrongIce".
	+ Description changed from "Explodes and inflicts 35 damage. Freezes its victims." to "Freezes its victims."
* 1.2: Added tag "UnlockInPublicEvent".
* 1.4: Scaling changed from  Brutality/ Tactics to  Tactics/ Survival.
* 1.9:
	+ Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
	+ No longer can get "Victims Burn when they die" Affix.
* 2.1: Scaling changed from  Tactics/ Survival to  Survival.
* 2.4: Freeze duration increased from 5 seconds to 6.
* 3.0: Added the Legendary Affix "Strong Ice".

 5 BSC spoiler:
Collector's Syringe
Root Grenade

The **Root Grenade** is a grenade skill which roots enemies in place and deals damage over time.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface.
		- The projectile bounces off of a Shieldbearer's shield without detonating.
	+ Upon explosion, inflicts a rooting status effect on nearby enemies.
		- Status effect prevents all movement and deals 30 base DPS for 3 seconds.
* **Tags:** Ranged, Explosive, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Death Root**
		- "Victims root nearby enemies for 2 sec upon death."

## Trivia

* Previously named *Ivy Grenade*.
	+ The first name of the skill may refer to how it spawns vines to disable enemies.

## History

* 0.1:
	+ Cooldown increased from 5 to 9 seconds.
	+ Root duration decreased from 4 to 3 seconds
	+ Added tags "Explosive" and "SpecificBlueprintDrop".
* 0.2:
	+ Cooldown decreased from 9 to 8 seconds.
	+ Base price increased from 1250 to 1500 gold.
* 0.4:
	+ Cooldown increased from 8 to 16 seconds.
	+ Unlock cost increased from 20 to 40 cells.
	+ Now scales with  Tactics.
	+ Replaced tag "SpecificBlueprintDrop" with "TimedDoorBlueprint".
* 0.6: Scaling changed from  Tactics to  Brutality/ Tactics.
* 0.7:
	+ Added legendary affix "Oil".
	+ Description changed from "Immobilizes all nearby enemies for 3 seconds and inflicts X damage/s while they are trapped." to "Roots nearby enemies causing X DPS for 4 seconds.
* 1.1: Removed tag "TimedDoorBlueprint".
* 1.2: Added tag "UnlockInPublicEvent".
* 1.4: Scaling changed from  Brutality/ Tactics to  Tactics/ Survival.
* 1.9:
	+ Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
	+ Base DPS increased from 30 to 33.
	+ Stun duration increased from 3 to 4 seconds.
* 2.1: Scaling changed from  Tactics/ Survival to  Survival.
* 2.4: Base DPS increased from 33 to 50.
* 2.9: Unlock cost decreased from 40 cells to 20.
* 3.0: Added the Legendary Affix "Death Root".

 5 BSC spoiler:
Collector's Syringe
Ice Bow

The **Ice Bow** is a bow-type ranged weapon which deals very little damage, but freezes enemies.

## Details

* **Ammo:** 4
* **Special Effects:**
	+ Arrows freeze enemies near the point of impact for 1.2 seconds when they hit an enemy (on thaw, enemies are slowed for 1.05 seconds).
* **Breach Bonus:** -1
	+ **Base Breach Damage:** 0
	+ **Base Breach DPS:** 0
* **Attack Duration:** 0.59 seconds
	+ **Charge:** 0.19
	+ **Lock:** 0.2
	+ **Cooldown:** 0.4
* **Tags:** NoCritical, Ice, HasBullets, LimitedAmmo, Ranged, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Strong Ice**
		- "Reduces the chance of unfreezing an enemy when attacking."

## Notes

* Though this weapon can only be fired once every 0.59 seconds, the player regains control 0.39 seconds after the start of the attack, resulting in a net 0.2-second wait time between the end of the previous attack and the start of the next one.

## History

* 0.1:
	+ Now freezes all enemies around the hit target.
	+ Ammo increased from 3 to 4.
* 0.5: Can no longer have the "shoot arrow behind" affix.
* 1.5: Scaling changed from  Tactics to  Tactics/ Survival
* 1.9:
	+ Base price decreased from 2250 to 1750.
	+ Can no longer get "Victims Burn when they die" Affix.
* 2.4: Freeze duration increased from 0.75 seconds to 1.2.
* 2.9: Unlock cost decreased from 30 cells to 20.
* 3.0: Added the Legendary Affix "Strong Ice".
Rampart

**Rampart** is a shield weapon which has a higher damage reduction on block than most other shields and generates a force field upon a successful parry.

## Details

* **Base Absorbed Damage:** 85%
* **Special Effects:**
	+ On parry of any attack, with the exception of projectiles, generates a force field that lasts for 2 seconds and makes the player invincible for that duration.
* **Breach Bonus:** 0
	+ **Base Breach Damage:** 20 (40)
	+ **Base Breach DPS:** 54 (108)
* **Tags:** Shield
* **Legendary Version:**
	+ **Forced Affix: Frost Shield**
		- "Freezes enemies blocked with a parry."

## Notes

* Because Rampart's force field blocks attacks for several seconds, it is very useful against enemies with melee combo hits such as the Slasher and the Rampager.

## Trivia

* Previously called *Force Shield*.
	+ Coincidently, both shields have the ability to generate force fields.
* After the original version of the Front Line Shield was removed from the game, Rampart now has the highest block damage reduction out of all shields at 85%, only 5% lower than the old Front Line Shield.

## History

* 2.9: Unlock cost decreased from 40 cells to 30.
* 3.0: Added the Legendary Affix "Frost Shield".
Ripper

**Ripper** is a tactics-scaling mutation which forcibly recovers projectiles stuck in enemies when they are struck with a melee attack, each inflicting additional damage.

## Details

* **Special Effects:**
	+ If an enemy has projectiles stuck in it, each melee attack will make 6 projectiles fall out, dealing an extra [118 base] damage for each projectile.
* **Scaling:** 118 × 1.15Stat - 1 damage per arrow

## Location

Ripper's blueprint lies in a secret area on top of the Promenade's entrance. Requires Spider Rune to climb it.

## Notes

* "Arrows" in this case means more than just projectiles from bows, as it works with any weapon that could leave projectiles stuck in enemies. This also includes weapons like the Throwing Knife, Blowgun, The Boy's Axe, the Hemorrhage, or even the Killing Deck.
* The main appeal of this Mutation is for rapid ammo recovery, especially for fights with Bosses. Additionally, it can be used for quick burst damage with weapons like the Quick Bow that can riddle enemies with projectiles in seconds, as it makes them much more sustainable than usual.
* Since dive attacks deal melee damage, one does not actually need a melee weapon to remove ammo using Ripper, and can instead perform a dive attack if necessary. Phaser works as well.

## History

* 0.7: Base damage per arrow removed increased from 60 to 100.
	+ Cell cost increased from 50 to 100.
* 2.4: Base damage per arrow removed increased from 95 to 118.
	+ Arrows removed on hit increased from 3 to 6.
Impaler (Enemy)

**Impalers** are stationary enemies found in the Ancient Sewers and the Dilapidated Arboretum.

## Behavior

As the player gets in its range, the Impaler will summon massively damaging spikes from underneath the player's area. There will be a brief period where you will see a red indicator on the ground of where the spikes will appear. Falling onto them after they've come out of the ground will not damage the player. The spikes cannot be avoided by rolling or parrying.

## Strategy

* These enemies are very dangerous, and as such, should be top priority when engaging a group of enemies. They can damage the Beheaded over a wide area, so you’ll want to take them out first.
* The spikes cannot be dodged by rolling through them or parrying, the only way to dodge them is by jumping at the right moment.
* In exchange for being static, it sees through all obstacles and has great range, but the radius of spike spawn is very limited, so it can be outran.
	+ Platforms are not an option, as it somehow spawns spikes there too.

## Trivia

* In previous versions of Dead Cells, this enemy was called *Spiker*.
Giantkiller

The **Giantkiller** is a melee weapon which always deals critical hits to Elites and Bosses. This item is exclusive to the *Rise of the Giant DLC*.

## Details

* **Special Effects:**
	+ Deals ~3.66x damage (465 critical DPS) to Elites and Bosses.
* **Breach Bonus:** 1 / 1 / 1 / 1
	+ **Base Breach Damage:** 50 / 70 / 200 / 300 (180 / 238 / 900 / 960)
	+ **Base Breach DPS:** 253 (930)
* **Combo Duration:** 2.45 seconds
	+ **First Hit:** 0.45 (0.3 + 0.15 + 0)
	+ **Second Hit:** 0.45 (0.3 + 0.15 + 0)
	+ **Third Hit:** 0.8 (0.6 + 0.2 + 0)
	+ **Fourth Hit:** 0.75 (0.45 + 0.3 + 0)
* **Tags:** HeavyWeapon, UnlockInPublicEvent, NoBackpackItem
* **Legendary Version:**
	+ **Forced Affix: God Slayer**
		- "Your last attack deals 2 times more critical damage."

## Notes

* The base critical DPS of Giantkiller is the third highest in the whole game, with the first highest damage dealing item being Scythe Claw.
	+ However, to truly take advantage of Giantkiller's very high damage, the player needs to land the third and fourth hit of the attack combo, which puts them at risk of getting hit due to their slow wind-up. Therefore, using Giantkiller against normal enemies is relatively inefficient compared to other gear (even the Broadsword can easily take its place) but extremely strong against Bosses and Elites.
* The Giantkiller is the only single-slot weapon in the entire game that cannot be stored in the backpack.
	+ This is for balancing reasons to prevent the player from easily defeating bosses while still being able to wreak havoc on normal enemies.
		- This can be partially circumvented by dropping the Giantkiller and replacing it with the other desired weapon for the level before returning and equipping it while placing the other weapon in the backpack.
	+ The Cursed Sword, by contrast, needs no such limitation since the core tradeoff of that weapon (very high damage and fast attack rate, at the cost of being cursed) isn't compromised by the backpack mechanic: the curse downside still applies even when the weapon is stored away.

## Trivia

* When this weapon was originally introduced, it was only available through the Daily Run. It was impossible to unlock the Giantkiller under normal gameplay and was thus only obtainable through modding.
* The Giantkiller may have initially been conceived as a spear, like the one originally used to "kill" the Giant, but was changed to a sword at some point before being added to the game files.
* The in-game model for the Giantkiller appears to be a sword with a long, straight-edged blade, with a white glow. This model is currently also used for the Seismic Strike.
* The flavor text is a reference to the phrase "The bigger they are, the harder they fall".

## History

* 1.2: Can now be dropped by the Giant.
* 1.9: Base price decreased from 3500 to 2500.
* 3.0: Added the Legendary Affix "God Slayer".
Scarecrow's Sickles

The **Scarecrow's Sickles** are a power skill exclusive to the *Fatal Falls DLC* which mimics one of the attacks of the Scarecrow. Their damage increases with each hit they make on an enemy while active.

## Details

* **Special Effects:**
	+ When used, two sickles are thrown into an arc on both sides of the player. They come back to the player after two passes.
		- If they make contact they disappear and go on cooldown. Dodge rolling through them will prevent them from disappearing and allows the player to keep them active for longer.
	+ Each hit from this skill increases the sickles' damage. After the fifth hit, each attack deals critical damage.
* **Legendary Version:**
	+ **Forced Affix: Double Bullets**
		- "Fires twice as much bullets."

## History

* 2.4: Base damage increased from 40/52/64/76/88/100 to 52/68/83/99/114/130
	+ Base DPS increased from 128 (210) to 166 (273).
* 3.0: Added the Legendary Affix "Double Bullets".
* 3.1: Changed sickles trajectory.

 5 BSC spoiler:
Collector's Syringe
Extended Healing

**Extended Healing** is a survival-scaling mutation which increases the healing received from the healing flask to 100% of the player's total health and it spreads the effect over 12 seconds, during which the player also gains increased damage.

## Details

* **Special Effects:**
	+ Health flasks heal the player by 85% of their max health, instead of 60%. The health slowly restores during 10 seconds after usage. In this period, the player deals +[25 base]% damage.
* **Scaling:** +1% damage dealt per Survival stat

## Location

The entrance to Extended Healing's blueprint is indicated by a sarcophagus in the middle of a wall. Roll into the nearest wall to access it. Activating the sarcophagus will teleport the player to the blueprint location.

## Notes

* When paired with Emergency Triage, flask's usage speed is 275% faster, and it also shields the player for 1.5 seconds.

## History

* 2.4: Healing duration decreased from 15 seconds to 10.
Parry Shield

The **Parry Shield** is a shield weapon which enhances the power of parried ranged attacks at the cost of its blocking ability.

## Details

* **Base Absorbed Damage:** 0%
* **Special Effects:**
	+ Cannot be used to block enemy attacks.
	+ Certain grenades and projectiles behave differently when parried by this shield:
		- When most projectiles are parried, 4 more additional ones spawn in a spread pattern.
		- An extra bomb appears upon parrying an enemy grenade.
		- Spawns 3 extra biters whenever a Festering Zombie's egg is parried.
* **Breach Bonus:** 0
	+ **Base Breach Damage:** 0 (52)
	+ **Base Breach DPS:** 0 (141)
* **Tags:** Shield, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Stun Shield**
		- "Stuns any enemy Parried."

## Location

The Parry Shield's blueprint is found in the Stilt Village. The path to the blueprint requires the Ram Rune. You need a second village key to unlock the blueprint, so you should not unlock the door in the middle of the level. You must instead use the secret path above the door, which requires the Spider Rune or an amulet that gives extra jumps. The platforms required to make the jump may not properly spawn due to RNG, so it may require multiple tries.

## Notes

* This shield rewards aggressive play. Parried projectiles can pass through enemies no matter what shield is used, and the Parry Shield gives these projectiles extra punch.
* The Parry shield is exempt from damage absorption affixes and is therefore more likely to get affixes that are advantageous to persistent parries.

## Trivia

* The shield still has statistics for block damage reduction & damage to enemies, despite its inability to do so. They are similar to most other shields.

## Gallery

* The platforms are high up, which can be reached by jumping from the building on the left.
* The passage used to save the first key.
* The breakable ground in the far right tower, which blocks the way to the blueprint.
* The blueprint behind the door which needs a second key.

## History

* 2.4: Base block damage increased from 0 (40) to 0 (52).
	+ Extra projectiles from a parry now deal damage.
* 2.9: Unlock cost decreased from 60 cells to 5.
* 3.0: Added the Legendary Affix "Stun Shield".
Shieldbearer

Derelict Distillery (0-2 BSC)

Ice Shield (10%)

Desert Dweller Outfit (4+ BSC; 0.4%)

**Shieldbearers** are one of the first enemies the player encounters. They are mostly present on lower difficulties only.

## Behavior

Shieldbearers carry a physical shield that renders them immune to most attacks hitting its front, and briefly stuns the player when attacked with a melee weapon. The shield can be bypassed via certain methods, such as stun effects, being struck from behind, fire pools or certain weapons such as Firebrands.

Their only attack is a ram attempt with their shield.

They will briefly back step if the player is too close.

## Moveset

* **Description:** Charges up, then charges forward and deal damage on contact.
* Can be blocked, parried, and dodge rolled.
* Stuns the player on hit.

## Strategy

Shieldbearers are vulnerable from behind, so simply rolling behind them will leave them vulnerable. They are slow to turn around, giving you time to attack right after even with slower weapons. Parrying their shield charge also leaves them vulnerable.

Some skills that can go through shields like Fire Grenade, Lightspeed and Cleavers can be quite effective. Electric Whip, Valmont's Whip and Wrenching Whip also bypass shields, which requires no repositioning.

Shieldbearers are more dangerous when in a group of multiple enemies. They protect ranged enemies and make it harder for the player to get close, and the bump from hitting their shields can leave the player vulnerable to other enemies.

Shieldbearers are a high priority target in groups and should be isolated from other enemies whenever possible.

## History

* 2.1: No longer spawns in Prisoners' Quarters on 1+ BSC.
* 2.2: Once again spawns in Prisoners' Quarters on 1+ BSC.
* 2.3: No longer spawns in Prisoners' Quarters on 1+ BSC.
Sadist's Stiletto

The **Sadist's Stiletto** is a dagger-type melee weapon which inflicts critical hits on bleeding or poisoned enemies.

## Details

* **Special Effects:**
	+ Deals ~2.04x damage (222 base critical DPS) to enemies afflicted by bleeding or poison.
* **Breach Bonus:** 0 / 0 / 0 / 0
	+ **Base Breach Damage:** 25 / 25 / 25 / 50 (45 / 45 / 45 / 120)
	+ **Base Breach DPS:** 109 (222)
* **Combo Duration:** 1.15 seconds
	+ **First Hit:** 0.3 (0.2 + 0.1 + 0)
	+ **Second Hit:** 0.15 (0.15 + 0 + 0)
	+ **Third Hit:** 0.15 (0.15 + 0 + 0)
	+ **Fourth Hit:** 0.55 (0.3 + 0.25 + 0)
* **Tags:** UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Super Back Damage**
		- "+75% damage for hits in the back."

## Synergies

* The mutation Open Wounds allows every hit to apply bleeding. Given the rapid attack rate, this weapon can inflict high quantities of critical hits.
	+ This combo also works well with Instinct of the Master of Arms, since it can trigger it reliably and quickly.

## Trivia

* Previously called *Dagger of the Sadistic Cult*.
* Sadist can be defined as "An individual who enjoys brutalizing others for personal pleasure", referring to its critical condition.

## History

* 2.1: Base critical DPS decreased from x to x.
* 2.4: Base critical DPS increased from 191 to 222.
	+ Base critical breach DPS increased from 191 to 222.
	+ Poison cloud affix no longer allowed.
* 3.0: Added the Legendary Affix "Super Back Damage".
Spite Sword

The **Spite Sword** is a sword-type melee weapon which deals critical hits for some time after taking damage or while  cursed.

## Details

* **Special Effects:**
	+ Deals ~1.77x damage (255 base critical) for a short time after the player takes a damaging hit or while being cursed.
	+ The third hit shoves enemies back somewhat quickly and stuns them for 0.8 seconds.
* **Breach Bonus:** 0 / 0 / 0.5 / 1
	+ **Base Breach Damage:** 50 / 55 / 15 / 160 (80 / 88 / 24 / 320)
	+ **Base Breach DPS:** 207 (379)
* **Combo Duration:** 1.35 seconds
	+ **First Hit:** 0.1 (0.1 + 0 + 0)
	+ **Second Hit:** 0.35 (0.25 + 0.1 + 0)
	+ **Third Hit:** 0.4 (0.2 + 0.2 + 0)
	+ **Fourth Hit:** 0.5 (0.3 + 0.2 + 0)
* **Tags:** UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Poison Skin Area**
		- "Emits a toxic cloud when you take damage."

## Synergies

* Works very well with the mutations Vengeance, Adrenaline and Recovery, letting yourself get hit on purpose to proc critical and DPS bonus to quickly heal a lot of health.
* Blocking with any shield can enable critical hits more safely and easily by allowing you to take significantly lower damage from enemy hits.
* Face Flask can enable critical hits on use without having to take damage from enemy hits. Using it with Instinct of the Master of Arms can allow to deal critical DPS permanently.

## Notes

* Critical hits cannot be triggered if the Cursed Sword is in the other hand or the backpack.

## Trivia

* The third hit of the combo is a kick attack rather than a swing of the sword.
* Previously called *Spiteful Sword*.

## History

* 0.2:
	+ Attack speed increased.
	+ The third strike is replaced with a kick that stuns the enemy.
* 2.1: Critical damage has been reduced from x to x.
* 3.0: Added the Legendary Affix "Poison Skin Area".
Starfury

The **Starfury** is a melee weapon that creates two falling stars when hitting an enemy with the swing.

## Details

* **Special Effects:**
	+ Succesful hits spawn two stars that target enemies and deal critical hits.
		- Stars can target the enemy the player is hitting or closeby enemies, even ones that are offscreen.
	+ The stars count as ranged attacks and thus benefits from ranged mutations.
* **Breach Bonus:** -1
* **Attack Duration:** 0.35 seconds
	+ **Charge:** 0.2
	+ **Lock:** 0.15
	+ **Cooldown:** 0
* **Legendary Version:**
	+ **Forced Affix: Double Bullets**
		- "Fires twice as much bullets"

## Notes

* The sword itself deals melee damage while the star projectile deals ranged damage.
* The sword is a reference to the Starfury, a melee weapon in Terraria, which also summons stars from the sky and has a similar appearance. It is referenced due to a crossover between the games.
* The weapon's description is also referential to Terraria, in which certain swords can be combined into a sword called the Zenith.
Rusty Sword

The **Rusty Sword** is the first melee weapon encountered by the player in *Dead Cells*. The player starts every game with the Rusty Sword equipped unless the **Random Melee Weapon** upgrade has been unlocked from the Collector. Once the upgrade is purchased, the Rusty Sword is relocated to a secret wall tile in the starting room.

## Details

* **Breach Bonus:** 0 / 0.5 / 1.5
	+ **Base Breach Damage:** 25 / 45 / 100
	+ **Base Breach DPS:** 343
* **Combo Duration:** 1.19 seconds
	+ **First Hit:** 0.6 (0.1 + 0 + 0.5)
	+ **Second Hit:** 0.1 (0.1 + 0 + 0)
	+ **Third Hit:** 0.49 (0.24 + 0.25 + 0)
* **Tags:** NoCritical, RustyItem

## Notes

* Like the other two starting weapons, this weapon cannot be found randomly during a run.
* This weapon has no special effects or perks. While it can consistently stun enemies, this melee weapon is usually replaced with a different one on most runs.
* Like all starting weapons, rerolling affixes on the rusty sword costs 0 coins.

## History

* 0.1: Base DPS decreased from X to X.
Snake Fangs

The **Snake Fangs** are a melee weapon exclusive to the *Fatal Falls DLC*.

## Details

* **Special Effects:**
	+ When attacking, you teleport to the closest enemy in front of you before hitting it.
		- The teleport is not limited to horizontal movement and can also move vertically.
	+ Each hit inflicts a mark of poison that deals 4 DPS.
		- When an enemy has six or more marks of poison, it deals critical hits.
			* The poison effects don't have to be inflicted by the snake fangs themselves.
* **Breach Bonus:** -0.3 / -0.3
	+ **Base Breach Damage:** 17.5 / 21 (26 / 32)
	+ **Base Breach DPS:** 66 (105)
* **Combo Duration:** 0.94 seconds
	+ **First Hit:** 0.62 (0.2 + 0.12 + 0.3)
	+ **Second Hit:** 0.32 (0.2 + 0.12 + 0)
* **Tags:** Poison
* **Legendary Version:**
	+ **Forced Affix: Double Stack**
		- "Applies 2 stacks of damage over time effects instead of 1."

## Notes

* Affixes such as "+60% damage to bleeding targets apply to the weapon's attacks as well as the inflicted poison status.

## History

* 2.4: Base DPS increased from 86 (129) to 94 (150).
	+ Base breach DPS increased from 60 (91) to 66 (105).
* 3.0: Added the Legendary Affix "Double Stack".
Pier

Also known as the Early Access Landing Stage, all the last survivors on the island ended up here. Before they died.
 Many stayed here waiting for a boat that never came.

## Pier

* Normal
* Hard
* Very Hard
* Expert
* Nightmare/Hell

## Enemies & Traps

### Enemies

The Fisherman

The **Pier** was a seventh level biome during early access as a provisional ending to successful runs.

## Development

There were two versions of the Pier:

The first, named the **Wharf**, the player met an NPC called the Fisherman. He would kill the player, letting him start a new run from the Prisoners' Quarters.

The second one, named the **Pier**, the player found a board with "work in progress" written on it, and beyond it a tube which he would enter after leaving its body to go back to the Prisoners' Quarters. When standing in front of the board, the player could read:

* "*"WORK IN PROGRESS!" Good job! You made it to the (temporary) end of the game!*"

## History

* 0.0: Introduced.
* 0.6: Renamed from *The Wharf* to the *Pier*.
* 1.0: Removed.
Scavenged Bombard

The **Scavenged Bombard** is a deployable skill exclusive to the *Queen and the Sea DLC* which fires cannonballs at enemies that are in close range.

## Details

* **Special Effects:**
	+ Shoots a cannonball every 1.5 seconds.
		- The cannonball deals 90 damage, with a bonus of 30 splash damage.
		- Enemies that are hit will be stunned for 0.8 seconds.
	+ While the turret is activated, the player gains a +15% damage buff.
* **Tags:** Ranged, HasBullets, Deployable, NeedPower, HeavyWeapon
* **Legendary Version:**
	+ **Forced Affix: Double Speed**
		- "Doubles the speed of the projectile created by this item."

## Notes

* Functions similarly to the Heavy Turret in that they both provide a passive damage buff, their projectiles stun, and both deal high damage per hit.

## Trivia

* This is the only DLC item that is dropped by an enemy in the base game.

## History

* 3.0: Added the Legendary Affix "Double Speed".

 5 BSC spoiler:
Collector's Syringe