recursal/Fanatic-Fandom huggingface dataset:
Observatory

*This article **contains spoilers** regarding the true ending of the game. Discretion is advised.*

 The Alchemist mysteriously disappeared after the utter failure of his research.
 The Observatory was state-of-the-art, and used only by the scientific elite of the island, which is to say, only the Alchemist.
 The King's Alchemist used to conduct research on astronomy and astrology here (he was such a Sagittarius).

## Observatory

### Soundtrack

Observatory
Time For Your Medicine

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

## Runes and Blueprints

### Blueprints from enemies

Collector's Syringe, Fallen Collector Outfit, 2 King Outfits

## Enemies & Traps

### Hazards

Electric field, floating spiked ball, walls of fire, spikes

## Runes and Blueprints

### Blueprints from enemies

Collector's Syringe, Fallen Collector Outfit, 2 King Outfits

## Enemies & Traps

### Hazards

Electric field, floating spiked ball, walls of fire, spikes

## Runes and Blueprints

### Blueprints from enemies

Collector's Syringe, Fallen Collector Outfit, 2 King Outfits

## Enemies & Traps

### Hazards

Electric field, floating spiked ball, walls of fire, spikes

## Runes and Blueprints

### Blueprints from enemies

Collector's Syringe, Fallen Collector Outfit, 2 King Outfits

## Enemies & Traps

### Hazards

Electric field, floating spiked ball, walls of fire, spikes

## Runes and Blueprints

### Blueprints from enemies

Collector's Syringe, Fallen Collector Outfit, 2 King Outfits

## Enemies & Traps

### Hazards

Electric field, floating spiked ball, walls of fire, spikes

The **Observatory** is a fourth boss biome exclusive to the *Rise of the Giant DLC*. It is the lair of the Collector, who is a hidden final boss in the game.

## General information

### Access and exit

The Observatory can only be accessed from the Astrolab, which can only be entered from the Throne Room through the 5 BSC door.

#### Enemy tier and gear level scaling

In the table below, you will find the gear level and enemy tier of the Observatory based on difficulty.
Even though the Observatory can only be accessed on Hell difficulty there are enemy tiers set for lower difficulties.

 Enemy lvl tier
 Enemy Health tier

## Exclusive blueprints

Beating the Collector will award the following blueprint:

* 1st kill - Collector's Syringe skill

#### Collector Outfit and King Outfits

Beating the Collector will also reward the player with his outfit and the King's outfits. There are 2 King outfits, one is for defeating the Collector while possessing the King, the other is for finishing the fight without taking damage.

* 2nd kill: Fallen Collector Outfit
* 1st kill while possessing the King: King Outfit
* 1st flawless kill: White King Outfit

## Lore

### The Collector

*See the main article for information about the Collector.*

## Gallery

Entrance of the Observatory.The bridge leading to the Collector's lair.The Collector about to use the laser beam attack.The transition phase where the Collector summons mobs.
Queen's Rapier

{{#cargo\_store:
\_table=Items
Graceful and deadly, just like Her.
47 (123) DPS
}}

The **Queen's Rapier** is a melee weapon exclusive to the *Queen and the Sea DLC*.

## Details

* **Special Effects:**
	+ Each attack leaves behind a slice in reality which deals critical damage to anything it touches again.
		- The slice can break through shields.
* **Breach Bonus:** 0 / 0 / 0
	+ **Base Breach Damage:** 30 (78) / 20 (63) / 20 (63)
	+ **Base Breach DPS:** 47 (123)
* **Combo Duration:** 1.5 seconds
	+ **First Hit:** 0.5 (0.3 + 0.2 + 0)
	+ **Second Hit:** 0.5 (0.3 + 0.2 + 0)
	+ **Third Hit:** 0.5 (0.3 + 0.2 + 0)
* **Tags:** InstantBlueprint

## History

* 2.7: Introduced.
	+ 2.7.1: The reality slice now crits on all hit enemies instead of just the first one.

```
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}}

```
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}}

```
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                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}
Hayabusa Boots

{{#cargo\_store:
\_table=Items
161 DPS
}}

The **Hayabusa Boots** are a melee weapon which deal area-of-effect damage, reflect grenades and knocks back nearby enemies on the third hit of their combo.

## Details

* **Special Effects:**
	+ The final hit of the combo deals area damage, pushes enemies away and reflects all grenades in the area.
		- Inflicts extra damage to enemies pushed against a wall.
* **Breach Bonus:** -1 / 0.25 / 0.25
	+ **Base Breach Damage:** 0 / 81.25 / 93.75
	+ **Base Breach DPS:** 145
* **Combo Duration:** 1.46 seconds
	+ **First Hit:** 0.56 (0.25 + 0.06 + 0.25)
	+ **Second Hit:** 0.25
	+ **Third Hit:** 0.65 (0.35 + 0.3)
* **Tags:** NoCritical, UnlockInPublicEvent
* **Legendary Version: *Tipyx Boots***
	+ **Forced Affix: Full Life Damage**
		- "+50% damage when your health is at its maximum."

## Trivia

* Named after Ryu Hayabusa, the protagonist from the Ninja Gaiden series.

## History

* 1.3: Can no longer push every enemy in the level.
* 2.4: Base DPS increased from 135 to 161.
	+ Base breach DPS increased from 130 to 145.
	+ AoE damage increased from 90 to 200.
	+ First attack charge duration increased from 0.2 seconds to 0.25.
	+ Second attack charge duration increased from 0.2 seconds to 0.25.
	+ Last hit now reflects all grenades in its hitbox.

```
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}}

```
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}}

```
                 CASE WHEN Image2 IS NOT NULL THEN CONCAT('檔案:', Image2, '') ELSE  *END,*
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}
Powerful Grenade

{{#cargo\_store:
\_table=Items
}}

The **Powerful Grenade** is a grenade skill which has a single, high-damage grenade with a large area of effect. It is dropped by Bombardiers.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes for 200 base damage in a large area of effect on contact with an enemy or a horizontal surface.
		- The projectile bounces off of a Shieldbearer's shield without detonating.
* **Tags:** Ranged, Explosive, UnlockInPublicEvent
* **Legendary Version: *Devastation***
	+ **Forced Affix: Death Explosion**
		- "The viscera of victims explode dealing [6 base] damage."

## History

* 0.1: Added tag "Explosive".
* 0.4:
	+ Base DPS decreased from 80 to 70.
	+ Cooldown increased 2.8 to 15 seconds.
	+ Base price increased from 1000 to 1800.
	+ No longer unlocked from start, drops from Bombardier.
	+ Now scales with  Tactics.
* 0.5: Scaling changed from  Tactics to  Brutality/Tactics.
* 0.6:
	+ Scaling changed from  Brutality/Tactics to  Brutality/Survival.
	+ Base price decreased from 1800 to 1250.
* 0.7:
	+ Added legendary affix "DeathExplosion".
	+ Description changed from "A large explosion inflicting 70 damage" to "Causes a large explosion".
* 1.1:
	+ Base DPS increased from 70 to 250.
	+ Range increased from 7 to 9.
	+ Cooldown decreased from 15 to 13 seconds.
* 1.2: Added tag ""UnlockInPublicEvent".
* 1.3:
	+ Base DPS decreased from 250 to 200.
	+ Range decreased from 9 to 6.
* 1.9
	+ Base price increased from 1250 to 2000.
	+ Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.

```
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                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

```
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}}

```
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                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

 5 BSC spoiler:
Collector's Syringe
Nerves of Steel

{{#cargo\_store:
\_table=Items
80 (341) DPS
}}

**Nerves of Steel** is a bow-type ranged weapon which deals a critical hit after being charged for a specific duration before firing.

## Details

* **Ammo:** 8
* **Special Effects:**
	+ Holding down the weapon's input charges the bow. Releasing the input shoots the bow if it has been charged for at least 0.3 seconds.
	+ Shooting the bow just as it fully charges, indicated by a sound and a special visual effect, causes the shot to deal 4.26x damage (341 base critical DPS). The fully-charged state occurs at 0.5 seconds of charge.
* **Breach Bonus:** 0.5
	+ **Base Breach Damage:** 48 (307)
	+ **Base Breach DPS:** 120 (512)
* **Attack Duration:** 0.4 seconds
	+ **Charge:** 0.3
	+ **Lock:** 0.06
	+ **Cooldown:** 0.1
* **Tags:** HasBullets, Ranged, LimitedAmmo, UnlockInPublicEvent
* **Legendary Version: *Spark of Skool***
	+ **Forced Affix: Fire Bullet**
		- "Shots leave a trail of flames."

## Location

The Blueprint for the Nerves of Steel is found at the a tower on the end of the Ramparts. This secret area is not guaranteed to generate on all runs, and cannot appear if the Stun Grenade's blueprint spawns. If it does, the exit to the Black Bridge will not be located at the end of the map and is instead shifted to the left a little. There is a short, invisible platform between the blueprint's tower and the second-last one that allows the player to make the jump. The homunculus rune can be used to detect the platform's existence but is not required for the blueprint.

## Notes

* The bow can be fired after at least 0.41 seconds and at most 0.59, maximum and minimum ideal crit DPS' are respectively 251 and 186.
* Nerves of Steel has one of the highest critical hit multipliers in the game with a multiplier of ~4.26x damage.
* Previously called *Acid Nerves*.

## History

	+ Increased ammo from 4 to 8.
* 2.4: Base DPS increased from 63 (267) to 80 (341).
	+ Base breach DPS increased from 94 (400) to 120 (512).

```
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}}

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```
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                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
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```

}}
Mimic

這是一個未完成的頁面，快幫我們完善它吧！

**Mimics** are enemies found in the Bank.

## Behavior

Mimics disguise themselves within the shop of one of the merchants in the Bank. The merchant will act as normal until the player chooses to buy from the shop. After buying an item, the Mimic consumes the merchant and its disguise is revealed, attacking the player.

Once the Mimic is defeated, it will drop the item the player bought with improved rewards depending on what shop the Mimic was disguised as. If the item came from a food shop, the player receives two food items for what they payed for. If the item was from a weapon or a skill shop, the item receives two additional gear level then it normally would.

* If the Hunter's Grenade has been used on it, because it has no elite form, it will turn into an elite zombie. As a result, the item purchased, when dropped, becomes essentially a background object. (presumably a bug)

## Moveset

* **Description:** Lashes out with its tongue
 ***Chain Whip***
* **Description:** Uses its chain as a whip.
 ***Chainhook***
* **Description:** Swings its chain straight forward or in an angle to grab the player and pull them in. When hit the player is rooted for a few seconds.
 ***Bite***
* **Description:** Bites when at close range to the player, often done after Chainhook when the player is stunned.
 ***Spit***
* **Description:** Spits out body parts.
 ***Feed***
* **Description:** Stops and eats body parts to heal itself. Happens in steps.
 ***Spîkes***
* **Description:** Portrudes spikes from its body in all directions.
* Can be parried and dodged
 ***Sword attack***
* **Description:** TBA
* Can be interuppted.

## Footnotes

1. ↑ If the gear level of the Bank is **7**, a weapon and skill shops would normally sell items of gear level **9**. The Mimic on the other hand will drop an item of gear level **11**.
Ranged Weapons

## Active mechanics

Most ranged weapons have the capability of firing some kind of projectiles, while some use hit-scan mechanics, both of which deal ranged damage. The individual abilities of ranged weapons varies, but generally, projectiles fired using ranged attacks are unable to hit multiple targets, unless the projectile can create an explosion or has some kind of piercing capabilities (e.g. Sonic Carbine and Explosive Crossbow).

## Effect scaling

All ranged weapons scale with  Tactics, however a few of these weapons can also dual-scale with  Brutality (e.g Firebrands and Infantry Bow) or  Survival (e.g Frost Blast and Heavy Crossbow), meaning their damage will scale off the higher stat between the two.

## Ammunition

Some Ranged Weapons use ammunition, which will be restored automatically after a short while. Ammunition that is impaled in enemies takes significantly longer to retrieve unless the ammo is removed by a successful parry or the enemy is killed, however, not all ammo based projectiles can be stuck in enemies, these projectiles will eventually refill automatically. Most of these weapons can get affixes that slightly increases their total ammo supply. Ranged weapons without ammo can be fired repeatedly without restriction.

Hokuto's Bow, War Javelin and Boomerang cannot benefit from the effect of the Ammo mutation.

## List of ranged weapons

This is a list of all obtainable ranged weapons within the game.

*: Rise of the Giant DLC*
*: The Bad Seed DLC*
*: Fatal Falls DLC*
*: The Queen and the Sea DLC*
Wolf Trap

{{#cargo\_store:
\_table=Items
+34 (enemy debuff) DPS
}}

The **Wolf Trap** is a deployable skill which deploys two pairs of metal jaws to root enemies passing over them.

## Details

* **Special Effects:**
	+ Throws two arcing projectiles which explode on contact with an enemy or a horizontal surface.
		- The projectile bounces off of a Shieldbearer's shield without detonating.
	+ Upon explosion, each deploys an indestructible wolf trap.
		- Traps grab the first enemies to pass over them, inflicting a rooting and unique vulnerability-inducing effect for 6.5 seconds.
			* Effect adds 34 base DPS to total damage taken by the affected enemy for the duration.
			* Trap is destroyed once the effect ends.
			* This effect is weaker on all bosses.
		- Only one set of two traps per Wolf Trap skill can be active at a time; attempting to deploy a second set will destroy active copies of the first set.
* **Tags:** Deployable
* **Legendary Version: *YOU SHALL NOT PASS!***
	+ **Forced Affix: Oil Deploy**
		- "Applies inflammable oil around this on deployment."

## Notes

* When about to break, the trap wobbles and flashes.

## Trivia

* Previously named *Bear Trap*.
* The legendary name of this skill is a quote from Gandalf from *The Lord of the Rings*.

## History

* 0.1: Now deplays 3 traps.
* 1.9: Base bonus DPS decreased from 40 to 34.
	+ Root duration decreased from 6.5 to 5 seconds.
	+ Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.1: Scaling changed from  Tactics/ Survival to  Survival.

```
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

```
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                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

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}}

```
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                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

 5 BSC spoiler:
Collector's Syringe
Barnacle

{{#cargo\_store:
\_table=Items
80 DPS
}}

**Barnacle** is a deployable skill which summons a ceiling turret to shoot at enemies while the player is nearby.

## Details

* **Special Effects:**
	+ Deploys a turret where the projectile gets close to a ceiling, platform or high wall. It has a height limit and anywhere over that, the Barnacle will instead suspend itself with purple balloons.
		- Turret deals damage once every 0.38 seconds with a base DPS of 80.
		- The turret can be destroyed, but enemies cannot target the turret.
			* If the turret does not attach to a wall, it explodes after 9 seconds.
		- Only one turret per Barnacle skill can be active at a time - attempting to deploy another turret will destroy the first one.
		- Turret stops operation if the player moves too far away and resumes operation once the player comes back within range.
* **Tags:** Ranged, HasBullets, Deployable, NeedPower
* **Legendary Version:**
	+ **Forced Affix: Oil**
		- "Victims are coated in inflammable oil."

## Trivia

* The name and design of Barnacle are directly taken from an enemy in the Half-Life series of videogames, although they are ultimately different. Barnacles in Half-Life have long tongues that they use to snatch smaller entities before munching them with their jaws while the DC Barnacle is green (instead of crimson), has a single eye, and launches ranged attacks with solid projectiles. The sprite still shows its red tongue, however.

## History

* 0.8: Can now float with a balloon if no attach point is found.
* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.4: Base DPS increased from 52 to 80.

```
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                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

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}}

```
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}}

```
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                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

 5 BSC spoiler:
Collector's Syringe
Electric Whip

{{#cargo\_store:
\_table=Items
112 (201) DPS
}}

The **Electric Whip** is a whip-type ranged weapon which auto-targets enemies, and deals damage to nearby enemies when it hits.

## Details

* **Special Effects:**
	+ Ignores shields and auto-targets any enemy, door or destructible secret nearby.
		- Only enemies within line of sight and range can be targeted.
		- Doors and destructible secrets can be targeted even when they are not in line of sight.
		- Targeting priority: visible enemies > doors > destructible secrets.
	+ Can electrify pools of liquid within which enemies stand, causing them to take electric damage over time.
		- Deals critical damage to enemies standing in liquid pools.
	+ Inflicts shock for 3 seconds to struck enemies.
* **Breach Bonus:** -0.5 / 0.25 / 0
	+ **Base Breach Damage:** 7.5 / 25 / 50 (11 / 38 / 100)
	+ **Base Breach DPS:** 109 (196)
* **Combo Duration:** 0.76 seconds
	+ **First Hit:** 0.15 (0.1 + 0.05)
	+ **Second Hit:** 0.16 (0.1 + 0.06)
	+ **Third Hit:** 0.45 (0.3 + 0.15)
* **Tags:** Ranged, NoCritical, Electric, UtilityWeapon, UnlockInPublicEvent
* **Legendary Version: *Cruelty***
	+ **Forced Affix: Death Explosion**
		- "The viscera of dead victims explode inflicting [6 base] damage."

## Notes

* Despite being a whip, attacks from this weapon count as ranged attacks.
* Affixes such as "+40% damage on burning targets" apply to the weapon's attacks as well as the inflicted shock status.

## History

* 0.1: Range slightly reduced.
* 0.5: Changed from melee weapon to ranged.
* 0.6: Can now ignore shields.
* 1.1: Can now inflict critical hits if the target is standing in water.
* 1.6:
	+ Base damage increased from **X** to **X**.
	+ Now deals 50% damage to enemies near the target.
* 1.9:
	+ Can now inflict shock on hit.
	+ Scaling changed from  Brutality/Tactics to  Tactics.
* 2.4: Shock DPS decreased from 50 to 25.

```
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                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
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}}

```
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                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
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}}

```
                 CASE WHEN Image2 IS NOT NULL THEN CONCAT('檔案:', Image2, '') ELSE  *END,*
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}
Sinew Slicer

{{#cargo\_store:
\_table=Items
20 DPS
}}

The **Sinew Slicer** is deployable skill which deploys a turret to shoot at enemies, making them bleed.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. This projectile will bounce off of a Shieldbearer's shields without detonating. Upon exploding, it deploys a ranged turret.
		- Turret targets the nearest enemy in a cone on either side.
		- Turret fires 3-shot bursts with 0.1 seconds separating consecutive shots in a burst. Bursts are fired twice a second.
		- Shots inflict stacks of bleeding on enemies they hit.
			* The bleed effect deals 10 DPS for 1.5 seconds, for a total of 15 base damage per stack.
		- Turret can be destroyed by enemies - remaining health is indicated by a small yellow bar above the turret.
		- Only one turret per Sinew Slicer skill can be active at a time - attempting to deploy another turret will destroy the first one.
		- Turret stops operation if the player moves too far away and resumes operation once the player comes back within range.
* **Tags:** Ranged, HasBullets, Bleed, Deployable, NeedsPower
* **Legendary Version: *Corrupted Blood***
	+ **Forced Affix: Poison on Hit**
		- "Poison the victim."

## Notes

* The Sinew Slicer seems to have noticeably less health than other traps of the same nature.

## History

* 0.1: Now requires the player to be in range to operate.
* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.1: Scaling changed from  Tactics to  Brutality/ Tactics.

```
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

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}}

```
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}}

```
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                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

 5 BSC spoiler:
Collector's Syringe
Midas' Blood

這是一個未完成的頁面，快幫我們完善它吧！
{{#cargo\_store:
\_table=Mutations
}}

**Midas' Blood** is a colorless mutation which causes the player to gain gold upon losing health.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ When the player gets damaged by any source they receive 3 gold for each hit point lost.
* **Scaling:** Does not scale.
Tesla Coil

{{#cargo\_store:
\_table=Items
23 DPS
}}

The **Tesla Coil** is a deployable skill which deals damage in a circular area plus bonus shock damage on hit. Like all electric weapons, it deals critical damage to enemies in water. Enemies can be hit through walls and floors.

## 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 the Tesla Coil.
		- Tesla Coil shoots out lightning in a circle, dealing electric damage and bonus shock damage.
		- The turret can be destroyed - remaining health is indicated by a small yellow bar above the turret.
		- Only one turret per Tesla Coil 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, Deployable, NeedPower, Electric

## History

* 2.1: Base DPS reduced from 50 to 25.
* 2.3: Blueprint drop rate increased from 1.7% to 10%.
* 2.4: Base DPS reduced from 25 to 23.
	+ Base shock DPS increased from 15 to 18.

```
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

```
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

```
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

 5 BSC spoiler:
Collector's Syringe
Night Light

{{#cargo\_store:
\_table=Items
}}

The **Night Light** is a unique, deployable skill found in the Forgotten Sepulcher that helps in dealing with the Darkness by summoning a temporary light at the targeted location, and has no other function.

It is always behind a golden door at the level entrance.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes on impact.
		- Projectile bounces off of a Shieldbearer's shield without detonating.
	+ On explosion, spawns a temporary light at the impact location. Like with other temporary lights, touching the spawned light's orb activates it, replenishing the player's light aura while they are within its diminishing glow.
* **Tags:** NoDamage, Deployable, NoQualityUpgrade

## History

* 0.1: Introduced.

```
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

```
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

```
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

 5 BSC spoiler:
Collector's Syringe
Nickdev Wiki

## 歡迎來到Nickdev Wiki

Lua Module測試

Hello, world!

## Discord

If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.

歡迎來到Nickdev Wiki！我們是一個合作性的網站，請自由編輯wiki的頁面。點擊「編輯」按鈕開始您的體驗吧！

## 近期變更

在本頁追蹤wiki的近期變更。

 說明

* wiki動態
* 社交動態
* 圖片動態

於指定時間內沒有符合條件的變更。

影片和圖片是最好的資訊來源。您可以直接從您的電腦上傳檔案。
Temporal Distortion

{{#cargo\_store:
\_table=Items
}}

**Temporal Distortion** is a removed power skill which could slow down enemies and projectiles for a few seconds, allowing the player to get rid of them easily or to escape dangerous situations.

## Details

* **Special Effects:**
	+ - Slows down everything around the Beheaded for a base 3.5 seconds.
			* This also creates a sort of mist on-screen.
			* They may teleport to the player if they get too far.
* **Tags:** NoDamage, UnlockInPublicEvent

## Notes

* This skill has been present in the game files since *early access*, but was never usable in a stable build of the game. During the *alpha* of *v1.2*, the *Rise of the Giant DLC*, it was briefly available to players. However, issues with its balancing, and more importantly technical problems with its implementation led the developers to remove it from the game.
	+ It is still available through modding on the PC version of the game, as the item itself is still present in the game files.
* The slow inflicted by this item is a different debuff than that used in ice items like the Ice Bow or Ice Grenade.

```
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

```
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

```
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

 5 BSC spoiler:
Collector's Syringe
Shiny Rapids

The shiny rapids are a series of fast flowing streams in Lohic, historically having a riverbed rich with valuable minerals. It has it's source in the Knappstone hills, north of Kharak Dongliz, and has its delta near Primecros. It's waters

Inhabitants include:

Jewelfish - Freshwater Fish - Usually mistaken for treasure at the bottom of a lake, Jewelfish have extraordinarily shiny scales that glimmer in even the faintest amount of light. Elves like to catch them for their scales, which they use as beautiful jewelry.

Mithril Bass - Freshwater Fish - The Mithril Bass resembles a smallmouth bass, except they have a faint blue-silver glow about them. They are found in streams and lakes near mountain ranges, and are a choice meal for any Dwarf that travels to the surface to catch them.

Pop Fish - These small freshwater fish had nubby scales, creating a very rough texture to their surface. These are a local delight to eat, as when roasted, their scales inflate and pop, creating a slightly fishy version of popcorn, along with the succulent meat. It’s a fun family meal to share at a fireplace or campsite.
Golden Kamikaze

這是一個未完成的頁面，快幫我們完善它吧！

**Golden Kamikazes** are enemies found in the Bank.

## Behavior

Golden Kamikazes will relentlessly pursue the player once they are within sight. If a target is within range, they stop briefly, then explode, dealing massive damage and die, and drop large sums of gold. If killed by the player, they will not explode, but they will drop far less gold.

## Moveset

* **Description:** Explodes after a delay.
* *Cannot* be dodge rolled.
* Can be blocked or parried.
* Golden Kamikazes that die this way still count towards the player's killstreak.

## Strategy

* Golden Kamikazes can be easily killed since they have low health, unless an item has a limited vertical reach.
* Golden Kamikazes will often put themselves in range of an attack, so it is beneficial to wait for them to approach before attacking. If one lacks the confidence in being able to hit them before they explode, it is also possible to bait out their explosion attack and run away before they detonate.
* Golden Kamikazes can be distracted by biters, even though the latter can't target them.
* If it does begin to explode, it is recommended to either parry or roll backwards through the coming attack. The explosion has a very wide radius and can be difficult to roll out of, even if it is timed perfectly, so parrying the attack is the most reliable way to avoid huge damage.
Failed Homunculus

這是一個未完成的頁面，快幫我們完善它吧！

**Failed Homunculi** are undead enemies found in the Undying Shores that resemble the Beheaded in more than one way. They are exclusive to the *Fatal Falls DLC*.

## Behavior

Its corpse lies on the ground until a Apostate revives it. It can teleport to the player and attacks using it's homunculus head.

## Moveset

* **Description:** Throws their head at the player to stun and damage them.
* Can be blocked, parried, and dodge rolled.
* Briefly stuns the player on hit.

## Strategy

Roll or jump to avoid the homunculus head thrown at you and attack while they are not able to attack.

## Trivia

* The head throw is their only attack and it is identical to the Beheaded's Homunculus Rune ability.
Beginner's Bow

{{#cargo\_store:
\_table=Items
The Jailer's son was getting pretty good at hunting rats with this...
113 DPS
}}

The **Beginner's Bow** is the first ranged weapon encountered by the player in *Dead Cells*. The player starts every game with the Beginner's Bow lying on the ground in the first room, unless the **Random Starter Bow** upgrade has been unlocked from the Collector. Once the upgrade is purchased, the Beginner's Bow is relocated to a secret wall tile in the starting room.

## Details

* **Ammo:** 6
* **Breach Bonus:** -0.5 / -0.5 / -0.5
	+ **Base Breach Damage:** 17.5 / 20 / 30
	+ **Base Breach DPS:** 56 (168)
* **Combo Duration:** 1.3 seconds
	+ **First Hit:** 0.45 (0.25 + 0.1 + 0.1)
	+ **Second Hit:** 0.35 (0.25 + 0.1)
	+ **Third Hit:** 0.5 (0.4 + 0.1)
* **Tags:** Ranged, NoCritical, HasBullets, LimitedAmmo, RustyItem

## Notes

* The Beginner's Bow is one of two weapons which have weapon slot restrictions, the other one being the Old Wooden Shield.
* Like the other two starting weapons, this weapon cannot be found randomly during a run.
* This weapon has no special effects or perks. As such, the Bow will rarely see the endgame, and is best replaced with more powerful and unique weapons at the earliest opportunity.

## History

* 0.0: Introduced.

```
                 CASE WHEN Image2 IS NOT NULL THEN CONCAT('檔案:', Image2, '') ELSE  *END,*
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

```
                 CASE WHEN Image2 IS NOT NULL THEN CONCAT('檔案:', Image2, '') ELSE  *END,*
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

```
                 CASE WHEN Image2 IS NOT NULL THEN CONCAT('檔案:', Image2, '') ELSE  *END,*
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}
Flint

{{#cargo\_store:
\_table=Items
The Concierge was always ready to give an extra hand.
224 (400) DPS
}}

**Flint** is a warhammer-type melee weapon, which sends out a flaming trail that ignores shields and deals a critical hit to enemies in melee range when charged.

## Details

* **Special Effects:**
	+ Has a charged attack which deals critical damage that is done by holding down the attack button.
		- Charged attack creates a flaming trail (70 base damage) that ignores shields.
	+ Deals 1.78x damage (400 base critical DPS) to any enemy in melee range.
	+ The trail created by the charged attack lights oil on fire. This includes both the oil on the ground and oil on enemies.
* **Breach Bonus:** 0.5
	+ **Base Breach Damage:** 120 (240)
	+ **Base Breach DPS:** 240 (480)
* **Attack Duration:** 0.5 seconds
	+ **Charge:** 0.2
	+ **Lock:** 0.3
* **Tags:** CanPrepareWithoutAmmo, HeavyWeapon

## Notes

* Prior to *v1.9*, the *Update of Plenty*, its combo rate was 0.9 (0.6 + 0.3).
* The flaming trail does not inflict burn, but it can ignite oil.
* Can destroy ram rune floors with charged attacks if the player has acquired the ram rune.

## Trivia

* This weapon appears to be one of Concierge's detached hands stuck on a shaft, thus the flavor text "give an extra hand", and it mimics his ability to launch a flaming trail at the player.

## History

```
                 CASE WHEN Image2 IS NOT NULL THEN CONCAT('檔案:', Image2, '') ELSE  *END,*
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

```
                 CASE WHEN Image2 IS NOT NULL THEN CONCAT('檔案:', Image2, '') ELSE  *END,*
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

```
                 CASE WHEN Image2 IS NOT NULL THEN CONCAT('檔案:', Image2, '') ELSE  *END,*
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}
Face Flask

{{#cargo\_store:
\_table=Items
Smashing red stuff in your own face is NEVER a good idea, ask the people of Tristram.
}}

## Blueprint

### Location

Lore room in the Prisoners' Quarters

The **Face Flask** is a power skill that inflicts minor damage on the player.

## Details

* **Special Effects:**
	+ After 0.2 seconds upon activation, deals 5 base damage to the player.
* **Tags:** NoDamage, NoTierScaling

## Location

In the Prisoners' Quarters, there is a chance for a lore room to spawn with a Prie Dieu. Examining this altar will drop this item. Picking the skill up will instantly unlock it.

* *"A weird altar."*
* *"Look at these strange little men holding it!"*

## Synergies

* This skill can reliably trigger the effects of items and mutations like 檔案:Spite Sword Icon.pngSpite Sword or Vengeance, without having to absorb heavier hits from enemies.
	+ If Face Flask has "Generate a shield when used" affix, however, it becomes useless since it can't damage the player.

## Notes

* The damage from this skill does not trigger death by curse or reset flawless killstreak, but can still kill the user through damage alone.
* This skill can reset the crit condition of Balanced Blade and 檔案:Flawless Icon.pngFlawless.

## History

* 2.6: Introduced.
* 2.7: No longer transforms [26% base, 50% max] of the player's missing health into recovery.

```
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

```
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

```
                 '', Name ,'', '',
                 CASE WHEN DLCExclusive IS NOT NULL THEN CONCAT('{{DLC|', DLCExclusive, '}}') ELSE  *END,*
                 CASE WHEN RemoveVersion IS NOT NULL THEN 'removed' ELSE  *END)=*

```

}}

 5 BSC spoiler:
Collector's Syringe
Permadeath

The way death works in Dead Cells is peculiar, since it has a lot of branches to be covered.

When the player dies, all of the Cells, items, mutations, scrolls, amulets, and most of the gold they have collected are lost. The Beheaded's body will be desecrated, deemed by its owner way too damaged to continue in battle and the "actual" Fallen One will flee from it, until a new dead and headless body is found in the start of the next run.

When the player starts a new run, they will have no items or cells. There is, however, a way to maintain some of the gold collected in the last run. The maximum ammount of gold that can be retained is 2,500, when the player buys Gold Reserves V from the Collector and maximizes its capacity to hold gold upon death. The bag with gold will appear by the side of the player's body upon starting a new run as soon as the first "Gold Reserves" upgrade is bought.

However, this works differently if the player completed a run by killing The Hand of The King in the Throne Room. When that happens, the body used in the run will be abandoned by the Fallen One itself instead of being desecrated, and when the player starts a new run, it will now retain all of the pickups (gold and cells) from the last battle with The Hand. This allows the player to spend the cells they got from the battle, instead of making them go to waste. These cells, will, however, be lost if the player restarts or dies during the new run.

## Trivia

* It is possible for the player to die without their body being desecrated, by picking the Ygdar Orus Li Ox mutation (which won't prevent death by curse). This will revive the player's body, therefore having a non-desecrated death.
* The term Permadeath refers to the mechanic of losing every item, upgrade or currency upon death, a common term in Rogue-likes.
Repository of the Architects

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

The **Repository of the Architects** was a biome that could not be accessed through legitimate means. The entrance was behind a 5 BSC door at the Graveyard until its removal, which could not be opened due to the fact that the fifth Boss Stem Cell was not legitimately obtainable.

It was merely a placeholder, and was not meant to be accessible under normal circumstances. If it were to be accessed through modding, however, the biome would contain many Cannibals, and an unopenable door.

## References

1. ↑ Dead Cells (Alpha Branch) Repository of the Architects *YouTube - Arofrog*, 2018-02-03
Version 2.2

{{#vardefine:vbox\_cur|Version 2.2}}

**Version 2.2**, officially the **Fatal Falls Update**, is a major update to *Dead Cells* that was released on the 26th of January 2021 to PC, Xbox One, PlayStation 4, and the Nintendo Switch.

This was a compatibility update that allowed the *Fatal Falls DLC* to be installed and played.

## Important features

Fatal Falls DLC Update!

2 new biomes, which are direct counterpart to Stilt Village and Clock Tower are now available to the Fatal Falls DLC owners.

* Fractured Shrines, home to a vicious pagan cult, these floating islands are connected with fragile ledges that are littered with traps and deadly drops. Expect giant snakes lobbing spears at you, even bigger statues wielding mighty axes and frenetic platform fights.
* Undying Shores, where you will be expected to descend a cliff caught in the middle of a storm while fighting off undead healers and strange yet familiar experiments.

A new boss, the Scarecrow, and its mushroom companions are awaiting you in the Mausoleum, an alternative to the Giant and the Time Keeper. Time for them to avenge their fallen brothers and sisters in the Arboretum.

The DLC also includes seven new weapons to be found and unlocked in the new content:

* Serenade, the overly protective flying sword and new brutality pet
* The Ferryman's Lantern, a 2H red weapon allowing you to use the souls of your enemies to be used as devastating projectiles.
* The Lightning Rods, a skill that calls lightning bolts to smite anything lurking in between the rods you've placed in the ground.
* The Snake Fangs, a weapon that teleports you to the nearest enemy to inflict melee & poison damage, opening up some speedy slashing gameplay.
* The Iron Staff, a weapon that parries melee attacks and the combo after a successful parry inflicts critical hits. If your target is still alive, which seems unlikely.
* Cocoon, a temporary invincibility bubble that will parry anything thrown at you from all directions.
* The Scarecrow's sickles, that will chase you but kill anything standing in the way.

The new biomes also come with its share of secrets to find and lore rooms to explore.

We hope you will like it!

## References

1. ↑ Fatal Falls *Official patch notes*, 2021-01-27
2. ↑ Fatal Falls DLC landing early 2021! *Steam blog post*, 2020-12-01
3. ↑ Fatal Falls DLC coming 26th January! *Steam blog post*, 2021-01-12
4. ↑ Fatal Falls DLC out now! *Steam blog post*, 2021-01-26
Bellamarie Rosen

Bellamarie Jo Rosen was born on April 2, 1977 as Amelia Brattleray in the underground village of Brattleray. Angela Rosen and Samuel Rosen accidentally found two month old Bellamarie in a stream by their house. They will eventually adopt her because the police were unable to find her parents. There was no way of knowing her name, so her parents named her Bellamarie.