recursal/Fanatic-Fandom huggingface dataset:
Punishment

**Punishment** is a shield weapon which deals area-of-effect damage whenever it blocks or parries attacks.

## Details

* **Base Absorbed Damage:** 75%
* **Special Effects:**
	+ When successful blocking or parrying, Punishment deals AoE damage to nearby foes. This attack cannot pass through solid obstacles such as platforms and walls.
		- If a melee attack was parried, the enemy instead takes damage from the shield directly.
* **Breach Bonus:** 0
	+ **Base Breach Damage:** 40 (64)
	+ **Base Breach DPS:** 108 (173)
* **Tags:** Shield
* **Legendary Version: *Injustice***
	+ **Forced Affix: Death Freeze**
		- "Victims Freeze nearby enemies (1.8 seconds) when they die."

## Location

The blueprint for the Punishment shield is found in the Clock Tower behind a Puzzle door that requires the Bell Tower Key. Acquiring the key is done by finding four bells in the biome and ringing them in order from lowest pitch to the highest pitch. Hit them to ring them and the key will drop from the last bell if you have done it correctly.

## Synergies

* Punishment turns all the player's blocks or parries on the offensive even if the shield doesn't send back projectiles. Chaining parries can easily clear big groups of enemies.
	+ Against Ranged attacks, Punishment is exceptionally useful, as its special effect has a great AoE, drastically increasing the amount of damage inflicted on the enemy.
* Blind Faith and Instinct of the Master of Arms are exceptionally powerful choices. Both can easily trigger whenever Punishment parries something, thus significantly reducing the player's skill cooldown.

## History

* 2.4: Base block damage decreased from 50 (80) to 40 (64).
* 2.9: Unlock cost decreased from 100 cells to 50.
* 3.0: Added the Legendary Affix "Death Freeze".
The Boy's Axe

**The Boy's Axe** is an axe-type ranged weapon which deals damage and roots the victim on hit, and can be recalled for additional damage. This item is exclusive to the *Rise of the Giant DLC*.

## Details

* **Ammo:** 1
* **Special Effects:**
	+ Throws axe towards nearest enemy, rooting them.
	+ Using it again calls the Boy's Axe back to the player, inflicting an additional 80 base damage when recalled.
* **Breach Bonus:** 0.5
	+ **Base Breach Damage:** 75
	+ **Base Breach DPS:** 234
* **Attack Duration:** 0.32 seconds
	+ **Charge:** 0.07
	+ **Lock:** 0
	+ **Cooldown:** 0.25
* **Tags:** Ranged, HasBullets, LimitedAmmo, NoCritical, VeryFewAmmo, FadeHudIconIfNoAmmo, AmmoComesBackImmediately, DisableVerboseAmmo, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Extra Ammo Few**
		- "+1 Ammo."

## Notes

* This weapon is affected by the mutation Ammo.

## Trivia

* Given the name and item description, this is probably a reference to God of War (2018).
	+ The reference is that the main character Kratos keeps calling his son Atreus “Boy”, which has turned into a meme.
	+ The axe's design and function are also reminiscent of Kratos’ Leviathan Axe in the God of War game, except it actually freezes enemies instead of simply rooting them in place.

## History

* 2.1: Scaling changed from  Brutality/ Tactics to  Tactics/ Survival
* 2.4: Base DPS increased from 110 to 183.
	+ Breach bonus increased from 0 to 0.5.
	+ Base breach DPS increased from 12 to 128.
* 2.9: Unlock cost decreased from 100 cells to 40.
* 3.0: Nerfed Base DMG and added a Legendary Affix.
	+ Base DPS decreased from 183 to 159.
		- Reduced the impact DMG from 70 to 50
	+ Can no longer roll affix Extra Ammo.
	+ Can no longer be affected by ammo.
	+ Added the Legendary affix "Extra Ammo Few".
Recovery

**Recovery** is a colorless mutation which triples the amount of time recovery health is available for.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ Recovery health now drains 0.24 seconds (usually 0.08) after taking damage,
* **Scaling:** None

## Notes

* Recovery health now drains 0.24 seconds (usually 0.08) after taking damage, at a rate of 10% of maximum health per second (usually 30% maximum health/s).

## History

* 2.4: Recovery duration increased from 2 seconds to 3.
Taunt

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

**Taunt** is a power skill that makes enemies chase the player, taking 75% extra damage from melee attacks.

## Details

* **Special Effects:**
	+ Allows enemies to teleport in 0-3 BSC.
	+ Significantly increases the attack rate of bosses.
* **Tags:** NoDamage, ShortCooldown, InstantBlueprint
* **Legendary Version:**
	+ **Forced Affix: Troll**
		- "Taunt all enemies on sight"

## Trivia

* List of all possible taunts:
	+ "*Your father's a Thorny!*"
	+ "*Demon!*"
	+ "*Ugly Slammer!*"
	+ "*You're stinkier than a Corpse Fly!*"
	+ "*I'll turn you into Corpse Juice!*"
	+ "*Heinous Cannibal!*"
	+ "*Pirate!*"
	+ "*You little stampcrab!*"
	+ "*Detuned ophicleide!*"
	+ "*Tallow-catch!*"

## History

 5 BSC spoiler:
Collector's Syringe
No Mercy

**No Mercy** is a colorless mutation which automatically kills enemies when they reach a threshold of their remaining health.

## Details

* **Special Effects:**
	+ When an enemy goes to or under 15% of their maximum health (or 7.5% for bosses), they die instantly.
		- The enemies will have the text EXECUTED! above their position when slain, or BOSS EXECUTED! for bosses.

## Notes

* The enemy does not need to be hit for the mutation to trigger. Therefore, No Mercy effectively reduces the total health of all normal enemies by 15%, and bosses by 7.5%, of their maximum health.

## Trivia

* No Mercy along with, Barbed Tips, and Point Blank, were suggested by a Discord user known as *TheForsakenOne*
Tactical Retreat

**Tactical Retreat** is a tactics-scaling mutation which briefly slows down enemies close to the player, when they dodge an attack at the last moment.

## Details

* **Special Effects:**
	+ Dodging an attack at the last moment inflicts slow on all the enemies around the player for [1 base] seconds.
* **Scaling:** 1 × 1.048Stat - 1 seconds

## Notes

* This mutation has a radius of 15 tiles around the player.

## History

* 2.1: No longer grants 3 seconds of Malaise protection for the player due to Malaise rework.
Passage

A well-prepared journey is the key to success!
Even heroes need to rest sometimes.
 Taking care of one's equipment is of utmost importance...
 Mutations are precious tools. Choose carefully...
 A well-sharpened blade cuts deeper, so they say.
 At last, a little rest...
 The network linking the various parts of the island will bring you into contact with some rather... surprising individuals.
 The Collector will provide you with invaluable assistance... if you can reach him!
 Cells are a rare and precious resource. Almost worth dying for.
 Aren't they cute with their big bags on their backs?
 No. Nope. Really, it doesn't smell any better here than anywhere else on the island.
 Slow and steady wins the race.
 A forge that runs on cells. First time I've seen that!
 It's not very bright, but at least there aren't any monsters here.
 Could the Malaise have spared this part of the island?

## Passage

### Soundtrack

Collector

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

## Runes and Blueprints

### Blueprints from secret areas

Assault Shield, Frenzy, Marksman's Bow, Root Grenade

## Runes and Blueprints

### Blueprints from secret areas

Assault Shield, Frenzy, Marksman's Bow, Root Grenade

## Runes and Blueprints

### Blueprints from secret areas

Assault Shield, Frenzy, Marksman's Bow, Root Grenade

## Runes and Blueprints

### Blueprints from secret areas

Assault Shield, Frenzy, Marksman's Bow, Root Grenade

## Runes and Blueprints

### Blueprints from secret areas

Assault Shield, Frenzy, Marksman's Bow, Root Grenade

The **Passages** are the transition biomes where the player will find themselves when going in between other biomes. A passage will usually take the appearance of the biome it leads to. In every passage the player will find:

* The Collector, who will take blueprints and cells to unlock weapons, skills, mutations, permanent upgrades, and outfits.
* The Blacksmith's Apprentice, who will reforge the modifiers and upgrade gear for gold.
* Guillain, who will give the player mutations to assist on their run.

In the passages after boss biomes (Black Bridge, Insufferable Crypt, Nest, Clock Room, Mausoleum and Guardian's Haven) the player will find the Legendary Forge where they can give cells to the Blacksmith for permanent upgrades to the quality of gear found during runs.

In the passages which are after normal biomes, the entrance to the Bank will spawn once every run.
Temporal Distortion

**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.

 5 BSC spoiler:
Collector's Syringe
Tesla Coil

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 the 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 - its 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, UnlockInPublicEvent, Electric
* **Legendary Version:**
	+ **Forced Affix: Oil and Fire on Destroy**
		- "Covers the ground with oil that burns when destroyed"

## 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.
* 3.0: Added the Legendary Affix "Oil and Fire on Destroy".

 5 BSC spoiler:
Collector's Syringe
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*
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 until the Rise of the Giant DLC, long after its removal.

It was merely a prototype for the Forgotten Sepulcher, 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
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.
The Blacksmith

### Location

Post-stage Passages after Lighthouse, Black Bridge, Mausoleum, Clock Room, Guardian's Haven, Insufferable Crypt, and the Nest

“*Heya short stuff.*„

**The Blacksmith** is an NPC in *Dead Cells*. He increases the chances for higher quality Gear (except Amulets) to appear within runs in exchange for cells. The Blacksmith can only be found in the passages after certain boss biomes (Black Bridge, Insufferable Crypt, Nest, Clock Room, Mausoleum, Guardian's Haven and Lighthouse) or in Boss Rush in the final room after completing it. All upgrades from the Blacksmith’s Legendary Forge are permanent across runs.

## Legendary Forge

The Legendary Forge is the Blacksmith's workshop, where the player can invest cells to increase the chances of higher quality Gear.

### Upgrades

*Main article:* Gear Level
When the player upgrades the Legendary Forge, items that drop or appear in shops have a chance to be of +, ++, or S quality. The player can invest cells up to 100% drop-rate in any rank, but cannot invest in a rank if the previous one isn’t at 100%.

 x% of the items found will be of ++ quality.
 x% of the items found will be of S quality.

The maximum chance the player can upgrade to also is capped, based on the current difficulty setting.

 x% of the items found will be of + quality.
 x% of the items found will be of ++ quality.
 x% of the items found will be of S quality.

## Dialogue

### First encounter

* "*Heya short stuff.*"
* "*You made it this far alive, eh?*"
* "*Well... you know what I mean.*"
* "*I'm the Blacksmith.*"
* "*I work with the Collector next door.*"
* "*So if you've got the Cells, I can improve your gear.*"

## Notes

* Despite the existence of the Blacksmith's Apprentice, The Blacksmith is the only one that can use the Forge.
* The Blacksmith will not appear after the Guardian's Haven if continuing directly to the Throne Room.
Swarm Zombie

Shovel (0.4%)

Corrosive Cloud (0.4%)

**Swarm Zombies** are enemies that have wings and resemble a bug. They are encountered in the Graveyard.

## Behavior

* It may dash toward the player and then performs the same melee attack regular Zombies do.
* At range, it will spawn 5 Corpse Flies around itself which uses electrical fences to damage the player.
	+ When it dies, the barrier disintegrates and flies begin to attack the player instead.

## Moveset

* **Description:** Summons 5 Corpse Flies which create an electric barrier surrounding the Swarm Zombie.
* Can be rolled through, but not blocked or parried.

* **Description:** Charges directly at the player.
* Can be blocked, parried, and dodge rolled.

## Strategy

* The electric barriers the flies create cannot be parried, and therefore killing the flies should be top priority. The electric barrier can be rolled through, although that is unadvised, as doing so will put you in a very bad position.
* Swarm Zombies can be killed without them spawning Corpse Flies if the player acts fast enough.
* The regular melee attacks can be rolled through and parried.

## History

* 2.3: Renamed from *Purulent Zombie* to *Swarm Zombie*.
Spite

**Spite** is a survival-scaling mutation which increases the damage of shields by adding a flat damage bonus to blocking, parrying, and deflected projectiles.

## Details

* **Special Effects:**
	+ Parries and reflected projecitiles deal extra [140 base] damage.
* **Scaling:** 140\*1.15Stat-1 extra damage

## Notes

* Damage is added onto every individual parried attack. This includes parries done with the Cocoon as well as the Iron Staff.
* Has no effect on ranged attacks that do not allow for a returned projectile.

## History

* 2.4: Base damage increased from 120 to 140.
Slasher

Ramparts, Graveyard (2+ BCS)

Undying Shores (After visiting Prison Depths)

Toxic Sewers (Elite Guardian only)

High Peak Castle (Elite in blue area)

Throne Room (summoned by the Hand of the King)

Heavy Turret (0.4%)

Demon Outfit (3+ BSC; 0.4%)

**Slashers** are enemies encountered in the Ossuary, Prison Depths, Morass of the Banished, the Ramparts, and Fractured Shrines. One of them is also one of the key guardians of High Peak Castle, and they can be summoned by The Hand of the King in the Throne Room. With 1 BSC activated, they will start to appear in the Ramparts and Morass of the Banished.

## Behavior

When a Slasher spots the player, they will very quickly dash to the player to get in melee range. Once they are in melee range, they will initiate their slash combo attack.

If a stunning attack pins the player against a wall, the Slasher can chain-attack before dodge or attack inputs are registered - resulting in a subsequent stun. This tends to result in the death of the player, as it becomes impossible to avoid once this sequence begins.

Speaking of stun, it's worthy to note that upon being stunned, the combo is NOT interuptted

After engaging the player, the Slasher temporarily moves faster. Although this sequence is minor, it should be taken account for.

## Moveset

* **Description:** Slashes twice, then charges up for the third slash to release a shockwave.
* Can be blocked, parried and dodge rolled.
* Can turn around between each slash.

## Strategy

While predictable, their attacks deal a lot of damage, they can engage combat very quickly, and are fairly tanky. No matter where they are encountered, Slashers should be fought with caution.

Their attacks have long reach and they can turn around between each slash. Rolling behind them as they are about to do their first slash is a *very* easy way to get hit. Instead, one should roll *away* from them and wait for them to start charging their third slash and roll behind it. One can also roll behind and jump away from the second slash, but this method is riskier and is only possible if a Slasher is very close. One should do this even with ranged weapons as the shockwave has a lot of range. However, the shockwave can only travel across the same floor, so they can be attacked from a different platform while their attack is charging, even if they are facing the player. Be prepared to dodge once they finish their combo, however, since they can close the distance quickly.

Parrying is also effective against Slashers. Their attack is fairly telegraphed.

Slow effects are very effective against Slashers, giving ample time to dodge each individual slash. The player can roll behind the first slash without getting hit while a Slasher is slowed.

Even if the player is out of range to parry the swipe, the third attack shockwave can be parried.
Symmetrical Lance

The **Symmetrical Lance** is a spear-like melee weapon, which makes all hits critical for six seconds after rapidly killing two enemies.

Killing enemies quickly with this weapon is the best way to maximize its damage. However, the area of effect of the attack is a very narrow horizontal line so you will find it quite difficult to hit bat-like enemies and those slightly below or above you. It does hit slightly behind you as well.

Cannot be stored in a backpack.

## Details

* **Special Effects:**
	+ If the player kills 2 enemies within 1.5 seconds of each other with this weapon, all subsequent attacks deal 1.5x damage (251 base critical DPS) for 6 seconds.
	+ The first hit of the combo deals weak knockback while the final hit deals somewhat strong knockback. The second swing also hits enemies behind you.
* **Breach Bonus:** 0.5 / 1 / 1.5
	+ **Base Breach Damage:** 120 / 210 / 412.5 (180 / 315 / 619)
	+ **Base Breach DPS:** 408 (612)
* **Combo Duration:** 1.82 seconds
	+ **First Hit:** 0.8 (0.6 + 0.2 + 0)
	+ **Second Hit:** 0.37 (0.17 + 0.2 + 0)
	+ **Third Hit:** 0.65 (0.3 + 0.35 + 0)
* **Tags:** CinematicBlueprint, NeedUnlockToDropAsLegendary, HeavyWeapon, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Quad Damage Free and Ignore Global Shield**
		- "+300% damage inflicted on enemies. Can break shields."

## Trivia

* When The Hand of the King is defeated for the first time he will drop a special Symmetrical Lance with the following properties:
	+ Has the affixes "Can break shields!" and "+300% damage to all enemies!". These affixes cannot appear on anything else.
	+ It gives the player a point in all stats as if it was a legendary item.
	+ It keeps dropping until the King is killed.
* The Symmetrical Lance does not require a blueprint nor any cells to be unlocked. Rather, it is unlocked as soon as the Hand of the King is killed.

## History

* 1.9: Increased range.
* 2.1: Scaling changed from  Brutality/ Survival to  Survival.
* 3.0 Added the Legendary Affixes "Quad Damage Free" and "Ignore Global Shield".
Rapier

The **Rapier** is a melee weapon which deals a critical hit right after a roll or a parry.

## Details

* **Special Effects:**
	+ Deals critical damage for 0.8 seconds after a roll or a parry.
* **Breach Bonus:** 0 / 0 / 0 / 0
	+ **Base Breach Damage:** 37 / 32 / 32 / 32 (111 / 64 / 64 / 64)
	+ **Base Breach DPS:** 156 (356)
* **Combo Duration:** 0.85 seconds
	+ **First Hit:** 0.3 (0.2 + 0.1 + 0)
	+ **Second Hit:** 0.1 (0.1 + 0 + 0)
	+ **Third Hit:** 0.1 (0.1 + 0 + 0)
	+ **Fourth Hit:** 0.35 (0.1 + 0.25 + 0)
* **Tags:** UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Run speed on Crit**
		- "Increases your movement speed for 5 seconds after a critical hit."

## Synergies

* Used via Porcupack, which inherently involves rolling, will deal critical damage every time.
* This weapon synergizes well with the Front Line Shield due to the fact that parrying with the latter grants a +50% damage bonus to melee attacks for 6 seconds in addition to activating the critical condition for the Rapier.
* Due to its high attack speed and ability to consistently land critical hits on every single attack, the Rapier also pairs well with the Instinct of the Master of Arms mutation.

## History

* 0.1: Base DPS increased from X (X) to X (X).
	+ Timing window for crit shortened.
* 1.9: Changed from  Brutality to  Brutality/Tactics.
* 2.1: Changed from  Brutality/Tactics to  Brutality.
* 2.4: Time to deal critical hits increased from 0.6 seconds to 0.8.
* 2.9: Unlock cost decreased from 40 cells to 5.
* 3.0: Nerfed DMG and added a Legendary Affix:
	+ Reduced Base DPS from 171 (388) to 156 (356).
	+ Added the Legendary Affix "Run Speed on Crit".
Slammer

**Slammers** are big blue bird enemies with five eyes and pink darts embedded in their back, which will pursue the player across platforms and attack them with icy shockwaves.

## Behavior

When Slammers detect the player, they will proceed to get within range by jumping and pursue them relentlessly until they are slain. Their only attack involves them slamming their beaks into the ground and generating ice spikes.

Slammers are immune to most stun effects such as the Stun Grenade, but not against breach-based stun.

Elite counterparts are faster and have no immunity to stun but otherwise similar to the regular ones.

## Moveset

* **Description:** Pecks the ground and creates a row of ice spikes in front of it.
* Can be avoided by jumping over them or dodge rolling.

## Strategy

Slammers are one of the most dangerous enemies in the game. They have exceptional DPS, health, attack rate, range & response times. Their only real weakness is that they are vulnerable while they are jumping between platforms. You can exploit this to get one free hit on them right when they land. Rooting them while their back is turned against you is the most effective way to kill a Slammer, which it can't do anything about. Burst damage and freeze skills are very useful to have in case you can't kill a Slammer fast enough.

Slammers can only target grounded threats and are otherwise entirely harmless. Take advantage of this and utilize nearby chains to your advantage.

If you do let a Slammer start attacking, stay on the air for as much as possible, especially while they are facing you. Get behind them as fast as possible and run to a different platform.

Slammers should be fought 1v1 whenever possible. If there are too many enemies around it, use the Homunculus Rune to draw aggro. Do not dive attack into it as Slammers have stun immunity.

## Trivia

* Slammers used to be giant bats according to a *Rise of the Giant* preview, possibly explaining their stun immunity via echolocation.
	+ However, notes in Astrolab contradict this, stating that they are simply mutated crows.
* Slammers lack feathers on their body and wings, probably explaining why they cannot fly. The tranquilizer darts and collar with a broken chain hint they may have been beasts of burden before the Malaise outbreak.

## History

* 1.5: Now spawns in the Corrupted Prison.
Panchaku

**Panchaku** is a melee weapon. It is 2 vorpans attached by a string like a nunchaku. In the middle of the combo, it can deflect bombs and projectiles. The hitbox of the 9th attack also extends behind the player, which can also deflect bombs. und Aden ist Sefas Engel

## Details

* **Special Effects:**
	+ Has a 10-hit combo.
		- The 8th attack repels grenades.
		- The Xth attack parries melee attacks.
		- The 10th attack pushes enemies back.
* **Breach Bonus:** -0.5 / -0.5 / -0.5 / -0.5 / -0.5 / -0.5 / -0.5 / 0 / 0 / 1
	+ **Base Breach Damage:** 15 / 15 / 27.5 / 15 / 22.5 / 14 / 14 / 18 / 37 / 170 (21 / 21 / 39 / 21 / 31 / 20 / 20 / 25 / 52 / 340)
	+ **Base Breach DPS:** 109 (184)
* **Combo Duration:** 3.197 seconds
	+ **First Hit:** 0.26 (0.06 + 0.2 + 0)
	+ **Second Hit:** 0.35 (0.1 + 0.25 + 0)
	+ **Third Hit:** 0.23 (0.13 + 0.1 + 0)
	+ **Fourth Hit:** 0.25 (0.1 + 0.15 + 0)
	+ **Fifth Hit:** 0.13 (0.03 + 0.1 + 0)
	+ **Sixth Hit:** 0.15 (0.1 + 0.05 + 0)
	+ **Seventh Hit:** 0.15 (0.1 + 0.05 + 0)
	+ **Eighth Hit:** 0.43 (0.23 + 0.2 + 0)
	+ **Ninth Hit:** 0.53 (0.23 + 0.3 + 0)
	+ **Tenth Hit:** 0.717 (0.367 + 0.35 + 0)
* **Tags:** NeedManualUnlock
* **Legendary Version:**
	+ **Forced Affix: Fire on Hit**
		- "Burns the enemy."
Spiked Shield

The **Spiked Shield** is a shield weapon which deals much more damage when blocking and parrying than other shields.

## Details

* **Base Absorbed Damage:** 75%
* **Special Effects:**
	+ Deals 90 base damage upon blocking a melee attack. If the attack is parried instead, it deals 2.4x damage (216 base critical damage).
* **Breach Bonus:** 0
	+ **Base Breach Damage:** 90 (216)
	+ **Base Breach DPS:** 243 (584)
* **Tags:** Shield, UnlockInPublicEvent
* **Legendary Version: *Warm Welcome***
	+ **Forced Affix: Mega Crit**
		- "Critical hits +50% damage."

## Trivia

* The sprite is identical to that of the Knockback Shield, except with a large spike on the front.

## History

* 2.4: Base block damage increased from 70 (140) to 90 (180).
* 2.9: Unlock cost decreased from 40 cells to 5.
* 3.0: Buffed Crit DMG and added a Legendary Affix.
	+ Increased block DMG from 90 (180) to 90 (216).
	+ Added Legendary affix Mega crit.
Oiled Sword

The **Oiled Sword** is a sword-type melee weapon which covers enemies in inflammable oil and deals critical hits for a short time after hitting a burning enemy.

## Details

* **Special Effects:**
	+ Enemies hit by this weapon are coated in inflammable oil for 20 seconds.
	+ Hitting enemies who are burning with this weapon will enable this weapon to deal critical hits.
* **Breach Bonus:** 0.5 / 1
	+ **Base Breach Damage:** 67.5 / 90 (115 / 153)
	+ **Base Breach DPS:** 222 (377)
* **Combo Duration:** 0.71 seconds
	+ **First Hit:** 0.3 (0.3 + 0 + 0)
	+ **Second Hit:** 0.41 (0.16 + 0.25 + 0)
* **Tags:** Oil
* **Legendary Version:**
	+ **Forced Affix: Oil on Kill**
		- "Spreads oil on the ground on kill."

## Synergies

* Combining it with weapons, skills, or affixes that inflict burning such as Firebrands or Flamethrower Turret allow for an easy way to deal critical hits.

## Notes

* This weapon is quite similar to the Balanced Blade, but has a lower DPS. The critical hit potential is exceptional, but is only achievable if the player has very reliable access to sources of fire damage.

## History

* 2.1: Base damage decreased from x to x.
* 2.4: Base critical DPS increased from 165 to 215.
	+ Base critical breach DPS increased from 288 to 377.
* 3.0: Added the Legendary Affix "Poison on Hit".
* 3.1: Changed the Legendary Affix from "Poison on Hit" to "Oil on Kill".
Networking

**Networking** is a tactics-scaling mutation which makes enemies with arrows stuck in them share a partial amount of the damage they receive.

## Details

* **Special Effects:**
	+ Enemies that have ranged weapons' arrows stuck in them share [35 base]% of the damage they receive.
		- The damage is only shared between enemies that have arrows stuck in their body.
* **Scaling:** 35 × 1.05Stat - 1% shared damage

## Notes

* The shared damage is dealt at most every 0.2 seconds.

## History

* 2.4: Base shared damage increased from 20% to 35%.
Rhythm n' Bouzouki

**Rhythm n' Bouzouki** is a melee weapon exclusive to the *Bad Seed DLC*. It is a unique weapon which deals critical hits when you attack as soon as you hear the musical sound from your previous attack.

## Details

* **Special Effects:**
	+ The weapon deals critical hits if you press the attack button with the correct “rhythm”.
	+ The third hit with the weapon can be repeated continuously if the timing is correct.
* **Breach Bonus:** 1 / 0.5 / 0.25
	+ **Base Breach Damage:** 110 / 120 / 162.5 (220 / 240 / 488)
	+ **Base Breach DPS:** 196 (474)
* **Combo Duration:** 2 seconds
	+ **First Hit:** 0.67 (0.47 + 0.2 + 0)
	+ **Second Hit:** 0.72 (0.47 + 0.25 + 0)
	+ **Third Hit:** 0.61 (0.31 + 0.3 + 0)
* **Tags:** HeavyWeapon
* **Legendary Version:**
	+ **Forced Affix: Fire on Hit**
		- "Burns the enemy."

## Notes

* This weapon works similarly to Nerves Of Steel in the sense that you have to time your attacks to deal critical hits.
* The base DPS is the DPS for the normal three-hit combo and not for continuing the combo with perfect timing.
* The correct attack timing for critical hits for the third hit and onward is approximately 98bpm.
* The first and second hit have different timings. The timing is indicated by the weapon flashing yellow and musical notes popping from the strike.
* The third hit in this weapon's combo is considered a ranged attack and is therefore affected by ranged mutations such as Point Blank.

## Trivia

* The flavor text is a part of the lyrics from the song Get Rhythm by Johnny Cash.

## History

* 1.8: Improved feedback for combo timing.
	+ Changed description.
* 2.1: Scaling changed from  Brutality/ Survival to  Survival.
	+ Damage has been reduced from x to x.
* 2.9: Unlock cost increased from 25 cells to 60.
* 3.0: Added the Legendary Affix "Fire on Hit".
Quick Bow

The **Quick Bow** is a bow-type ranged weapon which has a very fast fire rate that deals critical damage to enemies with several projectiles stuck in them.

## Details

* **Ammo:** 15
* **Special Effects:**
	+ Deals 2.7x damage (203 base critical DPS) to enemies with 3 or more projectiles stuck inside them (all projectile types qualify).
* **Breach Bonus:** -1
	+ **Base Breach Damage:** 0 (0)
	+ **Base Breach DPS:** 0 (0)
* **Attack Duration:** 0.2 seconds
	+ **Charge:** 0.1
	+ **Lock:** 0.1
	+ **Cooldown:** 0.1
* **Tags:** HasBullets, Ranged, LimitedAmmo, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Mega Crit**
		- "Critical hits +50% damage."

## Location

Quick Bow's blueprint only begins to spawn once the player has died two times on a save file - this is because the starting room which contains the blueprint only begins appearing starting with the third run; the first two runs have custom starting rooms which do not have the secret area that appears in the normal starting room. The secret room is located on the left side of the starting room, climb up the wall using the platforms and you will reach a secret tunnel that leads to the blueprint.

## Notes

* If an attack with this weapon is interrupted within the first 0.15 seconds of the attack animation, another attack with this weapon can only be attempted at least 0.1 seconds after the start of the previous attack.

## History

* 0.2: Critical hit condition decreased from 3 arrows to 2.
* 0.4: Now fires automatically when holding the fire button.
* 1.9: Critical hit damage decreased.
* 2.4: Critical hit condition increased from 2 arrows to 3.
* 2.9: Unlock cost decreased from 35 cells to 5.
* 3.0: Added the Legendary Affix "Mega Crit".
Myopic Crow

**Myopic Crows** are bird enemies found in the Fractured Shrines that fly in a straight line from one edge of the biome to the other. They are exclusive to the *Fatal Falls DLC*.

## Behavior

Myopic Crows don't have an attack pattern nor any other movement besides flying in a straight horizontal path. When they come in contact with the player they will push them back and deal damage while dying. They will spawn occasionally to the left or right of the player from off-screen and fly towards their general direction.

## Moveset

* **Description:** It flies.
* Can be blocked, parried, and dodge rolled.
* Knocks the player back if they make contact.

## Strategy

Easy to dodge as the flightpath is predictable.

Any range or AoE attack can kill it one shot from a distance.

## Notes

* Killing Myopic Crows does not count towards increasing the player's kill streak, removing curses, or any other effects or bonuses one might usually get from killing normal enemies.
* A crow can spawn each 5 to 9 seconds to maximum of 3 crows.

## Trivia

* Myopic Crows were first teased in an official artwork relevant to the *Fatal Falls DLC*.
* Myopic Crows are the only enemy in the game to not count towards the kill streak despite not being spawned by another enemy.
Sewers

*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.*

The **Sewers** can designate two related biomes in *Dead Cells*:

* *Toxic Sewers*, a second level biome. The short name "sewers" usually refers to this level.
* *Ancient Sewers*, a third level biome, located after the Toxic Sewers
Melee items

## Active mechanics

All melee weapons deal ranged damage and benefit from any melee specific effects and bonuses. Melee weapons also all have the capabilities to hit multiple enemies at once if they are within range. Most melee weapons also have their own individual movesets that they can initiate by continuously attacking, but there is a short time where the player may do other actions before continuing the weapon's combo, such as rolling or jumping. melee weapons allow you to bob and wave with a hairpin. I LOVE DEAD CELLS!

## Effect scaling

All melee weapons' damage scales based on either the player's  Brutality stat or their  Survival stat. Brutality scaling weapons are usually lighter, faster attacking weapons, such as the Balanced Blade or the Twin Daggers, while Survival scaling weapons are usually slower, heavier weapons like the Nutcracker or the Broadsword. Weapons that scale with both Brutality *and* Survival are usually weapons that are a sort of medium speed between light and heavy weapons, like the Shovel. Some melee weapons also have alternate scaling with  Tactics (e.g. Valmont's Whip or the Shrapnel Axes).

## List of melee weapons

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

*: Rise of the Giant DLC*
*: The Bad Seed DLC*
*: Fatal Falls DLC*
*: The Queen and the Sea DLC*
Oven Knight

### Location(s)

Prisoners' Quarters, Clock Tower, Cavern (2+ BSC)Derelict Distillery (3+ BSC) Ramparts (4+ BSC)

### Reward

Oven Axe (2+ BSC; 1.7%)Kill Rhythm (2+ BSC; 0.4%)

**Oven Knights** are enemies added in *v1.8*, the *Bestiary Update*. They appear to be mechanical in nature, being powered by a furnace in their chest. They will only begin to appear in biomes on 2 BSC and above. They can appear in a handful of areas, and can pose a significant threat to inexperienced players.

## Behavior

The Oven Knight is a slow-moving enemy initially. It wields a breakable wooden shield that absorbs attacks from the front as well as an axe. Parrying the Oven Knight's attacks using a shield will not destroy its own shield.

With its shield active, the Oven Knight walks slowly. It will lightly ram the player with the shield, then attempt to follow up with an axe strike. The shield does not take damage from parries.

If the shield is destroyed, Oven Knights become highly aggressive, indicating the fire in their furnace turning red from blue. Their movement speed will be significantly increased and will attack the player with combo axe strikes.

## Moveset

### With Shield

* **Description:** Bashes with the shield a short distance forward.
* Can be blocked, parried, or dodge rolled.
* Stuns the player on hit.

* **Description:** Attacks with an overhead swing. Will always use this move after a successful shield bash.
* Can be blocked, parried, or dodge rolled.

### Without Shield

* **Description:** Chops with the axe twice.
* Can be blocked, parried, or dodge rolled.
* Can turn around between each attack, even while rooted.
* Can be jumped over.
* If parried, once the Oven Knight gets back up it will continue its attack.

## Strategy

Oven Knights have two different movesets based on whether they have their shields or not. While they have their shields up, they are vulnerable from behind. Their shield bash attack comes out pretty fast however, so be prepared to roll away from it as soon as they turn around. If you do get by the shield bash, mash roll and hope you roll out of its follow up attack.

Without their shield, their attacks are more aggressive. If you try to roll behind them right when they start to attack, there is a very high chance the second swing will hit you. If you see an Oven Knight running at you, roll away to dodge the first hit, then approach it after the second hit to hit it at melee range. If you need to roll behind it, do it at the last second and jump away to minimize the chance of getting hit.

If an Oven Knight is far away enough from you, deal with the other faster enemies first. At 4+ BSC, run away to a longer platform if you need to.

Whips (Valmont's Whip, Wrenching Whip, Electric Whip) can easily kill Oven Knights since they can avoid damaging its shield, thus preventing their aggressive behavior.

## Trivia

* Prior to *v2.1*, aka the *Malaise Update*, these enemies were called *Guardians*.
	+ Despite this, the developers had promised to rename this enemy since the patch notes for *v1.9*.
War Javelin

*Not to be confused with the War Spear.*

The **War Javelin** is a javelin-type ranged weapon which knocks back all enemies in its path and can even be used to teleport after being thrown. This item is exclusive to the *Rise of the Giant DLC*.

## Details

* **Ammo:** 1
* **Special Effects:**
	+ When thrown, it must be retrieved to be used again.
		- Once the Javelin lands, pressing the attack button again will teleport the player to where it landed.
	+ Deals knockback and pierces all enemies
		- Inflicts extra damage if the enemy is close to a wall.
* **Breach Bonus:** 0.5
	+ **Base Breach Damage:** 82.5
	+ **Base Breach DPS:** 103
* **Attack Duration:** 0.5 seconds
	+ **Charge:** 0.2
	+ **Lock:** 0.3
	+ **Cooldown:** 0.3
* **Tags:** Ranged, HasBullets, LimitedAmmo, AmmoDoNotStickToVictims, VeryFewAmmo, FadeHudIconIfNoAmmo, NoCritical, DisableVerboseAmmo, UnlockInPublicEvent, NoAmmoPerk
* **Legendary Version:**
	+ **Forced Affix: Fire Bullet**
		- "Shots leave a trail of flames."

## Location

The War Javelin can be found at the end of an obstacle course in the Cavern, next to the exit to the Guardian's Haven.

## Notes

* If the Javelin is placed in the backpack, and the mutation Acrobatipack is applied, the javelin can be thrown multiple times without being collected or returned. The teleporting function of the Javelin is also ignored.

## History

* 1.3: Return time decreased from 15 seconds to 10.
	+ Automatically returns when thrown into spikes, lava or when it hits no enemy.
* 1.9: Pressing the attack button again now teleports the player to the thrown javelin.
	+ No longer affected by the Ammo mutation.
* 2.1: Scaling changed from  Tactics/ Survival to  Tactics.
* 3.0: Added the Legendary Affix "Fire Bullet".
Rancid Rat

### Location(s)

Toxic Sewers, Corrupted Prison, Graveyard, Derelict Distillery, Infested ShipwreckPrisoners' Quarters (1+ BSC)

Undying Shores (After visiting Toxic Sewers)

### Reward

Porcupack (0.4%)

**Rancid Rats** are small rat-like enemies. They appear as large, purple rats with glowing peach eyes, and multiple large orange tumors growing on their backs. They are found in several locations in large numbers alongside other enemies.

## Behavior

Rancid Rats usually appear in packs of 2 to 3, often with another enemy. They attack the player once they are within attack range.

## Moveset

* **Description:** Starts glowing, then attacks with a short forward leap.
* Can be blocked, parried, and dodge rolled.

## Strategy

Rancid Rats have low HP, and a single attack or two, or even a ground slam from longer heights, will easily dispatch them, There's always the option to use AoE active skills if you need to kill them quickly.

Generally speaking, the Rats should be the first things you kill when engaging an enemy pack, not only because they're the quickest to kill, but also because their attacks are surprisingly tricky to avoid, as it covers a fair amount of distance. Sometimes rolling away might not be good enough to dodge it if you do it too early. They can be especially annoying if your only weapon is a projectile without piercing, since they can absorb shots that are meant to hit something else. As long as you kill the Rats before they can react, they should pose very little threat.

## Notes

* Even though Rancid Rats spawn in groups and are easy to kill, they count towards curse reduction and untouchable doors.

## Trivia

* They were added added in *v1.8*, the *Bestiary Update*.
Spiked Boots

The **Spiked Boots** are a melee weapon, which deal critical hits while enemies are attacking.

## Detail

* **Special Effects:**
	+ Deals ~3.09x damage (324 base critical DPS) with hits that land on an enemy while it is performing an attack.
	+ Sends back enemy grenades and bombs at 25% of normal power (22.5 base damage instead of the usual 90 base damage).
* **Breach Bonus:** -1 / -1 / -1 / 1
	+ **Base Breach Damage:** 0 / 0 / 0 / 100 (0 / 0 / 0 / 380)
	+ **Base Breach DPS:** 70 (266)
* **Combo Duration:** 1.43 seconds
	+ **First Hit:** 0.43 (0.23 + 0.2 + 0)
	+ **Second Hit:** 0.25 (0.1 + 0.15 + 0)
	+ **Third Hit:** 0.39 (0.14 + 0.25 + 0)
	+ **Fourth Hit:** 0.36 (0.16 + 0.2 + 0)
* **Tags:** UtilityWeapon
* **Legendary Version:**
	+ **Forced Affix: Run Speed on Crit**
		- "Increases your movement speed for 5 seconds after a critical hit."

## Notes

* Unlike the Spartan Sandals, even if the player hits an enemy while it's charging an attack with this weapon, it will not actually interrupt it. Take caution when dealing with enemies capable of fast attacks.

## History

* 2.4: Base critical DPS increased from 303 to 324.
	+ Base critical breach DPS increased from 252 to 266.
* 3.0: Added the Legendary Affix "Run Speed on Crit".
Version 1.0

**Version 1.0** is the release date update of *Dead Cells* which was released on the 7th of August 2018 to PC, Xbox One, PlayStation 4, and the Nintendo Switch.

## Important features

* Added lore
* Added a new meta key: Homunculus

## Bug fixes

* The Conjonctivius Tentacles won't be stuck in the ground anymore. Sorry for that! Version 1.0.3

## References

1. ↑ Release *Official patch notes*, 2018-08-06
2. ↑ Release date announcement! Dead Cells launches out of Early Access on August 7 *Steam blog post*, 2018-07-10
3. ↑ Dead Cells gets a new animated trailer, improved mod support and Twitch integration. *Steam blog post*, 2018-08-04
4. ↑ Dead Cells reaches 1.0 and leaves Early Access!!! Dev team goes to pub. *Steam blog post*, 2018-08-07
Tainted Flask

**Tainted Flask** is a brutality-scaling mutation which increases damage dealt for 12 seconds after using a health flask.

## Details

* **Special Effects:**
	+ Using a health flask adds +[20 base]% damage for the player.
	+ If no flasks are left, killing [12 base] Elite enemies will refill a single usage.
* **Scaling:** +2.5% extra damage per Brutality stat

* **Scaling**: 12 × 0.96Stat - 1 Elite enemies per flask

## Notes

* The Elite kills counter only starts when the player has zero flasks. If the player obtains a flask, the counter will back to zero and killing Elites won't increase the counter, until player has no flasks again.

## History

* 0.7: Base DPS bonus increased from 180 to 300.
	+ Effect removed: Only heals 30% of your HP.
* 1.1: Healing effect increased from 30% to 60%.
* 1.2: Killing Elite enemies will now grant a flask refill.
* 1.4: Base amount of Elite enemy kills decreased from 15 to 12 and now caps at 4.
* 3.4: Flask refills no longer require an empty flask. Now causes an additional Elite to spawn in each biome.