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Ardesia profonda

Questo articolo riguarda il blocco base. Per altri utilizzi, vedi Ardesia profonda (disambigua).

Ardesia profonda

 Impilabile
 Attrezzo
 Prende fuoco dalla lava | No

L'**ardesia profonda** è un tipo di pietra che si trova nelle profondità dell'Overworld che funziona come la pietra regolare, ma è notevolmente più difficile da distruggere.

## Ottenimento

### Distruzione

L'ardesia profonda può essere ottenuta solo se estratta con un piccone con l'incantesimo di tocco di velluto, altrimenti, rilascerà del pietrisco di ardesia profonda. Se distrutta con un qualsiasi altro attrezzo non rilascia niente. Il tempo di distruzione dell'ardesia profonda è più o meno il doppio di quello della pietra.

 Attrezzo
 Oro | ?

1. ↑ I tempi in secondi si riferiscono ad attrezzi non incantati usati da giocatori senza effetti. Per più informazioni, vedi Distruzione § Velocità.

### Generazione naturale

L'ardesia profonda sostituisce la maggior parte dei blocchi solidi generati sotto ad Y=0 nell'Overworld. La pietra viene gradualmente sostituita da Y=8 a Y=0 finché non è completamente sostituita dall'ardesia profonda.

### Cottura

L'ardesia profonda può essere cotta dal pietrisco di ardesia profonda.

## Utilizzo

L'ardesia profonda può essere usata come blocco decorativo. L'orientazione del blocco conta; l'ardesia profonda è leggermente diversa da angoli diversi. I pesciolini d'argento possono entrare e nascondersi nell'ardesia profonda, creando un blocco infestato.

### Pietrisco di ardesia profonda

L'ardesia profonda può essere estratta utilizzando un piccone senza l'incantesimo di tocco di velluto per ottenere il pietrisco di ardesia profonda.

### Blocchi sonori

L'ardesia profonda può essere piazzata sotto ad un blocco sonoro per produrre il suono di una "grancassa".

## Valori dei dati

### ID

*Java Edition*:

Bedrock Edition:

1. ↑ Disponibile con il comando `/give`.

### Stati del blocco

Vedi anche: Stati del blocco

Ardesia profonda/BS

## Galleria

* L'ardesia profonda e la pietra che si fondono sotto ad Y=0.
* Sotto ad Y=0, tutta la pietra viene sostituita dall'ardesia profonda.
* Un set di blocchi di ardesia profonda.

## Problemi

I problemi relativi a "Deepslate" sono mantenuti sul tracciatore dei problemi. Segnala i problemi qui.

## Trivia

* Secondo Brandon Pearce, il motivo per cui il nome è stato cambiato da "grimstone" a "deepslate" è perché la parola "grim" aveva troppi collegamenti con un sentimento negativo, quindi non descriveva con precisione il blocco. Il nome "deepslate" è stato eventualmente scelto per la sua posizione nel mondo e perché il blocco è un tipo di ardesia.
* Come la texture della pietra, l'orientazione della texture dipende dalle coordinate.

## Collegamenti

1. ↑ MCPE-141330 – "[Experimental] Deepslate patches still generating above Y=0" – Risoluzione: "Fixed"
2. ↑ "The reason is that we felt the name "Grim" had too many connotations to a feeling rather than describing what it is. Generally, we don't enforce feelings, as they should be up to player interpretation" – @kingbdogz su Twitter, 04 marzo 2021
Deployable Traps

## Active mechanics

Upon use, all deployable skills shoot a "projectile" out of the player in the direction they are facing, and will deploy an object upon touching the ground. There are two types of deployable items, powered and non-powered. Powered turrets need the player to be within a certain radius of it in order to function, and that power radius is decreased if the link to the player is obstructed by terrain. Non-powered deployable items do not need the player to be nearby to function, usually because they do not actively attack enemies in the usual sense.

## Effect scaling

Most deployable skills scale with  Tactics, although a few also scale with  Brutality or  Survival.

## List of Deployables

Below is a list of all deployable skills that can be found within the game.

*: Rise of the Giant DLC*
*: The Bad Seed DLC*
*: Fatal Falls DLC*
*: The Queen and the Sea DLC*
Dark Tracker

Promenade of the Condemned, Corrupted Prison (2-3 BSC)

Ossuary (3+ BSC)

High Peak Castle (Elite in red area)

Ninja Outfit (2+ BSC; 0.4%)

**Dark Trackers** are enemies found in the Forgotten Sepulcher, the Clock Tower and the Promenade of the Condemned (2+ BSC). Two elites holding one of the keys to the Throne Room can be found in High Peak Castle.

## Behavior

Once a Dark Tracker detects the player, it will run up to them and attack when they get to melee range. It may also roll to dodge attacks and attack with a much longer delay.

If the player moves far away or to a different platform, it will teleport there. They can't teleport if they are rooted.

Dark Trackers are often found in pairs.

## Moveset

* **Description:** Performs a melee range stab after a delay.
* Can be blocked, parried, and dodge rolled.

* **Description:** Rolls behind the player, charges up for a long time, then stabs.
* Can be blocked, parried, and dodge rolled.

## Strategy

Dark Trackers, despite their size, are quite tanky. Their regular attacks are straightfoward, and their backstab attack leaves them completely vulnerable for a long time if you see it coming. While they're easy to deal with one-on-one, the real risk lies when they are encountered in groups or alongside other enemies. It can be hard to avoid taking a hit to the back while dealing with several enemies.

Since Dark Trackers can teleport, they can be baited out of groups of enemies and dealt with one on one. Both of their attacks are best avoided by rolling since their strike is quite fast and difficult to parry while their backstab can be devastating if hit.

## Trivia

* Back when Knife Throwers were not officially available, they re-used the Dark Tracker's sprite.
Counterattack

### Scaling

**Counterattack** is a survival-scaling mutation which increases the damage of the attack following any succesful parry.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ The first attack after a parry deals +[210 base] damage.
* **Scaling:** 210 × 1.15Stat-1 extra damage

## Notes

* The damage buff can only be applied within 8 seconds of a parry.
* Final added damage is always rounded up.

## History

* 1.9: Now unlocked by default. No longer dropped from the 4th kill of Conjunctivius.
* 2.4: Base bonus damage increased from 180 to 210.
Acceptance

**Acceptance** is a colorless mutation which halves the amount of enemies the player needs to kill in order to lift curses, but causes consuming food to curse the player.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ Makes all food give the player a 5-kill curse.
* **Scaling:** None

## Location

The blueprint for this mutation can only be obtained in 3+ BSC. Firstly, the player must gather all three Gardener's Keys in the Promenade of the Condemned.
Then collect the Moonflower Key in the Ramparts, where they'll have to take the exit to the Insufferable Crypt inside a 3 BSC door. Then go through the Graveyard and the Forgotten Sepulcher and collect the remaining two Moonflower Keys (one key per biome).
The keys are hidden in secret areas, marked by vines on the tiles, and locked behind doors which are opened with Gardener's Keys.
The Acceptance mutation will be found in High Peak Castle, at the end of a secret corridor, behind three doors, which can be opened with the Moonflower Keys.

## Notes

* This mutation has good synergy with Alienation, as they allow the player to get very powerful healing from cursed chests while removing the risk of the increased kill requirement.
* The 5-kill curse from food is actually a 10-kill curse, but the effect of Acceptance automatically engages and reduces it.
Blowgunner

**Blowgunners** are enemies that only appear in the Morass of the Banished. They are exclusive to the *Bad Seed DLC*.

## Behavior

The Blowgunner has a large aggro radius but unlike most ranged enemies, they will not attack through walls or solid platforms. At 4+ BSC, they will not teleport to chase the player.

If the Blowgunner is too close to the player or they are not in attack range, it will leap to a different platform. It cannot shoot the player from below.

## Moveset

* **Description:** Lines up and fires a dart at the player.
* Can be blocked, parried, or dodge rolled.
* A line shows the trajectory of the projectile.
* Does not go through walls or projectiles.
* The attack will track the player before firing, but within a 90 degree angle from the front of the Blowgunner to directly below them.

## Strategy

Blowgunners are dangerous ranged enemies. They are more agile and fire faster than other ranged enemies like Inquisitors and Bombardiers, can run away from the player pretty quickly, and spawn in higher densities and can easily be found in groups. However, to compensate their projectiles do not go through walls or platforms and they cannot fire above them.

The way to approach them is to avoid open spaces and try to approach them from directly below. If one can get close to them without causing them to attack, they will try to jump away, giving one time to hit them. Approaching them from above is easier because they won't be able to attack, but if going up is necessary, try to get to higher ground as quickly as possible and try to kill them before they can jump away.
Dancer

**Dancers** are enemies added in *v1.8*, the *Bestiary Update*. They appear exclusively within the Slumbering Sanctuary.

## Behavior

Dancers are capable of stabbing towards the player repeatedly.

If the Beheaded attempts to attack the Dancer or parry their attacks, the Dancer will instantly end their own attack and perform a short dash. This ability is on a short cooldown.

## Moveset

* **Description:** A flurry of three short-range forward stabs with a short startup and fast animation.
* Can be blocked, dodge rolled and parried.
	+ If attempting to attack or parry, the dancer does an attack halt and a short dash. This move is on a short cooldown.
* With each separate stab, the dancer moves a short distance forward.

* **Description:** Dashes behind you and does a stab attack.
* Can be blocked, dodge rolled and parried.
	+ If attempting to attack or parry, the dancer does an attack halt and a short dash. This move is on a short cooldown.
* With each separate stab, the dancer moves a short distance forward.

* **Description:** Upon an attempt to attack the Dancer or parry one of their attacks, the Dancer halts the attack until the parry window is over.

## Strategy

It is best to roll through their first attack, and then retaliate before the Dancer has another opportunity to attack.

## History

* 1.9: Base health increased from 120 to 150.
	+ Renamed from *Duelist* to *Dancer*.
Belmont's Whip

**Belmont's Whip** is a melee weapon, which ignores shields and deals a critical hit when hitting an enemy with the tip.

## Details

* **Special Effects:**
	+ This weapon's attacks ignore the shields of enemies like Shieldbearers and Thornies.
	+ Deals 2.8x damage (305 base critical DPS) to any enemy at the center of the whip's crack.
* **Breach Bonus:** 0
	+ **Base Breach Damage:** 60 (168)
	+ **Base Breach DPS:** 109 (305)
* **Attack Duration:** 0.55 seconds
	+ **Charge:** 0.3
	+ **Lock:** 0.1
	+ **Cooldown:** 0.25
* **Legendary Version:**
	+ **Forced Affix: Run Speed on Crit**
		- "Increases your movement speed for 5 seconds after a critical hit."

## Trivia

* Belmonts Whip and its legendary version in particular, are a reference to the "Vampire Killer" whip owned by the Belmont family in the *Castlevania* game series.
	+ It is also a reference to [??1/1////1/!?], the composer of the game's soundtrack.

## History

* 3.0: Added the Legendary Affix "Run Speed on Crit".
Cleaver

*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.*

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

* *Cleaver (Skill)*, a trap that deploys a bed of sawblades to lacerate enemies walking over them.
* *Cleaver (Enemy)*, a large knight with an axe found in the Forgotten Sepulcher and the Morass of the Banished.
Balanced Blade

The **Balanced Blade** is a melee weapon which has a fast swing rate. Its damage output increases after each consecutive hit and starts inflicting critical hits after ten, further increasing its damage output.

## Details

* **Special Effects:**
	+ Damage increases by 9% per hit until a maximum of 90% extra damage, deals critical damage after 10 consecutive hits.
		- Taking damage removes any extra damage built up, as well as critical hits, requiring another 10 hits to get them again.
		- The damage buff will also expire after 8 seconds.
* **Breach Bonus:** -0.9 / -0.9 / -0.9 / -0.75 / -0.75 / -0.5
	+ **Base Breach Damage:** 2.5 / 3.4 / 3.4 / 8.5 / 8.5 / 27 (4 / 5 / 5 / 13 / 13 / 42)
	+ **Base Breach DPS:** 37 (56)
* **Combo Duration:** 1.46 seconds
	+ **First Hit:** 0.15 (0.1 + 0.05 + 0)
	+ **Second Hit:** 0.25 (0.1 + 0.15 + 0)
	+ **Third Hit:** 0.12 (0.07 + 0.05 + 0)
	+ **Fourth Hit:** 0.22 (0.07 + 0.15 + 0)
	+ **Fifth Hit:** 0.12 (0.07 + 0.05 + 0)
	+ **Sixth Hit:** 0.6 (0.3 + 0.3 + 0)
* **Tags:** UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Run Speed on Crit**
		- "Increases your movement speed for 5 seconds after a critical hit."

## Notes

* The base/crit damage only show the theoretical min/max values.

## History

* 2.4: Base DPS increased from 118-177 (184-277) to 147-279 (230-437).
	+ Base breach DPS increased from 30 (46) to 37 (56).
* 3.0: Added the Legendary Affix "Run Speed on Crit".
Bow and Endless Quiver

**Bow and Endless Quiver** is a bow-type ranged weapon which has an unlimited amount of ammo.

## Details

* **Special Effects:**
	+ The third attack in its combo deals critical damage. \*
Despite not having an ammo pool, this weapon leaves arrows in enemies.
* **Breach Bonus:** -0.5 / -0.5 / -0.5
	+ **Base Breach Damage:** 20 / 26 / 72
	+ **Base Breach DPS:** 61 (87)
* **Combo Duration:** 1.35 seconds
	+ **First Hit:** 0.35 (0.2 + 0.15 + 0)
	+ **Second Hit:** 0.35 (0.1 + 0.25 + 0)
	+ **Third Hit:** 0.65 (0.3 + 0.35 + 0)
* **Tags:** Ranged, HasBullets, ForcedAmmoDrop, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Each consecutive hit adds a 10% damage bonus. Bonuses stack indefinitely, but decay after 2 seconds without hitting an enemy. Bonus is reset when the beheaded is hit.**
		- ""

## Synergies

* Since this weapon leaves projectiles in enemies, it synergises with mutations such as Ripper and Barbed Tips.

## Trivia

* The central portion of the bow's icon is in the shape of a lemniscate, often used as the mathematical symbol for infinity.
* The description and the nature of the bow itself are a clear reference to the character Legolas from *The Lord of the Rings* franchise.

## History

* 2.4:
	+ Base DPS increased from 89 (126) to 121 (175).
	+ Base breach DPS increased from 44 (63) to 61 (87).
	+ Now leaves its projectiles in enemies like most ammo-based weapons.
* 3.0: Added the Legendary Affix "Super Back Damage".
Dead Inside

**Dead Inside** is a colorless mutation which increases maximum health by 50%, but also reduces the power of all healing effects by 50%, such as from the Health Flask, food, and mutations such as Necromancy.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ Max health of the player is increased by 100%
	+ Healing effects from all sources don’t heal anymore.
* **Scaling:** None

## Notes

* Due to the health buff that this mutation provides, the actual amount of health points that are restored by percentage-based healing is actually only reduced by 25% compared to without it.
	+ The only healing decreased by the full 50% are those from the Poison Heal amulet affix, the Frenzy mutation, and the Adrenaline mutation

## Trivia

* This mutation has a slimy-green color around it, which no other colorless mutation in the game shares.

## History

* 1.1: Health gained increased from 30% to 50%.
	+ Food no longer heals you when equipped.
* 1.2: Now increases malaise limit to 15.
* 1.9: No longer unlocked by default.
	+ Now drops from Lancers on 4+ BSC (1.7%)
* 2.1: Food consumption is now possible but healing is halved.
	+ No longer increases malaise limit because of malaise rework.
Bloodthirsty Shield

The **Bloodthirsty Shield** is a shield weapon which inflicts bleeding on enemies when they are blocked or parried, as well as any other enemy caught in its area of effect.

## Details

* **Base Absorbed Damage:** 75%
* **Special Effects:**
	+ Blocked melee attackers are inflicted with a 3-second bleeding effect dealing 20 base damage/s. On any successful parry, this effect is instead applied to all enemies within an area of effect centered on the player.
* **Breach Bonus:** 0
	+ **Base Breach Damage:** 15 (30)
	+ **Base Breach DPS:** 41 (81)
* **Tags:** Shield, Bleed
* **Legendary Version:**
	+ **Forced Affix: Double Stack**
		- "Applies 2 stacks of damage over time effects instead of 1."

## Trivia

* With *v1.6*, this item became the second Brutality-scaling shield in the game.

## History

* 1.6:Scaling changed from X to  Brutality
* 2.1: Base damage decreased from x to x.
* 2.9: Unlock cost decreased from 40 cells to 30.
* 3.0: Added the Legendary Affix "Double Stack".
Assi

Assi
[[File:.

```
Mangrove Planks.png|150px]][[File:.

```

Crimson Planks.png|150px]]

 Impilabile
 Attrezzo
 Prende fuoco dalla lava | Sì

Le **assi** sono un blocco fabbricato dal giocatore utilizzando il legno. Esso appare come un blocco composto da assi interconnesse tra di loro, e questa grafica viene usata su tutti i lati del blocco. Le assi hanno una grande varietà di impieghi, sia nella fabbricazione che nella costruzione di strutture, e costituiscono una risorsa rinnovabile e si possono ottenere in qualsiasi bioma fornito di alberi.

## Ricorrenza

Le assi di quercia possono essere trovate nelle miniere abbandonate, dove formano insieme alle staccionate delle travi di supporto per i tunnel. Inoltre si possono trovare in qualsiasi Villaggio dove vengono usate in diverse case, sia nei muri, sia nei tetti e nei pavimenti. Assi di Legno di Abete invece costituiscono le capanne delle streghe, che possono essere generate nelle paludi.

## Costruzione

Molti giocatori discutono riguardo il valore delle assi di legno come materiale da costruzioni. Le strutture realizzate con il legno sono in genere più facili da distruggere utilizzando il fuoco, però le assi di legno vengono comunque impiegate sia per l'abbondanza generale degli alberi da cui si ottiene il legno, sia per il valore estetico che le assi conferiscono agli edifici. Anche gli scalini e le lastre di legno possono essere incendiate.

## Ingrediente nella fabbricazione

Nella fabbricazione le assi di legno possono servire per la costruzioni di materiali fatti prevalentemente di legno, per esempio i bastoni, pedane a pressione, porte, lastre (queste tre ultime sono disponibili anche di altri materiali) o attrezzi, come zappe, spade, picconi , ma poco resistenti rispetto a quelli fabbricati usando la pietra, il ferro, l'oro, il diamante o la netherite.

## Combustibile

Le assi di legno possono essere usate come combustibile per fornace: ogni blocco di assi di legno brucia per 15 secondi, cuocendo 1 oggetto e mezzo. Quindi con un blocco di legno si possono effettuare 6 operazioni di fusione, rendendo le assi di legno il secondo combustibile derivato dal legno più efficiente (dopo la carbonella che invece effettua 8 operazioni). Inoltre sono il combustibile più indicato per produrre la carbonella quando il carbone non è disponibile.

## Problemi

I problemi relativi a "Wood Planks" sono mantenuti sul tracciatore dei problemi. Segnala i problemi qui.

## Curiosità

* Le assi sono sempre rivolte verso nord/sud.
* In Minecraft Pocket Edition Lite, è possibile trovare un corto corridoio sotterraneo con un blocco di assi di legno di quercia alla fine. In genere si trova sotto i deserti. • Nel Minecraft Live 2022 hanno annunciato per l'1.20 le assi di bambù.
Bat

Undying Shores (0-2 BSC)

Dilapidated Arboretum (0-3 BSC)

**Bats** are flying enemies which can pass through walls and will follow the player as they move about the map. They can pass through both buildings and the ground.

## Behavior

Bats are flying enemies that are dormant and detect the player if they are nearby. Once aggroed, they will fly around the player in an unpredictable pattern, then charge at the player.

## Moveset

* **Description:** Charges up and dashes at the player, dealing damage on contact.
* Can be blocked, parried, and dodge rolled.
* When charging up, a red line will appear showing their trajectory.

## Strategy

Bats have extremely low HP. Simply doing a dive attack if you are above them will kill them. Any projectile with some tracking and AoE skills can easily kill them. With a fast melee weapon, running up to them and swinging also does the job. The only times where they may be difficult to hit is if you only have slow attacks.

When a Bat is ready to attack you, if you are confident you can dodge in the direction they're charging at, then hit it with your weapon. This tactic is best used for slow weapons.
Bombardier

### Location(s)

Clock Tower, High Peak Castle, Infested ShipwreckSlumbering Sanctuary, Fractured Shrines (2+ BSC)

Promenade of the Condemned (3+ BSC)

Ossuary (4+ BSC)

### Reward

Wave of Denial (0.4%)Powerful Grenade (10%)

Aphrodite Outfit (3+ BSC; 0.4%)

### Related

Grenadier

*Not to be confused with the Bomber.*

****Bombardier**** are enemies encountered in the Clock Tower. On higher Boss Stem Cell modifiers, they replace Grenadiers in some biomes.

## Behavior

Bombardiers fire cluster explosives at the player as their only attack. This attack and their detection can bypass solid obstacles.

At BSC 4+, they will not teleport after the player.

They will backstep to avoid the player if they're too close.

## Moveset

* **Description:** Fires a bomb at the player's location. They detonate after a delay upon landing. Doesn't deal damage on contact. The bomb create three smaller delayed bombs when it explodes.
* Can be blocked, parried, and dodge rolled.
* When reflected, the bomb will be launched back at the enemy. They explode on contact and don't go through walls.
* If the bomb is reflected, it will not spawn the three smaller grenades.

## Strategy

Bombardiers are the much more dangerous cousin of the Grenadier. They're faster, deal more damage, and their bombs cluster, creating less safe space to maneuver around. They should be dealt the same way as Grenadiers, but with more caution. Even if you are within attack range, their shots are dangerous, as the cluster bombs cover a lot of ground.

## Notes

* Prior to the v1.1 *Pimp My Run Update,* the cluster bomb's initial explosion didn't inflict any damage.

## Trivia

* Although this enemy uses an attack extremely reminiscent of the Cluster Grenade skill, the blueprint is irrelevant to this enemy.
Automaton

**Automatons** are enemies found in the Clock Tower. They resemble robotic versions of the Time Keeper, having a similar mask to hers.

## Behavior

Automatons are found at the extremity of a platform, immobile and invisible (cloaked in a similar way to Knife Throwers), until The Beheaded reaches their platform. Following a short channeling time, they will attack by dashing twice through the player, from one extremity of the platform to the other and then back to their spawn place. This attack, like the Lightspeed skill, imitates The Time Keeper's dash and is therefore indicated by the same beam of yellow particles. It can be jumped, dodged or parried.

Automatons only execute their attack once. When finished, they will retract their swords against their chest before teleporting themselves to another platform. They will also teleport away if attacked or stunned during an attack. Automatons are the only enemies who will not continue to attack the player if hit.

## Moveset

* **Description:** Dashes across the platform twice.
* Can be blocked, parried, and dodge rolled.

## Strategy

* If you have a shield, parrying their charge and then killing them will work.
* If you have a ranged weapon, shooting them before they can charge will often breach them, as long as you have a clear shot.
* If you have a melee weapon, you can melee them to breach them before they charge, but if they're too far away it may be better to ignore them and let them run away somewhere else after their attack.

## Trivia

* Automatons were added with the *v1.4* update, aka *Who's the Boss Update* in August 2019 as an enemy deriving from The Time Keeper.
* In the gamefiles there is a sprite of this enemy named spatuleman0.
Clumsy Swordsman

**Clumsy Swordsmen** 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

Clumsy Swordmen are initially corpses laying around in the biome, until they got resurrected by nearby Apostates.

They attack by swinging their swords twice. They can also teleport if the player is on another platform.

## Moveset

* **Description:** Performs 2 melee attacks
* Can be blocked, parried, and dodge rolled.

## Strategy

* The most effective way of dealing with them is simply not letting nearby Apostates revive them at all.
* If they are revived, a good strategy is to lead them away from the area where the apostate is so that they can't be revived. This is an especially good idea if the Apostate has revived several other enemies as well to swarm the player and making it difficult to kill the Apostate.

## Trivia

* They appear to be somewhat mimicking the attacks of most basic sword weapons available to the player, such as the Rusty Sword.
Berserker

**Berserker** is a survival-scaling mutation which reduces damage taken by the player for a few seconds after killing an enemy with a melee attack.

## Details

* **Scroll Cap:** 14 Survival
* **Special Effects:**
	+ Grants the player a defence buff that reduces all damage they take by [10 base]% for 5 seconds after killing an enemy with a melee attack.
		- The effect is refreshed with each enemy killed.
* **Scaling:** 10 × 1.15Stat-1 % damage reduction

## Notes

* This mutation is useful in biomes, allowing the player to take more hits without losing a lot of health. Synergizes well with the mutation Recovery, or a colorless Spite Sword.

## History

* 2.1: Scaling changed from  Brutality to  Survival.
	+ Removed the 3 seconds of Malaise protection effect due to Malaise rework.
	+ Icon background color changed to reflect new scaling.
* 3.4: Now gives immunity to stuns.
	+ Can now stack with itself.
Combo

### Scaling

**Combo** is a brutality-scaling mutation which increases damage dealt for 8 seconds after killing an enemy.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ Increases damage dealt for 8 seconds after killing an enemy by a percentage.
		- Each kill refreshes the damage buff.
* **Scaling:** +1% damage per Brutality stat increase.

## Notes

* Does not require enemies to be killed with melee attacks to be activated.
	+ Its effect is also not restricted to melee weapons.

## History

* 0.6: Duration increased from 2 to 15 seconds.
* 0.7: Base DPS bonus increased from 35 to 90.
Cannibal

**Cannibals** are enemies found in the Clock Tower. They can also be found in the Graveyard with 4 BSC active.

## Behavior

If the Cannibal sees the player from attack distance, it will start to use its slash combo. If the player is too close to the Cannibal, they will do a backstep while leaving behind a grenade. It can also do a quick backstep without leaving behind a bomb to avoid the player.

## Moveset

* **Description:** Quickly jumps forward and slashes. Can follow up with two more slashes.
* Can be blocked, parried, or dodge rolled.
* For its second slash, it attacks from the same position and direction as the first.
* It can turn around for the third slash.
* If the first attack misses and you're too far from the Cannibal, it will not follow up with more slashes.

* **Description:** Does a quick backstep while leaving a grenade on their current position.
* Can be blocked, parried, or dodge rolled.

## Strategy

Cannibals are very fast when on the move, covering a lot of ground with each step. Their slash combo is quick and they can change direction mid-combo, enough time to roll behind them and run away or parry them but not enough to hit them mid-combo. It's safer to roll away, but you can roll behind them if you do it early.

Crowd control effects are especially effective against Cannibals, holding them in place long enough for you to kill them or avoid their attacks. Parries also work well against them as it stuns long enough for you to kill them. Fast melee weapons work the best against them as they are mostly likely to interrupt them before they can attack. With ranged attacks, bait out their melee attack from a distance and attack from out of their reach.

Cannibals are very difficult to fight with slow melee weapons. Your best bet is to wait for them to finish attacking and hit them.

## Trivia

* In the incomplete stage "Repository of the Architects", the biome is flooded with Cannibals.
Broadsword

The **Broadsword** is a heavy melee weapon which swings slowly, but deals massive damage in subsequent attacks in its combo.

## Details

* **Special Effects:**
	+ The second and third hits will always deal a critical hit.
		- The third hit has a slightly longer range than the previous two.
* **Breach Bonus:** 1 / 0.25 / -0.5
	+ **Base Breach Damage:** 208 / 210 / 180
	+ **Base Breach DPS:** 195 (266)
* **Combo Duration:** 2.25 seconds
	+ **First Hit:** 0.6 (0.4 + 0.2 + 0)
	+ **Second Hit:** 0.75 (0.5 + 0.25 + 0)
	+ **Third Hit:** 0.9 (0.5 + 0.4 + 0)
* **Tags:** CinematicBlueprint, HeavyWeapon, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Global Shield on Kill**
		- "Grants a shield upon killing an enemy."

## Location

The blueprint for the Broadsword is taken from the corpse of Tutorial Knight in the Prisoners' Quarters, right before the door to the Promenade of the Condemned. This blueprint can only be obtained after the player has attempted a minimum of 4 runs or if the player has completed a run. The corpse of Tutorial Knight will remain bloody until the blueprint is picked up, and after that, it will begin to rot.

## Notes

* The in-game listed normal DPS is actually incorrect and has no correlation to actual gameplay, and should be ignored. The critical DPS displays the correct DPS values for the weapon, as it takes into account both the first swing's damage, as well as the damage of the second and third swing.
* Although powerful, it’s one of the quicker heavy weapons, especially on the first swing.
* Like the Giantkiller, to get the most out of this weapon, the player needs to land the last two swings, which may be troublesome due to the slow attack rate.
	+ However, the main difference from Giantkiller is that Broadsword has fewer swings and is generally quite efficient against common mobs thanks to the guaranteed critical hits.
	+ Keep in mind that the combo does not reset upon rolling and parrying so you can do so before using the second and third attacks.
* A Health Flask can be used during the third swing to cancel the windup traditionally needed.

## Trivia

* The in-game sprite of this weapon is identical to that used by the Guardian Knight.
* Tutorial Knight carries this weapon on her back, which explains why its blueprint can be found on her corpse.
	+ This iteration of the weapon closely resembles its icon though only the tip could be seen.
* The third hit will always produce a loud metallic chime upon striking the ground.
* The Broadsword is one of the weapons used by the Beheaded in the animated release trailer.
	+ The trailer pokes fun at this weapon's cumbersomeness which is likely to cause the attacks to miss enemies and leave the player vulnerable.

## History

* 0.2: Can now hit enemies behind the player.
* 1.1: Can now inflict critical hits on the 2nd and 3rd hit of the combo.
* 2.1: Scaling changed from  Brutality/ Survival to  Survival.
* 2.4: Base DPS increased from 164 (273) to 176 (281).
	+ Base breach DPS increased from 166 (235) to 195 (266).
* 2.9: Unlock cost decreased from 20 to 5 cells.
* 3.0: Added the Legendary Affix "Global Shield on Kill".
Cleaver (Skill)

**Cleaver** is a deployable skill which deploys a bed of sawblades to lacerate and inflict bleeding on enemies walking over them.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. The projectile will bounce off a Shieldbearer's shield without detonating. Upon exploding, it deploys a bed of sawblades.
		- Cleaver deals damage over time to enemies walking over it at a rate of 2 ticks per second, producing a base tick damage of 17.5.
		- Cleaver inflicts bleeding on enemies for 1.8 seconds, damaging them for 6 DPS per effect.
		- Cleaver can inflict up to 50 ticks before destroyed.
		- Only one bed of sawblades per Cleaver skill is allowed at a time - attempting to deploy a second one will destroy the first one.
		- Cleaver ceases to function if the player moves too far away, but resumes operation once the player comes back into range.
* **Tags:** Deployable, Bleed, NeedPower
* **Legendary Version:**
	+ **Forced Affix: Double Stack**
		- "Applies 2 stacks of damage over time effects instead of 1."

## Synergies

* The Cleaver has great crowd control potential and synergizes nicely with the bleed damage affix.

## Notes

* This skill is effective against the Concierge and other humanoid bosses as well.

## Trivia

* This item was previously called *Meat Grinder*.

## History

* 0.1: Now requires the player to be in range to operate.
	+ Now inflicts bleed damage.
* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.1: Scaling changed from  Brutality/ Tactics to  Brutality.
* 3.0: Added the Legendary Affix "Double Stack".

 5 BSC spoiler:
Collector's Syringe
Abyssal Trident

The **Abyssal Trident** is a melee weapon exclusive to the *Queen and the Sea DLC*.

## Details

* **Special Effects:**
	+ First attack is a normal attack, and the second is a sustained attack that pushes enemies while dealing damage for up to 20 hits.
		- The first 5 hits of the charge deal normal damage, while the rest deal critical damage.
	+ Attack during the charge to interrupt it with the third hit of the combo that deals critical damage.
* **Breach Bonus:** 0.25 / 0 / 0
	+ **Base Breach Damage:** 81.25 / 30 + 270 / 120
	+ **Base Breach DPS:** 113 (312)
* **Combo Duration:** 2.32 seconds
	+ **First Hit:** 0.67 (0.47 + 0.2 + 0)
	+ **Second Hit:** 1.45 (1.25 + 0.2 + 0)
	+ **Third Hit:** 0.2 (0 + 0.2 + 0)
* **Tags:** UnlockInPublicEvent, InstantBlueprint, NeedManualUnlock
* **Legendary Version:**
	+ **Forced Affix: Run Speed On Crit**
		- "Increases your movement speed for 5 seconds after a critical hit."

## Location

The trident is found inside a lore room located in the Infested Shipwreck. To find the lore room the player must find 4 map parts that are dropped from random enemies. When all four are collected it combines into a mysterious map. It marks a spot on the map with an X symbol that leads to a breakable floor. Breaking it reveals the Forked Key which unlocks the lore room. Inside the room is a pedestal containing the Trident. When picked up it unlocks it permanently.

* "*What a beautiful pedestal!*"
* "*That trident must have belonged to someone important.*"
* "*Well, anyway...*"

## Notes

* Having a speed boost makes the charge hit faster.
* Using Open Wounds and the Blood Drinker aspect, this weapon can become a useful healing tool, as every individual damage tick from the charge is considered 1 attack for the purposes of Blood Drinker's healing.
* The Forked Key can be found without the Mysterious map.

## History

* 3.0: Slightly buffed the DMG and added a Legendary Affix
	+ Increased Base DPS from 97 (218) to 106 (236).
		- Increased Base DMG of the first hit from 60 to 65.
		- Increased Base DMG of the second attack from 25 (*5 per tick*) + 225 (*15 per tick*) to 30 (*6 per tick*) + 270 (*18 per tick*)
		- Increased Crit DMG of the third hit from 100 to 120.
	+ Added the Legendary Affix "Run Speed On Crit".
Blacksmith's Apprentice

“*I'm not really supposed to be here...*„

**The Blacksmith's Apprentice** is a character that appears in all Passages between biomes, but only after defeating a boss for the first time and meeting him and The Blacksmith in the subsequent area. He upgrades and re-rolls the affixes of Gear, at the cost of some  Gold.

## Minor Forge

The workstation of the Blacksmith's Apprentice. The player can interact with him to access the Minor Forge.

### Upgrading gear

*Main article:* Gear Quality
The player can spend gold to upgrade their preferred gear to the next quality level. The amount of gold is in proportion to the item's price in the Shop, rounded down to the tens:

 L | N/A (Cannot be upgraded)

Gear can only be upgraded once, unless the player has bought the Advanced Forge upgrade from The Collector.

It should also be noted that Amulets are not able to be reforged or upgraded in any way.

### Rerolling modifiers

Rerolling (referred as "Reforging" in-game) lets the chosen gear have new Modifiers. The new Modifiers are chosen randomly and will replace old ones. The player can reroll as many times as they want, as long as they can afford it. In case of legendary quality items, the star affix on them gets swapped with another of its kind while still having the possibility to get a second one.

The equation for the cost of rerolling modifiers is **(Gear price) × (Reroll multiplier)**

* The cost is rounded down to the tens.
* Gear price is **its base price + (100 × (Gear level - 1))**. This gear's price is different from the prices in shops.
* Reroll multiplier is a number that increases with each reroll. It scales differently with each quality. These are the approximate values of the first 30 reroll multipliers for each gear quality:

## Dialogue

### First encounter

* "*Hey, you there!*"
* "*I work for the Blacksmith!*"
* "*I can patch up your gear for cheap...*"
* "*I'm not really supposed to be here...*"
* "*Let's just keep that between us, ok?*"
* "*Right, c'mon then, how much have you got on you?*"

## History

* 0.7: Introduced.
* 2.8: Upgrading an item in quality doesn't re-roll affixes anymore.
Brute

The Brutes are a class of Adventurers who thrive in head-on combat scenarios. Boasting an impressive amount of starting poise, Brutes are difficult to stagger, and by default their attacks are bolstered with a significant amount of heft. When compared to the Blackguard, Brutes enjoy a larger starting base HP, but are significantly slower with a dodge that could be described as more of a slow roll along the ground. While they may not be able to dodge as well as other classes, Brutes have faster swings with larger weapons such as greatswords or hammers. However, with smaller and lighter weapons, the Brute is unable to match the same speed a Blackguard could with the same weapons, making lighter weapons largely ineffective. The Brute was the second playable class upon the game's release, added onto the base game with the free "Brutal Edition" update for PCs.
Alienation

**Alienation** is a colorless mutation which increases the amount of enemies needed to lift a curse by 50% and makes every enemy killed while cursed heal the player for 5% of their total health.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ While cursed, each enemy killed heals the player by 5% of their HP.
	+ Curses require 50% more kills to lift.
* **Scaling:** None

## Notes

* Each instance of healing occurs over 2 seconds.
* Curses got before the mutation won't increase their kill counter.

## History

* 0.6: Effect removed: Removing a curse restores 75% HP.
	+ Effect removed: Reduces amount of enemies needing to be killed to remove curse by half.
	+ Effect added: Each enemy killed while cursed heals 10% HP.
* 1.1: Now increases the number of enemies that have to be killed while cursed by +50%.
* 1.5: Now grants Malaise reduction for every 5 kills while cursed.
* 2.1: No longer grants Malaise reduction due to the Malaise rework.
Cudgel

The **Cudgel** is a shield weapon which stuns assailants for several seconds on a successful parry.

## Details

* **Base Absorbed Damage:** 75%
* **Special Effects:**
	+ Blocked melee attackers are stunned for 3.5 seconds.
	+ Parried melee attackers are instead stunned for 5.5 seconds.
	+ Parried projectiles will also stun enemies.
* **Breach Bonus:** 0
	+ **Base Breach Damage:** 20 (40)
	+ **Base Breach DPS:** 54 (108)
* **Tags:** Shield
* **Legendary Version: *Slumber***
	+ **Forced Affix: Long Stun**
		- "+50% stun effect duration."

## Synergies

* This shield synergizes with Nutcracker, which deals critical damage to stunned enemies, and also pairs well with affixes related to stunning.

## Trivia

* Previously called *KO Shield*.
* Visually similar to the Knight Shield from the *Castlevania* series.

## History

* 3.0: Bullets parried will now stun enemies and added a Legendary Affix:
	+ Added the Legendary Affix "Long Stun".
Demolisher

Prisoners' Quarters (2+ BSC)

Clock Tower (4+ BSC)

**Demolishers** are enemies armed with a crossbow, that functions as a stronger, more difficult version of Undead Archers. They are only found in the Derelict Distillery and on higher difficulties.

## Behavior

At range, the Demolisher fires explosive bolts, alternating between single shots and double shots as its first and second attacks.

When the player is in close proximity, the Demolisher will swing its crossbow at the player.

All of its attacks, including its melee attack, create explosions.

## Moveset

* **Description:** The Demolisher fires explosive bolts from its crossbow, alternating between 1 bolt and 2 bolts.
* The bolts will explode upon contact with terrain, or the player, and will eventually drop and hit the ground after a long distance.
* The attack can be blocked, parried, and dodge rolled.
	+ The single-bolt shot can be dodged by crouching under it.

* **Description:** The Demolisher slams its crossbow into the ground towards the player, creating an explosion.
* Can be dodge rolled, parried, and blocked.

## Notes

* Both the bolt and the explosion itself are counted as an attack. Therefore, if the bolt was parried with a shield, it will still detonate and the game displays "Parried!" twice.
	+ Because of this, Ice Armor cannot block this bolt.
* Their weapon strongly resembles the Explosive Crossbow's in-game sprite, albeit slightly larger.
	+ The attacks are also nearly identical to that of the aforementioned weapon's abilities.

## Trivia

* The concept for this enemy was originally created by a discord user known as *Leylite*.
* Due to a bug, the Demolisher does not have a Scribe icon on Console.
* The Demolisher is referred to as "CrossbowMan" in the code.

## History

* 2.2: No longer spawns in the Derelict Distillery on 0 BSC.
* 2.3: Once again spawns in the Derelict Distillery on 0 BSC.
	+ Can no longer spawn with the "cage" elite skill.
Death Orb

**Death Orb** is a power skill which unleashes a large, slow-moving projectile that deals damage over time to enemies touching it.

## Details

* **Special Effects:**
	+ Launches a large, slow-moving projectile that damages enemies touched by it.
		- Projectile deals 50 base damage to enemies it touches.
		- Projectile moves slower while in contact with an enemy.
		- Projectile dissipates upon contact with the terrain, a force field, an enemy's shield, or after 15 seconds of flight.
* **Tags:** Ranged
* **Legendary Version:**
	+ **Forced Affix: Double Speed**
		- "Doubles the speed of the projectile created by this item."

## History

* 0.1: Cell cost increased from 30 to 35.
	+ Base DPS decreased from 170 to 100.
	+ Speed decreased from 0.2 to 0.1.
	+ Cooldown increased from 5 to 9 seconds.
	+ Now does one tick of damage every 0.18 seconds.
* 0.3: Added tag "UnlockInPublicEvent".
* 0.4: Cooldown increased from 9 to 16 seconds.
* 0.6: Base DPS increased from 100 to 115.
	+ Speed increased from 0.1 to 0.11.
	+ Orb no longer explodes when blocked by a shield.
	+ Orb slows down more when dealing damage.
	+ It's now possible to have two orbs out at the same time when you have the skill twice.
* 0.7: Added legendary affix "Bleed on Hit".
* 1.1: Now explodes after a certain distance away from the player or having dealt a certain amount of damage.
	+ Rally effect has been removed.
	+ Base DPS increased from 115 to 125.
	+ Duration decreased from 15 to 12 seconds.
	+ Cooldown increased from 16 to 20 seconds.
* 1.2: Removed tag "UnlockInPublicEvent".
* 1.4: Scaling changed from  Tactics to  Survival.
* 1.8: Removed damage cap.
* 2.9: Unlock cost increased from 35 cells to 50.
* 3.0: Added the Legendary Affix "Double Speed".

 5 BSC spoiler:
Collector's Syringe
Cocoon

The **Cocoon** is a special power skill exclusive to the *Fatal Falls DLC*. When used, it parries attacks nearby in a similar fashion to a shield.

## Details

* **Special Effects:**
	+ On use, a bubble is formed around the player that can parry any attack from any direction.
		- On a successful parry, the cooldown is instantly reset, even with projectiles and bombs.
		- A successful parry can trigger Mutations that have an effect when successfully parrying.
		- As it parries in all directions, Cocoon can also affect certain attacks not affected by shields such as the upwards and downwards stab from Lancers, the shockwave from The Hand of the King, fire strikes from The Concierge and Sweepers, or even deflect incoming projectiles from vertical angles. It can also parry the Queen reality Slash.
* **Tags:** ShortCooldown
* **Legendary Version:**
	+ **Forced Affix: Frost Shield**
		- "Freezes enemies blocked with a parry."

## Location

The Cocoon is found behind one of the three special rune doors in the Undying Shores. To absorb the blueprint, the player must open the correct door. Each door has two glowing runes above them. The combinations of runes to open the right door are found throughout the biome, on small violet tapestries. If the player fails to open the right door, the two remaining doors will stay locked for the rest of the run.
## History

* 2.4: Cooldown now resets when parrying bombs.
* 3.0: Added the Legendary Affix "Frost Shield".

 5 BSC spoiler:
Collector's Syringe
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