recursal/Fanatic-Fandom huggingface dataset:
Blind Faith

### Scaling

**Blind Faith** is a survival-scaling mutation which reduces the cooldown of skills when parrying enemy attacks.

## Details

* **Scroll Cap:** 32
* **Special Effects:**
	+ Each parried melee attacks reduces the cooldown of skills for [2.8 base] seconds.
* **Scaling:** +0.105 seconds per Survival stat

## Notes

* This mutation is very efficient if used with something with a short cooldown (i.e. Infantry Grenade).

## History

* 2.4: Base cooldown reduction increased from 2.5 seconds to 2.8.
	+ Cooldown reduction cap increased from 5 seconds to 6.
Cursed Sword

The **Cursed Sword** is a sword-type melee weapon that has extremely high DPS, constant critical hits and a fast swing rate, but makes the player  cursed as long as it is equipped.

## Details

* **Special Effects:**
	+ Curses the player while it is carried, killing the player immediately upon taking damage.
		- It is still possible to get curses from other sources, in which case they operate independently from the sword itself.
		- The curse of the sword alone is lifted if the player removes it from their inventory. However, it is impossible to lift it any other way.
			* Thus, the Cursed Sword is not subject to mutations like Alienation or Acceptance and their effects.
	+ All hits deal critical damage.
* **Breach Bonus:** 0 / 0 / 0
	+ **Base Breach Damage:** 135 / 135 / 200
	+ **Base Breach DPS:** 618
* **Combo Duration:** 0.76 seconds
	+ **First Hit:** 0.3 (0.3 + 0 + 0)
	+ **Second Hit:** 0.16 (0.16 + 0 + 0)
	+ **Third Hit:** 0.3 (0.15 + 0.15 + 0)
* **Tags:** AlwaysCritical
* **Legendary Version:**
	+ **Forced Affix: True Evil**
		- "You deal +300% damage but you can't use any other item."

## Notes

* There is an achievement associated with this weapon called "I like to live dangerously...", which is achieved by completing a run with the sword in possession.
* The weapon's curse mechanic remains active even if it is merely held in the backpack (and therefore technically not "equipped" in the usual sense). The curse effect can only be escaped by dropping the weapon entirely.
* There is a bug involving holding this item in the backpack. Unless you drop it by holding interact, the curse will not be removed; even if you swap it to an active slot, and then drop it by swapping to another weapon.
* Unlike a curse from a cursed chest, equipping it does not prevent the player from using Homunculus Rune and does not trigger the crit damage condition of Spite Sword.
* Ygdar Orus Li Ox will not be triggered when killed with this weapon in your inventory.
* the Damned aspect makes the drawback for the sword not trigger, making the sword not kill you in one hit making it really overpowered

## History

* 0.5: Can no longer have the "Quad damage" affix.
* 2.4:
	+ Base DPS increased from 553 to 618.
	+ Base breach DPS increased from 553 to 618.
	+ All hits now count as critical hits.
* 2.1: Scaling changed from  Brutality/ Tactics to  Brutality.
* 2.9: Unlock cost increased from 50 cells to 150.
* 3.0: Added the Legendary Affix "True Evil".
Bone

The **Bone** is a melee weapon that has a special followup attack when successfully striking the enemy with the second attack in its combo.

## Details

* **Special Effects:**
	+ Damaging an enemy with the second attack in the combo allows for a followup spinning attack which deals 36 base critical damage.
		- This spin attack hits a total of 7 times, for a maximum of 252 base critical damage.
		- The spinning attack can be cancelled at any time with a jump, a roll or a parry.
* **Breach Bonus:** 0 / 0 / 0
	+ **Base Breach Damage:** 50 / 60 / 18 ( 0 / 0 / 36)
	+ **Base Breach DPS:** 58 (116)
* **Combo Duration:** 2.2 seconds
	+ **First Hit:** 0.4 (0.2 + 0.2 + 0)
	+ **Second Hit:** 0.4 (0.2 + 0.2 + 0)
	+ **Third Hit:** 1.4 (1.2 + 0 + 0.2)
* **Tags:** LongerComboWindow
* **Legendary Version:**
	+ **Forced Affix: Run Speed on Crit**
		- "Increases your movement speed for 5 seconds after a critical hit."

## Location

Found in a lore room in Prisoner's Quarters that contains a single interactable pile of skulls. Interacting with the object drops the weapon rather than just a blueprint, and equipping the weapon automatically unlocks it to be used in later runs.

* *"A stack of bones."*
* *"Some of these skulls look so badass!"*

## Trivia

* This weapon was added as part of the crossover event with other Indie games for the "Everyone is Here" Update. It is directly inspired by the starting weapon of the protagonist and namesake of the game *Skul: The Hero Slayer*.

## History

* 3.0: Fixed DPS display and added a Legendary Affix.
	+ Fixed bug displaying the wrong DPS in the item description.
	+ Added the Legendary Affix "Run Speed on Crit".
Demon

**Demons** are orange flying gargoyles that mostly dwell in the Cavern. On very high difficulties (4 BSC and above), they can also be found in the Slumbering Sanctuary and High Peak Castle.

## Behavior

Demons can detect the player through walls and platforms. They have a higher vertical detection range than horizontal.

Once it detects the player, it will fly towards them then either uses its melee attack or shoot fireballs.

Demons are immune to burn damage over time. However, they are relatively frail and will likely be breached when hit.

## Moveset

* **Description:** Fires a set of two high speed fireballs at the player while keeping their distance.
* Can be blocked, parried, or dodge rolled.
* Hitting them while they're flying will interrupt them and stop flying.
* Will move backwards if the player moves towards them during the attack, except right after they shot their projectiles.
* Will not fire upwards.

* **Description:** Slashes with some forward momentum.
* Can be blocked, parried, or dodge rolled.

## Strategy

Demons have less health than most enemies, but are dangerous if you're not able to ambush them. They are very mobile with fast attacks, so it's way better to kill them before they can react. While they can detect you from different platforms, their reaction time is fairly slow and should give you enough time to run up to them.

Ranged weapons are very effective against Demons as they can hit it out of its flight easily. If you don't have a ranged weapon, you will need either a shield to parry its fireballs or some kind of crowd control (Freeze/Stun/Root) or any sort of cooldown skill that can reach them and hit it out of its flight. Otherwise, they will be *much* harder to fight. Homunculus Rune can also be used to safely disable them and render one vulnerable.

When a Demon approaches you from below, there's a higher chance it will start with its melee attack. It is also useful to know that Demons can't fire at targets above them.

## History

* 1.6: Can no longer be shielded by protectors.
Corpse Juice

**Corpse Juices** are minor enemies spawned by Spawners. They can be found in the Ossuary and the Derelict Distillery.

## Behavior

* If there are less than 3 copies of this enemy nearby the Spawner will continue to generate them.
	+ The counter is kept individually with each spawner so for example, 4 spawners can have 12 copies of this enemy active at the same time.
* When they are close enough to the player, they will perform a melee stab that hits the player for massive damage.

## Moveset

* **Description:** Opens its mouth, then stabs using a sword-like tongue.
* Can be blocked, parried, and dodge rolled.

## Strategy

* Ranged attacks are effective as well, but you will need to crouch to hit them with most ranged weapons as shooting while standing up will result in the projectile flying over it.
* Due to its low health, groups of them can be easily slain with AOE attacks such as Explosive Crossbow, Lacerating Aura, and Powerful Grenade.
* Their only attack can be parried or rolled through.
* Quickly attacking with melee will do, but it can be difficult as they will swarm the player everywhere and the spawner can potentially generate one behind the player.

## Notes

* As they are spawned by another enemy, they do not count towards the no-hit counter, nor do they reduce the curse counter.

## Trivia

* Used to be called *Spawnling*.
* In the files, it is referred to as *slime*
Castle's Outskirts

*"No one comes here anymore but monsters or whip-wielding outcasts*

The **Castle's Outskirts** is a second level biome exclusive to the *Return to Castlevania DLC*.

In a land shrouded in night, Dracula's castle stands, ready to devour any intruders...if they somehow make it past the hordes guarding the perimeter.

## General information

### Access and exit

The Castle's Outskirts are accessible by an exit located in the Prisoner's Quarters, down a set of stairs with no enemies or traps. The first time this path is accessed, the Beheaded will encounter Richter Belmont, who requests his assistance in defeating Dracula.

There is only one exit from the Outskirts, which leads to Dracula's Castle.

### Loot and Shops

#### Boss Stem Cell rewards

=== Exclusivpwete blueprints === pwettttt

### Lore

#### Alucard's Coffin

Upon entering this biome, there will be a secret room past the elevator containing a coffin, which opens to reveal Alucard. Alucard will be confused as to who the Beheaded is, but accepts his aid in defeating his father Dracula and will bid him to use the elevator to reach the castle.

There is another secret room past the coffin containing a giant shield. Interacting with it yields Alucard's Shield to the Beheaded, unlocking it for future runs.

Once Alucard is awoken and the shield is acquired, this room will no longer spawn in future runs.

#### Maria's Prison

Upon entering this biome, a cat may be seen jumping around the level. Capturing it by interacting with it will give the Ribboned Key that can be used to unlock a room where Maria Renard is kept prisoner. After thanking the Beheaded for freeing her (and dissing Richter for not being her savior), she will drop the Maria Renard Outfit blueprint. The cat can be pet, granting the Maria's Cat item and unlocking it for future runs.

After the outfit blueprint and Maria's Cat have been acquired, this room, the cat, and the Ribboned Key will no longer spawn in future runs.

#### Wrecked Carriage

At the top of the elevator, opposite to the path to Dracula's Castle, the flaming wreckage of a carriage can be found. Turns out a certain someone (Richter) might not know how to break into fortresses of evil with subtlety...
Agitated Pickpocket

**Agitated Pickpockets** are enemies found in the Bank. They appear to be an infected form of the same creatures that sell things to the player, such as Guillain.

## Behavior

Agitated Pickpockets are seen throughout the Bank rummaging through piles of gold. Once one notices the player, it will then become aggressive and attack the player.

Upon dealing damage to the player, they will also steal some gold. Their pile of gold can still be seen after they left it, and can be destroyed.

## Moveset

* **Description:** Slash three times in quick succession at the player with their claws.
* Can be parried and dodged.
* If the player is far away the agitated pickpocket will roar and charge at them before using the attack.

## Strategy

Rolling past it while it attacks or runs at you is an effective way of dodging it. They can't turn around while performing either of these actions and it leaves them open for an easy kill.
Cluster Grenade

The **Cluster Grenade** is a grenade skill which throws a projectile that splits into several smaller bombs to cover a large area in explosions. Its blueprint can drop from Slashers.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which produces 6 bombs on contact with an enemy or a horizontal surface.
		- The main bomb and all bombs bounce off of a Shieldbearer's shield without detonating.
* **Tags:** Ranged, Explosive, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Echo**
		- "Explodes again after a brief moment."

## Notes

* This grenade works exceptionally well at dishing out damage in large areas due to its inherent properties. However, It can also deal much larger amounts of damage to enemies in smaller rooms because the explosions will be in a much more focused area of impact.

## History

* 0.1:
	+ Unlock cost increased from 25 to 40.
	+ Added tags "Explosive" and "Deployable".
* 0.2: Base DPS per bomb increased from 35 to 42.
* 0.3: Added tag "UnlockInPublicEvent".
* 0.4:
	+ Cooldown increased from 4 to 16 seconds.
	+ Now scales with  Tactics.
* 0.6:
	+ Base price increased from 1250 to 1800.
	+ Scaling changed from  Tactics to  Brutality.
* 0.7: Added legendary affix "IceDamage".
* 1.1:
	+ Cooldown increased from 16 to 20 seconds.
	+ Base DPS per bomb increased from 42 to 50.
* 1.9:
	+ Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.1: Scaling changed from  Brutality to  Brutality/ Survival.
* 2.9: Unlock cost decreased from 40 cells to 20.
* 3.0: Added the Legendary Affix "Echo".

 5 BSC spoiler:
Collector's Syringe
Lacerator

Slumbering Sanctuary (3+ BSC)

Throne Room (summoned by the Hand of the King)

Carduus Outfit (1+ BSC; 0.4%)

**Lacerators** are enemies found in the Prison Depths, Ramparts, Graveyard (1-3 BSC) and Throne Room (Summoned by The Hand of the King )

## Behavior

Once the Lacerator sees the player, they will pose, then do their spinning attack in that direction.

## Moveset

* **Description:** Spins across the stage after a long startup.
* Can be blocked, parried, and dodge rolled.
* If they hit a wall or gap while spinning, they will change direction.
* Cannot be hit by projectiles while spinning, except by those that hit through shields.

## Strategy

The Lacerator's single move has a very slow startup, but it's also *extremely* lethal. It can hit the player rapidly multiple times and each hit often don't deal enough damage to trigger one shot protection. It is very possible to die from a single spin attack at full health. Ideally, they should be killed before they can even attack, but if you can't kill it before it starts spinning, run away immediately, preferably to a different platform.

## Trivia

* This enemy was previously called *Spinner*.
* Lacerators previously spawned in the Ossuary as well, though this is no longer the case.
* Lacerators share the same skeletal body as the Slasher.
Assassin's Dagger

The **Assassin's Dagger** is a dagger-type melee weapon, which deals critical damage when hitting enemies from behind.

## Details

* **Special Effects:**
	+ Deals critical damage when it strikes an enemy from the back.
* **Breach Bonus:** -0.25 / 0
	+ **Base Breach Damage:** 24 / 35 (72 / 105)
	+ **Base Breach DPS:** 118 (354)
* **Combo Duration:** 0.5 seconds
	+ **First Hit:** 0.2 (0.2 + 0 + 0)
	+ **Second Hit:** 0.3 (0.2 + 0.1 + 0)
* **Tags:** UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Mega Crit**
		- "Critical hits +50% damage."

## Location

Found in a secret area up and to the left of the starting point in the Promenade of the Condemned.

## Synergies

* Using it together with Phaser is an easy high damage crit enabler as it teleports the player behind the enemy.
	+ Phaser can be used to apply Poison or Bleeding enabling X% increased damage if an enemy is bleeding/poisoned modifiers on the Assassin's Dagger.

## Notes

* The critical hit cannot be applied to Spawners, Protectors, Shockers, Impalers, Maskers, Conjunctivius, or the Giant, due to the fact that they have no backside.
	+ The same occurs with the Vorpan, as these enemies don't have a frontside either.
	+ It also cannot be applied to Euterpe, as she will always face the player.

## History

* 0.0: Introduced.
* 1.4: Changed from  Brutality to  Brutality/Tactics.
* 2.1: Changed from  Brutality/Tactics to  Brutality.
* 2.4:
	+ Base DPS increased from 100 (300) to 134 (402).
	+ Base breach DPS increased from 90 (270) to 118 (354).
* 2.9: Unlock cost decreased from 30 cells to 5.
* 3.0: Added the Legendary Affix "Mega Crit".
Armadillopack

**Armadillopack** is a survival-scaling mutation which lets the player parry with the shield stored in their backpack when rolling.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ Rolling will parry melee attacks and deflect projectiles with the shield in the backpack, dealing [50 base]% of the shield's damage.
* **Scaling:** +1.5% damage per Survival stat

## Notes

* Has a range of 3 tiles directly in front of the player.
* This mutation has a cooldown of 3 seconds. It does not go on cooldown when reflecting projectiles or bombs.
* This is an extremely effective mutation for builds that want the benefits of shields without having to parry, such as those involving Ice Shards, or builds containing two-handed weapons.
Arbiter

**Arbiters** are hand-shaped enemies found in the Cavern that act as an enhanced version of Inquisitors. They are exclusive to the *Rise of the Giant DLC*.

## Behavior

Arbiters fire a formation of five bolts in a wide spread instead of just one with at least one of them being aimed at the player.

When killed, the Arbiter drops a grenade which explodes and fires bolts in a hexagonal pattern, though it otherwise behaves like a normal grenade.

## Moveset

* **Description:** Shoots a set of missiles in the player's general direction.
* Can be blocked, parried, and dodge rolled.

* **Description:** Drops a grenade which fires bolts in a hexagonal pattern when killed.
* The grenade can be parried, which causes it to behave like a repelled explosive.
* The bolts can be blocked, parried, or dodge rolled.

## Strategy

To avoid getting hit, it is advised to bait them individually into attacking and parrying their attacks. Despite firing multiple projectiles, only one of them can effectively hit the player at range, making them similar to Inquisitors in a sense.

When wielding an off-color shield, however, parrying is less effective. Another safe option is to use the Homunculus rune to slowly kill them, as the range of this rune is larger than the Arbiter's detection field. In situations where neither of these approaches are possible (e.g. no shield, cursed), one can try to bait them on one side of the screen and quickly kill them from behind while they are firing at their previous location.

Elite Arbiters are ironically often easier to deal with than normal ones since they teleport and can be lured away. A notable exception to this is when an Elite Arbiter spawns with the electric cage ability, which makes it particularly hard to kill without getting damaged.

## Trivia

* Before *v1.3*, the *Update the 13th*, Arbiters were common enemies in most biomes at 3+ BSC. However, this resulted in excessive projectile spam and thus they removed and replaced them with Rampagers.

## History

* 1.3: No longer appears in 3+ BSC for countless biomes (tba)
Banished

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

## Behavior

The Banished always spawn in pairs. Most of the time, they will be hiding in the ceiling and drop down and ambush the player when one is between them. At close range, it will do a melee range stab or charge at the player if they are further away.

## Moveset

* **Description:** Yells and charges forward with its spear, dealing damage on contact.
* Can be blocked, parried, and dodge rolled.
* Stops once they hit something (player, deployables, etc.)

* **Description:** Thrusts forward with the spear.
* Can be blocked, parried, and dodge rolled.

## Strategy

What makes the Banished challenging are that they will wait on the ceiling to ambush the player and they always come in pairs. While one charging Banished may be easy to dodge, having both charge at the player from both directions can make dodging tricky and parrying not viable. The hitbox on their charge attack lasts a fairly long time and aren't stopped by walls, making encounters in small areas more dangerous.

Prevent the Banished's ambushing by watching the ceiling. It will be better able to dodge them if one can see them coming. Once they drop down, dash towards one of them and roll behind or jump over their charge attack, giving one time and space to dodge the other. Better yet, retreat to a different platform they are about to charge. Should one be caught in the middle with no room to escape, it is possible to try jumping over both of them at the center distance between them.

## Notes

* The Banished are still vulnerable to attacks while clinging to the ceiling.
* If the player roots a Banished while they are charging, they may sometimes continue to charge in place with the hitbox still lingering.
Crusher

The **Crusher** is a deployable skill which deploys a trap that slows down enemies walking on the ground immediately around it and deals massive damage.

## 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 crusher trap.
		- Trap slows down all targets who step on it.
		- Trap takes 1.1 seconds to charge before its first use and 0.8 seconds to charge its second and third uses.
		- Trap activates upon detecting an enemy walking on nearby ground, crushing all enemies standing on it for 135 base damage.
		- Trap requires proximity to the player to function - it ceases to function while the player is too far away. Slow effect always applies.
		- Trap is destroyed after its third use.
* **Tags:** Explosive, Deployable, NeedPower
* **Legendary Version:**
	+ **Forced Affix: Ice on Stop**
		- "Freezes nearby enemies when the effect ends."

## Trivia

* First version of this skill had a sprite of a wooden cross with prayer beads hanging on it.
* The sprite of the **Crusher** does not resemble the actual trap, which instead more closely resembles a stone monument covered in runes.

## History

* 0.3: Blueprint rarity changed from rare to common.
* 0.6: Scaling changed from  Brutality/ Tactics to  Tactics/Survival.
* 1.9: Now slows enemies within its range.
	+ Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.1: Scaling changed from  Tactics/ Survival to  Survival.
	+ Base damage decreased from 200 to 150.
* 2.4: Base damage decreased from 150 to 135.
* 3.0: Reduced the effectiveness of the slow on bosses and added a Legendary Affix:
	+ Added the Legendary Affix "Ice on Stop".

 5 BSC spoiler:
Collector's Syringe
Cold Blooded Guardian

**Cold Blooded Guardians** are snake-like enemies found in the Fractured Shrines and Undying Shores. They are exclusive to the *Fatal Falls DLC*.

## Behavior

When they spot the player, these enemies can move quickly towards them. At close range they will use their tail and poisoned claws for melee attack, while at long range they throw a javelin which they will teleport to when it lands if the player is on the same platform as the javelin.

## Moveset

* **Description:** At close range will swipe their tail at the player.
* Can be blocked, parried, and dodge rolled.
 ***Poisoned claws***
* **Description:** At close range will attack twice with it claws and will poison the player for a short amount of time.
 ***Spear throw***
* **Description:** Lifts spear and aims before throwing it at the player. Can throw to lower or higher levels if in line of sight. After a few seconds will teleport towards the spear.
* Can be blocked, parried, and dodge rolled.
* Can be jumped over or ducked under.

## Strategy

Close range attacks work fine, though pay attention to their melee attack and dodge/parry to avoid getting hit.

At longer range wait until they throw their spear and move away before it lands. You can prepare a trap at the spear for when they teleport towards it.

## Trivia

* The spear they use has the same ability as the War Javelin.
* The enemy is possibly a hybrid between a snake and a cultist due to its garb when compared to the Cultist Outfit.
	+ Its name probably derives from how snakes are ectotherms. Furthermore, it drops reptile-relevant blueprints.
Citizen

Citizen is the fifth social rank present in Merchants of Kaidan . It is achieved by completing the fourth mission given by Guildmaster Lassus in the Merchant's Guild in the capital city of Ovoros.

### Unlocking

You can try unlocking the rank once you amass 50 000 trigons overall wealth. The rank is unlocked by completing the following mission:

Within the next 70 days, travel only by ship and increase your wealth by 10 000 trigons. You can travel on land only directly to the nearest seaport in Vergotto and back form Vergotto when you're ready to complete the task.

### Possibilities

Can trade all normal and luxurious goods

Can travel by land, sea and air

Can sell hill herb, price of sale lowered by 30%

Can hire one-star specialists without penalty
Living Barrel

**Living Barrels** are a unique enemy found only in the Derelict Distillery. They function similarly to Kamikazes, as they can self-destruct to harm the player. However, they also have other unique traits that distinguish them from other enemies, such as being able to camouflage in with their surroundings.

## Behavior

Living Barrels are hidden in the background and mimic regular barrels, but will reveal themselves when the player gets close enough. After that, it can chase after the player across platforms.

While undamaged, they shoot spikes. After they take any amount of damage, they begin to prime and chase after the player before exploding.

**Elite Living Barrels** have no attack pattern changes, but attack faster and are even harder than usual to stun.

## Moveset

* **Description:** Launches five spike projectiles around itself, firing up, sideways, and diagonally.
* Can be blocked, parried, and dodge rolled.

* **Description:** When damaged, begins to flash red and start ticking. It will explode after a few seconds and chase the player until it does.
* Explosion can be blocked or parried.
* **Cannot** be dodge rolled.
* Once primed, it has a set lifetime before it detonates.
* Will briefly stop before exploding.

## Strategy

Living Barrels are extremely aggressive when aggroed. They are fast and their spike attack deals a lot of damage, their explosion moreso. They make moving around in the Distillery very dangerous, as one (or more) can jump out at any minute. When a Living Barrel is near, wait for the right positioning to avoid getting hit by them.

If one has access to an item with burst damage, it can be used to kill them quickly before they explode. Otherwise, it's best to hit them once and run away from them. Running away is easier if there are multiple (safe) platforms to jump to and have a speed boost active.

If trying to use a Blueprint Extractor on an Elite Living Barrel, it's highly recommended to disable it somehow so it can't interfere during the extraction once it has been sufficiently whittled down.

## Notes

* Similarly to Infected Workers, Living Barrels can be baited into destroying the damaged walls encountered in the Derelict Distillery when they self-destruct.

## Trivia

* This enemy, along with the rest of the content found within the Derelict Distillery, as well as the biome itself, were added in update *v2.0*, also known as the *Barrels o' Fun Update*.
* Their thin purple legs resemble those of Hammers.
Jerkshroom

**Jerkshrooms** are enemies that only appear in the Dilapidated Arboretum. They are exclusive to the *Bad Seed DLC*.

## Behavior

When a Jerkshroom spots the player, it will do one of the following actions:

* It will charge at them, and use a small vertical swipe attack that can be parried or rolled through.
* If the player is facing the Jerkshroom, it will hide in its shell until the player looks in the opposite direction. It will be impervious to most attacks while in its shell, with the exception of all weapons with the "ignores shields" trait.

## Moveset

* **Description:** Bends down to negate attacks using its shell.
* Cannot be blocked, parried or dodge rolled.
* Weapons and skills that ignore shields will still be able to damage the Jerkshroom while it's hiding.

* **Description:** Charges at the player, swiping vertically upon impact.
* Can be blocked, parried, and dodge rolled.
* If the Jerkshroom is hiding, then it will always perform this move afterwards.

## Strategy

As Jerkshrooms are small but often semi-abundant, it's best to have a weapon or skill that works in a relatively large area of effect, as they can effectively handle a group of Jerkshrooms. Any weapons or skills that can ignore shields work wonders for quickly killing these enemies, as they can bypass the hide and shorten the time needed to kill Jerkshrooms by a fair amount in most cases. The Homunculus rune can also be an effective way to handle them, as it ignores shields and can often latch onto them with ease. If you can kill Jerkshrooms before they can hide, then they should pose little to no problem.

## Trivia

* A Jerkshroom was prominently featured in the *Bad Seed DLC* launch trailer alongside the new Yeeter enemy.
	+ Jerkshrooms first appeared in the *Bad Seed DLC* teaser, once again alongside the Yeeter.
Defender

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

## Defender

### Related

Protector

**Defenders** are small masked enemies found in the Astrolab that carry a Protector with their hands and move around to shield other enemies. They are exclusive to the *Rise of the Giant DLC*.

## Behavior

Defenders are capable of protecting at least one enemy with a force field, during which they gain damage reduction. The shielding effect is not restricted to a single enemy, although they may follow their intended target. Defenders themselves cannot be shielded by other defenders.

If they are not currently defending an enemy, Defenders will only perform a melee attack with the Protector.

## Moveset

* **Description:** Swings at the player. This attack can only be performed if the Defender is not shielding any enemies.
* Can be blocked, parried, and dodge rolled.

## Trivia

* The name Defender was previously used by the Protectors, which these enemies carry around.
* Defenders were added with the *v1.2* update, aka *Rise of the Giant DLC* in March, 2019.
Instinct of the Master of Arms

**Instinct of the Master of Arms** is a colorless mutation which reduces the cooldown of skills when dealing critical hits.

## Details

* **Scroll Cap:** 24 of the highest stat
* **Special Effects:**
	+ Each critical hit reduces skill cooldown by [0.08 base] seconds.
	+ The effect has a cooldown of 0.2 seconds.
* **Scaling:** +0.04 seconds reduction per highest stat

## Notes

* Can only trigger once every 0.2 seconds.
* The effect can triggered with shields because a parry with them inflicts a critical hit.

## History

* 1.9: Now unlocked by default. No longer dropped from Lancers.
* 2.4: Effect cooldown decreased from 0.45 seconds to 0.2.
Blood Sword

The **Blood Sword** is a sword-type melee weapon which inflicts bleeding on enemies it hits.

## Details

* **Special Effects:**
	+ Inflicts bleeding on hit (3.5 base bleeding DPS per effect).
		- Each stack of bleeding lasts for 12 seconds.
* **Breach Bonus:** -0.4 / -0.3
	+ **Base Breach Damage:** 15 / 17.5
	+ **Base Breach DPS:** 79
* **Combo Duration:** 0.41 seconds
	+ **First Hit:** 0.25 (0.25 + 0 + 0)
	+ **Second Hit:** 0.16 (0.16 + 0 + 0)
* **Tags:** NoCritical, Bleed, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Double Stack**
		- "Applies 2 stacks of damage over time effects instead of 1."

## Synergies

* Best paired with other bleeding items and abilities such as Throwing Knife or Open Wounds, which can help stack bleed effects more quickly for more bleed explosions.
* Works well with the weapon Sadist's Stiletto, enabling the player to attack once with Blood Sword to inflict bleeding for the long duration of 12s, allowing Sadist's Stiletto to crit.
* It pairs well with the "+60% damage to a bleeding target" affix on another weapon due to its long effect duration.

## Notes

* Affixes such as "+80% damage on poisoned targets" apply to the weapon's attacks as well as the inflicted bleed status.
* This weapon deals less damage than the Rusty Sword, and has an unusual two-swing combo, but is effective at stacking bleed on enemies. This weapon thus benefits from skills that carry the bleed damage affix.
* It pairs well with the "+60% damage to a bleeding target" affix on another weapon.

## History

* 1.9:
	+ Increased bleeding time from 6 to 12 seconds.
	+ Reduced bleeding DPS from 9 to 5.
* 2.1: Reduced bleeding DPS from 5 to 3.5.
* 3.0: Added the Legendary Affix "Double Stack".
Achievements and Trophies

The following is a list of achievements and trophies in the game Dead Cells. There are **108** available achievements, with **6** of them being only available to PC and the Nintendo Switch, as well as an additional trophy for full completion on PlayStation 4.

The player can view their achievements by visiting the Scribe in Prisoners' Quarters.

## History

* 0.3: Added more achievements (TBA)
* 1.8: Introduced 10 new achievements:
	+ 8 that are related to the *Bad Seed DLC*.
	+ One that is related to the Corrupted Prison.
	+ One that is related to not breaking doors.
* 2.0: Introduced 3 new achievements related to the Derelict Distillery.
* 2.2: Introduced 12 new achievements related to the *Fatal Falls DLC*.
* 2.3:
	+ Reordered the Fatal Falls achievements in the Statistics panel to a more logical order.
	+ Fixed the *Me, Jealous?* achievement not triggering.
	+ Fixed the *Pool Party* achievement not always unlocking.
	+ Fixed the *A cut above* achievement triggering on hits instead of kills.
* 2.7:
	+ Added 33 of the 34 missing achievements to Xbox One and PlayStation 4.
	+ Introduced 18 new achievements:
		- 17 that are related to the *Queen and the Sea DLC*.
		- One that is related to having two pets active at once.
* 2.8: Introduced 3 new achievements related to the Bank.

## Footnotes

1. ↑ Bouncing on the mushrooms outside the arena will not affect this achievement.
2. ↑ The damage from falling into the void has to kill the Queen for this achievement.
3. ↑ One of these weapons can simply be kept in the backpack the whole game, allowing the player to use two other weapons as normal, and it will still count.
4. ↑ Inside a Passage, summon either the Great Owl of War, the Mushroom Boi!, or the Leghugger first. Then summon the Serenade. If done correctly, a cutscene will play.
5. ↑ Exclusive to Playstation Console
Force Shield

The **Force Shield** is a shield weapon which generates a force field protecting the player from any damage when held up. When the force field is ready, this shield cannot parry attacks. Otherwise, its ammunition (charge level) regenerates, and parrying greatly accelerates the process. In exchange for these abilities, the force shield has an extremely low percentage of damage reduction.

## Details

* **Ammo:** 10
* **Base Absorbed Damage:** 15%
* **Special Effects:**
	+ Creates a force field for 3 seconds (0.3 seconds per ammo) when held up.
	+ Ammo regenerates at a rate of 1 per 3.5 seconds. This can't happen when the shield is up.
	+ A parry recharges 0.5 seconds of force field duration.
	+ Ammo depletes as long as the shield is held up and this accelerates as it absorbs attacks.
* **Breach Bonus:** -1
	+ **Base Breach Damage:** 0
	+ **Base Breach DPS:** 0 (0)
* **Tags:** Shield, LimitedAmmo, CanPrepareWithoutAmmo, DisableVerboseAmmo, NoAmmoPerk, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Frost Shield**
		- "Freezes enemies blocked with a parry."

## Notes

* The Force Shield is the only shield in the game to use ammo, albeit in a very unique form, unlike any other weapon.
* It is not affected by the mutation Ammo.

## Trivia

* Used to be called the *Front Line Shield* and worked differently prior to *v1.1*.
	+ It wasn't able to parry, but in exchange, it reduced incoming damage by 90%. This generated extreme infamy in the community and it was removed. The sprite was then recycled for the current Force Shield while the original force shield was renamed to the Rampart. The original Front Line Shield was later resurrected as an entirely different shield.

## History

* 1.1: Name changed from "Front line shield" to "Force shield".
* 2.9: Unlock cost decreased from 100 cells to 40.
* 3.0: Added the Legendary Affix "Frost Shield".
Magic Bow

**Magic Bow** is a ranged weapon which launches five slow homing arrows at once, with each arrow inflicting increased damage if they hit the same enemy.

## Details

* **Ammo:** 20
* **Special Effects:**
Shoots a salvo of 5 arrows that home in on enemies.
	+ The arrows deal more damage if they hit the same enemy.
		- Damage increases by 7% for each arrow hitting the same target.
* **Breach Bonus:** 0
	+ **Base Breach Damage:** 25
	+ **Base Breach DPS:** 17
* **Attack Duration:** 1.2 seconds
	+ **Charge:** 0.6
	+ **Lock:** 0.3
	+ **Cooldown:** 0.6
* **Tags:** Ranged, HasBullets, LimitedAmmo, NoCritical
* **Legendary Version:**
	+ **Forced Affix: Double Bullets**
		- "Fires twice as much bullets."

## History

	+ Added the Legendary Affix "Double Bullets".
		- The damage scaling stops increasing after 5 arrows.
* 3.1: Damage scaling changed from Tactics/Survival to Tactics only.
Forgotten Map

The **Forgotten Map** is a unique, power skill which can only be used once per run that reveals the full layout of the current biome.

## Details

* **Special Effects:**
	+ Using the Forgotten Map reveals the full layout of a biome, with its exits and boss cell doors, as well as any scrolls, starred enemies, and loot hidden within secret areas. It is consumed upon use and disappears from the player's inventory.
		- Starred enemies may carry scrolls, legendary items or corrupted artifacts.
* **Tags:** SingleUse, NoAffix, NoDamage, NoQualityUpgrade

## Location

When the Specialist's Showroom upgrade is unlocked, the Forgotten Map can be found in a cell next to the Hunter's Grenade. The player can unlock it for 4000 Gold or destroy the gate for a 50-kill Curse.

## Trivia

* When used, the game will say "You have been initiated into the secrets of the Architects".
* The Forgotten Map, Blueprint Extractor and Hunter's Grenade are the only single-use skills in the entire game.

 5 BSC spoiler:
Collector's Syringe
Magic Missiles

**Magic Missiles** are a magic-type ranged weapon which shoots projectiles extremely quickly, and can target enemies in any direction from the player. This item is exclusive to the *Rise of the Giant DLC*.

## Details

* **Special Effects:**
	+ Automatically targets the closest enemy.
* **Breach Bonus:** -1 / -1 / -1 / -1 / -1
	+ **Base Breach Damage:** 0 / 0 / 0 / 0 / 0
	+ **Base Breach DPS:** 0
* **Combo Duration:** 1.22 seconds
	+ **First Hit:** 0.18 (0.18 + 0 + 0)
	+ **Second Hit:** 0.21 (0.21 + 0 + 0)
	+ **Third Hit:** 0.21 (0.21 + 0 + 0)
	+ **Fourth Hit:** 0.21 (0.21 + 0 + 0)
	+ **Fifth Hit:** 0.41 (0.21 + 0.2 + 0)
* **Tags:** Ranged, RapidFire, NoCritical, HasBullets, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Super Pierce**
		- "Shots pierce all enemies."

## History

* 2.4: Base DPS increased from 111 to 164.
* 2.9: Unlock cost decreased from 100 cells to 40.
* 3.0: Added the Legendary Affix "Super Pierce".
Hunter's Instinct

### Scaling

**Hunter's Instinct** is a tactics-scaling mutation which reduces the cooldown of skills for each enemy killed with a ranged weapon.

## Details

* **Special Effects:**
	+ Each enemy killed with player's ranged weapons reduces the cooldown of skills by [0.3 base] seconds.
* **Scaling:** +0.12 seconds per Tactics stat

## Notes

* This mutation triggers if the enemies are killed by attacks from ranged weapons, parried shots (using Shields), and bombs/arrows from weapons' affixes (including Melee Weapons). Does not trigger with melee attacks and skills.
	+ Due to how the game qualifies what counts as a ranged kill, killing an enemy using a melee attack followed by a ranged weapon will not activate this mutation. However, it will activate the mutations Predator and Killer Instinct.
Hand Hook

The **Hand Hook** is a melee weapon exclusive to the *Queen and the Sea DLC* with a 2 hit combo. The last hit of the combo throws the hit enemy behind you dealing knockback to enemies it hits. When the thrown enemy hits a wall it receives critical damage.

## Details

* **Special Effects:**
	+ The last attack of a combo throws the enemy backwards. If the thrown enemy hits a wall or another entity, it and any other enemies that stand by the wall receives critical damage.
* **Breach Bonus:** 0.7 / 0.5
	+ **Base Breach Damage:** 68 / 45
	+ **Base Breach DPS:** 171 (254)
* **Combo Duration:** 0.66 seconds
	+ **First Hit:** 0.26 (0.2 + 0.06 + 0)
	+ **Second Hit:** 0.4 (0.2 + 0.2 + 0)
* **Legendary Version:**
	+ **Forced Affix: Bleed on Hit**
		- "Makes the victim bleed."

## Notes

* Throwing an enemy into spikes with the hand hook will grant the achievement 'Plank walk'

## History

* 3.0: Reworked the weapon and added a Legendary Affix.
	+ Removed the first attack (it's now a 2-hit-combo)
	+ Removed the ability to throw enemies forwards instead of backwards by turning around after connecting the final hit.
	+ Increased Base DPS from 102 (168) to 106 (318).
	+ Increased the Breach Power of the now first hit from 0.5 to 0.7.
	+ Now also crits when the thrown enemy hits another entity.
	+ Added the Legendary Affix "Bleed on Hit".
Acrobatipack

**Acrobatipack** is a tactics-scaling mutation which lets the player shoot a projectile from a ranged weapon stored in the backpack when they attack using a ranged weapon.

## Details

* **Special Effects:**
	+ After rolling, attacking will fire a projectile of the ranged weapon in the backpack, dealing [25 base]% of its damage.
		- This mutation has a cooldown of 3 seconds.
* **Scaling:** +1% damage per Tactics stat

## Notes

* The mutation only triggers if the player uses a ranged weapon directly. Melee weapons that can launch ranged projectiles, such as the Shrapnel Axes or the Maw of the Deep, will not benefit from Acrobatipack. For the same reason, using the Reload ability of the Heavy Crossbow somehow trigger the mutation, despite it not being an attack itself.
* The projectiles fired will not return to the user, lack certain special effects and will remain for 60 seconds. However, they can still be pulled from enemies by using the Ripper mutation for extra damage.
* The launched projectile does not consume ammo of weapon in backpack. Therefore, weapons with highly limited ammo such as The Boy's Axe can be fired multiple times from the backpack without needing to retrieve any.
* Damage over time weapons such as the Firebrands or the Alchemic Carbine will have their impact damage reduced by this mutation, but the damage done by the DOT effect will not be reduced. Similarly, the Hokuto's Bow will have the damage of its base attack reduced, but the amount of bonus DPS applied by the  mark status will not be reduced.
Explosive Decoy

The **Explosive Decoy** is a utility deployable skill which grants brief invisibility and drops a decoy that attracts the attention of nearby enemies before exploding.

## Details

* **Special Effects:**
	+ The player turns invisible for 2.5 seconds, and a decoy appears in their place which attracts the attention of nearby enemies for a brief time.
	+ Upon the end of the 2.5 seconds, the decoy explodes, dealing 22 base damage to enemies in close proximity.
	+ Can be manually detonated.
		- At the same time, it releases 6 grenades in rapid succession that also deal 22 damage.
* **Tags:** Deployable, Explosive, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Run Speed on Kill**
		- "Increases your movement speed for 5 seconds after killing an enemy."

## Notes

* The achievement "Going Down!", which requires the player to kill an enemy with an elevator, can be received by killing the decoy with an elevator.

## Trivia

* The sprite for the decoy is the same as the Protector but with a different head.
* There used to be a bug where it would show in the monsters' slain statistics at the Scribe.

## History

* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.9: Can now be manually detonated.
* 3.0: Added the Legendary Affix "Run Speed on Kill".

 5 BSC spoiler:
Collector's Syringe
Firebrands

**Firebrands** is a fire-type ranged weapon which lobs projectiles that explode into pools of fire.

## Details

* **Special Effects:**
	+ Sets the ground on fire. Enemies touching the fire are periodically inflicted with a burning effect, taking 19 base burning DPS per effect for 3 seconds.
* **Breach Bonus:** -1
	+ **Base Breach Damage:** 0
	+ **Base Breach DPS:** 0
* **Attack Duration:** 0.65 seconds
	+ **Charge:** 0.1
	+ **Lock:** 0
	+ **Cooldown:** 0.55
* **Tags:** NoCritical, Ranged, Fire, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Double Stack**
		- "Applies 2 stacks of damage over time effects instead of 1."

## Synergies

* This weapon is best used as a supporting tool. As a very accessible and effective means of setting enemies on fire, it synergizes nicely with affixes related to fire damage or oil.
	+ This weapon also synergizes very well with the Oiled Sword.

## Notes

* Affixes such as "+30% damage on slowed targets" apply to the projectile as well as the inflicted burn status but not the fire it spreads on the ground.
* Firebrands sacrifices ranged capability and defence for a powerful area-of-effect. This weapon favors hit-and-run strategies, and a reliance on synergies.
* This weapon is a viable alternative to the Fire Grenade, and generally does slightly more damage.

## Trivia

* The handle sprite on the icon resembles that of the Torch.
* The sprite of a thrown Firebrand is identical to that of the Torch's icon.

## History

* 2.4: Base DPS increased from 8 to 31.
* 3.0: Added the Legendary Affix "Double Stack".
Double Crossb-o-matic

**Double Crossb-o-matic** is a deployable skill which deploys a turret that rapidly shoots at 2 nearby enemies.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface.
		- The projectile bounces off of Shieldbearer shields without detonating.
	+ Upon use, deploys a ranged turret.
		- Turret targets the 2 nearest enemies in a cone on either side.
		- Turret deals damage 5 times a second, producing a base shot damage of 8.
		- Turret can be destroyed by enemies - remaining health is indicated by a small yellow bar above the turret.
		- Only one turret per Double Crossbow-Matic skill can be active at a time - attempting to deploy another turret will destroy the first one.
		- Turret stops operation if the player moves too far away and resumes operation once the player comes back within range.
* **Tags:** Ranged, HasBullets, Deployable, NeedPower, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Super Pierce**
		- "Shots pierce all enemies."

## Notes

* The dps is for each arrow fired. When shooting two arrows the dps is double.

## Trivia

* This item was previously named *Quick-Fire Turret* and *Horizontal Turret*.

## History

* 0.1: Now requires the player to be in range to operate.
* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.9: Unlock cost changed from 15 cells to 5.
* 3.0: Added the Legendary Affix "Super Pierce".

 5 BSC spoiler:
Collector's Syringe