recursal/Fanatic-Fandom huggingface dataset:
Heavy Turret

The **Heavy Turret** is a deployable skill which deploys a slow-firing turret that stuns enemies, and also improves the player's damage output by +15% when nearby.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface.
		- The projectile bounces off of a Shieldbearer's shields without detonating.
	+ Upon explosion, deploys a ranged turret.
		- Turret targets the nearest enemy in a cone on either side.
		- Turret fires a shot once per second, which deals 55 damage.
			* Stuns enemies for 0.8 seconds with each shot.
		- Turret can be destroyed by enemies - remaining health is indicated by a small yellow bar below the turret.
		- Only one turret per Heavy Turret skill can be active at a time - attempting to deploy another turret will destroy the first one.
		- The turret stops operation if the player moves too far away, but resumes operation once the player comes back within range.
			* While the player is within range and for 0.8 seconds after straying out of range, they gain a buff that makes them deal 15% more damage with all weapons and skills.
* **Tags:** Ranged, HasBullets, Deployable, NeedPower, HeavyWeapon, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Super Pierce**
		- "Shots pierce all enemies."

## Notes

* Damage buff potency and duration are fixed values.

## History

* 0.6: No longer scales with survival.
* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.9: Unlock cost decreased from 40 cells to 5.
* 3.0: Added the Legendary Affix "Super Pierce".

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Collector's Syringe
Lightning Bolt

The **Lightning Bolt** is an electric-type ranged weapon which deals more damage if it is channelled for an extended amount of time, and also damages the player if they use it for too long. Like all electric weapons and items, it also inflicts shock damage.

## Details

* **Special Effects:**
	+ Lighting Bolt requires 0.2 seconds of wind-up before lightning starts to be channelled.
	+ Lightning damages an enemy once every 0.2 seconds with the first tick occurring at the end of the windup.
		- Ticks 1-4 deal normal tick damage using blue lightning.
		- Ticks 5-11 deal 3.1x damage (93 critical tick damage). Ticks 5-11 use yellow lightning, tick 12 uses red lightning, and any further ticks significantly damage the player.
	+ When channelling is stopped, the player regains control after 0.25 seconds.
* **Breach Bonus:** -1
	+ **Base Breach Damage:** 0 (0)
	+ **Base Breach DPS:** 0 (0)
* **Attack Duration:** 0.45 seconds
	+ **Charge:** 0.2
	+ **Lock:** 0.25
	+ **Cooldown:** 0
* **Tags:** Ranged, Electric, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Global Shield on Use**
		- "Generates a shield when used."

## Synergies

* A colorless version of this item can be good with the mutation Vengeance, which scales with Brutality. This is because Vengeance increases the player's DPS (from all weapons, skills, and miscellaneous mechanics) and reduces damage taken by a flat 30%, and is triggered as soon as they take damage from any source. This effectively reduces self-damage from this weapon while still offering high DPS.

## Notes

* Using this weapon after 10 ticks will influence the locking of a Perfect Door, even if the player did not directly take damage from an enemy.
* Affixes such as "+60% damage on bleeding targets" apply to this weapon's attacks as well as the inflicted shock status.

## Trivia

* The weapon and quote in the description are a reference to Star Wars. In particular, it references the character Darth Sidious, who is infamous for his prolific use of Force Lightning.
	+ The fact that the weapon damages the player after prolonged use may reference how Darth Sidious permanently scarred himself with his lightning when he used it to fight Mace Windu in *Star Wars: Episode III – Revenge of the Sith*.

## History

* 3.0: Changed the number of crits before receiving recoil and added a Legendary Affix:
	+ Changed Base DPS from 114 (331) to 111 (362).
		- Crits start 1 tick earlier.
		- Player damage starts 1 tick later.
	+ Added the Legendary Affix "Global Shield on Use".
Leghugger

* Normal
* Evolved

* Normal
* Second Activation

* Normal
* Second Activation

The **Leghugger** is a power skill that summons a pet Leghugger that follows you and attacks enemies automatically. After being used for some time, it can "evolve" into a stronger form which carries forward to other instances of the skill. It is exclusive to the *Queen and the Sea DLC*.

## Details

* **Special Effects:**
	+ Summons a Leghugger pet that attacks enemies.
		- The Leghugger cannot be targeted by enemies.
		- Leghugger attacks by biting enemies. It deals critical hits on bleeding enemies.
		- After 100 bites, Leghugger will evolve into adult form.
	+ Activates the skill again to make the Leghugger inflicts bleed debuff to enemies around it. The pet can inflict 1 bleed stack in baby form and 3 bleed stacks in adult form. The debuff lasts for 5 seconds.
* **Tags:** Pet, TransformOnUse, InstantBlueprint, NeedManualUnlock, PetBuff
* **Legendary Version:**
	+ **Forced Affix: Bleed on Hit**
		- "Makes the victim bleed."

## Location

After finding the Fisherman's letter in Prisoners' Quarters, go to Toxic Sewers and look for the Fisherman. He will instruct the player to go to Stilt Village. There, a lore room can be found containing an Elite Armored Shrimp. Once killed, Michel's corpse will drop the Crowned Key, as well as a Leghugger, which forces itself into one of the player's skill slots, causing the previous item to be dropped on the ground. The Leghugger is automatically unlocked with no blueprint or cells required once it's obtained.

## Gallery

* Baby Leghugger
* Evolved Leghugger

## History

* 3.0: Improved AI, Quality of Life and added a Legendary Affix:
	+ Now jumps on a nearby target before launching its reactivation attack.
	+ Now keeps its growth state even after picking up a different Leghugger.
	+ Added the Legendary Affix "Bleed on Hit".

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Collector's Syringe
Infantry Grenade

The **Infantry Grenade** is a grenade skill which has a short cooldown and throws a medium-damage explosive at a small area of effect.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes for 90 base damage in a small area of effect on contact with an enemy or a horizontal surface.
		- The projectile bounces off of a Shieldbearer's shield without detonating.
* **Tags:** Ranged, Explosive, ShortCooldown, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Oil**
		- "Covers victims in inflammable oil."

## History

* 0.6: Scaling changed from  Brutality/Tactics to  Brutality.
* 0.7:
	+ Added legendary affix "Oil".
	+ Added tag "Shortcooldown".
* 1.1:
	+ Cooldown decreased from 6 seconds to 4 seconds.
	+ Base DPS increased from 55 to 90.
* 1.2: Added tag "UnlockInPublicEvent".
* 1.3: Base DPS decreased from 90 to 70.
* 1.9:
	+ Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.4: Base damage increased from 70 to 90.
* 3.0: Added the Legendary Affix "Oil".

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Collector's Syringe
Lightning Rods

The **Lightning Rods** are a power skill exclusive to the *Fatal Falls DLC* which causes a lightning strike that can chain between rods and inflicts shock on struck enemies.

## Details

* **Special Effects:**
	+ The player can place down two rods separately. When the second rod is placed, lightning strikes the first placed rod from above and will chain to the second one.
		- The lightning can travel through walls and platforms, and even the initial strike can damage enemies that were above the first rod.
		- Enemies in water will take critical damage from the lighting.
		- If the second rod has not been placed after 5 seconds, the skill will go on cooldown.
* **Tags:** Electric, HasDuration
* **Legendary Version:**
	+ **Forced Affix: Fire on Stop**
		- "Burns the ground when the effect ends."

## Notes

* Despite the fact that the lightning rods are placed on the ground, they do not count as deployable traps and therefore do not benefit from any deployable related affixes, mutations, and other abilities, such as Support.

## History

* 2.4: Base damage increased from 50 (100) to 75 (150).
* 3.0: Added the Legendary Affix "Fire on Stop".

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Collector's Syringe
Ground Shaker

**Ground Shakers** are bulky, four-legged enemies found in the Cavern that have huge paws and an armored back. They are exclusive to the *Rise of the Giant DLC*.

## Behavior

Ground Shakers are immune to stun. They also cannot be harmed from the back by any attack that does not ignore shields.

At melee range, it will perform a three-pound combo then a devastating ground slam. At a distance, it stomps and breaks rocks loose from the ceiling.

## Moveset

* **Description:** Stomps with its hind legs, causing rocks to fall from the ceiling.
* **Cannot** be blocked or parried.

* **Description:** Slashes at the front three times, then charges up for a powerful slam that sends a shockwave forward.
* Melee attacks can be blocked, parried, or dodge rolled.
* The shockwave **cannot** be blocked, parried, or dodge rolled.
* Cannot turn around during the melee combo.

## Strategy

Since Ground Shakers are invincible from the rear and can't be stunned, killing one almost always requires drawing aggro. The very first thing to watch out for is its avalanche attack. Unless the ceiling is low, do not dodge when you see the shine in the ceiling, but wait for the rocks to fall down before rolling. Fighting a Ground Shaker with uneven ceiling is tricky because the falling rocks can throw off your timing. Bait out the attack from as far away as possible if it's located in an uneven area.

Its melee attack is easily telegraphed and takes longer to attempt. The startup before its first swing gives you enough time to roll away, and the final shockwave attack takes much longer to come out. Even with slow weapons, it should be easy to hit it at least twice while it's charging up the shockwave. Some weapons with longer range can hit the Ground Shaker away from its claw attacks. Though it is riskier, the melee attack can be parried and deal notable damage or give the player a good position against the Ground Shaker if the player times their parries well, but the shockwave cannot be parried and must be dodged.

Generally, to deal with a Ground Shaker, first watch out for falling rocks. Then, either kill it from a distance before it can use its shockwave attack, or get very close to it while it's charging up the shockwave and roll behind it before it comes out. Because of its large size, you need to get as close as possible to roll behind it.

Ground Shakers are extremely vulnerable to ranged weapons since when they aggro the player, they will have to face them, causing them to expose their vulnerable front sides.
Guillain

* Normal
* Bag
* Armor

“*I'm really happy I found this great stinking pile of corpses!*„

**Guillain** (pronunciation: [ɡi'lɛ̃]) is an NPC in *Dead Cells* who provides the player with a Mutation between biomes — up to 3 total.

After choosing mutations, the player can have Guillain reset them for 1,000 gold. A second reset costs 2000, a third 4000 and fourth 8000.

Not much is known about Guillain. They sit happily next to the pile of corpses left by the Beheaded's previous attempts. Their proximity to the Collector suggests they know him or work with him.

Guillain resembles the merchants, the Blacksmith, and the Blacksmith’s Apprentice. These characters have a chameleon/goblinlike appearance, seemingly the same species.

From the new heads in the "The End is Near" update, we're safe to assume Guillain is the name of the species, but is possibly also the name of *all* Guillains.

For good measure, here's a list of all Guillains as of the clean-cut update.

1. The two Guillains that appear in passages
2. The Blacksmith that runs the Legendary Forge
3. Shopkeepers; the mimic will have shapechanged to resemble a Guillain but is not actually one of them
4. The Guillain that replaces The Collector.(Only on 5BC)
5. The one that appears in the Mimic Warning Lore Room, both inside and outside of the Bank
6. The one in the Bank with the piggie bank, who appears to be fundraising for a party
7. The one in the Library in the Bank
8. The hairdresser, but not the hairdresser's daughter
9. Various dead Guillians can be seen in the background of the Bank, as opposed to the more humanoid corpses in other biomes

Quotes:

* "*I'm really happy I found this great stinking pile of corpses!*"
* "*You can't even imagine all the stuff you can find in here!*"
* "*By the way, it's an odd thing to say... But you... kind of look like these guys...*"
* "*Oh yeah, sorry about the smell...*"
* "*In any case, it beats selling a bunch of old ju... Stuff... Yeah, stuff.*"
* "*Well, I'm going back to digging through the filth for some more goodies!*"
* "*I'll see you again, I guess...*"
* "*...*"
* "*Errrr...*"
* "*...*"
* "*cough*"
* "*...*"

## Gallery

* Guillain chasing monsters with the Beheaded on the Pimp My Run update poster.
Great Owl of War

* Normal
* Second Activation

The **Great Owl of War** is a power skill which summons a pet owl that will follow you and attack enemies automatically.

## Details

* **Special Effects:**
	+ Summons a pet owl that flies around behind the player upon use.
		- When an enemy is nearby, the owl will shoot projectiles at it, similarly to a turret, dealing 32 base DPS.
		- Using the skill again will enrage the owl, increasing its base DPS to 95 for 10 seconds while also going on a 34 second cooldown before it can be activated again.
		- The Owl despawns when entering passages or if the player takes damage. Its CD won't start until then.
* **Tags:** Pet, PetBuff, TransformOnUse, Ranged, HasBullets, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Super Pierce**
		- "Shots pierce all enemies."

## Notes

* It will only attack enemies in direct line of sight to the player, and will not attack through walls or platforms.

## History

* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.4: Base critical DPS decreased from 105 to 95.
* 2.9: Unlock cost increased from 80 cells to 100.
* 3.0: Added the Legendary Affix "Super Pierce".

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Collector's Syringe
Festering Zombie

Undying Shores (After visiting Stilt Village)

**Festering Zombies** are enemies that resemble a worm. They are encountered in the Ancient Sewers, Stilt Village, as well as the Toxic Sewers on higher difficulties.

## Behavior

Festering Zombies will perform a melee attack up close, similar to a regular Zombie.

At range, it fires an egg which spawns a Corpse Worm. This attack can sense players through terrain obstacles.

Festering Zombies are not subjects to enemy teleportation in higher difficulties.

## Moveset

* **Description:** A melee range scratch with a long startup.
* Can be blocked, parried, and dodge rolled.

* **Description:** Throws an egg at the player that hatches into a Corpse Worm when it lands.
* Does not deal damage on contact.
* Can go through walls and floors.
* If you parry the egg, 3 friendly Biters are spawned when it hatches (6 Biters with Parry Shield).
	+ If more Biters are spawned in the same way, the oldest summoned Biters are despawned.

## Strategy

Festering Zombies pose little threat alone. Their melee attacks are just as slow as predictable as the regular Zombie's and they make no effort in trying to avoid you. It's the Corpse Worms it spawns you should be worried about. They can teleport to chase the player and their attacks cover a decent amount of ground. While they have low HP, the more Corpse Worms there are the most likely it is to get hit by them.

Melee attacks with a decent range can hit both the Zombie and Worms, but shorter weapons and ranged weapons with no piercing can be a problem. If that's the case, lure the Worms out further from the Zombie then rush down and kill the Zombie then the Worms.

The Corpse Worms attack fairly slowly, so you can easily lure them out by moving to a different platform and have them chase you.

## History

* 1.2: Reworked so that instead of spawning 3 Corpse Worms upon being killed, it throws eggs to the player that hatch into Corpse Worms when aggroed from a distance.
* 2.3: Renamed from *Purulent Zombie* to *Festering Zombie*.
Giant Whistle

The **Giant Whistle** is a power skill which summons a hand from the Giant to smash the strongest nearby enemy. This item is exclusive to the *Rise of the Giant DLC*.

## Details

* **Special Effects:**
	+ The target is selected depending on different factors such as enemy HP, distance from the player, etc. View this spreadsheet to see how each factor comes into play when blowing the Giant Whistle.
	+ It deals 500 base damage to a single target. Other enemies standing extremely close to the target will be knocked a distance away by the fist. These enemies may take fall damage if possible.
	+ There is a short delay between when the item is used and when the fist attacks its target.
	+ If there are no nearby enemies or if the target did not take damage, the cooldown will be reduced to 1 second.
	+ The game is briefly slowed down as a target is struck.
* **Legendary Version:**
	+ **Forced Affix: Echo**
		- "Explode again after a brief moment."

## Notes

* The Giant Whistle cannot detect invisible enemies by default but will be able to if the player has the "Detect Invisible Enemies" effect on an Amulet.
* Occasionally, the Giant's laugh can be heard upon striking an enemy.

## Trivia

* Because the blueprint for this item is dropped by the Giant, it is technically an item exclusive to the *Rise of the Giant DLC*, even though it was added to the game in *v1.4*.
* It may be a reference to a dog whistle, which is used to summon pet dogs.
* It may be a reference to the Old Bell in *Don't Starve*, which calls down a giant leg to do damage in the area.

## History

* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.9: Unlock cost increased from 75 cells to 100.
* 3.0: Added the Legendary Affix "Echo".

 5 BSC spoiler:
Collector's Syringe
Fatal Falls DLC

The **Fatal Falls DLC** is the second paid expansion for *Dead Cells*. It was released on the 26th of January 2021 to PC, Xbox One, PlayStation 4, and the Nintendo Switch, and on the 21st of September 2021 to iOS and Android. The expansion adds a new optional side route through the middle section of the game, with new enemies and a new boss to fight, as well as new outfits and gear to unlock.

This list contains all newly added content that is locked behind the DLC, it needs to be installed for this content to be found. This includes additions from later updates.

## Contents

The expansion includes a total of three new biomes:

* Fractured Shrines
* Undying Shores
* Mausoleum

Eight new enemies:

* Myopic Crow
* Stone Warden
* Cold Blooded Guardian
* Apostate
* Failed Homunculus
* Clumsy Swordsman
* Dastardly Archer
* Compulsive Gravedigger

A new boss:

* The Scarecrow

Seven new items:

* Iron Staff
* Snake Fangs
* Serenade
* Lightning Rods
* Ferryman's Lantern
* Cocoon
* Scarecrow's Sickles

11 new outfits:

* Lizard Outfit
* Apostate Outfit
* Almost-Yourself Outfit
* Cultist Outfit
* Rocky Outfit
* Classic Scarecrow Outfit
* Green Thumb Scarecrow Outfit
* Wicked Scarecrow of the West Outfit
* Cutecrow Outfit
* Gothic Scarecrow Outfit
* Flawless Scarecrow Outfit

And 12 new achievements:

* Sky Fall
* Beware the step!
* Blades N' Roses
* In mushroom, we trust.
* Watering Time!
* Green thumbs
* First aid
* Me, jealous?
* Pool Party
* A cut above
* Trapped Trapper
* The cowl does not make the monk
Masker

**Maskers** are supportive, stationary enemies appearing to resemble a priest.

## Behavior

Maskers only make nearby enemies invisible and do nothing otherwise.

## Moveset

* **Description:** Covers a very large area in a fog that renders enemies within it invisible.
* The fog is removed when the Masker dies.
* Enemies are revealed when you are close to them or if they are attacking. Their aggro prompts can also be observed.
* Does not affect other Maskers.

## Strategy

Like the Protector, Maskers are harmless on their own. They become a bigger threat when they are coupled with other enemies, allowing them to ambush the player with ease. The Masker's stealth ability has no downtime, so to bypass the fog it must be destroyed.

Enemies under the effect of this fog are not truly invisible, as their silhouette can be seen "camouflaged" in the form of a faint distortion seen at their location. Legendary altars will also give them away.. While Maskers are high-priority targets, try to take out the enemies it conceals first before targeting it. The Homunculus rune can help in detecting them.

Invisible enemies are also given away by traps and turrets as their targeting abilities are not affected. Giant Whistle cannot target invisible enemies, but it can target the Masker and likely kill it instantly, causing nearby enemies to be revealed.

## Trivia

* This enemy was previously named *Fogger*.
Catcher

Undying Shores (After visiting Graveyard)

Robin Hood Outfit (4+ BSC; 0.4%)

**Catchers** are enemies found in the Graveyard and the Fractured Shrines. They appear somewhat similar to Cleavers and have similarly high health.

## Behavior

Catchers walk around slowly and attack whenever the see the player with in range. At melee range, it will perform a quick melee kick. Any further than that and it will throw its hook at the player.

## Moveset

* **Description:** Tosses a hook that roots and pulls the player on hit. On a successful hit, follows up with a charged slash.
* Can be blocked, parried, and dodge rolled.
* The hook can be crouched under.
* It is possible to roll away from the slash follow-up. This is more likely to be successful if you were hit from further away.

* **Description:** Performs a melee range kick that knocks back.
* Can be blocked, parried, and dodge rolled.

## Strategy

* The grappling hook can be ducked under. However, the Catcher does walk forward slightly in-between each use of the hook, so he will eventually reach your position if you are on the same platform.
* Any ranged weapon you can fire while ducking (such as bows) will make Catchers very easy to fight. Simply crouch and fire from a distance and they will not hit you.
* Parrying the grappling hook does avoid the attack, but does not damage the Catcher or spawn a reflected projectile. Area of effect shields like Punishment or Bloodthirsty Shield will still spawn their auras, however, which may damage the Catcher.

## Trivia

* Prior to an unknown version, Catchers were previously found in High Peak Castle. They occasionally show up in this biome in Daily Challenges.
Front Line Shield

The **Front Line Shield** is a shield weapon which boosts melee damage performing a successful parry or block.

## Details

* **Base Absorbed Damage:** 75%
* **Special Effects:**
	+ Melee attacks inflict 50% extra damage for 6 seconds after a successful parry or block.
* **Breach Bonus:** 0
	+ **Base Breach Damage:** 25 (50)
	+ **Base Breach DPS:** 68 (135)
* **Tags:** Shield
* **Legendary Version:**
	+ **Forced Affix: Counter Attack**
		- "Attacking just after a parry deals +300% damage."

## Location

Its blueprint can be found in a secret area in the Ancient Sewers, hidden under a pool of poisonous water. The blueprint can either be accessed by diving through the pool of water, at the risk of taking damage or by using the Homunculus Rune to reach it.

* The pool appears to be significantly deeper than most other pools and will have a bottom made of false ground that you can pass through. Once the pool is passed through, the blueprint will simply be sitting on the ground of the square room, along with a return stone to escape the room.

## Trivia

* The Frontline Shield has a long history in Dead Cells based on the responses of players, rather than game lore.
	+ Back in Early Access and in *v1.0* of the game, the Force Shield used to have the name currently used for this weapon, and couldn't parry but blocked more damage than other shields when held up. Because of this inability to parry, the Frontline Shield was one of the most hated items in the community. Thus, in v1.1 the Front Line shield was reworked into the Force Shield, which is able to parry, and generates a force field (making the player invincible) when held up. Then, in *v1.2*, after months of insistent requests for a Brutality-scaling shield, the Front Line shield was revived as a completely different item from the original.
	+ As a joke reference to the long process that led to this, *Dead Cells* lead developer deepnight (Sébastien Bénard) specified in the flavor text that the Front Line shield was born from "the tears of the community", referring to the significant negative responses that caused the general rework.

## History

* 1.6: Now gives a 30% damage boost on melee strikes after a successful parry.
* 2.4: Extra damage boost increased from 30% to 50%.
* 2.9: Unlock cost decreased from 35 cells to 5.
* 3.0: Added the Legendary Affix "Counter Attack".

## References

1. ↑ Ancient Sewers - Front Line Shield blueprint *Gfycat*, 2019-04-02
Flawless

**Flawless** is a partisan-type melee weapon which can deal high critical damage for infinite periods of time, assuming the player doesn't get hit. As soon as one takes damage, the DPS of this weapon becomes much lower, becoming one of the weaker melee weapons. Therefore this weapon can be considered high risk/high reward, especially against Elites and Bosses.

## Details

* **Special Effects:**
	+ Deals ~2.4x damage (278 base critical DPS) if you haven't been hit in the last 15 seconds.
* **Breach Bonus:** -0.5 / 0.33 / -0.5 / 1
	+ **Base Breach Damage:** 25 / 73.15 / 30 / 200 (43 / 124 / 66 / 660)
	+ **Base Breach DPS:** 143 (388)
* **Combo Duration:** 2.3 seconds
	+ **First Hit:** 0.65 (0.45 + 0.2 + 0)
	+ **Second Hit:** 0.35 (0.15 + 0.2 + 0)
	+ **Third Hit:** 0.75 (0.55 + 0.2 + 0)
	+ **Fourth Hit:** 0.55 (0.15 + 0.4 + 0)
* **Tags:** HeavyWeapon, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Run Speed on Crit**
		- "Increases your movement speed for 5 seconds after a critical hit."

## Trivia

* Prior to *v1.9*, Flawless shared its in-game model with the War Spear, and the Impaler. Of the three weapons, the icon used for Flawless resembled the model the most. This is ironic, considering it is a halberd, and not a spear. The Flawless is even referred to as the Perfect Halberd internally.
	+ However, it actually much more closely resembles a Partisan than a halberd.

## History

* 2.4: Base DPS increased from 104 (270) to 115 (278).
	+ Base breach DPS increased from 139 (393) to 143 (388).
* 3.0: Added the Legendary Affix "Run Speed on Crit".
Golem

**Golems** are enemies encountered solely in the Slumbering Sanctuary.

## Behavior

While the Sanctuary is still inactive, Golems are immobile statues of stone. They awaken when the Ancient Temple switch is activated.

Retreating from a Golem is nearly impossible, as they teleport the player to them if one gets too far away or on another platform that is higher or lower than the Golem. As such, when a Golem catches sight of you, you're committed to fighting them. It is impossible to outrun a Golem, even if you reach the teleporter. It will also teleport the player upon seeing any deployable skill deployed by them.

Golems attack by doing a dashing punch for a long distance. When at low health the Golem can also perform a long-range slam that covers the entire platform. This cannot be rolled or parried, and it's very likely to get hit by a punch afterwards.

## Moveset

* **Description:** Dashes towards the player while punching.
* Can be blocked, parried, or dodge rolled.

* **Description:** Performs a long-range slam, spawning shockwaves that cover the entire platform.
* Cannot be blocked, parried, or dodge rolled.

* **Description:** When the player is too far from the Golem to attack, the Golem will teleport the player directly to it. This move deals no damage.
* Cannot be blocked, parried, or dodge rolled.

## Strategy

When dealing with Golems, be very cautious of their attacks; they do major damage and can lead the player to their death in groups of enemies. Try to pick off any enemies near a Golem and fight them alone. Both of the Golem's attacks are fast and somewhat hard to telegraph. Unlike his punch however, his earth-shatter can't be parried, and can deal significant damage if it hits. To prevent this, jumping and rolling when he prepares a strike can be vital to dodge both. Since his punch goes extremely fast, running from his attack would only lead to getting hit. As long as the player can proficiently dodge their brutal attacks, Golems can be dealt with. It is advisable to dodge towards the direction of the golem's punch to catch them in a vulnerable pause.

## Trivia

* The Golem is one of the few enemies shown in the Dead Cells animated trailer. The Beheaded initially fights one with a whip, causing the golem to throw him to a wall instead. A second golem was swiftly dispatched with the Vorpan afterwards.

## History

* 0.6: Can't teleport the player anymore when they are invisible.
* 1.4: Can no longer spawn with the clone elite ability.
Heavy Crossbow

* Primary Ability
* Secondary Ability

The **Heavy Crossbow** is a two-handed crossbow-type ranged weapon which fires a group of short-ranged bolts. The secondary ability, **Reload**, replenishes its entire ammo supply and inflicts critical damage in the next primary attack.

## Details

* **Ammo:** 15
* **Special Effects:**
	+ Each volley consists of five rounds for full damage. Therefore, when launched with insufficient ammunition, it will only inflict partial damage.
	+ Before firing, the heavy crossbow launches a small hook that pulls an enemy towards you, rooting them for a short time in the process.
		- If the enemy was attacking upon being grappled, the hook interrupts the attack until after the bolts are launched.
	+ The Reload ability refills the entire supply of ammunition, regardless of how much ammo was left previously, and also makes the next shot from the main attack deal critical damage, the value of which is simply double of its primary attack.

**Synergies**

-Kill rhythm mutation allows the player to reload and shoot the crossbow faster

-Point blank mutation increases damage on close range ranged attacks, boosting the crossbows damage

-Wolf trap can root enemies in place and allow the player to dish out more damage

### Heavy Crossbow

* **Breach Bonus:** 0.5
	+ **Base Breach Damage:** 450 (900)
	+ **Base Breach DPS:** 421 (841)
* **Attack Duration:** 1.07 seconds
	+ **Charge:** 0.57
	+ **Lock:** 0.5
	+ **Cooldown:** 0.5
* **Tags:** HasBullets, Ranged, IsCrossbow, LimitedAmmo, UnlockInPublicEvent, HeavyWeapon, DualWeaponBase
* **Legendary Version:**
	+ **Forced Affix: Super Pierce**
		- "Shots pierce all enemies."

### Reload

* **Attack Duration:** 1.5 seconds
	+ **Charge:** 0.5
	+ **Lock:** 0.2
	+ **Cooldown:** 1
* **Tags:** DualWeaponOffhand, NoDamage
* **Legendary Version:**
	+ **Forced Affix: Global Shield on Use**
		- "Generates a shield when used."

## Notes

* There is a short "soft interrupt" effect to the Hook skill (temporarily suspends enemy attack charging). This should prevent immediate enemy attacks after hooking.
* Due to the nature of the way this weapon deals critical damage, it is impossible to reach the critical DPS displayed for this weapon, as consecutive critical hits cannot be fired.

## History

* 0.1: Ammo increased from X to 15.
* 1.9:
	+ Reworked into a two-handed weapon.
		- Now has a secondary ability that replenishes its entire ammo supply and makes the next shot deal critical damage.
	+ Added tag "Heavy Weapon".
	+ Scaling changed from  Tactics/Survival to  Survival.
	+ Base price increased from 1750 to 2250.
* 2.1:
	+ Scaling changed from  Survival to  Tactics/Survival.
	+ Now can have different affixes on each part.
* 2.9: Unlock cost increased from 40 cells to 80.
* 3.0: Added the Legendary Affixes:
	+ Heavy Crossbow: "Super Pierce".
	+ Reload: "Global Shield on Use".
Grappling Hook

The **Grappling Hook** is a power skill which fires a hook in front of the player.

## Details

* **Special Effects:**
	+ The hook stops on contact with an enemy or terrain or when it reaches max range, then retracts after a moment.
		- If the hook hits nothing, its cooldown is reduced to 1 second.
	+ If the hook hits an enemy, it inflicts 1 base damage. When hit via a melee weapon, enemies snagged by the hook are stunned for 1 second and take additional damage, dependent on the skill's own stats.
	+ The hook retracts back toward the player, dragging any attached enemies along with it, but detaches from those that collide with terrain on the way to the player.
* **Tags:** Ranged, ShortCooldown, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Fire on Use**
		- "Burns the ground around you."

## Notes

* Despite scaling with different stats, Grappling Hook works well with Heart of Ice as it can reliably trigger the mutation.

## Trivia

* Its flavor text is a reference to Scorpion from the Mortal Kombat series.
* The blueprint is dropped by Catchers, and it mimics exactly their unique ability.

## History

* 0.1: Base damage decreased from 5 to 1.
	+ Now adds 60% bonus damage to hooked enemies.
	+ Increased stun duration to 1 second.
	+ Increased speed.
	+ Cooldown increased from 2.5 to 3 seconds.
	+ Base cost decreased from 2000 to 1750 gold.
	+ Unlock cost decreased from 40 to 35 cells.
	+ Description changed.
* 0.3: Added tag "UnlockInPublicEvent".
* 0.4: Cooldown increased from 3 to 6 seconds.
	+ Now scales with  Tactics.
	+ Base cost decreased from 1750 to 1500 gold.
* 0.6: Base damage increased from 1 to 70.
	+ Scaling changed from  Tactics to  Tactics/ Survival.
	+ Removed tag "NoDamage".
* 0.7: Added legendary affix "ArrowSalve".
	+ Added tag "ShortCooldown".
* 1.1: Base damage decreased from 70 to 1.
	+ Bonus damage decreased from 60% to 40%.
	+ Cooldown decreased from 6 to 3 seconds.
	+ Description changed.
* 1.4: Cooldown now resets on a miss.
	+ Changed from  Tactics/Survival to  Brutality/Tactics
* 1.8: Legendary affix changed from "ArrowSalve" to "ArrowsOnDestroy".
* 2.1: Range increased from 10 to 13.
	+ Changed from  Brutality/Tactics to  Brutality.
* 2.9: Unlock cost decreased from 35 cells to 40.
* 3.0: Added the Legendary Affix "Fire on Use".
	+ Doesn't scale exponentially anymore.

 5 BSC spoiler:
Collector's Syringe
Ferryman's Lantern

* Primary Ability
* Secondary Ability

The **Ferryman's Lantern** is a two-handed melee/ranged weapon exclusive to the *Fatal Falls DLC*. Its primary melee attacks can snatch up souls from enemies for use in its secondary ranged attack, which inflicts critical hits if more than three souls are fired.

## Details

* **Ammo:** 7
* **Special Effects:**
	+ One soul is gathered after killing an enemy, or using the last hit of the melee combo on a boss.
	+ Hold the secondary attack button to charge gathered souls. Every 0.2 seconds the button is held, a soul is charged. Release the button to fire all charged souls. If more than 3 souls are fired, they inflict critical hits.

### Ferryman's Lantern

* **Breach Bonus:** 1 / 0.25 / -0.5
	+ **Base Breach Damage:** 160 / 113 / 50
	+ **Base Breach DPS:** 195
* **Combo Duration:** 1.65 seconds
	+ **First Hit:** 0.5 (0.3 + 0.2 + 0)
	+ **Second Hit:** 0.55 (0.3 + 0.25 + 0)
	+ **Third Hit:** 0.6 (0.3 + 0.3 + 0)
* **Tags:** DualWeaponBase, HeavyWeapon, NoCritical
* **Legendary Version:**
	+ **Forced Affix: Fire on Hit**
		- "Burns the enemy."

### Soul Shot

* **Breach Bonus:** -1
	+ **Base Breach Damage:** 0 (0)
	+ **Base Breach DPS:** 0 (0)
* **Attack Duration:** 0.7 seconds
	+ **Charge:** 0.2
	+ **Lock:** 0.5
	+ **Cooldown:** 0.3
* **Tags:** DualWeaponOffhand, Ranged, HasBullets, LimitedAmmo, FadeHudIconIfNoAmmo, ManualAmmoRefill
* **Legendary Version:**
	+ **Forced Affix: Fire Bullet**
		- "Shots leave a trail of flames."

## Synergies

* Soul Shot benefits quite largely from Ammo, as it doubles the possible amount available to the player.
* The secondary attack of this weapon synergizes well with Ranger's Gear because it increases the damage of all the soul shots if fired in one attack.

## Notes

* Unlike most ammo-based weapons, Soul Shot will not automatically regenerate used ammo.

## Trivia

* The name of this weapon, as well as its use of souls, is likely a reference to *Charon*, the ferryman of the underworld in Greek Mythology.
* It is also similar to the lantern that the Apostates carry, including the slam attack and soul use.

## History

* 2.3: Increased attack speed of the Ferryman's Lantern attack slightly.
	+ The tracking of Soul Shot is improved to target multiple enemies at once.
	+ Soul Shot's critical damage is reduced.
	+ Soul Shot can now be buffed by Kill Rhythm.
* 3.0: Added the Legendary Affixes:
	+ Ferryman's Lantern: "Fire on Hit".
	+ Soul Shot: "Fire Bullet".
Librarian

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

## Librarian

### Location(s)

Astrolab

**Librarians** are enemies found in the Astrolab, wearing a yellow hood that covers their face. They ride on top of a large magical book, floating around in the air. They are exclusive to the *Rise of the Giant DLC*.

## Behavior

Upon spotting the Beheaded, it will fly directly above the player and use its beam attack. After attacking three times, it will circle around the player counterclockwise before it can attack again.

## Moveset

* **Description:** Charges up and fires a magic beam straight down three times.
* **Cannot** be blocked or parried. Can be avoided by rolling.

## Strategy

Librarians are like an even worse version of Bombers. Their detection range isn't as large, but once they are aggroed, they will immediately fly into position above you and out of reach from most attacks. They have perfect tracking and are nearly impossible to run away from. Even with a speed boost buff, the layout of Astrolab leaves you with very little room to sprint away. Shields are useless against them so rolling is your only option.

You should kill a Librarian before they even get to attack whenever possible. Use your burst damage or crowd control skills to make sure they don't even get to start flying up. If you lack these options, you should at the very least lure our any nearby enemies and fight the Librarian solo so you can focus completely on dodging just the Librarian's beams. Whatever you do, *never* fight it with multiple enemies if you can't kill them fast enough.

Anything that hits in a large radius like Lacerating Aura or Tesla Coil are very effective against Librarians. Some weapons with a high vertical hitbox can hit Librarians even if they are above you, such as the second and third hits of Rhythm n' Bouzouki and the first hit of Flawless.

Magic Missiles are very effective against this enemy, being able to hit them virtually anywhere.

The Pure Nail is also a useful weapon against Librarians. If a Librarian is above you, jump and quickly attack upwards using the weapon to quickly defeat them.

## Trivia

* Librarians were added with the *v1.4* update, aka *Who's the Boss Update* in August 2019 as an enemy deriving from the fourth boss.
Lightspeed

* Normal
* Second Activation

**Lightspeed** is a power skill which emulates the dash of The Time Keeper.

## Details

* **Special Effects:**
	+ Allows the player to dash through any enemy directly in front of them without taking any damage. It inflicts a base 100 damage to any enemy caught in between the dash.
	+ Using it again will perform a back dash that deals a base 42 damage to enemies. If it's not used in 3 seconds, the back dash is cancelled.
		- Cooldown begins on the first cast.
		- Back dash direction is always opposite to the first cast.
* **Tags:** MoveHero, TransformOnUse, AutoTransformInto
* **Legendary Version:**
	+ **Forced Affix: Global Shield on Use**
		- "Generates a shield when used."

## History

* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.4: Base first hit damage increased from 90 to 100.
	+ Base second hit damage increased from 10 to 42.
* 3.0: Added the Legendary Affix "Global Shield on Use".

 5 BSC spoiler:
Collector's Syringe
Marksman's Bow

The **Marksman's Bow** is a bow-type ranged weapon which deals critical hits to distant enemies.

## Details

* **Ammo:** 8
* **Special Effects:**
	+ Deals 6x damage (327 base critical DPS) to enemies distant from the player's position at the time of firing.
* **Breach Bonus:** -0.7
	+ **Base Breach Damage:** 9 (54)
	+ **Base Breach DPS:** 16 (98)
* **Attack Duration:** 0.55 seconds
	+ **Charge:** 0.2
	+ **Lock:** 0.2
	+ **Cooldown:** 0.35
* **Tags:** HasBullets, Ranged, LimitedAmmo, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Heavy Stun**
		- "Stuns the victim."

## Notes

* Due to the high critical damage from each shot, this weapon can usually kill most enemies with a single hit.
* Combining this with Tranquility can cause heavy damage at long range.
* The Marksman's Bow has the highest critical hit multiplier in the game alongside the Blowgun with a multiplier of ~6x damage.

## Trivia

* The projectiles fired by this weapon are identical to the ones fired by the Heavy Turret.
* Previously called *Hunter's Longbow*.

## History

* 0.5: Minimum distance to enemy required to inflict critical hits slightly reduced.
* 1.9:
	+ Scaling changed from  Tactics/ Surival to  Tactics.
	+ Base price decreased from 2500 to 2250.
	+ Ammo increased from 6 to 8.
* 2.9: Unlock cost decreased from 30 cells to 5.
* 3.0: Added the Legendary Affix "Heavy Stun".
Masochist

**Masochist** is a colorless mutation which reduces damage from multiple sources to up to 10% of the player's health and increases their movement speed by 20% for 20 seconds when it triggers.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ Traps' damage is capped at 10% of player's health.
	+ After falling into a trap, player's movement speed is increased by 20% for 20 seconds.
* **Scaling:** None

## Notes

* Masochist can also apply its damage reduction effect to several other sources, although they do not trigger its speed boost:
	+ Explosives spawned by the Barrel Launcher that are reflected by enemies or those from map-based dispensers.
	+ The abyss in Ramparts.
	+ Lava & Electrical Nodes in Cavern and Guardian's Haven.
* The speed boost effect applies to:
	+ The critical hit condition of Swift Sword.
	+ Healing from Frenzy.

## Trivia

* Masochism is the practice of seeking pain for enjoyment.
Gilded Yumi

The **Gilded Yumi** is a ranged weapon exclusive to the *Queen and the Sea DLC*.

## Details

* **Ammo:** 2
* **Special Effects:**
	+ Fires a massive arrow that drags the enemy it hits.
		- If the arrow hits a wall, the enemy receives critical damage.
* **Breach Bonus:** 0.7
	+ **Base Breach Damage:** 76.5 (230)
	+ **Base Breach DPS:** 102 (306)
* **Attack Duration:** 0.7 seconds
	+ **Charge:** 0.5
	+ **Lock:** 0.2
	+ **Cooldown:** 0.2
* **Tags:** HasBullets, Ranged, LimitedAmmo, UnlockInPublicEvent, AmmoDoNotStickToVictims
* **Legendary Version:**
	+ **Forced Affix: Fire Bullet**
		- "Shots leave a trail of flames."

## History

	+ 2.7.1: Now deals damage when releasing the enemy.
* 3.0 Extensive rework and added a Legendary Affix:
	+ Changed **DPS**:
		- Increased Base DPS from 33 (114) to 69 (208).
		- Increased the damage and crit multiplier
	+ Changed the **ammo**:
		- Ammo count reduced to 2.
		- Now has a 2-hit combo, which shoots the second arrow faster.
		- The Ammo Mutation doesn't apply anymore.
	+ Increased the overall **weapon speed**.
		- Decreased charge speed from 0.87s to 0.5s.
		- Charge speed for the 2nd shot is 0.4s.
		- Decreased cooldown from 0.75s to 0.2s.
		- Cooldown for the 2nd shot is 0s.
	+ Changed the behaviour of **arrows**:
		- Now pierces all enemies.
		- Damage no longer gets split between hit enemies.
		- No longer stuns in an AoE on hit.
		- Reduced the travel speed.
		- Bosses get dragged more.
	+ **Other** changes:
		- Is now considered to be a Heavy Weapon.
	+ Added the Legendary Affix "Fire Bullet".
Infantry Bow

The **Infantry Bow** is a bow-type ranged weapon which deals critical hits to nearby enemies.

## Details

* **Ammo:** 8
* **Special Effects:**
	+ Deals critical damage to enemies near the player's position at the time of firing.
* **Breach Bonus:** 0.7
	+ **Base Breach Damage:** 52.7 (148)
	+ **Base Breach DPS:** 88 (246)
* **Attack Duration:** 0.4 seconds
	+ **Charge:** 0.15
	+ **Lock:** 0.2
	+ **Cooldown:** 0.25
* **Tags:** HasBullets, Ranged, LimitedAmmo, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Bleed on Hit**
		- "Makes the victim bleed."

## Synergies

* Due to the Infantry Bow already functioning best in close-range combat, Point Blank can greatly boost its DPS output.
* Phaser is effective at positioning the player in the immediate vicinity of enemies to activate this weapon's critical condition.

## Notes

* Due to its close-range critical condition as well as its status as a ranged weapon, it's great for close-quarters encounters while also being versatile for hitting faraway targets.

## History

* 2.9: Unlock cost decreased from 30 to 5 cells.
* 3.0: Added the Legendary Affix "Bleed on Hit".
Alchemic Carbine

The **Alchemic Carbine** is a crossbow-type ranged weapon which poisons enemies hit by its bolts.

## Details

* **Special Effects:**
	+ Launches a flask that does some contact damage and disperses a poison cloud around it as the projectile flies and shatters.
* **Breach Bonus:** -0.7
	+ **Base Breach Damage:** 3
	+ **Base Breach DPS:** 3
* **Attack Duration:** 1.1 seconds
	+ **Charge:** 0.3
	+ **Lock:** 0.18
	+ **Cooldown:** 0.8
* **Tags:** HasBullets, Ranged, NoCritical, Poison
* **Legendary Version:**
	+ **Forced Affix: Double Stack**
		- "Applies 2 stacks of damage over time effects instead of 1."

## Location

The blueprint for the Alchemic Carbine is located in a secret area of the Ancient Sewers, above a big pool of poisonous water. It is very likely to fall and get stuck in the poisonous water, therefore it is not advised to enter this room while cursed. The secret area will keep spawning until the blueprint is claimed.

## Synergies

* Despite its low damage, Hokuto's Bow can drastically increase its effectiveness by adding the damage bonus to every poison tick.
* Due to its inherent ability to inflict poison, it can works well with Sadist's Stiletto, Hemorrhage and Snake Fangs, all of which inflict critical hits on poisoned enemies. Furthermore, it can be reliably triggered since it does not have any ammunition and can be used to the player's desire.
	+ It can also be paired with Acrobatipack if the player does not want to use the Carbine for practical combat.
* Poison from this weapon can be used to trigger the  Toxin Lover aspect.

## Notes

* Affixes such as "+60% damage on a bleeding target" apply to the projectile damage as well as the inflicted poison status but not the resulting poison cloud.

## Trivia

* This item was previously named *Alchemic Gun* and *Alchemic Rifle*, although both are inaccurate as it resembles a small crossbow.

## History

* 0.7: Can no longer have the "Toxic cloud on death" affix.
* 2.1: Scaling changed from  Brutality/ Tactics to  Tactics.
	+ Now applies one stack of Poison on impact.
* 2.4: Base poison DPS decreased from 20 to 13.
	+ Poison effect duration decreased from 6 seconds to 4.
	+ Poison cloud duration decreased from 6 seconds to 3.
* 2.9: Unlock cost decreased from 100 cells to 50.
* 3.0: Added the Legendary Affix "Double Stack".

## Footnotes

1. ↑ Using a "Poison heals you" amulet, damage can be easily avoided.

## References

1. ↑ Ancient Sewers - Alchemic Carbine blueprint GIF *Gfycat*, 2019-04-02