recursal/Fanatic-Fandom huggingface dataset:
Point Blank

**Point Blank** is a tactics-scaling mutation that increases the damage of ranged attacks in close range.

## Details

* **Scroll Cap:** 31 Tactics stat
* **Special Effects:**
	+ Enemies in close range receive +[30 base]% damage from ranged attacks.
* **Scaling:** +1% damage per Tactics stat

## Notes

* Functions as a counterpart to Tranquility but in contrast to that mutation it only increases damage dealt directly by the player from a ranged weapon.
* Works well in tandem with Infantry Bow, due to its critical requirement and the close range damage overlapping.

## History

* 2.4: Base bonus damage increased from 30% to 40%.
	+ Bonus damage cap increased from 50% to 80%.
	+ Scaling increased from 1% to 1.5%.
* 3.0: Base bonus damage reverted back to 30%.
	+ Bonus damage cap decreased from 80% to 60%.
	+ Scaling decreased from 1.5% to 1%.
Multiple-nocks Bow

The **Multiple-nocks Bow** is a bow-type ranged weapon which shoots three arrows at a time.

## Details

* **Ammo:** 24
* **Special Effects:**
	+ Volleys consist of three arrows each - as a result, arrow damage is 1/3 of volley damage.
	+ Third volley fires red arrows that deal greatly increased damage.
* **Breach Bonus:** 0 / 0.15 / 0
	+ **Base Breach Damage:** 60 / 103.5 / 220
	+ **Base Breach DPS:** 237 (473)
* **Combo Duration:** 1.62 seconds
	+ **First Hit:** 0.42 (0.32 + 0.1 + 0)
	+ **Second Hit:** 0.6 (0.4 + 0.2 + 0)
	+ **Third Hit:** 0.6 (0.4 + 0.2 + 0)
* **Tags:** Ranged, NoCritical, HasBullets, LimitedAmmo, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Double Bullets**
		- "Fires twice as much bullets."

## Notes

* Previously called *Duplex Bow*, it used to shoot only two arrows at once.

## History

* 1.9: Ammo increased from 18 to 24.
	+ Increased fire rate.
	+ Scaling changed from  Tactics/ Survival to  Tactics.
* 3.0: Added the Legendary Affix "Double Bullets".
Toxic Miasma

**Toxic Miasmas** are enemies encountered in the Corrupted Prison.

## Behavior

Toxic Miasmas have two attacks. If the player is too close, it attempts an area of effect stab while at range it fires an arcing projectile.

Toxic Miasmas are naturally capable of teleporting to the player.

## Moveset

* **Description:** Gathers together in a pillar charging the attack, slams down and spikes outwards.
* Can be blocked, parried and dodge rolled.
* The range of the attack is visible while the attack is charging.

* **Description:** Spits a projectile in an arc.
* Can be blocked, parried, and dodge rolled.

* **Description:** Disappears in the ground and reappears near the player.
* Can teleport across platforms.

## Strategy

Toxic Miasmas have heavy hitting attacks that could be detrimental to a player if they connect, so take caution when fighting them. Both its spike attack and ranged attack can be parried and dodged by rolling. Its attacks are slow and heavily telegraphed, making it easily readable what it’s next move will be. However, their projectile goes much faster than what it seems like while also traveling in an arc, so be careful when attempting to parry it. Baiting out their slow attacks and responding with a parry or counterattack can greatly help defeating them.

## Trivia

* Before it was implemented, the enemy was referred to as the "Screwdriver" by the developers.
* This enemy is made from entirely traditional spritework, as opposed to the 3D into 2D look most other enemies have.
* Very rarely the projectile it spits out contains a rubber duck.

## History

* 2.2: Can now spawn in the Undying Shores.
* 2.3: Can now drop the Barbed Tips blueprint.
Scheme

**Scheme** is a brutality-scaling mutation which increases the damage of the next melee attack, after using a skill.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ The next melee attack after using a skill inflicts +[200 base] damage.
* **Scaling:** 200 × 1.15Stat - 1 extra damage

## Notes

* The damage buff can only be applied within 8 seconds of skill usage.

## History

* 2.1: Changed from  Tactics to  Brutality.
* 2.4: Base bonus damage increased from 180 to 200.
Ygdar Orus Li Ox

* Normal
* Depleted

**Ygdar Orus Li Ox** is a colorless mutation which saves the player from death once. It can only be acquired from Guillain after leaving the Prisoners' Quarters and will be subsequently locked, if not chosen then. After it activates, it will not be possible to reset its mutation slot. If the heart icon is red, the mutation is active while a rotten heart icon means that it was used.

## Details

* **Special Effects:**
	+ Upon taking lethal damage which does not trigger sudden death prevention, it freezes nearby enemies, restores 25% of the player's max health, removes all accumulated Malaise and then becomes disabled for the rest of the run.
* **Scaling:** None

## Notes

* As a new player don't hesitate to try it. The "locked" part of the description means only one run not the whole game.
* Does not protect against death by Curse or the Cursed Sword.
* The mutation's description is inaccurate, as it can be reset anytime before activation, provided if it has been picked up.
* The first use of this mutation unlocks the achievement YOLO! Or not?

## Trivia

* The name of this mutation, as well as its internal name, is a reference to the word YOLO, meaning "You Only Live Once".

## History

* 1.1: Now locks its mutation slot when activated.
Stun Grenade

The **Stun Grenade** is a grenade skill which stuns nearby enemies on detonation.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface.
		- The projectile bounces off of a Shieldbearer's shield without detonating.
	+ Upon explosion, deals damage and inflicts a 3.5-second stun on enemies in close proximity.
* **Tags:** Ranged, Explosive, NegligibleDamage, Stun
* **Legendary Version:**
	+ **Forced Affix: Long Stun**
		- "+50% stun effect duration."

## Location

The blueprint for Stun Grenade is located in the Ramparts, in a secret area in the very last, far-right tower. The tower itself doesn't always spawn, so it may require a few runs to get it, but if it does, it will always be the last tower.

## Trivia

* Previously named *Flashbang*.
	+ The Stun Grenade is indeed designed after a real-life flashbang, having a similar general design and the ability to disable enemies.

## History

* 0.1:
	+ Base damage decreased from 30 to 20.
	+ Cooldown increased from 7 to 8 seconds.
	+ Stun duration decreased from 3 to 2 seconds.
	+ Range decreased from 6 to 5.
	+ Added tags "Explosive" and "NegligibleDamage".
* 0.2: Cooldown increased from 8 to 9 seconds.
* 0.4:
	+ Cooldown increased from 9 to 18 seconds.
	+ No longer always unlocked.
	+ Unlock cost is 60 cells.
	+ Now scales with  Tactics.
* 0.6: Scaling changed from  Tactics to  Brutality/Tactics.
* 0.7:
	+ Added tag "Stun".
	+ Added starred affix "LongStun".
* 1.3:
	+ Stun duration increased from 2 to 2.5 seconds.
	+ Base damage increased from 20 to 30.
* 1.4: Scaling changed from  Brutality/ Tactics to  Tactics/ Survival.
* 1.9:
	+ Cooldown decreased from 18 to 12 seconds.
	+ Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
	+ Base price decreased from 2000 to 1500.
* 2.1: Scaling changed from  Tactics/ Survival to  Survival.
* 2.4:
	+ Base damage increased from 30 to 45.
	+ Stun duration increased from 2.5 seconds to 3.5.
* 2.9: Unlock cost decreased from 60 cells to 30.
* 3.0: Added the Legendary Affix "Long Stun".

 5 BSC spoiler:
Collector's Syringe
Swift Sword

The **Swift Sword** is a sword-type weapon which deals critical hits against enemies while the player has increased movement speed.

## Details

* **Special Effects:**
	+ Deals ~1.5x damage (208 base critical DPS) if the player has a movement-speed buff (most reliably gained by killing several enemies within a small time period).
* **Breach Bonus:** 0.25 / 0.25 / 0.25
	+ **Base Breach Damage:** 56.25 / 62.5 / 87.5 (78.75 / 93.75 / 140)
	+ **Base Breach DPS:** 172 (260)
* **Combo Duration:** 1.2 seconds
	+ **First Hit:** 0.35 (0.25 + 0.1 + 0)
	+ **Second Hit:** 0.3 (0.2 + 0.1 + 0)
	+ **Third Hit:** 0.55 (0.35 + 0.2 + 0)
* **Tags:** InstantBlueprint, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Run Speed on Kill**
		- "Increases your movement speed for 5 seconds after killing an enemy."

## Synergies

* Due to its nature of dealing critical hits when under the effect of a movement-speed buff, the Affix "Increases your movement speed after the death of an enemy for 5 seconds" synergises quite well with Swift Sword, as it will require the death of a single enemy to substantially increase its effectiveness.
* The mutation Frenzy works well in tandem with the Swift Sword as both the critical and health leech will be active upon acquiring a movement-speed buff, enabling one to heal a significant amount of health while also dealing critical hits.
* The Velocity mutation makes the critical hit time window three times as long.
	+ Note, however, that this mutation only increases the duration of the standard multi-kill speed boost; it does not affect other speed boost effects, such as from weapon affixes.
* Due to its legendary affix, the legendary Smoke Bomb can synergise with the Swift Sword and the Instinct of the Master of Arms if the player manages to find one.
* The Masochist mutation grants a movement speed increase upon receiving trap damage, and caps the trap damage at 10% of the player's max HP. This is highly effective against bosses such as the Giant and the Hand of the King, which have traps within their arenas.
* This weapon tends to be nearly useless in boss fights because of the low damage and inability to deal consistent critical hits, but it works well in biomes that feature lots of weaker enemies such as rats.

## History

* 2.9: Unlock cost decreased from 60 cells to 50.
* 3.0: Added the Legendary Affix "Run Speed on Kill".
Vampirism

**Vampirism** is a power skill which that consumes a portion of player's health in exchange for a leech effect of player's melee attacks and a speed boost for 10 seconds.

## Details

* **Special Effects:**
	+ Upon usage, player loses an amount of health equals [40% base, 20% max] max health. For 10 seconds, the player's movement speed is increased by 20%, and all of their melee hits heal 2% max health.
		- Heavy melee weapons (which have the "Cannot be interrupted by an enemy's attack" affix) heal 4% max health instead.
		- The healing effect has a cooldown of 0.25 seconds.
* **Tags:** NoDamage, Heal
* **Legendary Version:**
	+ **Forced Affix: Oil and Fire on Use**
		- "Covers the ground with oil that burns around you."

## Notes

* The skill cannot be activated if the player is at 0% max health.
* Melee attacks that aren't dealt by weapons, such as the dive attack or the Phaser skill will heal the player for 2% of their maximum health while this skill is active.

## History

* 0.4: Now also works with ranged weapons.
* 1.4: Scaling changed from  Tactics/ Survival to  Brutality/ Survival instead.
* 1.9: Reworked Vampirism.
	+ No longer an area of effect skill that causes nearby enemies to bleed and drop healing items when killed.
	+ No longer requires a health flask or a level change to use again. Has a normal cooldown instead.
	+ Now transform remaining health plus a portion of missing health into recovery.
* 2.8: Reworked.
	+ No longer transforms health into recovery. Instead, sacrifices a portion of max health to give a leech buff on melee attacks and a speed boost for 10 seconds.
* 2.9: Unlock cost increased from 45 cells to 80.
* 3.0: Added the Legendary Affix "Oil and Fire on Use".

 5 BSC spoiler:
Collector's Syringe
The Architect

“*What?! I can't believe my eyes!*„

**The Architect** is an NPC in *Dead Cells*. He is a fan of the beheaded and has created a statue to honor his achievements. The statue can be upgraded after unlocking new parts for it by winning Boss Rush challenges.

## Dialogue

### First encounter

* "*What?! I can't believe my eyes!*"
* "*You are the Beheaded! The one that's never really dead!*"
* "*I'm your biggest fan!.. The only one too...*"
* "*Hum, I mean that it's an immeasurable honor to meet you! Keep up the good work, you're awesome! I know you'll go far in these trials!*"
* "*Oh, this? Yes, I do a little bit of sculpting in my spare time, so I figured that I'd do a little something in your honor! I'll make it even more beautiful as you conquer greater challenges!*"
Version 1.7

**Version 1.7**, officially **The Bad Seed Update**, is a major update to *Dead Cells* that was released on the 7th of February 2020 for the Xbox One, PlayStation 4, and the Nintendo Switch, on the 10th of February 2020 on PC, and on the 30th of March 2021 for iOS and Android.

This was a compatibility update that allowed *The Bad Seed DLC* to be installed and played.

## Important features

* The new Stream mode is out!
	+ Your viewers will soon be able to interact with the game through a Twitch extension rather than the chat. Less spam in your chat, more manageable for everyone!
	+ *The extension will be available on Twitch in a few days, in the meantime, you can disable the support for it in the Streaming options.*

* **Prepare the game for the upcoming The Bad Seed DLC.**
* Play the part of Gordon Freeman with the Crowbar, a fast brutality weapons that crits after breaking a door or a breakable prop, the HEV Outfit and the Half-Life Diet to get your share of medkits! (Update 1.7.3)

## Balancing

* Enemies in a shop room with you are now able to attack you, but ranged enemies outside the shop can't shoot at you. This will prevent ranged enemies to shoot at you while you shop, while fixing weird behaviors when enemies follow you in a shop. (Update 1.7.2)

## Bug fixes

* Fixed random quarter scrolls appearing in difficulties below 3BC.
* Fixed Catcher damaging traps on every frames.
* Fixed Telluric Shock making you invincible when used in a pit.
* Fixed Frostbite damage calculation.
* Fixed Heart of Ice not working on slowed enemies.
* Fixed Ice Armor not preventing poison to be applied (Knives Throwers, Scorpios, etc.).

## References

1. ↑ Anyone wondering about the 1.7 patch... *Twitter - Motion Twin*, 2020-02-07
2. ↑ The Bad Seed *Official patch notes*, 2020-02-10
3. ↑ The Bad Seed DLC will come to Steam Q1 2020 *Steam blog post*, 2019-12-04
4. ↑ The Bad Seed DLC launches Feb 11th! *Steam blog post*, 2020-01-29
5. ↑ The Bad Seed DLC is landing in 3 days *Steam blog post*, 2020-02-08
6. ↑ The Bad Seed DLC is out! *Steam blog post*, 2020-02-10
7. ↑ You have been waiting for it but good things come to those who wait! *Twitter - Playdigious*, 2021-03-19
Zombie

### Location(s)

Prisoners' Quarters, Ancient Sewers (0-3 BSC) Toxic Sewers, Dilapidated Arboretum, Prison Depths, Ramparts, Ossuary, Slumbering Sanctuary, Stilt Village, Fractured Shrines (0–2 BSC)

Promenade of the Condemned, Corrupted Prison, (0–1 BSC)

Throne Room (summoned by the Hand of the King)

### Reward

Blood Sword (100%)Double Crossb-o-matic (0.4%)

Bobby Outfit (1+ BSC; 0.4%)

### Related

Rampager, Failed Experiment

**Zombies** are one of the first enemies the player encounters. They function as a basic melee attacker and are one of the more resilient enemies that the player will encounter early on.

## Behavior

Zombies will always use its scratch attack if the player is in melee range or lunge at the player if they are not within melee range.

## Moveset

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

* **Description:** Leans back then leaps forward, dealing damage on collision.
* Can be blocked, parried, and dodge rolled.
* Can be avoided by crouching, but only at the peak of their leap.

## Strategy

Zombies are the most basic enemies in *Dead Cells*. Their limited movement and range makes them easy to dispatch, but they can be dangerous if you let yourself get surrounded.

Simply rolling behind them and attacking is an effective way to avoid danger. If there are multiple enemies, run behind the zombie and deal with the more aggressive enemies first.

## Notes

* While extremely common on lower difficulty levels, they generally stop appearing altogether on higher difficulties.

## Trivia

* In early versions of Dead Cells, the Zombie model was recolored for Grenadiers, Festering Zombies, Swarm Zombies, Elite Lieutenants, and Running Zombies.
* The Zombie seems to be the most common mutation of the malaise.
* Zombies were most likely prisoners, as they have a glowing green loincloth.

## History

* 0.4: Now drops blueprint for Force Shield.
* 1.1: No longer drops blueprint for Force Shield.
* 1.2: Now drops blueprint for Bobby outfit.
Sonic Carbine

The **Sonic Carbine** is a carbine-type ranged weapon which can autofire. Its bolts will always pierce through the first enemy they hit. This item is exclusive to the *Rise of the Giant DLC*.

## Details

* **Ammo:** 20
* **Special Effects:**
	+ Inflicts critical hits to targets behind the first enemy.
* **Breach Bonus:** 0.6
	+ **Base Breach Damage:** 48 (96)
	+ **Base Breach DPS:** 102 (204)
* **Attack Duration:** 0.47 seconds
	+ **Charge:** 0.17
	+ **Lock:** 0.3
	+ **Cooldown:** 0
* **Tags:** HasBullets, Ranged, LimitedAmmo, IsCrossbow
* **Legendary Version:**
	+ **Forced Affix: Poison Bullet**
		- "Shots explode into a toxic cloud."

## Location

The blueprint for the Sonic Carbine can be found at the top of the exit tower in the 5 BSC biome, it requires Apex key.

## Synergies

* Due to its high rate of fire, it works well with Barbed Tips.

## Notes

* Prevents player actions such as dodge-rolling for a brief time after shooting.

## Trivia

* Sonic Carbine's name change was brought due to crossbows being reworked into two-handed weapons, while this one remained functionally identical.
* In some rare instances, the blueprint for the Sonic Carbine is accessible by using the Homunculus Rune.
* Wings of the Crow can also be used to access the blueprint without the Apex key.

## History

* 1.9: Renamed from *Sonic Crossbow* to *Sonic Carbine*.
	+ Base price decreased from 2500 to 2000.
* 2.4: Base DPS increased from 167 (333) to 250 (500).
* 3.0: Nerfed the DMG and added a Legendary Affix.
	+ Base damage decreased from 250 (500) to 227 (445).
		- Decreased Base DMG from 33 (66) to 30 (60).
	+ Added the Legendary Affix "Poison Bullet".

## Footnotes

1. ↑ The critical DPS displayed in-game is incorrectly shown to be the same as the normal DPS. This is incorrect as the actual critical DPS is actually double the amount of the normal DPS.
Thunder Shield

The **Thunder Shield** is a shield weapon which has a lower damage reduction on block than most other shields and deals electric DPS when held up or in a radius around the player after a successful parry. Reusing the shield while it's charged will discharge the energy, dealing shock damage and stunning nearby enemies. This item is exclusive to the *Rise of the Giant DLC*.

## Details

* **Base Absorbed Damage:** 50%
* **Special Effects:**
	+ Parrying charges the player up, dealing 32 base electric DPS in an area of effect.
		- Keeping the shield up also deals the same electric DPS to any enemy in front of the player.
	+ Using the shield again when charged up discharges instantly, dealing 32 base shock DPS for 2 seconds and stunning nearby enemies.
* **Breach Bonus:** -1
	+ **Base Breach Damage:** 0
	+ **Base Breach DPS:** 0 (0)
* **Tags:** Shield, Ranged, Electric, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Poison Shield**
		- "Poisons enemies blocked with a parry."

## Trivia

* Thunder Shield worked differently prior to *v1.3*. It wasn't able to deal area damage or discharge the energy, but successful parries increased the DPS by ~2.7 times.

## History

* 1.9: No longer targets doors.
* 2.1: Base shock DPS decreased from x to 50.
* 2.4: Base shock DPS decreased from 50 (50) to 32 (32).
* 2.9: Unlock cost decreased from 100 cells to 50.
	+ Is no longer considered to be a ranged weapon.
* 3.0: Added the Legendary Affix "Poison Shield".
Pyrotechnics

**Pyrotechnics** is a magic-type ranged weapon which lets the player throw flaming projectiles which deal critical hits to enemies covered in oil.

## Detail

* **Special Effects:**
	+ The player throws fireballs which explode on impact and cover patches of floor on fire. This fire, lasting for 1 second, inflicts enemies with a 1 second burning effect dealing 24 base DPS.
	+ Fireballs deal ~1.81x direct damage (185 base critical DPS) to enemies covered in oil. All burning damage over time is also innately increased on enemies covered in oil.
* **Breach Bonus:** -1 / -1 / -1 / 0.5
	+ **Base Breach Damage:** 0 / 0 / 0 / 150 (0 / 0 / 0 / 300)
	+ **Base Breach DPS:** 110 (221)
* **Combo Duration:** 1.68 seconds
	+ **First Hit:** 0.41 (0.15 + 0.1 + 0.16)
	+ **Second Hit:** 0.3 (0.2 + 0.1 + 0)
	+ **Third Hit:** 0.32 (0.1 + 0.06 + 0.16)
	+ **Fourth Hit:** 0.65 (0.3 + 0.35 + 0)
* **Tags:** Ranged, RapidFire, Fire, UnlockInPublicEvent, HasBullets
* **Legendary Version:**
	+ **Forced Affix: Double Stack**
		- "Applies 2 stacks of damage over time effects instead of 1."

## History

* 2.4: Pierce affixes are now allowed.
* 2.9: Unlock cost decreased from 60 cells to 30.
* 3.0: Added the Legendary Affix "Double Stack".
Nest

"No prayers, no words, not even deeds can rightfully honour our protectress; only sacrifice means true loss, and hence, true belief".
The Sacred Barks, 20:1.
 Since time immemorial religious rituals have proven themselves to be extremely useful tools for eliminating one's enemies. This one also helps to keep the ticks at bay.
 Before dawn the Nest spills forth its wretched brood, ever hungry, hunting for their mother.

## Nest

### Soundtrack

Heart Of The Swamp

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

### Next biome(s)

Stilt Village, Graveyard, Fractured Shrines

## Enemies & Traps

### Next biome(s)

Stilt Village, Graveyard, Fractured Shrines

## Enemies & Traps

### Next biome(s)

Stilt Village, Graveyard, Fractured Shrines

## Enemies & Traps

### Next biome(s)

Stilt Village, Graveyard, Fractured Shrines

## Enemies & Traps

### Next biome(s)

Stilt Village, Graveyard, Fractured Shrines

## Enemies & Traps

### Timed door

15:00

The **Nest** is a first boss biome that is exclusive to the *Bad Seed DLC*. It is the home of the boss of this area, Mama Tick, as well as the Giant Ticks encountered within the Morass of the Banished.

## General information

### Access and exit

The Nest can only be accessed from the Morass of the Banished. Three exits are available after, leading to the Stilt Village, the Fractured Shrines, and the Graveyard (requiring the Spider Rune).

### Level characteristics

##### Scrolls

When 3 Boss Stem Cells are active, Mama Tick will drop 3 guaranteed Scroll Fragments, and when 4/5 Boss Stem Cells are active, she will drop 4 Scroll Fragments.

#### Enemy tier and gear level scaling

 Enemy lvl tier
 Enemy Health tier

## Exclusive blueprints

Beating Mama Tick will award the following blueprints:

* 1st kill - Scythe Claw weapon

#### Giant Tick Outfits

Beating Mama Tick will also reward the player with one of her outfits. There are 7 Giant Tick outfits, one for each difficulty, one for defeating Mama Tick without taking a single hit and one that can be obtained if a special condition is met. The outfit of the lowest difficulty remaining is always the one that drops, e.g. the Classic outfit will drop on 4 BSC if it hasn't been looted yet. On the other hand, the special outfit has the unique trait of being obtainable at any difficulty as long as a special condition is met. The player must sacrifice the Mushroom Boi! in a lore room located before leaving the Morass of the Banished.

* 0 BSC: Giant Tick Outfit
* 1 BSC: Annoyed Tick Outfit
* 2 BSC: Irritated Tick Outfit
* 3 BSC: Mad Tick Outfit
* 4 BSC: Furious Tick Outfit
* Mushroom Boi! sacrifice: Sacrificial Tick Outfit
* Flawless kill: Flawless Tick Outfit

## Lore

### Mama Tick

*See the main article for information about Mama Tick.*
The Collector's Apprentice

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

## The Collector's Apprentice

### Location

Within the Collector's room in Passages when 5 Boss Stem Cells are active.

“*I want to try some of the... uh... stuff written there.*„

**The Collector's Apprentice** is an NPC that replaces the Collector in Passages if the player is on  Hell difficulty. They share all of the functionality for buying and upgrading items that the Collector does.

## Dialogue

Upon first entering the Collector's room when 5 Boss Stem Cells are active:

* "*Hello there! I was waiting for you.*"
* "*Someone keeps leaving weird books all around the island.*"
* "*I want to try some of the... uh... stuff written there.*"
* "*But I need cells, the sort you’re carrying, for the experiments.*"
* "*Bring me some, and I will help you in exchange, would ya darling?*"

## Trivia

* As mentioned in the patch notes and evident in the update banner, the Collector's Intern is of the same species as Guillain.
	+ Despite being named as his intern, they are not directly relevant to the Collector himself, as they work independently on experiments.
* The Intern was added to allow players to spend cells with blueprints on Hell difficulty. Prior to their addition, players were forced to switch to a lower difficulty in order to unlock items.
* One of their quotes imply that the Collector is supposedly an author on Malaise research.
Weirded Warrior

**Weirded Warriors** are enemies resembling a crab that are armed with katanas on each hand. They are found in Stilt Village on 0 BSC, and in the Corrupted Prison and Forgotten Sepulcher on 2 BSC and higher.

## Behavior

The Weirded Warrior can perform a dash combo after detecting the player - it rushes to the player and back, dealing damage on both strikes.

If attacked with ranged weapons, the Weirded Warrior attempts to block them with its katanas, but will be unable to take actions otherwise.

## Moveset

* **Description:** Crosses their swords and then dashes to the player before sprinting back again. Both attacks can hit the player and damage them on contact.
* Can be blocked, parried and dodge rolled.

* **Description:** Crosses swords and blocks ranged projectiles.
* Can still be damaged by other sources when blocking projectiles.
* Only protects its front.
* Some attacks cannot be blocked and will still function normally, such as the Homunculus Rune.

## Strategy

* Attempt to dodge their initial attack, then strike. If using ranged weapons, be sure to hit them in the back.
	+ Similar to Slashers, the Weirded Warrior's attacks are relatively telegraphed, so try to slow them down and predict their pattern.
* Their dash attack can be parried, or dodged with rolling or jumping.

## History

* 2.1: Can now drop the Hattori's Katana blueprint.
	+ Can now drop the Blade Master's Outfit blueprint.
Version 0.0

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

**Version 0.0**, now referred to as **Early Access Vanilla** by the Legacy Update, is the first public build of *Dead Cells* that was released on the 10th of May 2017 to PC.

## Contents

* 11 levels - Each with a variation of enemies, design and ambience.
* 20 monsters - More in fact, but there will be plenty of ways for you to die.
* 50 items - Tons of weapon, active skills, traps, amulets and so on to experiment with!
* 1 fluid fun combat system - Wait to you get to explore. It feels pretty nice.
* Hours and hours of gameplay - anywhere from 10 to 30 hours or more depending on your skill level.

## References

1. ↑ Dead Cells hits Early Access on May 10th 2017! *Steam blog post*, 2017-04-19
2. ↑ Dead Cells is AVAILABLE NOW! Hype hype hype! *Steam blog post*, 2017-05-10
Wave of Denial

**Wave of Denial** is a power skill which releases a shockwave that can protect the player.

## Details

* **Special Effects:**
	+ Releases a shockwave outward from the player which deals 30 base damage to enemies it hits, knocking them back and stunning them for 0.8 seconds.
		- If an enemy hit by Wave of Denial hits a wall soon after getting knocked back, they take an additional 90+ base damage like Spartan Sandals.
		- Wave of Denial also returns enemy projectiles. However, most forms of ranged attacks just despawn and do nothing, while reflected explosives work normally.
* **Tags:** Ranged, ShortCooldown, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Super Bump**
		- "Greatly increases the knockback of the item."

## Notes

* Due to its negligible damage, the skill is best used defensively.
* The Wave of Denial's damage is enough to kill smaller flying enemies like Bats and Kamikazes. That, coupled with its short cooldown, makes it an excellent choice for builds with limited vertical reach.
	+ It is especially effective against the following enemies:
		- Bombers, as it can interrupt their flight and push them away.
		- Disgusting Worms, as it can easily remove all the bombs spawned by it.
		- Hammer, as it can easily kill the flies spawned by it and also return its spawned bombs.
		- Swarm Zombies, as it can be kept at bay while the skill takes out the flies and knock it away.
	+ It can be abused near ledges to knock enemies to their deaths.
* Since it attacks in all directions, Wave of Denial can be used to ward off projectiles from angles that are normally impossible to parry.
	+ Bear in mind that while it repels projectiles, they are not registered as parries. It cannot trigger relevant mutations such as Spite or Blind Faith as a result.
* In-game description makes no mention of its ability to repel enemy projectiles.

## History

* 0.5: Scaling changed from  Brutality/ Tactics to  Tactics.
* 0.7: Added legendary tag "DoubleDamageFree".
	+ Added tag "ShortCooldown".
	+ Changed description.
* 1.1: Cooldown decreased from 7.5 to 3 seconds.
	+ Base damage increased from 20 to 30.
	+ Base damage on wall hit increased from 40 to 90.
* 1.2: Added tag "UnlockInPublicEvent".
* 1.3: Cooldown increased from 3 to 5 seconds.
* 2.9: Unlock cost decreased from 60 cells to 5.
* 3.0: Added the Legendary Affix "Oil and Fire on Use".
* 3.1: Changed the Legendary Affix from "Oil and Fire on Use" to "Super Bump".

 5 BSC spoiler:
Collector's Syringe
The Ghost

“*Good luck... NYAH HA HA HA HA HA HA!*„

**The Ghost** is an NPC that first appears when the player reaches a Challenge Rift for the first time, as the bearer of a tutorial message. The Ghost explains to the Beheaded that opening the chest will grant him great loot (namely a Scroll of Power, an amulet and cells) but it will be hard to get out of the rift.

He can also be found in the Combat Room of the Training Room explaining the mechanics of spawning enemies and selecting biome presets.

## Dialogue

### Challenge Rift

* "*BOO!*"
* "*NYAH HA HA HA HA HA HA HA HA HA HA HA!*"
* "*So you've stumbled through a rift, eh...*"
* "*Bet you'd like to take these little beauties with you, now wouldn't you?*"
* "*Well, if you do decide to take them... Getting out won't be anything like getting in...*"
* "*Good luck... NYAH HA HA HA HA HA HA!*"

### Training Room

Upon first entering the Combat Room:

* "*Hello there! Welcome to the Combat Room!*"
* "*I'm handling it for my knightly friend. You can call it undead solidarity.*"
* "*You can even select enemies from a specific zone of the island and instantly fill the room with them!*"
* "*Oh and don't worry: you can't die here. You'll just go back to the entrance.*"
* "*Give it your all and train like crazy!*"

When talking to him again:

* "*Pick which enemies you want to fight and press the button*"
* "*You can also select a zone and all the enemies in the room will turn into ones taken from that zone!*"
* "*Remember: you can’t die here. You’ll just go back to the entrance.*"
* "*Give it your all!*"

## Lore

There is currently nothing known about the Ghost, not even his name. It seems he is mostly a tutorial character with no real backstory.

## Notes

* The Ghost can always be seen for a split-second upon entering a Challenge Rift, even if the full cutscene does not show.

## Trivia

* The Ghost was designed by Motion Twin artist Gwen

## References

1. ↑ Hello, we're Motion Twin, the team behind Dead Cells! Ask Us Anything! *Reddit*, 2018-08-16
Wrenching Whip

The **Wrenching Whip** is a melee weapon which ignores shields and pulls enemies toward the player before dealing a critical hit at close range.

## Details

* **Special Effects:**
	+ All but the last attack of the combo bypass the shield of a Shieldbearer.
	+ Pulls damaged enemies toward the player on the first two strikes of the combo, then kicks them away on the last strike and deals a guaranteed critical hit.
		- The first hit of the combo strongly pulls enemies toward the player for 0.2 seconds, the second hit strongly wrenches enemies toward the player, and the final hit deals strong knockback. For all hits, enemies may only be pushed or pulled 2.5 tiles at a time.
* **Breach Bonus:** 3 / 3 / 1
	+ **Base Breach Damage:** 180 / 160 / 140 (280)
	+ **Base Breach DPS:** 400 (800)
* **Combo Duration:** 1.2 seconds
	+ **First Hit:** 0.3 (0.2 + 0.1 + 0)
	+ **Second Hit:** 0.3 (0.2 + 0.1 + 0)
	+ **Third Hit:** 0.6 (0.3 + 0.3 + 0)
* **Tags:** UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Bleed on Hit**
		- "Makes the victim bleed."

## Notes

* The in-game listed normal DPS is incorrect and has no correlation to actual gameplay, and should be ignored. The critical DPS displays the correct DPS values for the weapon, as it takes into account both the first two swings' damage, as well as the damage of the third swing.
* Although the first two attacks bypass shields, the third attack in the combo does not, hence using it on a Shieldbearer won't damage it and using it on a Thorny's back will self-damage the player.

## History

* 2.9: Unlock cost increased from 30 cells to 40.
* 3.0: Added the Legendary Affix "Bleed on Hit".
Vengeance

### Scaling

**Vengeance** is a brutality-scaling mutation which increases damage dealt for 8 seconds, and reduces damage taken for only 3 seconds, after taking damage.

## Details

* **Special Effects:**
	+ After taking damage, the player receives 30% less damage for 3 seconds and deals more damage by a percentage for 8 seconds.
* **Scaling:** 0.6 + 0.01 × (Stat - 1) damage dealt

## Notes

* Damage is added at most once every 0.2 seconds.

## History

* 0.6: Duration increased from 7 to 13 seconds.
* 1.9: Now unlocked by default. No longer dropped from the 7th kill of the Time Keeper.
* 2.4: Base bonus damage dealt increased from 30% to 60%.
What Doesn't Kill Me

**What Doesn't Kill Me** is a survival-scaling mutation which heals the player for small percentage of their health after a successful parry.

## Details

* **Special Effects:**
	+ Each parried melee attack heals the player by [2 base]% of their health.
* **Scaling:** 2\*1.05Stat-1 % of HP

## Notes

* Healing can only occur once every 30 seconds per enemy. Mutation cooldown does not scale with stats.
* Parries done with the Cocoon and Iron Staff will activate this mutation and heal the player.
* Thunder Shield cannot seem to activate this mutation (needs further investigation).

## History

* 2.4: Base healing percentage increased from 1% to 2%.
	+ Healing cap increased from 3% to 6%.
* 3.4 (beta): Now grants recovery instead of healing
* 3.41: Reverted change on What Doesn't Kill Me. It now grants healing instead of recovery again
Wolf Trap

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

## Details

* **Special Effects:**
	+ Throws two arcing projectiles which explode on contact with an enemy or a horizontal surface.
		- The projectile bounces off of a Shieldbearer's shield without detonating.
	+ Upon explosion, each deploys an indestructible wolf trap.
		- Traps grab the first enemies to pass over them, inflicting a rooting and unique vulnerability-inducing effect for 6.5 seconds.
			* Effect adds 34 base DPS to the total damage taken by the affected enemy for the duration.
			* 1/3 of this DPS can be dealt every 1/3 of a second, upon taking damage from another source.
			* Trap is destroyed once the effect ends.
			* This effect is weaker on all bosses.
		- Only one set of two traps per Wolf Trap skill can be active at a time; attempting to deploy a second set will destroy active copies of the first set.
* **Tags:** Deployable
* **Legendary Version:**
	+ **Forced Affix: Ice on Stop**
		- "Freezes nearby enemies when the effect ends."

## Notes

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

## Trivia

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

## History

* 0.1: Now deploys 3 traps.
* 1.9: Base bonus DPS decreased from 40 to 34.
	+ Root duration decreased from 6.5 to 5 seconds.
	+ Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.1: Scaling changed from  Tactics/ Survival to  Survival.
* 3.0: Added the Legendary Affix "Ice on Stop".

 5 BSC spoiler:
Collector's Syringe
Whip Sword

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

* Primary Ability
* Secondary Ability

### Scaling

The **Whip Sword** is a versatile melee weapon introduced as part of the Return to Castlevania DLC, capable of switching between a quick, short-ranged sword, a farther-reaching segmented whip, and deals critical damage when transforming between attacks. However, the disadvantage is that the weapon takes up both main weapon slots in the inventory.
Runner

### Location(s)

Promenade of the Condemned Undying Shores (After visiting Promenade of the Condemned)

Observatory (summoned by the boss)

### Reward

Spartan Sandals (100%)Cleaver (1.7%)

Phaser (0.4%)

**Runners** are enemies found in the Promenade of the Condemned. Their only method of attack is a melee range slash, but they can teleport after the player if they are too far.

## Behavior

Once a Runner detects the player, it will sprint to them and attempt a powerful slash attack.

It will chase the player via teleportation if they get too far. However, they will not be able to do so if they are immobilized.

**Elites** can teleport and attack much faster than normal, but do not gain new attacks. Most usually, elites of this enemy drop an amulet rather than weapons.

## Moveset

* **Description:** Melee slash attack.
* Can be blocked, parried, and dodge rolled.

## Strategy

Runners are simple but tenacious enemies. Dealing with one is easy; roll behind them as soon as they start to attack. In lower difficulties, if there are too many enemies to deal with at once, you can lure them away one at a time and easily defeat them.

If attacking them from range, try to find sufficient space and put it at an disadvantageous position.

The Runner's attack comes out relatively fast, so it can be difficult to interrupt them before they do so, though dodge-rolling can be done at the last moment. Their attack also hits hard, so be careful.

## Trivia

* This enemy was previously named *Phaser*, which was, most likely, the inspiration and namesake for the Phaser skill associated with it.
* Before its current look the Runner was a recolored Zombie that would swipe at you with its claw.
Wish

* Normal
* Depleted

**Wish** is a colorless mutation that guarantees the next item you find is a Legendary.

## Details

* **Special Effects:**
	+ The next item the player picks up will become legendary.
	+ Similarly to YOLO, it cannot be removed after being used.
	+ Doesn't work on items that were picked up and dropped prior to equipping Wish.
* **Scaling:** None
* **Tags:** UniquePerk, InstantBlueprint, UnrerollablePerk
Worm

### Location(s)

**Corpse variant:** Ancient Sewers, Stilt Village (Spawned by Festering Zombies)**Weaver variant:** Morass of the Banished, Stilt Village

### Related

Festering Zombie

**Corpse Worms** (green) and **Weaver Worms** (orange) are smaller, faster versions of the Disgusting Worm.

## Behavior

**Corpse Worms** are thrown towards the player by Festering Zombies, while **Weaver Worms** hatch from eggs in the corners of the rooms of the Stilt Village and Morass of the Banished.

They also innately chase the player via teleportation.

## Moveset

* **Description:** Bites the player.
* Can be blocked, parried, and dodge rolled.

## Strategy

* A Corpse Worm's attack is extremely fast, and therefore can be dangerous if the player is cursed, though they are easily wiped out by splash damage. The Weaver Worm is less threatening as its attack is slower, but one still needs to pay attention to it.
	+ If Corpse Worms are nearby, focus on killing the Festering Zombies spawning them first as otherwise it will generate an endless horde of worms to pursue the player. Then kill the worms with area-of-effect damage.
* If you manage to parry the Corpse Worm egg in mid-air (thrown by the Festering Zombies), the Corpse Worm will turn to a Biter instead.

## Notes

* The Corpse Worm is a spawned enemy, and it will thus not count toward curse counters or perfect doors when killed.
	+ However, the Weaver Worm is not a spawned enemy, so it behaves like any regular enemy otherwise.
* Festering Zombies can throw the Corpse Worm through walls and platforms

## Trivia

* Weaver Worms used to be called Sick Worm.
* Corpse Worms used to spawn when a Festering Zombie died.
Tonic

The **Tonic** is a power skill which grants up to 100% of the player's health as blue bonus health, working as temporary health for 9 seconds. During those 9 seconds, the player is given a 20% damage reduction.

## Details

* **Special Effects:**
	+ Gives the player a 40-100% (base-max) bonus health that works as health until Tonic's power runs out.
	+ Generates a force field for a very short period upon activation.
	+ Reduces all damage taken by a flat 20%.
	+ Shortens dodge cooldown by 50%.
* **Tags:** NoDamage, Heal, HasDuration
* **Legendary Version:**
	+ **Forced Affix: Extended Duration**
		- "Increase duration by 100%."

## Notes

* The cooldown starts after the effect has ended.

## History

* 0.2: Base healing increased from 40 to 75.
	+ Healing time decreased from 2.5 seconds to instant.
	+ Added effect "Total protection for 10 seconds" on activation.
	+ Description changed.
* 0.4: Now is replaced by empty tonic after activation instead of being destroyed.
	+ Effect added: Empty tonic recharges when using a health fountain.
	+ Base healing decreased from 75 to 20.
	+ Protection duration decreased from 10 to 4 seconds.
	+ Now scales with  Brutality/ Tactics.
	+ Base price increased from 450 to 1000 gold.
	+ Description changed.
* 0.5: Base healing increased from 20 to 30.
	+ Empty tonic now recharges when exiting current biome.
	+ Replaced tag "TransformOnFountain" to "Depleted" on empty tonic.
	+ Changed description on empty tonic.
* 0.7: Added legendary effect "RunSpeedOnUse".
	+ Changed description on empty tonic.
* 1.1: No longer heals flat amount of hp, instead heals for base 4% (Max 25%) of max health.
	+ Protection duration decreased from 4 to 3 seconds.
	+ Is now always unlocked.
	+ Changed description.
	+ Empty tonic now recharges when using a healing flask.
	+ Added tag "RefillOnFlaskUse" on empty tonic.
	+ Changed description on empty tonic.
* 1.4: Scaling changed from  Tactics/Survival to  Survival.
* 1.8: Added tag "HasDuration".
* 1.9: No longer heals a percentage of the player's health, instead gives the player base 50% (Max 100%) of missing health as bonus health for 10 seconds.
	+ Effect added: Protects against the Malaise for 10 seconds.
	+ Effect added: Reduces damage taken by 20%.
	+ Effect added: Increases movement speed by 20%
	+ Effect added: Shortens dodge cooldown by 50%.
	+ Protection duration decreased from 3 to 0.75 seconds.
	+ Empty tonic replaced by 30 second cooldown.
	+ Description changed.
	+ Removed tag "TransformOnUse".
* 2.1: No longer protects against the Malaise due to the Malaise rework.
	+ Cooldown now starts after the effect ends.
* 2.4: Base health bonus decreased from 50% to 40%.
	+ Duration decreased from 10 seconds to 9.
* 2.8: Tonic no longer Increases movement speed.
* 3.0: Added the Legendary Affix "Extended Duration".

## Footnotes

 5 BSC spoiler:
Collector's Syringe
Vorpan

The **Vorpan** is a frying pan-like melee weapon that inflicts critical hits when hitting enemies from the front.

## Details

* **Special Effects:**
	+ Inflicts a critical hit if the enemy is facing the player.
* **Breach Bonus:** 0 / 0.3 / 0.5 / 1
	+ **Base Breach Damage:** 35 / 58.5 / 97.5 / 160 (56 / 93.6 / 175.5 / 320)
	+ **Base Breach DPS:** 251 (461)
* **Combo Duration:** 1.4 seconds
	+ **First Hit:** 0.35 (0.25 + 0.1 + 0)
	+ **Second Hit:** 0.3 (0.2 + 0.1 + 0)
	+ **Third Hit:** 0.35 (0.3 + 0.05 + 0)
	+ **Fourth Hit:** 0.4 (0.3 + 0.1 + 0)
* **Legendary Version:**
	+ **Forced Affix: Fire on Hit**
		- "Burns the enemy."

## Synergies

* Combining with Grappling Hook is an easy high damage crit enabler as it stuns and brings front-facing enemies closer to get hit more easily.

## Location

The Vorpan can only be obtained after playing Dead Cells for a few runs. Once it becomes available, a special interaction with the shop merchant will trigger on any given level until it is properly unlocked by the player.

## 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 frontside.
	+ Similarly, the same problem occurs with the Assassin's Dagger, as these enemies don't have a backside either.
* Because of its short range, it is crucial to managing crowds to not get swarmed by enemies, as this weapon struggles against fights with many targets.

## Trivia

* This weapon is a reference to the animated release trailer, where the Beheaded fights off enemies using a frying pan by hitting them in the face with it. It was the last weapon provided to him.
	+ The flavor text is a reference to the title of the trailer, "*Kill. Die. Learn. Repeat.*".
* The weapon's name is likely a portmanteau of the words "vorpal" and "pan".
* Walking into a shop while equipping the Vorpan and the Tentacle will trigger a special interaction with the shop merchant.
	+ This interaction is a reference to the animated launch trailer, where at the end of the video the Beheaded and a merchant use the Vorpan to cook a tentacle.

## History

* 3.0: Added the Legendary Affix "Fire on Hit".