Weapons

The
player can only carry two weapons at a time. Picking up a third weapon
will show a menu that compares all three weapons and asks the player if
they want to discard a carried weapon for the new weapon.
All melee weapons' DPS increase based on the player's
Brutality Stat, but some weapons have alternate scaling with
Tactics (e.g. Cursed Sword and Frantic Sword) or
Survival (e.g. The Nutcracker and Broad Sword), which means their DPS will scale off the higher stat between the two.

Icon
Name
Description
Blueprint Location
Base DPS
Base Special DPS
Scaling

Rusty Sword

*Kills things. Sometimes...*

Starter weapon until Random Melee Weapon is unlocked (then found in secret tile in the starting area).
119 DPS
N/A

Balanced Blade
Carefully balanced for rapid attack sequences.
Always unlocked
127 DPS
N/A

Twin Daggers

Inflicts a critical hit on the 3rd consecutive strike.

*Two knives for the price of one, more violence for your dollar!*

Always unlocked
201 DPS

Nutcracker
Inflicts a critical hit if the target is stunned, frozen or immobilized.
Always unlocked
134 DPS
297 DPS

Blood Sword
Causes bleeding (9 DPS for 6 sec).
Dropped by Zombie (100% chance)
109 DPS
9 bleeding DPS

Spartan Sandals

Knocks back enemies, dealing 90 extra damage if the enemy hits a wall. The final strike in the combo will knock any enemy back.

*This. Is. DEAD CELLS!*

Dropped by Runner (100% chance)
21 DPS
90 bonus damage

Oiled Sword
Douses the enemy with flammable oil.
Dropped by Bat (1.7% chance)
149 DPS
N/A

Broadsword

The second and third hits are critical.

*Slow and heavy, but deliciously vicious.*

Obtained from Tutorial Knight's corpse within the Prisoners' Quarters
273 DPS

Assassin's Dagger

Inflicts a critical hit when you stab your enemy in the back.

*Light but deadly if you know how to use it.*

Found above the starting point of the Promenade of the Condemned
100 DPS
300 critical DPS

Frantic Sword

Inflicts a critical hit when you have less than 50% health.

*The weapon of choice of fighters who like to live dangerously.*

Dropped by Kamikaze (0.4% chance)
137 DPS
285 critical DPS

Cursed Sword

One hit and you're dead.

*So you like to play hardball, do ya?*

Dropped by Conjunctivius on first kill
407 DPS
N/A

Shovel

Knocks back enemies and bombs.

*Any object is a deadly weapon if it's moving fast enough...*

Dropped by Purulent Zombie (Graveyard) (0.4% chance)
144 DPS
N/A

Spite Sword

Inflict a critical hit if you took damage less than 8 sec ago, or if you're cursed.

*A rusty weapon that reveals its power when things get tough.*

Dropped by Buzzcutter (0.03% chance)
131 DPS
315 critical DPS

Valmont's Whip

Ignores shields. Inflicts a critical hit if the tip of the whip strikes the enemy.

*Popularized by the well-dressed Baron Valmont du Cul.*

Dropped by Disgusting Worm (0.4% chance)
53 DPS
320 critical DPS

Wrenching Whip
Ignores shields, pulls victims toward you and inflicts a critical hit on the 3rd strike.
Dropped by Pirate Captain (0.4% chance)
129 DPS
187 critical DPS

Impaler
Inflicts a critical hit if the target is up against a wall.
Dropped by the The Concierge on second kill
117 DPS
300 critical DPS

Sadist's Stiletto

Inflicts a critical hit if the target is bleeding or poisoned.

*Hit 'em where it hurts.*

Dropped by Spiker (1.7% chance)
109 DPS
191 critical DPS

War Spear

Inflicts a critical hit when you strike several targets at the same time.

*Greater range but less speed.*

Dropped by Hammer (1.7% chance)
149 DPS
306 critical DPS

Rapier

Inflicts a critical hit immediately after a roll.

*It's all in the wrist...*

Dropped by Scorpion (0.4% chance)
106 DPS
268 critical DPS

Spiked Boots
Inflicts a critical hit if the kick interrupts an attack.
Dropped by Thorny (0.4% chance)
101 DPS
297 critical DPS

Hayabusa Boots
The last hit inflicts area-of-effect damage and pushes enemies back.
Found at the end of the Forgotten Sepulcher
128 DPS
N/A

Hayabusa Gauntlets
The final hit is a critical hit.
Dropped by Lancer (0.4% chance)
128 DPS
173 critical DPS

Torch

Burns your enemies (15 DSP for 2.7 seconds).

*Talk about mood lighting!*

Dropped by Spawner (1.7% chance)
99 DPS
15 burning DPS

Symmetrical Lance
Inflicts critical hits for 6 sec if you quickly kill 2 enemies with this weapon.
Dropped by The Hand of the King on first kill
168 DPS
251 critical DPS

Swift Sword

Inflicts a critical hit if you have an active speed buff.

*Forget about taking your time. To get real results, strike hard and fast.*

Unlocked on 1st completed Daily Run (only one completion per day counts)
112 DPS
171 critical DPS

Meat Skewer

Lets you go behind your enemy.

*Now you see me, now you don't!*

Unlocked on 10th completed Daily Run (only one completion per day counts)
139 DPS
N/A

Giant Killer
Inflicts a critical hit if the victim is an Elite or a Boss.
Currently only available in the Daily Run mode
150 DPS
262 critical DPS

### Ranged Weapons

All ranged weapons scale with
Tactics, but some of them can also scale with
Brutality (some ranged weapons designed to be used in close combat) or
Survival (some slow, heavy-hitting ranged weapons).

Two major classes of ranged weapons exist: bows and crossbows,
which usually have limited ammunition, and spells, magic weapons which
do not have ammunition.

Icon
Name
Description
Blueprint Location
Base DPS
Base Special Damage
Scaling

Beginner's Bow

**Ammo: 6**

Ammo comes back after enemies are killed.

*The Jailer's son was getting pretty good at hunting rats with this...*

Starter bow until Random Starter Bow is purchased (found in secret tile near the place where you start afterwards)
100 DPS
N/A

Multiple-nocks Bow

**Ammo: 12**

Shoots 3 arrows at the same time.

Always unlocked
121 DPS
N/A

Throwing Knife

**Ammo: 8**

Causes bleeding (20 damage/s for 2 seconds). Automatically targets the nearest enemy.

Always unlocked
14 DPS
20 bleeding DPS

Electric Whip
Automatically targets nearby enemies. Ignores shields.
Always unlocked
128 DPS
N/A

Fire Brands
Burns enemies and the ground (19 DPS for 3 sec).
Always unlocked
8 DPS
19 burning DPS

Frost Blast

**Ammo: 4**

Freezes enemies in front of you. No damage if the target is already frozen.

Always unlocked
48 DPS
N/A

Bow and Endless Quiver

Unlimited ammo. Last shot is a critical hit!

*"You can never have too many arrows" - Legolas*

Dropped by Undead Archer (0.03% chance)
133 DPS
N/A

Marksman's Bow

**Ammo: 6**

Inflicts a critical hit at long range.
*Slow, but devastating at long range. A sniper's delight*

Found behind the Timed Gate (closes after 8 minutes) in the Ossuary
50 DPS
300 critical DPS

Infantry Bow

**Ammo: 5**

Inflicts a critical hit at close range.

*A bow designed for close combat.*

Dropped by Undead Archer (1.7% chance)
68 DPS
189 critical DPS

Quick Bow

**Ammo: 10**

Inflicts a critical hit if the target has 2 or more arrows stuck in its body.

*Speed at the detriment of accuracy.*

Behind the starting point in the Prisoners' Quarters, up some ledges on the wall
43 DPS
141 critical DPS

Ice Bow

**Ammo: 4**

Briefly freezes enemies.

Dropped by Undead Archer (0.4% chance)
46 DPS
N/A

Heavy Crossbow

**Ammo: 15**

Shoots several short-range bolts at once.

*A point-blank blast.*

Dropped by The Concierge on first kill
280 DPS
N/A

Repeater Crossbow

**Ammo: 30**

Fires multiple bolts, periodically immobilising enemies. Inflicts critical hits on immobilised targets.

Dropped by Dark Tracker (0.4% chance)
71 DPS
123 DPS

Hokuto's Bow

**Ammo: 2**

Marks the enemy, who then takes +75 DPS for 20 sec. If the enemy dies, the mark spreads.

*You don't know it yet, but you're already dead.*

Dropped by Cannibal (1.7% chance)
25 DPS
75 extra DPS

Ice Crossbow

**Ammo: 9**

Tap to freeze enemies. Hold to inflict critical damage.

Dropped by The Time Keeper after second kill
60 DPS
171 critical DPS

Explosive Crossbow
Bolts explose in the area of effect. Any enemy hit by a bolt suffers a critical wound.
Can be found in the Promenade of the Condemned through the three locked doors
85 DPS
169 critical DPS

Nerves of Steel

**Ammo: 6**

Inflicts a critical hit if the arrow is shot at right moment.

To the far right in the Ramparts,
 by jumping on top of an invisible platform. This weapon can only be
unlocked under the special circumstance, that the last tower does NOT
have the exit to the next stage or the secret amethyst.
56 DPS
229 critical DPS

Alchemic Carbine
Poisons its victims (20 DPS for 6 seconds).
In a secret room in the Ancient Sewers, through a long hole obscured by vines that can be rolled through.
18 DPS
20 poison DPS

Lightning Bolt

Hold to inflict critical hits.

*Join the dark side.*

Dropped by Inquisitor (1.7% chance)
122 DPS
277 critical DPS

Fire Blast

Burns enemies and any ground in range. Inflicts critical hits when oil is present.

*Rare, medium or well-done?*

Dropped by Masker (1.7% chance)
150 DPS
196 critical DPS

Ice Shard
Slows down enemies during 3 sec. Inflicts critical hits on targets is in water or covered in oil.
Dropped by The Time Keeper on first kill
61 DPS
244 critical DPS

Pyrotechnics
Launches multiple flaming projectiles. Inflicts critical damage on targets covered in oil.
Dropped by Caster (1.7% chance)
115 DPS
205 critical DPS

Boomerang

**Ammo: 1**

Comes back to you automatically.
*Old faithful.*

Behind the third locked door in High Peak Castle (next to the exit to the Throne Room).

Requires the Spider Rune or an amulet with two extra air jumps to reach the Blueprint.

89 DPS
N/A

### Shields

**Shields** are a special sub-class of weapons which focus on protecting the player from damage rather than killing enemies.

#### Passive effects

Carrying
 a shield causes a force field to be granted for 0.5 seconds whenever
the player takes damage. This barrier absorbs most types of damage while
 active (the exception is damage-over-time from status effects such as
poison and darkness); however, force fields, both from shields and from
other sources, reduce rally effect health gain by 65% while active, making it more difficult to recover recently-lost health before the rally effect expires.

#### Active effects

*Holding*
 a shield's assigned button deploys it in front of the player, usually
after a 0.37-second windup (the Front Line Shield instead has a
0.1-second windup). Attacks originating from in front of the shield
which hit the player are reduced by the percentage specified on the
shield (usually 75%) before being further reduced by other
damage-reducing effects, and block damage, listed as non-critical
damage, is dealt to enemies using melee attacks.

*Tapping* a shield's assigned button instead causes the
player to attempt a parry with the shield. If no attacks arrive within
the parry window, the player loses the ability to block or parry again
for 0.6 seconds. However, if a non-shockwave attack or a bomb comes into
 contact with the shield during the parry window, any damage from the
attack is nullified completely, the ability to parry subsequent attacks
is preserved, and additional effects occur depending on the nature of
the attack:

* Melee attackers take parry damage (indicated on the shield as a critical damage value).
* Ranged attacks are absorbed, then shot out as a forward arrow (like those produced by the Front Arrow affix) which deals 80 base damage.
* Bombs are thrown forward at great speed, exploding for 90 base damage.
* Explosions are absorbed without producing any retaliatory attacks.

*Note:* While using a parry-capable shield, the player will
automatically parry attacks that land within the first 0.2 seconds after
 starting to raise the shield as long as the shield's assigned button is
 still being held down at the time of the attack landing.

#### Effect scaling

Block and parry damage outputs of shields are usually increased based on the player's
Survival stat. The absorbed percentage of damage while blocking,
however, can only be increased by the presence of the Shield Absorb
affix (7% extra absorbed damage while held up).

Icon
Name
Description
Blueprint Location
Block Damage
Parry Damage
Absorbed Damage
Damage reduction
Scaling

Old Wooden Shield
Hold the shield up to reduce some damage. Parry at the right time to cancel all damage. Secondary weapon only.
Starter shield until Random Starter Shield is purchased (found in secret tile near the place where you start afterwards)
15 damage
30 damage
75%
Yes

Greed Shield
Blocked attacks make the enemy's teeth fall out (1 per enemy). Transforms arrows into gold.
Always unlocked
40 damage
80 damage
75%
No

Cudgel
Stuns blocked enemies. Stuns lasts longer if a parry is succesful.
Always unlocked
20 damage
40 damage
75%
No

Rampart
Absorbs more damage. Generates a force field for 3 sec on a successful parry.
Dropped by Shieldbearer (0.4% chance)
40 damage
80 damage
85%
No

Bloodthirsty Shield
Blocked attacks inflict bleeding (20 DPS for 3 seconds). Effect extended to nearby enemies on a succesful parry.
Dropped by Shieldbearer (0.03% chance)
15 damage (20 bleeding DPS)
30 damage (20 bleeding DPS)
75%
No

Assault Shield
Blocks attacks while charging forward.
Found behind the Timed Door (closes after 2 minutes) in the transition before Promenade of the Condemned
20 damage
40 damage
75%
No

Parry Shield
Cannot be held up. Blocked grenades and shots are returned with added power.
Found in secret area within Stilt Village
N/A
100 damage
75%
No

Punishment
Blocked attacks inflict damage to nearby enemies. Critical damage if parry is succesful.
Found in room behind key door within the Clock Tower
50 damage
80 damage
75%
No

Knockback Shield
Blocked attacks push enemies backwards. Effect doubled on a succesful parry.
Dropped by Catcher (0.4% chance)
30 damage
60 damage
75%
No

Spiked Shield
Inflicts major damage on blocked enemies.
Dropped by Cleaver (1.7% chance)
70 damage
140 damage
75%
No

Force Shield
Generates a temporary forcefield when held up. It regenerates slowly
 when the shield is not held up. Parries speed up the process.
Dropped by Purulent Zombie (Sewers) (0.4% chance)
40 damage
40 damage
75%
No

## Skills

Skills
are secondary abilities that can be used in combat. The player never
starts with skills and must find them throughout the run. Skill damage
and cooldown scale based on the player's
Tactics stat, though some skills instead scale their effects with
Brutality or
Survival.

The player has two skill slots. Upon picking up a third skill, a
menu which compares all three appears, allowing the player to choose
which of the three skills to discard.

Equipped skills can be swapped with each other in the pause menu with the Interact key.

Skills are roughly split into three types: traps and turrets, grenades, and miscellaneous powers.

### Traps & Turrets

Icon
Name
Description
Blueprint Location
Base Damage
Base Cooldown Time
Scaling

Sinew Slicer
Fires saws on nearby enemies, inflicting x damage/s, plus y bleeding DPS (lasts 1.5 sec).
Always unlocked
20 DPS (6 bleeding DPS)
10 seconds

Wolf Trap
Launches 2 traps which immobilize enemies for 6.5 seconds. Increases all damage taken by trapped enemies by x DPS.
Always unlocked
40 DPS
14 seconds

Double Crossb-o-matic
Fires at 2 nearby enemies, each shot inflicts x DPS.
Dropped by Zombie (0.4% chance)
45 DPS
10 seconds

Heavy Turret
Fires on all nearby enemies and inflicts x DPS. Your own damage is increased by 15% if you are close to the turret.
Dropped by Slasher (0.4% chance)
110 DPS
10 seconds

Barnacle
Fires rapidly on enemies passing below inflicting x DPS. You need to be close by for this to work. Lasts 9 sec.
Dropped by Thorny (1.7% chance)
52 DPS
10 seconds

Flamethrower Turret
Burns nearby enemies for 2 seconds (x DPS).
Dropped by Shocker (0.4% chance)
18 burning DPS
6 seconds

Cleaver
Inflicts x DPS and bleeding (y DPS for 1.8 sec) to enemies walking on it.
Dropped by Runner (1.7% chance)
35 DPS (6 bleeding DPS)
10 seconds

Crusher
Violently crushes enemies in its area of effect (x damage).
Dropped by Lacerator (0.4% chance)
200 damage
14 seconds

Explosive Decoy
You disappear for 2.5 seconds and leave a lure in your place which
attracts all nearby enemies. Explodes after 2.5 seconds (x damage).
Dropped by Protector (0.4% chance)
110 damage
12 seconds

### Grenades

Grenades are unique in that they all mainly scale with the
Brutality stat, though some of them can also scale with
Tactics (crowd control grenades) or
Survival (Powerful Grenade and Swarm). Сooldown Grenades are improved based on the player's
Brutality stat.

Icon
Name
Description
Blueprint Location
Base Damage
Base Cooldown Time
Damage reduction
Scaling

Infantry Grenade
Quick to use, but not super powerful.
Always unlocked
90 damage
4 seconds
No

Powerful Grenade
Causes a large explosion.
Dropped by Bombardier (1.7% chance)
250 damage
13 seconds
No

Cluster Grenade
Explodes into 6 mini bombs inflicting x damage each
Dropped by Slasher (1.7% chance)
50 damage/bomb
20 seconds
No

Ice Grenade
Explodes, freezing nearby enemies and inflicting x damage.
Always unlocked
35 damage
18 seconds
Yes

Fire Grenade
Inflicts x damage and burns nearby enemies for 3 seconds (y DPS).
Dropped by Grenadier (1.7% chance)
12 damage (25 burning DPS)
13 seconds
No

Magnetic Grenade
Attracts anything close to it and deals x DPS (lasts 5.5 sec).
Dropped by Grenadier (0.4% chance)
12 DPS
16 seconds
No

Stun Grenade
Inflicts x damage and stuns nearby enemies for 2 seconds.
Found in the Ramparts
20 damage
18 seconds
Yes

Root Grenade
Immobilizes all nearby enemies for 3 seconds and inflicts x DPS while they are trapped.
Behind Timed Door in the Collector's Room after the Black Bridge (closes after 15 minutes)
30 DPS
16 seconds
No

Oil Grenade
Inflicts x damage and covers nearby enemies with flammable oil.
Dropped by Hammer (0.4% chance)
60 damage
10 seconds
No

Swarm
Summons 2 biters to serve you (cumulative up to 8 max).
Dropped by Disgusting Worm (0.4% chance)
Not displayed
0.4 second
No

Hunter's Grenade

Throw this grenade at a monster to aggravate it a little. Beat it
down to 40% health or less, then use the Blueprint Extractor on the
monster to obtain a blueprint from it

*Catch 'em all!*

Unlocked at the Collector, 150 cells price. You need to first unlock 20 items from the Collector in order to be able to unlock it

Afterwards spawn behind golden door (which requires 7500 gold to unlock) somewhere in Prisoners' Quarters.

N/A
N/A
N/A

(it actually deals no damage)

### Powers

Icon
Name
Description
Blueprint Location
Base Damage
Base Cooldown Time
Damage reduction
Scaling

Death Orb
Summons a slow moving but devastating orb of energy (x DPS, lasts for 12 sec).
Dropped by Cleaver (0.4% chance)
100 DPS
20 seconds
No

Tornado
Inflicts x DPS to all enemies caught inside. Changes direction when it hits a wall. Lasts for 10 sec.
Dropped by Guardian Knight (0.4% chance)
80 DPS
24 seconds
No

Knife Dance
Launches a storm of knives around you which cause bleeding (x DPS for 4 sec).
Dropped by Bat (0.4% chance)
40 bleeding DPS per effect
16 seconds
No

Corrupted Power
Your attacks deal an additional x DPS for 8 seconds. You also take +30% extra damage during this period.
Dropped by Protector (0.4% chance)
50 DPS
16 seconds
Yes

Vampirism
Nearby enemies bleed (x DPS for 20 sec) and drop a healing item (heals 5% HP).
Dropped by Inquisitor (0.4% chance)
40 bleeding DPS
N/A
Yes

Tonic
Heals x% HP and completely protects you for 3 seconds. Must be recharged after use.
Always unlocked
10 damage

Heal 4% of HP

N/A
Yes

Grappling Hook

Pulls an enemy to you. The next attack on this enemy inflicts +x% damage and stuns for 1 sec.

*Yes, just like Scorpion...*

Dropped by Catcher (0.4% chance)
40%
3 seconds
No

Phaser
Teleports you behind the enemy. The next attack inflicts +x damage.
Dropped by Runner (0.4% chance)
70 damage
2 seconds
No

Corrosive Cloud
Creates a toxic cloud that lasts 15 sec, inflicting bleed and poison damage (x DPS for 2 sec).
Dropped by Purulent Zombie (Graveyard) (0.4% chance)
8 bleed/poison DPS
20 seconds
No

Lacerating Aura
Inflicts x DPS to nearby targets (lasts 4 sec).
Unlocked on 5th completed Daily Run (only one completion per day counts)
85 DPS
12 seconds
No

Wave of Denial
Repels all nearby enemies back and inflicts x damage. If the victim is thrown against a wall, it takes y extra damage.
Dropped by Bombardier (1.7% chance)
30 (90) damage
3 seconds
No

Wings of the Crow

Temporarily allows you to float in the air while inflicting x DPS to enemies below you.

*Craaaawwwww!*

Dropped by Golem (1.7% chance)
75 DPS
24 seconds
No

The Night Light
Deploys a lantern that grants light which diminishes after a while.
Skill cannot be unlocked - it only appears at the start of the Forgotten Sepulcher
N/A
120 seconds
Yes
N/A

Blueprint Extractor
Use this on a monster transformed by the Hunter's Grenade with less than 40% health remaining
Drops nearby transformed monster after Hunter's Grenade successfuly used
N/A
N/A
N/A

(it actually deals no damage)