recursal/Fanatic-Fandom huggingface dataset:
Crowbar

The **Crowbar** is a melee weapon. It is a unique weapon which deals critical hits right after destroying a door or hitting a specific "bestial" type enemy.

## Details

* **Special Effects:**
	+ Upon destroying a door, the Crowbar will always deal critical damage for 8 seconds.
		- This includes the door spawned by the skill Emergency Door.
		- Obviously, doors that can't be destroyed will not affect this weapon in any way.
	+ Hitting certain enemies and bosses will also deal critical hits, these include:
		- Bat, Kamikaze, Buzzcutter, Corpse Fly, Sewer Fly, Disgusting Worm, Corpse Worms, Weaver Worms, Scorpion, Impaler, Sewer's Tentacle, Corpse Juice, Demon, Ground Shaker, Rancid Rat, Toxic Miasma, Giant Tick, Myopic Crow, Armored Shrimp, Golden Kamikaze, Conjunctivius and Mama Tick
* **Breach Bonus:** 0 / 0.3 / 0.5
	+ **Base Breach Damage:** 40 / 70 / 90 (60 / 105 / 162)
	+ **Base Breach DPS:** 231 (382)
* **Combo Duration:** 1.15 seconds
	+ **First Hit:** 0.2 (0.2 + 0 + 0)
	+ **Second Hit:** 0.3 (0.3 + 0 + 0)
	+ **Third Hit:** 0.65 (0.45 + 0.2 + 0)
* **Legendary Version:**
	+ **Forced Affix: Super Back Damage**
		- "+75% damage for hits in the back."

## Location

The blueprint for the Crowbar is located in a secret area behind a special lore room where a scientist's corpse with a headcrab resides, along with that of the HEV Outfit. The room will always spawn unless both are collected and turned in to the collector.

## Synergies

* The Emergency Door can be used to guarantee critical hits with the Crowbar even when there are no doors available, such as in boss biomes. Since the skill has a 10s cooldown, without any cooldown Mutations it leaves a 2 seconds window where the Crowbar won't deal critical hits before a new door can be deployed.

## Trivia

* Along with the HEV Outfit, the Crowbar is a reference to the *Half-Life* series as the iconic melee weapon used by the protagonist Gordon Freeman.
* Before *v1.8*, this weapon was teased in the game as an easter egg in the background of Weapon Merchants.

## History

* 2.1: Scaling changed from  Brutality/ Tactics to  Brutality.
* 2.9: Unlock cost decreased from 50 cells to 5.
* 3.0: Added another critical hit condition and added a Legendary Affix.
	+ Now deals critical hits on "monster" enemies (non-humanoid, non-mechanic).
	+ Added the Legendary Affix "Super Back Damage".
Barrel Launcher

The **Barrel Launcher** is a ranged weapon that fires explosive barrels that bounce off the ground and walls. Barrels explode upon striking an enemy.

## Details

* **Special Effects:**
	+ Launches large explosive barrels that explode on contact with enemies, spikes, or after a short duration.
		- If a barrel bounces off a wall, it will deal critical damage when it explodes. Its velocity will be slowed and its fuse time is slightly increased.
		- Attacks from enemies can reflect the barrels, changing them to be able to hit you instead. If reflected again by the player they will inflict critical hits to enemies.
* **Breach Bonus:** -0.7
	+ **Base Breach Damage:** 36 (108)
	+ **Base Breach DPS:** 40 (120)
* **Attack Duration:** 0.7 seconds
	+ **Charge:** 0.4
	+ **Lock:** 0.2
	+ **Cooldown:** 0.3
* **Tags:** IsCrossbow, Explosive, Ranged
* **Legendary Version:**
	+ **Forced Affix: Death Fire**
		- "Victims Burn when they die."

## Notes

* Barrels reflected by enemies have the following properties:
	+ They count as traps and therefore their damage will be capped to 30% of the player's max health, or 10% with the Masochist mutation, although the player won't receive the speed buff.
	+ They count as a melee attack, and therefore the Rampart can trigger its ability when this is parried.
* A colorless version of this weapon will always be available in the Derelict Distillery. However, taking this weapon to the Collector will not unlock the blueprint for the weapon to be used in future runs. The only way to obtain the blueprint for the Barrel Launcher is by defeating Infected Workers.

## History

* 2.1: Scaling changed from  Brutality/Tactics to  Tactics.
* 3.0: Added the Legendary Affix "Death Fire".
Adrenaline

**Adrenaline** is a brutality-scaling mutation which makes melee attacks heal the player for 5 seconds, after dodging an attack at the last moment.

## Details

* **Scroll Cap:** 30
* **Special Effects:**
	+ After dodging an attack at the last moment, for 5 seconds, the player's melee attacks can heal them. The amount of healing is [0.0015 base]% max health per damage point from attacks.
		- The calculation uses the *base* damage per hit of attacks, meaning the damage increases from scrolls, affixes, etc. is excluded from how much health is restored.
* **Scaling:** 0.0015 × 1.085Stat - 1 % melee damage dealt

## Notes

* Works well with most melee weapons except for Spartan Sandals for its low melee damage.

## History

* 2.3: Renamed from *Adrenalin* to *Adrenaline*.
	+ Description changed from "*Your melee attacks give you back a small amount of HP depending on attack damage for 3 seconds after dodging an attack at the last moment.*"
* 2.4: Duration increased from 3 seconds to 5.
Bladed Tonfas

The **Bladed Tonfas** is a melee weapon exclusive to the *Queen and the Sea DLC*.

## Details

* **Special Effects:**
	+ The first hit of the combo is a leaping attack which, if it strikes an enemy, will make the rest of the combo deal critical hits.
* **Breach Bonus:** -0.3 / -0.3 / -0.3 / -0.3
	+ **Base Breach Damage:** 28 (62) / 24.5 (54) / 24.5 (54) / 42 (92)
	+ **Base Breach DPS:** 73 (162)
* **Combo Duration:** 1.62 seconds
	+ **First Hit:** 0.53 (0.27 + 0.26 + 0)
	+ **Second Hit:** 0.36 (0.2 + 0.16 + 0)
	+ **Third Hit:** 0.27 (0.14 + 0.13 + 0)
	+ **Fourth Hit:** 0.46 (0.2 + 0.26 + 0)
* **Legendary Version:**
	+ **Forced Affix: Run Speed on Kill**
		- "Increases your movement speed for 5 seconds after killing an enemy."

## History

	+ **2.7.1:**
		- The first hit can no longer be a regular attack if the player was not moving during the attack. Initiating the leap attack no longer makes the rest of the combo deal 50% extra damage or need a speed buff to deal critical damage. Instead, the leaping attack makes the rest of the combo deal critical hits if it strikes the enemy.
		- Slightly reduced the crit damage, the damage of the fourth hit, and the duration of the first hit.
* 2.8: Updated description to reflect changes made in 2.7.1.
* 3.0: Nerfed Crit DPS and added a Legendary Affix:
	+ Reduced Base DPS from 105 (252) to X 105 (231).
		- Reduced the Crit DMG of the first hit from 96 to 88.
		- Reduced the Crit DMG of the second hit from 84 to 77.
		- Reduced the Crit DMG of the third hit from 84 to 77.
		- Reduced the Crit DMG of the fourth hit from 144 to 132.
	+ Added the Legendary Affix "Run Speed on Kill".
Blowgun

The **Blowgun** is a ranged weapon exclusive to the *Bad Seed DLC*. It fires small, fast moving projectiles which poisons victims and deals critical damage to enemies if they are shot in the back.

## Details

* **Ammo:** 5
* **Special Effects:**
	+ Deals critical damage when it strikes an enemy from behind.
	+ Inflicts poison on hit (15 base poison DPS per hit).
		- Each stack of poison lasts for 2 seconds.
* **Breach Bonus:** -0.7
	+ **Base Breach Damage:** 6 (36)
	+ **Base Breach DPS:** 17 (103)
* **Attack Duration:** 0.35 seconds
	+ **Charge:** 0.15
	+ **Lock:** 0.2
	+ **Cooldown:** 0
* **Tags:** Ranged, HasBullets, LimitedAmmo
* **Legendary Version:**
	+ **Forced Affix: Poison Cloud on Hit**
		- "Victims release a toxic cloud with each hit."

## Notes

* The Blowgun works just like the Assassin's Dagger, as both deal critical damage by hitting an enemy in the back.
* Enemies like Protectors, or bosses like the Giant, can not take critical damage from the Blowgun because they do not have a visible backside.
* The Blowgun has the highest critical hit multiplier in the game alongside the Marksman's Bow with a multiplier of ~6x damage.
* Affixes such as "+40% damage on burning targets" apply to this projectile damage as well as the inflicted poison status.
* The affix "+80% damage to poisoned targets" can be applied to The Blowgun

## History

* 2.4: Can now inflict poison on hit.
* 2.9: Unlock cost decreased from 50 cells to 40.
* 3.0 Added the Legendary Affix "Poison Cloud on Hit".
Cleaver (Enemy)

### Location(s)

Forgotten Sepulcher, Morass of the BanishedThrone Room (summoned by the Hand of the King)

Observatory (summoned by the boss)

### Reward

Death Orb (10%)Spiked Shield (100%)

**Cleavers** are large enemies found in the Forgotten Sepulcher and the Morass of the Banished. They are slow, but have a lot of health and deal great damage.

## Behavior

The Cleaver's only behavior is it will throw its axe at the player when aggroed. It will not attack again until the axe has returned to the Cleaver (or its equivalent time if the Cleaver was moved or disabled).

## Moveset

* **Description:** Tosses an axe that boomerangs back to the Cleaver.
* Can be blocked, parried, and dodge rolled.
* This attack also has a melee component that hits at close range when throwing the axe.
* The axe can hit multiple times.
* The axe will stop at a wall while it's going forward, then return as usual.
* The axe disappears when it returns to the Cleaver or it hits a wall on its way back.
* The Cleaver cannot "catch" the axe if it is frozen or stunned, causing it to go behind them.

## Strategy

* Cleavers are predictable but tanky enemies. They have only one attack, but it's dangerous and persists a long time. The axe has a large hitbox, long reach, and can hit multiple times. Do not be against a wall while an axe is hurtling towards you or it will spell certain death if you get hit.
* The Cleaver is completely vulnerable from the rear. If you're close to the Cleaver, roll behind it before it throws the axe. If you're too far, roll through or jump over the axe first then jump or roll behind the Cleaver. Don't roll into the Cleaver too early or you might get hit by its melee attack.
* Watch out for the axe when it comes back. If the Cleaver is stunned or frozen, the axe will continue its trajectory. Remember to jump over or dodge it.

## Notes

* Previously named *Meat Grinder*.
	+ Despite both the Cleaver enemy and the Cleaver skill sharing the same name, even sharing the name *Meat Grinder* prior to both being changed to *Cleaver*, this enemy does not drop the blueprint for said skill.
* Cleavers were formerly found in the Stilt Village, then called *Fog Fjord*.
* Before *v1.7*, aka the *Bad Seed DLC*, Cleavers could only be found exclusively in Forgotten Sepulcher. This marks it as the second enemy to lose biome exclusivity, with the first being the Slammer.
	+ However, if the player does not install the *Bad Seed DLC*, this enemy would still technically count as exclusive, as it doesn't spawn anywhere else.

## History

* 1.7: Appears in Morass of the Banished.
Crow's Foot

**Crow's Foot** is a tactics-scaling mutation which makes the player leave behind three crow's feet each time they roll. Crow's feet inflict damage to enemies which walk upon them and slow them for 1.5 seconds.

## Details

* **Special Effects:**
	+ Rolling leaves behind 3 crow's feet on the ground. Enemies stepping on the crow's feet take [50 base] damage and slowed for 1.5 seconds.
* **Scaling:** 50 × 1.15Stat - 1 damage per crow's foot

## Notes

* Each crow's foot will reset the duration of the slowing inflicted on the enemy.
Aspects

**Aspects** are optional perks that can be equipped at the start of a run. They make the run significantly easier at the cost of preventing the player from unlocking new Boss Stem Cells or flawless boss achievements while the aspect is equipped. They are provided by the Doctor in the starting area of the Prisoners' Quarters, but only one can be chosen per run.

The first three aspects are unlocked after the introductory runs are completed. To unlock more aspects, one must simply die (assist mode disables the unlocks). For every death, a new aspect is unlocked.

## Notes

* Player can remove selected aspect by selecting it once more.
* If the player leaves the starting area where the Doctor is located, they will be unable to select or change Aspects for the rest of their current run.
* Certain cursed chests spawn next to each other with the Damned Aspect enabled (i.e. The Fractured Shrines door with the guaranteed cursed chest).
* Aspects can't be used in Boss Rush.
Dead Cells Wiki/Bottom section

What is *Dead Cells*?

*Dead Cells* is a roguelike, Castlevania-inspired action-platformer, allowing you to explore a sprawling, ever-changing castle… assuming you’re able to fight your way past its keepers. To beat the game you’ll have to master 2D souls-like like combat with the ever present threat of permadeath looming. No checkpoints. Kill, die, learn, repeat.

Read more...System requirementsRelease date

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To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Collector's Syringe

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

## Blueprint

### Unlock cost

200

The **Collector's Syringe** is a melee power skill which unleashes a whirlwind around the player which rapidly damages enemies in contact with it, and can be activated multiple times while active to spend cells to further increase its power. This item is exclusive to the *Rise of the Giant DLC*.

## Details

* **Special Effects:**
	+ Greatly increases movement speed and jump height, as well as giving resistance to stun when falling from a great distance.
	+ The Syringe can be reactivated up to 5 times to increase damage and duration:
		- 1st use - 0 Cell cost - Increases DPS to 80 and adds 5 seconds.
		- 2nd use - 1 cell cost - Increases DPS to 120 and adds 5 seconds.
		- 3rd use - 2 cells cost - Increases DPS to 160 and adds 5 seconds.
		- 4th use - 3 cells cost - Increases DPS to 200 and adds 5 seconds.
		- 5th use - 4 cells cost - Increases DPS to 240 and adds 5 seconds.
		- Additional uses - 5 cells cost - Increases duration by 5 seconds per use.
* **Tags:** InstantBlueprint, HasDuration, NeedUnlockToDropAsLegendary, DontDropInDailies
* **Legendary Version:**
	+ **Forced Affix: Global Shield on Use**
		- "Generates a shield when used."

## Notes

* This skill is considered a melee attack and can trigger relevant Mutations.
* The Syringe has no duration cap, allowing it to remain active indefinitely uses provided the player has enough cells.
* Performing any action other than moving, jumping, ground slamming or picking up items will deactivate the skill and begin it's cooldown.
* Similar to the Lacerating Aura, it is possible to use two Collector's Syringes at the same time, but only one of them would deal damage.
* Being one of the last items players unlock in the game, it is exceptionally powerful - It is one of the fastest-ticking items in the game therefore it can kill and breach enemies very easily.
	+ It also works well with builds that have limited vertical reach against aerial threats such as Bomber, Kamikaze or Bat.

## Trivia

* Because the blueprint for this item is only dropped by the Collector, it is technically an item exclusive to the *Rise of the Giant DLC*, even though it was added to the game in *v1.4*.
* Prior to *v1.4.8*, the Collector's Syringe was obtainable as a legendary drop without having it unlocked; this is no longer the case.
* The Collector's Syringe mimics the spin attack used by the Collector.

## History

* 1.4: Legendary version now only drops when unlocked.
* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.9: Unlock cost increased from 1 cell to 200.
* 3.0: Added the Legendary Affix "Global Shield on Use".

 5 BSC spoiler:
**Collector's Syringe**
Curse

**Curse**  is a mechanic in Dead Cells where the Beheaded is punished for angering the gods. Curses cause any amount of damage to one-hit kill the player, and they must kill enemies in order to lift it. Curses function as a risk-reward mechanic that can greatly benefit the player with rewards such as Scrolls, Gems and healing.

## Mechanics

Nearly all sources of damage kill the player while cursed, regardless of their current health or any damage-reducing abilities they may have.

* Curses work off of a point-based system, where killing enemies reduces the total points by one. Each time a curse is inflicted, another set of points is added to the total amount of curse points that are already there.
* Curses have synergies with certain Gear and Mutations.

The following damage sources instantly kill the player while Cursed:

* Any enemy hit that deals at least 1 damage, even while blocking with a shield.
* Any trap hit.
* Jumping into a bottomless pit.
* Damage-over-time due to poison.
* Self-damage from using Lightning Bolt continuously for too long.

While most sources of damage kill the player in a single hit while cursed, there are a few exceptions:

* Darkness in the Forgotten Sepulcher.
* Damage inflicted by the Face Flask.

While cursed, the player can not use the Homunculus Rune.

* However, the player can still use the Homunculus Rune if the only source of curse is the Cursed Sword.

## Sources

There are a few different ways one can be afflicted with a curse:

* Opening a cursed chest (10 points).
* Breaking a golden door (10 points for normal ones, 50 points for the 3 found in the specialist's shop, 15 and 5 points for the doors on the final floor of The Bank and 30 points for the one in the Forgotten Sepulcher that bars access to the Night Light).
* Picking up a Corrupted Artifact (20 points).
* Eating food when having the mutation Acceptance (5).
* Examining the altar for the Machete and Pistol (1).
* Equipping the Cursed Sword (as long as the weapon is equipped or in the backpack).

## Synergies

* While cursed, the Spite Sword does critical hits.
* Alienation makes it so decreasing the curse counter restores 5% HP but increases the number of enemies required to lift the curse by 50%.
* Acceptance reduces gained curse counter from sources by half, but consuming food inflicts curses.
	+ Having both alienation and acceptance will reduce curse gain by 25%, rounded up.

## Notes

* Ice Armor will prevent instant death when getting hit while the skill is active.
* Gaining curse while having the Cursed Sword equipped still gives a curse counter.
* The amount of curse received from cursed chests can be changed using custom mode to any number between 0 and 99. This blocks achievements.

## Trivia

* Curses are the only mention of gods in the entire game.

## History

* 0.5: Killing spawned enemies no longer reduces the curse counter.
Corrosive Cloud

**Corrosive Cloud** is a power skill which releases a gas cloud that inflicts bleed and poison to enemies within it.

## Details

* **Special Effects:**
	+ Releases a red gas cloud at the player's location for 15 seconds which periodically inflicts stacks of bleed and poison to enemies within it.
		- The bleed and poison effects each deal 8 base DPS per effect for 4 seconds.
* **Tags:** Poison, Bleed, NoDamage, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Double Stack**
		- "Applies 2 stacks of damage over time effects instead of 1."

## Notes

* The actual range of Corrosive Cloud is slightly smaller than the visual effect would imply. As such, enemies can be on the fringes of the cloud without being afflicted by it.
* Corrosive Cloud is unique in that it can only have a maximum of 4 affixes on the skill no matter the tier.
* Instead of increased damage with higher gear levels, this skill grants passive damage reduction to the player.
* Because of its tags, it can only get three non-starred affixes at the same time:
	+ Lightning AoE.
	+ Ammo back on use.
	+ "Oil on Use" or "Fire on Use", which are mutually exclusive.

## History

* 0.4: Cooldown increased from 10 to 20 seconds.
	+ Now scales with  Tactics.
* 0.7: Added legendary affix "LightningAoe".
	+ Added tag "Poison".
	+ Description changed.
* 1.1: Now applies bleed and poison.
	+ Basic DPS decreased from 15 to 8.
	+ poison/bleed duration decreased from 4 to 2 seconds.
	+ Cloud duration increased from 8 to 15 seconds.
	+ Range increased from 7 to 8.
	+ Renamed from *Toxic Cloud* to *Corrosive Cloud*.
	+ Removed tag "NoDamage".
	+ Added tag "Bleed".
	+ Changed color of the cloud from green to red/green.
	+ Changed description.
* 1.2: Added tag "UnlockInPublicEvent".
* 1.4: Scaling changed from  Tactics to  Tactics/ Brutality.
* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
	+ Added tag "NoDamage".
* 3.0: Added the Legendary Affix "Double Stack".

 5 BSC spoiler:
Collector's Syringe
Dagger of Profit

The **Dagger of Profit** is a melee weapon which inflicts critical hits shortly after picking up gold.

## Details

* **Special Effects:**
	+ When the player's gold count increases, the weapon deals critical hits for 3 seconds.
* **Breach Bonus:** -0.25 / -0.25 / 1.5 / -0.25
	+ **Base Breach Damage:** 8 (45) / 26 (53) / 125 (250) / 34 (68)
	+ **Base Breach DPS:** 127 (274)
* **Combo Duration:** 1.52 seconds
	+ **First Hit:** 0.35 (0.2 + 0.15 + 0)
	+ **Second Hit:** 0.31 (0.16 + 0.15 + 0)
	+ **Third Hit:** 0.31 (0.16 + 0.15 + 0)
	+ **Fourth Hit:** 0.55 (0.25 + 0.3 + 0)
* **Legendary Version:**
	+ **Forced Affix: Run Speed On Crit**
		- "Increases your movement speed for 5 seconds after a critical hit."

## Note

* When taking any damage (including from the Face Flask) with the Midas' Blood mutation, the generated gold will trigger the critical hit effect.
* Pairs perfectly with Gold Digger or Greed Shield, including when using them from the backpack.
* Since gold is collected at a distance, killing a single enemy with a ranged attack or even the Homunculus Rune can trigger the critical hit effect.
* Works very well with Instinct of the Master of Arms while the critical hit effect is active, given the high attack rate.

## History

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

## Bugs

* Parrying or rolling through enemy melee attacks while Midas' Blood is in effect also triggers the critical hit effect, even if no damage is taken and no gold is generated.
Challenge Rift

**Challenge Rifts** are optional areas that can be accessed via interacting with a special symbol that can appear randomly in the floor. They will always begin with a chest which contains the Blueprints for Crow's Foot, one scroll of power and an amulet, as well as many cells. However, once the chest is opened, the exit closes and the beheaded must complete a set of trap-filled platforming challenges to escape.

Fully completing a challenge rift unlocks the achievement *"See, that wasn't so hard now, was it?"*

## Stage

* Has a 20% chance to spawn in all non-boss biomes and are recognized by a rune appearing at the player's feet similar to those found on the walls which house food and gold for the player.
* Upon entering a challenge rift for the first time, the Beheaded is confronted by a ghost that asks if he wants the chest at the beginning of the rift. He is then warned that taking the chest will make getting out harder than simply leaving. After using the first challenge rift in a save file, he doesn't appear again.
* The chest contains various loot for the player, including an amulet, a power scroll, and Cells. As soon as the chest is open, the entrance to the stage is sealed and the player must travel to the end of the trap filled stage to escape from it. The rift is closed forever when the player leaves and cannot be entered again, until a new rift with a new trap course appears.
	+ The amount of cells increases with the depth of the location the Rift was found. A Rift in High Peak Castle will contain way more cells than a Rift in Prisoner's Quarters.
* The stage is filled exclusively with wall-to-wall traps to hinder the player's progression out of this stage.
	+ Masochist will reduce the damage of those traps as well.
* Any items left in the rift will be teleported to the side of the original portal when the player leaves. This counts even for useless items, like the Prisoner's Collar.

## Trivia

* In earlier versions of the game challenges had far fewer traps but were full of enemies. The goal was to kill all enemies within a time limit without getting damaged by the enemies or traps.
* There is no limit to the maximum number of challenge rifts that can spawn per run.
Barnacle

**Barnacle** is a deployable skill which summons a ceiling turret to shoot at enemies while the player is nearby. Inflicts critical hits on poisoned enemies.

## Details

* **Special Effects:**
	+ Deploys a turret where the projectile gets close to a ceiling, platform or high wall. It has a height limit and anywhere over that, the Barnacle will instead suspend itself with purple balloons.
		- Turret deals damage once every 0.38 seconds with a base DPS of 80.
			* The turret deals critical damage to enemies that are poisoned.
		- The turret can be destroyed, but enemies cannot target the turret.
			* If the turret does not attach to a wall, it explodes after 9 seconds.
		- Only one turret per Barnacle skill can be active at a time - attempting to deploy another turret will destroy the first one.
		- Turret stops operation if the player moves too far away and resumes operation once the player comes back within range.
* **Tags:** Ranged, HasBullets, Deployable, NeedPower, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Poison Bullet**
		- "Shots explode into a toxic cloud."

## Trivia

* The name and design of Barnacle are directly taken from an enemy in the Half-Life series of video games, although they are ultimately different. Barnacles in Half-Life have long tongues that they use to snatch smaller entities before munching them with their jaws while the DC Barnacle is green (instead of crimson), has a single eye, and launches ranged attacks with solid projectiles. The sprite still shows its red tongue, however.

## History

* 0.8: Can now float with a balloon if no attach point is found.
* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.4: Base DPS increased from 52 to 80.
* 2.9: Inflicts critical hits on poisoned enemies.
* 3.0: Added the Legendary Affix "Poison Bullet".

 5 BSC spoiler:
Collector's Syringe
Dead Cells Wiki/editcopy/Top section

Welcome to the
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We are currently maintaining 3,846 pages (488 articles).

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Gameplay

GearBiomesEnemiesBossesMutations
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Compulsive Gravedigger

**Compulsive Gravediggers** are undead enemies found in the Undying Shores that resemble the Beheaded in more than one way. They are exclusive to the *Fatal Falls DLC*.

## Behavior

The gravedigger can be found as a dead body lying on the ground, when the player gets close and an Apostate is nearby it will be revived. They use melee attacks with a moveset similar to the Shovel, and has the same ability allowing them to reflect grenades thrown by the player back to them.

## Moveset

* **Description:**
* Can be blocked, parried, and dodge rolled.
* Briefly stuns the player on hit.
* Knocks the player backwards.

## Strategy

Compulsive gravediggers are one of the few enemies that are revived by the Apostates. Killing an apostate who revived them can get them killed too. It is therefore recommended to kill an apostate to take them down.

These enemies' attacks are similar to Shovel and therefore it is advised the player to practice dodging and parrying. Especially in conditions where player is vulnerable to take fall damage.

The player should also be careful as they can reflect grenades.
Dark City

A new area added in the Birmingham Knights DLC and contains the The Joker non player character and the Yellow Pikman upgrade

it is very smelly and smells like New Jersey

many stinky enemies can be found throughout the biome which makes it very stink centrific

there is a portion of the level called the big tree which will attempt to steal the beheaded's belongings by bumping into it which the Jonkler will help you avoid with his jonklets
Boomerang

**Boomerang** is a ranged weapon which deals damage as it returns to the player.

## Details

* **Ammo:** 1
* **Special Effects:**
	+ Returns to the player shortly after being thrown.
	+ When first thrown, the Boomerang will always pierce enemies, however when it returns it will no longer have piercing and will bounce off enemies, dealing damage. After bouncing 6 times or the enemies die, it is able to reach the player.
* **Breach Bonus:** 0.5
	+ **Base Breach Damage:** 63
	+ **Base Breach DPS:** 233
* **Attack Duration:** 0.4 seconds
	+ **Charge:** 0.06
	+ **Lock:** 0.1
	+ **Cooldown:** 0.34
* **Tags:** Ranged, LimitedAmmo, NoCritical, VeryFewAmmo, DisableVerboseAmmo, NoAmmoPerk
* **Legendary Version:**
	+ **Forced Affix: Extra Ammo Few**
		- "+1 Ammo."

## Location

The blueprint for the Boomerang is located in High Peak Castle, next to the exit to the Throne Room. It is locked behind a door that requires the 3rd Castle Key to enter. For this the player must defeat all the Elites found in the three colored rooms throughout the level. Additionally, the player must have the Ram Rune and the Spider Rune, the Homunculus Rune, or a War Javelin to reach the blueprint.

## Notes

* Boomerang's ammo is affected by the mutation Ammo.
* This weapon used to be unable to pierce enemies, but it will inflict critical damage when returning to the player.

## History

* 1.1: Can no longer receive the "Ammo +3" affix.
* 2.1: Scaling changed from  Tactics/ Survival to  Tactics.
* 2.4: Base DPS increased from 89 to 156.
	+ Base breach DPS increased from 133 to 233.
* 3.0: Added the Legendary Affix "Extra Ammo Few".
Armored Shrimp

**Armored Shrimps** are enemies found in the Infested Shipwreck. They crawl around the room from platform to platform and even hide inside the walls outside of the traversable areas. They are exclusive to the *Queen and the Sea DLC*.

## Behavior

Roam around, and some can be found inside walls. They are able to travel between platforms, and even through small holes that only the player can normally roll through.

## Moveset

* **Description:** Charges and slams their body towards the player
* Can be blocked, parried, and dodge rolled.

## Strategy

Armored Shrimp have high health so using shields to parry attacks and stun them is a safe option, rather than trying to kill before being killed. Range attacks can work but as the armored shrimp can move between platforms targeting might be difficult.

## Trivia

The Evolved Leghugger resemble Armored Shrimps a lot and are most likely of the same species.
Dead Cells Wiki/editcopy/Bottom section

What is *Dead Cells*?

*Dead Cells* is a roguelike, Castlevania-inspired action-platformer, allowing you to explore a sprawling, ever-changing castle… assuming you’re able to fight your way past its keepers. To beat the game you’ll have to master 2D souls-like like combat with the ever present threat of permadeath looming. No checkpoints. Kill, die, learn, repeat.

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Crypt Demon

“*Follow the light.*„

The **Crypt Demon** is an NPC in *Dead Cells*. She appears to be a scout or a simple guardian of the Forgotten Sepulcher, she advises the player to follow the light, as the major mechanic in the Forgotten Sepulcher is the killing darkness while the player is outside of the light. She is only found in the Forgotten Sepulcher.

## Dialogue

### First encounter

* "*So this is the anomaly she's looking for...*"
* "*You've come a long way down beneath the surface, Fallen One.*"
* "*Dark is the path you have chosen...*"
* "*The light of the guardian monoliths will guide you.*"
* "*But for how long?*"
* "*Behind you, that big LIGHT, just there!*"

## Notes

* The "she" the Crypt Demon spoke of may be referring to the Time Keeper, based on the fact that the Beheaded is a known temporal anomaly as well as a certain end-game cutscene.
Assault Shield

The **Assault Shield** is a shield weapon which causes the player to dash forward when they attempt to parry. By using this move, the player can cancel any enemy attack as well as reflect any bombs lying on the floor. In addition, it can be used on top of platforms to make enemies fall to their death.

## Details

* **Base Absorbed Damage:** 75%
* **Special Effects:**
	+ The player can hold up the shield without activating its dash ability.
	+ On the release of the shield's assigned button, the player will charge forwards, as if they are parrying an attack. This will block enemy attacks.
	+ Knocks back enemies on contact and deals block damage. Dashing puts the shield on cooldown for 0.4 seconds.
* **Breach Bonus:** -1
	+ **Base Breach Damage:** 0 (0)
	+ **Base Breach DPS:** 0 (0)
* **Tags:** Shield, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Heavy Stun**
		- "Stuns the victim."

## Synergies

* Can be used with the Impaler to push enemies into walls to help it deal critical hits.
* Pairs surprisingly well with Kill Rhythm as a combo tool in survival focused runs as a combo tool for slower weapons to increase their attack speed while also shoving enemies around and canceling out their attacks.

## Notes

* Assault Shield is the only shield which has a breach bonus other than 0, namely a breach bonus of -1.
	+ The Assault Shield isn't able to stun enemies with the base dash, but the dash will displace enemies and interrupt them as a result.
* The dash can be used to scoop up and reflect explosives on the ground, such as those spawned by the Disgusting Worm
* Hitting the back of a Thorny with the dash will result in a parry as the attack triggers upon melee attacks, which is what the shield's dash ability does.
* The dash performed with this shield can be used while in the air and does not use up a jump, allowing the player to move significantly further in the air than without it.
* Rolling immediately after engaging in the blocking stance grants a boost in momentum, allowing for faster run speeds.
	+ When performing this, the player gains I-frames, where they cannot take damage, from the roll, while still attacking with the shield bash.
* The dash can be used to push enemies around, allowing for environmental kills, primarily by pushing enemies off of ledges or into spikes.
	+ Notably, this can also be used to push enemies into more advantageous locations for the player: For example, if the player is using the Impaler, the Assault Shield can be used to guarantee the enemy is against a wall for critical hits.
	+ The displacement of enemies with the dash is less effective against Elite Enemies and Bosses.

## History

* 0.1
	+ Dash effect is more powerful.
	+ Dash can now break doors.
* 2.1: Scaling changed from  Survival to  Brutality/ Survival.
* 2.4: Base block damage increased from 20 (40) to 33 (66).
* 3.0: Added the Legendary Affix "Heavy Stun".
Buzzcutter

Dilapidated Arboretum (4+ BSC)

Undying Shores (After visiting Ramparts)

**Buzzcutters** are strange, bird-like enemies that appear in groups and attack the players at melee range.

## Behavior

Buzzcutters will chase the player once they see them in their line of sight. They will fly around the stage and attempt to approach the player, then will use its melee attack when within range.

## Moveset

* **Description:** A delayed bite attack that hits at melee range.
* Can be blocked, parried, and dodge rolled.
* Briefly stuns the player on hit.

## Strategy

Buzzcutters are significantly tankier than Bats and Kamikazes, requiring at least two hits to kill them in most cases and doing a dive attack on them will rarely ever kill them. Trying to climb past some Buzzcutters is ill-advised as they will most likely attack you before you can reach higher ground.

Their erratic flying pattern makes them difficult to line up for an attack or parry. They may be at an angle where your weapon can't hit them while still being able to attack.

Ranged weapons and skills with large AoE are effective against them. Deployed skills can draw aggro if they are hanging around near the ground. If you only have weapons with a narrow hitbox or are too slow in the air like Symmetrical Lance, consider avoiding biomes containing Buzzcutters.

## Trivia

* Buzzcutters were previously named Flying Biters.
* They share their model with Flies.
Barbed Tips

**Barbed Tips** is a tactics-scaling mutation which causes projectiles stuck in enemies to inflict additional damage over time.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ The first arrow that is stuck in an enemy inflicts [40 base] DPS over time. Every additional arrow will inflict [40 base] DPS × 0.85ArrowNumber - 1 DPS.
* **Scaling:** 40 × 1.15Stat - 1 DPS for every arrow stuck in the enemy

## Notes

* The damage is dealt with every 0.4 seconds.
* As with Ripper, Barbed Tips will work with any weapons leaving their projectiles stuck in enemies, creating synergies with those inflicting low damage at a high rate of fire.

## Trivia

* Barbed Tips along with, No Mercy, and Point Blank, were suggested by a Discord user known as *TheForsakenOne*

## History

* 2.4:
	+ Base DPS decreased from 50 to 32.
	+ Tickrate increased from 0.3 to 0.4 seconds.
	+ Ripper no longer causes ammo to drop from enemies when combined with this mutation.
* 3.0: Reworked the DMG.
	+ Increased Base DPS from 32 to 40.
	+ Reduced the DPS for every additional arrow by 15%.
Beginner's Bow

The **Beginner's Bow** is the first ranged weapon encountered by the player in *Dead Cells*. The player starts every game with the Beginner's Bow lying on the ground in the first room, unless the **Random Starter Bow** upgrade has been unlocked from the Collector. Once the upgrade is purchased, the Beginner's Bow is relocated to a secret wall tile in the starting room.

## Details

* **Ammo:** 6
* **Breach Bonus:** -0.5 / -0.5 / -0.5
	+ **Base Breach Damage:** 17.5 / 20 / 30
	+ **Base Breach DPS:** 56 (168)
* **Combo Duration:** 1.3 seconds
	+ **First Hit:** 0.45 (0.25 + 0.1 + 0.1)
	+ **Second Hit:** 0.35 (0.25 + 0.1 + 0)
	+ **Third Hit:** 0.5 (0.4 + 0.1 + 0)
* **Tags:** Ranged, NoCritical, HasBullets, LimitedAmmo, RustyItem

## Notes

* The Beginner's Bow is one of two weapons which have weapon slot restrictions, the other one being the Old Wooden Shield.
* Like the other two starting weapons, this weapon cannot be found randomly during a run.
* This weapon has no special effects or perks. As such, the Bow will rarely see the endgame, and is best replaced with more powerful and unique weapons at the earliest opportunity.

## History

* 0.0: Introduced.
Controls

Please help improve this if you can. The talk page may contain suggestions.

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.

The following list is of the default controls in *Dead Cells*. Controls can be rebound in the settings.

It is recommended to play with a controller, but this is merely a suggestion and the game works perfectly fine with a mouse and keyboard as well.

## Advanced Maneuvers

**Down + Jump:** Drop through platforms (if standing on a platform), jump attack (if in mid-air and not too close to the ground)

**Jump + Roll:** Mid-air roll

**Up or Down:** While on a chain or vine, climb up or down

**Special Action 1:** Swap weapons (in pause menu), Change sort order (in the Collector's interface)

**Special Action 2:** Swap skills (in pause menu), Toggle visibility of unavailable items (in the Collector's interface)
Door

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Door** can designate to three things in *Dead Cells*:

* *Timed and Perfect Doors*, transition level doors found in Passages that contain cells, gems, and items.
* *BSC Doors*, bonus doors scattered through the levels that are locked behind a particular BSC difficulty.
* *Emergency Door*, a deployable skill that deploys a ghostly purple door.
Blueprint Extractor

The **Blueprint Extractor** is a unique, power skill which is produced when the Hunter's Grenade is successfully activated. It is only usable on the targeted Elite enemy when its health is below 40%.

## Details

* **Special Effects:**
	+ Activating the Blueprint Extractor in range of the enemy roots the player in place and channels a beam for 1.3 seconds. If the channeling succeeds, it kills the enemy and forces one of its blueprints to drop, then the Blueprint Extractor disappears.
		- Attempting to use it when the enemy's HP is still at higher levels will cause the game to say "Too much HP!".
		- Attempting to use it when the enemy is too far away will cause the game to say "Too far away!".
	+ A message appears onscreen when the enemy drops below 40% health, so wait to use the Extractor until you see it. *Taking damage interrupts the channeling, so it is recommended to use skills that stun, freeze, or slow down enemies, or make the player invincible.*
	+ If the enemy dies before the Blueprint Extractor is used, it will despawn, and another Hunter's Grenade will drop.
* **Tags:** NoDamage, NoQualityUpgrade

## Notes

* Although the Blueprint Extractor will scale to a certain stat and have affixes, they are meaningless as it does not inflict damage.
* Elites spawned by the Hunter's Grenade will count towards the "Not so Tough" achievement when defeated with the Blueprint Extractor.

 5 BSC spoiler:
Collector's Syringe
Corpulent Zombie

**Corpulent Zombies** are enemies encountered in the Forgotten Sepulcher.

## Behavior

Corpulent Zombies, when passive, are deceptively slow but upon detecting the player they will quickly approach and leap onto the player's position and pound the ground several times, dealing massive damage. They don't have other attacks.

## Moveset

* **Description:** Quickly charges towards the player and jumps in the air to their location, slamming down on them and pounding their fists on the ground in a semicircle several times, dealing massive damage.
* Can be dodge rolled, only the first pounding after the initial leap can be blocked and parried. The leap itself can't be blocked or parried.

## Strategy

* Its attack can be both rolled through, and parried, however the timing is rather difficult.
* The player can use Swarm to lure it away and strike from a distance.

## Trivia

* The Corpulent Zombie was introduced to give the Forgotten Sepulcher a new exclusive enemy, as the Cleaver became semi-exclusive with the *Bad Seed DLC*.
* It appears to resemble *Murray the Mummy* from the *Hotel Transylvania series*.
Corrupted Power

**Corrupted Power** is a power skill which boosts both damage dealt and damage taken for a short time.

## Details

* **Special Effects:**
	+ Increases direct damage dealt by the player by base 50%, but the player receives 30% more damage from all sources while the effect is active.
		- Depending on the gear level of the Corrupted Power, its added base damage will increase.
		- The skill stacks additively with other sources that increase damage received by the player.
	+ All effects last for 8 seconds.
* **Tags:** NoDamage, HasDuration
* **Legendary Version:**
	+ **Forced Affix: Global Shield on Use**
		- "Generates a shield when used."

## Synergies

* For Brutality builds, it is possible to back it up with Vampirism and the Recovery mutation to compensate for any mistakes made while the skill is active.
	+ Beware that some damage sources have a specified limit which will ignore the skill's negative attribute, such as being hit by traps while Masochist is active.

## Notes

* Corrupted Power is best used for burst damage. As a trade-off, the player needs to avoid attacks to the best of their abilities in order to take maximum advantage of the skill.
* It is ill-advised to use weapons such as Blood Sword, Alchemic Carbine and Hokuto's Bow with it since the skill **does not** affect damage from negative status effects such as bleeding, poisoning, and Hokuto's Mark.

## History

* 0.1: Cooldown decreased from 20 to 15 seconds.
	+ Bonus damage changed from base 60 DPS to 70% DPS.
	+ Effect added: Player takes 30% extra damage when active.
	+ Effect cooldown removed.
	+ Unlock cost increased from 30 to 40 cells.
	+ Base price decreased from 2200 to 2000 gold.
	+ Changed description.
* 0.4: Cooldown increased from 15 to 30 seconds.
	+ Bonus damage changed from 70% to base 50 DPS.
	+ Added effect cooldown of 0.33 seconds.
	+ Now scales with  Tactics/ Survival
	+ Description changed.
* 0.7: Added legendary effect "RunSpeedOnUse".
	+ Description changed.
* 1.1: Cooldown decreased from 30 to 16 seconds.
* 1.4: Scaling changed from  Tactics/ Survival to  Brutality/ Tactics.
* 1.8: Added tag "hasDuration".
* 2.4: Base DPS increased from 50 to 75.
* 2.9: Unlock cost increased from 40 cells to 80.
	+ Bonus damage changed from base 75 DPS to 50% DPS.
* 3.0: Added the Legendary Affix "Global Shield on Use".

 5 BSC spoiler:
Collector's Syringe
Ammo

**Ammo** is a colorless mutation which doubles the ammo of ranged weapons.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ Weapons with ammo have their ammo doubled.
* **Scaling:** None

## Notes

* Does not affect ammo from the Extra Ammo affix.
* Hokuto's Bow, the War Javelin, the Boomerang and the Force Shield cannot benefit from the effect of this mutation, despite having ammunition.
* Ferryman's Lantern benefits from this mutation, as it doubles the amount of ammo it can store, which in turn greatly increases its damage potential.