recursal/Fanatic-Fandom huggingface dataset:
Pure Nail

The **Pure Nail** is a melee weapon which can be swung above and below, as well as horizontally, depending on player input. Vertical attacks deal critical damage.

## Details

* **Special Effects:**
	+ Can attack while moving at the same time.
	+ Can attack upwards, or downwards while airborne. Attacking vertically deals critical damage.
		- Attack direction depends on the directional movement input from the player.
		- The downwards attack also allows the player to bounce off enemies and spikes.
* **Breach Bonus:** -0.5 / -0.5 / -0.5 / -0.5
	+ **Base Breach Damage:** 22.5 / 27.5 / 30 / 40
	+ **Base Breach DPS:** 77.5 (109)
* **Combo Duration:** 1.7 seconds
	+ **First Hit:** 0.4 (0.1 + 0.3 + 0)
	+ **Second Hit:** 0.4 (0.1 + 0.3 + 0)
	+ **Third Hit:** 0.5 (0.15 + 0 + 0.35)
	+ **Fourth Hit:** 0.4 (0.15 + 0 + 0.25)
* **Legendary Version:**
	+ **Forced Affix: Death Worm**
		- "Biters crawl from the dead."

## Location

In the Prisoners' Quarters, there is a chance for a lore room to spawn with a bench in it. When examining the bench, the nail drops. Picking it up will unlock it permanently.

* "*This place feels so... peaceful.*"
* "*I feel like sitting on it would be a great relief.*"
* "*It's good to be right.*"

## Notes

* Due to this weapon's fast animation speed but high attack cooldown, it works well for alternating between attacks with another weapon to increase damage output.
	+ However, quickly inputting a different directional attack after an upward or downward attack cancels the cooldown of the first one, allowing for slightly better burst damage.
* The Nail is unique in that the player can slash up and down as well as horizontally. Slashing enemies from above has a slight recoil, or "bounce." Attacking enemies from above or below is relatively safe.
* This weapon's guaranteed critical hits when attacking vertically give it a big advantage in biomes with lots of platforms. The upward slash is also very useful against flying enemies.
* The ability to attack while airborne above enemies offers a significant advantage against some bosses like the Hand of the King and the Concierge because few of their moves can counter it.

## Trivia

* This weapon is a reference to the Pure Nail - the fully upgraded form of the main weapon in *Hollow Knight*.
	+ The weapon's flavor text refers to one of the lines of the *Nailsmith*, the creator of the Pure Nail.
* The location of the weapon is also a reference to the save point benches in *Hollow Knight*.

## History

* 3.0: Added the Legendary Affix "Death Worm".
Money Shooter

The **Money Shooter** is a ranged weapon which fires gold at enemies.

## Details

* **Breach Bonus:** 0.5 / 0.5
	+ **Base Breach Damage:** 450 / 450
	+ **Base Breach DPS:** 1001
* **Combo Duration:** 0.9 seconds
	+ **First Hit:** 0.45 (0.45 + 0 + 0)
	+ **Second Hit:** 0.45 (0.45 + 0 + 0)
* **Tags:** Ranged, AlwaysCritical, HasBullets
* **Legendary Version:**
	+ **Forced Affix: Pay to Win**
		- "Shots pierce all enemies and give the player 150 gold if it kills a target. Can trigger multiple times if a shot kills several enemies."

## Notes

* To be more cost-effective with each shot, affixes that allow piercing are required.
* Using Midas' Blood or Get Rich Quick can be beneficial to create enough gold to run the Money Shooter.
* Blocking with Greed Shield provides 100 of the 150 gold needed per shot.
* Pairs well with Gold Digger, as every 10-15 hits generate enough gold for 1 shot.
* Given the expense of frequently using this weapon against common enemies, it might be best saved only for bosses.

## History

* 3.0: Added the Legendary Affix "Super Pierce".
* 3.1: Changed the Legendary Affix from "Super Pierce" to "Pay to Win".

## Trivia

* The text "Shut up and shoot my money!" is a reference to the quote "Shut up and take my money!" said by Fry in *Futurama* when he is warned against making a purchase.
Phaser

**Phaser** is a power skill which teleports the player behind a nearby enemy and empowers the next attack.

## Details

* **Special Effects:**
	+ Teleports the player behind a nearby enemy.
		- If no enemies are nearby, the skill fails and goes on a half-second cooldown.
		- If the teleport completes, the targeted enemy is inflicted with a status effect causing it to take a scaling amount of extra damage on the next hit, and the skill goes on its normal cooldown.
		- Upon teleporting, the enemy is rooted in place and cannot turn around.
* **Tags:** ShortCooldown, MoveHero, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Poison on Use**
		- "Release a cloud of poisonous gas around you."

## Synergies

* Pairs well with the Assassin's Dagger and the Blowgun as it enables the player to easily deal critical damage.

## Notes

* Bonus damage from affixes such as "+60% damage on bleeding targets" is calculated when the affected enemy is attacked.
	+ Because of this, the root effect applied by Phaser is able to trigger the affix "+75% damage to rooted targets", effectively giving the item a +75% damage buff.
* The debuff applied by Phaser is recognized as a melee attack and will therefore trigger relevant effects from mutations like Open Wounds and Ripper.
* The root effect applied by Phaser can trigger the mutation Heart of Ice, instantly resetting the skill's cooldown.
* Due to how the game qualifies what counts as a ranged kill, killing an enemy using Phaser immediately followed by a ranged weapon will not activate the mutation Hunter's Instinct. However, it will activate the mutations Predator and Killer Instinct. Other ranged and melee mutations will work normally.

## Trivia

* *Phaser* was the name for the Runner enemy prior to an update. The skill also mimics their teleportation ability.
* Prior to *v1.4*, Phaser had a bug where it caused the Thorny to damage the player when used, even though the player didn't melee the Thorny.
* After the Swarm rework in *v2.1*, Phaser now has the shortest cooldown of all skills.

## History

* 0.1: Unlock cost increased from 30 to 35 cells.
	+ Added tag "NoDamage".
* 0.4: Cooldown increased from 1.8 to 3.6 seconds.
	+ Now scales with  Brutality/ Tactics.
* 0.6: Bonus damage changed from 150% to 70 base damage.
	+ Increased distance from 9 to 11.
	+ Removed tag "NoDamage".
	+ Changed description.
* 0.7: Added starred affix "PoisonOnUse".
	+ Added tag "ShortCooldown".
* 1.1: Cooldown decreased from 3.6 to 2 seconds.
* 1.2: Added tag "UnlockInPublicEvent".
* 1.4: No longer triggers Thorny back damage on use.
	+ Added tag "MoveHero".
* 2.9: Unlock cost increased from 35 cells to 50.
* 3.0: Added the Legendary Affix "Poison on Use".

 5 BSC spoiler:
Collector's Syringe
Nutcracker

The **Nutcracker** is a warhammer-type melee weapon which inflicts critical hits on enemies that are stunned, frozen or rooted.

## Details

* **Special Effects:**
	+ Deals critical hits to stunned, frozen or rooted enemies.
* **Breach Bonus:** -0.5 / 0 / 0
	+ **Base Breach Damage:** 35 / 85 / 140 (63 / 187 / 420)
	+ **Base Breach DPS:** 137 (353)
* **Combo Duration:** 1.9 seconds
	+ **First Hit:** 0.7 (0.5 + 0.2 + 0)
	+ **Second Hit:** 0.6 (0.4 + 0.2 + 0)
	+ **Third Hit:** 0.6 (0.5 + 0.1 + 0)
* **Tags:** HeavyWeapon, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Death Root**
		- "Victims root nearby enemies for 2 sec upon death."

## Synergies

* This weapon works exceptionally well with almost any stun, ice or root inflicting item in the game. Notable examples include, but are not limited to:
	+ Cudgel for its long stun duration against single targets
	+ Frost Blast for it's effectiveness against whole crowds of enemies
	+ Ice Shield for its defensive capabilities along with its ability to freeze enemies around the player
	+ Wolf Trap for its effectiveness at locking down enemies and bosses alike for extended periods of time
	+ Even The Boy's Axe and Ice Bow are great for their fast attack speed as combo attack tools to get critical hits off on enemies quickly, especially when pairing either one with Kill Rhythm to increase the attack speed of the Nutcracker.

## Notes

* It is possible to get the Heavy Stun affix on this weapon, which would be synergistic with the Nutcracker's critical condition if the weapon weren't too slow to land another blow before the stun from the affix ended.
* Like other slow weapons that scale with Survival, the Nutcracker is best paired with a shield. This weapon is very deliberate and the player is vulnerable while they're winding up.

## History

* 1.1: No longer stuns enemies on hit.
	+ Can now inflict critical hits to frozen/stunned/rooted enemies.
* 1.9: Increased range.
	+ Reworked model and animations.
* 3.0: Added the Legendary Affix "Affix Death Root".
Rise of the Giant DLC

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

## Details

### Release date

**PC**
28th of March 2019
**Nintendo Switch & PlayStation 4**
23rd of May 2019
**Xbox One**
24th of June 2019
**Mobile**
20th of October 2020

### Price(s)

**Nintendo Switch**
¥100JPY

The **Rise of the Giant DLC** is the first expansion for *Dead Cells*. It was released on the 28th of March 2019 to PC, on the 23rd of May 2019 to the PlayStation 4 and the Nintendo Switch, on the 24th of June 2019 to the Xbox One, and on the 20th of October 2020 to iOS and Android. It is a free DLC that adds four new biomes with new enemies and bosses to fight in the middle and end of the game as well as new weapons, skills and outfits.

This list contains all newly added content that is locked behind the DLC, it needs to be installed for this content to be found. This DLC is not installed automatically on all platforms. This includes additions from later updates.

## Contents

The expansions includes a total of four new biomes:

* Cavern
* Guardian's Haven
* Astrolab
* Observatory

Seven new enemies:

* Arbiter
* Ground Shaker
* Skeleton
* Magistrate of Death
* Screaming Skull
* Defender
* Librarian

Two new bosses:

* The Giant
* The Collector

11 new items:

* The Boy's Axe
* Magic Missiles
* War Javelin
* Ice Armor
* Toothpick
* Giantkiller
* Giant Whistle
* Thunder Shield
* Hemorrhage
* Sonic Carbine
* Collector's Syringe

Six new keys:

* Cavern Key
* Garland Key
* Allen Key
* Elevator Key
* Guardian's Key
* Apex Key

12 new outfits

* Festive Outfit
* Shaman Outfit
* Flying Alcoholic Outfit
* Classic Giant Outfit
* Disappointed Giant's Outfit
* Cursed Giant's Outfit
* Misunderstood Giant's Outfit
* Frustrated Giant's Outfit
* Flawless Giant Outfit
* King Outfit
* White King Outfit
* Fallen Collector Outfit

And nine new achievements:

* You dig
* Hot and cold
* Life on the edge
* Perfect extraction
* Stargazing
* Size doesn't matter
* David and Goliath...
* I don't step on toes...
* Nothing left to... collect.

## Footnotes

1. ↑ This only applies to the Japanese version of the game.

## References

1. ↑ Small note, for reasons, mostly human error the DLC is NOT free on Switch in Japan. *Twitter - Motion Twin*, 2019-05-24
Swarm

**Swarm** is a grenade skill which summons friendly pink biter worms to attack enemies.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface.
		- The projectile will bounce off of a Shieldbearer's shield without detonating.
	+ Upon explosion, eight biters appear.
		- Biters target the nearest visible enemy on the same surface as them.
		- Biters use a bite attack 2 times a second which deals 9 base damage.
			* If this skill has an affix that grants any on-hit effect each biter's attacks will stack them to high levels, if given some time.
		- Biters can be killed if they take enough damage, though some enemies are unable to detect them due to their small size.
			* This includes environmental sources such as spikes, though they are immune to some other damage sources.
		- Each biter has a 30 seconds duration and will despawn after that. A maximum of 8 biters can exist at any given time and if any more spawn during this period the oldest spawned ones will vanish.
		- They may teleport to the player if they get too far.
* **Attack Duration:** 0.4 seconds
	+ **Charge:** 0.1
	+ **Lock:** 0
	+ **Cooldown:** 0.3
* **Tags:** Deployable, DisableVerboseAmmo, NoCooldownReadySfx, ShortCooldown
* **Legendary Version:**
	+ **Forced Affix: Poison on Hit**
		- "Poisons the victim."

## Notes

* The biter limit appears to stack with other sources of generation, such as:
	+ Parrying the ranged attack of the Festering Zombie.
	+ Killing an enemy with an item that has the "Death Worm" modifier.

## Trivia

* In earlier versions of the game, biters would attack golden doors, causing unnecessary curses.

## Gallery

* Some biters following the player around

## History

* 0.1:
	+ Biter hp decreased from 35 to 15.
	+ Base biter damage decreased from 12 to 8.
	+ Cooldown increased from 6 to 7 seconds.
	+ Unlock cost increased from 10 to 30 cells.
	+ Added tag "Deployable".
* 0.4:
	+ Cooldown increased from 7 to 10 seconds.
	+ Now scales with  Survival/ Brutality.
* 0.6:
	+ Scaling changer from  Survival/ Tactics to  Brutality/ Survival.
	+ Description changed.
* 0.7:
	+ Added starred affix "Poison On Hit".
* 1.1:
	+ Biters summoned per grenade decreased from 4 to 2.
	+ Now can summon up to 8 biters.
	+ Base biter damage decreased from 8 to 6.
	+ Cooldown decreased from 10 to 0.4 seconds.
	+ Biter duration increased from 10 to 30 seconds.
	+ Added tags "NoCooldownReadySfx" and "ShortCooldown".
* 1.2: Added tag DisableVerboseAmmo".
* 1.3:
	+ Cooldown increased from 0.4 to 0.8 seconds.
	+ Biters per throw increased from 2 to 4.
* 1.9:
	+ Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.1:
	+ Changed from  Brutality/Survival to  Tactics.
	+ Cooldown increased from 0.8 seconds to 10.
	+ Biters per throw increased from 4 to 8.
* 2.4:
	+ Base health increased from 15 to 25.
	+ Base biter damage increased from 6 to 9.
* 2.9: Biters pets are now way more resistant to attacks and effects that don't specifically target them.
* 3.0: Added the Legendary Affix "Poison on Hit".

 5 BSC spoiler:
Collector's Syringe
Frantic Sword

The **Frantic Sword** is a sword-type melee weapon which deals more damage while the player is at or below 50% health or has at least 50% malaise.

## Details

* **Special Effects:**
	+ Deals ~2.08x damage (285 base critical DPS) while the player's health is at or below 50% of the maximum or when the player's Malaise counter is at or above 50% the maximum.
* **Breach Bonus:** 0.4 / 0.4 / 0.4 / 0.5 / 1
	+ **Base Breach Damage:** 56 / 56 / 70 / 52.5 / 140 (89.6 / 100.8 / 140 / 105 / 336)
	+ **Base Breach DPS:** 219 (467)
* **Combo Duration:** 1.71 seconds
	+ **First Hit:** 0.3 (0.2 + 0.1 + 0)
	+ **Second Hit:** 0.13 (0.13 + 0 + 0)
	+ **Third Hit:** 0.33 (0.33 + 0 + 0)
	+ **Fourth Hit:** 0.45 (0.25 + 0.2 + 0)
	+ **Fifth Hit:** 0.5 (0.2 + 0.3 + 0)
* **Tags:** UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Heal Mid Life**
		- "1% HP recovered per melee attack, up to 50%."

## Trivia

* In earlier stages of the development of *The Baguette Update*, this weapon was named *Scavenger*, which was a direct translation of the original French name for this weapon, *Charognarde*.
	+ The mistranslation is still present on the steam trade card.
* In the front cover image of physical copies of the game, a Frantic Sword can be seen next to the right hand of the Beheaded.
* The modifier "1% HP recovered per melee attack, up to 50%" is exclusive to this weapon.

## History

* 2.1: Scaling changed from  Brutality/ Tactics to  Brutality.
* 3.0: Reduced crit DMG of the fifth hit, added an inversely proportional scaling to the crit DMG and added a Legendary Affix.
	+ Reduced Base DPS from 137 (285) to 137 (277).
		- Reduced Base DMG of the fifth hit from 70 (182) to 70 (168).
	+ Crit multiplier is now inversely proportional to your life (when at or under 50% max life).
	+ Added the Legendary Affix "Heal Mid Life".
Open Wounds

**Open Wounds** is a brutality-scaling mutation which makes melee attacks inflict bleeding on enemies.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ Each melee attacks inflict one extra bleeding stack ([18 base] DPS for 1.5 seconds).
* **Scaling:** 18 × 1.15Stat - 1 bleed DPS

## Notes

* This mutation only works with melee weapons and melee damage, despite the description, "close combat".
* Other actions that can cause melee damage (and thus activate this effect) are dive attacks, shield parries, and use of skills that cause melee damage:
	+ Phaser
	+ Lightspeed
	+ Telluric Shock
	+ a 5BC spoilery spinning skill
* Attacks from affixes (bombs, arrows) do not inflict bleed stack from this mutation.
* Weapons that already inherently inflict bleeding (notably, the Blood Sword and Bloodthirsty Shield ) will still be able to add another bleed stack via this mutation. So, for example, each slash of a Blood Sword will inflict one instance of bleed damage-over-time via the Blood Sword and one instance of Open Wounds bleed damage-over-time, for two bleed stacks per slash.
Shrapnel Axes

The **Shrapnel Axes** is an axe-type melee and ranged hybrid weapon. It fires projectiles when attacking if no enemies are within range of its melee attacks.

## Details

* **Ammo:** 27
* **Special Effects:**
	+ Each non-melee strike fires projectiles.
		- These projectiles can get stuck in enemies like most bow-type weapons.
* **Breach Bonus:** 0.3 / 0.3 / 0.5 / 0.75 / 1.5
	+ **Base Breach Damage:** 72.8 / 80.6 / 108 / 148.75 / 505
	+ **Base Breach DPS:** 359
* **Combo Duration:** 2.55 seconds
	+ **First Hit:** 0.4 (0.2 + 0.2 + 0)
	+ **Second Hit:** 0.45 (0.25 + 0.2 + 0)
	+ **Third Hit:** 0.3 (0.2 + 0.1 + 0)
	+ **Fourth Hit:** 0.4 (0.4 + 0 + 0)
	+ **Fifth Hit:** 1 (0.6 + 0.4 + 0)
* **Tags:** NoCritical, HasBullets, LimitedAmmo, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Fire Bullet**
		- "Shots leave a trail of flames."

## Synergies

* Because of its hybrid nature as a melee and ranged weapon as well as its ability to lodge projectiles in enemies it synergizes almost perfectly with Ripper.Also works well with Barbed Tips

## Notes

* This is the only melee weapon to use ammo.
	+ The Ferryman's Lantern and Hard Light Sword do not technically share this trait because only their secondary ranged attacks in their other slots use ammo.
* Can be used with both melee and ranged mutations, as long as the weapon is using the corresponding melee or ranged attacks.
* Striking enemies in melee range will not create shrapnel, despite the description.

## Trivia

* These are among the four single-slot weapons that use 2 weapons in their attack in the game, the others being the Twin Daggers, Flashing Fans and the Machete and Pistol.

## History

* 2.4: Base DPS increased from 157 to 181.
* 3.0: Slightly buffed the DMG and added a Legendary Affix.:
	+ Increased Base DPS from 181 to 187.
		- Increased Base DMG of the first hit from 45 to 56.
		- Increased Base DMG of the first hit from 50 to 62.
		- Increased Base DMG of the first hit from 55 to 72.
		- Increased Base DMG of the first hit from 70 to 85.
		- Increased Base DMG of the first hit from 180 to 202.
	+ Added the Legendary Affix "Fire Bullet".

## Footnotes

1. ↑ Due to how the game classifies items, in-game it is treated as a melee weapon only.

And it is a great weapon.
Scorpion

**Scorpions** are hard hitting enemies that emerge from the ground as the players gets close to them.

## Behavior

The scorpion is buried in the ground, emerging only when the player gets close. It has a short range attack, stabbing its tail at you dealing massive damage and poisoning on hit which deals DoT damage. They also have a ranged attack, shooting a small, slow travelling ball that also poisons on hit.

## Moveset

* **Description:** Performs a close range tail swipe which inflicts poison on hit.
* Can be blocked, parried, and dodge rolled.

* **Description:** Shoots a slow, long range projectile that inflicts poison on hit.
* Can be blocked, parried, and dodge rolled.

## Strategy

* Both its stab attack and ranged attack can be parried or rolled through. However, the stab attack can be quite difficult to parry due to the short duration given before the attack lands, giving you little time to react. It is therefore advised to move as far as possible before attempting to parry its ranged attack.

## Notes

* Revealing the map using the explorer Explorer's Rune or the Forgotten Map will reveal its location on the map even when buried.
Telluric Shock

**Telluric Shock** is a power skill which launches the player up and in the direction of his movement and then promptly dives towards the ground, triggering a wave of stone spikes on impact in a way that mimics the same attack by the Hand of the King.

## Details

* **Special Effects:**
	+ Using the skill makes the player jump into the air, and then smash the ground, releasing a wave of spikes at the point of impact, traveling through the ground outward from the player, dealing 150 base damage to the enemies it hits.
	+ The spikes will travel over the course of 0.3 seconds.
	+ Using it while standing still will simply make the player jump in place, but using it while moving will cause a jump in the direction of movement. It functions in a similar way in the air, but will only cause the downward smash, without the jump.
* **Tags:** MoveHero, InstantBlueprint
* **Legendary Version:**
	+ **Forced Affix: Global Shield on Kill**
		- "Grants a shield upon killing an enemy."

## Notes

* This Skill mimics the Hand of the King's ground slam attack.
* The player is invincible during the jump, allowing you to dodge attacks.
* The ground slam performed during the execution of the skill performs a Dive Attack in addition to creating the spike shockwave and as such:
	+ Deals the corresponding damage during the dive on contact with enemies as well as the area of effect damage on impact.
	+ Benefits from the amulet downward smash modifiers.
	+ Is able to break fragile ground with the Ram Rune absorbed.

## History

* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.1: Scaling changed from  Brutality/ Survival to  Brutality.
* 3.0: Added the Legendary Affix "Global Shield on Kill".

 5 BSC spoiler:
Collector's Syringe
Necromancy

### Scaling

**Necromancy** is a survival-scaling mutation which heals a small percentage of the player's HP for each enemy killed. The mutation only takes effect if the player is below 50% of their maximum HP.

## Details

* **Special Effects:**
	+ Each enemy killed heals [0.3 base]% of the player's HP. The effect stops when the player's HP reaches 50%.
* **Scaling:** 0.3\*1.07Stat-1 % HP

## History

* 1.9: Now has a restriction to only heal the player up to 50% of their maximum HP.
* 2.3: Description changed from "*Recover [0.2% base] HP when an enemy dies, up to 50% HP.*"
* 2.4: Base health recovery increased from 0.2% to 0.3%.
	+ Health recovery cap increased from 1.7% to 2.5%.
Running Zombie

**Running Zombies** were a smaller, faster version of regular Zombies, much like the Elite Lieutenants, but they did not spawn from elites. They were previously found in the Stilt Village as a regular enemy, but have since been removed.

## Behavior

Much like Elite Lieutenants, they had increased movement speed and attack speed, did not have a lunge attack, and always appeared in groups of 3-5. Their only attack was a simple swipe attack when in close proximity.

## Notes

* The Running Zombie is extremely similar to the recently added Rancid Rat enemy, in terms of mechanics. Therefore, the Running Zombie may have been an early precursor to that enemy type.
Porcupack

**Porcupack** is a brutality-scaling mutation which lets the player hit enemies with the melee weapon stored in the backpack when they roll through them.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ Rolling will attack with the melee weapon in the backpack, enemies that are hit take a reduced percentage of the original damage of the weapon.
		- Hitting an enemy causes the mutation to go on cooldown for 3 seconds.
* **Scaling:** +1% damage per Brutality stat

## Notes

* This mutation has a cooldown of 3 seconds, but can hit more than one enemy.
* Melee weapon in backpack can trigger their own respective special effects and affixes.
	+ Affixes that increase received damage (i.e "1% healed per attack, 100% taken") disregard the negative effects while in the backpack, but still apply their benefits.

## History

* 2.4: Base DPS increased from 50% to 75%.
The Bad Seed DLC

**The Bad Seed DLC** is the first paid expansion for *Dead Cells*. It was released on the 11th of February 2020 to PC, Xbox One, PlayStation 4, and the Nintendo Switch, and on the 30th of March 2021 to iOS and Android. The expansion adds a new optional side route through the early section of the game, with new enemies and a new boss to fight, as well as new outfits and gear to unlock.

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

## Contents

The expansion includes a total of three new biomes:

* Dilapidated Arboretum
* Morass of the Banished
* Nest

Five new enemies:

* Jerkshroom
* Yeeter
* Banished
* Blowgunner
* Giant Tick

A new boss:

* Mama Tick

Six new items:

* Flashing Fans
* Scythe Claw
* Rhythm n' Bouzouki
* Blowgun
* Smoke Bomb
* Mushroom Boi!

A new key:

* Dilapidated Arboretum Key

14 new outfits:

* Gardener's Outfit
* Mushroom Boi's Outfit
* Mushroom King Outfit
* Banished's Outfit
* Blowgunner's Outfit
* Tick Trainer's Outfit
* The Royal Gardener's Outfit
* Giant Tick Outfit
* Annoyed Tick Outfit
* Irritated Tick Outfit
* Mad Tick Outfit
* Furious Tick Outfit
* Sacrificial Tick Outfit
* Flawless Tick Outfit

And eight new achievements:

* Go play outside!
* The mud is getting warm, so you might as well swim.
* Knee deep in mud...
* I've got my eyes on you...
* Take that, sucker!
* Bound for Hell
* Pact with the devil
* Who's a good boi?
Scythe Claw

* Primary Ability
* Secondary Ability

The **Scythe Claw** is a two-handed melee weapon exclusive to the *Bad Seed DLC*. Its primary and secondary abilities, **Scythe Claw** and **Left Scythe Claw**, deal devastating critical hits when alternating between them.

## Details

* **Special Effects:**
	+ Alternating attacks between each claw will inflict extremely strong critical hits, as long as they consistently hit enemies each time.
		- However, getting hit while charging the swing will reset the critical hit.
	+ The Scythe Claw will ignore shields from Shieldbearers and Oven Knights if multiple enemies along with them are struck with one attack. Otherwise, hitting a shield resets the critical hit.
	+ Both claws have a "shockwave" effect that damages enemies behind any enemy struck with them. The shockwave deals roughly half the damage of the actual hit.

### Scythe Claw

* **Breach Bonus:** 2 / 2
	+ **Base Breach Damage:** 225 / 360 (675 / 1440)
	+ **Base Breach DPS:** 357 (1290)
* **Combo Duration:** 1.64 seconds
	+ **First Hit:** 0.82 (0.57 + 0.25 + 0)
	+ **Second Hit:** 0.82 (0.57 + 0.25 + 0)
* **Tags:** DualWeaponBase, HeavyWeapon
* **Legendary Version:**
	+ **Forced Affix: Death Root**
		- "Victims root nearby enemies for 2 sec upon death."

### Left Scythe Claw

* **Breach Bonus:** 2 / 2
	+ **Base Breach Damage:** 450 / 750 (2700 / 3000)
	+ **Base Breach DPS:** 609 (2893)
* **Combo Duration:** 1.97 seconds
	+ **First Hit:** 0.97 (0.77 + 0.2 + 0)
	+ **Second Hit:** 1 (0.75 + 0.25 + 0)
* **Tags:** DualWeaponOffhand, HeavyWeapon
* **Legendary Version:**
	+ **Forced Affix: Death Root**
		- "Victims root nearby enemies for 2 sec upon death."

## Synergies

* Synergises very strongly with the mutation Kill Rhythm as alternating attacks will have significantly faster attack speed while also dealing critical damage.

## Notes

* The Scythe Claw is unique in that it was the first melee weapon to scale purely with a stat other than Brutality.
* Finding the weapon on the ground will only show the **Scythe Claw**, however upon picking it up you will get both claws while dropping any other weapons your were holding.
* The Left Scythe Claw's crit has the highest base damage of any weapon in the game (the highest damage dealt in a single hit), even surpassing that of the Giantkiller when facing elite enemies or bosses, the Cursed Sword, and the Broadsword.
* The combo looks slightly different depending on whether you started the chain with left or right claw, most noticeably the right claw strikes from top to bottom instead of bottom to top if the left claw started the combo.

## Trivia

* This weapon is two of Mama Tick's detached claws.

## History

* 2.1: Now can have different affixes on each part.
* 2.3: Scythe Claw base DPS reduced from 119 (430) to 85 (311).
	+ Left Scythe Claw base DPS reduced from 203 (964) to 165 (767).
* 3.0: Added the Legendary Affix "Death Root" to both Scythes.
Peril Glyphs

**Peril Glyphs** is a ranged weapon. Amount of hits in the combo increase with missing health. It starts dealing critical hits from the third hit.

## Details

* **Special Effects:**
	+ Every 10% hp missing an attack will be added to the combo:
		- 1 attack at 91-100% HP
		- 2 attacks at 81-90% HP
		- 3 attacks at 71-80% HP
		- 4 attacks at 61-70% HP
		- 5 attacks at 51-60% HP
		- 6 attacks at 41-50% HP
		- 7 attacks at 0-40% HP
	+ Starts dealing critical hits from the third hit.
* **Breach Bonus:** 0 / 0 / 0 / 0 / 0 / 1
	+ **Base Breach Damage:** 42 / 37 / 68 / 74 / 94 / 130 / 190
	+ **Base Breach DPS:** 175 (350)
* **Combo Duration:** 2.58 seconds
	+ **First Hit:** 0.62 (0.22 + 0.1 + 0.3)
	+ **Second Hit:** 0.28 (0.18 + 0.1 + 0)
	+ **Third Hit:** 0.28 (0.18 + 0.1 + 0)
	+ **Fourth Hit:** 0.28 (0.18 + 0.1 + 0)
	+ **Fifth Hit:** 0.28 (0.18 + 0.1 + 0)
	+ **Sixth Hit:** 0.34 (0.18 + 0.16 + 0)
	+ **Seventh Hit:** 0.5 (0.15 + 0.35 + 0)
* **Tags:** Ranged, HasBullets, InstantBlueprint
* **Legendary Version:**
	+ **Forced Affix: Overshield On Crit**
		- "Overshield on critical hit, grants 4% of the player's max health as overshield for 15 seconds, which is stackable."
Shields

## Active mechanics

*Holding down* a shield's assigned button holds it up after 0.37 seconds. Attacks that hit the front of the shield are reduced by the shield’s damage absorption percentage (usually 75%) before any other damage reduction effects. Shields’ block damage, listed as their regular damage, is also dealt to enemies using melee attacks.

*Tapping* a shield's assigned button instead attempts a parry. If no attacks connect within the parry window, the player cannot block or parry again for 0.6 seconds. If a non-shockwave attack hits the shield during the parry window, the attack deals no damage, you can block/parry again immediately, and additional effects occur depending on the attack:

* Melee attackers take parry damage, indicated on the shield as its critical damage value.
* Ranged attacks are reflected for 80 base damage.
* Bombs are reflected for 90 base damage.
* Explosions are absorbed without retaliation.
* Festering Zombie eggs are turned into biters, which attack enemies.
* Any arrows stuck in the parried enemy will return to the player.

*Note:* Attacks are also automatically parried if they land within the first 0.2 seconds of holding up the shield and the shield's button is still held.

## Effect scaling

All Shields’ damage scales with the player's  Survival stat, but some also scale with  Tactics (e.g Parry Shield and Knockback Shield) or  Brutality (e.g Assault Shield and Bloodthirsty Shield).

Damage absorbed while blocking can only be increased by the Shield Absorb affix.

## Passive effects

Carrying a shield creates a force field for half a second when the player takes damage. This barrier absorbs most damage, but not damage-over-time from status effects like poison or darkness. Some enemy attacks do not activate the force field, such as that of Lacerators.

Since active force fields reduce the rally effect’s recovery by 65%, carrying a shield makes it more difficult to recover recently-lost health.

## List of shields

This is a list of all obtainable Shields in the game.

*: Rise of the Giant DLC*
*: The Bad Seed DLC*
*: Fatal Falls DLC*
*: The Queen and the Sea DLC*
Kill Rhythm

**Kill Rhythm** is a survival-scaling mutation which increases the attack speed of a weapon's next attack if the last attack was with a different weapon.

## Details

* **Special Effects:**
	+ While using a weapon in the main slots, switching to the other weapon increases attack speed by [15 base]% for 2 seconds.
* **Scaling:** +1% attack speed per Survival stat

## Notes

* The effect does not stack.
* This mutation increases the charge speed of weapons with charge attacks such as Flint or Toothpick.
* Has good synergy with most two handed weapons, like the Heavy Crossbow, Ice Crossbow, Scythe Claws, and Hard Light Set because they deal high damage and already rely on alternating attacks. As an added bonus, they tend to scale with survival, and the Hard light set can get off 2 combos before the speed boost wears off.

## Trivia

* During the alpha of *v2.1*, this mutation was known as *Fatal Cadence*.
Sweeper

**Sweepers** are enemies that look like smaller versions of the Concierge. They are encountered in the Ramparts.

## Behavior

Sweepers can launch a fire strike travelling in both directions, similar to the Concierge.

They also roll away if the player gets too close.

## Moveset

* **Description:** Charges and release a wave of fire in both directions.
* Can be jumped over.

* **Description:** When the player is close it rolls a short distance away.

## Strategy

* Its only attack is rather easy to avoid, as one can simply jump over when they are about to be hit.

## Trivia

* Sweepers are derived from the Concierge.
* They appears to have a piece of glowing metal attached to one of its arms.
Parting Gift

**Parting Gift** is a tactics-scaling mutation which makes any enemy killed with a ranged attack drop a bomb, which damages enemies in the area.

## Details

* **Special Effects:**
	+ Enemies killed not with a melee attacks leave a bomb on the ground. The bomb after 0.7 seconds will detonate, dealing [75 base] damage to the enemies around.
* **Scaling:** 75 × 1.15Stat - 1 damage

## Notes

* The bomb takes 0.7 seconds to detonate with a 6-tile area-of-effect.
* Deflecting Parting Gifts bombs with Flashing Fans attack will trigger its critical damage condition.

## History

* 0.7: Cell cost increased from 50 to 100.
Royal Guard

**Royal Guards** are enemies found in High Peak Castle. They are very dangerous guards of the King, infected by the Malaise. They wear a huge, heavy gauntlet on one of their hands, which they violently slam onto the ground.

## Behavior

* Depending on proximity to the player, Royal Guards will perform one of two attacks:
	+ When at longer range, the Royal Guard will project a shield and charge at the player dealing contact damage and pushing them until the end of the attack (much like The Hand of the King does)
	+ When at closer range, the Royal Guard will jump at the Beheaded and punch the ground, creating a shockwave, again, similarly to The Hand of the King. This will damage the Beheaded if they are touching the ground.

## Moveset

* **Description:** Projects a shield and charges at the player, pushing the player and damaging them on contact.
* Can be blocked, parried, and dodge rolled.

* **Description:** Performs a jump then causes a shockwave on the ground upon landing.
* Cannot be blocked, parried, or dodge rolled.

## Strategy

* The shielded charge attack can be rolled through. It can also be parried but beware that, like the Hand of the King, this only stops the move from dealing damage and does not interrupt it, allowing the Royal Guard to keep shoving. Thus, parrying and then rolling anyway is advised. Also, as the name suggests, the shield protects it from damage so attacking head on when the shield is active is not advised.
* The ground slam attack must be jumped over or avoided entirely, as it cannot be parried or dodged by rolling.
* It is advised to kill it before it can do anything due to the danger of engaging it in close combat.

## Notes

* Its jumps can reach the player through walls.

## Trivia

* Their internal name is Kingsfinger, because they are the minions of the **Hand of the King**.
Emergency Door

The **Emergency Door** is a deployable skill which deploys a ghostly purple door. It is similar to the regular wooden door behavior-wise.

## Details

* **Special Effects:**
	+ Spawns a door in front of the player, which acts like any other wooden door.
		- Stuns enemies on the other side when destroyed.
* **Tags:** Deployable, NegligibleDamage, Explosive
* **Legendary Version:**
	+ **Forced Affix: Deployed Dmg**
		- "+10% damage when you are near it."

## Location

The blueprint for the Emergency Door is located in the Slumbering Sanctuary, in a lore room.

The room does not always spawn, so it may require multiple runs to find. It stops spawning after the blueprint is turned in to The Collector.

Once in the room, a sign will ask you to prove if you are worthy (for an obscure task).

The entire passage is riddled with huge quantities of doors. The player must then reach the other end of the room without breaking any of the doors present (Doors outside of this room don't count). After reaching the end, there will be another sign. If done correctly, interacting with the sign will cause it to say "You have proven your worth." The game will then spawn the blueprint for the skill.

If the player breaks any of the doors, the sign at the end will read, “You are not worthy” and not drop the blueprint. The character will also give the middle finger to the sign if it reads “You are not worthy” and thumbs up if it reads “You have proved your worth”.

## Notes

* Destroying an Emergency Door with the Crowbar will trigger its critical hit condition.
* Enemies against the door take critical hits from the Impaler.
* Since it can be deployed in places where doors would normally be absent, certain enemies may be confused by the door and won't react to it.
* It also synergizes with items and mutations which have interactions with movement impairment, like the Nutcracker and Heart of Ice.

## History

* 3.0: Added the Legendary Affix "Deployed Dmg".

 5 BSC spoiler:
Collector's Syringe
Motion Twin

**Motion Twin** is an independent games studio based in Bordeaux, France. They've been raging at the machines since 2001 and are planning on keeping it up for as long as people keep playing their games. Besides Dead Cells, they're responsible for Die2Nite, Mush, DinoRPG and more recently Uppercup Football on mobile.

### Art

* Gwenaël Massé "Gwen"
* Thomas Vasseur "Carduus"

### Development

* Mathieu Capdegelle "Looping"
* Mathieu Pistol "Tipyx"
* Pascal Péridont "skool"
* Sébastien Bénard "deepnight"
* Christophe Rautou "quittouff"
Old Wooden Shield

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

## Details

* **Base Absorbed Damage:** 75%
* **Special Effects:**
	+ Stuns the attacker for 0.8 seconds if the shield parries a melee attack.
* **Breach Bonus:** 0
	+ **Base Breach Damage:** 20 (40)
	+ **Base Breach DPS:** 54 (108)
* **Tags:** Shield, NegligibleDamage, RustyItem

## Notes

* Previously called *Good Ol' Wooden Shield*.
* The Old Wooden Shield is one of two weapons which have weapon slot restrictions, the other one being the Beginner's Bow.
* Like the other two starting weapons, this weapon cannot be found randomly during a run.
* This weapon has no special effects or perks. While it can parry and block limited damage, this shield is usually replaced with a different one on most runs.

## History

* 0.0: Introduced.
Return to Castlevania DLC

**Return to Castlevania** is the fourth paid expansion for *Dead Cells*. It was released on March 6th, 2023 for PS4, Xbox One, Series X/S, PC, and Nintendo Switch. This expansion adds more weapons, outfits, skills, and two new routes to the game, each with new enemies and bosses, though only one of them adds a new ending to the game.

For a complete list of all Return To Castlevania content check the official wiki.

## Contents

The expansion includes a total of four new biomes:

* Castle's Outskirts
* Dracula's Castle
* Defiled Necropolis
* Master's Keep

Nine new enemies

* Axe Armor
* Buer
* Dire Werewolf
* Werewolf
* Armor Knight
* Throw Master
* Merman
* Vampire Bat
* Harpy
* Bone Pillar
* Medusa

Four new bosses:

* Death
* Dracula
* Dracula - Final Form

14 new Items:

* Alucard's Sword
* Morning Star
* Bible
* Whip Sword
* Vampire Killer
* Death's Scythe
* Cross
* Throwing Axe
* File:Medusa's Head Icon.pngMedusa's Head
* Alucard's Shield
* Holy Water
* Rebound Stone
* Maria's Cat
* Bat Volley

20 new outfits:

* File:Simon Outfit Icon.pngSimon Outfit
* File:Alucard Outfit Icon.pngAlucard Outfit
* File:Richter Outfit Icon.pngRichter Outfit
* File:Sypha Outfit Icon.pngSypha Outfit
* File:Trevor Outfit Icon.pngTrevor Outfit
* File:Maria Renard Outfit Icon.pngMaria Renard Outfit
* File:Hector Outfit Icon.pngHector Outfit
* Haunted Armor Outfit
* File:Death Outfit Icon.pngDeath Outfit
* File:Cold Death Outfit Icon.pngCold Death Outfit
* File:Red Death Outfit Icon.pngRed Death Outfit
* File:Edgy Death Outfit Icon.pngEdgy Death Outfit
* File:Death Outfit Icon.pngDeath Outfit
* File:Spectral Flawless Death Outfit Icon.pngSpectral Flawless Death Outfit
* File:Dracula Outfit Icon.pngDracula Outfit
* File:Mathias Cronqvist Outfit Icon.pngMathias Cronqvist Outfit
* File:Doctor Dracula Outfit Icon.pngDoctor Dracula Outfit
* File:Pompous Dracula Outfit Icon.pngPompous Dracula Outfit
* File:Vigilante Dracula Outfit Icon.pngVigilante Dracula Outfit
* File:Flawless Dracula Outfit Icon.pngFlawless Dracula Outfit

And thirteen new achievements:

* Am I still on the island?
* Into the vampire's den
* Don't fear the Reaper
* What is a man?
* Death comes for us all... but not you!
* Dodge Death!
* You don't belong in this world!
* See you in 100 years
* Honorary Belmont
* I still have 8 lives
* Can you stop moving please?!
* Does what it says on the tin
* Knowledge is power
Oil Grenade

The **Oil Grenade** is a grenade skill which coats enemies and the ground in inflammable oil.

## 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 applies oil to enemies and the ground for 20 seconds.
* **Tags:** Ranged, Explosive, Oil, ShortCooldown
* **Legendary Version:**
	+ **Forced Affix: Death Fire**
		- "Enemies burn when they die."

## History

* 0.1:
	+ Now spreads inflammable oil on the floor when thrown.
	+ Oiled duration on enemies increased from 15 to 20 seconds.
	+ Base damage decreased from 50 to 20
	+ Added tags "Explosive" and "Oil".
	+ Unlock cost increased from 10 to 30 Cells.
	+ Description changed
* 0.2: Base price decreased from 2000 to 1000 gold.
* 0.4:
	+ Cooldown increased from 4 to 8 seconds.
	+ Base damage increased from 20 to 40.
	+ Unlock cost decreased from 30 to 20 cells.
	+ Now scales with
	+ Blueprint no longer obtainable with the removal of Running Zombie enemy.
* 0.5: Blueprint now drops from Hammers
* 0.6: Scaling changed from  Tactics to  Brutality.
* 0.7:
	+ Added starred affix "DeathFire".
	+ Added tag "ShortCooldown".
* 1.1:
	+ Cooldown increased from 8 to 10 seconds.
	+ Base damage increased from 40 to 60.
	+ Oil spread distance increased from 9 to 18.
	+ Oiled duration on enemies increased from 20 to 35 seconds.
* 1.6: Scaling changed from  Brutality to  Tactics/ Brutality.
* 1.9:
	+ Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.1:
	+ Base damage increased from 60 to 100.
	+ Oil spread distance reduced from 18 to 10.
* 3.0: Added the Legendary Affix "Death Fire".

 5 BSC spoiler:
Collector's Syringe
Soldier's Resistance

**Soldier's Resistance** is a survival-scaling mutation that increases the player's maximum health while it is equipped.

## Details

* **Scroll Cap:** 14
* **Special Effects:**
	+ Increases the player's *current* maximum health by a percentage value, meaning the extra max health gained from Soldier's Resistance increases each time their max health is increased through other means.
		- However, Soldier's Resistance is additive with any non-stat-based max health increasing bonuses, such as that from Dead Inside.
* **Scaling:** 7\*1.15Stat-1 %

## Notes

* When paired with Necromancy, Soldier's Resistance actually allows one to get a slightly higher amount of extra health before the healing can no longer occur. This is because their maximum health pool has increased, so the amount of extra healing they can achieve increases with this as well.

## History

* 1.2: Added the ability to give Malaise immunity to the player for 1.2 seconds after they take damage.
* 2.1: Changed from  Brutality to  Survival.
	+ Ability to give the player the Malaise immunity effect after being hit removed due to the Malaise rework.
* 2.4: Base health bonus increased from 2% to 7%.
	+ Health bonus cap increased from 25% to 40%.
Spartan Sandals

The **Spartan Sandals** are a melee weapon which knock enemies away from the player, causing them to take extra damage if they hit a wall or similar solid obstacle while being knocked back.

## Details

* **Special Effects:**
	+ Pushes enemies away quickly for 0.5 seconds on hit, interrupting attacks and dealing fall damage.
	+ Attacks that connect with enemy bombs launch them back as if they were parried by a shield, but at 45% of shield-parry power (40.5 base damage instead of the usual 90 base damage).
	+ Enemies that hit a wall or solid barrier shortly after getting knocked back by this weapon take an additional 90 base damage.
	+ Foes also take at least the minimum amount of fall damage upon impact with the ground no matter how short the fall, as well as dealing AoE damage to nearby enemies.
* **Breach Bonus:** 0.25 / 0.25 / 0.25
	+ **Base Breach Damage:** 17.5 / 17.5 / 21.5
	+ **Base Breach DPS:** 28
* **Combo Duration:** 2 seconds
	+ **First Hit:** 0.55 (0.1 + 0.25 + 0.2)
	+ **Second Hit:** 0.6 (0.15 + 0.25 + 0.2)
	+ **Third Hit:** 0.85 (0.25 + 0.4 + 0.2)
* **Tags:** UtilityWeapon, NoCritical
* **Legendary Version:**
	+ **Forced Affix: Super Bump**
		- "Greatly increases the knockback of the item."

## Trivia

* The description of the item and the item itself, including its Legendary version, are a reference to the famous quote from Zack Snyder's film *300* "This. is. Sparta!", shouted by Leonidas, Spartan king, right before kicking a Persian messenger into a pit.

## History

	+ Base combo damage increased from 30 to 45.
	+ Base DPS increased from 21 to 32.
* 2.9: Unlock cost increased from 5 cells to 50.
* 3.0: Added the Legendary Affix "Fire Feet".
* 3.1: Changed the Legendary Affix from "Fire Feet" to "Super Bump".
Support

### Scaling

**Support** is a Tactics-scaling mutation which increases damage dealt when close to an active deployable trap or turret.

## Details

* **Special Effects:**
	+ Player deals +[10 base]% damage if they are close to a deployed traps or turrets.
* **Scaling:** +1% damage per Tactics stat

## Notes

* "Nearby" is defined as close enough to power a deployed skill (within 9 tiles to it). Proximity is checked every 0.2 seconds, and damage is added at most once every 0.33 seconds.
* Multiple deployed skills do not stack effect.
* This mutation only works with skills that fall under the category "Traps & Turrets".

## History

* 0.7: Base DPS bonus increased from 45 to 65.
* 1.9: Now unlocked by default. No longer dropped from Inquisitors.