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Stone Warden

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

**Stone Wardens** are statue-like enemies found in the Fractured Shrines guarding the entrances to treasure rooms. When the player gets close to them, they come alive and start attacking the player. When defeated the door they are guarding will open. They are exclusive to the *Fatal Falls DLC*.

## Behavior

Stone Wardens start off frozen in stone, not dissimilar to the enemies in the background of the Slumbering Sanctuary before it is awakened. They awake from their stone slumber once the player walks close enough to them. The player can bypass them by simply not waking them, though the player thereby consents to not being able to reach the rewards found in the treasure rooms.

Stone Wardens attack in two ways, by either swinging their stone axe or by stomping the ground and producing a damaging wall of stone.

## Moveset

* **Description:** Swings its stone axe in a wide arc.
* Can be blocked, parried, and dodge rolled.

* **Description:** Stomps the ground and produces a rock barrier.
* Can be blocked and dodge rolled.

## Strategy

When the Stone Warden is about to use the Telluric Stomp, it will telegraph by lifting one of its feet, and it will telegraph its axe swing by pulling its arms and axe backward to swing. Since both attacks can be jumped over and are lower to the ground, if you drop from above or can stay in the air in any way with things like Wings of the Crow, or the built-in stall from the Electric Whip and Magic Missiles will keep you above their attacks, keeping you safe.

## Notes

They will guard large yellow doors, usually 2 per biome. The first door will give the player a choice between 3 legendary weapons, independent of the Legendary Altar spawn rate. The second door will either give you a lore room or a treasure chest inside. These rooms also contain various gemstones and piles of treasure.

## Trivia

* There is currently a bug where using the Blueprint Extractor on a Stone Warden will prevent the game from registering its death, while also locking the player from entering the area it is guarding.
* Referred to as "AxeStatue" in the code.
Smoke Bomb

The **Smoke Bomb** is a power skill which turns the player invisible for 8 seconds. This item is exclusive to the *Bad Seed DLC*.

## Details

* **Special Effects:**
	+ Using this skill makes you undetectable to all enemies, even elites, until either 8 seconds pass or you use a weapon or skill, at which point you will lose the invisibility and enemies can see you again. Invisibility does not work on bosses.
	+ The skill provides a base 50% damage bonus to the next weapon attack while invisible.
* **Tags:** NoDamage, HasDuration
* **Legendary Version:**
	+ **Forced Affix: Run Speed on Use**
		- "Increases your movement speed for 10 seconds."

## Notes

* Using any sort of skills or attacks will disable the invisibility, this includes turrets and other skills that do not actually do any damage when first used.
* Using it can stop a Rampager mid-charge if timed correctly.
* The damage boost does not increase with the gear level, but it increases with the stats level.
* Damage bonus applies on both melee and ranged attacks.
* Ranged attacks with multiple projectiles such as Heavy Crossbow's primary fire have the damage bonus applied to each of the projectiles from that shot.

## History

* 2.1: Scaling changed from  Tactics to  Brutality/ Tactics.
* 3.0: Added the Legendary Affix "Run Speed on Use".
	+ Doesn't scale exponentially anymore.
	+ Increases the damage by +50% now.

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Collector's Syringe
Mutations

**Perks** are passive items that modify and increase the abilities of the player in various ways. They are obtained between levels from Tutorial Knight. Most are not initially available, so in order to unlock them, one must bring their blueprints to the The Boy's Axe, then spend the required cells.

## Mechanics

The player can only have a amount of Perks at once. Each area cleared in a run allows one more mutation, up to a total of 11 (unless in custom mode, where many more can be picked). However, the player can spend gold between levels to remove all current mutations, allowing a new choice of mutations to replace the old set. The price to do this starts at 1,000 and doubles with each reset, until the cost reaches 8,000 gold, at which point it will stop increasing.

Most Perks are associated with and scale their benefits with a specific stat. That is, Perks' base damage and/or healing magnitudes are multiplied by 1.15*n*-1, where *n* is the current level of the appropriate stat, rounded to produce the final amount.

For example, if a Brutality Perks provides an extra 90 base DPS and the player's Brutality is 2, the final extra DPS is 90 × 1.152-1</su> = 90 × 1.15 = 103.5 ≈ 104). Note that damage and DPS bonuses from mutations are *not* affected by gear-specific damage bonuses or Affixes.

Colored Perks have fixed benefits unaffected by Stats, except for Instinct of the Master of Arms and Frostbite which scale on the highest stat.

## List of mutations

There are 54 mutations in the game: 12 for Brutality, 12 for Tactics, 12 for Survival and 17 that are Colorless.

## History

* 0.6: Introduced Dead Inside and Fireworks Technician.
* 0.7: Introduced Disengagement, Acceptance, Masochist, Fireworks Technician and Spite.
* 1.1: Introduced Killer Instinct, Open Wounds, Hunter's Instinct, Blind Faith and Instinct of the Master of Arms.
	+ Removed Sadism, Fireworks Technician and Efficiency.
* 1.2: Introduced Berserker.
* 1.3: Introduced Adrenaline and Frenzy.
* 1.4: Introduced Scheme, Initiative and Predator.
* 1.5: Introduced Networking, Crow's Foot and Tactical Retreat.
* 1.6: Introduced Frostbite and Heart of Ice.
* 1.9: Skills no longer activate cooldown reduction mutations.
* 2.1: Introduced Porcupack, Ranger's Gear, Acrobatipack, Kill Rhythm and Armadillopack.
* 2.3: Introduced Point Blank, Barbed Tips and No Mercy.
* 2.8: Introduced Midas' Blood, Gold Plating and Get Rich Quick.
Mushroom Boi!

* Normal
* Second Activation

The **Mushroom Boi!** is a power skill exclusive to the *Bad Seed DLC*. It spawns a friendly Jerkshroom which attacks nearby enemies.

## Details

* **Special Effects:**
	+ Spawns a friendly Jerkshroom that follows the player around.
		- If an enemy is nearby, it will charge at them, dealing a base 50 damage on impact.
			* If the enemy hits a wall after being hit, an additional base 100 damage is inflicted.
		- Attempting to summon the Jerkshroom again while it is still active will instead make it explode, dealing 300 base damage to any nearby enemy. The skill then goes on cool-down.
* **Tags:** Pet, PetBuff, TransformOnUse
* **Legendary Version:**
	+ **Forced Affix: Poison Cloud on Hit**
		- "Victims release a toxic cloud with each hit."

## The Sacrifice

The Mushroom Boi is part of a sacrificial ritual that grants the player the Sacrificial Tick Outfit. To initiate this ritual, the player must go to the Morass of the Banished. In it, the player must reach the end of the biome, where a masked individual known as the Swamp Priest resides. The Swamp Priest stands next to an altar that depicts Mama Tick, he nags the player to offer a sacrifice, namely the Mushroom Boi. If the player complies, the Mushroom Boi is completely removed from the player's inventory and the subsequent fight that should take place in the Nest will not occur. This ritual can be repeated in subsequent visits with the same result, but the outfit can only be obtained the first time unless the player did not hand it over to the Collector.

If the player has a ranged weapon in their inventory and manages to attack Mama Tick in the brief moments she raises her eye above the water, the fight begins as usual and the outfit blueprint will not be dropped.

## Notes

* The Mushroom Boi will not attack nearby enemies if the player is invisible.
* To obtain its relevant achievements:
	+ Bound for Hell - Detonate the Mushroom Boi by using the skill again while Mushroom Boi is active.
	+ Who's a good boi? - Beat the final boss while the Mushroom Boi is active, and do not detonate mushroom boi.
	+ Pact with the Devil - Sacrifice the Mushroom Boi to Mama Tick, as mentioned in the previous section.

## Trivia

* The Mushroom Boi! is the second pet skill to be added to the game, with the first being the Great Owl of War.
* It is so far the only item in the entire game that contains non-alphabetical characters in its name.
* Mushroom Boi! is the only item required to obtain a blueprint of an outfit.
* There is a visual glitch that occurs when you teleport anywhere and have activated Mushroom Boi! that makes him appear to be crouching, similar to the Jerkshroom Hide defensive ability.

## History

* 1.8: Now breaks the players invisibility when attacking.
	+ No longer attacks when the player is invisible.
	+ Removed tag "UnlockInPublicEvent".
	+ Added tag "Pet", "PetBuff" and "TransformOnUse".
* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.9: Unlock cost increased from 50 cells to 80.
* 3.0: Added the Legendary Affix "Poison Cloud on Hit".

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Collector's Syringe
Shovel

The **Shovel** is a melee weapon which flings enemies away and bombs back toward their sources.

## Details

* **Special Effects:**
	+ Bombs hit by Shovel strikes are sent back as if they were parried by a shield. However, bomb power is 20% of shield-parry values (18 base damage instead of the usual 90 base damage).
	+ The second hit in the combo knocks enemies back, and the final hit sends them flying away for 1 second.
* **Breach Bonus:** 0.7 / 0.5 / 2
	+ **Base Breach Damage:** 127.5 / 78 / 375
	+ **Base Breach DPS:** 363
* **Combo Duration:** 1.6 seconds
	+ **First Hit:** 0.55 (0.4 + 0.15 + 0)
	+ **Second Hit:** 0.35 (0.2 + 0.15 + 0)
	+ **Third Hit:** 0.7 (0.4 + 0.3 + 0)
* **Tags:** NoCritical, HeavyWeapon, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Better Secrets**
		- "Secrets found in the walls and ground are of increased quality."

## Trivia

* The Shovel may be a reference to Crypt of the NecroDancer, specifically to Eli, whose playstyle involves pushing bombs around.
* It may be a weapon themed after the Graveyard biome as the in-game Graveyard is where common villagers are buried, and the shovel is presumably used to dig their graves.
* The Shovel may also be a reference to Shovel Knight, as it can also be found by breaking a wall beside the campfire where you first find the King Scepter.

## History

* 2.9: Unlock cost decreased from 40 cells to 15.
* 3.0: Added the Legendary Affix "Better Secrets".
Powerful Grenade

The **Powerful Grenade** is a grenade skill which has a single, high-damage grenade with a large area of effect. It is dropped by Bombardiers.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes for 200 base damage in a large area of effect on contact with an enemy or a horizontal surface.
		- The projectile bounces off of a Shieldbearer's shield without detonating.
* **Tags:** Ranged, Explosive, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Bigger Explosion**
		- "Area effects created by this item are 200% larger."

## History

* 0.1: Added tag "Explosive".
* 0.4:
	+ Base DPS decreased from 80 to 70.
	+ Cooldown increased from 2.8 to 15 seconds.
	+ Base price increased from 1000 to 1800.
	+ No longer unlocked from start, drops from Bombardier.
	+ Now scales with  Tactics.
* 0.5: Scaling changed from  Tactics to  Brutality/Tactics.
* 0.6:
	+ Scaling changed from  Brutality/Tactics to  Brutality/Survival.
	+ Base price decreased from 1800 to 1250.
* 0.7:
	+ Added legendary affix "DeathExplosion".
	+ Description changed from "A large explosion inflicting 70 damage" to "Causes a large explosion".
* 1.1:
	+ Base DPS increased from 70 to 250.
	+ Range increased from 7 to 9.
	+ Cooldown decreased from 15 to 13 seconds.
* 1.2: Added tag ""UnlockInPublicEvent".
* 1.3:
	+ Base DPS decreased from 250 to 200.
	+ Range decreased from 9 to 6.
* 1.9
	+ Base price increased from 1250 to 2000.
	+ Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 3.0: Added the Legendary Affix "Bigger Explosion".

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Collector's Syringe
Swamp Priest

“*Words are meaningless, only sacrifices are important...*„

The **Swamp Priest** is an NPC found in an altar room inside the Morass of the Banished.

His main purpose is to egg on the player to make a "Sacrifice", which is done by using Mushroom Boi! at the nearby alter. This will stop the player from having to fight Mama Tick in the Nest, as well as provide the player with the Bound for Hell Achievement. After the sacrifice is made, he will become bloody, get a deranged look, and begins praising the player for said sacrifice.

## Dialogue

When walking up to the altar he is found beside, the Priest will exclaim:

* "*A new disciple!*"

Upon talking to them for the first time, they will say:

* "*Welcome to our humble chapel brother! Are you ready to make a sacrifice?*"

Subsequent interactions with the Swamp Priest will result in them randomly saying one of the following lines:

* "*Pray for your salvation... with a sacrifice.*"
* "*Words are meaningless, only sacrifices are important...*"
* "*Mama protect this lost child...*"
* "*Prove your devotion!*"
* "*Sacrifice will save you...*"
* "*Are you really faithful?*"

When using the Mushroom Boi! near the altar:

* "*THE SACRIFICE!*"
* "*Your sacrifice has been accepted.*"
* "*Mama has blessed you.*"
* "*A miracle... It’s a miracle...*"
* "*We need more sacrifices!*"
* "*...more sacrifices...*"
* "*...*"
Predator

**Predator** is a brutality-scaling perk which briefly makes the player invisible after killing an enemy with a melee attack.

## Details

* **Scroll Cap:** 23
* **Special Effects:**
	+ Grants the player invisibility for [1 base] seconds after an enemy is killed with a melee attack.
		- Attacking again while invisible removes the effect.
* **Scaling:** 1 × 1.06Stat - 1 seconds

## Notes

* Triggers on kills within 0.05s of a melee hit.

## Trivia

* This mutation is a reference to the movie *Predator*, in which the alien monster that is the movie's namesake is able to become invisible.

## History

* 2.1: Changed from  Tactics to  Brutality.
Oven Axe

The **Oven Axe** is a slow axe-type melee weapon which can repeat the final hit of its combo.

## Details

* **Special Effects:**
	+ The third attack of the combo will be repeated if the player continues to attack in a short period of time.
		- Repeated attacks after the third attack deal critical hits.
	+ The first attack can hit enemies from behind.
* **Breach Bonus:** 3 / 3 / 3 / 1
	+ **Base Breach Damage:** 800 / 920 / 1000 / 1000
	+ **Base Breach DPS:** 745 (1491)
* **Combo Duration:** 4.32 seconds
	+ **First Hit:** 0.8 (0.6 + 0.2 + 0)
	+ **Second Hit:** 1 (0.75 + 0.25 + 0)
	+ **Third Hit:** 1.26 (0.8 + 0.46 + 0)
	+ **Fourth Hit:** 1.26 (0.8 + 0.46 + 0)
* **Tags:** HeavyWeapon, LongerComboWindow
* **Legendary Version:**
	+ **Forced Affix: Run Speed on Crit**
		- "Increases your movement speed for 5 seconds after a critical hit."

## Trivia

* This weapon is an intentional reference to the Oven Knight, enemies which carry a similar weapon.

## History

* 2.4: Base DPS increased from 184 (237) to 215 (273).
	+ Base breach DPS increased from 464 (794) to 745 (1491).
	+ Second attack charge duration decreased from 0.94 seconds to 0.75.
	+ Third attack charge duration decreased from 1 second to 0.8.
* 3.0: Added the Legendary Affix "Run Speed on Crit".
Rampager

### Location(s)

Prisoners' Quarters, Toxic Sewers, Dilapidated Arboretum, Prison Depths, Ramparts, Morass of the Banished, Stilt Village, Slumbering Sanctuary, Clock Tower, High Peak Castle, Undying Shores, Infested Shipwreck (3+ BSC)

### Related

Zombie

**Rampagers** are enemies found in the game when 3+ BSC have been activated. They look similar to a Zombie, except with longer arms and noticeably bigger claws and spikes.

## Behavior

When a Rampager detects the player and they are on the same platform, the Rampager will shriek, run at the player, and then attack when within range. If the player is at a different platform, it will chase the player by jumping platform to platform.

## Moveset

* **Description:** Screams, then runs up to the player, then attacks with its claws four times when within range.
* Can be blocked, parried, and dodge rolled.
* Moving behind the Rampager during the startup will interrupt it.
* If rooted while running, it will perform its claw attack.
* Will not turn around mid-attack.

## Strategy

Rampagers are extremely aggressive and, if not dealt with properly, can end up dealing massive damage with their claws. You either need to ambush them before they can attack or lure them out to a different platform and deal with them alone. Outrunning them is not an option even with a speed buff. It's highly suggested to fight them by moving to a different platform than on a long corridor. The jump they do when they chase you is slow and predictable, which makes them easier to lure out and thus kill when they jump into you. You can also kill it by just changing platforms repeatedly and hitting it while it's recovering from its jump.

As long as you get behind them when they start to scream and are about to attack, they will never have the chance to attack. Always roll behind them if you are in melee range. Any crowd control effects like freeze/root/stun are highly effective against them.

Rolling behind the Rampager while it's running towards you is the easiest way to get in hits on it, but is risky if you don't time it right. The same goes for parrying. You will have to fight them a few times to get a better idea of when to dodge or parry them. The swipes cover a surprisingly tall height, so you'll need to do a full jump to avoid them.

If you do get hit by a Rampager, move *away* from them to not get continuously hit by their claw attacks. It's fast enough to hit between i-frames but gives enough hitstun to prevent you from rolling out of it. *Never* let a Rampager hit you while you're against a wall.

If needed, you can always utilize the Homunculus Rune and use your head to draw aggro from them so that you can fight it solo.

## Trivia

* According to the patch notes, the Rampager is female, although this may just be a translation error.

## References

1. ↑ Who's the Boss update *Official patch notes*, 2019-07-17
Melee (Mutation)

**Melee** is a brutality-scaling mutation which makes melee attacks inflict the slow debuff on enemies for a short duration.

## Details

* **Scroll Cap:** 11 Brutality
* **Special Effects:**
	+ Each melee attack slows enemies down for [0.2 base] seconds. Each melee hit resets the slow down time.
* **Scaling:** 0.2 × 1.15Stat - 1 seconds

## Notes

* This mutation is effective with melee attacks. It slows the movement of the enemies, allow the player to hit more or even breach the enemies.

## History

* 0.7: Base DPS bonus increased from 60 to 120.
* 1.2: Reworked: Now slows enemies with melee attacks, instead of gaining bonus DPS if there are more than 2 enemies around.
* 2.1: No longer grants 1 second of Malaise protection from slowed enemies due to Malaise rework.
Sinew Slicer

The **Sinew Slicer** is deployable skill which deploys a turret to shoot at enemies, making them bleed.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. This projectile will bounce off of a Shieldbearer's shields without detonating. Upon exploding, it deploys a ranged turret.
		- Turret targets the nearest enemy in a cone on either side.
		- Turret fires 3-shot bursts with 0.1 seconds separating consecutive shots in a burst. Bursts are fired twice a second.
		- Shots inflict stacks of bleeding on enemies they hit.
			* The bleed effect deals 10 DPS for 1.5 seconds, for a total of 15 base damage per stack.
		- Turret can be destroyed by enemies - remaining health is indicated by a small yellow bar above the turret.
		- Only one turret per Sinew Slicer 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, Bleed, Deployable, NeedsPower, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Bleed Propagation**
		- "A victim of bleeding spreads it to other enemies nearby"

## Notes

* The Sinew Slicer seems to have noticeably less health than other traps of the same nature.

## History

* 0.1: Now requires the player to be in range to operate.
* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.1: Scaling changed from  Tactics to  Brutality/ Tactics.
* 3.0: Added the Legendary Affix "Bleed Propagation".

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Collector's Syringe
Mentor Knight

“*Ah! A new challenger! Welcome to my proving grounds!*„

**Mentor Knight** is an NPC in *Dead Cells*. They organize the boss rush challenges.

## Dialogue

### First encounter

* "*Ah! A new challenger! Welcome to my proving grounds!*"
* "*Here, you can fight your most formidable past enemies one after the other.*"
* "*Should you triumph, you'll receive wonderful rewards and the people (or what remains of them) will sing your praises for years to come.*"
* "*And if you find it too easy, your opponents have prepared new fighting techniques to surprise you! Try completing the challenge without getting hit!*"
* "*Go ahead! Test your mettle!*"

### First Boss Rush

* "*Good, I see you chose to enter the fray!*"
* "*I prepared a few items taken from my arsenal for you. Go ahead and gear up!*"
* "*One of these little creatures is also there to help you.*"
* "*Whenever you're ready, just go through the door at the end of the corridor. Serious business begins there!*"
* "*If you get cold feet, you can always come talk to me to abandon the challenge.*"

### When entering Boss Rush Zone

* "*Welcome to the Proving Grounds!*"
* "*Ready for the next showdown?*"
* "*Glad to see such a determined face... or whatever it is that sits on your shoulders.*"
* "*Go forth, prisonner, and prove your worth in battle!*"
* "*Craving for thrills? You've come to the right place!*"

### When starting a Boss Rush

* "*You're back to the crucible of combat!*"
* "*Glad to see that you're not afraid to face some challenge.*"
* "*What will you try this time?*"
* "*Time to choose your weapons!*"
* "*How far will you go this time?*"

### Between bosses

* "*Well fought! But don't rest on your laurels, your next challenge awaits!*"
* "*One down! Onto the next.*"
* "*Who will you face of against next? Fate will tell.*"
* "*Keep going!*"

### Winning Boss Rush

* "*To the victor, the spoils!*"
* "*Congratulations! Here's your well-deserved reward.*"
* "*Impressive work for a skinny one like you!*"
* "*You triumphed over impossible odds, you can be proud of yourself.*"
* "*It's a victory for the prisonner! Who would have thought?!*"

### Losing Boss Rush

* "*What a dismal defeat. Do better.*"
* "*You can't win them all... but at least try!*"
* "*This one was painful...*"
* "*Better luck next time... but remember that luck isn't everything.*"
* "*Win or win not, there is no try.*"
Mimic

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

**Mimics** are enemies that are found in the Bank. At 1+ BSC, they have a chance of appearing in any other biome with a shop.

The Mimic is guaranteed to spawn in the Bank. Its presence outside of the Bank is given away by a lore room that will also spawn in the same biome. Behind a hidden tunnel, a Guillain can be found, covered in blood and holding a sword. He is surrounded by ripped bags and will explain that a bag has escaped.

## Behavior

Mimics disguise themselves as merchants in a shop. The merchant will act normal until the player buys from the shop. When the player confirms a purchase, the Mimic breaks its disguise, consumes the purchased item, and attacks the player. The other two items in the shop will also disappear at this point, so no other purchases can be made even after the Mimic is killed. In the Bank, the shop ATM will still be available.

Once the Mimic is defeated, it will drop the item the player bought but it will be improved, depending on what was bought. If it was a food item, its quantity will be doubled. If it was a gear item, it will receive two additional gear levels.

### Moveset

* **Description:** Lashes out with its tongue.
 ***Chain Whip***
* **Description:** Uses its chain as a whip.
 ***Chain Hook***
* **Description:** Throws the chain towards the player to grab and pull them in. It will root the player for a few seconds if the attack was successful.
 ***Bite***
* **Description:** Bites when near the player, often done after Chain Hook when the player is stunned.
* Can be parried and dodge rolled.

### Special moveset

The mimic also has a few special moves it can use depending on what kind of item was bought.

#### Ranged Weapons

* **Description:** Spits out body parts.
* Can be parried and dodge rolled.

#### Melee Weapons

* **Description:** Takes out a large sword, and slams it in front of itself after a long windup.
* Can be interrupted.

#### Shields

* **Description:** parries a melee hit and immediately counterattacks.
* Can be interrupted.

#### Food or Flasks

* **Description:** Stops and eats body parts to heal itself. Happens in steps.
* Can be interrupted.

#### Skill

* **Description:** Protrudes spikes from its body in all directions.

## Strategy

Mimics have high hit points, speed, and a varied moveset that they deploy aggressively. However, they only need to be fought if you make a purchase from a shop.

Players can use the walls of the shop to their advantage with the Spider Rune.

## History

* 3.4: Now appears randomly in shops outside of the Bank.

## Footnotes

1. ↑ If the biome gear level is **7**, a weapon or skill shop would normally sell items of gear level **9**. But if it was an item from a Shop Mimic, then its gear level will be increased to **11**.
Repeater Crossbow

* Primary Ability
* Secondary Ability

The **Repeater Crossbow** is a two-handed crossbow-type ranged weapon. The primary ability fires bolts quickly, while also dealing critical damage to targets that have been rooted. The secondary ability, **Quiver of Bolts**, shoots multiple bolts into the air, rooting any enemy caught under them and dealing a small amount of damage-over-time.

## Details

* **Ammo:** 40
* **Special Effects:**
	+ The main attack deals critical damage to rooted enemies.
	+ The secondary attack fires a volley of 8 bolts that rain down on enemies from above and roots them in place and deals base 15 DPS for 3 seconds.
	+ The secondary attack uses the same ammo pool as the main attack.

### Repeater Crossbow

* **Breach Bonus:** -1
	+ **Base Breach Damage:** 0 (0)
	+ **Base Breach DPS:** 0 (0)
* **Attack Duration:** 0.13 seconds
	+ **Charge:** 0.08
	+ **Lock:** 0.05
	+ **Cooldown:** 0
* **Tags:** HasBullets, DualWeaponBase, RapidFire, Ranged, IsCrossbow, LimitedAmmo, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Super Pierce**
		- "Shots pierce all enemies."

### Quiver of Bolts

* **Breach Bonus:** 0.5
	+ **Base Breach Damage:** 7.5
	+ **Base Breach DPS:** 111 (222)
* **Attack Duration:** 1.35 seconds
	+ **Charge:** 0.35
	+ **Lock:** 0.2
	+ **Cooldown:** 1
* **Tags:** DualWeaponOffhand, IsCrossbow, NoCritical
* **Legendary Version:**
	+ **Forced Affix: Pierce**
		- "Shots pierce the first target."

## Synergies

* Due to its high rate of fire and ability to quickly lodge multiple projectiles in enemies it works well with Barbed Tips.
* Its ability to root enemies means it synergizes well with Heart of Ice.

## Trivia

* Previously named *High Velocity Crossbow*.
* This item is based off of the real world weapon known as the repeating crossbow.

## History

* 0.3: Now fires automatically when holding the fire button.
	+ Charge time halved.
	+ Damage balanced.
* 1.1: Now roots enemies on hit.
	+ Can now inflict critical hits to rooted enemies.
	+ Ammo amount increased 4x.
* 1.9: Reworked into a two-handed weapon.
	+ Now has a secondary ability that fires a volley of 8 bolts, rooting any enemy hit by them.
	+ Scaling changed from  Tactics/Survival to  Survival.
	+ Added tags "Rapid Fire" and "Dual Weapon Base".
	+ Base price increased from 1750 to 2250.
* 2.1: Scaling changed from  Survival to  Tactics/Survival.
	+ Now can have different affixes on each part.
* 3.0 Nerfed Crit DPS and added Legendary Affixes:
	+ Reduced Crit DPS of the Repeater Crossbow from (404) to (323).
	+ Repeater Crossbow: "Super Pierce".
	+ Quiver of Bolts: "Pierce".
Sewer's Tentacle

**Sewer's Tentacles** are enemies found in the Ancient Sewers, which are a lot like Conjunctivius's tentacles.

## Behavior

* Pops up out of the ground when the Beheaded is above it, dealing damage
* Sweeps across the entire floor it is on.
* Cannot go onto platforms that can be dropped down through, and can only stay on actual ground tiles.

## Moveset

* **Description:** The tentacles burrow underground and follows the player, popping up to deal damage.
* Can be blocked, dodge rolled, and parried.

* **Description:** In the second and third phase, a tentacle can charge across the room, dealing damage on contact and pushing the player back a bit.
* Can be blocked, parried, and dodge rolled.

## Strategy

Both of the Tentacle's attacks can be dodged by rolling or parrying.

## Notes

* Sewer's Tentacles were added with the *v1.4* update, aka *Who's the Boss Update* in August 2019 as an enemy deriving from Conjunctivius.
* Another similarity with the Conjunctivius's tentacles: Sewer's Tentacles can exist in two variations, second being rare: light-blue and purple. Purple one is much faster than light-blue.
Nerves of Steel

**Nerves of Steel** is a bow-type ranged weapon which deals a critical hit after being charged for a specific duration before firing.

## Details

* **Ammo:** 8
* **Special Effects:**
	+ Holding down the weapon's input charges the bow. Releasing the input shoots the bow if it has been charged for at least 0.3 seconds.
	+ Shooting the bow just as it fully charges, indicated by a sound and a special visual effect, causes the shot to deal 4.26x damage (341 base critical DPS). The fully-charged state occurs at 0.5 seconds of charge.
* **Breach Bonus:** 0.5
	+ **Base Breach Damage:** 48 (307)
	+ **Base Breach DPS:** 120 (512)
* **Attack Duration:** 0.4 seconds
	+ **Charge:** 0.3
	+ **Lock:** 0.06
	+ **Cooldown:** 0.1
* **Tags:** HasBullets, Ranged, LimitedAmmo, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Mega Crit**
		- "Critical hits +50% damage."

## Location

The Blueprint for the Nerves of Steel is found at the tower on the end of the Ramparts. This secret area is not guaranteed to generate on all runs, and cannot appear if the Stun Grenade's blueprint spawns. If it does, the exit to the Black Bridge will not be located at the end of the map and is instead shifted to the left a little. There is a short, invisible platform between the blueprint's tower and the second-last one that allows the player to make the jump. The homunculus rune can be used to detect the platform's existence but is not required for the blueprint.

## Notes

* The bow can be fired after at least 0.41 seconds and at most 0.59, maximum and minimum ideal crit DPS' are respectively 251 and 186.
* Nerves of Steel has one of the highest critical hit multipliers in the game with a multiplier of ~4.26x damage.
* Previously called *Acid Nerves*.
* The bows critical hit indicator changes to a 1-pixel dot when using the Knight's Outfit during a boss battle.

## History

	+ Increased ammo from 4 to 8.
* 2.4: Base DPS increased from 63 (267) to 80 (341).
	+ Base breach DPS increased from 94 (400) to 120 (512).
* 2.9: Unlock cost decreased from 80 cells to 60.
* 3.0: Added the Legendary Affix "Mega Crit".
Seismic Strike

The **Seismic Strike** is a melee weapon that strikes the enemy with two fast swings and follows up with a third stronger one while rooting the enemy in place with a ranged attack that deals minimal damage.

## Details

* **Special Effects:**
	+ Direct hits root enemies for 2 seconds.
	+ Fires shockwaves that root enemies in place for 2 seconds on the first and third swings.
* **Breach Bonus:** 0.5 / 0 / 1
	+ **Base Breach Damage:** 90 / 60 / 260
	+ **Base Breach DPS:** 215
* **Combo Duration:** 1.91 seconds
	+ **First Hit:** 0.51 (0.41 + 0.1 + 0)
	+ **Second Hit:** 0.3 (0.25 + 0.05 + 0)
	+ **Third Hit:** 1.1 (0.7 + 0.4 + 0)
* **Tags:** NoCritical, HeavyWeapon, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Death Root**
		- "Victims root nearby enemies for 2 sec upon death."

## Synergies

* Synergises strongly with Heart of Ice due to its easy rooting capabilities.

## Trivia

* Seismic Strike shares its in-game model with the Giantkiller and the Swift Sword.

## History

* 2.1: Changed from  Brutality/Survival to  Survival.
* 2.4: Base shockwave damage increased from 10/0/20 to 35/0/50.
* 2.9: Unlock cost decreased from 100 cells to 60.
* 3.0: Added the Legendary Affix "Death root".
Shocker

**Shockers** are stationary enemies found in the Ossuary, Corrupted Prison, Forgotten Sepulcher (0 BSC only) and Fractured Shrines (1+ BSC).

## Behaviour

Shockers are static, and will not teleport to follow the player on 4+ BSC. Their only attack is to generate an aura around it if there is a valid target.

Shockers are also resistant to poison and bleeding damage.

When using the Blueprint Grenade, it will turn into an Elite Zombie.

## Moveset

* **Description:** Charges up and creates a damaging aura in a large radius around it. Hits multiple times.
* **Cannot** be blocked, parried, or dodge rolled.
* Can hit through walls and platforms.

## Strategy

* If you see a Shocker out in the open, they can easily be killed out of reach with a ranged weapon. If the Shocker is in a confined area, you will need to exercise more caution against them.
* It's best to kill a Shocker with burst damage before it can attack. Most weapons should be able to kill them quickly but if you're not dealing enough damage, then you might need to use a heavy damage dealing skill. Slow effects like Melee are also effective against them, giving you more time to hit them before they charge up.
* If you can't kill a Shocker fast enough, then hit it a few times and retreat outside of their radius before they could attack and try again.
* Shockers are immobile and can't chase you, so they should always be dealt with solo after you've taken care of other nearby enemies, if not ignored entirely.
* Since they are immune to Poison and Bleeding damage, weapons like the Alchemic Carbine or the Throwing Knife are not very effective against them. They also don't have a front or back, so the Vorpan and Assassin's Dagger are also weaker against them.

## History

* 0.1: Added telegraph for AoE attack range.
* 0.3: Frequency decreased.
* 1.6: Attack charge time slightly increased.
Soundtracks

The official soundtracks of Dead Cells consist of 2 albums. The first one is the original soundtracks, covering the songs that are used as themes of the game. The second one is an 8-bit version of the first one, as well as a few additional unused songs. Both albums were composed and performed by Yoann Laulan.

This wiki is no longer being updated, for the third official soundtrack from the Return To Castlevania DLC check out the official wiki.

## Dead Cells - Soundtrack

*Dead Cells - Soundtrack Part 1* is the first official soundtrack album of the game. The album's songs are used as various themes of the game.
**Release date**:

* Steam (as the game's DLC) and Bandcamp: 10 May 2017.

## Dead Cells: Demake Soundtrack

*Dead Cells: Demake Soundtrack* is the second official soundtrack album of the game. It is the 8-bit version of the first album.
**Release date**:

* Bandcamp: 6 Aug 2020.
* Steam (as the game's DLC): 15 Aug 2020.

## Trivia

* The album art for the *Soundtrack - Part 1*, which is also the game's cover art, depicts the Beheaded holding a Cell and the Frantic Sword.
Night Light

The **Night Light** is a unique, deployable skill found in the Forgotten Sepulcher that helps in dealing with the Darkness by summoning a temporary light at the targeted location, and has no other function.

It is always behind a golden door at the level entrance.

## Details

* **Special Effects:**
	+ Throws an arcing projectile which explodes on impact.
		- Projectile bounces off of a Shieldbearer's shield without detonating.
	+ On explosion, spawns a temporary light at the impact location. Like with other temporary lights, touching the spawned light's orb activates it, replenishing the player's light aura while they are within its diminishing glow.
* **Tags:** NoDamage, Deployable, NoQualityUpgrade

## History

* 0.1: Introduced.

 5 BSC spoiler:
Collector's Syringe
Queen's Rapier

The **Queen's Rapier** is a melee weapon exclusive to the *Queen and the Sea DLC*.

## Details

* **Special Effects:**
	+ Each attack leaves behind a slice in reality that deals critical damage to anything it touches again.
		- The slice can break through shields.
* **Breach Bonus:** 0 / 0 / 0
	+ **Base Breach Damage:** 35 (112) / 25 (55) / 25 (55)
	+ **Base Breach DPS:** 57 (148)
* **Combo Duration:** 1.5 seconds
	+ **First Hit:** 0.5 (0.3 + 0.2 + 0)
	+ **Second Hit:** 0.5 (0.3 + 0.2 + 0)
	+ **Third Hit:** 0.5 (0.3 + 0.2 + 0)
* **Tags:** InstantBlueprint
* **Legendary Version:**
	+ **Forced Affix: Super Slice**
		- "Slices reality further and harder."

## History

	+ 2.7.1: The reality slice now crits on all hit enemies instead of just the first one.
* 3.0: Reduced the delay on the slice and added a Legendary Affix:
	+ Reduced the delay on the slice from X to X.
	+ Added the Legendary Affix "Super Slice".
	+ 3.0.5: Buffed Base DPS:
		- Increased Base DPS from 47 (123) to 57 (148)
Skeleton

**Skeletons** are enemies found in the Cavern that wear noticeably large boots, the bottoms of which seem to be searing hot. They are exclusive to the *Rise of the Giant DLC*.

## Behavior

Skeletons will aggro as soon as they see the player or when damaged. Once they are aggroed, they will perform a stomp attack until they no longer can detect the player.

Skeletons are immune to all crowd control effects (Stun, freeze, root and slow).

## Moveset

* **Description:** Charges up and continuously jumps up and down, creating shockwaves with each landing.
* **Cannot** be blocked, parried, or dodge rolled.

## Strategy

The Skeleton's only method of attack has a long startup, but the multiple shockwaves it creates are very hard to avoid. If you can't kill it with one combo before it can use its stomp, disengage immediately and wait for it to stop attacking before approaching it again. With ranged you have a bit more time before you need to run away, but for melee you should run away earlier.

Always try to be close to a different platform to run away to, where the shockwaves can't reach you.

Unlike most other enemies where rooting an enemy and hitting from behind will prevent them from attacking, you cannot stop a Skeleton from using its attack. You can't interrupt its attack either, so pure damage is the only thing that matters when fighting a Skeleton.

## Trivia

* Despite being named *Skeleton*, they do not drop the Skeleton Outfit.
Spawner

**Spawners** are enemies that can only be found in the Ossuary and the Derelict Distillery. It doesn't attack on its own, but instead spawns a maximum of 3 Corpse Juices, hence its name. They have high health but spawning a Corpse Juice drains their health.

## Behavior

Spawners will continue to spawn Corpse Juices if there are less than 3 nearby. They can be launched in front or behind the player. Performing this action drains its health slightly as the amount of liquid in its container is reduced. However, this alone cannot defeat this enemy. As this is not necessarily an attack, it cannot be parried.

## Moveset

* **Description:** Spews out a Corpse Juice out of its nozzle.
* Corpse Juices are invulnerable until they fully emerge.

## Strategy

Spawners create areas where you need to deal with multiple enemies in one area. Positioning is most important when fighting a Spawner. Place yourself in a way that lets you hit both the Spawners and Corpse Juices with melee, or keep your distance and don't let a Corpse Juice sneak up behind you and attack using ranged weapons.

'Damage over time' effects such as poison or fire are effective since they will continuously deal damage while it summons Corpse Juices, leaving you free to pay attention to other threats.

Pay close attention to where it summons a Corpse Juice, and prepare to strike it when it becomes vulnerable. The shot it fires to summon a Corpse Juice may blend in with everything else, so one can sneak up on you and hit you if you're not careful.

## Notes

* Used to be called *Death Spitter*.
* Its health bar is the "juice" in its body.
Observatory

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

 The Alchemist mysteriously disappeared after the utter failure of his research.
 The Observatory was state-of-the-art, and used only by the scientific elite of the island, which is to say, only the Alchemist.
 The King's Alchemist used to conduct research on astronomy and astrology here (he was such a Sagittarius).

## Observatory

### Soundtrack

Observatory
Time For Your Medicine

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

## Runes and Blueprints

### Blueprints from enemies

Collector's Syringe, Fallen Collector Outfit, 2 King Outfits

## Enemies & Traps

### Hazards

Electric field, floating spiked ball, walls of fire, spikes

## Runes and Blueprints

### Blueprints from enemies

Collector's Syringe, Fallen Collector Outfit, 2 King Outfits

## Enemies & Traps

### Hazards

Electric field, floating spiked ball, walls of fire, spikes

## Runes and Blueprints

### Blueprints from enemies

Collector's Syringe, Fallen Collector Outfit, 2 King Outfits

## Enemies & Traps

### Hazards

Electric field, floating spiked ball, walls of fire, spikes

## Runes and Blueprints

### Blueprints from enemies

Collector's Syringe, Fallen Collector Outfit, 2 King Outfits

## Enemies & Traps

### Hazards

Electric field, floating spiked ball, walls of fire, spikes

## Runes and Blueprints

### Blueprints from enemies

Collector's Syringe, Fallen Collector Outfit, 2 King Outfits

## Enemies & Traps

### Hazards

Electric field, floating spiked ball, walls of fire, spikes

The **Observatory** is a fourth boss biome exclusive to the *Rise of the Giant DLC*. It is the lair of the Collector, who is a hidden final boss in the game.

## General information

### Access and exit

The Observatory can only be accessed from the Astrolab, which can only be entered from the Throne Room through the 5 BSC door.

#### Enemy tier and gear level scaling

In the table below, you will find the gear level and enemy tier of the Observatory based on difficulty.
Even though the Observatory can only be accessed on Hell difficulty there are enemy tiers set for lower difficulties.

 Enemy lvl tier
 Enemy Health tier

## Exclusive blueprints

Beating the Collector will award the following blueprint:

* 1st kill - Collector's Syringe skill

#### Collector Outfit and King Outfits

Beating the Collector will also reward the player with his outfit and the King's outfits. There are 2 King outfits, one is for defeating the Collector while possessing the King, the other is for finishing the fight without taking damage.

* 2nd kill: Fallen Collector Outfit
* 1st kill while possessing the King: King Outfit
* 1st flawless kill: White King Outfit

## Lore

### The Collector

*See the main article for information about the Collector.*

## Gallery

* Entrance of the Observatory.
* The bridge leading to the Collector's lair.
* The Collector about to use the laser beam attack.
* The transition phase where the Collector summons mobs.
Ranger's Gear

**Ranger's Gear** is a tactics-scaling mutation which increases the damage of the next ranged attack after using a skill.

## Details

* **Special Effects:**
	+ The first ranged attack after using a skill deals extra [180 base] damage.
* **Scaling:** 180 × 1.15Stat - 1 extra damage

## Notes

* Damage buff wears off after 8 seconds of not attacking.
* This mutation is best used with skills that have a low cooldown, such as Phaser, because it allows one to activate the mutation more often.
* Ranged weapons with attacks that have multiple projectiles such as Repeater Crossbow's secondary fire and Heavy Crossbow's primary attack have all of the projectiles' damage from that shot increased by the mutation.
Midas' Blood

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

**Midas' Blood** is a colorless mutation which causes the player to gain gold upon losing health.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ When the player gets damaged by any source they receive 3 gold for each hit point lost.
* **Scaling:** Does not scale.

## Notes

* Changes the color of the blood dripping off the Beheaded at low health from red to gold.
* Links health and gold as resources, allowing lost health to effectively be saved as gold for later use, regardless of whether the damage was taken accidentally or was self-inflected.
* It is possible to generate more than 100,000 gold from damage alone in a single run, especially on low difficulties, where Health Fountains are abundant.
* Damage taken while Gold Plating is also active is not converted to gold; however, with insufficient gold to totally negate incoming damage, any remaining damage will be converted to gold.
* There is a point of convergence at 33+ of any Stat, where Gold Plating negates 1 point of damage for 3 gold and Midas' Blood generates 3 gold per 1 point of damage.
* Bonus health from Tonic and the health loss from Vampirism are not converted to gold.
* It is possible to gain significantly more gold from healing damage with unneeded food than from recycling it.
* Midas Blood can be swapped in temporarily any time the player needs gold, since the earned gold can be used to pay to reset the mutations.
Protector

Warrior Outfit (3+ BSC; 0.4%)

**Protectors** are unique enemies that appear to be some sort of enchanted training dummy. They do nothing on their own, but protect other nearby enemies from harm.

## Behavior

Protectors don't move, can't be aggravated, and can't attack. The only thing they can do is give nearby enemies force fields, making them invulnerable.

## Moveset

* **Description:** Generates a force field around all enemies in a large radius. Periodically shuts down.
* Enemies with the force field are immune to damage and all attacks will bounce off of it. Status effects and abilities that are already "stuck" on the enemy will not be removed by the force field.
* Does not affect Bats, Kamikazes, Golems, Demons, and other Protectors.
* Freezing or stunning the Defender will disable the force fields.

## Strategy

Protectors are extremely high-priority targets. While they are active, it becomes extremely difficult to fight anything else nearby. While their force fields don't have a 100% uptime, the time frame of vulnerability is small, often not enough to kill an enemy before it goes back up again.

While the Protector is generating the force fields, there is a lightning effect between it and the enemies. Pay close attention to where it's coming from to find the Protector.

You can lure enemies outside of the Protector's range to disable their force fields. This strategy is especially important against larger enemy packs in higher difficulties where enemies can chase you if you try to rush in to kill the Protector.

## Notes

* Despite being humanoid and appearing to face to the left, these enemies do not count as having an orientation or a "back" meaning the Assassin's Dagger or Vorpan can't get a critical hit on them.
* It is possible to move the protector and in some cases allow it take fall damage. This is evident with Spartan Sandals, Shovel, and basically anything that is able to push it.

## Trivia

* This enemy used to be named Defender.
	+ Interestingly, the title "Defender" would later be given to enemies carrying the Protector in the Astrolab. They act like mobile Protector that can attack, but will only protect one enemy a time.
* The character design is a clear reference to the training dummy from the first area of every run in Rogue Legacy.