recursal/Fanatic-Fandom huggingface dataset:
Inquisitor

### Location(s)

Ramparts, Graveyard, Forgotten Sepulcher, Slumbering Sanctuary, Fractured ShrinesOssuary (1+ BSC)

Prisoners' Quarters (2+ BSC)

Corrupted Prison (3+ BSC)

Throne Room (summoned by the Hand of the King)

### Reward

Lightning Bolt (1.7%)Vampirism (0.4%)

Mage Outfit (2+ BSC; 0.4%)

### Related

Arbiter

**Inquisitors** are long-range enemies which fire projectiles at the player through walls.

## Behavior

Inquisitors' only attack is a magical bolt projectile. They back step when the player gets too close to them.

## Moveset

* **Description:** Charges up and fires a magic bolt that goes through walls.
* Can be blocked, parried, and dodge rolled.
* A line which shows the projectile's trajectory appears while charging.
* Reflected projectiles will go through walls.
* Moving behind the Inquisitor before it fires will interrupt the attack.

* **Description:** When the player is too close, it back steps a small distance away

## Strategy

* Like most ranged enemies, Inquisitors are weak alone, and can be killed with terrifying ease.
* Elite Inquisitors can fire their attack faster than normal and, like most elites, can teleport after the player, but is otherwise extremely vulnerable too.
* Since its attack goes through walls, items that parry attacks can be abused to easily kill it (i.e. shields, Cocoon, etc)
* They are not rendered 100% invisible by Maskers as their glowing hands and 'horns' still show through the fog created by them.

## Trivia

* An Inquisitor's bolts cannot break doors when they fly through them unless it has been returned.
Ice Armor

**Ice Armor** is a power skill which creates a protective layer of ice around the player. This item is exclusive to the *Rise of the Giant DLC*.

## Details

* **Special Effects:**
	+ Explodes if the player is damaged when it is active, after 8 seconds or upon being manually triggered.
	+ The explosion deals 10 base damage and freezes nearby enemies for 2 seconds. Upon thawing, enemies will be slowed down for 1 second.
		- The skill's cooldown will not start until the armor expires. If Ice Armor did not absorb a hit, the cooldown is reduced by 10 seconds.
* **Tags:** NegligibleDamage, Ice, HasDuration
* **Legendary Version:**
	+ **Forced Affix: White Walker**
		- "The ice doesn't expire and can be kept until you get hit or reactivate it."

## Notes

* Since Ice Armor blocks a single attack, it will prevent any attack from resetting the kill streak counter or killing the player while cursed.
* It is possible to use two copies of Ice Armor at once, should one of them be a Legendary item or by using the "Authorize the use of two identical items" setting in Custom Mode. A single attack will only destroy one of them at a time.
* It cannot be used to block the explosion of a Demolisher's explosive bolt or the Scarecrow's scythe swings, as both deal damage more than once.

## Trivia

* Because the blueprint for this item is only dropped by enemies within the Cavern, it is technically an item exclusive to the *Rise of the Giant DLC*, even though it was added to the game in *v1.6*, which was four updates later.

## History

* 1.7: Added tag "UnlockInPublicEvent".
	+ Changed description.
* 1.8: Removed tag "UnlockInPublicEvent".
	+ Added tags "NegligibleDamage", "Ice" and "HasDuration".
* 1.9: Base price decreased from 2000 to 1500.
	+ No longer can get "Victims Burn when they die" Affix.
* 3.0: Added the Legendary Affix "White Walker".

 5 BSC spoiler:
Collector's Syringe
Initiative

**Initiative** is a brutality-scaling mutation which increases the damage of the first attack against any enemy.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ Enemies take +[100 base] damage for the first melee attack. Does not work with ranged attacks.
* **Scaling:** 100 × 1.15Stat - 1 extra damage

## Notes

* Every initial hit from a melee weapon against each enemy will receive this damage boost.

## History

* 2.1: Scaling changed from  Tactics to  Brutality.
Failed Homunculus

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

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

## Behavior

Its corpse lies on the ground until a Apostate revives it. It can teleport to the player and attacks using it's homunculus head.

## Moveset

* **Description:** Throws their head at the player to stun and damage them.
* Can be blocked, parried, and dodge rolled.
* Briefly stuns the player on hit.

## Strategy

Roll or jump to avoid the homunculus head thrown at you and attack while they are not able to attack.

## Trivia

* The head throw is their only attack and it is identical to the Beheaded's Homunculus Rune ability.
* The Failed Homunculus is referred to as "BootlegHomunculus" in the code.
Killer Instinct

### Scaling

**Killer Instinct** is a brutality-scaling mutation which reduces the cooldown of skills when killing an enemy with a melee weapon.

## Details

* **Scroll Cap:** 25
* **Special Effects:**
	+ Each enemy killed with melee attacks reduces the cooldown of Skills. Enemies killed by projectiles or status effects do not activate the cooldown reduction.
* **Scaling:** 0.4 + 0.11 × (stat - 1) seconds

## Notes

* Only activates when an enemy dies to a melee attack.
Health Flask

* I
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* IV

The **Health Flask** is a unique upgrade item that is used to restore the player's health.

## Details

* **Special Effects:**
	+ Restores 60% of the player's max health by applying a health regeneration effect over the course of 1 second.
	+ Resets the cooldown of the One-Hit Protection (see Mechanics).
	+ Removes 150(3 bars) infection points of Malaise.
	+ Has a limited number of charges depending on its upgrade level, with a maximum of 4.
		- Health Fountains will restore the Health Flask to full capacity. Alternatively, a single charge can be restored using a Flask Recharge pickup.
* **Attack Duration:** 0.67 seconds
	+ **Charge:** 0
	+ **Lock:** 0.5
	+ **Cooldown:** 0.67

## Upgrades

The Health Flask is unique in that it can be upgraded to add extra charges to use it multiple times, with each upgrade adding one extra charge.

There is a 5th and final upgrade to the Health Flask **that is only obtainable when 5 Boss Stem Cells are active** (see spoiler for more information on that upgrade).

The following information **contains spoilers** regarding the true ending of the game. Discretion is advised.

**The Secret Potion of ???**
This is a special upgrade that can only be obtained and used while fighting the Collector. It drops when he is attacked while drinking his potion for the 4th time. When picked up, it refills all the player's Health Flask charges.

When consumed, the player's attacks inflict 4x damage and the internal damage cap to bosses is removed. This allows the Collector to be defeated in very few hits and is the only way to finish the fight. Other than that, it functions identically to a Health Flask charge.

## Notes

* The Health Flask is the first item that must be unlocked at the Collector in order to begin unlocking other equipment and upgrades.
* Multiple Mutations found within the game change the properties of the Health Flask in some way.  Extended Healing, for example, extends the duration of the regeneration effect given by the Health Flask to 15 seconds, while healing 85% of your health instead of 60%, and also providing the player with a damage buff during this time.
Ice Shards

**Ice Shards** is a magic-type ranged weapon which lets the player throw three small ice shards in a spread, which slow down enemies and deal critical hits to enemies in water or covered in oil.

## Details

* **Special Effects:**
	+ Enemies that are hit slow down for 3 seconds.
	+ Attacks deal ~1.28x damage (68 base critical DPS) to enemies standing in water or covered in oil.
* **Breach Bonus:** -1
	+ **Base Breach Damage:** 0
	+ **Base Breach DPS:** 0
* **Attack Duration:** 0.38 seconds
	+ **Charge:** 0.06
	+ **Lock:** 0
	+ **Cooldown:** 0.32
* **Tags:** Ranged, Ice, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: DeathFreeze**
		- "Victims Freeze nearby enemies (1.8 seconds) when they die"

## Synergies

* Due to its ability to keep enemies constantly slowed it works well with Heart of Ice.

## Notes

* Though the refire time for Ice Shards is 0.38 seconds, the player regains control after 0.06 seconds, resulting in a minimum wait time of 0.32 seconds between the end of one attack and the start of the next.
* Due to the extremely quick attack speed and the somewhat long duration of the slow effect, this weapon can be used to keep nearby enemies constantly slowed at all times.

## Trivia

* This item was previously named *Ice Shock*.

## History

* 1.9: Removed ammo.
	+ Increased slow duration from x to 5.
	+ Critical hit DPS decreased from (X) to (X).
	+ No longer can get "Victims Burn when they die" Affix.
* 2.4: Base DPS decreased from 58 (87) to 53 (68).
	+ Slow down duration decreased from 5 seconds to 3.
* 2.9: Unlock cost decreased from 60 cells to 40.
* 3.0: Added the Legendary Affix "Death Freeze".
Killing Deck

The **Killing Deck** is a ranged weapon exclusive to the *Queen and the Sea DLC* that throws out sets of cards in different patterns which stick to enemies. The last hit recalls the thrown cards, dealing critical damage to struck enemies.

## Details

* **Special Effects:**
	+ Performs a combo of throwing cards:
		- The first attack throws a card forward.
		- The second attack throws 1 card forward and 1 card backward.
		- The third attack throws 7 cards forward in a wide angle.
		- The last attack retrieve the cards. Cards stuck in enemies deal critical damage.
* **Breach Bonus:** 0 / 0 / 0.25 / 0.25
	+ **Base Breach Damage:** 45 / 40×2 / 30×7 / 60 each card
	+ **Base Breach DPS:** 77 (154)
* **Combo Duration:** 1.88 seconds
	+ **First Hit:** 0.47 (0.27 + 0.2 + 0)
	+ **Second Hit:** 0.47 (0.27 + 0.2 + 0)
	+ **Third Hit:** 0.47 (0.27 + 0.2 + 0)
	+ **Fourth Hit:** 0.47 (0.27 + 0.2 + 0)
* **Tags:** Ranged, HasBullets, ForceAmmoDrop
* **Legendary Version:**
	+ **Forced Affix: Random Effect**
		- "Every card applies a random debuff on targets."

## Notes

* If they are not retrieved, the cards despawn in 5 seconds.
* This weapon benefits from Barbed Tips and Ripper, despite not using ammo.

## Trivia

* This weapon, along with it's description, are a reference to the X-Men character Gambit, who uses a deck of glowing pink cards as a weapon.

## History

* 3.0: Increased Base DMG on the first two hits and added a Legendary Affix:
	+ Increased Base DPS from 64 (77) to 71 (84).
		- Increased Base DMG of the first hit from 40 to 45.
		- Increased Base DMG of the second hit from 32 to 40.
	+ Added the Legendary Affix "Bleed on Hit".
* 3.1: Changed the Legendary Affix from "Bleed on Hit" to "Random Effect".
Gastronomy

**Gastronomy** is a survival-scaling mutation which increases the healing effects of consumed food. It also awards the player a long-lasting damage buff when they recycle food instead of eating it.

## Details

* **Special Effects:**
	+ The healing effect of food is increased by +65% of the food base value.
	+ Recycling food gives the player a +[10 base]% damage boost for 300 seconds.
* **Scaling:** +1% damage dealt per Survival stat

## Notes

* The damage buff stacks if multiple food items are recycled. They wear off individually.
* Damage is added at most once every 0.33 seconds. Final added DPS is always rounded up.

## History

* 2.4: Food healing effect boost reduced from +100% to +65%.
Magnetic Grenade

The **Magnetic Grenade** is a grenade skill which draws in enemies and projectiles, dealing low damage over time.

## Details

* **Special Effects:**
	+ Throws an arcing projectile that explodes on contact with an enemy or a horizontal surface.
		- The projectile bounces off of a Shieldbearer's shield without detonating.
	+ Upon contact, it begins to pull in enemies and explodes after 3 seconds.
		- Inflicts 20 shock DPS for 4 seconds on all targets in the explosion range.
* **Tags:** Ranged, Explosive, Electric
* **Legendary Version:**
	+ **Forced Affix: Echo**
		- "Explodes again after a brief moment."

## History

* 0.1:
	+ Unlock cost increased from 30 to 40.
	+ Added tag "Explosive".
* 0.4:
	+ Cooldown increased from 8 seconds 16.
	+ Now scales with  Tactics.
* 0.6:
	+ Base price increased from 1500 to 1800.
	+ Scaling changed from  Tactics to  Brutality.
* 0.7: Added legandary affix "AmmoRetrieval".
* 1.4: Scaling changed from  Brutality to  Brutality/Tactic.
* 1.9:
	+ Now inflicts 5 DPS of shock damage-over-time.
	+ Added tag "Electric".
	+ Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.1: Scaling changed from  Brutality/Tactics to  Tactics.
* 2.9: Reworked the item & changed costs:
	+ Now pulls in all enemies and explodes after 3 seconds, inflicting a shock debuff:
		- Increased base DPS from 12 to 20.
		- Increased base shock DPS from 5 to 20.
		- Increased shock duration from 3 to 4 seconds.
	+ Unlock cost increased from 40 cells to 60.
* 3.0: Added the Legendary Affix "Echo".

 5 BSC spoiler:
Collector's Syringe
Hemorrhage

**Hemorrhage** is a ranged weapon which causes enemies hit to bleed and deals critical hits to enemies that are bleeding or poisoned. This item is exclusive to the *Rise of the Giant DLC*.

## Details

* **Ammo:** 5
* **Special Effects:**
	+ Deals critical damage to enemies afflicted by bleeding or poison.
	+ Inflicts bleeding on enemies for 3 seconds.
* **Breach Bonus:** 0.5
	+ **Base Breach Damage:** 52.5 (210)
	+ **Base Breach DPS:** 50 (200)
* **Attack Duration:** 0.75 seconds
	+ **Charge:** 0.45
	+ **Lock:** 0.3
	+ **Cooldown:** 0.3
* **Tags:** Ranged, HasBullets, LimitedAmmo, Bleed, AmmoComesBackImmediately, HeavyWeapon
* **Legendary Version:**
	+ **Forced Affix: Bleed Propagation**
		- "A victim of bleeding spreads it to other enemies nearby."

## Notes

* The critical damage condition is identical to that of the Sadist's Stiletto.
* Hemorrhage's attributes has good synergy with its critical condition as it bleeds foes, allowing constant critical hits.
* The weapon can easily stun-lock elite enemies and interrupt bosses with its high breach values.
* Its main weakness is its low ammo count and very slow attack speed, making it a very poor choice against many foes but devastating versus singular threats.
* Affixes such as "+80% damage on poisoned targets" apply to the projectile damage as well as the inflicted bleed status.

## Trivia

* The term hemorrhage is mainly defined as "Blood escaping from vessels", referring to its ability to inflict bleeding.

## History

* 2.1: Scaling changed from  Tactics/ Survival to  Brutality/ Tactics.
* 3.0: Added the Legendary Affix "Bleed Propagation".
Hayabusa Boots

The **Hayabusa Boots** are a melee weapon which deal area-of-effect damage, reflect grenades and knocks back nearby enemies on the third hit of their combo.

## Details

* **Special Effects:**
	+ The final hit of the combo deals area damage, pushes enemies away and reflects all grenades in the area.
		- Inflicts extra damage to enemies pushed against a wall.
* **Breach Bonus:** -1 / 0.25 / 0.25
	+ **Base Breach Damage:** 0 / 81.25 / 93.75
	+ **Base Breach DPS:** 145
* **Combo Duration:** 1.46 seconds
	+ **First Hit:** 0.56 (0.25 + 0.06 + 0.25)
	+ **Second Hit:** 0.25 (0.25 + 0 + 0)
	+ **Third Hit:** 0.65 (0.35 + 0.3 + 0)
* **Tags:** NoCritical, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Super Back Damage**
		- "+75% damage for hits in the back."

## Trivia

* Named after Ryu Hayabusa, the protagonist from the Ninja Gaiden series.

## History

* 1.3: Can no longer push every enemy in the level.
* 2.4: Base DPS increased from 135 to 161.
	+ Base breach DPS increased from 130 to 145.
	+ AoE damage increased from 90 to 200.
	+ First attack charge duration increased from 0.2 seconds to 0.25.
	+ Second attack charge duration increased from 0.2 seconds to 0.25.
	+ Last hit now reflects all grenades in its hitbox.
* 2.9: Unlock cost decreased from 80 cells to 50.
* 3.0: Added the Legendary Affix "Super Back Damage".
Katana

**Katana** is a melee weapon which has a special charge attack that will be activated if the attack button is held down after an attack. The charged attack deals critical damage.

## Details

* **Special Effects:**
	+ Attacks with a three-hit combo.
		- Holding down the attack button after any attack which will do a charge attack that deals critical damage.
* **Breach Bonus:** 0.4 / 0.4 / 0.4 / 0.5
	+ **Base Breach Damage:** 63 / 77 / 91 / 264 (charged attack)
	+ **Base Breach DPS:** 323 (396)
* **Combo Duration:** 3.1 seconds
	+ **First Hit:** 0.3 (0.2 + 0 + 0.1)
	+ **Second Hit:** 0.5 (0.2 + 0 + 0.3)
	+ **Third Hit:** 0.9 (0.2 + 0.3 + 0.4)
	+ **Fourth Hit:** 1.4 (0.5 + 0.5 + 0.4)
* **Tags:** UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Deflect Bullets**
		- "All uncharged attacks deflect bullets (but not grenades)."

## Notes

* The fourth attack shown in the details section of this page represents the charged attack, however, the charged attack can be initiated at any point in the combo.
* When striking the back of a Thorny, the player is not always injured. The charged attack enables the player to bypass the protection provided by their back and deal damage without injury.
* The damage from the charge attack comes directly from where you stop moving, meaning that if a Shieldbearer is facing you when you start the charge, it will damage the Shieldbearer once you finish. This works the same way for every other enemy that can block attacks.

## Trivia

* This weapon, along with the Blade Master's Outfit, is a reference to Kill Bill.
	+ It in particular is named after Hattori Hanzō, the sword-smith who created the weapon.
* This weapon was added due to high popular demand for a katana weapon, similarly to the Vorpan and the Scythe Claw.
* Holding 2 of this weapon with a legendary and normal version will let you do 2 consecutive crit dashes with the right timing, with the second attack traveling a bit less far. The timing is precise and you must hold the other attack button immediately after the red slash at the end to execute the second consecutive crit dash.
* Because of the large vertical range on the charged slash it is possible to kill Kamikazes and other enemies that hang on the ceiling through thin floors and platforms.

## History

* 2.4: Invincibility frames removed.
	+ Forward movement on basic attacks reduced.
* 3.0: Added the Legendary Affix "Mega Crit".
* 3.1: Changed the Legendary Affix from "Mega Crit" to "Deflect Bullets".
* 3.2: Fixed the dash attack not scaling with the item level bonus.
	+ Reduced the base crit DPS from 287 to 179.
Infected Worker

**Infected Workers** are enemies added in *v2.0*, the *Barrels o' Fun Update*. They are unique to the Derelict Distillery. They are big hulking humanoid enemies carrying a scaffold with barrels.

## Behavior

When the Infected Worker detects the player at a distance, they will throw a barrel at them. If the player is too close, they will lay down a barrel and jump back.

## Moveset

* **Description:** Tosses an explosive bouncing barrel overhead.
* Barrel can be blocked, parried, and dodge rolled.
	+ The explosion can be blocked or parried, but **not** dodge rolled.
* Hitting the barrel will knock it back and deal damage to enemies while preventing self-damage.

* **Description:** Lays an explosive barrel in front of them, then quickly jumps back. The barrel will explode after a delay.
* Barrel explosion can be blocked or parried, but **not** dodge rolled.
* Hitting the barrel will knock it back and deal damage to enemies while preventing self-damage.
* Despite seeming like an "overhead" vertical attack, this move can be parried. However, it will still leave an enemy barrel on the ground as a follow-up, so after a successful parry the player must still either attack the barrel, or get out of the explosion range.

## Strategy

* Thrown barrels can easily be dodged by rolling under them. They can also be re-reflected by hitting the barrels back at them.
* The second attack has a long animation giving you plenty of time to get out of explosion radius.

## Notes

* The barrels they throw can destroy damaged walls. This can be used to obtain one of the achievements related to the Derelict Distillery.
Ice Shield

The **Ice Shield** is a shield weapon which freezes nearby enemies when parrying an attack.

## Details

* **Base Absorbed Damage:** 75%
* **Special Effects:**
	+ Parried melee attackers are frozen for a short duration, and subsequently slowed down.
	+ Parried projectiles and bombs freeze freeze enemies.
* **Breach Bonus:** 0
	+ **Base Breach Damage:** 20 (40)
	+ **Base Breach DPS:** 54 (108)
* **Tags:** Shield, Ice
* **Legendary Version:**
	+ **Forced Affix: Strong Ice**
		- "Enemies hit by this will thaw more slowly."

## Trivia

* The Ice Shield was added in *The Legacy Update*, alongside Ice Armor, 2 new survival mutations, Heart of Ice and Frostbite, and the Flying Alcoholic Outfit as part of the winter theme of the update.

## History

* 1.8: Reflected grenades now freeze enemies on explosion.
* 1.9: No longer can get "Victims Burn when they die" Affix.
* 2.9: Unlock cost decreased from 50 cells to 20.
* 3.0: Added the Legendary Affix "Strong Ice".
Hunter's Grenade

The '*Hunter's Grenade* is a unique grenade skill which turns enemies into Elite versions for a guaranteed rare blueprint drop.

## Details

* **Special Effects:**
	+ Eligible enemies are indicated by the  Hunter's Grenade icon above their heads.
	+ Throwing the Hunter's Grenade at an eligible enemy will cause it to despawn from the player's inventory, as well as dropping a Blueprint Extractor nearby. The spawned Elite does not carry any special abilities, unlike normal Elites.
	+ If all blueprints from the enemy type have already been acquired, the enemy is a boss, already is an Elite, or the player misses, the Hunter's Grenade will drop harmlessly to the ground, allowing the player to pick it up again. For example, Zombies at 0 BSC will not drop the Bobby Outfit, and if the player has all other blueprints that can be obtained at 0 BSC, the Hunter's Grenade will not work. The game will simply say "No new blueprints can be obtained from this creature".
	+ If an eligible enemy has no Elite variant (Kamikazes, Impalers, Bats, Protectors......etc), the grenade will instead transform it into a standard Elite Zombie. The extracted blueprint will still be from the original enemy's loot pool.
* **Tags:** NoAffix, Ranged, SingleUse, NoQualityUpgrade

## Notes

* Elites spawned by this skill will count towards the "Not so Tough" achievement when defeated, either with weapons or the Blueprint Extractor.
* If the Hunter's Grenade misses, it will only transform back into its item form when the projectile has landed. For example, if it somehow falls into lava at Cavern, the grenade will just despawn and a new copy does not appear.
* The Hunter's Grenade is unlocked from the Collector through the Specialist's Showroom upgrade. Once unlocked, it always appears in the Prisoners' Quarters behind a gold door within the Specialist's Shop, which can be unlocked for 3000 gold, or destroyed for a 50-kill curse.

## Trivia

* Although the Hunter's Grenade scales with Brutality, it lacks any meaningful scaling effects.
* The Hunter's Grenade references a Poké Ball, a spherical device used to capture Pokémon in the well-known Pokémon franchise.
	+ The description of the item is a reference to the franchise's "Gotta catch'em all!" slogan.
	+ In early development for the Baguette Update, the Hunter's Grenade was instead named "Pokebomb".
	+ When the Grenade-spawned Elite is below 40% health, an icon that looks like a Poké Ball appears over them.
	+ The fact that the Elite must be weakened before using the Blueprint Extractor might be a reference to the capture mechanic in the video games, where the chances of capturing a Pokémon increase as their health decreases.

## History

* 0.5: Now also works on enemies that don't have an elite version, turns them into an elite Zombie
* 1.5: Enemies under the effect of the Hunter's Grenade drop the Hunter's Grenade if killed accidently.
* 1.6: Now is a Legendary item
* 2.3: Now respawns on a platform when thrown in the void.
* 3.0: No longer provides stats.

 5 BSC spoiler:
Collector's Syringe
Elite Lieutenant

**Elite Lieutenants** were smaller zombies that would spawn in the wake of elite enemies. They moved faster than normal zombies, and attacked slightly faster as well.

They have been removed from the game in *v1.3 Fear the Rampager*, as part of the general rework to elite enemies.

As these were only spawned with elite enemies, they did not have an elite form.

## Behavior

* Spawned in packs of 6 to 8, and replenishes the count every time one of the pack is killed. This would continue until the Elite they were guarding was defeated. Upon the death of the Elite, all present Elite Lieutenant were killed as well.
* Walks slowly towards player. When within range, would attempt to attack.
* Would cause the player to slow down slightly when run past them, but could be dodged easily, or avoided altogether if the player drew their leader away from the pack.

## Notes

* While this enemy can no longer be found anywhere in the game, kill stats from before *v1.3* can still be seen from the Scribe.
King Scepter

The **King Scepter** is a melee weapon that makes the player leap into the air upon hitting an enemy. The following downwards-spin attack will deal critical damage.

## Details

* **Breach Bonus:** 0.6
	+ **Base Breach Damage:** 45 (90)
	+ **Base Breach DPS:** 75 (150)
* **Attack Duration:** 0.6 seconds
	+ **Charge:** 0
	+ **Lock:** 0
	+ **Cooldown:** 0.6
* **Tags:** MoveHero
* **Legendary Version:**
	+ **Forced Affix: Spin To Win**
		- "You are invincible as long as you spin"
Iron Staff

The **Iron Staff** is a special melee weapon exclusive to the *Fatal Falls DLC*. It has the unique capability of being able to parry enemy melee attacks using the first attack in its combo.

## Details

* **Special Effects:**
	+ First hit in the combo can parry melee attacks.
		- On a successful parry the next hits of the combo deal critical damage.
		- Parried enemies take [60 base] damage and are stunned for 2 seconds.
* **Breach Bonus:** -0.95 / 1 / 0.5
	+ **Base Breach Damage:** 3 / 160 / 150 (11 / 448 / 420)
	+ **Base Breach DPS:** 176 (494)
* **Combo Duration:** 1.78 seconds
	+ **First Hit:** 0.39 (0.34 + 0.05 + 0)
	+ **Second Hit:** 0.64 (0.44 + 0.2 + 0)
	+ **Third Hit:** 0.75 (0.45 + 0.3 + 0)
* **Tags:** HeavyWeapon
* **Legendary Version:**
	+ **Forced Affix: Frost Shield**
		- "Freezes enemies blocked with a parry."

## Notes

* Since this weapon has the unique capability to parry enemy melee attacks, it is able to synergize with any mutations related to parrying, such as Blind Faith and Spite.
* The best way to get critical hits with this weapon is to hold off on attacks most of the time, only swinging when you have parried an attack or are very desperate. Being patient is crucial for success, as getting too greedy can lead to the player missing the parry.
* Take note that the Iron Staff can't block or deflect projectiles, or parry explosions.

## History

* 3.0: Added the Legendary Affix "Frost Shield".
Golden Kamikaze

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

**Golden Kamikazes** are enemies found in the Bank.

## Behavior

Golden Kamikazes behave similar to Kamikazes. They will attempt to relentlessly pursue the player with a suicidal explosive attack inflicting massive damage in a wide area while dropping large sums of gold. If it is killed before it could explode, its gold drops are greatly reduced.

## Moveset

* **Description:** Explodes after a delay.
* *Cannot* be dodge rolled.
* Can be blocked or parried.
* Golden Kamikazes that die this way still count towards the player's killstreak.

## Strategy

* Golden Kamikazes can be easily killed since they have low health, unless an item has a limited vertical reach.
* Golden Kamikazes will often put themselves in range of an attack, so it is beneficial to wait for them to approach before attacking. If one lacks the confidence in being able to hit them before they explode, it is also possible to bait out their explosion attack and run away before they detonate.
* Golden Kamikazes can be distracted by biters, even though the latter can't target them.
* If it does begin to explode, it is recommended to either parry or roll backwards through the coming attack. The explosion has a very wide radius and can be difficult to roll out of, even if it is timed perfectly, so parrying the attack is the most reliable way to avoid huge damage.
* While they aren't hard to kill, It's recommended to bait their explosions as they drop huge sums of money that you otherwise won't get for killing them normally, and they contribute to your killstreak. Keep in mind, they are still one of the single most damaging enemies in the game.
Machete and Pistol

The **Machete and Pistol** is a melee weapon with a three part combo.

## Details

* **Special Effects:**
	+ For the first two attacks of the combo, the machete is used.
	+ The third attack in the combo deals critical damage, knocks back enemies, pierces shields, and inflicts a fire status effect.
		- The pistol's blast has a greatly extended hitbox which does damage in a cone shape. This third attack is useful for crowd control, flying enemies, and finishing off enemies who are out of range of the machete.
* **Breach Bonus:** 0 / 0 / 1
	+ **Base Breach Damage:** 45 / 55 / 260
	+ **Base Breach DPS:** 117 (255)
* **Combo Duration:** 1.41 seconds
	+ **First Hit:** 0.36 (0.26 + 0.1 + 0)
	+ **Second Hit:** 0.5 (0.3 + 0.2 + 0)
	+ **Third Hit:** 0.55 (0.15 + 0.4 + 0)
* **Legendary Version:**
	+ **Forced Affix: Only uses the last attack in the combo.**
		- "Makes the victim bleed."

## Location

In the Prisoners' Quarters, there is a chance for a lore room to spawn with an altar. Examining this altar will drop this item. Upon doing so, player will be cursed with a one-kill curse. Picking the item up will instantly unlock it.

* *"So menacing! Should I really search it?"*
* *"Oh, it's not like it's cursed or anything."*

## Notes

* Like some other weapons, this weapon's combo can be offset by a dodge or a parry, allowing the player to change position before unleashing the pistol.
	+ As such, this weapon is well suited to hit-and-run strategies, and pairs well with ranged weapons that also scale with Tactics.
* Although the last hit of the combo appears to be ranged, the game recognizes it as a melee attack. Therefore, it can trigger relevant mutations such as Melee or Open Wounds.
* This weapon functions similarly to the Twin Daggers in that the third attack of the combo deals critical damage.

## Trivia

* This weapon is based on weapons from the game *Curse of the Dead Gods*.
* This weapon and the Scavenged Bombard File:Pistol Icon.pngPistol are the only 3 traditional firearms currently in the game.
* 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 Shrapnel Axes.

## History

* 2.7: Slightly increased damage and attack speed.
* 2.9: The third hit now ignores side shields.
* 3.0: Added the Legendary Affix "Bleed on Hit".
Electric Whip

The **Electric Whip** is a whip-type ranged weapon which auto-targets enemies, and deals damage to nearby enemies when it hits.

## Details

* **Special Effects:**
	+ Ignores shields and auto-targets any enemy, door or destructible secret nearby.
		- Only enemies within line of sight and range can be targeted.
		- Doors and destructible secrets can be targeted even when they are not in line of sight.
		- Targeting priority: visible enemies > doors > destructible secrets.
	+ Can electrify pools of liquid within which enemies stand, causing them to take electric damage over time.
		- Deals critical damage to enemies standing in liquid pools.
	+ Inflicts shock for 3 seconds to struck enemies.
* **Breach Bonus:** -0.5 / 0.25 / 0
	+ **Base Breach Damage:** 7.5 / 25 / 50 (11 / 38 / 100)
	+ **Base Breach DPS:** 109 (196)
* **Combo Duration:** 0.76 seconds
	+ **First Hit:** 0.15 (0.1 + 0.05 + 0)
	+ **Second Hit:** 0.16 (0.1 + 0.06 + 0)
	+ **Third Hit:** 0.45 (0.3 + 0.15 + 0)
* **Tags:** Ranged, NoCritical, Electric, UtilityWeapon, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Super Back Damage**
		- "+75% damage for hits in the back."

## Notes

* Despite being a whip, attacks from this weapon count as ranged attacks.
* Affixes such as "+40% damage on burning targets" apply to the weapon's attacks as well as the inflicted shock status.

## History

* 0.1: Range slightly reduced.
* 0.5: Changed from melee weapon to ranged.
* 0.6: Can now ignore shields.
* 1.1: Can now inflict critical hits if the target is standing in water.
* 1.6:
	+ Base damage increased from **X** to **X**.
	+ Now deals 50% damage to enemies near the target.
* 1.9:
	+ Can now inflict shock on hit.
	+ Scaling changed from  Brutality/Tactics to  Tactics.
* 2.4: Shock DPS decreased from 50 to 25.
* 3.0: Added the Legendary Affix "Super Back Damage".
Giant Tick

**Giant Ticks** are miniboss-like enemies that only appear in the Morass of the Banished. They are exclusive to the *Bad Seed DLC*.

## Behavior

When player enters an arena outside the structures the Banished inhabit, its doors will slam shut, the Giant Tick will leap out of the swamp ahead of them, and then immediately engage in battle.

## Moveset

* **Description:** Performs two swipes.
* Can be blocked, parried, and dodge rolled (not recommended).

* **Description:** Performs an overhead strike, then a rear kick.
* Can be blocked, parried, and dodge rolled (not recommended).

* **Description:** Performs a leap in the direction of the player while leaving damaging projectiles. This attack only occurs at long range.
* Can be blocked, parried, and dodge rolled.

## Strategy

* It is advisable to roll away and not into Giant Tick's close range attacks, as it will always follow up with a second strike, however, these attacks can be parried.
* When leaping, the Giant Tick can be parried, however it is advisable not to.
* Using King's Scepter, you can repeatedly bounce on their front without touching the ground to easily kill it.

## Trivia

* Giant Ticks are derived from Mama Tick.

## History

* 1.8: Attacks now have a slight knockback effect.
	+ Now drops 5 cells and some gold.
* 2.0: Damage reduced.
* 2.4: Fixed bug that softlocked the game after using the Blueprint Extractor on the Giant Tick.
Lacerating Aura

**Lacerating Aura** is a power skill which deploys a field centered on the player that rapidly damages enemies in contact with it.

## Details

* **Special Effects:**
	+ Creates an aura around the player composed of 16 pieces that damage enemies on contact for 77 base DPS.
* **Tags:** InstantBlueprint, HasDuration, UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Bleed on Hit**
		- "Bleeds the enemy."

## Notes

* Only one daily run completion per day counts toward the unlocking of Lacerating Aura - thus, the daily run must be completed on 5 different days before the blueprint is given.
* It is not possible to use two Lacerating Auras at the same time. One can trigger both, and they can both be visually displayed, but only one of them will actually deal damage.
* It cannot hit enemies through obstacles.
* It is one of the fastest-ticking items in the game, and therefore it can kill enemies very quickly if the player has high stats.
	+ This can augment with items that increase damage per hit from other sources such as Hokuto's Bow.
* Similar to Wave of Denial, Lacerating Aura is useful in builds with limited vertical reach against weak aerial enemies such as Bats, Kamikazes and Buzzcutters, as it can kill them as they come close. It is also efficient against Bombers, as it interrupts their flight and can make them fall to their death.

## Trivia

* This power is similar to the aura used by the Concierge, though ironically, the Concierge in the Daily Run, which drops this item, will never utilize this ability.

## History

* 0.4: Cooldown increased from 12 to 30 seconds.
	+ Base DPS increased from 70 to 85.
	+ Duration decreased from 5 to 4 seconds.
	+ Now scales with  Tactics.
* 0.7: Added legendary affix "BleedOnHit".
	+ Changed description.
* 1.1: Cooldown decreased from 30 to 12 seconds.
	+ Distance increased from 4 to 5.
* 1.2: Added tags "InstantBlueprint" and "UnlockInPublicEvent".
* 1.4: Scaling changed from  Tactics to  Brutality/ Tactics.
* 1.4: Added tag "HasDuration".
* 1.9: Rally effect has been removed.
	+ No longer activates cooldown reduction mutations.
* 2.4: Base DPS decreased from 85 to 77.
	+ Duration decreased from 4 seconds to 3.7.
* 2.9: Unlock cost decreased from 60 cells to 30.
* 3.0: Cooldown now starts at the end of the effect instead of the start and added a Legendary Affix:
	+ Added the Legendary Affix "Bleed on Hit".

 5 BSC spoiler:
Collector's Syringe
Face Flask

The **Face Flask** is a power skill that inflicts minor damage on the player.

## Details

* **Special Effects:**
	+ After 0.2 seconds upon activation, deals 5 base damage to the player.
* **Tags:** NoDamage, NoTierScaling
* **Legendary Version:**
	+ **Forced Affix: Oil and Fire on Use**
		- "Covers the ground with oil that burns around you."

## Location

In the Prisoners' Quarters, there is a chance for a lore room to spawn with a Prie Dieu. Examining this altar will drop this item. Picking the skill up will instantly unlock it.

* *"A weird altar."*
* *"Look at these strange little men holding it!"*

## Synergies

* This skill can reliably trigger the effects of items and mutations like Spite Sword or Vengeance, without having to absorb heavier hits from enemies.
	+ If Face Flask has the "Generate a shield when used" affix, however, it becomes useless since it can't damage the player.

## Notes

* The damage from this skill does not trigger death by  curse or reset flawless killstreak, but can still kill the user through damage alone.
* This skill can reset the crit condition of Balanced Blade, Flawless, and will cause the Great Owl of War to despawn.
* The Flask is a reference to the healing items found in *Blasphemous* by The Game Kitchen

## History

* 2.6: Introduced.
* 2.7: No longer transforms [26% base, 50% max] of the player's missing health into recovery.
* 3.0: Added the Legendary Affix "Oil and Fire on Use".

 5 BSC spoiler:
Collector's Syringe
Impaler

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

**Impaler** can designate two things in *Dead Cells*:

* *Impaler (Weapon)*, a spear-type weapon that deals extra damage to enemies standing in front of walls or solid barriers.
* *Impaler (Enemy)*, a mushroom-like monster found in the Ancient Sewers and the Dilapidated Arboretum.
Knockback Shield

The **Knockback Shield** is a shield weapon which knocks enemies back, away from the player.

## Details

* **Base Absorbed Damage:** 75%
* **Special Effects:**
	+ Melee attackers are pushed back a significant distance when they take block damage from this shield. If they take parry damage instead, they are pushed back twice as far.
	+ If an enemy pushed back by this shield collides with a wall or solid barrier before they stop moving, they take an additional 80 base damage.
* **Breach Bonus:** 0
	+ **Base Breach Damage:** 40 (80)
	+ **Base Breach DPS:** 108 (216)
* **Tags:** Shield
* **Legendary Version: *Denial***
	+ **Forced Affix: Super Bump**
		- "Greatly increases the knockback of the item."

## History

* 2.4: Base block damage increased from 30 (60) to 40 (80).
* 2.9: Unlock cost decreased from 40 cells to 15.
* 3.0: Added the Legendary Affix "Death Root".
* 3.1: Changed the Legendary Affix from "Death Root" to "Super Bump".
Emergency Triage

**Emergency Triage** is a colorless mutation which roughly triples the speed of using the Health Flask as well as making the player invincible for 1.5 seconds. However, the flask will only restore 35% of the player's maximum health instead of 60%.

## Details

* **Scroll Cap:** None
* **Special Effects:**
	+ Health flask will only heal 35% of max HP.
	+ Flask's usage speed is roughly 3 times as fast and create a force field for 1.5 seconds.
* **Scaling:** None

## Notes

* When paired with Extended Healing, each flask's usage heals 85% of player's max health in a period of 15 seconds, instead of 35% max health.

## History

* 0.7: Can now grant a force field for 3 seconds on flask use.
* 2.4: Healing percentage decreased from 45% to 35%.
	+ Healing speed decreased from 300% to 275%.
	+ Force field duration decreased from 3 seconds to 1.5.
Magistrate of Death

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

Magistrate of Death

Base health
110

Location(s)
Astrolab

Reward
Hemorrhage (10%)

Screaming Skull

Base health
100

Location(s)
Astrolab

**Magistrates of Death** are levitating, legless wizard-like enemies found in the Astrolab that summon **Screaming Skulls** by reading from a magic book. They are exclusive to the *Rise of the Giant DLC*.

## Behavior

Magistrates are generally defensive enemies, who summon Screaming Skulls to shield them from the player, as well as to attack him. Two Screaming Skulls are summoned on the left and right of the Magistrate of Death, and start floating away from it, generating a vertical laser above and below them. This laser can damage the player, but can be rolled through as well as parried. The Screaming Skulls can also be parried with a shield. Because of this ability, it can be hard to reach the Magistrate itself to kill it, especially with melee weapons.

In addition to their attack, Magistrates of Death can dash quickly far away from the player when they are within close range, which further complicates matters when using a melee build.

## Moveset

* **Description:** Fires a Screaming Skull which moves forwards, covering a large vertical area.
* Can be blocked, parried, and dodge rolled.
* The Screaming Skulls are separate entities from the Magistrate, however they do not count towards the kill counter.

## Trivia

* Magistrates of Death were added with the *v1.2* update, aka *Rise of the Giant DLC* in March, 2019.
Kamikaze

### Location(s)

Toxic Sewers, Ancient Sewers, Prison Depths, Stilt Village, Slumbering Sanctuary, Graveyard, Forgotten Sepulcher, Derelict Distillery, Infested ShipwreckPromenade of the Condemned (1+ BSC)

### Reward

Frantic Sword (0.4%)Kamikaze Outfit (1.7%)

Neon Outfit (1+ BSC; 0.4%)

**Kamikazes** are bat-like flying enemies encountered throughout multiple biomes and difficulties.

## Behavior

Kamikazes will relentlessly pursue the player once they are within sight. If a target is within range, they stop briefly, then explode for massive damage and die. They will not explode if killed by the player.

## Moveset

* **Description:** Explodes after a delay.
* *Cannot* be dodge rolled.
* Can be blocked or parried.
* Kamikazes that die this way still count towards the player's killstreak.

## Strategy

* Kamikazes can be easily killed since they have low health, unless an item has a limited vertical reach.
* Kamikazes will often put themselves in range of an attack, so it is beneficial to wait for them to approach before attacking. If one lacks the confidence in being able to hit them before they explode, it is also possible to bait out their explosion attack and run away before they detonate.
* Kamikazes can be distracted by biters, even though the latter can't target them.
* If it does begin to explode, it is recommended to either parry or roll backwards through the coming attack. The explosion has a very wide radius and can be difficult to roll out of, even if it is timed perfectly, so parrying the attack is the most reliable way to avoid huge damage.

## Trivia

* At 1 health, it and the Bat are the weakest enemies in the entire game.
* The name is a reference to the eponymous Japanese suicide tactic commonly employed in WWII.
Gold Gorger

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

* First form
* Second form
* Third form

**Gold Gorgers** are enemies found in the Bank. They consist of 3 separate forms and are made entirely out of gold. They have 2 small green eyes misplaced on their head and carry many stolen goods including tridents and swords stolen from the bank.

## Behavior

Gold Gorgers steal gold from the enemies around it and evolves into stronger forms. Their first transformation requires 200 gold, while their second requires 450 gold. When killed, they drop all the gold they had absorbed. Elite Gold Gorgers are always at the third form.

## Moveset

### First form

* **Description:** Does a slow swing with their fist.
* Slow hit, easy to parry and dodge by rolling or jumping.

### Second form

Gold Gorger now takes 15% less damage, and can teleport to the player.

* **Description:** Does a 2-hit combo swinging their arms that has a bit of forward momentum.
* Can be parried and dodged.

### Third Form

Gold Gorger can teleport to the player.

* **Description:** Does a 2-hit comboFirst slamming their giant fist down on the ground followed by a punch forward with great reach.
 ***Gold Eruption***
* **Description:** Slams fist down on the ground, summoning golden rocks beneath the player.
* Can not be parried.
* Can be dodged.

## Strategy

* Preventing it from absorbing gold will stop it from transforming and will make it easier to combat them.
* It is best to single them out in crowds since they get stronger from their surroundings.
	+ While Golden Kamikazes give more gold upon death, it is not advised to let it explode when a Gold Gorger is nearby, since it will guarantee their transformation.
Hayabusa Gauntlets

The **Hayabusa Gauntlets** are a melee weapon which strikes quickly and deals critical damage against enemies under 40% health.

## Details

* **Special Effects:**
	+ Deals critical hits against enemies with less than 40% health.
* **Breach Bonus:** 1 / 1 / 1 / 1 / 1 / 1
	+ **Base Breach Damage:** 40 / 60 / 60 / 60 / 80 / 80 (62 / 120 / 120 / 120 / 160 / 160)
	+ **Base Breach DPS:** 248 (486)
* **Combo Duration:** 2.13 seconds
	+ **First Hit:** 0.55 (0.15 + 0.1 + 0.3)
	+ **Second Hit:** 0.16 (0.1 + 0.06 + 0)
	+ **Third Hit:** 0.46 (0.1 + 0.06 + 0.3)
	+ **Fourth Hit:** 0.16 (0.1 + 0.06 + 0)
	+ **Fifth Hit:** 0.35 (0.15 + 0.2 + 0)
	+ **Sixth Hit:** 0.45 (0.25 + 0.2 + 0)
* **Tags:** UnlockInPublicEvent
* **Legendary Version:**
	+ **Forced Affix: Mega Crit**
		- "Critical hits +50% damage."

## Notes

* The critical condition of this weapon can be particularly advantageous when used to speed up the last phase of bosses, which are typically the hardest part of the fight.

## Trivia

* Named after Ryu Hayabusa, the protagonist from the Ninja Gaiden series.
* The flavor text is a reference to the stand cry used by the characters Dio Brando and Giorno Giovanna from Jojo's Bizarre Adventure.

## History

* 2.9: Unlock cost decreased from 80 cells to 30.
* 3.0: Added the Legendary Affix "Mega Crit".
Apple TV Edition

**Questo articolo è una bozza.**
Puoi aiutare espandendolo.

***Minecraft: Apple TV Edition*** è un adattamento di *Minecraft Pocket Edition* creato per giocare su Apple TV. È stato annunciato il 27 Ottobre 2016 ed è stato rilasciato ufficialmente il 19 Dicembre 2016.

Manca di alcuni aspetti minori del multigiocatore come Xbox Live e Realms. Tuttavia, il multigiocatore in LAN e la connessione ai server funzionano normalmente.

## Collegamenti

1. ↑ https://9to5mac.com/2016/10/27/apple-announces-minecraft-coming-to-tvos-powered-apple-tv-this-year/
2. ↑ https://minecraft.net/en/article/apple-tv-edition-released