Gear

*Dead Cells* provides players with Gear in the form of:

* *Weapons*, which have limited but different movesets.
* *Skills*, which cause a variety of effects but must cool down between uses.
* And *Amulets*, passive items which grant powerful offensive or defensive benefits. They can also grant points to Brutality, Tactics or Survival.

Gear items are not automatically collected — they must be picked up with the *Interact* key/button. Unwanted gear can usually be converted into gold if the Recycle upgrade has been unlocked.

Most Gear appears with one or more Affixes, which add effects or situational benefits. Only non-starter, Level 1 Gear, and unique amulets lack affixes.

*If you're looking for a missing item, but you have everything listed below, you might be missing the Merchandise Category upgrade from the Graveyard.*

## Gear level

Gear level is the roman numeral next to an item's name and is the base gear power of the item. Each biome has a base gear level value, which is the minimum level an item can be on any given biome. A table can be found below with each biome's base gear level.

The gear level of found items will increase based on the number of active Boss Stem Cells.

 1
 2
 3
 4
 5

Additionally, the gear level of an item will also be affected by where it was found in the biome.

### Gear quality

The player can spend cells at the Blacksmith's Legendary Forge to permanently upgrade all the gear quality attribute of all weapons and skills across runs.

Gear quality is the term used to refer to the "upgrade level" of an item. It is displayed as a **+**, **++**, **S**, or **L** after the roman numerals (referred to as the gear level). Gear quality gives the item the following attributes:

* **Gear quality of +** adds +2 to gear power.
* **Gear quality of ++** adds +4 to gear power.
* **Gear quality of S** adds +6 to gear power.
* **Gear quality of L** does not increase gear power.
	+ Scales by adding the total of the players two highest stats together.
	+ Makes the item colorless.
	+ Forces at least one starred affix.
	+ Allows equipping two of the same item.

### Gear power

Gear power is the term used to refer to the "outputted level" of an item. This is a hidden value that represents the actual power of the item after taking into account its gear level and gear quality. Gear power is calculated by taking the gear level of the item and adding the bonus from the gear quality. As an example a Heavy Crossbow IV++ has a gear level of 4 (as indicated by the roman numerals) and the gear quality of **++** adds a bonus +4 to gear power, resulting in a gear power of 8. This means the item will have a +129% damage boost, and three affix slots.

Gear power influences the number of affix slots on the item, and the overall damage boost/reduction it receives. A table detailing the effects of gear power on weapons/skills can be found below:

Gear power follows a pattern:

* The first bonus adds a +4% damage boost and an affix slot.
* The second bonus adds a +29% damage boost or -1% damage reduction.
* The third bonus adds a +29% damage boost or -1% damage reduction.
	+ Every sixth bonus adds a +30% damage boost instead.
* The cycle then repeats.

It should be noted that an item may have more affix slots than affixes available for that item. In that case, the item will just have empty slots that do not show up.

## Gear variants

Two variants of weapons and skills can be encountered: *Colorless items* and *Legendary items*.

### Colorless items

Colorless items, which are found in Cursed Chests and when unlocking a blueprint from the Collector, scale according to your highest stat. This means that if your highest stat at the time is Brutality, the colorless item is Brutality. If later on your highest stat is Tactics, your item will now scale with Tactics. For example, a Colorless Torch, which is a pure Brutality item, scales with Survival if you have higher Survival than Brutality. Colorless items are marked with a white color, rather than the colors of the base item's scaling stats.

### Legendary items

Legendaries are powerful variants of items, appearing as a random drop from enemies (1% and 6% for common mobs and Elites, respectively), and as rewards after beating a boss without getting hit, or from legendary altars.

Legendary altars have a base 2% chance of spawning per biome, increasing by 15% for each biome where an altar did not spawn, meaning that most successful runs can expect to run into at least one of them. These altars grant 66% damage reduction to nearby enemies (indicated by a shield icon above the enemy's head), and the item can only be retrieved from the shrine when all enemies with this icon have been defeated. Alternatively, moving enemies, if they get far enough away from the altar and provided that no other enemies get close to the altar, allows to retrieve the item on it.

A legendary item is guaranteed to be found in Perfect Doors following bosses, if you beat them without being hit once.

The item pool for Legendary items found on enemies drops and altars is not limited to unlocked items, but heavily skewed towards them. It therefore is *possible,* but not likely, to get any Legendary item other than the Symmetrical Lance on a fresh save. However, you will never find a weapon you haven't unlocked in a Perfect Door.

Legendary items cannot be upgraded, but they have powerful advantages over normal items:

* Colorless — scales with your highest stat.
* A specific affix (predetermined for each base item) with a 15% chance to be applied after all other affixes, ignoring the usual affix generation rules.
* Can be equipped alongside another weapon of the same type. One could, for example, carry two Powerful Grenades at once if one or both of them were legendary.
* Scales with the player's two highest stats combined.

Legendary items are marked with a gold color, rather than the colors of the base item's scaling stats.

## Gear value

Every piece of gear has its own  Gold value that is determined by a number of factors including gear level as well as each item's own specific base price. This value is used when buying items from shops as well as in determining the price for opening a gold door.

The equation for the value of a piece of gear is:

**(Base price) × (100% + Quality Impact + Modifier Impact) + 100 × (Item level - 1)**

* **Quality Impact** is a percentage that is different between gear qualities.

 L | +30%

* **Modifier impact** is the sum of all the Cost Impact values of each modifier on a piece of gear.
* **Item level** is the Roman Numeral next to the gear's name.

### Recycling prices

If the player has the upgrade Recycling I or Recycling II, they can recycle any gear or food on the ground, and can collect 7% (Recycling I) or 15% (Recycling II) of the total value of that item.

* For Amulets, their prices are also calculated by the same formula used of gear value. Their base price is 5,000 Gold. There is currently no way to purchase amulets so their total value is only relevant to recycling.

## Gear slots

The player initially has access to 5 slots for carrying various types of equipment. 2 slots are dedicated to carrying weapons, 2 for skills, and another slot for an amulet.

Certain weapons, called "two-handed" weapons, take up both of the players weapon slots, and cannot be used alongside traditional weapons at the same time. Attempting to swap either of the two-handed weapon slots out for a one-handed weapon will result in dropping the entire two-handed item.

### Backpack

Once the  backpack upgrade is unlocked, picking up a third weapon allows the player to store said weapon. While in the backpack, the stored weapon cannot be used (unless the player also has a mutation relating to the backpack). However, holding down the interact key allows the player to drop the stored weapon after they have left the equipment menu, allowing them to swap the item out with their current loadout as usual.

Please note that:

* Skills, two-handed weapons, amulets, as well as other weapons such as the Giantkiller, cannot be stored in the backpack.
* The position of the backpack slot in the UI can be changed in the options menu, as well as its opacity.

## Weapons

Weapons are the main piece of gear that will be used throughout most runs. They are usually the main source of dealing damage, as well as for other, more utility focused capabilities. Unlike skills, they can be used repeatedly with little to no restrictions.

### Melee Weapons

#### Active mechanics

All melee weapons deal melee damage and benefit from any melee specific effects and bonuses. Melee weapons also all have the capabilities to hit multiple enemies at once if they are within range. Most melee weapons also have their own individual movesets that they can initiate by continuously attacking, but there is a short time where the player may do other actions before continuing the weapon's combo, such as rolling or jumping.

#### Effect scaling

All melee weapons' damage scales based on either the player's  Brutality stat or their  Survival stat. Brutality scaling weapons are usually lighter, faster attacking weapons, such as the Balanced Blade or the Twin Daggers, while Survival scaling weapons are usually slower, heavier weapons like the Nutcracker or the Broadsword. Weapons that scale with both Brutality *and* Survival are usually weapons that are a sort of medium speed between light and heavy weapons, like the Shovel. Some melee weapons also have alternate scaling with  Tactics (e.g. Valmont's Whip or the Shrapnel Axes).

#### List of melee weapons

This is a list of all obtainable melee weapons within the game.

*: Rise of the Giant DLC*
*: The Bad Seed DLC*
*: Fatal Falls DLC*
*: The Queen and the Sea DLC*
### Ranged Weapons

#### Active mechanics

Most ranged weapons have the capability of firing some kind of projectiles, while some use hit-scan mechanics, both of which deal ranged damage. The individual abilities of ranged weapons varies, but generally, projectiles fired using ranged attacks are unable to hit multiple targets, unless the projectile can create an explosion or has some kind of piercing capabilities (e.g. Sonic Carbine and Explosive Crossbow).

#### Effect scaling

All ranged weapons scale with  Tactics, however a few of these weapons can also dual-scale with  Brutality (e.g Firebrands and Infantry Bow) or  Survival (e.g Frost Blast and Heavy Crossbow), meaning their damage will scale off the higher stat between the two.

#### Ammunition

Some Ranged Weapons use ammunition, which will be restored automatically after a short while. Ammunition that is impaled in enemies takes significantly longer to retrieve unless the ammo is removed by a successful parry or the enemy is killed, however, not all ammo based projectiles can be stuck in enemies, these projectiles will eventually refill automatically. Most of these weapons can get affixes that slightly increases their total ammo supply. Ranged weapons without ammo can be fired repeatedly without restriction.

Hokuto's Bow, War Javelin and Boomerang cannot benefit from the effect of the Ammo mutation.

#### List of ranged weapons

This is a list of all obtainable ranged weapons within the game.

*: Rise of the Giant DLC*
*: The Bad Seed DLC*
*: Fatal Falls DLC*
*: The Queen and the Sea DLC*
### Shields

#### Active mechanics

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

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

* Melee attackers take parry damage, indicated on the shield as its critical damage value.
* Ranged attacks are reflected for 80 base damage.
* Bombs are reflected for 90 base damage.
* Explosions are absorbed without retaliation.
* Festering Zombie eggs are turned into biters, which attack enemies.

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

#### Effect scaling

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

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

#### Passive effects

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

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

#### List of shields

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

*: Rise of the Giant DLC*
*: The Bad Seed DLC*
*: Fatal Falls DLC*
*: The Queen and the Sea DLC*
## Skills

Skills are secondary abilities that can be used in combat. The player does not normally start with skills without the Recycling Tubes upgrade and must find them throughout the run.

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

Skills cannot trigger Rally nor cooldown reduction mutations.

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

### Deployable Traps

#### Active mechanics

Upon use, all deployable skills shoot a "projectile" out of the player in the direction they are facing, and will deploy an object upon touching the ground. There are two types of deployable items, powered and non-powered. Powered turrets need the player to be within a certain radius of it in order to function, and that power radius is decreased if the link to the player is obstructed by terrain. Non-powered deployable items do not need the player to be nearby to function, usually because they do not actively attack enemies in the usual sense.

#### Effect scaling

Most deployable skills scale with  Tactics, although a few also scale with  Brutality or  Survival.

#### List of Deployables

Below is a list of all deployable skills that can be found within the game.

*: Rise of the Giant DLC*
*: The Bad Seed DLC*
*: Fatal Falls DLC*
*: The Queen and the Sea DLC*
### Grenades

#### List of grenades

*: Rise of the Giant DLC*
*: The Bad Seed DLC*
*: Fatal Falls DLC*
*: The Queen and the Sea DLC*
### Powers

#### List of powers

*: Rise of the Giant DLC*
*: The Bad Seed DLC*
*: Fatal Falls DLC*
*: The Queen and the Sea DLC*
## Amulets

> **You may only equip one amulet at a time, but their effects are powerful...**
>
> *"A fine object, adroitly hidden under your clothes to make less work for the artists."*
>
>

Amulets come in **Ruby**, **Topaz**, **Sapphire**, **Golden**, and **Moonstone**. They are most frequently acquired by defeating Elite enemies or by opening Timed or Perfect Doors. Amulets can also be found within Challenge Rift chests, on corpses, or by rummaging through loot in lore rooms. Amulets carry one or more affixes, grant damage reduction, and can give the player more Stats.

Amulets have gear levels which are the same as the Biome gear level. However, Higher BSC introduce a minimum amulet level, which increases the gear level of amulets found in biomes that have a lower gear level than this to the minimum.

As amulets are leveled items, their gear levels affect the quantity and quality of the Affixes on the amulets found, as well as the number of Stats and the % of damage reduction they grant.

Amulets follow a special pattern that determines what bonus is given every tier. Every 3 tiers adds an extra stat to the amulet, up to 4 stats at XII tier. Tiers 1-5 will have one stat, tiers 6-8 two, tiers 9-11 three and tier 12 will have four stats.

As of the *Update of Plenty*, the player will always start with an amulet on a pedestal in the starting area of the Prisoners' Quarters on 1 BSC and higher, with its tier increasing based on difficulty.

#### Prisoner's Collar

> *"Nothing worth mentioning, except maybe a vague whiff of dead rat..."*
>
>

The player starts every run with the Prisoner's Collar equipped. It gives no benefits of any kind.

## History

* 1.9: Removed scrolls from items.
	+ Hunter's Grenade is the exception and will gain a scroll of each stat from 3+ BSC.
* 2.3: Legendary items are no longer improved from 3+ BSC:
	+ No longer grants +6 to gear power; instead, the item scales with the two highest stats across all difficulties.
* 2.8: Gear dropped after boss fights now have +1 gear level.

## Footnotes

1. ↑ Amulets are unaffected by the difficulty bonus on 3+ BSC
2. ↑ Note that the drop chance for Elites is global, meaning that it is 6% regardless of the number of Elites present in a biome, so long as there is at least one. The base drop rate per mob is 1%, and increases by 2% for each biome without a drop.

## References

1. ↑ The Update of Plenty has arrived! *Steam blog post*, 2020-07-01

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