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- README.md +24 -17
- app.py +78 -104
- wiki_content/Abyssal_Trident.txt +128 -0
- wiki_content/Acceptance.txt +46 -0
- wiki_content/Achievements.txt +24 -0
- wiki_content/Achievements_fr.txt +22 -0
- wiki_content/Achievements_ru.txt +27 -0
- wiki_content/Acrobatipack.txt +92 -0
- wiki_content/Adrenaline.txt +38 -0
- wiki_content/Affixes.txt +93 -0
- wiki_content/Agitated_Pickpocket.txt +38 -0
- wiki_content/Alchemic_Carbine.txt +140 -0
- wiki_content/Alienation.txt +30 -0
- wiki_content/Alucard's_Shield.txt +115 -0
- wiki_content/Alucard's_Sword.txt +138 -0
- wiki_content/Alucard.txt +212 -0
- wiki_content/Ammo.txt +52 -0
- wiki_content/Anathema.txt +72 -0
- wiki_content/Ancient_Sewers.txt +564 -0
- wiki_content/Apostate.txt +85 -0
- wiki_content/Arbiter.txt +57 -0
- wiki_content/Armadillopack.txt +53 -0
- wiki_content/Armor_Knight.txt +46 -0
- wiki_content/Armored_Shrimp.txt +51 -0
- wiki_content/Aspects.txt +26 -0
- wiki_content/Aspects_fr.txt +24 -0
- wiki_content/Aspects_pt.txt +24 -0
- wiki_content/Assassin's_Dagger.txt +140 -0
- wiki_content/Assault_Shield.txt +90 -0
- wiki_content/Assist_Mode_and_Accessibility.txt +175 -0
- wiki_content/Astrolab.txt +377 -0
- wiki_content/Automaton.txt +48 -0
- wiki_content/Axe_Armor.txt +32 -0
- wiki_content/Balanced_Blade.txt +119 -0
- wiki_content/Balanced_Blade_fr.txt +128 -0
- wiki_content/Banished.txt +48 -0
- wiki_content/Barbed_Tips.txt +56 -0
- wiki_content/Barnacle.txt +96 -0
- wiki_content/Barrel_Launcher.txt +110 -0
- wiki_content/Baseball_Bat.txt +108 -0
- wiki_content/Bat.txt +34 -0
- wiki_content/Bat_Volley.txt +75 -0
- wiki_content/Beginner's_Bow.txt +69 -0
- wiki_content/Berserker.txt +40 -0
- wiki_content/Bible.txt +113 -0
- wiki_content/Biomes.txt +281 -0
- wiki_content/Biomes_fr.txt +229 -0
- wiki_content/Black_Bridge.txt +334 -0
- wiki_content/Bladed_Tonfas.txt +116 -0
- wiki_content/Blind_Faith.txt +31 -0
README.md
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---
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title:
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emoji:
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colorFrom:
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colorTo: purple
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sdk:
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sdk_version:
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app_file: app.py
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pinned: false
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---
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title: Dead Cells Wiki Bot
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emoji: 🎮
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colorFrom: red
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colorTo: purple
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sdk: streamlit
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sdk_version: 1.31.0
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app_file: app.py
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pinned: false
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---
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# Dead Cells Wiki Bot
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An AI-powered chatbot that answers questions about Dead Cells using the official wiki.
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## Features
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- Searches the Dead Cells wiki for accurate information
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- Provides clear, concise answers
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- 100% free and open source
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## How to use
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Simply type your question about Dead Cells and get instant answers!
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Built with ❤️ for the Dead Cells community.
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app.py
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import gradio as gr
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import chromadb
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from sentence_transformers import SentenceTransformer
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import google.generativeai as genai
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import os
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# Get API key
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GOOGLE_API_KEY = os.environ.get('GOOGLE_API_KEY')
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genai.configure(api_key=GOOGLE_API_KEY)
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# Load models
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#
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#
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model = genai.GenerativeModel(available_model)
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prompt = f"""You are a Dead Cells expert. Answer using ONLY the wiki content provided.
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Wiki Content:
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{context}
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Question: {message}
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Answer:"""
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response = model.generate_content(prompt)
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return response.text
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demo = gr.ChatInterface(
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fn=chat,
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title="🎮 Dead Cells Wiki Bot",
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description="Ask me anything about Dead Cells!",
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examples=[
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"What achievements are there?",
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"Tell me about bosses",
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"How does malaise work?",
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],
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theme="soft"
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)
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demo.launch()
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import gradio as gr
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import chromadb
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from sentence_transformers import SentenceTransformer
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import google.generativeai as genai
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import os
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# Get API key from Hugging Face secrets
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GOOGLE_API_KEY = os.environ.get('GOOGLE_API_KEY')
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genai.configure(api_key=GOOGLE_API_KEY)
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# Load models (cached)
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embedding_model = SentenceTransformer('all-MiniLM-L6-v2')
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chroma_client = chromadb.PersistentClient(path="./deadcells_db_free")
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collection = chroma_client.get_collection(name="deadcells_wiki")
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# Find Gemini model
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available_model = 'gemini-1.5-flash-latest'
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def get_embedding(text):
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return embedding_model.encode(text).tolist()
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def chat(message, history):
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"""Handle chat messages"""
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# Search wiki
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question_embedding = get_embedding(message)
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results = collection.query(
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query_embeddings=[question_embedding],
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n_results=5
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)
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relevant_chunks = results['documents'][0]
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sources = results['metadatas'][0]
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if not relevant_chunks:
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return "I couldn't find any relevant information in the wiki."
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# Build context
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context = "\n\n---\n\n".join(relevant_chunks)
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# Ask Gemini
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model = genai.GenerativeModel(available_model)
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prompt = f"""You are a Dead Cells expert. Answer using ONLY the provided wiki content.
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Wiki Content:
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{context}
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Question: {message}
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Answer:"""
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response = model.generate_content(prompt)
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answer = response.text
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# Add sources
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source_list = "\n\n📚 **Sources:** " + ", ".join([s['source'] for s in sources])
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return answer + source_list
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# Create Gradio interface
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demo = gr.ChatInterface(
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fn=chat,
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title="🎮 Dead Cells Wiki Bot",
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description="Ask me anything about Dead Cells! I answer using the official wiki.",
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examples=[
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"What achievements are there for beating bosses?",
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"Tell me about the Hand of the King",
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"How does malaise work?",
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"What are boss stem cells?",
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],
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theme="soft",
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retry_btn=None,
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undo_btn=None,
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clear_btn="Clear Chat"
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)
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if __name__ == "__main__":
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demo.launch()
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wiki_content/Abyssal_Trident.txt
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URL: https://deadcells.wiki.gg/wiki/Abyssal_Trident
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Abyssal Trident
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The second attack is a charge that inflicts
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critical damage
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after a few moments. Interrupt it with the last attack to deal
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critical damage
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.
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Forking good weapon!
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Internal name
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Trident
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Type
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Melee Weapon
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Scaling
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Base price
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1500
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Damage
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Base DPS
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106 (
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235
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)
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Base combo damage
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485
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Base first hit
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65
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Base second hit
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30 (
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6 per tick
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) +
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270
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(
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18
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per tick
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)
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Base third hit
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120
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Blueprint
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Location
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Lore room in
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Infested Shipwreck
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; requires Forked Key
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The
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Abyssal Trident
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is a
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melee
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weapon
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exclusive to the
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Queen and the Sea DLC
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. It can launch a series of pushing attacks that score critical hits, and can also be interrupted for another critical hit.
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Details
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Special Effects:
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First attack is a normal attack, and the second is a sustained attack that pushes enemies while dealing damage for up to 20 hits.
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The first 5 hits of the charge deal normal damage, while the rest deal
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critical
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damage.
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Attack during the charge to interrupt it with the third hit of the combo that deals
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critical damage
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.
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Breach Bonus
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:
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0.25 / 0 / 0
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Base Breach Damage:
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81.25 / 30 +
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270
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/
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120
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Base Breach DPS:
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113 (
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312
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)
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Combo Duration:
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2.32 seconds
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First Hit:
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0.67 (0.47 + 0.2 + 0)
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Second Hit:
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1.45 (1.25 + 0.2 + 0)
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Third Hit:
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0.2 (0 + 0.2 + 0)
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Tags:
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UnlockInPublicEvent, InstantBlueprint, NeedManualUnlock
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Legendary Version:
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Forced
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Affix
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: Run Speed On Crit
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"Increases your movement speed for 5 seconds after a
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critical hit
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."
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Location
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The trident is found inside a lore room located in the
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Infested Shipwreck
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. To find the lore room the player must find 4 map parts that are dropped from random enemies. When all four are collected it combines into a mysterious map. It marks a spot on the map with an X symbol that leads to a breakable floor. Breaking it reveals the
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Forked Key
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which unlocks the lore room. Inside the room is a pedestal containing the Trident. When picked up it unlocks it permanently and drops a legendary version of the weapon.
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"
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What a beautiful pedestal!
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"
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"
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That trident must have belonged to someone important.
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"
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"
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Well, anyway...
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"
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Synergies
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The rapid series of hits during the charge attack works well with any effect that's applied on each hit, and whose benefits don't quickly cap out; e.g.
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Combo
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's hit streaks grow without limit.
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Each hit during the charge can trigger the effects of
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Vampirism
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and
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Blood Drinker
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aspect on a
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bleeding
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enemy.
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Instinct of the Master of Arms
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can be used since the charge attack inflicts many
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critical
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hits.
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Melee
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| 119 |
+
can be used to
|
| 120 |
+
freeze
|
| 121 |
+
enemies since the charge attack is composed of rapid melee attacks.
|
| 122 |
+
Notes
|
| 123 |
+
Having a speed boost makes the charge hit faster.
|
| 124 |
+
The
|
| 125 |
+
Forked Key
|
| 126 |
+
can be found without the Mysterious map.
|
| 127 |
+
More than 4 map pieces can be dropped in one run, though the extras do nothing.
|
| 128 |
+
History
|
wiki_content/Acceptance.txt
ADDED
|
@@ -0,0 +1,46 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Acceptance
|
| 2 |
+
|
| 3 |
+
Acceptance
|
| 4 |
+
Amount of kills required to remove a curse is reduced by 50%, but consuming food curses you.
|
| 5 |
+
Internal name
|
| 6 |
+
P_EasierCurse
|
| 7 |
+
Scaling
|
| 8 |
+
Colorless
|
| 9 |
+
Blueprint
|
| 10 |
+
Location
|
| 11 |
+
Secret area in
|
| 12 |
+
High Peak Castle
|
| 13 |
+
Unlock cost
|
| 14 |
+
200
|
| 15 |
+
Acceptance
|
| 16 |
+
is a colorless
|
| 17 |
+
mutation
|
| 18 |
+
which halves the amount of enemies the player needs to kill in order to lift curses, but causes consuming food to curse the player.
|
| 19 |
+
Details
|
| 20 |
+
Scroll Cap:
|
| 21 |
+
None
|
| 22 |
+
Special Effects:
|
| 23 |
+
Makes all food give the player a 5-kill curse.
|
| 24 |
+
Scaling:
|
| 25 |
+
None
|
| 26 |
+
Location
|
| 27 |
+
The blueprint for this mutation can only be obtained in 3+ BSC. Firstly, the player must gather all three
|
| 28 |
+
Gardener's Key
|
| 29 |
+
s in the Promenade of the Condemned.
|
| 30 |
+
Then collect the
|
| 31 |
+
Moonflower Key
|
| 32 |
+
in the Ramparts, where they'll have to take the exit to the Insufferable Crypt inside a 3 BSC door. Then go through the Graveyard and the Forgotten Sepulcher and collect the remaining two
|
| 33 |
+
Moonflower Key
|
| 34 |
+
s (one key per biome).
|
| 35 |
+
The keys are hidden in secret areas, marked by vines on the tiles, and locked behind doors which are opened with
|
| 36 |
+
Gardener's Key
|
| 37 |
+
s.
|
| 38 |
+
The Acceptance mutation will be found in High Peak Castle, at the end of a secret corridor, behind three doors, which can be opened with the
|
| 39 |
+
Moonflower Key
|
| 40 |
+
s.
|
| 41 |
+
Notes
|
| 42 |
+
The 5-kill curse from food is actually a 10-kill curse, but the effect of Acceptance automatically engages and reduces it.
|
| 43 |
+
Cannot be taken in
|
| 44 |
+
Boss Rush
|
| 45 |
+
.
|
| 46 |
+
History
|
wiki_content/Achievements.txt
ADDED
|
@@ -0,0 +1,24 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Achievements
|
| 2 |
+
|
| 3 |
+
The following is a list of achievements and trophies in the game
|
| 4 |
+
Dead Cells
|
| 5 |
+
. There are
|
| 6 |
+
108
|
| 7 |
+
available achievements, with
|
| 8 |
+
6
|
| 9 |
+
of them being only available to PC and the Nintendo Switch, as well as an additional trophy for full completion on PlayStation 4.
|
| 10 |
+
The player can view their achievements by visiting the
|
| 11 |
+
Scribe
|
| 12 |
+
in
|
| 13 |
+
Prisoners' Quarters
|
| 14 |
+
.
|
| 15 |
+
Biome achievements
|
| 16 |
+
Rune achievements
|
| 17 |
+
Boss achievements
|
| 18 |
+
Progress achievements
|
| 19 |
+
Boss Stem Cell achievements
|
| 20 |
+
Miscellaneous achievements
|
| 21 |
+
History
|
| 22 |
+
Footnotes
|
| 23 |
+
↑
|
| 24 |
+
Note that this achievement is obsolete in Game Center, likely due to developer oversight or a bug.
|
wiki_content/Achievements_fr.txt
ADDED
|
@@ -0,0 +1,22 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Achievements/fr
|
| 2 |
+
|
| 3 |
+
La liste suivante est une liste de succès et trophées dans le jeu
|
| 4 |
+
Dead Cells
|
| 5 |
+
. Il y a
|
| 6 |
+
108
|
| 7 |
+
succès disponibles, avec
|
| 8 |
+
6
|
| 9 |
+
d'entre eux seulement disponible sur PC et Nintendo Switch, ainsi qu'un trophée additionnel pour la complétion sur Playstation 4.
|
| 10 |
+
Le joueur peut voir ses succès en visitant le
|
| 11 |
+
Scribe
|
| 12 |
+
dans les
|
| 13 |
+
Quartiers des prisonniers
|
| 14 |
+
.
|
| 15 |
+
Succès de biomes
|
| 16 |
+
Succès de runes
|
| 17 |
+
Succès de boss
|
| 18 |
+
Succès de progress
|
| 19 |
+
Succès de Cellules de Boss
|
| 20 |
+
Succès divers
|
| 21 |
+
Historique
|
| 22 |
+
Notes
|
wiki_content/Achievements_ru.txt
ADDED
|
@@ -0,0 +1,27 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Achievements/ru
|
| 2 |
+
|
| 3 |
+
This article is a
|
| 4 |
+
stub
|
| 5 |
+
. You can help Dead Cells Wiki by
|
| 6 |
+
expanding it
|
| 7 |
+
.
|
| 8 |
+
Ниже расположен список всех доступных достижений в
|
| 9 |
+
Dead Cells
|
| 10 |
+
. Сейчас возможно получить
|
| 11 |
+
108
|
| 12 |
+
достижений,
|
| 13 |
+
6
|
| 14 |
+
из которых эксклюзивны для ПК и Nintendo Switch, а также трофей за полное прохождение на PlayStation 4.
|
| 15 |
+
Посмотреть все достижения можно поговорив с
|
| 16 |
+
Писарем
|
| 17 |
+
в
|
| 18 |
+
Тюремных камерах
|
| 19 |
+
.
|
| 20 |
+
Достижения за посещение биомов
|
| 21 |
+
Достижения за сбор рун
|
| 22 |
+
Достижения за победу над боссами
|
| 23 |
+
Достижения за прогресс
|
| 24 |
+
Достижения за стволовые клетки босса
|
| 25 |
+
Прочие достижения
|
| 26 |
+
История
|
| 27 |
+
Примечания
|
wiki_content/Acrobatipack.txt
ADDED
|
@@ -0,0 +1,92 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Acrobatipack
|
| 2 |
+
|
| 3 |
+
Acrobatipack
|
| 4 |
+
Attacking with a ranged weapon, after rolling with a ranged weapon in your
|
| 5 |
+
backpack
|
| 6 |
+
fires a projectile of said weapon, dealing [25% base] of the usual damages.
|
| 7 |
+
Internal name
|
| 8 |
+
P_Backpack_Ranged
|
| 9 |
+
Scaling
|
| 10 |
+
Blueprint
|
| 11 |
+
Location
|
| 12 |
+
Drops from
|
| 13 |
+
Demolishers
|
| 14 |
+
Drop chance
|
| 15 |
+
10%
|
| 16 |
+
Unlock cost
|
| 17 |
+
120
|
| 18 |
+
Acrobatipack
|
| 19 |
+
is a
|
| 20 |
+
tactics
|
| 21 |
+
-scaling
|
| 22 |
+
mutation
|
| 23 |
+
which lets the player shoot a projectile from a ranged weapon stored in the
|
| 24 |
+
backpack
|
| 25 |
+
when they attack using a ranged weapon.
|
| 26 |
+
Details
|
| 27 |
+
Special Effects:
|
| 28 |
+
After rolling, attacking will fire a projectile of the ranged weapon in the
|
| 29 |
+
backpack
|
| 30 |
+
, dealing [25 base]% of its damage.
|
| 31 |
+
This mutation has a cooldown of 3 seconds.
|
| 32 |
+
Scaling:
|
| 33 |
+
+1% damage per Tactics stat
|
| 34 |
+
Notes
|
| 35 |
+
The mutation only triggers if the player uses a ranged weapon directly. Melee weapons that can launch ranged projectiles, such as the
|
| 36 |
+
Shrapnel Axes
|
| 37 |
+
or the
|
| 38 |
+
Maw of the Deep
|
| 39 |
+
, will not benefit from Acrobatipack. For the same reason, using the Reload ability of the
|
| 40 |
+
Heavy Crossbow
|
| 41 |
+
somehow triggers the mutation, despite it not being an attack itself.
|
| 42 |
+
The launched projectile does not consume ammo of weapon in
|
| 43 |
+
backpack
|
| 44 |
+
. Therefore, weapons with highly limited ammo such as
|
| 45 |
+
The Boy's Axe
|
| 46 |
+
can be fired multiple times from the backpack without needing to retrieve any.
|
| 47 |
+
This feature doesn't apply to
|
| 48 |
+
Throwable Objects
|
| 49 |
+
.
|
| 50 |
+
Using ranged weapons having
|
| 51 |
+
Double Damage
|
| 52 |
+
(+100% damage dealt and taken!) or
|
| 53 |
+
Quad Damage
|
| 54 |
+
(+300% damage dealt and taken!) affixes in
|
| 55 |
+
backpack
|
| 56 |
+
will still apply their benefits but ignore their negative effects.
|
| 57 |
+
Some weapons with damage over time components such as
|
| 58 |
+
Fire Blast
|
| 59 |
+
,
|
| 60 |
+
Alchemic Carbine
|
| 61 |
+
or
|
| 62 |
+
Hemorrhage
|
| 63 |
+
will have their impact damage reduced by this mutation, but the damage done by the DOT effect will not be reduced. Similarly,
|
| 64 |
+
Hokuto's Bow
|
| 65 |
+
will have the damage of its base attack reduced, but the amount of bonus DPS applied by the
|
| 66 |
+
mark
|
| 67 |
+
status will not be reduced.
|
| 68 |
+
Some other damage instances listed below are also not reduced by this mutation.
|
| 69 |
+
Damage dealt by
|
| 70 |
+
Boomerang
|
| 71 |
+
Fall damage caused by
|
| 72 |
+
Medusa's Head
|
| 73 |
+
Bonus wall hit damage of
|
| 74 |
+
War Javelin
|
| 75 |
+
When used from
|
| 76 |
+
backpack
|
| 77 |
+
, ammo of bow-like weapons like
|
| 78 |
+
Magic Bow
|
| 79 |
+
and
|
| 80 |
+
Multiple-nocks Bow
|
| 81 |
+
will not lodge into enemies and will not trigger relevant mutations such as
|
| 82 |
+
Barbed Tips
|
| 83 |
+
or
|
| 84 |
+
Ripper
|
| 85 |
+
.
|
| 86 |
+
Other weapons such as
|
| 87 |
+
The Boy's Axe
|
| 88 |
+
and
|
| 89 |
+
Hemorrhage
|
| 90 |
+
are able to bypass this restriction.
|
| 91 |
+
The projectiles fired will not return to the user, lack certain special effects and will remain for 60 seconds.
|
| 92 |
+
History
|
wiki_content/Adrenaline.txt
ADDED
|
@@ -0,0 +1,38 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Adrenaline
|
| 2 |
+
|
| 3 |
+
Adrenaline
|
| 4 |
+
Melee attacks restore a small amount of HP depending on attack damage for 5 sec after dodging an attack at the last moment.
|
| 5 |
+
Internal name
|
| 6 |
+
P_DodgeHeal
|
| 7 |
+
Scaling
|
| 8 |
+
Blueprint
|
| 9 |
+
Location
|
| 10 |
+
Drops from
|
| 11 |
+
Rampagers
|
| 12 |
+
Drop chance
|
| 13 |
+
3+ BSC; 1.7%
|
| 14 |
+
Unlock cost
|
| 15 |
+
100
|
| 16 |
+
Adrenaline
|
| 17 |
+
is a
|
| 18 |
+
brutality
|
| 19 |
+
-scaling
|
| 20 |
+
mutation
|
| 21 |
+
which makes melee attacks heal the player for 5 seconds, after dodging an attack at the last moment.
|
| 22 |
+
Details
|
| 23 |
+
Scroll Cap:
|
| 24 |
+
30
|
| 25 |
+
Special Effects:
|
| 26 |
+
After dodging an attack at the last moment, for 5 seconds, the player's melee attacks can heal them. The amount of healing is [0.0015 base]% max health per damage point from attacks.
|
| 27 |
+
The calculation uses the
|
| 28 |
+
base
|
| 29 |
+
damage per hit of attacks, meaning the damage increases from scrolls, affixes, etc. is excluded from how much health is restored.
|
| 30 |
+
Scaling:
|
| 31 |
+
0.0015 × 1.085
|
| 32 |
+
Stat - 1
|
| 33 |
+
% melee damage dealt
|
| 34 |
+
Notes
|
| 35 |
+
Works well with most melee weapons except for
|
| 36 |
+
Spartan Sandals
|
| 37 |
+
for its low melee damage.
|
| 38 |
+
History
|
wiki_content/Affixes.txt
ADDED
|
@@ -0,0 +1,93 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Affixes
|
| 2 |
+
|
| 3 |
+
Affixes
|
| 4 |
+
are special attributes that can randomly generate on
|
| 5 |
+
Gear
|
| 6 |
+
items, making them more powerful or giving them utility.
|
| 7 |
+
Generation mechanics
|
| 8 |
+
Not all affixes can generate on every item. Several properties possessed by these affixes restrict what items can generate with them:
|
| 9 |
+
Item Class Restriction (Item Class):
|
| 10 |
+
If assigned, has a value of either 0, 1, 2, or 3.
|
| 11 |
+
0:
|
| 12 |
+
Affix can only appear on Weapons
|
| 13 |
+
1:
|
| 14 |
+
Affix can only appear on Skills
|
| 15 |
+
2:
|
| 16 |
+
Affix can only appear on Weapons and Skills
|
| 17 |
+
3:
|
| 18 |
+
Affix can only appear on Amulets
|
| 19 |
+
Required Tags:
|
| 20 |
+
A given affix can only appear on items with all of the required tags.
|
| 21 |
+
Forbidden Tags:
|
| 22 |
+
A given affix can only appear on items with none of the forbidden tags.
|
| 23 |
+
Forbidden Affixes:
|
| 24 |
+
A given affix can only appear on items that have not already generated any of the forbidden affixes.
|
| 25 |
+
Forbidden Items:
|
| 26 |
+
A given affix cannot appear on forbidden items.
|
| 27 |
+
Cost Impact:
|
| 28 |
+
A given affix will increase the price of the item, by a percentage of its base price.
|
| 29 |
+
Chance:
|
| 30 |
+
A given affix has a certain relative chance to appear. The percentage depends on the chance of the specific affix (x) and the chance of all other possible affixes (y), the calculation is
|
| 31 |
+
x ÷ y × 100
|
| 32 |
+
.
|
| 33 |
+
These restrictions do not apply to the guaranteed affixes of Legendary Items, which are generated after all other affixes. As a result, Legendary items often have combinations of affixes that are unobtainable on other kinds of items.
|
| 34 |
+
Stat-boosting affixes
|
| 35 |
+
Stat-boosting affixes are the only affixes that can be applied multiple times to the same item. Only present on
|
| 36 |
+
Amulets
|
| 37 |
+
, they grant
|
| 38 |
+
Stats
|
| 39 |
+
to the player while these are equipped. The effects bestowed by these stats are listed just underneath the white text in the item's tooltip.
|
| 40 |
+
Minor affixes
|
| 41 |
+
Minor affixes are written in green text. The number of minor affixes on an item is limited only by the affix cap imposed by its
|
| 42 |
+
gear level
|
| 43 |
+
.
|
| 44 |
+
Major affixes
|
| 45 |
+
Major affixes grant powerful effects. A single item may only have one major affix generated normally, except in some special cases like
|
| 46 |
+
Legendary
|
| 47 |
+
items. These rare affixes have either a star, a skull with a multiplier (Double/Quad Damage), or a blood drop (Leech) in front of them.
|
| 48 |
+
Legendary affixes
|
| 49 |
+
Legendary affixes (unique)
|
| 50 |
+
Legendary affixes can
|
| 51 |
+
only
|
| 52 |
+
appear on legendary items. Each is assigned to specific items for their legendary variant and can't be removed or changed.
|
| 53 |
+
Legendary affixes (common)
|
| 54 |
+
These are the affixes that appear on both legendary items and even as minor & major affixes on normal items:
|
| 55 |
+
Removed affixes
|
| 56 |
+
These affixes have been removed from the game.
|
| 57 |
+
Notes
|
| 58 |
+
The only affixes that affect the displayed DPS on an item's tooltip are constant dmg affixes (such as "+15% damage").
|
| 59 |
+
Damage boosting affixes (such as "+80% damage against
|
| 60 |
+
poisoned
|
| 61 |
+
targets" or "+60% damage against
|
| 62 |
+
bleeding
|
| 63 |
+
targets") increase an item's damage (which consists of the base damage and the gear bonus) additionally.
|
| 64 |
+
Having both these affixes would increase an item's damage by 140%.
|
| 65 |
+
Damage boosting affixes (such as "+80% damage against
|
| 66 |
+
poisoned
|
| 67 |
+
targets") apply to damage over time status effects provided they are inflicted directly by a weapon's attack.
|
| 68 |
+
Inflicted status effects from
|
| 69 |
+
Alchemic Carbine
|
| 70 |
+
's
|
| 71 |
+
toxic cloud
|
| 72 |
+
or the
|
| 73 |
+
fire
|
| 74 |
+
spread on the ground by
|
| 75 |
+
Firebrands
|
| 76 |
+
are not affected by such affixes because they are not directly inflicted by the weapons' attacks.
|
| 77 |
+
Hokuto's Bow
|
| 78 |
+
's
|
| 79 |
+
mark
|
| 80 |
+
effect isn't affected by such affixes.
|
| 81 |
+
There can only be 2 elemental damage affixes (such as "
|
| 82 |
+
Bleed
|
| 83 |
+
Damage") on an item at the same time.
|
| 84 |
+
"On Death" affixes (such as "Death
|
| 85 |
+
Freeze
|
| 86 |
+
") work if the enemy has been affected by the item with the affix. It isn't required to finish the enemy off with the weapon that has the affix to proc the effect.
|
| 87 |
+
Status on hit effects (Such as "Victims release a toxic cloud with each hit") will also generate said effect when a Grenade or Arrow ("Launches a Grenade" or "Shoots an arrow" Affixes) hit an enemy.
|
| 88 |
+
Trivia
|
| 89 |
+
The "Can break shields" affix has several inconsistencies:
|
| 90 |
+
It cannot break physical shields on some enemies, such as the Ground Shaker, Shieldbearer, and Oven Knight, nor could it bypass the contact damage from striking a Thorny in the back. However, as it cannot legitimately spawn on other weapons, this can only be seen through modding.
|
| 91 |
+
The only shield it is capable of breaking is the force field surrounding the King in the Throne Room.
|
| 92 |
+
It is, however, capable of damaging enemies through force fields, reinforced by the fact that its internal name is "Ignore Global Shield", while "Global Shield" is the alias of the force field status effect.
|
| 93 |
+
History
|
wiki_content/Agitated_Pickpocket.txt
ADDED
|
@@ -0,0 +1,38 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Agitated_Pickpocket
|
| 2 |
+
|
| 3 |
+
Agitated Pickpocket
|
| 4 |
+
Base health
|
| 5 |
+
120
|
| 6 |
+
Location(s)
|
| 7 |
+
The Bank
|
| 8 |
+
,
|
| 9 |
+
Undying Shores
|
| 10 |
+
Reward
|
| 11 |
+
Dagger of Profit
|
| 12 |
+
(1.7%)
|
| 13 |
+
Robber Outfit
|
| 14 |
+
(1.7%)
|
| 15 |
+
Agitated Pickpockets
|
| 16 |
+
are
|
| 17 |
+
enemies
|
| 18 |
+
found in the
|
| 19 |
+
Bank
|
| 20 |
+
. They appear to be an infected form of the same creatures that sell things to the player, such as
|
| 21 |
+
Guillain
|
| 22 |
+
.
|
| 23 |
+
Behavior
|
| 24 |
+
Agitated Pickpockets are seen throughout the Bank rummaging through piles of gold. Once one notices the player, it will then become aggressive and attack the player.
|
| 25 |
+
Upon dealing damage to the player, they will also steal some gold. Their pile of gold can still be seen after they left it, and can be destroyed.
|
| 26 |
+
Moveset
|
| 27 |
+
Triple slash
|
| 28 |
+
Description:
|
| 29 |
+
Slash three times in quick succession at the player with their claws.
|
| 30 |
+
Can be parried, dodged or double jumped.
|
| 31 |
+
Will steal 75/75/100 gold from the player on hit.
|
| 32 |
+
If the player is far away the Agitated Pickpocket will roar, charge at them and leap before using the attack.
|
| 33 |
+
Its charge speed is faster than the player's basic running speed.
|
| 34 |
+
If the player gets far enough away during the Triple Slash while still being in Line of Sight, the Agitated Pickpocket will stop the Triple Slash and initiate a charge.
|
| 35 |
+
If the player dodges through the Agitated Pickpocket before it initiates the Triple Slash after the leap, it will instantly start the attack if the player is in reach after the jump without any attack cues.
|
| 36 |
+
Strategy
|
| 37 |
+
Jumping above the Agitated Pickpocket is a consistent strategy to dodge its attacks without getting surprised by unpredictable behaviour.
|
| 38 |
+
History
|
wiki_content/Alchemic_Carbine.txt
ADDED
|
@@ -0,0 +1,140 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Alchemic_Carbine
|
| 2 |
+
|
| 3 |
+
Alchemic Carbine
|
| 4 |
+
Poisons
|
| 5 |
+
its victims (13 DPS for 4 sec).
|
| 6 |
+
Internal name
|
| 7 |
+
AlchemicGun
|
| 8 |
+
Type
|
| 9 |
+
Ranged Weapon
|
| 10 |
+
Scaling
|
| 11 |
+
Combo rate
|
| 12 |
+
One hit every 1.1 seconds
|
| 13 |
+
Duration
|
| 14 |
+
4 seconds (
|
| 15 |
+
poison
|
| 16 |
+
effect)
|
| 17 |
+
AoE duration
|
| 18 |
+
3 seconds (
|
| 19 |
+
poison
|
| 20 |
+
cloud)
|
| 21 |
+
Base price
|
| 22 |
+
2000
|
| 23 |
+
Damage
|
| 24 |
+
Base DPS
|
| 25 |
+
9
|
| 26 |
+
Base hit
|
| 27 |
+
10
|
| 28 |
+
Base DoT DPS
|
| 29 |
+
13 (
|
| 30 |
+
poison
|
| 31 |
+
effect)
|
| 32 |
+
Blueprint
|
| 33 |
+
Location
|
| 34 |
+
Secret area in the
|
| 35 |
+
Ancient Sewers
|
| 36 |
+
Unlock cost
|
| 37 |
+
50
|
| 38 |
+
The
|
| 39 |
+
Alchemic Carbine
|
| 40 |
+
is a crossbow-type
|
| 41 |
+
ranged
|
| 42 |
+
weapon
|
| 43 |
+
which fires short-ranged projectiles that arc with gravity and
|
| 44 |
+
poisons
|
| 45 |
+
nearby enemies on hit in its AOE.
|
| 46 |
+
Details
|
| 47 |
+
Special Effects:
|
| 48 |
+
Launches a flask that does some contact damage and disperses a
|
| 49 |
+
poison
|
| 50 |
+
cloud around it as the projectile flies and shatters.
|
| 51 |
+
Breach Bonus
|
| 52 |
+
:
|
| 53 |
+
-0.7
|
| 54 |
+
Base Breach Damage:
|
| 55 |
+
3
|
| 56 |
+
Base Breach DPS:
|
| 57 |
+
3
|
| 58 |
+
Attack Duration:
|
| 59 |
+
1.1 seconds
|
| 60 |
+
Charge:
|
| 61 |
+
0.3
|
| 62 |
+
Lock:
|
| 63 |
+
0.18
|
| 64 |
+
Cooldown:
|
| 65 |
+
0.8
|
| 66 |
+
Tags:
|
| 67 |
+
HasBullets, Ranged, NoCritical, Poison
|
| 68 |
+
Legendary Version:
|
| 69 |
+
Forced
|
| 70 |
+
Affix
|
| 71 |
+
: Double Stack
|
| 72 |
+
"Applies 2 stacks of damage over time effects instead of 1."
|
| 73 |
+
Location
|
| 74 |
+
The blueprint for the Alchemic Carbine is located in a secret area of the Ancient Sewers, above a big pool of poisonous water.
|
| 75 |
+
The entrance is marked by plant leaves. It is very likely to fall and get stuck in the poisonous water, therefore it is not advised to enter this room while cursed.
|
| 76 |
+
The secret area will continue to spawn after the blueprint is obtained, but will instead have a gem. The secret room is not guaranteed to spawn.
|
| 77 |
+
Synergies
|
| 78 |
+
Despite its low damage,
|
| 79 |
+
Hokuto's Bow
|
| 80 |
+
can drastically increase its effectiveness by adding the damage bonus to every
|
| 81 |
+
poison
|
| 82 |
+
tick.
|
| 83 |
+
Due to its inherent ability to inflict
|
| 84 |
+
poison
|
| 85 |
+
, it can works well with
|
| 86 |
+
Sadist's Stiletto
|
| 87 |
+
,
|
| 88 |
+
Hemorrhage
|
| 89 |
+
RotG
|
| 90 |
+
and
|
| 91 |
+
Snake Fangs
|
| 92 |
+
FF
|
| 93 |
+
, all of which inflict critical hits on poisoned enemies. Furthermore, it can be reliably triggered since it does not have any ammunition and can be used to the player's desire.
|
| 94 |
+
It can also be paired with
|
| 95 |
+
Acrobatipack
|
| 96 |
+
if the player does not want to use the Carbine for practical combat.
|
| 97 |
+
Poison
|
| 98 |
+
from this weapon can be used to trigger the
|
| 99 |
+
Toxin Lover
|
| 100 |
+
aspect.
|
| 101 |
+
Notes
|
| 102 |
+
Affixes such as "+60% damage on a
|
| 103 |
+
bleeding
|
| 104 |
+
target" and
|
| 105 |
+
Point Blank
|
| 106 |
+
apply to the projectile damage as well as the directly inflicted
|
| 107 |
+
poison
|
| 108 |
+
status, but do
|
| 109 |
+
not
|
| 110 |
+
apply to the resulting
|
| 111 |
+
poison cloud
|
| 112 |
+
.
|
| 113 |
+
Tranquility
|
| 114 |
+
and
|
| 115 |
+
Support
|
| 116 |
+
however, increase the damage of all
|
| 117 |
+
poison
|
| 118 |
+
statuses, including the ones inflicted from the
|
| 119 |
+
poison cloud
|
| 120 |
+
.
|
| 121 |
+
The damage dealt by the resulting
|
| 122 |
+
poison cloud
|
| 123 |
+
is not reduced when this weapon is used from
|
| 124 |
+
backpack
|
| 125 |
+
via
|
| 126 |
+
Acrobatipack
|
| 127 |
+
.
|
| 128 |
+
Trivia
|
| 129 |
+
This item was previously named
|
| 130 |
+
Alchemic Gun
|
| 131 |
+
and
|
| 132 |
+
Alchemic Rifle
|
| 133 |
+
, although both are inaccurate as it resembles a small crossbow.
|
| 134 |
+
History
|
| 135 |
+
Footnotes
|
| 136 |
+
References
|
| 137 |
+
↑
|
| 138 |
+
Ancient Sewers - Alchemic Carbine blueprint GIF
|
| 139 |
+
Gfycat
|
| 140 |
+
, 2019-04-02
|
wiki_content/Alienation.txt
ADDED
|
@@ -0,0 +1,30 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Alienation
|
| 2 |
+
|
| 3 |
+
Alienation
|
| 4 |
+
Upon clearing a curse of at least 5 stacks, you are healed based on the amount of curse stacks you had. Also increases the number of kills required to lift the curse by 50%.
|
| 5 |
+
Internal name
|
| 6 |
+
P_Curse
|
| 7 |
+
Scaling
|
| 8 |
+
Colorless
|
| 9 |
+
Blueprint
|
| 10 |
+
Location
|
| 11 |
+
Drops from
|
| 12 |
+
The Concierge
|
| 13 |
+
(7th kill)
|
| 14 |
+
Unlock cost
|
| 15 |
+
50
|
| 16 |
+
Alienation
|
| 17 |
+
is a colorless
|
| 18 |
+
mutation
|
| 19 |
+
which increases the amount of enemies needed to lift a curse by 50% and makes every enemy killed while cursed heal the player for 5% of their total health AFTER they lift their curse.
|
| 20 |
+
Details
|
| 21 |
+
Scroll Cap:
|
| 22 |
+
None
|
| 23 |
+
Special Effects:
|
| 24 |
+
After lifting curse, each enemy killed heals the player by 5% of their HP.
|
| 25 |
+
Curses require 50% more kills to lift.
|
| 26 |
+
Scaling:
|
| 27 |
+
None
|
| 28 |
+
Notes
|
| 29 |
+
Curses got before the mutation won't increase their kill counter.
|
| 30 |
+
History
|
wiki_content/Alucard's_Shield.txt
ADDED
|
@@ -0,0 +1,115 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Alucard%27s_Shield
|
| 2 |
+
|
| 3 |
+
Alucard's Shield
|
| 4 |
+
Can be used to attack in melee. Deals
|
| 5 |
+
critical damage
|
| 6 |
+
after a parry.
|
| 7 |
+
When Alucard uses it in combat, you could say that the dhampir strikes back
|
| 8 |
+
Internal name
|
| 9 |
+
AlucardShield
|
| 10 |
+
Type
|
| 11 |
+
Shield
|
| 12 |
+
Scaling
|
| 13 |
+
Combo rate
|
| 14 |
+
One 3-hit combo every 1.41 seconds
|
| 15 |
+
Base price
|
| 16 |
+
2000
|
| 17 |
+
Damage
|
| 18 |
+
Base DPS
|
| 19 |
+
110 (
|
| 20 |
+
330
|
| 21 |
+
)
|
| 22 |
+
Base absorbed damage
|
| 23 |
+
75%
|
| 24 |
+
Base combo damage
|
| 25 |
+
155 (
|
| 26 |
+
465
|
| 27 |
+
)
|
| 28 |
+
Base first hit
|
| 29 |
+
35 (
|
| 30 |
+
105
|
| 31 |
+
)
|
| 32 |
+
Base second hit
|
| 33 |
+
50 (
|
| 34 |
+
150
|
| 35 |
+
)
|
| 36 |
+
Base third hit
|
| 37 |
+
70 (
|
| 38 |
+
210
|
| 39 |
+
)
|
| 40 |
+
Blueprint
|
| 41 |
+
Location
|
| 42 |
+
Drops from lore room in
|
| 43 |
+
Castle's Outskirts
|
| 44 |
+
.
|
| 45 |
+
The
|
| 46 |
+
Alucard's Shield
|
| 47 |
+
is a
|
| 48 |
+
shield
|
| 49 |
+
weapon
|
| 50 |
+
added in the
|
| 51 |
+
Return to Castlevania DLC
|
| 52 |
+
. In addition to its normal functions as a shield, it can be used in a similar fashion to a melee weapon, and inflicts critical hits after a parry.
|
| 53 |
+
Details
|
| 54 |
+
Breach Bonus
|
| 55 |
+
:
|
| 56 |
+
0 / -0.7 / -0.7
|
| 57 |
+
Base Breach Damage:
|
| 58 |
+
35 (
|
| 59 |
+
105
|
| 60 |
+
) / 15 (
|
| 61 |
+
45
|
| 62 |
+
) / 21 (
|
| 63 |
+
63
|
| 64 |
+
)
|
| 65 |
+
Base Breach DPS:
|
| 66 |
+
50 (
|
| 67 |
+
151
|
| 68 |
+
)
|
| 69 |
+
Combo Duration:
|
| 70 |
+
1.41 seconds
|
| 71 |
+
First Hit:
|
| 72 |
+
0.45 (0.4 + 0.05 + 0)
|
| 73 |
+
Second Hit:
|
| 74 |
+
0.38 (0.21 + 0.17 + 0)
|
| 75 |
+
Third Hit:
|
| 76 |
+
0.58 (0.29 + 0.29 + 0)
|
| 77 |
+
Tags:
|
| 78 |
+
Shield
|
| 79 |
+
Legendary Version:
|
| 80 |
+
Forced
|
| 81 |
+
Affix
|
| 82 |
+
: Full Set
|
| 83 |
+
"You get the
|
| 84 |
+
other item
|
| 85 |
+
from Alucard's set. Can only trigger once per run."
|
| 86 |
+
Synergies
|
| 87 |
+
If
|
| 88 |
+
Alucard's Sword
|
| 89 |
+
RtC
|
| 90 |
+
is held alongside of Alucard's Shield, a few effects will take place:
|
| 91 |
+
After using
|
| 92 |
+
Alucard's Sword
|
| 93 |
+
RtC
|
| 94 |
+
, Alucard's Shield can inflict
|
| 95 |
+
critical hits
|
| 96 |
+
.
|
| 97 |
+
Attacking with
|
| 98 |
+
Alucard's Sword
|
| 99 |
+
RtC
|
| 100 |
+
will initiate a
|
| 101 |
+
parry
|
| 102 |
+
during the 2nd and 4th attacks.
|
| 103 |
+
These two items will have a unique border in the HUD.
|
| 104 |
+
While using either weapon, the other weapon will be visibly equipped on the Beheaded.
|
| 105 |
+
The mutation
|
| 106 |
+
Counterattack
|
| 107 |
+
increases the damage of Alucard's Shield's second and third hits.
|
| 108 |
+
Notes
|
| 109 |
+
The second and third hit work similarly to the
|
| 110 |
+
Assault Shield
|
| 111 |
+
.
|
| 112 |
+
The second and third hit are affected by the major, starred "Counterattack" affix exclusive to
|
| 113 |
+
Shields
|
| 114 |
+
.
|
| 115 |
+
History
|
wiki_content/Alucard's_Sword.txt
ADDED
|
@@ -0,0 +1,138 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Alucard%27s_Sword
|
| 2 |
+
|
| 3 |
+
Alucard's Sword
|
| 4 |
+
If a target is in front of you in mid range, teleports you near it and attacks it, dealing a
|
| 5 |
+
critical damage
|
| 6 |
+
Acquire the blade of the dhampir, use it against the vampire sire! says the proverb
|
| 7 |
+
Internal name
|
| 8 |
+
TPSword
|
| 9 |
+
Type
|
| 10 |
+
Melee Weapon
|
| 11 |
+
Scaling
|
| 12 |
+
Combo rate
|
| 13 |
+
One 4-hit combo every 1.72 seconds
|
| 14 |
+
Base price
|
| 15 |
+
2000
|
| 16 |
+
Damage
|
| 17 |
+
Base DPS
|
| 18 |
+
122 (
|
| 19 |
+
269
|
| 20 |
+
)
|
| 21 |
+
Base combo damage
|
| 22 |
+
210 (
|
| 23 |
+
462
|
| 24 |
+
)
|
| 25 |
+
Base first hit
|
| 26 |
+
45 (
|
| 27 |
+
99
|
| 28 |
+
)
|
| 29 |
+
Base second hit
|
| 30 |
+
60 (
|
| 31 |
+
132
|
| 32 |
+
)
|
| 33 |
+
Base third hit
|
| 34 |
+
45 (
|
| 35 |
+
99
|
| 36 |
+
)
|
| 37 |
+
Base fourth hit
|
| 38 |
+
60 (
|
| 39 |
+
132
|
| 40 |
+
)
|
| 41 |
+
Blueprint
|
| 42 |
+
Location
|
| 43 |
+
Find
|
| 44 |
+
Alucard
|
| 45 |
+
in
|
| 46 |
+
Richter Mode
|
| 47 |
+
Unlock cost
|
| 48 |
+
50
|
| 49 |
+
The
|
| 50 |
+
Alucard's Sword
|
| 51 |
+
is a sword-type
|
| 52 |
+
melee
|
| 53 |
+
weapon
|
| 54 |
+
added in the
|
| 55 |
+
Return to Castlevania DLC
|
| 56 |
+
. If a target is in front of you in mid range, teleports you near it and attacks it, dealing Critical Damage
|
| 57 |
+
Details
|
| 58 |
+
Special Effects:
|
| 59 |
+
Teleport to an enemy when they are nearby and deals a
|
| 60 |
+
critical hit
|
| 61 |
+
Breach Bonus
|
| 62 |
+
:
|
| 63 |
+
-0.5 / 0.65 / -0.5 / 0.65
|
| 64 |
+
Base Breach Damage:
|
| 65 |
+
22.5 (
|
| 66 |
+
50
|
| 67 |
+
) / 99 (
|
| 68 |
+
218
|
| 69 |
+
) / 22.5 (
|
| 70 |
+
50
|
| 71 |
+
) / 99 (
|
| 72 |
+
218
|
| 73 |
+
)
|
| 74 |
+
Base Breach DPS:
|
| 75 |
+
141 (
|
| 76 |
+
312
|
| 77 |
+
)
|
| 78 |
+
Combo Duration:
|
| 79 |
+
1.72 seconds
|
| 80 |
+
First Hit:
|
| 81 |
+
0.35 (0.15 + 0.2 + 0)
|
| 82 |
+
Second Hit:
|
| 83 |
+
0.37 (0.15 + 0.22 + 0)
|
| 84 |
+
Third Hit:
|
| 85 |
+
0.35 (0.15 + 0.2 + 0)
|
| 86 |
+
Fourth Hit:
|
| 87 |
+
0.65 (0.15 + 0.5 + 0)
|
| 88 |
+
Legendary Version:
|
| 89 |
+
Forced
|
| 90 |
+
Affix
|
| 91 |
+
: Full Set
|
| 92 |
+
"You get the
|
| 93 |
+
other item
|
| 94 |
+
from Alucard's set. Can only trigger once per run."
|
| 95 |
+
Synergies
|
| 96 |
+
If
|
| 97 |
+
Alucard's Shield
|
| 98 |
+
RtC
|
| 99 |
+
is held alongside of Alucard's Sword, a few effects will take place:
|
| 100 |
+
Attacking with Alucard's Sword will initiate a
|
| 101 |
+
parry
|
| 102 |
+
during the 2nd and 4th attacks.
|
| 103 |
+
After using Alucard's Sword,
|
| 104 |
+
Alucard's Shield
|
| 105 |
+
RtC
|
| 106 |
+
can inflict
|
| 107 |
+
critical hits
|
| 108 |
+
.
|
| 109 |
+
These two items will have a unique border in the HUD.
|
| 110 |
+
While using either weapon, the other weapon will be visibly equipped on the Beheaded.
|
| 111 |
+
Any items that knock back enemies (eg.
|
| 112 |
+
Spartan Sandals
|
| 113 |
+
,
|
| 114 |
+
Mushroom Boi!
|
| 115 |
+
TBS
|
| 116 |
+
) can be used to put sufficient distance between enemies and the player for Alucard's Sword to teleport, fulfilling it's
|
| 117 |
+
critical
|
| 118 |
+
condition.
|
| 119 |
+
The Alucard's Sword's teleportation works will with
|
| 120 |
+
Scarecrow's Sickles
|
| 121 |
+
FF
|
| 122 |
+
, as it can quickly distance the player from the sickles, increasing their uptime and allowing them to hit more enemies as they move towards the player.
|
| 123 |
+
Notes
|
| 124 |
+
This weapon is unlocked by finding
|
| 125 |
+
Alucard
|
| 126 |
+
in
|
| 127 |
+
Richter Mode
|
| 128 |
+
.
|
| 129 |
+
Attacks performed after teleporting will have windup of 0.15s instead of 0.33s.
|
| 130 |
+
These faster attacks are technically counted as separate from their slower versions, comprising the fifth through eighth hits of the 8 attack combo.
|
| 131 |
+
Attacking a
|
| 132 |
+
Thorny
|
| 133 |
+
with the first attack after teleporting to its back will not damage the player, but successive attacks will, attacks without the teleport will work normally and will damage the player
|
| 134 |
+
History
|
| 135 |
+
↑
|
| 136 |
+
The in-game DPS value is 101 (
|
| 137 |
+
222
|
| 138 |
+
).
|
wiki_content/Alucard.txt
ADDED
|
@@ -0,0 +1,212 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Alucard
|
| 2 |
+
|
| 3 |
+
Alucard
|
| 4 |
+
Location
|
| 5 |
+
In
|
| 6 |
+
Castle's Outskirts
|
| 7 |
+
“
|
| 8 |
+
Traitor in the eyes of the creatures of the night, monster in those of the humans... it's hard being a dhampir!
|
| 9 |
+
„
|
| 10 |
+
Alucard
|
| 11 |
+
is an
|
| 12 |
+
NPC
|
| 13 |
+
introduced in the
|
| 14 |
+
Return to Castlevania DLC
|
| 15 |
+
.
|
| 16 |
+
He aides the player in finding
|
| 17 |
+
Dracula
|
| 18 |
+
and defeating him.
|
| 19 |
+
Dialogue
|
| 20 |
+
First encounter
|
| 21 |
+
Alucard can be found sleeping in a coffin in the
|
| 22 |
+
Castle's Outskirts
|
| 23 |
+
. The player can awaken him be knocking on the coffin.
|
| 24 |
+
Cutscene
|
| 25 |
+
"
|
| 26 |
+
...Why are you here?
|
| 27 |
+
"
|
| 28 |
+
"
|
| 29 |
+
Wait, did you really awaken me by accident?!
|
| 30 |
+
"
|
| 31 |
+
"
|
| 32 |
+
Hum... Unfortunate, but let's at least make the best out of this... unexpected situation
|
| 33 |
+
"
|
| 34 |
+
"
|
| 35 |
+
You probably don't understand where you are and we don't have the time to linger on the specifics
|
| 36 |
+
"
|
| 37 |
+
"
|
| 38 |
+
Just know that my father is about to come back to life and we have to stop that from happening at any cost
|
| 39 |
+
"
|
| 40 |
+
"
|
| 41 |
+
Meet me in his Castle, we'll debate how best to fight him. Oh, and if you come across a Belmont, ask him to do his accursed job!
|
| 42 |
+
"
|
| 43 |
+
After Cutscene
|
| 44 |
+
"
|
| 45 |
+
Once more, I have to stop my father. When will it truly end
|
| 46 |
+
"
|
| 47 |
+
"
|
| 48 |
+
Take the elevator and get inside the Castle, quickly!
|
| 49 |
+
"
|
| 50 |
+
"
|
| 51 |
+
Go ahead, I need to prepare first. Where is my shield ? I am sure to have been buried with it...
|
| 52 |
+
"
|
| 53 |
+
"
|
| 54 |
+
Traitor in the eyes of the creatures of the night, monster in those of the humans... it's hard being a dhampir!
|
| 55 |
+
"
|
| 56 |
+
"
|
| 57 |
+
Ohhh I really need to stretch... centuries without moving sure stiffens the muscles!
|
| 58 |
+
"
|
| 59 |
+
After defeating death
|
| 60 |
+
Death has been defeated but the ritual has completed. Alucard tells you he will find you after finding a way to reach his father.
|
| 61 |
+
Cutscene
|
| 62 |
+
"
|
| 63 |
+
Well fought...
|
| 64 |
+
"
|
| 65 |
+
"
|
| 66 |
+
Sadly, the ritual went through: my father has been brought back into this world
|
| 67 |
+
"
|
| 68 |
+
"
|
| 69 |
+
Even if we killed his most trusted lieutenant, the situation is dire
|
| 70 |
+
"
|
| 71 |
+
"
|
| 72 |
+
I need to find a way to reach my father's sanctum
|
| 73 |
+
"
|
| 74 |
+
"
|
| 75 |
+
I'll come fetch you once I figure out what to do next
|
| 76 |
+
"
|
| 77 |
+
After Cutscene
|
| 78 |
+
"
|
| 79 |
+
I need time to devise a new plan
|
| 80 |
+
"
|
| 81 |
+
"
|
| 82 |
+
Death is my father's right hand and a vicious foe. I wouldn't be surprised to see him come back eventually...
|
| 83 |
+
"
|
| 84 |
+
"
|
| 85 |
+
Strangely, he didn't remove all your powers and equipments...
|
| 86 |
+
"
|
| 87 |
+
"
|
| 88 |
+
You triumphed in this fight to the Death, congratulations
|
| 89 |
+
"
|
| 90 |
+
Prisoners' Quarters
|
| 91 |
+
Starting a new run after defeating Death Alucard can be found in the starting room of the
|
| 92 |
+
Prisoners' Quarters
|
| 93 |
+
.
|
| 94 |
+
Cutscene
|
| 95 |
+
"
|
| 96 |
+
Ah, there you are! I looked for you everywhere in this sordid prison
|
| 97 |
+
"
|
| 98 |
+
"
|
| 99 |
+
I found a way to reach my father's throne room, for real this time
|
| 100 |
+
"
|
| 101 |
+
"
|
| 102 |
+
Your island houses a clock tower, just like my father's Castle
|
| 103 |
+
"
|
| 104 |
+
"
|
| 105 |
+
We should be able to exploit this similarity and go back to my world to fight him
|
| 106 |
+
"
|
| 107 |
+
"
|
| 108 |
+
I'll see you in the Clock Room. Try not to die until then...
|
| 109 |
+
"
|
| 110 |
+
After Cutscene
|
| 111 |
+
"
|
| 112 |
+
It will only get worse from now on. Prepare yourself for a long-fought battle
|
| 113 |
+
"
|
| 114 |
+
"
|
| 115 |
+
You'll need to go through the Castle again, but this time, we'll go straight there
|
| 116 |
+
"
|
| 117 |
+
"
|
| 118 |
+
Have you seen my sword? I can't find it anywhere...
|
| 119 |
+
"
|
| 120 |
+
"
|
| 121 |
+
One can't really kill Death itself. There won't be any respite for the mortals...
|
| 122 |
+
"
|
| 123 |
+
After failing to kill Dracula
|
| 124 |
+
"
|
| 125 |
+
Don't be discouraged by your previous failure. You can do it!
|
| 126 |
+
"
|
| 127 |
+
"
|
| 128 |
+
Meet me in the Clock Room once more. You'll succeed this time!
|
| 129 |
+
"
|
| 130 |
+
"
|
| 131 |
+
The Castle may be full of danger, but you can't falter now
|
| 132 |
+
"
|
| 133 |
+
"
|
| 134 |
+
I'm not against some backtracking in a castle, I'm used to it
|
| 135 |
+
"
|
| 136 |
+
Clock Room
|
| 137 |
+
To continue the story the player must go to the clock tower without entering the Return to Castlevanie DLC before in the same run.
|
| 138 |
+
DLC not visited cutscene
|
| 139 |
+
"
|
| 140 |
+
I almost had to wait... you're here, at the very least. We can begin
|
| 141 |
+
"
|
| 142 |
+
"
|
| 143 |
+
This door goes right to my father's Castle. No undead lieutenant on the way this time!
|
| 144 |
+
"
|
| 145 |
+
"
|
| 146 |
+
Be warned though: this Castle is not just a stone building. It seems to be alive, sentient almost
|
| 147 |
+
"
|
| 148 |
+
"
|
| 149 |
+
My father knows everything that goes on within these walls and may very well prepare a... warm welcome for you
|
| 150 |
+
"
|
| 151 |
+
"
|
| 152 |
+
Good luck out there! Come find me near his throne room, we have to finish this
|
| 153 |
+
"
|
| 154 |
+
DLC visited cutscene
|
| 155 |
+
Meeting Alucard while having entered the Return to Castlevania DLC earlier in the run.
|
| 156 |
+
"
|
| 157 |
+
Oh you're there. Sadly, we can't access my father's Castle a second time
|
| 158 |
+
"
|
| 159 |
+
"
|
| 160 |
+
Once we leave it, he can prevent us from setting foot in the Castle again
|
| 161 |
+
"
|
| 162 |
+
"
|
| 163 |
+
You have to choose the entry you want to use: either from the prison or from this room, but never both
|
| 164 |
+
"
|
| 165 |
+
After Cutscene
|
| 166 |
+
"
|
| 167 |
+
We're almost there. To think that I'll see my father again just to stop him once
|
| 168 |
+
"
|
| 169 |
+
"
|
| 170 |
+
Your Clock is really impressive! Something is off, though...
|
| 171 |
+
"
|
| 172 |
+
"
|
| 173 |
+
Still, what a wonderful coincidence that your island too has a Clock Tower. As luck would have it indeed!
|
| 174 |
+
"
|
| 175 |
+
"
|
| 176 |
+
Do you also need two rings to reach the secrets of your Clock Room? No? Lucky you...
|
| 177 |
+
"
|
| 178 |
+
Master's Keep
|
| 179 |
+
The player meets Alucard just before entering the room in which
|
| 180 |
+
Dracula
|
| 181 |
+
resides.
|
| 182 |
+
Cutscene
|
| 183 |
+
"
|
| 184 |
+
We're there
|
| 185 |
+
"
|
| 186 |
+
"
|
| 187 |
+
Behind this door lies my father's throne room
|
| 188 |
+
"
|
| 189 |
+
"
|
| 190 |
+
Regrettably, I'll have to let you fight him alone
|
| 191 |
+
"
|
| 192 |
+
"
|
| 193 |
+
I tried spilling the family blood before... it didn't go well
|
| 194 |
+
"
|
| 195 |
+
"
|
| 196 |
+
Do not waver. My father isn't invincible, you can defeat him!
|
| 197 |
+
"
|
| 198 |
+
After Cutscene
|
| 199 |
+
"
|
| 200 |
+
I understand your fear, but you have to go stop my father!
|
| 201 |
+
"
|
| 202 |
+
"
|
| 203 |
+
I am sorry to leave this responsibility to you like this
|
| 204 |
+
"
|
| 205 |
+
"
|
| 206 |
+
May your victory also solve my father issues
|
| 207 |
+
"
|
| 208 |
+
"
|
| 209 |
+
This Castle is sturdy, don't hestitate to give it your all during the fight, it's safe
|
| 210 |
+
"
|
| 211 |
+
Footnotes
|
| 212 |
+
History
|
wiki_content/Ammo.txt
ADDED
|
@@ -0,0 +1,52 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Ammo
|
| 2 |
+
|
| 3 |
+
Ammo
|
| 4 |
+
Ammo for your weapons is now 2 times what it was.
|
| 5 |
+
Internal name
|
| 6 |
+
P_Ammo
|
| 7 |
+
Scaling
|
| 8 |
+
Colorless
|
| 9 |
+
Blueprint
|
| 10 |
+
Location
|
| 11 |
+
Drops from
|
| 12 |
+
The Concierge
|
| 13 |
+
(6th kill)
|
| 14 |
+
Unlock cost
|
| 15 |
+
50
|
| 16 |
+
Ammo
|
| 17 |
+
is a colorless
|
| 18 |
+
mutation
|
| 19 |
+
which doubles the ammo of
|
| 20 |
+
ranged weapons
|
| 21 |
+
.
|
| 22 |
+
Details
|
| 23 |
+
Scroll Cap:
|
| 24 |
+
None
|
| 25 |
+
Special Effects:
|
| 26 |
+
Weapons with ammo have their ammo doubled.
|
| 27 |
+
Scaling:
|
| 28 |
+
None
|
| 29 |
+
Notes
|
| 30 |
+
Works with every ammo-based weapon including:
|
| 31 |
+
The Boy's Axe
|
| 32 |
+
RotG
|
| 33 |
+
Boomerang
|
| 34 |
+
Cross
|
| 35 |
+
RtC
|
| 36 |
+
Medusa's Head
|
| 37 |
+
RtC
|
| 38 |
+
War Javelin
|
| 39 |
+
RotG
|
| 40 |
+
Soul Shot
|
| 41 |
+
FF
|
| 42 |
+
(from
|
| 43 |
+
Ferryman's Lantern
|
| 44 |
+
FF
|
| 45 |
+
)
|
| 46 |
+
Does
|
| 47 |
+
not
|
| 48 |
+
work with:
|
| 49 |
+
Gilded Yumi
|
| 50 |
+
TQatS
|
| 51 |
+
Laser Glaive
|
| 52 |
+
History
|
wiki_content/Anathema.txt
ADDED
|
@@ -0,0 +1,72 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Anathema
|
| 2 |
+
|
| 3 |
+
Anathema
|
| 4 |
+
Fires an indirect projectile that curses you 1 time if it hits at least one enemy.
|
| 5 |
+
Remorses included.
|
| 6 |
+
Internal name
|
| 7 |
+
Anathema
|
| 8 |
+
Type
|
| 9 |
+
Ranged Weapon
|
| 10 |
+
Scaling
|
| 11 |
+
Combo rate
|
| 12 |
+
One hit every 0.85 seconds
|
| 13 |
+
Base price
|
| 14 |
+
2000
|
| 15 |
+
Damage
|
| 16 |
+
Base DPS
|
| 17 |
+
229 (Direct Hits) + 157 (AoE)
|
| 18 |
+
Base hit
|
| 19 |
+
195
|
| 20 |
+
Base bonus hit
|
| 21 |
+
133 Area Damage
|
| 22 |
+
Blueprint
|
| 23 |
+
Location
|
| 24 |
+
Drops from
|
| 25 |
+
Curser
|
| 26 |
+
Drop chance
|
| 27 |
+
10%
|
| 28 |
+
Unlock cost
|
| 29 |
+
100
|
| 30 |
+
The
|
| 31 |
+
Anathema
|
| 32 |
+
is a slow
|
| 33 |
+
ranged
|
| 34 |
+
weapon
|
| 35 |
+
which fires projectiles that travel in a parabolic shape, deal high area damage, and increases the player's curse counter by 1 if any enemy was hit by the attack.
|
| 36 |
+
Details
|
| 37 |
+
Breach Bonus
|
| 38 |
+
:
|
| 39 |
+
0.5
|
| 40 |
+
Base Breach Damage:
|
| 41 |
+
285
|
| 42 |
+
Base Breach DPS:
|
| 43 |
+
267
|
| 44 |
+
Attack Duration:
|
| 45 |
+
0.85 seconds
|
| 46 |
+
Charge:
|
| 47 |
+
0.5
|
| 48 |
+
Lock:
|
| 49 |
+
0.2
|
| 50 |
+
Cooldown:
|
| 51 |
+
0.35
|
| 52 |
+
Tags:
|
| 53 |
+
AmmoDoNotStickToVictims, HasBullets, Ranged, NoCritical
|
| 54 |
+
Legendary Version:
|
| 55 |
+
Forced
|
| 56 |
+
Affix
|
| 57 |
+
: Global Shield On Use
|
| 58 |
+
"Generates a shield when used"
|
| 59 |
+
Synergies
|
| 60 |
+
As the weapon is best used at longer ranges,
|
| 61 |
+
Tranquility
|
| 62 |
+
can be a good combo.
|
| 63 |
+
Anathema practically curses its user if used as a primary weapon, making
|
| 64 |
+
Demonic Strength
|
| 65 |
+
an adequate damage boost.
|
| 66 |
+
Notes
|
| 67 |
+
The weapon's attack traveling in parabolic arcs allows the user to ambush enemies on lower or higher ledges.
|
| 68 |
+
Trivia
|
| 69 |
+
Anathema is defined as a thing or person that one hates. Given that the weapon curses you, or in other words it outrages the gods, it can be assumed that this weapon is anathema to the 'gods' of Dead Cells.
|
| 70 |
+
History
|
| 71 |
+
↑
|
| 72 |
+
The in-game DPS value is 229.
|
wiki_content/Ancient_Sewers.txt
ADDED
|
@@ -0,0 +1,564 @@
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|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Ancient_Sewers
|
| 2 |
+
|
| 3 |
+
Even the guards seemed to know nothing about this part of the sewers. Or maybe they all just wanted to pretend it wasn't there.
|
| 4 |
+
Mold everywhere... Spores floating in the fetid air... A perfectly welcoming ecosystem.
|
| 5 |
+
One day, a pile of filth started growling. That part of the sewers was promptly blocked off.
|
| 6 |
+
Ancient Sewers
|
| 7 |
+
Stage #
|
| 8 |
+
3
|
| 9 |
+
Soundtrack
|
| 10 |
+
Old Sewers
|
| 11 |
+
Required Rune(s)
|
| 12 |
+
Ram Rune
|
| 13 |
+
Normal
|
| 14 |
+
Hard
|
| 15 |
+
Very Hard
|
| 16 |
+
Expert
|
| 17 |
+
Nightmare/Hell
|
| 18 |
+
Previous biome(s)
|
| 19 |
+
Toxic Sewers
|
| 20 |
+
,
|
| 21 |
+
Corrupted Prison
|
| 22 |
+
Next biome(s)
|
| 23 |
+
Insufferable Crypt
|
| 24 |
+
Scrolls
|
| 25 |
+
3 Scrolls of Power, 2 Dual Scrolls
|
| 26 |
+
Gear level
|
| 27 |
+
IV
|
| 28 |
+
Cursed chest chance
|
| 29 |
+
10%
|
| 30 |
+
Runes and Blueprints
|
| 31 |
+
Blueprints from enemies
|
| 32 |
+
Sadist's Stiletto
|
| 33 |
+
Blueprints from secret areas
|
| 34 |
+
Alchemic Carbine
|
| 35 |
+
,
|
| 36 |
+
Gold Reserves V
|
| 37 |
+
,
|
| 38 |
+
Frontline Shield
|
| 39 |
+
Enemies & Traps
|
| 40 |
+
Enemies
|
| 41 |
+
Zombies
|
| 42 |
+
,
|
| 43 |
+
Festering Zombies
|
| 44 |
+
,
|
| 45 |
+
Corpse Worms
|
| 46 |
+
(spawned by Festering Zombies),
|
| 47 |
+
Shieldbearers
|
| 48 |
+
,
|
| 49 |
+
Disgusting Worms
|
| 50 |
+
,
|
| 51 |
+
Kamikazes
|
| 52 |
+
,
|
| 53 |
+
Impalers
|
| 54 |
+
,
|
| 55 |
+
Sewer's Tentacles
|
| 56 |
+
Enemy tier
|
| 57 |
+
6-13
|
| 58 |
+
Wandering Elite chance
|
| 59 |
+
10%
|
| 60 |
+
Elite room chance
|
| 61 |
+
100%
|
| 62 |
+
Hazards
|
| 63 |
+
Toxic pools, spikes, spiked flails
|
| 64 |
+
Previous biome(s)
|
| 65 |
+
Toxic Sewers
|
| 66 |
+
,
|
| 67 |
+
Corrupted Prison
|
| 68 |
+
,
|
| 69 |
+
Prison Depths
|
| 70 |
+
Next biome(s)
|
| 71 |
+
Insufferable Crypt
|
| 72 |
+
Scrolls
|
| 73 |
+
3 Scrolls of Power, 2 Dual Scrolls
|
| 74 |
+
Gear level
|
| 75 |
+
IV
|
| 76 |
+
Cursed chest chance
|
| 77 |
+
10%
|
| 78 |
+
Runes and Blueprints
|
| 79 |
+
Blueprints from enemies
|
| 80 |
+
Sadist's Stiletto
|
| 81 |
+
Blueprints from secret areas
|
| 82 |
+
Alchemic Carbine
|
| 83 |
+
,
|
| 84 |
+
Gold Reserves V
|
| 85 |
+
,
|
| 86 |
+
Frontline Shield
|
| 87 |
+
Enemies & Traps
|
| 88 |
+
Enemies
|
| 89 |
+
Zombies
|
| 90 |
+
,
|
| 91 |
+
Festering Zombies
|
| 92 |
+
,
|
| 93 |
+
Corpse Worms
|
| 94 |
+
(spawned by Festering Zombies),
|
| 95 |
+
Shieldbearers
|
| 96 |
+
,
|
| 97 |
+
Disgusting Worms
|
| 98 |
+
,
|
| 99 |
+
Kamikazes
|
| 100 |
+
,
|
| 101 |
+
Impalers
|
| 102 |
+
,
|
| 103 |
+
Sewer's Tentacles
|
| 104 |
+
Enemy tier
|
| 105 |
+
10-16
|
| 106 |
+
Wandering Elite chance
|
| 107 |
+
10%
|
| 108 |
+
Elite room chance
|
| 109 |
+
100%
|
| 110 |
+
Hazards
|
| 111 |
+
Toxic pools, spikes, spiked flails
|
| 112 |
+
Previous biome(s)
|
| 113 |
+
Toxic Sewers
|
| 114 |
+
,
|
| 115 |
+
Corrupted Prison
|
| 116 |
+
,
|
| 117 |
+
Prison Depths
|
| 118 |
+
Next biome(s)
|
| 119 |
+
Insufferable Crypt
|
| 120 |
+
Scrolls
|
| 121 |
+
4 Scrolls of Power, 2 Dual Scrolls
|
| 122 |
+
Gear level
|
| 123 |
+
IV
|
| 124 |
+
Cursed chest chance
|
| 125 |
+
10%
|
| 126 |
+
Runes and Blueprints
|
| 127 |
+
Blueprints from enemies
|
| 128 |
+
Sadist's Stiletto
|
| 129 |
+
Blueprints from secret areas
|
| 130 |
+
Alchemic Carbine
|
| 131 |
+
,
|
| 132 |
+
Gold Reserves V
|
| 133 |
+
,
|
| 134 |
+
Frontline Shield
|
| 135 |
+
Enemies & Traps
|
| 136 |
+
Enemies
|
| 137 |
+
Zombies
|
| 138 |
+
,
|
| 139 |
+
Festering Zombies
|
| 140 |
+
,
|
| 141 |
+
Corpse Worms
|
| 142 |
+
(spawned by Festering Zombies),
|
| 143 |
+
Shieldbearers
|
| 144 |
+
,
|
| 145 |
+
Disgusting Worms
|
| 146 |
+
,
|
| 147 |
+
Kamikazes
|
| 148 |
+
,
|
| 149 |
+
Impalers
|
| 150 |
+
,
|
| 151 |
+
Sewer's Tentacles
|
| 152 |
+
Enemy tier
|
| 153 |
+
11-17
|
| 154 |
+
Wandering Elite chance
|
| 155 |
+
10%
|
| 156 |
+
Elite room chance
|
| 157 |
+
100%
|
| 158 |
+
Hazards
|
| 159 |
+
Toxic pools, spikes, spiked flails
|
| 160 |
+
Previous biome(s)
|
| 161 |
+
Toxic Sewers
|
| 162 |
+
,
|
| 163 |
+
Corrupted Prison
|
| 164 |
+
,
|
| 165 |
+
Prison Depths
|
| 166 |
+
Next biome(s)
|
| 167 |
+
Insufferable Crypt
|
| 168 |
+
Scrolls
|
| 169 |
+
4 Scrolls of Power, 2 Dual Scrolls
|
| 170 |
+
Scroll Fragments
|
| 171 |
+
3
|
| 172 |
+
Gear level
|
| 173 |
+
V
|
| 174 |
+
Cursed chest chance
|
| 175 |
+
10%
|
| 176 |
+
Runes and Blueprints
|
| 177 |
+
Blueprints from enemies
|
| 178 |
+
Sadist's Stiletto
|
| 179 |
+
Blueprints from secret areas
|
| 180 |
+
Alchemic Carbine
|
| 181 |
+
,
|
| 182 |
+
Gold Reserves V
|
| 183 |
+
,
|
| 184 |
+
Frontline Shield
|
| 185 |
+
Enemies & Traps
|
| 186 |
+
Enemies
|
| 187 |
+
Zombies
|
| 188 |
+
,
|
| 189 |
+
Festering Zombies
|
| 190 |
+
,
|
| 191 |
+
Corpse Worms
|
| 192 |
+
(spawned by Festering Zombies),
|
| 193 |
+
Shieldbearers
|
| 194 |
+
,
|
| 195 |
+
Disgusting Worms
|
| 196 |
+
,
|
| 197 |
+
Kamikazes
|
| 198 |
+
,
|
| 199 |
+
Impalers
|
| 200 |
+
,
|
| 201 |
+
Sewer's Tentacles
|
| 202 |
+
Enemy tier
|
| 203 |
+
13-19
|
| 204 |
+
Wandering Elite chance
|
| 205 |
+
10%
|
| 206 |
+
Elite room chance
|
| 207 |
+
100%
|
| 208 |
+
Hazards
|
| 209 |
+
Toxic pools, spikes, spiked flails
|
| 210 |
+
Previous biome(s)
|
| 211 |
+
Toxic Sewers
|
| 212 |
+
,
|
| 213 |
+
Corrupted Prison
|
| 214 |
+
,
|
| 215 |
+
Prison Depths
|
| 216 |
+
Next biome(s)
|
| 217 |
+
Insufferable Crypt
|
| 218 |
+
Scrolls
|
| 219 |
+
4 Scrolls of Power, 2 Dual Scrolls
|
| 220 |
+
Scroll Fragments
|
| 221 |
+
5
|
| 222 |
+
Gear level
|
| 223 |
+
VII
|
| 224 |
+
Cursed chest chance
|
| 225 |
+
10%
|
| 226 |
+
Runes and Blueprints
|
| 227 |
+
Blueprints from enemies
|
| 228 |
+
Sadist's Stiletto
|
| 229 |
+
Blueprints from secret areas
|
| 230 |
+
Alchemic Carbine
|
| 231 |
+
,
|
| 232 |
+
Gold Reserves V
|
| 233 |
+
,
|
| 234 |
+
Frontline Shield
|
| 235 |
+
Enemies & Traps
|
| 236 |
+
Enemies
|
| 237 |
+
Festering Zombies
|
| 238 |
+
,
|
| 239 |
+
Corpse Worms
|
| 240 |
+
(spawned by Festering Zombies),
|
| 241 |
+
Shieldbearers
|
| 242 |
+
,
|
| 243 |
+
Disgusting Worms
|
| 244 |
+
,
|
| 245 |
+
Kamikazes
|
| 246 |
+
,
|
| 247 |
+
Impalers
|
| 248 |
+
,
|
| 249 |
+
Sewer's Tentacles
|
| 250 |
+
,
|
| 251 |
+
Failed Experiments
|
| 252 |
+
Enemy tier
|
| 253 |
+
15-21
|
| 254 |
+
Wandering Elite chance
|
| 255 |
+
10%
|
| 256 |
+
Elite room chance
|
| 257 |
+
100%
|
| 258 |
+
Hazards
|
| 259 |
+
Toxic pools, spikes, spiked flails
|
| 260 |
+
BSC
|
| 261 |
+
Door Rewards
|
| 262 |
+
1 BSC
|
| 263 |
+
2 BSC
|
| 264 |
+
3 BSC
|
| 265 |
+
4 BSC
|
| 266 |
+
Treasure chest
|
| 267 |
+
Treasure chest
|
| 268 |
+
Treasure chest
|
| 269 |
+
Chained items
|
| 270 |
+
The
|
| 271 |
+
Ancient Sewers
|
| 272 |
+
is a third level
|
| 273 |
+
biome
|
| 274 |
+
. One could believe that the sewers could not get worse than green. However, this deeper part of them is proof that it does get worse. Much, much, worse. An unusual filth gathers on the floor, the walls, the pipes, and the ceilings, hardening. The air is horrid, and would easily be a hazard for the lungs of many.
|
| 275 |
+
Spiders have made their home among the crannies and cracks, and so has the slime mold. As well, all those undead bodies... All those rotting bones... They look appetizing for the hungry scavenging worms. And even the fungi have started to search for prey.
|
| 276 |
+
General information
|
| 277 |
+
Access and exit
|
| 278 |
+
The Ancient Sewers can normally accessed from the
|
| 279 |
+
Toxic Sewers
|
| 280 |
+
after obtaining the
|
| 281 |
+
Ram Rune
|
| 282 |
+
, or from the
|
| 283 |
+
Corrupted Prison
|
| 284 |
+
after obtaining the Spider rune. When playing with 1 or more
|
| 285 |
+
BSC
|
| 286 |
+
active, a door in
|
| 287 |
+
Prison Depths
|
| 288 |
+
can also lead to this biome, though it requires the
|
| 289 |
+
Spider Rune
|
| 290 |
+
.
|
| 291 |
+
The only exit out of the Ancient Sewers leads to the
|
| 292 |
+
Insufferable Crypt
|
| 293 |
+
, where
|
| 294 |
+
Conjunctivius
|
| 295 |
+
awaits.
|
| 296 |
+
Level characteristics
|
| 297 |
+
The Ancient Sewers are characterized by cramped tunnels sometimes needing a roll to get through, liquid poison pits and an overall yellow color,the pipes and growing mold seem to be the only decorations of the area
|
| 298 |
+
Scrolls
|
| 299 |
+
The Ancient Sewers contains 3 Power Scrolls and 2 Dual-stat scrolls, which cannot spawn in areas requiring the Teleport, Ram or Spider runes. On (2+
|
| 300 |
+
BSC
|
| 301 |
+
) there is a bonus Power scroll. When 3
|
| 302 |
+
Boss Stem Cells
|
| 303 |
+
are active, this biome has 3 guaranteed
|
| 304 |
+
Scroll Fragments
|
| 305 |
+
, and when 4/5
|
| 306 |
+
Boss Stem Cells
|
| 307 |
+
are active, this biome has 5 guaranteed
|
| 308 |
+
Scroll Fragments
|
| 309 |
+
.
|
| 310 |
+
Enemy tier and gear level scaling
|
| 311 |
+
In the table below, you will find the gear level and enemy tier of the Ancient Sewers based on difficulty.
|
| 312 |
+
Loot and shops
|
| 313 |
+
Main level
|
| 314 |
+
10% chance for a
|
| 315 |
+
cursed chest
|
| 316 |
+
Boss Stem Cells rewards
|
| 317 |
+
1
|
| 318 |
+
BSC
|
| 319 |
+
:
|
| 320 |
+
Treasure chest
|
| 321 |
+
2
|
| 322 |
+
BSC
|
| 323 |
+
:
|
| 324 |
+
Treasure chest
|
| 325 |
+
3
|
| 326 |
+
BSC
|
| 327 |
+
:
|
| 328 |
+
Treasure chest
|
| 329 |
+
4
|
| 330 |
+
BSC
|
| 331 |
+
: Chained items altar
|
| 332 |
+
Exclusive blueprints
|
| 333 |
+
Secret areas
|
| 334 |
+
The blueprint for the
|
| 335 |
+
Alchemic Carbine
|
| 336 |
+
can be found in a secret area with poisonous water. The player must roll through a hidden path in the walls where the blueprint is located. This secret area will always be covered in poisonous water and there is no way of avoiding it. Damage can be prevented, however, with an amulet granting immunity to poison.
|
| 337 |
+
The blueprint for the
|
| 338 |
+
Front Line Shield
|
| 339 |
+
can be found in a puddle with poisonous water that has a fake floor. The player must slam their way down to obtain it. Alternatively, the player can use the
|
| 340 |
+
Homunculus Rune
|
| 341 |
+
to retrieve it, without taking damage from the poisonous water.
|
| 342 |
+
The blueprint for the
|
| 343 |
+
Gold Reserves V
|
| 344 |
+
upgrade can be found in a secret area concealed by cosmetic ground tiles with a maze that can only be navigated by the
|
| 345 |
+
Homunculus Rune
|
| 346 |
+
.
|
| 347 |
+
The player must first open the door with the rune's help, then progress downwards and solve another puzzle, before reaching the blueprint.
|
| 348 |
+
Enemy blueprints
|
| 349 |
+
The blueprint for the
|
| 350 |
+
Sadist's Stiletto
|
| 351 |
+
can be looted from
|
| 352 |
+
Impalers
|
| 353 |
+
.
|
| 354 |
+
Enemies
|
| 355 |
+
Many enemies are common between the Toxic and Ancient Sewers, including
|
| 356 |
+
Disgusting Worms
|
| 357 |
+
,
|
| 358 |
+
Kamikazes
|
| 359 |
+
,
|
| 360 |
+
Festering Zombies
|
| 361 |
+
and
|
| 362 |
+
Zombies
|
| 363 |
+
. A unique feature of the Ancient Sewers is the presence of the
|
| 364 |
+
Impaler
|
| 365 |
+
, which can sprout highly damaging spikes from the floor, remotely aiming for the player in a wide range, and usually does not spawn anywhere else. Apart from
|
| 366 |
+
Zombies
|
| 367 |
+
, which are replaced by
|
| 368 |
+
Failed Experiments
|
| 369 |
+
on 4+
|
| 370 |
+
BSC
|
| 371 |
+
, all other enemies are present at all difficulty levels.
|
| 372 |
+
In the table below, you will find which enemies are present in the Ancient Sewers depending on difficulty level. For each enemy, any common, uncommon, rare or legendary blueprints they carry are indicated. When applicable, the minimum difficulty level for blueprint acquisition is specified in brackets.
|
| 373 |
+
Lore
|
| 374 |
+
Conjunctivius
|
| 375 |
+
Lore room in Ancient Sewers with a Conjunctivius cocoon.
|
| 376 |
+
Main article:
|
| 377 |
+
Conjunctivius
|
| 378 |
+
A series of lore rooms scattered around the Toxic and Ancient Sewers explain how Conjunctivius came to be.
|
| 379 |
+
It begins with a nameless, faceless corpse in the Sewers, likely infected by the Malaise. The body is bloated and one of its arms has mutated into a tentacle.
|
| 380 |
+
:
|
| 381 |
+
"
|
| 382 |
+
The body is all bloated... One of his arms changed into a tentacle.
|
| 383 |
+
"
|
| 384 |
+
"
|
| 385 |
+
It's as if the body had started to mutate!
|
| 386 |
+
"
|
| 387 |
+
Green goo trails from the body:
|
| 388 |
+
"
|
| 389 |
+
A viscous substance is oozing out of the body and across the floor... like a snail's trail.
|
| 390 |
+
"
|
| 391 |
+
Towards a small hole in the wall.
|
| 392 |
+
"
|
| 393 |
+
... the trail leads to the hole.
|
| 394 |
+
"
|
| 395 |
+
"
|
| 396 |
+
I don't know what it is, and I don't really want to know.
|
| 397 |
+
"
|
| 398 |
+
After this encounter, the
|
| 399 |
+
Beheaded
|
| 400 |
+
finds the same trail of green goo:
|
| 401 |
+
"
|
| 402 |
+
Nothing special here...
|
| 403 |
+
"
|
| 404 |
+
"
|
| 405 |
+
... except this strange substance on the ground again.
|
| 406 |
+
"
|
| 407 |
+
And an empty cocoon:
|
| 408 |
+
"
|
| 409 |
+
The trail leads to a sort of... giant cocoon.
|
| 410 |
+
"
|
| 411 |
+
"
|
| 412 |
+
All sorts of unspeakable horrors lived here.
|
| 413 |
+
"
|
| 414 |
+
"
|
| 415 |
+
It's really revolting.
|
| 416 |
+
"
|
| 417 |
+
"
|
| 418 |
+
...
|
| 419 |
+
"
|
| 420 |
+
"
|
| 421 |
+
I'm not feeling too fresh after that either.
|
| 422 |
+
"
|
| 423 |
+
"
|
| 424 |
+
... After all, who am I to pass judgement?
|
| 425 |
+
"
|
| 426 |
+
"
|
| 427 |
+
... I haven't even got a head. I don't even know where I come from.
|
| 428 |
+
"
|
| 429 |
+
"
|
| 430 |
+
Might this cocoon be the very symbol of our existence?
|
| 431 |
+
"
|
| 432 |
+
"
|
| 433 |
+
Futile, ephemeral?
|
| 434 |
+
"
|
| 435 |
+
"
|
| 436 |
+
Aren't we destined to adapt or die, in this ineffable loop we call life?
|
| 437 |
+
"
|
| 438 |
+
"
|
| 439 |
+
...
|
| 440 |
+
"
|
| 441 |
+
"
|
| 442 |
+
After all, what is life? And what about love?
|
| 443 |
+
"
|
| 444 |
+
"
|
| 445 |
+
An inexorable series of moments stolen along the way, at the dawn of...
|
| 446 |
+
"
|
| 447 |
+
"
|
| 448 |
+
Yeah, OK, boooooring!
|
| 449 |
+
"
|
| 450 |
+
Next to it, is a bigger hole in the wall, which was made by an adolescent Conjunctivius
|
| 451 |
+
:
|
| 452 |
+
"
|
| 453 |
+
The trail ends at this hole.
|
| 454 |
+
"
|
| 455 |
+
"
|
| 456 |
+
And it's one hell of a big hole.
|
| 457 |
+
"
|
| 458 |
+
Later, the Beheaded stumbles upon the trail of green goo near a corpse:
|
| 459 |
+
"
|
| 460 |
+
A body in prisoner's clothes. Maybe he tried to escape through the sewers?
|
| 461 |
+
"
|
| 462 |
+
"
|
| 463 |
+
...He's got lots of wounds but he doesn't seem to be infected.
|
| 464 |
+
"
|
| 465 |
+
"
|
| 466 |
+
Hmm...
|
| 467 |
+
"
|
| 468 |
+
"
|
| 469 |
+
Rest in peace.
|
| 470 |
+
"
|
| 471 |
+
The trail leads through a hidden passage, halfway that passage, the Beheaded stumbles upon some crates:
|
| 472 |
+
"
|
| 473 |
+
I don't quite get what these crates are doing here, but so be it.
|
| 474 |
+
"
|
| 475 |
+
The trail leads to the remains of a huge cocoon:
|
| 476 |
+
"
|
| 477 |
+
Whatever this thing is, it's pretty obvious that it... grew.
|
| 478 |
+
"
|
| 479 |
+
"
|
| 480 |
+
Or evolved.
|
| 481 |
+
"
|
| 482 |
+
"
|
| 483 |
+
Or mutated.
|
| 484 |
+
"
|
| 485 |
+
"
|
| 486 |
+
In any case, I've got a bad feeling about this.
|
| 487 |
+
"
|
| 488 |
+
And a gigantic hole,
|
| 489 |
+
carved by the adult Conjunctivius as she escaped:
|
| 490 |
+
"
|
| 491 |
+
That thing didn't waste any time getting out of here.
|
| 492 |
+
"
|
| 493 |
+
"
|
| 494 |
+
Must be a cute and cuddly little thing by now!
|
| 495 |
+
"
|
| 496 |
+
Finally, a message left by soldiers tells how difficult it was to chain Conjunctivius, likely an order of the
|
| 497 |
+
King
|
| 498 |
+
.
|
| 499 |
+
This explains why Conjunctivius is imprisoned in the
|
| 500 |
+
Insufferable Crypt
|
| 501 |
+
when the
|
| 502 |
+
Beheaded
|
| 503 |
+
arrives.
|
| 504 |
+
"
|
| 505 |
+
Looks like a warning message from a guard.
|
| 506 |
+
"
|
| 507 |
+
"
|
| 508 |
+
It's written in red so it must be important.
|
| 509 |
+
"
|
| 510 |
+
"
|
| 511 |
+
Make sure you don't miss your guard duty outside the MONSTER's room...
|
| 512 |
+
"
|
| 513 |
+
"
|
| 514 |
+
It wasn't easy to chain up. Wouldn't like to have to do it all over again!
|
| 515 |
+
"
|
| 516 |
+
Alchemist grimoires
|
| 517 |
+
Main article:
|
| 518 |
+
The Alchemist
|
| 519 |
+
In the Toxic and Ancient Sewers, the Alchemist was collecting mold and mushroom samples for his experiments.
|
| 520 |
+
However, the growing numbers of revenants made his work increasingly difficult.
|
| 521 |
+
"
|
| 522 |
+
It is becoming increasingly difficult to collect mold samples in these sewers.
|
| 523 |
+
"
|
| 524 |
+
"
|
| 525 |
+
There are too many revenants.
|
| 526 |
+
"
|
| 527 |
+
Other rooms
|
| 528 |
+
Found in a secret entrance (may not spawn in every run), the room contains a corpse in the background, a campfire, and some wall scratchings that The Beheaded read as "GIT GUD". Upon interacting with the campfire, he will say "Something seems to be changing". Returning to the exit after interacting with the campfire will cause a Zombie or an Undead Archer to spawn. When killed, this enemy will drop 50 cells.
|
| 529 |
+
Trivia
|
| 530 |
+
This biome is named "Old Sewers" in the past versions of the game.
|
| 531 |
+
History
|
| 532 |
+
References
|
| 533 |
+
↑
|
| 534 |
+
Ancient Sewers - Alchemic Carbine blueprint GIF
|
| 535 |
+
Gfycat
|
| 536 |
+
, 2019-04-02
|
| 537 |
+
↑
|
| 538 |
+
Ancient Sewers - Front Line Shield blueprint GIF
|
| 539 |
+
Gfycat
|
| 540 |
+
, 2019-04-02
|
| 541 |
+
↑
|
| 542 |
+
Ancient Sewers - Gold Reserves V blueprint GIF
|
| 543 |
+
Gfycat
|
| 544 |
+
, 2019-04-02
|
| 545 |
+
↑
|
| 546 |
+
Sewers - Mutated tentacle body GIF
|
| 547 |
+
Gfycat
|
| 548 |
+
, 2018-08-27
|
| 549 |
+
↑
|
| 550 |
+
Old Sewers - Watcher cocoon GIF
|
| 551 |
+
Gfycat
|
| 552 |
+
, 2018-08-27
|
| 553 |
+
↑
|
| 554 |
+
Sewers - giant cocoon and hole GIF
|
| 555 |
+
Gfycat
|
| 556 |
+
, 2018-08-28
|
| 557 |
+
↑
|
| 558 |
+
Sewers - conjunctivius chaining GIF
|
| 559 |
+
Gfycat
|
| 560 |
+
, 2019-04-08
|
| 561 |
+
↑
|
| 562 |
+
Sewers - Alchemist grimoire GIF
|
| 563 |
+
Gfycat
|
| 564 |
+
, 2018-08-22
|
wiki_content/Apostate.txt
ADDED
|
@@ -0,0 +1,85 @@
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Apostate
|
| 2 |
+
|
| 3 |
+
Apostate
|
| 4 |
+
Base health
|
| 5 |
+
200
|
| 6 |
+
Location(s)
|
| 7 |
+
Undying Shores
|
| 8 |
+
FF
|
| 9 |
+
Reward
|
| 10 |
+
Ferryman's Lantern
|
| 11 |
+
FF
|
| 12 |
+
(0.4%)
|
| 13 |
+
Apostate Outfit
|
| 14 |
+
FF
|
| 15 |
+
(1.7%)
|
| 16 |
+
Related
|
| 17 |
+
Failed Homunculus
|
| 18 |
+
,
|
| 19 |
+
FF
|
| 20 |
+
Clumsy Swordsman
|
| 21 |
+
,
|
| 22 |
+
FF
|
| 23 |
+
Dastardly Archer
|
| 24 |
+
,
|
| 25 |
+
FF
|
| 26 |
+
Compulsive Gravedigger
|
| 27 |
+
FF
|
| 28 |
+
Apostates
|
| 29 |
+
are undead priest
|
| 30 |
+
enemies
|
| 31 |
+
found in the
|
| 32 |
+
Undying Shores
|
| 33 |
+
FF
|
| 34 |
+
that revive the souls of slain enemies. They are exclusive to the
|
| 35 |
+
Fatal Falls DLC
|
| 36 |
+
.
|
| 37 |
+
Behavior
|
| 38 |
+
When the player is not nearby, the Apostate will continuously revive previously killed enemies, as well as "awaken" any
|
| 39 |
+
Clumsy Swordsmen
|
| 40 |
+
,
|
| 41 |
+
FF
|
| 42 |
+
Dastardly Archers
|
| 43 |
+
,
|
| 44 |
+
FF
|
| 45 |
+
and
|
| 46 |
+
Compulsive Gravediggers
|
| 47 |
+
FF
|
| 48 |
+
that are laying inactive on the ground. When the player is on the same platform as the Apostate, but some distance away, it will attempt to protect itself by creating a magic barrier, but will still continue reviving enemies. If the player gets within melee range, the Apostate will attempt to strike them with its lantern.
|
| 49 |
+
Moveset
|
| 50 |
+
Revive soul
|
| 51 |
+
Description:
|
| 52 |
+
Revives the soul of a slain enemy.
|
| 53 |
+
Revived enemies have a halo and purple aura and can teleport to the player.
|
| 54 |
+
Summon wall
|
| 55 |
+
Description:
|
| 56 |
+
Summons a magical wall in front of it.
|
| 57 |
+
The wall cannot be rolled through, but can be destroyed after a single hit.
|
| 58 |
+
Swing lantern
|
| 59 |
+
Description:
|
| 60 |
+
Swings its lantern when in close proximity to the player.
|
| 61 |
+
Can be blocked, parried, and dodge rolled.
|
| 62 |
+
Strategy
|
| 63 |
+
Due to the inherent capabilities of this enemy to revive their fallen comrades, it is generally a good idea to prioritize killing the Apostate as soon as possible, as the longer they are left alive, the longer they have to revive more enemies. If an Apostate dies, the enemies it revived die alongside it.
|
| 64 |
+
HOWEVER,
|
| 65 |
+
if the player is confident in their capabilities, enemies can be endlessly farmed for health via mutations such as
|
| 66 |
+
What Doesn't Kill Me
|
| 67 |
+
,
|
| 68 |
+
Frenzy
|
| 69 |
+
,
|
| 70 |
+
Vampirism
|
| 71 |
+
(not recommended, however, due to the player having a time limit) and other methods. It can also be used to rack up gold via a mix of
|
| 72 |
+
Get Rich Quick
|
| 73 |
+
and
|
| 74 |
+
Velocity
|
| 75 |
+
, potentially allowing the player to speed through future levels via the
|
| 76 |
+
Greed Shield
|
| 77 |
+
Legendary affix
|
| 78 |
+
,
|
| 79 |
+
Gold Digger
|
| 80 |
+
, or make them invincible with
|
| 81 |
+
Gold Plating
|
| 82 |
+
.
|
| 83 |
+
Notes
|
| 84 |
+
Apostates cannot currently be encountered as elite enemies.
|
| 85 |
+
History
|
wiki_content/Arbiter.txt
ADDED
|
@@ -0,0 +1,57 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Arbiter
|
| 2 |
+
|
| 3 |
+
Arbiter
|
| 4 |
+
Base health
|
| 5 |
+
100
|
| 6 |
+
Location(s)
|
| 7 |
+
Cavern
|
| 8 |
+
RotG
|
| 9 |
+
Observatory
|
| 10 |
+
RotG
|
| 11 |
+
(summoned by the boss)
|
| 12 |
+
Reward
|
| 13 |
+
Magic Missiles
|
| 14 |
+
RotG
|
| 15 |
+
(0.4%)
|
| 16 |
+
Shaman Outfit
|
| 17 |
+
RotG
|
| 18 |
+
(4+ BSC; 0.4%)
|
| 19 |
+
Related
|
| 20 |
+
Inquisitor
|
| 21 |
+
Arbiters
|
| 22 |
+
are hand-shaped
|
| 23 |
+
enemies
|
| 24 |
+
found in the
|
| 25 |
+
Cavern
|
| 26 |
+
RotG
|
| 27 |
+
that act as an enhanced version of
|
| 28 |
+
Inquisitors
|
| 29 |
+
. They are exclusive to the
|
| 30 |
+
Rise of the Giant DLC
|
| 31 |
+
.
|
| 32 |
+
Behavior
|
| 33 |
+
Arbiters fire a formation of five bolts in a wide spread instead of just one with at least one of them being aimed at the player.
|
| 34 |
+
When killed, the Arbiter drops a grenade which explodes and fires bolts in a hexagonal pattern, though it otherwise behaves like a normal grenade.
|
| 35 |
+
Moveset
|
| 36 |
+
Magic missiles
|
| 37 |
+
Description:
|
| 38 |
+
Shoots a set of missiles in the player's general direction.
|
| 39 |
+
Can be blocked, parried, and dodge rolled.
|
| 40 |
+
Magic grenade
|
| 41 |
+
Description:
|
| 42 |
+
Drops a grenade which fires bolts in a hexagonal pattern when killed.
|
| 43 |
+
The grenade can be parried, which causes it to behave like a repelled explosive.
|
| 44 |
+
The bolts can be blocked, parried, or dodge rolled.
|
| 45 |
+
Strategy
|
| 46 |
+
To avoid getting hit, it is advised to bait them individually into attacking and parrying their attacks. Despite firing multiple projectiles, only one of them can effectively hit the player at range, making them similar to Inquisitors in a sense.
|
| 47 |
+
When wielding an off-color shield, however, parrying is less effective. Another safe option is to use the Homunculus rune to slowly kill them, as the range of this rune is larger than the Arbiter's detection field. In situations where neither of these approaches are possible (e.g. no shield, cursed), one can try to bait them on one side of the screen and quickly kill them from behind while they are firing at their previous location.
|
| 48 |
+
Elite Arbiters are ironically often easier to deal with than normal ones since they teleport and can be lured away. A notable exception to this is when an Elite Arbiter spawns with the electric cage ability, which makes it particularly hard to kill without getting damaged.
|
| 49 |
+
Trivia
|
| 50 |
+
Before
|
| 51 |
+
v1.3
|
| 52 |
+
, the
|
| 53 |
+
Update the 13th
|
| 54 |
+
, Arbiters were common enemies in most biomes at 3+ BSC. However, this resulted in excessive projectile spam and thus they removed and replaced them with
|
| 55 |
+
Rampagers
|
| 56 |
+
.
|
| 57 |
+
History
|
wiki_content/Armadillopack.txt
ADDED
|
@@ -0,0 +1,53 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Armadillopack
|
| 2 |
+
|
| 3 |
+
Armadillopack
|
| 4 |
+
Rolling also
|
| 5 |
+
parries
|
| 6 |
+
attack and projectiles with the shield in your
|
| 7 |
+
backpack
|
| 8 |
+
, for [50% base] of the usual damages.
|
| 9 |
+
Internal name
|
| 10 |
+
P_Backpack_Shield
|
| 11 |
+
Scaling
|
| 12 |
+
Blueprint
|
| 13 |
+
Location
|
| 14 |
+
Drops from
|
| 15 |
+
Thornies
|
| 16 |
+
Drop chance
|
| 17 |
+
1.7%
|
| 18 |
+
Unlock cost
|
| 19 |
+
100
|
| 20 |
+
Armadillopack
|
| 21 |
+
is a
|
| 22 |
+
survival
|
| 23 |
+
-scaling
|
| 24 |
+
mutation
|
| 25 |
+
which lets the player
|
| 26 |
+
parry
|
| 27 |
+
with the
|
| 28 |
+
shield
|
| 29 |
+
stored in their
|
| 30 |
+
backpack
|
| 31 |
+
when rolling.
|
| 32 |
+
Details
|
| 33 |
+
Scroll Cap:
|
| 34 |
+
None
|
| 35 |
+
Special Effects:
|
| 36 |
+
Rolling will
|
| 37 |
+
parry
|
| 38 |
+
melee attacks and deflect projectiles with the shield in the
|
| 39 |
+
backpack
|
| 40 |
+
, dealing [50 base]% of the shield's damage and triggering some of its
|
| 41 |
+
parry
|
| 42 |
+
parry effects, such as
|
| 43 |
+
Ice Shield
|
| 44 |
+
's freeze.
|
| 45 |
+
Scaling:
|
| 46 |
+
+1.5% damage per Survival stat
|
| 47 |
+
Notes
|
| 48 |
+
Has a range of 3 tiles directly in front of the player.
|
| 49 |
+
This mutation has a cooldown of 3 seconds. It does not go on cooldown when reflecting projectiles or bombs.
|
| 50 |
+
This is an extremely effective mutation for builds that don't like having shields, such as those involving
|
| 51 |
+
Ice Shards
|
| 52 |
+
, or builds containing two-handed weapons. This can provide protection while still allowing for non-shield combos.
|
| 53 |
+
History
|
wiki_content/Armor_Knight.txt
ADDED
|
@@ -0,0 +1,46 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Armor_Knight
|
| 2 |
+
|
| 3 |
+
Armor Knight
|
| 4 |
+
Base health
|
| 5 |
+
150
|
| 6 |
+
Location(s)
|
| 7 |
+
Castle's Outskirts
|
| 8 |
+
RtC
|
| 9 |
+
,
|
| 10 |
+
Dracula's Castle
|
| 11 |
+
RtC
|
| 12 |
+
Reward
|
| 13 |
+
Haunted Armor Outfit
|
| 14 |
+
RtC
|
| 15 |
+
1.7%
|
| 16 |
+
Armor Knights
|
| 17 |
+
are an enemy added in the
|
| 18 |
+
Return to Castlevania DLC
|
| 19 |
+
.
|
| 20 |
+
Behavior
|
| 21 |
+
Armor Knights may attack in 4 directions, directly upwards or downwards, and to the left or right. They can attack right above and below themselves even with floor obstruction, and attack with a single stab. If Armor Knights are attacking horizontally, they attack with three stabs. Their behavior is identical to that of the
|
| 22 |
+
Lancer
|
| 23 |
+
.
|
| 24 |
+
Moveset
|
| 25 |
+
Triple stab
|
| 26 |
+
Description:
|
| 27 |
+
Stabs at the player three times.
|
| 28 |
+
Can be blocked, parried, and dodge rolled. Can be double-jumped over.
|
| 29 |
+
This attack can hit through walls.
|
| 30 |
+
While performing this attack, the Armor Knight can turn to face the player if they get to the opposite side of the Armor Knight at the beginning of the combo.
|
| 31 |
+
Upward stab
|
| 32 |
+
Description:
|
| 33 |
+
Stabs upwards. Can hit through semi-platforms.
|
| 34 |
+
Can be blocked or dodge rolled.
|
| 35 |
+
Downward stab
|
| 36 |
+
Description:
|
| 37 |
+
Stabs downwards. Can hit through semi-platforms.
|
| 38 |
+
Can be blocked or dodge rolled.
|
| 39 |
+
Strategy
|
| 40 |
+
All of the Armor Knight's attacks can be avoided by dodging. However, the 3-stab combo may hit the player if they are still in the combo when the roll finishes.
|
| 41 |
+
Only horizontal attacks can be parried, while vertical ones will simply be unaffected if an attempt is made to parry them, so it's better to dodge them instead.
|
| 42 |
+
Notes
|
| 43 |
+
Armor Knights are a reskin of the
|
| 44 |
+
Lancer
|
| 45 |
+
enemy.
|
| 46 |
+
History
|
wiki_content/Armored_Shrimp.txt
ADDED
|
@@ -0,0 +1,51 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Armored_Shrimp
|
| 2 |
+
|
| 3 |
+
Armored Shrimp
|
| 4 |
+
Base health
|
| 5 |
+
300
|
| 6 |
+
Location(s)
|
| 7 |
+
Infested Shipwreck
|
| 8 |
+
TQatS
|
| 9 |
+
Reward
|
| 10 |
+
Hand Hook
|
| 11 |
+
TQatS
|
| 12 |
+
(1.7%)
|
| 13 |
+
Killing Deck
|
| 14 |
+
TQatS
|
| 15 |
+
(1.7%) ㅤ
|
| 16 |
+
Armored Shrimp Carcass Outfit
|
| 17 |
+
TQatS
|
| 18 |
+
(0.4%)
|
| 19 |
+
Armored Shrimps
|
| 20 |
+
are
|
| 21 |
+
enemies
|
| 22 |
+
found in the
|
| 23 |
+
Infested Shipwreck
|
| 24 |
+
.
|
| 25 |
+
TQatS
|
| 26 |
+
They crawl around the room from platform to platform and even hide inside the walls outside of the traversable areas. They are exclusive to the
|
| 27 |
+
Queen and the Sea DLC
|
| 28 |
+
.
|
| 29 |
+
Behavior
|
| 30 |
+
Roam around, and some can be found inside walls. They are able to travel between platforms, and even through small holes that only the player can normally roll through.
|
| 31 |
+
Moveset
|
| 32 |
+
Body slam
|
| 33 |
+
Description:
|
| 34 |
+
Charges and slams their body towards the player
|
| 35 |
+
Can be blocked, parried, and dodge rolled.
|
| 36 |
+
Strategy
|
| 37 |
+
Armored Shrimp have high health so using shields to parry attacks and stun them is a safe option, rather than trying to kill before being killed. Range attacks can work but as the armored shrimp can move between platforms targeting might be difficult.
|
| 38 |
+
Notes
|
| 39 |
+
Armored Shrimp 'hidden' in the ceilings of the
|
| 40 |
+
Infested Shipwreck
|
| 41 |
+
are held in place by a coral platform in a gap in the ceiling. If this platform is broken by bombs or the
|
| 42 |
+
Barrel Launcher
|
| 43 |
+
, the Shrimp will be released immediately.
|
| 44 |
+
Trivia
|
| 45 |
+
The Evolved
|
| 46 |
+
Leghugger
|
| 47 |
+
bears some resemblance to an Armored Shrimp and is most likely of the same species.
|
| 48 |
+
The achievement for killing an Armored Shrimp with a
|
| 49 |
+
Leghugger
|
| 50 |
+
is named "You're not my family".
|
| 51 |
+
History
|
wiki_content/Aspects.txt
ADDED
|
@@ -0,0 +1,26 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Aspects
|
| 2 |
+
|
| 3 |
+
Aspects
|
| 4 |
+
are optional perks that can be equipped at the start of a run. They make the run significantly easier at the cost of preventing the player from unlocking new
|
| 5 |
+
Boss Stem Cells
|
| 6 |
+
or flawless boss
|
| 7 |
+
achievements
|
| 8 |
+
while the aspect is equipped. They are provided by the
|
| 9 |
+
Doctor
|
| 10 |
+
in the starting area of the
|
| 11 |
+
Prisoners' Quarters
|
| 12 |
+
, but only one can be chosen per run.
|
| 13 |
+
The first three aspects are unlocked after the introductory runs are completed. To unlock new aspects, one must simply die once for each.
|
| 14 |
+
List of aspects
|
| 15 |
+
Notes
|
| 16 |
+
Players can remove selected aspects by selecting it again in the Aspect menu.
|
| 17 |
+
The Doctor is a short roll to the left of the door that lets players access the tailor and training rooms.
|
| 18 |
+
If the player leaves the starting area where the Doctor is located, they will be unable to select or change Aspects for the rest of their current run.
|
| 19 |
+
Certain cursed chests spawn next to each other with the Damned Aspect enabled (i.e. The Fractured Shrines door with the guaranteed cursed chest).
|
| 20 |
+
Aspects can't be used in
|
| 21 |
+
Boss Rush
|
| 22 |
+
.
|
| 23 |
+
An Aspect will not be unlocked if the player revives after dying using the Multiple Deaths option in
|
| 24 |
+
Assist Mode
|
| 25 |
+
.
|
| 26 |
+
History
|
wiki_content/Aspects_fr.txt
ADDED
|
@@ -0,0 +1,24 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Aspects/fr
|
| 2 |
+
|
| 3 |
+
Les
|
| 4 |
+
Aspects
|
| 5 |
+
sont des avantages optionnels qui peuvent être équipés au début de la run. Ils la rendent bien plus facile au prix de ne pas pouvoir débloquer de nouvelles
|
| 6 |
+
Cellules de Boss
|
| 7 |
+
ou des succès de boss fini
|
| 8 |
+
sans prendre de dégâts
|
| 9 |
+
tant qu'il est équipé. Ils sont fournis par le
|
| 10 |
+
Docteur
|
| 11 |
+
dans la zone de départ des
|
| 12 |
+
Quartiers des prisonniers
|
| 13 |
+
, mais un seul uniquement peut être équipé par run.
|
| 14 |
+
Les 3 premiers aspects sont débloqués après que la run d'introduction est complétée. Pour débloquer de nouveaux aspects, il faut simplement mourir une fois pour chaque aspect.
|
| 15 |
+
Liste des aspects
|
| 16 |
+
Notes
|
| 17 |
+
Les joueurs peuvent enlever un aspect en le sélectionnant à nouveau dans le menu Aspect
|
| 18 |
+
Si le joueur quitte la zone de départ ou le Docteur se trouve, il sera impossible de changer ou de sélectionner les aspects pour le reste de la run.
|
| 19 |
+
Certains coffres maudits apparaissent près l'un de l'autre avec l'aspect Maudit activé (i.e. La porte des Temples Brisés avec le coffre maudit garanti)
|
| 20 |
+
Les aspects ne peuvent être utilisés dans le
|
| 21 |
+
Boss Rush
|
| 22 |
+
Un aspect ne sera pas débloqué si le joueur revient à la vie après avoir utilisé l'option "Mort multiple" dans le
|
| 23 |
+
Mode assistance
|
| 24 |
+
Historique
|
wiki_content/Aspects_pt.txt
ADDED
|
@@ -0,0 +1,24 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Aspects/pt
|
| 2 |
+
|
| 3 |
+
Aspectos
|
| 4 |
+
são vantagens opcionais que podem ser equipadas no início de uma jornada. Eles tornam a jornada significativamente mais fácil, ao custo de evitar que o jogador desbloqueie novas
|
| 5 |
+
Células-Tronco de Chefe
|
| 6 |
+
ou
|
| 7 |
+
conquistas
|
| 8 |
+
de chefe perfeitas enquanto o aspecto estiver equipado. Eles são fornecidos pelo
|
| 9 |
+
Doutor
|
| 10 |
+
na área inicial do
|
| 11 |
+
Alojamento dos Prisioneiros
|
| 12 |
+
, mas apenas um pode ser escolhido por jornada.
|
| 13 |
+
Os primeiros três aspectos são desbloqueados após a conclusão das jornadas introdutórias. Para desbloquear novos aspectos, basta morrer uma vez para cada um.
|
| 14 |
+
Lista de aspectos
|
| 15 |
+
Notas
|
| 16 |
+
Os jogadores podem remover aspectos selecionados selecionando-os novamente no menu de Aspectos.
|
| 17 |
+
Se o jogador sair da área inicial onde o Doutor está localizado, ele não poderá selecionar ou alterar Aspectos pelo resto da jornada atual.
|
| 18 |
+
Certos baús amaldiçoados aparecem um ao lado do outro com o Aspecto Condenado ativado (ou seja, a porta dos Santuários Partidos com o baú amaldiçoado garantido).
|
| 19 |
+
Aspectos não podem ser usados no
|
| 20 |
+
Boss Rush
|
| 21 |
+
.
|
| 22 |
+
Um Aspecto não será desbloqueado se o jogador reviver após morrer usando a opção Múltiplas Mortes do menu
|
| 23 |
+
Assistência
|
| 24 |
+
Histórico
|
wiki_content/Assassin's_Dagger.txt
ADDED
|
@@ -0,0 +1,140 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Assassin%27s_Dagger
|
| 2 |
+
|
| 3 |
+
Assassin's Dagger
|
| 4 |
+
Inflicts a
|
| 5 |
+
critical hit
|
| 6 |
+
when you stab your enemy in the back.
|
| 7 |
+
Light but deadly if you know how to use it.
|
| 8 |
+
Internal name
|
| 9 |
+
BackStabber
|
| 10 |
+
Type
|
| 11 |
+
Melee Weapon
|
| 12 |
+
Scaling
|
| 13 |
+
Combo rate
|
| 14 |
+
One 2-hit combo every 0.5 seconds
|
| 15 |
+
Base price
|
| 16 |
+
1500
|
| 17 |
+
Damage
|
| 18 |
+
Base DPS
|
| 19 |
+
134 (
|
| 20 |
+
402
|
| 21 |
+
)
|
| 22 |
+
Base combo damage
|
| 23 |
+
67 (
|
| 24 |
+
201
|
| 25 |
+
)
|
| 26 |
+
Base first hit
|
| 27 |
+
32 (
|
| 28 |
+
96
|
| 29 |
+
)
|
| 30 |
+
Base second hit
|
| 31 |
+
35 (
|
| 32 |
+
105
|
| 33 |
+
)
|
| 34 |
+
Blueprint
|
| 35 |
+
Location
|
| 36 |
+
Secret area near the start of the
|
| 37 |
+
Promenade of the Condemned
|
| 38 |
+
Unlock cost
|
| 39 |
+
5
|
| 40 |
+
The
|
| 41 |
+
Assassin's Dagger
|
| 42 |
+
is a dagger-type
|
| 43 |
+
melee
|
| 44 |
+
weapon
|
| 45 |
+
, which deals
|
| 46 |
+
critical damage
|
| 47 |
+
when hitting enemies from behind.
|
| 48 |
+
Details
|
| 49 |
+
Special Effects:
|
| 50 |
+
Deals
|
| 51 |
+
critical
|
| 52 |
+
damage when it strikes an enemy from the back.
|
| 53 |
+
Breach Bonus
|
| 54 |
+
:
|
| 55 |
+
-0.25 / 0
|
| 56 |
+
Base Breach Damage:
|
| 57 |
+
24 / 35 (
|
| 58 |
+
72
|
| 59 |
+
/
|
| 60 |
+
105
|
| 61 |
+
)
|
| 62 |
+
Base Breach DPS:
|
| 63 |
+
118 (
|
| 64 |
+
354
|
| 65 |
+
)
|
| 66 |
+
Combo Duration:
|
| 67 |
+
0.5 seconds
|
| 68 |
+
First Hit:
|
| 69 |
+
0.2 (0.2 + 0 + 0)
|
| 70 |
+
Second Hit:
|
| 71 |
+
0.3 (0.2 + 0.1 + 0)
|
| 72 |
+
Tags:
|
| 73 |
+
UnlockInPublicEvent
|
| 74 |
+
Legendary Version:
|
| 75 |
+
Forced
|
| 76 |
+
Affix
|
| 77 |
+
: Mega Crit
|
| 78 |
+
"
|
| 79 |
+
Critical hits
|
| 80 |
+
+50% damage."
|
| 81 |
+
Location
|
| 82 |
+
The blueprint's location.
|
| 83 |
+
Found in a secret area up and to the left of the starting point in the Promenade of the Condemned.
|
| 84 |
+
Synergies
|
| 85 |
+
Using it together with
|
| 86 |
+
Phaser
|
| 87 |
+
is an easy high damage
|
| 88 |
+
crit
|
| 89 |
+
enabler as it teleports the player behind the enemy.
|
| 90 |
+
Phaser
|
| 91 |
+
can be used to apply Poison or Bleeding enabling X% increased damage if an enemy is bleeding/poisoned modifiers on the Assassin's Dagger.
|
| 92 |
+
Items that immobilize enemies such as
|
| 93 |
+
Wolf Trap
|
| 94 |
+
,
|
| 95 |
+
Stun Grenade
|
| 96 |
+
and
|
| 97 |
+
Root Grenade
|
| 98 |
+
can help keep enemies in a favorable position.
|
| 99 |
+
Other items, such as
|
| 100 |
+
Meat Skewer
|
| 101 |
+
, can also be used to get behind the enemy.
|
| 102 |
+
Notes
|
| 103 |
+
The
|
| 104 |
+
critical
|
| 105 |
+
hit cannot be applied to
|
| 106 |
+
Spawners
|
| 107 |
+
,
|
| 108 |
+
Protectors
|
| 109 |
+
,
|
| 110 |
+
Shockers
|
| 111 |
+
,
|
| 112 |
+
Impalers
|
| 113 |
+
,
|
| 114 |
+
Maskers
|
| 115 |
+
,
|
| 116 |
+
Conjunctivius
|
| 117 |
+
, the
|
| 118 |
+
Giant
|
| 119 |
+
, or
|
| 120 |
+
Dracula - Final Form
|
| 121 |
+
due to the fact that they have no backside.
|
| 122 |
+
The same occurs with the
|
| 123 |
+
Vorpan
|
| 124 |
+
and
|
| 125 |
+
Panchaku
|
| 126 |
+
as these enemies don't have a frontside either.
|
| 127 |
+
The
|
| 128 |
+
critical
|
| 129 |
+
hit cannot be applied to
|
| 130 |
+
Ground Shakers
|
| 131 |
+
as their backside is shielded.
|
| 132 |
+
The
|
| 133 |
+
critical
|
| 134 |
+
hit can be applied to
|
| 135 |
+
Thornys
|
| 136 |
+
, but this will damage the player.
|
| 137 |
+
It also cannot be applied to
|
| 138 |
+
Euterpe
|
| 139 |
+
unless she is stunned or frozen, as she will otherwise always face the player.
|
| 140 |
+
History
|
wiki_content/Assault_Shield.txt
ADDED
|
@@ -0,0 +1,90 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Assault_Shield
|
| 2 |
+
|
| 3 |
+
Assault Shield
|
| 4 |
+
Blocks attacks while charging forward.
|
| 5 |
+
Internal name
|
| 6 |
+
DashShield
|
| 7 |
+
Type
|
| 8 |
+
Shield
|
| 9 |
+
Scaling
|
| 10 |
+
Base price
|
| 11 |
+
2000
|
| 12 |
+
Damage
|
| 13 |
+
Base block damage
|
| 14 |
+
33 (
|
| 15 |
+
66
|
| 16 |
+
)
|
| 17 |
+
Base absorbed damage
|
| 18 |
+
75%
|
| 19 |
+
Blueprint
|
| 20 |
+
Location
|
| 21 |
+
Timed door
|
| 22 |
+
in the
|
| 23 |
+
Passage
|
| 24 |
+
before
|
| 25 |
+
Promenade of the Condemned
|
| 26 |
+
Unlock cost
|
| 27 |
+
40
|
| 28 |
+
The
|
| 29 |
+
Assault Shield
|
| 30 |
+
is a
|
| 31 |
+
shield
|
| 32 |
+
weapon
|
| 33 |
+
which causes the player to dash forward when they attempt to
|
| 34 |
+
parry
|
| 35 |
+
, reflecting bombs caught while pushing enemies away.
|
| 36 |
+
Details
|
| 37 |
+
Base Absorbed Damage:
|
| 38 |
+
75%
|
| 39 |
+
Special Effects:
|
| 40 |
+
The player can hold up the shield without activating its dash ability.
|
| 41 |
+
On the release of the shield's assigned button, the player will charge forwards, as if they are
|
| 42 |
+
parrying
|
| 43 |
+
an attack, which works identically to other shields.
|
| 44 |
+
Knocks back enemies on contact and deals block damage. Dashing puts the shield on cooldown for 0.4 seconds.
|
| 45 |
+
Breach Bonus
|
| 46 |
+
:
|
| 47 |
+
-1
|
| 48 |
+
Base Breach Damage:
|
| 49 |
+
0 (
|
| 50 |
+
0
|
| 51 |
+
)
|
| 52 |
+
Base Breach DPS:
|
| 53 |
+
0 (
|
| 54 |
+
0
|
| 55 |
+
)
|
| 56 |
+
Tags:
|
| 57 |
+
Shield, UnlockInPublicEvent
|
| 58 |
+
Legendary Version:
|
| 59 |
+
Forced
|
| 60 |
+
Affix
|
| 61 |
+
: Charged Dash
|
| 62 |
+
"Hold the shield to launch a longer charge."
|
| 63 |
+
Synergies
|
| 64 |
+
Can be used with the
|
| 65 |
+
Impaler
|
| 66 |
+
to push enemies into walls to help it deal
|
| 67 |
+
critical
|
| 68 |
+
hits.
|
| 69 |
+
Pairs surprisingly well with
|
| 70 |
+
Kill Rhythm
|
| 71 |
+
as a combo tool in
|
| 72 |
+
survival
|
| 73 |
+
focused runs as a combo tool for slower weapons to increase their attack speed while also shoving enemies around and stopping their attacks.
|
| 74 |
+
Notes
|
| 75 |
+
Assault Shield is the only shield which has a breach bonus other than 0, namely a breach bonus of -1.
|
| 76 |
+
The Assault Shield isn't able to stun enemies with the base dash, but the dash will displace enemies and interrupt them as a result.
|
| 77 |
+
The dash can be used to scoop up and reflect explosives on the ground, such as those spawned by the Disgusting Worm.
|
| 78 |
+
Hitting the back of a
|
| 79 |
+
Thorny
|
| 80 |
+
with the dash will result in a parry as the attack triggers upon melee attacks, which is what the shield's dash ability does.
|
| 81 |
+
The dash performed with this shield can be used while in the air and does not use up a jump, allowing the player to move significantly further in the air than without it.
|
| 82 |
+
Rolling immediately after engaging in the blocking stance grants a boost in momentum, allowing for faster run speeds.
|
| 83 |
+
When performing this, the player gains I-frames, where they cannot take damage, from the roll, while still attacking with the shield bash.
|
| 84 |
+
This also allows the player to fit through 1 tile gaps, as if they were rolling.
|
| 85 |
+
The dash can be used to push enemies around, allowing for environmental kills, primarily by pushing enemies off of ledges or into spikes.
|
| 86 |
+
Notably, this can also be used to push enemies into more advantageous locations for the player: For example, if the player is using the Impaler, the Assault Shield can be used to guarantee the enemy is against a wall for
|
| 87 |
+
critical
|
| 88 |
+
hits.
|
| 89 |
+
The displacement of enemies with the dash is less effective against Elite Enemies and Bosses, but can still be used to parry their attacks.
|
| 90 |
+
History
|
wiki_content/Assist_Mode_and_Accessibility.txt
ADDED
|
@@ -0,0 +1,175 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Assist_Mode_and_Accessibility
|
| 2 |
+
|
| 3 |
+
Dead Cells has various accessibility settings that can affect visuals, gameplay, inputs, sound and difficulty. Altough some have been added over the games development cycle, the
|
| 4 |
+
2.9 Breaking Barriers update
|
| 5 |
+
brought a wide array of accessibilty options and an assist mode that Evil Empire created based on feedback by the community and testing by a panel of players with various disabilities at AbleGamers.
|
| 6 |
+
Assist Mode
|
| 7 |
+
is a new mode to customize the games difficulty. Enabling this mode does not disable
|
| 8 |
+
Achievements
|
| 9 |
+
, the acquiring of
|
| 10 |
+
Boss Stem Cells
|
| 11 |
+
or perfect kill rewards. It does, however, hide your score from being on the
|
| 12 |
+
Daily Challenge
|
| 13 |
+
leaderboard.
|
| 14 |
+
Assist mode lets you customize certain game settings to make it more accessible. Dead Cells is a difficult and demanding but easy to play game. We therefore recommend using these options to fit the difficulty to your needs while keeping the game challenging for you.
|
| 15 |
+
However, our goal with this mode is to make the game accessible to the broadest audience possible without forcing you to play with arbitrary difficulty settings. Feel free to use whatever option you want! What really matters is that you have fun playing Dead Cells!
|
| 16 |
+
Assist Mode
|
| 17 |
+
Continue Mode
|
| 18 |
+
Each time you die, you can choose to resurrect from your last save instead of restarting a run.
|
| 19 |
+
Saves happen when going through doors like
|
| 20 |
+
Biomes
|
| 21 |
+
entrances and exits or boss cells doors, lore rooms and sub-biomes. Saves also occur when the “quit” button is pressed.
|
| 22 |
+
Players can choose limited or infinite continues.
|
| 23 |
+
For limited the choices are 0, 1, 3 or 7.
|
| 24 |
+
Auto-Hit Mode
|
| 25 |
+
You automatically attack nearby enemies with your primary melee weapon.
|
| 26 |
+
Destroy doors in Auto-Hit Mode
|
| 27 |
+
Automatically attack doors in Auto-Hit Mode.
|
| 28 |
+
Easier Parry
|
| 29 |
+
You have more time to trigger a parry.
|
| 30 |
+
Slower traps
|
| 31 |
+
Mobile traps are slower.
|
| 32 |
+
Reveal the map
|
| 33 |
+
Completely reveal the map of the current level.
|
| 34 |
+
Trap damage
|
| 35 |
+
Option to limit damage done by traps in increments of 20% to a minimum of 20%.
|
| 36 |
+
Enemies Health
|
| 37 |
+
Option to lower health of enemies in increments of 2.5% to a minimum of 20%.
|
| 38 |
+
Enemies damage
|
| 39 |
+
Option to lower the damage done by enemies in increments of 2.5% to a minimum of 20%.
|
| 40 |
+
Accessibility Settings
|
| 41 |
+
Visual settings
|
| 42 |
+
These settings add a number of options to customize the look of the game to a players specific need. Various options allow the addition of basic colors to certain elements of which the Hue, Saturation and Value can be adjusted freely.
|
| 43 |
+
Color sliders used to adjust various options.
|
| 44 |
+
Enable bright flashes
|
| 45 |
+
Turns off bright flashes that affect the game sreen (explosions, wounds, etc.). Use this option if these flashes bother you or pose a health risk.
|
| 46 |
+
Activate screen shake
|
| 47 |
+
Deactivate any screen shakes that may pose a risk (explosions, cutscenes, etc...)
|
| 48 |
+
Particle limit
|
| 49 |
+
Limits the amount of particles on screen. Can be adjusted in increments of 10% to a minimum of 10%
|
| 50 |
+
No Blood mode
|
| 51 |
+
Remove all blood splashes and bloodied assets.
|
| 52 |
+
This option removes all visuals of blood, including blood spatter when the player or enemies take damage or are killed, weapon effects and even the images in loading screens. Can only be toggled from the main menu.
|
| 53 |
+
Secret zone visibility
|
| 54 |
+
Reduce the concealment of secret zone entrances.
|
| 55 |
+
Background filter
|
| 56 |
+
Adjust Color, saturation and opacity of the background.
|
| 57 |
+
Add a coloured filter to the background so that foreground and interactable objects are clearer.
|
| 58 |
+
No background filter applied.
|
| 59 |
+
Green background filter applied at 50%.
|
| 60 |
+
Pink background filter applied at 50%.
|
| 61 |
+
Orange background filter applied at 100%
|
| 62 |
+
Outline options
|
| 63 |
+
Add colored outlines to various elements in the game.
|
| 64 |
+
Hero Outline
|
| 65 |
+
Add an outline to the hero
|
| 66 |
+
Purple outline around the beheaded.
|
| 67 |
+
Outline on beheaded with a filtered background.
|
| 68 |
+
Enemies outline
|
| 69 |
+
Add an outline to the enemies
|
| 70 |
+
NPCs outline
|
| 71 |
+
Add an outline to the NPCs
|
| 72 |
+
Active skill outline
|
| 73 |
+
Add an outline to the player's active skils (Pets and deployables)
|
| 74 |
+
Projectiles outline
|
| 75 |
+
Add an outline to projectiles
|
| 76 |
+
Secrets outline
|
| 77 |
+
Add an outline to secrets
|
| 78 |
+
Stats display settings
|
| 79 |
+
Display stats icons in addition to their color
|
| 80 |
+
Add icons to each stat in the HUD and items. There is no option to adjust the size of icons seperately but the icon size can be adjusted by using the
|
| 81 |
+
HUD size
|
| 82 |
+
setting in the
|
| 83 |
+
HUD layout settings
|
| 84 |
+
part of the video settings.
|
| 85 |
+
Stats
|
| 86 |
+
Stats with their Icons
|
| 87 |
+
Stat Icon on an item
|
| 88 |
+
Customize Brutality color
|
| 89 |
+
Change the color of the Brutality stat.
|
| 90 |
+
Customize Tactic color
|
| 91 |
+
Change the color of the Tactic stat.
|
| 92 |
+
Customize Survival color
|
| 93 |
+
Change the color of the Survival stat.
|
| 94 |
+
Item with standard brutality color
|
| 95 |
+
Item with brutality color customized to blue.
|
| 96 |
+
Stats with brutality color customized to blue.
|
| 97 |
+
Text settings
|
| 98 |
+
Various text sizes can be changed.
|
| 99 |
+
Object names size
|
| 100 |
+
Can be changed up to 150%
|
| 101 |
+
Object description size
|
| 102 |
+
Can be changed up to 200%
|
| 103 |
+
Dialog size
|
| 104 |
+
Can be changed up to 200%
|
| 105 |
+
Additional Settings
|
| 106 |
+
There are more settings for accessibilty found in various menus.
|
| 107 |
+
Gameplay
|
| 108 |
+
Hold to attack
|
| 109 |
+
Hold attack button to perform combos with the weapon
|
| 110 |
+
Shield toggle
|
| 111 |
+
Press a shield's key to toggle holding it on or off.
|
| 112 |
+
Using this option, when the shield button is pressed the shield will be help up in blocking mode until it pressed again.
|
| 113 |
+
Hold to roll
|
| 114 |
+
Hold the button to chain rolls.
|
| 115 |
+
Hold to jump
|
| 116 |
+
Jump as long as the jump key is held.
|
| 117 |
+
Enemy attack sign size
|
| 118 |
+
Change the size of the exclamation mark used to warn of incoming attacks. Can be adjusted in increments of 10% to a maximum of 200%.
|
| 119 |
+
Video
|
| 120 |
+
Enable synergy icons
|
| 121 |
+
Enables icons that show icons next to affixes that afflict status effects which glow when they synergize with other equipment the player has picked up.
|
| 122 |
+
Customize game font
|
| 123 |
+
a Dyslexia-friendly font is available.
|
| 124 |
+
Customize HUD size
|
| 125 |
+
Change the size of the HUD showing equiped items, resources and the map. Can be adjusted in increments of 10% to a minimum of 50% and a maximum of 150%.
|
| 126 |
+
Input
|
| 127 |
+
Secondary Interaction
|
| 128 |
+
Customize secondary interaction behavior
|
| 129 |
+
This option changes how the player can use secondary interaction with objects or pick-up, like recycling food or gear. Can be set to
|
| 130 |
+
Long press (Default)
|
| 131 |
+
or
|
| 132 |
+
custom
|
| 133 |
+
. When enabling custom, the option to set this key appears in the Rebind keyboard/controller bindings section.
|
| 134 |
+
Dive Attack
|
| 135 |
+
Customize dive attack inpout behavior
|
| 136 |
+
this option changes how the player can use the dive attack. Can be set to
|
| 137 |
+
Jump + Down (Default)
|
| 138 |
+
,
|
| 139 |
+
Hold Down while airborne
|
| 140 |
+
,
|
| 141 |
+
Double tap Down while airborne
|
| 142 |
+
or
|
| 143 |
+
Custom
|
| 144 |
+
. When enabling custom, the option to set this key appears in the Rebind keyboard/controller bindings section.
|
| 145 |
+
Sound
|
| 146 |
+
Sound effects volumes
|
| 147 |
+
Set the volumes for different sound effect seperately.
|
| 148 |
+
Active skills
|
| 149 |
+
Enemies
|
| 150 |
+
Environment
|
| 151 |
+
Hero
|
| 152 |
+
Interactables
|
| 153 |
+
Non-playable characters
|
| 154 |
+
Weapons
|
| 155 |
+
Sound effect reduction
|
| 156 |
+
Reduces the amount of sound effects played at the same time during gameplay.
|
| 157 |
+
Sound effect prioritization has to be enabled to take effect. This option will reduce sounds with a low priority when different sound effects are happening at the same time.
|
| 158 |
+
The options are:
|
| 159 |
+
None (Normal behavior)
|
| 160 |
+
Light sound reduction
|
| 161 |
+
Medium sound reduction
|
| 162 |
+
Heavy sound reduction
|
| 163 |
+
Sound effect prioritization
|
| 164 |
+
Effects with a higher priority will be less likely to be cut off by the sound effects reduction option above.
|
| 165 |
+
The options are:
|
| 166 |
+
Default priority (normal behavior)
|
| 167 |
+
Custom priority (change priorities of different sound effect seperataly, from 0 to 10.)
|
| 168 |
+
Active skills
|
| 169 |
+
Enemies
|
| 170 |
+
Environment
|
| 171 |
+
Hero
|
| 172 |
+
Interactables
|
| 173 |
+
Non-playable characters
|
| 174 |
+
Weapons
|
| 175 |
+
Default priority settings
|
wiki_content/Astrolab.txt
ADDED
|
@@ -0,0 +1,377 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
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|
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|
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|
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|
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|
|
|
|
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|
|
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|
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|
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|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Astrolab
|
| 2 |
+
|
| 3 |
+
This article is a
|
| 4 |
+
stub
|
| 5 |
+
. You can help Dead Cells Wiki by
|
| 6 |
+
expanding it
|
| 7 |
+
.
|
| 8 |
+
Reason
|
| 9 |
+
: Lore section is missing multiple lore rooms, and one of the gallery images contains a modded skin
|
| 10 |
+
This article
|
| 11 |
+
contains spoilers
|
| 12 |
+
regarding the true ending of the game. Discretion is advised.
|
| 13 |
+
This is where most of the experiments to find a cure... failed.
|
| 14 |
+
Some test subjects are still roaming this part of the island. This is why the King ordered the main gate closed.
|
| 15 |
+
Experiment number 463 was horrible! Number 464 will blow your mind!
|
| 16 |
+
No animals were harmed while researching for a cure against the Malaise, promise.
|
| 17 |
+
Astrolab
|
| 18 |
+
Stage #
|
| 19 |
+
7
|
| 20 |
+
Soundtrack
|
| 21 |
+
Astrolab
|
| 22 |
+
Normal
|
| 23 |
+
Hard
|
| 24 |
+
Very Hard
|
| 25 |
+
Expert
|
| 26 |
+
Nightmare/Hell
|
| 27 |
+
Previous biome(s)
|
| 28 |
+
Throne Room
|
| 29 |
+
Next biome(s)
|
| 30 |
+
Observatory
|
| 31 |
+
RotG
|
| 32 |
+
Scrolls
|
| 33 |
+
2 Dual Scrolls
|
| 34 |
+
Gear level
|
| 35 |
+
VII
|
| 36 |
+
Cursed chest chance
|
| 37 |
+
0%
|
| 38 |
+
Runes and Blueprints
|
| 39 |
+
Blueprints from enemies
|
| 40 |
+
Thunder Shield
|
| 41 |
+
,
|
| 42 |
+
Hemorrhage
|
| 43 |
+
Blueprints from secret areas
|
| 44 |
+
Sonic Carbine
|
| 45 |
+
Enemies & Traps
|
| 46 |
+
Enemies
|
| 47 |
+
Defenders
|
| 48 |
+
,
|
| 49 |
+
Magistrates of Death
|
| 50 |
+
,
|
| 51 |
+
Screaming Skulls
|
| 52 |
+
,
|
| 53 |
+
Librarians
|
| 54 |
+
,
|
| 55 |
+
Bombers
|
| 56 |
+
,
|
| 57 |
+
Slammers
|
| 58 |
+
,
|
| 59 |
+
Failed Experiments
|
| 60 |
+
Enemy tier
|
| 61 |
+
24-27
|
| 62 |
+
Hazards
|
| 63 |
+
Electric waves, projectiles, spikes, pits, pools of lava
|
| 64 |
+
Previous biome(s)
|
| 65 |
+
Throne Room
|
| 66 |
+
Next biome(s)
|
| 67 |
+
Observatory
|
| 68 |
+
RotG
|
| 69 |
+
Scrolls
|
| 70 |
+
2 Dual Scrolls
|
| 71 |
+
Gear level
|
| 72 |
+
VII
|
| 73 |
+
Cursed chest chance
|
| 74 |
+
0%
|
| 75 |
+
Runes and Blueprints
|
| 76 |
+
Blueprints from enemies
|
| 77 |
+
Thunder Shield
|
| 78 |
+
,
|
| 79 |
+
Hemorrhage
|
| 80 |
+
Blueprints from secret areas
|
| 81 |
+
Sonic Carbine
|
| 82 |
+
Enemies & Traps
|
| 83 |
+
Enemies
|
| 84 |
+
Defenders
|
| 85 |
+
,
|
| 86 |
+
Magistrates of Death
|
| 87 |
+
,
|
| 88 |
+
Screaming Skulls
|
| 89 |
+
,
|
| 90 |
+
Librarians
|
| 91 |
+
,
|
| 92 |
+
Bombers
|
| 93 |
+
,
|
| 94 |
+
Slammers
|
| 95 |
+
,
|
| 96 |
+
Failed Experiments
|
| 97 |
+
Enemy tier
|
| 98 |
+
31-32
|
| 99 |
+
Hazards
|
| 100 |
+
Electric waves, projectiles, spikes, pits, pools of lava
|
| 101 |
+
Previous biome(s)
|
| 102 |
+
Throne Room
|
| 103 |
+
Next biome(s)
|
| 104 |
+
Observatory
|
| 105 |
+
RotG
|
| 106 |
+
Scrolls
|
| 107 |
+
2 Dual Scrolls
|
| 108 |
+
Gear level
|
| 109 |
+
VII
|
| 110 |
+
Cursed chest chance
|
| 111 |
+
0%
|
| 112 |
+
Runes and Blueprints
|
| 113 |
+
Blueprints from enemies
|
| 114 |
+
Thunder Shield
|
| 115 |
+
,
|
| 116 |
+
Hemorrhage
|
| 117 |
+
Blueprints from secret areas
|
| 118 |
+
Sonic Carbine
|
| 119 |
+
Enemies & Traps
|
| 120 |
+
Enemies
|
| 121 |
+
Defenders
|
| 122 |
+
,
|
| 123 |
+
Magistrates of Death
|
| 124 |
+
,
|
| 125 |
+
Screaming Skulls
|
| 126 |
+
,
|
| 127 |
+
Librarians
|
| 128 |
+
,
|
| 129 |
+
Bombers
|
| 130 |
+
,
|
| 131 |
+
Slammers
|
| 132 |
+
,
|
| 133 |
+
Failed Experiments
|
| 134 |
+
Enemy tier
|
| 135 |
+
37-38
|
| 136 |
+
Hazards
|
| 137 |
+
Electric waves, projectiles, spikes, pits, pools of lava
|
| 138 |
+
Previous biome(s)
|
| 139 |
+
Throne Room
|
| 140 |
+
Next biome(s)
|
| 141 |
+
Observatory
|
| 142 |
+
RotG
|
| 143 |
+
Scrolls
|
| 144 |
+
2 Dual Scrolls
|
| 145 |
+
Gear level
|
| 146 |
+
VIII
|
| 147 |
+
Cursed chest chance
|
| 148 |
+
0%
|
| 149 |
+
Runes and Blueprints
|
| 150 |
+
Blueprints from enemies
|
| 151 |
+
Thunder Shield
|
| 152 |
+
,
|
| 153 |
+
Hemorrhage
|
| 154 |
+
Blueprints from secret areas
|
| 155 |
+
Sonic Carbine
|
| 156 |
+
Enemies & Traps
|
| 157 |
+
Enemies
|
| 158 |
+
Defenders
|
| 159 |
+
,
|
| 160 |
+
Magistrates of Death
|
| 161 |
+
,
|
| 162 |
+
Screaming Skulls
|
| 163 |
+
,
|
| 164 |
+
Librarians
|
| 165 |
+
,
|
| 166 |
+
Bombers
|
| 167 |
+
,
|
| 168 |
+
Slammers
|
| 169 |
+
,
|
| 170 |
+
Failed Experiments
|
| 171 |
+
Enemy tier
|
| 172 |
+
37-38
|
| 173 |
+
Hazards
|
| 174 |
+
Electric waves, projectiles, spikes, pits, pools of lava
|
| 175 |
+
Previous biome(s)
|
| 176 |
+
Throne Room
|
| 177 |
+
Next biome(s)
|
| 178 |
+
Observatory
|
| 179 |
+
RotG
|
| 180 |
+
Scrolls
|
| 181 |
+
2 Dual Scrolls
|
| 182 |
+
Gear level
|
| 183 |
+
X
|
| 184 |
+
Cursed chest chance
|
| 185 |
+
0%
|
| 186 |
+
Runes and Blueprints
|
| 187 |
+
Blueprints from enemies
|
| 188 |
+
Thunder Shield
|
| 189 |
+
,
|
| 190 |
+
Hemorrhage
|
| 191 |
+
Blueprints from secret areas
|
| 192 |
+
Sonic Carbine
|
| 193 |
+
Enemies & Traps
|
| 194 |
+
Enemies
|
| 195 |
+
Defenders
|
| 196 |
+
,
|
| 197 |
+
Magistrates of Death
|
| 198 |
+
,
|
| 199 |
+
Screaming Skulls
|
| 200 |
+
,
|
| 201 |
+
Librarians
|
| 202 |
+
,
|
| 203 |
+
Bombers
|
| 204 |
+
,
|
| 205 |
+
Slammers
|
| 206 |
+
,
|
| 207 |
+
Failed Experiments
|
| 208 |
+
Enemy tier
|
| 209 |
+
37-46
|
| 210 |
+
Hazards
|
| 211 |
+
Electric waves, projectiles, spikes, pits, pools of lava
|
| 212 |
+
The
|
| 213 |
+
Astrolab
|
| 214 |
+
is a seventh level
|
| 215 |
+
biome
|
| 216 |
+
exclusive to the
|
| 217 |
+
Rise of the Giant DLC
|
| 218 |
+
. The Astrolab is the main laboratory used by the
|
| 219 |
+
Alchemist
|
| 220 |
+
for his experiments with curing the Malaise. It consists of a succession of floating platforms and structures with ladders connecting them, which must be climbed to reach the exit leading to the
|
| 221 |
+
Observatory
|
| 222 |
+
.
|
| 223 |
+
If the player falls in the gap between platforms, they drop down far below and take fall damage. On the walls of the Astrolab rooms, one can see scientific drawings and schemes alluding to the Alchemist's experiments with the
|
| 224 |
+
Malaise
|
| 225 |
+
and
|
| 226 |
+
cells
|
| 227 |
+
, as well as plans to brew the
|
| 228 |
+
Panacea
|
| 229 |
+
.
|
| 230 |
+
General information
|
| 231 |
+
Access and exit
|
| 232 |
+
The Astrolab can only be accessed from the
|
| 233 |
+
Throne Room
|
| 234 |
+
when playing with 5
|
| 235 |
+
BSC
|
| 236 |
+
active.
|
| 237 |
+
In order to reach the exit, the player needs to collect a series of keys by beating Elite enemies. An Elite
|
| 238 |
+
Failed Experiment
|
| 239 |
+
and an Elite
|
| 240 |
+
Slammer
|
| 241 |
+
drop the
|
| 242 |
+
Elevator Key
|
| 243 |
+
and the
|
| 244 |
+
Allen Key
|
| 245 |
+
respectively, which can be used to reach a room where two Elite
|
| 246 |
+
Slammers
|
| 247 |
+
are waiting. Upon defeating them, they each drop a
|
| 248 |
+
Guardian's Key
|
| 249 |
+
, which are needed to open the doors to the
|
| 250 |
+
Observatory
|
| 251 |
+
.
|
| 252 |
+
Level characteristics
|
| 253 |
+
The Astrolab is immediately recognizable by its vibrant blue night sky. The level is made up of many different structures, as well as a main observatory on the right side that the player must first scale down, and then climb back up.
|
| 254 |
+
Scrolls
|
| 255 |
+
The Astrolab contains 2 Dual Scrolls.
|
| 256 |
+
Enemy tier and gear level scaling
|
| 257 |
+
In the table below, you will find the gear level and enemy tier of the Astrolab based on difficulty.
|
| 258 |
+
Even though the Astrolab can only be accessed on Hell difficulty there are enemy tiers set for lower difficulties.
|
| 259 |
+
Chests and loot
|
| 260 |
+
1
|
| 261 |
+
Treasure chest
|
| 262 |
+
Shops
|
| 263 |
+
1 Weapon/Skill shop
|
| 264 |
+
1 Food Shop
|
| 265 |
+
Exclusive blueprints
|
| 266 |
+
Secret area
|
| 267 |
+
Location of the hidden tower holding the Apex key.
|
| 268 |
+
The Apex key, in a tower full of traps and lava.
|
| 269 |
+
A hidden tower located under a corridor
|
| 270 |
+
contains the
|
| 271 |
+
Apex Key
|
| 272 |
+
behind a series of traps, which can be used to retrieve the blueprint for the
|
| 273 |
+
Sonic Carbine
|
| 274 |
+
.
|
| 275 |
+
Enemy blueprints
|
| 276 |
+
The blueprints for
|
| 277 |
+
Hemorrhage
|
| 278 |
+
can be looted from
|
| 279 |
+
Magistrates of Death
|
| 280 |
+
.
|
| 281 |
+
The blueprints for
|
| 282 |
+
Thunder Shield
|
| 283 |
+
can be looted from
|
| 284 |
+
Defenders
|
| 285 |
+
.
|
| 286 |
+
Enemies
|
| 287 |
+
The Astrolab is home to three unique enemies:
|
| 288 |
+
Magistrates of Death
|
| 289 |
+
,
|
| 290 |
+
Defenders
|
| 291 |
+
, and
|
| 292 |
+
Librarians
|
| 293 |
+
. In addition to them, the Astrolab is also home to
|
| 294 |
+
Failed Experiments
|
| 295 |
+
,
|
| 296 |
+
Slammers
|
| 297 |
+
and
|
| 298 |
+
Bombers
|
| 299 |
+
.
|
| 300 |
+
The table below lists which enemies are present in the Astrolab and which blueprints each may drop.
|
| 301 |
+
Lore
|
| 302 |
+
The Astrolab is where the Alchemist made his last ditch effort to cure the malaise. He spent a large amount of time observing the stars, wondering if they were linked to the malaise.
|
| 303 |
+
Crow experiment room
|
| 304 |
+
A room filled with empty crow cages hanging from the ceiling and a broken vat with a tap and a half filled filled flask standing beneath it. There is a desk with a grimoire of the
|
| 305 |
+
Alchemist
|
| 306 |
+
. This room is likely the explanation behind the existence of
|
| 307 |
+
Slammers
|
| 308 |
+
.
|
| 309 |
+
Research notebook
|
| 310 |
+
"
|
| 311 |
+
Against all odds, this solution created mutations in the infected crows instead of curing them.
|
| 312 |
+
"
|
| 313 |
+
"
|
| 314 |
+
Some subjects managed to escape by breaking the bars of their cage!
|
| 315 |
+
"
|
| 316 |
+
"
|
| 317 |
+
God only knows where they are now... I hope their condition has stabilized now.
|
| 318 |
+
"
|
| 319 |
+
Solution
|
| 320 |
+
When examined the Beheaded notes:
|
| 321 |
+
"
|
| 322 |
+
Another failed cure...
|
| 323 |
+
"
|
| 324 |
+
"
|
| 325 |
+
How many crows drank this solution?
|
| 326 |
+
"
|
| 327 |
+
Cage
|
| 328 |
+
When examined the Beheaded notes:
|
| 329 |
+
"
|
| 330 |
+
All these broken cages...
|
| 331 |
+
"
|
| 332 |
+
"
|
| 333 |
+
Those crows give me the creeps!
|
| 334 |
+
"
|
| 335 |
+
Moonlit lab
|
| 336 |
+
A large room which is half-occupied by a laboratory setup containing a grimoire and various notes on the wall. The other half features a large body suspended in an incubator in front of an even larger arched window.
|
| 337 |
+
Alchemist grimoire
|
| 338 |
+
The Alchemist leaves the following on his research notebook:
|
| 339 |
+
"
|
| 340 |
+
I hope looking at the stars will allow me to greatly advance my research...
|
| 341 |
+
"
|
| 342 |
+
"
|
| 343 |
+
Bodies always act different during a full moon.
|
| 344 |
+
"
|
| 345 |
+
Notes on the wall
|
| 346 |
+
When examined the Beheaded notes:
|
| 347 |
+
"
|
| 348 |
+
Some weird sketches... Planets, stars, constellations.
|
| 349 |
+
"
|
| 350 |
+
"
|
| 351 |
+
The Alchemist really went down every path to find a cure.
|
| 352 |
+
"
|
| 353 |
+
The Beheaded then nods repeatedly and offers a thumbs up before exclaiming:
|
| 354 |
+
"
|
| 355 |
+
How selfless of him!
|
| 356 |
+
"
|
| 357 |
+
Cell vat
|
| 358 |
+
When examined the Beheaded notes:
|
| 359 |
+
"
|
| 360 |
+
The body bathes in moonlight...
|
| 361 |
+
"
|
| 362 |
+
"
|
| 363 |
+
... It does feel good, this light, when the moonlight is reflected off wisps of fog.
|
| 364 |
+
"
|
| 365 |
+
Trivia
|
| 366 |
+
Although not through normal gameplay, it would be possible to access the Astrolab in any difficulty: the level is present in the .json files for all the difficulties.
|
| 367 |
+
The Astrolab is the only biome that has a 0% cursed chest chance.
|
| 368 |
+
Gallery
|
| 369 |
+
The exit to the Observatory, with the door for the Apex key above, leading to the Sonic Carbine blueprint (here, an item instead).
|
| 370 |
+
Room mentioning experiments done on crows to cure malaise but which backfired, creating the
|
| 371 |
+
Slammers
|
| 372 |
+
.
|
| 373 |
+
Fully explored map of Astrolab showing general generation of the level. Note the building at the bottom; where the Apex Key is located.
|
| 374 |
+
History
|
| 375 |
+
References
|
| 376 |
+
↑
|
| 377 |
+
[1]
|
wiki_content/Automaton.txt
ADDED
|
@@ -0,0 +1,48 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Automaton
|
| 2 |
+
|
| 3 |
+
Automaton
|
| 4 |
+
Base health
|
| 5 |
+
80
|
| 6 |
+
Location(s)
|
| 7 |
+
Clock Tower
|
| 8 |
+
Reward
|
| 9 |
+
Predator
|
| 10 |
+
(10%)
|
| 11 |
+
Automatons
|
| 12 |
+
are
|
| 13 |
+
enemies
|
| 14 |
+
found in the
|
| 15 |
+
Clock Tower
|
| 16 |
+
. They resemble robotic versions of the
|
| 17 |
+
Time Keeper
|
| 18 |
+
, having a similar mask to hers.
|
| 19 |
+
Behavior
|
| 20 |
+
Automatons are found at the extremity of a platform, immobile and invisible (cloaked in a similar way to
|
| 21 |
+
Knife Throwers
|
| 22 |
+
), until
|
| 23 |
+
The Beheaded
|
| 24 |
+
reaches their platform. Following a short channeling time, they will attack by dashing twice through the player, from one extremity of the platform to the other and then back to their spawn place. This attack, like the
|
| 25 |
+
Lightspeed
|
| 26 |
+
skill, imitates
|
| 27 |
+
The Time Keeper
|
| 28 |
+
's dash and is therefore indicated by the same beam of yellow particles. It can be jumped, dodged or parried.
|
| 29 |
+
Automatons only execute their attack once. When finished, they will retract their swords against their chest before teleporting themselves to another platform. They will also teleport away if attacked or stunned during an attack. Automatons are the only enemies who will not continue to attack the player if hit.
|
| 30 |
+
Moveset
|
| 31 |
+
Lightspeed
|
| 32 |
+
Description:
|
| 33 |
+
Dashes across the platform twice.
|
| 34 |
+
Can be blocked, parried, and dodge rolled.
|
| 35 |
+
Strategy
|
| 36 |
+
If you have a shield, parrying their charge and then killing them will work.
|
| 37 |
+
If you have a ranged weapon, shooting them before they can charge will often breach them, as long as you have a clear shot.
|
| 38 |
+
If you have a melee weapon, you can melee them to breach them before they charge, but if they're too far away it may be better to ignore them and let them run away somewhere else after their attack.
|
| 39 |
+
Trivia
|
| 40 |
+
Automatons were added with the
|
| 41 |
+
v1.4
|
| 42 |
+
update, aka
|
| 43 |
+
Who's the Boss Update
|
| 44 |
+
in August 2019 as an enemy deriving from
|
| 45 |
+
The Time Keeper
|
| 46 |
+
.
|
| 47 |
+
In the gamefiles there is a sprite of this enemy named spatuleman0.
|
| 48 |
+
History
|
wiki_content/Axe_Armor.txt
ADDED
|
@@ -0,0 +1,32 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Axe_Armor
|
| 2 |
+
|
| 3 |
+
Axe Armor
|
| 4 |
+
Base health
|
| 5 |
+
200
|
| 6 |
+
Location(s)
|
| 7 |
+
Dracula's Castle
|
| 8 |
+
RtC
|
| 9 |
+
Reward
|
| 10 |
+
Throwing Axe
|
| 11 |
+
RtC
|
| 12 |
+
(1.7%)
|
| 13 |
+
Axe Armors
|
| 14 |
+
are an enemy added in the
|
| 15 |
+
Return to Castlevania DLC
|
| 16 |
+
.
|
| 17 |
+
Behavior
|
| 18 |
+
Hides among the statues of the castle and will reveal itself once you pass by, at which point it will start attacking with its axe, using melee attacks and projectiles.
|
| 19 |
+
Moveset
|
| 20 |
+
Axe throw
|
| 21 |
+
Description:
|
| 22 |
+
Throws its axe in an upwards arc.
|
| 23 |
+
Can be blocked, parried, and dodge rolled.
|
| 24 |
+
Axe swing
|
| 25 |
+
Description:
|
| 26 |
+
Holds its axe behind itself, then swings it at the player.
|
| 27 |
+
Can be blocked, parried, and dodge rolled.
|
| 28 |
+
Strategy
|
| 29 |
+
Axe Armor's have 1 move which makes them quick to defeat. Get closer to them so when you’re next to them you can attack. If the Axe Armor attacks when you are close, roll and then attack.
|
| 30 |
+
Gallery
|
| 31 |
+
Axe Armor camouflaged as a statue.
|
| 32 |
+
History
|
wiki_content/Balanced_Blade.txt
ADDED
|
@@ -0,0 +1,119 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Balanced_Blade
|
| 2 |
+
|
| 3 |
+
Balanced Blade
|
| 4 |
+
Damage increases up to +90% when you strike repeatedly. Inflicts
|
| 5 |
+
critical hits
|
| 6 |
+
after 10 successive hits.
|
| 7 |
+
Internal name
|
| 8 |
+
QuickSword
|
| 9 |
+
Type
|
| 10 |
+
Melee Weapon
|
| 11 |
+
Scaling
|
| 12 |
+
Combo rate
|
| 13 |
+
One 6-hit combo every 1.46 seconds
|
| 14 |
+
Base price
|
| 15 |
+
1500
|
| 16 |
+
Damage
|
| 17 |
+
Base DPS
|
| 18 |
+
147-279 (
|
| 19 |
+
230-437
|
| 20 |
+
)
|
| 21 |
+
Base combo damage
|
| 22 |
+
215-418 (
|
| 23 |
+
409-768
|
| 24 |
+
)
|
| 25 |
+
Base first hit
|
| 26 |
+
25-48 (
|
| 27 |
+
39-74
|
| 28 |
+
)
|
| 29 |
+
Base second hit
|
| 30 |
+
34-67 (
|
| 31 |
+
53-100
|
| 32 |
+
)
|
| 33 |
+
Base third hit
|
| 34 |
+
34-67 (
|
| 35 |
+
53-100
|
| 36 |
+
)
|
| 37 |
+
Base fourth hit
|
| 38 |
+
34-67 (
|
| 39 |
+
53-100
|
| 40 |
+
)
|
| 41 |
+
Base fifth hit
|
| 42 |
+
34-67 (
|
| 43 |
+
53-100
|
| 44 |
+
)
|
| 45 |
+
Base sixth hit
|
| 46 |
+
54-102 (
|
| 47 |
+
84-160
|
| 48 |
+
)
|
| 49 |
+
The
|
| 50 |
+
Balanced Blade
|
| 51 |
+
is a
|
| 52 |
+
melee
|
| 53 |
+
weapon
|
| 54 |
+
which has a fast swing rate. Its damage output increases after each consecutive hit and starts inflicting
|
| 55 |
+
critical hits
|
| 56 |
+
after ten, further increasing its damage output.
|
| 57 |
+
Details
|
| 58 |
+
Special Effects:
|
| 59 |
+
Damage increases by 9% per hit until a maximum of 90% extra damage, deals
|
| 60 |
+
critical damage
|
| 61 |
+
after 10 consecutive hits.
|
| 62 |
+
Taking damage removes any extra damage built up, as well as
|
| 63 |
+
critical hits
|
| 64 |
+
, requiring another 10 hits to get them again.
|
| 65 |
+
The damage buff will also expire after 8 seconds.
|
| 66 |
+
Breach Bonus
|
| 67 |
+
:
|
| 68 |
+
-0.9 / -0.9 / -0.9 / -0.75 / -0.75 / -0.5
|
| 69 |
+
Base Breach Damage:
|
| 70 |
+
2.5 / 3.4 / 3.4 / 8.5 / 8.5 / 27 (
|
| 71 |
+
4
|
| 72 |
+
/
|
| 73 |
+
5
|
| 74 |
+
/
|
| 75 |
+
5
|
| 76 |
+
/
|
| 77 |
+
13
|
| 78 |
+
/
|
| 79 |
+
13
|
| 80 |
+
/
|
| 81 |
+
42
|
| 82 |
+
)
|
| 83 |
+
Base Breach DPS:
|
| 84 |
+
37 (
|
| 85 |
+
56
|
| 86 |
+
)
|
| 87 |
+
Combo Duration:
|
| 88 |
+
1.46 seconds
|
| 89 |
+
First Hit:
|
| 90 |
+
0.15 (0.1 + 0.05 + 0)
|
| 91 |
+
Second Hit:
|
| 92 |
+
0.25 (0.1 + 0.15 + 0)
|
| 93 |
+
Third Hit:
|
| 94 |
+
0.12 (0.07 + 0.05 + 0)
|
| 95 |
+
Fourth Hit:
|
| 96 |
+
0.22 (0.07 + 0.15 + 0)
|
| 97 |
+
Fifth Hit:
|
| 98 |
+
0.12 (0.07 + 0.05 + 0)
|
| 99 |
+
Sixth Hit:
|
| 100 |
+
0.6 (0.3 + 0.3 + 0)
|
| 101 |
+
Tags:
|
| 102 |
+
UnlockInPublicEvent
|
| 103 |
+
Legendary Version:
|
| 104 |
+
Forced
|
| 105 |
+
Affix
|
| 106 |
+
: Run Speed on Crit
|
| 107 |
+
"Increases your movement speed for 5 seconds after a
|
| 108 |
+
critical hit
|
| 109 |
+
."
|
| 110 |
+
Synergies
|
| 111 |
+
Instinct of the Master of Arms
|
| 112 |
+
can be reliably triggered against groups of enemies or tankier enemies, especially bosses.
|
| 113 |
+
Combo
|
| 114 |
+
will further increase damage dealt when hits are chained, allowing damage to snowball even more quickly against large groups of enemies.
|
| 115 |
+
Notes
|
| 116 |
+
The base/crit damage only show the theoretical min/max values.
|
| 117 |
+
Gallery
|
| 118 |
+
The Balanced Blade in action.
|
| 119 |
+
History
|
wiki_content/Balanced_Blade_fr.txt
ADDED
|
@@ -0,0 +1,128 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Balanced_Blade/fr
|
| 2 |
+
|
| 3 |
+
Balanced Blade/fr
|
| 4 |
+
Les dégâts augmentent jusqu'à +90% tant que vous enchaînez les coups. Inflige des
|
| 5 |
+
coups critiques
|
| 6 |
+
après 10 coups enchaînés.
|
| 7 |
+
Internal name
|
| 8 |
+
QuickSword
|
| 9 |
+
Type
|
| 10 |
+
Arme de mêlée
|
| 11 |
+
Scaling
|
| 12 |
+
Combo rate
|
| 13 |
+
Un combo de 6 coups tout les 1,46 secondes
|
| 14 |
+
Base price
|
| 15 |
+
1500
|
| 16 |
+
Damage
|
| 17 |
+
Base DPS
|
| 18 |
+
147-279 (
|
| 19 |
+
230-437
|
| 20 |
+
)
|
| 21 |
+
Base combo damage
|
| 22 |
+
215-418 (
|
| 23 |
+
409-768
|
| 24 |
+
)
|
| 25 |
+
Base first hit
|
| 26 |
+
25-48 (
|
| 27 |
+
39-74
|
| 28 |
+
)
|
| 29 |
+
Base second hit
|
| 30 |
+
34-67 (
|
| 31 |
+
53-100
|
| 32 |
+
)
|
| 33 |
+
Base third hit
|
| 34 |
+
34-67 (
|
| 35 |
+
53-100
|
| 36 |
+
)
|
| 37 |
+
Base fourth hit
|
| 38 |
+
34-67 (
|
| 39 |
+
53-100
|
| 40 |
+
)
|
| 41 |
+
Base fifth hit
|
| 42 |
+
34-67 (
|
| 43 |
+
53-100
|
| 44 |
+
)
|
| 45 |
+
Base sixth hit
|
| 46 |
+
54-102 (
|
| 47 |
+
84-160
|
| 48 |
+
)
|
| 49 |
+
L'
|
| 50 |
+
Epée équilibrée
|
| 51 |
+
est une
|
| 52 |
+
arme
|
| 53 |
+
de
|
| 54 |
+
mêlée
|
| 55 |
+
avec une importante vitesse d'attaque. Ses dégâts augmentent après chaque coup successif et commence à infliger des
|
| 56 |
+
coups critiques
|
| 57 |
+
après 10 coups, augmentant encore d'avantage ses dégâts.
|
| 58 |
+
Détails
|
| 59 |
+
Special Effects:
|
| 60 |
+
Les dégâts augmentent de 9% par coup jusqu'à un maximum de 90% de dégâts supplémentaires, fait des
|
| 61 |
+
coups critiques
|
| 62 |
+
après 10 coups successifs.
|
| 63 |
+
Prendre des dégâts réinitialise tout les dégâts supplémentaires accumulés ainsi que les
|
| 64 |
+
coups critiques
|
| 65 |
+
, nécessitant 10 coups successifs pour infliger de nouveau des
|
| 66 |
+
coups critiques
|
| 67 |
+
.
|
| 68 |
+
Le buff de dégât disparaît aussi après 8 secondes sans coups réussis.
|
| 69 |
+
Breach Bonus
|
| 70 |
+
:
|
| 71 |
+
-0.9 / -0.9 / -0.9 / -0.75 / -0.75 / -0.5
|
| 72 |
+
Base Breach Damage:
|
| 73 |
+
2.5 / 3.4 / 3.4 / 8.5 / 8.5 / 27 (
|
| 74 |
+
4
|
| 75 |
+
/
|
| 76 |
+
5
|
| 77 |
+
/
|
| 78 |
+
5
|
| 79 |
+
/
|
| 80 |
+
13
|
| 81 |
+
/
|
| 82 |
+
13
|
| 83 |
+
/
|
| 84 |
+
42
|
| 85 |
+
)
|
| 86 |
+
Base Breach DPS:
|
| 87 |
+
37 (
|
| 88 |
+
56
|
| 89 |
+
)
|
| 90 |
+
Combo Duration:
|
| 91 |
+
1.46 seconds
|
| 92 |
+
First Hit:
|
| 93 |
+
0.15 (0.1 + 0.05 + 0)
|
| 94 |
+
Second Hit:
|
| 95 |
+
0.25 (0.1 + 0.15 + 0)
|
| 96 |
+
Third Hit:
|
| 97 |
+
0.12 (0.07 + 0.05 + 0)
|
| 98 |
+
Fourth Hit:
|
| 99 |
+
0.22 (0.07 + 0.15 + 0)
|
| 100 |
+
Fifth Hit:
|
| 101 |
+
0.12 (0.07 + 0.05 + 0)
|
| 102 |
+
Sixth Hit:
|
| 103 |
+
0.6 (0.3 + 0.3 + 0)
|
| 104 |
+
Tags:
|
| 105 |
+
UnlockInPublicEvent
|
| 106 |
+
Legendary Version:
|
| 107 |
+
Forced
|
| 108 |
+
Affix
|
| 109 |
+
: Run Speed on Crit
|
| 110 |
+
"Augmente votre vitesse de mouvement pendant 5 sec après un
|
| 111 |
+
coup critique
|
| 112 |
+
."
|
| 113 |
+
Synergies
|
| 114 |
+
La mutation
|
| 115 |
+
Inspiration du maître d'armes
|
| 116 |
+
peut être déclenché de manière fiable contre des groupes d'ennemis ou des ennemis plus résistants, surtout les boss.
|
| 117 |
+
L'Épée Équilibrée peut être utilisée avec la mutation
|
| 118 |
+
Blessures ouvertes
|
| 119 |
+
pour provoquer une
|
| 120 |
+
explosion de sang
|
| 121 |
+
avec un seul combo.
|
| 122 |
+
Notes
|
| 123 |
+
Les dégâts de base/
|
| 124 |
+
critique
|
| 125 |
+
montre seulement les valeurs théoriques minimales/maximales.
|
| 126 |
+
Galerie
|
| 127 |
+
L'Epée Equilibrée en action.
|
| 128 |
+
Historique
|
wiki_content/Banished.txt
ADDED
|
@@ -0,0 +1,48 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Banished
|
| 2 |
+
|
| 3 |
+
Banished
|
| 4 |
+
Base health
|
| 5 |
+
120
|
| 6 |
+
Location(s)
|
| 7 |
+
Morass of the Banished
|
| 8 |
+
TBS
|
| 9 |
+
Reward
|
| 10 |
+
Smoke Bomb
|
| 11 |
+
TBS
|
| 12 |
+
(0.4%)
|
| 13 |
+
Banished's Outfit
|
| 14 |
+
TBS
|
| 15 |
+
(2+ BSC; 1.7%)
|
| 16 |
+
Related
|
| 17 |
+
Blowgunner
|
| 18 |
+
TBS
|
| 19 |
+
The
|
| 20 |
+
Banished
|
| 21 |
+
are
|
| 22 |
+
enemies
|
| 23 |
+
that only appear in the
|
| 24 |
+
Morass of the Banished
|
| 25 |
+
.
|
| 26 |
+
TBS
|
| 27 |
+
They are exclusive to the
|
| 28 |
+
Bad Seed DLC
|
| 29 |
+
.
|
| 30 |
+
Behavior
|
| 31 |
+
The Banished always spawn in pairs. Most of the time, they will be hiding in the ceiling and drop down and ambush the player when one is between them. At close range, it will do a melee range stab or charge at the player if they are further away.
|
| 32 |
+
Moveset
|
| 33 |
+
Spear charge
|
| 34 |
+
Description:
|
| 35 |
+
Yells and charges forward with its spear, dealing damage on contact.
|
| 36 |
+
Can be blocked, parried, and dodge rolled.
|
| 37 |
+
Stops once they hit something (player, deployables, etc.)
|
| 38 |
+
Spear stab
|
| 39 |
+
Description:
|
| 40 |
+
Thrusts forward with the spear.
|
| 41 |
+
Can be blocked, parried, and dodge rolled.
|
| 42 |
+
Strategy
|
| 43 |
+
What makes the Banished challenging are that they will wait on the ceiling to ambush the player and they always come in pairs. While one charging Banished may be easy to dodge, having both charge at the player from both directions can make dodging tricky and parrying not viable. The hitbox on their charge attack lasts a fairly long time and aren't stopped by walls, making encounters in small areas more dangerous.
|
| 44 |
+
Prevent the Banished's ambushing by watching the ceiling. It will be better able to dodge them if one can see them coming. Once they drop down, dash towards one of them and roll behind or jump over their charge attack, giving one time and space to dodge the other. Better yet, retreat to a different platform they are about to charge. Should one be caught in the middle with no room to escape, it is possible to try jumping over both of them at the center distance between them.
|
| 45 |
+
Notes
|
| 46 |
+
The Banished are still vulnerable to attacks while clinging to the ceiling.
|
| 47 |
+
If the player roots a Banished while they are charging, they may sometimes continue to charge in place with the hitbox still lingering.
|
| 48 |
+
History
|
wiki_content/Barbed_Tips.txt
ADDED
|
@@ -0,0 +1,56 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Barbed_Tips
|
| 2 |
+
|
| 3 |
+
Barbed Tips
|
| 4 |
+
Inflicts [40 base] dps per arrow stuck to enemies.
|
| 5 |
+
Internal name
|
| 6 |
+
P_Dmg_PlantedArrow
|
| 7 |
+
Scaling
|
| 8 |
+
Blueprint
|
| 9 |
+
Location
|
| 10 |
+
Drops from
|
| 11 |
+
Toxic Miasmas
|
| 12 |
+
Drop chance
|
| 13 |
+
10%
|
| 14 |
+
Unlock cost
|
| 15 |
+
80
|
| 16 |
+
Barbed Tips
|
| 17 |
+
is a
|
| 18 |
+
tactics
|
| 19 |
+
-scaling
|
| 20 |
+
mutation
|
| 21 |
+
which causes projectiles stuck in enemies to inflict additional damage over time.
|
| 22 |
+
Details
|
| 23 |
+
Scroll Cap:
|
| 24 |
+
None
|
| 25 |
+
Special Effects:
|
| 26 |
+
The first arrow that is stuck in an enemy inflicts [40 base] DPS over time. Every additional arrow will inflict [40 base] DPS × 0.85
|
| 27 |
+
ArrowNumber - 1
|
| 28 |
+
DPS.
|
| 29 |
+
Scaling:
|
| 30 |
+
40 × 1.15
|
| 31 |
+
Stat - 1
|
| 32 |
+
DPS for every arrow stuck in the enemy
|
| 33 |
+
Notes
|
| 34 |
+
The damage is dealt with every 0.4 seconds.
|
| 35 |
+
Along with
|
| 36 |
+
Ripper
|
| 37 |
+
, Barbed Tips will work with any weapons leaving their projectiles stuck in enemies, creating synergies with those inflicting low damage at a high rate of fire.
|
| 38 |
+
The damage applied by Barbed Tips can be buffed by certain external sources such as
|
| 39 |
+
Support
|
| 40 |
+
,
|
| 41 |
+
Tranquility
|
| 42 |
+
,
|
| 43 |
+
Point Blank
|
| 44 |
+
,
|
| 45 |
+
Corrupted Power
|
| 46 |
+
or
|
| 47 |
+
Wolf Trap
|
| 48 |
+
.
|
| 49 |
+
Trivia
|
| 50 |
+
Barbed Tips along with,
|
| 51 |
+
No Mercy
|
| 52 |
+
, and
|
| 53 |
+
Point Blank
|
| 54 |
+
, were suggested by a Discord user known as
|
| 55 |
+
TheForsakenOne
|
| 56 |
+
History
|
wiki_content/Barnacle.txt
ADDED
|
@@ -0,0 +1,96 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Barnacle
|
| 2 |
+
|
| 3 |
+
Barnacle
|
| 4 |
+
Shoots enemies who pass beneath it, dealing
|
| 5 |
+
critical hits
|
| 6 |
+
on
|
| 7 |
+
poisoned
|
| 8 |
+
enemies.
|
| 9 |
+
Internal name
|
| 10 |
+
CeilTurret
|
| 11 |
+
Type
|
| 12 |
+
Deployable
|
| 13 |
+
Scaling
|
| 14 |
+
Combo rate
|
| 15 |
+
One hit every 0.38 seconds (Attached)
|
| 16 |
+
One hit every 0.57 seconds (Floating)
|
| 17 |
+
Recharge
|
| 18 |
+
10 seconds
|
| 19 |
+
Base trap health
|
| 20 |
+
20
|
| 21 |
+
Base price
|
| 22 |
+
1500
|
| 23 |
+
Damage
|
| 24 |
+
Base DPS
|
| 25 |
+
80 (
|
| 26 |
+
160
|
| 27 |
+
) (Attached)
|
| 28 |
+
53 (
|
| 29 |
+
106
|
| 30 |
+
) (Floating)
|
| 31 |
+
Base hit
|
| 32 |
+
30.4 (
|
| 33 |
+
60.8
|
| 34 |
+
)
|
| 35 |
+
Blueprint
|
| 36 |
+
Location
|
| 37 |
+
Drops from
|
| 38 |
+
Thornies
|
| 39 |
+
Drop chance
|
| 40 |
+
1.7%
|
| 41 |
+
Unlock cost
|
| 42 |
+
40
|
| 43 |
+
Barnacle
|
| 44 |
+
is a
|
| 45 |
+
deployable
|
| 46 |
+
skill
|
| 47 |
+
which summons a ceiling turret to shoot at enemies while the player is nearby. Inflicts
|
| 48 |
+
critical hits
|
| 49 |
+
on
|
| 50 |
+
poisoned
|
| 51 |
+
enemies.
|
| 52 |
+
Details
|
| 53 |
+
Special Effects:
|
| 54 |
+
Deploys a turret where the projectile gets close to a ceiling, platform or high wall. It has a height limit and anywhere over that, the Barnacle will instead suspend itself with purple balloons.
|
| 55 |
+
Turret deals damage once every 0.38 seconds with a base DPS of 80.
|
| 56 |
+
The turret deals
|
| 57 |
+
critical damage
|
| 58 |
+
to enemies that are
|
| 59 |
+
poisoned
|
| 60 |
+
.
|
| 61 |
+
The turret can be destroyed, but enemies cannot target the turret.
|
| 62 |
+
If the turret does not attach to a wall, it explodes after 9 seconds.
|
| 63 |
+
Only one turret per Barnacle skill can be active at a time - attempting to deploy another turret will destroy the first one.
|
| 64 |
+
Turret stops operation if the player moves too far away and resumes operation once the player comes back within range.
|
| 65 |
+
Tags:
|
| 66 |
+
Ranged, HasBullets, Deployable, NeedPower, UnlockInPublicEvent
|
| 67 |
+
Legendary Version:
|
| 68 |
+
Forced
|
| 69 |
+
Affix
|
| 70 |
+
: Poison Bullet
|
| 71 |
+
"Shots explode into a
|
| 72 |
+
toxic
|
| 73 |
+
cloud."
|
| 74 |
+
Synergies
|
| 75 |
+
Items that poison enemies (
|
| 76 |
+
Alchemic Carbine
|
| 77 |
+
,
|
| 78 |
+
Snake Fangs
|
| 79 |
+
,
|
| 80 |
+
Blowgun
|
| 81 |
+
,
|
| 82 |
+
Corrosive Cloud
|
| 83 |
+
,
|
| 84 |
+
Catalyst
|
| 85 |
+
) can satisfy Barnacle's
|
| 86 |
+
critical
|
| 87 |
+
condition.
|
| 88 |
+
Notes
|
| 89 |
+
Critical hits
|
| 90 |
+
don't
|
| 91 |
+
trigger
|
| 92 |
+
Instinct of the Master of Arms
|
| 93 |
+
.
|
| 94 |
+
Trivia
|
| 95 |
+
The name and design of Barnacle are directly taken from an enemy in the Half-Life series of video games, although they are ultimately different. Barnacles in Half-Life have long tongues that they use to snatch smaller entities before munching them with their jaws while the DC Barnacle is green (instead of crimson), has a single eye, and launches ranged attacks with solid projectiles. The sprite still shows its red tongue, however.
|
| 96 |
+
History
|
wiki_content/Barrel_Launcher.txt
ADDED
|
@@ -0,0 +1,110 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Barrel_Launcher
|
| 2 |
+
|
| 3 |
+
Barrel Launcher
|
| 4 |
+
Launches an explosive barrel. Inflicts a
|
| 5 |
+
critical hit
|
| 6 |
+
if the barrel bounces off a wall or has been reflected back and forth before exploding.
|
| 7 |
+
Internal name
|
| 8 |
+
BarrelLauncher
|
| 9 |
+
Type
|
| 10 |
+
Ranged Weapon
|
| 11 |
+
Scaling
|
| 12 |
+
Combo rate
|
| 13 |
+
One hit every 0.7 seconds
|
| 14 |
+
Base price
|
| 15 |
+
2250
|
| 16 |
+
Damage
|
| 17 |
+
Base DPS
|
| 18 |
+
171 (
|
| 19 |
+
514
|
| 20 |
+
)
|
| 21 |
+
Base hit
|
| 22 |
+
120 (
|
| 23 |
+
360
|
| 24 |
+
)
|
| 25 |
+
Blueprint
|
| 26 |
+
Location
|
| 27 |
+
Drops from
|
| 28 |
+
Infected Workers
|
| 29 |
+
Drop chance
|
| 30 |
+
0.4%
|
| 31 |
+
Unlock cost
|
| 32 |
+
80
|
| 33 |
+
The
|
| 34 |
+
Barrel Launcher
|
| 35 |
+
is a
|
| 36 |
+
ranged
|
| 37 |
+
weapon
|
| 38 |
+
that fires explosive barrels that bounce off the ground and walls. Barrels explode upon striking an enemy.
|
| 39 |
+
Cannot be stored in the backpack.
|
| 40 |
+
Details
|
| 41 |
+
Special Effects:
|
| 42 |
+
Launches large explosive barrels that explode on contact with enemies, spikes, or after a short duration.
|
| 43 |
+
If a barrel bounces off a wall, it will deal
|
| 44 |
+
critical damage
|
| 45 |
+
when it explodes. Its velocity will be slowed and its fuse time is slightly increased.
|
| 46 |
+
Attacks from enemies can reflect the barrels, changing them to be able to hit you instead. If reflected again by the player they will inflict critical hits to enemies.
|
| 47 |
+
Breach Bonus
|
| 48 |
+
:
|
| 49 |
+
-0.7
|
| 50 |
+
Base Breach Damage:
|
| 51 |
+
36 (
|
| 52 |
+
108
|
| 53 |
+
)
|
| 54 |
+
Base Breach DPS:
|
| 55 |
+
40 (
|
| 56 |
+
120
|
| 57 |
+
)
|
| 58 |
+
Attack Duration:
|
| 59 |
+
0.7 seconds
|
| 60 |
+
Charge:
|
| 61 |
+
0.4
|
| 62 |
+
Lock:
|
| 63 |
+
0.2
|
| 64 |
+
Cooldown:
|
| 65 |
+
0.3
|
| 66 |
+
Tags:
|
| 67 |
+
IsCrossbow, Explosive, Ranged
|
| 68 |
+
Legendary Version:
|
| 69 |
+
Forced
|
| 70 |
+
Affix
|
| 71 |
+
: Triple Bullets
|
| 72 |
+
"Fires thrice as much bullets."
|
| 73 |
+
Synergies
|
| 74 |
+
Wings of the Crow
|
| 75 |
+
can be used to easily land the critical hits in several boss fights.
|
| 76 |
+
Instant cast support weapons such as
|
| 77 |
+
Throwing Knife
|
| 78 |
+
or
|
| 79 |
+
Firebrands
|
| 80 |
+
, or some skills such as
|
| 81 |
+
Wave of Denial
|
| 82 |
+
or
|
| 83 |
+
Lacerating Aura
|
| 84 |
+
can be used to re-reflect the barrels.
|
| 85 |
+
Rampart
|
| 86 |
+
can be used to parry reflected barrels as they count as melee attacks.
|
| 87 |
+
Masochist
|
| 88 |
+
can be used to lower reflected barrels' damage.
|
| 89 |
+
Items that can stun or
|
| 90 |
+
freeze
|
| 91 |
+
enemies can be used to prevent enemies from reflecting barrels at all.
|
| 92 |
+
Notes
|
| 93 |
+
Barrels reflected by enemies have the following properties:
|
| 94 |
+
They count as traps and therefore their damage will be capped to 30% of the player's max health, or 10% with the
|
| 95 |
+
Masochist
|
| 96 |
+
mutation, although the player won't receive the speed buff.
|
| 97 |
+
They count as a melee attack, and therefore the
|
| 98 |
+
Rampart
|
| 99 |
+
can trigger its ability when this is parried.
|
| 100 |
+
A colorless version of this weapon will always be available in the
|
| 101 |
+
Derelict Distillery
|
| 102 |
+
. However, taking this weapon to the
|
| 103 |
+
Collector
|
| 104 |
+
will not unlock the blueprint for the weapon to be used in future runs. The only way to obtain the blueprint for the Barrel Launcher is by defeating
|
| 105 |
+
Infected Workers
|
| 106 |
+
.
|
| 107 |
+
in the
|
| 108 |
+
Infested Shipwreck
|
| 109 |
+
, Barrels will break coral platforms, even if they are not reflected.
|
| 110 |
+
History
|
wiki_content/Baseball_Bat.txt
ADDED
|
@@ -0,0 +1,108 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Baseball_Bat
|
| 2 |
+
|
| 3 |
+
Baseball Bat
|
| 4 |
+
Attacking a stunned or
|
| 5 |
+
rooted
|
| 6 |
+
enemy lets you strike frantically, dealing
|
| 7 |
+
critical damage
|
| 8 |
+
GOTTA GET A GRIP!
|
| 9 |
+
Internal name
|
| 10 |
+
BaseballBat
|
| 11 |
+
Type
|
| 12 |
+
Melee Weapon
|
| 13 |
+
Scaling
|
| 14 |
+
Combo rate
|
| 15 |
+
4 hits every 1.31 seconds.
|
| 16 |
+
1
|
| 17 |
+
critical
|
| 18 |
+
hit every 0.21 seconds.
|
| 19 |
+
Base price
|
| 20 |
+
2000
|
| 21 |
+
Damage
|
| 22 |
+
Base DPS
|
| 23 |
+
156 (
|
| 24 |
+
476
|
| 25 |
+
)
|
| 26 |
+
Base combo damage
|
| 27 |
+
205
|
| 28 |
+
Base first hit
|
| 29 |
+
30
|
| 30 |
+
Base second hit
|
| 31 |
+
40
|
| 32 |
+
Base third hit
|
| 33 |
+
60
|
| 34 |
+
Base fourth hit
|
| 35 |
+
75
|
| 36 |
+
Base fifth hit
|
| 37 |
+
100
|
| 38 |
+
Blueprint
|
| 39 |
+
Location
|
| 40 |
+
Lore room in the
|
| 41 |
+
Prisoners' Quarters
|
| 42 |
+
The
|
| 43 |
+
Baseball Bat
|
| 44 |
+
is a
|
| 45 |
+
melee
|
| 46 |
+
weapon
|
| 47 |
+
that has a set of normal combos but does a single devastating
|
| 48 |
+
critical attack
|
| 49 |
+
to
|
| 50 |
+
rooted
|
| 51 |
+
or stunned enemies.
|
| 52 |
+
Details
|
| 53 |
+
Special Effects:
|
| 54 |
+
When a
|
| 55 |
+
rooted
|
| 56 |
+
or stunned enemy is in range while queuing an attack, a fast overhead attack will be used instead of the base 4-hit combo.
|
| 57 |
+
Breach Bonus
|
| 58 |
+
:
|
| 59 |
+
0, 0.5, 0.65, 1, -1
|
| 60 |
+
Base Breach Damage:
|
| 61 |
+
30, 60, 99, 150,
|
| 62 |
+
0
|
| 63 |
+
Base Breach DPS:
|
| 64 |
+
259 (
|
| 65 |
+
0
|
| 66 |
+
)
|
| 67 |
+
Combo Duration:
|
| 68 |
+
1.52 seconds
|
| 69 |
+
First Hit:
|
| 70 |
+
0.33 (0.23 + 0.1 + 0)
|
| 71 |
+
Second Hit:
|
| 72 |
+
0.3 (0.2 + 0.1 + 0)
|
| 73 |
+
Third Hit:
|
| 74 |
+
0.3 (0.2 + 0.1 + 0)
|
| 75 |
+
Fourth Hit:
|
| 76 |
+
0.38 (0.23 + 0.15 + 0)
|
| 77 |
+
Fifth Hit:
|
| 78 |
+
0.21 (0.06 + 0.15 + 0)
|
| 79 |
+
Legendary Version:
|
| 80 |
+
Forced
|
| 81 |
+
Affix
|
| 82 |
+
: Graphic Violence
|
| 83 |
+
"Killing an enemy with a critical hit stuns nearby targets for 1.5 seconds"
|
| 84 |
+
Synergies
|
| 85 |
+
Anything that stuns or
|
| 86 |
+
roots
|
| 87 |
+
enemies such as
|
| 88 |
+
Wolf Trap
|
| 89 |
+
or
|
| 90 |
+
Stun Grenade
|
| 91 |
+
can trigger the
|
| 92 |
+
critical
|
| 93 |
+
condition.
|
| 94 |
+
Survival users can pair it with
|
| 95 |
+
Instinct of the Master of Arms
|
| 96 |
+
or/and
|
| 97 |
+
Heart of Ice
|
| 98 |
+
to quickly reset the duration of their skills.
|
| 99 |
+
An offhand weapon like
|
| 100 |
+
Throwable Objects
|
| 101 |
+
or
|
| 102 |
+
The Boy's Axe
|
| 103 |
+
can trigger similar
|
| 104 |
+
critical
|
| 105 |
+
opportunities, as well as provide ranged support.
|
| 106 |
+
Gallery
|
| 107 |
+
TBA
|
| 108 |
+
History
|
wiki_content/Bat.txt
ADDED
|
@@ -0,0 +1,34 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Bat
|
| 2 |
+
|
| 3 |
+
Bat
|
| 4 |
+
Base health
|
| 5 |
+
1
|
| 6 |
+
Location(s)
|
| 7 |
+
Promenade of the Condemned
|
| 8 |
+
Graveyard
|
| 9 |
+
(0-1 BSC)
|
| 10 |
+
Undying Shores
|
| 11 |
+
(0-2 BSC)
|
| 12 |
+
Dilapidated Arboretum
|
| 13 |
+
(0-3 BSC)
|
| 14 |
+
Reward
|
| 15 |
+
Knife Dance
|
| 16 |
+
(0.4%)
|
| 17 |
+
Oiled Sword
|
| 18 |
+
(1.7%)
|
| 19 |
+
Bats
|
| 20 |
+
are flying
|
| 21 |
+
enemies
|
| 22 |
+
which can pass through walls and will follow the player as they move about the map. They can pass through both buildings and the ground.
|
| 23 |
+
Behavior
|
| 24 |
+
Bats are flying enemies that are dormant and detect the player if they are nearby. Once aggroed, they will fly around the player in an unpredictable pattern, then charge at the player.
|
| 25 |
+
Moveset
|
| 26 |
+
Charge
|
| 27 |
+
Description:
|
| 28 |
+
Charges up and dashes at the player, dealing damage on contact.
|
| 29 |
+
Can be blocked, parried, and dodge rolled.
|
| 30 |
+
When charging up, a red line will appear showing their trajectory.
|
| 31 |
+
Strategy
|
| 32 |
+
Bats have extremely low HP. Simply doing a dive attack if you are above them will kill them. Any projectile with some tracking and AoE skills can easily kill them. With a fast melee weapon, running up to them and swinging also does the job. The only times where they may be difficult to hit is if you only have slow attacks.
|
| 33 |
+
When a Bat is ready to attack you, if you are confident you can dodge in the direction they're charging at, then hit it with your weapon. This tactic is best used for slow weapons.
|
| 34 |
+
History
|
wiki_content/Bat_Volley.txt
ADDED
|
@@ -0,0 +1,75 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Bat_Volley
|
| 2 |
+
|
| 3 |
+
Bat Volley
|
| 4 |
+
Throws 10 bats that pierce through enemies and deal
|
| 5 |
+
critical damage
|
| 6 |
+
once they have gone through at least one target
|
| 7 |
+
Quick, throw them before they fill your pockets with guano!
|
| 8 |
+
Internal name
|
| 9 |
+
BatVolley
|
| 10 |
+
Type
|
| 11 |
+
Power
|
| 12 |
+
Scaling
|
| 13 |
+
Recharge
|
| 14 |
+
12 seconds
|
| 15 |
+
Duration
|
| 16 |
+
7 seconds
|
| 17 |
+
Base price
|
| 18 |
+
2000
|
| 19 |
+
Damage
|
| 20 |
+
Base DPS
|
| 21 |
+
22 per hit
|
| 22 |
+
Blueprint
|
| 23 |
+
Location
|
| 24 |
+
Drops from
|
| 25 |
+
Vampire Bat
|
| 26 |
+
Drop chance
|
| 27 |
+
1.7%
|
| 28 |
+
Unlock cost
|
| 29 |
+
100
|
| 30 |
+
The
|
| 31 |
+
Bat Volley
|
| 32 |
+
is a
|
| 33 |
+
power
|
| 34 |
+
skill
|
| 35 |
+
added in the
|
| 36 |
+
Return to Castlevania DLC
|
| 37 |
+
. It throws a flurry of moving bats that deal
|
| 38 |
+
critical damage
|
| 39 |
+
after passing through one enemy.
|
| 40 |
+
Details
|
| 41 |
+
Special Effects:
|
| 42 |
+
Summons a pack of bats that fly forwards and hit any enemy it passes through
|
| 43 |
+
Deals
|
| 44 |
+
critical damage
|
| 45 |
+
after passing through an enemy.
|
| 46 |
+
Stops when hitting a wall.
|
| 47 |
+
Tags:
|
| 48 |
+
Ranged
|
| 49 |
+
Legendary Version:
|
| 50 |
+
Forced
|
| 51 |
+
Affix
|
| 52 |
+
: Big Brains
|
| 53 |
+
"Bats turn back upon colliding with a wall"
|
| 54 |
+
Synergies
|
| 55 |
+
Items that greatly displace enemies (e.g.
|
| 56 |
+
Spartan Sandals
|
| 57 |
+
,
|
| 58 |
+
Tornado
|
| 59 |
+
,
|
| 60 |
+
Hand Hook
|
| 61 |
+
TQatS
|
| 62 |
+
) can be used to move enemies along with the bats, ensuring continuous critical damage.
|
| 63 |
+
The legendary version synergizes well with the
|
| 64 |
+
Emergency Door
|
| 65 |
+
.
|
| 66 |
+
The bats can travel very long distances, potentially allowing for the use of the
|
| 67 |
+
Tranquility
|
| 68 |
+
.
|
| 69 |
+
The bats summoned by this skill are considered a ranged attack and therefore work with ranged mutations such as
|
| 70 |
+
Point Blank
|
| 71 |
+
.
|
| 72 |
+
Notes
|
| 73 |
+
Upon activation, the player is locked in the animation until all the bats are deployed, and therefore it's recommended to use this skill from afar.
|
| 74 |
+
The bats are destroyed upon colliding with force fields.
|
| 75 |
+
History
|
wiki_content/Beginner's_Bow.txt
ADDED
|
@@ -0,0 +1,69 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Beginner%27s_Bow
|
| 2 |
+
|
| 3 |
+
Beginner's Bow
|
| 4 |
+
Ammo comes back after enemies are killed.
|
| 5 |
+
The Jailer's son was getting pretty good at hunting rats with this...
|
| 6 |
+
Internal name
|
| 7 |
+
StartBow
|
| 8 |
+
Type
|
| 9 |
+
Ranged Weapon
|
| 10 |
+
Scaling
|
| 11 |
+
Combo rate
|
| 12 |
+
One 3-hit combo every 1.2 seconds
|
| 13 |
+
Base price
|
| 14 |
+
1
|
| 15 |
+
Damage
|
| 16 |
+
Base DPS
|
| 17 |
+
113
|
| 18 |
+
Base combo damage
|
| 19 |
+
135
|
| 20 |
+
Base first hit
|
| 21 |
+
35
|
| 22 |
+
Base second hit
|
| 23 |
+
40
|
| 24 |
+
Base third hit
|
| 25 |
+
60
|
| 26 |
+
The
|
| 27 |
+
Beginner's Bow
|
| 28 |
+
is the first
|
| 29 |
+
ranged
|
| 30 |
+
weapon
|
| 31 |
+
encountered by the player in
|
| 32 |
+
Dead Cells
|
| 33 |
+
. The player starts every game with the Beginner's Bow lying on the ground in the first room, unless the
|
| 34 |
+
Random Starter Bow
|
| 35 |
+
upgrade has been unlocked from the
|
| 36 |
+
Collector
|
| 37 |
+
. Once the upgrade is purchased, the Beginner's Bow is relocated to a secret wall tile in the starting room.
|
| 38 |
+
Details
|
| 39 |
+
Ammo:
|
| 40 |
+
6
|
| 41 |
+
Breach Bonus
|
| 42 |
+
:
|
| 43 |
+
-0.5 / -0.5 / -0.5
|
| 44 |
+
Base Breach Damage:
|
| 45 |
+
17.5 / 20 / 30
|
| 46 |
+
Base Breach DPS:
|
| 47 |
+
56 (
|
| 48 |
+
168
|
| 49 |
+
)
|
| 50 |
+
Combo Duration:
|
| 51 |
+
1.2 seconds
|
| 52 |
+
First Hit:
|
| 53 |
+
0.45 (0.25 + 0.1 + 0.1)
|
| 54 |
+
Second Hit:
|
| 55 |
+
0.35 (0.25 + 0.1 + 0)
|
| 56 |
+
Third Hit:
|
| 57 |
+
0.5 (0.4 + 0.1 + 0)
|
| 58 |
+
Tags:
|
| 59 |
+
Ranged, NoCritical, HasBullets, LimitedAmmo, RustyItem
|
| 60 |
+
Notes
|
| 61 |
+
The Beginner's Bow is one of two weapons which have weapon slot restrictions, the other one being the
|
| 62 |
+
Old Wooden Shield
|
| 63 |
+
.
|
| 64 |
+
Like the other two starting weapons, this weapon cannot be found randomly during a run.
|
| 65 |
+
This weapon has no special effects or perks. As such, the Bow will rarely see the endgame, and is best replaced with more powerful and unique weapons at the earliest opportunity.
|
| 66 |
+
Description of the bow might be the reference to the "Fallout 3". Since the description almost matches the game's first mission.
|
| 67 |
+
Gallery
|
| 68 |
+
Location of the Beginner's Bow.
|
| 69 |
+
History
|
wiki_content/Berserker.txt
ADDED
|
@@ -0,0 +1,40 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Berserker
|
| 2 |
+
|
| 3 |
+
Berserker
|
| 4 |
+
Killing an enemy with a melee attack reduces the damage you take by [5% base, 20% max] for 8 sec. Can stack up to 90%. Also makes you immune to stuns.
|
| 5 |
+
Internal name
|
| 6 |
+
P_DeathShield
|
| 7 |
+
Scaling
|
| 8 |
+
Blueprint
|
| 9 |
+
Location
|
| 10 |
+
Drops from
|
| 11 |
+
Failed Experiments
|
| 12 |
+
Drop chance
|
| 13 |
+
4+ BSC; 0.4%
|
| 14 |
+
Unlock cost
|
| 15 |
+
100
|
| 16 |
+
Berserker
|
| 17 |
+
is a
|
| 18 |
+
survival
|
| 19 |
+
-scaling
|
| 20 |
+
mutation
|
| 21 |
+
which reduces damage taken by the player for a few seconds after killing an enemy with a melee attack.
|
| 22 |
+
Details
|
| 23 |
+
Scroll Cap:
|
| 24 |
+
30 Survival
|
| 25 |
+
Special Effects:
|
| 26 |
+
Grants the player a defense buff that reduces all damage they take by [5 base]% for 8 seconds after killing an enemy with a melee attack.
|
| 27 |
+
The effect can stack up to 90% with each kill granting a maximum of 20% damage reduction.
|
| 28 |
+
All stacks expire at the same time, and previous stacks don't get refreshed with a new stack.
|
| 29 |
+
Also provides stun immunity while a stack is active.
|
| 30 |
+
Scaling:
|
| 31 |
+
5 × 1.05
|
| 32 |
+
Stat-1
|
| 33 |
+
% damage reduction
|
| 34 |
+
Notes
|
| 35 |
+
This mutation is useful in biomes, allowing the player to take more hits without losing a lot of health. Synergizes well with the mutation
|
| 36 |
+
Recovery
|
| 37 |
+
, or a colorless
|
| 38 |
+
Spite Sword
|
| 39 |
+
.
|
| 40 |
+
History
|
wiki_content/Bible.txt
ADDED
|
@@ -0,0 +1,113 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Bible
|
| 2 |
+
|
| 3 |
+
Bible
|
| 4 |
+
If the second attack of the weapon hits a target, throws a projectile on a rotary trajectory, dealing
|
| 5 |
+
critical damage
|
| 6 |
+
increasing with each new hit
|
| 7 |
+
This book can be... stunning
|
| 8 |
+
Internal name
|
| 9 |
+
Bible
|
| 10 |
+
Type
|
| 11 |
+
Melee Weapon
|
| 12 |
+
Scaling
|
| 13 |
+
Combo rate
|
| 14 |
+
One 3-hit combo every 1.73 seconds
|
| 15 |
+
Base price
|
| 16 |
+
2000
|
| 17 |
+
Damage
|
| 18 |
+
Base DPS
|
| 19 |
+
127 (
|
| 20 |
+
139
|
| 21 |
+
)
|
| 22 |
+
Base combo damage
|
| 23 |
+
220 (
|
| 24 |
+
240
|
| 25 |
+
)
|
| 26 |
+
Base first hit
|
| 27 |
+
95
|
| 28 |
+
Base second hit
|
| 29 |
+
105
|
| 30 |
+
Base third hit
|
| 31 |
+
20 (
|
| 32 |
+
40
|
| 33 |
+
)
|
| 34 |
+
Blueprint
|
| 35 |
+
Location
|
| 36 |
+
Drops from
|
| 37 |
+
Werewolf
|
| 38 |
+
and
|
| 39 |
+
Dire Werewolf
|
| 40 |
+
Drop chance
|
| 41 |
+
1.7%
|
| 42 |
+
Unlock cost
|
| 43 |
+
50
|
| 44 |
+
The
|
| 45 |
+
Bible
|
| 46 |
+
is a sword-type
|
| 47 |
+
melee
|
| 48 |
+
weapon
|
| 49 |
+
added in the
|
| 50 |
+
Return to Castlevania DLC
|
| 51 |
+
. If the second attack of the weapon hits a target, throw it on a rotary trajectory, dealing Critical Damage increasing with each new hit.
|
| 52 |
+
Details
|
| 53 |
+
Breach Bonus
|
| 54 |
+
:
|
| 55 |
+
0.5 / 1 / -1
|
| 56 |
+
Base Breach Damage:
|
| 57 |
+
142.5 / 210 / 0
|
| 58 |
+
Base Breach DPS:
|
| 59 |
+
204 (
|
| 60 |
+
408
|
| 61 |
+
)
|
| 62 |
+
Combo Duration:
|
| 63 |
+
1.73 seconds
|
| 64 |
+
First Hit:
|
| 65 |
+
0.61 (0.41 + 0.2 + 0)
|
| 66 |
+
Second Hit:
|
| 67 |
+
0.67 (0.47 + 0.2 + 0)
|
| 68 |
+
Third Hit:
|
| 69 |
+
0.45 (0.25 + 0.2 + 0)
|
| 70 |
+
Legendary Version:
|
| 71 |
+
Forced
|
| 72 |
+
Affix
|
| 73 |
+
: Double Bullets
|
| 74 |
+
"Fires twice as much bullets"
|
| 75 |
+
Synergies
|
| 76 |
+
The rotating bibles spawned by this weapon are counted as ranged projectiles and therefore they can trigger ranged mutations like
|
| 77 |
+
Point Blank
|
| 78 |
+
and
|
| 79 |
+
Networking
|
| 80 |
+
.
|
| 81 |
+
Due to the large number of projectiles with multiple combos (and long duration of rotation), this weapon can benefit from mutations that trigger on hit like
|
| 82 |
+
Instinct of the Master of Arms
|
| 83 |
+
and
|
| 84 |
+
Heart of Ice
|
| 85 |
+
(when paired with crowd control equipment like
|
| 86 |
+
Stun Grenade
|
| 87 |
+
).
|
| 88 |
+
Notes
|
| 89 |
+
The bible projectile rotates for several seconds, and each rotation is faster and on smaller diameter.
|
| 90 |
+
Despite the description only mentioning the second attack hitting a target as a requirement, there is a third input to the attack combo that actually spawns the bible projectile.
|
| 91 |
+
If the player cancels the combo before that third input and doesn't follow it up before the combo timer expires, no projectile will spawn, even if the combo's second hit connected successfully.
|
| 92 |
+
By that same token, the player can roll out of the second combo hit to cancel recovery frames, then quickly follow up with an attack input to finish the combo and spawn the projectile.
|
| 93 |
+
There is a specific achievement related to this weapon,
|
| 94 |
+
Knowledge is power
|
| 95 |
+
RtC
|
| 96 |
+
Easiest way to achieve it is to keep a Bible while focusing on Brutality and go fight
|
| 97 |
+
Conjunctivius
|
| 98 |
+
with
|
| 99 |
+
Stun Grenade
|
| 100 |
+
and
|
| 101 |
+
Heart of Ice
|
| 102 |
+
Trivia
|
| 103 |
+
Like all weapons added in
|
| 104 |
+
Return to Castlevania DLC
|
| 105 |
+
expansion, Bible is based on weapon from Castlevania - in this case called
|
| 106 |
+
Bible/Holy Book/Grimoire
|
| 107 |
+
Look-wise, resembles Bible encountered in
|
| 108 |
+
Castlevania: Portrait of Ruin
|
| 109 |
+
and
|
| 110 |
+
Castlevania: Harmony of Despair
|
| 111 |
+
Function-wise, resembles variation used by Richter Belmont in
|
| 112 |
+
Castlevania Rondo of Blood
|
| 113 |
+
History
|
wiki_content/Biomes.txt
ADDED
|
@@ -0,0 +1,281 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
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|
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|
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|
|
|
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|
|
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|
|
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|
|
|
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|
|
|
|
|
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|
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|
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|
|
|
|
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|
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|
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|
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|
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|
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|
|
|
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|
|
|
|
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|
|
|
|
|
|
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|
|
|
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|
|
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|
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|
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|
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|
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|
|
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|
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|
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|
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|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Biomes
|
| 2 |
+
|
| 3 |
+
Biomes map
|
| 4 |
+
Biomes
|
| 5 |
+
are the different areas within
|
| 6 |
+
Dead Cells
|
| 7 |
+
which players must progress through.
|
| 8 |
+
The base game currently has 15 main biomes and 4 boss biomes while the DLCs add another 9 main biomes and 8 boss biomes.
|
| 9 |
+
The order in which biomes are encountered, and the general location of their links, are predetermined, but they are divided into levels and only one biome of each level can be accessed in a run, which gives players a lot of flexibility and change each run.
|
| 10 |
+
Within each run, biomes are procedurally generated within the confines of that biome's set parameters. This puts the focus of gameplay on a combination of on the moment adaptation and memorization, with each biome having a distinct feel.
|
| 11 |
+
Each biome also has a set of
|
| 12 |
+
enemies
|
| 13 |
+
that the player will encounter, some of them are unique to a specific biome. Higher difficulties change the enemy pool, distribution, and quantity.
|
| 14 |
+
Through runes and
|
| 15 |
+
Boss Stem Cells
|
| 16 |
+
, alternate paths to biomes can be travelled and thus the player does not have to go through the same set of biomes every run.
|
| 17 |
+
Scaling and difficulty
|
| 18 |
+
Each difficulty and biome has their own scaling of enemy and trap stats with tiers which operate somewhat differently compared to scaling of player damage and health with
|
| 19 |
+
Stats
|
| 20 |
+
. As the player moves away from the starting area, enemies and traps get additional scaling (except for on 0
|
| 21 |
+
BSC
|
| 22 |
+
).
|
| 23 |
+
The formula for enemy DMG and HP scaling are:
|
| 24 |
+
DMG:
|
| 25 |
+
Base DMG × (MobScaleFactor
|
| 26 |
+
(AtkTier - 1)
|
| 27 |
+
) × (1 + (AtkTier - 1) × MobScaleMulPerTier)
|
| 28 |
+
HP:
|
| 29 |
+
Base HP × (MobLifeScaleFactor
|
| 30 |
+
(LifeTier - 1)
|
| 31 |
+
) × (1 + (LifeTier - 1) × MobLifeScaleMulPerTier) × (1 + Enemy Type Bonus)
|
| 32 |
+
This allows us to calculate an enemy's Damage and HP at any given biome and difficulty, though most of these variables are located in the game files.
|
| 33 |
+
This tool
|
| 34 |
+
can be used to calculate any enemy's damage and HP at any difficulty and biome.
|
| 35 |
+
Shops and treasures
|
| 36 |
+
Excluding boss biomes, each biome always contains combinations of shops and treasures. The majority of these are predetermined but their type might be random, shops might either be a weapons or skills shop and treasure rooms could contain treasure chests, linked altars or very rarely an additional cursed chest. Their locations are always random except for the fact they will always have the same access requirements.
|
| 37 |
+
Playing on higher difficulty using collected
|
| 38 |
+
Boss Stem Cells
|
| 39 |
+
grants access to boss cell doors which can contain more shops, treasure rooms, or even alternative paths to biomes.
|
| 40 |
+
Access and exits
|
| 41 |
+
Each biome has exits leading to the biomes of the next level. Some of these can be accessed without any requirements but most are blocked off by rune requirements. The locations of exits in a biome are mostly random with some exceptions, but are always at the end of hallways or level chunks. In some biomes the exits are seperated into their own paths.
|
| 42 |
+
Passage
|
| 43 |
+
After exiting each biome, the player will enter a
|
| 44 |
+
Passage
|
| 45 |
+
. Here, a player can turn in
|
| 46 |
+
blueprints
|
| 47 |
+
, spend cells, enter
|
| 48 |
+
time, killstreak and no-hit doors
|
| 49 |
+
if the requirements are met, re-roll and upgrade
|
| 50 |
+
gear
|
| 51 |
+
, choose and change
|
| 52 |
+
mutations
|
| 53 |
+
and replenish their health and health potions. Passages are different depending on which biome is exited and entered, with some of them having secrets.
|
| 54 |
+
The NPCs found in a Passage will depend on the biome ahead. In most Passages, you will find
|
| 55 |
+
The Collector
|
| 56 |
+
. For biomes from the
|
| 57 |
+
Return to Castlevania DLC
|
| 58 |
+
, you will instead encounter Castlevania character Shanoa. With 5 BSC activated, the
|
| 59 |
+
Collector's apprentice
|
| 60 |
+
will appear in his place. There is no functional difference between them. All blueprints you've found can be unlocked between all of them.
|
| 61 |
+
After exiting a boss biome, the player will enter a special passage which also holds the
|
| 62 |
+
Blacksmith
|
| 63 |
+
, a no-hit door and a timed door.
|
| 64 |
+
If the player has entered the
|
| 65 |
+
Throne Room
|
| 66 |
+
,
|
| 67 |
+
The Crown
|
| 68 |
+
TQatS
|
| 69 |
+
or
|
| 70 |
+
Master's Keep
|
| 71 |
+
RtC
|
| 72 |
+
at least once, a golden chest can appear in the passage to a non-boss biome. Upon entering this chest the player will be sent to
|
| 73 |
+
The Bank
|
| 74 |
+
, which replaces the next biome.
|
| 75 |
+
Map
|
| 76 |
+
The player can open their map which will show everything the player has explored in the biome. Shown on the map are activated teleporters, shops and treasure rooms. The position of the player is marked with a flaming head.
|
| 77 |
+
The player can also switch to a world map view, where discovered biomes are shown in color with their names, and undiscovered biomes are shown in gray with just their symbols. A biome counts as discovered when it has been visited once, while an undiscovered biome is shown the moment a biome that can exit into that biome is entered.
|
| 78 |
+
Highlighting a discovered biome will show previously travelled paths between it and biomes of the previous and next tier, while the path used in the current run is indicated by a gray line. Furthermore, the world map will also show the next biome that has the
|
| 79 |
+
incentivized biome bonus
|
| 80 |
+
.
|
| 81 |
+
First stage
|
| 82 |
+
Prisoners' Quarters
|
| 83 |
+
Second stages
|
| 84 |
+
Promenade of the Condemned
|
| 85 |
+
Toxic Sewers
|
| 86 |
+
Dilapidated Arboretum
|
| 87 |
+
TBS
|
| 88 |
+
Castle's Outskirts
|
| 89 |
+
RtC
|
| 90 |
+
Optional stages
|
| 91 |
+
Prison Depths
|
| 92 |
+
Corrupted Prison
|
| 93 |
+
Third stages
|
| 94 |
+
Ramparts
|
| 95 |
+
Ancient Sewers
|
| 96 |
+
Ossuary
|
| 97 |
+
Morass of the Banished
|
| 98 |
+
TBS
|
| 99 |
+
Dracula's Castle
|
| 100 |
+
RtC
|
| 101 |
+
First bosses
|
| 102 |
+
Black Bridge
|
| 103 |
+
Insufferable Crypt
|
| 104 |
+
Nest
|
| 105 |
+
TBS
|
| 106 |
+
Defiled Necropolis
|
| 107 |
+
RtC
|
| 108 |
+
Fourth stages
|
| 109 |
+
Stilt Village
|
| 110 |
+
Slumbering Sanctuary
|
| 111 |
+
Graveyard
|
| 112 |
+
Fractured Shrines
|
| 113 |
+
FF
|
| 114 |
+
Fifth stages
|
| 115 |
+
Clock Tower
|
| 116 |
+
Forgotten Sepulcher
|
| 117 |
+
Cavern
|
| 118 |
+
RotG
|
| 119 |
+
Undying Shores
|
| 120 |
+
FF
|
| 121 |
+
Second bosses
|
| 122 |
+
Clock Room
|
| 123 |
+
Guardian's Haven
|
| 124 |
+
RotG
|
| 125 |
+
Mausoleum
|
| 126 |
+
FF
|
| 127 |
+
Sixth stages
|
| 128 |
+
High Peak Castle
|
| 129 |
+
Derelict Distillery
|
| 130 |
+
Infested Shipwreck
|
| 131 |
+
TQatS
|
| 132 |
+
Dracula's Castle
|
| 133 |
+
RtC
|
| 134 |
+
Third bosses
|
| 135 |
+
Throne Room
|
| 136 |
+
Lighthouse
|
| 137 |
+
TQatS
|
| 138 |
+
Master's Keep
|
| 139 |
+
RtC
|
| 140 |
+
Seventh stage
|
| 141 |
+
The following information
|
| 142 |
+
contains spoilers
|
| 143 |
+
regarding the true ending of the game. Discretion is advised.
|
| 144 |
+
Astrolab
|
| 145 |
+
RotG
|
| 146 |
+
Entrance:
|
| 147 |
+
Throne Room
|
| 148 |
+
(5
|
| 149 |
+
BSC
|
| 150 |
+
)
|
| 151 |
+
Enemy Tier:
|
| 152 |
+
37 - 46
|
| 153 |
+
Gear Level:
|
| 154 |
+
10
|
| 155 |
+
Scrolls:
|
| 156 |
+
2 Dual Scrolls
|
| 157 |
+
Enemies:
|
| 158 |
+
Bombers
|
| 159 |
+
,
|
| 160 |
+
Defenders
|
| 161 |
+
,
|
| 162 |
+
RotG
|
| 163 |
+
Failed Experiments
|
| 164 |
+
,
|
| 165 |
+
Magistrates of Death
|
| 166 |
+
,
|
| 167 |
+
RotG
|
| 168 |
+
Screaming Skulls
|
| 169 |
+
RotG
|
| 170 |
+
(spawned from Magistrates of Death),
|
| 171 |
+
Slammers
|
| 172 |
+
,
|
| 173 |
+
Librarians
|
| 174 |
+
RotG
|
| 175 |
+
Exit:
|
| 176 |
+
Observatory
|
| 177 |
+
RotG
|
| 178 |
+
Hazards:
|
| 179 |
+
Electric waves, projectiles, spikes, void, pools of lava
|
| 180 |
+
Keys:
|
| 181 |
+
Allen Key
|
| 182 |
+
:
|
| 183 |
+
RotG
|
| 184 |
+
Opens the door to the final section of the biome. Dropped by an Elite
|
| 185 |
+
Slammer
|
| 186 |
+
.
|
| 187 |
+
Elevator Key
|
| 188 |
+
:
|
| 189 |
+
RotG
|
| 190 |
+
Opens the door before the elevator at the end of the biome. Dropped by an Elite
|
| 191 |
+
Failed Experiment
|
| 192 |
+
.
|
| 193 |
+
Guardian's Key
|
| 194 |
+
:
|
| 195 |
+
RotG
|
| 196 |
+
There are 2. Open the doors before the exit to
|
| 197 |
+
Observatory
|
| 198 |
+
.
|
| 199 |
+
RotG
|
| 200 |
+
Dropped by 2 Elite
|
| 201 |
+
Slammers
|
| 202 |
+
.
|
| 203 |
+
Apex Key
|
| 204 |
+
:
|
| 205 |
+
RotG
|
| 206 |
+
Gives access time blueprint of
|
| 207 |
+
Sonic Carbine
|
| 208 |
+
.
|
| 209 |
+
RotG
|
| 210 |
+
Found at the end of an obstacle course.
|
| 211 |
+
Fourth bosses
|
| 212 |
+
The Crown
|
| 213 |
+
TQatS
|
| 214 |
+
The following information
|
| 215 |
+
contains spoilers
|
| 216 |
+
regarding the true ending of the game. Discretion is advised.
|
| 217 |
+
Observatory
|
| 218 |
+
RotG
|
| 219 |
+
Entrance:
|
| 220 |
+
Astrolab
|
| 221 |
+
RotG
|
| 222 |
+
Enemies:
|
| 223 |
+
The Collector
|
| 224 |
+
RotG
|
| 225 |
+
Mobs summoned by the Collector:
|
| 226 |
+
Grenadier
|
| 227 |
+
,
|
| 228 |
+
Lancer
|
| 229 |
+
,
|
| 230 |
+
Runner
|
| 231 |
+
,
|
| 232 |
+
Undead Archer
|
| 233 |
+
,
|
| 234 |
+
Cleaver
|
| 235 |
+
Enemy Tier:
|
| 236 |
+
38
|
| 237 |
+
Special stages
|
| 238 |
+
The Bank
|
| 239 |
+
Unused stages
|
| 240 |
+
Repository of the Architects
|
| 241 |
+
An inaccessible stage that was a prototype for the
|
| 242 |
+
Forgotten Sepulcher
|
| 243 |
+
, the entrance was behind a door in the Graveyard that required 5 boss cells to open. This door was impossible to open normally as it was removed before the Rise of the Giant DLC added the fifth boss stem cell. If accessed via modifying the boss cell counter with third-party tools, the stage could be seen with unique lighting very similar to what the Forgotten Sepulcher currently has, although it did not decay akin to how the darkness mechanic currently works. The only enemies present in the stage appeared to be
|
| 244 |
+
Cannibals
|
| 245 |
+
. The enemy tier also appeared to be absurdly high, making them very hard to deal with due to their large HP and damage values. The majority of the stage was locked behind a door that required a key (simply named "Key") to open, which had no corresponding item ID and thus couldn't be spawned, even by third-party tools.
|
| 246 |
+
This stage is irrelevant to the
|
| 247 |
+
Architect's Key
|
| 248 |
+
.
|
| 249 |
+
Pier
|
| 250 |
+
An old ending point of a run that persisted until the 1.0 update came around. It would be accessed after defeating the final boss of the game, which at first was
|
| 251 |
+
Conjunctivius
|
| 252 |
+
, then the
|
| 253 |
+
Time Keeper
|
| 254 |
+
, and finally, the
|
| 255 |
+
Hand of the King
|
| 256 |
+
. It used to have the
|
| 257 |
+
Fisherman NPC
|
| 258 |
+
right next to a boat, who would impale the Beheaded with a tentacle to let the player start a new run. Later on, that was changed to a "Work in Progress" sign and a tube, through which the Beheaded would crawl to go back to the
|
| 259 |
+
Prisoners' Quarters
|
| 260 |
+
. Its assets have now been repurposed for the area leading to the
|
| 261 |
+
Infested Shipwreck
|
| 262 |
+
.
|
| 263 |
+
TQatS
|
| 264 |
+
Gallery
|
| 265 |
+
The world map partially explored.
|
| 266 |
+
Incentivized biome pop-up.
|
| 267 |
+
References
|
| 268 |
+
↑
|
| 269 |
+
The development of Dead Cells is really moving on.
|
| 270 |
+
Twinoid.
|
| 271 |
+
December 23, 2016.
|
| 272 |
+
↑
|
| 273 |
+
Dead Cells is AVAILABLE NOW!
|
| 274 |
+
Steam.
|
| 275 |
+
May 10, 2017.
|
| 276 |
+
↑
|
| 277 |
+
Building the Level Design of a procedurally generated Metroidvania: a hybrid approach
|
| 278 |
+
,
|
| 279 |
+
Gamasutra
|
| 280 |
+
. March 29, 2017.
|
| 281 |
+
History
|
wiki_content/Biomes_fr.txt
ADDED
|
@@ -0,0 +1,229 @@
|
|
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|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Biomes/fr
|
| 2 |
+
|
| 3 |
+
Carte des biomes
|
| 4 |
+
Les
|
| 5 |
+
Biomes
|
| 6 |
+
sont les différentes zones dans
|
| 7 |
+
Dead Cells
|
| 8 |
+
où le joueur doit progresser.
|
| 9 |
+
Le jeu de base contient actuellement 15 biomes principaux et 4 biomes de boss tandis que les DLC ajoutent 9 biomes principaux et 8 biomes de boss.
|
| 10 |
+
L'ordre dans lequel les biomes sont visités, et la position de leurs connexions, sont prédéterminés, seulement, ils sont divisés en niveaux et seulement un biome de chaque niveau peut être visité par run, ce qui donne au joueur une flexibilité vis-à-vis des chemins à emprunter.
|
| 11 |
+
Dans chaque run, les biomes sont générés procéduralement dans des limites pré-établies de chaque biome. Cela met donc l'accent sur une combinaison d'adaptation et de mémorisation, chaque biome étant unique.
|
| 12 |
+
Chaque biome possède également un ensemble d'
|
| 13 |
+
ennemis
|
| 14 |
+
que le joueur rencontrera, certains d'entre eux étant unique à certains biomes. Une difficulté plus élevée change la distribution des ennemis.
|
| 15 |
+
Échelonnage et difficulté
|
| 16 |
+
Chaque stage et biome a son propre échelonnage de stats d'ennemis et de pièges avec des stages qui opèrent différemment de l'échelonnage de la vie et des dégâts du joueur avec les
|
| 17 |
+
statistiques
|
| 18 |
+
. La formule exacte utilisée pour échelonner n'est pas connue actuellement, mais les stages utilisés le sont, ce qui signifie que l'on peut déterminer quel biome est plus ou moins facile.
|
| 19 |
+
Boutiques et trésors
|
| 20 |
+
En dehors des biomes de boss, chaque biome contient systématiquement une combinaison de boutiques et de trésors. La majorité de ces derniers sont prédéterminés mais leur type est aléatoire, les boutiques peuvent être des boutiques d'armes, de compétences ou de nourriture, et les salles de trésors peuvent être normales ou maudites. Leur localisation est toujours aléatoire, mais le moyen d'y accéder reste le même.
|
| 21 |
+
Jouer à des difficultés plus élevées en utilisant des
|
| 22 |
+
Cellules de Boss
|
| 23 |
+
donne l'accès à des portes à cellules qui peuvent contenir plus de boutiques, de trésors ou même des nouvelles sorties.
|
| 24 |
+
Accès et Sorties
|
| 25 |
+
Chaque biome possède des sorties menant aux biomes de niveau suivant. Certaines d'entre elles peuvent être accédées sans prérequis mais la plupart d'entre elles requièrent une rune, qui doit être trouvée pour passer par ces dernières. La position de ces sorties est principalement aléatoire, avec quelques exceptions, mais elles sont toujours au bout de couloirs ou de niveaux. Elles sont également séparées, ce qui signifie que s'il existe plusieurs sorties, le biome les séparent en créant différents chemins, dépendant du biome.
|
| 26 |
+
Les difficultés élevées additionnelles débloquent également des nouveaux chemins.
|
| 27 |
+
Le Passage
|
| 28 |
+
Après être sorti de chaque biome, le joueur entre dans un
|
| 29 |
+
Passage
|
| 30 |
+
. Il pourra y enregistrer des
|
| 31 |
+
schémas
|
| 32 |
+
, dépenser des cellules, entrer dans des
|
| 33 |
+
portes minutées, de perfection et d'indemnité
|
| 34 |
+
si la condition est remplie, changer et améliorer son
|
| 35 |
+
équipement
|
| 36 |
+
, choisir et changer ses
|
| 37 |
+
mutations
|
| 38 |
+
et remplir sa vie et sa potion de soin. Les Passages sont différents selon le biome les précédant, le biome où l'on va rentrer, certains d'entre eux ayant des secrets.
|
| 39 |
+
Après être sorti d'un biome de boss, le joueur entre dans un Passage spécial qui contient également le
|
| 40 |
+
Forgeron
|
| 41 |
+
et une porte d'indemnité.
|
| 42 |
+
Carte
|
| 43 |
+
Le joueur peut ouvrir la carte du biome qui montrera tout ce que le joueur a exploré dans le biome. Sont montrés sur la carte les téléporteurs actifs, les boutiques et les salles au trésor. La position du joueur est indiquée par une tête enflammée, mais la carte ne sera pas montrée dans un Passage.
|
| 44 |
+
Le joueur peut également changer pour une carte du monde, ou les biomes découvert sont montrés en couleur avec leurs noms, et les zones non-découvertes sont montrées en gris sans leurs noms. Un biome est compté comme découvert quand il a été visité une fois, alors qu'on biome non-découvert est montré au moment où le biome est pénétré.
|
| 45 |
+
Sélectionner un biome découvert montrera les différents chemins empruntés entre ce biome et les biomes le précédant et le suivant, tandis que le chemin de la run actuelle est indiqué par une ligne grise. Plus loin, la carte du monde montrera aussi le prochain
|
| 46 |
+
bonus d'incentivized biome
|
| 47 |
+
.
|
| 48 |
+
Premier stage
|
| 49 |
+
Quartiers des prisonniers
|
| 50 |
+
Seconds stages
|
| 51 |
+
Promenade des condamnés
|
| 52 |
+
Égoûts toxiques
|
| 53 |
+
La Serre
|
| 54 |
+
Alentours du Château
|
| 55 |
+
Stages optionnels
|
| 56 |
+
Profondeurs de la prison
|
| 57 |
+
Prison Corrompue
|
| 58 |
+
Troisièmes stages
|
| 59 |
+
Remparts
|
| 60 |
+
Ancien réseau d’égoûts
|
| 61 |
+
Charnier
|
| 62 |
+
Marais des fugitifs
|
| 63 |
+
Château de Dracula
|
| 64 |
+
Premiers boss
|
| 65 |
+
Pont Noir
|
| 66 |
+
Crypte nauséabonde
|
| 67 |
+
La Tanière
|
| 68 |
+
Nécropole profanée
|
| 69 |
+
Quatrièmes stages
|
| 70 |
+
Gué des brumes
|
| 71 |
+
Sanctuaire endormi
|
| 72 |
+
Cimetière du Val
|
| 73 |
+
Temples Brisés
|
| 74 |
+
Cinquièmes stages
|
| 75 |
+
Tour de l’horloge
|
| 76 |
+
Sépulcre oublié
|
| 77 |
+
Caverne
|
| 78 |
+
Rivages éternels
|
| 79 |
+
Second boss
|
| 80 |
+
Salle de l’horloge
|
| 81 |
+
Repaire du Gardien
|
| 82 |
+
Mausolée
|
| 83 |
+
Sixièmes stages
|
| 84 |
+
Château de Haute-Cime
|
| 85 |
+
Distillerie abandonnée
|
| 86 |
+
Cimetière de bateaux infectés
|
| 87 |
+
Château de Dracula
|
| 88 |
+
Troisièmes boss
|
| 89 |
+
Salle du trône
|
| 90 |
+
Phare
|
| 91 |
+
Donjon du Maître
|
| 92 |
+
Septièmes stages
|
| 93 |
+
L'information suivante
|
| 94 |
+
contient du spoil
|
| 95 |
+
concernant la vraie fin du jeu. Toute discrétion est bienvenue.
|
| 96 |
+
Astrolab
|
| 97 |
+
Entrée:
|
| 98 |
+
Salle du trône
|
| 99 |
+
(5
|
| 100 |
+
CdB
|
| 101 |
+
)
|
| 102 |
+
Niveau des ennemis:
|
| 103 |
+
37 - 46
|
| 104 |
+
Niveau des équipements:
|
| 105 |
+
10
|
| 106 |
+
Parchemins:
|
| 107 |
+
2 À choix double
|
| 108 |
+
Ennemis:
|
| 109 |
+
Voltigeurss
|
| 110 |
+
,
|
| 111 |
+
Défenseurs
|
| 112 |
+
,
|
| 113 |
+
RotG
|
| 114 |
+
Expériences ratées
|
| 115 |
+
,
|
| 116 |
+
Magistrats de mort
|
| 117 |
+
,
|
| 118 |
+
RotG
|
| 119 |
+
Crânes hurleurs
|
| 120 |
+
RotG
|
| 121 |
+
(invoqués par les Magistrats de mort),
|
| 122 |
+
Frappeurs
|
| 123 |
+
,
|
| 124 |
+
Bibliothécaires
|
| 125 |
+
RotG
|
| 126 |
+
Sortie:
|
| 127 |
+
Observatoire
|
| 128 |
+
RotG
|
| 129 |
+
Dangers:
|
| 130 |
+
Ondes électriques, projectiles, Pics, vide, Piscines de lave
|
| 131 |
+
Clés:
|
| 132 |
+
Clé Allen
|
| 133 |
+
:
|
| 134 |
+
RotG
|
| 135 |
+
Ouvre la porte à la section finale du biome. Lâchée par un
|
| 136 |
+
Frappeur
|
| 137 |
+
d’Élite.
|
| 138 |
+
Clé de l'Ascenseur
|
| 139 |
+
:
|
| 140 |
+
RotG
|
| 141 |
+
Ouvre la porte devant l’ascenseur à la fin du biome. Lâchée par une
|
| 142 |
+
Expériences ratée
|
| 143 |
+
d’Élite.
|
| 144 |
+
Clé du Gardien
|
| 145 |
+
:
|
| 146 |
+
RotG
|
| 147 |
+
Il y en a 2. Ouvrent les portes devant la sortie vers l’
|
| 148 |
+
Observatoire
|
| 149 |
+
.
|
| 150 |
+
RotG
|
| 151 |
+
Lâchée par 2
|
| 152 |
+
Frappeurs
|
| 153 |
+
d’Élite.
|
| 154 |
+
Clé du Sommet
|
| 155 |
+
:
|
| 156 |
+
RotG
|
| 157 |
+
Donne l’accès au schéma de la
|
| 158 |
+
Carabine sonique
|
| 159 |
+
.
|
| 160 |
+
RotG
|
| 161 |
+
Trouvée à la fin d’une course d’obstacles
|
| 162 |
+
Quatrièmes boss
|
| 163 |
+
La Couronne
|
| 164 |
+
L'information suivante
|
| 165 |
+
contient du spoil
|
| 166 |
+
concernant la vraie fin du jeu. Toute discrétion est bienvenue.
|
| 167 |
+
Observatoire
|
| 168 |
+
Entrée:
|
| 169 |
+
Astrolab
|
| 170 |
+
RotG
|
| 171 |
+
Ennemis:
|
| 172 |
+
Le Collecteur
|
| 173 |
+
RotG
|
| 174 |
+
Ennemis invoqués par le Collecteur:
|
| 175 |
+
Grenadiers
|
| 176 |
+
,
|
| 177 |
+
Lanciers
|
| 178 |
+
,
|
| 179 |
+
Coureurs
|
| 180 |
+
,
|
| 181 |
+
Archers mort-vivant
|
| 182 |
+
,
|
| 183 |
+
Hachoirs
|
| 184 |
+
Niveau des ennemis:
|
| 185 |
+
38
|
| 186 |
+
Stage spécial
|
| 187 |
+
La Banque
|
| 188 |
+
Stages inutilisés
|
| 189 |
+
Référentiel des Architectes
|
| 190 |
+
Un stage inaccessible qui était un prototype pour le
|
| 191 |
+
Sépulcre oublié
|
| 192 |
+
, l’entrée étant derrière une porte dans le Cimetière du Val nécessitant 5 Cellules de Boss pour l’ouvrir.Cette porte était impossible à ouvrir normalement, et fut enlevée avant que le DLC Rise of The Giant ajoute la cinquième Cellule de Boss. Si l’on peut y accéder en modifiant le compteur de cellules avec des outils tiers, le stage peut être vu avec des éclairages similaires à ce à quoi ressemble le Sépulcre Oublié, même si elle ne diminue pas contrairement à la mécanique d’obscurité. Les seuls ennemis présent sur le stage sont apparemment les
|
| 193 |
+
Cannibales
|
| 194 |
+
. Le niveau des ennemis semble aussi être extrêmement élevé, les rendant dur à vaincre en raison de leur vie élevée et leurs dégâts. La majorité du stage a été bloqué derrière une porte qui requiert une clé ( appelée simplement “Clé”) pour l’ouvrir, qui n’a pas d’ID correspondante et ne peut donc être générée, même par des outils tiers.
|
| 195 |
+
Ce stage n’est pas relié à la
|
| 196 |
+
Clé de l'Architecte
|
| 197 |
+
.
|
| 198 |
+
Quai
|
| 199 |
+
Un vieux point de fin qui persista jusqu’à la 1.0. Il pouvait être atteint après avoir vaincu le boss final du jeu, à l’époque,
|
| 200 |
+
Conjonctivius
|
| 201 |
+
, puis la
|
| 202 |
+
Gardienne du Temps
|
| 203 |
+
, et enfin, la
|
| 204 |
+
Main du Roi
|
| 205 |
+
. Il possédait le
|
| 206 |
+
PNJ Pêcheur
|
| 207 |
+
près d’un bateau, qui aurait empalé le Décapité avec un tentacule pour laisser le joueur commencer une nouvelle run. Plus tard, cela fut changé par un panneau “Travail en cours“ et un tube, dans lequel le Décapité rampait pour accéder aux
|
| 208 |
+
Quartiers des prisonniers
|
| 209 |
+
. Ses infos ont été réutilisées pour la zone menant au
|
| 210 |
+
Cimetière de bateaux infectés
|
| 211 |
+
.
|
| 212 |
+
TQatS
|
| 213 |
+
Galerie
|
| 214 |
+
Le monde partiellement exploré
|
| 215 |
+
Pop-up d' incentivized biomes.
|
| 216 |
+
Références
|
| 217 |
+
↑
|
| 218 |
+
Le développement de Dead Cells avance à grand pas.
|
| 219 |
+
Twinoid.
|
| 220 |
+
23 Décembre 2016.
|
| 221 |
+
↑
|
| 222 |
+
Dead Cells est DISPONIBLE MAINTENANT!
|
| 223 |
+
Steam.
|
| 224 |
+
10 Mai 2017.
|
| 225 |
+
↑
|
| 226 |
+
Construire le Design du Niveau d'un Metroidvania généré procéduralement: une approche hybride.
|
| 227 |
+
,
|
| 228 |
+
Gamasutra
|
| 229 |
+
. 29 Mars 2017.
|
wiki_content/Black_Bridge.txt
ADDED
|
@@ -0,0 +1,334 @@
|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Black_Bridge
|
| 2 |
+
|
| 3 |
+
In the old days, the bridge linked the village to the prison and was only used on special occasions. In the old days...
|
| 4 |
+
Getting past the prison walls was a major achievement. Crossing the bridge was nothing short of a miracle.
|
| 5 |
+
They say the prison warden was personally involved in guarding the bridge. So they say...
|
| 6 |
+
There are stories that curious fisherman used the river to avoid the bridge and get closer to the prison. Most presumed they drowned.
|
| 7 |
+
Black Bridge
|
| 8 |
+
Soundtrack
|
| 9 |
+
Black Bridge
|
| 10 |
+
Normal
|
| 11 |
+
Hard
|
| 12 |
+
Very Hard
|
| 13 |
+
Expert
|
| 14 |
+
Nightmare/Hell
|
| 15 |
+
Previous biome(s)
|
| 16 |
+
Ramparts
|
| 17 |
+
,
|
| 18 |
+
Ossuary
|
| 19 |
+
,
|
| 20 |
+
Dracula's Castle
|
| 21 |
+
RtC
|
| 22 |
+
(Depth 3)
|
| 23 |
+
Next biome(s)
|
| 24 |
+
Stilt Village
|
| 25 |
+
,
|
| 26 |
+
Slumbering Sanctuary
|
| 27 |
+
,
|
| 28 |
+
Fractured Shrines
|
| 29 |
+
FF
|
| 30 |
+
Gear level
|
| 31 |
+
IV
|
| 32 |
+
Runes and Blueprints
|
| 33 |
+
Rune
|
| 34 |
+
Challenger Rune
|
| 35 |
+
Blueprints from enemies
|
| 36 |
+
Flint
|
| 37 |
+
,
|
| 38 |
+
Heavy Crossbow
|
| 39 |
+
,
|
| 40 |
+
Impaler
|
| 41 |
+
,
|
| 42 |
+
Melee
|
| 43 |
+
,
|
| 44 |
+
Ammo
|
| 45 |
+
,
|
| 46 |
+
Alienation
|
| 47 |
+
, 6
|
| 48 |
+
Concierge Outfits
|
| 49 |
+
Enemies & Traps
|
| 50 |
+
Boss(es)
|
| 51 |
+
The Concierge
|
| 52 |
+
Enemy tier
|
| 53 |
+
13
|
| 54 |
+
Hazards
|
| 55 |
+
Pits
|
| 56 |
+
Previous biome(s)
|
| 57 |
+
Ramparts
|
| 58 |
+
,
|
| 59 |
+
Ossuary
|
| 60 |
+
,
|
| 61 |
+
Dracula's Castle
|
| 62 |
+
RtC
|
| 63 |
+
(Depth 3)
|
| 64 |
+
Next biome(s)
|
| 65 |
+
Stilt Village
|
| 66 |
+
,
|
| 67 |
+
Slumbering Sanctuary
|
| 68 |
+
,
|
| 69 |
+
Fractured Shrines
|
| 70 |
+
FF
|
| 71 |
+
Gear level
|
| 72 |
+
IV
|
| 73 |
+
Runes and Blueprints
|
| 74 |
+
Rune
|
| 75 |
+
Challenger Rune
|
| 76 |
+
Blueprints from enemies
|
| 77 |
+
Flint
|
| 78 |
+
,
|
| 79 |
+
Heavy Crossbow
|
| 80 |
+
,
|
| 81 |
+
Impaler
|
| 82 |
+
,
|
| 83 |
+
Melee
|
| 84 |
+
,
|
| 85 |
+
Ammo
|
| 86 |
+
,
|
| 87 |
+
Alienation
|
| 88 |
+
, 6
|
| 89 |
+
Concierge Outfits
|
| 90 |
+
Enemies & Traps
|
| 91 |
+
Boss(es)
|
| 92 |
+
The Concierge
|
| 93 |
+
Enemy tier
|
| 94 |
+
16
|
| 95 |
+
Hazards
|
| 96 |
+
Pits
|
| 97 |
+
Previous biome(s)
|
| 98 |
+
Ramparts
|
| 99 |
+
,
|
| 100 |
+
Ossuary
|
| 101 |
+
,
|
| 102 |
+
Dracula's Castle
|
| 103 |
+
RtC
|
| 104 |
+
(Depth 3)
|
| 105 |
+
Next biome(s)
|
| 106 |
+
Stilt Village
|
| 107 |
+
,
|
| 108 |
+
Slumbering Sanctuary
|
| 109 |
+
,
|
| 110 |
+
Fractured Shrines
|
| 111 |
+
FF
|
| 112 |
+
Gear level
|
| 113 |
+
IV
|
| 114 |
+
Runes and Blueprints
|
| 115 |
+
Rune
|
| 116 |
+
Challenger Rune
|
| 117 |
+
Blueprints from enemies
|
| 118 |
+
Flint
|
| 119 |
+
,
|
| 120 |
+
Heavy Crossbow
|
| 121 |
+
,
|
| 122 |
+
Impaler
|
| 123 |
+
,
|
| 124 |
+
Melee
|
| 125 |
+
,
|
| 126 |
+
Ammo
|
| 127 |
+
,
|
| 128 |
+
Alienation
|
| 129 |
+
, 6
|
| 130 |
+
Concierge Outfits
|
| 131 |
+
Enemies & Traps
|
| 132 |
+
Boss(es)
|
| 133 |
+
The Concierge
|
| 134 |
+
Enemy tier
|
| 135 |
+
17
|
| 136 |
+
Hazards
|
| 137 |
+
Pits
|
| 138 |
+
Previous biome(s)
|
| 139 |
+
Ramparts
|
| 140 |
+
,
|
| 141 |
+
Ossuary
|
| 142 |
+
,
|
| 143 |
+
Dracula's Castle
|
| 144 |
+
RtC
|
| 145 |
+
(Depth 3)
|
| 146 |
+
Next biome(s)
|
| 147 |
+
Stilt Village
|
| 148 |
+
,
|
| 149 |
+
Slumbering Sanctuary
|
| 150 |
+
,
|
| 151 |
+
Fractured Shrines
|
| 152 |
+
FF
|
| 153 |
+
Scroll Fragments
|
| 154 |
+
2
|
| 155 |
+
Gear level
|
| 156 |
+
V
|
| 157 |
+
Runes and Blueprints
|
| 158 |
+
Rune
|
| 159 |
+
Challenger Rune
|
| 160 |
+
Blueprints from enemies
|
| 161 |
+
Flint
|
| 162 |
+
,
|
| 163 |
+
Heavy Crossbow
|
| 164 |
+
,
|
| 165 |
+
Impaler
|
| 166 |
+
,
|
| 167 |
+
Melee
|
| 168 |
+
,
|
| 169 |
+
Ammo
|
| 170 |
+
,
|
| 171 |
+
Alienation
|
| 172 |
+
, 6
|
| 173 |
+
Concierge Outfits
|
| 174 |
+
Enemies & Traps
|
| 175 |
+
Boss(es)
|
| 176 |
+
The Concierge
|
| 177 |
+
Enemy tier
|
| 178 |
+
15
|
| 179 |
+
Hazards
|
| 180 |
+
Pits
|
| 181 |
+
Previous biome(s)
|
| 182 |
+
Ramparts
|
| 183 |
+
,
|
| 184 |
+
Ossuary
|
| 185 |
+
,
|
| 186 |
+
Dracula's Castle
|
| 187 |
+
RtC
|
| 188 |
+
(Depth 3)
|
| 189 |
+
Next biome(s)
|
| 190 |
+
Stilt Village
|
| 191 |
+
,
|
| 192 |
+
Slumbering Sanctuary
|
| 193 |
+
,
|
| 194 |
+
Fractured Shrines
|
| 195 |
+
FF
|
| 196 |
+
Scroll Fragments
|
| 197 |
+
3
|
| 198 |
+
Gear level
|
| 199 |
+
VII
|
| 200 |
+
Runes and Blueprints
|
| 201 |
+
Rune
|
| 202 |
+
Challenger Rune
|
| 203 |
+
Blueprints from enemies
|
| 204 |
+
Flint
|
| 205 |
+
,
|
| 206 |
+
Heavy Crossbow
|
| 207 |
+
,
|
| 208 |
+
Impaler
|
| 209 |
+
,
|
| 210 |
+
Melee
|
| 211 |
+
,
|
| 212 |
+
Ammo
|
| 213 |
+
,
|
| 214 |
+
Alienation
|
| 215 |
+
, 6
|
| 216 |
+
Concierge Outfits
|
| 217 |
+
Enemies & Traps
|
| 218 |
+
Boss(es)
|
| 219 |
+
The Concierge
|
| 220 |
+
Enemy tier
|
| 221 |
+
22
|
| 222 |
+
Hazards
|
| 223 |
+
Pits
|
| 224 |
+
Timed door
|
| 225 |
+
15:00 (
|
| 226 |
+
Root Grenade
|
| 227 |
+
blueprint)
|
| 228 |
+
The
|
| 229 |
+
Black Bridge
|
| 230 |
+
is a first boss
|
| 231 |
+
biome
|
| 232 |
+
. It is a long bridge before the entrance to
|
| 233 |
+
Stilt Village
|
| 234 |
+
, where the
|
| 235 |
+
Concierge
|
| 236 |
+
guards the way. The bridge separates the prison complex and the village. Darkness has set, and the full moon rises into the starry sky.
|
| 237 |
+
A prisoner from the village would be excited to be so close to home... Yet so far. One cannot expect to be safe this soon. The prison warden remains valiant, even if he's not quite the same.
|
| 238 |
+
General information
|
| 239 |
+
Access and exit
|
| 240 |
+
The Black Bridge can be accessed from either the
|
| 241 |
+
Ramparts
|
| 242 |
+
,
|
| 243 |
+
Ossuary
|
| 244 |
+
or
|
| 245 |
+
Dracula's Castle (early)
|
| 246 |
+
RtC
|
| 247 |
+
, after defeating
|
| 248 |
+
Dracula
|
| 249 |
+
. Three exits are available after the bridge, leading to the
|
| 250 |
+
Stilt Village
|
| 251 |
+
, the
|
| 252 |
+
Slumbering Sanctuary
|
| 253 |
+
(requires
|
| 254 |
+
Spider Rune
|
| 255 |
+
), or the
|
| 256 |
+
Fractured Shrines
|
| 257 |
+
.
|
| 258 |
+
Level characteristics
|
| 259 |
+
Illuminated by the light of the full moon, the Black Bridge overlooks a river full of small boats.
|
| 260 |
+
Scrolls
|
| 261 |
+
When 3
|
| 262 |
+
Boss Stem Cells
|
| 263 |
+
are active, the Concierge will drop 2 guaranteed
|
| 264 |
+
Scroll Fragments
|
| 265 |
+
, and when 4/5
|
| 266 |
+
Boss Stem Cells
|
| 267 |
+
are active, he will drop 3
|
| 268 |
+
Scroll Fragments
|
| 269 |
+
.
|
| 270 |
+
Enemy tier and gear level scaling
|
| 271 |
+
Exclusive blueprints
|
| 272 |
+
Beating the
|
| 273 |
+
Concierge
|
| 274 |
+
will award the following blueprints:
|
| 275 |
+
1st kill -
|
| 276 |
+
Flint
|
| 277 |
+
weapon and
|
| 278 |
+
Challenger's Rune
|
| 279 |
+
3rd kill -
|
| 280 |
+
Heavy Crossbow
|
| 281 |
+
weapon
|
| 282 |
+
4th kill -
|
| 283 |
+
Impaler
|
| 284 |
+
weapon
|
| 285 |
+
5th kill -
|
| 286 |
+
Melee
|
| 287 |
+
mutation
|
| 288 |
+
6th kill-
|
| 289 |
+
Ammo
|
| 290 |
+
mutation
|
| 291 |
+
7th kill -
|
| 292 |
+
Alienation
|
| 293 |
+
mutation
|
| 294 |
+
In addition, the blueprint for the
|
| 295 |
+
Root Grenade
|
| 296 |
+
is found behind the 15 minute timed door located in the
|
| 297 |
+
Collector
|
| 298 |
+
transition area directly after the Black Bridge.
|
| 299 |
+
Concierge Outfits
|
| 300 |
+
Beating the Concierge will also reward the player with one of his
|
| 301 |
+
outfits
|
| 302 |
+
. There are 6 Concierge outfits, one for each difficulty and one for defeating the Concierge without taking a single hit. The outfit of the lowest difficulty remaining is always the one that drops, e.g. the Classic outfit will drop on 4
|
| 303 |
+
BSC
|
| 304 |
+
if it hasn't been looted yet.
|
| 305 |
+
0
|
| 306 |
+
BSC
|
| 307 |
+
:
|
| 308 |
+
Classic Concierge Outfit
|
| 309 |
+
1
|
| 310 |
+
BSC
|
| 311 |
+
:
|
| 312 |
+
Piccolo Concierge Outfit
|
| 313 |
+
2
|
| 314 |
+
BSC
|
| 315 |
+
:
|
| 316 |
+
Misunderstood Concierge Outfit
|
| 317 |
+
3
|
| 318 |
+
BSC
|
| 319 |
+
:
|
| 320 |
+
Ascended Concierge Outfit
|
| 321 |
+
4
|
| 322 |
+
BSC
|
| 323 |
+
:
|
| 324 |
+
Ultimate Concierge Outfit
|
| 325 |
+
Flawless kill:
|
| 326 |
+
Flawless Concierge Outfit
|
| 327 |
+
Lore
|
| 328 |
+
The Concierge
|
| 329 |
+
See the
|
| 330 |
+
main article
|
| 331 |
+
for information about the Concierge.
|
| 332 |
+
Gallery
|
| 333 |
+
The sun setting on the horizon, as seen on the Black Bridge.
|
| 334 |
+
History
|
wiki_content/Bladed_Tonfas.txt
ADDED
|
@@ -0,0 +1,116 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Bladed_Tonfas
|
| 2 |
+
|
| 3 |
+
Bladed Tonfas
|
| 4 |
+
The first attack makes you jump forward. Hitting with this attack causes your next combo with this weapon to deal
|
| 5 |
+
critical damage
|
| 6 |
+
.
|
| 7 |
+
Stylish yet impractical. How was she able to use it with such deadly accuracy?!
|
| 8 |
+
Internal name
|
| 9 |
+
ElbowBlades
|
| 10 |
+
Type
|
| 11 |
+
Melee Weapon
|
| 12 |
+
Scaling
|
| 13 |
+
Combo rate
|
| 14 |
+
One 4-hit combo every 1.62 seconds
|
| 15 |
+
Base price
|
| 16 |
+
2000
|
| 17 |
+
Damage
|
| 18 |
+
Base DPS
|
| 19 |
+
105 (
|
| 20 |
+
231
|
| 21 |
+
)
|
| 22 |
+
Base combo damage
|
| 23 |
+
130 (
|
| 24 |
+
374
|
| 25 |
+
)
|
| 26 |
+
Base first hit
|
| 27 |
+
88
|
| 28 |
+
Base second hit
|
| 29 |
+
35 (
|
| 30 |
+
77
|
| 31 |
+
)
|
| 32 |
+
Base third hit
|
| 33 |
+
35 (
|
| 34 |
+
77
|
| 35 |
+
)
|
| 36 |
+
Base fourth hit
|
| 37 |
+
60 (
|
| 38 |
+
132
|
| 39 |
+
)
|
| 40 |
+
Blueprint
|
| 41 |
+
Location
|
| 42 |
+
Drops from
|
| 43 |
+
Kleio
|
| 44 |
+
when killed last
|
| 45 |
+
Unlock cost
|
| 46 |
+
100
|
| 47 |
+
The
|
| 48 |
+
Bladed Tonfas
|
| 49 |
+
is a
|
| 50 |
+
melee
|
| 51 |
+
weapon
|
| 52 |
+
exclusive to the
|
| 53 |
+
Queen and the Sea DLC
|
| 54 |
+
.
|
| 55 |
+
Details
|
| 56 |
+
Special Effects:
|
| 57 |
+
The first hit of the combo is a leaping attack which, if it strikes an enemy, will make the rest of the combo deal
|
| 58 |
+
critical
|
| 59 |
+
hits.
|
| 60 |
+
Breach Bonus
|
| 61 |
+
:
|
| 62 |
+
-0.3 / -0.3 / -0.3 / -0.3
|
| 63 |
+
Base Breach Damage:
|
| 64 |
+
28 (
|
| 65 |
+
62
|
| 66 |
+
) / 24.5 (
|
| 67 |
+
54
|
| 68 |
+
) / 24.5 (
|
| 69 |
+
54
|
| 70 |
+
) / 42 (
|
| 71 |
+
92
|
| 72 |
+
)
|
| 73 |
+
Base Breach DPS:
|
| 74 |
+
73 (
|
| 75 |
+
162
|
| 76 |
+
)
|
| 77 |
+
Combo Duration:
|
| 78 |
+
1.62 seconds
|
| 79 |
+
First Hit:
|
| 80 |
+
0.53 (0.27 + 0.26 + 0)
|
| 81 |
+
Second Hit:
|
| 82 |
+
0.36 (0.2 + 0.16 + 0)
|
| 83 |
+
Third Hit:
|
| 84 |
+
0.27 (0.14 + 0.13 + 0)
|
| 85 |
+
Fourth Hit:
|
| 86 |
+
0.46 (0.2 + 0.26 + 0)
|
| 87 |
+
Legendary Version:
|
| 88 |
+
Forced
|
| 89 |
+
Affix
|
| 90 |
+
: Lacerator
|
| 91 |
+
"Only uses the first hit of the weapon."
|
| 92 |
+
Synergies
|
| 93 |
+
The mutation
|
| 94 |
+
Initiative
|
| 95 |
+
can be used to either leverage the high
|
| 96 |
+
crit
|
| 97 |
+
damage from tonfas' first attack or to compensate for the low damage from the following attacks in case of having missed the first attack.
|
| 98 |
+
Due to the 3 second cooldown of the
|
| 99 |
+
Porcupack
|
| 100 |
+
mutation, the Bladed Tonfas, while in the backpack will always be stuck on the first attack of the combo, and always deal
|
| 101 |
+
critical
|
| 102 |
+
damage (while obviously not flinging you forward)
|
| 103 |
+
Works well with
|
| 104 |
+
Telluric Shock
|
| 105 |
+
to push enemies just enough for the player to land the first attack and
|
| 106 |
+
crit
|
| 107 |
+
on them easily.
|
| 108 |
+
The tonfas struggle with hitting airborne targets, and so ranged weapons such as
|
| 109 |
+
Throwing Knife
|
| 110 |
+
and powers such as
|
| 111 |
+
Lacerating Aura
|
| 112 |
+
can greatly help it.
|
| 113 |
+
Notes
|
| 114 |
+
It is possible to turn around in the middle of the lunge and attack behind you when you land, a reversed attack makes the weapon hit much more consistently at close range.
|
| 115 |
+
The Lunge deals damage in front as well as under at the end of the first attack, so the distance you have to be from your target is not as far as you may think. Landing on your target is as viable as landing in front of them, as both will hit. This also means that you can land above your target and still hit them.
|
| 116 |
+
History
|
wiki_content/Blind_Faith.txt
ADDED
|
@@ -0,0 +1,31 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
URL: https://deadcells.wiki.gg/wiki/Blind_Faith
|
| 2 |
+
|
| 3 |
+
Blind Faith
|
| 4 |
+
Reduces the cooldown on your skills by [2.8 base, 6 max] seconds with each successful
|
| 5 |
+
parry
|
| 6 |
+
.
|
| 7 |
+
Internal name
|
| 8 |
+
P_CDR_Parry
|
| 9 |
+
Scaling
|
| 10 |
+
Blind Faith
|
| 11 |
+
is a
|
| 12 |
+
survival
|
| 13 |
+
-scaling
|
| 14 |
+
mutation
|
| 15 |
+
which reduces the cooldown of skills when
|
| 16 |
+
parrying
|
| 17 |
+
enemy attacks.
|
| 18 |
+
Details
|
| 19 |
+
Scroll Cap:
|
| 20 |
+
32
|
| 21 |
+
Special Effects:
|
| 22 |
+
Each
|
| 23 |
+
parried
|
| 24 |
+
melee attacks reduces the cooldown of skills for [2.8 base] seconds.
|
| 25 |
+
Scaling:
|
| 26 |
+
+0.105 seconds per Survival stat
|
| 27 |
+
Notes
|
| 28 |
+
This mutation is very efficient if used with something with a short cooldown (i.e.
|
| 29 |
+
Infantry Grenade
|
| 30 |
+
).
|
| 31 |
+
History
|