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  1. README.md +24 -17
  2. app.py +78 -104
  3. wiki_content/Abyssal_Trident.txt +128 -0
  4. wiki_content/Acceptance.txt +46 -0
  5. wiki_content/Achievements.txt +24 -0
  6. wiki_content/Achievements_fr.txt +22 -0
  7. wiki_content/Achievements_ru.txt +27 -0
  8. wiki_content/Acrobatipack.txt +92 -0
  9. wiki_content/Adrenaline.txt +38 -0
  10. wiki_content/Affixes.txt +93 -0
  11. wiki_content/Agitated_Pickpocket.txt +38 -0
  12. wiki_content/Alchemic_Carbine.txt +140 -0
  13. wiki_content/Alienation.txt +30 -0
  14. wiki_content/Alucard's_Shield.txt +115 -0
  15. wiki_content/Alucard's_Sword.txt +138 -0
  16. wiki_content/Alucard.txt +212 -0
  17. wiki_content/Ammo.txt +52 -0
  18. wiki_content/Anathema.txt +72 -0
  19. wiki_content/Ancient_Sewers.txt +564 -0
  20. wiki_content/Apostate.txt +85 -0
  21. wiki_content/Arbiter.txt +57 -0
  22. wiki_content/Armadillopack.txt +53 -0
  23. wiki_content/Armor_Knight.txt +46 -0
  24. wiki_content/Armored_Shrimp.txt +51 -0
  25. wiki_content/Aspects.txt +26 -0
  26. wiki_content/Aspects_fr.txt +24 -0
  27. wiki_content/Aspects_pt.txt +24 -0
  28. wiki_content/Assassin's_Dagger.txt +140 -0
  29. wiki_content/Assault_Shield.txt +90 -0
  30. wiki_content/Assist_Mode_and_Accessibility.txt +175 -0
  31. wiki_content/Astrolab.txt +377 -0
  32. wiki_content/Automaton.txt +48 -0
  33. wiki_content/Axe_Armor.txt +32 -0
  34. wiki_content/Balanced_Blade.txt +119 -0
  35. wiki_content/Balanced_Blade_fr.txt +128 -0
  36. wiki_content/Banished.txt +48 -0
  37. wiki_content/Barbed_Tips.txt +56 -0
  38. wiki_content/Barnacle.txt +96 -0
  39. wiki_content/Barrel_Launcher.txt +110 -0
  40. wiki_content/Baseball_Bat.txt +108 -0
  41. wiki_content/Bat.txt +34 -0
  42. wiki_content/Bat_Volley.txt +75 -0
  43. wiki_content/Beginner's_Bow.txt +69 -0
  44. wiki_content/Berserker.txt +40 -0
  45. wiki_content/Bible.txt +113 -0
  46. wiki_content/Biomes.txt +281 -0
  47. wiki_content/Biomes_fr.txt +229 -0
  48. wiki_content/Black_Bridge.txt +334 -0
  49. wiki_content/Bladed_Tonfas.txt +116 -0
  50. wiki_content/Blind_Faith.txt +31 -0
README.md CHANGED
@@ -1,17 +1,24 @@
1
- ---
2
- title: DeadCellsChatbot
3
- emoji: 💬
4
- colorFrom: yellow
5
- colorTo: purple
6
- sdk: gradio
7
- sdk_version: 5.42.0
8
- app_file: app.py
9
- pinned: false
10
- hf_oauth: true
11
- hf_oauth_scopes:
12
- - inference-api
13
- license: mit
14
- short_description: a chatbot created from the wisdom of the Dead Cells Wiki.
15
- ---
16
-
17
- An example chatbot using [Gradio](https://gradio.app), [`huggingface_hub`](https://huggingface.co/docs/huggingface_hub/v0.22.2/en/index), and the [Hugging Face Inference API](https://huggingface.co/docs/api-inference/index).
 
 
 
 
 
 
 
 
1
+ ---
2
+ title: Dead Cells Wiki Bot
3
+ emoji: 🎮
4
+ colorFrom: red
5
+ colorTo: purple
6
+ sdk: streamlit
7
+ sdk_version: 1.31.0
8
+ app_file: app.py
9
+ pinned: false
10
+ ---
11
+
12
+ # Dead Cells Wiki Bot
13
+
14
+ An AI-powered chatbot that answers questions about Dead Cells using the official wiki.
15
+
16
+ ## Features
17
+ - Searches the Dead Cells wiki for accurate information
18
+ - Provides clear, concise answers
19
+ - 100% free and open source
20
+
21
+ ## How to use
22
+ Simply type your question about Dead Cells and get instant answers!
23
+
24
+ Built with ❤️ for the Dead Cells community.
app.py CHANGED
@@ -1,104 +1,78 @@
1
- import gradio as gr
2
- import chromadb
3
- from sentence_transformers import SentenceTransformer
4
- import google.generativeai as genai
5
- import os
6
-
7
- # Get API key
8
- GOOGLE_API_KEY = os.environ.get('GOOGLE_API_KEY')
9
- genai.configure(api_key=GOOGLE_API_KEY)
10
-
11
- # Load models
12
- print("Loading embedding model...")
13
- embedding_model = SentenceTransformer('all-MiniLM-L6-v2')
14
- print("Checking database...")
15
-
16
- # Create or load database
17
- chroma_client = chromadb.PersistentClient(path="./deadcells_db_free")
18
-
19
- try:
20
- collection = chroma_client.get_collection(name="deadcells_wiki")
21
- print(f"Database loaded! {collection.count()} chunks available")
22
- except:
23
- print("Database not found! Building from wiki files...")
24
-
25
- # Create collection
26
- collection = chroma_client.create_collection(name="deadcells_wiki")
27
-
28
- # Load wiki files
29
- import glob
30
- wiki_files = glob.glob("wiki_content/*.txt")
31
-
32
- if not wiki_files:
33
- raise Exception("No wiki files found! Upload wiki_content folder")
34
-
35
- chunk_id = 0
36
- for filepath in wiki_files:
37
- filename = os.path.basename(filepath)
38
- with open(filepath, 'r', encoding='utf-8') as f:
39
- content = f.read()
40
-
41
- lines = content.split('\n')
42
- url = lines[0].replace('URL: ', '') if lines[0].startswith('URL:') else ''
43
- text = '\n'.join(lines[2:])
44
-
45
- # Simple chunking
46
- words = text.split()
47
- for i in range(0, len(words), 800):
48
- chunk = ' '.join(words[i:i + 1000])
49
- if len(chunk.split()) < 50:
50
- continue
51
-
52
- embedding = embedding_model.encode(chunk).tolist()
53
-
54
- collection.add(
55
- documents=[chunk],
56
- embeddings=[embedding],
57
- metadatas=[{"source": filename, "url": url, "chunk_index": i}],
58
- ids=[f"chunk-{chunk_id}"]
59
- )
60
- chunk_id += 1
61
-
62
- print(f"Database created! {chunk_id} chunks indexed")
63
-
64
- available_model = 'gemini-1.5-flash-latest'
65
-
66
- def get_embedding(text):
67
- return embedding_model.encode(text).tolist()
68
-
69
- def chat(message, history):
70
- question_embedding = get_embedding(message)
71
- results = collection.query(query_embeddings=[question_embedding], n_results=5)
72
-
73
- relevant_chunks = results['documents'][0]
74
- if not relevant_chunks:
75
- return "I couldn't find any relevant information in the wiki."
76
-
77
- context = "\n\n---\n\n".join(relevant_chunks)
78
-
79
- model = genai.GenerativeModel(available_model)
80
- prompt = f"""You are a Dead Cells expert. Answer using ONLY the wiki content provided.
81
-
82
- Wiki Content:
83
- {context}
84
-
85
- Question: {message}
86
-
87
- Answer:"""
88
-
89
- response = model.generate_content(prompt)
90
- return response.text
91
-
92
- demo = gr.ChatInterface(
93
- fn=chat,
94
- title="🎮 Dead Cells Wiki Bot",
95
- description="Ask me anything about Dead Cells!",
96
- examples=[
97
- "What achievements are there?",
98
- "Tell me about bosses",
99
- "How does malaise work?",
100
- ],
101
- theme="soft"
102
- )
103
-
104
- demo.launch()
 
1
+ import gradio as gr
2
+ import chromadb
3
+ from sentence_transformers import SentenceTransformer
4
+ import google.generativeai as genai
5
+ import os
6
+
7
+ # Get API key from Hugging Face secrets
8
+ GOOGLE_API_KEY = os.environ.get('GOOGLE_API_KEY')
9
+ genai.configure(api_key=GOOGLE_API_KEY)
10
+
11
+ # Load models (cached)
12
+ embedding_model = SentenceTransformer('all-MiniLM-L6-v2')
13
+ chroma_client = chromadb.PersistentClient(path="./deadcells_db_free")
14
+ collection = chroma_client.get_collection(name="deadcells_wiki")
15
+
16
+ # Find Gemini model
17
+ available_model = 'gemini-1.5-flash-latest'
18
+
19
+ def get_embedding(text):
20
+ return embedding_model.encode(text).tolist()
21
+
22
+ def chat(message, history):
23
+ """Handle chat messages"""
24
+
25
+ # Search wiki
26
+ question_embedding = get_embedding(message)
27
+ results = collection.query(
28
+ query_embeddings=[question_embedding],
29
+ n_results=5
30
+ )
31
+
32
+ relevant_chunks = results['documents'][0]
33
+ sources = results['metadatas'][0]
34
+
35
+ if not relevant_chunks:
36
+ return "I couldn't find any relevant information in the wiki."
37
+
38
+ # Build context
39
+ context = "\n\n---\n\n".join(relevant_chunks)
40
+
41
+ # Ask Gemini
42
+ model = genai.GenerativeModel(available_model)
43
+ prompt = f"""You are a Dead Cells expert. Answer using ONLY the provided wiki content.
44
+
45
+ Wiki Content:
46
+ {context}
47
+
48
+ Question: {message}
49
+
50
+ Answer:"""
51
+
52
+ response = model.generate_content(prompt)
53
+ answer = response.text
54
+
55
+ # Add sources
56
+ source_list = "\n\n📚 **Sources:** " + ", ".join([s['source'] for s in sources])
57
+
58
+ return answer + source_list
59
+
60
+ # Create Gradio interface
61
+ demo = gr.ChatInterface(
62
+ fn=chat,
63
+ title="🎮 Dead Cells Wiki Bot",
64
+ description="Ask me anything about Dead Cells! I answer using the official wiki.",
65
+ examples=[
66
+ "What achievements are there for beating bosses?",
67
+ "Tell me about the Hand of the King",
68
+ "How does malaise work?",
69
+ "What are boss stem cells?",
70
+ ],
71
+ theme="soft",
72
+ retry_btn=None,
73
+ undo_btn=None,
74
+ clear_btn="Clear Chat"
75
+ )
76
+
77
+ if __name__ == "__main__":
78
+ demo.launch()
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
wiki_content/Abyssal_Trident.txt ADDED
@@ -0,0 +1,128 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ URL: https://deadcells.wiki.gg/wiki/Abyssal_Trident
2
+
3
+ Abyssal Trident
4
+ The second attack is a charge that inflicts
5
+ critical damage
6
+ after a few moments. Interrupt it with the last attack to deal
7
+ critical damage
8
+ .
9
+ Forking good weapon!
10
+ Internal name
11
+ Trident
12
+ Type
13
+ Melee Weapon
14
+ Scaling
15
+ Base price
16
+ 1500
17
+ Damage
18
+ Base DPS
19
+ 106 (
20
+ 235
21
+ )
22
+ Base combo damage
23
+ 485
24
+ Base first hit
25
+ 65
26
+ Base second hit
27
+ 30 (
28
+ 6 per tick
29
+ ) +
30
+ 270
31
+ (
32
+ 18
33
+ per tick
34
+ )
35
+ Base third hit
36
+ 120
37
+ Blueprint
38
+ Location
39
+ Lore room in
40
+ Infested Shipwreck
41
+ ; requires Forked Key
42
+ The
43
+ Abyssal Trident
44
+ is a
45
+ melee
46
+ weapon
47
+ exclusive to the
48
+ Queen and the Sea DLC
49
+ . It can launch a series of pushing attacks that score critical hits, and can also be interrupted for another critical hit.
50
+ Details
51
+ Special Effects:
52
+ First attack is a normal attack, and the second is a sustained attack that pushes enemies while dealing damage for up to 20 hits.
53
+ The first 5 hits of the charge deal normal damage, while the rest deal
54
+ critical
55
+ damage.
56
+ Attack during the charge to interrupt it with the third hit of the combo that deals
57
+ critical damage
58
+ .
59
+ Breach Bonus
60
+ :
61
+ 0.25 / 0 / 0
62
+ Base Breach Damage:
63
+ 81.25 / 30 +
64
+ 270
65
+ /
66
+ 120
67
+ Base Breach DPS:
68
+ 113 (
69
+ 312
70
+ )
71
+ Combo Duration:
72
+ 2.32 seconds
73
+ First Hit:
74
+ 0.67 (0.47 + 0.2 + 0)
75
+ Second Hit:
76
+ 1.45 (1.25 + 0.2 + 0)
77
+ Third Hit:
78
+ 0.2 (0 + 0.2 + 0)
79
+ Tags:
80
+ UnlockInPublicEvent, InstantBlueprint, NeedManualUnlock
81
+ Legendary Version:
82
+ Forced
83
+ Affix
84
+ : Run Speed On Crit
85
+ "Increases your movement speed for 5 seconds after a
86
+ critical hit
87
+ ."
88
+ Location
89
+ The trident is found inside a lore room located in the
90
+ Infested Shipwreck
91
+ . 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
92
+ Forked Key
93
+ 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.
94
+ "
95
+ What a beautiful pedestal!
96
+ "
97
+ "
98
+ That trident must have belonged to someone important.
99
+ "
100
+ "
101
+ Well, anyway...
102
+ "
103
+ Synergies
104
+ 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.
105
+ Combo
106
+ 's hit streaks grow without limit.
107
+ Each hit during the charge can trigger the effects of
108
+ Vampirism
109
+ and
110
+ Blood Drinker
111
+ aspect on a
112
+ bleeding
113
+ enemy.
114
+ Instinct of the Master of Arms
115
+ can be used since the charge attack inflicts many
116
+ critical
117
+ hits.
118
+ Melee
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 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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