diff --git a/README.md b/README.md index bddd0f387e5c217a41cf8972dd58ce73d2fa9522..ee922a0d0a0959bb0a42217a68f810904931f81c 100644 --- a/README.md +++ b/README.md @@ -1,17 +1,24 @@ ---- -title: DeadCellsChatbot -emoji: 💬 -colorFrom: yellow -colorTo: purple -sdk: gradio -sdk_version: 5.42.0 -app_file: app.py -pinned: false -hf_oauth: true -hf_oauth_scopes: -- inference-api -license: mit -short_description: a chatbot created from the wisdom of the Dead Cells Wiki. ---- - -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). +--- +title: Dead Cells Wiki Bot +emoji: 🎮 +colorFrom: red +colorTo: purple +sdk: streamlit +sdk_version: 1.31.0 +app_file: app.py +pinned: false +--- + +# Dead Cells Wiki Bot + +An AI-powered chatbot that answers questions about Dead Cells using the official wiki. + +## Features +- Searches the Dead Cells wiki for accurate information +- Provides clear, concise answers +- 100% free and open source + +## How to use +Simply type your question about Dead Cells and get instant answers! + +Built with ❤️ for the Dead Cells community. \ No newline at end of file diff --git a/app.py b/app.py index 7c705c90025398312ba00d8c2c960035fd7a99b8..674744980819a7e69078147ae5755ed0b13d18cf 100644 --- a/app.py +++ b/app.py @@ -1,104 +1,78 @@ -import gradio as gr -import chromadb -from sentence_transformers import SentenceTransformer -import google.generativeai as genai -import os - -# Get API key -GOOGLE_API_KEY = os.environ.get('GOOGLE_API_KEY') -genai.configure(api_key=GOOGLE_API_KEY) - -# Load models -print("Loading embedding model...") -embedding_model = SentenceTransformer('all-MiniLM-L6-v2') -print("Checking database...") - -# Create or load database -chroma_client = chromadb.PersistentClient(path="./deadcells_db_free") - -try: - collection = chroma_client.get_collection(name="deadcells_wiki") - print(f"Database loaded! {collection.count()} chunks available") -except: - print("Database not found! Building from wiki files...") - - # Create collection - collection = chroma_client.create_collection(name="deadcells_wiki") - - # Load wiki files - import glob - wiki_files = glob.glob("wiki_content/*.txt") - - if not wiki_files: - raise Exception("No wiki files found! Upload wiki_content folder") - - chunk_id = 0 - for filepath in wiki_files: - filename = os.path.basename(filepath) - with open(filepath, 'r', encoding='utf-8') as f: - content = f.read() - - lines = content.split('\n') - url = lines[0].replace('URL: ', '') if lines[0].startswith('URL:') else '' - text = '\n'.join(lines[2:]) - - # Simple chunking - words = text.split() - for i in range(0, len(words), 800): - chunk = ' '.join(words[i:i + 1000]) - if len(chunk.split()) < 50: - continue - - embedding = embedding_model.encode(chunk).tolist() - - collection.add( - documents=[chunk], - embeddings=[embedding], - metadatas=[{"source": filename, "url": url, "chunk_index": i}], - ids=[f"chunk-{chunk_id}"] - ) - chunk_id += 1 - - print(f"Database created! {chunk_id} chunks indexed") - -available_model = 'gemini-1.5-flash-latest' - -def get_embedding(text): - return embedding_model.encode(text).tolist() - -def chat(message, history): - question_embedding = get_embedding(message) - results = collection.query(query_embeddings=[question_embedding], n_results=5) - - relevant_chunks = results['documents'][0] - if not relevant_chunks: - return "I couldn't find any relevant information in the wiki." - - context = "\n\n---\n\n".join(relevant_chunks) - - model = genai.GenerativeModel(available_model) - prompt = f"""You are a Dead Cells expert. Answer using ONLY the wiki content provided. - -Wiki Content: -{context} - -Question: {message} - -Answer:""" - - response = model.generate_content(prompt) - return response.text - -demo = gr.ChatInterface( - fn=chat, - title="🎮 Dead Cells Wiki Bot", - description="Ask me anything about Dead Cells!", - examples=[ - "What achievements are there?", - "Tell me about bosses", - "How does malaise work?", - ], - theme="soft" -) - -demo.launch() \ No newline at end of file +import gradio as gr +import chromadb +from sentence_transformers import SentenceTransformer +import google.generativeai as genai +import os + +# Get API key from Hugging Face secrets +GOOGLE_API_KEY = os.environ.get('GOOGLE_API_KEY') +genai.configure(api_key=GOOGLE_API_KEY) + +# Load models (cached) +embedding_model = SentenceTransformer('all-MiniLM-L6-v2') +chroma_client = chromadb.PersistentClient(path="./deadcells_db_free") +collection = chroma_client.get_collection(name="deadcells_wiki") + +# Find Gemini model +available_model = 'gemini-1.5-flash-latest' + +def get_embedding(text): + return embedding_model.encode(text).tolist() + +def chat(message, history): + """Handle chat messages""" + + # Search wiki + question_embedding = get_embedding(message) + results = collection.query( + query_embeddings=[question_embedding], + n_results=5 + ) + + relevant_chunks = results['documents'][0] + sources = results['metadatas'][0] + + if not relevant_chunks: + return "I couldn't find any relevant information in the wiki." + + # Build context + context = "\n\n---\n\n".join(relevant_chunks) + + # Ask Gemini + model = genai.GenerativeModel(available_model) + prompt = f"""You are a Dead Cells expert. Answer using ONLY the provided wiki content. + +Wiki Content: +{context} + +Question: {message} + +Answer:""" + + response = model.generate_content(prompt) + answer = response.text + + # Add sources + source_list = "\n\n📚 **Sources:** " + ", ".join([s['source'] for s in sources]) + + return answer + source_list + +# Create Gradio interface +demo = gr.ChatInterface( + fn=chat, + title="🎮 Dead Cells Wiki Bot", + description="Ask me anything about Dead Cells! I answer using the official wiki.", + examples=[ + "What achievements are there for beating bosses?", + "Tell me about the Hand of the King", + "How does malaise work?", + "What are boss stem cells?", + ], + theme="soft", + retry_btn=None, + undo_btn=None, + clear_btn="Clear Chat" +) + +if __name__ == "__main__": + demo.launch() \ No newline at end of file diff --git a/wiki_content/Abyssal_Trident.txt b/wiki_content/Abyssal_Trident.txt new file mode 100644 index 0000000000000000000000000000000000000000..c4bde1fd6aeaa6ea81dfb0509f554b1c7a482ffa --- /dev/null +++ b/wiki_content/Abyssal_Trident.txt @@ -0,0 +1,128 @@ +URL: https://deadcells.wiki.gg/wiki/Abyssal_Trident + +Abyssal Trident +The second attack is a charge that inflicts +critical damage +after a few moments. Interrupt it with the last attack to deal +critical damage +. +Forking good weapon! +Internal name +Trident +Type +Melee Weapon +Scaling +Base price +1500 +Damage +Base DPS +106 ( +235 +) +Base combo damage +485 +Base first hit +65 +Base second hit +30 ( +6 per tick +) + +270 +( +18 +per tick +) +Base third hit +120 +Blueprint +Location +Lore room in +Infested Shipwreck +; requires Forked Key +The +Abyssal Trident +is a +melee +weapon +exclusive to the +Queen and the Sea DLC +. It can launch a series of pushing attacks that score critical hits, and can also be interrupted for another critical hit. +Details +Special Effects: +First attack is a normal attack, and the second is a sustained attack that pushes enemies while dealing damage for up to 20 hits. +The first 5 hits of the charge deal normal damage, while the rest deal +critical +damage. +Attack during the charge to interrupt it with the third hit of the combo that deals +critical damage +. +Breach Bonus +: +0.25 / 0 / 0 +Base Breach Damage: +81.25 / 30 + +270 +/ +120 +Base Breach DPS: +113 ( +312 +) +Combo Duration: +2.32 seconds +First Hit: +0.67 (0.47 + 0.2 + 0) +Second Hit: +1.45 (1.25 + 0.2 + 0) +Third Hit: +0.2 (0 + 0.2 + 0) +Tags: +UnlockInPublicEvent, InstantBlueprint, NeedManualUnlock +Legendary Version: +Forced +Affix +: Run Speed On Crit +"Increases your movement speed for 5 seconds after a +critical hit +." +Location +The trident is found inside a lore room located in the +Infested Shipwreck +. 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 +Forked Key +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. +" +What a beautiful pedestal! +" +" +That trident must have belonged to someone important. +" +" +Well, anyway... +" +Synergies +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. +Combo +'s hit streaks grow without limit. +Each hit during the charge can trigger the effects of +Vampirism +and +Blood Drinker +aspect on a +bleeding +enemy. +Instinct of the Master of Arms +can be used since the charge attack inflicts many +critical +hits. +Melee +can be used to +freeze +enemies since the charge attack is composed of rapid melee attacks. +Notes +Having a speed boost makes the charge hit faster. +The +Forked Key +can be found without the Mysterious map. +More than 4 map pieces can be dropped in one run, though the extras do nothing. +History diff --git a/wiki_content/Acceptance.txt b/wiki_content/Acceptance.txt new file mode 100644 index 0000000000000000000000000000000000000000..c33c211ca77d175a97f2c45605a0ce27e76e0d6a --- /dev/null +++ b/wiki_content/Acceptance.txt @@ -0,0 +1,46 @@ +URL: https://deadcells.wiki.gg/wiki/Acceptance + +Acceptance +Amount of kills required to remove a curse is reduced by 50%, but consuming food curses you. +Internal name +P_EasierCurse +Scaling +Colorless +Blueprint +Location +Secret area in +High Peak Castle +Unlock cost +200 +Acceptance +is a colorless +mutation +which halves the amount of enemies the player needs to kill in order to lift curses, but causes consuming food to curse the player. +Details +Scroll Cap: +None +Special Effects: +Makes all food give the player a 5-kill curse. +Scaling: +None +Location +The blueprint for this mutation can only be obtained in 3+ BSC. Firstly, the player must gather all three +Gardener's Key +s in the Promenade of the Condemned. +Then collect the +Moonflower Key +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 +Moonflower Key +s (one key per biome). +The keys are hidden in secret areas, marked by vines on the tiles, and locked behind doors which are opened with +Gardener's Key +s. +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 +Moonflower Key +s. +Notes +The 5-kill curse from food is actually a 10-kill curse, but the effect of Acceptance automatically engages and reduces it. +Cannot be taken in +Boss Rush +. +History diff --git a/wiki_content/Achievements.txt b/wiki_content/Achievements.txt new file mode 100644 index 0000000000000000000000000000000000000000..64667e4dfe7a1520ca69f24de3f25b08eef24f4c --- /dev/null +++ b/wiki_content/Achievements.txt @@ -0,0 +1,24 @@ +URL: https://deadcells.wiki.gg/wiki/Achievements + +The following is a list of achievements and trophies in the game +Dead Cells +. There are +108 +available achievements, with +6 +of them being only available to PC and the Nintendo Switch, as well as an additional trophy for full completion on PlayStation 4. +The player can view their achievements by visiting the +Scribe +in +Prisoners' Quarters +. +Biome achievements +Rune achievements +Boss achievements +Progress achievements +Boss Stem Cell achievements +Miscellaneous achievements +History +Footnotes +↑ +Note that this achievement is obsolete in Game Center, likely due to developer oversight or a bug. diff --git a/wiki_content/Achievements_fr.txt b/wiki_content/Achievements_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..fc8a1859f695c1b126bca55a18e3c076332a8f20 --- /dev/null +++ b/wiki_content/Achievements_fr.txt @@ -0,0 +1,22 @@ +URL: https://deadcells.wiki.gg/wiki/Achievements/fr + +La liste suivante est une liste de succès et trophées dans le jeu +Dead Cells +. Il y a +108 +succès disponibles, avec +6 +d'entre eux seulement disponible sur PC et Nintendo Switch, ainsi qu'un trophée additionnel pour la complétion sur Playstation 4. +Le joueur peut voir ses succès en visitant le +Scribe +dans les +Quartiers des prisonniers +. +Succès de biomes +Succès de runes +Succès de boss +Succès de progress +Succès de Cellules de Boss +Succès divers +Historique +Notes diff --git a/wiki_content/Achievements_ru.txt b/wiki_content/Achievements_ru.txt new file mode 100644 index 0000000000000000000000000000000000000000..e99492c02159ad6fde313feb8f9c7c44e6a304c2 --- /dev/null +++ b/wiki_content/Achievements_ru.txt @@ -0,0 +1,27 @@ +URL: https://deadcells.wiki.gg/wiki/Achievements/ru + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Ниже расположен список всех доступных достижений в +Dead Cells +. Сейчас возможно получить +108 +достижений, +6 +из которых эксклюзивны для ПК и Nintendo Switch, а также трофей за полное прохождение на PlayStation 4. +Посмотреть все достижения можно поговорив с +Писарем +в +Тюремных камерах +. +Достижения за посещение биомов +Достижения за сбор рун +Достижения за победу над боссами +Достижения за прогресс +Достижения за стволовые клетки босса +Прочие достижения +История +Примечания diff --git a/wiki_content/Acrobatipack.txt b/wiki_content/Acrobatipack.txt new file mode 100644 index 0000000000000000000000000000000000000000..366fb064300028d0f748378e107ca71ef06e9c85 --- /dev/null +++ b/wiki_content/Acrobatipack.txt @@ -0,0 +1,92 @@ +URL: https://deadcells.wiki.gg/wiki/Acrobatipack + +Acrobatipack +Attacking with a ranged weapon, after rolling with a ranged weapon in your +backpack +fires a projectile of said weapon, dealing [25% base] of the usual damages. +Internal name +P_Backpack_Ranged +Scaling +Blueprint +Location +Drops from +Demolishers +Drop chance +10% +Unlock cost +120 +Acrobatipack +is a +tactics +-scaling +mutation +which lets the player shoot a projectile from a ranged weapon stored in the +backpack +when they attack using a ranged weapon. +Details +Special Effects: +After rolling, attacking will fire a projectile of the ranged weapon in the +backpack +, dealing [25 base]% of its damage. +This mutation has a cooldown of 3 seconds. +Scaling: ++1% damage per Tactics stat +Notes +The mutation only triggers if the player uses a ranged weapon directly. Melee weapons that can launch ranged projectiles, such as the +Shrapnel Axes +or the +Maw of the Deep +, will not benefit from Acrobatipack. For the same reason, using the Reload ability of the +Heavy Crossbow +somehow triggers the mutation, despite it not being an attack itself. +The launched projectile does not consume ammo of weapon in +backpack +. Therefore, weapons with highly limited ammo such as +The Boy's Axe +can be fired multiple times from the backpack without needing to retrieve any. +This feature doesn't apply to +Throwable Objects +. +Using ranged weapons having +Double Damage +(+100% damage dealt and taken!) or +Quad Damage +(+300% damage dealt and taken!) affixes in +backpack +will still apply their benefits but ignore their negative effects. +Some weapons with damage over time components such as +Fire Blast +, +Alchemic Carbine +or +Hemorrhage +will have their impact damage reduced by this mutation, but the damage done by the DOT effect will not be reduced. Similarly, +Hokuto's Bow +will have the damage of its base attack reduced, but the amount of bonus DPS applied by the +mark +status will not be reduced. +Some other damage instances listed below are also not reduced by this mutation. +Damage dealt by +Boomerang +Fall damage caused by +Medusa's Head +Bonus wall hit damage of +War Javelin +When used from +backpack +, ammo of bow-like weapons like +Magic Bow +and +Multiple-nocks Bow +will not lodge into enemies and will not trigger relevant mutations such as +Barbed Tips +or +Ripper +. +Other weapons such as +The Boy's Axe +and +Hemorrhage +are able to bypass this restriction. +The projectiles fired will not return to the user, lack certain special effects and will remain for 60 seconds. +History diff --git a/wiki_content/Adrenaline.txt b/wiki_content/Adrenaline.txt new file mode 100644 index 0000000000000000000000000000000000000000..45fecef370e91153a3cf54c825096a99ab7e5440 --- /dev/null +++ b/wiki_content/Adrenaline.txt @@ -0,0 +1,38 @@ +URL: https://deadcells.wiki.gg/wiki/Adrenaline + +Adrenaline +Melee attacks restore a small amount of HP depending on attack damage for 5 sec after dodging an attack at the last moment. +Internal name +P_DodgeHeal +Scaling +Blueprint +Location +Drops from +Rampagers +Drop chance +3+ BSC; 1.7% +Unlock cost +100 +Adrenaline +is a +brutality +-scaling +mutation +which makes melee attacks heal the player for 5 seconds, after dodging an attack at the last moment. +Details +Scroll Cap: +30 +Special Effects: +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. +The calculation uses the +base +damage per hit of attacks, meaning the damage increases from scrolls, affixes, etc. is excluded from how much health is restored. +Scaling: +0.0015 × 1.085 +Stat - 1 +% melee damage dealt +Notes +Works well with most melee weapons except for +Spartan Sandals +for its low melee damage. +History diff --git a/wiki_content/Affixes.txt b/wiki_content/Affixes.txt new file mode 100644 index 0000000000000000000000000000000000000000..f10739dd283f2b46ea208474bf9a55d4d66e230f --- /dev/null +++ b/wiki_content/Affixes.txt @@ -0,0 +1,93 @@ +URL: https://deadcells.wiki.gg/wiki/Affixes + +Affixes +are special attributes that can randomly generate on +Gear +items, making them more powerful or giving them utility. +Generation mechanics +Not all affixes can generate on every item. Several properties possessed by these affixes restrict what items can generate with them: +Item Class Restriction (Item Class): +If assigned, has a value of either 0, 1, 2, or 3. +0: +Affix can only appear on Weapons +1: +Affix can only appear on Skills +2: +Affix can only appear on Weapons and Skills +3: +Affix can only appear on Amulets +Required Tags: +A given affix can only appear on items with all of the required tags. +Forbidden Tags: +A given affix can only appear on items with none of the forbidden tags. +Forbidden Affixes: +A given affix can only appear on items that have not already generated any of the forbidden affixes. +Forbidden Items: +A given affix cannot appear on forbidden items. +Cost Impact: +A given affix will increase the price of the item, by a percentage of its base price. +Chance: +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 +x ÷ y × 100 +. +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. +Stat-boosting affixes +Stat-boosting affixes are the only affixes that can be applied multiple times to the same item. Only present on +Amulets +, they grant +Stats +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. +Minor affixes +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 +gear level +. +Major affixes +Major affixes grant powerful effects. A single item may only have one major affix generated normally, except in some special cases like +Legendary +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. +Legendary affixes +Legendary affixes (unique) +Legendary affixes can +only +appear on legendary items. Each is assigned to specific items for their legendary variant and can't be removed or changed. +Legendary affixes (common) +These are the affixes that appear on both legendary items and even as minor & major affixes on normal items: +Removed affixes +These affixes have been removed from the game. +Notes +The only affixes that affect the displayed DPS on an item's tooltip are constant dmg affixes (such as "+15% damage"). +Damage boosting affixes (such as "+80% damage against +poisoned +targets" or "+60% damage against +bleeding +targets") increase an item's damage (which consists of the base damage and the gear bonus) additionally. +Having both these affixes would increase an item's damage by 140%. +Damage boosting affixes (such as "+80% damage against +poisoned +targets") apply to damage over time status effects provided they are inflicted directly by a weapon's attack. +Inflicted status effects from +Alchemic Carbine +'s +toxic cloud +or the +fire +spread on the ground by +Firebrands +are not affected by such affixes because they are not directly inflicted by the weapons' attacks. +Hokuto's Bow +'s +mark +effect isn't affected by such affixes. +There can only be 2 elemental damage affixes (such as " +Bleed +Damage") on an item at the same time. +"On Death" affixes (such as "Death +Freeze +") 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. +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. +Trivia +The "Can break shields" affix has several inconsistencies: +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. +The only shield it is capable of breaking is the force field surrounding the King in the Throne Room. +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. +History diff --git a/wiki_content/Agitated_Pickpocket.txt b/wiki_content/Agitated_Pickpocket.txt new file mode 100644 index 0000000000000000000000000000000000000000..7644f0fec3d526e762455c360eecd054d7460c1e --- /dev/null +++ b/wiki_content/Agitated_Pickpocket.txt @@ -0,0 +1,38 @@ +URL: https://deadcells.wiki.gg/wiki/Agitated_Pickpocket + +Agitated Pickpocket +Base health +120 +Location(s) +The Bank +, +Undying Shores +Reward +Dagger of Profit +(1.7%) +Robber Outfit +(1.7%) +Agitated Pickpockets +are +enemies +found in the +Bank +. They appear to be an infected form of the same creatures that sell things to the player, such as +Guillain +. +Behavior +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. +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. +Moveset +Triple slash +Description: +Slash three times in quick succession at the player with their claws. +Can be parried, dodged or double jumped. +Will steal 75/75/100 gold from the player on hit. +If the player is far away the Agitated Pickpocket will roar, charge at them and leap before using the attack. +Its charge speed is faster than the player's basic running speed. +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. +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. +Strategy +Jumping above the Agitated Pickpocket is a consistent strategy to dodge its attacks without getting surprised by unpredictable behaviour. +History diff --git a/wiki_content/Alchemic_Carbine.txt b/wiki_content/Alchemic_Carbine.txt new file mode 100644 index 0000000000000000000000000000000000000000..e36a82913caba149aa5985281472541dcd43481b --- /dev/null +++ b/wiki_content/Alchemic_Carbine.txt @@ -0,0 +1,140 @@ +URL: https://deadcells.wiki.gg/wiki/Alchemic_Carbine + +Alchemic Carbine +Poisons +its victims (13 DPS for 4 sec). +Internal name +AlchemicGun +Type +Ranged Weapon +Scaling +Combo rate +One hit every 1.1 seconds +Duration +4 seconds ( +poison +effect) +AoE duration +3 seconds ( +poison +cloud) +Base price +2000 +Damage +Base DPS +9 +Base hit +10 +Base DoT DPS +13 ( +poison +effect) +Blueprint +Location +Secret area in the +Ancient Sewers +Unlock cost +50 +The +Alchemic Carbine +is a crossbow-type +ranged +weapon +which fires short-ranged projectiles that arc with gravity and +poisons +nearby enemies on hit in its AOE. +Details +Special Effects: +Launches a flask that does some contact damage and disperses a +poison +cloud around it as the projectile flies and shatters. +Breach Bonus +: +-0.7 +Base Breach Damage: +3 +Base Breach DPS: +3 +Attack Duration: +1.1 seconds +Charge: +0.3 +Lock: +0.18 +Cooldown: +0.8 +Tags: +HasBullets, Ranged, NoCritical, Poison +Legendary Version: +Forced +Affix +: Double Stack +"Applies 2 stacks of damage over time effects instead of 1." +Location +The blueprint for the Alchemic Carbine is located in a secret area of the Ancient Sewers, above a big pool of poisonous water. +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. +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. +Synergies +Despite its low damage, +Hokuto's Bow +can drastically increase its effectiveness by adding the damage bonus to every +poison +tick. +Due to its inherent ability to inflict +poison +, it can works well with +Sadist's Stiletto +, +Hemorrhage +RotG +and +Snake Fangs +FF +, 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. +It can also be paired with +Acrobatipack +if the player does not want to use the Carbine for practical combat. +Poison +from this weapon can be used to trigger the +Toxin Lover +aspect. +Notes +Affixes such as "+60% damage on a +bleeding +target" and +Point Blank +apply to the projectile damage as well as the directly inflicted +poison +status, but do +not +apply to the resulting +poison cloud +. +Tranquility +and +Support +however, increase the damage of all +poison +statuses, including the ones inflicted from the +poison cloud +. +The damage dealt by the resulting +poison cloud +is not reduced when this weapon is used from +backpack +via +Acrobatipack +. +Trivia +This item was previously named +Alchemic Gun +and +Alchemic Rifle +, although both are inaccurate as it resembles a small crossbow. +History +Footnotes +References +↑ +Ancient Sewers - Alchemic Carbine blueprint GIF +Gfycat +, 2019-04-02 diff --git a/wiki_content/Alienation.txt b/wiki_content/Alienation.txt new file mode 100644 index 0000000000000000000000000000000000000000..32d27e927887858bbdc4c3115c487404845fc2ba --- /dev/null +++ b/wiki_content/Alienation.txt @@ -0,0 +1,30 @@ +URL: https://deadcells.wiki.gg/wiki/Alienation + +Alienation +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%. +Internal name +P_Curse +Scaling +Colorless +Blueprint +Location +Drops from +The Concierge +(7th kill) +Unlock cost +50 +Alienation +is a colorless +mutation +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. +Details +Scroll Cap: +None +Special Effects: +After lifting curse, each enemy killed heals the player by 5% of their HP. +Curses require 50% more kills to lift. +Scaling: +None +Notes +Curses got before the mutation won't increase their kill counter. +History diff --git a/wiki_content/Alucard's_Shield.txt b/wiki_content/Alucard's_Shield.txt new file mode 100644 index 0000000000000000000000000000000000000000..e1ecdc92ac79ccac9f9ded5fde354dd48c642e86 --- /dev/null +++ b/wiki_content/Alucard's_Shield.txt @@ -0,0 +1,115 @@ +URL: https://deadcells.wiki.gg/wiki/Alucard%27s_Shield + +Alucard's Shield +Can be used to attack in melee. Deals +critical damage +after a parry. +When Alucard uses it in combat, you could say that the dhampir strikes back +Internal name +AlucardShield +Type +Shield +Scaling +Combo rate +One 3-hit combo every 1.41 seconds +Base price +2000 +Damage +Base DPS +110 ( +330 +) +Base absorbed damage +75% +Base combo damage +155 ( +465 +) +Base first hit +35 ( +105 +) +Base second hit +50 ( +150 +) +Base third hit +70 ( +210 +) +Blueprint +Location +Drops from lore room in +Castle's Outskirts +. +The +Alucard's Shield +is a +shield +weapon +added in the +Return to Castlevania DLC +. 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. +Details +Breach Bonus +: +0 / -0.7 / -0.7 +Base Breach Damage: +35 ( +105 +) / 15 ( +45 +) / 21 ( +63 +) +Base Breach DPS: +50 ( +151 +) +Combo Duration: +1.41 seconds +First Hit: +0.45 (0.4 + 0.05 + 0) +Second Hit: +0.38 (0.21 + 0.17 + 0) +Third Hit: +0.58 (0.29 + 0.29 + 0) +Tags: +Shield +Legendary Version: +Forced +Affix +: Full Set +"You get the +other item +from Alucard's set. Can only trigger once per run." +Synergies +If +Alucard's Sword +RtC +is held alongside of Alucard's Shield, a few effects will take place: +After using +Alucard's Sword +RtC +, Alucard's Shield can inflict +critical hits +. +Attacking with +Alucard's Sword +RtC +will initiate a +parry +during the 2nd and 4th attacks. +These two items will have a unique border in the HUD. +While using either weapon, the other weapon will be visibly equipped on the Beheaded. +The mutation +Counterattack +increases the damage of Alucard's Shield's second and third hits. +Notes +The second and third hit work similarly to the +Assault Shield +. +The second and third hit are affected by the major, starred "Counterattack" affix exclusive to +Shields +. +History diff --git a/wiki_content/Alucard's_Sword.txt b/wiki_content/Alucard's_Sword.txt new file mode 100644 index 0000000000000000000000000000000000000000..0dfceaf072687f04b87044496c374edc4c503930 --- /dev/null +++ b/wiki_content/Alucard's_Sword.txt @@ -0,0 +1,138 @@ +URL: https://deadcells.wiki.gg/wiki/Alucard%27s_Sword + +Alucard's Sword +If a target is in front of you in mid range, teleports you near it and attacks it, dealing a +critical damage +Acquire the blade of the dhampir, use it against the vampire sire! says the proverb +Internal name +TPSword +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 1.72 seconds +Base price +2000 +Damage +Base DPS +122 ( +269 +) +Base combo damage +210 ( +462 +) +Base first hit +45 ( +99 +) +Base second hit +60 ( +132 +) +Base third hit +45 ( +99 +) +Base fourth hit +60 ( +132 +) +Blueprint +Location +Find +Alucard +in +Richter Mode +Unlock cost +50 +The +Alucard's Sword +is a sword-type +melee +weapon +added in the +Return to Castlevania DLC +. If a target is in front of you in mid range, teleports you near it and attacks it, dealing Critical Damage +Details +Special Effects: +Teleport to an enemy when they are nearby and deals a +critical hit +Breach Bonus +: +-0.5 / 0.65 / -0.5 / 0.65 +Base Breach Damage: +22.5 ( +50 +) / 99 ( +218 +) / 22.5 ( +50 +) / 99 ( +218 +) +Base Breach DPS: +141 ( +312 +) +Combo Duration: +1.72 seconds +First Hit: +0.35 (0.15 + 0.2 + 0) +Second Hit: +0.37 (0.15 + 0.22 + 0) +Third Hit: +0.35 (0.15 + 0.2 + 0) +Fourth Hit: +0.65 (0.15 + 0.5 + 0) +Legendary Version: +Forced +Affix +: Full Set +"You get the +other item +from Alucard's set. Can only trigger once per run." +Synergies +If +Alucard's Shield +RtC +is held alongside of Alucard's Sword, a few effects will take place: +Attacking with Alucard's Sword will initiate a +parry +during the 2nd and 4th attacks. +After using Alucard's Sword, +Alucard's Shield +RtC +can inflict +critical hits +. +These two items will have a unique border in the HUD. +While using either weapon, the other weapon will be visibly equipped on the Beheaded. +Any items that knock back enemies (eg. +Spartan Sandals +, +Mushroom Boi! +TBS +) can be used to put sufficient distance between enemies and the player for Alucard's Sword to teleport, fulfilling it's +critical +condition. +The Alucard's Sword's teleportation works will with +Scarecrow's Sickles +FF +, 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. +Notes +This weapon is unlocked by finding +Alucard +in +Richter Mode +. +Attacks performed after teleporting will have windup of 0.15s instead of 0.33s. +These faster attacks are technically counted as separate from their slower versions, comprising the fifth through eighth hits of the 8 attack combo. +Attacking a +Thorny +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 +History +↑ +The in-game DPS value is 101 ( +222 +). diff --git a/wiki_content/Alucard.txt b/wiki_content/Alucard.txt new file mode 100644 index 0000000000000000000000000000000000000000..ae62239f84ff8a851ec8f342301142583af7e03c --- /dev/null +++ b/wiki_content/Alucard.txt @@ -0,0 +1,212 @@ +URL: https://deadcells.wiki.gg/wiki/Alucard + +Alucard +Location +In +Castle's Outskirts +“ +Traitor in the eyes of the creatures of the night, monster in those of the humans... it's hard being a dhampir! +„ +Alucard +is an +NPC +introduced in the +Return to Castlevania DLC +. +He aides the player in finding +Dracula +and defeating him. +Dialogue +First encounter +Alucard can be found sleeping in a coffin in the +Castle's Outskirts +. The player can awaken him be knocking on the coffin. +Cutscene +" +...Why are you here? +" +" +Wait, did you really awaken me by accident?! +" +" +Hum... Unfortunate, but let's at least make the best out of this... unexpected situation +" +" +You probably don't understand where you are and we don't have the time to linger on the specifics +" +" +Just know that my father is about to come back to life and we have to stop that from happening at any cost +" +" +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! +" +After Cutscene +" +Once more, I have to stop my father. When will it truly end +" +" +Take the elevator and get inside the Castle, quickly! +" +" +Go ahead, I need to prepare first. Where is my shield ? I am sure to have been buried with it... +" +" +Traitor in the eyes of the creatures of the night, monster in those of the humans... it's hard being a dhampir! +" +" +Ohhh I really need to stretch... centuries without moving sure stiffens the muscles! +" +After defeating death +Death has been defeated but the ritual has completed. Alucard tells you he will find you after finding a way to reach his father. +Cutscene +" +Well fought... +" +" +Sadly, the ritual went through: my father has been brought back into this world +" +" +Even if we killed his most trusted lieutenant, the situation is dire +" +" +I need to find a way to reach my father's sanctum +" +" +I'll come fetch you once I figure out what to do next +" +After Cutscene +" +I need time to devise a new plan +" +" +Death is my father's right hand and a vicious foe. I wouldn't be surprised to see him come back eventually... +" +" +Strangely, he didn't remove all your powers and equipments... +" +" +You triumphed in this fight to the Death, congratulations +" +Prisoners' Quarters +Starting a new run after defeating Death Alucard can be found in the starting room of the +Prisoners' Quarters +. +Cutscene +" +Ah, there you are! I looked for you everywhere in this sordid prison +" +" +I found a way to reach my father's throne room, for real this time +" +" +Your island houses a clock tower, just like my father's Castle +" +" +We should be able to exploit this similarity and go back to my world to fight him +" +" +I'll see you in the Clock Room. Try not to die until then... +" +After Cutscene +" +It will only get worse from now on. Prepare yourself for a long-fought battle +" +" +You'll need to go through the Castle again, but this time, we'll go straight there +" +" +Have you seen my sword? I can't find it anywhere... +" +" +One can't really kill Death itself. There won't be any respite for the mortals... +" +After failing to kill Dracula +" +Don't be discouraged by your previous failure. You can do it! +" +" +Meet me in the Clock Room once more. You'll succeed this time! +" +" +The Castle may be full of danger, but you can't falter now +" +" +I'm not against some backtracking in a castle, I'm used to it +" +Clock Room +To continue the story the player must go to the clock tower without entering the Return to Castlevanie DLC before in the same run. +DLC not visited cutscene +" +I almost had to wait... you're here, at the very least. We can begin +" +" +This door goes right to my father's Castle. No undead lieutenant on the way this time! +" +" +Be warned though: this Castle is not just a stone building. It seems to be alive, sentient almost +" +" +My father knows everything that goes on within these walls and may very well prepare a... warm welcome for you +" +" +Good luck out there! Come find me near his throne room, we have to finish this +" +DLC visited cutscene +Meeting Alucard while having entered the Return to Castlevania DLC earlier in the run. +" +Oh you're there. Sadly, we can't access my father's Castle a second time +" +" +Once we leave it, he can prevent us from setting foot in the Castle again +" +" +You have to choose the entry you want to use: either from the prison or from this room, but never both +" +After Cutscene +" +We're almost there. To think that I'll see my father again just to stop him once +" +" +Your Clock is really impressive! Something is off, though... +" +" +Still, what a wonderful coincidence that your island too has a Clock Tower. As luck would have it indeed! +" +" +Do you also need two rings to reach the secrets of your Clock Room? No? Lucky you... +" +Master's Keep +The player meets Alucard just before entering the room in which +Dracula +resides. +Cutscene +" +We're there +" +" +Behind this door lies my father's throne room +" +" +Regrettably, I'll have to let you fight him alone +" +" +I tried spilling the family blood before... it didn't go well +" +" +Do not waver. My father isn't invincible, you can defeat him! +" +After Cutscene +" +I understand your fear, but you have to go stop my father! +" +" +I am sorry to leave this responsibility to you like this +" +" +May your victory also solve my father issues +" +" +This Castle is sturdy, don't hestitate to give it your all during the fight, it's safe +" +Footnotes +History diff --git a/wiki_content/Ammo.txt b/wiki_content/Ammo.txt new file mode 100644 index 0000000000000000000000000000000000000000..6f0f230c33393f1989befe4a7665c4ee2e9ebdaf --- /dev/null +++ b/wiki_content/Ammo.txt @@ -0,0 +1,52 @@ +URL: https://deadcells.wiki.gg/wiki/Ammo + +Ammo +Ammo for your weapons is now 2 times what it was. +Internal name +P_Ammo +Scaling +Colorless +Blueprint +Location +Drops from +The Concierge +(6th kill) +Unlock cost +50 +Ammo +is a colorless +mutation +which doubles the ammo of +ranged weapons +. +Details +Scroll Cap: +None +Special Effects: +Weapons with ammo have their ammo doubled. +Scaling: +None +Notes +Works with every ammo-based weapon including: +The Boy's Axe +RotG +Boomerang +Cross +RtC +Medusa's Head +RtC +War Javelin +RotG +Soul Shot +FF +(from +Ferryman's Lantern +FF +) +Does +not +work with: +Gilded Yumi +TQatS +Laser Glaive +History diff --git a/wiki_content/Anathema.txt b/wiki_content/Anathema.txt new file mode 100644 index 0000000000000000000000000000000000000000..aa119e3286d3096271eae3e161beeedbd95e5026 --- /dev/null +++ b/wiki_content/Anathema.txt @@ -0,0 +1,72 @@ +URL: https://deadcells.wiki.gg/wiki/Anathema + +Anathema +Fires an indirect projectile that curses you 1 time if it hits at least one enemy. +Remorses included. +Internal name +Anathema +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.85 seconds +Base price +2000 +Damage +Base DPS +229 (Direct Hits) + 157 (AoE) +Base hit +195 +Base bonus hit +133 Area Damage +Blueprint +Location +Drops from +Curser +Drop chance +10% +Unlock cost +100 +The +Anathema +is a slow +ranged +weapon +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. +Details +Breach Bonus +: +0.5 +Base Breach Damage: +285 +Base Breach DPS: +267 +Attack Duration: +0.85 seconds +Charge: +0.5 +Lock: +0.2 +Cooldown: +0.35 +Tags: +AmmoDoNotStickToVictims, HasBullets, Ranged, NoCritical +Legendary Version: +Forced +Affix +: Global Shield On Use +"Generates a shield when used" +Synergies +As the weapon is best used at longer ranges, +Tranquility +can be a good combo. +Anathema practically curses its user if used as a primary weapon, making +Demonic Strength +an adequate damage boost. +Notes +The weapon's attack traveling in parabolic arcs allows the user to ambush enemies on lower or higher ledges. +Trivia +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. +History +↑ +The in-game DPS value is 229. diff --git a/wiki_content/Ancient_Sewers.txt b/wiki_content/Ancient_Sewers.txt new file mode 100644 index 0000000000000000000000000000000000000000..8037a551100601328d88de99444b4709f230c811 --- /dev/null +++ b/wiki_content/Ancient_Sewers.txt @@ -0,0 +1,564 @@ +URL: https://deadcells.wiki.gg/wiki/Ancient_Sewers + +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. +Mold everywhere... Spores floating in the fetid air... A perfectly welcoming ecosystem. +One day, a pile of filth started growling. That part of the sewers was promptly blocked off. +Ancient Sewers +Stage # +3 +Soundtrack +Old Sewers +Required Rune(s) +Ram Rune +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Toxic Sewers +, +Corrupted Prison +Next biome(s) +Insufferable Crypt +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Gear level +IV +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Sadist's Stiletto +Blueprints from secret areas +Alchemic Carbine +, +Gold Reserves V +, +Frontline Shield +Enemies & Traps +Enemies +Zombies +, +Festering Zombies +, +Corpse Worms +(spawned by Festering Zombies), +Shieldbearers +, +Disgusting Worms +, +Kamikazes +, +Impalers +, +Sewer's Tentacles +Enemy tier +6-13 +Wandering Elite chance +10% +Elite room chance +100% +Hazards +Toxic pools, spikes, spiked flails +Previous biome(s) +Toxic Sewers +, +Corrupted Prison +, +Prison Depths +Next biome(s) +Insufferable Crypt +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Gear level +IV +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Sadist's Stiletto +Blueprints from secret areas +Alchemic Carbine +, +Gold Reserves V +, +Frontline Shield +Enemies & Traps +Enemies +Zombies +, +Festering Zombies +, +Corpse Worms +(spawned by Festering Zombies), +Shieldbearers +, +Disgusting Worms +, +Kamikazes +, +Impalers +, +Sewer's Tentacles +Enemy tier +10-16 +Wandering Elite chance +10% +Elite room chance +100% +Hazards +Toxic pools, spikes, spiked flails +Previous biome(s) +Toxic Sewers +, +Corrupted Prison +, +Prison Depths +Next biome(s) +Insufferable Crypt +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Gear level +IV +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Sadist's Stiletto +Blueprints from secret areas +Alchemic Carbine +, +Gold Reserves V +, +Frontline Shield +Enemies & Traps +Enemies +Zombies +, +Festering Zombies +, +Corpse Worms +(spawned by Festering Zombies), +Shieldbearers +, +Disgusting Worms +, +Kamikazes +, +Impalers +, +Sewer's Tentacles +Enemy tier +11-17 +Wandering Elite chance +10% +Elite room chance +100% +Hazards +Toxic pools, spikes, spiked flails +Previous biome(s) +Toxic Sewers +, +Corrupted Prison +, +Prison Depths +Next biome(s) +Insufferable Crypt +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +3 +Gear level +V +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Sadist's Stiletto +Blueprints from secret areas +Alchemic Carbine +, +Gold Reserves V +, +Frontline Shield +Enemies & Traps +Enemies +Zombies +, +Festering Zombies +, +Corpse Worms +(spawned by Festering Zombies), +Shieldbearers +, +Disgusting Worms +, +Kamikazes +, +Impalers +, +Sewer's Tentacles +Enemy tier +13-19 +Wandering Elite chance +10% +Elite room chance +100% +Hazards +Toxic pools, spikes, spiked flails +Previous biome(s) +Toxic Sewers +, +Corrupted Prison +, +Prison Depths +Next biome(s) +Insufferable Crypt +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +5 +Gear level +VII +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Sadist's Stiletto +Blueprints from secret areas +Alchemic Carbine +, +Gold Reserves V +, +Frontline Shield +Enemies & Traps +Enemies +Festering Zombies +, +Corpse Worms +(spawned by Festering Zombies), +Shieldbearers +, +Disgusting Worms +, +Kamikazes +, +Impalers +, +Sewer's Tentacles +, +Failed Experiments +Enemy tier +15-21 +Wandering Elite chance +10% +Elite room chance +100% +Hazards +Toxic pools, spikes, spiked flails +BSC +Door Rewards +1 BSC +2 BSC +3 BSC +4 BSC +Treasure chest +Treasure chest +Treasure chest +Chained items +The +Ancient Sewers +is a third level +biome +. 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. +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. +General information +Access and exit +The Ancient Sewers can normally accessed from the +Toxic Sewers +after obtaining the +Ram Rune +, or from the +Corrupted Prison +after obtaining the Spider rune. When playing with 1 or more +BSC +active, a door in +Prison Depths +can also lead to this biome, though it requires the +Spider Rune +. +The only exit out of the Ancient Sewers leads to the +Insufferable Crypt +, where +Conjunctivius +awaits. +Level characteristics +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 +Scrolls +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+ +BSC +) there is a bonus Power scroll. When 3 +Boss Stem Cells +are active, this biome has 3 guaranteed +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, this biome has 5 guaranteed +Scroll Fragments +. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Ancient Sewers based on difficulty. +Loot and shops +Main level +10% chance for a +cursed chest +Boss Stem Cells rewards +1 +BSC +: +Treasure chest +2 +BSC +: +Treasure chest +3 +BSC +: +Treasure chest +4 +BSC +: Chained items altar +Exclusive blueprints +Secret areas +The blueprint for the +Alchemic Carbine +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. +The blueprint for the +Front Line Shield +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 +Homunculus Rune +to retrieve it, without taking damage from the poisonous water. +The blueprint for the +Gold Reserves V +upgrade can be found in a secret area concealed by cosmetic ground tiles with a maze that can only be navigated by the +Homunculus Rune +. +The player must first open the door with the rune's help, then progress downwards and solve another puzzle, before reaching the blueprint. +Enemy blueprints +The blueprint for the +Sadist's Stiletto +can be looted from +Impalers +. +Enemies +Many enemies are common between the Toxic and Ancient Sewers, including +Disgusting Worms +, +Kamikazes +, +Festering Zombies +and +Zombies +. A unique feature of the Ancient Sewers is the presence of the +Impaler +, 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 +Zombies +, which are replaced by +Failed Experiments +on 4+ +BSC +, all other enemies are present at all difficulty levels. +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. +Lore +Conjunctivius +Lore room in Ancient Sewers with a Conjunctivius cocoon. +Main article: +Conjunctivius +A series of lore rooms scattered around the Toxic and Ancient Sewers explain how Conjunctivius came to be. +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. +: +" +The body is all bloated... One of his arms changed into a tentacle. +" +" +It's as if the body had started to mutate! +" +Green goo trails from the body: +" +A viscous substance is oozing out of the body and across the floor... like a snail's trail. +" +Towards a small hole in the wall. +" +... the trail leads to the hole. +" +" +I don't know what it is, and I don't really want to know. +" +After this encounter, the +Beheaded +finds the same trail of green goo: +" +Nothing special here... +" +" +... except this strange substance on the ground again. +" +And an empty cocoon: +" +The trail leads to a sort of... giant cocoon. +" +" +All sorts of unspeakable horrors lived here. +" +" +It's really revolting. +" +" +... +" +" +I'm not feeling too fresh after that either. +" +" +... After all, who am I to pass judgement? +" +" +... I haven't even got a head. I don't even know where I come from. +" +" +Might this cocoon be the very symbol of our existence? +" +" +Futile, ephemeral? +" +" +Aren't we destined to adapt or die, in this ineffable loop we call life? +" +" +... +" +" +After all, what is life? And what about love? +" +" +An inexorable series of moments stolen along the way, at the dawn of... +" +" +Yeah, OK, boooooring! +" +Next to it, is a bigger hole in the wall, which was made by an adolescent Conjunctivius +: +" +The trail ends at this hole. +" +" +And it's one hell of a big hole. +" +Later, the Beheaded stumbles upon the trail of green goo near a corpse: +" +A body in prisoner's clothes. Maybe he tried to escape through the sewers? +" +" +...He's got lots of wounds but he doesn't seem to be infected. +" +" +Hmm... +" +" +Rest in peace. +" +The trail leads through a hidden passage, halfway that passage, the Beheaded stumbles upon some crates: +" +I don't quite get what these crates are doing here, but so be it. +" +The trail leads to the remains of a huge cocoon: +" +Whatever this thing is, it's pretty obvious that it... grew. +" +" +Or evolved. +" +" +Or mutated. +" +" +In any case, I've got a bad feeling about this. +" +And a gigantic hole, +carved by the adult Conjunctivius as she escaped: +" +That thing didn't waste any time getting out of here. +" +" +Must be a cute and cuddly little thing by now! +" +Finally, a message left by soldiers tells how difficult it was to chain Conjunctivius, likely an order of the +King +. +This explains why Conjunctivius is imprisoned in the +Insufferable Crypt +when the +Beheaded +arrives. +" +Looks like a warning message from a guard. +" +" +It's written in red so it must be important. +" +" +Make sure you don't miss your guard duty outside the MONSTER's room... +" +" +It wasn't easy to chain up. Wouldn't like to have to do it all over again! +" +Alchemist grimoires +Main article: +The Alchemist +In the Toxic and Ancient Sewers, the Alchemist was collecting mold and mushroom samples for his experiments. +However, the growing numbers of revenants made his work increasingly difficult. +" +It is becoming increasingly difficult to collect mold samples in these sewers. +" +" +There are too many revenants. +" +Other rooms +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. +Trivia +This biome is named "Old Sewers" in the past versions of the game. +History +References +↑ +Ancient Sewers - Alchemic Carbine blueprint GIF +Gfycat +, 2019-04-02 +↑ +Ancient Sewers - Front Line Shield blueprint GIF +Gfycat +, 2019-04-02 +↑ +Ancient Sewers - Gold Reserves V blueprint GIF +Gfycat +, 2019-04-02 +↑ +Sewers - Mutated tentacle body GIF +Gfycat +, 2018-08-27 +↑ +Old Sewers - Watcher cocoon GIF +Gfycat +, 2018-08-27 +↑ +Sewers - giant cocoon and hole GIF +Gfycat +, 2018-08-28 +↑ +Sewers - conjunctivius chaining GIF +Gfycat +, 2019-04-08 +↑ +Sewers - Alchemist grimoire GIF +Gfycat +, 2018-08-22 diff --git a/wiki_content/Apostate.txt b/wiki_content/Apostate.txt new file mode 100644 index 0000000000000000000000000000000000000000..c845fa2ab8549b296aba7393465bad56657ec26b --- /dev/null +++ b/wiki_content/Apostate.txt @@ -0,0 +1,85 @@ +URL: https://deadcells.wiki.gg/wiki/Apostate + +Apostate +Base health +200 +Location(s) +Undying Shores +FF +Reward +Ferryman's Lantern +FF +(0.4%) +Apostate Outfit +FF +(1.7%) +Related +Failed Homunculus +, +FF +Clumsy Swordsman +, +FF +Dastardly Archer +, +FF +Compulsive Gravedigger +FF +Apostates +are undead priest +enemies +found in the +Undying Shores +FF +that revive the souls of slain enemies. They are exclusive to the +Fatal Falls DLC +. +Behavior +When the player is not nearby, the Apostate will continuously revive previously killed enemies, as well as "awaken" any +Clumsy Swordsmen +, +FF +Dastardly Archers +, +FF +and +Compulsive Gravediggers +FF +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. +Moveset +Revive soul +Description: +Revives the soul of a slain enemy. +Revived enemies have a halo and purple aura and can teleport to the player. +Summon wall +Description: +Summons a magical wall in front of it. +The wall cannot be rolled through, but can be destroyed after a single hit. +Swing lantern +Description: +Swings its lantern when in close proximity to the player. +Can be blocked, parried, and dodge rolled. +Strategy +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. +HOWEVER, +if the player is confident in their capabilities, enemies can be endlessly farmed for health via mutations such as +What Doesn't Kill Me +, +Frenzy +, +Vampirism +(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 +Get Rich Quick +and +Velocity +, potentially allowing the player to speed through future levels via the +Greed Shield +Legendary affix +, +Gold Digger +, or make them invincible with +Gold Plating +. +Notes +Apostates cannot currently be encountered as elite enemies. +History diff --git a/wiki_content/Arbiter.txt b/wiki_content/Arbiter.txt new file mode 100644 index 0000000000000000000000000000000000000000..bad7864e5bd8f8c7bd6585d1c2dcad07003e6636 --- /dev/null +++ b/wiki_content/Arbiter.txt @@ -0,0 +1,57 @@ +URL: https://deadcells.wiki.gg/wiki/Arbiter + +Arbiter +Base health +100 +Location(s) +Cavern +RotG +Observatory +RotG +(summoned by the boss) +Reward +Magic Missiles +RotG +(0.4%) +Shaman Outfit +RotG +(4+ BSC; 0.4%) +Related +Inquisitor +Arbiters +are hand-shaped +enemies +found in the +Cavern +RotG +that act as an enhanced version of +Inquisitors +. They are exclusive to the +Rise of the Giant DLC +. +Behavior +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. +When killed, the Arbiter drops a grenade which explodes and fires bolts in a hexagonal pattern, though it otherwise behaves like a normal grenade. +Moveset +Magic missiles +Description: +Shoots a set of missiles in the player's general direction. +Can be blocked, parried, and dodge rolled. +Magic grenade +Description: +Drops a grenade which fires bolts in a hexagonal pattern when killed. +The grenade can be parried, which causes it to behave like a repelled explosive. +The bolts can be blocked, parried, or dodge rolled. +Strategy +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. +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. +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. +Trivia +Before +v1.3 +, the +Update the 13th +, 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 +Rampagers +. +History diff --git a/wiki_content/Armadillopack.txt b/wiki_content/Armadillopack.txt new file mode 100644 index 0000000000000000000000000000000000000000..59b99f066033788fbd873a7ba68024cf9f441637 --- /dev/null +++ b/wiki_content/Armadillopack.txt @@ -0,0 +1,53 @@ +URL: https://deadcells.wiki.gg/wiki/Armadillopack + +Armadillopack +Rolling also +parries +attack and projectiles with the shield in your +backpack +, for [50% base] of the usual damages. +Internal name +P_Backpack_Shield +Scaling +Blueprint +Location +Drops from +Thornies +Drop chance +1.7% +Unlock cost +100 +Armadillopack +is a +survival +-scaling +mutation +which lets the player +parry +with the +shield +stored in their +backpack +when rolling. +Details +Scroll Cap: +None +Special Effects: +Rolling will +parry +melee attacks and deflect projectiles with the shield in the +backpack +, dealing [50 base]% of the shield's damage and triggering some of its +parry +parry effects, such as +Ice Shield +'s freeze. +Scaling: ++1.5% damage per Survival stat +Notes +Has a range of 3 tiles directly in front of the player. +This mutation has a cooldown of 3 seconds. It does not go on cooldown when reflecting projectiles or bombs. +This is an extremely effective mutation for builds that don't like having shields, such as those involving +Ice Shards +, or builds containing two-handed weapons. This can provide protection while still allowing for non-shield combos. +History diff --git a/wiki_content/Armor_Knight.txt b/wiki_content/Armor_Knight.txt new file mode 100644 index 0000000000000000000000000000000000000000..7ddd9c3e0f4dbc4e5cc1160ed59b525e3dd3d07d --- /dev/null +++ b/wiki_content/Armor_Knight.txt @@ -0,0 +1,46 @@ +URL: https://deadcells.wiki.gg/wiki/Armor_Knight + +Armor Knight +Base health +150 +Location(s) +Castle's Outskirts +RtC +, +Dracula's Castle +RtC +Reward +Haunted Armor Outfit +RtC +1.7% +Armor Knights +are an enemy added in the +Return to Castlevania DLC +. +Behavior +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 +Lancer +. +Moveset +Triple stab +Description: +Stabs at the player three times. +Can be blocked, parried, and dodge rolled. Can be double-jumped over. +This attack can hit through walls. +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. +Upward stab +Description: +Stabs upwards. Can hit through semi-platforms. +Can be blocked or dodge rolled. +Downward stab +Description: +Stabs downwards. Can hit through semi-platforms. +Can be blocked or dodge rolled. +Strategy +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. +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. +Notes +Armor Knights are a reskin of the +Lancer +enemy. +History diff --git a/wiki_content/Armored_Shrimp.txt b/wiki_content/Armored_Shrimp.txt new file mode 100644 index 0000000000000000000000000000000000000000..5764d6ae8f97e56416a44f9e78b57aeb561b5c15 --- /dev/null +++ b/wiki_content/Armored_Shrimp.txt @@ -0,0 +1,51 @@ +URL: https://deadcells.wiki.gg/wiki/Armored_Shrimp + +Armored Shrimp +Base health +300 +Location(s) +Infested Shipwreck +TQatS +Reward +Hand Hook +TQatS +(1.7%) +Killing Deck +TQatS +(1.7%) ㅤ +Armored Shrimp Carcass Outfit +TQatS +(0.4%) +Armored Shrimps +are +enemies +found in the +Infested Shipwreck +. +TQatS +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 +Queen and the Sea DLC +. +Behavior +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. +Moveset +Body slam +Description: +Charges and slams their body towards the player +Can be blocked, parried, and dodge rolled. +Strategy +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. +Notes +Armored Shrimp 'hidden' in the ceilings of the +Infested Shipwreck +are held in place by a coral platform in a gap in the ceiling. If this platform is broken by bombs or the +Barrel Launcher +, the Shrimp will be released immediately. +Trivia +The Evolved +Leghugger +bears some resemblance to an Armored Shrimp and is most likely of the same species. +The achievement for killing an Armored Shrimp with a +Leghugger +is named "You're not my family". +History diff --git a/wiki_content/Aspects.txt b/wiki_content/Aspects.txt new file mode 100644 index 0000000000000000000000000000000000000000..91940895755ab6cddc8dcac59f70a8598a6da08c --- /dev/null +++ b/wiki_content/Aspects.txt @@ -0,0 +1,26 @@ +URL: https://deadcells.wiki.gg/wiki/Aspects + +Aspects +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 +Boss Stem Cells +or flawless boss +achievements +while the aspect is equipped. They are provided by the +Doctor +in the starting area of the +Prisoners' Quarters +, but only one can be chosen per run. +The first three aspects are unlocked after the introductory runs are completed. To unlock new aspects, one must simply die once for each. +List of aspects +Notes +Players can remove selected aspects by selecting it again in the Aspect menu. +The Doctor is a short roll to the left of the door that lets players access the tailor and training rooms. +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. +Certain cursed chests spawn next to each other with the Damned Aspect enabled (i.e. The Fractured Shrines door with the guaranteed cursed chest). +Aspects can't be used in +Boss Rush +. +An Aspect will not be unlocked if the player revives after dying using the Multiple Deaths option in +Assist Mode +. +History diff --git a/wiki_content/Aspects_fr.txt b/wiki_content/Aspects_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..8c516d6a6395d68d7c5abbc5788a1ee65b931462 --- /dev/null +++ b/wiki_content/Aspects_fr.txt @@ -0,0 +1,24 @@ +URL: https://deadcells.wiki.gg/wiki/Aspects/fr + +Les +Aspects +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 +Cellules de Boss +ou des succès de boss fini +sans prendre de dégâts +tant qu'il est équipé. Ils sont fournis par le +Docteur +dans la zone de départ des +Quartiers des prisonniers +, mais un seul uniquement peut être équipé par run. +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. +Liste des aspects +Notes +Les joueurs peuvent enlever un aspect en le sélectionnant à nouveau dans le menu Aspect +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. +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) +Les aspects ne peuvent être utilisés dans le +Boss Rush +Un aspect ne sera pas débloqué si le joueur revient à la vie après avoir utilisé l'option "Mort multiple" dans le +Mode assistance +Historique diff --git a/wiki_content/Aspects_pt.txt b/wiki_content/Aspects_pt.txt new file mode 100644 index 0000000000000000000000000000000000000000..d0b67801d22eb1d79e0798b5220607e4349ba6d7 --- /dev/null +++ b/wiki_content/Aspects_pt.txt @@ -0,0 +1,24 @@ +URL: https://deadcells.wiki.gg/wiki/Aspects/pt + +Aspectos +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 +Células-Tronco de Chefe +ou +conquistas +de chefe perfeitas enquanto o aspecto estiver equipado. Eles são fornecidos pelo +Doutor +na área inicial do +Alojamento dos Prisioneiros +, mas apenas um pode ser escolhido por jornada. +Os primeiros três aspectos são desbloqueados após a conclusão das jornadas introdutórias. Para desbloquear novos aspectos, basta morrer uma vez para cada um. +Lista de aspectos +Notas +Os jogadores podem remover aspectos selecionados selecionando-os novamente no menu de Aspectos. +Se o jogador sair da área inicial onde o Doutor está localizado, ele não poderá selecionar ou alterar Aspectos pelo resto da jornada atual. +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). +Aspectos não podem ser usados no +Boss Rush +. +Um Aspecto não será desbloqueado se o jogador reviver após morrer usando a opção Múltiplas Mortes do menu +Assistência +Histórico diff --git a/wiki_content/Assassin's_Dagger.txt b/wiki_content/Assassin's_Dagger.txt new file mode 100644 index 0000000000000000000000000000000000000000..87154a40f2d706d546eb2f0177e4fea2e10a2f12 --- /dev/null +++ b/wiki_content/Assassin's_Dagger.txt @@ -0,0 +1,140 @@ +URL: https://deadcells.wiki.gg/wiki/Assassin%27s_Dagger + +Assassin's Dagger +Inflicts a +critical hit +when you stab your enemy in the back. +Light but deadly if you know how to use it. +Internal name +BackStabber +Type +Melee Weapon +Scaling +Combo rate +One 2-hit combo every 0.5 seconds +Base price +1500 +Damage +Base DPS +134 ( +402 +) +Base combo damage +67 ( +201 +) +Base first hit +32 ( +96 +) +Base second hit +35 ( +105 +) +Blueprint +Location +Secret area near the start of the +Promenade of the Condemned +Unlock cost +5 +The +Assassin's Dagger +is a dagger-type +melee +weapon +, which deals +critical damage +when hitting enemies from behind. +Details +Special Effects: +Deals +critical +damage when it strikes an enemy from the back. +Breach Bonus +: +-0.25 / 0 +Base Breach Damage: +24 / 35 ( +72 +/ +105 +) +Base Breach DPS: +118 ( +354 +) +Combo Duration: +0.5 seconds +First Hit: +0.2 (0.2 + 0 + 0) +Second Hit: +0.3 (0.2 + 0.1 + 0) +Tags: +UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Mega Crit +" +Critical hits ++50% damage." +Location +The blueprint's location. +Found in a secret area up and to the left of the starting point in the Promenade of the Condemned. +Synergies +Using it together with +Phaser +is an easy high damage +crit +enabler as it teleports the player behind the enemy. +Phaser +can be used to apply Poison or Bleeding enabling X% increased damage if an enemy is bleeding/poisoned modifiers on the Assassin's Dagger. +Items that immobilize enemies such as +Wolf Trap +, +Stun Grenade +and +Root Grenade +can help keep enemies in a favorable position. +Other items, such as +Meat Skewer +, can also be used to get behind the enemy. +Notes +The +critical +hit cannot be applied to +Spawners +, +Protectors +, +Shockers +, +Impalers +, +Maskers +, +Conjunctivius +, the +Giant +, or +Dracula - Final Form +due to the fact that they have no backside. +The same occurs with the +Vorpan +and +Panchaku +as these enemies don't have a frontside either. +The +critical +hit cannot be applied to +Ground Shakers +as their backside is shielded. +The +critical +hit can be applied to +Thornys +, but this will damage the player. +It also cannot be applied to +Euterpe +unless she is stunned or frozen, as she will otherwise always face the player. +History diff --git a/wiki_content/Assault_Shield.txt b/wiki_content/Assault_Shield.txt new file mode 100644 index 0000000000000000000000000000000000000000..4128d61f140cd7067e72e1fec29c93d6c7fb39ad --- /dev/null +++ b/wiki_content/Assault_Shield.txt @@ -0,0 +1,90 @@ +URL: https://deadcells.wiki.gg/wiki/Assault_Shield + +Assault Shield +Blocks attacks while charging forward. +Internal name +DashShield +Type +Shield +Scaling +Base price +2000 +Damage +Base block damage +33 ( +66 +) +Base absorbed damage +75% +Blueprint +Location +Timed door +in the +Passage +before +Promenade of the Condemned +Unlock cost +40 +The +Assault Shield +is a +shield +weapon +which causes the player to dash forward when they attempt to +parry +, reflecting bombs caught while pushing enemies away. +Details +Base Absorbed Damage: +75% +Special Effects: +The player can hold up the shield without activating its dash ability. +On the release of the shield's assigned button, the player will charge forwards, as if they are +parrying +an attack, which works identically to other shields. +Knocks back enemies on contact and deals block damage. Dashing puts the shield on cooldown for 0.4 seconds. +Breach Bonus +: +-1 +Base Breach Damage: +0 ( +0 +) +Base Breach DPS: +0 ( +0 +) +Tags: +Shield, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Charged Dash +"Hold the shield to launch a longer charge." +Synergies +Can be used with the +Impaler +to push enemies into walls to help it deal +critical +hits. +Pairs surprisingly well with +Kill Rhythm +as a combo tool in +survival +focused runs as a combo tool for slower weapons to increase their attack speed while also shoving enemies around and stopping their attacks. +Notes +Assault Shield is the only shield which has a breach bonus other than 0, namely a breach bonus of -1. +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. +The dash can be used to scoop up and reflect explosives on the ground, such as those spawned by the Disgusting Worm. +Hitting the back of a +Thorny +with the dash will result in a parry as the attack triggers upon melee attacks, which is what the shield's dash ability does. +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. +Rolling immediately after engaging in the blocking stance grants a boost in momentum, allowing for faster run speeds. +When performing this, the player gains I-frames, where they cannot take damage, from the roll, while still attacking with the shield bash. +This also allows the player to fit through 1 tile gaps, as if they were rolling. +The dash can be used to push enemies around, allowing for environmental kills, primarily by pushing enemies off of ledges or into spikes. +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 +critical +hits. +The displacement of enemies with the dash is less effective against Elite Enemies and Bosses, but can still be used to parry their attacks. +History diff --git a/wiki_content/Assist_Mode_and_Accessibility.txt b/wiki_content/Assist_Mode_and_Accessibility.txt new file mode 100644 index 0000000000000000000000000000000000000000..4d1a70151db5fdde65c00973343497c508690475 --- /dev/null +++ b/wiki_content/Assist_Mode_and_Accessibility.txt @@ -0,0 +1,175 @@ +URL: https://deadcells.wiki.gg/wiki/Assist_Mode_and_Accessibility + +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 +2.9 Breaking Barriers update +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. +Assist Mode +is a new mode to customize the games difficulty. Enabling this mode does not disable +Achievements +, the acquiring of +Boss Stem Cells +or perfect kill rewards. It does, however, hide your score from being on the +Daily Challenge +leaderboard. +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. +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! +Assist Mode +Continue Mode +Each time you die, you can choose to resurrect from your last save instead of restarting a run. +Saves happen when going through doors like +Biomes +entrances and exits or boss cells doors, lore rooms and sub-biomes. Saves also occur when the “quit” button is pressed. +Players can choose limited or infinite continues. +For limited the choices are 0, 1, 3 or 7. +Auto-Hit Mode +You automatically attack nearby enemies with your primary melee weapon. +Destroy doors in Auto-Hit Mode +Automatically attack doors in Auto-Hit Mode. +Easier Parry +You have more time to trigger a parry. +Slower traps +Mobile traps are slower. +Reveal the map +Completely reveal the map of the current level. +Trap damage +Option to limit damage done by traps in increments of 20% to a minimum of 20%. +Enemies Health +Option to lower health of enemies in increments of 2.5% to a minimum of 20%. +Enemies damage +Option to lower the damage done by enemies in increments of 2.5% to a minimum of 20%. +Accessibility Settings +Visual settings +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. +Color sliders used to adjust various options. +Enable bright flashes +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. +Activate screen shake +Deactivate any screen shakes that may pose a risk (explosions, cutscenes, etc...) +Particle limit +Limits the amount of particles on screen. Can be adjusted in increments of 10% to a minimum of 10% +No Blood mode +Remove all blood splashes and bloodied assets. +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. +Secret zone visibility +Reduce the concealment of secret zone entrances. +Background filter +Adjust Color, saturation and opacity of the background. +Add a coloured filter to the background so that foreground and interactable objects are clearer. +No background filter applied. +Green background filter applied at 50%. +Pink background filter applied at 50%. +Orange background filter applied at 100% +Outline options +Add colored outlines to various elements in the game. +Hero Outline +Add an outline to the hero +Purple outline around the beheaded. +Outline on beheaded with a filtered background. +Enemies outline +Add an outline to the enemies +NPCs outline +Add an outline to the NPCs +Active skill outline +Add an outline to the player's active skils (Pets and deployables) +Projectiles outline +Add an outline to projectiles +Secrets outline +Add an outline to secrets +Stats display settings +Display stats icons in addition to their color +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 +HUD size +setting in the +HUD layout settings +part of the video settings. +Stats +Stats with their Icons +Stat Icon on an item +Customize Brutality color +Change the color of the Brutality stat. +Customize Tactic color +Change the color of the Tactic stat. +Customize Survival color +Change the color of the Survival stat. +Item with standard brutality color +Item with brutality color customized to blue. +Stats with brutality color customized to blue. +Text settings +Various text sizes can be changed. +Object names size +Can be changed up to 150% +Object description size +Can be changed up to 200% +Dialog size +Can be changed up to 200% +Additional Settings +There are more settings for accessibilty found in various menus. +Gameplay +Hold to attack +Hold attack button to perform combos with the weapon +Shield toggle +Press a shield's key to toggle holding it on or off. +Using this option, when the shield button is pressed the shield will be help up in blocking mode until it pressed again. +Hold to roll +Hold the button to chain rolls. +Hold to jump +Jump as long as the jump key is held. +Enemy attack sign size +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%. +Video +Enable synergy icons +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. +Customize game font +a Dyslexia-friendly font is available. +Customize HUD size +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%. +Input +Secondary Interaction +Customize secondary interaction behavior +This option changes how the player can use secondary interaction with objects or pick-up, like recycling food or gear. Can be set to +Long press (Default) +or +custom +. When enabling custom, the option to set this key appears in the Rebind keyboard/controller bindings section. +Dive Attack +Customize dive attack inpout behavior +this option changes how the player can use the dive attack. Can be set to +Jump + Down (Default) +, +Hold Down while airborne +, +Double tap Down while airborne +or +Custom +. When enabling custom, the option to set this key appears in the Rebind keyboard/controller bindings section. +Sound +Sound effects volumes +Set the volumes for different sound effect seperately. +Active skills +Enemies +Environment +Hero +Interactables +Non-playable characters +Weapons +Sound effect reduction +Reduces the amount of sound effects played at the same time during gameplay. +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. +The options are: +None (Normal behavior) +Light sound reduction +Medium sound reduction +Heavy sound reduction +Sound effect prioritization +Effects with a higher priority will be less likely to be cut off by the sound effects reduction option above. +The options are: +Default priority (normal behavior) +Custom priority (change priorities of different sound effect seperataly, from 0 to 10.) +Active skills +Enemies +Environment +Hero +Interactables +Non-playable characters +Weapons +Default priority settings diff --git a/wiki_content/Astrolab.txt b/wiki_content/Astrolab.txt new file mode 100644 index 0000000000000000000000000000000000000000..efa5089cceca1187767d97546b4141c8d1de22fd --- /dev/null +++ b/wiki_content/Astrolab.txt @@ -0,0 +1,377 @@ +URL: https://deadcells.wiki.gg/wiki/Astrolab + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: Lore section is missing multiple lore rooms, and one of the gallery images contains a modded skin +This article +contains spoilers +regarding the true ending of the game. Discretion is advised. +This is where most of the experiments to find a cure... failed. +Some test subjects are still roaming this part of the island. This is why the King ordered the main gate closed. +Experiment number 463 was horrible! Number 464 will blow your mind! +No animals were harmed while researching for a cure against the Malaise, promise. +Astrolab +Stage # +7 +Soundtrack +Astrolab +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Throne Room +Next biome(s) +Observatory +RotG +Scrolls +2 Dual Scrolls +Gear level +VII +Cursed chest chance +0% +Runes and Blueprints +Blueprints from enemies +Thunder Shield +, +Hemorrhage +Blueprints from secret areas +Sonic Carbine +Enemies & Traps +Enemies +Defenders +, +Magistrates of Death +, +Screaming Skulls +, +Librarians +, +Bombers +, +Slammers +, +Failed Experiments +Enemy tier +24-27 +Hazards +Electric waves, projectiles, spikes, pits, pools of lava +Previous biome(s) +Throne Room +Next biome(s) +Observatory +RotG +Scrolls +2 Dual Scrolls +Gear level +VII +Cursed chest chance +0% +Runes and Blueprints +Blueprints from enemies +Thunder Shield +, +Hemorrhage +Blueprints from secret areas +Sonic Carbine +Enemies & Traps +Enemies +Defenders +, +Magistrates of Death +, +Screaming Skulls +, +Librarians +, +Bombers +, +Slammers +, +Failed Experiments +Enemy tier +31-32 +Hazards +Electric waves, projectiles, spikes, pits, pools of lava +Previous biome(s) +Throne Room +Next biome(s) +Observatory +RotG +Scrolls +2 Dual Scrolls +Gear level +VII +Cursed chest chance +0% +Runes and Blueprints +Blueprints from enemies +Thunder Shield +, +Hemorrhage +Blueprints from secret areas +Sonic Carbine +Enemies & Traps +Enemies +Defenders +, +Magistrates of Death +, +Screaming Skulls +, +Librarians +, +Bombers +, +Slammers +, +Failed Experiments +Enemy tier +37-38 +Hazards +Electric waves, projectiles, spikes, pits, pools of lava +Previous biome(s) +Throne Room +Next biome(s) +Observatory +RotG +Scrolls +2 Dual Scrolls +Gear level +VIII +Cursed chest chance +0% +Runes and Blueprints +Blueprints from enemies +Thunder Shield +, +Hemorrhage +Blueprints from secret areas +Sonic Carbine +Enemies & Traps +Enemies +Defenders +, +Magistrates of Death +, +Screaming Skulls +, +Librarians +, +Bombers +, +Slammers +, +Failed Experiments +Enemy tier +37-38 +Hazards +Electric waves, projectiles, spikes, pits, pools of lava +Previous biome(s) +Throne Room +Next biome(s) +Observatory +RotG +Scrolls +2 Dual Scrolls +Gear level +X +Cursed chest chance +0% +Runes and Blueprints +Blueprints from enemies +Thunder Shield +, +Hemorrhage +Blueprints from secret areas +Sonic Carbine +Enemies & Traps +Enemies +Defenders +, +Magistrates of Death +, +Screaming Skulls +, +Librarians +, +Bombers +, +Slammers +, +Failed Experiments +Enemy tier +37-46 +Hazards +Electric waves, projectiles, spikes, pits, pools of lava +The +Astrolab +is a seventh level +biome +exclusive to the +Rise of the Giant DLC +. The Astrolab is the main laboratory used by the +Alchemist +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 +Observatory +. +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 +Malaise +and +cells +, as well as plans to brew the +Panacea +. +General information +Access and exit +The Astrolab can only be accessed from the +Throne Room +when playing with 5 +BSC +active. +In order to reach the exit, the player needs to collect a series of keys by beating Elite enemies. An Elite +Failed Experiment +and an Elite +Slammer +drop the +Elevator Key +and the +Allen Key +respectively, which can be used to reach a room where two Elite +Slammers +are waiting. Upon defeating them, they each drop a +Guardian's Key +, which are needed to open the doors to the +Observatory +. +Level characteristics +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. +Scrolls +The Astrolab contains 2 Dual Scrolls. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Astrolab based on difficulty. +Even though the Astrolab can only be accessed on Hell difficulty there are enemy tiers set for lower difficulties. +Chests and loot +1 +Treasure chest +Shops +1 Weapon/Skill shop +1 Food Shop +Exclusive blueprints +Secret area +Location of the hidden tower holding the Apex key. +The Apex key, in a tower full of traps and lava. +A hidden tower located under a corridor +contains the +Apex Key +behind a series of traps, which can be used to retrieve the blueprint for the +Sonic Carbine +. +Enemy blueprints +The blueprints for +Hemorrhage +can be looted from +Magistrates of Death +. +The blueprints for +Thunder Shield +can be looted from +Defenders +. +Enemies +The Astrolab is home to three unique enemies: +Magistrates of Death +, +Defenders +, and +Librarians +. In addition to them, the Astrolab is also home to +Failed Experiments +, +Slammers +and +Bombers +. +The table below lists which enemies are present in the Astrolab and which blueprints each may drop. +Lore +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. +Crow experiment room +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 +Alchemist +. This room is likely the explanation behind the existence of +Slammers +. +Research notebook +" +Against all odds, this solution created mutations in the infected crows instead of curing them. +" +" +Some subjects managed to escape by breaking the bars of their cage! +" +" +God only knows where they are now... I hope their condition has stabilized now. +" +Solution +When examined the Beheaded notes: +" +Another failed cure... +" +" +How many crows drank this solution? +" +Cage +When examined the Beheaded notes: +" +All these broken cages... +" +" +Those crows give me the creeps! +" +Moonlit lab +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. +Alchemist grimoire +The Alchemist leaves the following on his research notebook: +" +I hope looking at the stars will allow me to greatly advance my research... +" +" +Bodies always act different during a full moon. +" +Notes on the wall +When examined the Beheaded notes: +" +Some weird sketches... Planets, stars, constellations. +" +" +The Alchemist really went down every path to find a cure. +" +The Beheaded then nods repeatedly and offers a thumbs up before exclaiming: +" +How selfless of him! +" +Cell vat +When examined the Beheaded notes: +" +The body bathes in moonlight... +" +" +... It does feel good, this light, when the moonlight is reflected off wisps of fog. +" +Trivia +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. +The Astrolab is the only biome that has a 0% cursed chest chance. +Gallery +The exit to the Observatory, with the door for the Apex key above, leading to the Sonic Carbine blueprint (here, an item instead). +Room mentioning experiments done on crows to cure malaise but which backfired, creating the +Slammers +. +Fully explored map of Astrolab showing general generation of the level. Note the building at the bottom; where the Apex Key is located. +History +References +↑ +[1] diff --git a/wiki_content/Automaton.txt b/wiki_content/Automaton.txt new file mode 100644 index 0000000000000000000000000000000000000000..26c8f4342f22ab50488bf710b9667ffd363ff08d --- /dev/null +++ b/wiki_content/Automaton.txt @@ -0,0 +1,48 @@ +URL: https://deadcells.wiki.gg/wiki/Automaton + +Automaton +Base health +80 +Location(s) +Clock Tower +Reward +Predator +(10%) +Automatons +are +enemies +found in the +Clock Tower +. They resemble robotic versions of the +Time Keeper +, having a similar mask to hers. +Behavior +Automatons are found at the extremity of a platform, immobile and invisible (cloaked in a similar way to +Knife Throwers +), until +The Beheaded +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 +Lightspeed +skill, imitates +The Time Keeper +'s dash and is therefore indicated by the same beam of yellow particles. It can be jumped, dodged or parried. +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. +Moveset +Lightspeed +Description: +Dashes across the platform twice. +Can be blocked, parried, and dodge rolled. +Strategy +If you have a shield, parrying their charge and then killing them will work. +If you have a ranged weapon, shooting them before they can charge will often breach them, as long as you have a clear shot. +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. +Trivia +Automatons were added with the +v1.4 +update, aka +Who's the Boss Update +in August 2019 as an enemy deriving from +The Time Keeper +. +In the gamefiles there is a sprite of this enemy named spatuleman0. +History diff --git a/wiki_content/Axe_Armor.txt b/wiki_content/Axe_Armor.txt new file mode 100644 index 0000000000000000000000000000000000000000..d74448f38258ec4360546e5a026788f2eb041f48 --- /dev/null +++ b/wiki_content/Axe_Armor.txt @@ -0,0 +1,32 @@ +URL: https://deadcells.wiki.gg/wiki/Axe_Armor + +Axe Armor +Base health +200 +Location(s) +Dracula's Castle +RtC +Reward +Throwing Axe +RtC +(1.7%) +Axe Armors +are an enemy added in the +Return to Castlevania DLC +. +Behavior +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. +Moveset +Axe throw +Description: +Throws its axe in an upwards arc. +Can be blocked, parried, and dodge rolled. +Axe swing +Description: +Holds its axe behind itself, then swings it at the player. +Can be blocked, parried, and dodge rolled. +Strategy +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. +Gallery +Axe Armor camouflaged as a statue. +History diff --git a/wiki_content/Balanced_Blade.txt b/wiki_content/Balanced_Blade.txt new file mode 100644 index 0000000000000000000000000000000000000000..12ddc2a84e108aad8fc117da42d8328b1614f9a7 --- /dev/null +++ b/wiki_content/Balanced_Blade.txt @@ -0,0 +1,119 @@ +URL: https://deadcells.wiki.gg/wiki/Balanced_Blade + +Balanced Blade +Damage increases up to +90% when you strike repeatedly. Inflicts +critical hits +after 10 successive hits. +Internal name +QuickSword +Type +Melee Weapon +Scaling +Combo rate +One 6-hit combo every 1.46 seconds +Base price +1500 +Damage +Base DPS +147-279 ( +230-437 +) +Base combo damage +215-418 ( +409-768 +) +Base first hit +25-48 ( +39-74 +) +Base second hit +34-67 ( +53-100 +) +Base third hit +34-67 ( +53-100 +) +Base fourth hit +34-67 ( +53-100 +) +Base fifth hit +34-67 ( +53-100 +) +Base sixth hit +54-102 ( +84-160 +) +The +Balanced Blade +is a +melee +weapon +which has a fast swing rate. Its damage output increases after each consecutive hit and starts inflicting +critical hits +after ten, further increasing its damage output. +Details +Special Effects: +Damage increases by 9% per hit until a maximum of 90% extra damage, deals +critical damage +after 10 consecutive hits. +Taking damage removes any extra damage built up, as well as +critical hits +, requiring another 10 hits to get them again. +The damage buff will also expire after 8 seconds. +Breach Bonus +: +-0.9 / -0.9 / -0.9 / -0.75 / -0.75 / -0.5 +Base Breach Damage: +2.5 / 3.4 / 3.4 / 8.5 / 8.5 / 27 ( +4 +/ +5 +/ +5 +/ +13 +/ +13 +/ +42 +) +Base Breach DPS: +37 ( +56 +) +Combo Duration: +1.46 seconds +First Hit: +0.15 (0.1 + 0.05 + 0) +Second Hit: +0.25 (0.1 + 0.15 + 0) +Third Hit: +0.12 (0.07 + 0.05 + 0) +Fourth Hit: +0.22 (0.07 + 0.15 + 0) +Fifth Hit: +0.12 (0.07 + 0.05 + 0) +Sixth Hit: +0.6 (0.3 + 0.3 + 0) +Tags: +UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Run Speed on Crit +"Increases your movement speed for 5 seconds after a +critical hit +." +Synergies +Instinct of the Master of Arms +can be reliably triggered against groups of enemies or tankier enemies, especially bosses. +Combo +will further increase damage dealt when hits are chained, allowing damage to snowball even more quickly against large groups of enemies. +Notes +The base/crit damage only show the theoretical min/max values. +Gallery +The Balanced Blade in action. +History diff --git a/wiki_content/Balanced_Blade_fr.txt b/wiki_content/Balanced_Blade_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..ef17f9a49bbb54ddfe7fab3cace53547dd0b2c89 --- /dev/null +++ b/wiki_content/Balanced_Blade_fr.txt @@ -0,0 +1,128 @@ +URL: https://deadcells.wiki.gg/wiki/Balanced_Blade/fr + +Balanced Blade/fr +Les dégâts augmentent jusqu'à +90% tant que vous enchaînez les coups. Inflige des +coups critiques +après 10 coups enchaînés. +Internal name +QuickSword +Type +Arme de mêlée +Scaling +Combo rate +Un combo de 6 coups tout les 1,46 secondes +Base price +1500 +Damage +Base DPS +147-279 ( +230-437 +) +Base combo damage +215-418 ( +409-768 +) +Base first hit +25-48 ( +39-74 +) +Base second hit +34-67 ( +53-100 +) +Base third hit +34-67 ( +53-100 +) +Base fourth hit +34-67 ( +53-100 +) +Base fifth hit +34-67 ( +53-100 +) +Base sixth hit +54-102 ( +84-160 +) +L' +Epée équilibrée +est une +arme +de +mêlée +avec une importante vitesse d'attaque. Ses dégâts augmentent après chaque coup successif et commence à infliger des +coups critiques +après 10 coups, augmentant encore d'avantage ses dégâts. +Détails +Special Effects: +Les dégâts augmentent de 9% par coup jusqu'à un maximum de 90% de dégâts supplémentaires, fait des +coups critiques +après 10 coups successifs. +Prendre des dégâts réinitialise tout les dégâts supplémentaires accumulés ainsi que les +coups critiques +, nécessitant 10 coups successifs pour infliger de nouveau des +coups critiques +. +Le buff de dégât disparaît aussi après 8 secondes sans coups réussis. +Breach Bonus +: +-0.9 / -0.9 / -0.9 / -0.75 / -0.75 / -0.5 +Base Breach Damage: +2.5 / 3.4 / 3.4 / 8.5 / 8.5 / 27 ( +4 +/ +5 +/ +5 +/ +13 +/ +13 +/ +42 +) +Base Breach DPS: +37 ( +56 +) +Combo Duration: +1.46 seconds +First Hit: +0.15 (0.1 + 0.05 + 0) +Second Hit: +0.25 (0.1 + 0.15 + 0) +Third Hit: +0.12 (0.07 + 0.05 + 0) +Fourth Hit: +0.22 (0.07 + 0.15 + 0) +Fifth Hit: +0.12 (0.07 + 0.05 + 0) +Sixth Hit: +0.6 (0.3 + 0.3 + 0) +Tags: +UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Run Speed on Crit +"Augmente votre vitesse de mouvement pendant 5 sec après un +coup critique +." +Synergies +La mutation +Inspiration du maître d'armes +peut être déclenché de manière fiable contre des groupes d'ennemis ou des ennemis plus résistants, surtout les boss. +L'Épée Équilibrée peut être utilisée avec la mutation +Blessures ouvertes +pour provoquer une +explosion de sang +avec un seul combo. +Notes +Les dégâts de base/ +critique +montre seulement les valeurs théoriques minimales/maximales. +Galerie +L'Epée Equilibrée en action. +Historique diff --git a/wiki_content/Banished.txt b/wiki_content/Banished.txt new file mode 100644 index 0000000000000000000000000000000000000000..abe12a485b2fa28b7546b73ccadb00e91e1ba06f --- /dev/null +++ b/wiki_content/Banished.txt @@ -0,0 +1,48 @@ +URL: https://deadcells.wiki.gg/wiki/Banished + +Banished +Base health +120 +Location(s) +Morass of the Banished +TBS +Reward +Smoke Bomb +TBS +(0.4%) +Banished's Outfit +TBS +(2+ BSC; 1.7%) +Related +Blowgunner +TBS +The +Banished +are +enemies +that only appear in the +Morass of the Banished +. +TBS +They are exclusive to the +Bad Seed DLC +. +Behavior +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. +Moveset +Spear charge +Description: +Yells and charges forward with its spear, dealing damage on contact. +Can be blocked, parried, and dodge rolled. +Stops once they hit something (player, deployables, etc.) +Spear stab +Description: +Thrusts forward with the spear. +Can be blocked, parried, and dodge rolled. +Strategy +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. +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. +Notes +The Banished are still vulnerable to attacks while clinging to the ceiling. +If the player roots a Banished while they are charging, they may sometimes continue to charge in place with the hitbox still lingering. +History diff --git a/wiki_content/Barbed_Tips.txt b/wiki_content/Barbed_Tips.txt new file mode 100644 index 0000000000000000000000000000000000000000..25d82ecbe9f28ca2fa459a60cedc356523641fc1 --- /dev/null +++ b/wiki_content/Barbed_Tips.txt @@ -0,0 +1,56 @@ +URL: https://deadcells.wiki.gg/wiki/Barbed_Tips + +Barbed Tips +Inflicts [40 base] dps per arrow stuck to enemies. +Internal name +P_Dmg_PlantedArrow +Scaling +Blueprint +Location +Drops from +Toxic Miasmas +Drop chance +10% +Unlock cost +80 +Barbed Tips +is a +tactics +-scaling +mutation +which causes projectiles stuck in enemies to inflict additional damage over time. +Details +Scroll Cap: +None +Special Effects: +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 +ArrowNumber - 1 +DPS. +Scaling: +40 × 1.15 +Stat - 1 +DPS for every arrow stuck in the enemy +Notes +The damage is dealt with every 0.4 seconds. +Along with +Ripper +, 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. +The damage applied by Barbed Tips can be buffed by certain external sources such as +Support +, +Tranquility +, +Point Blank +, +Corrupted Power +or +Wolf Trap +. +Trivia +Barbed Tips along with, +No Mercy +, and +Point Blank +, were suggested by a Discord user known as +TheForsakenOne +History diff --git a/wiki_content/Barnacle.txt b/wiki_content/Barnacle.txt new file mode 100644 index 0000000000000000000000000000000000000000..2c2e5ffac19edaa4f6b73eedd94106d4226bf871 --- /dev/null +++ b/wiki_content/Barnacle.txt @@ -0,0 +1,96 @@ +URL: https://deadcells.wiki.gg/wiki/Barnacle + +Barnacle +Shoots enemies who pass beneath it, dealing +critical hits +on +poisoned +enemies. +Internal name +CeilTurret +Type +Deployable +Scaling +Combo rate +One hit every 0.38 seconds (Attached) +One hit every 0.57 seconds (Floating) +Recharge +10 seconds +Base trap health +20 +Base price +1500 +Damage +Base DPS +80 ( +160 +) (Attached) +53 ( +106 +) (Floating) +Base hit +30.4 ( +60.8 +) +Blueprint +Location +Drops from +Thornies +Drop chance +1.7% +Unlock cost +40 +Barnacle +is a +deployable +skill +which summons a ceiling turret to shoot at enemies while the player is nearby. Inflicts +critical hits +on +poisoned +enemies. +Details +Special Effects: +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. +Turret deals damage once every 0.38 seconds with a base DPS of 80. +The turret deals +critical damage +to enemies that are +poisoned +. +The turret can be destroyed, but enemies cannot target the turret. +If the turret does not attach to a wall, it explodes after 9 seconds. +Only one turret per Barnacle skill can be active at a time - attempting to deploy another turret will destroy the first one. +Turret stops operation if the player moves too far away and resumes operation once the player comes back within range. +Tags: +Ranged, HasBullets, Deployable, NeedPower, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Poison Bullet +"Shots explode into a +toxic +cloud." +Synergies +Items that poison enemies ( +Alchemic Carbine +, +Snake Fangs +, +Blowgun +, +Corrosive Cloud +, +Catalyst +) can satisfy Barnacle's +critical +condition. +Notes +Critical hits +don't +trigger +Instinct of the Master of Arms +. +Trivia +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. +History diff --git a/wiki_content/Barrel_Launcher.txt b/wiki_content/Barrel_Launcher.txt new file mode 100644 index 0000000000000000000000000000000000000000..bea1ca67e59602b818c37f8b677115806b701f78 --- /dev/null +++ b/wiki_content/Barrel_Launcher.txt @@ -0,0 +1,110 @@ +URL: https://deadcells.wiki.gg/wiki/Barrel_Launcher + +Barrel Launcher +Launches an explosive barrel. Inflicts a +critical hit +if the barrel bounces off a wall or has been reflected back and forth before exploding. +Internal name +BarrelLauncher +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.7 seconds +Base price +2250 +Damage +Base DPS +171 ( +514 +) +Base hit +120 ( +360 +) +Blueprint +Location +Drops from +Infected Workers +Drop chance +0.4% +Unlock cost +80 +The +Barrel Launcher +is a +ranged +weapon +that fires explosive barrels that bounce off the ground and walls. Barrels explode upon striking an enemy. +Cannot be stored in the backpack. +Details +Special Effects: +Launches large explosive barrels that explode on contact with enemies, spikes, or after a short duration. +If a barrel bounces off a wall, it will deal +critical damage +when it explodes. Its velocity will be slowed and its fuse time is slightly increased. +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. +Breach Bonus +: +-0.7 +Base Breach Damage: +36 ( +108 +) +Base Breach DPS: +40 ( +120 +) +Attack Duration: +0.7 seconds +Charge: +0.4 +Lock: +0.2 +Cooldown: +0.3 +Tags: +IsCrossbow, Explosive, Ranged +Legendary Version: +Forced +Affix +: Triple Bullets +"Fires thrice as much bullets." +Synergies +Wings of the Crow +can be used to easily land the critical hits in several boss fights. +Instant cast support weapons such as +Throwing Knife +or +Firebrands +, or some skills such as +Wave of Denial +or +Lacerating Aura +can be used to re-reflect the barrels. +Rampart +can be used to parry reflected barrels as they count as melee attacks. +Masochist +can be used to lower reflected barrels' damage. +Items that can stun or +freeze +enemies can be used to prevent enemies from reflecting barrels at all. +Notes +Barrels reflected by enemies have the following properties: +They count as traps and therefore their damage will be capped to 30% of the player's max health, or 10% with the +Masochist +mutation, although the player won't receive the speed buff. +They count as a melee attack, and therefore the +Rampart +can trigger its ability when this is parried. +A colorless version of this weapon will always be available in the +Derelict Distillery +. However, taking this weapon to the +Collector +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 +Infected Workers +. +in the +Infested Shipwreck +, Barrels will break coral platforms, even if they are not reflected. +History diff --git a/wiki_content/Baseball_Bat.txt b/wiki_content/Baseball_Bat.txt new file mode 100644 index 0000000000000000000000000000000000000000..1258aeae8ed0fb23d37a104fd170afa592728574 --- /dev/null +++ b/wiki_content/Baseball_Bat.txt @@ -0,0 +1,108 @@ +URL: https://deadcells.wiki.gg/wiki/Baseball_Bat + +Baseball Bat +Attacking a stunned or +rooted +enemy lets you strike frantically, dealing +critical damage +GOTTA GET A GRIP! +Internal name +BaseballBat +Type +Melee Weapon +Scaling +Combo rate +4 hits every 1.31 seconds. +1 +critical +hit every 0.21 seconds. +Base price +2000 +Damage +Base DPS +156 ( +476 +) +Base combo damage +205 +Base first hit +30 +Base second hit +40 +Base third hit +60 +Base fourth hit +75 +Base fifth hit +100 +Blueprint +Location +Lore room in the +Prisoners' Quarters +The +Baseball Bat +is a +melee +weapon +that has a set of normal combos but does a single devastating +critical attack +to +rooted +or stunned enemies. +Details +Special Effects: +When a +rooted +or stunned enemy is in range while queuing an attack, a fast overhead attack will be used instead of the base 4-hit combo. +Breach Bonus +: +0, 0.5, 0.65, 1, -1 +Base Breach Damage: +30, 60, 99, 150, +0 +Base Breach DPS: +259 ( +0 +) +Combo Duration: +1.52 seconds +First Hit: +0.33 (0.23 + 0.1 + 0) +Second Hit: +0.3 (0.2 + 0.1 + 0) +Third Hit: +0.3 (0.2 + 0.1 + 0) +Fourth Hit: +0.38 (0.23 + 0.15 + 0) +Fifth Hit: +0.21 (0.06 + 0.15 + 0) +Legendary Version: +Forced +Affix +: Graphic Violence +"Killing an enemy with a critical hit stuns nearby targets for 1.5 seconds" +Synergies +Anything that stuns or +roots +enemies such as +Wolf Trap +or +Stun Grenade +can trigger the +critical +condition. +Survival users can pair it with +Instinct of the Master of Arms +or/and +Heart of Ice +to quickly reset the duration of their skills. +An offhand weapon like +Throwable Objects +or +The Boy's Axe +can trigger similar +critical +opportunities, as well as provide ranged support. +Gallery +TBA +History diff --git a/wiki_content/Bat.txt b/wiki_content/Bat.txt new file mode 100644 index 0000000000000000000000000000000000000000..3b128aaf304e986a81424cf633f9444259a63df2 --- /dev/null +++ b/wiki_content/Bat.txt @@ -0,0 +1,34 @@ +URL: https://deadcells.wiki.gg/wiki/Bat + +Bat +Base health +1 +Location(s) +Promenade of the Condemned +Graveyard +(0-1 BSC) +Undying Shores +(0-2 BSC) +Dilapidated Arboretum +(0-3 BSC) +Reward +Knife Dance +(0.4%) +Oiled Sword +(1.7%) +Bats +are flying +enemies +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. +Behavior +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. +Moveset +Charge +Description: +Charges up and dashes at the player, dealing damage on contact. +Can be blocked, parried, and dodge rolled. +When charging up, a red line will appear showing their trajectory. +Strategy +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. +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. +History diff --git a/wiki_content/Bat_Volley.txt b/wiki_content/Bat_Volley.txt new file mode 100644 index 0000000000000000000000000000000000000000..f6ad0f0241e66b7f9bf47a4e11ac88b4435c005c --- /dev/null +++ b/wiki_content/Bat_Volley.txt @@ -0,0 +1,75 @@ +URL: https://deadcells.wiki.gg/wiki/Bat_Volley + +Bat Volley +Throws 10 bats that pierce through enemies and deal +critical damage +once they have gone through at least one target +Quick, throw them before they fill your pockets with guano! +Internal name +BatVolley +Type +Power +Scaling +Recharge +12 seconds +Duration +7 seconds +Base price +2000 +Damage +Base DPS +22 per hit +Blueprint +Location +Drops from +Vampire Bat +Drop chance +1.7% +Unlock cost +100 +The +Bat Volley +is a +power +skill +added in the +Return to Castlevania DLC +. It throws a flurry of moving bats that deal +critical damage +after passing through one enemy. +Details +Special Effects: +Summons a pack of bats that fly forwards and hit any enemy it passes through +Deals +critical damage +after passing through an enemy. +Stops when hitting a wall. +Tags: +Ranged +Legendary Version: +Forced +Affix +: Big Brains +"Bats turn back upon colliding with a wall" +Synergies +Items that greatly displace enemies (e.g. +Spartan Sandals +, +Tornado +, +Hand Hook +TQatS +) can be used to move enemies along with the bats, ensuring continuous critical damage. +The legendary version synergizes well with the +Emergency Door +. +The bats can travel very long distances, potentially allowing for the use of the +Tranquility +. +The bats summoned by this skill are considered a ranged attack and therefore work with ranged mutations such as +Point Blank +. +Notes +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. +The bats are destroyed upon colliding with force fields. +History diff --git a/wiki_content/Beginner's_Bow.txt b/wiki_content/Beginner's_Bow.txt new file mode 100644 index 0000000000000000000000000000000000000000..2eb1f4467f77ca12f17a1d0baee9283f6d6bb4c3 --- /dev/null +++ b/wiki_content/Beginner's_Bow.txt @@ -0,0 +1,69 @@ +URL: https://deadcells.wiki.gg/wiki/Beginner%27s_Bow + +Beginner's Bow +Ammo comes back after enemies are killed. +The Jailer's son was getting pretty good at hunting rats with this... +Internal name +StartBow +Type +Ranged Weapon +Scaling +Combo rate +One 3-hit combo every 1.2 seconds +Base price +1 +Damage +Base DPS +113 +Base combo damage +135 +Base first hit +35 +Base second hit +40 +Base third hit +60 +The +Beginner's Bow +is the first +ranged +weapon +encountered by the player in +Dead Cells +. The player starts every game with the Beginner's Bow lying on the ground in the first room, unless the +Random Starter Bow +upgrade has been unlocked from the +Collector +. Once the upgrade is purchased, the Beginner's Bow is relocated to a secret wall tile in the starting room. +Details +Ammo: +6 +Breach Bonus +: +-0.5 / -0.5 / -0.5 +Base Breach Damage: +17.5 / 20 / 30 +Base Breach DPS: +56 ( +168 +) +Combo Duration: +1.2 seconds +First Hit: +0.45 (0.25 + 0.1 + 0.1) +Second Hit: +0.35 (0.25 + 0.1 + 0) +Third Hit: +0.5 (0.4 + 0.1 + 0) +Tags: +Ranged, NoCritical, HasBullets, LimitedAmmo, RustyItem +Notes +The Beginner's Bow is one of two weapons which have weapon slot restrictions, the other one being the +Old Wooden Shield +. +Like the other two starting weapons, this weapon cannot be found randomly during a run. +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. +Description of the bow might be the reference to the "Fallout 3". Since the description almost matches the game's first mission. +Gallery +Location of the Beginner's Bow. +History diff --git a/wiki_content/Berserker.txt b/wiki_content/Berserker.txt new file mode 100644 index 0000000000000000000000000000000000000000..db75c139f8fcc4debe8a6b7f2660215c7e64ad75 --- /dev/null +++ b/wiki_content/Berserker.txt @@ -0,0 +1,40 @@ +URL: https://deadcells.wiki.gg/wiki/Berserker + +Berserker +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. +Internal name +P_DeathShield +Scaling +Blueprint +Location +Drops from +Failed Experiments +Drop chance +4+ BSC; 0.4% +Unlock cost +100 +Berserker +is a +survival +-scaling +mutation +which reduces damage taken by the player for a few seconds after killing an enemy with a melee attack. +Details +Scroll Cap: +30 Survival +Special Effects: +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. +The effect can stack up to 90% with each kill granting a maximum of 20% damage reduction. +All stacks expire at the same time, and previous stacks don't get refreshed with a new stack. +Also provides stun immunity while a stack is active. +Scaling: +5 × 1.05 +Stat-1 +% damage reduction +Notes +This mutation is useful in biomes, allowing the player to take more hits without losing a lot of health. Synergizes well with the mutation +Recovery +, or a colorless +Spite Sword +. +History diff --git a/wiki_content/Bible.txt b/wiki_content/Bible.txt new file mode 100644 index 0000000000000000000000000000000000000000..57ed0230b67be06b2fd5f85e1044f79015650ef1 --- /dev/null +++ b/wiki_content/Bible.txt @@ -0,0 +1,113 @@ +URL: https://deadcells.wiki.gg/wiki/Bible + +Bible +If the second attack of the weapon hits a target, throws a projectile on a rotary trajectory, dealing +critical damage +increasing with each new hit +This book can be... stunning +Internal name +Bible +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.73 seconds +Base price +2000 +Damage +Base DPS +127 ( +139 +) +Base combo damage +220 ( +240 +) +Base first hit +95 +Base second hit +105 +Base third hit +20 ( +40 +) +Blueprint +Location +Drops from +Werewolf +and +Dire Werewolf +Drop chance +1.7% +Unlock cost +50 +The +Bible +is a sword-type +melee +weapon +added in the +Return to Castlevania DLC +. If the second attack of the weapon hits a target, throw it on a rotary trajectory, dealing Critical Damage increasing with each new hit. +Details +Breach Bonus +: +0.5 / 1 / -1 +Base Breach Damage: +142.5 / 210 / 0 +Base Breach DPS: +204 ( +408 +) +Combo Duration: +1.73 seconds +First Hit: +0.61 (0.41 + 0.2 + 0) +Second Hit: +0.67 (0.47 + 0.2 + 0) +Third Hit: +0.45 (0.25 + 0.2 + 0) +Legendary Version: +Forced +Affix +: Double Bullets +"Fires twice as much bullets" +Synergies +The rotating bibles spawned by this weapon are counted as ranged projectiles and therefore they can trigger ranged mutations like +Point Blank +and +Networking +. +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 +Instinct of the Master of Arms +and +Heart of Ice +(when paired with crowd control equipment like +Stun Grenade +). +Notes +The bible projectile rotates for several seconds, and each rotation is faster and on smaller diameter. +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. +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. +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. +There is a specific achievement related to this weapon, +Knowledge is power +RtC +Easiest way to achieve it is to keep a Bible while focusing on Brutality and go fight +Conjunctivius +with +Stun Grenade +and +Heart of Ice +Trivia +Like all weapons added in +Return to Castlevania DLC +expansion, Bible is based on weapon from Castlevania - in this case called +Bible/Holy Book/Grimoire +Look-wise, resembles Bible encountered in +Castlevania: Portrait of Ruin +and +Castlevania: Harmony of Despair +Function-wise, resembles variation used by Richter Belmont in +Castlevania Rondo of Blood +History diff --git a/wiki_content/Biomes.txt b/wiki_content/Biomes.txt new file mode 100644 index 0000000000000000000000000000000000000000..6c49b51c3dd8657b1467a3b02e527abe61e71935 --- /dev/null +++ b/wiki_content/Biomes.txt @@ -0,0 +1,281 @@ +URL: https://deadcells.wiki.gg/wiki/Biomes + +Biomes map +Biomes +are the different areas within +Dead Cells +which players must progress through. +The base game currently has 15 main biomes and 4 boss biomes while the DLCs add another 9 main biomes and 8 boss biomes. +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. +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. +Each biome also has a set of +enemies +that the player will encounter, some of them are unique to a specific biome. Higher difficulties change the enemy pool, distribution, and quantity. +Through runes and +Boss Stem Cells +, alternate paths to biomes can be travelled and thus the player does not have to go through the same set of biomes every run. +Scaling and difficulty +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 +Stats +. As the player moves away from the starting area, enemies and traps get additional scaling (except for on 0 +BSC +). +The formula for enemy DMG and HP scaling are: +DMG: +Base DMG × (MobScaleFactor +(AtkTier - 1) +) × (1 + (AtkTier - 1) × MobScaleMulPerTier) +HP: +Base HP × (MobLifeScaleFactor +(LifeTier - 1) +) × (1 + (LifeTier - 1) × MobLifeScaleMulPerTier) × (1 + Enemy Type Bonus) +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. +This tool +can be used to calculate any enemy's damage and HP at any difficulty and biome. +Shops and treasures +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. +Playing on higher difficulty using collected +Boss Stem Cells +grants access to boss cell doors which can contain more shops, treasure rooms, or even alternative paths to biomes. +Access and exits +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. +Passage +After exiting each biome, the player will enter a +Passage +. Here, a player can turn in +blueprints +, spend cells, enter +time, killstreak and no-hit doors +if the requirements are met, re-roll and upgrade +gear +, choose and change +mutations +and replenish their health and health potions. Passages are different depending on which biome is exited and entered, with some of them having secrets. +The NPCs found in a Passage will depend on the biome ahead. In most Passages, you will find +The Collector +. For biomes from the +Return to Castlevania DLC +, you will instead encounter Castlevania character Shanoa. With 5 BSC activated, the +Collector's apprentice +will appear in his place. There is no functional difference between them. All blueprints you've found can be unlocked between all of them. +After exiting a boss biome, the player will enter a special passage which also holds the +Blacksmith +, a no-hit door and a timed door. +If the player has entered the +Throne Room +, +The Crown +TQatS +or +Master's Keep +RtC +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 +The Bank +, which replaces the next biome. +Map +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. +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. +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 +incentivized biome bonus +. +First stage +Prisoners' Quarters +Second stages +Promenade of the Condemned +Toxic Sewers +Dilapidated Arboretum +TBS +Castle's Outskirts +RtC +Optional stages +Prison Depths +Corrupted Prison +Third stages +Ramparts +Ancient Sewers +Ossuary +Morass of the Banished +TBS +Dracula's Castle +RtC +First bosses +Black Bridge +Insufferable Crypt +Nest +TBS +Defiled Necropolis +RtC +Fourth stages +Stilt Village +Slumbering Sanctuary +Graveyard +Fractured Shrines +FF +Fifth stages +Clock Tower +Forgotten Sepulcher +Cavern +RotG +Undying Shores +FF +Second bosses +Clock Room +Guardian's Haven +RotG +Mausoleum +FF +Sixth stages +High Peak Castle +Derelict Distillery +Infested Shipwreck +TQatS +Dracula's Castle +RtC +Third bosses +Throne Room +Lighthouse +TQatS +Master's Keep +RtC +Seventh stage +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +Astrolab +RotG +Entrance: +Throne Room +(5 +BSC +) +Enemy Tier: +37 - 46 +Gear Level: +10 +Scrolls: +2 Dual Scrolls +Enemies: +Bombers +, +Defenders +, +RotG +Failed Experiments +, +Magistrates of Death +, +RotG +Screaming Skulls +RotG +(spawned from Magistrates of Death), +Slammers +, +Librarians +RotG +Exit: +Observatory +RotG +Hazards: +Electric waves, projectiles, spikes, void, pools of lava +Keys: +Allen Key +: +RotG +Opens the door to the final section of the biome. Dropped by an Elite +Slammer +. +Elevator Key +: +RotG +Opens the door before the elevator at the end of the biome. Dropped by an Elite +Failed Experiment +. +Guardian's Key +: +RotG +There are 2. Open the doors before the exit to +Observatory +. +RotG +Dropped by 2 Elite +Slammers +. +Apex Key +: +RotG +Gives access time blueprint of +Sonic Carbine +. +RotG +Found at the end of an obstacle course. +Fourth bosses +The Crown +TQatS +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +Observatory +RotG +Entrance: +Astrolab +RotG +Enemies: +The Collector +RotG +Mobs summoned by the Collector: +Grenadier +, +Lancer +, +Runner +, +Undead Archer +, +Cleaver +Enemy Tier: +38 +Special stages +The Bank +Unused stages +Repository of the Architects +An inaccessible stage that was a prototype for the +Forgotten Sepulcher +, 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 +Cannibals +. 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. +This stage is irrelevant to the +Architect's Key +. +Pier +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 +Conjunctivius +, then the +Time Keeper +, and finally, the +Hand of the King +. It used to have the +Fisherman NPC +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 +Prisoners' Quarters +. Its assets have now been repurposed for the area leading to the +Infested Shipwreck +. +TQatS +Gallery +The world map partially explored. +Incentivized biome pop-up. +References +↑ +The development of Dead Cells is really moving on. +Twinoid. +December 23, 2016. +↑ +Dead Cells is AVAILABLE NOW! +Steam. +May 10, 2017. +↑ +Building the Level Design of a procedurally generated Metroidvania: a hybrid approach +, +Gamasutra +. March 29, 2017. +History diff --git a/wiki_content/Biomes_fr.txt b/wiki_content/Biomes_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..8217fb8c09a32be7354e0ba6d90183754b74e086 --- /dev/null +++ b/wiki_content/Biomes_fr.txt @@ -0,0 +1,229 @@ +URL: https://deadcells.wiki.gg/wiki/Biomes/fr + +Carte des biomes +Les +Biomes +sont les différentes zones dans +Dead Cells +où le joueur doit progresser. +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. +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. +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. +Chaque biome possède également un ensemble d' +ennemis +que le joueur rencontrera, certains d'entre eux étant unique à certains biomes. Une difficulté plus élevée change la distribution des ennemis. +Échelonnage et difficulté +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 +statistiques +. 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. +Boutiques et trésors +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. +Jouer à des difficultés plus élevées en utilisant des +Cellules de Boss +donne l'accès à des portes à cellules qui peuvent contenir plus de boutiques, de trésors ou même des nouvelles sorties. +Accès et Sorties +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. +Les difficultés élevées additionnelles débloquent également des nouveaux chemins. +Le Passage +Après être sorti de chaque biome, le joueur entre dans un +Passage +. Il pourra y enregistrer des +schémas +, dépenser des cellules, entrer dans des +portes minutées, de perfection et d'indemnité +si la condition est remplie, changer et améliorer son +équipement +, choisir et changer ses +mutations +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. +Après être sorti d'un biome de boss, le joueur entre dans un Passage spécial qui contient également le +Forgeron +et une porte d'indemnité. +Carte +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. +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. +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 +bonus d'incentivized biome +. +Premier stage +Quartiers des prisonniers +Seconds stages +Promenade des condamnés +Égoûts toxiques +La Serre +Alentours du Château +Stages optionnels +Profondeurs de la prison +Prison Corrompue +Troisièmes stages +Remparts +Ancien réseau d’égoûts +Charnier +Marais des fugitifs +Château de Dracula +Premiers boss +Pont Noir +Crypte nauséabonde +La Tanière +Nécropole profanée +Quatrièmes stages +Gué des brumes +Sanctuaire endormi +Cimetière du Val +Temples Brisés +Cinquièmes stages +Tour de l’horloge +Sépulcre oublié +Caverne +Rivages éternels +Second boss +Salle de l’horloge +Repaire du Gardien +Mausolée +Sixièmes stages +Château de Haute-Cime +Distillerie abandonnée +Cimetière de bateaux infectés +Château de Dracula +Troisièmes boss +Salle du trône +Phare +Donjon du Maître +Septièmes stages +L'information suivante +contient du spoil +concernant la vraie fin du jeu. Toute discrétion est bienvenue. +Astrolab +Entrée: +Salle du trône +(5 +CdB +) +Niveau des ennemis: +37 - 46 +Niveau des équipements: +10 +Parchemins: +2 À choix double +Ennemis: +Voltigeurss +, +Défenseurs +, +RotG +Expériences ratées +, +Magistrats de mort +, +RotG +Crânes hurleurs +RotG +(invoqués par les Magistrats de mort), +Frappeurs +, +Bibliothécaires +RotG +Sortie: +Observatoire +RotG +Dangers: +Ondes électriques, projectiles, Pics, vide, Piscines de lave +Clés: +Clé Allen +: +RotG +Ouvre la porte à la section finale du biome. Lâchée par un +Frappeur +d’Élite. +Clé de l'Ascenseur +: +RotG +Ouvre la porte devant l’ascenseur à la fin du biome. Lâchée par une +Expériences ratée +d’Élite. +Clé du Gardien +: +RotG +Il y en a 2. Ouvrent les portes devant la sortie vers l’ +Observatoire +. +RotG +Lâchée par 2 +Frappeurs +d’Élite. +Clé du Sommet +: +RotG +Donne l’accès au schéma de la +Carabine sonique +. +RotG +Trouvée à la fin d’une course d’obstacles +Quatrièmes boss +La Couronne +L'information suivante +contient du spoil +concernant la vraie fin du jeu. Toute discrétion est bienvenue. +Observatoire +Entrée: +Astrolab +RotG +Ennemis: +Le Collecteur +RotG +Ennemis invoqués par le Collecteur: +Grenadiers +, +Lanciers +, +Coureurs +, +Archers mort-vivant +, +Hachoirs +Niveau des ennemis: +38 +Stage spécial +La Banque +Stages inutilisés +Référentiel des Architectes +Un stage inaccessible qui était un prototype pour le +Sépulcre oublié +, 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 +Cannibales +. 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. +Ce stage n’est pas relié à la +Clé de l'Architecte +. +Quai +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, +Conjonctivius +, puis la +Gardienne du Temps +, et enfin, la +Main du Roi +. Il possédait le +PNJ Pêcheur +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 +Quartiers des prisonniers +. Ses infos ont été réutilisées pour la zone menant au +Cimetière de bateaux infectés +. +TQatS +Galerie +Le monde partiellement exploré +Pop-up d' incentivized biomes. +Références +↑ +Le développement de Dead Cells avance à grand pas. +Twinoid. +23 Décembre 2016. +↑ +Dead Cells est DISPONIBLE MAINTENANT! +Steam. +10 Mai 2017. +↑ +Construire le Design du Niveau d'un Metroidvania généré procéduralement: une approche hybride. +, +Gamasutra +. 29 Mars 2017. diff --git a/wiki_content/Black_Bridge.txt b/wiki_content/Black_Bridge.txt new file mode 100644 index 0000000000000000000000000000000000000000..f925c27ef76a11d2e5629281ea5639cc5b867224 --- /dev/null +++ b/wiki_content/Black_Bridge.txt @@ -0,0 +1,334 @@ +URL: https://deadcells.wiki.gg/wiki/Black_Bridge + +In the old days, the bridge linked the village to the prison and was only used on special occasions. In the old days... +Getting past the prison walls was a major achievement. Crossing the bridge was nothing short of a miracle. +They say the prison warden was personally involved in guarding the bridge. So they say... +There are stories that curious fisherman used the river to avoid the bridge and get closer to the prison. Most presumed they drowned. +Black Bridge +Soundtrack +Black Bridge +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Ramparts +, +Ossuary +, +Dracula's Castle +RtC +(Depth 3) +Next biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Fractured Shrines +FF +Gear level +IV +Runes and Blueprints +Rune +Challenger Rune +Blueprints from enemies +Flint +, +Heavy Crossbow +, +Impaler +, +Melee +, +Ammo +, +Alienation +, 6 +Concierge Outfits +Enemies & Traps +Boss(es) +The Concierge +Enemy tier +13 +Hazards +Pits +Previous biome(s) +Ramparts +, +Ossuary +, +Dracula's Castle +RtC +(Depth 3) +Next biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Fractured Shrines +FF +Gear level +IV +Runes and Blueprints +Rune +Challenger Rune +Blueprints from enemies +Flint +, +Heavy Crossbow +, +Impaler +, +Melee +, +Ammo +, +Alienation +, 6 +Concierge Outfits +Enemies & Traps +Boss(es) +The Concierge +Enemy tier +16 +Hazards +Pits +Previous biome(s) +Ramparts +, +Ossuary +, +Dracula's Castle +RtC +(Depth 3) +Next biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Fractured Shrines +FF +Gear level +IV +Runes and Blueprints +Rune +Challenger Rune +Blueprints from enemies +Flint +, +Heavy Crossbow +, +Impaler +, +Melee +, +Ammo +, +Alienation +, 6 +Concierge Outfits +Enemies & Traps +Boss(es) +The Concierge +Enemy tier +17 +Hazards +Pits +Previous biome(s) +Ramparts +, +Ossuary +, +Dracula's Castle +RtC +(Depth 3) +Next biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Fractured Shrines +FF +Scroll Fragments +2 +Gear level +V +Runes and Blueprints +Rune +Challenger Rune +Blueprints from enemies +Flint +, +Heavy Crossbow +, +Impaler +, +Melee +, +Ammo +, +Alienation +, 6 +Concierge Outfits +Enemies & Traps +Boss(es) +The Concierge +Enemy tier +15 +Hazards +Pits +Previous biome(s) +Ramparts +, +Ossuary +, +Dracula's Castle +RtC +(Depth 3) +Next biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Fractured Shrines +FF +Scroll Fragments +3 +Gear level +VII +Runes and Blueprints +Rune +Challenger Rune +Blueprints from enemies +Flint +, +Heavy Crossbow +, +Impaler +, +Melee +, +Ammo +, +Alienation +, 6 +Concierge Outfits +Enemies & Traps +Boss(es) +The Concierge +Enemy tier +22 +Hazards +Pits +Timed door +15:00 ( +Root Grenade +blueprint) +The +Black Bridge +is a first boss +biome +. It is a long bridge before the entrance to +Stilt Village +, where the +Concierge +guards the way. The bridge separates the prison complex and the village. Darkness has set, and the full moon rises into the starry sky. +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. +General information +Access and exit +The Black Bridge can be accessed from either the +Ramparts +, +Ossuary +or +Dracula's Castle (early) +RtC +, after defeating +Dracula +. Three exits are available after the bridge, leading to the +Stilt Village +, the +Slumbering Sanctuary +(requires +Spider Rune +), or the +Fractured Shrines +. +Level characteristics +Illuminated by the light of the full moon, the Black Bridge overlooks a river full of small boats. +Scrolls +When 3 +Boss Stem Cells +are active, the Concierge will drop 2 guaranteed +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, he will drop 3 +Scroll Fragments +. +Enemy tier and gear level scaling +Exclusive blueprints +Beating the +Concierge +will award the following blueprints: +1st kill - +Flint +weapon and +Challenger's Rune +3rd kill - +Heavy Crossbow +weapon +4th kill - +Impaler +weapon +5th kill - +Melee +mutation +6th kill- +Ammo +mutation +7th kill - +Alienation +mutation +In addition, the blueprint for the +Root Grenade +is found behind the 15 minute timed door located in the +Collector +transition area directly after the Black Bridge. +Concierge Outfits +Beating the Concierge will also reward the player with one of his +outfits +. 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 +BSC +if it hasn't been looted yet. +0 +BSC +: +Classic Concierge Outfit +1 +BSC +: +Piccolo Concierge Outfit +2 +BSC +: +Misunderstood Concierge Outfit +3 +BSC +: +Ascended Concierge Outfit +4 +BSC +: +Ultimate Concierge Outfit +Flawless kill: +Flawless Concierge Outfit +Lore +The Concierge +See the +main article +for information about the Concierge. +Gallery +The sun setting on the horizon, as seen on the Black Bridge. +History diff --git a/wiki_content/Bladed_Tonfas.txt b/wiki_content/Bladed_Tonfas.txt new file mode 100644 index 0000000000000000000000000000000000000000..931f2352d0cd4ddff8837b8be3aeef68c5059657 --- /dev/null +++ b/wiki_content/Bladed_Tonfas.txt @@ -0,0 +1,116 @@ +URL: https://deadcells.wiki.gg/wiki/Bladed_Tonfas + +Bladed Tonfas +The first attack makes you jump forward. Hitting with this attack causes your next combo with this weapon to deal +critical damage +. +Stylish yet impractical. How was she able to use it with such deadly accuracy?! +Internal name +ElbowBlades +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 1.62 seconds +Base price +2000 +Damage +Base DPS +105 ( +231 +) +Base combo damage +130 ( +374 +) +Base first hit +88 +Base second hit +35 ( +77 +) +Base third hit +35 ( +77 +) +Base fourth hit +60 ( +132 +) +Blueprint +Location +Drops from +Kleio +when killed last +Unlock cost +100 +The +Bladed Tonfas +is a +melee +weapon +exclusive to the +Queen and the Sea DLC +. +Details +Special Effects: +The first hit of the combo is a leaping attack which, if it strikes an enemy, will make the rest of the combo deal +critical +hits. +Breach Bonus +: +-0.3 / -0.3 / -0.3 / -0.3 +Base Breach Damage: +28 ( +62 +) / 24.5 ( +54 +) / 24.5 ( +54 +) / 42 ( +92 +) +Base Breach DPS: +73 ( +162 +) +Combo Duration: +1.62 seconds +First Hit: +0.53 (0.27 + 0.26 + 0) +Second Hit: +0.36 (0.2 + 0.16 + 0) +Third Hit: +0.27 (0.14 + 0.13 + 0) +Fourth Hit: +0.46 (0.2 + 0.26 + 0) +Legendary Version: +Forced +Affix +: Lacerator +"Only uses the first hit of the weapon." +Synergies +The mutation +Initiative +can be used to either leverage the high +crit +damage from tonfas' first attack or to compensate for the low damage from the following attacks in case of having missed the first attack. +Due to the 3 second cooldown of the +Porcupack +mutation, the Bladed Tonfas, while in the backpack will always be stuck on the first attack of the combo, and always deal +critical +damage (while obviously not flinging you forward) +Works well with +Telluric Shock +to push enemies just enough for the player to land the first attack and +crit +on them easily. +The tonfas struggle with hitting airborne targets, and so ranged weapons such as +Throwing Knife +and powers such as +Lacerating Aura +can greatly help it. +Notes +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. +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. +History diff --git a/wiki_content/Blind_Faith.txt b/wiki_content/Blind_Faith.txt new file mode 100644 index 0000000000000000000000000000000000000000..83e284e09c757738f115bc1c99d83f6f522550a9 --- /dev/null +++ b/wiki_content/Blind_Faith.txt @@ -0,0 +1,31 @@ +URL: https://deadcells.wiki.gg/wiki/Blind_Faith + +Blind Faith +Reduces the cooldown on your skills by [2.8 base, 6 max] seconds with each successful +parry +. +Internal name +P_CDR_Parry +Scaling +Blind Faith +is a +survival +-scaling +mutation +which reduces the cooldown of skills when +parrying +enemy attacks. +Details +Scroll Cap: +32 +Special Effects: +Each +parried +melee attacks reduces the cooldown of skills for [2.8 base] seconds. +Scaling: ++0.105 seconds per Survival stat +Notes +This mutation is very efficient if used with something with a short cooldown (i.e. +Infantry Grenade +). +History diff --git a/wiki_content/Blood_Sword.txt b/wiki_content/Blood_Sword.txt new file mode 100644 index 0000000000000000000000000000000000000000..7ce697dd96d7e614ec28348dda050832b1117aa5 --- /dev/null +++ b/wiki_content/Blood_Sword.txt @@ -0,0 +1,112 @@ +URL: https://deadcells.wiki.gg/wiki/Blood_Sword + +Blood Sword +Causes +bleeding +(3.5 DPS for 12 sec). +Internal name +Bleeder +Type +Melee Weapon +Scaling +Combo rate +One 2-hit combo every 0.41 seconds +Base price +1500 +Damage +Base DPS +122 +Base combo damage +50 +Base first hit +25 +Base second hit +25 +Blueprint +Location +Drops from +Zombies +Drop chance +100% +Unlock cost +5 +The +Blood Sword +is a sword-type +melee +weapon +which inflicts +bleeding +on enemies it hits. +Details +Special Effects: +Inflicts +bleeding +on hit (3.5 base +bleeding +DPS per effect). +Each stack of +bleeding +lasts for 12 seconds. +Breach Bonus +: +-0.4 / -0.3 +Base Breach Damage: +15 / 17.5 +Base Breach DPS: +79 +Combo Duration: +0.35 seconds +First Hit: +0.25 (0.25 + 0 + 0) +Second Hit: +0.1 (0.1 + 0 + 0) +Tags: +NoCritical, Bleed, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Double Stack +"Applies 2 stacks of damage over time effects instead of 1." +Synergies +The Blood Sword causes +bleeding +, satisfying the critical condition for +Sadist's Stiletto +, +Leghugger +TQatS +and +Hemorrhage +RotG +. +The Blood Sword can be used with all other sources of +bleeding +(eg. +Throwing Knife +and +Open Wounds +) to inflict the five bleeding stacks necessary for +blood +bursts. +The damage over time effect applied by the Blood Sword is affected by the mutation +Point Blank +. +Notes +The +bleeding +caused by the Blood Sword is affected by conditional damage boosting affixes such as "+80% damage to a +poisoned +target" ( +Poison +Damage) and "+40% damage to an +electrified +target" ( +Shock +Damage). +Since the Blood Sword causes +bleeding +, it synergizes with the " +Bleed +Damage" affix which may appear on other items. +History diff --git a/wiki_content/Bloodthirsty_Shield.txt b/wiki_content/Bloodthirsty_Shield.txt new file mode 100644 index 0000000000000000000000000000000000000000..18cf722d5cd6ce8ad556ad05bbfea6ecef8e1d9d --- /dev/null +++ b/wiki_content/Bloodthirsty_Shield.txt @@ -0,0 +1,75 @@ +URL: https://deadcells.wiki.gg/wiki/Bloodthirsty_Shield + +Bloodthirsty Shield +Blocked attacks inflict +bleeding +(15 DPS for 3 sec). Effect extended to nearby enemies on a successful +parry +. +Internal name +BloodShield +Type +Shield +Scaling +Duration +3 seconds +Base price +2250 +Damage +Base DPS +15 ( +15 +) +bleeding +Base block damage +15 ( +30 +) +Base absorbed damage +75% +Blueprint +Location +Drops from +Shieldbearers +Drop chance +0.4% +Unlock cost +30 +The +Bloodthirsty Shield +is a +shield +weapon +which inflicts +bleeding +on enemies when they are blocked or +parried +, as well as any other enemy caught in its area of effect. +Details +Base Absorbed Damage: +75% +Special Effects: +Blocked melee attackers are inflicted with a 3-second +bleeding +effect dealing 20 base damage/s. On any successful +parry +, this effect is instead applied to all enemies within an area of effect centered on the player. +Breach Bonus +: +0 +Base Breach Damage: +15 (30) +Base Breach DPS: +41 (81) +Tags: +Shield, Bleed +Legendary Version: +Forced +Affix +: Double Stack +"Applies 2 stacks of damage over time effects instead of 1." +Trivia +With +v1.6 +, this item became the second Brutality-scaling shield in the game. +History diff --git a/wiki_content/Blowgun.txt b/wiki_content/Blowgun.txt new file mode 100644 index 0000000000000000000000000000000000000000..38cc6e1347c41f86094a1a7f5ba8cd7e582c9c3d --- /dev/null +++ b/wiki_content/Blowgun.txt @@ -0,0 +1,126 @@ +URL: https://deadcells.wiki.gg/wiki/Blowgun + +Blowgun +Poison +its victims (15 DPS for 2 sec). Inflicts +critical hits +if you hit enemies in the back. +Internal name +Blowgun +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.35 seconds +Duration +2 seconds ( +poison +effect) +Base price +1750 +Damage +Base DPS +57 ( +343 +) +Base hit +20 ( +120 +) +Base DoT DPS +15 ( +poison +effect) +Blueprint +Location +Drops from +Blowgunners +Drop chance +1.7% +Unlock cost +40 +The +Blowgun +is a +ranged +weapon +exclusive to the +Bad Seed DLC +. It fires small, fast moving projectiles which +poisons +victims and deals +critical damage +to enemies if they are shot in the back. +Details +Ammo: +5 +Special Effects: +Deals +critical damage +when it strikes an enemy from behind. +Inflicts +poison +on hit (15 base +poison +DPS per hit). +Each stack of +poison +lasts for 2 seconds. +Breach Bonus +: +-0.7 +Base Breach Damage: +6 ( +36 +) +Base Breach DPS: +17 ( +103 +) +Attack Duration: +0.35 seconds +Charge: +0.15 +Lock: +0.2 +Cooldown: +0 +Tags: +Ranged, HasBullets, LimitedAmmo, Poison +Legendary Version: +Forced +Affix +: Poison Cloud on Hit +"Victims release a toxic cloud with each hit." +Synergies +The synergies of Blowgun are very similar to that of +Assassin's Dagger +as both deal +critical damage +by hitting an enemy in the back. +Phaser +and +Meat Skewer +can be used on both of these weapons as they both bring you behind the enemy. +Blowgun applies +poison +, so it could also be used as a support weapon unlike +Assassin's Dagger +. +Notes +Enemies like +Protectors +, or bosses like the +Giant +, cannot take critical damage from the Blowgun because they do not have a visible backside. +The Blowgun has the highest +critical hit +multiplier in the game alongside the +Marksman's Bow +with a multiplier of ~6x damage. +Affixes such as "+40% damage on +burning +targets" apply to the projectile damage as well as the inflicted +poison +status. +History diff --git a/wiki_content/Blowgunner.txt b/wiki_content/Blowgunner.txt new file mode 100644 index 0000000000000000000000000000000000000000..accf93d1e175e9c0b0460b52eb24fc3f798a667a --- /dev/null +++ b/wiki_content/Blowgunner.txt @@ -0,0 +1,50 @@ +URL: https://deadcells.wiki.gg/wiki/Blowgunner + +Blowgunner +Base health +70 +Location(s) +Morass of the Banished +TBS +Undying Shores +FF +(visited Morass of the Banished) +Reward +Blowgun +TBS +(1.7%) +Blowgunner's Outfit +TBS +(1.7%) +Related +Banished +TBS +Blowgunners +are +enemies +that only appear in the +Morass of the Banished +. +TBS +They are exclusive to the +Bad Seed DLC +. +Behavior +The Blowgunner has a large aggro radius but unlike most ranged enemies, they will not attack through walls or solid platforms. At 4+ BSC, they will not teleport to chase the player. +If the Blowgunner is too close to the player or they are not in attack range, it will leap to a different platform. It cannot shoot the player from below. +Moveset +Blowgun +Description: +Lines up and fires a dart at the player. +Can be blocked, parried, or dodge rolled. +A line shows the trajectory of the projectile. +Does not go through walls or projectiles. +The attack will track the player before firing, but within a 90 degree angle from the front of the Blowgunner to directly below them. +Strategy +Blowgunners are dangerous ranged enemies. They are more agile and fire faster than other ranged enemies like +Inquisitors +and +Bombardiers +, can run away from the player pretty quickly, and spawn in higher densities and can easily be found in groups. However, to compensate their projectiles do not go through walls or platforms and they cannot fire above them. +The way to approach them is to avoid open spaces and try to approach them from directly below. If one can get close to them without causing them to attack, they will try to jump away, giving one time to hit them. Approaching them from above is easier because they won't be able to attack, but if going up is necessary, try to get to higher ground as quickly as possible and try to kill them before they can jump away. +History diff --git a/wiki_content/Blueprint_Extractor.txt b/wiki_content/Blueprint_Extractor.txt new file mode 100644 index 0000000000000000000000000000000000000000..4cbc16d7e57463adf9d0baaae7874375b3b2a4fc --- /dev/null +++ b/wiki_content/Blueprint_Extractor.txt @@ -0,0 +1,40 @@ +URL: https://deadcells.wiki.gg/wiki/Blueprint_Extractor + +Blueprint Extractor +Use this on an enemy transformed by the " +Hunter's Grenade +" that has less than 40% health left. +Internal name +Pokecharge +Type +Power +Scaling +Duration +1.3 seconds +Blueprint +Location +The Collector +- through Specialist's Showroom upgrade +Unlock cost +150 +The +Blueprint Extractor +is a unique, +power +skill +which is produced when the +Hunter's Grenade +is successfully activated. It is only usable on the targeted Elite enemy when its health is below 40%. +Details +Special Effects: +Activating the Blueprint Extractor in range of the enemy roots the player in place and channels a beam for 1.3 seconds. If the channeling succeeds, it kills the enemy and forces one of its blueprints to drop, then the Blueprint Extractor disappears. +Attempting to use it when the enemy's HP is still at higher levels will cause the game to say "Too much HP!". +Attempting to use it when the enemy is too far away will cause the game to say "Too far away!". +A message appears onscreen when the enemy drops below 40% health, so wait to use the Extractor until you see it. +Taking damage interrupts the channeling, so it is recommended to use skills that stun, freeze, or slow down enemies, or make the player invincible. +If the enemy dies before the Blueprint Extractor is used, it will despawn, and another Hunter's Grenade will drop. +Tags: +NoDamage, NoQualityUpgrade +Notes +Although the Blueprint Extractor will scale to a certain stat and have affixes, they are meaningless as it does not inflict damage. +Elites spawned by the Hunter's Grenade will count towards the "Not so Tough" achievement when defeated with the Blueprint Extractor. diff --git a/wiki_content/Blueprints.txt b/wiki_content/Blueprints.txt new file mode 100644 index 0000000000000000000000000000000000000000..33191acecd0e021be3106b99806bb633c157c3bf --- /dev/null +++ b/wiki_content/Blueprints.txt @@ -0,0 +1,123 @@ +URL: https://deadcells.wiki.gg/wiki/Blueprints + +Blueprints +are items that are used to unlock new +Gear +, +Mutations +, +upgrades +, and +outfits +. +They can be found by killing enemies; or in secret areas, which may simply be hidden, or else blocked by keys, rune requirements, puzzles or timed doors. +Some are limited by +Boss Stem Cells +: either they do not drop on lower difficulty levels, or the items, enemies or pathways required to get them are limited by +Boss Stem Cells +. +When a blueprint is found, the player has to talk to the +Collector +in any biome transition to deliver it and be able to unlock it. They can be unlocked by paying cells for them at the Collector. Once the total cell cost has been paid, the item can be found in throughout game, selected from the +Tailor +or bought from +Guillain +. +A blueprint is lost for the run when the player dies before delivering it to the Collector. +Rarity +Every enemy-dropped blueprint is assigned to one of the following five rarity levels, each of which corresponds to a precise drop chance. +Always: +100% (104 blueprints) +Common: +10% (33 blueprints) +Uncommon: +1.7% (53 blueprints) +Rare: +0.4% (64 blueprints) +Legendary: +0.03% (2 blueprints) +Override Limit: +Blueprints that can drop alongside another blueprint (13 blueprints). These are included in above rarities. +The rarity names themselves (such as +Legendary +) are arbitrary. The only effect they actually have in-game (aside from representing the drop chance, of course) is cosmetic: +Rare +and +Legendary +blueprint scrolls appear red, and show special "RARE blueprint acquired" text when collected. +Legendary +rarity is entirely unrelated to +Legendary +gear quality. +Note that for the +Always +rarity, the majority of drops from bosses are fixed to a specific minimum BSC difficulty, as seen in the table below. Bosses have a set order of blueprint drops, generally ending a series of outfits only obtainable at 1+ BSC, then 2+ BSC, then 3+ BSC, and finally 4+ BSC. Defeating a boss at a higher difficulty than their next drop specifically requires does +not +grant additional drops; the boss will still drop just one blueprint—the next one in sequence, as usual—as long as the minimum BSC level for that blueprint is met. +Blueprints per rarity and BSC +Secret blueprints +There are 42 blueprints which do not drop from enemies or bosses, but are found in secret areas, at the end of a puzzle, inside a timed door, in rune exclusive areas, locked doors or are rewarded after completing a certain number of +Daily Runs +. +Although most of these are generated on all difficulties, some require items or routes that are only accessible on higher difficulty levels. +A few are only available after a certain amount of runs have been attempted. +There are also 2 blueprints that drop from the +5 BSC exclusive boss +but have a secret requirement. Information on how to find these can be found on the +Gear +, +Mutations +, +Outfits +and the +Collector +pages. +Mechanics +Drop chance +During level generation there is a chance based on rarity that a blueprint gets assigned to a viable enemy for it to drop from. So if level generation assigns a blueprint to an enemy, the player will need to kill that specific enemy to get the blueprint. +Drop limit +A maximum of one outfit and one item blueprint may be randomly dropped by the enemies in each biome during a run. This limit applies even to enemies with 100% drop chance blueprints: if two or more such enemies are present in a given biome, the first one to be killed will drop its 100% blueprint, but the others will not. +This limit can only be exceeded with the Hunter's Grenade. +This limit does not apply to, nor is influenced by, blueprints found in secret areas. +Hunter's Mirror +The Hunter's Mirror is an upgrade offered by the Collector. When unlocked, a mirror appears at the start of the +Prisoners' Quarters +, next to the +Scribe +. When interacted with, it shows a random enemy or boss that carries a blueprint not currently acquired. It does not show any items that cannot be unlocked at the current set difficulty level, but it can show enemies found in inaccessible biomes. +Hunter's Grenade +Main article: +Hunter's Grenade +A blueprint drop can be forced by using the +Hunter's Grenade +. When used on an enemy, it will transform into an elite version of itself (or, if that is not possible, an elite +Zombie +) and drop the +Blueprint Extractor +. Damage the elite until a message pops up informing the player to use the extractor. Use it and the elite enemy dies and drops a random blueprint from its remaining blueprint pool. +DLC blueprints +Some DLC exclusive blueprints can be obtained and handed to the +Collector +without owning the required DLC. However, the player will be unable to unlock these items until the required DLC is purchased and installed. The following are items that can be obtained without owning the required DLC: +Magic Missiles +RotG +can be obtained from +Arbiters +in the +Bank +if visited when it replaces a stage 5 biome. +Scavenged Bombard +TQatS +can be obtained from +Pirate Captains +in +Stilt Village +. +Whatever +Yeeters +and +Jerkshrooms +can drop, as there is a once-per-save lore room that spawns in Prisoners' Quarters, even without the +The Bad Seed DLC +installed. +History diff --git a/wiki_content/Bombardier.txt b/wiki_content/Bombardier.txt new file mode 100644 index 0000000000000000000000000000000000000000..7219e267f3372b3c4bb7cafe445038c94e211554 --- /dev/null +++ b/wiki_content/Bombardier.txt @@ -0,0 +1,63 @@ +URL: https://deadcells.wiki.gg/wiki/Bombardier + +Bombardier +Base health +110 +Location(s) +Clock Tower +, +High Peak Castle +, +Infested Shipwreck +Slumbering Sanctuary +, +Fractured Shrines +(2+ BSC) +Promenade of the Condemned +(3+ BSC) +Ossuary +(4+ BSC) +Reward +Wave of Denial +(0.4%) +Powerful Grenade +(10%) +Aphrodite Outfit +(3+ BSC; 0.4%) +Related +Grenadier +Not to be confused with the +Bomber +. +Bombardier +are +enemies +encountered in the +Clock Tower +. On higher +Boss Stem Cell +modifiers, they replace +Grenadiers +in some biomes. +Behavior +Bombardiers fire cluster explosives at the player as their only attack. This attack and their detection can bypass solid obstacles. +At BSC 4+, they will not teleport after the player. +They will backstep to avoid the player if they're too close. +Moveset +Fire cluster bomb +Description: +Fires a bomb at the player's location. They detonate after a delay upon landing. Doesn't deal damage on contact. The bomb create three smaller delayed bombs when it explodes. +Can be blocked, parried, and dodge rolled. +When reflected, the bomb will be launched back at the enemy. They explode on contact and don't go through walls. +If the bomb is reflected, it will not spawn the three smaller grenades. +Strategy +Bombardiers are the much more dangerous cousin of the Grenadier. They're faster, deal more damage, and their bombs cluster, creating less safe space to maneuver around. They should be dealt the same way as Grenadiers, but with more caution. Even if you are within attack range, their shots are dangerous, as the cluster bombs cover a lot of ground. +Notes +Prior to the v1.1 +Pimp My Run Update, +the cluster bomb's initial explosion didn't inflict any damage. +Trivia +Although this enemy uses an attack extremely reminiscent of the +Cluster Grenade +skill, the blueprint is irrelevant to this enemy. +History diff --git a/wiki_content/Bomber.txt b/wiki_content/Bomber.txt new file mode 100644 index 0000000000000000000000000000000000000000..8221773fed65a3f437adcda10a6d75e91d3f5d68 --- /dev/null +++ b/wiki_content/Bomber.txt @@ -0,0 +1,63 @@ +URL: https://deadcells.wiki.gg/wiki/Bomber + +Bomber +Base health +120 +Location(s) +Ossuary +(2-3 BSC) +Fractured Shrines +(3+ BSC) +Astrolab +Reward +Seismic Strike +(2+ BSC; 0.4%) +A Thousand and One Nights Outfit +(3+ BSC; 0.4%) +Bombers +are +enemies +wearing a plague doctor mask and a jetpack on their back. +Behavior +Bombers can detect the player through walls and platforms. Their vertical detection range is greater than their horizontal detection range, and once the player is in sight, will never stop chasing until defeated. +If the player is right next to the Bomber when they detect you, they will use their melee attack. Any further and they will fly and use their dive attack. There is a cooldown before they will use their dive attack again. If at longer distance and they can't fly, they will throw bombs instead. +Moveset +Dive attack +Description: +Flies above the player and when they stop moving, summons many blades before diving. +Cannot +be blocked or parried. +Strong hits can interrupt the flight and prevent the attack. +Slash +Description: +A melee slash. +Can be blocked, parried, or dodge rolled. +Lob grenade +Description: +Throws a grenade at the player. +Can be blocked, parried, or dodge rolled. +Projectile explodes after a delay after landing. +Strategy +Bombers are dangerous due to how persistent they are. Once they start flying, they will chase you until they are in position to do their dive attacks. However, once they land, they are likely to use other attacks that are easier to avoid. Their melee attack is slow and predictable, and their grenade attack has a long startup. +Elite Bombers can spawn with any of the +Elite special abilities +, with rotating laser and clone Elite being the most dangerous of all. +To dodge the dive attack, wait for them to fly directly above you and focus on the distance between you and the Bomber rather than their attack cue. If you attempt to dodge too early, you can get hit by it. You can outrun the dive attack if you have a speed boost and with enough vertical space. Standing still and waiting for them to attack makes it easier to time the dodge. +Bombers are especially dangerous when you're fighting multiple enemies, making it much harder to avoid their dive attack. If you manage to draw aggro from a Bomber and other enemies, run away to give you space between you and other enemies far from their reach, then deal with the Bomber before the other enemies can catch up to you. +Avoid fighting more than one Bomber at a time. There's a good chance that when you dodge roll one of them, the other one will hit you. Their detection range is not as good as ranged enemies, so you can pick them off one at a time before dealing with the Bomber. A safe solution is to use the Homunculus Rune. +You can interrupt their flight by attacking them while they're trying to fly above you by using a crowd control effect or a strong single hit skill. While you can also interrupt them with weapon attacks, it's riskier and will likely leave you open to get hit if they fly above you. +Lacerating Aura +and +Wave of Denial +are very powerful against Bombers. +Lacerating Aura can likely kill them before they attempt their dive attack. +Wave of Denial has a very high chance of interrupting them mid flight or push them a safe distance away. +Bombers can easily take you off guard, as all their attacks are quick. It's best to retreat and get into a more advantageous position to fight them, as terrain can often get in the way of dodges. +Trivia +Despite having jetpacks, Bombers are still vulnerable to fall damage, often dying outright due to low HP. If it's a very long fall they may recover from stun and be able to jetpack out of the fall, but only if there's enough room - if they hit a "death plane" then they may die to that before they can recover. +Bombers appear to be holding a weapon similar to the +Assassin's Dagger +. +Bombers cannot initiate the dive attack if there is a low ceiling above the player, and will either hover in place or be forced to land near the player. +There is a rare bug where the Bomber will stop attacking the player entirely and can only follow them with their jetpack. +History diff --git a/wiki_content/Bone.txt b/wiki_content/Bone.txt new file mode 100644 index 0000000000000000000000000000000000000000..b6037c9955dad600c92aef4a83ebaccc3b8b71db --- /dev/null +++ b/wiki_content/Bone.txt @@ -0,0 +1,99 @@ +URL: https://deadcells.wiki.gg/wiki/Bone + +Bone +Hitting with the second attack enables a whirlwind attack that deals +critical damage +. +You don't want to have one to pick with that young skeleton. +Internal name +SkulBone +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 2.20 seconds +Base price +1500 +Damage +Base DPS +164 +Base combo damage +362 +Base first hit +50 +Base second hit +60 +Base third hit +252 +( +36 +per tick +) +Blueprint +Location +Lore room in the +Prisoners' Quarters +The +Bone +is a +melee +weapon +that has a special followup attack when successfully striking the enemy with the second attack in its combo. +Details +Special Effects: +Damaging an enemy with the second attack in the combo allows for a followup spinning attack which deals 36 base +critical +damage. +This spin attack hits a total of 7 times, for a maximum of 252 base +critical +damage. +The spinning attack can be cancelled at any time with a jump, a roll or a parry. +Breach Bonus +: +0 / 0 / 0 +Base Breach Damage: +50 / 60 / 18 ( 0 / 0 / +36 +) +Base Breach DPS: +58 ( +116 +) +Combo Duration: +2 seconds +First Hit: +0.4 (0.2 + 0.2 + 0) +Second Hit: +0.4 (0.2 + 0.2 + 0) +Third Hit: +1.4 (1.2 + 0 + 0.2) +Tags: +LongerComboWindow +Legendary Version: +Forced +Affix +: Whirlwind +"Increases the whirlwind's duration by 2 sec for each enemy it kills." +Location +Found in a lore room in Prisoner's Quarters that contains a single interactable pile of skulls. Interacting with the object drops the weapon rather than just a blueprint, and equipping the weapon automatically unlocks it to be used in later runs. +"A stack of bones." +"Some of these skulls look so badass!" +Synergies +Initiating the spin attack allows for easy +crits +to proc +Instinct of the Master of Arms +. +Notes +Bone has no breach power, meaning it cannot briefly stun enemies after dealing a certain amount of damage, so you should not expect to be completely safe while spinning. +Trivia +This weapon was added as part of the crossover event with other Indie games for the +"Everyone is Here" Update +. It is directly inspired by the starting weapon of the protagonist and namesake of the game +Skul: The Hero Slayer +. +History +↑ +The in-game DPS value is 138 ( +199 +). diff --git a/wiki_content/Bone_Pillar.txt b/wiki_content/Bone_Pillar.txt new file mode 100644 index 0000000000000000000000000000000000000000..a48f1031b09683643ce92c94c81daecdbd2bb1cd --- /dev/null +++ b/wiki_content/Bone_Pillar.txt @@ -0,0 +1,39 @@ +URL: https://deadcells.wiki.gg/wiki/Bone_Pillar + +Bone Pillar +Base health +200 +Location(s) +Dracula's Castle +( +Richter Mode +) +Bone Pillars +are an enemy added in the +Return to Castlevania DLC +. It exclusively appears in +Richter Mode +. They stay put on the ground and shoot projectiles of varying heights at you. +Behavior +The Bone Pillars are anchored to a single position, and are not capable of pursuing the player in any way. They shoot fireballs when the player gets in range. +Moveset +Fireball +Description: +Shoots a fireball from one of it's heads towards the player. +Can be blocked, parried, and dodge rolled. +Strategy +While fighting a Bone Pillar, you will be constantly attacked by its fireballs, no matter which side you’re on. The Bone Pillar can be easily defeated using the +Holy Water +, the +Rebound Stone +, or the +Cross +found within the level. +Notes +The Bone Pillar’s hitbox collides strangely with the player’s whip’s hitbox. +This allows certain Bone Pillars to be attacked from the floor beneath and to the side of them. This therefore keeps the player safe from being hit by fireballs. +Trivia +Bone Pillar is the only enemy added in the Return to Castlevania DLC that doesn’t drop a +blueprint +of any kind. +History diff --git a/wiki_content/Boomerang.txt b/wiki_content/Boomerang.txt new file mode 100644 index 0000000000000000000000000000000000000000..dfa99e6e84afd19bd70b5057fd92a6ed16b3f746 --- /dev/null +++ b/wiki_content/Boomerang.txt @@ -0,0 +1,87 @@ +URL: https://deadcells.wiki.gg/wiki/Boomerang + +Boomerang +Comes back to you automatically. +Old faithful. +Internal name +Boomerang +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.4 seconds +Base price +1250 +Damage +Base DPS +156 +Base hit +42 +Blueprint +Location +Ending area of +High Peak Castle +; requires Castle Key +Unlock cost +100 +Boomerang +is a +ranged +weapon +which deals damage as it returns to the player. +Details +Ammo: +1 +Special Effects: +Returns to the player shortly after being thrown. +When first thrown, the Boomerang will always pierce enemies, however when it returns it will no longer have piercing and will bounce off enemies, dealing damage. After bouncing 6 times or the enemies die, it is able to reach the player. +Breach Bonus +: +0.5 +Base Breach Damage: +63 +Base Breach DPS: +233 +Attack Duration: +0.4 seconds +Charge: +0.06 +Lock: +0.1 +Cooldown: +0.34 +Tags: +Ranged, LimitedAmmo, NoCritical, VeryFewAmmo, DisableVerboseAmmo, NoAmmoPerk +Legendary Version: +Forced +Affix +: Extra Ammo Few +"+1 Ammo." +Location +The blueprint for the Boomerang is located in +High Peak Castle +, next to the exit to the +Throne Room +. It is locked behind a door that requires the 3rd Castle Key to enter. For this the player must defeat all the Elites found in the three colored rooms throughout the level. Additionally, the player must have the Ram Rune and the Spider Rune, or the Homunculus Rune to reach the blueprint. +Synergies +Boomerang can be used with most +Tactics +weapons as it can deal passive damage as well as applying the on hit effects of its affixes frequently, such as +Oil +or +Poison +. +Boomerang's ammo is affected by the mutation +Ammo +. +Networking +drastically increases biome clearing speed and efficiency. +Notes +The damage dealt by Boomerang is not reduced when it is used from +backpack +via +Acrobatipack +. +Trivia +This weapon used to be unable to pierce enemies, but would inflict critical damage when returning to the player. +History diff --git a/wiki_content/Boss_Knight.txt b/wiki_content/Boss_Knight.txt new file mode 100644 index 0000000000000000000000000000000000000000..7e9431177b832cfbd401ef34386400fb02e1c452 --- /dev/null +++ b/wiki_content/Boss_Knight.txt @@ -0,0 +1,127 @@ +URL: https://deadcells.wiki.gg/wiki/Boss_Knight + +Boss Knight +Location +In the +Boss Rush +zone. +“ +Ah! A new challenger! Welcome to my proving grounds! +„ +Boss Knight +is an +NPC +in +Dead Cells +. They organize the boss rush challenges. +Dialogue +First encounter +" +Ah! A new challenger! Welcome to my proving grounds! +" +" +Here, you can fight your most formidable past enemies one after the other. +" +" +Should you triumph, you'll receive wonderful rewards and the people (or what remains of them) will sing your praises for years to come. +" +" +And if you find it too easy, your opponents have prepared new fighting techniques to surprise you! Try completing the challenge without getting hit! +" +" +Go ahead! Test your mettle! +" +First Boss Rush +" +Good, I see you chose to enter the fray! +" +" +I prepared a few items taken from my arsenal for you. Go ahead and gear up! +" +" +One of these little creatures is also there to help you. +" +" +Whenever you're ready, just go through the door at the end of the corridor. Serious business begins there! +" +" +If you get cold feet, you can always come talk to me to abandon the challenge. +" +When entering Boss Rush Zone +" +Welcome to the Proving Grounds! +" +" +Ready for the next showdown? +" +" +Glad to see such a determined face... or whatever it is that sits on your shoulders. +" +" +Go forth, prisonner, and prove your worth in battle! +" +" +Craving for thrills? You've come to the right place! +" +When starting a Boss Rush +" +You're back to the crucible of combat! +" +" +Glad to see that you're not afraid to face some challenge. +" +" +What will you try this time? +" +" +Time to choose your weapons! +" +" +How far will you go this time? +" +Between bosses +" +Well fought! But don't rest on your laurels, your next challenge awaits! +" +" +One down! Onto the next. +" +" +Who will you face of against next? Fate will tell. +" +" +Keep going! +" +Winning Boss Rush +" +To the victor, the spoils! +" +" +Congratulations! Here's your well-deserved reward. +" +" +Impressive work for a skinny one like you! +" +" +You triumphed over impossible odds, you can be proud of yourself. +" +" +It's a victory for the prisonner! Who would have thought?! +" +Losing Boss Rush +" +What a dismal defeat. Do better. +" +" +You can't win them all... but at least try! +" +" +This one was painful... +" +" +Better luck next time... but remember that luck isn't everything. +" +" +Win or win not, there is no try. +" +History diff --git a/wiki_content/Boss_Rush.txt b/wiki_content/Boss_Rush.txt new file mode 100644 index 0000000000000000000000000000000000000000..d0239d7a12975411a5b4d7aef6aa39f67bb6e19b --- /dev/null +++ b/wiki_content/Boss_Rush.txt @@ -0,0 +1,303 @@ +URL: https://deadcells.wiki.gg/wiki/Boss_Rush + +The entrance to the 'Boss Rush' section of Dead Cells. +Boss Rush +is an alternative game mode that is accessible in the starting area of the +Prisoners' Quarters +. In this mode the player can fight bosses back-to-back with items they receive throughout the trials, without traveling through the regular biomes. It has 4 +trials +, with only the first being unlocked at the start. Completing a trial will unlock the next one. +General +Access +To access the Boss Rush, one needs to defeat at least 3 bosses (one Tier 1, one Tier 2, and one Tier 3). To access the 3rd & 4th trial that contain 5 bosses instead of 3, one needs to defeat at least 5 bosses (two Tier 1, two Tier 2, and one Tier 3). +If the player has defeated additional bosses, then those can be randomly chosen as a Tier 1/2/3 boss during a trial. +Gameplay +Stat-Stone at the start of a trial +Stat-Stone during a trial after choosing Brutality +At the start of a rush, there is a choice between Brutality, Tactics, and Survival in the form of three Stat-Stones. Choosing one will automatically give the player stats relevant to the chosen colour and supply the player with 3 choices of relevant builds at the start of the trial in the form of tubes. Once a colour is chosen, the player won't be able to change the colour and will only find items with that main stat colour during the run (the only exception being the first colourless altar and any legendary ones). +Interacting with a second and third Stat-Stone will increase the stats of the player. +Each boss drops loot in the form of two items (one weapon and one skill) and a fixed amount of gold. The last boss will only drop around cells (around 150-300, depending on the trial), which then can be invested into the Legendary Forge or the Collector at the end of the run. Cells don't carry over outside Boss Rush. +These items are disabled during Boss Rush: +Giant Killer +RotG +Spoiler Skill +RotG +Wish +Gastronomy +Alienation +Acceptance +Get Rich Quick +Midas' Blood +Transition Rooms +These will be present in every transition room: +Guillain +: Players are able to choose mutations in every transition room during a trial. +The first reroll will always be free. +Though rerolling mutations further will cost gold. +Rerolling will never cost money in the first Guillain. +These will be present in every +larger +transition room (after every boss in the 1st & 2nd trial and after every two bosses in the 3rd & 4th trial): +Stat-Stone: Interacting with it gives the player more stats. +Item-Altar: A two-choice-altar (with a weapon and a skill) will appear at the beginning of the transition area. +A colourless three-choice-altar (with one guaranteed weapon & skill) will appear instead +at the beginning of a run. +*** The colourless altar can hold items from other colours. +If the previous boss has been slain flawlessly, then a legendary three-choice-altar (with one guaranteed weapon & skill) will appear instead. +This only happens in the 2nd & 4th trial (possibly due to a bug) and not in DIY mode. +The legendary altars can hold items from other colours. +The Blacksmith's Apprentice +: Players are able to upgrade items or reroll their affixes. +Shops +: Two shops (weapon & skill) will provide the player with more gear. The shops default to coloured shops even if old shop category modifier is on in Custom Mode. +At the end of a run: +Legendary Forge +: After the run has been completed, the player gets the choice to invest their +cells +into the Legendary Forge. All cells not invested will be lost. +Loot: A chest that contains rewards is located at the end of the last transition area, alongside the +Mentor Knight +NPC. +DIY Boss Rush +After beating trial 3 for the first time, a new door will be unlocked. When interacting with it, a menu will open up with all unlocked bosses. The player is able to select which bosses they would like to be able to encounter and what version. It's even possible to mix normal and modified bosses in the same run. After the run you have access to +the legendary forge +to spend the cells gathered during the run. No chest rewards at the end (even if the run is equivalent to a normal run). +There is a bug in DIY Boss Rush that lets the player acquire the Dracula outfit blueprints after beating Dracula-Final Form. This only works for the Dracula outfits. +Rewards +Items +Rewards are locked behind specific conditions: +Peril Glyphs +(Trial 1) +Taunt +(Trial 2) +Wish +(Trial 3) +Boss Knight Outfit +(Trial 2, 0-2 BSC) +Triumph Outfit +(Trial 4, 0-2 BSC) +Triumphant Boss Knight Outfit +(Trial 2, 3-4 BSC) +Barbarian Boss Knight Outfit +(Trial 3, 3-4 BSC) +Bisonnica Triumph Outfit +(Trial 4, 3-4 BSC) +Luminous Boss Knight Outfit +(Trial 2, 5 BSC, flawless) +Mentoral Triumph Outfit +(Trial 3, 5 BSC, flawless) +Radiant Triumph Outfit +(Trial 4, 5 BSC, flawless) +The Statue +A statue of the Beheaded with customizable parts. The statue itself is unlocked by beating the 1st trial. New parts are locked behind Boss Rush victories. +To unlock every statue reward, the player needs to clear every trial at least 6 times (except for the 1st trial which needs to be cleared 5 times): +0-2 BSC +3-4 BSC +5 BSC +0-2 BSC, flawless +3-4 BSC, flawless +5 BSC, flawless +Default statue parts +0BC statue parts +3BC statue parts +5BC statue parts +Cells +In Boss Rush, bosses drop double the amount of Cells compared with Normal Mode. +The quantity of Cells is also multiplied according to the current active number of +Boss Stem Cells +. +Mechanics +General +A Boss Rush trial is not counted as a "game", hence the total number of games and death count will remain unchanged during attempts. If the game is exited during or in between fights, the player will reset in front of the trial door as if the run was lost. +Trials +There are 4 different trials in Boss Rush, with each being harder than the previous. +A 3 bosses and 5 bosses trial, without and with modifiers. The player will be fighting alternative versions of bosses with extra abilities in the trials with modifiers. +Trial 1: +3 bosses back-to-back +One Tier 1, Tier 2 & Tier 3 boss +Trial 2: +3 bosses back-to-back with modifiers +One Tier 1, Tier 2 & Tier 3 boss +Trial 3: +5 bosses back-to-back +Two Tier 1, two Tier 2 & one Tier 3 boss +Trial 4: +5 bosses back-to-back with modifiers +Two Tier 1, two Tier 2 & one Tier 3 boss +Bosses will be selected from these 3 tiers: +Tier 1: +The Concierge +Conjunctivius +Mama Tick +TBS +Death +RtC +Tier 2: +The Time Keeper +The Giant +RotG +The Scarecrow +FF +Dracula +RtC +Tier 3: +The Hand of the King +The Servants +TQatS +(final room) +The Queen +TQatS +Dracula - Final Form +RtC +Modified Bosses +The Concierge +Twins: A second Concierge is in the fight. +They don't scream or create a force shield upon changing phases. +They only have 4 phases +They don't gain attack speed on low HP (stage 5 & 6 mechanics). +Conjunctivius +Conjunctivius only moves once instead of twice between attacks. +Spawns up to 4 +Tentacles +continuously. (Needs verification) +She only has one Tentacle Phase: +Activates when she reaches 50% HP. +Will spawn 5 additional Tentacles. +If one didn't slay the continuously spawning Tentacles, then there can be up to 10(?) Tentacles. +She screams a total of 5 times: +1st scream at 90% HP (Bullet Hell afterwards) +2nd scream at 70% HP +3rd scream at 50% HP (Tentacles afterwards) +4th scream at 30% HP (Bullet Hell afterwards) +5th scream at 10% HP +Mama Tick +TBS +New attack: Unique Scythe Stabs that move from: +Left to right +Right to left +Middle to edges +Edges to the middle +Death +RtC +File:Modified-Death.png +Attacks that create spirit orbs now create two spirit orbs per hit. +The Time Keeper +Heals to full health after transitioning to her 3rd phase. +She skips her first phase on 1BC+. +General cooldown reduction on attacks and between attacks. +The Giant +RotG +Has 4 hands instead of 2 +Attacks with two hands in quick succession (double swipe, double slam, slam-swipe, etc.). +Starts in phase 3. (Needs confirmation) +The Scarecrow +FF +Stomp: +Throws 4 Sickles instead of 2 per Stomp. +Seed Throw: +Throws 2 Sickles per Seed Throw. +Can now spawn up to 4 mushrooms instead of only 3. +Pitchfork Jab: +Can spawn a +Yeeter +with the first attack. +Dracula +RtC +File:Modified-Dracula.png +Fireball and meteor attacks now fire more projectiles that can't be parried. +The Hand of the King +Has a different AI that forces more moves (Slash-Slam into Super Slam, 4 Charges, etc.). +Is also more aggressive. +Has a new two-combo attack: +The first Slash's hitbox extends behind HotK and has the sound cue of the Time Keeper's Hook Throw. +The second Slash is similar to the third Slash in his Triple-Slash attack. +Added a 2nd slam after Slash-Slam. +Doesn't use his Exploding Flags attack. +Starts in Phase 3, but has an enemy phase. +Spawns HPC enemies during phase change. +The Servants +TQatS +Arena now has wall Spike & Ball Spike traps on the walls and ceiling. +They are more aggressive. +All three servants can be in the arena at the same time. +Euterpe: +She can use her normal attack up to 5 instead of 3 times. +Her Arrow Salve will fire 15 (3x5) instead of 9 (3x3) arrows. +Her Stomp's AoE will hit a second time after a brief moment. +And more changes for all three Servants. Their attack patterns also change depending on the number of Servants alive, +The Queen +TQatS +Normal attacks cause Reality Slashes with different angles: +Slash: Upwards angle +Stab: Horizontal +Lower-Stab: Downwards angle +Special attacks cause Reality Slashes with different angles: +Down-Strike: Vertical +Dashing-Strike: Horizontal +Her Melee Parry causes another horizontal Reality Slash. +Is invulnerable during her Reality Slashes. +Her 2nd Reality Slashes phase is faster. +Dracula - Final Form +RtC +File:Modified-Dracula - Final Form.png +During the flame pillar combo attack, the second and fourth attack also summons flames from the sides of the arena. +The last attack of the laser breath combo attack destroys the platform it hits. +At the end of the wall slide attack a bigger boulder falls down and temporarily destroys one of the platforms. +All laser attacks have increased speed. +When doing the big meteor phase transition attack more meteors fall down and the platforms fall apart quicker. +The platforms also have a different, harder formation. +The summon bats attack now summons 4 waves of bats in a row, each coming from a different side of the screen. +Summon enemies attack now summons more enemies. +Gold +The gold values are vastly different in Boss Rush: +Bosses drop 2500 gold. +Selling: +Items (including flasks) can be sold for 260 gold. +Blacksmith: +Rerolling affixes costs 200 gold with no cost increase. +Upgrading an item costs 800 gold. +Shops: +Items cost 1750 gold. +1st reroll: 1950 gold. +2nd reroll: 2100 gold. +3rd reroll: 2300 gold. +4th reroll: 2450 gold. +Guillain (mutations): +1st reroll: free (before the first fight all rerolls are free). +2nd reroll: 2000 gold. +3rd reroll: 4000 gold. +4th reroll: 8000 gold. +The cost caps at 8000 gold, but resets with each new Guillain. +Gear & Stats +The gear level of items from Boss Rush will be affected by the difficulty bonus (+1 level on 3BC and +3 levels on 4-5BC). +This is a table for all the gear levels: +This is a table for the number of stats one has after interacting with the Stat-Stones: +Strategy +Minimizing the instances the player can get hit is the best way to flawless any Boss Rush. +Items such as +Cursed Sword +, +Corrupted Power +and +Face Flask +in combination with +Vengeance +increase the damage output significantly. Additionally mutations such as +Tainted Flask +(for +brutality +) can be used to further improve the damage output. +Items such as +Rampart +, +Ice Armor +and, to a lesser extent, +Foresight +can be used to mitigate getting hit. +Since there are no achievements related to boss rush mode, +Custom mode +can be used with no penalties. +A sure way to succeed in the no-hit difficulty is to use the miscellaneous modifiers "All weapons and skills are legendary", "Unlimited ammo", etc. with items such as +Cross +. +History diff --git a/wiki_content/Boss_Stem_Cells.txt b/wiki_content/Boss_Stem_Cells.txt new file mode 100644 index 0000000000000000000000000000000000000000..a521d6237dfad64655dcacd89989910a9c4aed16 --- /dev/null +++ b/wiki_content/Boss_Stem_Cells.txt @@ -0,0 +1,54 @@ +URL: https://deadcells.wiki.gg/wiki/Boss_Stem_Cells + +Boss Stem Cell +Location(s) +The Hand of the King +, +The Queen +, +Dracula - Final Form +, +The Giant +(for the 5 +th +Cell) +Boss Stem Cells +(or simply +Boss Cells +) are permanent items that increase the difficulty of the game when active. The first one is acquired by beating the +Hand of the King +, the +Queen +TQatS +, or +Dracula - Final Form +RtC +with no Boss Stem Cells active, the second by beating either with one active, and so on. However, the fifth Boss Stem Cell is obtained by beating the +Giant +RotG +with four active. The use of +Aspects +prevents the acquirement of the next Boss Stem Cell. +Boss Stem Cells can be injected and removed at the start of the game in the Tube, as long as one hasn't left the starting area. Each one makes the game significantly harder by increasing enemy tier, density, variety, and limiting healing options. On the other hand, higher difficulty levels also increase cells dropped from enemies and the level of the +Legendary Forge +, and allow access to new blueprints and bonus doors scattered through the levels, as well as some that are dropped by enemies exclusive to high BSCs. The bonus doors show the number of Boss Stem Cells required to enter and will shine blue if enough are currently active. +Modifiers +Trivia +When Boss Stem Cells, then named +Boss Runes +, were added in the +v0.5.3 +patch of the Foundry Update, they could all be obtained on 0 BSC difficulty and each was dropped by a different boss. +History +Gallery +Closed Door +1 Boss Cell +Opened Door +Locked Door +2 Boss Cells +Locked Door +3 Boss Cells +Locked Door +4 Boss Cells +Locked Door +5 Boss Cells diff --git a/wiki_content/Boss_Stem_Cells_pt.txt b/wiki_content/Boss_Stem_Cells_pt.txt new file mode 100644 index 0000000000000000000000000000000000000000..7174afeca3402b25341ee2886b7cf519266c1bd8 --- /dev/null +++ b/wiki_content/Boss_Stem_Cells_pt.txt @@ -0,0 +1,50 @@ +URL: https://deadcells.wiki.gg/wiki/Boss_Stem_Cells/pt + +Célula-Tronco de Chefe +Localizações +A Mão do Rei +, +A Rainha +, +Drácula - Forma Final +, +O Gigante +(para a 5 +a +Célula) +Células-Tronco de Chefe +(ou simplesmente +Células de Chefe +) são itens permanentes que aumentam a dificuldade do jogo quando ativas. A primeira é adquirida derrotando a +Mão do Rei +, a +Rainha +TQatS +ou o +Drácula - Forma Final +RtC +sem nenhuma Célula-Tronco de Chefe ativa, a segunda vencendo qualquer um deles com pelo menos uma ativa e assim por diante. No entanto, a quinta Célula-Tronco de Chefe só é obtida derrotando o +Gigante +RotG +com quatro delas ativas. O uso de +Aspectos +impede a aquisição da próxima Célula-Tronco de Chefe. +As Células-Tronco de Chefe podem ser injetadas e removidas no início do jogo no Tubo, desde que a pessoa não tenha saído da área inicial. Cada uma torna o jogo significativamente mais difícil, aumentando o nível, a densidade e a variedade de inimigos e limitando as opções de cura. Por outro lado, níveis de dificuldade mais elevados também aumentam as células deixadas por inimigos e o nível da +Forja Lendária +, e permitem o acesso a novas portas de bônus espalhadas pelos níveis e projetos, bem como alguns que são deixados por inimigos exclusivos de CTCs altos. As portas de bônus mostram o número de Células-Tronco de Chefe necessárias para entrar e brilharão em azul se um número suficiente delas estiverem ativas no momento. +Modificadores +Trivia +Quando as Células-Tronco de Chefe, então chamadas Runas de Chefe, foram adicionadas no patch v0.5.3 na Foundry Update, todas elas podiam ser obtidas na dificuldade 0 CTC e cada uma era deixada por um chefe diferente. +Histórico +Galeria +Porta Trancada +1 Célula de Chefe +Porta Aberta +Porta Trancada +2 Células de Chefe +Porta Trancada +3 Células de Chefe +Porta Trancada +4 Células de Chefe +Porta Trancada +5 Células de Chefe diff --git a/wiki_content/Bosses.txt b/wiki_content/Bosses.txt new file mode 100644 index 0000000000000000000000000000000000000000..853b7256a0d0b516f59eb6aa52f56390d80c0541 --- /dev/null +++ b/wiki_content/Bosses.txt @@ -0,0 +1,1323 @@ +URL: https://deadcells.wiki.gg/wiki/Bosses + +Bosses +are a much stronger variant of +enemies +and serve as gates to the next set of harder biomes. They have high health and damage, and use a variety of attacks and combos. They are also partly resistant to +status effects +: for example, negative effects inflicted on them expire 20% faster than normal. +Rewards for beating a boss are gold, random items, and on 3 +Boss Stem Cells +or higher, scroll fragments. Beating a boss without getting hit rewards a random Legendary item. +There are currently thirteen bosses in the game: the base game includes the +Concierge +, +Conjunctivius +, the +Time Keeper +and the +Hand of the King +. +The Rise of the Giant +RotG +DLC is free and adds the +Giant +and the true final boss, +5 BSC spoiler boss +RotG +. +The paid DLCs aka. the "Road to the Sea" trilogy +add an alternate path through the game with its own set of bosses and final boss. +The Bad Seed +TBS +adds an alternate first boss, +Mama Tick +. +Fatal Falls +FF +adds an alternate second boss, +The Scarecrow +. +The Queen and the Sea +TQatS +adds an alternate third boss, the +Servants +, and an alternate final boss, the +Queen +. +Return to Castlevania +RtC +is a paid DLC crossover that adds three more bosses, +Death +, +Dracula +, and an alternate final boss +Dracula - Final Form +. +The +5 BSC exclusive boss +cannot be reached via the +Queen +nor +Dracula - Final Form +. +Through runes and +Boss Stem Cells +, alternate paths to bosses can be travelled and thus the player does not have to fight the same set of bosses every run. +In +Boss Rush +mode, bosses can be fought back to back without travelling through biomes and fighting enemies. And for players who want even more of a challenge, alternate buffed versions of bosses can be fought as well. +In the +Training Room +, bosses that the player has already encountered can be fought for practice without doing runs. +First bosses +The Concierge +The Concierge is the first tier 1 boss in the game. He is encountered on the +Black Bridge +. +Routes +Default +Prisoners' Quarters +> +Promenade of the Condemned +> +Ramparts +> +Black Bridge +Alternate +Prisoners' Quarters +> +Promenade of the Condemned +> +Ossuary +> +Black Bridge +Prisoners' Quarters +> +Promenade of the Condemned +> +Prison Depths +> +Ossuary +> +Black Bridge +Prisoners' Quarters +> +Toxic Sewers +> +Ramparts +> +Black Bridge +Higher BSC +Prisoners' Quarters +> +Toxic Sewers +> +Corrupted Prison +> +Ramparts +> +Black Bridge +DLC +Prisoners' Quarters +> +Toxic Sewers +> +Corrupted Prison +> +Dracula's Castle +RtC +> +Black Bridge +Prisoners' Quarters +> +Toxic Sewers +> +Dracula's Castle +RtC +> +Black Bridge +Prisoners' Quarters +> +Dilapidated Arboretum +TBS +> +Ramparts +> +Black Bridge +Prisoners' Quarters +> +Dilapidated Arboretum +TBS +> +Prison Depths +> +Ossuary +> +Black Bridge +Prisoners' Quarters +> +Castle's Outskirts +RtC +> +Dracula's Castle +RtC +> +Black Bridge +Prisoners' Quarters +> +Castle's Outskirts +RtC +> +Corrupted Prison +> +Dracula's Castle +RtC +> +Black Bridge +Prisoners' Quarters +> +Castle's Outskirts +RtC +> +Corrupted Prison +> +Ramparts +> +Black Bridge +Prisoners' Quarters +> +Castle's Outskirts +RtC +> +Ossuary +> +Black Bridge +Health +Immunities +N/A +Conjunctivius +Conjunctivius is the second tier 1 boss in the game, and is an alternative to the Concierge. She is encountered in the +Insufferable Crypt +, in which the default path requires the +Ram Rune +. +Routes +Default +Prisoners' Quarters +> +Toxic Sewers +> +Ancient Sewers +> +Insufferable Crypt +Alternate +Prisoners' Quarters +> +Toxic Sewers +> +Corrupted Prison +> +Ancient Sewers +> +Insufferable Crypt +Higher BSC +Prisoners' Quarters +> +Promenade of the Condemned +> +Prison Depths +> +Ancient Sewers +> +Insufferable Crypt +Prisoners' Quarters +> +Promenade of the Condemned +> +Ramparts +> +Insufferable Crypt +Prisoners' Quarters +> +Toxic Sewers +> +Corrupted Prison +> +Ramparts +> +Insufferable Crypt +Prisoners' Quarters +> +Toxic Sewers +> +Ramparts +> +Insufferable Crypt +DLC +Prisoners' Quarters +> +Dilapidated Arboretum +TBS +> +Ramparts +> +Insufferable Crypt +Prisoners' Quarters +> +Dilapidated Arboretum +TBS +> +Prison Depths +> +Ancient Sewers +> +Insufferable Crypt +Prisoners' Quarters +> +Castle's Outskirts +RtC +> +Corrupted Prison +> +Ancient Sewers +> +Insufferable Crypt +Prisoners' Quarters +> +Castle's Outskirts +RtC +> +Corrupted Prison +> +Ramparts +> +Insufferable Crypt +Health +Immunities +N/A +Mama Tick +Mama Tick is the third tier 1 boss, and is an alternative to the Concierge. She is encountered in the +Nest +, +TBS +in which the default path requires the +Teleportation Rune +. +Her fight can be skipped if the player sacrifices +Mushroom Boi! +TBS +in the +Morass of the Banished +. +TBS +However, attacking her eye when it pops above the water will re-initiate the fight. +Requires the +Bad Seed DLC +. +Routes +Default +Prisoners' Quarters +> +Dilapidated Arboretum +TBS +> +Morass of the Banished +TBS +> +Nest +TBS +Alternate +Prisoners' Quarters +> +Dilapidated Arboretum +TBS +> +Prison Depths +> +Morass of the Banished +TBS +> +Nest +TBS +Prisoners' Quarters +> +Promenade of the Condemned +> +Morass of the Banished +TBS +> +Nest +TBS +Prisoners' Quarters +> +Promenade of the Condemned +> +Prison Depths +> +Morass of the Banished +TBS +> +Nest +TBS +Health +Immunities +freeze +fire +Death +Death is the fourth tier 1 boss, and is an alternative to the Concierge. He is encountered in the +Defiled Necropolis +RtC +. +Requires the +Return to Castlevania DLC +. +Routes +Default +Prisoners' Quarters +> +Castle's Outskirts +RtC +> +Dracula's Castle +RtC +> +Defiled Necropolis +RtC +Alternate +Prisoners' Quarters +> +Toxic Sewers +> +Corrupted Prison +> +Dracula's Castle +RtC +> +Defiled Necropolis +RtC +Prisoners' Quarters +> +Toxic Sewers +> +Dracula's Castle +RtC +> +Defiled Necropolis +RtC +Prisoners' Quarters +> +Castle's Outskirts +RtC +> +Corrupted Prison +> +Dracula's Castle +RtC +> +Defiled Necropolis +RtC +Prisoners' Quarters +> +Castle's Outskirts +RtC +> +Ossuary +> +Defiled Necropolis +RtC +Prisoners' Quarters +> +Promenade of the Condemned +> +Prison Depths +> +Ossuary +> +Defiled Necropolis +RtC +Prisoners' Quarters +> +Promenade of the Condemned +> +Ossuary +> +Defiled Necropolis +RtC +DLC +Prisoners' Quarters +> +Dilapidated Arboretum +TBS +> +Prison Depths +> +Ossuary +> +Defiled Necropolis +RtC +Health +Immunities +stun +freeze +Second bosses +The Time Keeper +The Time Keeper is the first tier 2 boss in the game. She is encountered in the +Clock Room +. +Routes +Default +Black Bridge +> +Stilt Village +> +Clock Tower +> +Clock Room +Alternate +Black Bridge +> +Stilt Village +> +Forgotten Sepulcher +> +Clock Room +Black Bridge +> +Slumbering Sanctuary +> +Clock Tower +> +Clock Room +Black Bridge +> +Slumbering Sanctuary +> +Forgotten Sepulcher +> +Clock Room +Insufferable Crypt +> +Slumbering Sanctuary +> +Clock Tower +> +Clock Room +Insufferable Crypt +> +Slumbering Sanctuary +> +Forgotten Sepulcher +> +Clock Room +Insufferable Crypt +> +Graveyard +> +Forgotten Sepulcher +> +Clock Room +DLC +Black Bridge +> +Fractured Shrines +FF +> +Clock Tower +> +Clock Room +Black Bridge +> +Fractured Shrines +FF +> +Forgotten Sepulcher +> +Clock Room +Nest +TBS +> +Stilt Village +> +Clock Tower +> +Clock Room +Nest +TBS +> +Stilt Village +> +Forgotten Sepulcher +> +Clock Room +Nest +TBS +> +Graveyard +> +Forgotten Sepulcher +> +Clock Room +Nest +TBS +> +Fractured Shrines +FF +> +Clock Tower +> +Clock Room +Nest +TBS +> +Fractured Shrines +FF +> +Forgotten Sepulcher +> +Clock Room +Defiled Necropolis +RtC +> +Stilt Village +> +Clock Tower +> +Clock Room +Defiled Necropolis +RtC +> +Stilt Village +> +Forgotten Sepulcher +> +Clock Room +Defiled Necropolis +RtC +> +Slumbering Sanctuary +> +Clock Tower +> +Clock Room +Defiled Necropolis +RtC +> +Slumbering Sanctuary +> +Forgotten Sepulcher +> +Clock Room +Defiled Necropolis +RtC +> +Graveyard +> +Forgotten Sepulcher +> +Clock Room +Health +Immunities +N/A +The Giant +The Giant is a special tier 2 boss in the game. He is encountered in +Guardian's Haven +, +RotG +the paths of which are unlocked by opening the gate to the +Cavern +RotG +in the +Graveyard +(requires +Cavern Key +RotG +). +His skeleton rests in the +Prisoners' Quarters +until the player beats the +Hand of the King +. Once awakened, he busts down the door after the starting items, where the +Cavern Key +RotG +can be found. If the player follows him, a small cutscene will play, then a key can be found to permanently unlock the +Cavern +RotG +entrance from the +Graveyard +. +Cavern Key +RotG +must be used on the door for it to remain open. +Requires the +Rise of the Giant DLC +. +Routes +Default +Insufferable Crypt +> +Graveyard +> +Cavern +RotG +> +Guardian's Haven +RotG +Higher BSC +Insufferable Crypt +> +Graveyard +> +Forgotten Sepulcher +> +Guardian's Haven +RotG +Insufferable Crypt +> +Slumbering Sanctuary +> +Cavern +RotG +> +Guardian's Haven +RotG +Insufferable Crypt +> +Slumbering Sanctuary +> +Forgotten Sepulcher +> +Guardian's Haven +RotG +Black Bridge +> +Slumbering Sanctuary +> +Cavern +RotG +> +Guardian's Haven +RotG +Black Bridge +> +Slumbering Sanctuary +> +Forgotten Sepulcher +> +Guardian's Haven +RotG +Black Bridge +> +Stilt Village +> +Forgotten Sepulcher +> +Guardian's Haven +RotG +DLC +Nest +TBS +> +Graveyard +> +Cavern +RotG +> +Guardian's Haven +RotG +Nest +TBS +> +Graveyard +> +Forgotten Sepulcher +> +Guardian's Haven +RotG +Nest +TBS +> +Stilt Village +> +Forgotten Sepulcher +> +Guardian's Haven +RotG +Black Bridge +> +Fractured Shrines +FF +> +Forgotten Sepulcher +> +Guardian's Haven +RotG +Nest +TBS +> +Fractured Shrines +FF +> +Forgotten Sepulcher +> +Guardian's Haven +RotG +Defiled Necropolis +RtC +> +Graveyard +> +Cavern +RotG +> +Guardian's Haven +RotG +Defiled Necropolis +RtC +> +Graveyard +> +Forgotten Sepulcher +> +Guardian's Haven +RotG +Defiled Necropolis +RtC +> +Stilt Village +> +Forgotten Sepulcher +> +Guardian's Haven +RotG +Defiled Necropolis +RtC +> +Slumbering Sanctuary +> +Cavern +RotG +> +Guardian's Haven +RotG +Defiled Necropolis +RtC +> +Slumbering Sanctuary +> +Forgotten Sepulcher +> +Guardian's Haven +RotG +Health - Giant +Health - Giant's Hand +Immunities +The fists +stun +root +freeze +slow +petrified +The eyes +freeze +slow +petrified +Scarecrow +The Scarecrow is the second tier 2 boss in the game, and is an alternative to the Time Keeper. He is encountered in the +Mausoleum +, +FF +which requires wearing the +Cultist Outfit +FF +to open the gate to the +Undying Shores +FF +for the first time. +Requires the +Fatal Falls DLC +. +Routes +Default +Black Bridge +> +Fractured Shrines +FF +> +Undying Shores +FF +> +Mausoleum +FF +Alternate +Black Bridge +> +Stilt Village +> +Undying Shores +FF +> +Mausoleum +FF +Insufferable Crypt +> +Graveyard +> +Undying Shores +FF +> +Mausoleum +FF +DLC +Black Bridge +> +Slumbering Sanctuary +> +Cavern +RotG +> +Mausoleum +FF +Insufferable Crypt +> +Graveyard +> +Cavern +RotG +> +Mausoleum +FF +Insufferable Crypt +> +Slumbering Sanctuary +> +Cavern +RotG +> +Mausoleum +FF +Nest +TBS +> +Fractured Shrines +FF +> +Undying Shores +FF +> +Mausoleum +FF +Nest +TBS +> +Graveyard +> +Undying Shores +FF +> +Mausoleum +FF +Nest +TBS +> +Stilt Village +> +Undying Shores +FF +> +Mausoleum +FF +Nest +TBS +> +Graveyard +> +Cavern +RotG +> +Mausoleum +FF +Defiled Necropolis +RtC +> +Graveyard +> +Cavern +RotG +> +Mausoleum +FF +Defiled Necropolis +RtC +> +Graveyard +> +Undying Shores +FF +> +Mausoleum +FF +Defiled Necropolis +RtC +> +Stilt Village +> +Undying Shores +FF +> +Mausoleum +FF +Defiled Necropolis +RtC +> +Slumbering Sanctuary +> +Cavern +RotG +> +Mausoleum +FF +Health +Immunities +stun +Third bosses +The Hand of the King +The Hand of the King is the final boss of the game on 4 BSC and less. He is encountered in the +Throne Room +. +Routes +Default +Clock Room +> +High Peak Castle +> +Throne Room +Alternate +Clock Room +> +Derelict Distillery +> +Throne Room +DLC +Guardian's Haven +RotG +> +High Peak Castle +> +Throne Room +Guardian's Haven +RotG +> +Derelict Distillery +> +Throne Room +Guardian's Haven +RotG +> +Throne Room +Mausoleum +FF +> +High Peak Castle +> +Throne Room +Mausoleum +FF +> +Derelict Distillery +> +Throne Room +Health +Immunities +stun +slow +The Servants +The Queen's servants, Calliope, Euterpe, and Kleio are an alternative third boss for the Queen and the Sea DLC route. They can be encountered in the +Lighthouse +. +TQatS +Requires the +Queen and the Sea DLC +. +Routes +Default +Clock Room +> +Infested Shipwreck +TQatS +> +Lighthouse +TQatS +Alternate +Clock Room +> +Derelict Distillery +> +Lighthouse +TQatS +DLC +Guardian's Haven +RotG +> +Infested Shipwreck +TQatS +> +Lighthouse +TQatS +Guardian's Haven +RotG +> +Derelict Distillery +> +Lighthouse +TQatS +Mausoleum +FF +> +Infested Shipwreck +TQatS +> +Lighthouse +TQatS +Mausoleum +FF +> +Derelict Distillery +> +Lighthouse +TQatS +Health - Calliope +Health - Euterpe +Health - Kleio +Immunities +N/A +Dracula +Dracula is the second boss of the Castlevania DLC and a tier 3 boss. He is encountered in the +Master's Keep +. +Requires the +Return to Castlevania DLC +. +Routes +Default +Clock Room +> +Dracula's Castle +RtC +> +Master's Keep +RtC +Alternate +Clock Room +> +High Peak Castle +> +Master's Keep +RtC +DLC +Guardian's Haven +RotG +> +Dracula's Castle +RtC +> +Master's Keep +RtC +Guardian's Haven +RotG +> +High Peak Castle +> +Master's Keep +RtC +Mausoleum +FF +> +Dracula's Castle +RtC +> +Master's Keep +RtC +Mausoleum +FF +> +High Peak Castle +> +Master's Keep +RtC +Health +Immunities +slow +petrified +Fourth bosses +The Queen +The Queen is the fourth and final boss for the Queen and the Sea DLC route. She can be encountered in +The Crown +TQatS +at the top of the +Lighthouse +. +TQatS +Requires the +Queen and the Sea DLC +. +Routes +Default +Clock Room +> +Infested Shipwreck +TQatS +> +Lighthouse +TQatS +> +The Crown +TQatS +Alternate +Clock Room +> +Derelict Distillery +> +Lighthouse +TQatS +> +The Crown +TQatS +DLC +Guardian's Haven +RotG +> +Infested Shipwreck +TQatS +> +Lighthouse +TQatS +> +The Crown +TQatS +Guardian's Haven +RotG +> +Derelict Distillery +> +Lighthouse +TQatS +> +The Crown +TQatS +Mausoleum +FF +> +Infested Shipwreck +TQatS +> +Lighthouse +TQatS +> +The Crown +TQatS +Mausoleum +FF +> +Derelict Distillery +> +Lighthouse +TQatS +> +The Crown +TQatS +Health +Immunities +N/A +Dracula - Final Form +Dracula - Final Form is the final boss of the Castlevania DLC and a tier 4 boss. He is encountered in the +Master's Keep +after defeating +Dracula +. +Requires the +Return to Castlevania DLC +. +Routes +Default +Clock Room +> +Dracula's Castle +RtC +> +Master's Keep +RtC +Alternate +Clock Room +> +High Peak Castle +> +Master's Keep +RtC +DLC +Guardian's Haven +RotG +> +Dracula's Castle +RtC +> +Master's Keep +RtC +Guardian's Haven +RotG +> +High Peak Castle +> +Master's Keep +RtC +Mausoleum +FF +> +Dracula's Castle +RtC +> +Master's Keep +RtC +Mausoleum +FF +> +High Peak Castle +> +Master's Keep +RtC +Health +Immunities +stun +root +freeze +slow +petrified +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +The Collector +The Collector is the true final boss of the game. He is encountered in the +Observatory +, +RotG +which can only be reached with +5 BSC active. +Requires the +Rise of the Giant DLC +. +Routes +Default +Throne Room +> +Astrolab +RotG +> +Observatory +RotG +Full Health +1275000 +At 0BC, his health would be 4448.96513582, so this could be considered to be his base health, similar to that of the Scarecrow. +Immunities +N/A +Footnotes +References diff --git a/wiki_content/Bosses_fr.txt b/wiki_content/Bosses_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..6cd12c950ee4d7d687b46cd0f813a5720983421d --- /dev/null +++ b/wiki_content/Bosses_fr.txt @@ -0,0 +1,858 @@ +URL: https://deadcells.wiki.gg/wiki/Bosses/fr + +Les +Boss +sont des variants bien plus forts des +ennemis +et font office de portail entre 2 groupes de biomes sui sont plus difficiles. Ils ont une vie et des dégâts élevés, et ont une variété d’attaques et d’enchaînements. Ils sont aussi partiellement résistants aux +effets d’état +: par exemple, les effets négatifs leur étant infligés expirent 20% plus rapidement. +Les récompenses pour avoir battu un boss est de l’or, des objets aléatoires et, aux hautes +cellules de Boss +, des quarts de parchemins. Battre un boss sans prendre de dégâts est récompensé par une arme légendaire. +Il existe actuellement 13 boss dans le jeu. Le jeu de base inclut le +Concierge +, +Conjonctivius +, la +Gardienne du Temps +et la +Main du Roi +. +The Rise of the Giant +RotG +, le premier DLC, a ajouté +Gigantus +et un vrai boss final, +le Collecteur +. +Les DLC payant ou DLC “Road to the Sea” ajoute un chemin alternatif au travers du jeu avec son propre set de boss et de boss final. +The Bad Seed +TBS +ajoute un premier boss alternatif, +Maman Tique +. +Fatal Falls +FF +ajoute un second boss alternatif, l’ +Épouvantail +. +The Queen and the Sea +TQatS +ajoute un troisième boss alternatif, les +Servantes +et un boss final, la +Reine +. +Le +Collecteur +ne peut être atteint via la +Reine +. +Le DLC payant Return to Castlevania +RtC +ajoute 3 nouveaux boss, +la Mort +, +Dracula +et un boss final alternatif, la +forme finale de Dracula +. +Grâce aux +Runes +et aux +Cellules de Boss +, des chemins alternatifs s’ouvrent et le joueur n’aura pas à combattre le même boss en boucle. +Dans le +Boss Rush +, les boss peuvent être affronté l’un après l’autre sans passer par les biomes et combattre des ennemis. Et pour les joueurs qui veulent plus de défis, des versions alternatives endurcies des boss peuvent être affrontées. +Dans la +Salle d’entraînement +, les boss que le joueur a déjà affronté peuvent être affronté de nouveau pour s’entraîner sans faire de parties. +Premiers Boss +Le Concierge +Le Concierge est le premier boss du jeu. Il est affrontable sur le +Pont Noir +. +Routes +Défaut +Quartiers des prisonniers +> +Promenade des condamnés +> +Remparts +> +Pont Noir +Alternatif +Quartiers des prisonniers +> +Promenade des condamnés +> +Charnier +> +Pont Noir +Quartiers des prisonniers +> +Promenade des condamnés +> +Profondeurs de la prison +> +Charnier +> +Pont Noir +Quartiers des prisonniers +> +Égoûts toxiques +> +Remparts +> +Pont Noir +Difficulté augmentée +Quartiers des prisonniers +> +Égoûts toxiques +> +Prison corrompue +> +Remparts +> +Pont Noir +DLC +Quartiers des prisonniers +> +La Serre +TBS +> +Remparts +> +Pont Noir +Quartiers des prisonniers +> +La Serre +TBS +> +Profondeurs de la prison +> +Charnier +> +Pont Noir +Vie moyenne +0CSB:24577 1CSB:34391 2CSB:65228 3CSB:111134 4CSB:167306 5CSB:227536 +Conjonctivius +Conjonctivius est le deuxième boss de niveau 1, et est une alternative au Concierge. Il est affrontable dans la +Crypte nauséabonde +, accessible par défaut avec la +Rune du Bélier +Routes +Défaut +Quartiers des prisonniers +> +Égoûts toxiques +> +Ancien réseau d’égout +> +Crypte nauséabonde +Alternatif +Quartiers des prisonniers +> +Égoûts toxiques +> +Prison corrompue +> +Ancien réseau d’égout +> +Crypte nauséabonde +Difficulté augmentée +Quartiers des prisonniers +> +Promenade des condamnés +> +Profondeurs de la prison +> +Ancien réseau d’égout +> +Crypte nauséabonde +Quartiers des prisonniers +> +Promenade des condamnés +> +Remparts +> +Crypte nauséabonde +Quartiers des prisonniers +> +Égoûts toxiques +> +Remparts +> +Crypte nauséabonde +DLC +Quartiers des prisonniers +> +La Serre +TBS +> +Remparts +> +Crypte nauséabonde +Vie moyenne +0CSB:18999 1CSB:34289 2CSB:58310 3CSB:99881 4CSB:205884 5CSB:205884 +Maman Tique +Maman Tique est le troisième boss de niveau 1, et est une alternative au Concierge. Elle est affrontable dans la +Tanière +, +TBS +accessible par défaut avec la +Rune de Téléportation +Son combat peut être passé si le joueur sacrifie le +Compagnon Champignon +TBS +dans le +Marais des fugitifs +. +TBS +Toutefois, attaquer son œil quand il sort de l’eau réinitialise le combat. +Nécessite le DLC +The Bad Seed +. +Routes +Défaut +Quartiers des prisonniers +> +La Serre +TBS +> +Marais des fugitifs +TBS +> +Tanière +TBS +Alternatif +Quartiers des prisonniers +> +La Serre +TBS +> +Profondeurs de la prison +> +Marais des fugitifs +TBS +> +Tanière +TBS +Quartiers des prisonniers +> +Promenade des condamnés +> +Marais des fugitifs +TBS +> +Tanière +TBS +Quartiers des prisonniers +> +Promenade des condamnés +> +Profondeurs de la prison +> +Marais des fugitifs +TBS +> +Tanière +TBS +Vie moyenne +0CSB:21638 1CSB:39081 2CSB:67946 3CSB:99227 4CSB:167306 5CSB:167306 +La Mort +La Mort est le quatrième boss de niveau 1, et est une alternative au Concierge. Elle est affrontable dans la +Nécropole profanée +RtC +. +Nécessite le DLC +Return to Castlevania +. +Routes +Défaut +Quartiers des prisonniers +> +Alentours du Château +RtC +> +Château de Dracula +RtC +> +Nécropole profanée +RtC +Second boss +La Gardienne du Temps +La Gardienne du Temps est la première boss de niveau 2. Elle est affrontable dans la +Salle de l’horloge +. +Routes +Défaut +Pont Noir +> +Gué des brumes +> +Tour de l’horloge +> +Salle de l’horloge +Alternatif +Pont Noir +> +Gué des brumes +> +Sépulcre oublié +> +Salle de l’horloge +Pont Noir +> +Sanctuaire endormi +> +Tour de l’horloge +> +Salle de l’horloge +Pont Noir +> +Sanctuaire endormi +> +Sépulcre oublié +> +Salle de l’horloge +Crypte nauséabonde +> +Sanctuaire endormi +> +Tour de l’horloge +> +Salle de l’horloge +Crypte nauséabonde +> +Sanctuaire endormi +> +Sépulcre oublié +> +Salle de l’horloge +Crypte nauséabonde +> +Cimetière du Val +> +Sépulcre oublié +> +Salle de l’horloge +DLC +Tanière +TBS +> +Gué des brumes +> +Tour de l’horloge +> +Salle de l’horloge +Tanière +TBS +> +Gué des brumes +> +Sépulcre oublié +> +Salle de l’horloge +Tanière +TBS +> +Cimetière du Val +> +Sépulcre oublié +> +Salle de l’horloge +Pont Noir +> +Temples Brisés +FF +> +Tour de l’horloge +> +Salle de l’horloge +Pont Noir +> +Temples Brisés +FF +> +Sépulcre oublié +> +Salle de l’horloge +Tanière +TBS +> +Temples Brisés +FF +> +Tour de l’horloge +> +Salle de l’horloge +Tanière +TBS +> +Temples Brisés +FF +> +Sépulcre oublié +> +Salle de l’horloge +Vie moyenne +0CSB:44298 1CSB:66293 2CSB:181075 3CSB:333006 4CSB:660393 5CSB:660393 +Gigantus +Gigantus est un boss spécial de niveau 2. Il est affontable dans le +Repaire du Gardien +RotG +, chemin débloqué en ouvrant le portail de la +Caverne +RotG +dans le +Cimetière du Val +(Nécessite la +Clé de la Caverne +RotG +). +Son squelette repose dans les +Quartiers des prisonniers +jusqu’à ce que le joueur batte la +Main du Roi +. Une fois réveillé, il brise la porte, après les objets de débuts, où la +Clé de la Caverne +peut être trouvée. Si le joueur le suit, une courte cinématique s’active, et la clé peut être trouvée pour ouvrir définitivement l’accès à la +Caverne +RotG +depuis le +Cimetière du Val +. La +Clé de la Caverne +RotG +doit être utilisée sur cette porte pour qu’elle reste ouverte. +Nécessite le DLC +Rise of the Giant +. +Routes +Défaut +Crypte nauséabonde +> +Cimetière du Val +> +Caverne +RotG +> +Repaire du Gardien +RotG +Difficulté augmentée +Crypte nauséabonde +> +Cimetière du Val +> +Sépulcre oublié +> +Repaire du Gardien +RotG +Crypte nauséabonde +> +Sanctuaire endormi +> +Caverne +RotG +> +Repaire du Gardien +RotG +Crypte nauséabonde +> +Sanctuaire endormi +> +Sépulcre oublié +> +Repaire du Gardien +RotG +Pont Noir +> +Sanctuaire endormi +> +Caverne +RotG +> +Repaire du Gardien +RotG +Pont Noir +> +Sanctuaire endormi +> +Sépulcre oublié +> +Repaire du Gardien +RotG +Pont Noir +> +Gué des brumes +> +Sépulcre oublié +> +Repaire du Gardien +RotG +DLC +Tanière +TBS +> +Cimetière du Val +> +Caverne +RotG +> +Repaire du Gardien +RotG +Tanière +TBS +> +Cimetière du Val +> +Sépulcre oublié +> +Repaire du Gardien +RotG +Tanière +TBS +> +Gué des brumes +> +Sépulcre oublié +> +Repaire du Gardien +RotG +Pont Noir +> +Temples Brisés +FF +> +Sépulcre oublié +> +Repaire du Gardien +RotG +Tanière +TBS +> +Temples Brisés +FF +> +Sépulcre oublié +> +Repaire du Gardien +RotG +Vie moyenne (Barre de vie principale seulement) +0CSB:39618 1CSB:69136 2CSB:169758 3CSB:312193 4CSB:619118 5CSB:619118 +L’Épouvantail +L’Épouvantail est le deuxième boss de niveau 2, et est une alternative à la Gardienne du Temps. Il est affrontable dans le +Mausolée +, +FF +accessible uniquequement si la +Tenue d'adepte +FF +a été portée pour ouvrir la porte des +Rivages éternels +FF +la première fois. +Nécessite le DLC +Fatals Falls +. +Routes +Défaut +Pont Noir +> +Temples Brisés +FF +> +Rivages éternels +FF +> +Mausolée +FF +Alternatif +Pont Noir +> +Gué des brumes +> +Rivages éternels +FF +> +Mausolée +FF +Crypte nauséabonde +> +Cimetière du Val +> +Rivages éternels +FF +> +Mausolée +FF +DLC +Pont Noir +> +Sanctuaire endormi +> +Caverne +RotG +> +Mausolée +FF +Crypte nauséabonde +> +Cimetière du Val +> +Caverne +RotG +> +Mausolée +FF +Crypte nauséabonde +> +Sanctuaire endormi +> +Caverne +RotG +> +Mausolée +FF +Tanière +TBS +> +Temples Brisés +FF +> +Rivages éternels +FF +> +Mausolée +FF +Tanière +TBS +> +Cimetière du Val +> +Rivages éternels +FF +> +Mausolée +FF +Tanière +TBS +> +Gué des brumes +> +Rivages éternels +FF +> +Mausolée +FF +Tanière +TBS +> +Cimetière du Val +> +Caverne +RotG +> +Mausolée +FF +Vie moyenne +0CSB:79736 1CSB:101700 2CSB:254636 3CSB:197228 (Oui, en dessous de 2CSB) 4CSB:796926 5CSB:796926 +Troisièmes boss +La Main du Roi +La Main du Roi est le boss final du jeu à 4 CSB ou moins. Il est affrontable dans la +Salle du trône +. +Routes +Défaut +Salle de l’horloge +> +Château de Haute Cime +> +Salle du trône +Alternatif +Salle de l’horloge +> +Distillerie abandonnée +> +Salle du trône +DLC +Repaire du Gardien +RotG +> +Château de Haute Cime +> +Salle du trône +Repaire du Gardien +RotG +> +Distillerie abandonnée +> +Salle du trône +Repaire du Gardien +RotG +> +Salle du trône +Mausolée +FF +> +Château de Haute Cime +> +Salle du trône +Mausolée +FF +> +Distillerie abandonnée +> +Salle du trône +Vie moyenne +0CSB:179791 1CSB:264362 2CSB:472690 3CSB:958002 4CSB:2299545 5CSB:2299545 +Les Servantes +Les Servantes de la Reine, Calliope, Euterpe et Kleio sont les troisièmes boss de la route DLC. Ils sont affrontables dans le +Phare +. +TQatS +Nécessite le DLC +The Queen and the Sea +. +Routes +Défaut +Salle de l’horloge +> +Cimetière de bateaux infectés +TQatS +> +Phare +TQatS +Alternatif +Salle de l’horloge +> +Distillerie abandonnée +TQatS +> +Phare +TQatS +DLC +Repaire du Gardien +RotG +> +Cimetière de bateaux infectés +TQatS +> +Phare +TQatS +Repaire du Gardien +RotG +> +Distillerie abandonnée +> +Phare +TQatS +Mausolée +FF +> +Cimetière de bateaux infectés +TQatS +> +Phare +TQatS +Mausolée +FF +> +Distillerie abandonnée +> +Phare +TQatS +Dracula +Dracula est le deuxième boss du DLC Castlevania et un boss de niveau 3. Il est affrontable dans le +Donjon du maître +. +Nécessite le DLC +Return to Castlevania +. +Routes +Défaut +Salle de l’horloge +> +Château de Dracula +RtC +> +Donjon du maître +RtC +Quatrièmes boss +La Reine +La Reine est le quatrième boss de la route DLC. Elle est affrontable à la +La Couronne +TQatS +en haut du +Phare +. +TQatS +Nécessite le DLC +The Queen and the Sea +. +Routes +Défaut +Cimetière de bateaux infectés +TQatS +> +Phare +TQatS +> +La Couronne +TQatS +Alternatif +Distillerie abandonnée +> +Phare +TQatS +> +La Couronne +TQatS +Vie moyenne +0CSB:365676 1CSB:611005 2CSB:1001461 3CSB:1739750 4CSB:3439002 5CSB:3439002 +Forme finale de Dracula +La forme finale de Dracula est le boss final du DLC Castlevania et un boss de niveau 4. Il est affrontable dans le +Donjon du maître +après avoir tué +Dracula +. +Nécessite le DLC +Return to Castlevania +. +Routes +Défaut +Salle de l’horloge +> +Château de Dracula +RtC +> +Donjon du maître +RtC +L'information suivante +contient du spoil +concernant la vraie fin du jeu. Toute discrétion est bienvenue. +Le Collecteur +Le Collecteur est le vrai boss final du jeu. Il est affrontable dans l’ +Observatoire +, +RotG +uniquement atteignable avec +5 CSB actives. +Nécessite le DLC +Rise of the Giant +. +Routes +Défaut +Salle du trône +> +Astrolab +RotG +> +Observatoire +RotG +Vie +Vie complète 1275000 +Notes de bas de pages diff --git a/wiki_content/Bow_and_Endless_Quiver.txt b/wiki_content/Bow_and_Endless_Quiver.txt new file mode 100644 index 0000000000000000000000000000000000000000..a5f04a478240a0ab442cf40e35c239cbc22c50d9 --- /dev/null +++ b/wiki_content/Bow_and_Endless_Quiver.txt @@ -0,0 +1,92 @@ +URL: https://deadcells.wiki.gg/wiki/Bow_and_Endless_Quiver + +Bow and Endless Quiver +Unlimited ammo. Last shot is a +critical hit +! +"You can never have too many arrows" - Legolas +Internal name +InfiniteBow +Type +Ranged Weapon +Scaling +Combo rate +One 3-hit combo every 1.2 seconds +Base price +1750 +Damage +Base DPS +137 ( +197 +) +Base combo damage +236 +Base first hit +40 +Base second hit +52 +Base third hit +144 +Blueprint +Location +Drops from +Undead Archers +Drop chance +0.03% +Unlock cost +35 +Bow and Endless Quiver +is a bow-type +ranged +weapon +which has an unlimited amount of ammo. +Details +Special Effects: +The third attack in its combo deals +critical +damage. +Despite not having an ammo pool, this weapon leaves arrows in enemies. +Breach Bonus +: +-0.5 / -0.5 / -0.5 +Base Breach Damage: +20 / 26 / +72 +Base Breach DPS: +61 ( +87 +) +Combo Duration: +1.2 seconds +First Hit: +0.35 (0.2 + 0.15 + 0) +Second Hit: +0.35 (0.1 + 0.25 + 0) +Third Hit: +0.5 (0.2 + 0.3 + 0) +Tags: +Ranged, HasBullets, ForcedAmmoDrop, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Mobius String +"Each shot that hits a target increases the damage dealt by the player by 10%. This effect stacks infinitely but decays after 2 seconds or if you get hit. +" +Synergies +Since this weapon leaves projectiles in enemies, it synergises with mutations such as +Ripper +and +Barbed Tips +. +Trivia +The central portion of the bow's icon is in the shape of a lemniscate, often used as the mathematical symbol for infinity. +The description and the nature of the bow itself are a clear reference to the character Legolas from +The Lord of the Rings +franchise. +History +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. +↑ +In-game description states that this effect only increases the bow's damage, but this is not the case. diff --git a/wiki_content/Broadsword.txt b/wiki_content/Broadsword.txt new file mode 100644 index 0000000000000000000000000000000000000000..b9dd1b8c824f3ca17de7a9f1ff14554fdd5d60c0 --- /dev/null +++ b/wiki_content/Broadsword.txt @@ -0,0 +1,103 @@ +URL: https://deadcells.wiki.gg/wiki/Broadsword + +Broadsword +The second and third hits are +critical +. +Slow and heavy, but deliciously vicious. +Internal name +BroadSword +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 2.25 seconds +Base price +1750 +Damage +Base DPS +176 ( +281 +) +Base combo damage +615 +Base first hit +104 +Base second hit +168 +Base third hit +360 +Blueprint +Location +Drops from Tutorial Knight's corpse in the +Prisoners' Quarters +Unlock cost +5 +The +Broadsword +is a heavy +melee +weapon +which swings slowly, but deals critical damage during subsequent attacks in its combo. +Details +Special Effects: +The second and third hits will always deal a +critical hit +. +The third hit has a slightly longer range than the previous two. +Breach Bonus +: +1 / 0.25 / -0.5 +Base Breach Damage: +208 / +210 +/ +180 +Base Breach DPS: +195 ( +266 +) +Combo Duration: +2.25 seconds +First Hit: +0.6 (0.4 + 0.2 + 0) +Second Hit: +0.75 (0.5 + 0.25 + 0) +Third Hit: +0.9 (0.5 + 0.4 + 0) +Tags: +CinematicBlueprint, HeavyWeapon, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Global Shield on Kill +"Grants a shield upon killing an enemy." +Location +The blueprint for the Broadsword is taken from the corpse of Tutorial Knight in the +Prisoners' Quarters +, right before the door to the +Promenade of the Condemned +. This blueprint can only be obtained after the player has attempted a minimum of 4 runs or if the player has completed a run. The corpse of Tutorial Knight will remain bloody until the blueprint is picked up, and after that, it will begin to rot. +Notes +The in-game listed normal DPS is actually incorrect and has no correlation to actual gameplay, and should be ignored. The +critical +DPS displays the correct DPS values for the weapon, as it takes into account both the first swing's damage, as well as the damage of the second and third swing. +Although powerful, it’s one of the quicker heavy weapons, especially on the first swing. +Like the +Giantkiller +, to get the most out of this weapon, the player needs to land the last two swings, which may be troublesome due to the slow attack rate. +However, the main difference from Giantkiller is that Broadsword has fewer swings and is generally quite efficient against common mobs thanks to the guaranteed critical hits. +Keep in mind that the combo does not reset upon rolling and parrying so you can do so before using the second and third attacks. +A Health Flask can be used during the third swing to cancel the windup traditionally needed. +Trivia +The in-game sprite of this weapon is identical to that used by the Guardian Knight. +Tutorial Knight carries this weapon on her back, which explains why its blueprint can be found on her corpse. +This iteration of the weapon closely resembles its icon though only the tip could be seen. +The third hit will always produce a loud metallic chime upon striking the ground. +The Broadsword is one of the weapons used by the Beheaded in the animated release trailer. +The trailer pokes fun at this weapon's cumbersomeness which is likely to cause the attacks to miss enemies and leave the player vulnerable. +History +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. diff --git a/wiki_content/Buer.txt b/wiki_content/Buer.txt new file mode 100644 index 0000000000000000000000000000000000000000..13b0303f18879fc000ab93045e21ac7a5596f555 --- /dev/null +++ b/wiki_content/Buer.txt @@ -0,0 +1,41 @@ +URL: https://deadcells.wiki.gg/wiki/Buer + +Buer +Base health +140 +Location(s) +Dracula's Castle +RtC +, +Undying Shores +FF +(After visiting +Dracula's Castle +RtC +) +Reward +Rebound Stone +RtC +(1.7%) +Buers +are enemies added in the +Return to Castlevania DLC +. +Behavior +Buers roll around the floors of +Dracula's Castle +RtC +. Upon seeing the player, a Buer will charge up and accelerate rapidly towards them, dealing high damage on contact. On hitting a wall, it bounces back with a jumping motion. +Moveset +Super rush +Description: +Charges up and rushes towards the player. +Can be blocked, parried, jumped over and dodge rolled. +Strategy +Jumping over its rush attack is easy, but as the Buer will not stop until it hits something it will quickly get out of the player's range. +Parrying the attack will stun it and create opportunity for retaliating. +Notes +It can rush off platforms and hitting a wall can bounce it upwards enough to slightly higher platforms if close enough. +Trivia +This enemy is based on Buer which is a spirit that appears in the 16th-century grimoire Pseudomonarchia Daemonum and its derivatives, he teaches natural and moral philosophy, logic, and the qualities and uses of all herbs and plants, and is also capable of healing all infirmities (especially of humans) and bestows good familiars. +History diff --git a/wiki_content/Buzzcutter.txt b/wiki_content/Buzzcutter.txt new file mode 100644 index 0000000000000000000000000000000000000000..2c31ba33e916b2ec6bed184956e5e7fa17ea095b --- /dev/null +++ b/wiki_content/Buzzcutter.txt @@ -0,0 +1,46 @@ +URL: https://deadcells.wiki.gg/wiki/Buzzcutter + +Buzzcutter +Base health +40 +Location(s) +Ramparts +Toxic Sewers +(2+ BSC) +Dilapidated Arboretum +(4+ BSC) +Undying Shores +(After visiting Ramparts) +Reward +Spite Sword +(0.03%) +Frostbite +(10%) +Buzzcutters +are strange, bird-like +enemies +that appear in groups and attack the players at melee range. +Behavior +Buzzcutters will chase the player once they see them in their line of sight. They will fly around the stage and attempt to approach the player, then will use its melee attack when within range. +Moveset +Bite +Description: +A delayed bite attack that hits at melee range. +Can be blocked, parried, and dodge rolled. +Briefly stuns the player on hit. +Strategy +Buzzcutters are significantly tankier than +Bats +and +Kamikazes +, requiring at least two hits to kill them in most cases and doing a dive attack on them will rarely ever kill them. Trying to climb past some Buzzcutters is ill-advised as they will most likely attack you before you can reach higher ground. +Their erratic flying pattern makes them difficult to line up for an attack or parry. They may be an an angle where your weapon can't hit them while still being able to attack. +Ranged weapons and skills with large AoE are effective against them. Deployed skills can draw aggro if they are hanging around near the ground. If you only have weapons with a narrow hitbox or are too slow in the air like +Symmetrical Lance +, consider avoiding biomes containing Buzzcutters. +Trivia +Buzzcutters were previously named Flying Biters. +They share their model with +Flies +. +History diff --git a/wiki_content/Cannibal.txt b/wiki_content/Cannibal.txt new file mode 100644 index 0000000000000000000000000000000000000000..4ff584d1c7dc3bf477461308f5296e4d06269728 --- /dev/null +++ b/wiki_content/Cannibal.txt @@ -0,0 +1,43 @@ +URL: https://deadcells.wiki.gg/wiki/Cannibal + +Cannibal +Base health +230 +Location(s) +Clock Tower +Graveyard +(4+ BSC) +Reward +Hokuto's Bow +(1.7%) +Dictator Outfit +(4+ BSC; 0.4%) +Cannibals +are +enemies +found in the +Clock Tower +. They can also be found in the +Graveyard +with 4 BSC active. +Behavior +If the Cannibal sees the player from attack distance, it will start to use its slash combo. If the player is too close to the Cannibal, they will do a backstep while leaving behind a grenade. It can also do a quick backstep without leaving behind a bomb to avoid the player. +Moveset +Slash combo +Description: +Quickly jumps forward and slashes. Can follow up with two more slashes. +Can be blocked, parried, or dodge rolled. +For its second slash, it attacks from the same position and direction as the first. +It can turn around for the third slash. +If the first attack misses and you're too far from the Cannibal, it will not follow up with more slashes. +Backstep bomb +Description: +Does a quick backstep while leaving a grenade on their current position. +Can be blocked, parried, or dodge rolled. +Strategy +Cannibals are very fast when on the move, covering a lot of ground with each step. Their slash combo is quick and they can change direction mid-combo, enough time to roll behind them and run away or parry them but not enough to hit them mid-combo. It's safer to roll away, but you can roll behind them if you do it early. +Crowd control effects are especially effective against Cannibals, holding them in place long enough for you to kill them or avoid their attacks. Parries also work well against them as it stuns long enough for you to kill them. Fast melee weapons work the best against them as they are mostly likely to interrupt them before they can attack. With ranged attacks, bait out their melee attack from a distance and attack from out of their reach. +Cannibals are very difficult to fight with slow melee weapons. Your best bet is to wait for them to finish attacking and hit them. +Trivia +In the incomplete stage "Repository of the Architects", the biome is flooded with Cannibals. +History diff --git a/wiki_content/Caster.txt b/wiki_content/Caster.txt new file mode 100644 index 0000000000000000000000000000000000000000..721449ec50820ddd35f562983bbf133d4d6a9a31 --- /dev/null +++ b/wiki_content/Caster.txt @@ -0,0 +1,41 @@ +URL: https://deadcells.wiki.gg/wiki/Caster + +Caster +Base health +150 +Location(s) +Slumbering Sanctuary +Reward +Pyrotechnics +(1.7%) +Casters +are +enemies +encountered in the +Slumbering Sanctuary +. +Behavior +The Caster has only one attack, which launches a fireball travelling linearly to the player. +It will also teleport away if the player is too close while it is not attacking. +Moveset +Fireball +Description: +Shoots a fireball at the player. +Can be blocked, parried, and dodge rolled. +Teleport +Description: +When the player is close it teleports a short distance away. +Strategy +Their attacks are relatively telegraphed and there is a long delay between each shot, so use this opportunity to take it down. +Using a shield is the best solution, as it can reliably send its projectiles back, potentially damaging enemies behind it too. However, this does not apply to Wave of Denial which cannot neutralize its projectile. +Trivia +Used to be named +Orb Caster +. +A guaranteed +Elite +Caster can be found in Slumber Sanctuary and it drops the +Spider Rune +when defeated. It stops spawning after the rune is collected. +The game is slowed down briefly when its attack is parried. +History diff --git a/wiki_content/Castle's_Outskirts.txt b/wiki_content/Castle's_Outskirts.txt new file mode 100644 index 0000000000000000000000000000000000000000..17b193aedc5586ea8ca95380fde5a2f66ce3c6d9 --- /dev/null +++ b/wiki_content/Castle's_Outskirts.txt @@ -0,0 +1,430 @@ +URL: https://deadcells.wiki.gg/wiki/Castle%27s_Outskirts + +No one comes here anymore but monsters or whip-wielding outcasts +These gardens were probably majestic, back in the day +What grows in the shadow of the Castle can be way worse than weeds... +Castle's Outskirts +Stage # +2 +Soundtrack +Vampire Killer +Beggining +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Dracula's Castle +RtC +(Depth 3), +Corrupted Prison +, +Ossuary +Scrolls +1 Scroll of Power, 2 Dual Scrolls +Gear level +II +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Holy Water +, +Bat Volley +, +Whip Sword +, +Cross +, +Bible +, +Blood Sword +, +Double Crossb-o-matic +Enemies & Traps +Enemies +Merman +, +Vampire Bat +, +Harpy +, +Throw Master +, +Zombie +, +Werewolf +Enemy tier +4 - 7 +Enemy health tier +Base +Hazards +Spikes +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Dracula's Castle +RtC +(Depth 3), +Corrupted Prison +, +Ossuary +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +II +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Holy Water +, +Bat Volley +, +Whip Sword +, +Cross +, +Bible +, +Blood Sword +, +Double Crossb-o-matic +, +Bobby Outfit +Enemies & Traps +Enemies +Merman +, +Vampire Bat +, +Harpy +, +Throw Master +, +Zombie +, +Werewolf +Enemy tier +6 - 11 +Enemy health tier +5 - 9 +Hazards +Spikes +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Dracula's Castle +RtC +(Depth 3), +Corrupted Prison +, +Ossuary +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +II +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Holy Water +, +Bat Volley +, +Whip Sword +, +Cross +, +Bible +, +Haunted Armor Outfit +, +Acrobatipack +, +Arbalester's Outfit +, +Repeater Crossbow +, +Hayabusa Boots +, +Ninja Outfit +Enemies & Traps +Enemies +Merman +, +Vampire Bat +, +Harpy +, +Throw Master +, +Werewolf +, +Armor Knight +, +Demolisher +, +Dark Tracker +Enemy tier +7 - 11 +Enemy health tier +8 - 13 +Hazards +Spikes +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Dracula's Castle +RtC +(Depth 3), +Corrupted Prison +, +Ossuary +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +1 +Gear level +III +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Holy Water +, +Bat Volley +, +Whip Sword +, +Cross +, +Bible +, +Hector Outfit +, +Haunted Armor Outfit +, +Acrobatipack +, +Arbalester's Outfit +, +Repeater Crossbow +, +Hayabusa Boots +, +Ninja Outfit +Enemies & Traps +Enemies +Merman +, +Vampire Bat +, +Harpy +, +Throw Master +, +Dire Werewolf +, +Armor Knight +, +Demolisher +, +Dark Tracker +Enemy tier +9 - 13 +Enemy health tier +12 - 16 +Hazards +Spikes +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Dracula's Castle +RtC +(Depth 3), +Corrupted Prison +, +Ossuary +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +3 +Gear level +V +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Holy Water +, +Bat Volley +, +Whip Sword +, +Cross +, +Bible +, +Hector Outfit +, +Haunted Armor Outfit +, +Acrobatipack +, +Arbalester's Outfit +, +Repeater Crossbow +, +Hayabusa Boots +, +Ninja Outfit +Enemies & Traps +Enemies +Merman +, +Vampire Bat +, +Harpy +, +Throw Master +, +Dire Werewolf +, +Armor Knight +, +Demolisher +, +Dark Tracker +Enemy tier +10 - 14 +Enemy health tier +13 - 18 +Hazards +Spikes +Timed door +8 minutes +Untouchable door +60 +Shops +Skill +The +Castle's Outskirts +is a 2nd level +biome +that is exclusive to the +Return to Castlevania DLC +. The Castle's Outskirts stand out with a vibrant blue color palette. The level starts outside the castle, followed by a long elevator shaft with areas to clear to progress upwards, ending with the player crossing the grounds to enter the main castle. +General information +Access and exit +The +Castle's Outskirts +can be accessed from the +Prisoners' Quarters +, but only after the spawn area has been transformed into the "main hub" that contains some NPCs (such as the +Scribe +), has bottles hanging from the ceiling displaying the unlock progress, and more. This is achieved by either talking to the +Tutorial Knight +in two seperate runs, or by winning the first run on a new save file. +When the player starts a run, the player will stop and bats will fly by on the screen. Exploring the +Prisoners' Quarters +the player will meet Richter who will request your aid to fight evil. +At the start of the biome, the player is met with a wall and closed drawbridge blocking entry. In the moat below in front of the castle is a secret tunnel leading into a small dungeon below the walls. It leads to the lever allowing the player to open the drawbridge. Once opened, the drawbridge remains open in subsequent runs. +Exploring further will lead the player to an elevator, going beyond it lead to a coffin. Knocking on the coffin will awaken Alucard who informs the player that the elevator will take them to the castle. The elevator breaks down partway up and the player must traverse the castle and use switches to bring it further up while dodging enemies and hazards. +There is only 1 exit in this biome leading to +Dracula's Castle +RtC +. Other exits will be available after defeating +Dracula +, leading to +Corrupted Prison +and +Ossuary +. +Level characteristics +Scrolls +The area contains 3 scrolls, including 1 Power Scroll, and 2 Dual-Stat Scrolls, which cannot spawn in areas requiring the use of runes to access. On (1+ +BSC +) there is a bonus Power Scroll. When 3 +Boss Stem Cells +are active, this biome has 1 guaranteed +Scroll Fragment +, and when 4/5 +Boss Stem Cells +are active, this biome has 3 guaranteed +Scroll Fragments +. +Enemy tier and gear level scaling +Loot and shops +Main level +1 skill or weapon shop. +1 skill or weapon shop behind +A 13 Cell vat above the elevator. +Boss Stem Cells rewards +1 +BSC +: None +2 +BSC +: Skill or weapon Shop +3 +BSC +: Treasure Chest +4 +BSC +: Two-choice item altar +Keys +A cat can be seen running and jumping around the biome. Catch it to receive the +Ribonned Key +RtC +. +Exclusive blueprints +Secret Blueprints +The following blueprints can be found in secret areas or lorerooms. +Alucard's Shield +can be found in a secret room connected where the player meets Alucard for the time. +The +Maria Renard Outfit +is obtained after freeing +Maria Renard +using the +Ribonned Key +. +Maria's Cat +is obtained after petting the Byakko cat in Maria's cell. +Enemy Blueprints +The +Holy Water +is dropped from +Merman +. +The +Bat Volley +is dropped from +Vampire Bat +. +Enemies +Castle's Outskirts features 2 unique enemies, the +Merman +and +Vampire Bat +. +The table below lists which enemies are present in the on each difficulty level and which blueprints each may drop. When applicable, the minimum difficulty level for blueprint acquisition is specified. +Lore +Notes +There will be an increased amount of +Throw Masters +and +Mermans +on 0-1BC. +Gallery +Alucard's Coffin +Location for Alucard's Shield +Maria in her Cell +Overturned Carriage +Fountain of blood +A fully revealed map showing off the general layout +History diff --git a/wiki_content/Catcher.txt b/wiki_content/Catcher.txt new file mode 100644 index 0000000000000000000000000000000000000000..29bc7ec7421cddab5f9a821055718036599418a0 --- /dev/null +++ b/wiki_content/Catcher.txt @@ -0,0 +1,62 @@ +URL: https://deadcells.wiki.gg/wiki/Catcher + +Catcher +Base health +220 +Location(s) +Graveyard +Fractured Shrines +(4+ BSC) +Undying Shores +(After visiting Graveyard) +Reward +Grappling Hook +(0.4%) +Knockback Shield +(0.4%) +Robin Hood Outfit +(4+ BSC; 0.4%) +Catchers +are +enemies +found in the +Graveyard +and the +Fractured Shrines +FF +. They appear somewhat similar to +Cleavers +and have similarly high health. +Behavior +Catchers walk around slowly and attack whenever the see the player with in range. At melee range, it will perform a quick melee kick. Any further than that and it will throw its hook at the player. +Moveset +Grappling hook +Description: +Tosses a hook that roots and pulls the player on hit. On a successful hit, follows up with a charged slash. +Can be blocked, parried, and dodge rolled. +The hook can be crouched under. +It is possible to roll away from the slash follow-up. This is more likely to be successful if you were hit from further away. +Stomp +Description: +Performs a Stomp that knocks back the player. +Can be blocked, parried, and dodge rolled. +Strategy +The grappling hook can be ducked under. However, the Catcher does walk forward slightly in-between each use of the hook, so he will eventually reach your position if you are on the same platform. +Any ranged weapon you can fire while ducking (such as +bows +) will make Catchers very easy to fight. Simply crouch and fire from a distance and they will not hit you. +Parrying the grappling hook does avoid the attack, but does not damage the Catcher or spawn a reflected projectile. Area of effect shields like +Punishment +or +Bloodthirsty Shield +will still spawn their auras, however, which may damage the Catcher. +Trivia +Catchers occasionally still show up in +High Peak Castle +during +Daily Challenges +despite no longer spawning in that biome for standard gameplay. +Catchers also show up in the +Slumbering Sanctuary +during Daily Challenges despite never spawning in that biome in any of the versions. +History diff --git a/wiki_content/Cavern.txt b/wiki_content/Cavern.txt new file mode 100644 index 0000000000000000000000000000000000000000..25216aa185e9c9fdf78aa4c672ebed2bb7b80e6a --- /dev/null +++ b/wiki_content/Cavern.txt @@ -0,0 +1,513 @@ +URL: https://deadcells.wiki.gg/wiki/Cavern + +The Cave is a strange place where ice and fire coexist. The Alchemist never found out how. +Mining was the most thankless job on the island. Many died buried under rubble, suffocated by toxic vapor, or killed by strange creatures... +Precious crystals were unearthed from this cave on the King's orders. Nobody knows what they were used for. +Longest time without incident: 45 seconds. +Cavern +Stage # +5 +Soundtrack +Cavern +Required Rune(s) +Homunculus Rune +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Graveyard +Next biome(s) +Guardian's Haven +RotG +, +Mausoleum +FF +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Gear level +VII +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +The Boy's Axe +, +Ice Armor +, +Toothpick +, +Flawless +, +Magic Missiles +, +Shrapnel Axes +, +Flying Alcoholic Outfit +Blueprints from secret areas +War Javelin +Enemies & Traps +Enemies +Ground Shakers +, +Slammers +, +Arbiters +, +Skeletons +, +Demons +Enemy tier +20-24 +Hazards +Pools of lava, lanterns, spikes, spiked flails, electric waves +Previous biome(s) +Graveyard +Next biome(s) +Guardian's Haven +RotG +, +Mausoleum +FF +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Gear level +VII +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +The Boy's Axe +, +Ice Armor +, +Toothpick +, +Flawless +, +Magic Missiles +, +Shrapnel Axes +, +Flying Alcoholic Outfit +Blueprints from secret areas +War Javelin +Enemies & Traps +Enemies +Ground Shakers +, +Slammers +, +Arbiters +, +Skeletons +, +Demons +Enemy tier +23-26 +Hazards +Pools of lava, lanterns, spikes, spiked flails, electric waves +Previous biome(s) +Graveyard +, +Slumbering Sanctuary +Next biome(s) +Guardian's Haven +RotG +, +Mausoleum +FF +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Gear level +VII +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +The Boy's Axe +, +Ice Armor +, +Toothpick +, +Flawless +, +Magic Missiles +, +Shrapnel Axes +, +Flying Alcoholic Outfit +, +Drifter Outfit +Blueprints from secret areas +War Javelin +Enemies & Traps +Enemies +Ground Shakers +, +Slammers +, +Arbiters +, +Skeletons +, +Demons +, +Oven Knights +Enemy tier +24-27 +Hazards +Pools of lava, lanterns, spikes, spiked flails, electric waves +Previous biome(s) +Graveyard +, +Slumbering Sanctuary +Next biome(s) +Guardian's Haven +RotG +, +Mausoleum +FF +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +4 +Gear level +VIII +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +The Boy's Axe +, +Ice Armor +, +Toothpick +, +Flawless +, +Magic Missiles +, +Shrapnel Axes +, +Flying Alcoholic Outfit +, +Drifter Outfit +Blueprints from secret areas +War Javelin +Enemies & Traps +Enemies +Ground Shakers +, +Slammers +, +Arbiters +, +Skeletons +, +Demons +, +Oven Knights +Enemy tier +26-29 +Hazards +Pools of lava, lanterns, spikes, spiked flails, electric waves +Previous biome(s) +Graveyard +, +Slumbering Sanctuary +Next biome(s) +Guardian's Haven +RotG +, +Mausoleum +FF +Scrolls +5 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +5 +Gear level +X +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +The Boy's Axe +, +Ice Armor +, +Toothpick +, +Flawless +, +Magic Missiles +, +Shrapnel Axes +, +Berserker +, +Shaman Outfit +, +Flying Alcoholic Outfit +, +Drifter Outfit +Blueprints from secret areas +War Javelin +, +Festive Outfit +Enemies & Traps +Enemies +Ground Shakers +, +Slammers +, +Arbiters +, +Skeletons +, +Demons +, +Oven Knights +, +Failed Experiments +Enemy tier +30-33 +Hazards +Pools of lava, lanterns, spikes, spiked flails, electric waves +Shops +1 weapon shop, 2 skill shops +BSC +Door Rewards +1 BSC +2 BSC +3 BSC +4 BSC +Treasure chest +Treasure chest +Chained items +Festive Outfit +The +Cavern +is a fifth level +biome +exclusive to the +Rise of the Giant DLC +. It is located beyond the +Graveyard +and served as a crystal mine for the +King +. It contains a variety of unique enemies in a series of carved tunnels, with a greenish visual atmosphere. +The layout of the Cavern is peculiar, as it contains narrow shafts, probably used by the miners to move around the area, as well as floating platforms and pools of lava. The Cavern is initially the only way to reach the +Giant +, who is located in the +Guardian's Haven +. +General information +Access and exit +The Cavern can be accessed from the +Graveyard +on all difficulties after defeating the +Hand of the King +at least once and having first accessed the area with the +Cavern Key +. Once the key has been used to open the biome, the Cavern remains permanently accessible from the +Graveyard +, and after the Giant has been defeated once, it can also be accessed from the +Slumbering Sanctuary +through a 2 +BSC +door. +The exits from the Cavern include +Guardian's Haven +and the +Mausoleum +. +FF +Level characteristics +Scrolls +The Cavern contains 6 scrolls, including 4 Scrolls of Power and 2 Dual Scrolls, which cannot spawn in areas requiring the Teleport, Ram or Spider runes. On (4+ +BSC +) there is a bonus Scroll of Power. When 3 +Boss Stem Cells +are active, this biome has 4 guaranteed +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, this biome has 5 guaranteed +Scroll Fragments +. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Cavern based on difficulty. +Loot and shops +Main level +1 +treasure chest +10% chance for a +cursed chest +2 skill shops +1 weapon shop +Boss Stem Cells rewards +1 +BSC +: +Treasure chest +2 +BSC +: +Treasure chest +3 +BSC +: Chained items +4 +BSC +: +Festive Outfit +Exclusive blueprints +Secret areas +The blueprint for the +War Javelin +can be found in a secret area near the end of the level after a series of traps. In order to reach it, the player must use the +Spider Rune +and the +Homunculus Rune +. +The blueprint for the +Festive Outfit +can be found by unlocking a door with the +Garland Key +, which is hidden throughout the level in a secret area on the roof. While it can be found on any difficulty, the door itself can only be accessed on Nightmare/Hell mode, as it is located behind a 4 BSC door. +Enemy blueprints +The blueprints for +The Boy's Axe +, +Toothpick +and +Ice Armor +can be looted from +Ground Shakers +. +The blueprints for +Magic Missiles +and +Shaman Outfit +can be looted from +Arbiters +. +The blueprint for +Flying Alcoholic Outfit +can be looted from +Skeletons +. +Enemies +The Cavern is home to a few unique enemies, including +Ground Shakers +, +Arbiters +, +Skeletons +and +Demons +, +in addition to more common ones. On higher difficulties, +Lacerators +are replaced by +Failed Experiments +. +In the table below, you will find which enemies are present in the Cavern 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. +Lore +Alchemist grimoires +Main article: +The Alchemist +A research grimoire can be found next to barrels of crystals and a vat containing a body. +The Alchemist was apparently trying to use the crystals as the ingredient for a cure for the +Malaise +: +" +We can do more with those crystals than sell them, I'm sure of that... +" +" +Using them on corpses doesn't do anything for now, but I have to keep going! +" +" +This Alchemist... Is he a madman or a genius? +" +King statues +A statue of the King can be found in the Cavern, next to barrels of crystals. +The Beheaded notes how inflated the King's ego appears, that he would go so far as to bring statues all the way to the Cavern: +" +Seriously? The King left one of his statues here? +" +" +Is there no end to his ego? +" +Miners +A lore room full of crystal barrels under the King's banner contains a letter left by a miner. +It illustrates how isolated the miners were from the island's population, knowing little of the raging epidemic and the King's terrible measures to stop the spread of the +Malaise +. Despite being uninformed about the outsides of the Cavern, the miners hid weapons, presumably to defend themselves against the strange creatures within the caverns, and now the monsters from the Malaise: +" +A letter from a soldier. +" +" +There are two kinds of people in the world: those with loaded crossbows and those that dig. +" +" +... We dig. +" +" +We've dug for 7 months. 7 months here and still no news of the outside. +" +" +I hope everything is fine. +" +A storage room full of crystals and banners of the King contains a letter left by a watchman, which alludes to the +Giant +. The letter states that the Giant, who previously guarded the Castle gates, has been slain due to an unknown feud between the King and him: +" +The giant who was watching the castle gates is no more. +" +" +What happened between him and the King, I wonder? +" +" +... I don't know what the Giant did, but judging by the spear, they must've had quite the... difference of opinion. +" +Trivia +Assets for the Cavern were already present in the game files in early access, long before the biome was officially added. +Occasionally, the +Clock Tower +can be visible far in the background of the level, beyond the Cavern itself. +In a previous update, Cavern used to give the highest gear level in the game since its flawless door to +Guardian's Haven +would give XIII gear on 4+ BSC, 1 tier higher than its current gear level. +Gallery +Entrance to the Cavern. +A Slammer and a Ground Shaker strolling around. +The Beheaded next to a couple Demons and a pool of lava. +A magnetic bomb about to blow up the Beheaded. +A narrow elevator shaft. +One of the exits out of the Cavern, leading to the Guardian's Haven. Note the passage to the War Javelin secret area visible on the top right part of the screen. +Secret area containing the War Javelin blueprint. +Secret area containing the Garland Key (notice the vine leaves). +The Cavern key found behind the door in the Prisoners' Quarters after defeating the Hand of the King once. +History +Footnotes +References +↑ +Cavern - Alchemist grimoire crystals GIF +Gfycat +, 2019-02-28 +↑ +Cavern - King statue GIF +Gfycat +, 2019-04-09 +↑ +Javelin showcase, Cavern biome and spoiler outfit - 2BC GIF +Gfycat +, 2019-02-28 +↑ +Crystal storage room +Streamable +, 2019-03-22 diff --git a/wiki_content/Challenge_Rifts.txt b/wiki_content/Challenge_Rifts.txt new file mode 100644 index 0000000000000000000000000000000000000000..adf175493749334584966e3d778a6a718b33cf66 --- /dev/null +++ b/wiki_content/Challenge_Rifts.txt @@ -0,0 +1,29 @@ +URL: https://deadcells.wiki.gg/wiki/Challenge_Rifts + +Challenge Rifts +are optional areas that can be accessed via interacting with a special symbol that can appear randomly in the floor. They will always begin with a chest which contains the +Blueprints +for +Crow's Foot +, one scroll of power and an amulet, as well as many cells. However, once the chest is opened, the exit closes and the beheaded must complete a set of trap-filled platforming challenges to escape. +Fully completing a challenge rift unlocks the +See, that wasn't so hard now, was it? +achievement. +Stage +Has a 20% chance to spawn in all non-boss biomes and are recognized by an ovular rune appearing at the player's feet unlike the runes found on the walls which house food and gold for the player. +Upon entering a challenge rift for the first time, the Beheaded is confronted by a ghost that asks if he wants the chest at the beginning of the rift. He is then warned that taking the chest will make getting out harder than simply leaving. After using the first challenge rift in a save file, he doesn't appear again. +The chest contains various loot for the player, including an amulet, a power scroll, and +Cells +. As soon as the chest is open, the entrance to the stage is sealed and the player must travel to the end of the trap filled stage to escape from it. The rift is closed forever when the player leaves and cannot be entered again, until a new rift with a new trap course appears. +The amount of cells increases with the depth of the location the Rift was found. A Rift in High Peak Castle will contain way more cells than a Rift in Prisoner's Quarters. +The stage is filled exclusively with wall-to-wall traps to hinder the player's progression out of this stage. +Masochist +will reduce the damage of those traps as well. +Any items left in the rift will be teleported to the side of the original portal when the player leaves. This counts even for useless items, like the +Prisoner's Collar +. +Trivia +In earlier versions of the game challenges had far fewer traps but were full of enemies. The goal was to kill all enemies within a time limit without getting damaged by the enemies or traps. +There is no limit to the maximum number of challenge rifts that can spawn per run. +[needs testing] +Challenge rifts are blue and orange, like the portals from the Portal series. diff --git a/wiki_content/Cleaver.txt b/wiki_content/Cleaver.txt new file mode 100644 index 0000000000000000000000000000000000000000..6f9b94bf32c30da8c3509551f7983b291c6a234a --- /dev/null +++ b/wiki_content/Cleaver.txt @@ -0,0 +1,19 @@ +URL: https://deadcells.wiki.gg/wiki/Cleaver + +This +disambiguation +page lists articles associated with the same title. If an +internal link +referred you here, you may wish to change the link to point directly to the intended article. +Cleaver +can designate two things in +Dead Cells +: +Cleaver (Skill) +, a trap that deploys a bed of sawblades to lacerate enemies walking over them. +Cleaver (Enemy) +, a large knight with an axe found in the +Forgotten Sepulcher +and the +Morass of the Banished +. diff --git a/wiki_content/Cleaver_(Enemy).txt b/wiki_content/Cleaver_(Enemy).txt new file mode 100644 index 0000000000000000000000000000000000000000..9f8ef71f54f7ffd11448100b46f5e28ef3c40236 --- /dev/null +++ b/wiki_content/Cleaver_(Enemy).txt @@ -0,0 +1,66 @@ +URL: https://deadcells.wiki.gg/wiki/Cleaver_%28Enemy%29 + +Cleaver +Base health +200 +Location(s) +Forgotten Sepulcher +, +Morass of the Banished +Throne Room +(summoned by the Hand of the King) +Observatory +(summoned by the boss) +Reward +Death Orb +(10%) +Spiked Shield +(100%) +Cleavers +are large enemies found in the +Forgotten Sepulcher +and the +Morass of the Banished +. They are slow, but have a lot of health and deal great damage. +Behavior +The Cleaver's only behavior is it will throw its axe at the player when approached. It will not attack again until the axe has returned to the Cleaver (or its equivalent time if the Cleaver was moved or disabled). +Moveset +Axe throw +Description: +Tosses an axe that boomerangs back to the Cleaver. +Can be blocked, parried, and dodge rolled. +This attack also has a melee component that hits at close range when throwing the axe. +The axe can hit multiple times. +The axe will stop at a wall while it's going forward, then return as usual. +The axe disappears when it returns to the Cleaver or it hits a wall on its way back. +The Cleaver cannot "catch" the axe if it is frozen or stunned, causing it to go behind them. +Strategy +Cleavers are predictable but tanky enemies. They have only one attack, but it's dangerous and persists a long time. The axe has a large hitbox, long reach, and can hit multiple times. Do not be against a wall while an axe is hurtling towards you or it will spell certain death if you get hit. +The Cleaver is completely vulnerable from the rear. If you're close to the Cleaver, roll behind it before it throws the axe. If you're too far, roll through or jump over the axe first then jump or roll behind the Cleaver. Don't roll into the Cleaver too early or you might get hit by its melee attack. +Watch out for the axe when it comes back. If the Cleaver is stunned or frozen, the axe will continue its trajectory. Remember to jump over or dodge it. +Notes +Previously named +Meat Grinder +. +Despite both the Cleaver enemy and the +Cleaver +skill sharing the same name, even sharing the name +Meat Grinder +prior to both being changed to +Cleaver +, this enemy does not drop the blueprint for said skill. +Cleavers were formerly found in the +Stilt Village +, then called +Fog Fjord +. +Before +v1.7 +, aka the +Bad Seed DLC +, Cleavers could only be found exclusively in Forgotten Sepulcher. This marks it as the second enemy to lose biome exclusivity, with the first being the +Slammer +. The +Corpulent Zombie +was then introduced as Forgotten Sepulcher's new exclusive enemy. +History diff --git a/wiki_content/Cleaver_(Skill).txt b/wiki_content/Cleaver_(Skill).txt new file mode 100644 index 0000000000000000000000000000000000000000..02c7a2f5f9416c607d318de3887ba6de1305b943 --- /dev/null +++ b/wiki_content/Cleaver_(Skill).txt @@ -0,0 +1,103 @@ +URL: https://deadcells.wiki.gg/wiki/Cleaver_%28Skill%29 + +Cleaver +Inflicts +bleeding +(6 DPS for 1.8 sec) on enemies that walk over it. +Internal name +GroundSaw +Type +Deployable +Scaling +Combo rate +One hit every 0.3 seconds +Recharge +8 seconds +Duration +1.8 seconds +Base trap health +50 +Base price +1500 +Damage +Base DPS +50 +Base DoT DPS +6 +bleeding +Blueprint +Location +Drops from +Runners +Drop chance +1.7% +Unlock cost +30 +Cleaver +is a +deployable +skill +which deploys a bed of sawblades to lacerate and inflict +bleeding +on enemies walking over them. +Details +Special Effects: +Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. The projectile will bounce off a Shieldbearer's shield without detonating. Upon exploding, it deploys a bed of sawblades. +Cleaver deals damage over time to enemies walking over it at a rate of 2 ticks per second, producing a base tick damage of 17.5. +Cleaver inflicts +bleeding +on enemies for 1.8 seconds, damaging them for 6 DPS per effect. +Cleaver takes damage as it attacks, and can inflict up to 50 stacks of +bleeding +in its lifetime. +Only one bed of sawblades per Cleaver skill is allowed at a time - attempting to deploy a second one will destroy the first one. +Cleaver ceases to function if the player moves too far away, but resumes operation once the player comes back into range. +Tags: +Deployable, Bleed, NeedPower +Legendary Version: +Forced +Affix +: Double Stack +"Applies 2 stacks of damage over time effects instead of 1." +Synergies +The Cleaver causes +bleeding +, satisfying the critical condition for +Sadist's Stiletto +, +Leghugger +TQatS +and +Hemorrhage +RotG +. +The Cleaver can be used with all other sources of +bleeding +(eg. +Blood Sword +and +Sinew Slicer +) to inflict the five bleeding stacks necessary for +blood +bursts. +Notes +The Cleaver is the only item within +deployable traps +that does not scale with +tactics +. +Affixes such as "+80% damage to +poisoned +targets" apply to both the direct damage dealt by this turret and the inflicted +bleed +status. +Since the Cleaver causes +bleeding +, it synergizes with the "+60% damage to +bleeding +targets" affix which may appear on other items. +Trivia +This item was previously called +Meat Grinder +. +History diff --git a/wiki_content/Clock_Room.txt b/wiki_content/Clock_Room.txt new file mode 100644 index 0000000000000000000000000000000000000000..b600ee95401bcdcefc0703b3d557b3c99079dbe8 --- /dev/null +++ b/wiki_content/Clock_Room.txt @@ -0,0 +1,303 @@ +URL: https://deadcells.wiki.gg/wiki/Clock_Room + +An error of just a thousandth of a second in the calibration of the clock could have serious consequences. +It's in this room that the Time K... No, it was in this room that... No, in this room the Time Keeper will... Hold on, where were we when? +The Time Keeper overlooks almost the whole island from here. The whole island, except the king's castle. +Clock Room +Soundtrack +Formerly Known As Assassin +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Clock Tower +, +Forgotten Sepulcher +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Dracula's Castle +RtC +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Lightspeed +, +Ice Shards +, +Ice Crossbow +, +Velocity +, +Tainted Flask +, +Emergency Triage +, 6 +Temporal Outfits +Enemies & Traps +Boss(es) +The Time Keeper +Enemy tier +22 +Previous biome(s) +Clock Tower +, +Forgotten Sepulcher +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Dracula's Castle +RtC +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Lightspeed +, +Ice Shards +, +Ice Crossbow +, +Velocity +, +Tainted Flask +, +Emergency Triage +, 6 +Temporal Outfits +Enemies & Traps +Boss(es) +The Time Keeper +Enemy tier +24 +Previous biome(s) +Clock Tower +, +Forgotten Sepulcher +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Dracula's Castle +RtC +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Lightspeed +, +Ice Shards +, +Ice Crossbow +, +Velocity +, +Tainted Flask +, +Emergency Triage +, 6 +Temporal Outfits +Enemies & Traps +Boss(es) +The Time Keeper +Enemy tier +25 +Previous biome(s) +Clock Tower +, +Forgotten Sepulcher +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Dracula's Castle +RtC +Scroll Fragments +2 +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Lightspeed +, +Ice Shards +, +Ice Crossbow +, +Velocity +, +Tainted Flask +, +Emergency Triage +, 6 +Temporal Outfits +Enemies & Traps +Boss(es) +The Time Keeper +Enemy tier +26 +Previous biome(s) +Clock Tower +, +Forgotten Sepulcher +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Dracula's Castle +RtC +Scroll Fragments +3 +Gear level +IX +Runes and Blueprints +Blueprints from enemies +Lightspeed +, +Ice Shards +, +Ice Crossbow +, +Velocity +, +Tainted Flask +, +Emergency Triage +, 6 +Temporal Outfits +Enemies & Traps +Boss(es) +The Time Keeper +Enemy tier +34 +The +Clock Room +is a second boss +biome +. In this place is where the +Time Keeper +calibrates time, quietly overlooking the whole island from her perch. She is nimble and has a way with advanced usage of shurikens and swords. When she moves, it is at if she is cutting through time itself. +General information +Access and exit +The Clock Room can be accessed from either the +Clock Tower +or +Forgotten Sepulcher +. +There are four exits out of the Clock Room. The main exit leads to +High Peak Castle +and the +Infested Shipwreck +. +TQatS +After meeting the +Hand of the King +at least once, an exit to the +Derelict Distillery +is also available. +After beating +Death +and starting a new run, +Dracula's Castle +RtC +can be entered from here as long as the player has not entered the DLC before in the run. +Level characteristics +Scrolls +When 3 +Boss Stem Cells +are active, the +Time Keeper +will drop 2 +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, she will drop 3 +Scroll Fragments +. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Clock Room based on difficulty. +Exclusive blueprints +Beating the +Time Keeper +will award the following blueprints: +1st kill - +Lightspeed +skill +3rd kill - +Ice Shards +weapon +4th kill - +Ice Crossbow +weapon +5th kill - +Velocity +mutation +6th kill - +Tainted Flask +mutation +7th kill - +Emergency Triage +mutation +Temporal Outfits +Beating the +Time Keeper +will also reward the player with one of her +outfits +. There are 6 Temporal outfits, one for each difficulty and one for defeating the +Time Keeper +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 +BSC +if it hasn't been looted yet. +0 +BSC +: +Classic Temporal Outfit +1 +BSC +: +Desert Temporal Outfit +2 +BSC +: +Volcanic Temporal Outfit +3 +BSC +: +Hunter's Temporal Outfit +4 +BSC +: +Collector's Temporal Outfit +Flawless kill: +Flawless Temporal Outfit +Lore +The Time Keeper +See the +main article +for information about the Time Keeper. +History diff --git a/wiki_content/Clock_Tower.txt b/wiki_content/Clock_Tower.txt new file mode 100644 index 0000000000000000000000000000000000000000..31987c1701f707d289f1424482e9dcb5dfae7ea9 --- /dev/null +++ b/wiki_content/Clock_Tower.txt @@ -0,0 +1,375 @@ +URL: https://deadcells.wiki.gg/wiki/Clock_Tower + +The Time Keeper hasn't been seen for a long time. Or else very recently... Uh, wait a minute... When is now? +The first few hours in this tower can cause nausea, what with everything contracting and dilating at the same time. +Some villagers claim to have seen the hands of the clock turning backward. Of course, those are just rumours... +A long time ago the Time Keeper obtained the King's permission to build this gigantic tower. No one knows the terms of the agreement. +Clock Tower +Stage # +5 +Soundtrack +Clock Tower +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Fractured Shrines +FF +; +Graveyard +only if no other exit was reachable there +Next biome(s) +Clock Room +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Gear level +V +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Predator +, +Hokuto's Bow +, +Skeleton Outfit +Blueprints from secret areas +Punishment +Enemies & Traps +Enemies +Undead Archers +, +Bombardiers +, +Dark Trackers +, +Cannibals +, +Automatons +Enemy tier +19-23 +Wandering Elite chance +100% +Elite room chance +40% +Hazards +Spikes, spiked flails +Previous biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Fractured Shrines +FF +; +Graveyard +only if no other exit was reachable there +Next biome(s) +Clock Room +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Gear level +V +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Predator +, +Hokuto's Bow +, +Skeleton Outfit +Blueprints from secret areas +Punishment +Enemies & Traps +Enemies +Undead Archers +, +Bombardiers +, +Dark Trackers +, +Cannibals +, +Automatons +Enemy tier +22-24 +Wandering Elite chance +100% +Elite room chance +40% +Hazards +Spikes, spiked flails +Previous biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Fractured Shrines +FF +; +Graveyard +only if no other exit was reachable there +Next biome(s) +Clock Room +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Gear level +V +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Predator +, +Hokuto's Bow +, +Skeleton Outfit +Blueprints from secret areas +Punishment +Enemies & Traps +Enemies +Undead Archers +, +Bombardiers +, +Dark Trackers +, +Cannibals +, +Automatons +, +Oven Knights +Enemy tier +23-26 +Wandering Elite chance +100% +Elite room chance +40% +Hazards +Spikes, spiked flails +Previous biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Fractured Shrines +FF +; +Graveyard +only if no other exit was reachable there +Next biome(s) +Clock Room +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +3 +Gear level +VI +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Predator +, +Hokuto's Bow +, +Skeleton Outfit +Blueprints from secret areas +Punishment +Enemies & Traps +Enemies +Undead Archers +, +Bombardiers +, +Dark Trackers +, +Cannibals +, +Automatons +, +Oven Knights +, +Demolishers +Enemy tier +25-28 +Wandering Elite chance +100% +Elite room chance +40% +Hazards +Spikes, spiked flails +Previous biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Fractured Shrines +FF +; +Graveyard +only if no other exit was reachable there +Next biome(s) +Clock Room +Scrolls +5 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +4 +Gear level +VIII +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Predator +, +Hokuto's Bow +, +Dictator Outfit +Blueprints from secret areas +Punishment +Enemies & Traps +Enemies +Bombardiers +, +Dark Trackers +, +Cannibals +, +Automatons +, +Oven Knights +, +Demolishers +, +Inquisitors +Enemy tier +29-32 +Wandering Elite chance +100% +Elite room chance +40% +Hazards +Spikes, spiked flails +BSC +Door Rewards +1 BSC +2 BSC +3 BSC +Weapon/Skill Shop +Cells vat +Treasure chest +The +Clock Tower +is a fifth level +biome +. The Clock Tower rises above the +Stilt Village +, up into the clouds. The only thing it does not look down upon is the king's keep. It is a bit nauseating to climb, although bearable. +Yet... There is something one will never get used to: Time. One can feel it looping, speeding up and slowing down at the same time. The purpose of this need for time adjustments is one known by few... +General information +Access and exit +The Clock Tower can be accessed from the +Stilt Village +and the +Slumbering Sanctuary +, or from the +Graveyard +if it spawned an exit to the Clock Tower. +The only exit out of the Clock Tower leads to the +Clock Room +, where the +Time Keeper +awaits. The exit is blocked by a door that requires the +Clockmaker's Key +which can be found in a room at the top of one of the towers. +Level characteristics +Scrolls +The Clock Tower contains 6 total scrolls: 4 Scrolls of Power and 2 Dual Scrolls, which cannot spawn in areas requiring the Teleport, Ram or Spider runes. On (4+ +BSC +) there is a bonus Scroll of Power. When 3 +Boss Stem Cells +are active, this biome has 3 guaranteed +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, this biome has 4 guaranteed +Scroll Fragments +. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Clock Tower based on difficulty. +Loot and shops +Main level +1 +Treasure chest +2 weapon or skill shops +Boss Stem Cells rewards +1 +BSC +: Weapon or Skill shop +2 +BSC +: Cells vat +3 +BSC +: +Treasure chest +Exclusive blueprints +Bell puzzle +There is a puzzle here involving the four background bells that grants the +Bell Tower Key +to the door leading to the blueprint for +Punishment +. +To solve this puzzle, the four bells must be rang in a specific order, from the lowest pitch to the highest. If you are having difficulties determining the correct order, it may be helpful to focus on the volume of the bells instead of the pitch. Additionally, the visual sound waves' distance between each each wave is unique for every bell. +Enemy blueprints +The blueprint for the +Predator +can be looted from +Automatons +. +Enemies +The table below lists which enemies are present in the Clock Tower on each difficulty level and which blueprints each may drop. When applicable, the minimum difficulty level for blueprint acquisition is specified. +Lore +The Time Keeper +The Beheaded +encounters a crossing area with a series of giant floating swords, with a few weird conditions and physics attached. It seems to be somewhat disturbed by them. Upon opening the door to a room, it feels " +Like I'm floating, as if everything was speeding up and slowing down at the same time. +" +A letter left by the Time Keeper indicates that she is repeating the same day over and over, as if time was rewinding every day. +Indeed, the Time Keeper keeps track of all the infected people and monsters she has executed, but all her entries are classified as "Day 1". It would appear that this task is quite taxing for her, as the number of people and monsters executed per day lowers. +Alchemist grimoires +A grimoire by the +Alchemist +reports he found a formulation (which likely includes the Sanctuary substance as base ingredient) that slows down the mutagenic effects of the +Malaise +. +A guard's room contains a note which states that the guard is going to attempt to talk to the Alchemist about evacuating due to the rampant illness. The note is cut off before the word "Alchemist" can be finished. Behind the room is a secret alchemy lab. +Other rooms +As with most biomes, there is a chance of finding a lore room with a bonfire, referencing the game Dark Souls. When you interact with a sword at the campfire, The Beheaded will say "The campfire was abandoned by an earlier visitor", "It won't hurt if i stay here a little" and "Something has changed". Words written on the wall spell "GIT GUD" when interacted with, and the dead man will give an item with some gold. An enemy will sometimes appear in the room, and will drop a lot of cells upon death (50 at 1 Boss Stem Cells). +You need the +Ram Rune +. +Gallery +TBA +History +References +↑ +Clock Tower - Floating swords room GIF +Gfycat +, 2019-04-10 +↑ +ClockTower - Assassin letter GIF +Gfycat +, 2018-08-22 +↑ +ClockTower - Alchemist experiments GIF +Gfycat +, 2018-08-19 diff --git a/wiki_content/Clumsy_Swordsman.txt b/wiki_content/Clumsy_Swordsman.txt new file mode 100644 index 0000000000000000000000000000000000000000..8fca0c7ee0fa0c8ce71bbfa0ed48fe0013d37d9a --- /dev/null +++ b/wiki_content/Clumsy_Swordsman.txt @@ -0,0 +1,53 @@ +URL: https://deadcells.wiki.gg/wiki/Clumsy_Swordsman + +Clumsy Swordsman +Base health +100 +Location(s) +Undying Shores +FF +Related +Apostate +, +FF +Failed Homunculus +, +FF +Dastardly Archer +, +FF +Compulsive Gravedigger +FF +Clumsy Swordsmen +are undead +enemies +found in the +Undying Shores +FF +that resemble the +Beheaded +in more than one way. They are exclusive to the +Fatal Falls DLC +. +Behavior +Clumsy Swordmen are initially corpses laying around in the biome, until they got resurrected by nearby +Apostates +. +FF +They attack by swinging their swords twice. They can also teleport if the player is on another platform. +Moveset +Double Slash +Description: +Performs 2 melee attacks +Can be blocked, parried, and dodge rolled. +Strategy +The most effective way of dealing with them is simply not letting nearby +Apostates +FF +revive them at all. Killing the Apostate that spawned it will instantly kill this enemy too. +If they are revived, a good strategy is to lead them away from the area where the apostate is so that they can't be revived. This is an especially good idea if the Apostate has revived several other enemies as well to swarm the player and making it difficult to kill the Apostate. +Trivia +They appear to be somewhat mimicking the attacks of most basic sword weapons available to the player, such as the +Rusty Sword +. +History diff --git a/wiki_content/Cluster_Grenade.txt b/wiki_content/Cluster_Grenade.txt new file mode 100644 index 0000000000000000000000000000000000000000..1860c21f89549619e455554349996c386f0ab61a --- /dev/null +++ b/wiki_content/Cluster_Grenade.txt @@ -0,0 +1,50 @@ +URL: https://deadcells.wiki.gg/wiki/Cluster_Grenade + +Cluster Grenade +Breaks into 6 bombs (50 damage each). +Internal name +ClusterBomb +Type +Grenade +Scaling +Combo rate +Six bombs per use +Recharge +20 seconds +Base price +1800 +Damage +Base combo damage +350 (total damage of 7 bombs) +Base hit +50 +Blueprint +Location +Drops from +Slashers +Drop chance +1.7% +Unlock cost +20 +The +Cluster Grenade +is a +grenade +skill +which throws a projectile that splits into several smaller bombs to cover a large area in explosions. Its blueprint can drop from +Slashers +. +Details +Special Effects: +Throws an arcing projectile which produces 6 bombs on contact with an enemy or a horizontal surface. +The main bomb and all bombs bounce off of a Shieldbearer's shield without detonating. +Tags: +Ranged, Explosive, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Echo +"Explodes again after a brief moment." +Notes +This grenade works exceptionally well at dishing out damage in large areas due to its inherent properties. However, It can also deal much larger amounts of damage to enemies in smaller rooms because the explosions will be in a much more focused area of impact. +History diff --git a/wiki_content/Cocoon.txt b/wiki_content/Cocoon.txt new file mode 100644 index 0000000000000000000000000000000000000000..3cd02b9eb512921c367e94de322fe71f6007b717 --- /dev/null +++ b/wiki_content/Cocoon.txt @@ -0,0 +1,102 @@ +URL: https://deadcells.wiki.gg/wiki/Cocoon + +Cocoon +Parries all around you dealing 30 damage. A successful +parry +resets the cooldown. +Internal name +BubbleShieldPower +Type +Power +Scaling +Recharge +12 seconds (instant if +parry +is successful) +Duration +0.35 seconds (stun effect) +Base price +1500 +Damage +Base hit +30 ( +60 +on a successful +parry +) +Blueprint +Location +Found behind one of the three special rune doors in the +Undying Shores +Unlock cost +50 +The +Cocoon +is a special +power +skill +exclusive to the +Fatal Falls DLC +. When used, it parries attacks nearby in a similar fashion to a shield. +Details +Special Effects: +On use, a bubble is formed around the player that can +parry +any attack from any direction. +On a successful parry, the cooldown is instantly reset, even with projectiles and bombs. +A successful parry can trigger +Mutations +that have an effect when successfully +parrying +. +As it parries in all directions, Cocoon can also affect certain attacks not affected by shields such as the upwards and downwards stab from +Lancers +, the shockwave from +The Hand of the King +, fire strikes from +The Concierge +and +Sweepers +, or even deflect incoming projectiles from vertical angles. +Tags: +ShortCooldown +Legendary Version: +Forced +Affix +: +Parry +Streak +"Each successful +parry +with this item reduces its cooldown the next time it starts." +Location +Flags with runes +The Cocoon is found behind one of the three special rune doors in the +Undying Shores +. To absorb the blueprint, the player must open the correct door. Each door has two glowing runes above them. The combinations of runes to open the right door are found throughout the biome, on small violet tapestries. If the player fails to open the right door, the two remaining doors will stay locked for the rest of the run. +Possible Affixes +Minor Affixes: +Colorless (on legendary, on blueprint completion, and through custom mode) +Stun Damage (weight 15) +Ice Damage (weight 15) +Death Freeze (weight 20) +Shock Damage (weight 15) +Root Damage (weight 15) +Fire Damage (weight 15) +Poison Damage (weight 15) +Death Fire (weight 50) +Oil (weight 10) +Stun Damage (weight 15) +Death Worm (weight 15) +Blue Fire Damage (weight 15) +Death Explosion (weight 30) +Bleed Damage (weight 15) +Major Affixes: +More Damage (weight 10) +Run Speed on Kill (weight 10) +Double Damage (weight 6) +Poison on Hit (weight 10) +Bleed on Hit (weight 1) +Forced Legendary Affix: +Parry Streak +History diff --git a/wiki_content/Cold_Blooded_Guardian.txt b/wiki_content/Cold_Blooded_Guardian.txt new file mode 100644 index 0000000000000000000000000000000000000000..2a875d9d78b515784e9152020f2af1ebf2d13884 --- /dev/null +++ b/wiki_content/Cold_Blooded_Guardian.txt @@ -0,0 +1,61 @@ +URL: https://deadcells.wiki.gg/wiki/Cold_Blooded_Guardian + +Cold Blooded Guardian +Base health +150 +Location(s) +Fractured Shrines +FF +Undying Shores +FF +(After visiting Fractured Shrines) +Reward +Snake Fangs +FF +(1.7%) +Lizard Outfit +FF +(1.7%) +Cold Blooded Guardians +are snake-like +enemies +found in the +Fractured Shrines +FF +and +Undying Shores +. +FF +They are exclusive to the +Fatal Falls DLC +. +Behavior +When they spot the player, these enemies can move quickly towards them. At close range they will use their tail and poisoned claws for melee attack, while at long range they throw a javelin which they will teleport to when it lands if the player is on the same platform as the javelin. +Moveset +Tail swipe +Description: +At close range will swipe their tail at the player. +Can be blocked, parried, and dodge rolled. +Can be jumped over. +Poisoned claws +Description: +At close range will attack twice with it claws and will poison the player for a short amount of time. +Can be blocked, parried, and dodge rolled. +Spear throw +Description: +Lifts spear and aims before throwing it at the player. Can throw to lower or higher levels if in line of sight. After a few seconds will teleport towards the spear. +Can be blocked, parried, and dodge rolled. +Can be jumped over or ducked under. +Strategy +Close range attacks work fine, though pay attention to their melee attack and dodge/parry to avoid getting hit. +At longer range wait until they throw their spear and move away before it lands. You can prepare a trap at the spear for when they teleport towards it. +Trivia +The spear they use has the same ability as the +War Javelin +. +RotG +The enemy is possibly a hybrid between a snake and a cultist due to its garb when compared to the +Cultist Outfit +. +Its name probably derives from how snakes are ectotherms. Furthermore, it drops reptile-relevant blueprints. +History diff --git a/wiki_content/Collector's_Syringe.txt b/wiki_content/Collector's_Syringe.txt new file mode 100644 index 0000000000000000000000000000000000000000..ab9589497e78dd2aa350784ab38ef80ee3659eb0 --- /dev/null +++ b/wiki_content/Collector's_Syringe.txt @@ -0,0 +1,83 @@ +URL: https://deadcells.wiki.gg/wiki/Collector%27s_Syringe + +This article +contains spoilers +regarding the true ending of the game. Discretion is advised. +Collector's Syringe +Spin the syringe around you to inflict damage. Activate again to add 40 DPS (up to 5 times) and 5 secs, for a mere few cells. +Become the Spin Doctor. +Internal name +CollectorSpin +Type +Power +Scaling +Combo rate +10 damage ticks per second +Recharge +20 seconds +Duration +5 seconds +Base price +4000 +Damage +Base DPS +40-240 +Base hit +4-24 +Blueprint +Location +Drops from the +Collector +(1st kill) +Unlock cost +200 +The +Collector's Syringe +is a melee +power +skill +which unleashes a whirlwind around the player which rapidly damages enemies in contact with it, and can be activated multiple times while active to spend cells to further increase its power. This item is exclusive to the +Rise of the Giant DLC +. +Details +Special Effects: +Greatly increases movement speed and jump height, as well as giving resistance to stun when falling from a great distance. +The Syringe can be reactivated up to 5 times to increase damage and duration: +1st use - 0 Cell cost - Increases DPS to 80 and adds 5 seconds. +2nd use - 1 cell cost - Increases DPS to 120 and adds 5 seconds. +3rd use - 2 cells cost - Increases DPS to 160 and adds 5 seconds. +4th use - 3 cells cost - Increases DPS to 200 and adds 5 seconds. +5th use - 4 cells cost - Increases DPS to 240 and adds 5 seconds. +Additional uses - 5 cells cost - Increases duration by 5 seconds per use. +Tags: +InstantBlueprint, HasDuration, NeedUnlockToDropAsLegendary, DontDropInDailies +Legendary Version: +Forced +Affix +: Global Shield on Use +"Generates a shield when used." +Notes +This skill is considered a melee attack and can trigger relevant +Mutations +. +Performing any action other than moving, jumping, ground slamming or picking up items will deactivate the skill and begin its cooldown. +The Syringe has no duration cap, allowing it to remain active indefinitely uses provided the player has enough cells. +Similar to the Lacerating Aura, it is possible to use two Collector's Syringes at the same time, but only one of them would deal damage. +Being one of the last items players unlock in the game, it is exceptionally powerful - It is one of the fastest-ticking items in the game therefore it can kill and breach enemies very easily. +It also works well with builds that have limited vertical reach against aerial threats such as Bomber, Kamikaze or Bat. +It should be noted that the Collector's Syringe should not be used against the Collector boss as he will take away all your cells before beginning the boss fight. Therefore it is advised to take another skill before his fight +Trivia +Because the blueprint for this item is only dropped by the +Collector +, it is technically an item exclusive to the +Rise of the Giant DLC +, even though it was added to the game in +v1.4 +. +Prior to +v1.4.8 +, the Collector's Syringe was obtainable as a legendary drop without having it unlocked; this is no longer the case. +The Collector's Syringe mimics the spin attack used by the +Collector +. +History diff --git a/wiki_content/Combo.txt b/wiki_content/Combo.txt new file mode 100644 index 0000000000000000000000000000000000000000..8b2e7f51470134ab0ed71a05634d6e3497982429 --- /dev/null +++ b/wiki_content/Combo.txt @@ -0,0 +1,36 @@ +URL: https://deadcells.wiki.gg/wiki/Combo + +Combo +Each consecutive hit that connects continues your combo, increasing your damage dealt. The combo expires after 2.5 sec or if you are dealt damage. +Internal name +P_DmgKill +Scaling +Combo +is a +brutality +-scaling +mutation +which increases damage dealt for 2.5s seconds after damaging an enemy. +Details +Scroll Cap: +None +Special Effects: +Increases damage dealt by a percentage for 2.5s seconds after damaging an enemy. +Each hit refreshes the damage buff. +Scaling: +2% + 0.1% * Stat +damage bonus per hit. +Synergies +The melee weapons with the faster hit rates (eg. +Abyssal Trident +TQatS +, +Morning Star +RtC +) can leverage the effects of this mutation best. +The +Balanced Blade +both has a high hit rate and increases in damage with each consecutive hit. +Notes +Requires enemies to be hit with melee attack to be activated. +History diff --git a/wiki_content/Compulsive_Gravedigger.txt b/wiki_content/Compulsive_Gravedigger.txt new file mode 100644 index 0000000000000000000000000000000000000000..36b942e29fffcf1c06999fb15ed45442fd24e452 --- /dev/null +++ b/wiki_content/Compulsive_Gravedigger.txt @@ -0,0 +1,49 @@ +URL: https://deadcells.wiki.gg/wiki/Compulsive_Gravedigger + +Compulsive Gravedigger +Base health +130 +Location(s) +Undying Shores +FF +Related +Apostate +, +FF +Failed Homunculus +, +FF +Clumsy Swordsman +, +FF +Dastardly Archer +FF +Compulsive Gravediggers +are undead +enemies +found in the +Undying Shores +FF +that resemble the +Beheaded +in more than one way. They are exclusive to the +Fatal Falls DLC +. +Behavior +Compulsive Gravediggers can be initially found as corpses on the ground. When the player gets close and an +Apostate +FF +is nearby, it will be revived. They use melee attacks with a moveset similar to the +Shovel +, and has said weapon's ability of reflecting grenades thrown by the player back to them. +Moveset +Shovel strike +Description: +Swings at the player with the shovel, dealing massive damage on hit. +Can be blocked, parried, and dodge rolled. +Briefly stuns the player on hit. +Knocks the player backwards. +Strategy +Killing the Apostate that spawned it will instantly kill this enemy too. +If near the enemy, focus on parrying the attack or getting away. Be wary of their reflecting ability, which can cause the player's projectiles to damage the player. +History diff --git a/wiki_content/Conjunctivius.txt b/wiki_content/Conjunctivius.txt new file mode 100644 index 0000000000000000000000000000000000000000..b0490d6cb2dae82d2ca39f52c4150123afc2cc46 --- /dev/null +++ b/wiki_content/Conjunctivius.txt @@ -0,0 +1,279 @@ +URL: https://deadcells.wiki.gg/wiki/Conjunctivius + +Conjunctivius +Location(s) +Insufferable Crypt +Reward +Tentacle +(1st kill) +Cursed Sword +(3rd kill) +Gastronomy +(4th kill) +Recovery +(5th kill) +Advanced Forge I +(6th kill) +6 +Conjunctivius Outfits +(1 for flawless kill and 1 for each +BSC +difficulty (except in the Hell difficulty)) +“ +Some of the guards tell of throwing bodies down there to feed her. Perhaps she just wanted to play? +„ +Conjunctivius +is the second tier 1 +boss +in the game and is an alternative to the +Concierge +. She is encountered in the +Insufferable Crypt +, in which main path requires the +Ram Rune +. +Conjunctivius is shackled to the walls by three chains, one for each phase. Four platforms are arranged around the room. +Damage of a single hit is capped at 15% of Conjunctivius's maximum health. The damage cap for her tentacles is 25%. +Moveset +In 1+ +BSC +, Conjunctivius goes straight to the second phase. +Primary attacks +Body slam +Description: +Conjunctivius projects a beam of red light, then charges in that direction. +Can be blocked, +parried +, and dodge rolled. +Magic Bolts +Description: +Conjunctivius shoots a burst of 8 green bolts out from her eye in a sun pattern. +Can be blocked, +parried +, and dodge rolled. +After each tentacle phase, she will fire an additional burst. For example, after the third, she will fire four bursts of green bolts. +Aura of laceration +Description: +A red circle flashes around Conjunctivius, then bursts into electricity, damaging on contact. +Cannot +be blocked or +parried +, but can be dodge rolled only if you dodge out of the area. +Rain of bolts +Description: +The platforms get retracted, forcing you on the ground. Conjunctivius moves to the top of the room and floats side to side while firing a barrage of magic bolts. +Can be blocked, +parried +, and dodge rolled. +Summon tentacles +Description: +After certain health thresholds, Conjunctivius will break a shackle and summons tentacles. All the platforms are deactivated and she moves to the center of the room, gaining damage immunity as well as a force field. +The tentacles behave the same as the +Sewer's Tentacle +, their attacks are listed further down. +Tentacles behave separately from each other and may do different attacks at the same time. +She spawns 3 tentacles in the first phase. An additional tentacle is spawned for each subsequent phase. +When a tentacle is defeated, all enemy activity briefly ceases as Conjunctivius takes some damage instantly before firing harmless lightning bolts to the tentacles. The remaining tentacles will increase in speed and change their color from blue to purple, before crimson. +When the tentacles are all defeated, the boss resumes her primary attacks. +Tentacle attacks +Piercing strike +Description: +The tentacles burrow underground and follows the player, popping up to deal damage. +Can be blocked, +parried +and dodge rolled. +Area sweep +Description: +In the second and third phase, a tentacle can charge across the room, dealing damage on contact and pushing the player back a bit. +Can be blocked, +parried +, and dodge rolled. +Strategy +Primary attacks +Body slam +The attack is telegraphed by a red line along which the attack will travel, so you can easily get out of the way or place traps in its path. +This attack has the boss staying still for a decent time, so a good strategy is to bait the boss into a position where she can be easily hit such as on or near a platform or the ground. +A good tactic is to hug a wall and wait there until the telegraph starts. Lay down a +Wolf Trap +and roll into the wall to dodge the hit. Conjunctivius will be trapped, allowing you to attack with any weapon you want. +Placing a turret as well can increase damage dealt. +Be aware that the boss can use +Aura of Laceration +in this position. +Magic bolts +The magic bolts can be blocked or +parried +back to the boss with any shield. You can attempt to dodge them by rolling or running but this comes with the risk of walking in the path of another bolt. +Aura of laceration +Staying out of its range is easy as the aura is only slightly bigger than the boss itself. Use ranged weapons or AoE/DoT inflicting weapons/skills to deal damage. +This attack has the boss staying still for a decent time, so a good strategy is to bait the boss into a position where she can be easily hit such as on or near a platform or the ground. +Lay down a Wolf Trap on her position when the attack starts and she will be trapped allowing you to attack with any weapon you want after the aura disappears. +Placing a turret as well can increase damage dealt. +Rain of bolts +The magic bolts can be blocked or +parried +back to the boss with any shield. They can be dodged by rolling or running but this comes with the risk of walking in the path of another bolt, so a good strategy is to stand at the edge of the arena and roll into the wall to prevent this. +Tentacles +Conjunctivius's Tentacles move around above and underground, so use a trap or freeze them to keep them in place. This tactic can stop the +Area Sweep +attack. +Underground tentacles can be tracked by the dirt they scatter while moving, but a DoT effect can be applied to a tentacle which will make the icon stay visible after they are buried, giving their position away. +They have fronts and backs, so striking them with the +Assassin's Dagger +or +Vorpan +is usually quite effective. The +Giantkiller +does not deal critical hits to the tentacles since they are not considered a boss. +The +Melee +mutation can further help by +slowing +down the fast-moving tentacles. This is especially helpful for brutality builds. +One way to defeat tentacles safely is to deploy +Deployable Traps +nearby and then use +Spider Rune +to stay on the wall. The tentacles cannot hit you. +Another way to defeat the tentacles safely is to jump and attack with a melee weapon, which will keep you in the air for a time. +Piercing Strike +This attack can be +parried +. If they are underground, you must move a little to the side and face where the tentacle will erupt to +parry +. It is difficult to time, but doable. +Area Sweep +This attack always comes from the side of the wall that is the furthest away from you. +This attack can be +parried +. +However, if they are not stunned (may happen when using +Punishment +), they will immediately submerge after the +parry +and then burst from the ground. A skilled player would make sure that the tentacles will stay in place before starting to attack. +This attack cannot hit the player when the player is at the corner. You can run into the corner, then squat down and change your direction. +Weapons/Skills +Most crowd-control effects ( +freezing +/ +slowing +/etc.) will have very brief (if any) effect on the main body or the tentacles. But they are affected by +bleed +, +poison +and +fire +damage. +However, the +Wolf Trap +is an exception. As she is the first boss, she will be quite vulnerable to the Wolf Trap's stun effect, allowing weapons to deal massive damage to her easily and it negates her main advantage, which is her high mobility. You will have to stand close enough for her to ram into them, however. +The player can exploit her ram attack for this purpose. If enough damage is dealt to her, the tentacle phases will begin consecutively due to the drastic amount of health loss. +Since many attacks can be +parried +, a shield is useful to blunt attacks and deal damage. +The +Bloodthirsty Shield +can apply AoE +bleed +to the main body and all tentacles, making it easier to apply damage-over-time. +The +Rampart +can be useful to deal with the tentacle phases, as its parries give you force fields to damage the tentacles without needing to roll-dodge. +The +Cleaver +is useful for tentacle phases, as you can lure them onto the grinder and apply consistent damage-over-time. +Items that apply poison are also quite effective. +Long-range melee weapons like whips and spears have some advantage, as well as weapons with fast successive swings. +Valmont's Whip +is especially recommended, as it does critical hits at the tip, meaning that the player can easily take advantage of it's range while still able to avoid the boss' attacks. Each critical hit can take off significant chunks of her health easily. However, it seriously struggles to take out tentacles alone. +Magic Missiles +are also a very strong pick, allowing you to hit the boss nearly anywhere on the map, if you can get the +shots pierce first target +affix, the tentacles are much easier to defeat. +Oil Grenade +and +Torch +perform well due to AoE DoTs. +She does not have a front or back, so +Vorpan +and +Assassin's Dagger +are not very effective. They can still be used against the tentacles, however. +Turrets are useful, but with a few exceptions, they are generally less effective due to Conjunctivius moving quickly out of their range. They can also distract to the boss and its tentacles from you while you deal damage undisturbed (enemies prioritize deployed turrets and Biters spawned from +Swarm +). +The +Barnacle +, although ineffective against tentacles and is practically unable to distract them, can easily hit the boss and chip it off if deployed correctly on one of the platforms. +Lore +A series of lore rooms scattered around the +Toxic Sewers +and +Ancient Sewers +explain how Conjunctivius came to be. +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 +. Green goo trails from the body towards a small hole in the wall. +"The body is all bloated... One of his arms changed into a tentacle. It's as if the body had started to mutate! A viscous substance is oozing out of the body and across the floor... like a snail's trail." +After this encounter, the +Beheaded +finds that same trail of green goo and an empty cocoon next to a bigger hole in the wall, made by an adolescent Conjunctivius +. +"(...) This strange substance on the ground again. The trail leads to a sort of... giant cocoon. (...) The trail ends at this hole. And it's one hell of a big hole." +Later, the +Beheaded +stumbles upon the trail of green goo close to a corpse. The trail leads to the remains of a huge cocoon and a gigantic hole +, which was carved by the adult Conjunctivius as she escaped. +"Still this trail on the ground. Whatever this thing is, it's pretty obvious that it... grew. Or evolved. Or mutated." +The corpse doesn't seem infected and wears prisoner clothes, which may imply it's the prisoner who escaped from the +Prisoners' Quarters +. Why he is uninfected despite being killed by Conjunctivius is unclear. +Finally, a message left by soldiers tells how difficult it was to chain Conjunctivius, likely an order of the +King +. +This explains why Conjunctivius is imprisoned in the +Insufferable Crypt +when the +Beheaded +arrives. +Make sure you don't miss your guard duty outside the MONSTER's room. It wasn't easy to chain up. Wouldn't like to have to do it all over again! +Conjunctivius seems to feed on corpses, or is presumed to by the soldiers. She also makes illegible sounds that may be mistaken for human noise. +"Strange cries can be heard from the storehouse. Surely they're not human... No, no." +"Some of the guards tell of throwing bodies down there to feed her. Perhaps she just wanted to play?" +Trivia +Prior to the +v0.7 +, the +Baguette Update +, Conjunctivius was named +The Watcher +. In the game files, she is called +Beholder +. +For a brief period, Conjunctivius was named Conj +o +nctivius, which is her current name in the french version of the game, and also the name of her soundtrack +Conjunctivius's name is a reference to +conjunctivitis +, an inflammation of the eye commonly known as pink eye. +When defeated, her eye will cycle through various colors before she explodes. +Conjuctivius makes an appearance at the end of the Dead Cells' animated release trailer, albeit with a different coloration and distorted proportions. +She is somehow still able to move around even without the chains. +The enemy derived from her is the +Sewer's Tentacle +. This enemy imitates all attacks used by her tentacles during the boss fight. +There is currently a bug where the fight with Conjunctivius can somehow start while locking the player outside, leaving them helpless. +Gallery +Early concept art with tentacles coming out of her mouth. This was later scrapped. +In-game screenshot of Conjunctivius. +References +↑ +https://gfycat.com/fr/ImaginativeShamefulFlounder +↑ +https://gfycat.com/fr/WearyForthrightBuckeyebutterfly +↑ +https://gfycat.com/BlushingBogusBufeo +↑ +https://gfycat.com/EnormousFluffyIrrawaddydolphin diff --git a/wiki_content/Controls.txt b/wiki_content/Controls.txt new file mode 100644 index 0000000000000000000000000000000000000000..3e44cc803509b53027ec66b9748db94968b044d7 --- /dev/null +++ b/wiki_content/Controls.txt @@ -0,0 +1,27 @@ +URL: https://deadcells.wiki.gg/wiki/Controls + +This article may need cleanup to meet quality standards. +Please help +improve this +if you can. The +Discussion page +may contain suggestions. +The following list is of the default controls in +Dead Cells +. Controls can be rebound in the settings. +It is recommended to play with a controller, but this is merely a suggestion and the game works perfectly fine with a mouse and keyboard as well. +Controller controls +Non-Rebindable Controls +Keyboard / Mouse controls +Non-Rebindable Controls +Advanced Maneuvers +Down + Jump: +Drop through platforms (if standing on a platform), jump attack (if in mid-air and not too close to the ground) +Jump + Roll: +Mid-air roll +Up or Down: +While on a chain or vine, climb up or down +Special Action 1: +Swap weapons (in pause menu), Change sort order (in the Collector's interface) +Special Action 2: +Swap skills (in pause menu), Toggle visibility of unavailable items (in the Collector's interface) diff --git a/wiki_content/Controls_fr.txt b/wiki_content/Controls_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..d73332926cc6b8b203e22ce79246fd579752b297 --- /dev/null +++ b/wiki_content/Controls_fr.txt @@ -0,0 +1,21 @@ +URL: https://deadcells.wiki.gg/wiki/Controls/fr + +La liste suivante est une liste des contrôles par défaut dans +Dead Cells +. Les touches peuvent être réattribués dans les paramètres. +il est recommandé de jouer avec une manette, mais c'est simplement une suggestion et le jeu est parfaitement jouable au clavier et à la souris. +Contrôles de manette +Contrôles non-modifiables +Contrôles clavier/souris +Touches non-modifiables +Manoeuvres avancées +Bas + Sauter: +Descendre d'une plateforme (si sur une plateforme), attaque sautée (si en l'air et pas trop près du sol) +Sauter + Rouler : +Roulade en l'air +Haut ou Bas: +Sur une chaîne ou vigne, grimper ou descendre +Action spéciale 1: +Inverser les armes(dans le menu pause ), Changer l'ordre d'affichage(dans l'interface du Collecteur) +Action spéciale 2: +Inverser les compétences(dans le menu pause ), Active la visibilité des objets non-disponibles (Active la visibilité dans l'interface du Collecteur) diff --git a/wiki_content/Corpse_Juice.txt b/wiki_content/Corpse_Juice.txt new file mode 100644 index 0000000000000000000000000000000000000000..ee0f62cc778bf7026f0281ed6c640be00a1bda95 --- /dev/null +++ b/wiki_content/Corpse_Juice.txt @@ -0,0 +1,50 @@ +URL: https://deadcells.wiki.gg/wiki/Corpse_Juice + +Corpse Juice +Base health +35 +Location(s) +Ossuary +, +Derelict Distillery +Related +Spawner +Corpse Juices +are minor +enemies +spawned by +Spawners +. They can be found in the +Ossuary +and the +Derelict Distillery +. +Behavior +If there are less than 3 copies of this enemy nearby the Spawner will continue to generate them. +The counter is kept individually with each spawner so for example, 4 spawners can have 12 copies of this enemy active at the same time. +When they are close enough to the player, they will perform a melee stab that hits the player for massive damage. +Moveset +Tounge Stab +Description: +Opens its mouth, then stabs using a sword-like tongue. +Can be blocked, parried, and dodge rolled. +Strategy +Ranged attacks are effective as well, but you will need to crouch to hit them with most ranged weapons as shooting while standing up will result in the projectile flying over it. +Due to its low health, groups of them can be easily slain with AOE attacks such as +Explosive Crossbow +, +Lacerating Aura +, and +Powerful Grenade +. +Their only attack can be parried or rolled through. +Quickly attacking with melee will do, but it can be difficult as they will swarm the player everywhere and the spawner can potentially generate one behind the player. +Notes +As they are spawned by another enemy, they do not count towards the no-hit counter, nor do they reduce the curse counter. +Trivia +Used to be called +Spawnling +. +In the files, it is referred to as +slime +History diff --git a/wiki_content/Corpulent_Zombie.txt b/wiki_content/Corpulent_Zombie.txt new file mode 100644 index 0000000000000000000000000000000000000000..2db083513cd9b5697faa43ad6a6ea75f3cee56d6 --- /dev/null +++ b/wiki_content/Corpulent_Zombie.txt @@ -0,0 +1,45 @@ +URL: https://deadcells.wiki.gg/wiki/Corpulent_Zombie + +Corpulent Zombie +Base health +200 +Location(s) +Forgotten Sepulcher +Reward +Point Blank +(10%) +Corpulent Zombies +are +enemies +encountered in the +Forgotten Sepulcher +. +Behavior +Corpulent Zombies, when passive, are deceptively slow but upon detecting the player they will quickly approach and leap onto the player's position and pound the ground several times, dealing massive damage. They don't have other attacks. +Moveset +Body slam +Description: +Quickly charges towards the player and jumps in the air to their location, slamming down on them and pounding their fists on the ground. +Can be dodge rolled, only the first pounding after the initial leap can be blocked and +parried +. The leap itself can't be blocked or +parried +. +Strategy +Its attack can be both rolled through, and parried, however the timing is rather difficult. +The player can use +Swarm +to lure it away and strike from a distance. +Trivia +The Corpulent Zombie was introduced to give the Forgotten Sepulcher a new exclusive enemy, as the +Cleaver +became semi-exclusive with the +Bad Seed DLC +. +It appears to resemble +Murray the Mummy +from the +Hotel Transylvania series +. +Due to their size and round rock-like shape, they are often nicknamed 'rocks.' +History diff --git a/wiki_content/Corrosive_Cloud.txt b/wiki_content/Corrosive_Cloud.txt new file mode 100644 index 0000000000000000000000000000000000000000..b77f682c4036da9ccb0347cede2285c9316d868b --- /dev/null +++ b/wiki_content/Corrosive_Cloud.txt @@ -0,0 +1,124 @@ +URL: https://deadcells.wiki.gg/wiki/Corrosive_Cloud + +Corrosive Cloud +Creates a toxic cloud that lasts 15 sec, inflicting +bleed +and +poison +damage (8 DPS for 2 sec). +Internal name +ToxicCloud +Type +Power +Scaling +Recharge +20 seconds +Duration +2 seconds ( +bleed +/ +poison +effect) +AoE duration +15 seconds +Base price +1500 +Damage +Base DoT DPS +8 +bleed +/ +poison +Blueprint +Location +Drops from +Swarm Zombies +Drop chance +0.4% +Unlock cost +40 +Corrosive Cloud +is a +power +skill +which releases a gas cloud that inflicts +bleed +and +poison +to enemies within it. +Details +Special Effects: +Releases a red gas cloud at the player's location for 15 seconds which periodically inflicts stacks of +bleed +and +poison +to enemies within it. +The +bleed +and +poison +effects each deal 8 base DPS per effect for 4 seconds. +Tags: +Poison, Bleed, NoDamage, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Double Stack +"Applies 2 stacks of damage over time effects instead of 1." +Synergies +The Corrosive Cloud causes +bleeding +and +poison +, satisfying the critical conditions for +Sadist's Stiletto +, +Barnacle +, +Leghugger +TQatS +and +Hemorrhage +RotG +. +The Corrosive Cloud can be used with all other sources of +bleeding +(eg. +Sinew Slicer +and +Blood Sword +) to inflict the five bleeding stacks necessary for +blood +bursts. +Since Corrosive Cloud is a +power +, and not a +deployable trap +(despite behaving similarly to deployables), cooldown reductions (eg. +Instinct of the Master of Arms +and +Heart of Ice +) can be used to create multiple instances of it at the same time, in the same spot. +Notes +Since the Corrosive Cloud causes +bleeding +and +poison +, it synergizes with the " +Bleed +Damage" and " +Poison +Damage" affixes which may appear on other items. +The actual range of Corrosive Cloud is slightly smaller than the visual effect would imply. As such, enemies can be on the fringes of the cloud without being afflicted by it. +Instead of increased damage with higher gear levels, this skill grants passive damage reduction to the player. +The +bleeding +and +poison +damage dealt by this skill does not scale with gear power. +Corrosive Cloud is unique in that it can only have a maximum of 4 affixes on the skill no matter the tier. +Because of its tags, it can only get 3 non-starred affixes at the same time: +Lightning AoE. +Ammo back on use. +"Oil on Use" or "Fire on Use", which are mutually exclusive. +History diff --git a/wiki_content/Corrupted_Power.txt b/wiki_content/Corrupted_Power.txt new file mode 100644 index 0000000000000000000000000000000000000000..2a26a4c90d7fc091b2df3676efae03b2ec55a4ce --- /dev/null +++ b/wiki_content/Corrupted_Power.txt @@ -0,0 +1,112 @@ +URL: https://deadcells.wiki.gg/wiki/Corrupted_Power + +Corrupted Power +Increase the damage you deal by +50% for 8 sec. You take +30% damage during this time. +Internal name +DamageBuff +Type +Power +Scaling +Recharge +16 seconds +Duration +8 seconds +Base price +2000 +Blueprint +Location +Drops from +Protectors +Drop chance +0.4% +Unlock cost +80 +Corrupted Power +is a +power +skill +which boosts both damage dealt and damage taken for a short time. +Details +Special Effects: +Increases direct damage dealt by the player by 50%, but the player receives 30% more damage from all sources while the effect is active. +The skill stacks additively with other sources that increase damage received by the player. +All effects last for 8 seconds. +Tags: +NoDamage, HasDuration +Legendary Version: +Forced +Affix +: Global Shield on Use +"Generates a shield when used." +Synergies +For Brutality builds, it is possible to back it up with +Vampirism +and the +Recovery +mutation to compensate for any mistakes made while the skill is active. +Beware that some damage sources have a specified limit which will ignore the skill's negative attribute, such as being hit by traps while +Masochist +is active. +As ironic as it may seem, Corrupted Power works well with +Cursed Sword +, further capitalizing on the already high damage while forcing the player to dodge all enemy attacks to avoid death, hence technically eliminating its downside. +Notes +Corrupted Power is best used for burst damage. As a trade-off, the player needs to avoid attacks to the best of their abilities in order to take maximum advantage of the skill. +It is ill-advised to use weapons such as +Blood Sword +, +Alchemic Carbine +and +Hokuto's Bow +with it since the skill +does not +affect damage from negative +status effects +such as +bleeding +, +poisoning +, and Hokuto's +mark +. +While Corrupted Power does not work with traditional damage over time effects, it does apply to the mutation +Barbed Tips +. +Corrupted Power works differently from the damage boosting mutations in that instead of increasing a damage value by a percentage, it creates an additional damage instance which deals half the damage of the original. +Can increase the damage dealt by skills too, provided that they deal ranged or melee damage, such as +Scarecrow's Sickles +and +Pollo Power +. +Does +not +increase the damage dealt by +Homunculus Rune +, +Electrodynamics +orbs, pets, +deployable traps +, +grenades +or biters, since none of these items deal ranged or melee damage. +The direct damage applied by these items is +not +affected by damage boosting mutations either. However, status effects they inflict by design (e.g. +Flamethrower Turret +, +Cleaver +) or through affixes can be affected by damage boosting mutations (but +not +by Corrupted Power). +Corrupted Power does not increase the bonus damage dealt by +Wolf Trap +itself, but it still affects the ranged and melee damage instances which are buffed through +Wolf Trap +'s affix transfer mechanic. Furthermore, +Wolf Trap +reapplies its affix transfer mechanic on the new damage instances created by Corrupted Power. +Trivia +Previously named +Damage Buffer +. +History diff --git a/wiki_content/Corrupted_Prison.txt b/wiki_content/Corrupted_Prison.txt new file mode 100644 index 0000000000000000000000000000000000000000..7494c2c2cf09789e47df74fcc029421733ed0572 --- /dev/null +++ b/wiki_content/Corrupted_Prison.txt @@ -0,0 +1,381 @@ +URL: https://deadcells.wiki.gg/wiki/Corrupted_Prison + +"Donating your body to science" takes on a whole new meaning when you're still alive. +The guards were the first to succumb. Unless no one noticed the difference in the prisoners... +It's unthinkable that even the stones are infected. +Corrupted Prison +Stage # +Optional +Soundtrack +Corrupted Prison +Required Rune(s) +Spider Rune +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Toxic Sewers +, +Castle's Outskirts +RtC +Next biome(s) +Dracula's Castle +RtC +(Depth 3), +Ancient Sewers +Gear level +III +Cursed chest chance +100% +Runes and Blueprints +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Porcupack +, +Barbed Tips +, +Fire Grenade +, +Magnetic Grenade +, +Flamethrower Turret +, +Flawless +, +Tactical Retreat +Enemies & Traps +Enemies +Zombies +, +Rancid Rats +, +Toxic Miasmas +, +Grenadiers +, +Shockers +, +Slammers +Hazards +Water, spikes +Previous biome(s) +Toxic Sewers +, +Castle's Outskirts +RtC +Next biome(s) +Dracula's Castle +RtC +(Depth 3), +Ancient Sewers +, +Ramparts +Gear level +III +Cursed chest chance +100% +Runes and Blueprints +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Bobby Outfit +, +Porcupack +, +Barbed Tips +, +Fire Grenade +, +Magnetic Grenade +, +Flawless +, +Tactical Retreat +, +Corrupted Power +, +Explosive Decoy +Enemies & Traps +Enemies +Zombies +, +Rancid Rats +, +Toxic Miasmas +, +Grenadiers +, +Slammers +, +Protectors +Hazards +Water, spikes +Previous biome(s) +Toxic Sewers +, +Castle's Outskirts +RtC +Next biome(s) +Dracula's Castle +RtC +(Depth 3), +Ancient Sewers +, +Ramparts +Gear level +III +Cursed chest chance +100% +Runes and Blueprints +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Bobby Outfit +, +Porcupack +, +Barbed Tips +, +Fire Grenade +, +Magnetic Grenade +, +Flawless +, +Tactical Retreat +, +Corrupted Power +, +Explosive Decoy +, +Hattori's Katana +, +Blade Master's Outfit +Enemies & Traps +Enemies +Rancid Rats +, +Toxic Miasmas +, +Grenadiers +, +Slammers +, +Protectors +, +Weirded Warriors +Hazards +Water, spikes +Previous biome(s) +Toxic Sewers +, +Castle's Outskirts +RtC +Next biome(s) +Dracula's Castle +RtC +(Depth 3), +Ancient Sewers +, +Ramparts +Gear level +IV +Cursed chest chance +100% +Runes and Blueprints +Blueprints from enemies +Porcupack +, +Barbed Tips +, +Flawless +, +Tactical Retreat +, +Corrupted Power +, +Explosive Decoy +, +Warrior Outfit +, +Hattori's Katana +, +Blade Master's Outfit +, +Lightning Bolt +, +Vampirism +, +Mage Outfit +Enemies & Traps +Enemies +Rancid Rats +, +Toxic Miasmas +, +Slammers +, +Protectors +, +Weirded Warriors +, +Inquisitors +Hazards +Water, spikes +Previous biome(s) +Toxic Sewers +, +Castle's Outskirts +RtC +Next biome(s) +Dracula's Castle +RtC +(Depth 3), +Ancient Sewers +, +Ramparts +Gear level +VI +Cursed chest chance +100% +Runes and Blueprints +Blueprints from enemies +Porcupack +, +Barbed Tips +, +Flawless +, +Tactical Retreat +, +Corrupted Power +, +Explosive Decoy +, +Warrior Outfit +, +Hattori's Katana +, +Blade Master's Outfit +, +Lightning Bolt +, +Vampirism +, +Mage Outfit +Enemies & Traps +Enemies +Rancid Rats +, +Toxic Miasmas +, +Slammers +, +Protectors +, +Weirded Warriors +, +Inquisitors +Hazards +Water, spikes +Shops +1 Weapon/Skill shop +BSC +Door Rewards +1 BSC +Exit to +Ramparts +The +Corrupted Prison +is a short, optional +biome +between the second and the third level. It's accessed through the +Toxic Sewers +using the Spider rune and leads to the +Ancient Sewers +or the +Ramparts +(1+ BSC). +General information +Access and exit +The +Spider Rune +is required to access this area through the +Toxic Sewers +. A section only accessible by wall climbing in both levels leads to the Corrupted Prison. After defeating +Dracula +, this area will be accessible through +Castle's Outskirts +RtC +. +There are four exits out of the Corrupted Prison. On all difficulties, the player can go to the +Ancient Sewers +. With at least 1 +BSC +active, a second door will lead to the +Ramparts +and a third leading to +Dracula's Castle (early) +RtC +, though this exit is only available after defeating +Dracula +. +Iron cells +Two locked doors are found at the end of the biome, next to the exit doors. Behind both these doors there is a 2-item choice altar. If the player finds the +Iron Cells Key +, which drops from a random enemy, they can choose to open one door to access the item inside. +Level characteristics +Scrolls +The Corrupted Prison contains only one Scroll of Power, obtained through the +cursed chest +at the start of the biome. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Corrupted Prison based on difficulty. +Loot and shops +Main level +1 +cursed chest +at the beginning of the biome, right before the one-way door. +Not affected by the damned +Aspect +. +A weapon or skill shop around the halfway point of the level. +Boss Stem Cells rewards +1 +BSC +: Exit to the +Ramparts +. +Enemies +Arguably the most dangerous and lethal enemies of the Corrupted Prison are the +Slammers +, which have a very high DPS and its attacks cannot be parried, and the +Toxic Miasmas +, which follow the player from platform to platform. This is worsened by the +Protectors +that can spawn between large groups of enemies, making it easy to get swarmed by fast, tanky enemies. +In the table below, you will find which enemies are present in the Corrupted Prison 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. +Trivia +In the alpha and beta branch of +v1.5 +, this biome was known as +Corrupted Confinement +. +Gallery +Fully explored map of Corrupted Prison showing general generation of the level. +History +Footnotes +References +↑ +The Corrupted Update +Official patch notes +, 2019-10-09 diff --git a/wiki_content/Counterattack.txt b/wiki_content/Counterattack.txt new file mode 100644 index 0000000000000000000000000000000000000000..ba3dcdc6d0966fb710df6541ae3c67db4d2ee057 --- /dev/null +++ b/wiki_content/Counterattack.txt @@ -0,0 +1,32 @@ +URL: https://deadcells.wiki.gg/wiki/Counterattack + +Counterattack +The attack following a successful parry inflicts +[210 base] damage. +Internal name +P_DmgParry +Scaling +Counterattack +is a +survival +-scaling +mutation +which increases the damage of the attack following any succesful +parry +. +Details +Scroll Cap: +None +Special Effects: +The first attack after a +parry +deals +[210 base] damage. +Scaling: +210 × 1.15 +Stat-1 +extra damage +Notes +The damage buff can only be applied within 8 seconds of a +parry +. +Final added damage is always rounded up. +History diff --git a/wiki_content/Cross.txt b/wiki_content/Cross.txt new file mode 100644 index 0000000000000000000000000000000000000000..309ca28f2ff0f77b7ba242b7a6f6793ed6def1e7 --- /dev/null +++ b/wiki_content/Cross.txt @@ -0,0 +1,87 @@ +URL: https://deadcells.wiki.gg/wiki/Cross + +Cross +Throws a cross in front of you. It returns after a few seconds, dealing +critical damage +when spinning in place or on the way back +"Don't you dare cross me, Belmont!" The pun didn't save Dracula +Internal name +Cross +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.06 seconds +Base price +2000 +Damage +Base DPS +317 ( +633 +) +Base first hit +19 ( +38 +) +Blueprint +Location +Drops from +Throw Master +Drop chance +1.7% +Unlock cost +50 +The +Cross +is a +ranged +weapon +added in the +Return to Castlevania DLC +which fires a projectile that flies for a certain distance before stopping in place and rotating, then returns to the user. It deals critical damage when spinning in place or when returning. +Details +Ammo: +1 +Special Effects: +Throws a cross in front of you. +It returns after a few seconds, dealing +critical damage +when spinning in place or on the way back. +Breach Bonus +: +0 +Base Breach Damage: +19 ( +38 +) +Base Breach DPS: +317 ( +633 +) +Attack Duration: +0.06 seconds +Charge: +0.06 +Lock: +0 +Cooldown: +0 +Tags: +Ranged, LimitedAmmo, VeryFewAmmo, DisableVerboseAmmo, NoAmmoPerk, FadeHudIconIfNoAmmo +Legendary Version: +Forced +Affix +: Extra Ammo Few +"Ammo +1" +Synergies +This weapon is affected by the mutation +Ammo +. +It works well with the items that push enemies into walls like +Spartan Sandals +as the Cross stops on walls, dealing critical damage. +Notes +The Cross is similar to +Valmont's Whip +in the sense that they both have to hit enemies in a specific spot to do critical damage. +History diff --git a/wiki_content/Crow's_Foot.txt b/wiki_content/Crow's_Foot.txt new file mode 100644 index 0000000000000000000000000000000000000000..43c1ad4be432286f53841a68f90632f2d301b2d8 --- /dev/null +++ b/wiki_content/Crow's_Foot.txt @@ -0,0 +1,35 @@ +URL: https://deadcells.wiki.gg/wiki/Crow%27s_Foot + +Crow's Foot +Rolling leaves 3 crow's feet behind you (with a maximum of 9), inflicting [50 base] damage and +slowing +the enemies for 1.5 seconds. +Internal name +P_Caltrops +Scaling +Blueprint +Location +Inside a chest in a +Challenge Rift +Unlock cost +50 +Crow's Foot +is a +tactics +-scaling +mutation +which makes the player leave behind three crow's feet each time they roll. Crow's feet inflict damage to enemies which walk upon them and slow them for 1.5 seconds. +Details +Special Effects: +Rolling leaves behind 3 crow's feet on the ground. Enemies stepping on the crow's feet take [50 base] damage and +slowed +for 1.5 seconds. +Scaling: +50 × 1.15 +Stat - 1 +damage per crow's foot +Notes +Each crow's foot will reset the duration of the +slowing +inflicted on the enemy. +History diff --git a/wiki_content/Crowbar.txt b/wiki_content/Crowbar.txt new file mode 100644 index 0000000000000000000000000000000000000000..219c7da74dc239e3af3588d170fae63e129926e2 --- /dev/null +++ b/wiki_content/Crowbar.txt @@ -0,0 +1,168 @@ +URL: https://deadcells.wiki.gg/wiki/Crowbar + +Crowbar +Inflict +critical hits +when hitting bestial enemies or for 15 seconds after destroying a door. +Surprisingly effective to get rid of parasites. +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.15 seconds +Base price +1500 +Damage +Base DPS +179 ( +422 +) +Base combo damage +206 ( +486 +) +Base first hit +42 ( +84 +) +Base second hit +72 ( +144 +) +Base third hit +92 ( +258 +) +Blueprint +Location +Lore room in the +Prisoners' Quarters +Unlock cost +5 +The +Crowbar +is a +melee +weapon +. It is a unique weapon which deals +critical hits +right after destroying a door or hitting a specific "bestial" type enemy. +Details +Special Effects: +Upon destroying a door, the Crowbar will always deal +critical damage +for 15 seconds. +This includes the door spawned by the skill +Emergency Door +. +Hitting an unbreakable door will activate +critical hits +for this weapon. +Hitting certain enemies and bosses will also deal +critical hits +, these include: +Bat +, +Kamikaze +, +Buzzcutter +, +Corpse Fly +, +Sewer Fly +, +Disgusting Worm +, +Corpse Worms +, +Weaver Worms +, +Scorpion +, +Impaler +, +Sewer's Tentacle +, +Corpse Juice +, +Demon +, +Ground Shaker +, +Rancid Rat +, +Toxic Miasma +, +Giant Tick +, +Myopic Crow +, +Armored Shrimp +, +Golden Kamikaze +, +Vampire Bat +, +Werewolf +, +Dire Werewolf +, +Buer +, +Conjunctivius +, +Mama Tick +, and +Dracula - Final Form +Breach Bonus +: +0 / 0.3 / 0.5 +Base Breach Damage: +42 / 93.6 / 138 ( +84 +/ +187 +/ +386 +) +Base Breach DPS: +238 ( +572 +) +Combo Duration: +1.15 seconds +First Hit: +0.2 (0.2 + 0 + 0) +Second Hit: +0.3 (0.3 + 0 + 0) +Third Hit: +0.65 (0.45 + 0.2 + 0) +Legendary Version: +Forced +Affix +: Super Back Damage +"+75% damage for hits in the back." +Location +The blueprint for the Crowbar is located in a secret area behind a special lore room where a scientist's corpse with a headcrab resides, along with that of the +HEV Outfit +. The room will always spawn unless both are collected and turned in to the collector. +Synergies +The +Emergency Door +can be used to guarantee +critical hits +with the Crowbar even when there are no doors available, such as in boss biomes. Since the skill has a 10s cooldown, this can allow for indefinite +critical hits +even without any cooldown decreasing +mutations +such as +Instinct of the Master of Arms +. +Trivia +Along with the HEV Outfit, the Crowbar is a reference to the +Half-Life +series as the iconic melee weapon used by the protagonist Gordon Freeman. +Before +v1.8 +, this weapon was teased in the game as an easter egg in the background of Weapon Merchants. +History diff --git a/wiki_content/Crusher.txt b/wiki_content/Crusher.txt new file mode 100644 index 0000000000000000000000000000000000000000..5df42976eae27471c51ceabe6d26f522961c97e3 --- /dev/null +++ b/wiki_content/Crusher.txt @@ -0,0 +1,66 @@ +URL: https://deadcells.wiki.gg/wiki/Crusher + +Crusher +Slows down +then violently crushes enemies caught in its zone. +Internal name +Crusher +Type +Deployable +Scaling +Combo rate +One hit every 0.8 seconds +Recharge +14 seconds +Base price +1750 +Damage +Base combo damage +405 +Base first hit +135 +Base second hit +135 +Base third hit +135 +Blueprint +Location +Drops from +Lacerators +Drop chance +10% +Unlock cost +30 +The +Crusher +is a +deployable +skill +which deploys a trap that +slows down +enemies walking on the ground immediately around it and deals massive damage. +Details +Special Effects: +Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. The projectile will bounce off a Shieldbearer's shield without detonating. Upon exploding, it deploys a crusher trap. +Trap +slows down +all targets who step on it. +Trap takes 1.1 seconds to charge before its first use and 0.8 seconds to charge its second and third uses. +Trap activates upon detecting an enemy walking on nearby ground, crushing all enemies standing on it for 135 base damage. +Trap requires proximity to the player to function - it ceases to function while the player is too far away. Slow effect always applies. +Trap is destroyed after its third use. +Tags: +Explosive, Deployable, NeedPower +Legendary Version: +Forced +Affix +: Ice on Stop +" +Freezes +nearby enemies when the effect ends." +Trivia +First version of this skill had a sprite of a wooden cross with prayer beads hanging on it. +The sprite of the +Crusher +does not resemble the actual trap, which instead more closely resembles a stone monument covered in runes. +History diff --git a/wiki_content/Crypt_Demon.txt b/wiki_content/Crypt_Demon.txt new file mode 100644 index 0000000000000000000000000000000000000000..b3866d8694b4ac560a79af8d37362e6e0613d280 --- /dev/null +++ b/wiki_content/Crypt_Demon.txt @@ -0,0 +1,48 @@ +URL: https://deadcells.wiki.gg/wiki/Crypt_Demon + +Crypt Demon +Location +Found in the +Forgotten Sepulcher +“ +Follow the light. +„ +The +Crypt Demon +is an +NPC +in +Dead Cells +. She appears to be a scout or a simple guardian of the +Forgotten Sepulcher +, she advises the player to follow the light, as the major mechanic in the Forgotten Sepulcher is the killing darkness while the player is outside of the light. She is only found in the +Forgotten Sepulcher +. +Dialogue +First encounter +" +So this is the anomaly she's looking for... +" +" +You've come a long way down beneath the surface, Fallen One. +" +" +Dark is the path you have chosen... +" +" +The light of the guardian monoliths will guide you. +" +" +But for how long? +" +" +Behind you, that big LIGHT, just there! +" +Subsequent encounters +" +Follow the light. +" +Notes +The "she" the Crypt Demon spoke of may be referring to the +Time Keeper +, based on the fact that the Beheaded is a known temporal anomaly as well as a certain end-game cutscene. diff --git a/wiki_content/Cudgel.txt b/wiki_content/Cudgel.txt new file mode 100644 index 0000000000000000000000000000000000000000..9f4df35757996cc1e4947b531683e5c92fc0db6a --- /dev/null +++ b/wiki_content/Cudgel.txt @@ -0,0 +1,99 @@ +URL: https://deadcells.wiki.gg/wiki/Cudgel + +Cudgel +Stuns blocked enemies. Stuns lasts longer if a +parry +is successful. +Internal name +Shield +Type +Shield +Scaling +Duration +3.5 ( +5.5 +) seconds (stun effect) +Base price +1500 +Damage +Base block damage +20 ( +40 +) +Base absorbed damage +75% +The +Cudgel +is a +shield +weapon +which stuns assailants for several seconds on a successful +parry +. +Details +Base Absorbed Damage: +75% +Special Effects: +Blocked melee attackers are stunned for 3.5 seconds. +Parried +melee attackers are instead stunned for 5.5 seconds. +Parried +projectiles will also stun enemies. +Breach Bonus +: +0 +Base Breach Damage: +20 ( +40 +) +Base Breach DPS: +54 ( +108 +) +Tags: +Shield +Legendary Version: +Slumber +Forced +Affix +: Long Stun +"+50% stun effect duration." +Synergies +Satisfies the critical conditions for the +Nutcracker +and +Baseball Bat +by +stunning +enemies. +Can immobilize enemies, allowing for the safer use of heavy items such as +Toothpick +and +Scythe Claws +. +Notes +The following enemies are immune to the +stunned +status effect: +Ground Shaker +. +The Giant +'s fists. +The Scarecrow +. +Dracula - Final Form +. +The Hand of the King +. +Trivia +Previously called +KO Shield +and +Sturdy Shield +. +Visually similar to the +Knight Shield +from the +Castlevania +series. +History diff --git a/wiki_content/Currency.txt b/wiki_content/Currency.txt new file mode 100644 index 0000000000000000000000000000000000000000..ff27fcee113d20b9ab8c158118aa57dd83f13854 --- /dev/null +++ b/wiki_content/Currency.txt @@ -0,0 +1,92 @@ +URL: https://deadcells.wiki.gg/wiki/Currency + +Currency +describes two separate resources that is used by the player to purchase or unlock items, abilities and upgrades within +Dead Cells +. Those resources being +gold and +cells. +Gold +Gold +is the main currency the player uses within runs to be spent in various ways. Once a run is finished, prematurely or otherwise, all or nearly all of the gold the player had is lost. Gold is never used to permanently unlock anything, it is only used to affect one's current run. +Obtaining +Gold is usually obtained by killing +enemies +and +bosses +, or from acquiring +gems +. It can also be found by interacting with certain lore objects. +Normal enemies can drop small gems worth 20 gold while elite enemies will drop small gems and gold worth around 500 gold. +If the +Gold Reserves +upgrade is unlocked, the +Dead Man's Bag will appear next to the player at the start of the run. It contains all the gold up to its maximum capacity, depending on level, that the player had at the end of their previous run. +The +Greed Shield +is an easy way to make extra money due to its special abilities to give extra gold when blocking or parrying attacks from enemies. +Gold can be obtained from large floating gold rocks which can give the player a sum of extra gold. +If the +Recycling +upgrade is unlocked, you can recycle found +gear +and other items for gold. +Remembering to retrace one's steps through a level and recycling any unwanted items such as leftover food or amulets will greatly boost net income. +Going to incentivized biomes will assist in gaining more gold during a run. +Looking out for wall runes can help increase the player's gold count, since they usually have gems which will give lots of gold when picked up. +Timed or perfect door reward rooms in +Passages +contain multiple high quality gems worth several thousands worth of gold. Trying to unlock these doors will greatly boost one's gold count if successful in doing so. +Get Rich Quick +grants gold for each enemy killed while under the effect of a speed boost. +Midas' Blood +grants 1.6 gold for every hit point the player loses when taking damage. +Usage +Gold is most commonly spent at the various +shops +encountered throughout the island, both for purchasing items and re-rolling their offerings. It can also be spent by opening gold doors, upgrading weapons and re-rolling their affixes at the +Blacksmith's Apprentice's +Minor Forge, or by re-rolling the selected mutations from +Guillain +. +Debt +Debt +is a mechanic unique to the +Bank +, where loans can be taken from the various ATMs within the Bank, which will give 2,000 gold per usage, but will also incur 2,000 debt that must be payed back at the end of the biome. This comes in the form of a gold door that will cost an equivalent amount of gold to your debt value. Alternatively, the gold door can be destroyed, but doing so will curse the player for 5 curse points for every 1000 debt points they have incurred, for a maximum of 100 curse points. As such, breaking the door is ill-advised if the player has racked up a massive debt beforehand. +Cells +Cells +are a special currency that is used primarily for unlocking items and upgrades. They are often dropped from slain enemies and bosses, or found in chests and canisters in +biomes +. Cells are lost upon death. The base amount of cells that can be found in a biome is around 1/4 of the amount of mobs in the biome. +Usage +Cells can be spent in two ways; unlocking items and upgrades from the +Collector +, or by increasing the chance for higher quality gear to appear in runs from the +Blacksmith +at his legendary forge. +The door next to the Collector's room that prevents the player from leaving till they have spent all of their cells can actually be +broken +. Because of this, the player can instead choose to carry their cells further without spending them. The primary reason to do this is to be able to invest more cells at once into The Blacksmith's legendary forge, instead of only the measly amount that bosses drop upon death. +Obtaining +Besides being dropped from enemies, cells can also be found in special cell vats throughout various areas. +Challenge rifts grant a large amount of cells, increasingly rising depending on the biome where it's encountered. However, if the player is not proficient in parkour or does not have the Masochist mutation, the net loss of health can cause problems with clearing the rest of the biome, or even making it to an exit. If not going for a timed run or focused on arriving at the timed doors, kill all enemies in the biome before engaging the rift. +Liposuction +, is a rare pickup which has a 0.3% chance to drop from slain enemies. +Going to incentivised biomes +will assist in gaining more cells for unlocking upgrades. +Timed or perfect door reward rooms in +Passages +contain large amounts of cells. Trying to unlock these doors when going on runs intended specifically to obtain large amounts of cells is a good idea. +When successfully completing a run with cells remaining, the next time one starts a new run, a bag of +Residual Cells +can be found next to the player which contains all the cells the player still had in their inventory upon their victory. While this is usually only a small bonus, it is still one that should be utilised, so carrying these cells to the passage beyond the +Prisoners' Quarters +is advised. +Biome incentive +Biome incentive +is a mechanic where less visited biomes will start to get a bonus to dropped cells and gold. For cells this is a 25% chance for a golden-colored cell being dropped from any enemy, even those which didn't drop a cell. For gold, there is 10% chance for an enemy to drop a gem. The bonus starts appearing when the next selection of +biomes +you can enter from the current biome have been visited a combined total of 15 times. This only includes visited biomes and at least two of them have to have been visited. If there is only one available exit out of the current biome, Biome Incentive does not activate. +To tell whether biome incentive will be present in the next area, there will be a special icon above the entrance to the biome. The icon will also be placed on the corresponding biome in the World Map to check at any time. +History diff --git a/wiki_content/Curse.txt b/wiki_content/Curse.txt new file mode 100644 index 0000000000000000000000000000000000000000..5e430e105ff8c81de959c38805600b28bd6c299b --- /dev/null +++ b/wiki_content/Curse.txt @@ -0,0 +1,160 @@ +URL: https://deadcells.wiki.gg/wiki/Curse + +Curse +is a mechanic in Dead Cells where the +Beheaded +is punished for angering the gods. Curses cause any amount of damage to one-hit kill the player, and they must kill +enemies +in order to lift it. Curses function as a risk-reward mechanic that can greatly benefit the player with rewards such as +Scrolls +, +Gems +and healing. +Mechanics +Nearly all sources of damage kill the player while cursed, regardless of their current health or any damage-reducing abilities they may have. +Curses work off of a point-based system, where killing enemies reduces the total points by one. Each time a curse is inflicted, another set of points is added to the total amount of curse points that are already there. +Curses have synergies with certain +Gear +and +Mutations +. +The following damage sources instantly kill the player while Cursed: +Any enemy hit that deals at least 1 damage, even while blocking with a +shield +. +Any trap hit. +Jumping into a bottomless pit. +Damage-over-time due to +poison +. +This includes poison effects that started before the curse was applied. +Self-damage from using +Lightning Bolt +continuously for too long. +While most sources of damage kill the player in a single hit while cursed, there are a few exceptions: +Darkness in the +Forgotten Sepulcher +. +Damage inflicted by the +Face Flask +, petting +Serenade +and the use of +Vampirism +. +In addition, while the +Doom Bringer +'s attacks do not normally deal damage, they +will +kill if the player has at least 50 stacks of curse. +While cursed, the player cannot use the Homunculus Rune. +However, the player can still use the Homunculus Rune if the only source of curse is the +Cursed Sword +. +Sources +There are a few different ways one can be afflicted with a curse: +Opening a +cursed chest +(10 points). +Breaking a golden door (10 points for normal ones, 50 points for the 3 found in the specialist's shop, 15 and 5 points for the doors on the final floor of +The Bank +and 30 points for the one in the +Forgotten Sepulcher +that bars access to the +Night Light +). +Killing a +Sore Loser +(3 points). +Being hit by a projectile from a +Curser +(5 points). +Being hit by the melee attack from the +Doom Bringer +(1 point). +Picking up a +Corrupted Artifact +(20 points). +Using your +Health Flask +while the +Cursed Flask +mutation is active (20 points). +Eating food while the +Acceptance +mutation is active (5 points). +Examining the altar for the +Machete and Pistol +(1 point). +Equipping the +Cursed Sword +(as long as the weapon is equipped or in the +backpack +). +Hitting at least one enemy with an attack from the +Anathema +(1 point). +Hitting multiple enemies with the same attack does not increase the number of stacks received. +Hitting an enemy with an attack from the +Misericorde +if it doesn’t deal a +critical hit +(1 point). +Cursed Biomes +Biomes can randomly become cursed during a run depending on a few factors: +Cursed Biomes start to appear in runs from 2 +BSC +and the maximum number of Cursed Biomes that the player can enter is capped depending on the difficulty chosen: +2 BSC: 2 +3 BSC: 3 +4 BSC: 5 +5 BSC: 8 +When the cap is hit, no more cursed biomes will appear in the run, but as long as the cap has not been reached Cursed Biomes can keep appearing. +There will always be at least 1 exit that is not a cursed biome. +Each exit has a 25% chance to be cursed. +A biome must have been visited once before it can be cursed. +The Bank +can't be cursed. +Cursed Biomes offer a higher risk and reward: +In a Cursed Biomes ~9 (+/-2) total cursed enemies will spawn, these will be +Cursers +, +Doom Bringers +and +Sore Losers +. +Cursed Biomes receive a +1 in gear level to all sources of gear. +This allows the player to find level 21 gear (XV-S or XV-L) by entering the cursed +Cavern +RotG +on 4+ BSC and encountering a +Mimic +. +Additionally, Cursed Biomes will have a +10% increased chance for a Cursed Chest to spawn (5% -> 15%, 110% -> 120%) +This does not affect biomes with a 0% or 100% Cursed Chest chance. +Synergies +While cursed, the +Spite Sword +does +critical +hits. +Alienation +makes it so decreasing the curse counter restores 5% HP but increases the number of enemies required to lift the curse by 50%. +Acceptance +reduces gained curse counter from sources by half, but consuming food inflicts curses. +Having both alienation and acceptance will reduce curse gain by 25%, rounded up. +Demonic Strength +increases your damage by 30% as long as you are cursed, and grants an additional 2% damage increase for each curse stack. +Notes +Ice Armor +will prevent instant death when getting hit while the skill is active. +Foresight +will prevent instant death when getting hit while the passive is active. +Gaining curse while having the +Cursed Sword +equipped still gives a curse counter. +The amount of curse received from +cursed chests +can be changed using custom mode to any number between 0 and 999. This blocks achievements. +While Cursed Biomes only spawn during 2 BSC or higher, it is possible to have one appear in a run where you have changed your boss cell count from at least 2 to below it. +History diff --git a/wiki_content/Cursed_Flask.txt b/wiki_content/Cursed_Flask.txt new file mode 100644 index 0000000000000000000000000000000000000000..1fe549d86dc6dfc76ecb1248a770a71c70718475 --- /dev/null +++ b/wiki_content/Cursed_Flask.txt @@ -0,0 +1,47 @@ +URL: https://deadcells.wiki.gg/wiki/Cursed_Flask + +Cursed Flask +Your health flask has infinite charges but also curses you 20 times each time you use it. +Internal name +P_CursedFlask +Scaling +Colorless +Blueprint +Location +Drops from +Curser +Drop chance +10% +Unlock cost +150 +Cursed Flask +is a colorless +mutation +which allows the player to use their health flasks without consuming any charges but adds 20 to their curse counter with each use. +Details +Scroll Cap: +None +Special Effects: +Health flask has infinite charges but also curses the player 20 times on each use. +Cannot be used if the flask has zero charges. +Scaling: +None +Synergies +Normally, the entire point of Cursed Flask is rendered moot by the fact Curses cause the player to perish instantly when hit, regardless of how much health they have. The +Damned +alleviates this, effectively allowing for infinite healing with only the relatively negligible downside of taking double damage. +Synergizes well with +Demonic Strength +to maximize the player's damage after healing. With 20 points being given at a time, it is extremely easy to hit the 50 stack limit. +In 5 BSC, the +Malaise +mechanic allows the player to repeatedly use the healing flask even at full health (since it can clear Malaise) and rack up their curse counter. +If paired with +Acceptance +each use only increases the player's curse counter by 10. +Can be further synergised with +Emergency Triage +and +Extended Healing +for much faster healing, in case the player is swarmed by enemies (especially in 4/5 BSC, where all enemies can teleport). +History diff --git a/wiki_content/Cursed_Sword.txt b/wiki_content/Cursed_Sword.txt new file mode 100644 index 0000000000000000000000000000000000000000..2f5c2979740ffc5a37f565326174057464a58d5d --- /dev/null +++ b/wiki_content/Cursed_Sword.txt @@ -0,0 +1,125 @@ +URL: https://deadcells.wiki.gg/wiki/Cursed_Sword + +Cursed Sword +One hit and you're dead. +So you like to play hardball, do ya? +Internal name +EvilSword +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 0.76 seconds +Base price +2500 +Damage +Base DPS +618 +Base combo damage +470 +Base first hit +135 +Base second hit +135 +Base third hit +200 +Blueprint +Location +Drops from +Conjunctivius +(3rd kill) +Unlock cost +150 +The +Cursed Sword +is a sword-type +melee +weapon +that has extremely high DPS, constant critical hits and a fast swing rate, but makes the player +cursed +as long as it is equipped. +Details +Special Effects: +Curses the player while it is carried, killing the player immediately upon taking damage. +It is still possible to get curses from other sources, in which case they operate independently from the sword itself. +The curse of the sword alone is lifted if the player removes it from their inventory. However, it is impossible to lift it any other way. +Thus, the Cursed Sword is not subject to mutations like +Alienation +or +Acceptance +and their effects. +All hits deal +critical +damage. +Breach Bonus +: +0 / 0 / 0 +Base Breach Damage: +135 +/ +135 +/ +200 +Base Breach DPS: +618 +Combo Duration: +0.76 seconds +First Hit: +0.3 (0.3 + 0 + 0) +Second Hit: +0.16 (0.16 + 0 + 0) +Third Hit: +0.3 (0.15 + 0.15 + 0) +Tags: +AlwaysCritical +Legendary Version: +Forced +Affix +: True Evil +"You deal +300% damage but you can't use any other item." +Synergies +The Double Damage +affix +can be used to increase the sword's damage by +100%. Quad Damage can not be applied to the Cursed Sword, however. +Demonic Strength +can be used to increase damage greatly, which can be even greater if +Cursed Flask +is paired with it. +Instinct of the Master of Arms +works with this weapon due to the fact it always deals +critical hits +. +Using +Vengeance +in conjunction with +Face Flask +won't kill the player and won't cancel any flawless rewards or achievements +Items that negate damage such as +Ice Armor +RotG +or +Foresight +can be used to not die from getting hit. +Damned Vigor +can be used to avoid death. +Notes +There is an +achievement +associated with this weapon called "I like to live dangerously...", which is achieved by completing a run with the sword in possession. +The weapon's curse mechanic remains active even if it is merely held in the +backpack +(and therefore technically not "equipped" in the usual sense). The curse effect can only be escaped by dropping the weapon entirely. +There is a bug involving holding this item in the backpack. Unless you drop it by +holding interact +, the curse will not be removed; even if you swap it to an active slot, and then drop it by swapping to another weapon. +Unlike a curse from a cursed chest, equipping it does not prevent the player from using +Homunculus Rune +and does not trigger the crit damage condition of +Spite Sword +. +Ygdar Orus Li Ox +will not be triggered when killed with this weapon in your inventory. +The +Damned +aspect can partially negate the weapon's drawback by causing curses to instead double the damage taken or dealt by the player. +History diff --git a/wiki_content/Curser.txt b/wiki_content/Curser.txt new file mode 100644 index 0000000000000000000000000000000000000000..89a75f84e92f4fa9e3a0b21f06b42075f0db1b1f --- /dev/null +++ b/wiki_content/Curser.txt @@ -0,0 +1,62 @@ +URL: https://deadcells.wiki.gg/wiki/Curser + +Curser +Base health +200 +Location(s) +(2-5 BSC) +Spawns in +cursed biomes +Limited spawns in a single run. +Reward +Cursed Flask +10% +Anathema +10% +Related +Sore Loser +, +Doom Bringer +Cursers +are one of three +curse +related +enemies +. It can launch a slow homing projectile that can go through the walls or do a melee attack. +Behavior +Follows the player around, not attacking them. From far away, it launches a slow homing orb that tracks the player and can go through walls. On hit it deals damage and grants the player 5 curse levels. When the player is close, it strikes a single time with its staff, dealing only damage. +Strategy +The projectiles it launches disappear after a time after not hitting the player. If the player is safe from other hazards and can focus on avoiding the projectile, they can wait out the effect and avoid getting cursed. +Notes +The Skull projectile it shoots can be parried, but does not curse enemies +In the current version The Curser can break +Ice Armor +and +Foresight +protections in a medium radius when he summons a Skull even if the Skull didn't touch the player +This radius doesn't deal any damage so it won't break any killstreak however it can be parried with +Shields +and +Cocoon +and is considered a melee strike so it will activate relevant effects such as +Front Line Shield ++50% damage to melee attacks +Lore +A lore room in Ossuary and Graveyard depicts an altar along side a curser's mask. There is a curser mask, and a cursed altar +The curser mask reads: (quoted from in game, without a text box) +"A mask with a comically long beak. Someone who doesn’t want to get too close to other people, I see." +The cursed altar reads: (with a blue text box) +"A gory display: frightening skull, maimed corpse, reversed cross, purple flames,.." +"They've got it all. These guys are pros. Respect." +Lore room in the Graveyard +A lore room in the Stilt Village: +" +This little guy +seems to be the assistant of the towering figure next to him. Nobody pays attention to him. Poor little fellow. I'm sure he just wants to help and is really likeable." +""Death is a blessing. Glory to its priests." Hmm, that's not really a positive motto...Then, am I a saint to them? Considering how much +I +die..." +"Some poor fellows +[sic] +begging the sinister masked figure. Are they begging for his blessing...or for their lives to be spared?" +History diff --git a/wiki_content/Custom_Mode.txt b/wiki_content/Custom_Mode.txt new file mode 100644 index 0000000000000000000000000000000000000000..38694927a900ba806f2c379674acc09dc53e22f5 --- /dev/null +++ b/wiki_content/Custom_Mode.txt @@ -0,0 +1,307 @@ +URL: https://deadcells.wiki.gg/wiki/Custom_Mode + +Custom Mode +is an unlockable mode in +Dead Cells +that allows the player to adjust runs in a multitude of ways. This game mode is available by absorbing the +Customization Rune +, obtained from killing a unique Elite Zombie at the start of +Ramparts +. Some settings are available only by beating the game at harder difficulties. +This mode allows limiting the item, mutation, and outfit pools, enabling and disabling meta modifiers, such as amount of flask charges, adding starter items with varying qualities, adjusting the timer settings, and more. Some options prevent the player from obtaining achievements, they are marked with +. This mode only allows using items that have been unlocked through the +Collector +in Normal Mode. However, items unlocked or obtained in Custom Mode still carry over to Normal Mode. +When in a custom run, the Custom Mode icon +is visible above the minimap. +Custom Mode has a set of controls (shown for keyboard use) that will help navigating through the mode: +Q and E: Quick swap between main categories +Space: Confirm +Esc: Back +Default Presets +There are 9 different presets to choose, and 10 available preset slots for custom configurations. Currently, the preset slots cannot be renamed. +Speed Run +Permanent timer, all items unlocked... How fast can you go? +This preset keeps all unlocked items enabled and permanent timer that ticks everywhere aside from loading screens. +Preset details: +All unlocked items are enabled +No starting equipment +Meta Modifiers +Maximum number of potions: The highest one unlocked +Gold Reserves level: The highest one unlocked +Recycling Level: The highest one unlocked +Forge Level: The highest one unlocked +General Upgrade: Everything but Hunter's Grenade is enabled +Miscellaneous Modifiers +Permanent Timer +I love Brutality +Only Brutality based weapons and skills are unlocked +This preset only keeps every unlocked Brutality items; items with dual attributes that have Brutality are also unlocked. +Preset details: +All unlocked Brutality items are enabled +No starting equipment +Miscellaneous Modifiers +Default Timer +Tactics for the win +Only Tactics based weapons and skills are unlocked +This preset only keeps every unlocked Tactics items; items with dual attributes that have Tactics are also unlocked. +Preset details: +All unlocked Tactics items are enabled +No starting equipment +Miscellaneous Modifiers +Default Timer +Survival is my jam +Only Survival based weapons and skills are unlocked +This preset only keeps every unlocked Survival items; items with dual attributes that have Survival are also unlocked. +Preset details: +All unlocked Survival items are enabled +No starting equipment +Miscellaneous Modifiers +Default Timer +Closer to the danger +Only melee weapons and skills are unlocked +This preset only keeps every unlocked melee weapon and shield items. Legendary weapons are disabled in this preset. +Preset details: +All unlocked melee and shield items are enabled +Starting equipment +Weapon Slot 1: Rusty Sword +Weapon Slot 2: Wooden Shield +Miscellaneous Modifiers +Default Timer +Legendary weapons disabled +Careful hunter +Only long range weapons are unlocked. Now with unlimited ammo! +This preset only keeps every unlocked ranged weapon items. Legendary weapons are disabled in this preset, and unlimited ammo is enabled. +Preset details: +All unlocked ranged items are enabled +Starting equipment +Weapon Slot 1: Rusty Sword +Weapon Slot 2: Beginner's Bow +Miscellaneous Modifiers +Default Timer +Unlimited ammo enabled +Legendary weapons disabled +The plague +Everything is designed to kill you as quick as possible: no health potions, Malaise multiplied, exploding monsters and doors. No problem. +This preset, as the flavor text blatantly explains, is made to the game significantly harder. +Preset details: +All unlocked items are available +No starting equipment +Meta Modifiers +Maximum number of potions: 0 +Miscellaneous Modifiers +Default Timer +Malaise Modifiers +Number of Malaise points inflicted by a monster attack: 5 +Percentage chance that food is infected: 0% +Gameplay Modifiers +THE CHERRY ON THE CAKE: Enemies drop a bomb when they die. +TRAPPED DOORS: Doors explode. +One hit, one kill (yours) +One hit and you're dead. +This preset disables most items and set the Cursed Sword as a starting equipment. +Preset details: +Items and mutations unlocked +Cursed Sword +Phaser +Grappling Hook +Killer Instinct +Melee +Combo +Open Wounds +Parting Gift +Velocity +Starter equipment +Cursed Sword +Phaser +Grappling Hook +Meta modifiers +Maximum number of potions: 0 +Gold Reserves level: 0 +Recycling level: 0 +Miscellaneous modifiers +Item quality: Disabled +Legendary weapons: Disabled +Paid items: Disabled +Free items: Disabled +Some men just want to watch the world burn... +Only fire based objects are unlocked. +This preset focuses on fire-related items. All mutations are disabled with this preset. Otherwise, there are no additional configurations. +Preset details: +Items unlocked +Pyrotechnics +Torch +Firebrands +Fire blast +Flamethrower Turret +Wolf Trap +Corrupted Power +Phaser +Vampirism +Grappling Hook +Equipment +This category is used to limit the item, mutation, and outfit pools. Enabling less than 20 items will disable achievements. Mutations won't affect this requirement. +In the "Random Outfit" section, there are two options - "Enable random outfit", which starts every run with a randomly picked outfit; and "Randomize outfit on every level", which starts every level with an outfit picked randomly. +Available controls: +Q and E: Swap between item categories +X: Enable/Disable all items from a category +Space: Enable/Disable an item +Esc: Back +Starting equipment +This option allows adding items with varying quality right at the start of every run. Items added to starting equipment loadout is automatically equipped. +Additional controls: +Y: Change the quality of the starting weapon +X: Clear the starting equipment loadout +Space: Choose +Advanced Options +This category allows enabling/disabling various modifiers, either functional or fun. Unchecking options with specific status (e.g. number of potions) means that the game will use the status of that option in the current save file. +Meta Modifiers +There are 4 modifiers and a General Upgrade box available. +Maximum number of potions, from 0 to 4 +Gold Reserves level, from none to 5 +Recycling level, from none to 2 +Forge level, only none and Advanced +General Upgrade +Random Melee Weapon +Random Starter Bow +Random Starter Shield +Restock +Merchandise Categories +Specialist's Showroom (Disabling this will remove the room from Prisoner's Quarters, changing the level generation.) +Explorer's Rune +Recycling Tubes +Miscellaneous Modifiers +There are 21 modifiers here, 9 of them disable achievements when enabled. Some modifiers are available after beating the game on harder difficulties. +Fixed seed +Allows you to input specific seeds to limit the level generation. +Disables lore rooms when used, so it can potentially change level generation on a seed. +Unlocked when the player has obtained 4 +Runes +: Vine, Teleportation, Ram and Spider. +Timer configuration +Allows you to change how the in-game timer works. +Default timer: The timer stops when entering special rooms and pausing the game. +Semi-permanent timer: The timer stops only when entering special rooms. +Permanent timer: The timer won't stop aside from loading screen sequences. +Number of active +Boss Cells +Enabling this will remove the Boss Cell Tube from the spawn room. +Curse level of Cursed Chests +From 0 to 999. +Starting amount of gold +From 0 to 50,000. +Increase the maximum number of +mutations +From 4 to 11. +All weapons and skills are colorless +Shop categories +still filter according to the underlying gear color(s) as usual. +Gear automatically equipped at the start of a run by the +Starting Equipment +option (if enabled) will not actually be colorless. +Gear provided by the +Recycling Tubes +will be colorless, however. +All weapons and skills are legendary +Authorize the use of 2 weapons or items of the same type +Use the old shop categories +Shops will allow you to choose weapons based on the type of object rather than their colors +Unlocked when the +Merchandise Categories +upgrade has been unlocked. +Percentages of objects with specific qualities +Available qualities: ++ quality +++ quality +S quality +The percentage for each quality cannot go higher than their gauge's progress in +Legendary Forge +. +Unlocked when beating the game at "Normal" difficulty. +Disable Legendary weapons +Unlocked when beating the game at "Normal" difficulty. +Disable +Minor Forge +Unlocked when beating the game at "Normal" difficulty. +Health fountain never break +The health fountain will always be available in the areas of difficulty "Hard" and higher. +Unlocked when beating the game at "Normal" difficulty. +Curses leave you with 1HP instead of killing you +Curses will no longer one shot you. +Unlimited ammo +Unlocked when beating the game at "Hard" difficulty. +Disable paid items +This includes shops and items behind golden door +Unlocked when beating the game at "Hard" difficulty. +Disable free items +This includes items found on the ground, in chests, lore room or altars +Unlocked when beating the game at "Hard" difficulty. +Disable +Modifiers +Unlocked when beating the game at "Very Hard" difficulty. +Disable the +one-hit protection +mechanic +Unlocked when beating the game at "Very Hard" difficulty. +Disable +Mutations +Unlocked when beating the game at "Very Hard" difficulty. +Malaise Modifiers +There are 4 Malaise-related modifiers here. All of them disable achievements when enabled. This set of modifiers is available upon beating the game at "Expert" difficulty. +Enable Malaise +This applies to: Normal, Hard, Very Hard, Expert and Nightmare difficulties. +Disable malaise +This applies to: Hell difficulty +Potions no longer heal infections +Percentage that food is infected +From 0 to 100 +Gameplay Modifiers +There are 11 modifiers available here. All of them +disable achievements when enabled. +FOLLOW THE LIGHT: The level is plunged in darkness. +This modifier turns every biome dark, with lights everywhere. This modifier basically spreads +Forgotten Sepulcher +to the rest of the island. +THE CHERRY ON THE CAKE: Enemies drop a bomb when they die. +This includes +bosses +. For example, +The Giant +will drop four bombs (one for his head, eye, and two for his hands) +TRAPPED DOORS: Doors explode +This modifier makes doors drop a bomb upon destroying it by any means. +Bombs dropped from doors have much larger radius than normal bombs. +BLOODLUST: Keep killing enemies or die. +You'll lose health gradually when not killing enemies. You'll be healed and the constant health loss will stop for a bit after killing an enemy. +VENOMOUS: Every wound also poisons you. +Self-explanatory, all enemy attacks will apply poison damage. +HITCHCOCK: Birds, birds everywhere! +Flying enemies now spawn very frequently (Bats, normal Kamikazes, and Buzzcutters) across all non-boss biomes, except for the chase in the +lighthouse +FOG: Warning, deadly invisible monsters may be hidden by dense fog, travel at your own risk. +This modifier spreads fog across all non-boss biomes, even when there are no +Maskers +around. +SHARP SHOOTERS: Take cover! +This modifier boosts spawn rates of ranged mobs (e.g. Archers and Inquisitors) across all non-boss biomes. +SPIKERS: Time for some mushroom hunting... +This modifier spreads the +Impaler +enemy across all non-boss biomes. +JUMP: You can jump multiple times in the air. +You can have 4 additional jumps with this modifier. +ADAPTATION: This item will be replaced by another one (same type) of your main color between each level. +The quality of the new weapons will be retained from the previous weapons. +Notes +Trivia +Some Gameplay Modifiers originated from +Streamer Mode +. Some of them are: +THE CHERRY ON THE CAKE +TRAPPED DOORS +BLOODLUST +VENOMOUS +JUMP +Custom Mode was originally meant for players to re-lock items they don't want to use. But it ended up with broader modifications to runs. +History +Footnotes diff --git a/wiki_content/Dagger_of_Profit.txt b/wiki_content/Dagger_of_Profit.txt new file mode 100644 index 0000000000000000000000000000000000000000..69c34f1935376c04603673ea98d7e573fa684e67 --- /dev/null +++ b/wiki_content/Dagger_of_Profit.txt @@ -0,0 +1,122 @@ +URL: https://deadcells.wiki.gg/wiki/Dagger_of_Profit + +Dagger of Profit +Inflicts +critical hits +for 3 seconds after picking up gold. +Stonks. +Internal name +CupidityDagger +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 1.52 seconds +Duration +3 seconds +Base price +2000 +Damage +Base DPS +105 ( +211 +) +Base combo damage +160 ( +320 +) +Base first hit +30 ( +60 +) +Base second hit +35 ( +70 +) +Base third hit +50 ( +100 +) +Base fourth hit +45 ( +90 +) +Blueprint +Location +Drops from +Agitated Pickpockets +Drop chance +1.7% +Unlock cost +80 +The +Dagger of Profit +is a +melee +weapon +which inflicts +critical hits +shortly after picking up +gold +. +Details +Special Effects: +When the player's gold count increases, the weapon deals critical hits for 3 seconds. +Breach Bonus +: +-0.25 / -0.25 / 1.5 / -0.25 +Base Breach Damage: +8 ( +45 +) / 26 ( +53 +) / 125 ( +250 +) / 34 ( +68 +) +Base Breach DPS: +127 ( +274 +) +Combo Duration: +1.52 seconds +First Hit: +0.35 (0.2 + 0.15 + 0) +Second Hit: +0.31 (0.16 + 0.15 + 0) +Third Hit: +0.31 (0.16 + 0.15 + 0) +Fourth Hit: +0.55 (0.25 + 0.3 + 0) +Legendary Version: +Forced +Affix +: Gold Rain +"Killing an enemy with the last attack causes 100 gold to rain on the player." +Notes +When taking any damage (including from the +Face Flask +) with the +Midas' Blood +mutation, the generated gold will trigger the critical hit effect. +Further pairing this with +Vengeance +increase damage even more. +Pairs perfectly with +Gold Digger +or +Greed Shield +, including when using them from the backpack. +Since gold is collected at a distance, killing a single enemy with a ranged attack or even the +Homunculus Rune +can trigger the critical hit effect. +However, the gold must enter your inventory. If there is a +Gold Gorger +nearby, the pickup will be redirected, resulting in the +critical +condition not being met. +Works very well with +Instinct of the Master of Arms +while the critical hit effect is active, given the high attack rate. +History diff --git a/wiki_content/Daily_Challenge.txt b/wiki_content/Daily_Challenge.txt new file mode 100644 index 0000000000000000000000000000000000000000..6ce3915d96f141b099ee61d3999dec5164d56693 --- /dev/null +++ b/wiki_content/Daily_Challenge.txt @@ -0,0 +1,67 @@ +URL: https://deadcells.wiki.gg/wiki/Daily_Challenge + +The +Daily Challenge +is an unlockable mode in Dead Cells, available after collecting the Challenger Rune from +The Concierge +. This is a competitive mode, featuring a different map every day. The goal is to collect the most points possible while defeating the boss within the time limit. +Points are collected through doing a variety of different things, such as killing enemies and unlocking chests. It is also important for the player to collect better gear and stat upgrades, not just to defeat the boss, but to optimize the amount of points you can collect. At the end of the run, regardless of whether or not you beat the boss, your final score will be put on the leaderboards. If +Assist Mode +is enabled, your final score will not be put on the leaderboards. +The Daily Challenge is refreshed each day at midnight, UTC+1. +Rewards +The Daily Challenge also offers blueprint rewards based on the player's cumulative total of completed runs in the mode. The first time the player completes the Daily Challenge, they receive the +Swift Sword +blueprint, on their fifth completion they receive the +Lacerating Aura +blueprint, and on their tenth completion they receive the +Meat Skewer +blueprint; once picked up, these blueprints are automatically turned in to the Collector. Only +one completion per day +counts toward unlocking the five-completion and ten-completion rewards. Furthermore, players are +NOT +required to complete the Daily Challenge on consecutive days to gain credit toward those rewards. +Mechanics +Biomes +The Daily Challenge uses a different biome every day. The biomes that can be used are +Prisoners' Quarters +, +Prison Depths +, +Ossuary +, +Toxic Sewers +, +Ancient Sewers +, +Slumbering Sanctuary +and +High Peak Castle +. +Map +All of the Daily Challenge maps use a similar style, containing multiple paths and branches leading to areas of interest, such as elite monsters, chests, or the boss room. The boss room always contains a boss fight against the +Concierge +. +Gear and Stats +Gear can be found throughout the map in the Daily Challenge. Gear can be found from chests, in certain areas, or on a pedestal containing two pieces of gear. You may only take one of the two pieces of gear on a pedestal. Stat upgrades can also be found in form of Epic Scrolls of Power, which increase all 3 of your stats at once. Gear and Epic Scrolls of Power can also be found in Cursed Chests. Lifting a curse in Daily Runs rewards 25 points. Using a save slot that has completed the game on the hardest difficulty will change the type of gear found throughout the map. The gear will be different but can still be found in the same locations. Additionally, hidden wall runes will be found in different locations +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the timed challenges. +All biomes have the same enemy tiers and gear level. +Bonus Point Stars +Bonus Point Stars will always be scattered around the map. They give a 5-point bonus for each enemy killed while in effect (15 seconds). Finding and using these stars is key to getting a high scores in the Daily Runs. Note that the Bonus Point Stars can stack, +e.g. +getting a second one while the first one is still active will make all enemies grant a +10 points bonus. +Boss +A weaker version of the +Concierge +is always found in the boss room. Its health is lowered, and it uses none of its defensive abilities. Defeating the boss will complete the run. +Time Limit +You have 4 minutes and 30 seconds to spend in the Daily Challenge. If you die or fail to defeat the boss before the timer ends, the run will end and your current score will be submitted to the leaderboards. +Points +All enemies give a certain number of points when killed. If that enemy is an elite, it will give 5x points of the normal version. +Killing an enemy while a Bonus Point Star is active will reward 5 extra points. Bonus Point Stars can stack. +Chests give 20 points. +Cursed chests give 5 points for opening and 25 points upon curse removal. (This is currently bugged as of v27 where removing the curse does not grant points despite the message still appearing) +Finding a hidden wall rune gives 20 points. +Gems give 50 points (Ruby), 25 points (Amethyst) or 10 points (Malachite). +Rarely, a Philosopher's Stone can be found and will be worth 75 000 points. diff --git a/wiki_content/Daily_Challenge_fr.txt b/wiki_content/Daily_Challenge_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..f10fe21813a6fd0e87781e5c2bd60094383b69dd --- /dev/null +++ b/wiki_content/Daily_Challenge_fr.txt @@ -0,0 +1,67 @@ +URL: https://deadcells.wiki.gg/wiki/Daily_Challenge/fr + +Le +Défi journalier +est un mode débloquable dans Dead Cells, disponicle après avoir récupéré la +Rune du challenger +lâchée par le +Concierge +. C'est un mode compétitif qui génère une nouvelle carte chaque jour. Le but est d'accumuler un maximum de points tout en tuant le boss dans la limite de temps imparti. +Les points sont collectés via plusieurs actions, comme tuer des ennemis ou ouvrir des coffres. Il faut également collecter du meilleur équipement et d'améliorer des statistiques, afin d'optimiser ses points, tuer le boss n'étant pas la seule chose à faire. À la fin de la run, le score final sera ffiché sur un classement indépendamment de la victoire sur le boss. Si le +Mode assisté +est activé, le score ne sera pas affiché. +Le défi journalier est actualisé chaque jour à minuit, UTC+1 +Récompenses +Les défis journaliers offrent également des schémas selon le nombre total de runs finies dans le mode. La première fois que le joueur en finit une, il obtient le schéma de l' +Épée de promptitude +, la cinquième fois, le schéma de l' +Aura de lacération +, et la dixième fois, le schéma du +Perce carne +; une fois ramassés, ces schémas sont automatiquement donnés au Collecteur. Pour obtenir les schémas des cinq et dixièmes complétions, une seule complétion par jour est comptée. Il n'est pas nécessaire de les faire sur 5 ou 10 jours d'affilés. +Mécaniques +Biomes +Les défis journaliers se basent sur un biome différent chaque jour. Les biomes utilisables sont les +Quartiers des prisonniers +, les +Profondeurs de la prison +, le +Charnier +, les +Égouts toxiques +, l' +Ancien réseau d'égouts +, le +Sanctuaire endormi +et le +Château de Haute Cime +. +Carte +Tous les défis journaliers ont un style similaire, c'est-à-dire plusieurs chemins menant aux points d'intérêts, comme les monstres d'Élites, les coffres au trésor ou la salle du boss. La salle de boss sera toujours un combat contre le +Concierge +. Le +biome +où prend place le défi change chaque jour. +Équipement et statistiques +L'équipement peut être trouvé dans toute la carte. Il peut être trouvé dans des coffres, dans certaines zones, ou même sur un autel à choix. Les parchemins sont présents sous la forme de Parchemins de puissance épique. Ces parchemins augmentent les 3 stats de 1 point en même temps.L'équipement et les parchemins sont également trouvables dans les coffres maudits. Lever une malédiction donne 25 points. Faire des défis journaliers sur une sauvegarde où le jeu a été fini à la difficulté la plus haute changera le type d'équipement trouvable. De plus, les secrets muraux seront situés à des lieux différents. +Niveau des ennemis et échelonnage du niveau des armes +Dans le tableau ci-dessous se trouve le niveau des armes et des ennemis des défis journaliers. +Tous les biomes ont le même niveau d'ennemis et d'armes +Étoiles de points bonus +Les étoiles de points bonus sont dispersées dans toute la carte. Elles donnent un bonus de 5 points pour chaque ennemi tué dans les 15 secondes qui suivent la récolte. En trouver une est la clé pour avoir un score élevé. Les étoiles peuvent s'accumuler, par exemple, en prendre une alors qu'une autre est active octroiera un bonus de 10 points. +Boss +Le +Concierge +à battre est une version plus faible que celle du +Pont Noir +. Sa vie est donc plus basse, et il ne se défend pas. Le battre finira la run. +Limite de temps +Vous avez 4 minutes et 30 secondes pour finir le défi journalier. Si vous mourez ou ne tuez pas le boss dans le temps imparti, la run se finit et votre score à cet instant est retenu pour le classement. +Points +Tous les ennemis donnent un certain nombre de points à leur mort. Si cet ennemi est un Élite, il donnera 5 fois les points de base. +Tuer un ennemi tout en ayant une étoile donnera 5 points bonus. Les étoiles peuvent s'accumuler. +Les coffres donnent 20 points. +Les coffres maudits donnent 5 points à leur ouverture et 25 une fois leur malédiction levée (fonctionnalité buguée depuis la v27, les points n'étant pas donné malgré le message le stipulant). +Trouver un secret mural donne 20 ponits. +Les gemmes donnent 50 points (Rubis), 25 points (Améthyste) ou 10 points (Malachite). +Plus rarement, une Pierre philosophale peut être trouvée, octroyant 75 000 points. diff --git a/wiki_content/Damned_Vigor.txt b/wiki_content/Damned_Vigor.txt new file mode 100644 index 0000000000000000000000000000000000000000..5c6d91c855c9e0bd4f39e76ef8ec4643edacae5b --- /dev/null +++ b/wiki_content/Damned_Vigor.txt @@ -0,0 +1,35 @@ +URL: https://deadcells.wiki.gg/wiki/Damned_Vigor + +Damned Vigor +Upon being dealt fatal damage, you stay alive for 2 seconds. If you kill any enemy while under this effect, you get back to 1 health point. Otherwise, when the effect dissapears or you get hit while under it, you instantly die without any sort of protection applicable. +Internal name +P_DamnedVigor +Scaling +Colorless +Blueprint +Location +Drops from +Sore Loser +Drop chance +10% +Unlock cost +200 +Damned Vigor +is a colorless +mutation +which protects the player from dying after taking fatal damage for 2 seconds with one health point. If the player doesn't manage to get a kill within the next 2 seconds, they are destroyed. +Details +Scroll Cap: +None +Special Effects: +Stay alive for 2 seconds when taking fatal damage. +Kill an enemy within this time to gain 1 hp. +Failing to kill an enemy or getting hit during the 2 second effect instantly kills the player. This death cannot be prevented. +Scaling: +None +Notes +Damned Vigor is able to protect against Death by +Curse +, but does not affect the kill counter. +This mutation will not trigger when the player has only 1 hp, but always activates if the player has more than 1 hp. +History diff --git a/wiki_content/Dancer.txt b/wiki_content/Dancer.txt new file mode 100644 index 0000000000000000000000000000000000000000..8a821408bdb24cf39b2fc7674c9ca1f9a99ed517 --- /dev/null +++ b/wiki_content/Dancer.txt @@ -0,0 +1,50 @@ +URL: https://deadcells.wiki.gg/wiki/Dancer + +Dancer +Base health +150 +Location(s) +Slumbering Sanctuary +Reward +Ranger's Gear +(10%) +Dancers +are +enemies +added in +v1.8 +, the +Bestiary Update +. They appear exclusively within the +Slumbering Sanctuary +. +Behavior +Dancers are capable of stabbing towards the player repeatedly. +If +the Beheaded +attempts to attack the Dancer or parry their attacks, the Dancer will instantly end their own attack and perform a short dash. This ability is on a short cooldown. +Moveset +Stab +Description: +A flurry of three short-range forward stabs with a short startup and fast animation. +Can be blocked, dodge rolled and parried. +If attempting to attack or parry, the dancer does an attack halt and a short dash. This move is on a short cooldown. +With each separate stab, the dancer moves a short distance forward. +Backstab +Description: +Dashes behind you and does a stab attack. +Can be blocked, dodge rolled and parried. +If attempting to attack or parry, the dancer does an attack halt and a short dash. This move is on a short cooldown. +With each separate stab, the dancer moves a short distance forward. +Attack halt +Description: +Upon an attempt to attack the Dancer or parry one of their attacks, the Dancer halts the attack until the parry window is over. +Strategy +It is best to roll through their first attack, and then retaliate before the Dancer has another opportunity to attack. +Note +The Dancer is immune to some +Deployable Traps +, such as +Sinew Slicer +. +History diff --git a/wiki_content/Dark_Tracker.txt b/wiki_content/Dark_Tracker.txt new file mode 100644 index 0000000000000000000000000000000000000000..af97d864ab5fe04acd1be225820cff8ce007220c --- /dev/null +++ b/wiki_content/Dark_Tracker.txt @@ -0,0 +1,60 @@ +URL: https://deadcells.wiki.gg/wiki/Dark_Tracker + +Dark Tracker +Base health +140 +Location(s) +Forgotten Sepulcher +, +Clock Tower +Morass of the Banished +(1-2 BSC) +Promenade of the Condemned +(2-3 BSC) +Castle's Outskirts +RtC +(2+ BSC) +Ossuary +(3+ BSC) +High Peak Castle +(Elite in red area) +Reward +Repeater Crossbow +(0.4%) +Hayabusa Boots +(1+ BSC; 1.7%) +Ninja Outfit +(2+ BSC; 0.4%) +Related +Knife Thrower +Dark Trackers +are enemies found in the +Forgotten Sepulcher +, the +Clock Tower +, and on higher difficulties. Two elites holding one of the keys to the +Throne Room +can be found in +High Peak Castle +. +Behavior +Once a Dark Tracker detects the player, it will run up to them and attack when they get to melee range. It may also roll to dodge attacks and attack with a much longer delay. +If the player moves far away or to a different platform, it will teleport there. They can't teleport if they are rooted. +Dark Trackers are often found in pairs or small groups. +Moveset +Stab +Description: +Performs a melee range stab after a delay. +Can be blocked, parried, and dodge rolled. +Backstab +Description: +Rolls behind the player, charges up for a long time, then stabs. +Can be blocked, parried, and dodge rolled. +Strategy +Dark Trackers, despite their size, are quite tanky. Their regular attacks are straightforward, and their backstab attack leaves them completely vulnerable for a long time if you see it coming. While they're easy to deal with one-on-one, the real risk lies when they are encountered in groups or alongside other enemies. It can be hard to avoid taking a hit to the back while dealing with several enemies if you're also trying to dodge them. +Since Dark Trackers can teleport, they can be baited out of groups of enemies and dealt with one on one. Both of their attacks are best avoided by rolling since their strike is quite fast and difficult to parry while their backstab can be devastating if hit. +Trivia +Back when +Knife Throwers +were not officially available, they re-used the Dark Tracker's sprite. +History diff --git a/wiki_content/Dastardly_Archer.txt b/wiki_content/Dastardly_Archer.txt new file mode 100644 index 0000000000000000000000000000000000000000..469d6a44fa8f3ff42a36db2d858170d75e1b9420 --- /dev/null +++ b/wiki_content/Dastardly_Archer.txt @@ -0,0 +1,46 @@ +URL: https://deadcells.wiki.gg/wiki/Dastardly_Archer + +Dastardly Archer +Base health +80 +Location(s) +Undying Shores +FF +Related +Apostate +, +FF +Failed Homunculus +, +FF +Clumsy Swordsman +, +FF +Compulsive Gravedigger +FF +Dastardly Archers +are undead +enemies +found in the +Undying Shores +FF +that resemble the +Beheaded +in more than one way. They are exclusive to the +Fatal Falls DLC +. +Behavior +Its corpse lies on the ground until a +Apostate +FF +revives it. It can teleport towards the player and attacks from a distance using its bow. +Moveset +Bow shots +Description: +Shoots a single arrow using its bow, dealing massive damage on hit. +Can be blocked, parried, and dodge rolled. +Briefly stuns the player on hit. +Strategy +Their only attack has a very slow startup and travels slowly, giving you plenty of time to dodge, block, or interrupt them. In most cases, running up to them past other enemies and killing them first is sufficient. +Killing the Apostate that spawned it will instantly kill this enemy too. +History diff --git a/wiki_content/Dead_Cells.txt b/wiki_content/Dead_Cells.txt new file mode 100644 index 0000000000000000000000000000000000000000..57a5c6e14851af65969c287f2c4c1cb58844db8d --- /dev/null +++ b/wiki_content/Dead_Cells.txt @@ -0,0 +1,36 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells + +Dead Cells +is a rogue-lite, Castlevania-inspired action-platformer from +Motion Twin +. It was released on the 7th of August 2018. It will allow you to explore a sprawling, ever-changing castle… assuming you’re able to fight your way past its keepers. +To beat the game, you’ll have to master 2D souls-lite combat with the ever-present threat of permadeath looming. No checkpoints. Kill, die, learn, repeat. +RogueVania: The progressive exploration of an interconnected world, with the replayability of a rogue-lite and the adrenaline pumping threat of permadeath. +2D Souls-lite Action: Tough but fair combat, more than fifty weapons and spells with unique gameplay, and of course, the emergency panic roll to get you out of trouble. +Nonlinear progression: Sewers, Ossuary or Ramparts? Once unlocked, special permanent abilities allow you to access new paths to reach your objective. Opt for the path that suits your current build, your play style or just your mood. +Exploration: Secret rooms, hidden passages, charming landscapes. Take a moment to stroll the towers and breath in that fresh sea mist infused air... +Development +Dead Cells was developed by Motion Twin, but in August 2019, development was taken over by a new spin-off studio Evil Empire, so Motion Twin could focus on new projects. +Development of the mobile version is handled by an outside studio, Playdigious. +System requirements +Minimum +OS: Windows 7+, macOS Mavericks 10.9 or later, Linux +Processor: Intel i5+ +Memory: 0.89 GB RAM +Graphics: Nvidia 4500 GTS / Radeon HD 5750 or better +Storage: 500 MB available space +Additional Notes: OpenGL 3.2+ +Recommended +OS: Windows 7+, macOS Mavericks 10.9 or later, Linux +Processor: Intel i5+ +Memory: 4 GB RAM +Graphics: Nvidia GTX 460 / Radeon HD 7800 or better +Storage: 500 MB available space +Additional Notes: OpenGL 3.2+ +Gallery +External links +Official game page +Steam page +GOG page +Google Play Store page +App Store page diff --git a/wiki_content/Dead_Cells_Wiki.txt b/wiki_content/Dead_Cells_Wiki.txt new file mode 100644 index 0000000000000000000000000000000000000000..e987472cee2a3763dccca9b8310efbd099fea69e --- /dev/null +++ b/wiki_content/Dead_Cells_Wiki.txt @@ -0,0 +1,70 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells_Wiki + +Welcome to the +Official +Wiki +The +Dead Cells +compendium by the players, for the players. +We are currently maintaining +4,559 pages (569 articles) +. +Please read the +Wiki rules +first and then feel free to contribute by creating new articles or expanding existing ones. +Videos +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Gameplay +Gear +Biomes +Enemies +Bosses +Mutations +Aspects +Runes & Upg. +Mechanics +NPCs +Pickups +Objects +Outfits +Heads +OSTs +Lore +Achv. +Ver. hist. +Dead Cells Links +Official page +Motion Twin +Discord +Reddit +Featured Images +What is +Dead Cells +? +Dead Cells +is a roguelike, Castlevania-inspired action-platformer, allowing you to explore a sprawling, ever-changing castle… assuming you’re able to fight your way past its keepers. To beat the game you’ll have to master 2D souls-like like combat with the ever present threat of +permadeath +looming. No checkpoints. Kill, die, learn, repeat. +Read more... +Dead Cells +Wiki +Dead Cells Wiki is a collaborative wiki resource that is open for anyone to edit. You don't need special permission beyond +registering +an account to edit most pages, and your contributions can grow the wiki and help other players. +About +The game +Motion Twin +The wiki +Joining in +Register +Community / How to help +Adding content +If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done. +An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough. +Register +to edit and track your contributions. diff --git a/wiki_content/Dead_Cells_Wiki_Bottom_section.txt b/wiki_content/Dead_Cells_Wiki_Bottom_section.txt new file mode 100644 index 0000000000000000000000000000000000000000..e9294ef600cc701c182f8e5ffcc5dc511246690d --- /dev/null +++ b/wiki_content/Dead_Cells_Wiki_Bottom_section.txt @@ -0,0 +1,25 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells_Wiki/Bottom_section + +What is +Dead Cells +? +Dead Cells +is a roguelike, Castlevania-inspired action-platformer, allowing you to explore a sprawling, ever-changing castle… assuming you’re able to fight your way past its keepers. To beat the game you’ll have to master 2D souls-like like combat with the ever present threat of +permadeath +looming. No checkpoints. Kill, die, learn, repeat. +Read more... +System requirements +Release date +Dead Cells +Wiki +About +The game +Motion Twin +The wiki +Joining in +Register +Community / How to help +To write a new article, just enter the article title in the box below or in the search box at the top of the page. +Adding content +If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done. +An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough. diff --git a/wiki_content/Dead_Cells_Wiki_Bottom_section_fr.txt b/wiki_content/Dead_Cells_Wiki_Bottom_section_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..fd372ca1d8875ea4547777759ee77d6c49c57bcf --- /dev/null +++ b/wiki_content/Dead_Cells_Wiki_Bottom_section_fr.txt @@ -0,0 +1,23 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells_Wiki/Bottom_section/fr + +Qu'est ce que +Dead Cells +? +Dead Cells +est un roguelike, jeu d'action & de plateformes inspiré par Castlevania, permettant d'explorer un château tentaculaire, en perpétuelle évolution… du moment que tu peux te battre et te créer un chemin au sein de ses gardiens. Pour finir le jeu tu devras maîtriser les souls-like 2D comme les combats avec une menace permanente de mort. Pas de point de contrôle. Tue, meurs, apprend, répète. +Lire Plus... +Requis système +Date de sortie +Wiki +Dead Cells +À propos +Le jeu +Motion Twin +Le wiki +Rejoindre +S'enregistrer +Communauté /Aider +Pour écrire un nouvel article, entrer juste le titre de l'article dans la boîte en dessous ou dans la barre de recherche en haut de la page. +Ajouter du contenu +Si vous n'êtes pas sûr de ce qu'il faut faire ou de la manière de créer une page, cherchez quelques articles sur le même sujet et voyez à quoi ils ressemblent. Vous pourrez toujours consulter le code source dans un wiki et apprendre de ce que d'autres ont fait. +Un édit ne doit pas forcément être gros; si tu sens que tu ne veux pas créer des articles entiers, tu peux juste corriger les erreurs d'orthographe et les liens erronés, c'est déjà très bien. diff --git a/wiki_content/Dead_Cells_Wiki_Bottom_section_pt.txt b/wiki_content/Dead_Cells_Wiki_Bottom_section_pt.txt new file mode 100644 index 0000000000000000000000000000000000000000..e05125302b40c41dd9411c71b111ec721637827d --- /dev/null +++ b/wiki_content/Dead_Cells_Wiki_Bottom_section_pt.txt @@ -0,0 +1,25 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells_Wiki/Bottom_section/pt + +O que é +Dead Cells +? +Dead Cells +é um jogo roguelike, com elementos de plataforma de ação inspirado em Castlevania, que permite explorar um castelo extenso e em constante mudança... supondo que você seja capaz de lutar para passar por seus guardiões. Para vencer o jogo, você terá que dominar o combate 2D souls-like com a sempre presente ameaça iminente de +morte permanente +. Sem chekpoints. Mate, morra, aprenda, repita. +Ler mais... +Requisitos de Sistema +Data de Lançamento +Wiki de +Dead Cells +Sobre +O jogo +Motion Twin +A wiki +Participando +Registrar +Comunidade / Como ajudar +Para escrever um novo artigo, basta inserir o título do artigo na caixa abaixo ou na caixa de pesquisa no topo da página. +Adicionando conteúdo +Se você não tiver certeza do que fazer ou como criar uma página, pesquise alguns artigos sobre o mesmo assunto e veja como são. Você sempre pode visualizar o código-fonte de uma wiki e aprender com o que outras pessoas fizeram. +Uma edição não precisa ser massiva; se você acha que não deseja criar artigos inteiros, basta corrigir erros ortográficos e links quebrados. diff --git a/wiki_content/Dead_Cells_Wiki_Top_section.txt b/wiki_content/Dead_Cells_Wiki_Top_section.txt new file mode 100644 index 0000000000000000000000000000000000000000..b86ed5ef7f90882008f08d248b08a92273a2da52 --- /dev/null +++ b/wiki_content/Dead_Cells_Wiki_Top_section.txt @@ -0,0 +1,33 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells_Wiki/Top_section + +Welcome to the +Official +Wiki +The +Dead Cells +compendium by the players, for the players. +We are currently maintaining +4,559 pages (569 articles) +. +Please read the +Wiki rules +first and then feel free to contribute by creating new articles or expanding existing ones. +Gameplay +Gear +Biomes +Enemies +Bosses +Mutations +Aspects +Runes & Upg. +Mechanics +NPCs +Pickups +Objects +Outfits +Heads +OSTs +Lore +Achv. +Ver. hist. +All Links ▼ diff --git a/wiki_content/Dead_Cells_Wiki_Top_section_fr.txt b/wiki_content/Dead_Cells_Wiki_Top_section_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..99192c18479ecab0160d76cca2ea84f3f28da574 --- /dev/null +++ b/wiki_content/Dead_Cells_Wiki_Top_section_fr.txt @@ -0,0 +1,32 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells_Wiki/Top_section/fr + +Bienvenue sur le +WIKI +OFFICIEL +Le wiki +Dead Cells +par les joueurs, pour les joueurs. +Nous avons actuellement +4,559 pages (569 articles) +. +Lisez les +règles du Wiki +d'abord et libre à vous de contribuer en créant de nouveaux articles ou en étendant ceux déjà existant. +Gameplay +Équipements +Biomes +Ennemis +Boss +Mutations +Aspects +Runes & Amé. +Mécaniques +PNJs +Collectibles +Objets +Tenues +Musiques +Lore +Succès +Ver. jeu +Tout les liens ▼ diff --git a/wiki_content/Dead_Cells_Wiki_Top_section_pt.txt b/wiki_content/Dead_Cells_Wiki_Top_section_pt.txt new file mode 100644 index 0000000000000000000000000000000000000000..5fe6b4354b5d5ac4006e00180a58faddcd98a019 --- /dev/null +++ b/wiki_content/Dead_Cells_Wiki_Top_section_pt.txt @@ -0,0 +1,32 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells_Wiki/Top_section/pt + +Bem-vindo à +Wiki Oficial de +O compêndio de +Dead Cells +dos jogadores, para jogadores. +Estamos atualmente mantendo +4,559 páginas (569 artigos) +. +Por favor, leia as +regras da Wiki +primeiro e depois sinta-se à vontade para contribuir criando novos artigos ou expandindo os existentes. +Jogabilidade +Equip. +Biomas +Inimigos +Chefes +Mutações +Aspectos +Melhorias +Mecânicas +PNJs +Coletáveis +Objetos +Trajes +Cabeças +Trilha Son. +História +Conquistas +Hist. de Ver. +Todos os Links ▼ diff --git a/wiki_content/Dead_Cells_Wiki_about.txt b/wiki_content/Dead_Cells_Wiki_about.txt new file mode 100644 index 0000000000000000000000000000000000000000..26716ea12d5e6ec25005bcab4980733c8bddbfd9 --- /dev/null +++ b/wiki_content/Dead_Cells_Wiki_about.txt @@ -0,0 +1,10 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells_Wiki/about + +What is +Dead Cells +? +Dead Cells +is a roguelike, Castlevania-inspired action-platformer, allowing you to explore a sprawling, ever-changing castle… assuming you’re able to fight your way past its keepers. To beat the game you’ll have to master 2D souls-like like combat with the ever present threat of +permadeath +looming. No checkpoints. Kill, die, learn, repeat. +Read more... diff --git a/wiki_content/Dead_Cells_Wiki_contribute.txt b/wiki_content/Dead_Cells_Wiki_contribute.txt new file mode 100644 index 0000000000000000000000000000000000000000..feba234ff7e14396084c456911a248ce79ad1b24 --- /dev/null +++ b/wiki_content/Dead_Cells_Wiki_contribute.txt @@ -0,0 +1,19 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells_Wiki/contribute + +Dead Cells +Wiki +Dead Cells Wiki is a collaborative wiki resource that is open for anyone to edit. You don't need special permission beyond +registering +an account to edit most pages, and your contributions can grow the wiki and help other players. +About +The game +Motion Twin +The wiki +Joining in +Register +Community / How to help +Adding content +If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done. +An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough. +Register +to edit and track your contributions. diff --git a/wiki_content/Dead_Cells_Wiki_fr.txt b/wiki_content/Dead_Cells_Wiki_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..cbe2e8d4def8e2d69be56e9f83b04c24029db8fd --- /dev/null +++ b/wiki_content/Dead_Cells_Wiki_fr.txt @@ -0,0 +1,80 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells_Wiki/fr + +La version francaise du Wiki est actuellement en cours de construction et prendra un peu de temps avant sa complétion, merci de votre compréhension concernant l'absence de certaines pages. +Bienvenue sur le +WIKI +OFFICIEL +Le wiki +Dead Cells +par les joueurs, pour les joueurs. +Nous avons actuellement +4,559 pages (569 articles) +. +Lisez les +règles du Wiki +d'abord et libre à vous de contribuer en créant de nouveaux articles ou en étendant ceux déjà existant. +Gameplay +Équipements +Biomes +Ennemis +Boss +Mutations +Aspects +Runes & Amé. +Mécaniques +PNJs +Collectibles +Objets +Tenues +Musiques +Lore +Succès +Ver. jeu +Tout les liens ▼ +Vidéos +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Liens +Dead Cells +Page officielle +Motion Twin +Discord +Reddit +Images en vedette +Qu'est ce que +Dead Cells +? +Dead Cells +est un roguelike, jeu d'action & de plateformes inspiré par Castlevania, permettant d'explorer un château tentaculaire, en perpétuelle évolution… du moment que tu peux te battre et te créer un chemin au sein de ses gardiens. Pour finir le jeu tu devras maîtriser les souls-like 2D comme les combats avec une menace permanente de mort. Pas de point de contrôle. Tue, meurs, apprend, répète. +Lire Plus... +Requis système +Date de sortie +Wiki +Dead Cells +À propos +Le jeu +Motion Twin +Le wiki +Rejoindre +S'enregistrer +Communauté /Aider +Pour écrire un nouvel article, entrer juste le titre de l'article dans la boîte en dessous ou dans la barre de recherche en haut de la page. +Ajouter du contenu +Si vous n'êtes pas sûr de ce qu'il faut faire ou de la manière de créer une page, cherchez quelques articles sur le même sujet et voyez à quoi ils ressemblent. Vous pourrez toujours consulter le code source dans un wiki et apprendre de ce que d'autres ont fait. +Un édit ne doit pas forcément être gros; si tu sens que tu ne veux pas créer des articles entiers, tu peux juste corriger les erreurs d'orthographe et les liens erronés, c'est déjà très bien. +Sections de la page principale: +Haut +· +Flex +· +Bas +. Les changements pour la page principale peuvent être proposés sur la +page de discussion du site +ou +le serveur discord Dead Cells officiel +(Préféré) +. diff --git a/wiki_content/Dead_Cells_Wiki_pt.txt b/wiki_content/Dead_Cells_Wiki_pt.txt new file mode 100644 index 0000000000000000000000000000000000000000..56fa9d58ad89082bc65f4f04aa942f759262afb0 --- /dev/null +++ b/wiki_content/Dead_Cells_Wiki_pt.txt @@ -0,0 +1,80 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells_Wiki/pt + +Bem-vindo à +Wiki Oficial de +O compêndio de +Dead Cells +dos jogadores, para jogadores. +Estamos atualmente mantendo +4,559 páginas (569 artigos) +. +Por favor, leia as +regras da Wiki +primeiro e depois sinta-se à vontade para contribuir criando novos artigos ou expandindo os existentes. +Jogabilidade +Equip. +Biomas +Inimigos +Chefes +Mutações +Aspectos +Melhorias +Mecânicas +PNJs +Coletáveis +Objetos +Trajes +Cabeças +Trilha Son. +História +Conquistas +Hist. de Ver. +Todos os Links ▼ +Vídeos +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Links de Dead Cells +Página oficial +Motion Twin +Discord +Reddit +Imagens em destaque +O que é +Dead Cells +? +Dead Cells +é um jogo roguelike, com elementos de plataforma de ação inspirado em Castlevania, que permite explorar um castelo extenso e em constante mudança... supondo que você seja capaz de lutar para passar por seus guardiões. Para vencer o jogo, você terá que dominar o combate 2D souls-like com a sempre presente ameaça iminente de +morte permanente +. Sem chekpoints. Mate, morra, aprenda, repita. +Ler mais... +Requisitos de Sistema +Data de Lançamento +Wiki de +Dead Cells +Sobre +O jogo +Motion Twin +A wiki +Participando +Registrar +Comunidade / Como ajudar +Para escrever um novo artigo, basta inserir o título do artigo na caixa abaixo ou na caixa de pesquisa no topo da página. +Adicionando conteúdo +Se você não tiver certeza do que fazer ou como criar uma página, pesquise alguns artigos sobre o mesmo assunto e veja como são. Você sempre pode visualizar o código-fonte de uma wiki e aprender com o que outras pessoas fizeram. +Uma edição não precisa ser massiva; se você acha que não deseja criar artigos inteiros, basta corrigir erros ortográficos e links quebrados. +Seções da página principal: +Topo +· +Flexível +· +Fundo +. Mudanças na página principal podem ser propostas na +página de discussão do site +ou no +canal oficial do jogo no Discord +(Recomendado) +. diff --git a/wiki_content/Dead_Cells_Wiki_sandbox.txt b/wiki_content/Dead_Cells_Wiki_sandbox.txt new file mode 100644 index 0000000000000000000000000000000000000000..5e8c40cbd686ddf61084e10c763c5d5613f45a06 --- /dev/null +++ b/wiki_content/Dead_Cells_Wiki_sandbox.txt @@ -0,0 +1,70 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells_Wiki/sandbox + +Welcome to the +Official +Wiki +The +Dead Cells +compendium by the players, for the players. +We are currently maintaining +4,559 pages (569 articles) +. +Please read the +Wiki rules +first and then feel free to contribute by creating new articles or expanding existing ones. +Videos +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Gameplay +Gear +Biomes +Enemies +Bosses +Mutations +Aspects +Runes & Upg. +Mechanics +NPCs +Pickups +Objects +Outfits +Heads +OSTs +Lore +Achv. +Ver. hist. +Dead Cells Links +Official page +Motion Twin +Discord +Reddit +Featured Images +What is +Dead Cells +? +Dead Cells +is a roguelike, Castlevania-inspired action-platformer, allowing you to explore a sprawling, ever-changing castle… assuming you’re able to fight your way past its keepers. To beat the game you’ll have to master 2D souls-like like combat with the ever present threat of +permadeath +looming. No checkpoints. Kill, die, learn, repeat. +Read more... +Dead Cells +Wiki +Dead Cells Wiki is a collaborative wiki resource that is open for anyone to edit. You don't need special permission beyond +registering +an account to edit most pages, and your contributions can grow the wiki and help other players. +About +The game +Motion Twin +The wiki +Joining in +Register +Community / How to help +Adding content +If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done. +An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough. +Register +to edit and track your contributions. diff --git a/wiki_content/Dead_Cells_fr.txt b/wiki_content/Dead_Cells_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..99d4459f55542ef404acc3af3289a7f41b7a0306 --- /dev/null +++ b/wiki_content/Dead_Cells_fr.txt @@ -0,0 +1,34 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells/fr + +Dead Cells +est un roguelike, jeu d'action & de plateformes inspiré par Castlevania, permettant d'explorer un château tentaculaire, en perpétuelle évolution… du moment que tu peux te battre et te créer un chemin au sein de ses gardiens. +Pour battre le jeu tu devra maîtriser les souls-like 2D comme les combats avec une menace de mort permanente. Pas de point de contrôle. Tue, meurs, apprend, répète. +RogueVania: L'exploration progressive d'un monde interconnecté, avec la rejouabilité d'un rogue-lite et la montée d'adrénaline de la menace de mort permanente. +2D Souls-lite Action: Combat hardu mais juste, plus de 50 armes et sorts avec un gameplay unique, et bien sur, la roulade de panique pour te sortir de danger. +Progression non-linéaire: Égouts, Charnier ou Remparts? Une fois débloqué, les capacités spéciales permanentes te permettent d'accéder à de nouveaux chemins pour atteindre ton objectif. Opte pour le chemin qui convient à ta composition actuelle, ton style de jeu ou juste ton humeur. +Exploration: Salles secrètes, passages secrets, paysages enivrants. Prend un moment pour traîner dans les tours et respire les frais embruns marin... +Développement +Dead Cells a été développé par Motion Twin, mais en Août 2019, le développement a été pris en charge par un nouveau studio annexe, Evil Empire, pour que Motion Twin puisse se concentrer sur de nouveaux projets. +Le développement de la version mobile est pris en charge par un studio extérieur, Playdigious. Il n'est pas à jour par rapport aux autres versions. +Requis système +Minimum +OS: Windows 7+, macOS Mavericks 10.9 ou Linux +Processeur: Intel i5+ +Mémoire-vive: 2 GB RAM +Graphiques: Nvidia 450 GTS / Radeon HD 5750 ou mieux +Stockage: 500 MB d'espace disponible +Notes additionelles: OpenGL 3.2+ +Recommandé +OS: Windows 7+, macOS Mavericks 10.9 ou Linux +Processeur: Intel i5+ +Mémoire-vive: 4 GB RAM +Graphiques: Nvidia GTX 460 / Radeon HD 7800 ou mieux +Stockage: 500 MB d'espace libre +Notes additionelles: OpenGL 3.2+ +Gallerie +Liens externes +Page officielle du jeu +Page Steam +Page GoG +Page Google Play Store +Page App Store diff --git a/wiki_content/Dead_Cells_pt.txt b/wiki_content/Dead_Cells_pt.txt new file mode 100644 index 0000000000000000000000000000000000000000..e639e5eef8c1f1b19da8923619560c1988d51dac --- /dev/null +++ b/wiki_content/Dead_Cells_pt.txt @@ -0,0 +1,36 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Cells/pt + +Dead Cells +é um jogo roguelike, com elementos de plataforma de ação inspirado em Castlevania, que permite explorar um castelo extenso e em constante mudança... supondo que você seja capaz de lutar para passar por seus guardiões. +Para vencer o jogo, você terá que dominar o combate 2D souls-like com a sempre presente ameaça iminente de +morte permanente +. Sem chekpoints. Mate, morra, aprenda, repita. +RogueVania: A exploração progressiva de um mundo interconectado, com a rejogabilidade de um rogue-lite e a ameaça de morte permanente +Ação 2D Souls-lite: Combate difícil, mas justo, mais de cinquenta armas e feitiços com jogabilidade única e, claro, a rolagem em pânico de emergência para tirar você de problemas. +Progressão não linear: Esgotos, Ossuário ou Muralhas? Uma vez desbloqueadas, habilidades especiais permanentes permitem que você acesse novos caminhos para alcançar seu objetivo. Opte pelo caminho que se adapta à sua build atual, ao seu estilo de jogo ou apenas ao seu humor. +Exploração: Salas secretas, passagens ocultas, paisagens encantadoras. Reserve um momento para passear pelas torres e respirar o ar fresco infundido com a névoa do mar... +Desenvolvimento +Dead Cells foi desenvolvido pela Motion Twin, mas em agosto de 2019, o desenvolvimento foi assumido por um novo estúdio spin-off, Evil Empire, para que a Motion Twin pudesse se concentrar em novos projetos. +O desenvolvimento da versão mobile é feito por um estúdio externo, Playdigious. Ainda não está totalmente atualizado com relação às outras versões. +Requisitos de Sistema +Mínimo +SO: Windows 7+, macOS Mavericks 10.9 ou posterior, Linux +Processador: Intel i5+ +Memória: 2 GB RAM +Gráficos: Nvidia 450 GTS / Radeon HD 5750 ou superior +Armazenamento: 500 MB de espaço disponível +Notas Adicionais: OpenGL 3.2+ +Recomendado +SO: Windows 7+, macOS Mavericks 10.9 ou posterior, Linux +Processador: Intel i5+ +Memória: 4 GB RAM +Gráficos: Nvidia GTX 460 / Radeon HD 7800 ou superior +Armazenamento: 500 MB de espaço disponível +Notas Adicionais: OpenGL 3.2+ +Galeria +Links Externos +Página oficial do jogo +Página na Steam +Página na GOG +Página na Google Play Store +Página na App Store diff --git a/wiki_content/Dead_Inside.txt b/wiki_content/Dead_Inside.txt new file mode 100644 index 0000000000000000000000000000000000000000..7fdf88e1140139c4c72d70f22739010df0b3a093 --- /dev/null +++ b/wiki_content/Dead_Inside.txt @@ -0,0 +1,43 @@ +URL: https://deadcells.wiki.gg/wiki/Dead_Inside + +Dead Inside +Increases your maximum health by 100%, but deactivates all sources of healing except for +recovery +. +Internal name +P_Health +Scaling +Colorless +Blueprint +Location +Drops from +Lancers +Drop chance +4+ BSC; 1.7% +Unlock cost +100 +Dead Inside +is a colorless +mutation +which increases maximum health by 100%, but also deactivates all healing effects, such as from the +Health Flask +, +food +, and mutations such as +Necromancy +. +Details +Scroll Cap: +None +Special Effects: +Max health of the player is increased by 100%. +Healing effects from all sources are deactivated. +Scaling: +None +Notes +Even healing sources such as the +Queen +'s revive will be useless. +Trivia +This mutation has a slimy-green color around it, which no other colorless mutation in the game shares. +History diff --git a/wiki_content/Death's_Scythe.txt b/wiki_content/Death's_Scythe.txt new file mode 100644 index 0000000000000000000000000000000000000000..c0520ccadd1d94575a9b88652b1f665add0ed606 --- /dev/null +++ b/wiki_content/Death's_Scythe.txt @@ -0,0 +1,115 @@ +URL: https://deadcells.wiki.gg/wiki/Death%27s_Scythe + +Death's Scythe +Forces the spirit of enemies you kill to help you. They explode on nearby targets, dealing +critical +damage in proportion to the reanimated target's maximum health +Being dead is no excuse to avoid working overtime! +Internal name +AdeleScythe +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 2.24 seconds +Base price +2000 +Damage +Base DPS +230 +Base combo damage +515 +Base first hit +75 +Base second hit +90 +Base third hit +110 +Base fourth hit +240 (80 per tick) +Blueprint +Location +Drops from +Death +(1st kill) +Drop chance +100% +Unlock cost +50 +The +Death's Scythe +is a sword-type +melee +weapon +added in the +Return to Castlevania DLC +. Forces the spirit of enemies you killed to help you, summoning them as allies. They will target and explode on near enemies, dealing a +Critical Hit +. +Details +Special Effects: +Enemies killed by the scythes will be reanimated as ghosts. +The ghosts follow the player around and will attack enemies, dealing +critical damage +exploding. +The damage dealt is decided by the health of the enemy that created the ghost. +Enemies killed by the ghosts do not create new ghosts. +The Legendary affix +Cascading Ghosts +makes this possible. +The ghosts follow the player after using a teleporter. +The ghosts do not follow the player through doors into sub-biomes. +The ghosts disappear on their own after a while. +Breach Bonus +: +0 / 0.3 / 0.5 / 0 +Base Breach Damage: +75 / 117 / 165 / 240 (80 per tick) +Base Breach DPS: +266 +Combo Duration: +2.24 seconds +First Hit: +0.6 (0.3 + 0.3 + 0) +Second Hit: +0.28 (0.1 + 0.18 + 0) +Third Hit: +0.83 (0.43 + 0.4 + 0) +Fourth Hit: +0.53 (0.16 + 0.37 + 0) +Tags: +NoCritical +Legendary Version: +Forced +Affix +: Cascading Ghosts +"Enemies killed by ghosts become ghosts themselves" +Synergies +This weapon can benefit from the +Instinct of the Master of Arms +mutation, as the ghosts it summons deal +critical damage +. +The ghosts summoned by this weapon are considered a ranged attack and are therefore affected by ranged mutations such as +Point Blank +. +Notes +Most enemies spawn ghosts, there are however few exceptions like +Myopic Crows +and +Protector +. +Like all weapons added in +Return to Castlevania DLC +expansion, Death's Scythe is based on the weapon from the Castlevania series. In this case, it is known under the same +name +. +Visually, no known version of Death's Scythe resembles one from Dead Cells except for the crude design, resembling his scythe in his second phase in aria of sorrow. However, half of it looks similar to one from +Castlevania: Dawn of Sorrow +. +It functions most similarly to the variant found in +Castlevania: Harmony of Despair +. +History +↑ +The DPS value listed in-game is 158. diff --git a/wiki_content/Death.txt b/wiki_content/Death.txt new file mode 100644 index 0000000000000000000000000000000000000000..a07856fe121679508dcdb36791c581b61d9ce91b --- /dev/null +++ b/wiki_content/Death.txt @@ -0,0 +1,151 @@ +URL: https://deadcells.wiki.gg/wiki/Death + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: DLC just came out, lot's of missing info +Death +Location(s) +Defiled Necropolis +Reward +Death's Scythe +(1st kill) +6 +Death Outfits +(1 for flawless kill and 1 for each +BSC +difficulty) +Death +is +Dracula +'s right hand man and servant, as well as a Tier I +Boss +. +Moveset +In 1+ +BSC +, Death goes straight to the second phase. +Movement +Death can float up to the platforms and between them. +Normal attacks +Deathscythe +Description: +Death summons 4 small scythes that slowly follow the player and deal ticks of damage on hit. During this attack Death just moves away from the player but does not attack. +Can be blocked, parried, dodge rolled, double jumped, or ducked under. The scythes can be destroyed with a melee attack without dealing damage. +Spirit balls +Description: +Raises his hand and fires 4 consecutive spirit balls that track the player. +Can be blocked, parried, dodge rolled, or jumped. +Spirit wave +Description: +Charges up and expells a force wave outwards. +Can be dodge rolled. +Can be parried with +Cocoon +Scythe throw +Description: +Summons his double edged scythe and throws it to the other side of the arena, which spins in place and deals damage every second. +Can be blocked or dodge rolled. +Can be parried with +Cocoon +Special attacks +Execution +Description: +When Death has collected 6 spirits from the player, he summons chains to restrict them and kills them. +All attacks that involve Death's Scythe will create a spirit to collect. +This attack deals 85% of max HP as damage and ignores one-shot protection. +Disengagement +will prevent the player from dying, keeping them alive at 15% health. +Ygdar Orus Li Ox +will prevent the player from dying, so long as the mutation has not been used previously. +Damned Vigor +might +keep the player from dying, as long as the player imemdiately kills Death in the next two seconds +[NEEDS TESTING] +. +Scythe slash +Description: +Death raises his scythe, three spots of dark energy appear on the floor which explode when death swipes his scythe downwards. +Can be dodge rolled. +Can be parried with +Cocoon +Scythe flurry +Description: +Death spins his scythe before rushing forward and swiping his scythe multiple times. Can be immediately followed up by a +Scythe throw +. +In Phase 4 this attack is done twice in a row. +Can be blocked, parried, or dodge rolled. +Mechanics +TBA +Death summons a forcefield and becomes inmune to damage when transitioning between phases. +Phases +Phase 1 +Will only use the +Deathscythe +attack. Ends at 80% health. +Phase 2 +Death starts using +Spirit balls +, +Spirit wave +, +Scythe throw +and +Execution +. Ends at 60% health. +Phase 3 +Death starts using +Scythe Slash +. Ends at 40% health +Phase 4 +Scythe Slash +is now a two hit combo attack. +Starts using +Scythe Flurry +. +Strategy +Vulnerabilities +Jump attack through Death’s head to deal a lot of Damage and interrupt its attacks +Primary attacks +TBA +Defensive attack +TBA +Weapons/Skills +Barriers of the boss fight arena counts as wall, therefore fulfills the critical condition of +Impaler +and +Gilded Yumi +. +TQatS +Lore +Notice: Due to the lack of information surrounding +Castlevania +topics in +Dead Cells +canon, lore sections will reference information sourced from original +Castlevania +lore. Please note that some of this information is not confirmed in +Dead Cells +canon. +Death, also known as the Grim Reaper, serves Dracula as his right-hand man. As the god of death, Death is capable of using many dark arts and summoning as well as controlling spirits. Death tried to resurrect Dracula many times, and finally succeeded in the +Defiled Necropolis +by sacrificing thousands +to fuel an unholy ritual. Even though +The Beheaded +arrived and defeated Death, the ritual was already complete and Dracula returned to his castle. +Gallery +Death inside of +Defiled Necropolis +executing +Scythe throw +History +↑ +Not to be confused with Death's Scythe +↑ +"Thousands of humans pulled from their eternal slumber to fuel an unholy ritual. Death must be stopped!" ( +Defiled Necropolis loading screen message +) diff --git a/wiki_content/Death_Orb.txt b/wiki_content/Death_Orb.txt new file mode 100644 index 0000000000000000000000000000000000000000..fbd9a70e57f635a4b53ba06b0fcbc1150fa96671 --- /dev/null +++ b/wiki_content/Death_Orb.txt @@ -0,0 +1,54 @@ +URL: https://deadcells.wiki.gg/wiki/Death_Orb + +Death Orb +Creates a slow-moving but devastating orb. +Internal name +SlowOrb +Type +Power +Scaling +Combo rate +One damage tick every 0.18 seconds +Recharge +20 seconds +Duration +12 seconds +Base price +1750 +Damage +Base DPS +125 +Base hit +50 +Blueprint +Location +Drops from +Cleavers +Drop chance +0.4% +Unlock cost +50 +Death Orb +is a +power +skill +which unleashes a large, slow-moving projectile that deals damage over time to enemies touching it. +Details +Special Effects: +Launches a large, slow-moving projectile that damages enemies touched by it. +Projectile deals 50 base damage to enemies it touches. +Projectile moves slower while in contact with an enemy. +Projectile dissipates upon contact with the terrain, a force field, an enemy's shield, or after 15 seconds of flight. +Tags: +Ranged +Legendary Version: +Forced +Affix +: Double Speed +"Doubles the speed of the projectile created by this item." +Notes +The Legendary Affix "Double Speed" also doubles tick rate of the orb. +This skill is considered a ranged attack and is therefore affected by ranged mutations such as +Point Blank +. +History diff --git a/wiki_content/Defender.txt b/wiki_content/Defender.txt new file mode 100644 index 0000000000000000000000000000000000000000..ef57e1118e70ca5742e2b69ece5d585a5f63e135 --- /dev/null +++ b/wiki_content/Defender.txt @@ -0,0 +1,46 @@ +URL: https://deadcells.wiki.gg/wiki/Defender + +This article +contains spoilers +regarding the true ending of the game. Discretion is advised. +Defender +Base health +30 +Location(s) +Astrolab +RotG +Reward +Thunder Shield +RotG +(100%) +Related +Protector +Defenders +are small masked +enemies +found in the +Astrolab +RotG +that carry a +Protector +with their hands and move around to shield other enemies. They are exclusive to the +Rise of the Giant DLC +. +Behavior +Defenders are capable of protecting at least one enemy with a force field, during which they gain damage reduction. The shielding effect is not restricted to a single enemy, although they may follow their intended target. Defenders themselves cannot be shielded by other defenders. +If they are not currently defending an enemy, Defenders will only perform a melee attack with the Protector. +Moveset +Dummy swing +Description: +Swings at the player. This attack can only be performed if the Defender is not shielding any enemies. +Can be blocked, parried, and dodge rolled. +Trivia +The name Defender was previously used by the +Protectors +, which these enemies carry around. +Defenders were added with the +v1.2 +update, aka +Rise of the Giant DLC +in March, 2019. +History diff --git a/wiki_content/Defiled_Necropolis.txt b/wiki_content/Defiled_Necropolis.txt new file mode 100644 index 0000000000000000000000000000000000000000..bc74151e2e17bfb57314caa5e25edb7555bed2eb --- /dev/null +++ b/wiki_content/Defiled_Necropolis.txt @@ -0,0 +1,224 @@ +URL: https://deadcells.wiki.gg/wiki/Defiled_Necropolis + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: DLC just came out, lot's of missing info. +That's a LOT of dead people +Yes, the situation is positively dire but at least the sky is gorgeous! +Thousands of humans pulled from their eternal slumber to fuel an unholy ritual. Death must be stopped! +This site has been at the center of funeral rites for centuries. Now, it serves as a catalyst for the return of pure evil +Defiled Necropolis +Soundtrack +Bloody Tears +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Dracula's Castle +RtC +(Depth 3), +Ossuary +Next biome(s) +Slumbering Sanctuary +, +Stilt Village +, +Graveyard +Gear level +V +Runes and Blueprints +Blueprints from enemies +Death's Scythe +, 6 +Death Outfits +Enemies & Traps +Boss(es) +Death +Enemy tier +13 +Previous biome(s) +Dracula's Castle +RtC +(Depth 3), +Ossuary +Next biome(s) +Slumbering Sanctuary +, +Stilt Village +, +Graveyard +Gear level +V +Runes and Blueprints +Blueprints from enemies +Death's Scythe +, 6 +Death Outfits +Enemies & Traps +Boss(es) +Death +Enemy tier +16 +Previous biome(s) +Dracula's Castle +RtC +(Depth 3), +Ossuary +Next biome(s) +Slumbering Sanctuary +, +Stilt Village +, +Graveyard +Gear level +V +Runes and Blueprints +Blueprints from enemies +Death's Scythe +, 6 +Death Outfits +Enemies & Traps +Boss(es) +Death +Enemy tier +17 +Previous biome(s) +Dracula's Castle +RtC +(Depth 3), +Ossuary +Next biome(s) +Slumbering Sanctuary +, +Stilt Village +, +Graveyard +Scroll Fragments +2 +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Death's Scythe +, 6 +Death Outfits +Enemies & Traps +Boss(es) +Death +Enemy tier +19 +Previous biome(s) +Dracula's Castle +RtC +(Depth 3), +Ossuary +Next biome(s) +Slumbering Sanctuary +, +Stilt Village +, +Graveyard +Scroll Fragments +3 +Gear level +VIII +Runes and Blueprints +Blueprints from enemies +Death's Scythe +, 6 +Death Outfits +Enemies & Traps +Boss(es) +Death +Enemy tier +22 +Untouchable door +Legendary item altar +The +Defiled Necropolis +is a boss +biome +where +Death +is fought as the first boss of a run. +General information +Access and exit +The Defiled Necropolis can be accessed from +Dracula's Castle +(Depth 3) and, after defeating +Dracula +, +Ossuary +. The exits lead to +Slumbering Sanctuary +, +Stilt Village +and +Graveyard +. +Level characteristics +Scrolls +When 3 +Boss Stem Cells +are active, Death will drop 2 guaranteed +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, he will drop 3 +Scroll Fragments +. +Enemy tier and gear level scaling +Exclusive blueprints +Beating Death will award the following blueprints: +1st kill - +Death's Scythe +RtC +(100%) +Outfits +Defeating Death will also reward the player with one of his +outfits +. There are 6 outfits, one for each difficulty and one for defeating Death without taking a single hit. The outfit of the lowest difficulty remaining is always the one that drops, e.g. the +Death Outfit +RtC +will drop on 4 +BSC +if it hasn't been looted yet. +0 +BSC +: +Death Outfit +RtC +1 +BSC +: +Cold Death Outfit +RtC +2 +BSC +: +Red Death Outfit +RtC +3 +BSC +: +Edgy Death Outfit +RtC +4 +BSC +: +Spectral Death Outfit +RtC +Flawless kill: +Flawless Death Outfit +RtC +Lore +TBA +Gallery +TBA +History diff --git a/wiki_content/Demolisher.txt b/wiki_content/Demolisher.txt new file mode 100644 index 0000000000000000000000000000000000000000..c7475aeacff7b76fcc5083541b9b14d6fed47ce1 --- /dev/null +++ b/wiki_content/Demolisher.txt @@ -0,0 +1,64 @@ +URL: https://deadcells.wiki.gg/wiki/Demolisher + +Demolisher +Base health +180 +Location(s) +Derelict Distillery +Ramparts +, +Stilt Village +(1+ BSC) +Prisoners' Quarters +, +Castle's Outskirts +RtC +(2+ BSC) +Clock Tower +(4+ BSC) +Reward +Acrobatipack +(10%) +Arbalester's Outfit +(0.4%) +Related +Undead Archer +, +Knife Thrower +Demolishers +are +enemies +armed with a crossbow, that functions as a stronger, more difficult version of +Undead Archers +. They are only found in the +Derelict Distillery +and on higher difficulties. +Behavior +At range, the Demolisher fires explosive bolts, alternating between single shots and double shots as its first and second attacks. +When the player is in close proximity, the Demolisher will swing its crossbow at the player. +All of its attacks, including its melee attack, create explosions. +Moveset +Fire crossbow +Description: +The Demolisher fires explosive bolts from its crossbow, alternating between 1 bolt and 2 bolts. +The bolts will explode upon contact with terrain, or the player, and will eventually drop and hit the ground after a long distance. +The attack can be blocked, parried, and dodge rolled. +The single-bolt shot can be dodged by crouching under it. +Slam +Description: +The Demolisher slams its crossbow into the ground towards the player, creating an explosion. +Can be dodge rolled, parried, and blocked. +Notes +Both the bolt and the explosion itself are counted as an attack. Therefore, if the bolt was parried with a shield, it will still detonate and the game displays "Parried!" twice. +Because of this, Ice Armor cannot block this bolt. +Their weapon strongly resembles the +Explosive Crossbow +'s in-game sprite, albeit slightly larger. +The attacks are also nearly identical to that of the aforementioned weapon's abilities. +Trivia +The concept for this enemy was originally created by a discord user known as +Leylite +. +Due to a bug, the Demolisher does not have a Scribe icon on Console. +The Demolisher is referred to as "CrossbowMan" in the code. +History diff --git a/wiki_content/Demon.txt b/wiki_content/Demon.txt new file mode 100644 index 0000000000000000000000000000000000000000..a4e28bec4844eaaed02f783077c6033e09983285 --- /dev/null +++ b/wiki_content/Demon.txt @@ -0,0 +1,55 @@ +URL: https://deadcells.wiki.gg/wiki/Demon + +Demon +Base health +150 +Location(s) +Cavern +Slumbering Sanctuary +, +High Peak Castle +(4+ BSC), +Dracula's Castle +RtC +(Depth 6; 4+ BSC) +Reward +Shrapnel Axes +(0.4%) +Drifter Outfit +(2+ BSC; 0.4%) +Demons +are orange flying gargoyles that mostly dwell in the +Cavern +. On very high difficulties (4 +BSC +and above), they can also be found in the +Slumbering Sanctuary +, +High Peak Castle +, and +Dracula's Castle +. +Behavior +Demons can detect the player through walls and platforms. They have a higher vertical detection range than horizontal. +Once it detects the player, it will fly towards them then either uses its melee attack or shoot fireballs. +Demons are immune to burn damage over time. However, they are relatively frail and will likely be breached when hit. +Moveset +Fireball +Description: +Fires a set of two high speed fireballs at the player while keeping their distance. +Can be blocked, parried, or dodge rolled. +Hitting them while they're flying will interrupt them and stop flying. +Will move backwards if the player moves towards them during the attack, except right after they shot their projectiles. +Will not fire upwards. +Claw jab +Description: +Slashes with some forward momentum. +Can be blocked, parried, or dodge rolled. +Strategy +Demons have less health than most enemies, but are dangerous if you're not able to ambush them. They are very mobile with fast attacks, so it's way better to kill them before they can react. While they can detect you from different platforms, their reaction time is fairly slow and should give you enough time to run up to them. +Ranged weapons are very effective against Demons as they can hit it out of its flight easily. If you don't have a ranged weapon, you will need either a shield to parry its fireballs or some kind of crowd control (Freeze/Stun/Root) or any sort of cooldown skill that can reach them and hit it out of its flight. Otherwise, they will be +much +harder to fight. Homunculus Rune can also be used to safely disable them and render one vulnerable. +When a Demon approaches you from below, there's a higher chance it will start with its melee attack. It is also useful to know that Demons can't fire at targets above them. +Notes +History diff --git a/wiki_content/Demonic_Strength.txt b/wiki_content/Demonic_Strength.txt new file mode 100644 index 0000000000000000000000000000000000000000..8aaa16cffbcfd01419cd84cf765b95c37011592c --- /dev/null +++ b/wiki_content/Demonic_Strength.txt @@ -0,0 +1,34 @@ +URL: https://deadcells.wiki.gg/wiki/Demonic_Strength + +Demonic Strength +You deal 30% more damage as you are cursed. This bonus is increased by 2% per curse stack you have. +Internal name +P_DemonicForce +Scaling +Colorless +Blueprint +Location +Drops from +Doom Bringer +Drop chance +10% +Unlock cost +100 +Demonic Strength +is a colorless +mutation +which increases the damage the player deals when +cursed +. +Details +Scroll Cap: +None +Special Effects: +Increase player damage by 30% while cursed. Each curse stack adds another 2% for a maximum of 130% at 50. +Scaling: +None +Notes +The +Cursed Sword +counts as one curse stack for the purpose of this mutation. +History diff --git a/wiki_content/Deployable_traps.txt b/wiki_content/Deployable_traps.txt new file mode 100644 index 0000000000000000000000000000000000000000..0c585dac595fd3c75c1af6dd3cb58fc559677529 --- /dev/null +++ b/wiki_content/Deployable_traps.txt @@ -0,0 +1,26 @@ +URL: https://deadcells.wiki.gg/wiki/Deployable_traps + +Active mechanics +Upon use, all deployable skills shoot a "projectile" out of the player in the direction they are facing, and will deploy an object upon touching the ground. There are two types of deployable items, powered and non-powered. Powered turrets need the player to be within a certain radius of it in order to function, and that power radius is decreased if the link to the player is obstructed by terrain. Non-powered deployable items do not need the player to be nearby to function, usually because they do not actively attack enemies in the usual sense. +Effect scaling +Most deployable skills scale with +Tactics, although a few also scale with +Brutality or +Survival. +List of deployables +Below is a list of all deployable skills that can be found within the game. +RotG +: +Rise of the Giant DLC +TBS +: +The Bad Seed DLC +FF +: +Fatal Falls DLC +TQatS +: +The Queen and the Sea DLC +RtC +: +Return to Castlevania DLC diff --git a/wiki_content/Derelict_Distillery.txt b/wiki_content/Derelict_Distillery.txt new file mode 100644 index 0000000000000000000000000000000000000000..64c288fb3ff2284b95c26afefda2cba129458e57 --- /dev/null +++ b/wiki_content/Derelict_Distillery.txt @@ -0,0 +1,451 @@ +URL: https://deadcells.wiki.gg/wiki/Derelict_Distillery + +Inhaling the chemical vapours that often filled that warehouse was said to cause hallucinations. Some of the workers even reported barrels moving by themselves. +Unplanned explosions ended up weakening the walls of the warehouse. +Nobody likes to be treated as cannon fodder. Well, at least, the barrels didn’t like it. +Workplace incidents went through the roof when the distillery was converted into a powder keg factory. +Derelict Distillery +Stage # +6 +Soundtrack +Distillery +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Throne Room +, +Lighthouse +TQatS +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +VI +Cursed chest chance +5% +Runes and Blueprints +Blueprints from enemies +Tesla Coil +, +Barrel Launcher +Enemies & Traps +Enemies +Living Barrels +, +Infected Workers +, +Demolishers +, +Shieldbearers +, +Kamikazes +, +Lacerators +, +Spawners +, +Corpse Juices +(spawned by Spawners), +Rancid Rats +Enemy tier +17-21 +Hazards +Exploding barrels, barrel dispensers, spikes +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Throne Room +, +Lighthouse +TQatS +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +VI +Cursed chest chance +5% +Runes and Blueprints +Blueprints from enemies +Tesla Coil +, +Barrel Launcher +, +Acrobatipack +, +Arbalester's Outfit +Enemies & Traps +Enemies +Living Barrels +, +Infected Workers +, +Demolishers +, +Shieldbearers +, +Kamikazes +, +Lacerators +, +Spawners +, +Corpse Juices +(spawned by Spawners), +Rancid Rats +Enemy tier +25-30 +Hazards +Exploding barrels, barrel dispensers, spikes +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Throne Room +, +Lighthouse +TQatS +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +VI +Cursed chest chance +5% +Runes and Blueprints +Blueprints from enemies +Tesla Coil +, +Barrel Launcher +, +Acrobatipack +, +Arbalester's Outfit +Enemies & Traps +Enemies +Living Barrels +, +Infected Workers +, +Demolishers +, +Kamikazes +, +Lacerators +, +Spawners +, +Corpse Juices +(spawned by Spawners), +Rancid Rats +, +Oven Knights +, +Hammers +, +Sewer Flies +(spawned by Hammers) +Enemy tier +33-35 +Hazards +Exploding barrels, barrel dispensers, spikes +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Throne Room +, +Lighthouse +TQatS +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +1 +Gear level +VII +Cursed chest chance +5% +Runes and Blueprints +Blueprints from enemies +Tesla Coil +, +Barrel Launcher +, +Acrobatipack +, +Arbalester's Outfit +Enemies & Traps +Enemies +Living Barrels +, +Infected Workers +, +Demolishers +, +Kamikazes +, +Lacerators +, +Spawners +, +Corpse Juices +(spawned by Spawners), +Rancid Rats +, +Oven Knights +, +Hammers +, +Sewer Flies +(spawned by Hammers) +Enemy tier +35-38 +Hazards +Exploding barrels, barrel dispensers, spikes +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Throne Room +, +Lighthouse +TQatS +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +2 +Gear level +IX +Cursed chest chance +5% +Runes and Blueprints +Blueprints from enemies +Tesla Coil +, +Barrel Launcher +, +Acrobatipack +, +Arbalester's Outfit +Enemies & Traps +Enemies +Living Barrels +, +Infected Workers +, +Demolishers +, +Kamikazes +, +Lacerators +, +Spawners +, +Corpse Juices +(spawned by Spawners), +Rancid Rats +, +Oven Knights +, +Hammers +, +Sewer Flies +(spawned by Hammers), +Failed Experiments +Enemy tier +40-44 +Hazards +Exploding barrels, barrel dispensers, spikes +The +Derelict Distillery +is a sixth level +biome +that can only be accessed after reaching the +Throne Room +for the first time. It is an abandoned warehouse that was once used to produce liquor before being converted into a gunpowder factory. The rooms and hallways are filled with stacks of barrels and giant bottles, which can be assumed to contain alcohol, that are hanging by chains from the ceilings. Large machines can be seen in the background, their function unknown. +The walls themselves often appear to be covered in pipes and electronic devices that were once used to keep the distillery operational, but now many walls have been visibly damaged by blasts from the explosive barrels found throughout the facility. Like everywhere else on the Island, the malaise has had its way with this place, as the people that once worked here have been turned into mutated monsters that still roam the halls. +General information +Access and exit +The Derelict Distillery is only accessible after reaching the +Throne Room +once, and can be reached via the +Clock Room +, the +Guardian's Haven +, +RotG +or the +Mausoleum +. +FF +The path to the exit is blocked by a locked door that needs the +Distillery Key +, which can be found after a winding hallway with bouncing barrels. Before the actual exit to the level there will be a damaged wall that is blocking the path, as well as a nearby +Infected Worker +. The worker can be baited into chucking a barrel at the wall to destroy it, allowing one to leave or alternatively, the +Barrel Launcher +can be used to destroy the wall. This exit leads to the +Throne Room +, and also the +Lighthouse +TQatS +once it has been visted once from the +Infested Shipwreck +. +TQatS +Exploding barrels, dispensers, and damaged walls +The Distillery is riddled with obstacles and puzzles that revolve around bouncy, exploding barrels. These barrels are most commonly fired from dispensers, either on the ceiling, or sideways on walls, but barrels can also occasionally be found sitting on the ground. They are also thrown and placed by +Infected Workers +. These barrels can be knocked around by hitting them with any ranged or melee weapons, as well as shields. Hits by +Homunculus Rune +can let you control explosive barrels, making it easier to destroy +Damaged walls +without +Barrel Launcher +and accomplish achievement +Born sapper +. Normally, barrels have an orange glow, and will explode upon contact with the player. The explosion damage to the player can be reduced by +Masochist +. However, if the player strikes one, it will bounce forward, and glow white instead of orange. In this state, they are unable to harm the player and can only damage enemies. +Damaged walls +are quite common throughout the biome and can be destroyed using an explosive barrel, either your own, fired from the +Barrel Launcher +, one fired by an enemy, or dropped from traps. These walls work similarly to +destroyable floors +, in that they create debris that can damage enemies on the other side of the wall. +Some examples of the dangers that can be found are listed below: +The start of the level is blocked off by a +damaged wall +, with a dispenser dropping exploding barrels which you need to hit to bounce them into the wall. +A set of two ladders, each having dispensers dropping barrels from above in a staggered pattern that can be dodged by jumping between the ladders. +An area featuring a set of switchback hallways that have barrels bouncing from one side to another as they are fired from a dispenser at the end of the room. +A large room containing a set of three dispensers firing barrels from the ceiling, one after the other. To the sides of the dispensers are platforms containing enemies, which the player must jump between as the barrels fall. +A colorless +Barrel Launcher +can always be found in a room at the end of one of the routes within the level. It can be useful for helping make your way through the area because it can smash damaged walls. +Level characteristics +Scrolls +Derelict Distillery contains 2 Scrolls of Power, and 2 Dual Scrolls. When 3 +Boss Stem Cells +are active, this biome has 1 guaranteed +Scroll Fragment +, and when 4/5 +Boss Stem Cells +are active, this biome has 2 guaranteed +Scroll Fragments +. These cannot spawn in areas requiring the use of any runes. +Enemy tier and gear level scaling +Loot and shops +Main level +1 +Treasure chest +behind +Spider Rune +1 +Treasure chest +behind +Ram Rune +1 item behind +Spider Rune +1 item behind +Teleportation Rune +1 item behind +Homunculus Rune +1 Weapon shop +1 Skill shop +Exclusive blueprints +The blueprint for the +Tesla Coil +can be looted from +Living Barrels +and the blueprint for the +Barrel Launcher +can be looted from +Infected Workers +. +Enemies +In the Derelict Distillery, there are two unique enemies: +Living Barrels +and +Infected Workers +. +The table below lists which enemies are present in the Derelict Distillery on each difficulty level and which blueprints each may drop. When applicable, the minimum difficulty level for blueprint acquisition is specified. +Lore +Barrel dispenser +The Barrel dispenser. +A large room with a barrel dispenser protruding from the ceiling above a track that was used to transport barrels. Two giant red and yellow colored banners with the distillery logo hang on both sides of the room. There is a scribbled note that can be read. It is unknown who has written the note. +" +Dispenser out of order +" +" +One of the engineers was so happy with his new prototype that he went straight to the barrel dispenser to test it... +" +" +This level of stupidity would have got him fired if he didn't die in the process. +" +" +Signed: The Management +" +Broken distillery +The distillery and a victim of its content. +A +mash tun +fed from a barrel contains an unknown substance that flows into a what looks like a silo and then ends up in a set of giant bottles. The tubes connecting all the containers glow a light blue, which could be from the substance inside them. +A drunk dead worker... or maybe just dead. +Next to the device a dead worker can be found along with several empty bottles. The Beheaded muses on the scene before him. +" +Someone tried to drink directly from the barrel? +" +" +... +" +" +Old habits die hard. +" +Trivia +It is unknown when or why the Derelict Distillery was converted into a powder keg factory, however it is possible that it was done in an attempt to combat the +Malaise +and the undead atrocities that it had created by using the explosive barrels to fight them, which the Derelict Distillery had been producing in mass quantities. Evidence of this can be found in the +Barrel Launcher +, which uses the barrels as ammunition. +Prior to +v2.2 +this biome was simply called +Distillery +while exiting a Passage. +The reasons for this are yet to be specified, but it was likely due to a translation error. +Gallery +Loading screen for the Derelict Distillery. +Entrance of the Derelict Distillery. +Barrel launcher found on a pedestal. +Fully explored map of Derelict Distillery showing general generation of the level. +History diff --git a/wiki_content/Development.txt b/wiki_content/Development.txt new file mode 100644 index 0000000000000000000000000000000000000000..04039d13711aa9f57c5056d5f812700e103612eb --- /dev/null +++ b/wiki_content/Development.txt @@ -0,0 +1,38 @@ +URL: https://deadcells.wiki.gg/wiki/Development + +This page is intended as a history of the making of +Dead Cells +, as well as a page to see the contributions of the different developers. It is currently a stub, but feel free to help. +Programming +The game was coded using Haxe, game’s informations (outfits, biome difficulties, mobs...) are in .json files. +The game uses Heaps engine. +Art +Carduus was responsible for the +design of the Beheaded and all enemies +in the game, as well as certain +NPCs +such as +Spider Lady +He designed the animations, special effects and backgrounds of the game on his own for a year, until Gwen joined the art team. +Gwen was mainly responsible for +backgrounds, level design and NPCs +such as the +merchants and the blacksmiths +and the unnamed +Ghost +of the challenge rifts. He also designed +the chests and the Tutorial Knight +. The idea behind the design of some of the NPCs, notably the merchants, was to mix +goblins and chameleons +. +Both Gwen and Carduus were involved in +drawing marketing and promotional material +. +Interviews and articles on the making of +Dead Cells +Article by Gwen explaining the approach to art in Dead Cells. +Article by Carduus explaining how animations were done in a pixel art game with a very small team. +Pinterest page by Carduus showing images used as references for art in Dead Cells. +Interview with Steve to explain how weapons and skills were designed. +Interview with deepnight explaining how early access made the game better. +Interview with deepnight explaining how builds were balanced in early access. diff --git a/wiki_content/Dilapidated_Arboretum.txt b/wiki_content/Dilapidated_Arboretum.txt new file mode 100644 index 0000000000000000000000000000000000000000..a5443b793175e0a922d9c203f04e4f2ef4766b1c --- /dev/null +++ b/wiki_content/Dilapidated_Arboretum.txt @@ -0,0 +1,538 @@ +URL: https://deadcells.wiki.gg/wiki/Dilapidated_Arboretum + +Once frequented by the lords and ladies of the island, they often noted that some of the mushrooms seemed to shrink from their presence. +Dappled light, soothing fountains and a fresh air brought the royals, aristocratic and various hangers-on. Unfortunately they brought the stink of the Royal Court with them... +Earthy smells of compost, spores and decay fill the air of the dilapidated Arboretum. The new inhabitants seem to like the climate quite a bit. +Dilapidated Arboretum +Stage # +2 +Soundtrack +Arboretum +Required Rune(s) +Teleportation Rune +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Morass of the Banished +TBS +, +Ramparts +, +Prison Depths +Scrolls +1 Scroll of Power, 2 Dual Scrolls +Gear level +II +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Flashing Fans +, +Mushroom Boi! +, +Spiked Boots +, +Barnacle +, +Knife Dance +, +Oiled Sword +Blueprints from secret areas +Gardener's Outfit +Enemies & Traps +Enemies +Zombies +, +Yeeters +, +Jerkshrooms +, +Thornies +, +Bats +Enemy tier +3-6 +Enemy health tier +Base +Wandering Elite chance +50% +Hazards +Spikes, carnivorous plants +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Morass of the Banished +TBS +, +Ramparts +, +Prison Depths +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +II +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Bobby Outfit +, +Flashing Fans +, +Mushroom Boi! +, +Mushroom Boi's Outfit +, +Spiked Boots +, +Barnacle +, +Knife Dance +, +Oiled Sword +, +Sadist's Stiletto +Blueprints from secret areas +Gardener's Outfit +Enemies & Traps +Enemies +Zombies +, +Yeeters +, +Jerkshrooms +, +Thornies +, +Bats +, +Impaler +Enemy tier +4-10 +Enemy health tier +5-8 +Wandering Elite chance +50% +Hazards +Spikes, carnivorous plants +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Morass of the Banished +TBS +, +Ramparts +, +Prison Depths +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +II +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Flashing Fans +, +Mushroom Boi! +, +Mushroom Boi's Outfit +, +Spiked Boots +, +Barnacle +, +Knife Dance +, +Oiled Sword +, +Sadist's Stiletto +, +Kill Rhythm +Blueprints from secret areas +Gardener's Outfit +Enemies & Traps +Enemies +Yeeters +, +Jerkshrooms +, +Thornies +, +Bats +, +Impaler +Enemy tier +5-10 +Enemy health tier +9-13 +Wandering Elite chance +50% +Hazards +Spikes, carnivorous plants +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Morass of the Banished +TBS +, +Ramparts +, +Prison Depths +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +1 +Gear level +III +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Flashing Fans +, +Mushroom King Outfit +, +Mushroom Boi! +, +Mushroom Boi's Outfit +, +Spiked Boots +, +Barnacle +, +Knife Dance +, +Oiled Sword +, +Sadist's Stiletto +, +Kill Rhythm +, +Adrenaline +Blueprints from secret areas +Gardener's Outfit +Enemies & Traps +Enemies +Yeeters +, +Jerkshrooms +, +Thornies +, +Bats +, +Impaler +, +Rampagers +Enemy tier +7-11 +Enemy health tier +11-14 +Wandering Elite chance +50% +Hazards +Spikes, carnivorous plants +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Morass of the Banished +TBS +, +Ramparts +, +Prison Depths +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +2 +Gear level +V +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Flashing Fans +, +Mushroom King Outfit +, +Mushroom Boi! +, +Mushroom Boi's Outfit +, +Spiked Boots +, +Barnacle +, +Sadist's Stiletto +, +Kill Rhythm +, +Adrenaline +, +Spite Sword +, +Frostbite +Blueprints from secret areas +Gardener's Outfit +Enemies & Traps +Enemies +Yeeters +, +Jerkshrooms +, +Thornies +, +Impaler +, +Rampagers +, +Buzzcutters +Enemy tier +8-12 +Enemy health tier +12-16 +Wandering Elite chance +50% +Hazards +Spikes, carnivorous plants +Timed door +2:00 +BSC +Door Rewards +1 BSC +2 BSC +3 BSC +4 BSC +Weapon/Skill Shop +Cell vat +Treasure chest +Treasure chest +The +Dilapidated Arboretum +is a second level +biome +that is exclusive to the +Bad Seed DLC +. Dappled light, soothing fountains and a fresh air brought the royals, aristocratic and various hangers-on to the gardens and serres of the arboretum to escape the hustle and bustle of the castle to have some moments of peace and relaxation. +However, the fragrance of their perfumes had, unbeknownst to them, disturbed the local flora and fauna. Now the arboretum, a shadow of its former glory, attracted a different kind of visitor, who enjoyed the earthy smells of compost, spores and decay very, very much. +General information +Access and exit +The Arboretum can be accessed from the +Prisoners' Quarters +via a +Teleportation Rune +after having first accessed the area with the +Dilapidated Arboretum Key +TBS +. +There are three exits out of the Arboretum, which consist of the +Prison Depths +(requiring a Spider rune), the +Morass of the Banished +TBS +, and the +Ramparts +. +Level characteristics +Scrolls +The Dilapidated Arboretum contains 3 scrolls, including 1 Power Scrolls, and 2 Dual-Stat Scrolls, which cannot spawn in areas requiring the use of runes to access. On (1+ +BSC +) there is a bonus Power scroll. When 3 +Boss Stem Cells +are active, this biome has 1 guaranteed +Scroll Fragment +, and when 4/5 +Boss Stem Cells +are active, this biome has 2 guaranteed +Scroll Fragments +. +Enemy tier and gear level scaling +Loot and shops +Main level +10% chance for a +cursed chest +. +1 chained item altar +1 random item requiring a +Teleportation Rune +1 random item requiring a +Spider Rune +1 random item requiring a +Vine Rune +2 shops (1 weapons 1 skill). One is found in each of the two buildings +Boss Stem Cells rewards +1 +BSC +: Gear Shop +2 +BSC +: Cell Vat +3 +BSC +: Treasure chest +4 +BSC +: Treasure chest +Exclusive blueprints +The following blueprints can only be found in the Arboretum as one is found in a lore room and four are looted from enemies that are exclusive to this area. +The +Flashing Fans +TBS +and +Mushroom King Outfit +TBS +are looted from +Yeeters +. +The +Mushroom Boi! +TBS +and the +Mushroom Boi's Outfit +TBS +are looted from +Jerkshrooms +. +The +Gardener's Outfit +TBS +can be found in the fancy lounge lore room while examining the chaise longue. +Enemies +In the Arboretum you will find two unique enemies, the +Yeeters +and +Jerkshrooms +. +The table below lists which enemies are present in the Dilapidated Arboretum on each difficulty level and which blueprints each may drop. When applicable, the minimum difficulty level for blueprint acquisition is specified. +Lore +Botanical beaker room +The botanical beaker in the middle of the room. +The room depicted in the following picture contains three items that can be examined: +Order +A letter written by an unknown person, presumably some sort of guard: +" +Apparently seeing the dead rise wasn't enough. +" +Today it's the plants that are up and raising hell. +" +" +The King's new best friend has ordered one of them captured... Alive... +" +" +...I'd like to see that! +" +Botanical beaker +A large glass container filled with some sort of rotting corpse. +" +How did they get the skeleton in the bottle? +" +Books +A stack of books can be found laying nearby. +" +“Man vs Wild” and other botanical treatises are spread out on the ground. +" +" +I wonder what's in this flask... +" +Giant tree room +The giant tree with a victim and a broken flask. +Trunk +A large tree that appears to have various pieces of flesh and skeletons shoved into a hole in its side. +" +It seems like these infected ones were trapped in the trunk... +" +" +Makes you wonder who was the sick one in this story... +" +Skull +Beside the tree there is a glass container containing a large bird skull. +" +The skull of a giant crow mixed in with various bits of mushed and mashed organs, entrails and local roots... +" +" +...connected to the bark of an old red giant tree. +" +" +The perfect evil wizard starter kit... +" +Fancy lounge +The fancy lounge. +Luxurious chaise longue +A fancy longue with some opened books resting upon it. +" +Varnished wood... satin pillows... +" +" +A bunch of leather bound books... +" +" +I wonder which noble had their personal garden here. +" +Chaise longue +A rougher longue with some gardening equipment resting beside it. +" +Gloves, a pitchfork... Maybe a courtier tried their hand at gardening? +" +" +No, you wouldn't find one that would sit on such a shabby piece of furniture. +" +" +Or wear this outfit. +" +" +It seems the gardener had his entrances into the palace too. +" +Once the Beheaded says, "Or wear this outfit." the +Gardener's Outfit +TBS +blueprint will drop. +Yeeter room +Pile of dead Yeeters +A room filled with the bodies of +Yeeters +and a human corpse. +" +By the King's command, you are to burn the entire Arboretum down until nothing is left but cinders. +" +" +And ignore the gardener's protestations... he is no longer under the Crown's protection. +" +Research room +Research room +A research room with a desk, cabinet and plants. +A letter and order from the king can be found. +Letter +" +I'm alive again... but I can feel the madness lurking in the shadows. And I don't think these medical plants will help me for long. +" +King's order +" +Yet another order to burn down the Arboretum +" +Large water pipe +A large room can be found containing a giant water pipe snaking through it. +Scribbled note +At the opposite end of the entrance there is a spout attached to the pipe with a warning sign hanging from it. +" +WARNING: DON'T WATER THE PLANTS! +" +... +But where does it go? +Notes +It appears that there was some form of experimentation going on within the arboretum that involved using people and animals as a base for the growth of some of the various plants and fungi found within the large glass canisters. Various skeletons can be seen within the soil of certain plants. In the case of the large tree, whole organs and people were attached to it for some sick, unknown purpose. +History diff --git a/wiki_content/Dire_Werewolf.txt b/wiki_content/Dire_Werewolf.txt new file mode 100644 index 0000000000000000000000000000000000000000..b6075e792f05d749c7aa3cc7eb78141667497b08 --- /dev/null +++ b/wiki_content/Dire_Werewolf.txt @@ -0,0 +1,81 @@ +URL: https://deadcells.wiki.gg/wiki/Dire_Werewolf + +Dire Werewolf +Base health +150 +Location(s) +Castle's Outskirts +RtC +, +Depth 3 +Dracula's Castle +RtC +(3+ +BSC +), Depth 6 +Dracula's Castle +RtC +(1+ +BSC +) +Reward +Bible +RtC +(1.7%), +Hector Outfit +RtC +(1.7%) +Related +Werewolf +RtC +, +Rampager +Dire Werewolves +are enemies added in the +Return to Castlevania DLC +. They are more dangerous versions of the +Werewolf +RtC +. +Behavior +When a Dire Werewolf detects the player on the same platform, it will shriek, run at the player, and then attack when within range. If the player moves to a different platform, it will chase the player by jumping from platform to platform. Their behavior is identical to that of the +Rampager +. +Moveset +Fury swipe +Description: +Swipes four times in quick succession. +Can be blocked, parried, and dodge rolled. +Strategy +Werewolves have the same moveset as +Rampagers +. +Werewolves are extremely aggressive and, if not dealt with properly, can end up dealing massive damage with their claws. It is recommended to either ambush them before they can attack or lure them out to a different platform and deal with them there rather than on a long corridor as outrunning them is not an option, even with a speed buff. The jump they do when they chase you is slow and predictable, which makes them easier to lure out and thus kill when they jump into you. +As long as it is possible to get behind them when they start their scream and are about to attack, they will never have the chance to attack. Rolling behind them if in melee range is strongly recommended. Any crowd control effects like +freeze +/ +root +/ +stun +are also highly effective against them. +If needed, it is possible to utilize the +Homunculus Rune +to draw their aggro so they can be fought individually without other enemies interfering. +Notes +Replaces +Werewolf +on 3+ +BSC +difficulties in +Castle's Outskirts +and +Dracula's Castle +(depth 3), and +Dracula's Castle +(depth 6) on 1+ +BSC +. +Dire Werewolf is a reskin of the +Rampager +. +History diff --git a/wiki_content/Disengagement.txt b/wiki_content/Disengagement.txt new file mode 100644 index 0000000000000000000000000000000000000000..c57393c268d4f3ee1a4b0b19f3b74c780323de48 --- /dev/null +++ b/wiki_content/Disengagement.txt @@ -0,0 +1,50 @@ +URL: https://deadcells.wiki.gg/wiki/Disengagement + +Disengagement +Once per biome, if your HP falls below 15%, a force field protects you for 5 sec. +Internal name +P_Disengage +Scaling +Colorless +Blueprint +Location +Secret area in +Prisoners' Quarters +Unlock cost +200 +Disengagement +is a colorless +mutation +which provides the player with +invincibility +if they take too much damage. +Details +Special Effects: +When the player's health falls below 15%, a force field protects them for 5 seconds. +Triggers with darkness and +poison +damage, but does not protect against them. +Scaling: +None +Notes +This mutation could be considered a direct upgrade to +Ygdar Orus Li Ox +, as it typically stops situations where the player would die without a curse, while simultaneously not permanently taking up space in the mutation slots and being reusable. +It can also be considered as an improvement of the +One-hit protection mechanic +. +Challenge Rifts +are treated by game as a separate biome inside a regular biome, therefore, Disengagement gets refreshed upon entering or exiting one. +It may fail to protect the player in rare cases, such as against the grab attacks from +The Queen +TQatS +and +Dracula +RtC +or against some attacks from +Agitated Pickpocket +. +These attacks seem the bypass all +forcefields +in the game. +History diff --git a/wiki_content/Disgusting_Worm.txt b/wiki_content/Disgusting_Worm.txt new file mode 100644 index 0000000000000000000000000000000000000000..109016ec1a61c8c59eb38d1ce62b42f6da140590 --- /dev/null +++ b/wiki_content/Disgusting_Worm.txt @@ -0,0 +1,57 @@ +URL: https://deadcells.wiki.gg/wiki/Disgusting_Worm + +Disgusting Worm +Base health +150 +Location(s) +Toxic Sewers +, +Ancient Sewers +Undying Shores +(After visiting Ancient Sewers) +Throne Room +(summoned by the Hand of the King) +Reward +What Doesn't Kill Me +(100%) +Swarm +(0.4%) +Valmont's Whip +(0.4%) +Disgusting Worms +are big, mutated worm +enemies +found in the +Toxic Sewers +and the +Ancient Sewers +. +Behavior +Disgusting Worms move quickly once they spot the player and will bite them in melee. +When killed, they drop six bombs which will then explode. +Moveset +Bite +Description: +A short-ranged melee attack. +Can be blocked, parried, and dodge rolled. +Spite bombs +Description: +Drops six explosives when killed which explodes in a random sequence. +The bombs can be repelled before they explode. +The explosions can be blocked or parried. +Strategy +Generally, staying out of its range then attacking it is a valid option, as their melee attack has very short range. This attack has a tricky timing to parry, with some delay, so try not to parry it too early. +Disgusting Worms have an ability to jump over small horizontal gaps to reach the player, after a long delay, so beware that this does not catch you off-guard. +The dash ability of the +Assault Shield +, +Armadillopack +, +Magnetic Grenade +and +Wave of Denial +can reflect all the bombs instantly. +Tornado +will also reflect all bombs it passes over. +Beware killing a Disgusting Worm near a ledge (or letting it die of damage-over-time effects). The bombs have some horizontal spread when they spawn, so can fall down cliffs and then explode. +History diff --git a/wiki_content/Diverse_Deck.txt b/wiki_content/Diverse_Deck.txt new file mode 100644 index 0000000000000000000000000000000000000000..8cf297131995f5efaf03d67aa16c14653b5b6ac4 --- /dev/null +++ b/wiki_content/Diverse_Deck.txt @@ -0,0 +1,292 @@ +URL: https://deadcells.wiki.gg/wiki/Diverse_Deck + +Barricade +Catalyst +Electrodynamics +Foresight +Barricade +Draw +: you gain 30 +Bonus Health +that persists indefinitely +Passive +: Each successful +parry +grants 10 +Bonus Health +for 15 sec. +Discard +: Remove all current +Bonus Health +and deal damage depending on the quantity removed. +At the core of an ancient strategy called "the 999 block". +Type +Power +Scaling +Colorless +Recharge +15 +Base price +2000 +Damage +Base hit +30 +Catalyst +Passive +: Your melee attacks +poison +the enemies they hit. +Discard +: Nearby enemies lose all their damage-over-time stacks then are dealt the remaining damage of these effects. +You can wait for the last straw to break the camel back... or push the poor beast yourself! +Type +Power +Scaling +Colorless +Recharge +5 +Base price +2000 +Electrodynamics +Draw +: Creates a lightning orb that gravitates around you, dealing 8 damage on impact. +Passive +: Each time you use your other skill, creates an additional orb (max: 3 orbs). +Discard +: Destroys all your active orbs. Thunder strikes a nearby enemy for each orb destroyed that way, dealing 55 damage. +Less hazardous when wearing a Faraday Outfit. +Type +Power +Scaling +Colorless +Recharge +5 +Base price +2000 +Damage +Base DPS +4 +Base hit +8 +Foresight +Passive +: You avoid the first damage source dealt to you. This effect recharges when you kill 8 enemies. +Discard +: You become immune to all sources of damage for 2 sec. +You don't even know that I'm still not dead! +Type +Power +Scaling +Colorless +Recharge +5 +Base price +2000 +Blueprint +Location +Lore room in the +Prisoners' Quarters +The +Diverse Deck +is a colorless +power +skill +with four cards that provide varying bonuses. When a card is drawn, it enters cooldown, and after that ends the card can be discarded to make way for the next. All cards have a passive ability, an on-discard bonus and sometimes provide one on draw. +Details +Barricade +Special Effects: +Activating Barricade the first time draws the card, dealing 30 damage and activating its draw effect. +Draw +: you gain 30 +Bonus Health +that persists indefinitely. +Drawing also enables its passive effect: +Passive +: Each successful +parry +grants 10 +Bonus Health +for 15 sec. +15 sec cooldown before discarding is possible. +Activating Barricade discards the card, triggering a new effect: +Discard +: Remove all current +Bonus Health +and deal damage depending on the quantity removed. +Tags: +PassivePower, Unique, NoCooldownReadySfx +Legendary Version: +Forced +Affix +: Upgraded Barricade +"Upgraded: Bonus health gained from perfect parries is now permanent." +Catalyst +Special Effects: +Discarding Barricade draws Catalyst, activating its passive: +Passive +: Your melee attacks +poison +the enemies they hit. +5 sec cooldown before discarding is possible. +Activating Catalyst discards the card, triggering a new effect: +Discard +: Nearby enemies lose all their damage-over-time stacks then are dealt the remaining damage of these effects. +Tags: +PassivePower, Unique, NoCooldownReadySfx +Legendary Version: +Forced +Affix +: Upgraded Catalyst +"Upgraded: Damage-over-time effects are no longer consumed upon activation." +Electrodynamics +Special Effects: +Discarding Catalyst draws Electrodynamics, activating draw and passive effects: +Draw +: Creates a lightning orb that gravitates around you, dealing 8 damage on impact. +The orbs deal +shock +damage, which can arc to nearby enemies. +Drawing also enables its passive effect: +Passive +: Each time you use your other skill, creates an additional orb (max: 3 orbs). +5 sec cooldown before discarding is possible. +Activating Electrodynamics discards the card, triggering the discard effect: +Discard +: Destroys all your active orbs. Thunder strikes a nearby enemy for each orb destroyed that way, dealing 55 damage. +Tags: +PassivePower, ActivatedWithDelay, Unique, NoCooldownReadySfx +Legendary Version: +Forced +Affix +: Upgraded Electrodynamics +"Upgraded: Orb maximum becomes 5" +Foresight +Special Effects: +Discarding Electrodynamics draws Foresight, activating its passive: +Passive +: You avoid the first damage source dealt to you. +This effect recharges when you kill 8 enemies. +Activating Foresight discards the card, triggering a new effect: +Discard +: You become immune to all sources of damage for 2 sec. +Tags: +PassivePower, Unique, NoCooldownReadySfx +Legendary Version: +Forced +Affix +: Upgraded Foresight +"Upgraded: Passive effect cooldown is reduced to 5 kills." +Notes +Diverse Deck is always colorless. Because of this, even if a legendary version generates, it is not possible to use two at once. +Cooldowns for this item are between drawing a card and discarding it. +Each card has its own legendary affix. +Tanking a hit with +Foresight +doesn't prevent flawless achievements and accessing No-Hit Doors. +Cycling the deck does not refresh the number of kills to recover +Foresight +. +Killing enemies while +Foresight +isn't in hand does not increase enemy kill counter of the Foresight. +Certain enemy deaths do not count towards the counter. For example, +Serenade +(pet) does not count, but +Serenade +(in hand) does. +Electrodynamics +doesn't gain any orbs from items with the "ShortCooldown" tag such as +Phaser +, +Grappling Hook +, +Cocoon +, +Infantry Grenade +, +Oil Grenade +, +Swarm +, +Wave of Denial +, +Leghugger +, +Maria's Cat +and +Taunt +. +Despite appearances, the orbs summoned by +Electrodynamics +are not like other projectiles, and are thus unaffected by the +Point Blank +mutation and do not enable +Networking +. +Though they are not melee either, and so do not interact with melee +Mutations +and +Gear +such as +Combo +, +Front Line Shield +and +Vampirism +. +Electrodynamics +can be used as a better version of +Catalyst +as it can have the "Poison on Hit" affix which gives it the poison synergy of +Catalyst +, while keeping the damage and electric synergy of +Electrodynamics +. +Barricade +Discard deals melee damage, while +Electrodynamics +Discard and +Catalyst +Discard deal ranged damage. All three attacks can be buffed by relevant mutations. +Possible Affixes +Minor Affixes: +Death Fire (weight 50) +Death Explosion (weight 30) +Ice Damage (weight 15) +Poison Damage (weight 15) +Death Worm (weight 15) +Fire Damage (weight 15) +Bleed Damage (weight 15) +Blue Fire Damage (weight 15) +Root Damage (weight 15) +Stun Damage (weight 15) +Shock Damage (weight 15) +Oil (weight 10) +Major Affixes: +Arrow Salve (weight 20) +More Damage (weight 10) +Run Speed on Kill (weight 10) +Poison on Hit (weight 10) +Global Shield (weight 7) +Double Damage (weight 6) +Forced Affixes: +Unique Item (always) +Colorless (always) +Legendary Affixes: +Upgraded Barricade +Upgraded Catalyst +Upgraded Electrodynamics +Upgraded Foresight +Trivia +This weapon is a reference to the game Slay the Spire, each of the 4 abilities is based on one of the playable characters: +Barricade +is based on the Ironclad. +Catalyst +is based on the Silent. +Electrodynamics +is based on the Defect. +Foresight +is based on the Watcher. +History +↑ +Does help with traps, does not help with poison water. diff --git a/wiki_content/Doom_Bringer.txt b/wiki_content/Doom_Bringer.txt new file mode 100644 index 0000000000000000000000000000000000000000..f61f4c4c8b59544398816cc21eda1913a16e0204 --- /dev/null +++ b/wiki_content/Doom_Bringer.txt @@ -0,0 +1,47 @@ +URL: https://deadcells.wiki.gg/wiki/Doom_Bringer + +Doom Bringer +Base health +200 +Location(s) +(2-5 BSC) +Spawns in +cursed biomes +Limited spawns in a single run. +Reward +Demonic Strength +10% +Misericorde +10% +Related +Sore Loser +, +Curser +Doom Bringers +are one of three +curse +related +enemies +. It attacks the player, but instead of dealing damage it curses and stuns the player on hit. +Behavior +Fires off harmless melee attacks that increases the player's curse counter by 1 and cause stun. If they have 50 points of curse or more, the attack destroys the player instead. This is also one of the only enemies to have dialogue while fighting you. +Strategy +Both Doom Bringer attacks can be parried +Notes +also findable (in elite form) within stilt village in a secret room behind 1bc door, very similar to the room in which you find the leghugger for the first time. +only once +the room has two inspectable background things: "Wall Panel" and "Shabby bed" +wall panel says: (quoted from in game, minus the parentheses) +An impressive board covered in papers, raging inscriptions and red yarn to link everything. +(in a yellow text box), +A few sentences are readable among all that mess. +(blue text box) +"...and that's why I remain convinced that the Malaise doesn’t exist. All the people on the island are simply pretending because they were paid for it!" +(blue text box) +"Who would believe that they are really undeads? Not me, that's for sure! However, did you know that our beloved Queen is in fact a serpent? No? Not surprising!" +(blue text box) +shabby bed says: +A rope acts as a link between this musty bed and the cluster of bells hanging above it. +It looks like a makeshift alarm system... or a good way to never fall asleep. +(both in blue text boxes) +History diff --git a/wiki_content/Door.txt b/wiki_content/Door.txt new file mode 100644 index 0000000000000000000000000000000000000000..9827de81940cf6dc87340df6523ada7042ed2259 --- /dev/null +++ b/wiki_content/Door.txt @@ -0,0 +1,21 @@ +URL: https://deadcells.wiki.gg/wiki/Door + +This +disambiguation +page lists articles associated with the same title. If an +internal link +referred you here, you may wish to change the link to point directly to the intended article. +Door +can designate to three things in +Dead Cells +: +Time, killstreak and no-hit doors +, transition level doors found in +Passages +that contain cells, gems, and items. +BSC Doors +, bonus doors scattered through the levels that are locked behind a particular +BSC +difficulty. +Emergency Door +, a deployable skill that deploys a ghostly purple door. diff --git a/wiki_content/Double_Crossb-o-matic.txt b/wiki_content/Double_Crossb-o-matic.txt new file mode 100644 index 0000000000000000000000000000000000000000..2ba60526bb1954f118aef04543d886a914ade33e --- /dev/null +++ b/wiki_content/Double_Crossb-o-matic.txt @@ -0,0 +1,62 @@ +URL: https://deadcells.wiki.gg/wiki/Double_Crossb-o-matic + +Double Crossb-o-matic +Shoots at 2 nearby enemies at the same time. Each shot inflicts 41 DPS. +Internal name +HorizontalTurret +Type +Deployable +Scaling +Combo rate +One shot every 0.2 seconds +Recharge +10 seconds +Base trap health +100 +Base price +1750 +Damage +Base DPS +82 +Base hit +16.4 +Blueprint +Location +Drops from +Zombies +Drop chance +0.4% +Unlock cost +5 +Double Crossb-o-matic +is a +deployable +skill +which deploys a turret that fires projectiles on both sides. +Details +Special Effects: +Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. +The projectile bounces off of Shieldbearer shields without detonating. +Upon use, deploys a ranged turret. +Turret targets the 2 nearest enemies in a cone on either side. +If there is only one enemy nearby, both shots are fired at the same target. +Turret deals damage 5 times a second, producing a base shot damage of 16.4. +Turret can be destroyed by enemies - remaining health is indicated by a small yellow bar above the turret. +Only one turret per Double Crossbow-Matic skill can be active at a time - attempting to deploy another turret will destroy the first one. +Turret stops operation if the player moves too far away and resumes operation once the player comes back within range. +Tags: +Ranged, HasBullets, Deployable, NeedPower, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Super Pierce +"Shots pierce all enemies." +Trivia +This item was previously named +Quick-Fire Turret +and +Horizontal Turret +. +History +↑ +The in-game DPS value is 45. diff --git a/wiki_content/Dracula's_Castle.txt b/wiki_content/Dracula's_Castle.txt new file mode 100644 index 0000000000000000000000000000000000000000..23fe29b634a8b9d86cb72c4c7d5f1d32cab92ec1 --- /dev/null +++ b/wiki_content/Dracula's_Castle.txt @@ -0,0 +1,772 @@ +URL: https://deadcells.wiki.gg/wiki/Dracula%27s_Castle + +All this red has the major benefit of hiding blood stains! +You feel like you don't belong here. The walls themselves seem to judge you +Imposing. Sinister. Sprawling. Red. All these adjectives fit this place +Dracula's Castle +Stage # +3 or 6 +Soundtrack +Dracula's Castle +The Tragic Prince +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Castle's Outskirts +RtC +(Depth 3), +Corrupted Prison +(Depth 3), +Toxic Sewers +(Depth 3), +Mausoleum +FF +(Depth 6), +Clock Room +(Depth 6), +Guardian's Haven +RotG +(Depth 6) +Next biome(s) +Defiled Necropolis +RtC +(Depth 3), +Black Bridge +(Depth 3), +Master's Keep +RtC +(Depth 6) +Scrolls +3 Scrolls of Power, 2 Dual Scrolls, 1 cursed chest (Depth 3), +2 Scrolls of Power, 2 Dual Scrolls, 1 cursed chest (Depth 6) +Gear level +IV (Depth 3), VI (Depth 6) +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Whip Sword +, +Throwing Axe +, +Rebound Stone +, +Cross +, +Haunted Armor Outfit +, +Bible +Enemies & Traps +Enemies +Harpy +, +Axe Armor +, +Buer +, +Armor Knight +, +Throw Master +, +Werewolf +, +Medusa +(Depth 6) +Enemy tier +6 - 13 (Depth 3), 24 - 27 (Depth 6) +Enemy health tier +Base +Previous biome(s) +Castle's Outskirts +RtC +(Depth 3), +Corrupted Prison +(Depth 3), +Toxic Sewers +(Depth 3), +Mausoleum +FF +(Depth 6), +Clock Room +(Depth 6), +Guardian's Haven +RotG +(Depth 6) +Next biome(s) +Defiled Necropolis +RtC +(Depth 3), +Black Bridge +(Depth 3), +Master's Keep +RtC +(Depth 6) +Scrolls +3 Scrolls of Power, 2 Dual Scrolls, 1 cursed chest +Gear level +IV (Depth 3), VI (Depth 6) +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Whip Sword +, +Throwing Axe +, +Rebound Stone +, +Cross +, +Haunted Armor Outfit +, +Bible +, +Hector Outfit +(Depth 6), +Great Owl of War +Enemies & Traps +Enemies +Harpy +, +Axe Armor +, +Buer +, +Armor Knight +, +Throw Master +, +Knife Thrower +, +Werewolf +(Depth 3), +Dire Werewolf +(Depth 6), +Medusa +(Depth 6) +Enemy tier +10 - 16 (Depth 3), 26 - 29 (Depth 6) +Enemy health tier +10 - 13 (Depth 3), 25 - 30 (Depth 6) +Previous biome(s) +Castle's Outskirts +RtC +(Depth 3), +Corrupted Prison +(Depth 3), +Toxic Sewers +(Depth 3), +Mausoleum +FF +(Depth 6), +Clock Room +(Depth 6), +Guardian's Haven +RotG +(Depth 6) +Next biome(s) +Defiled Necropolis +RtC +(Depth 3), +Black Bridge +(Depth 3), +Master's Keep +RtC +(Depth 6) +Scrolls +3 Scrolls of Power, 2 Dual Scrolls, 1 cursed chest (Depth 3), +3 Scrolls of Power, 2 Dual Scrolls, 1 cursed chest (Depth 6) +Gear level +IV (Depth 3), VI (Depth 6) +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Whip Sword +, +Throwing Axe +, +Rebound Stone +, +Cross +, +Haunted Armor Outfit +, +Bible +, +Hector Outfit +(Depth 6), +Great Owl of War +Enemies & Traps +Enemies +Harpy +, +Axe Armor +, +Buer +, +Armor Knight +, +Throw Master +, +Knife Thrower +, +Werewolf +(Depth 3), +Dire Werewolf +(Depth 6), +Medusa +(Depth 6) +Enemy tier +11 - 17 (Depth 3), 27 - 30 (Depth 6) +Enemy health tier +15 - 19 (Depth 3), 35 - 38 (Depth 6) +Previous biome(s) +Castle's Outskirts +RtC +(Depth 3), +Corrupted Prison +(Depth 3), +Toxic Sewers +(Depth 3), +Mausoleum +FF +(Depth 6), +Clock Room +(Depth 6), +Guardian's Haven +RotG +(Depth 6) +Next biome(s) +Defiled Necropolis +RtC +(Depth 3), +Black Bridge +(Depth 3), +Master's Keep +RtC +(Depth 6) +Scrolls +4 Scrolls of Power, 2 Dual Scrolls, 1 cursed chest (Depth 3), +3 Scrolls of Power, 2 Dual Scrolls, 1 cursed chest (Depth 6) +Scroll Fragments +3 (Depth 3), 1 (Depth 6) +Gear level +V (Depth 3), VI (Depth 6) +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Whip Sword +, +Throwing Axe +, +Rebound Stone +, +Cross +, +Haunted Armor Outfit +, +Bible +, +Hector Outfit +, +Tornado +, +Soldier's Resistance +Enemies & Traps +Enemies +Harpy +, +Axe Armor +, +Buer +, +Armor Knight +, +Throw Master +, +Dire Werewolf +, +Guardian Knight +(Depth 3), +Medusa +(Depth 6) +Enemy tier +13 - 19 (Depth 3), 29 - 32 (Depth 6) +Enemy health tier +17 - 21 (Depth 3), 39 - 42 (Depth 6) +Previous biome(s) +Castle's Outskirts +RtC +(Depth 3), +Corrupted Prison +(Depth 3), +Toxic Sewers +(Depth 3), +Mausoleum +FF +(Depth 6), +Clock Room +(Depth 6), +Guardian's Haven +RotG +(Depth 6) +Next biome(s) +Defiled Necropolis +RtC +(Depth 3), +Black Bridge +(Depth 3), +Master's Keep +RtC +(Depth 6) +Scrolls +4 Scrolls of Power, 2 Dual Scrolls, 1 cursed chest (Depth 3), +3 Scrolls of Power, 2 Dual Scrolls, 1 cursed chest (Depth 6) +Scroll Fragments +4 (Depth 3), 2 (Depth 6) +Gear level +VII (Depth 3), IX (Depth 6) +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Whip Sword +, +Throwing Axe +, +Rebound Stone +, +Cross +, +Haunted Armor Outfit +, +Bible +, +Hector Outfit +, +Tornado +, +Soldier's Resistance +, +Shrapnel Axes +(Depth 6), +Drifter Outfit +(Depth 6) +Enemies & Traps +Enemies +Harpy +, +Axe Armor +, +Buer +, +Armor Knight +, +Throw Master +, +Dire Werewolf +, +Guardian Knight +(Depth 3), +Medusa +(Depth 6), +Demon +(Depth 6) +Enemy tier +15 - 21 (Depth 3), 34 - 37 (Depth 6) +Enemy health tier +18 - 23 (Depth 3), 42 - 46 (Depth 6) +The +Dracula's Castle +is a level 3 and level 6 +biome +that is exclusive to the +Return to Castlevania DLC +. +Scale the castle, reach the roof and find the exit to Dracula's tower. Make sure to not get lost, as this is the first biome capable of looping onto itself! +This biome is only accessible after Castle's Outskirts, until a certain point in the DLC storyline is reached, at which it will start appearing at depth six. However, it can not be visited more than once per run. The biome's overall difficulty will depend on its depth, with new monsters and a longer runtime. +General information +Access and exit +On depth 3 Dracula's Castle is entered from the +Castle's Outskirts +and exits to +Defiled Necropolis +. The exit will show +Master's Keep +, but in the transition level, the player gets grabbed by magic chains and dragged downward towards the +Defiled Necropolis +. +After Defeating +Death +for the first time and starting a new run, +Alucard +awaits the player and informs them that he has found a way to reach his father, +Dracula +. +On depth 6 Dracula's Castle is entered from the +Clock Room +and exits to +Master's Keep +. The entrance is blocked by a locked door which can be unlocked using the +Petrified Key +, obtained by defeating +Medusa +in a pit found in +Dracula's Castle +. The +Petrified Key +is found in a treasure chest adjacent to her arena after defeating her. +After defeating +Dracula +, +Dracula's Castle (early) +will be accessible through +Toxic Sewers +and +Corrupted Prison +and +Dracula's Castle (late) +will be accessible through +Guardian's Haven +RotG +and +Mausoleum +FF +. +Level characteristics +Scrolls +Dracula's Castle contains 3 Power Scrolls, 2 Dual-Stat Scrolls and a guaranteed Cursed chest, which cannot spawn in areas requiring the use of runes to access. On 2 +BSC +and above, there is a bonus Power Scroll in the depth 3 version of the area only. +In depth 3: On 3 +BSC +, 3 +Scroll Fragments +can be found, and on 4+ +BSC +, 4 +Scroll Fragments +can be found. +In depth 6: On 3 +BSC +, 1 +Scroll Fragment +can be found, and on 4+ +BSC +, 2 +Scroll Fragments +can be found. +Enemy tier and gear level scaling +Depth 3 +Depth 6 +Loot and shops +Main level +Guaranteed +cursed chest +Skill or Weapon shop +Item behind +Item in secret area at exit +Treasure chest behind +Boss Stem Cells rewards +1 +BSC +: Treasure Chest +2 +BSC +: Food shop +3 +BSC +: None +4 +BSC +: Treasure Chest +Exclusive blueprints +Secret Blueprints +The following blueprints can be found in secret areas or lore rooms. +Simon Outfit +is found in a lore room with the +Carmilla +'s mask, which, if examined, starts to bleed from one eye and drops the blueprint. +Enemy Blueprints +The following blueprints can only be found in Dracula's Castle and are looted from enemies that are exclusive to this area. +The +Rebound Stone +is looted from +Buer +The +Throwing Axe +and +Haunted Armor Outfit +are looted from +Axe Armor +The +Medusa's Head +is looted from +Medusa +Enemies +Dracula's Castle features 3 unique enemies, the +Axe Armor +, +Buer +in both depths and +Medusa +on depth 6. +The table below lists which enemies are present on each difficulty level and which blueprints each may drop. When applicable, the minimum difficulty level for blueprint acquisition is specified. +Depth 3 +Depth 6 +In depth 6 Dracula will sometimes appear and attack the player. These can happen atleast every 40 seconds. +Curses food +" +Enjoy your meal. +" +" +With the compliments of the chef. +" +" +I wouldn't eat that if I were you... +" +" +It's rude to eat while in combat. +" +" +This one is a little bit too rich. +" +Flips the screen horizontally or vertically. +" +Staggering! +" +" +I am used to turning heads. +" +" +See the world in a new perspective. +" +" +I reign supreme here. I even control the way you see my domain. +" +" +Enjoy the view. +" +Kills the shopkeeper. +" +Buying is cheating +" +" +This is the price you have to pay for standing against me. +" +" +Did this old man really try to sell you items he found in MY Castle?! +" +" +Keep your gold. +" +" +Thank you, I didn't know he was hiding there. +" +Fires fireballs. +" +Dodge these. +" +" +Enough playing around, die now. +" +" +Burn! +" +" +You'll never reach my throne. +" +" +I'll destroy you. +" +Summons +Vampire Bat +" +All my bat familiars were so eager to meet you! +" +" +Devour them! +" +" +Go on, my little friends, exsanguinate them. +" +" +I love bats, don't you? +" +" +Humanity will learn to fear my bats. Let's start with you. +" +Killing +Vampire Bat +spawned by Dracula increases the player's killstreak and decreases curse counter like common enemies +Create ghost enemies +" +Will you be able to tell fact from fiction? +" +" +You're surrounded. +" +" +Your eyes betray you. +" +" +Reality obeys me. +" +" +Trust no one... even yourself. +" +Taunts the player after dying +" +Disappointing. +" +" +You simply weren't up to the task. +" +" +You were the last, yet fragile, if I may, rampart of this world. +" +" +I win, you lose, everything is as it should be. +" +" +It's hard to find good antagonists, nowadays... +" +Transforms an enemy into an elite. +" +Let's raise the stakes. +" +" +This one looked a bit puny, I'm only giving it a fighting chance. +" +" +Pick on someone your own size... or slightly bigger. +" +" +I don't follow the rules, I only play to win. +" +" +You were doing too well, I had to intervene and keep this interesting. +" +Richter Mode +Main article: +Richter Mode +After freeing +Richter +from his cage the player can return to the cage and travel to another version of the biome. +Here the player will take on the role as +Richter +in a pre-made biome. Some of the gameplay mechanics are changed up to be more in the style of classic Castlevania games. Movement abilities unlocked by runes are removed. Instead the player starts out with a jump, double jump that moves the player slightly backwards and a roll. In the biome itself the player can unlock two more movement abilities, a dash and an upwards double jump. +For weapons, the player starts out with the Vampire Killer from the Castlevania series but in a different form than the +Vampire Killer +weapon. It's appearance resembles the +Morning Star +. If one of the Belmont outfits ( +Richter Outfit +, +Simon Outfit +or +Trevor Outfit +) is equipped, the appearance of the weapon changes to look like the +Valmont's Whip +. The player also starts with the +Holy Water +as a skill. The skill has no cooldown but uses hearts on use. Hearts can be collected by breaking candles on the walls. The skill can be swapped out with +Cross +or +Rebound Stone +if they are found. Additionally, there are hidden legendary variants of the +Holy Water +, +Cross +and +Rebound Stone +on the map as well, which have more powerful and unique effects. +The legendary +Holy Water +can be found at the bottom-middle corner of the map, accessed via an elevator and traveling to the left-most section of the screen. It drops from a Candelabra against the wall. +Richter mode also has a unique enemy, the +Bone Pillar +and features +Medusa +as the end boss. +In a secret area to the right of the map the player can find +Alucard +who drops the blueprint for +Alucard's Sword +before transforming into a bat and flying off. +After defeating +Medusa +the player exits through a door labeled "Next biome" but it will bring them back to +Dracula's Castle +. Any Cells collected in Richter Mode will appear next to +The Beheaded +as +Residual Cells +to be picked up. The +Richter Outfit +blueprint will also be rewarded to the player upon first completion. +Lore +Carmilla's mask +A room with +Carmilla +'s mask can be found. When Examined it starts to bleed from the left eye and drops the +Simon Outfit +. Carmillas' first appearance in the Castlevania series is Castlevania II: Simon's Quest. +Legion +A room with a giant ball of human bodies, a recurring boss from the Castlevania series called +Legion +, can be found. When examined it drops an infected big food item. +" +Woooooow! What is that enormous pile of corpses?! +" +" +It's as if someone tried to make a ball of it. +" +" +I wouldn't be too fond of fighting such a horror... moreover, I suck at aerial combat. +" +" +Hey ... it looks like it's still breathing! +" +" +I'd better not stay here for too long. +" +Ballroom Ghosts +A Ballroom can be found with two ghosts in them. The player can choose to watch and sit down while the ghosts float up in the air and dance around the room. This might be a reference to the Ghost Dancers enemies from the Castlevania series. +Save Room +A room can be found with a floating icosahedron in it with the option to Save? +" +There is a large floating polyhedron in the middle of the room and nothing else. +" +" +What if I touch it? +" +" +Nothing. I don't even feel much more saved than before. +" +" +What an inept object... +" +When playing on continue mode, interacting with this save point will revive the player in the room when dying instead of the start of the biome. +The room is based on the saverooms from Castlevania: Symphony of the Night. +Notes +Gallery +The entrance of Dracula's Castle +Exit to Master's Keep +A fully revealed map showing off the general layout +Candle containing the legendary Holy Water +Map location of the legendary Holy Water +Rebound stone in Richter Mode +Map location of Rebound Stone (requires High Jump) +Location of legendary Rebound Stone (requires Dash & High Jump to reach) +Map location of legendary Rebound Stone +Location of legendary Cross (requires Dash & High Jump to reach) +Map location of legendary Cross +Hidden passage to get Alucard's Sword +Map location of hidden passage for Alucard's Sword +History diff --git a/wiki_content/Dracula.txt b/wiki_content/Dracula.txt new file mode 100644 index 0000000000000000000000000000000000000000..f16b4818b56ad9dc288a5605cfbdf019e593cfe6 --- /dev/null +++ b/wiki_content/Dracula.txt @@ -0,0 +1,165 @@ +URL: https://deadcells.wiki.gg/wiki/Dracula + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: DLC just came out, lot's of missing info +Dracula +Location(s) +Master's Keep +Dracula +is a tier 3 boss found in the +Master's Keep +. +Moveset +In 1+ +BSC +, Dracula goes straight to the second phase. +Dracula has different moves that he can teleport in between, immediately starting an attack after the teleport has finished. +Once Dracula has been defeated, he will despawn and drop some cells. The arena transforms shortly afterwards, and he re-appears in his +Final Form +. +First Phase +Hellfire +Description: +Opens his cape and fires three waves of fireballs, with different possible patterns. One with 3-5-3 fireballs that are in a straight vertical line, and one with 5-5-5 fireballs. +Can be blocked, parried or dodge rolled. +Beatdown +Description: +Does a hand to hand combo of two low kicks and a downward punch. The punch will be cancelled if the player moves too far away. +Can be blocked, parried or dodge rolled. +Dark Inferno +Description: +Opens his cape and fires 4 meteors in a row with a high-low-high-low pattern. +Can be blocked or parried. +Getting hit or parrying the attack causes the player to get knocked back depending on how fast the projectile was moving. +Phase Transition +Bat volley +Description: +During his phase transition Dracula teleports to the center of the arena and summons bats in a wave pattern in both directions. +Can be blocked or dodge rolled. +Second Phase +Retains all attacks from first phase. +Fire wave +Description: +Replaces +Hellfire +. Opens his cape and fire short range firewalls in an upwards arc pattern, which explode after traveling for a bit. +Can be blocked or parried. +Leech +Description: +Teleports into the air and dives down onto the player. When the grab connects, Dracula lifts the player up while dealing damage and healing himself. +Can be dodge rolled. +Ignores the effect of +Ice Armor +- grab breaks the armor and leech deals normal damage. +Acts weirdly with +Disengagement +. +If grab triggers the Mutation, it will ignore the effect and still deal damage to the Beheaded. +If grab happens while the shield is active, Beheaded will survive and Dracula will heal. +Can move the Beheaded outside the boss arena. This does not save from receiving damage, as +Fireball volley +goes through doors. +Phase Transition 2 +Bat volley +Description: +During his phase transition Dracula teleports to the center of the arena and summons bats in a wave pattern in both directions. +Can be blocked or dodge rolled. +Third Phase +Retains all attacks from first and second phases. +Fire pillars +Description: +Charges up by putting his hands on the ground, summoning pillars of fire spread across the arena floor. The positions of the pillars are indicated by the ground glowing beneath them. +Cannot be dodge rolled. +Strategy +Vulnerabilities +Affected by +root +, +freeze +, and +stun +, albeit for a very short period. +Beatdown +can be countered with +Ice Armor +. +Bat volley +can be countered with either ranged or melee weapons with a long reach, such as +Vampire Killer +or +Valmont's Whip +. Standing beneath a peak of the wave allows to dodge the attack without moving. +Primary attacks +Can be killed by companion/Homunculus rune whithout prompting the boss to attack +Defensive attack +TBA +Weapons/Skills +Baseball Bat +is not very good in this fight, as Dracula is only affected by these status effects for extremely brief windows. +Throwable objects, when timed right at the start of the attack, can completely skip or reduce the number of bats from Dracula’s bat wave attack. +Lore +Notice: Due to the lack of information surrounding +Castlevania +topics in +Dead Cells +canon, lore sections will reference information sourced from original +Castlevania +lore. Please note that some of this information is not confirmed in +Dead Cells +canon. +Dracula was a master vampire and terrorised humanity for centuries. Every one hundred years, Dracula, fuelled by humanity's negative emotions and selfish desires, would return to the world of the living in +his castle +and raise armies of undead monsters in an attempt to destroy humanity. Each time, heroes (often a member of the Belmont Clan) would rise up against him and kill Dracula, causing his castle and armies to leave humanity in peace for another century. +Trivia +Dracula appearance is based on variation encountered in +Castlevania: Symphony of the Night +The outfit used by the Beheaded during the cutscene affects the dialogue at the beginning of the fight. +Non-Castlevania related outfits will cause a discussion between Dracula and the Beheaded with an ending that resembles Dracula's exchange with Richter Belmont from +Castlevania: Symphony of the Night +. +The name of the achievement What is a man?, obtained for entering his boss biome, is a reference to his last phrase before starting the fight, +What is a man? A miserable little pile of secrets +, reference to the mentioned exchange with Richter Belmont. +Alucard Outfit +RtC +: Changes the introduction in a way that is similar to one from +Castlevania: Symphony of the Night +. +Death Outfit +RtC +: Dracula will lament over his lieutenant's betrayal. +Dracula Outfit +RtC +: Dracula will call the Beheaded an impostor, trying to get his power from the outfit. +Haunted Armor Outfit +RtC +: Dracula firstly express his surprise that even armor is against him, then he mocks the Beheaded by calling him a "tin can". +Hector Outfit +RtC +: Dracula calls the Beheaded a traitor and then they have a short conversation about their relation to Humanity. +Maria Renard Outfit +RtC +: The Beheaded says something about not being imprisoned easily this time. In response, Dracula says that he does not know him. +Richter Outfit +RtC +: There will an exchange that closely resembles dialogue from +Castlevania: Symphony of the Night +. +Simon Outfit +RtC +: The Beheaded says "Begone", Dracula goes to the center of the arena and says something about finishing their rivalry. +This is the shortest possible introduction in this boss fight. +Sypha Outfit +RtC +: The Beheaded says he will end him and his curse. Dracula then teleports and mocks him, that killing the Beheaded will be a "formality". +Trevor Outfit +RtC +: Dracula will say "You are welcome to try, Belmont" and start the fight. +Gallery +TBA +History diff --git a/wiki_content/Dracula_-_Final_Form.txt b/wiki_content/Dracula_-_Final_Form.txt new file mode 100644 index 0000000000000000000000000000000000000000..db6c338a4e8125ee9339d3e9178f4a09fde9c81c --- /dev/null +++ b/wiki_content/Dracula_-_Final_Form.txt @@ -0,0 +1,132 @@ +URL: https://deadcells.wiki.gg/wiki/Dracula_-_Final_Form + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: DLC just came out, lot's of missing info +Dracula - Final Form +Location(s) +Master's Keep +Reward +Vampire Killer +(1st kill) +1 +st +to 4 +th +Boss Stem Cell +6 +Dracula Outfits +(1 for flawless kill and 1 for each +BSC +difficulty (except in the Hell difficulty)) +Dracula - Final Form +is a tier 4 boss found in the +Master's Keep +. It spawns after defeating +Dracula +. +Moveset +First Phase +Flame pillars +Description: +Creates 4 flaming pillars in quick succession that track the player's movement. The pillars are indicated shortly before they become active. +Can be blocked, parried or dodge rolled. +Laser breath combo +Description: +Fires two lasers that sweep over the arena from one side to the other, the direction depends on the position and movement of the player. Then, fires another laser aimed at the player's position. This laser is more deadly, but does not move. +Can be blocked, parried, dodge rolled or jumped over. +Wall slide +Description: +Grabs one of the edges of the arena, sliding down it creating rubble that falls onto the two platforms away from the boss. +Can be blocked, parried, dodge rolled or jumped over. +Meteor breath +Description: +Flies from one side of the arena to the other while spitting out meteors in quick succession. The meteors land on the middle and starting side platforms. Slams down on the platform below when finishing the attack, dealing damage. +Can be blocked, parried, dodge rolled or jumped over. +Phase transition +Big meteor +Description: +Flies up and appears in the background, charging up a large attack and flying upwards out of view. Small meteors start falling down on the platforms before a massive meteor slowly descends on the middle platform. The massive meteor destroys the middle platform, then smaller platforms appear creating a pyramid staircase upwards and the lower platforms start to crumble and fall in the void while small meteors continue to fall. After a few seconds, the newly formed platform breaks and the player falls onto a new middle platform, followed by the boss slamming down and damaging the player on contact, starting the next phase of the fight. +Can be blocked, parried, dodge rolled or jumped over. +Second Phase +Can do the same attacks as in the first phase while gaining additional attacks. Also is able to fire a laser beneath itself while doing the +Wall slide +attack. +Side swipe +Description: +Flies upwards out of view before flying from one side of the arena to the other, destroying the either middle platform or the side platforms and dealing damage. Ends the attack by slamming down on the opposite platform the attack started or the middle platform, depending on which got destroyed. +Can be blocked, parried or dodge rolled. +Summon bats +Description: +Roars, summoning bats that fly in a wave pattern across the arena. The bats cannot hit the player on the middle platform. +Can be blocked, parried or dodge rolled. +Summon enemies +Description: +Summons enemies. Can be a combination of +Throw Masters +, +Harpies +, +Mermen +, +Armor Knights +or +Axe Armors +. +Slam +Description: +Grabs the player and slams them down on the arena floor. +Can be blocked or dodge rolled. +Strategy +Vulnerabilities and immunities +Immune to +root +, +freeze +, and +stun +Primary attacks +The laser attack provides a good opportunity for dealing damage as the third laser is fired, once the player parries or gets out of its way. +The Wall slide attack can be easily avoided by going to the platform beneath Dracula. This allows for dealing damage too, but prepare to dodge a laser if past the first phase. +During the phase transition, focus on ascending the platforms, as falling off or not reaching the top in time can deal massive damage. The meteors do not deal significant damage, so should be less of a priority. +Defensive attack +TBA +Weapons/Skills +His large size makes +Scarecrow's Sickles +FF +a viable item during encounter. The +Bible +RtC +also works due to it's projectiles dealing critical damage per hit. +Lore +Notice: Due to the lack of information surrounding +Castlevania +topics in +Dead Cells +canon, lore sections will reference information sourced from original +Castlevania +lore. Please note that some of this information is not confirmed in +Dead Cells +canon. +Dracula - Final Form, also known as True Dracula, was the final form of the vampire master +Dracula +. Dracula was able to reach this form by fusing his power with that of +Death +'s to increase his own power exponentially. +Trivia +Dracula +has two forms like in the Castlevania games. +Gallery +TBA +History +↑ +Also known as +True Dracula +in original +Castlevania +lore. diff --git a/wiki_content/Efficiency.txt b/wiki_content/Efficiency.txt new file mode 100644 index 0000000000000000000000000000000000000000..38fd955b892ef17a061b27852bbe5f0ddba3cc68 --- /dev/null +++ b/wiki_content/Efficiency.txt @@ -0,0 +1,36 @@ +URL: https://deadcells.wiki.gg/wiki/Efficiency + +Efficiency +-[30% base, 80% max] cool down delay when using your skills. +Internal name +P_Cooldown +Scaling +Removed in +v1.1 +Efficiency +is a +removed +tactics +-scaling +mutation +which decreased the cooldown of +powers +and +deployables +. +Details +Scroll Cap: +20 +Special Effects: +Only +powers +and +deployables +benefit from this mutation. +Scaling: +29.758 × Stat +0.33 +% +Tags: +Deprecated +History diff --git a/wiki_content/Electric_Whip.txt b/wiki_content/Electric_Whip.txt new file mode 100644 index 0000000000000000000000000000000000000000..4b298ae095c9c8a085adf8188cdd1f5d51de5c91 --- /dev/null +++ b/wiki_content/Electric_Whip.txt @@ -0,0 +1,101 @@ +URL: https://deadcells.wiki.gg/wiki/Electric_Whip + +Electric Whip +Ignored shields and inflicts 50% of the base damage on nearby enemies. Also inflicts 25 +shock +DPS around the target for 3 seconds. +Internal name +LightningWhip +Type +Ranged Weapon +Scaling +Combo rate +One 3-hit combo every 0.76 seconds +Duration +3 seconds ( +shock +effect) +Base price +1750 +Damage +Base DPS +112 ( +201 +) +Base combo damage +85 ( +153 +) +Base first hit +15 ( +23 +) +Base second hit +20 ( +30 +) +Base third hit +50 ( +100 +) +Base DoT DPS +25 ( +shock +effect) +The +Electric Whip +is a whip-type +ranged +weapon +which auto-targets enemies, and deals damage to nearby enemies when it hits. +Details +Special Effects: +Ignores shields and auto-targets any enemy, door or destructible secret nearby. +Only enemies within line of sight and range can be targeted. +Doors and destructible secrets can be targeted even when they are not in line of sight. +Targeting priority: visible enemies > doors > destructible secrets. +Can electrify pools of liquid within which enemies stand, causing them to take electric damage over time. +Deals +critical damage +to enemies standing in liquid pools. +Inflicts +shock +for 3 seconds to struck enemies. +Breach Bonus +: +-0.5 / 0.25 / 0 +Base Breach Damage: +7.5 / 25 / 50 ( +11 +/ +38 +/ +100 +) +Base Breach DPS: +109 ( +196 +) +Combo Duration: +0.76 seconds +First Hit: +0.15 (0.1 + 0.05 + 0) +Second Hit: +0.16 (0.1 + 0.06 + 0) +Third Hit: +0.45 (0.3 + 0.15 + 0) +Tags: +Ranged, NoCritical, Electric, UtilityWeapon, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Super Back Damage +"+75% damage for hits in the back." +Notes +This weapon deals ranged damage despite being a whip, so it can be used with +Networking +, +Point Blank +and all other ranged Tactics mutations. +Affixes such as "+40% damage on burning targets" apply to the weapon's attacks as well as the inflicted shock status. +History diff --git a/wiki_content/Elite_Lieutenant.txt b/wiki_content/Elite_Lieutenant.txt new file mode 100644 index 0000000000000000000000000000000000000000..d78c0b097c5e2efad6ee7d2446806787c3000110 --- /dev/null +++ b/wiki_content/Elite_Lieutenant.txt @@ -0,0 +1,25 @@ +URL: https://deadcells.wiki.gg/wiki/Elite_Lieutenant + +Elite Lieutenant +Related +Elite Enemies +, +Running Zombie +Elite Lieutenants +were smaller zombies that would spawn in the wake of +elite enemies +. They moved faster than normal zombies, and attacked slightly faster as well. +They have been removed from the game in +v1.3 Fear the Rampager +, as part of the general rework to elite enemies. +As these were only spawned with elite enemies, they did not have an elite form. +Behavior +Spawned in packs of 6 to 8, and replenishes the count every time one of the pack is killed. This would continue until the Elite they were guarding was defeated. Upon the death of the Elite, all present Elite Lieutenant were killed as well. +Walks slowly towards player. When within range, would attempt to attack. +Would cause the player to slow down slightly when run past them, but could be dodged easily, or avoided altogether if the player drew their leader away from the pack. +Notes +While this enemy can no longer be found anywhere in the game, kill stats from before +v1.3 +can still be seen from the +Scribe +. diff --git a/wiki_content/Emergency_Door.txt b/wiki_content/Emergency_Door.txt new file mode 100644 index 0000000000000000000000000000000000000000..10b4efe5dd66f5a64248694c1c51f9d3b3c4617e --- /dev/null +++ b/wiki_content/Emergency_Door.txt @@ -0,0 +1,93 @@ +URL: https://deadcells.wiki.gg/wiki/Emergency_Door + +Emergency Door +Deploys an ethereal door. +Internal name +PortableDoor +Type +Deployable +Scaling +Recharge +10 seconds +Base trap health +100 +Base price +1337 +Damage +Base hit +1 +Blueprint +Location +Special lore room in the +Slumbering Sanctuary +Unlock cost +42 +The +Emergency Door +is a +deployable +skill +which deploys a ghostly purple door. It is similar to the regular wooden door behavior-wise. +Details +Special Effects: +Spawns a door in front of the player, which acts like any other wooden door. +Stuns enemies on the other side when destroyed. +Tags: +Deployable, NegligibleDamage, Explosive +Legendary Version: +Forced +Affix +: Armored Door +"The door can't be destroyed by non-boss enemies." +Location +The blueprint for the Emergency Door is located in the +Slumbering Sanctuary +, in a lore room. +The room does not always spawn, so it may require multiple runs to find. It stops spawning after the blueprint is turned in to The Collector. +Once in the room, a sign will ask you to prove if you are worthy (for an obscure task). +The entire passage is riddled with huge quantities of doors. The player must then reach the other end of the room without breaking any of the doors present (Doors outside of this room don't count). After reaching the end, there will be another sign. If done correctly, interacting with the sign will cause it to say "You have proven your worth." The game will then spawn the blueprint for the skill. +If the player breaks any of the doors, the sign at the end will read, “You are not worthy” and not drop the blueprint. The character will also give the middle finger to the sign if it reads “You are not worthy” and thumbs up if it reads “You have proved your worth”. +Notes +Destroying an Emergency Door with the +Crowbar +will fulfill its +critical +condition. +The emergency door is a physical object which enemies can collide with, allowing for synergies with +Spartan Sandals +, +Hayabusa Boots +, +War Javelin +RotG +, +Gilded Yumi +TQatS +and +Hand Hook +TQatS +. +Being a physical object also allows for synergies with +Impaler +. +The impaler will only +crit +once and consequently break the door. +The first bat summoned by the power +Bat Volley +RtC +that collides with the emergency door will deal +critical +hits on all subsequent collisions with enemies. +Like regular doors, breaking the emergency door will stun enemies on the other side, if they are within range and not immune to stun. Fulfilling the +critical +conditions for +Nutcracker +and +Baseball Bat +. +Trivia +The base gold price of the item is a reference to leet, or 1337, speak is a form of typing used on the internet where letters are replaced by numbers or other symbols. +It was used as a joke placeholder during development of the item but was never changed when the update was released. +The cell cost of the items is a reference to The Hitchhiker's Guide to the Galaxy in which the "Answer to the Ultimate Question of Life, The Universe, and Everything" is 42. +History diff --git a/wiki_content/Emergency_Triage.txt b/wiki_content/Emergency_Triage.txt new file mode 100644 index 0000000000000000000000000000000000000000..47f4cd20c467ec86ea8e44663cfc85e52784301a --- /dev/null +++ b/wiki_content/Emergency_Triage.txt @@ -0,0 +1,35 @@ +URL: https://deadcells.wiki.gg/wiki/Emergency_Triage + +Emergency Triage +Health potions only restore 35% HP but their use speed is increased by 275% and it completely protects you for 2 sec. +Internal name +P_QuickHeal +Scaling +Colorless +Blueprint +Location +Drops from +The Time Keeper +(7th kill) +Unlock cost +100 +Emergency Triage +is a colorless +mutation +which roughly triples the speed of using the +Health Flask +as well as making the player invincible for 2 seconds. However, the flask will only restore 35% of the player's maximum health instead of 60%. +Details +Scroll Cap: +None +Special Effects: +Health flask will only heal 35% of max HP. +Flask's usage speed is roughly 3 times as fast and create a force field for 2 seconds. +The force field can't be refreshed until it has worn off. +Scaling: +None +Notes +When paired with +Extended Healing +, Flasks will heal 100% of player's max health in a period of 12 seconds, while getting the effects from both mutations. +History diff --git a/wiki_content/Enemies.txt b/wiki_content/Enemies.txt new file mode 100644 index 0000000000000000000000000000000000000000..792cd100100708914263042b5d01189c0cef0f13 --- /dev/null +++ b/wiki_content/Enemies.txt @@ -0,0 +1,89 @@ +URL: https://deadcells.wiki.gg/wiki/Enemies + +Enemies +are entities that oppose the player as they navigate the island. Different enemies will appear in different +biomes +, and the enemies within that biome will be different depending on the current +difficulty +. +While +Bosses +always have the same stats, enemy stats differ depending on the level of the biome where they appear. +Enemies can drop useful things on death: +gold +, +cells +, +blueprints +, or (rarely) a +pickup +or +item +. +Elite enemies +Some enemies appear as +Elite +variants, which are much tougher and slightly larger than normal. At all times, a "name tag" hovers over the enemy marking them as Elite, and an aura surrounds them. Once an Elite enemy attacks the player, the name of the enemy type is briefly shown on screen. +Elite enemies spawn randomly, or they can be summoned by walking close enough to an Elite obelisk. Wandering Elites can be found mired in a disgusting substance until the player gets close, and then they free themselves and attack. Same goes if they are provoked by Biters or the Homunculus Rune. +Certain areas hold an Elite enemy that drops a +Rune +. These Elites don't respawn on future runs after the Rune has been collected. +3 rooms in +High Peak Castle +always have Elites that will drop a key. These key-dropping Elites are always the same. +Killing Elite enemies drops Gear with a level 2 levels higher than normal for the current zone — usually +Amulets +. They also have a 6% chance of dropping a +legendary item +, which is separated from amulet drop rate, meaning that one Elite can drop both an amulet and a legendary item. +Special abilities +In addition to higher attack, speed and health, Elite enemies have 20% resistance to controlling status effects. +When an Elite enemy is damaged for the first time or its health goes below 50%, time slows down for a moment and the player is knocked away from the Elite. When an Elite is under 50% health, they also gain the ability to teleport near the player if the player is not within range of their attacks. +The +v1.1 Pimp My Run Update +introduced special abilities for Elites. +Invisibility: the Elite cannot be seen, similar to when concealed by a +Masker +, but their attack prompts will still give them away. +Clone: the Elite summons a dupe of itself, and both of them will have 55% of their usual HP each. +Effectively, unless the player can hit both at once they will have 110% of their normal HP combined. +Killing one Elite will drop cells usually, and the second one drops the item(s). +Rotating laser which surrounds the Elite. +Horizontal laser on ground level that periodically activates and damages the player, used to cover both sides of the Elite. +Red spherical aura, similar to attacks used by +Shockers +, the +Concierge +, or +Conjunctivius +. +Horizontal laser that slowly ascends, bumping the player upwards if they get caught in it. +Force field maintained by two crystals on either side of the Elite. The Elite cannot take any damage until the crystals are destroyed, and the crystals respawn after 6 seconds. Elites equipped with this ability, as with enemies under global shield effects, are unable to teleport. +Crystal that hovers above the Elite, which shoots a rapid volley of projectiles at the player. +Electric cage that surrounds the Elite, hurting the player if they try to get out of it. +Starred enemies +These enemies have a yellow star icon above their head, and appear differently on the map. When defeated, they either drop a random type of +Scroll +or a +legendary item +. They can also drop +Philosopher's stone +, but this is extremely rare. Otherwise, they function identically to normal enemies. +If they are carrying a scroll, that scroll counts as one of the constant scrolls in the biome it was found in. +List of enemies +RotG +: +Rise of the Giant DLC +TBS +: +The Bad Seed DLC +FF +: +Fatal Falls DLC +TQatS +: +The Queen and the Sea DLC +RtC +: +Return to Castlevania DLC +Removed enemies diff --git a/wiki_content/Evil_Empire.txt b/wiki_content/Evil_Empire.txt new file mode 100644 index 0000000000000000000000000000000000000000..0e52bcae35904c0ee0e57dae571f693de565d9a2 --- /dev/null +++ b/wiki_content/Evil_Empire.txt @@ -0,0 +1,57 @@ +URL: https://deadcells.wiki.gg/wiki/Evil_Empire + +Evil Empire +is a 50+ people game studio made up of ex-Motion Twin team members and new recruits. EE was created to continue working on Dead Cells while +Motion Twin +went forward to start working on new games. The studio is located in the same building as MT. +Unlike MT, EE is a more classic structured company with a CEO and Dev leads. This is due to them having a lot more employees. +Team +Many people have worked on Dead Cells over the years. Some devs no longer work at the studio but their names still appear in the credits of the game. +Leadership +Steve "Buzzard" Filby - CEO +Benjamin "indie_Ben" Laulan - COO +Thomas "Kiroukou" Pfeiffer - CTO +Human Resources +Sophie "Dabbing Unicorn" Dosiere - HR Manager +Marketing +Matt "matt_ee" Houghton - Marketing +Xin "XYZ" Yang - Junior Marketing Specialist +Steve "Annecy" Lejeune - Video Marketing Specialist +Bérenger "Monsieur Mit" Dupré - Brand Manager +Producers +Alexandre "RedFox" Chamoy - Producer +Marine "CatLady" Cario - Associate Producer +Designers +Joan "Noja" Blachère - Creative Director +Arthur "Tapmol" Décamp - Game Designer +Aurélien "Nucreum" Nicoleau - Game Designer +Marcus "Solecenso" Bourguet - Level Designer +Programmers +Valentin "Valeze" Betrancourt - Gameplay Programmer +Sébastien "Kelda" Butor - Gameplay Programmer +Damien "clerg0" Clergeaud - Gameplay Programmer +Adrien "MadEwink" Floriant - Gameplay Programmer +Sébastien "Gatlink" Gatty - Gameplay Programmer +Jérémie "Early Melon" Klemke - Gameplay Programmer +Léandre "Youkool" Le Polles--Potin - Gameplay Programmer +Orso "Orsopidou" Philipponnat - Gameplay Programmer +Maxime "Maxime Taisant" Taisant - Gameplay Programmer +Marc "Teddy Beer" Descourtis - Engine Programmer +Guillaume "Bibu" Dor - Tools Programmer +Guillaume "Oriik" Quiniou - Tools Programmer +Iliyas "poppij" Jorio - Tools Programmer +Artists +Suzanne "Niwuka" Dang - Artist +Yoann "TurboPleutre" D’Orlandi - Artist +Dylan "Zeug" Eurlings - Artist +Maxime "Mante" Bonin - Artist +Uriel "Fog Ryû" Lacroix - Artist +Théophile "LapinLambda" Lecroart - Artist +Dyn "Midnight" Mordache - Artist +Nolwenn "BAFRATOR" Petereau - Artist +Aurore "Goupil" Solé - Artist +Dylan "DxW" Walker - Artist +Quality Assurance +Autumn "Bugsy" Mackey - QA & Release Manager +Corentin "Amae" Jacolot - QA +Madeline "VoLo" Panak - Assistant QA diff --git a/wiki_content/Explosive_Crossbow.txt b/wiki_content/Explosive_Crossbow.txt new file mode 100644 index 0000000000000000000000000000000000000000..74032e19b2a5fd2278c883593d546f2b4ac8d152 --- /dev/null +++ b/wiki_content/Explosive_Crossbow.txt @@ -0,0 +1,155 @@ +URL: https://deadcells.wiki.gg/wiki/Explosive_Crossbow + +Primary Ability +Secondary Ability +Explosive Crossbow +Bolts explode in the area of effect. Any enemy hit by a bolt suffers a +critical wound +. +Internal name +ExplosiveCrossBow +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.7 seconds +Base price +2250 +Damage +Base DPS +143 ( +243 +) +Base hit +100 ( +170 +) +Cross Hit +Hit 'em with the crossbow. +Internal name +ExplosiveCrossBowOffHand +Type +Melee Weapon +Scaling +Combo rate +One hit every 0.55 seconds +Base price +2250 +Damage +Base DPS +55 ( +191 +) +Base hit +30 ( +105 +) +Blueprint +Location +Puzzle tower in the +Promenade of the Condemned +; requires 3 Gardener's Keys +Unlock cost +80 +The +Explosive Crossbow +is a two-handed crossbow-type +ranged +/ +melee +weapon +which fires arrows that damage enemies in a small area. The projectile does +critical damage +to anything struck by the bolt. The secondary ability, +Cross Hit +, is a melee strike which deals +critical damage +to foes directly struck by it, while pushing others away, similar to how +Wave of Denial +behaves. +Details +Ammo: +4 +Special Effects: +Fired bolts explode, damaging enemies within range and line of sight of the explosion's center and cause strong knockback. The explosion itself has a radius of 2 tiles. +The explosion and the bolt cannot damage enemies simultaneously. +The secondary attack, like the main attack, deals +critical damage +to enemies struck directly with the crossbow, while enemies hit by the explosion take normal damage. +The explosion from both the ranged attack and the melee attack briefly stun enemies. The ranged attack stuns for 0.2 seconds while the melee attack stuns for 0.5 seconds. +Explosive Crossbow +Breach Bonus +: +-0.7 +Base Breach Damage: +30 ( +51 +) +Base Breach DPS: +43 ( +73 +) +Attack Duration: +0.7 seconds +Charge: +0.5 +Lock: +0.1 +Cooldown: +0.2 +Tags: +HasBullets, Ranged, LimitedAmmo, IsCrossbow, Explosive, HeavyWeapon, UnlockInPublicEvent, DualWeaponBase +Legendary Version: +Forced +Affix +: Super Pierce +"Shots pierce all enemies." +Cross Hit +Breach Bonus +: +0.5 +Base Breach Damage: +45 ( +158 +) +Base Breach DPS: +82 ( +287 +) +Attack Duration: +0.55 seconds +Charge: +0.35 +Lock: +0.1 +Cooldown: +0.2 +Legendary Version: +Forced +Affix +: Death Freeze +"Victims +Freeze +nearby enemies (1.8 seconds) when they die." +Location +The blueprint for this item in the +Promenade of the Condemned +is locked behind three +Enigma doors +which require +Gardener's Keys +to be opened, they can be found in the following locations: +There is a place to dive through the ground using the Ram Rune where one Gardener's Key can be found. +There is a tower to find that you can climb up with the Spider Rune where another Gardener's Key can be found. Alternatively, the key can be grabbed with your head using the Homunculus Rune. +There is a potted rose that is on the ground somewhere in the Promenade, dive three times and it will give you the last Gardener's Key +If done correctly, stomping it once will cause the rose to yell "Hey", the second time "What the......?" and the third stomp will cause the key to spawn. +Synergies +Magnetic Grenade +can be used to hit multiple enemies with the explosions at once. +History +Gallery +The main tower for the Explosive Crossbow blueprint. +A key underground which needs the Ram Rune. +A key in the secondary tower. +A key which is disguised as a flower pot. +The main tower after all 3 Gardener Keys were used. diff --git a/wiki_content/Explosive_Decoy.txt b/wiki_content/Explosive_Decoy.txt new file mode 100644 index 0000000000000000000000000000000000000000..050bb371cd7051e4a0925001326b9c76da3adb02 --- /dev/null +++ b/wiki_content/Explosive_Decoy.txt @@ -0,0 +1,57 @@ +URL: https://deadcells.wiki.gg/wiki/Explosive_Decoy + +Explosive Decoy +Turns you invisible for 13 sec and attracts nearby enemies. Explodes after 13 sec or upon reactivation. +Internal name +Decoy +Type +Deployable +Scaling +Recharge +20 seconds +Duration +13 seconds (invisibility effect/trap lifetime) +Base price +1500 +Damage +Base combo damage +154 +Base hit +22 (single grenade) +Blueprint +Location +Drops from +Protectors +Drop chance +0.4% +Unlock cost +40 +The +Explosive Decoy +is a utility +deployable +skill +which grants brief invisibility and drops a decoy that attracts the attention of nearby enemies before exploding. +Details +Special Effects: +The player turns invisible for 2.5 seconds, and a decoy appears in their place which attracts the attention of nearby enemies for a brief time. +Upon the end of the 2.5 seconds, the decoy explodes, dealing 22 base damage to enemies in close proximity. +Can be manually detonated. +At the same time, it releases 6 grenades in rapid succession that also deal 22 damage. +Tags: +Deployable, Explosive, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Foolproof +"If the dummy's explosion fails to hit at least 1 enemy, its cooldown is reduced to 0." +Notes +The achievement "Going Down!", which requires the player to kill an enemy with an elevator, can be received by killing the decoy with an elevator. +Trivia +The sprite for the decoy is the same as the +Protector +but with a different head. +There used to be a bug where it would show in the monsters' slain statistics at the +Scribe +. +History diff --git a/wiki_content/Extended_Healing.txt b/wiki_content/Extended_Healing.txt new file mode 100644 index 0000000000000000000000000000000000000000..123d6c3876855cf880d4d14144deaff1a215ba39 --- /dev/null +++ b/wiki_content/Extended_Healing.txt @@ -0,0 +1,32 @@ +URL: https://deadcells.wiki.gg/wiki/Extended_Healing + +Extended Healing +Your health flask heals 100%, its effect is spread over 12 seconds and you deal +[25% base] damage during this time. +Internal name +P_Hot +Scaling +Blueprint +Location +Secret area in +Ossuary +Unlock cost +100 +Extended Healing +is a +survival +-scaling +mutation +which increases the healing received from the healing flask to 100% of the player's total health and it spreads the effect over 12 seconds, during which the player also gains increased damage. +Details +Special Effects: +Health flasks heal the player by 100% of their max health, instead of 60%. The health slowly restores during 12 seconds after usage. In this period, the player deals +[25 base]% damage. +Scaling: ++1% damage dealt per Survival stat +Location +the entrance to the blueprint. +The entrance to Extended Healing's blueprint is indicated by a sarcophagus in the middle of a wall. Roll into the nearest wall to access it. Activating the sarcophagus will teleport the player to the blueprint location. +Notes +When paired with +Emergency Triage +, Flasks still heal the player for 100%, while getting the effects from both mutations. +History diff --git a/wiki_content/Face_Flask.txt b/wiki_content/Face_Flask.txt new file mode 100644 index 0000000000000000000000000000000000000000..6739263e39361086adcada3482fd7ed491a0c875 --- /dev/null +++ b/wiki_content/Face_Flask.txt @@ -0,0 +1,80 @@ +URL: https://deadcells.wiki.gg/wiki/Face_Flask + +Face Flask +Crush a flask on your forehead, dealing low damage to yourself. +Smashing red stuff in your own face is NEVER a good idea, ask the people of Tristram. +Internal name +FaceFlask +Type +Power +Scaling +Recharge +10 seconds +Duration +0.2 seconds +Base price +2000 +Damage +Base hit +5 +Blueprint +Location +Lore room in the +Prisoners' Quarters +The +Face Flask +is a +power +skill +that inflicts minor damage on the player. +Details +Special Effects: +After 0.2 seconds upon activation, deals 5 base damage to the player. +Tags: +NoDamage, NoTierScaling +Legendary Version: +Forced +Affix +: Mega +Shield +"You gain 70% of your max health as +bonus health +for 2 seconds upon using this item." +Location +In the +Prisoners' Quarters +, there is a chance for a lore room to spawn with a +Prie Dieu +. Examining this altar will drop this item. Picking the skill up will instantly unlock it. +"A weird altar." +"Look at these strange little men holding it!" +Synergies +This skill can reliably trigger the effects of items and mutations like +Spite Sword +or +Vengeance +, without having to absorb heavier hits from enemies. +If Face Flask has the "Generate a shield when used" affix, however, it becomes useless since it can't damage the player. +The Legendary version can be used before activating Barricade from +Diverse Deck +to inflict massive damage based on MAX HP +Notes +The damage from this skill does not trigger death by +curse +or reset flawless killstreak, but can still kill the user through damage alone. +However, if the +Custom Mode +Modifier "Poison Wounds" is active, activating Face Flask will +Poison +you, causing you to die from curses or lose your killstreak. +This skill can reset the crit condition of +Balanced Blade +, +Flawless +, and will cause the +Great Owl of War +to despawn. +Trivia +This item is a reference to the game Blasphemous, and that game's protagonist's unusual way of applying healing flasks. +The flavor text references the ending of Diablo, where the protagonist also inserts a red object into their forehead, similarly causing a lot of problems for everyone. +History diff --git a/wiki_content/Failed_Experiment.txt b/wiki_content/Failed_Experiment.txt new file mode 100644 index 0000000000000000000000000000000000000000..6d0a53443c93c78994625826842b99119729f2c9 --- /dev/null +++ b/wiki_content/Failed_Experiment.txt @@ -0,0 +1,60 @@ +URL: https://deadcells.wiki.gg/wiki/Failed_Experiment + +Failed Experiment +Base health +210 +Location(s) +Prisoners' Quarters +, +Promenade of the Condemned +, +Ancient Sewers +, +Stilt Village +, +Forgotten Sepulcher +, +Cavern +, +Derelict Distillery +, +Undying Shores +(4+ BSC) +Astrolab +Reward +Berserker +(4+ BSC; 0.4%) +Failed Experiments +are large, humanoid +enemies +that are only encountered when 4 or more Boss Stem Cells are activated. +Behavior +The Failed Experiment will use its melee combo if it is close to the player, or simply leap when the target is too far. +It will also dodge behind the player if they try to damage/parry it and then resume its attacks. However, this ability has a cool down of 15 seconds. +Elite Failed Experiments +have no attack pattern changes, but their leap is a lot faster, and they are harder to stun, as with any other elite. +Moveset +Punch and slam +Description: +Performs three punches, then slams the ground. +Can be blocked, parried, and dodge rolled. +They can turn around mid-attack, if the player moves behind them before the slam. +Leap +Description: +Performs a leap in the direction of the player. This attack only occurs at long range. +Can be blocked, parried, and dodge rolled. +Can be avoided by crouching, but only at the peak of the leap. +Strategy +Both of its attacks can be dodged by rolling as well as parrying. This also goes for the head slam at the end of its regular combo which can be parried. However, it can dodge parries if it is the first “attack” directed at it, so it may be better to hit it with something else first so that you can parry it without interruption. +With heavy weapons and other typically slow weapons, their dodge can be baited out while the player is still charging the attack, allowing for the weapon to be flipped around and successfully hit the Failed Experiment. +Trivia +The Failed Experiment enemy is a likely product of the +Alchemist's +experiments, hence the name. +These enemies can be considered as a replacement to the +Zombie +on higher difficulties. +Their design, mainly their drill hand, may be inspired by the +Bouncer +Big Daddies from Bioshock, which have a similar armament. +History diff --git a/wiki_content/Failed_Homunculus.txt b/wiki_content/Failed_Homunculus.txt new file mode 100644 index 0000000000000000000000000000000000000000..24e7bc3da17ef2c761b38019da661999d7cd7f01 --- /dev/null +++ b/wiki_content/Failed_Homunculus.txt @@ -0,0 +1,59 @@ +URL: https://deadcells.wiki.gg/wiki/Failed_Homunculus + +Failed Homunculus +Base health +100 +Location(s) +Undying Shores +FF +Reward +Lightning Rods +FF +(1.7%) +Almost-Yourself Outfit +FF +(10%) +Related +Apostate +, +FF +Clumsy Swordsman +, +FF +Dastardly Archer +, +FF +Compulsive Gravedigger +FF +Failed Homunculi +are undead +enemies +found in the +Undying Shores +FF +that resemble the +Beheaded +in more than one way. They are exclusive to the +Fatal Falls DLC +. +Behavior +Its corpse lies on the ground until a +Apostate +FF +revives it. It can teleport to the player and attacks using its homunculus head. +Moveset +Possession +Description: +Throws their head at the player to stun and damage them. +Can be blocked, parried, and dodge rolled. +Briefly stuns the player on hit. +Strategy +Roll or jump to avoid the homunculus head thrown at you and attack while they are not able to attack. +Notes +If parried, it will show that you parried multiple times. Still researching if parrying this would heal you multiple times with the What doesn't kill me mutation. +Trivia +The head throw is their only attack and it is identical to the Beheaded's +Homunculus Rune +ability. +The Failed Homunculus is referred to as "BootlegHomunculus" in the code. +History diff --git a/wiki_content/Fatal_Falls_DLC.txt b/wiki_content/Fatal_Falls_DLC.txt new file mode 100644 index 0000000000000000000000000000000000000000..fa82568563370cba66ee256245cf0c323d3f7c17 --- /dev/null +++ b/wiki_content/Fatal_Falls_DLC.txt @@ -0,0 +1,88 @@ +URL: https://deadcells.wiki.gg/wiki/Fatal_Falls_DLC + +Fatal Falls DLC +Details +Release date +PC & Consoles +26th of January 2021 +Mobile +21st of September 2021 +Price(s) +PC & Consoles +$4.99 +USD +/4,99 € +EUR +Mobile +$3.99 +USD +/3,99 € +EUR +All downloadable content +The +Fatal Falls DLC +is the second paid expansion for +Dead Cells +. It was released on the 26th of January 2021 to PC, Xbox One, PlayStation 4, and the Nintendo Switch, and on the 21st of September 2021 to iOS and Android. The expansion adds a new optional side route through the middle section of the game, with new enemies and a new boss to fight, as well as new outfits and gear to unlock. +This list contains all newly added content that is locked behind the DLC, it needs to be installed for this content to be found. This includes additions from later updates. +Contents +The expansion includes a total of three new +biomes +: +Fractured Shrines +Undying Shores +Mausoleum +Eight new +enemies +: +Myopic Crow +Stone Warden +Cold Blooded Guardian +Apostate +Failed Homunculus +Clumsy Swordsman +Dastardly Archer +Compulsive Gravedigger +A new +boss +: +The Scarecrow +Seven new +items +: +Iron Staff +Snake Fangs +Serenade +Lightning Rods +Ferryman's Lantern +Cocoon +Scarecrow's Sickles +11 new +outfits +: +Lizard Outfit +Apostate Outfit +Almost-Yourself Outfit +Cultist Outfit +Rocky Outfit +Classic Scarecrow Outfit +Green Thumb Scarecrow Outfit +Wicked Scarecrow of the West Outfit +Cutecrow Outfit +Gothic Scarecrow Outfit +Flawless Scarecrow Outfit +And 12 new +achievements +: +Sky Fall +Beware the step! +Blades N' Roses +In mushroom, we trust. +Watering Time! +Green thumbs +First aid +Me, jealous? +Pool Party +A cut above +Trapped Trapper +The cowl does not make the monk diff --git a/wiki_content/Ferryman's_Lantern.txt b/wiki_content/Ferryman's_Lantern.txt new file mode 100644 index 0000000000000000000000000000000000000000..f949237d67f98e823a3831364fb37d23ef478216 --- /dev/null +++ b/wiki_content/Ferryman's_Lantern.txt @@ -0,0 +1,157 @@ +URL: https://deadcells.wiki.gg/wiki/Ferryman%27s_Lantern + +Primary Ability +Secondary Ability +Ferryman's Lantern +Kill an enemy to gather its soul. The last combo hit snatches a soul from Bosses. +Internal name +Lantern +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.65 seconds +Base price +2050 +Damage +Base DPS +164 +Base combo damage +270 +Base first hit +80 +Base second hit +90 +Base third hit +100 +Soul Shot +Charge to shoot souls as projectiles. If more than 3 souls are shot at the same time, they inflict +critical hits +. +Internal name +LanternOffHand +Type +Ranged Weapon +Scaling +Combo rate +One hit every second +Base price +2050 +Damage +Base DPS +107 ( +429 +) +Base hit +75 ( +300 +) +Blueprint +Location +Drops from +Apostates +Drop chance +0.4% +Unlock cost +100 +The +Ferryman's Lantern +is a two-handed +melee +/ +ranged +weapon +exclusive to the +Fatal Falls DLC +. Using its primary ability to attack enemies charges its secondary ability, +Soul Shot +, which inflicts heavy +critical damage +if enough are launched simultaneously. +Details +Ammo: +7 +Special Effects: +One soul is gathered after killing an enemy, or using the last hit of the melee combo on a boss. +Hold the secondary attack button to charge gathered souls. Every 0.2 seconds the button is held, a soul is charged. Release the button to fire all charged souls. If more than 3 souls are fired, they inflict +critical hits +. +Ferryman's Lantern +Breach Bonus +: +1 / 0.25 / -0.5 +Base Breach Damage: +160 / 113 / 50 +Base Breach DPS: +195 +Combo Duration: +1.65 seconds +First Hit: +0.5 (0.3 + 0.2 + 0) +Second Hit: +0.55 (0.3 + 0.25 + 0) +Third Hit: +0.6 (0.3 + 0.3 + 0) +Tags: +DualWeaponBase, HeavyWeapon, NoCritical +Legendary Version: +Forced +Affix +: Fire on Hit +" +Burns +the enemy." +Soul Shot +Breach Bonus +: +-1 +Base Breach Damage: +0 ( +0 +) +Base Breach DPS: +0 ( +0 +) +Attack Duration: +0.7 seconds +Charge: +0.2 +Lock: +0.5 +Cooldown: +0.3 +Tags: +DualWeaponOffhand, Ranged, HasBullets, LimitedAmmo, FadeHudIconIfNoAmmo, ManualAmmoRefill +Legendary Version: +Forced +Affix +: Fire Bullet +"Shots leave a trail of flames." +Synergies +Wolf Trap +can be used in several boss fights to charge Soul Shot more safely and increase the damage of all fired projectiles. +The power +Wings of the Crow +can be used to safely charge Soul Shot. +Soul Shot synergizes well with the +Smoke Bomb +TBS +and the +Corrupted Power +as both increase the damage of every projectile fired by the attack. +The mutation +Ammo +can be used to minimize the need to engage +Bosses +with Ferryman's Lantern. +Notes +Unlike most ammo-based weapons, Soul Shot will not automatically regenerate used ammo. +Trivia +The name of this weapon, as well as its use of souls, is likely a reference to +Charon +, the ferryman of the underworld in Greek Mythology. +It is also similar to the lantern that the +Apostates +carry, including the slam attack and soul use. +History diff --git a/wiki_content/Festering_Zombie.txt b/wiki_content/Festering_Zombie.txt new file mode 100644 index 0000000000000000000000000000000000000000..ef8b121edf78923f64a0b1bd15f8f7ce1b86145c --- /dev/null +++ b/wiki_content/Festering_Zombie.txt @@ -0,0 +1,61 @@ +URL: https://deadcells.wiki.gg/wiki/Festering_Zombie + +Festering Zombie +Base health +140 +Location(s) +Ancient Sewers +, +Stilt Village +Toxic Sewers +(4+ BSC) +Undying Shores +(After visiting Stilt Village) +Reward +Force Shield +(0.4%) +Fisherman's Outfit +(1+ BSC; 0.4%) +Related +Zombie +, +Swarm Zombie +Festering Zombies +are +enemies +that resemble a worm. They are encountered in the +Ancient Sewers +, +Stilt Village +, as well as the +Toxic Sewers +on higher difficulties. +Behavior +Festering Zombies will perform a melee attack up close, similar to a regular Zombie. +At range, it fires an egg which spawns a +Corpse Worm +. This attack can sense players through terrain obstacles. +Festering Zombies are not subjects to enemy teleportation in higher difficulties. +Moveset +Scratch +Description: +A melee range scratch with a long startup. +Can be blocked, parried, and dodge rolled. +Egg throw +Description: +Throws an egg at the player that hatches into a +Corpse Worm +when it lands. +Does not deal damage on contact. +Can go through walls and floors. +If you parry the egg, 3 friendly Biters are spawned when it hatches (6 Biters with +Parry Shield +). +If more Biters are spawned in the same way, the oldest summoned Biters are despawned. +Strategy +Festering Zombies pose little threat alone. Their melee attacks are just as slow as predictable as the regular +Zombie's +and they make no effort in trying to avoid you. It's the Corpse Worms it spawns you should be worried about. They can teleport to chase the player and their attacks cover a decent amount of ground. While they have low HP, the more Corpse Worms there are the most likely it is to get hit by them. +Melee attacks with a decent range can hit both the Zombie and Worms, but shorter weapons and ranged weapons with no piercing can be a problem. If that's the case, lure the Worms out further from the Zombie then rush down and kill the Zombie then the Worms. +The Corpse Worms attack fairly slowly, so you can easily lure them out by moving to a different platform and have them chase you. +History diff --git a/wiki_content/Fire_Blast.txt b/wiki_content/Fire_Blast.txt new file mode 100644 index 0000000000000000000000000000000000000000..ba0241716647d8ac4e2a8c9d83c6c3bbd4153e6a --- /dev/null +++ b/wiki_content/Fire_Blast.txt @@ -0,0 +1,148 @@ +URL: https://deadcells.wiki.gg/wiki/Fire_Blast + +Fire Blast +Burns +enemies and the ground surface in range. Inflicts +critical hits +when +oil +is present. +Toasts enemies to a rich golden brown. +Internal name +FlameThrower +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.51 seconds +Base price +1750 +Damage +Base DPS +169 ( +223 +) +Base hit +12 ( +18 +) +Blueprint +Location +Drops from +Maskers +Drop chance +1.7% +Unlock cost +20 +Fire Blast +is a magic-type +ranged +weapon +which allows the player to channel a stream of +fire +that pierces through enemies and +burns +them. Deals +critical hits +against targets covered in +oil +. +Details +Special Effects: +Requires 0.26 seconds of wind-up before the Fire Blast begins and prevents player action for 0.25 seconds after the player stops channeling the torrent. +Flames pierce through enemies and set the ground on +fire +, causing enemies caught in the flames to be inflicted with stacks of +burning +that deal 10 base DPS for 2 seconds. +Enemies can only be inflicted with +burning +stacks from either the the Fire Blast or the +fire +pools created by the torrent once every 0.38 seconds. +Fire Blast deals 1.5x damage to +oiled +targets (223 base +critical +damage). +Breach Bonus +: +-1 +Base Breach Damage: +0 ( +0 +) +Base Breach DPS: +0 ( +0 +) +Attack Duration: +0.51 seconds +Charge: +0.26 +Lock: +0.25 +Cooldown: +0 +Tags: +Ranged, Fire, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Global Shield on Use +"Generates a shield when used." +Synergies +Affixes that can spread +oil +can help activate this weapon’s +crit +condition. +Oiled Sword +and +Oil Grenade +can be used to spread +oil +without the use of affixes. +This weapon also synergises very well with +Oil Grenade +and +Instinct of the Master of Arms +. +Notes +In-game DPS includes charge as well as fire ticks over a period of 5 seconds, raw DPS (without ramp-up) is 100 ( +150 +). +Affixes such as "+80% damage to a +poisoned +target" and +Point Blank +mutation apply to the weapon's direct damage as well as the +burning +statuses it directly inflicts but do +not +apply to the +fire +pools it creates on the ground. +Other damage boosting mutations such as +Tranquility +and +Support +however, increase the damage of all +burning +statuses, including the ones inflicted from the +fire +pools on the ground. +The damage dealt by +burning +statuses inflicted from Fire Blast's +fire +pools is not reduced when it is used from +backpack +via +Acrobatipack +. +Trivia +Previously called +Fire Torrent +. +History diff --git a/wiki_content/Fire_Grenade.txt b/wiki_content/Fire_Grenade.txt new file mode 100644 index 0000000000000000000000000000000000000000..3d437e01a9ef81c47f84250ba3d525d27baea0d9 --- /dev/null +++ b/wiki_content/Fire_Grenade.txt @@ -0,0 +1,68 @@ +URL: https://deadcells.wiki.gg/wiki/Fire_Grenade + +Fire Grenade +Burns +nearby enemies (25 DPS for 3 sec). +Internal name +FireBomb +Type +Grenade +Scaling +Recharge +13 seconds +Duration +3 seconds +AoE duration +7 seconds ( +fire +) +Base price +1750 +Damage +Base DPS +25 +Base hit +12 +Base DoT DPS +25 +burning +Blueprint +Location +Drops from +Grenadiers +Drop chance +1.7% +Unlock cost +5 +The +Fire Grenade +is a +grenade +skill +which sets nearby enemies on +fire +. +Details +Special Effects: +Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. +The projectile bounces off of a Shieldbearer's shield without detonating. +Upon explosion, deals 12 base damage to enemies in its area of effect and creates +fire +on the ground for 7 seconds. +Explosion instantly applies a stack of +burning +to enemies while +fire +periodically applies stacks of +burning +to enemies touching them. +Burning +effects deal 25 base DPS per effect for 3 seconds. +Tags: +Ranged, Fire, Explosive, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Bigger Explosion +"Area effects created by this item are 200% larger." +History diff --git a/wiki_content/Firebrands.txt b/wiki_content/Firebrands.txt new file mode 100644 index 0000000000000000000000000000000000000000..78725d4fcfe254ebe1e5a79a866a2a724636ce6b --- /dev/null +++ b/wiki_content/Firebrands.txt @@ -0,0 +1,128 @@ +URL: https://deadcells.wiki.gg/wiki/Firebrands + +Firebrands +Burns +enemies and the ground (19 DPS for 3 sec). +Light my fire ! +Internal name +ThrowingTorch +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.65 seconds +Duration +3 seconds ( +burning +effect) +Base price +1750 +Damage +Base DPS +31 +Base hit +20 +Base DoT DPS +19 ( +burning +effect) +Firebrands +is a fire-type +ranged +weapon +which lobs projectiles that explode into pools of +fire +. +Details +Special Effects: +Sets the ground on +fire +. Enemies touching the +fire +are periodically inflicted with a +burning +effect, taking 19 base +burning +DPS per effect for 3 seconds. +Breach Bonus +: +-1 +Base Breach Damage: +0 +Base Breach DPS: +0 +Attack Duration: +0.65 seconds +Charge: +0.1 +Lock: +0 +Cooldown: +0.55 +Tags: +NoCritical, Ranged, Fire, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Double Stack +"Applies 2 stacks of damage over time effects instead of 1." +Synergies +The Firebrands +burn +enemies +, and the ground, which: +Satisfies the +critical +conditions for: +Oiled Sword +. +Vampire Killer +RtC +. +Fulfills the condition for the affix: +"+40% damage on a +burning +target" ( +Fire +Damage). +Creates +Blue fire +if +oil +is present, fulfilling the condition for the affix: +"+100% damage to a target covered in +burning oil +." ( +Blue Fire +Damage). +Notes +Affixes such as "+80% damage to a +poisoned +target" and +Point Blank +mutation apply to the projectile damage as well as the directly inflicted +burning +status by the Firebrands' projectile, but do +not +apply to the +fire +it spreads on the ground. +Other damage boosting mutations such as +Tranquility +, +Support +and +Combo +however, increase the damage of all +burning +statuses, including the ones inflicted from the +fire +on the ground. +Trivia +The handle sprite on the icon resembles that of the +Torch +. +The sprite of a thrown Firebrand is identical to that of the +Torch +'s icon. +History diff --git a/wiki_content/Fireworks_Technician.txt b/wiki_content/Fireworks_Technician.txt new file mode 100644 index 0000000000000000000000000000000000000000..220952d055b7b457b9499a5624e0468c81a390dc --- /dev/null +++ b/wiki_content/Fireworks_Technician.txt @@ -0,0 +1,32 @@ +URL: https://deadcells.wiki.gg/wiki/Fireworks_Technician + +Fireworks Technician +-[30% base, 80% max] cool down delay when using your Grenades. +Internal name +P_CooldownGrenade +Scaling +Removed in +v1.1 +Fireworks Technician +is a +removed +brutality +-scaling +mutation +which decreased the cooldown of +grenades +. +Details +Scroll Cap: +20 +Special Effects: +Only +grenades +benefit from this mutation. +Scaling: +29.758 × Stat +0.33 +% +Tags: +Deprecated +History diff --git a/wiki_content/Flamethrower_Turret.txt b/wiki_content/Flamethrower_Turret.txt new file mode 100644 index 0000000000000000000000000000000000000000..d11ec65216f91fbc7fcf6143b71d743918556cb3 --- /dev/null +++ b/wiki_content/Flamethrower_Turret.txt @@ -0,0 +1,81 @@ +URL: https://deadcells.wiki.gg/wiki/Flamethrower_Turret + +Flamethrower Turret +Burns +nearby enemies (8 DPS for 1.7 sec). +Internal name +FireTurret +Type +Deployable +Scaling +Combo rate +One 1.7-second burst every 3.6 seconds +Recharge +12 seconds +Duration +1.7 seconds +Base trap health +150 +Base price +1500 +Damage +Base DPS +8 +Base DoT DPS +8 +burn +Blueprint +Location +Drops from +Shockers +Drop chance +0.4% +Unlock cost +30 +The +Flamethrower Turret +is a +deployable +skill +which deploys a turret to +burn +enemies at close range. +Details +Special Effects: +Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. +The projectile bounces off of a Shieldbearer's shield without detonating. +Upon explosion, deploys a flamethrower turret. +Turret spews flames out of both sides in 2-second bursts whenever an enemy is in range, inflicting victims with +burning +effects. +Burning +effects last for 2 seconds and deal 8 base +burning +DPS per effect. +Turret must wait for at least 3.6 seconds between flame bursts. +Turret can be destroyed - remaining health is indicated by a small yellow bar above the turret. +Only one turret per Flamethrower Turret skill can be active at a time - attempting to deploy a second turret will destroy the first one. +Turret ceases to function if the player goes too far away, but resumes operation once the player comes back into range. +Tags: +Ranged, Fire, Deployable, NeedPower, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Double Stack +"Applies 2 stacks of damage over time effects instead of 1." +Notes +This turret can deal up to 80 Dps when coupled with a constant oil source. +Burning +effects directly applied by this turret (but not those from the resulting fire pool) are affected by +Point Blank +mutation. +All +burning +effects applied by this turret and the resulting fire pool are affected by any other damage boosting mutations such as +Support +, +Tranquility +or +Combo +. +History diff --git a/wiki_content/Flashing_Fans.txt b/wiki_content/Flashing_Fans.txt new file mode 100644 index 0000000000000000000000000000000000000000..aabb0cf94955dd0088a7ea1c4aa8d4706be2eb87 --- /dev/null +++ b/wiki_content/Flashing_Fans.txt @@ -0,0 +1,124 @@ +URL: https://deadcells.wiki.gg/wiki/Flashing_Fans + +Flashing Fans +Repelling a projectile causes you to inflict +critical hits +for 8 seconds. +Use the force Luke... +Internal name +ParryBlade +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.38 seconds +Base price +1700 +Damage +Base DPS +145 ( +246 +) +Base hit +50 ( +85 +) +Base second hit +90 ( +153 +) +Base third hit +60 ( +102 +) +Blueprint +Location +Drops from +Yeeters +Drop chance +0.4% +Unlock cost +80 +The +Flashing Fans +are a +melee +weapon +exclusive to the +Bad Seed DLC +. Its melee attacks can repel enemy projectiles to inflict critical hits. +Details +Special Effects: +Repels enemy and allied projectiles on hitting them. +Upon reflecting an enemy projectile, it will deal +critical damage +for a few seconds. +Breach Bonus +: +0.3 / 0.5 / 0.3 +Base Breach Damage: +65 / 135 / 78 ( +111 +/ +230 +/ +133 +) +Base Breach DPS: +201 ( +342 +) +Combo Duration: +1.38 seconds +First Hit: +0.33 (0.18 + 0.15 + 0) +Second Hit: +0.6 (0.4 + 0.2 + 0) +Third Hit: +0.45 (0.25 + 0.2 + 0) +Legendary Version: +Forced +Affix +: Bleed on Hit +"Makes the victim +bleed +." +Notes +This weapon works similarly to the +Shovel +and +Spartan Sandals +in its ability to return enemy projectiles, hence greatly increasing its own effective range. +This weapon is also able to reflect the player’s own bombs and other thrown projectiles, which will not activate its +critical +condition. +The bombs dropped from the +Parting Gift +can activate the +critical +ability. +Projectiles will still be reflected with +Porcupack +if you roll through them (similar with +Armadillopack +), and the cooldown will +not +be triggered. +Reflecting a projectile in this way +will +activate the +critical +condition. +Be cautious that the mutation is often on cooldown, if so, this will not work. +Trivia +The flavor text is a quote from Obi-Wan Kenobi in +Star Wars - A New Hope +and it references the fact that lightsabers from the Star Wars universe are also able to repel enemy projectiles. +These are among the four single-slot weapons that use 2 weapons in their attack in the game, the others being the +Twin Daggers +, +Shrapnel Axes +and the +Machete and Pistol +. +History diff --git a/wiki_content/Flawless.txt b/wiki_content/Flawless.txt new file mode 100644 index 0000000000000000000000000000000000000000..b63e992955f73596427742b84b3dd84190186845 --- /dev/null +++ b/wiki_content/Flawless.txt @@ -0,0 +1,131 @@ +URL: https://deadcells.wiki.gg/wiki/Flawless + +Flawless +Inflicts +critical hits +if you haven't taken damage for at least 15 seconds. +Internal name +PerfectHalberd +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo per 2.3 seconds +Base price +1750 +Damage +Base DPS +115 ( +278 +) +Base combo damage +265 ( +641 +) +Base first hit +50 ( +85 +) +Base second hit +55 ( +94 +) +Base third hit +60 ( +132 +) +Base fourth hit +100 ( +330 +) +Blueprint +Location +Drops from +Slammers +Drop chance +0.4% +Unlock cost +100 +Flawless +is a partisan-type +melee +weapon +which can deal high +critical damage +for infinite periods of time, assuming the player doesn't get hit. As soon as one takes damage, the DPS of this weapon becomes much lower, becoming one of the weaker melee weapons. Therefore this weapon can be considered high risk/high reward, especially against Elites and +Bosses +. +Details +Special Effects: +Deals ~2.4x damage ( +278 +base +critical +DPS) if you haven't been hit in the last 15 seconds. +Breach Bonus +: +-0.5 / 0.33 / -0.5 / 1 +Base Breach Damage: +25 / 73.15 / 30 / 200 ( +43 +/ +124 +/ +66 +/ +660 +) +Base Breach DPS: +143 ( +388 +) +Combo Duration: +2.3 seconds +First Hit: +0.65 (0.45 + 0.2 + 0) +Second Hit: +0.35 (0.15 + 0.2 + 0) +Third Hit: +0.75 (0.55 + 0.2 + 0) +Fourth Hit: +0.55 (0.15 + 0.4 + 0) +Tags: +HeavyWeapon, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Almost Perfect +"Killing an enemy less than 1 second after having been hit doesn't deactivate the +critical hits +of this weapon." +Synergies +Damage negating items like +shields +or certain skills can prevent you from taking damage to allow longer uptime on Flawless’ +crit +condition. +Skills such as +Foresight +or +Ice Armor +RotG +can be used to negate damage and keep up the +crit +condition for Flawless. +Cocoon +FF +and +shields +can also work for negating damage by parrying, but this has to be done manually. +Trivia +Prior to +v1.9 +, Flawless shared its in-game model with the +War Spear +, and the +Impaler +. Of the three weapons, the icon used for Flawless resembled the model the most. This is ironic, considering it is a halberd, and not a spear. The Flawless is even referred to as the Perfect Halberd internally. +However, it actually much more closely resembles a +Partisan +than a halberd. +History diff --git a/wiki_content/Flint.txt b/wiki_content/Flint.txt new file mode 100644 index 0000000000000000000000000000000000000000..602c1c8dc7ba6c76eddcd4cdc7e283632824ec27 --- /dev/null +++ b/wiki_content/Flint.txt @@ -0,0 +1,117 @@ +URL: https://deadcells.wiki.gg/wiki/Flint + +Flint +Hold the attack to inflict a +critical hit +and create a flaming trail. +The Concierge was always ready to give an extra hand. +Internal name +BehemothHammer +Type +Melee Weapon +Scaling +Combo rate +One hit every 0.5 seconds +Base price +1800 +Damage +Base DPS +224 ( +400 +) +Base hit +112 ( +320 +) +Base bonus hit +70 (flaming trail) +Blueprint +Location +Drops from the +Concierge +(1st kill) +Unlock cost +20 +Flint +is a warhammer-type +melee +weapon +, which sends out a flaming trail that ignores shields and deals a +critical hit +to enemies in melee range when charged. +Details +Special Effects: +Has a charged attack that deals critical damage that is done by holding down the attack button. +Charged attack creates a flaming trail (70 base damage) that ignores shields. +Deals 1.78x damage ( +400 +base +critical +DPS) to any enemy in melee range. +The trail created by the charged attack lights +oil +on +fire +. This includes both the +oil +on the ground and +oil +on enemies. +Breach Bonus +: +0.5 +Base Breach Damage: +120 ( +240 +) +Base Breach DPS: +240 ( +480 +) +Attack Duration: +0.5 seconds +Charge: +0.2 +Lock: +0.3 +Cooldown: +0 +Tags: +CanPrepareWithoutAmmo, HeavyWeapon +Legendary Version: +Forced +Affix +: Instant Charge +"All attacks are fully charged without needing to hold the button." +Synergies +Parrying with the +Rampart +allows to safely charge up the flint. +The +King Scepter +can be used to provide significant airtime, allowing for safely charging the flint. +The powers +Grappling Hook +and +Phaser +can be used whilst holding the flint without cancelling it's attack, essentially storing the charge to release at a later time. +The shockwave produced by this weapon's charged attack is considered a ranged attack and is therefore affected by ranged mutations such as +Point Blank +. +Notes +Prior to +v1.9 +, the +Update of Plenty +, its combo rate was 0.9 (0.6 + 0.3). +The flaming trail does not inflict +burn +, but it can ignite +oil +. +Can destroy ram rune floors with charged attacks if the player has acquired the ram rune. +Trivia +This weapon appears to be one of +Concierge's +detached hands stuck on a shaft, thus the flavor text "give an extra hand", and it mimics his ability to launch a flaming trail at the player. +History diff --git a/wiki_content/Fly.txt b/wiki_content/Fly.txt new file mode 100644 index 0000000000000000000000000000000000000000..01e77568f16617cddb492eaac68df62151074e7c --- /dev/null +++ b/wiki_content/Fly.txt @@ -0,0 +1,56 @@ +URL: https://deadcells.wiki.gg/wiki/Fly + +Fly +Base health +20 +Location(s) +Corpse variant: +Graveyard +(spawned by Swarm Zombies) +Sewer Variant: +Prison Depths +(spawned by Hammers) +Related +Swarm Zombie +, +Hammer +Corpse Flies +and +Sewer Flies +are a smaller, faster flying versions of +Buzzcutters +, which are only spawned by other enemies. +Behavior +The Sewer Flies are spawned in groups of 3 or 5 by the +Hammer +or from a fake chest. +The Corpse Flies are spawned in groups of 5 by the +Swarm Zombie +. +Both variants can perform a melee bite attack, similar to the +Buzzcutter +. +However, Corpse Flies will only do so if the Swarm Zombie that spawned them is killed. Otherwise, they will only use their electric fence. +Moveset +Electric fence +Description: +When summoned by a +Swarm Zombie +, they surround it and link together with electric rays, creating a barrier that does damage on contact. +The flies can still be damaged, causing the fence to change dynamically as their numbers deplete. +If the Swarm Zombie dies or if there are less than 2 flies, the fence is disengaged. +Bite +Description: +A delayed bite attack that hits at melee range. +Can be blocked, parried, and dodge rolled. +Briefly stuns the player on hit. +Strategy +They can be easily killed with AoE damage. +The electrical fence can only be dodge rolled. Try to kill the Swarm Zombie before it activates or roll away and use AoE attacks. +Its melee attack can be easily neutralized by rolling or parrying. +Notes +The Flies are all spawned enemies, and they will thus not count toward curse counters or perfect doors when killed. +Trivia +Corpse Flies used to spawn when a Swarm Zombie died. +In a previous version of Dead Cells, Sewer Flies and Corpse Flies both shared the name Corpse Fly. +History diff --git a/wiki_content/Force_Shield.txt b/wiki_content/Force_Shield.txt new file mode 100644 index 0000000000000000000000000000000000000000..afce241a6f303ef3adc44bb730db000123cb4810 --- /dev/null +++ b/wiki_content/Force_Shield.txt @@ -0,0 +1,90 @@ +URL: https://deadcells.wiki.gg/wiki/Force_Shield + +Force Shield +Generates a temporary force field when held up. It regenerates slowly when the shield is not held up. +Parries +speed up the process. +Internal name +HoldShield +Type +Shield +Scaling +Recharge +35 seconds (3.5 seconds per ammo) +Duration +3 seconds (0.3 seconds per ammo) +Base price +1500 +Damage +Base block damage +40 ( +40 +) +Base absorbed damage +15% +Blueprint +Location +Drops from +Festering Zombies +Drop chance +0.4% +Unlock cost +40 +The +Force Shield +is a +shield +weapon +which generates a +force field +protecting the player from any damage when held up. When the force field is ready, this shield cannot +parry +attacks. Otherwise, its ammunition (charge level) regenerates, and +parrying +greatly accelerates the process. In exchange for these abilities, the force shield has an extremely low percentage of damage reduction. +Details +Ammo: +10 +Base Absorbed Damage: +15% +Special Effects: +Creates a force field for 3 seconds (0.3 seconds per ammo) when held up. +Ammo regenerates at a rate of 1 per 3.5 seconds. This can't happen when the shield is up. +A +parry +recharges 0.5 seconds of force field duration. +Ammo depletes as long as the shield is held up and this accelerates as it absorbs attacks. +Breach Bonus +: +-1 +Base Breach Damage: +0 +Base Breach DPS: +0 ( +0 +) +Tags: +Shield, LimitedAmmo, CanPrepareWithoutAmmo, DisableVerboseAmmo, NoAmmoPerk, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Frost Shield +" +Freezes +enemies blocked with a +parry +." +Notes +The Force Shield is not affected by the mutation +Ammo +. +Trivia +Used to be called the +Front Line Shield +and worked differently prior to +v1.1 +. +It wasn't able to parry, but in exchange, it reduced incoming damage by 90%. This generated extreme infamy in the community and it was removed. The sprite was then recycled for the current Force Shield while the original force shield was renamed to the +Rampart +. The original Front Line Shield was later resurrected as an entirely different shield, which boosts melee damage upon parrying. +History diff --git a/wiki_content/Forgotten_Map.txt b/wiki_content/Forgotten_Map.txt new file mode 100644 index 0000000000000000000000000000000000000000..fd75dfeb5b78dcf32780405c91e04906fa4ac6f8 --- /dev/null +++ b/wiki_content/Forgotten_Map.txt @@ -0,0 +1,40 @@ +URL: https://deadcells.wiki.gg/wiki/Forgotten_Map + +Forgotten Map +Reveals your surroundings. Only works once. +Internal name +Map +Type +Power +Scaling +Base price +4000 +Blueprint +Location +The Collector +- through Specialist's Showroom upgrade +Unlock cost +150 +The +Forgotten Map +is a unique, +power +skill +which can only be used once per run that reveals the full layout of the current +biome +. +Details +Special Effects: +Using the Forgotten Map reveals the full layout of a biome, with its exits and boss cell doors, as well as any scrolls, starred enemies, and loot hidden within secret areas. It is consumed upon use and disappears from the player's inventory. +Starred enemies may carry scrolls, legendary items or corrupted artifacts. +Tags: +SingleUse, NoAffix, NoDamage, NoQualityUpgrade +Location +When the Specialist's Showroom upgrade is unlocked, the Forgotten Map can be found in a cell next to the +Hunter's Grenade +. The player can unlock it for 4000 Gold or destroy the gate for a 50-kill Curse. +Trivia +When used, the game will say "You have been initiated into the secrets of the Architects". +The Forgotten Map, +Blueprint Extractor +and Hunter's Grenade are the only single-use skills in the entire game. diff --git a/wiki_content/Forgotten_Sepulcher.txt b/wiki_content/Forgotten_Sepulcher.txt new file mode 100644 index 0000000000000000000000000000000000000000..59894f1b8a93430e46dbca8c4304200948ab71b5 --- /dev/null +++ b/wiki_content/Forgotten_Sepulcher.txt @@ -0,0 +1,478 @@ +URL: https://deadcells.wiki.gg/wiki/Forgotten_Sepulcher + +High-ranking dignitaries were embalmed in sarcophagi. After a somewhat brutal ceremony, the skulls of their delegation were used to decorate the walls of the chamber. +Once reserved for high-ranking dignitaries, the sepulcher became a tortuous labyrinth, its reaches fading into obscurity and myth... +To get out alive, simply follow the light. No, not that one, the other... Yes, there, the... No, uh... Wait a minute, where are we? +Forgotten Sepulcher +Stage # +5 +Soundtrack +The Crypt +Required Rune(s) +Teleportation Rune +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Graveyard +, +Fractured Shrines +FF +Next biome(s) +Clock Room +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Gear level +V +Cursed chest chance +110% +Runes and Blueprints +Rune +Explorer's Rune +Blueprints from enemies +Death Orb +, +Spiked Shield +, +Point Blank +Enemies & Traps +Enemies +Kamikazes +, +Cleavers +, +Corpulent Zombies +, +Dark Trackers +, +Inquisitors +, +Shockers +Enemy tier +19-23 +Wandering Elite chance +50% +Elite room chance +50% +Hazards +Spikes, spiked flails, darkness +Previous biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Graveyard +, +Fractured Shrines +FF +Next biome(s) +Clock Room +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Gear level +V +Cursed chest chance +110% +Runes and Blueprints +Rune +Explorer's Rune +Blueprints from enemies +Death Orb +, +Spiked Shield +, +Point Blank +, +Hayabusa Boots +Enemies & Traps +Enemies +Kamikazes +, +Cleavers +, +Corpulent Zombies +, +Dark Trackers +, +Inquisitors +, +Knife Throwers +Enemy tier +22-25 +Wandering Elite chance +50% +Elite room chance +50% +Hazards +Spikes, spiked flails, darkness +Previous biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Graveyard +, +Fractured Shrines +FF +Next biome(s) +Clock Room +, +Guardian's Haven +(Beat the +Giant +once) +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Gear level +V +Cursed chest chance +110% +Runes and Blueprints +Rune +Explorer's Rune +Blueprints from enemies +Death Orb +, +Spiked Shield +, +Point Blank +, +Hayabusa Boots +Enemies & Traps +Enemies +Kamikazes +, +Cleavers +, +Corpulent Zombies +, +Dark Trackers +, +Inquisitors +, +Knife Throwers +, +Weirded Warriors +Enemy tier +23-26 +Wandering Elite chance +50% +Elite room chance +50% +Hazards +Spikes, spiked flails, darkness +Previous biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Graveyard +, +Fractured Shrines +FF +Next biome(s) +Clock Room +, +Guardian's Haven +(Beat the +Giant +once) +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +2 +Gear level +VI +Cursed chest chance +110% +Runes and Blueprints +Rune +Explorer's Rune +Blueprints from enemies +Death Orb +, +Spiked Shield +, +Point Blank +, +Hayabusa Boots +Enemies & Traps +Enemies +Kamikazes +, +Cleavers +, +Corpulent Zombies +, +Dark Trackers +, +Inquisitors +, +Knife Throwers +, +Weirded Warriors +Enemy tier +25-28 +Wandering Elite chance +50% +Elite room chance +50% +Hazards +Spikes, spiked flails, darkness +Previous biome(s) +Stilt Village +, +Slumbering Sanctuary +, +Graveyard +, +Fractured Shrines +FF +Next biome(s) +Clock Room +, +Guardian's Haven +(Beat the +Giant +once) +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +3 +Gear level +VIII +Cursed chest chance +110% +Runes and Blueprints +Rune +Explorer's Rune +Blueprints from enemies +Death Orb +, +Spiked Shield +, +Point Blank +, +Hayabusa Boots +Enemies & Traps +Enemies +Kamikazes +, +Cleavers +, +Corpulent Zombies +, +Dark Trackers +, +Inquisitors +, +Knife Throwers +, +Weirded Warriors +, +Failed Experiments +Enemy tier +29-32 +Wandering Elite chance +50% +Elite room chance +50% +Hazards +Spikes, spiked flails, darkness +Timed door +26 minutes +BSC +Door Rewards +2 BSC +3 BSC +Chained items, exit to the +Guardian's Haven +Treasure chest +The +Forgotten Sepulcher +is a fifth level +biome +. According to the loading screen quotes, it was once a tomb for important officials and nobles but was abandoned after the Malaise epidemic. The burial rites included killing the delegations of the entombed dignitaries and using their bones to decorate the walls. +The only one left behind not infected by the Malaise is the +Crypt Demon +, a mysterious figure who keeps the lights that repel the darkness clean. +General information +Access and exit +The +Teleportation Rune +is required to access the Forgotten Sepulcher from the +Stilt Village +. There are also entrances from the +Slumbering Sanctuary +, +Fractured Shrines +FF +and the +Graveyard +. +There are two exits out of the Forgotten Sepulcher. The main exit leads to the +Clock Room +, where the +Time Keeper +awaits. +After beating the Giant once and with at least 2 BSC active, a door leading to the +Guardian's Haven +RotG +can be accessed, where the +Giant +RotG +awaits. This door always spawns near the exit to the Clock Room. +The Darkness +The Darkness is a mechanic found only in the Forgotten Sepulcher (unless the +Custom Mode +gameplay modifier Follow the Light is enabled). The level appears dark except for permanent and temporary light sources, which illuminate small areas around them. The temporary sources are activated when the player touches them and burn out after a while. +If the player has been away from the light for 12 seconds, the Darkness begins to eat away at their health. The damage gradually increases from 0.1 to 6 per tick, with ticks every 0.3 seconds. Going near a light stops the damage and resets the 12-second timer and damage per tick. Killing an enemy reduces the Darkness by 11%. +Darkness damage does not trigger death by +curse +, and the +Disengagement +mutation does not protect from it. +Explorer's Rune +A room with two elite +Dark Trackers +can be found at the end of the biome. Defeating those elites gives you two +Crypt Key +s, which are required to proceed to the room beyond two elite room, which contains the +Explorer's Rune +. Those rooms stop appearing after obtaining the rune. +Level characteristics +Scrolls +The Forgotten Sepulcher contains 3 Scrolls of Power with a fourth located in a +cursed chest +and 2 Dual Scrolls, which cannot spawn in areas requiring the Teleport, Ram or Spider runes. On 4+ +BSC +, there is a bonus Scroll of Power. When 3 +Boss Stem Cells +are active, this biome has 2 guaranteed +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, this biome has 3 guaranteed +Scroll Fragments +. These can spawn in areas requiring the Teleportation Rune, but not the +Spider Rune +. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Forgotten Sepulcher based on difficulty. +Loot and shops +Main level +1 +Treasure chest +2 cell vats +Elite room +A skill or Weapons shop +A skill or Weapons shop behind a +Spider Rune +Boss Stem Cells rewards +2 +BSC +: Exit to +Guardian's Haven +RotG +2 +BSC +: Chained items altar +3 +BSC +: +Treasure chest +4 +BSC +: Chained items altar +Exclusive blueprints +Enemy blueprints +The blueprints for the +Spiked Shield +and +Death Orb +can only be found in this biome and in the +Morass of the Banished +TBS +and are looted from +Cleavers +. The blueprint for +Point Blank +can only be found in this biome, as it's dropped by the biome exclusive +Corpulent Zombie +. The third +Moonflower Key +can also be found here in a secret room, which is needed to access the 3+ BSC mutation +Acceptance +and requires a +Gardener's Key +to reach. +Enemies +Corpulent Zombies +can only be found in this biome. In addition, +Cleavers +could also be considered iconic of the Forgotten Sepulcher, as it could only be found here in older versions of the game. Other enemies that can be found here include +Shockers +, +Kamikazes +, and +Inquisitors +, as well as +Knife Throwers +, +Weirded Warriors +, and +Failed Experiments +on higher difficulties. +The table below lists which enemies are present in the Forgotten Sepulcher on each difficulty level and which blueprints each may drop. When applicable, the minimum difficulty level for blueprint acquisition is specified. +Lore +Alchemist grimoires +Main article: +The Alchemist +The Alchemist was researching the Malaise in the Forgotten Sepulcher, but the bodies kept waking up. In addition, the Darkness was making his work difficult. This prompted him to leave the area: +" +The bodies have woken up again. +" +" +And this darkness... +" +" +I can no longer continue my experiments on the Malaise here. +" +Other rooms +Nathan Drake, the protagonist of the +Uncharted +series, is found dead in a pit. +He was looting sarcophagi but never managed to get back up because his rope was too short. +Trivia +Before the +v1.1 +the 26 minutes timed door used to reward the player with 2 Power Scrolls, making it a very lucrative level. These scrolls were removed with the rework of timed doors. To compensate for this change, the scroll count was changed from 3 Power Scrolls/2 Dual Scrolls to 5 Power Scrolls only. Thus, the Sepulcher remains the biome with the most guaranteed stats in the game. +Before +v1.5 +the Hayabusa Boots were exclusive to this biome, and they could only be obtained in the room where the Explorer’s Rune is currently located. Additionally, this room would continue to appear even after the blueprint had already been obtained. As this room has been repurposed for a rune, the blueprint can now be obtained outside the Sepulcher from any Dark Tracker, but only with a minimum difficulty of 1 BSC. +This does not affect players who have obtained and turned in the blueprint prior to this update. +Before +v1.7 +Cleavers +could only be found exclusively in this biome. This marks it as the second enemy to lose biome exclusivity, with the first being the +Slammer +. +However, if the player does not install the +Bad Seed DLC +, this enemy would still technically count as exclusive given that there is no other way of finding it. +History +References +↑ +Sepulcher - Alchemist grimoire GIF +Gfycat +, 2018-08-28 +↑ +Sepulcher - Nate Drake explorer GIF +Gfycat +, 2018-08-24 diff --git a/wiki_content/Fractured_Shrines.txt b/wiki_content/Fractured_Shrines.txt new file mode 100644 index 0000000000000000000000000000000000000000..0696fc3c6391c9596c1db940c7af0acab409f228 --- /dev/null +++ b/wiki_content/Fractured_Shrines.txt @@ -0,0 +1,626 @@ +URL: https://deadcells.wiki.gg/wiki/Fractured_Shrines + +The King barely tolerated these temples dedicated to foreign beliefs, to say the least. +One could say that the Fractured Shrines have become a real snake pit in recent times... +How could the ancients’ primitive technology build these giant swords? Some believe they originated from beyond the sea, others look to the sky while wearing funny hats. +The view is amazing, but the locals are said to be somewhat cantankerous until you get to know them. +Forcing the pagan cult out into the wild parts of the island was one of the rare edicts of the King that enjoyed unanimous support. +The King forbade his subjects from venturing into the Fractured Shrines for their own safety. A completely superfluous law given that no one wanted to go there anyway. +The King didn’t want his people to venture close to the Shrines, the Pagans didn’t want the people to venture close to the Shrines, the people didn’t want to venture close to the shrines... +Fractured Shrines +Stage # +4 +Soundtrack +Fractured Shrines +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Black Bridge +, +Nest +TBS +Next biome(s) +Undying Shores +FF +, +Clock Tower +, +Forgotten Sepulcher +Scrolls +2 Scrolls of Power, 1 Dual Scroll +Gear level +IV +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Iron Staff +, +Rocky Outfit +, +Snake Fangs +, +Lizard Outfit +, +Cluster Grenade +, +Heavy Turret +, +No Mercy +, +Lightning Bolt +, +Vampirism +, +Blood Sword +, +Double Crossb-o-matic +, +Fire Grenade +, +Magnetic Grenade +, +Bow and Endless Quiver +, +Infantry Bow +, +Ice Bow +, +Skeleton Outfit +Blueprints from secret areas +Serenade +, +Cultist Outfit +Enemies & Traps +Enemies +Myopic Crows +, +Stone Wardens +, +Cold Blooded Guardians +, +Grenadiers +, +Zombies +, +Undead Archers +, +Slashers +, +Inquisitors +Enemy tier +12-16 +Enemy health tier +Base +Hazards +Pits, rotating axe, swinging log, +Myopic Crows +Previous biome(s) +Black Bridge +, +Nest +TBS +Next biome(s) +Undying Shores +FF +, +Clock Tower +, +Forgotten Sepulcher +Scrolls +2 Scrolls of Power, 1 Dual Scroll +Gear level +IV +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Iron Staff +, +Rocky Outfit +, +Snake Fangs +, +Lizard Outfit +, +Cluster Grenade +, +Heavy Turret +, +No Mercy +, +Lightning Bolt +, +Vampirism +, +Blood Sword +, +Double Crossb-o-matic +, +Bobby Outfit +, +Fire Grenade +, +Magnetic Grenade +, +Bow and Endless Quiver +, +Infantry Bow +, +Ice Bow +, +Skeleton Outfit +, +Flamethrower Turret +Blueprints from secret areas +Serenade +, +Cultist Outfit +Enemies & Traps +Enemies +Myopic Crows +, +Stone Wardens +, +Cold Blooded Guardians +, +Grenadiers +, +Zombies +, +Undead Archers +, +Slashers +, +Inquisitors +, +Shockers +Enemy tier +14-19 +Enemy health tier +14-17 +Hazards +Pits, rotating axe, swinging log, +Myopic Crows +Previous biome(s) +Black Bridge +, +Nest +TBS +Next biome(s) +Undying Shores +FF +, +Clock Tower +, +Forgotten Sepulcher +Scrolls +2 Scrolls of Power, 1 Dual Scroll +Gear level +IV +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Iron Staff +, +Rocky Outfit +, +Snake Fangs +, +Lizard Outfit +, +Cluster Grenade +, +Heavy Turret +, +No Mercy +, +Lightning Bolt +, +Vampirism +, +Mage Outfit +, +Blood Sword +, +Double Crossb-o-matic +, +Bobby Outfit +, +Wave of Denial +, +Powerful Grenade +, +Aphrodite Outfit +, +Bow and Endless Quiver +, +Infantry Bow +, +Ice Bow +, +Skeleton Outfit +, +Flamethrower Turret +Blueprints from secret areas +Serenade +, +Cultist Outfit +Enemies & Traps +Enemies +Myopic Crows +, +Stone Wardens +, +Cold Blooded Guardians +, +Zombies +, +Undead Archers +, +Slashers +, +Inquisitors +, +Shockers +, +Bombardiers +Enemy tier +15-20 +Enemy health tier +18- 2 +Hazards +Pits, rotating axe, swinging log, +Myopic Crows +Previous biome(s) +Black Bridge +, +Nest +TBS +Next biome(s) +Undying Shores +FF +, +Clock Tower +, +Forgotten Sepulcher +Scrolls +3 Scrolls of Power, 1 Dual Scroll +Scroll Fragments +1 +Gear level +V +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Iron Staff +, +Rocky Outfit +, +Snake Fangs +, +Lizard Outfit +, +Cluster Grenade +, +Heavy Turret +, +No Mercy +, +Demon Outfit +, +Lightning Bolt +, +Vampirism +, +Mage Outfit +, +Blood Sword +, +Double Crossb-o-matic +, +Bobby Outfit +, +Seismic Strike +, +A Thousand and One Nights Outfit +, +Wave of Denial +, +Powerful Grenade +, +Aphrodite Outfit +, +Bow and Endless Quiver +, +Infantry Bow +, +Ice Bow +, +Skeleton Outfit +, +Flamethrower Turret +, +Cloud Outfit +Blueprints from secret areas +Serenade +, +Cultist Outfit +Enemies & Traps +Enemies +Myopic Crows +, +Stone Wardens +, +Cold Blooded Guardians +, +Zombies +, +Undead Archers +, +Slashers +, +Inquisitors +, +Shockers +, +Bombardiers +, +Bombers +Enemy tier +18-23 +Enemy health tier +22-26 +Hazards +Pits, rotating axe, swinging log, +Myopic Crows +Previous biome(s) +Black Bridge +, +Nest +TBS +Next biome(s) +Undying Shores +FF +, +Clock Tower +, +Forgotten Sepulcher +Scrolls +3 Scrolls of Power, 1 Dual Scroll +Scroll Fragments +2 +Gear level +VII +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Iron Staff +, +Rocky Outfit +, +Snake Fangs +, +Lizard Outfit +, +Cluster Grenade +, +Heavy Turret +, +No Mercy +, +Demon Outfit +, +Lightning Bolt +, +Vampirism +, +Mage Outfit +, +Double Crossb-o-matic +, +Bobby Outfit +, +Seismic Strike +, +A Thousand and One Nights Outfit +, +Wave of Denial +, +Powerful Grenade +, +Aphrodite Outfit +, +Grappling Hook +, +Knockback Shield +, +Robin Hood Outfit +, +Flamethrower Turret +, +Cloud Outfit +Blueprints from secret areas +Serenade +, +Cultist Outfit +Enemies & Traps +Enemies +Myopic Crows +, +Stone Wardens +, +Cold Blooded Guardians +, +Slashers +, +Inquisitors +, +Shockers +, +Bombardiers +, +Bombers +, +Catchers +Enemy tier +20-25 +Enemy health tier +24-28 +Hazards +Pits, rotating axe, swinging log, +Myopic Crows +BSC +Door Rewards +1 BSC +2 BSC +3 BSC +Treasure chest +Treasure chest +Treasure chest +The +Fractured Shrines +is a fourth level +biome +exclusive to the +Fatal Falls DLC +. The Fractured Shrines are home to pagan heretics that practiced a foreign religion. They were banished to the floating islands for their beliefs, a decision supported by all in the kingdom. On these floating islands they built their temples, hence the area's name. The existence of these temples is barely tolerated by the king. +The islands and temples are riddled with traps. In the background there are giant statues of swords with snakes coiled around them, which indicates that their religion may have revered snakes, which is also supported by the appearances of some of the enemies unique to the biome. +General information +Access and exit +The Fractured Shrines can be entered from the +Black Bridge +and the +Nest +. +TBS +It leads to the +Clock Tower +, +Forgotten Sepulcher +and the +Undying Shores +, which needs to be unlocked by wearing the +Cultist Outfit +. After the entrance is unlocked the first time it will stay unlocked. +Guarded treasure room +In the temples there are giant doors guarded by +Stone Wardens +. When the Stone warden is defeated the door opens. Behind these doors there can be a 3 choice chained legendary item altar, a treasure chest, a lore room or the vault that imprisons +Serenade +. +Level characteristics +Scrolls +The Fractured Shrines contains 4 scrolls: 2 Scrolls of Power (with a third located in a guaranteed +cursed chest +) and 1 Dual Scroll. On (3+ +BSC +) there is a bonus Scroll of Power. When 3 +Boss Stem Cells +are active, this biome has 1 guaranteed +Scroll Fragment +, and when 4/5 +Boss Stem Cells +are active, this biome has 2 guaranteed +Scroll Fragments +. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Fractures Shrines based on difficulty. +Loot and shops +Main level +2 guaranteed Weapon/Skill shop in one of the coin-labeled door. +1 guaranteed Food shop in one of the coin-labeled door. +A guaranteed +treasure chest +behind a chest-labeled door. +A guaranteed +cursed chest +behind a chest-labeled door. +A Chained Legendary Items altar found behind a +Stone Warden +. +1 +Treasure chest +found behind a +Stone Warden +. +Boss Stem Cells rewards +1 +BSC +: +Treasure chest +2 +BSC +: +Treasure chest +3 +BSC +: +Treasure chest +Exclusive blueprints +Secret areas +There is an island that can be reached by platforming over invisible platforms. The rain splashes reveal their location. After that there is a small gauntlet of traps. This leads to a building that can only be accessed from one side, although alternatively one can enter from the very top where there are 3 breakable floors stacked on top of each other if the player has acquired the +Ram Rune +. In the building there is a +Stone Warden +guarding a door which leads to a unique treasure room with a vault inside. By opening the vault, the player can free +Serenade +, which will force itself into one of their skill slots, causing the previous item to be dropped on the ground. The blueprint itself instantly goes into your inventory and still needs to be delivered to the +Collector +. +The +Cultist Outfit +blueprint can be obtained from the cultist corpses littering the large structures. +Enemy blueprints +The blueprints for the +Iron Staff +and +Rocky Outfit +are dropped by +Stone Wardens +and the blueprint for the +Snake Fangs +and +Lizard Outfit +are dropped by +Cold Blooded Guardians +. +Enemies +In the Fractured shrines, there are three unique enemies: +Myopic Crows +, +Stone Warden +and +Cold Blooded Guardians +. +In the table below, you will find which enemies are present in the Fractured Shrines 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. +Lore +Journal +In one of the treasure rooms that is guarded by a +Stone Warden +a journal can be found. +" +They didn't lie when they said the Queen's temples were full of treasures waiting to be taken..." +" +Though they could have mentioned the wardens. +" +Letter and bloody plant +In one of the treasure rooms that is guarded by a +Stone Warden +a secret room can be found with a bloody plant and a letter. +" +I was hoping her people could help me, but they don't recognize me anymore. +" +" +The apostates' hideout isn't far, but I don't know what kind of welcome they reserve for strangers in need of help these days. +" +Gallery +Plant covered in blood +Fully explored map of Fractured Shrines showing general generation of the level. +History diff --git a/wiki_content/Frantic_Sword.txt b/wiki_content/Frantic_Sword.txt new file mode 100644 index 0000000000000000000000000000000000000000..6fdb962cab772353f197fd04eab32915b74a699d --- /dev/null +++ b/wiki_content/Frantic_Sword.txt @@ -0,0 +1,132 @@ +URL: https://deadcells.wiki.gg/wiki/Frantic_Sword + +Frantic Sword +Inflicts a +critical hit +when you have less than 50% health or more than 50% Malaise. +The weapon of choice for fighters who like to live dangerously. +Internal name +LowHealth +Type +Melee Weapon +Scaling +Combo rate +One 5-hit combo every 1.71 seconds +Base price +1500 +Damage +Base DPS +137 ( +277 +) +Base combo damage +235 ( +474 +) +Base first hit +40 ( +64 +) +Base second hit +40 ( +72 +) +Base third hit +50 ( +100 +) +Base fourth hit +35 ( +70 +) +Base fifth hit +70 ( +168 +) +Blueprint +Location +Drops from +Kamikazes +Drop chance +0.4% +Unlock cost +25 +The +Frantic Sword +is a sword-type +melee +weapon +which deals more damage while the player is at or below 50% health or has at least 50% +malaise +. +Details +Special Effects: +Deals ~2.08x damage (285 base +critical +DPS) while the player's health is at or below 50% of the maximum or when the player's Malaise counter is at or above 50% the maximum. +Breach Bonus +: +0.4 / 0.4 / 0.4 / 0.5 / 1 +Base Breach Damage: +56 / 56 / 70 / 52.5 / 140 ( +89.6 +/ +100.8 +/ +140 +/ +105 +/ +336 +) +Base Breach DPS: +219 ( +467 +) +Combo Duration: +1.71 seconds +First Hit: +0.3 (0.2 + 0.1 + 0) +Second Hit: +0.13 (0.13 + 0 + 0) +Third Hit: +0.33 (0.33 + 0 + 0) +Fourth Hit: +0.45 (0.25 + 0.2 + 0) +Fifth Hit: +0.5 (0.2 + 0.3 + 0) +Tags: +UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Heal Mid Life +"1% HP recovered per melee attack, up to 50%." +Synergies +Instinct of the Master of Arms +can be reliably activated by Frantic Sword due to its fast attacks and consistent +critical hits +. +Notes +The Frantic Sword becomes more viable on 5BSC due to +malaise +being able to activate the +crit +condition more reliably and safely than being under 50% HP. +The legendary affix of Frantic Sword '1% HP recovered per melee attack, up to 50%’ will heal to exactly half HP when you have an even number of HP, allowing you to +crit +; if you have an odd number, it heals to one HP more than half HP, getting rid of the ability to +crit +. +Trivia +In earlier stages of the development of +The Baguette Update +, this weapon was named +Scavenger +, which was a direct translation of the original French name for this weapon, +Charognarde +. +The mistranslation is still present on the steam trade card. +In the front cover image of physical copies of the game, a Frantic Sword can be seen next to the right hand of the Beheaded. +The modifier "1% HP recovered per melee attack, up to 50%" is exclusive to this weapon. +History diff --git a/wiki_content/Frenzy.txt b/wiki_content/Frenzy.txt new file mode 100644 index 0000000000000000000000000000000000000000..5e4dde56b2681ca20b9ca3be0585ca7c5321b890 --- /dev/null +++ b/wiki_content/Frenzy.txt @@ -0,0 +1,41 @@ +URL: https://deadcells.wiki.gg/wiki/Frenzy + +Frenzy +Melee attacks restore a small amount of HP depending on attack damage as long as you have an active speed buff. +Internal name +P_SpeedHeal +Scaling +Blueprint +Location +Timed door +in the +Passage +before +Toxic Sewers +Unlock cost +50 +Frenzy +is a +brutality +-scaling +mutation +which makes melee attacks heal the player when they have an active speed buff. +Details +Scroll Cap: +37 +Special Effects: +When the player has a speed buff, melee attacks heal them. The amount of healing is equal to [0.0012 base]% max health per damage point of attacks. +The damage taken into account per hit is the base stats of weapons and skills, without bonuses from level, quality or scrolls. +Scaling: +0.0012 × 1.055 +Stat - 1 +% melee damage dealt +Notes +Synergizes well with +Velocity +mutation, +Gotta Go Fast +aspect, and "Increases movement speed" +affixes +. +History diff --git a/wiki_content/Front_Line_Shield.txt b/wiki_content/Front_Line_Shield.txt new file mode 100644 index 0000000000000000000000000000000000000000..7aa218a192cfdf5222380a7d55e6082caa58e37c --- /dev/null +++ b/wiki_content/Front_Line_Shield.txt @@ -0,0 +1,88 @@ +URL: https://deadcells.wiki.gg/wiki/Front_Line_Shield + +Front Line Shield +Melee attacks inflict 50% extra damage for 6 seconds after a successful +parry +. +The tears of the community are engraved upon the inside of this shield. +Internal name +WarriorShield +Type +Shield +Scaling +Duration +6 seconds +Base price +1850 +Damage +Base block damage +25 ( +50 +) +Base absorbed damage +75% +Base bonus hit ++20% (item boost) +Blueprint +Location +Secret area in the +Ancient Sewers +Unlock cost +5 +The +Front Line Shield +is a +shield +weapon +which boosts melee damage performing a successful +parry +or block. +Details +Base Absorbed Damage: +75% +Special Effects: +Melee attacks inflict 50% extra damage for 6 seconds after a successful +parry +or block. +Breach Bonus +: +0 +Base Breach Damage: +25 ( +50 +) +Base Breach DPS: +68 ( +135 +) +Tags: +Shield +Legendary Version: +Forced +Affix +: Counter Attack +"Attacking just after a parry deals +300% damage." +Location +Its blueprint can be found in a secret area in the Ancient Sewers, hidden under a pool of poisonous water. +The blueprint can either be accessed by diving through the pool of water, at the risk of taking damage or by using the +Homunculus Rune +to reach it. +The pool appears to be significantly deeper than most other pools and will have a bottom made of false ground that you can pass through. Once the pool is passed through, the blueprint will simply be sitting on the ground of the square room, along with a return stone to escape the room. +Trivia +The Frontline Shield has a long history in Dead Cells based on the responses of players, rather than game lore. +Back in Early Access and in +v1.0 +of the game, the +Force Shield +used to have the name currently used for this weapon, and couldn't parry but blocked more damage than other shields when held up. Because of this inability to parry, the Frontline Shield was one of the most hated items in the community. Thus, in v1.1 the Front Line shield was reworked into the Force Shield, which is able to parry, and generates a force field (making the player invincible) when held up. Then, in +v1.2 +, after months of insistent requests for a Brutality-scaling shield, the Front Line shield was revived as a completely different item from the original. +As a joke reference to the long process that led to this, +Dead Cells +lead developer deepnight (Sébastien Bénard) specified in the flavor text that the Front Line shield was born from "the tears of the community", referring to the significant negative responses that caused the general rework. +History +References +↑ +Ancient Sewers - Front Line Shield blueprint +Gfycat +, 2019-04-02 diff --git a/wiki_content/Frost_Blast.txt b/wiki_content/Frost_Blast.txt new file mode 100644 index 0000000000000000000000000000000000000000..e74f2548cc98cff7bb1043bee133b2839ca8c8a2 --- /dev/null +++ b/wiki_content/Frost_Blast.txt @@ -0,0 +1,80 @@ +URL: https://deadcells.wiki.gg/wiki/Frost_Blast + +Frost Blast +Freezes +enemies in front of you. No damage if the target is already +frozen +. +Internal name +Freeze +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.73 seconds +Duration +3 seconds ( +freeze +effect) +Base price +1750 +Damage +Base DPS +48 +Base hit +35 +Frost Blast +is a +ranged +weapon +which +freezes +all enemies in a cone in front of the player. +Details +Special Effects: +Blast occurs after 0.4 seconds of wind-up. +Blast +freezes +all enemies it contacts, including enemies with shields, for 3 seconds, dealing damage as it does so (on +thaw +, enemies are +slowed +for 0.9 seconds). +Breach Bonus +: +0 +Base Breach Damage: +35 +Base Breach DPS: +48 ( +95 +) +Attack Duration: +0.73 seconds +Charge: +0.4 +Lock: +0.2 +Cooldown: +0.33 +Tags: +Ranged, Ice, NoCritical, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Strong Ice +"Reduces the chance of +unfreezing +an enemy when attacking." +Synergies +Synergizes well with +Nutcracker +as both are unlocked from the start. +Can be used in combination with +Heart of Ice +to reduce the cooldown of skills. +Trivia +The attack animation is a reference to Ryu's Hadouken from the +Street Fighter +franchise. +History diff --git a/wiki_content/Frostbite.txt b/wiki_content/Frostbite.txt new file mode 100644 index 0000000000000000000000000000000000000000..636d0d0275fbcad9bf4f919e1f63e5529c9c67a1 --- /dev/null +++ b/wiki_content/Frostbite.txt @@ -0,0 +1,57 @@ +URL: https://deadcells.wiki.gg/wiki/Frostbite + +Frostbite +Enemies suffer [30 base] DPS while they are +slowed down +. +Internal name +P_ColdDmg +Scaling +Colorless +Blueprint +Location +Drops from +Buzzcutters +Drop chance +10% +Unlock cost +100 +Frostbite +is a colorless +mutation +which causes the +slow +and +freeze +debuffs to slowly damage enemies over time. +Details +Scroll Cap: +None +Special Effects: +While being +slowed +, enemies take [30 base] DPS. +This effect stacks with each stack of +slow +. At 5 stacks of +slow +the enemy +freezes +and receive damage from all 5 stacks of +slow +. +Scaling: +30 × 1.15 +Stat-1 +slow +DPS +Notes +When used with +Affixes +that spread +slow +to nearby enemies, Frostbite can effectively kill trash mobs and, with a bit more effort, even low health enemies without having to engage them. +It adds extra damage-over-time to weapons and items that inflict +slow +, although the damage is minimal and becomes almost negligible in higher difficulties. +History diff --git a/wiki_content/Gastronomy.txt b/wiki_content/Gastronomy.txt new file mode 100644 index 0000000000000000000000000000000000000000..6cdcda1788f768abdaf5bf9885a3041ef3594dee --- /dev/null +++ b/wiki_content/Gastronomy.txt @@ -0,0 +1,33 @@ +URL: https://deadcells.wiki.gg/wiki/Gastronomy + +Gastronomy +The effect of food increases by +65%. If you recycle food you deal +[10% base] damage for 300 seconds. +Internal name +P_Food +Scaling +Blueprint +Location +Drops from +Conjunctivius +(4th kill) +Unlock cost +50 +Gastronomy +is a +survival +-scaling +mutation +which increases the healing effects of consumed food. It also awards the player a long-lasting damage buff when they recycle food instead of eating it. +Details +Special Effects: +The healing effect of food is increased by +65% of the food base value. +Recycling food gives the player a +[10 base]% damage boost for 300 seconds. +Scaling: ++1% damage dealt per Survival stat +Notes +The damage buff stacks if multiple food items are recycled. They wear off individually. +Damage is added at most once every 0.33 seconds. Final added DPS is always rounded up. +Cannot be taken in +Boss Rush +. +History diff --git a/wiki_content/Gear.txt b/wiki_content/Gear.txt new file mode 100644 index 0000000000000000000000000000000000000000..3c6bc81645eebdd0bdbaac0980a3a247a8ac2795 --- /dev/null +++ b/wiki_content/Gear.txt @@ -0,0 +1,523 @@ +URL: https://deadcells.wiki.gg/wiki/Gear + +Dead Cells +provides players with gear in the form of: +Weapons +, which have limited but different move sets. +Skills +, which cause a variety of effects but must cool down between uses. +And +Amulets +, passive items which grant powerful offensive or defensive benefits. They can also grant points to +Brutality +, +Tactics +or +Survival +. +Gear items are not automatically collected — they must be picked up with the +Interact +key/button. Unwanted gear can usually be converted into gold if the +Recycle +upgrade has been unlocked. +Most gear appears with one or more +Affixes +, which add effects or situational benefits. Only non-starter, level 1 gear, and unique amulets lack affixes. +If you're looking for a missing item, but you have everything listed below, you might be missing the Merchandise Category upgrade from the +Graveyard +. +Gear level +Gear level is indicated by a roman numeral next to an item's name, and is the base gear power of the item. Each biome has a base gear level value, which is the minimum level an item can be on any given biome. A table can be found below with each biome's base gear level. +The gear level of found items will increase based on the number of active +Boss Stem Cells +. +Additionally, the gear level of an item will also be affected by where it was found in the biome. +Gear quality +The player can spend +cells +at the +Blacksmith's +Legendary Forge +to permanently upgrade all the gear quality attribute of all weapons and skills across runs. +Gear quality is the term used to refer to the "upgrade level" of an item. It is displayed as a ++ +, +++ +, +S +, or +L +after the roman numerals (referred to as the gear level). Gear quality gives the item the following attributes: +Gear quality of + +adds +2 to gear power. +Gear quality of ++ +adds +4 to gear power. +Gear quality of S +adds +6 to gear power. +Gear quality of L +adds +6 to gear power. +Gear power +Gear power is the term used to refer to the "outputted level" of an item. This is a hidden value that represents the actual power of the item after taking into account its gear level and gear quality. Gear power is calculated by taking the gear level of the item and adding the bonus from the gear quality. As an example, a +Heavy Crossbow +IV++ has a gear level of 4 (as indicated by the roman numerals) and the gear quality of +++ +adds a bonus +4 to gear power, resulting in a gear power of 8. This means the item will have a +129% damage boost and three +affix +slots. +Gear power influences the number of +affix +slots on the item, and the overall damage boost/reduction it receives. A table detailing the effects of gear power on weapons/skills can be found below: +Gear power follows a pattern: +The first bonus adds a +4% damage boost and an +affix +slot. +The maximum number of affix slots is 6. +The second bonus adds a +29% damage boost or -1% damage reduction. +The third bonus adds a +29% damage boost or -1% damage reduction. +Every sixth bonus adds a +30% damage boost instead. +The cycle then repeats. +It should be noted that an item may have more +affix +slots than affixes available for that item. In that case, the item will just have empty slots that do not show up. +Gear variants +Two variants of weapons and skills can be encountered: +Colorless items +and +Legendary items +. +Colorless items +Colorless items, which are found in +cursed chests +and when unlocking a blueprint from the +Collector +, scale according to your highest stat. This means that if your highest stat at the time is +Brutality +, the colorless item is Brutality. If later on, your highest stat is +Tactics +, your item will now scale with Tactics. For example, a Colorless +Torch +, which is a pure Brutality item, scales with +Survival +if you have higher Survival than Brutality. Colorless items are marked with a white color, rather than the colors of the base item's scaling stats. +Legendary items +Legendaries are powerful variants of items, appearing as a random drop from enemies (1% and 6% for common mobs and +Elites +, respectively), +and as rewards after beating a boss +without getting hit +, or from +legendary altars +. +Legendary altars +have a base 2% chance of spawning per biome, increasing by 15% for each biome where an altar did not spawn, meaning that most successful runs can expect to run into at least one of them. These altars grant 66% damage reduction to nearby enemies (indicated by a shield icon above the enemy's head), and the item can only be retrieved from the shrine when all enemies with this icon have been defeated. Alternatively, moving enemies, if they get far enough away from the altar and provided that no other enemies get close to the altar, allows retrieving the item on it. +A legendary item is guaranteed to be found in +killstreak doors +following bosses if you beat them without being hit once. +The item pool for Legendary items found on enemies drops and altars is not limited to unlocked items, but heavily skewed towards them. It is therefore +possible +, but not likely, to get any Legendary item including items from DLCs that haven't been purchased, other than the +Symmetrical Lance +on a new save file. However, you will never find a weapon you haven't unlocked in a Flawless Boss Door. +Legendary items cannot be upgraded, but they have powerful advantages over normal items: +Colorless — scales with your highest stat. +A specific legendary affix (predetermined for each base item). +Can be equipped alongside another weapon of the same type. One could, for example, carry two +Powerful Grenades +at once if one or both of them were legendary. (Does not apply to the Diverse Deck) +Same power increase as "S" quality items. +Legendary items are also denoted by an "L" suffix and a gold border around their icon, to differentiate them from normal items. +Gear value +Every piece of gear has its own +gold +value that is determined by a number of factors including gear level as well as each item's own specific base price. This value is used when buying items from shops as well as in determining the price for opening a gold door. +The equation for the value of a piece of gear is: +(Base price) × (100% + Quality Impact + Modifier Impact) + 100 × (Item level - 1) +Quality Impact +is a percentage that is different between gear qualities. +Modifier impact +is the sum of all the Cost Impact values of each +modifier +on a piece of gear. +Item level +is the Roman Numeral next to the gear's name. +Recycling prices +If the player has the upgrade +Recycling I +or Recycling II, they can recycle any gear or food on the ground, and can collect 7% (Recycling I) or 15% (Recycling II) of the total value of that item. +For +amulets +, their prices are also calculated by the same formula used of +gear value +. Their base price is 5,000 Gold. There is currently no way to purchase amulets so their total value is only relevant to recycling. +Gear slots +The player initially has access to 5 slots for carrying various types of equipment. 2 slots are dedicated to carrying weapons, 2 for skills, and another slot for an amulet. +Certain weapons, called "two-handed" weapons, take up both of the player's weapon slots, and cannot be used alongside traditional weapons at the same time. Attempting to swap either of the two-handed weapon slots out for a one-handed weapon will result in dropping the entire two-handed item. +Backpack +Once the +backpack +upgrade is unlocked, picking up a third weapon allows the player to store said weapon. While in the +backpack +, the stored weapon cannot be used (unless the player also has a mutation relating to the +backpack +). However, holding down the interact key allows the player to drop the stored weapon after they have left the equipment menu, allowing them to swap the item out with their current loadout as usual. +Please note that: +Skills, two-handed weapons, amulets, the +Giantkiller +, the +Symmetrical Lance +dropped by Hand of the King and the colorless +Barrel Launcher +from the +Derelict Distillery +, cannot be stored in the +backpack +. +The position of the +backpack +slot in the UI can be changed in the options menu, as well as its opacity. +Weapons +Weapons are the main piece of gear that will be used throughout most runs. They are usually the main source of dealing damage, as well as for other, more utility focused capabilities. Unlike skills, they can be used repeatedly with little to no restrictions. +Melee weapons +Active mechanics +All melee weapons deal melee damage and benefit from any melee specific effects and bonuses. Melee weapons also all have the capabilities to hit multiple enemies at once if they are within range. Most melee weapons also have their own individual movesets that they can initiate by continuously attacking, but there is a short time where the player may do other actions before continuing the weapon's combo, such as rolling or jumping. +Effect scaling +All melee weapons' damage scales based on either the player's +Brutality +stat +or their +Survival stat. Brutality scaling weapons are usually lighter, faster attacking weapons, such as the +Balanced Blade +or the +Twin Daggers +, while Survival scaling weapons are usually slower, heavier weapons like the +Nutcracker +or the +Broadsword +. Weapons that scale with both Brutality +and +Survival are usually weapons that are a sort of medium speed between light and heavy weapons, like the +Shovel +. Some melee weapons also have alternate scaling with +Tactics (e.g. +Valmont's Whip +or the +Shrapnel Axes +). +List of melee weapons +This is a list of all obtainable melee weapons within the game. +RotG +: +Rise of the Giant DLC +TBS +: +The Bad Seed DLC +FF +: +Fatal Falls DLC +TQatS +: +The Queen and the Sea DLC +RtC +: +Return to Castlevania DLC +Ranged weapons +Active mechanics +Most ranged weapons have the capability of firing some kind of projectiles, while some use hit-scan mechanics, both of which deal ranged damage. The individual abilities of ranged weapons varies, but generally, projectiles fired using ranged attacks are unable to hit multiple targets, unless the projectile can create an explosion or has some kind of piercing capabilities (e.g. +Sonic Carbine +and +Explosive Crossbow +). +Effect scaling +All ranged weapons scale with +Tactics, however a few of these weapons can also dual-scale with +Brutality (e.g +Firebrands +and +Infantry Bow +) or +Survival (e.g +Frost Blast +and +Heavy Crossbow +), meaning their damage will scale off the higher stat between the two. +Ammunition +Some Ranged Weapons use ammunition, which will be restored automatically after a short while. Ammunition that is impaled in enemies takes significantly longer to retrieve unless the ammo is removed by a successful parry or the enemy is killed, however, not all ammo based projectiles can be stuck in enemies, these projectiles will eventually refill automatically. Most of these weapons can get affixes that slightly increases their total ammo supply. Ranged weapons without ammo can be fired repeatedly without restriction. +Gilded Yumi +TQatS +and +Laser Glaive +cannot benefit from the effect of the +Ammo +mutation. +List of ranged weapons +This is a list of all obtainable ranged weapons within the game. +RotG +: +Rise of the Giant DLC +TBS +: +The Bad Seed DLC +FF +: +Fatal Falls DLC +TQatS +: +The Queen and the Sea DLC +RtC +: +Return to Castlevania DLC +Shields +Active mechanics +Holding down +a shield's assigned button holds it up after 0.37 seconds. Attacks that hit the front of the shield are reduced by the shield’s damage absorption percentage (usually 75%) before any other damage reduction effects. Shields’ block damage, listed as their regular damage, is also dealt to enemies using melee attacks. +Tapping +a shield's assigned button instead attempts a +parry +. If no attacks connect within the +parry +window, the player cannot block or +parry +again for 0.6 seconds. If a non-shockwave attack hits the shield during the +parry +window, the attack deals no damage, you can block/ +parry +again immediately, and additional effects occur depending on the attack: +Melee attackers take +parry +damage, indicated on the shield as its +critical damage +value. +Ranged attacks are reflected for 80 base damage. +Bombs are reflected for 90 base damage. +Explosions are absorbed without retaliation. +Festering Zombie +eggs are turned into biters, which attack enemies. +Any arrows stuck in the parried enemy will return to the player. +Note: +Attacks are also automatically +parried +if they land within the first 0.2 seconds of holding up the shield and the shield's button is still held. +Effect scaling +All Shields’ damage scales with the player's +Survival +stat +, but some also scale with +Tactics (e.g +Parry Shield +and +Knockback Shield +) or +Brutality (e.g +Assault Shield +and +Bloodthirsty Shield +). +Damage absorbed while blocking can only be increased by the Shield Absorb +affix +. +Passive effects +Carrying a shield creates a force field for half a second when the player takes damage. This barrier absorbs most damage, but not damage-over-time from status effects like poison or darkness. Some enemy attacks do not activate the force field, such as that of +Lacerators +. +Since active force fields reduce the decay +recovery +by 65%, carrying a shield makes it more difficult to recover recently-lost health. +List of shields +This is a list of all obtainable Shields in the game. +RotG +: +Rise of the Giant DLC +TBS +: +The Bad Seed DLC +FF +: +Fatal Falls DLC +TQatS +: +The Queen and the Sea DLC +RtC +: +Return to Castlevania DLC +Skills +Skills are secondary abilities that can be used in combat. The player does not normally start with skills without the +Recycling Tubes +upgrade and must find them throughout the run. +The player has two skill slots. Upon picking up a third skill, a menu which compares all three appears, allowing the player to choose which of the three skills to discard. +Skills cannot trigger +recovery +nor +cooldown reduction mutations +. +Skills are roughly split into three types: traps and turrets, grenades, and miscellaneous powers. +Deployable traps +Active mechanics +Upon use, all deployable skills shoot a "projectile" out of the player in the direction they are facing, and will deploy an object upon touching the ground. There are two types of deployable items, powered and non-powered. Powered turrets need the player to be within a certain radius of it in order to function, and that power radius is decreased if the link to the player is obstructed by terrain. Non-powered deployable items do not need the player to be nearby to function, usually because they do not actively attack enemies in the usual sense. +Effect scaling +Most deployable skills scale with +Tactics, although a few also scale with +Brutality or +Survival. +List of deployables +Below is a list of all deployable skills that can be found within the game. +RotG +: +Rise of the Giant DLC +TBS +: +The Bad Seed DLC +FF +: +Fatal Falls DLC +TQatS +: +The Queen and the Sea DLC +RtC +: +Return to Castlevania DLC +Grenades +List of grenades +RotG +: +Rise of the Giant DLC +TBS +: +The Bad Seed DLC +FF +: +Fatal Falls DLC +TQatS +: +The Queen and the Sea DLC +RtC +: +Return to Castlevania DLC +Powers +List of powers +RotG +: +Rise of the Giant DLC +TBS +: +The Bad Seed DLC +FF +: +Fatal Falls DLC +TQatS +: +The Queen and the Sea DLC +RtC +: +Return to Castlevania DLC +Amulets +You may only equip one amulet at a time, but their effects are powerful... +"A fine object, adroitly hidden under your clothes to make less work for the artists." +Amulets come in +Ruby +, +Topaz +, +Sapphire +, +Golden +, and +Moonstone +. They can be found in the starting area on 1BC+ and are most frequently acquired by defeating +Elite +enemies or by opening +time or killstreak doors +. Amulets can also be found within +Challenge Rift +chests, on corpses, or by rummaging through loot in lore rooms. Amulets carry one or more affixes, grant damage reduction, and can give the player more Stats. +Amulets have gear levels which are the same as the +biome +gear level. However, Higher +BSC +introduce a minimum amulet level, which increases the gear level of amulets found in biomes that have a lower gear level than this to the minimum: +As amulets are leveled items, their gear levels affect the quantity and quality of the +affixes +on the amulets found, as well as the number of Stats and the % of damage reduction they grant. Amulets follow a special pattern that determines what bonus is given every tier. The higher the tier of the amulet is, the more bonus stats it can have, up to 4 stats at XII tier: +As of the +Update of Plenty +, the player will always start with an amulet on a pedestal in the starting area of the +Prisoners' Quarters +on 1 +BSC +and higher, with its tier increasing based on difficulty. +Prisoner's Collar +"Nothing worth mentioning, except maybe a vague whiff of dead rat..." +The player starts every run with the Prisoner's Collar equipped. It gives no benefits of any kind. Can be recycled for 1 gold. +Removed gear +List of removed skills +List of removed powers +History +Footnotes +References +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. +↑ +The in-game DPS value is 133 ( +179 +). +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. +↑ +The in-game +critical +DPS value ( +280 +) is only reachable with 6 gun +marks +. +↑ +The in-game DPS value is 138 ( +199 +). +↑ +The in-game DPS value is 210 ( +280 +). +↑ +The DPS value listed in-game is 121 ( +185 +). +↑ +Total DPS value is 263. The sword deals 57 non-crit DPS, while the stars deal 206 crit DPS. +↑ +The in-game DPS value is 101 ( +222 +). +↑ +The DPS value listed in-game is 158. +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. +↑ +The in-game DPS value is 280 ( +560 +) +↑ +This DPS value assumes that both cards thrown in the 2nd attack hit a target. This is not possible against most single targets and bosses, so the achievable DPS value is usually +364 +. The in-game DPS value is 71 ( +84 +). +↑ +The in-game DPS value is 229. +↑ +The Update of Plenty has arrived! +Steam blog post +, 2020-07-01 diff --git a/wiki_content/Get_Rich_Quick.txt b/wiki_content/Get_Rich_Quick.txt new file mode 100644 index 0000000000000000000000000000000000000000..8ec357e98a5912667d4d47e4d1e5becf5c52daaf --- /dev/null +++ b/wiki_content/Get_Rich_Quick.txt @@ -0,0 +1,37 @@ +URL: https://deadcells.wiki.gg/wiki/Get_Rich_Quick + +Get Rich Quick +Accumulate bonus gold for every enemy killed while you have an active speed boost and cash it in when it ends. +Internal name +P_PerkGoldSpeed +Scaling +Colorless +Blueprint +Location +Drops from +Mimics +Drop chance +10% +Unlock cost +50 +Get Rich Quick +is a colorless +mutation +which enables the player to accumulate bonus gold when they have a speed boost. +Details +Scroll Cap: +None +Special Effects: +Enemies killed during an active speed buff will drop extra gold equals x2 the normal amount. Player will gain the extra gold when the speed buff expires. +Scaling: +None +Notes +Can be used to help sustain the use of +Gold Plating +or +Money Shooter +by doubling earned gold. +Benefits directly from +Velocity +, as it increases the duration of speed boosts, and therefore the amount of potential extra money gained from it. +History diff --git a/wiki_content/Giant_Comb.txt b/wiki_content/Giant_Comb.txt new file mode 100644 index 0000000000000000000000000000000000000000..18cab34d5d27ae5f95091967dd6238105147fd55 --- /dev/null +++ b/wiki_content/Giant_Comb.txt @@ -0,0 +1,105 @@ +URL: https://deadcells.wiki.gg/wiki/Giant_Comb + +Giant Comb +The first hit throws the enemy in the air. Deal +critical damage +to targets that are not grounded. +C-C-C Comb Breaker! +Internal name +Comb +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 1.52 seconds +Base price +2000 +Damage +Base DPS +187 ( +374 +) +Base combo damage +285 ( +570 +) +Base first hit +30 ( +60 +) +Base second hit +80 ( +160 +) +Base third hit +85 ( +170 +) +Base fourth hit +90 ( +180 +) +Blueprint +Location +Have 51 outfits available and talk to +The Tailor +. +Unlock cost +150 +The +Giant Comb +is a +melee +weapon +that launches targets struck by the first combo into the air, dealing critical damage to those not touching the ground. +Details +Special Effects: +The first attack launches the enemy into the air. +The height of the launch depends on the internal "weight" of the enemy. +Breach Bonus +: +-1 / 1 / 0 / 0 +Base Breach Damage: +0 ( +0 +) / 160 ( +320 +) / 85 ( +170 +) / 90 ( +180 +) +Base Breach DPS: +220 ( +440 +) +Combo Duration: +1.523 seconds +First Hit: +0.45 (0.3 + 0.15 + 0) +Second Hit: +0.32 (0.17 + 0.15 + 0) +Third Hit: +0.47 (0.27 + 0.2 + 0) +Fourth Hit: +0.283 (0.133 + 0.15 + 0) +Tags: +InstantBlueprint +Legendary Version: +Forced +Affix +: Devil May Comb +"Also deals +critical damage +while you are airborne. Deals additional damage if both you and the target are airborne." +Notes +The Legendary Affix increases base damage by 25% and converts it into critical damage when the player is airborne. If both are airborne, then the critical damage will be increased by 50%. +With proper combo timings, the weapon can stun-lock +Mimics +in the air. +History +Trivia +The description of this weapon is a reference to the Killer Instinct series. +The name of the legendary affix of this weapon references the +Devil May Cry +franchise. diff --git a/wiki_content/Giant_Tick.txt b/wiki_content/Giant_Tick.txt new file mode 100644 index 0000000000000000000000000000000000000000..e566f81031a03c9bf0a77b52a84b91190d4451cf --- /dev/null +++ b/wiki_content/Giant_Tick.txt @@ -0,0 +1,56 @@ +URL: https://deadcells.wiki.gg/wiki/Giant_Tick + +Giant Tick +Base health +1500 +Location(s) +Morass of the Banished +TBS +Reward +Rhythm n' Bouzouki +TBS +(0.4%) +Tick Trainer's Outfit +TBS +(4+ BSC; 1.7%) +Related +Mama Tick +TBS +Giant Ticks +are miniboss-like +enemies +that only appear in the +Morass of the Banished +. +TBS +They are exclusive to the +Bad Seed DLC +. +Behavior +When player enters an arena outside the structures the +Banished +TBS +inhabit, its doors will slam shut, the Giant Tick will leap out of the swamp ahead of them, and then immediately engage in battle. +Moveset +Double swipe +Description: +Performs two swipes. +Can be blocked, parried, and dodge rolled (not recommended). +Strike combo +Description: +Performs an overhead strike, then a rear kick. +Can be blocked, parried, and dodge rolled (not recommended). +Toxic leap +Description: +Performs a leap in the direction of the player while leaving damaging projectiles. This attack only occurs at long range. +Can be blocked, parried, and dodge rolled. +Strategy +It is advisable to roll away and not into Giant Tick's close range attacks, as it will always follow up with a second strike, however, these attacks can be parried. +When leaping, the Giant Tick can be parried, however it is advisable not to. +Using King's Scepter, you can repeatedly bounce on their front without touching the ground to easily kill it. +Trivia +Giant Ticks are derived from +Mama Tick +. +TBS +History diff --git a/wiki_content/Giant_Whistle.txt b/wiki_content/Giant_Whistle.txt new file mode 100644 index 0000000000000000000000000000000000000000..9e80c7f18b8553cc7485282bb8007b0a75a68dfb --- /dev/null +++ b/wiki_content/Giant_Whistle.txt @@ -0,0 +1,71 @@ +URL: https://deadcells.wiki.gg/wiki/Giant_Whistle + +Giant Whistle +Inflict 500 damage to the most dangerous enemy around... most dangerous ACCORDING to the Giant. +Give me five! +Internal name +GiantWhistle +Type +Power +Scaling +Recharge +20 seconds +Duration +1-1.1 second +Base price +2000 +Damage +Base hit +500 +Blueprint +Location +Drops from the +Giant +(3rd kill) +Unlock cost +100 +The +Giant Whistle +is a +power +skill +which summons a hand from the +Giant +to smash the strongest nearby enemy. This item is exclusive to the +Rise of the Giant DLC +. +Details +Special Effects: +The target is selected depending on different factors such as enemy HP, distance from the player, etc. View this +spreadsheet +to see how each factor comes into play when blowing the Giant Whistle. +It deals 500 base damage to a single target. Other enemies standing extremely close to the target will be knocked a distance away by the fist. These enemies may take fall damage if possible. +There is a short delay between when the item is used and when the fist attacks its target. +If there are no nearby enemies or if the target did not take damage, the cooldown will be reduced to 1 second. +The game is briefly slowed down as a target is struck. +Tags: +ActivateWithDelay +Legendary Version: +Forced +Affix +: Echo +"Explode again after a brief moment." +Notes +The Giant Whistle cannot detect invisible enemies by default but will be able to if the player has the "Detect Invisible Enemies" effect on an +Amulet +. +Occasionally, the Giant's laugh can be heard upon striking an enemy. +This skill is considered a ranged attack and is therefore affected by ranged mutations such as +Point Blank +. +Trivia +Because the blueprint for this item is dropped by the Giant, it is technically an item exclusive to the +Rise of the Giant DLC +, even though it was added to the game in +v1.4 +. +It may be a reference to a dog whistle, which is used to annoy or repel dogs. +It may be a reference to the Old Bell in +Don't Starve +, which calls down a giant leg to do damage in the area. +History diff --git a/wiki_content/Giantkiller.txt b/wiki_content/Giantkiller.txt new file mode 100644 index 0000000000000000000000000000000000000000..a9bdce32bc2a98b5b7199989d0058b0710da23d8 --- /dev/null +++ b/wiki_content/Giantkiller.txt @@ -0,0 +1,140 @@ +URL: https://deadcells.wiki.gg/wiki/Giantkiller + +Giantkiller +Inflicts a +critical hit +if the victim is an elite enemy or a boss. +The bigger they are... +Internal name +GiantKiller +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo per 2.45 seconds +Base price +2500 +Damage +Base DPS +127 ( +465 +) +Base combo damage +335 ( +1139 +) +Base first hit +25 ( +90 +) +Base second hit +35 ( +119 +) +Base third hit +100 ( +450 +) +Base fourth hit +150 ( +480 +) +Blueprint +Location +Drops from the +Giant +(1st kill) +Unlock cost +100 +The +Giantkiller +is a +melee +weapon +which always deals +critical hits +to Elites and Bosses. This item is exclusive to the +Rise of the Giant DLC +. +Details +Special Effects: +Deals ~3.66x damage ( +465 critical +DPS) to Elites and Bosses. +Breach Bonus +: +1 / 1 / 1 / 1 +Base Breach Damage: +50 / 70 / 200 / 300 ( +180 +/ +238 +/ +900 +/ +960 +) +Base Breach DPS: +253 ( +930 +) +Combo Duration: +2.45 seconds +First Hit: +0.45 (0.3 + 0.15 + 0) +Second Hit: +0.45 (0.3 + 0.15 + 0) +Third Hit: +0.8 (0.6 + 0.2 + 0) +Fourth Hit: +0.75 (0.45 + 0.3 + 0) +Tags: +HeavyWeapon, UnlockInPublicEvent, NoBackpackItem +Legendary Version: +Forced +Affix +: God Slayer +"The third hit increases your damage done by 0.25. This effect can stack but stops after 30 sec or if you are dealt damage." +Synergies +The +Hunter's Grenade +can be used to artificially elite enemies if the player can still extract a blueprint from the enemy, which will enable the +crit +condition. Slaying the artificial elite will drop the previously used Hunter's Grenade, allowing for an endless cycle. +The mutation +Tainted Flask +can be used in conjunction with the Hunter's Grenade. +Secondary weapons, particularly specialized crowd control weapons such as +Symmetrical Lance +and +War Spear +can compensate for Giantkiller's low damage in biomes. +The mutation +Counterattack +can be used to compensate for the Giantkiller's low damage on non-elite and non-boss enemies. +Notes +To truly take advantage of Giantkiller's very high damage, the player needs to land the third and fourth hit of the attack combo, which puts them at risk of getting hit due to their slow wind-up. Therefore, using Giantkiller against normal enemies is even further disincentvised. +The Giantkiller cannot be stored in the +backpack +. +This is for balancing reasons to prevent the player from easily defeating bosses while still being able to wreak havoc on normal enemies. +This can be partially circumvented by dropping the Giantkiller and replacing it with the other desired weapon for the level before returning and equipping it while placing the other weapon in the backpack. +The +Cursed Sword +, by contrast, needs no such limitation since the core tradeoff of that weapon (very high damage and fast attack rate, at the cost of being cursed) isn't compromised by the +backpack +mechanic: the curse downside still applies even when the weapon is stored away. +Trivia +When this weapon was originally introduced, it was only available through the +Daily Run +. It was impossible to unlock the Giantkiller under normal gameplay and was thus only obtainable through modding. +The Giantkiller may have initially been conceived as a spear, like the one originally used to "kill" the +Giant +, but was changed to a sword at some point before being added to the game files. +The in-game model for the Giantkiller appears to be a sword with a long, straight-edged blade, with a white glow. This model is currently also used for the +Seismic Strike +and the +Swift Sword +. +The flavor text is a reference to the phrase "The bigger they are, the harder they fall". +History diff --git a/wiki_content/Gilded_Yumi.txt b/wiki_content/Gilded_Yumi.txt new file mode 100644 index 0000000000000000000000000000000000000000..8f7fb0a1e9ab0190264870d4aac9bbd49eebfd24 --- /dev/null +++ b/wiki_content/Gilded_Yumi.txt @@ -0,0 +1,94 @@ +URL: https://deadcells.wiki.gg/wiki/Gilded_Yumi + +Gilded Yumi +Fires large arrows that push enemies. Stuns and inflicts +critical damage +if it bumps its target into a wall or another enemy. +Surprisingly easy to use, considering the tree trunk-sized arrows it fires. +Internal name +HeavyBow +Type +Ranged Weapon +Scaling +Combo rate +One 2-hit combo every 1.3 seconds +Base price +2000 +Damage +Base DPS +69 ( +208 +) +Base first hit +45 ( +135 +) +Base second hit +45 ( +135 +) +Blueprint +Location +Drops from +Euterpe +when killed last +Unlock cost +100 +The +Gilded Yumi +is a +ranged +weapon +exclusive to the +Queen and the Sea DLC +. It slowly fires powerful projectiles that knock enemies away, inflicting +critical damage +if the target contacts a wall or another enemy. +Details +Ammo: +2 +Special Effects: +Fires a massive arrow that drags the enemy it hits. +If the arrow hits a wall, the enemy receives +critical +damage. +Breach Bonus +: +0.7 / 0.7 +Base Breach Damage: +76.5 ( +230 +) / 76.5 ( +230 +) +Base Breach DPS: +102 ( +306 +) +Combo Duration: +1.3 seconds +First Hit: +0.9 (0.5 + 0.2 + 0.2) +Second Hit: +0.6 (0.4 + 0.2 + 0) +Tags: +HasBullets, Ranged, LimitedAmmo, UnlockInPublicEvent, AmmoDoNotStickToVictims, HeavyWeapon, VeryFewAmmo, NoAmmoPerk +Legendary Version: +Forced +Affix +: Fire Bullet +"Shots leave a trail of flames." +Synergies +Items like +Tornado +and +Magnetic Grenade +can be used to pushed enemies near each other or closer to walls to help satisfy the +crit +condition of this weapon. +This weapon is +not +affected by the mutation +Ammo +due to the "NoAmmoPerk" tag. +History diff --git a/wiki_content/Gold_Digger.txt b/wiki_content/Gold_Digger.txt new file mode 100644 index 0000000000000000000000000000000000000000..05bd4243afabf19f707d8469200bcf9cb940724d --- /dev/null +++ b/wiki_content/Gold_Digger.txt @@ -0,0 +1,109 @@ +URL: https://deadcells.wiki.gg/wiki/Gold_Digger + +Gold Digger +Normal +Improved +Hits cause their target to drop [10 in base form, 15 in improved form] gold. Inflicts +critical damage +if you have more than 12000 gold. +Au-some weapon. +Internal name +GoldDigger +GoldDiggerEvolved +Type +Melee Weapon +Scaling +Combo rate +A 3-hit combo every 2.2 seconds +Base price +2000 +Damage +Base DPS +118 ( +206 +) +Base combo damage +260 ( +486 +) +Base first hit +80 ( +160 +) +Base second hit +90 ( +180 +) +Base third hit +90 ( +146 +) +Blueprint +Location +Drops from +Gold Gorgers +Drop chance +1.7% +Unlock cost +80 +The +Gold Digger +is a +melee +weapon +which causes targets to drop gold on hit, and inflicts +critical hits +if the player has enough gold. +Details +Special Effects: +Changes to improved form while the player has more than 12000 gold. +Improved form has permanent critical damage, and a bigger third hit shockwave area. +Makes enemies drop [10 in base form, 15 in improved] gold per digger hit. Shockwave hits do not trigger this effect. +Breach Bonus +: +0.5 / 0.5 / 0.75 +Base Breach Damage: +120 ( +240 +) / 135 ( +270 +) / 135 ( +219 +) +Base Breach DPS: +177 ( +331 +) +Combo Duration: +2.2 seconds +First Hit: +0.5 (0.3 + 0.2 + 0) +Second Hit: +0.7 (0.5 + 0.2 + 0) +Third Hit: +1 (0.7 + 0.3 + 0) +Tags: +HeavyWeapon +Legendary Version: +Forced +Affix +: Filthy Rich +"The +critical damage +multiplier of this weapon increases with your current gold." +Notes +The shockwave produced by the third hit in this weapon's combo is considered a ranged attack and is therefore affected by ranged mutations such as +Point Blank +. +When used with +Porcupack +, rolling through an enemy will still trigger the gold drop, making it a perfect match-up with +Dagger of Profit +. +In its improved form, works flawlessly with +Instinct of the Master of Arms +, since all hits are critical hits. +Parrying extensively with +Greed Shield +can help reach the 12000 gold needed for the improved form. +History diff --git a/wiki_content/Gold_Gorger.txt b/wiki_content/Gold_Gorger.txt new file mode 100644 index 0000000000000000000000000000000000000000..f553f83c34cc78fd2de1050bd3e5f3b6039d8906 --- /dev/null +++ b/wiki_content/Gold_Gorger.txt @@ -0,0 +1,53 @@ +URL: https://deadcells.wiki.gg/wiki/Gold_Gorger + +Gold Gorger +First form +Second form +Third form +Base health +250 +Location(s) +The Bank +Reward +Gold Digger +(1.7%) +Midas' Blood +(1.7%) +Gold Gorgers +are +enemies +found in the +Bank +. They consist of 3 separate forms and are made entirely out of gold. They have 2 small green eyes misplaced on their head and carry many stolen goods including tridents and swords stolen from the bank. +Behavior +Gold Gorgers steal gold from the enemies around it and evolves into stronger forms. Their first transformation requires 50 gold, while their second requires 300 gold. When killed, they drop all the gold they had absorbed. Elite Gold Gorgers are always at the third form. +Moveset +First form +Swing +Description: +Does a slow swing with their fist. +Slow hit, easy to parry and dodge by rolling or jumping. +Second form +Achieved when the gold gorger absorbs forty gold (base). +Gold Gorgers now takes 25% less damage, and can teleport to the player. +Double Swing +Description: +Does a 2-hit combo swinging their arms that has a bit of forward momentum. +Can be parried and dodged. +Third Form +Gold Gorgers now takes 50% less damage, and can teleport to the player. +Heavy Double Swing +Description: +Does a 2-hit combo. First punching forward with great reach, then slamming their giant fist down on the ground. +Can be parried and dodged. +Gold Eruption +Description: +Slams fist down on the ground, summoning golden rocks beneath the player. +Cannot be parried. +Can be dodged. +Strategy +Preventing it from absorbing gold will stop it from transforming and will make it easier to combat them. +Note however that an elite Gold Gorger will naturally appear in its final form without the need to absorb gold. +It is best to single them out in crowds since they get stronger from their surroundings. +While Golden Kamikazes give more gold upon death, it is adviced to not let it explode when a Gold Gorger is nearby, since it will guarantee their transformation. +History diff --git a/wiki_content/Gold_Plating.txt b/wiki_content/Gold_Plating.txt new file mode 100644 index 0000000000000000000000000000000000000000..c9b7b002b1b390d6f01a29f46ce05b1b8711481a --- /dev/null +++ b/wiki_content/Gold_Plating.txt @@ -0,0 +1,48 @@ +URL: https://deadcells.wiki.gg/wiki/Gold_Plating + +Gold Plating +Lose gold instead of health when hit. The gold lost is proportional to the health loss prevented. +Internal name +P_PerkGoldShield +Scaling +Colorless +Blueprint +Location +Drops from +Mimics +Drop chance +10% +Unlock cost +50 +Gold Plating +is a colorless +mutation +that causes the player to lose gold instead of health upon taking damage. +Details +Scroll Cap: +None +Special Effects: +Upon taking damage, player will lose an amount of gold equals to +[HP loss in %] × [550] +. If player has enough gold to lose, they will not lose any health. If they do not, they instead proportionally lose the amount of health they can't pay for. +This mutation does not trigger for damage from +poison +or +darkness +. +This mutation does not protect player from +Curse +, or protect player's flawless killstreak. +Scaling: +None +Notes +The player does not flinch when damage is absorbed by Gold Plating. This means that healing can be done safely if there is enough gold to absorb the attack, similar to +Disengagement +. +Given the low amount of gold early in a run, it's generally more effective to wait until the end of the run to use Gold Plating, when enough gold has been saved. Anything of use as an additional gold source is likewise helpful, as they will allow far better use of Gold Plating. +As mentioned before, damage absorbed by Gold Plating +does +count as a hit and +will +prevent flawless achievements from being obtained or cause death by curse. +History diff --git a/wiki_content/Golden_Kamikaze.txt b/wiki_content/Golden_Kamikaze.txt new file mode 100644 index 0000000000000000000000000000000000000000..9a9e902b783c4ff803008b4bc0a68074d5fe5648 --- /dev/null +++ b/wiki_content/Golden_Kamikaze.txt @@ -0,0 +1,39 @@ +URL: https://deadcells.wiki.gg/wiki/Golden_Kamikaze + +Golden Kamikaze +Base health +1 +Location(s) +The Bank +Reward +Money Shooter +(1.7%) +Golden Kamikazes +are +enemies +found in the +Bank +. +Behavior +Golden Kamikazes behave similar to +Kamikazes +. They will attempt to relentlessly pursue the player with a suicidal explosive attack inflicting massive damage in a wide area while dropping large sums of gold. If it is killed before it could explode, its gold drops are greatly reduced. +Moveset +Suicide bomb +Description: +Explodes after a delay. +Cannot +be dodge rolled. +Can be blocked or parried. +Golden Kamikazes that die this way still count towards the player's killstreak. If killed this way, no cells will be dropped. It will also not count as a kill for the player for things like +Berserker +. +Strategy +Golden Kamikazes can be easily killed since they have low health, unless an item has a limited vertical reach. +Golden Kamikazes will often put themselves in range of an attack, so it is beneficial to wait for them to approach before attacking. If one lacks the confidence in being able to hit them before they explode, it is also possible to bait out their explosion attack and run away before they detonate. +Golden Kamikazes can be distracted by +biters +, even though the latter can't target them. +If it does begin to explode, it is recommended to either parry or roll backwards through the coming attack. The explosion has a very wide radius and can be difficult to roll out of, even if it is timed perfectly, so parrying the attack is the most reliable way to avoid huge damage. +While they aren't hard to kill, It's recommended to bait their explosions as they drop huge sums of money that you otherwise won't get for killing them normally, and they contribute to your killstreak. Keep in mind, they are still one of the single most damaging enemies in the game. +History diff --git a/wiki_content/Golem.txt b/wiki_content/Golem.txt new file mode 100644 index 0000000000000000000000000000000000000000..0886ff54fc2d93afbe9eb0fe3a9ca89308e89b0e --- /dev/null +++ b/wiki_content/Golem.txt @@ -0,0 +1,42 @@ +URL: https://deadcells.wiki.gg/wiki/Golem + +Golem +Base health +400 +Location(s) +Slumbering Sanctuary +Reward +Wings of the Crow +(10%) +Golems +are +enemies +encountered solely in the +Slumbering Sanctuary +. +Behavior +While the Sanctuary is still inactive, Golems are immobile statues of stone. They awaken when the Ancient Temple switch is activated. +Retreating from a Golem is nearly impossible, as they teleport the player to them if one gets too far away or on another platform that is higher or lower than the Golem. As such, when a Golem catches sight of you, you're committed to fighting them. It is impossible to outrun a Golem, even if you reach the teleporter. It will also teleport the player upon seeing any deployable +skill +deployed by them. +Golems attack by doing a dashing punch for a long distance. When at low health the Golem can also perform a long-range slam that covers the entire platform. This cannot be rolled or parried, and it's very likely to get hit by a punch afterwards. +Moveset +Punch dash +Description: +Dashes towards the player while punching. +Can be blocked, parried, or dodge rolled. +Shattering slam +Description: +Performs a long-range slam, spawning shockwaves that cover the entire platform. +Cannot be blocked, parried, or dodge rolled. +Grapple teleport +Description: +When the player is too far from the Golem to attack, the Golem will teleport the player directly to it. This move deals no damage. +Cannot be blocked, parried, or dodge rolled. +Strategy +When dealing with Golems, be very cautious of their attacks; they do major damage and can lead the player to their death in groups of enemies. Try to pick off any enemies near a Golem and fight them alone. Both of the Golem's attacks are fast and somewhat hard to telegraph. Unlike his punch however, his earth-shatter can't be parried, and can deal significant damage if it hits. To prevent this, jumping and rolling when he prepares a strike can be vital to dodge both. Since his punch goes extremely fast, running from his attack would only lead to getting hit. As long as the player can proficiently dodge their brutal attacks, Golems can be dealt with. It is advisable to dodge towards the direction of the golem's punch to catch them in a vulnerable pause. +Trivia +The Golem is one of the few enemies shown in the Dead Cells animated trailer. The Beheaded initially fights one with a whip, causing the golem to throw him to a wall instead. A second golem was swiftly dispatched with the +Vorpan +afterwards. +History diff --git a/wiki_content/Gollum.txt b/wiki_content/Gollum.txt new file mode 100644 index 0000000000000000000000000000000000000000..b8b87c8c5952a379a16ff976dfab1521a59b8d9e --- /dev/null +++ b/wiki_content/Gollum.txt @@ -0,0 +1,164 @@ +URL: https://deadcells.wiki.gg/wiki/Gollum + +Gollum +Location +Toxic Sewers +“ +Oh, where are you, my precious little rune? +„ +Gollum +, also known as the +Sewer Creature +, is an +NPC +in +Dead Cells +. When the Beheaded first enters the +Toxic Sewers +, he meets an unnamed character (called "Gollum" in the game files, in reference to +The Lord of the Rings +) stuck behind bars who asks him to fetch "his" rune, heavily implying it is not actually his own. After the player kills the Elite Slasher who holds it, he encounters the mysterious character again but refuses to hand him the rune. "Gollum" then warns the Beheaded will regret this and swears he will eventually get his rune "back". A lore room full of teleportation coffins can be found with his corpse, putting a sad end to this story. +The Sewer Creature wanted the Teleportation rune to retrieve a treasure chest that could only be reached by using a Teleportation coffin. Sadly, he met a tragic and ironic fate, as he ended up getting squished by the very same sarcophagi he was obsessing over. +Dialogue +First encounter +" +HEY YOU! +" +" +Come here for a second! +" +" +A little slow... But you seem to understand what I'm saying... +" +" +I lost a ru.. I mean MY rune. So you see, I'm a little stuck... +" +" +And I NEED my rune, you see... +" +" +You wouldn't mind finding it for me, would you? +" +" +Ho ho! Thank you! It's somewhere around here in these sewers, on your side of these bars... +" +Second encounter +" +Aha! There you are! +" +" +It's here! The... MY rune is just a little bit further on! +" +" +What? Not at all, nothing to worry about! +" +" +After coming this far, you'll make short work of all that! +" +" +So... OFF YOU GO! +" +Misc. lines before retrieving the rune: +" +Bring it back to me quick! +" +" +It's somewhere around here! I know, I can FEEL it! +" +" +Did you find it? +" +" +Oh, where are you, my precious little rune? +" +" +So? Have you got it? +" +" +Well, what are you waiting for? Get moving! +" +" +You're not gonna get the... my rune back by hanging around here... +" +" +A little courage, my man! +" +" +Show a little nerve! +" +" +You wouldn't abandon a friend in need, now would you, huh? +" +" +There's no one there... +" +" +There's no one... +" +Third encounter +" +Hey, over here! +" +" +I saw your fight. It was pretty impressive. +" +" +Did you...? Did you get it? +" +" +Excellent! Now give it to me! +" +" +I said... GIVE IT TO ME! +" +" +I knew it... You're just like all the rest... +" +" +You'll regret this... +" +Misc. lines after retrieving the rune: +" +GIVE ME THE RUNE! +" +" +It's MY rune! +" +" +MINE! +" +" +GRR! +" +" +COME ON! +" +" +I WANT my rune! +" +" +I'll get my rune back, you'll see... +" +" +I'll get it back, you'll see... +" +" +You’ve nothing to lose by waiting... +" +" +Look. +" +Trivia +The prison bars, and the final set of dialogue lines, can still be found on runs after obtaining the rune. +As a consequence of this, in some rare cases, the game will randomly generate a Toxic Sewers biome that simultaneously contains +both +the lore room where the Beheaded finds Gollum dead +and +the jail bars location where the very-much-not-dead Gollum continues to angrily hassle the Beheaded over the theft of "his" rune. +Gallery +The lore room where the Beheaded finds the corpse of Gollum, squished by a teleportation coffin. +References +↑ +Sewers - Gollum death GIF +Gfycat +, 2019-04-08 diff --git a/wiki_content/Grappling_Hook.txt b/wiki_content/Grappling_Hook.txt new file mode 100644 index 0000000000000000000000000000000000000000..ae0c975140c409e09461ea7050118ee5dd982043 --- /dev/null +++ b/wiki_content/Grappling_Hook.txt @@ -0,0 +1,60 @@ +URL: https://deadcells.wiki.gg/wiki/Grappling_Hook + +Grappling Hook +Pulls an enemy towards you. The next attack on this enemy inflicts +40% damage and stuns for 1 sec. +Yes, just like Scorpion... +Internal name +Hook +Type +Power +Scaling +Recharge +3 seconds +Duration +1 second (stun effect) +Base price +1500 +Damage +Base first hit +1 (hook impact) +Base second hit ++40% (item boost) +Blueprint +Location +Drops from +Catchers +Drop chance +0.4% +Unlock cost +40 +The +Grappling Hook +is a +power +skill +which fires a hook in front of the player. +Details +Special Effects: +The hook stops on contact with an enemy or terrain or when it reaches max range, then retracts after a moment. +If +any +hook hits nothing, its cooldown is reduced to 1 second. +If the hook hits an enemy, it inflicts 1 base damage. When hit via a melee weapon, enemies snagged by the hook are stunned for 1 second and take additional damage, dependent on the skill's own stats. +The hook retracts back toward the player, dragging any attached enemies along with it, but detaches from those that collide with terrain on the way to the player. +Tags: +Ranged, ShortCooldown, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Octavio +"Throws an additional Grappling Hook behind you." +Notes +Despite scaling with different stats, Grappling Hook works well with +Heart of Ice +as it can reliably trigger the mutation. +Trivia +Its flavor text is a reference to Scorpion from the Mortal Kombat series. +The blueprint is dropped by +Catchers +, and it mimics exactly their unique ability. +History diff --git a/wiki_content/Graveyard.txt b/wiki_content/Graveyard.txt new file mode 100644 index 0000000000000000000000000000000000000000..9d3f35e3fc5f4634d6b2dfa5c55d71e9d0053d1a --- /dev/null +++ b/wiki_content/Graveyard.txt @@ -0,0 +1,749 @@ +URL: https://deadcells.wiki.gg/wiki/Graveyard + +The local villagers came to pay their respects to their lost loved ones. The current population of the village has a different relationship with the graveyard. +The only people buried in the graveyard are unknown villagers, far too common to deserve a place in the sepulcher. +The dead have been buried in the Valley for generations. Now it seems there's something of a shortage of space. +Graveyard +Stage # +4 +Soundtrack +The Cemetery +Required Rune(s) +Spider Rune +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Insufferable Crypt +, +Nest +TBS +, +Defiled Necropolis +RtC +Next biome(s) +Forgotten Sepulcher +, +Cavern +RotG +, +Undying Shores +FF +; +Clock Tower +only if no other is reachable +Scrolls +2 Scrolls of Power, 1 Dual Scroll +Gear level +IV +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Shovel +, +Corrosive Cloud +, +Networking +, +Grappling Hook +, +Knockback Shield +, +Tombstone +Blueprints from secret areas +Parting Gift +, +Merchandise Categories +Enemies & Traps +Enemies +Swarm Zombies +, +Corpse Flies +(spawned from Swarm Zombies), +Inquisitors +, +Catchers +, +Bats +, +Kamikazes +, +Maskers +, +Rancid Rats +Enemy tier +14-19 +Hazards +Spikes, spiked flails, pools of lava +Previous biome(s) +Insufferable Crypt +, +Nest +TBS +, +Defiled Necropolis +RtC +Next biome(s) +Forgotten Sepulcher +, +Cavern +RotG +, +Undying Shores +FF +; +Clock Tower +only if no other is reachable +Scrolls +2 Scrolls of Power, 1 Dual Scroll +Gear level +IV +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Shovel +, +Corrosive Cloud +, +Networking +, +Grappling Hook +, +Knockback Shield +, +Tombstone +Blueprints from secret areas +Parting Gift +, +Merchandise Categories +Enemies & Traps +Enemies +Swarm Zombies +, +Corpse Flies +(spawned from Swarm Zombies), +Inquisitors +, +Catchers +, +Bats +, +Kamikazes +, +Maskers +, +Rancid Rats +, +Lacerators +Enemy tier +16-21 +Hazards +Spikes, spiked flails, pools of lava +Previous biome(s) +Insufferable Crypt +, +Nest +TBS +, +Defiled Necropolis +RtC +Next biome(s) +Forgotten Sepulcher +, +Cavern +RotG +, +Undying Shores +FF +; +Clock Tower +only if no other is reachable +Scrolls +2 Scrolls of Power, 1 Dual Scroll +Gear level +IV +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Shovel +, +Corrosive Cloud +, +Networking +, +Grappling Hook +, +Knockback Shield +, +Tombstone +Blueprints from secret areas +Parting Gift +, +Merchandise Categories +Enemies & Traps +Enemies +Swarm Zombies +, +Corpse Flies +(spawned from Swarm Zombies), +Inquisitors +, +Catchers +, +Kamikazes +, +Maskers +, +Rancid Rats +, +Lacerators +, +Slashers +Enemy tier +17-22 +Hazards +Spikes, spiked flails, pools of lava +Previous biome(s) +Insufferable Crypt +, +Nest +TBS +, +Defiled Necropolis +RtC +Next biome(s) +Forgotten Sepulcher +, +Cavern +RotG +, +Undying Shores +FF +; +Clock Tower +only if no other is reachable +Scrolls +3 Scrolls of Power, 1 Dual Scroll +Scroll Fragments +2 +Gear level +V +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Shovel +, +Corrosive Cloud +, +Networking +, +Grappling Hook +, +Knockback Shield +, +Tombstone +Blueprints from secret areas +Parting Gift +, +Merchandise Categories +Enemies & Traps +Enemies +Swarm Zombies +, +Corpse Flies +(spawned from Swarm Zombies), +Inquisitors +, +Catchers +, +Kamikazes +, +Maskers +, +Rancid Rats +, +Lacerators +, +Slashers +Enemy tier +19-24 +Hazards +Spikes, spiked flails, pools of lava +Previous biome(s) +Insufferable Crypt +, +Nest +TBS +, +Defiled Necropolis +RtC +Next biome(s) +Forgotten Sepulcher +, +Cavern +RotG +, +Undying Shores +FF +; +Clock Tower +only if no other is reachable +Scrolls +3 Scrolls of Power, 1 Dual Scroll +Scroll Fragments +3 +Gear level +VII +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Shovel +, +Corrosive Cloud +, +Networking +, +Grappling Hook +, +Knockback Shield +, +Tombstone +Blueprints from secret areas +Parting Gift +, +Merchandise Categories +Enemies & Traps +Enemies +Swarm Zombies +, +Corpse Flies +(spawned from Swarm Zombies), +Inquisitors +, +Catchers +, +Kamikazes +, +Maskers +, +Rancid Rats +, +Slashers +, +Cannibals +Enemy tier +22-27 +Hazards +Spikes, spiked flails, pools of lava +Timed door +19:30 +BSC +Door Rewards +1 BSC +2 BSC +4 BSC +Chained items +Food Shop +Chained items +The +Graveyard +is a fourth level +biome +. This vast cemetery has been in use for generations, ever since the first man made his home here. Thousands of gravestones mark where the bones and ashes of the dead sleep, rising up into the air of the valley. +However, this valley is now full, as the +Malaise +has provided many dead bodies to fill the space. No other pile of bones can fit here any longer. Now, the living dead occupy this space, stepping on the little ground that has no gravestone marking it. +General information +Access and exit +The Graveyard can only be accessed from the +Insufferable Crypt +or the +Nest +. +TBS +Both access points require obtaining the +Spider Rune +. +There are three exits out of the Graveyard. The first exit requires the +Teleportation Rune +, leads to the +Forgotten Sepulcher +and is available on the player's first visit; the second exit leads to the +Undying Shores +FF +and can only be accessed after the player has gone there from the +Fractured Shrines +FF +at least once. Another exit becomes available after beating the +Hand of the King +for the first time, which leads to the +Cavern +RotG +. To access this biome, the player needs to pick up the +Cavern Key +RotG +inside the big hole made by the Giant as he escaped from the +Prisoners' Quarters +. Then, he must bring the key all the way to the Graveyard and use it to unlock a portal granting access to the Cavern. Once unlocked, this second exit is accessible permanently. +Because all exits have a requirement, in the rare case that the player reaches the Graveyard without being able to fulfill any of these requirements +, an unrestricted fourth exit to the +Clock Tower +will be spawned. +To reach the exit from the Graveyard, the player must find the +Graveyard Key +, which opens the door to the underground section of the biome. +Level characteristics +Scrolls +The Graveyard contains 4 scrolls: 2 Scrolls of Power (with a third located in a guaranteed +cursed chest +) and 1 Dual Scroll. On (3+ +BSC +) there is a bonus Scroll of Power. When 3 +Boss Stem Cells +are active, this biome has 2 guaranteed +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, this biome has 3 guaranteed Scroll Fragments. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Graveyard based on difficulty. +Loot and shops +Main level +1 +cursed chest +in the underground section +10% chance for an additional +cursed chest +Boss Stem Cells rewards +1 +BSC +: Chained Items altar +2 +BSC +: Food shop +3 +BSC +: Cells vat +4 +BSC +: Chained Items altar +Exclusive blueprints +Secret areas +The blueprints for the +Merchandise Categories +and +Parting Gift +can both be found at the far right end of the surface level. To access the blueprint for Merchandise Categories, the player needs to find the +Architect's Key +, which is hidden in a wall rune or a ground rune within the underground section of the Graveyard. +The switch that opens the door that leads to Parting Gift is found just above the blueprint for Merchandise Categories in a hidden ceiling. The door and the blueprint itself are just outside the Architect's Key door, in another hidden ceiling. The second +Moonflower Key +can also be found here in a secret room, which is needed to access the 3+ BSC +Acceptance +and requires a +Gardener's Key +to reach. It can be found hidden behind some wall foliage. +Enemy blueprints +The blueprint for the +Shovel +, +Corrosive Cloud +, +Tombstone +, and the +Networking +mutation can be looted from +Swarm Zombies +. +The blueprint for the +Grappling Hook +, +Knockback Shield +and +Robin Hood Outfit +can be looted from +Catchers +. +Enemies +In the table below, you will find which enemies are present in the Graveyard 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. +Lore +Alchemist grimoires +Main article: +The Alchemist +A Grimoire can be found on the surface of the Graveyard, within a structure which seems to have been used by the Alchemist in his research. +" +The bodies are useless, their skins are no longer usable for my research. +" +" +I'll have to resort to taking tooth samples. I hope that will help me to understand the origin of the Malaise. +" +In a rack close-by, the Beheaded finds a variety of potions and a list of medicinal treatments, probably intended as treatment for the +Malaise +: +" +Bleudigris for infusion +" +" +Essence of bupleurum +" +" +Cream of valley oak +" +" +Syrup of large worms +" +A pile of burned bodies has been left below the research desk that the Alchemist had used for their skins. However, he notes that these samples have become useless and took to tooth samples for his experiments to understand the origin of the Malaise. The Beheaded notes how the bodies being stored in a badly ventilated building is unhygienic: +" +Another pile of burned bodies. +" +" +And storing them in a badly ventilated building... Seems a bit unhygienic! +" +Tombstones +A number of tombstones scattered around the Graveyard bear inscriptions, showing the tragedy of death that happened on the island. +A tombstone left by a woman for her husband has been re-used for her daughter, her son and even her cat, retracing the death of all her family due to the Malaise: +" +To my late husband +" +" +There's another more recent inscription under it: +" +" +To my daughter +" +" +To my son +" +" +To my cat +" +Another two tombstones can be found, one containing the engraving, "Tomb of the Zéro-Hordiens" and a list of names, unreadable: +" +Tomb of the Zéro-Hordiens +" +" +There's a whole list of names engraved on it. +" +" +Can't make it out, it’s too old. +" +The other one contains a plate on the ground: +" +There's a little plate on the ground. +" +" +HZ +" +Another man left a bouquet of flowers on his wife's grave: +" +A bouquet of faded flowers placed on the grave. +" +And a letter showing his desperation and implying he committed suicide to "join her": +" +I don't care if darkness covers our island. I only care about one thing now. +" +" +...I want the Malaise to take me to you. +" +" +... Charming! +" +Crystal passageway +A blocked passageway full of crystals in the underground section of the Graveyard +indicates that there used to be other connections to the Cavern, seemingly dug by the miners but that later collapsed or were intentionally condemned: +" +Icy cold air is coming up from this hole overlooking an abyss... +" +" +Some strange rumblings, too... +" +King's orders +A order from the king to his soldier's can be found: +" +Hmm, another order to the officers... +" +" +The graveyard is full. Transfer the bodies directly to the ossuary and set fire to them immediately! +" +" +Sounds like they were making it up as they went along. +" +Graves of the architects +Rarely, a room filled containing the tomb-walls of the architects can be found. Before the Beheaded enters the room, grave like sign can be found: +" +Here lie the Architects. +" +After that, the Beheaded can interact with the various tombs. +Alcove of Mathieu I +" +Mathieu I, Scribe +" +" +There are bones in the alcove over the inscription. +" +" +At least two different people. +" +" +But both incomplete. +" +Gwenaël's Alcove +" +Gwenaël, Master Architect +" +" +A crossed brush and trowel are drawn on the urn. +" +" +With some very elaborate bas-reliefs all around. +" +Alcove of Mathieu II +" +Mathieu II, Scribe +" +" +The bones in this alcove belong to two different people. +" +" +The guy burying them must have got them all mixed up. +" +Noémie's Alcove +" +Second Architect Noémie +" +" +The wolf ornamenting this stele shows that it was a formidable combatant... +" +" +... with a weak spot for bananas. +" +Pascal's Alcove +" +Pascal, Lead Foreman +" +" +The alcove is cluttered up with piles of paper. +" +" +Payment orders bearing the royal seal. +" +Steve's Alcove +" +Steve, Lead Merchant +" +" +Unlike the other urns, this one is made of platinum. +" +" +The cover bears a coat of arms: +" +" +A closed fist with the middle finger up. +" +" +The piles of gold coins are a good indication of his contribution. +" +Thomas's Alcove +" +Thomas, Master Sculptor +" +" +The alcove is full of little statuettes representing all kinds of creatures on the island. +" +" +There's also a brush drawn on the urn in the middle. +" +Joan's Alcove +" +Joan, Wandering Merchant +" +" +The name "Joan" seems to cover an older name. +" +" +"Gui"... "Guil" something. It's been erased. +" +" +There are gold coins scattered all over the ground. +" +Ben's Alcove +" +Ben, Master Copyist +" +" +A slab covered with short messages, none longer than 140 characters... +" +" +... and a little blue bird engraved on the urn. +" +" +Probably a spy. +" +Yoann's Alcove +" +Yoann, Master Bard +" +" +The alcove is cluttered up with miniature instruments. +" +Sébastien's Alcove +" +Sébastien, Scribe +" +" +More or less elaborate little toys arranged around the urn in the alcove. +" +" +Most of them bearing the inscription "Ludum". +" +Christophe's Alcove +" +Christophe, Cryptographer +" +" +An indecipherable message inscribed at the foot of the urn. +" +" +But the strangest thing of all is this little goat figurine right next to it. +" +Altar +" +To our architects lost in the great Krunch +" +Trivia +Before the +v1.1 +the 19:30 timed door used to reward the players with 2 Scrolls of Power, making it a very lucrative level in terms of loot. +Before the +v1.2 +the +Repository of the Architects +was an inaccessible biome in the Graveyard. The entrance was behind a 5 +BSC +door at the Graveyard. +Gallery +A statue of +Death +in the passage to the Cavern. +Portal leading to the +Cavern +with the Cavern Key incrusted and the door open. +If the player is unable to fulfill any of the requirements to reach one of the Graveyard’s exits, an exit to the Clock Tower will be spawned. +History +References +↑ +[1] +↑ +[2] +↑ +[3] +↑ +[4] +Footnotes diff --git a/wiki_content/Great_Owl_of_War.txt b/wiki_content/Great_Owl_of_War.txt new file mode 100644 index 0000000000000000000000000000000000000000..920219eda276eb649009f5adeb16faabea9feb33 --- /dev/null +++ b/wiki_content/Great_Owl_of_War.txt @@ -0,0 +1,59 @@ +URL: https://deadcells.wiki.gg/wiki/Great_Owl_of_War + +Great Owl of War +Normal +Second Activation +Summon a Great Owl pet (32 DPS). Activating this skill again will anger the Great Owl (95 DPS). The Great Owl disappears if you take any damage. +Hoo hoo hoooo. +Internal name +Owl +OwlUp +Type +Power +Scaling +Recharge +10 seconds (34 seconds) +Duration +Until the player takes damage (10 seconds) +Base price +1750 +Damage +Base DPS +32 ( +95 +) +Blueprint +Location +Drops from +Knife Throwers +Drop chance +1+ BSC; 1.7% +Unlock cost +100 +The +Great Owl of War +is a +power +skill +which summons a pet owl that will follow you and attack enemies automatically. +Details +Special Effects: +Summons a pet owl that flies around behind the player upon use. +When an enemy is nearby, the owl will shoot projectiles at it, similarly to a turret, dealing 32 base DPS. +Using the skill again will enrage the owl, increasing its base DPS to 95 for 10 seconds while also going on a 34 second cooldown before it can be activated again. +The Owl despawns when entering passages or if the player takes damage. Its CD won't start until then. +Tags: +Pet, PetBuff, TransformOnUse, Ranged, HasBullets, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Super Pierce +"Shots pierce all enemies." +Notes +It will only attack enemies in direct line of sight to the player, and will not attack through walls or platforms. +Can trigger reactions from enemies and make them start to attack. +Trivia +Unlike most traps, the Security traps in +The Bank +do not cause the Great Owl of War to vanish. +History diff --git a/wiki_content/Greed_Shield.txt b/wiki_content/Greed_Shield.txt new file mode 100644 index 0000000000000000000000000000000000000000..6723b1e9248b614edd5d4ced8453725b9354b8b9 --- /dev/null +++ b/wiki_content/Greed_Shield.txt @@ -0,0 +1,83 @@ +URL: https://deadcells.wiki.gg/wiki/Greed_Shield + +Greed Shield +A successful +parry +knocks out enemies' teeth (1 per enemy every 10 seconds) and transforms arrows into gold. +Internal name +GreedShield +Type +Shield +Scaling +Base price +1750 +Damage +Base block damage +50 ( +100 +) +Base absorbed damage +75% +The +Greed Shield +is a +shield +weapon +which generates gold upon +parrying +attacks. +Details +Base Absorbed Damage: +75% +Special Effects: +On +parry +of a melee attack, generates a +Gold Tooth +. +Only one Gold Tooth every 10 seconds can be generated per enemy. +On +parry +of a ranged projectile, generates a +Golden Arrow +. +Only one Golden Arrow every 10 seconds can be generated per enemy. +Breach Bonus +: +0 +Base Breach Damage: +50 ( +100 +) +Base Breach DPS: +135 ( +270 +) +Tags: +Shield +Legendary Version: +Forced +Affix +: Gold Damage Buff +"Deals 1% of your current gold as that many + bonus damage." +Notes +It's possible to gain unlimited gold by parrying the same trap or enemy once every ten seconds, so long as the enemy doesn't die. +With the Legendary variant of the weapon, this gold can be utilized to stack extremely high damage. +The best enemy for this task is likely the +Royal Guard +(More commonly known as doomfist), as parrying their charge does not damage them. +Having affixes that inflict damage over time status effects upon parrying can kill the +Royal Guard +, hurting the farming process +Because of its ability to supply more gold than usual from enemies, it works well with items and mutations from the +The Bank +, such as the weapons +Dagger of Profit +, +Money Shooter +and +Gold Digger +, and the mutation +Gold Plating +. +History diff --git a/wiki_content/Grenadier.txt b/wiki_content/Grenadier.txt new file mode 100644 index 0000000000000000000000000000000000000000..d27062bb848799dfde3d076222020d63f9e0bf6e --- /dev/null +++ b/wiki_content/Grenadier.txt @@ -0,0 +1,56 @@ +URL: https://deadcells.wiki.gg/wiki/Grenadier + +Grenadier +Base health +100 +Location(s) +Undying Shores +Promenade of the Condemned +, +Corrupted Prison +(0-2 BSC) +Toxic Sewers +(1-3 BSC) +Prisoners' Quarters +, +Ossuary +, +Slumbering Sanctuary +, +Fractured Shrines +(0-1 BSC) +Throne Room +(summoned by the Hand of the King) +Observatory +(summoned by the boss) +Reward +Fire Grenade +(1.7%) +Magnetic Grenade +(0.4%) +Related +Bombardier +Grenadiers +are one of the first long-range enemies encountered. They have a much larger aggro radius and can see the player through walls and floors. +Behavior +Grenadiers can detect the player at longer distances, even through walls or on a different platform. At BSC 4+, they will not teleport after the player. +Grenadiers can backstep to avoid the player when close. +Elite Grenadiers +have only one change added to them, in that their bombs explode as soon as they hit the ground. +Moveset +Fire bomb +Description: +Fires a bomb at the player's location. They detonate after a delay upon landing. Doesn't deal damage on contact. +Can be blocked, parried, and dodge rolled. +When reflected, the bomb will be launched back at the enemy. They explode on contact and don't go through walls. +Strategy +Grenadiers are one of the first long-range enemies the player will encounter. While they are vulnerable on their own, their large aggro radius makes them a nuisance at a distance. This is especially a problem if you are fighting other enemies. Depending on the stage layout, it can be difficult to get within range to kill them. They are rather slow, so the chance they can fire another shot before dying should not happen often. +Notes +On higher difficulties, Grenadiers are gradually replaced with +Bombardiers +. +Trivia +In previous versions of Dead Cells, the Grenadier was simply a recolored +Zombie +. Now it appears to have a taller body with baubles or pustules of explosive fluids attached to its body, which glow in darker areas, making them easy to spot. +History diff --git a/wiki_content/Ground_Shaker.txt b/wiki_content/Ground_Shaker.txt new file mode 100644 index 0000000000000000000000000000000000000000..750250cbe7ebb83b711da6ca8a97ba97aac6181b --- /dev/null +++ b/wiki_content/Ground_Shaker.txt @@ -0,0 +1,50 @@ +URL: https://deadcells.wiki.gg/wiki/Ground_Shaker + +Ground Shaker +Base health +300 +Location(s) +Cavern +RotG +Reward +Ice Armor +RotG +(100%) +Toothpick +RotG +(10%) +The Boy's Axe +RotG +(1.7%) +Ground Shakers +are bulky, four-legged +enemies +found in the +Cavern +RotG +that have huge paws and an armored back. They are exclusive to the +Rise of the Giant DLC +. +Behavior +Ground Shakers are immune to stun. They also cannot be harmed from the back by any attack that does not ignore shields. +At melee range, it will perform a three-pound combo then a devastating ground slam. At a distance, it stomps and breaks rocks loose from the ceiling. +Moveset +Avalanche +Description: +Stomps with its hind legs, causing rocks to fall from the ceiling. +Cannot +be blocked or parried. +Swipe combo +Description: +Slashes at the front three times, then charges up for a powerful slam that sends a shockwave forward. +Melee attacks can be blocked, parried, or dodge rolled. +The shockwave +cannot +be blocked, parried, or dodge rolled. +Cannot turn around during the melee combo. +Strategy +Since Ground Shakers are invincible from the rear and can't be stunned, killing one almost always requires drawing aggro. The very first thing to watch out for is its avalanche attack. Unless the ceiling is low, do not dodge when you see the shine in the ceiling, but wait for the rocks to fall down before rolling. Fighting a Ground Shaker with uneven ceiling is tricky because the falling rocks can throw off your timing. Bait out the attack from as far away as possible if it's located in an uneven area. +Its melee attack is easily telegraphed and takes longer to attempt. The startup before its first swing gives you enough time to roll away, and the final shockwave attack takes much longer to come out. Even with slow weapons, it should be easy to hit it at least twice while it's charging up the shockwave. Some weapons with longer range can hit the Ground Shaker away from its claw attacks. Though it is riskier, the melee attack can be parried and deal notable damage or give the player a good position against the Ground Shaker if the player times their parries well, but the shockwave cannot be parried and must be dodged. +Generally, to deal with a Ground Shaker, first watch out for falling rocks. Then, either kill it from a distance before it can use its shockwave attack, or get very close to it while it's charging up the shockwave and roll behind it before it comes out. Because of its large size, you need to get as close as possible to roll behind it. +Ground Shakers are extremely vulnerable to ranged weapons since when they aggro the player, they will have to face them, causing them to expose their vulnerable front sides. +History diff --git a/wiki_content/Guardian's_Haven.txt b/wiki_content/Guardian's_Haven.txt new file mode 100644 index 0000000000000000000000000000000000000000..80a2ecf3464a3017dc662f9bcee383a6e2bb82f9 --- /dev/null +++ b/wiki_content/Guardian's_Haven.txt @@ -0,0 +1,306 @@ +URL: https://deadcells.wiki.gg/wiki/Guardian%27s_Haven + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: Gallery section is empty +It is said that sobbing was sometimes heard coming from this lair. The Giant seemed to be a sensitive person... +The Giant didn't like the Hand of the King, and the Hand of the King didn't like the Giant. But they did agree on one point: nobody liked the Alchemist. +The Giant came often to the bottom of the Cave to recharge. Nothing beats a good lava bath. +Guardian's Haven +Stage # +6 +Soundtrack +Guardian's Haven +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Cavern +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Throne Room +, +Dracula's Castle +RtC +(Depth 6) +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Giantkiller +, +Giant Whistle +, 6 +Giant Outfits +Enemies & Traps +Boss(es) +The Giant +Enemy tier +21 +Hazards +Pools of lava +Previous biome(s) +Cavern +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Throne Room +, +Dracula's Castle +RtC +(Depth 6) +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Giantkiller +, +Giant Whistle +, 6 +Giant Outfits +Enemies & Traps +Boss(es) +The Giant +Enemy tier +23 +Hazards +Pools of lava +Previous biome(s) +Cavern +, +Forgotten Sepulcher +(Beat the +Giant +once) +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Throne Room +, +Dracula's Castle +RtC +(Depth 6) +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Giantkiller +, +Giant Whistle +, 6 +Giant Outfits +Enemies & Traps +Boss(es) +The Giant +Enemy tier +24 +Hazards +Pools of lava +Previous biome(s) +Cavern +, +Forgotten Sepulcher +(Beat the +Giant +once) +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Throne Room +, +Dracula's Castle +RtC +(Depth 6) +Scroll Fragments +3 +Gear level +VIII +Runes and Blueprints +Blueprints from enemies +Giantkiller +, +Giant Whistle +, 6 +Giant Outfits +Enemies & Traps +Boss(es) +The Giant +Enemy tier +25 +Hazards +Pools of lava +Previous biome(s) +Cavern +, +Forgotten Sepulcher +(Beat the +Giant +once) +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Throne Room +, +Dracula's Castle +RtC +(Depth 6) +Scroll Fragments +4 +Gear level +X +Runes and Blueprints +Blueprints from enemies +Giantkiller +, +Giant Whistle +, 5 +th +Boss Stem Cell +, 6 +Giant Outfits +Enemies & Traps +Boss(es) +The Giant +Enemy tier +33 +Hazards +Pools of lava +The +Guardian's Haven +is a second boss +biome +exclusive to the +Rise of the Giant DLC +. The room consists of a chunk of land surrounded by lava. The room starts with a platform over the lava, but it vanishes as soon as the +Giant +emerges. +General information +Access and exit +The Guardian's Haven can be accessed from either the +Cavern +, which is the natural route, or from the +Forgotten Sepulcher +. The path from the Sepulcher requires 2 BSC active, as it is locked behind a door close to the Clock Room exit, and only becomes available after beating the Giant once. +There are five exits out of the Guardian's Haven. The first exit leads to +High Peak Castle +, the +Derelict Distillery +, and the +Infested Shipwreck +. +TQatS +The fourth exit leads to the +Throne Room +and grants two Scrolls of Power for skipping one level. The last exit leads to +Dracula's Castle (late) +RtC +, this exit is only available after defeating +Dracula +. +Boss Stem Cell +Defeating the Giant with 4 +BSC +active will award the player the 5th +Boss Stem Cell +. +Level characteristics +Scrolls +When 3 +Boss Stem Cells +are active, the Giant will drop 3 +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, he will drop 4 +Scroll Fragments +. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Guardian's Haven based on difficulty. +Exclusive blueprints +Beating the +Giant +will award the following blueprints: +1st kill - +Giantkiller +weapon +3rd kill - +Giant Whistle +skill +Giant Outfits +Beating the +Giant +will also reward the player with one of his +outfits +. There are 6 Giant outfits, one for each difficulty from Normal (0 +BSC +) to Nightmare mode (4 +BSC +) and one for defeating the +Giant +without taking a single hit. Note that the outfit of the lowest difficulty remaining is always the one that drops., e.g. the Classic outfit will drop on 4 +BSC +if it hasn't been looted yet. +0 +BSC +: +Classic Giant Outfit +1 +BSC +: +Disappointed Giant's Outfit +2 +BSC +: +Cursed Giant's Outfit +3 +BSC +: +Misunderstood Giant's Outfit +4 +BSC +: +Frustrated Giant's Outfit +Flawless kill: +Flawless Giant Outfit +Lore +The Giant +See the +main article +for information about the Giant. +Notes +It is possible to die to the lava after the fight if the player drops down below the ice platforms. This can be used to reset a flawless Giant fight after the Giant has been killed if Continue Mode is enabled. +Gallery +TBA +History diff --git a/wiki_content/Guardian_Knight.txt b/wiki_content/Guardian_Knight.txt new file mode 100644 index 0000000000000000000000000000000000000000..4da86a235f977e99a9753a5c334c96915fc2e332 --- /dev/null +++ b/wiki_content/Guardian_Knight.txt @@ -0,0 +1,49 @@ +URL: https://deadcells.wiki.gg/wiki/Guardian_Knight + +Guardian Knight +Base health +300 +Location(s) +High Peak Castle +, +Dracula's Castle +RtC +(Depth 3, 3+ BSC) +Reward +Tornado +(0.4%) +Soldier's Resistance +(10%) +Related +Lancer +, +Royal Guard +Guardian Knights +are +enemies +found in +High Peak Castle +. +Behavior +Guardian Knights are extremely slow. When they detect the player, they will always start with a tornado attack. While their tornado attack is on cool down, it will only use its overhead swing if a target is within range. +Moveset +Tornado spin +Description: +Charges up and spins, creating a tornado that sucks in the player. +Can be blocked, parried, or dodge rolled (not recommended). +Blocks attacks and projectiles while spinning, except attacks that pierce shields. +Continuously pulls the player horizontally towards the tornado while spinning. +Has a high vertical hitbox. +Overhead swing +Description: +Does a slow overhead swing that deals massive damage. +Can be blocked, parried, or dodge rolled. +Strategy +The best way to deal with a Guardian Knight is to bait out its tornado attack and wait it out. As soon as it starts charging, move to a different platform. They are practically invincible during the attack anyway, and the vacuum effect will make it difficulty to fight other enemies while near it. Even at 4+ BSC, you'll likely have enough time to kill everything else while it's spinning. Whatever you do, don't stay close to it while it's charging up. +They have very high health and are almost impossible to breach, so killing them before they spin is impractical without using cooldown skills. You can also freeze it before it starts spinning to interrupt it, or parry it as it starts up. Moving in to parry the tornado while it is ongoing, however, is much less practical. +While its overhead attack can obliterate your health bar, it's very slow and easy to dodge by rolling behind them. They're even less threatening at a range due to their very slow walk speed. +Notes +Its weapon resembles the +Broadsword +. +History diff --git a/wiki_content/Guillain.txt b/wiki_content/Guillain.txt new file mode 100644 index 0000000000000000000000000000000000000000..ff0105b6e37e9b2cb707455011d9f553db0ce44e --- /dev/null +++ b/wiki_content/Guillain.txt @@ -0,0 +1,70 @@ +URL: https://deadcells.wiki.gg/wiki/Guillain + +Guillain +Normal +Bag +Armor +Location +In +Passages +between the Collector's room and the pile of corpses +“ +I'm really happy I found this great stinking pile of corpses! +„ +Guillain +is an +NPC +in +Dead Cells +who provides the player with a +Mutation +between biomes — up to 3 total. +After choosing mutations, the player can have Guillain reset them for 1,000 gold. A second reset costs 2000, a third 4000 and fourth 8000. +Not much is known about Guillain. They sit happily next to the pile of corpses left by the +Beheaded +'s previous attempts. Their proximity to the Collector suggests they know him or work with him. +Guillain resembles the +merchants +, the +Blacksmith +, and the Blacksmith’s Apprentice. These characters have a chameleon/goblinlike appearance, seemingly the same species. +Dialogue +First encounter +" +I'm really happy I found this great stinking pile of corpses! +" +" +You can't even imagine all the stuff you can find in here! +" +" +By the way, it's an odd thing to say... But you... kind of look like these guys... +" +" +Oh yeah, sorry about the smell... +" +" +In any case, it beats selling a bunch of old ju... Stuff... Yeah, stuff. +" +" +Well, I'm going back to digging through the filth for some more goodies! +" +" +I'll see you again, I guess... +" +" +... +" +" +Errrr... +" +" +... +" +" +cough +" +" +... +" +Gallery +Guillain chasing monsters with the Beheaded on the Pimp My Run update poster. diff --git a/wiki_content/Hammer.txt b/wiki_content/Hammer.txt new file mode 100644 index 0000000000000000000000000000000000000000..1be33f24ff8adfebe6372ac9c49753ec726fc2d9 --- /dev/null +++ b/wiki_content/Hammer.txt @@ -0,0 +1,73 @@ +URL: https://deadcells.wiki.gg/wiki/Hammer + +Hammer +Base health +390 +Location(s) +Prison Depths +Derelict Distillery +(2+ BSC) +Reward +War Spear +(10%) +Oil Grenade +(10%) +Hammers +are enemies that are found in the +Prison Depths +. +Behavior +Their main attack is slamming the ground, which causes 4 bombs to appear which explode in a wide area. +If they become aware of the player, they may also spawn a horde of +Sewer Flies +. +Moveset +Cluster grenade +Description: +Launches four bombs around itself. +These bombs can be reflected by certain skills and weapons like +Wave of Denial +and +Shovel +. +Fly Swarm +Description: +Spawns several +Sewer Flies +which will then chase the player. +The attacks of the flies can be blocked, parried, and dodge rolled. +Strategy +The Hammer is sturdy and tanky, on top of its far-reaching attacks. It is therefore an extremely dangerous threat. +The safest strategy is to try to kill them from afar with a ranged weapon or skill so as to keep them from being able to easily reach one. +Another strategy one could use, which also works with many enemies, is simply overwhelming it and killing it before it can actually do anything, which could be done in any number of ways, such as hitting it with both skills at once and then with the main weapon, or applying a debuff that increases damage dealt to it, such as with the Hokuto’s Bow, or even skills such as Phaser or the Grappling Hook. The less time it’s alive, the less chance one will have of taking a hit. +Any form of projectile reflection ( +parrying +, +Shovel +, +Wave of Denial +, +Tornado +, etc.) can be very helpful, since reflected bombs do area-of-effect damage which can help clean up the Sewer Flies, and likely hit the Hammer for decent damage even if it impacts a Fly. +Stun, freeze and root effects can be great for preventing the Hammer from attacking, and giving an opportunity to kill it before it can recover. +Because it spawns so many Sewer Flies, a somewhat unusual strategy one can use to quickly drain the Hammer of its health is to use a +poison +-inflicting weapon such as the +Alchemic Carbine +or +Blowgun +to kill the flies, causing them to all explode into gas clouds due to the spreading mechanic of +poison +. this will result in all the flies being easily cleared as well as the Hammer receiving several +poison +effects that will that will deal massive damage to the Hammer or even outright kill it if the weapon used was strong enough. +Trivia +Previously named +Mechanical Spider +. +Prior to +v2.0 +, the +Barrels o'Fun Update +, Hammer was an exclusive enemy to Prison Depths. +History diff --git a/wiki_content/Hand_Hook.txt b/wiki_content/Hand_Hook.txt new file mode 100644 index 0000000000000000000000000000000000000000..6ac68ea77c6992302d495640606e35247b26bb0c --- /dev/null +++ b/wiki_content/Hand_Hook.txt @@ -0,0 +1,111 @@ +URL: https://deadcells.wiki.gg/wiki/Hand_Hook + +Hand Hook +The last attack throws the target behind you, bumping other enemies it hits. Enemies thrown on walls are dealt +critical damage +. +You'll get hooked on throwing enemies on the walls! +Internal name +HandHook +Type +Melee Weapon +Scaling +Combo rate +One 2-hit combo every 0.66 seconds +Base price +1500 +Damage +Base DPS +106 ( +318 +) +Base combo damage +70 ( +210 +) +Base first hit +40 +Base second hit +30 +Base bonus hit +140 +(wall damage) +Blueprint +Location +Drops from +Armored Shrimps +Drop chance +1.7% +Unlock cost +60 +The +Hand Hook +is a +melee +weapon +exclusive to the +Queen and the Sea DLC +with a 2 hit combo. The last hit of the combo throws the hit enemy behind you dealing knockback to enemies it hits. When the thrown enemy hits a wall it receives +critical damage +. +Details +Special Effects: +The last attack of a combo throws the enemy backwards. If the thrown enemy hits a wall or another entity, it and any other enemies that stand by the wall receives +critical +damage. +Breach Bonus +: +0.7 / 0.5 +Base Breach Damage: +68 / 45 +Base Breach DPS: +171 ( +254 +) +Combo Duration: +0.66 seconds +First Hit: +0.26 (0.2 + 0.06 + 0) +Second Hit: +0.4 (0.2 + 0.2 + 0) +Legendary Version: +Forced +Affix +: Bleed on Hit +"Makes the victim +bleed +." +Synergies +Enemies that are thrown into friendly critters (such as +Mushroom Boi! +TBS +, +Leghugger +TQatS +, +Maria's Cat +RtC +, or pink biters from sources such as +Swarm +) will receive +critical +damage as if they hit a wall. +Thrown enemies will almost always impact the pet +Maria's Cat +RtC +if he is seated on your shoulder, taking +critical +damage. +Thrown enemies will take +critical +damage if they impact the deployable +Emergency Door +. +Enemies such as +The Concierge +can be stun locked by repeatedly throwing them with Hand Hook. +Grappling Hook +and +Scheme +can be used together in conjunction with this to provide a more consistent and damaging version of this method. +History diff --git a/wiki_content/Hard_Light_Sword.txt b/wiki_content/Hard_Light_Sword.txt new file mode 100644 index 0000000000000000000000000000000000000000..7b5b0c5eab7d30d538093806a516b39fda445822 --- /dev/null +++ b/wiki_content/Hard_Light_Sword.txt @@ -0,0 +1,209 @@ +URL: https://deadcells.wiki.gg/wiki/Hard_Light_Sword + +Primary Ability +Secondary Ability +Hard Light Sword +Deals +critical damage +depending on the number of gun marks on the target. Recharges Hard Light Gun's ammo. +An elegant weapon for a more civilized age. +Internal name +HardLightSword +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.28 seconds +Base price +1500 +Damage +Base DPS +117 ( +129 - 280 +) +Base combo damage +150 ( +165 +- +360 +) +Base first hit +40 ( +44 +- +88 +) +Base second hit +50 ( +55 +- +100 +) +Base third hit +60 ( +66 +- +138 +) +Hard Light Gun +Marks its targets to make Hard Light Sword deal +critical damage +to them. Ammo doesn't recharge passively. +Not that clumsy or random, though. +Internal name +HardLightGun +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.47 seconds +Base price +1500 +Damage +Base DPS +78 ( +469 +) +Base hit +25 +Blueprint +Location +Lore room in the +Prisoners' Quarters +The +Hard Light Sword +is a two-handed +melee +/ +ranged +weapon +. The secondary ability, +Hard Light Gun +, inflicts +marks +onto enemies, allowing the primary ability to deal +critical damage +to that enemy, which increases the more marks are applied. +Details +Ammo: +6 +Special Effects: +Attacking with the sword deals normal damage. +Hitting enemies with the sword recharges gun ammo. +Attacking with the gun marks enemies. Marked enemies receive +critical +damage from the sword based on the amount of marks. +The maximum amount of marks is 6. +The +critical +damage is calculated by multiplying the normal damage by a certain multiplier, which is determined by how many marks an enemy has. +Damage multiplier is 1.1/1.5/1.7/1.9/2.2/2.5 for 1 to 6 marks respectively. +Mark duration is 4 seconds, but inflicting another mark refreshes the duration of all other marks back to 4 seconds again. +Synergies +Works well with +Grappling Hook +to pull enemies towards the player and +crit +on them easily. +Works well with +Phaser +to close distance on the enemy and +crit +on them easily. +Activating +Lightspeed +can replenish the +Hard Light Gun +'s ammunition. +Hard Light Sword +Breach Bonus +: +1 / 0.25 / -0.5 +Base Breach Damage: +80 / 62.5 / 30 ( +192 +/ +150 +/ +72 +) +Base Breach DPS: +134 ( +322 +) +Combo Duration: +1.285 seconds +First Hit: +0.425 (0.125 + 0.3 + 0) +Second Hit: +0.45 (0.1 + 0.35 + 0) +Third Hit: +0.41 (0.06 + 0.35 + 0) +Tags: +DualWeaponBase +Legendary Version: +Forced +Affix +: Mega Crit +" +Critical hits ++50% damage." +Hard Light Gun +Breach Bonus +: +-0.7 +Base Breach Damage: +7.5 +Base Breach DPS: +16 +Attack Duration: +0.32 seconds +Charge: +0.12 +Lock: +0.2 +Cooldown: +0.15 +Tags: +DualWeaponOffhand, Ranged, HasBullets, LimitedAmmo, FadeHudIconIfNoAmmo, ManualAmmoRefill +Legendary Version: +Forced +Affix +: Double Stack +"Applies 2 stacks of damage over time effects instead of 1." +Location +Drops in a loreroom with a monolith that can randomly be found in the +Prisoners' Quarters +. Examining the monolith will drop the Hard Light Sword. Picking it up will unlock it permanently. +"I feel uneasy when I'm next to this... monolith." +"I should leave fast!" +Notes +Although this weapon has ammo, the projectiles do not stay stuck in enemies so it can't trigger mutations like +Ripper +and +Barbed Tips +. +The gun is very weak on its own, relies on melee attacks to replenish ammo and is mainly useful for enabling critical hits for the sword, thus it is recommended to use a brutality build for this weapon. +The gun displays a critical DPS, and is capable of rolling crit-related +Affixes +, but cannot actually inflict critical hits. +Any pierce-related +Affixes +greatly benefit the gun, allowing it to apply gun marks to multiple enemies per shot. +Trivia +This weapon and its mechanics, are a reference to the game +Hyper Light Drifter +. +Its flavor text comes from the film +Star Wars: Episode IV – A New Hope +. +The monolith in Dead Cells is nearly Identical to the one at the top of The Tower, a Switch-exclusive area in Hyper Light Drifter. +History +↑ +The in-game +critical +DPS value ( +280 +) is only reachable with 6 gun +marks +. diff --git a/wiki_content/Harpy.txt b/wiki_content/Harpy.txt new file mode 100644 index 0000000000000000000000000000000000000000..960ea1937a221ac169551592c7015b7e2c2e5b95 --- /dev/null +++ b/wiki_content/Harpy.txt @@ -0,0 +1,42 @@ +URL: https://deadcells.wiki.gg/wiki/Harpy + +Harpy +Base health +120 +Location(s) +Castle's Outskirts +RtC +, +Dracula's Castle +RtC +, +Undying Shores +FF +(After visiting +Castle's Outskirts +RtC +) +Reward +Whip Sword +RtC +(1.7%) +Harpies +are an enemy added in the +Return to Castlevania DLC +. +Behavior +Harpies fly around the map, hitting the player with its claws when nearby and using charged dash attacks at longer ranges. They can move through platforms and even walls, and can chase the player like this once the player has been seen. +Moveset +Claw attack +Description: +Attacks with its claws just in front of itself, when close to the player. +Can be blocked, parried, and dodge rolled. +Dive bomb +Description: +Charges up before dashing at the player, dealing high damage on contact. +Can be blocked, parried, jumped over, and dodge rolled. +Strategy +Can easily be stunned out of the air by an attack which stuns them for a moment, creating opportunity to kill them. +Notes +TBA +History diff --git a/wiki_content/Hattori's_Katana.txt b/wiki_content/Hattori's_Katana.txt new file mode 100644 index 0000000000000000000000000000000000000000..1bdf7f24abd61b507e2f7e8bb3657593fe5fc61a --- /dev/null +++ b/wiki_content/Hattori's_Katana.txt @@ -0,0 +1,132 @@ +URL: https://deadcells.wiki.gg/wiki/Hattori%27s_Katana + +Hattori's Katana +Hold to dash through enemies in front of you inflicting +critical hits +. +Internal name +Katana +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 0.9 seconds. +One charged attack every 1.4 seconds. +Base price +1500 +Damage +Base DPS +183 ( +140 +) +Base combo damage +165 ( +179 +) +Base first hit +45 +Base second hit +55 +Base third hit +65 +Base bonus hit +179 +(charged attack) +Blueprint +Location +Drops from +Weirded Warriors +Drop chance +1.7% +Unlock cost +60 +Hattori's Katana +is a +melee +weapon +which has a special charge attack that will be activated if the attack button is held down after an attack. The charged attack deals +critical +damage. +Details +Special Effects: +Attacks with a three-hit combo. +Holding down the attack button after any attack which will do a charge attack that deals +critical +damage. +Breach Bonus +: +0.4 / 0.4 / 0.4 / 0.5 +Base Breach Damage: +63 / 77 / 91 / +264 +(charged attack) +Base Breach DPS: +117 ( +160 +) +Combo Duration: +1.9 seconds +First Hit: +0.3 (0.2 + 0 + 0.1) +Second Hit: +0.5 (0.2 + 0 + 0.3) +Third Hit: +0.9 (0.2 + 0.3 + 0.4) +Fourth Hit: +1.4 (0.5 + 0.5 + 0.4) +Tags: +UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Deflect Bullets +"All uncharged attacks deflect bullets (but not grenades)." +Synergies +The mutation +Predator +can be used to turn invisible, to more safely initiate the fourth hit. +The mutation +Melee +can be used to +Slow +down targets, to more safely initiate the fourth hit. +The fourth hit of this weapon deals high burst damage, allowing for great healing with the mutations +Frenzy +and +Adrenaline +. +Notes +The fourth attack shown in the details section of this page represents the charged attack, however, the charged attack can be initiated at any point in the combo. +The fourth attack ignores the spiked backs of the +Thorny +, but no other shields. +The damage from the charge attack comes directly from where you stop moving, meaning that if a +Shieldbearer +is facing you when you start the charge, it will damage the +Shieldbearer +once you finish. This works the same way for every other enemy that can block attacks. +Holding 2 of this weapon with a legendary and normal version will let you do 2 consecutive crit dashes with the right timing, with the second attack traveling a bit less far. The timing is precise and you must hold the other attack button immediately after the red slash at the end to execute the second consecutive crit dash. +Because of the large vertical range on the charged slash it is possible to strike enemies not too far above or below platforms, such as +Kamikazes +which very often hang from thin platforms. +It is possible to shorten the time it takes to perform a crit slash by beginning the animation, then rolling before the attack happens. Afterwards, the next time the animation begins, the cooldown will be shorter, relative to how long the animation played before cancelling it by rolling. Certain animations and events, such as moving between biomes, will reset this. +Trivia +This weapon, along with the +Blade Master's Outfit +, is a reference to the +Kill Bill +franchise. +It in particular is named after Hattori Hanzō, the sword-smith who created the weapon. +This weapon was added due to high popular demand for a katana weapon, similarly to the +Vorpan +and the +Scythe Claw +. +This weapon changes its VFX if the player is wearing the +Zero Outfit +. +History +↑ +The in-game DPS value is 133 ( +179 +). diff --git a/wiki_content/Hayabusa_Boots.txt b/wiki_content/Hayabusa_Boots.txt new file mode 100644 index 0000000000000000000000000000000000000000..a75522c67f4cfac17e9c9b3fe86685bbcac2d50b --- /dev/null +++ b/wiki_content/Hayabusa_Boots.txt @@ -0,0 +1,71 @@ +URL: https://deadcells.wiki.gg/wiki/Hayabusa_Boots + +Hayabusa Boots +The last hit inflicts area-of-effect damage and pushes enemies back. +Internal name +MultiKickBoots +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.21 seconds +Base price +1600 +Damage +Base DPS +161 +Base combo damage +195 (395 with AoE) +Base first hit +55 +Base second hit +65 +Base third hit +75 +Base bonus hit +200 (AoE damage) +Blueprint +Location +Drops from +Dark Trackers +Drop chance +1+ BSC; 1.7% +Unlock cost +50 +The +Hayabusa Boots +are a +melee +weapon +which deal area-of-effect damage, reflect grenades and knocks back nearby enemies on the third hit of their combo. +Details +Special Effects: +The final hit of the combo deals area damage, pushes enemies away and reflects all grenades in the area. +Inflicts extra damage to enemies pushed against a wall. +Breach Bonus +: +-1 / 0.25 / 0.25 +Base Breach Damage: +0 / 81.25 / 93.75 +Base Breach DPS: +145 +Combo Duration: +1.21 seconds +First Hit: +0.56 (0.25 + 0.06 + 0.25) +Second Hit: +0.25 (0.25 + 0 + 0) +Third Hit: +0.65 (0.35 + 0.3 + 0) +Tags: +NoCritical, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Super Bump +"Bumps enemies even further" +Trivia +Named after Ryu Hayabusa, the protagonist from the +Ninja Gaiden +series. +History diff --git a/wiki_content/Hayabusa_Gauntlets.txt b/wiki_content/Hayabusa_Gauntlets.txt new file mode 100644 index 0000000000000000000000000000000000000000..809da7d63a6d25429b212cacc719f1ec18d85bf0 --- /dev/null +++ b/wiki_content/Hayabusa_Gauntlets.txt @@ -0,0 +1,132 @@ +URL: https://deadcells.wiki.gg/wiki/Hayabusa_Gauntlets + +Hayabusa Gauntlets +Inflicts +critical hits +if the victim has less than 40% HP. +UselessUselessUselessUselessUselessUsel... +Internal name +QuickFists +Type +Melee Weapon +Scaling +Combo rate +One 6-hit combo every 2.13 seconds +Base price +1500 +Damage +Base DPS +124 ( +243 +) +Base combo damage +190 ( +372 +) +Base first hit +20 ( +32 +) +Base second hit +30 ( +60 +) +Base third hit +30 ( +60 +) +Base fourth hit +30 ( +60 +) +Base fifth hit +40 ( +80 +) +Base sixth hit +40 ( +80 +) +Blueprint +Location +Drops from +Lancers +Drop chance +0.4% +Unlock cost +30 +The +Hayabusa Gauntlets +are a +melee +weapon +which strikes quickly and deals +critical damage +against enemies under 40% health. +Details +Special Effects: +Deals +critical hits +against enemies with less than 40% health. +Breach Bonus +: +1 / 1 / 1 / 1 / 1 / 1 +Base Breach Damage: +40 / 60 / 60 / 60 / 80 / 80 ( +62 +/ +120 +/ +120 +/ +120 +/ +160 +/ +160 +) +Base Breach DPS: +248 ( +486 +) +Combo Duration: +1.53 seconds +First Hit: +0.55 (0.15 + 0.1 + 0.3) +Second Hit: +0.16 (0.1 + 0.06 + 0) +Third Hit: +0.46 (0.1 + 0.06 + 0.3) +Fourth Hit: +0.16 (0.1 + 0.06 + 0) +Fifth Hit: +0.35 (0.15 + 0.2 + 0) +Sixth Hit: +0.45 (0.25 + 0.2 + 0) +Tags: +UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Omae Wa Mou +"Enemies killed explode, dealing 70 damage to nearby target." +Synergies +Instinct of the Master of Arms +pairs well with this weapon due to its easily achieved +crit +condition and fast attack speed. +Notes +The +crit +condition of this weapon can be particularly advantageous when used to speed up the last phase of bosses, which is typically the hardest part of the fight. +Trivia +Named after Ryu Hayabusa, the protagonist from the +Ninja Gaiden +series. +The flavor text is a reference to the stand cry used by the characters Dio Brando and Giorno Giovanna from +Jojo's Bizarre Adventure +. +Another anime reference, the legendary affix Omae Wa Mou is a reference to Fist of the North Star's protagonist +Kenshiro +and his famous catch phrase "Omae Wa Mou Shindeiru". +History diff --git a/wiki_content/Hazards.txt b/wiki_content/Hazards.txt new file mode 100644 index 0000000000000000000000000000000000000000..cc247d15cc026f1086f277195795313f11de6e7b --- /dev/null +++ b/wiki_content/Hazards.txt @@ -0,0 +1,318 @@ +URL: https://deadcells.wiki.gg/wiki/Hazards + +Hazards +are substances, traps, or phenomena placed throughout biomes that can either inflict direct damage to the player through contact, or pose some other danger to the player, such as +falling +. +The damage that hazards can deal is capped at 30% of the player's HP per hit. +While there are some forms of environmental hazards common to all +biomes +, most hazards are considered to be biome-specific. +Natural hazards +Natural hazards +are native to the biomes they are found in and enemies found in those biomes will sometimes be fully adapted to such hazards. +Pits +Pits +, also referred to as the abyss, are a natural hazard within the +Ramparts +, +Clock Tower +, +Cavern +, +RotG +Astrolab +, +RotG +Fractured Shrines +, +FF +Undying Shores +FF +and +Mausoleum +. +FF +These are basically just the bottomless pits found throughout those biomes. Falling into a pit will damage and teleport the player to the last platform they were on. +See also the +Mechanics +entry for +falling +to understand the damage behavior associated with falling into pits. +Toxic pools +Toxic pools +, also referred to as poisonous puddles, are natural hazards found in the +Toxic Sewers +and +Ancient Sewers +. They only damage the player and inflict mild +poison +damage during contact with the poisonous waters. The poisonous water appears green in the Toxic Sewers and brownish or light yellow in the Ancient Sewers. +See also the +Mechanics +entry for +poisonous puddles +for a better understanding of its damage behavior. +The poison damage can be averted if the player isn't considered to be in the toxic pool. The animation should look like the player jumping on the surface of the water itself. The player otherwise incurs poison damage if the legs become submerged. +Poison damage from poisonous water can be nullified by the Poison Immunity +modifier +found in some +amulets +. +Poisonous water also interacts like normal +liquids +. It cannot be burned, except with the help of oil, and it can conduct electricity, among other things. +Darkness +The +Darkness +is only found in the +Forgotten Sepulcher +, or in all biomes if the +Custom Mode +modifier "Follow the Light" is active. It functions as a sort of active timer on the player, hindering sight and soon dealing damage over time. Killing enemies and stepping in the light of lanterns will renew the timer, giving more time before the Darkness will start to damage. The damage received will not cause the player to die instantly while +cursed +or while holding the +Cursed Sword +. Like toxic pools, Darkness does not affect enemies. +See also: +The +Mechanics +entry for the +Darkness +to understand its damage behavior. +Forgotten Sepulcher +, for more information. +Lava pools +Lava pools +are natural hazards found in the +Prisoners' Quarters +(inside the room with the +Cavern Key +), in the +Graveyard +near the Cavern entrance, the +Cavern +, +RotG +Guardian's Haven +, +RotG +and the +Astrolab +. +RotG +Damage inflicted by the lava is considered trap damage and scale according to enemy tier, thus, lava deals moderate damage while in the Prisoner's Quarters and massive damage while in the caverns. +Lava instantly kills enemies and familiars coming into contact with it. +The player is teleported to the last platform they were on if they fall, similarly to pits. +Carnivorous plants +The +carnivorous plants +leave their mouths wide open and suddenly bite upwards shortly after being stepped on. When closed, the player can bounce on the plant to reach higher areas. They are found in the +Prisoners' Quarters +and in the +Dilapidated Arboretum +. +TBS +Traps +Traps +inflict damage to the player either through close-contact damage or through projectile damage. Aside from a few traps, like spiked flails, almost all traps are able to inflict damage to both the player and the enemy. +Mechanics: +Trap damage depends on the difficulty of the zone where the traps are found and scale with enemy tier. +The damage is capped at 30% of the player's HP per hit. +Spikes +Spikes +are the most common hazard typically found across all biomes. They are static, damaging anything that comes into contact with them. They can be found on ceilings, floors, and walls. The thorns found within the +Dilapidated Arboretum +TBS +are functionally identical to normal spikes. +Retracting spikes +Retracting spikes +are only found inside of +Challenge Rifts +and boss rooms (e.g. +Insufferable Crypt +). They can retract and will not deal damage during their retracted state. They will either cycle between being retracted and expanded on a short timer, or will shoot out shortly after being stepped on or touched by the player. +Pressure-triggered spikes shine briefly, as if to explode, before the spikes shoot out. +Spiked flails +Spiked flails +are traps that will damage anything that comes into contact with the spiked ball and are the second most common form of trap found across all biomes. The spiked ball is anchored, via a chain, to a fixed point in the floor, wall, or ceiling, and they continuously rotate around that anchor point at a singular fixed direction, either clockwise or counterclockwise, and at a fixed rate. When the player is hit, it will periodically be unable to strike the player again to prevent multiple hits at once. They can be parried with a shield which will cause the flail to pass through the player. +The spiked ball can be parried and dodge-rolled. +The player can usually duck under spiked balls anchored to the floor. +Sawblade launchers +Sawblade launchers +are found in the +Slumbering Sanctuary +, +Fractured Shrines +, +FF +in secret areas, and in +Challenge Rifts +, and periodically launch sawblades that deal damage to the player. They can be found attached on floors, walls, or ceilings. +The sawblades can be parried so long as the projectiles run parallel to the player (i.e. sawblades shooting up or down cannot be parried, except for when using armadillopack or coccoon). +Spinning axe traps +Spinning axe traps +are found in the +Fractured Shrines +. +FF +They are long poles spinning on a central axis with an axe on both ends. +Log traps +Log traps +are found in the +Fractured Shrines +. +FF +A log hanging from a chain, hidden in the ceiling. Stepping on a nearby switch releases the log, making it swing and hit the player dealing damage and pushing them back a fair distance. Enemies can’t activate the switch, but they +can +get hit by the log. +Exploding barrels +Exploding barrels +are orange, bouncy, explosive barrels that can be found in the +Derelict Distillery +. They can be found laying on the ground, placed, thrown by +Infected Workers +, or fired from dispensers. The barrels explode on contact with the player, spikes, or other barrels, but will bounce off of walls and floors. They can be deflected by the player's attacks and will then change to a white color and damage enemies instead. Orange barrels hurt the player, white barrels hurt enemies. +Barrels can be grabbed and moved by the player using the +Homunculus Rune +. The barrel becomes primed to attack enemies instead of the player, and can be used to damage them on contact. +Stationary barrels do not explode on contact, but when they are struck they will behave like other barrels that have been deflected by the player. +Cavern lanterns +Cavern lanterns +are static traps that will glow and create a red aura whenever the player enters the blast radius mid-air. If an enemy or player enters that radius, it will charge while dragging in anything that is in the radius, exploding shortly afterwards. They recharge over time. +Cavern lanterns +are native to the +Cavern +RotG +and in the +Astrolab +. +RotG +The suction effect can be quickly escaped by dodge-rolling. +Crystal Collapse +Crystal Collapse +is an attack from the +Giant +RotG +that's only used in his 3rd phase. After slamming his fists on the ground, multiple crystals will start falling from the ceiling for an extended period of time. +The crystals can be dodge rolled or blocked, but not +parried +. +Electric waves +Electric waves +are exclusive to the +Cavern +RotG +and the +Astrolab +. +RotG +They work similarly to lava pools, if a player comes into contact with one, they take damage and teleport to the last platform they were on. +The waves are only ever spread horizontally. +Bank security system +After unlocking the +Green Pass +, the player get access to a security system puzzle-like leading to the +Blueprint +of the +Gentleman's Outfit +. +This system consists of electric chains, +spiked flails +and +mechanized platforms +. Touching the chains or flails will send the player back to the beginning of the puzzle. +Magic shooters +Magic shooters +are found exclusively in the +Astrolab +. +RotG +They fire 3 quick, purple magic projectiles at once which all deal individual damage to the player, so they can be dangerous if all projectiles connect. The projectiles can be parried, though it's not recommended unless parries are chained to block all 3 of them. +Barrel dispensers +Barrel dispensers +are found in the +Derelict Distillery +. They fire exploding barrels that can bounce on the ground. They use a yellow indicator, normally used by enemies, that warns that they are about to launch a barrel. +Hazard-prone mechanisms +Some +mechanisms +can accidentally inflict damage to the player or pose some other hazard. +Crumbling platforms +Crumbling platforms +are found in the +Fractured Shrines +. +FF +Thin platforms are made out of single tile-wide sections which break down shortly after touching them. Once broken, they will not regenerate. +Elevators +Elevator +platforms can deal trap damage to the player if the platform lands on top of them. +Similarly, trap damage is also dealt if the player gets caught between the platform and the ceiling while the platform is ascending. +See also the mechanism entry for +Elevators +. +Mechanized platforms +Mechanized platforms +essentially function as trapdoors, dropping for a few seconds when the player touches them after a slight delay. +The floating ice platforms in the +Throne Room +are functionally identical to +mechanized platforms +. +See also the mechanism entry for +Mechanized platforms +. +Dirt platforms +Dirt platforms +are found in the +Infested Shipwreck +. +TQatS +They function as normal platforms but can be destroyed when struck by +Mutineers +, +TQatS +Armored Shrimp +, +TQatS +or explosions from other enemies, such as +Kamikazes +. Dirt Platforms do not regenerate once destroyed. +Other hazards +Fake +treasure chests +technically fall within the definition of a trap but do not cause any trap damage. +Some areas also virtually function as traps through their devious level designs: +A secret area in the +Ancient Sewers +is designed to make the player fall from high above the ceiling into a toxic pool. The poison damage can only be averted by using the Poison Immunity modifier or by using more than two jumps to reach a safe platform. +Some +Challenge Rifts +rifts employ spikes that span the maximum double-jump distance. To sufficiently increase jump distance with only two jumps, the traps require a double-jump to be performed after running/rolling off the edge such that the first jump is initiated above the spikes. +Climbing onto a platform allows the player to dodge and pass through spikes. This sometimes makes dodge rolling after a double jump an equally viable alternative to increasing overall jump distance. +Climbing walls with the +Spider Rune +can sometimes sufficiently provide enough vertical clearance to horizontally fall and clear traps. A singular wall can be repeatedly scaled just by adding a slight delay before the second jump. +Some +Challenge Rifts +employ retracting spikes that cover more than the maximum double-jump distance. To safely reach the other side, the traps require a perfectly timed double-jump to sufficiently increase airtime and to avoid landing on expanded spikes. +In the +Cavern +, +RotG +right before the exit to the +Guardian's Haven +, +RotG +it is possible to get stuck on a platform beneath the adjoining bridge. The only way back up is to jump to the wall on the other side and climb up using the +Spider Rune +. +Hazard-related achievements +Some +achievements +are related to hazards and can be unlocked by: +Performing a dive attack into spikes. +Killing an enemy using an elevator. +Getting killed by an elevator. +History diff --git a/wiki_content/Heads.txt b/wiki_content/Heads.txt new file mode 100644 index 0000000000000000000000000000000000000000..6ac2a298feda3f5090fd68c6174524263983a2f6 --- /dev/null +++ b/wiki_content/Heads.txt @@ -0,0 +1,130 @@ +URL: https://deadcells.wiki.gg/wiki/Heads + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: Incompatible Outfits section isn't complete. +Heads +are unlockable cosmetics that alter the look of the players head. +Heads change the colors and animation of the player's head. Many heads reference bosses (e.g. +Time Keeper Mask +), Game mechanics (e.g. +Boss Stem Cells +) or Dead Cells, Motion Twin and Evil Empire (e.g. +Evil Minion Head +). +All heads are purely cosmetic. +Obtaining heads +The +Clean Cut Update +lets you swap between +Classic Head +and +Bobby Head +. +This update is now available to mobile in the version 3.4 +The End Is Near Update +adds an additional 41 heads, with 5 heads (including +Classic Head +) unlocked by default. +Heads are unlocked by completing various tasks or reaching certain goals in the game. When unlocked, they are immediately available at the +Tailor's Daughter +. Locked heads offer a hint on how to unlock them. +Some heads unlock retroactively if their goal is already met on an existing savefile. +List of heads +Incompatible outfits +Some +Outfits +that already come with a custom head can't have their head changed: +Reverse Burglar's Outfit +Winter Outfit +Robber Outfit +Cultist Outfit +FF +Gentleman's Outfit +are only incompatible with Scarecrow Hat +FF +, Hand of the King Flame, Servant +TQatS +, Collector Hood +RotG +, Guillain, Mushroom Boi Cap +TBS +and Horde Zero Hood Head. +All crossover Outfits except for +Vessel's Outfit +All Scarecrow Outfits +FF +All Servant Outfits +TQatS +All Queen Outfits +TQatS +are only incompatible with Scarecrow Hat +FF +, Hand of the King Flame, Servant +TQatS +, Collector Hood +RotG +, Guillain and Mushroom Boi Cap +TBS +Head. +All 4th-trial Boss Rush Outfits are only incompatible with Scarecrow Hat +FF +, Collector Hood +RotG +, Guillain and Horde Zero Hood Head. +All non-boss Return to Castlevania DLC Outfits +RtC +All Death Outfits +RtC +When using the Custom Mode Option "Randomize Head", any head can be eqipped (Needs further testing). +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +King Outfit +RotG +White King Outfit +RotG +Notes +Bosses defeated in +Boss Rush +count towards the Head unlocks. Stats can be checked at +The Scribe +. Usually, exiting the game to the main menu or restarting the game is required after the unlock condition is met to unlock these Heads. +Continue Mode +prevents unlocking heads related to dying, even if you choose to end the run and not revive. +Trivia +Bobby Head +was the first additional custom Head added to the game. +History +↑ +Can be obtained in the +Training Room +. Final damage must be inflicted by the biters themselves, not by their DoT effect if they have affixes that give DoT. +↑ +Specifically: +Guillain +, +The Blacksmith's Apprentice +, +The Doctor +, +The Bank Teller +and the +The Architect +. On Playstation and mobile also a certain +major Spoiler NPC +in Passages. +↑ +Might be related to the creation date of the save file. +↑ +Can be obtained in the +Training Room +. Final damage must be inflicted by the projectile itself, not by its DoT effect. +↑ +Having the +Cursed Sword +counts for this. diff --git a/wiki_content/Health_Flask.txt b/wiki_content/Health_Flask.txt new file mode 100644 index 0000000000000000000000000000000000000000..b09053ccb2a5ab623bd1ec073950c97973bb4463 --- /dev/null +++ b/wiki_content/Health_Flask.txt @@ -0,0 +1,70 @@ +URL: https://deadcells.wiki.gg/wiki/Health_Flask + +I +II +III +IV +Health Flask +I +II +III +IV +Internal name +FlaskSkill +Scaling +Colorless +Combo rate +One use per 1.17 seconds. +Duration +1s +Blueprint +Location +The Collector +- First item available to unlock +Unlock cost +5/50/150/300 +The +Health Flask +is a unique +upgrade +item that is used to restore the player's health. +Details +Special Effects: +Restores 60% of the player's max health by applying a health regeneration effect over the course of 1 second. +Resets the cooldown of the One-Hit Protection (see +Mechanics +). +Removes 150(3 bars) infection points of +Malaise +. +Has a limited number of charges depending on its upgrade level, with a maximum of 4. +Health Fountains will restore the Health Flask to full capacity. Alternatively, a single charge can be restored using a Flask Recharge pickup. +Attack Duration: +0.67 seconds +Charge: +0 +Lock: +0.5 +Cooldown: +0.67 +Upgrades +The Health Flask is unique in that it can be upgraded to add extra charges to use it multiple times, with each upgrade adding one extra charge. +There is a 5th and final upgrade to the Health Flask that is only obtainable when 5 +Boss Stem Cells +are active. +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +The Secret Potion of ??? +This is a special upgrade that can only be obtained and used while fighting the +Collector +. It drops when he is attacked while drinking his potion for the 4th time. When picked up, it refills all the player's Health Flask charges. +When consumed, the player's attacks inflict 4x damage and the internal damage cap to bosses is removed. This allows the Collector to be defeated in very few hits and is the only way to finish the fight. Other than that, it functions identically to a Health Flask charge. +Notes +The Health Flask is the first item that must be unlocked at the +Collector +in order to begin unlocking other equipment and upgrades. +Multiple +Mutations +found within the game change the properties of the Health Flask in some way. +Extended Healing, for example, extends the duration of the regeneration effect given by the Health Flask to 15 seconds, while healing 85% of your health instead of 60%, and also providing the player with a damage buff during this time. diff --git a/wiki_content/Heart_of_Ice.txt b/wiki_content/Heart_of_Ice.txt new file mode 100644 index 0000000000000000000000000000000000000000..dc6c05e05743c8f31bcf8db2d9f4987d96cf6232 --- /dev/null +++ b/wiki_content/Heart_of_Ice.txt @@ -0,0 +1,69 @@ +URL: https://deadcells.wiki.gg/wiki/Heart_of_Ice + +Heart of Ice +Attacking a +frozen +, stunned or +rooted +enemy at close range reduces skill cooldowns by [0.6 base, 2 max] seconds. Works with both melee and ranged weapons. +Internal name +P_CDR_locked +Scaling +Blueprint +Location +Drops from +Pirate Captains +Drop chance +10% +Unlock cost +50 +Heart of Ice +is a +survival +-scaling +mutation +which lowers the cooldown of +skills +when attacking enemies which are stunned, +rooted +, +slowed +or +frozen +at close range. +Details +Special Effects: +Attacking a +frozen +, +slowed +, stunned or +rooted +enemy at close range will reduce skills cooldown by [0.6 base] seconds. +Scaling: ++0.06 seconds per Survival stat +Notes +The effect has a 0.5 seconds cooldown. +Phaser +is extremely powerful with this mutation, as it essentially allows for infinite use of the item. +It is also very effective with items that rely on +rooting +/stunning/ +freezing +for critical hits, such as the +Nutcracker +or the +Repeater Crossbow +, as it can allow for rapid skill cooldown reduction and open up many powerful combat options. +This mutation pairs well with +Melee +and a fast swing rate melee weapon like +Cursed Sword +because you are constantly hitting a +slowed +target. +Attacking with the +Heavy Crossbow +does not trigger this mutation, as the enemy is only rooted for a short time before the attack itself hits. +History +Footnotes diff --git a/wiki_content/Heavy_Crossbow.txt b/wiki_content/Heavy_Crossbow.txt new file mode 100644 index 0000000000000000000000000000000000000000..31a35163f97049ff3de4df22d71f22a8a86e5765 --- /dev/null +++ b/wiki_content/Heavy_Crossbow.txt @@ -0,0 +1,133 @@ +URL: https://deadcells.wiki.gg/wiki/Heavy_Crossbow + +Primary Ability +Secondary Ability +Heavy Crossbow +Shoots several short-range bolts at once. +A point-blank blast. +Internal name +CrossBow +Type +Ranged Weapon +Scaling +Combo rate +One hit every 1.07 seconds +Base price +2250 +Damage +Base DPS +280 ( +338 +) +Base hit +300 ( +600 +) +Reload +Reload the Heavy Crossbow. The next shot inflicts a +critical hit +. +A point-blank blast. +Internal name +CrossBowOffHand +Type +Ranged Weapon +Scaling +Combo rate +One reload every 1.5 seconds +Base price +2250 +Blueprint +Location +Drops from the +Concierge +(3rd kill) +Unlock cost +80 +The +Heavy Crossbow +is a two-handed crossbow-type +ranged +weapon +which fires a group of short-ranged bolts. The secondary ability, +Reload +, replenishes its entire ammo supply and inflicts +critical damage +in the next primary attack. +Details +Ammo: +15 +Special Effects: +Each volley consists of five rounds for full damage. Therefore, when launched with insufficient ammunition, it will only inflict partial damage. +Before firing, the heavy crossbow launches a small hook that pulls an enemy towards you, rooting them for a short time in the process. +If the enemy was attacking upon being grappled, the hook interrupts the attack until after the bolts are launched. +The Reload ability refills the entire supply of ammunition, regardless of how much ammo was left previously, and also makes the next shot from the main attack deal +critical damage +, the value of which is simply double of its primary attack. +Heavy Crossbow +Breach Bonus +: +0.5 +Base Breach Damage: +450 ( +900 +) +Base Breach DPS: +421 ( +841 +) +Attack Duration: +1.07 seconds +Charge: +0.57 +Lock: +0.5 +Cooldown: +0.5 +Tags: +HasBullets, Ranged, IsCrossbow, LimitedAmmo, UnlockInPublicEvent, HeavyWeapon, DualWeaponBase +Legendary Version: +Forced +Affix +: Super Pierce +"Shots pierce all enemies." +Reload +Attack Duration: +1.5 seconds +Charge: +0.5 +Lock: +0.2 +Cooldown: +1 +Tags: +DualWeaponOffhand, NoDamage +Legendary Version: +Forced +Affix +: Global Shield on Use +"Generates a shield when used." +Synergies +Kill Rhythm +can be used to speed up +Reload +and general attack speed. +Ice Armor +RotG +or +Foresight +can be used to prevent taking damage while reloading. +Point Blank +provides extra damage most of the time, as the weapon works best when next to an enemy. +Notes +There is a short "soft interrupt" effect to the Hook skill (temporarily suspends enemy attack charging). This should prevent immediate enemy attacks after hooking. +Due to the nature of the way this weapon deals critical damage, it is impossible to reach the critical DPS displayed for this weapon, as consecutive critical hits cannot be fired. +The hook does not root flying enemies, causing them to be flung behind the player(and thus avoiding the main shot) in most cases. To avoid this, the player can turn around mid-attack. +It does not work well with +Barbed Tips +because reloading removes all arrows stuck in enemies. +History +↑ +The in-game DPS value is 280 ( +560 +) diff --git a/wiki_content/Heavy_Turret.txt b/wiki_content/Heavy_Turret.txt new file mode 100644 index 0000000000000000000000000000000000000000..267e1fbf3184518598b50f4211839c144bdb9d7e --- /dev/null +++ b/wiki_content/Heavy_Turret.txt @@ -0,0 +1,63 @@ +URL: https://deadcells.wiki.gg/wiki/Heavy_Turret + +Heavy Turret +Shoots at nearby enemies. You inflict +15% more damage if you're near the turret. +Internal name +HeavyTurret +Type +Deployable +Scaling +Combo rate +One hit every second +Recharge +10 seconds +Base trap health +200 +Base price +1900 +Damage +Base DPS +55 +Base hit +55 +Base bonus hit ++15% (item boost) +Blueprint +Location +Drops from +Slashers +Drop chance +0.4% +Unlock cost +5 +The +Heavy Turret +is a +deployable +skill +which deploys a slow-firing turret that stuns enemies, and also improves the player's damage output by +15% when nearby. +Details +Special Effects: +Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. +The projectile bounces off of a Shieldbearer's shields without detonating. +Upon explosion, deploys a ranged turret. +Turret targets the nearest enemy in a cone on either side. +Turret fires a shot once per second, which deals 55 damage. +Stuns enemies for 0.8 seconds with each shot. +Turret can be destroyed by enemies - remaining health is indicated by a small yellow bar below the turret. +Only one turret per Heavy Turret skill can be active at a time - attempting to deploy another turret will destroy the first one. +The turret stops operation if the player moves too far away, but resumes operation once the player comes back within range. +While the player is within range and for 0.8 seconds after straying out of range, they gain a buff that makes them deal 15% more damage with all weapons and skills. +Tags: +Ranged, HasBullets, Deployable, NeedPower, HeavyWeapon, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Super Pierce +"Shots pierce all enemies." +Notes +Damage buff potency and duration are fixed values. +The damage buff provided by this turret doesn't stack with the one provided by +Scavenged Bombard +when both turrets are used together. +History diff --git a/wiki_content/Hemorrhage.txt b/wiki_content/Hemorrhage.txt new file mode 100644 index 0000000000000000000000000000000000000000..b9596c308f5401e1b67121d225535d39a912d1a5 --- /dev/null +++ b/wiki_content/Hemorrhage.txt @@ -0,0 +1,179 @@ +URL: https://deadcells.wiki.gg/wiki/Hemorrhage + +Hemorrhage +Causes +bleeding +(25 DPS for 3 seconds). Deals a +critical hit +if the target is +bleeding +or +poisoned +. +Internal name +BleedAxe +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.75 seconds +Duration +3 seconds ( +bleed +effect) +Base price +1750 +Damage +Base DPS +47 ( +187 +) +Base hit +35 ( +140 +) +Base DoT DPS +25 ( +bleed +effect) +Blueprint +Location +Drops from +Magistrates of Death +Drop chance +10% +Unlock cost +100 +Hemorrhage +is a +ranged +weapon +which causes enemies hit to +bleed +and deals +critical hits +to enemies that are +bleeding +or +poisoned +. This item is exclusive to the +Rise of the Giant DLC +. +Details +Ammo: +5 +Special Effects: +Deals +critical damage +to enemies afflicted by +bleeding +or +poison +. +Inflicts +bleeding +on enemies for 3 seconds. +Breach Bonus +: +0.5 +Base Breach Damage: +52.5 ( +210 +) +Base Breach DPS: +70 ( +280 +) +Attack Duration: +0.75 seconds +Charge: +0.45 +Lock: +0.3 +Cooldown: +0.3 +Tags: +Ranged, HasBullets, LimitedAmmo, Bleed, AmmoComesBackImmediately, HeavyWeapon +Legendary Version: +Forced +Affix +: Bleed Propagation +"A victim of +bleeding +spreads it to other enemies nearby." +Synergies +Any support weapon or skill that inflicts +bleeding +or +poisoning +can be used with Hemorrhage to satisfy its +critical +condition. +Throwing Knife +Blowgun +Alchemic Carbine +Snake Fangs +Sinew Slicer +Cleaver (Skill) +Knife Dance +Corrosive Cloud +Ranged weapons that cause +bleeding +or +poisoning +, such as +Alchemic Carbine +or +Throwing Knife +, can be used from +Backpack +via +Acrobatipack +to satisfy Hemorrhage's +critical +condition. +Ice Shards +can be used in order to +slow +the nearby enemies and use Hemorrhage more safely. +Notes +Hemorrhage's attributes have good synergy with its +crit +condition as it +bleeds +foes, allowing constant +critical +hits. +The weapon can easily stun-lock elite enemies and interrupt bosses with its high breach values. +Its main weakness is its low ammo count and slow attack speed, making it a poor choice against many foes but devastating versus singular threats. +Affixes such as "+80% to +poisoned +targets" and +Point Blank +mutation apply to the projectile damage of Hemorrhage but do +not +apply to the inflicted +bleed +status unlike most damage-over-time weapons. +Other damage boosting mutations such as +Tranquility +and +Support +however, do increase the afflicted statuses damage. +The damage dealt by the inflicted +bleed +status is not reduced when this weapon is used from +Backpack +via +Acrobatipack +. +Trivia +The term hemorrhage is mainly defined as "Blood escaping from vessels", referring to its ability to inflict +bleeding +. +Hemorrhage has the exact same +crit +condition as +Sadist's Stiletto +. +History diff --git a/wiki_content/High_Peak_Castle.txt b/wiki_content/High_Peak_Castle.txt new file mode 100644 index 0000000000000000000000000000000000000000..072c48dc364d9aa658a837a1872faf4c60808c8f --- /dev/null +++ b/wiki_content/High_Peak_Castle.txt @@ -0,0 +1,561 @@ +URL: https://deadcells.wiki.gg/wiki/High_Peak_Castle + +The royal guard stayed locked up safely behind the walls of High Peak Castle, thereby leading the island to its ruin. +High Peak has fallen from its former glory... The last "banquet" held here served up human flesh. +The island's high-ranking personalities came here to discuss important issues with the King. The quality of the visitors has changed a lot in recent times. +The King allowed the Alchemist to move into a wing of the castle. That was around the time of the final retreat. +High Peak Castle +Stage # +6 +Soundtrack +Castle +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Throne Room +, +Master's Keep +RtC +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Hayabusa Gauntlets +, +Tornado +, +Soldier Resistance +, +Initiative +Blueprints from secret areas +Boomerang +Enemies & Traps +Enemies +Undead Archers +, +Bombardiers +, +Guardian Knights +, +Royal Guards +, +Lancers +Boss(es) +Elite Slasher +, +Elite Thorny +, two +Elite Trackers +Enemy tier +24-27 +Wandering Elite chance +60% +Hazards +Spikes, spiked flails +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Throne Room +, +Master's Keep +RtC +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Hayabusa Gauntlets +, +Tornado +, +Soldier Resistance +, +Initiative +Blueprints from secret areas +Boomerang +Enemies & Traps +Enemies +Bombardiers +, +Guardian Knights +, +Royal Guards +, +Lancers +, +Knife Throwers +Boss(es) +Elite Slasher +, +Elite Thorny +, two +Elite Trackers +Enemy tier +26-29 +Wandering Elite chance +60% +Hazards +Spikes, spiked flails +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Throne Room +, +Master's Keep +RtC +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Hayabusa Gauntlets +, +Tornado +, +Soldier Resistance +, +Initiative +Blueprints from secret areas +Boomerang +Enemies & Traps +Enemies +Bombardiers +, +Guardian Knights +, +Royal Guards +, +Lancers +, +Knife Throwers +Boss(es) +Elite Slasher +, +Elite Thorny +, two +Elite Trackers +Enemy tier +27-30 +Wandering Elite chance +60% +Hazards +Spikes, spiked flails +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Throne Room +, +Master's Keep +RtC +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +1 +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Hayabusa Gauntlets +, +Tornado +, +Soldier Resistance +, +Initiative +Blueprints from secret areas +Boomerang +, +Acceptance +Enemies & Traps +Enemies +Bombardiers +, +Guardian Knights +, +Royal Guards +, +Lancers +, +Knife Throwers +, +Rampagers +Boss(es) +Elite Slasher +, +Elite Thorny +, two +Elite Trackers +Enemy tier +29-32 +Wandering Elite chance +60% +Hazards +Spikes, spiked flails +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Throne Room +, +Master's Keep +RtC +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +2 +Gear level +IX +Runes and Blueprints +Blueprints from enemies +Hayabusa Gauntlets +, +Tornado +, +Soldier Resistance +, +Initiative +Blueprints from secret areas +Boomerang +, +Acceptance +Enemies & Traps +Enemies +Bombardiers +, +Guardian Knights +, +Royal Guards +, +Lancers +, +Rampagers +, +Demons +Boss(es) +Elite Slasher +, +Elite Thorny +, two +Elite Trackers +Enemy tier +34-37 +Wandering Elite chance +60% +Hazards +Spikes, spiked flails +The +High Peak Castle +is a sixth level +biome +. It used to be filled with visitors and guards, among the castle grounds for many purposes. However, as of everything below it, the +Malaise +put a stop to all the normal activities. The last stand of the royal guard was among these grounds, but, as the current state reads, they did not make it through. +While the grand statue of the +King +still stands, the paintings as beautiful as ever, and the hallways still quite grand, High Peak Castle has fallen from grace. It seems that no matter how hard he tried to keep royalty safe, the Malaise won in the end. Some are to say that this is called karma. +General information +Access and exit +High Peak Castle can be accessed via the +Clock Room +, +Guardian's Haven +, +RotG +or the +Mausoleum +. +FF +There are two exits out of High Peak Castle. The main exit is blocked by two locked doors that need a +Castle Key +each, which can be found from the Elites found in three specific areas to open the gates to the +Throne Room +, where the +Hand of the King +awaits. The last exit leads to +Master's Keep +RtC +, this exit is only available after defeating +Dracula +. +Colored rooms +High Peak Castle will always have three rooms where Elite enemies reside. These Elites will always be a +Slasher +, two +Trackers +fought at the same time, and a +Thorny +. The various rooms containing the Elites with the +Castle Key +s are engulfed respectively in a red, green and blue light. +Of the keys that they drop, only two are required to get to the Throne Room. The third key will lead to a room that contains a Scroll of Power, two randomly generated items, and the blueprint of the +Boomerang +. Subsequent runs after the blueprint has been obtained will contain an item instead. +Level characteristics +Scrolls +High Peak Castle contains 2 Scrolls of Power, and 2 Dual Scrolls. When 3 +Boss Stem Cells +are active, this biome has 1 guaranteed +Scroll Fragment +, and when 4/5 +Boss Stem Cells +are active, this biome has 2 guaranteed +Scroll Fragments +. These cannot spawn in areas requiring the use of any runes. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the High Peak Castle based on difficulty. +Loot and shops +Main level +1 +Treasure chest +behind +Spider Rune +1 +Treasure chest +behind +Ram Rune +1 item behind +Spider Rune +1 item behind +Teleportation Rune +1 item behind +Homunculus Rune +1 Weapon shop +1 Skill shop +Exclusive blueprints +Castle Keys +The blueprint for the +Boomerang +can be found next to the exit to the Throne Room and requires the 3rd Castle Key. The player needs the +Ram Rune +and the +Spider Rune +to go through a very tight parkour with spikes. However it is also possible to do without the Spider Rune, but an amulet with an +Affix +that grants multiple jumps is required. Alternatively, the +Homunculus Rune +can be used to grab it at very little risk. +Moonflower Keys +The blueprint for the +Acceptance +mutation (3+ BSC) can be found in a secret area where the player must have 3 +Moonflower Key +s. These keys must be obtained by exchanging the +Gardener's Key +s from the +Promenade of the Condemned +and going through the +Ramparts +, the +Graveyard +, and the +Forgotten Sepulcher +, where the keys will be hidden throughout each level in secret areas. +Enemy blueprints +The blueprints for +Hayabusa Gauntlets +and +Dead Inside +(4+ BSC) can be looted from +Lancers +. +The blueprints for +Tornado +and +Soldier Resistance +can be looted from +Guardian Knights +. +The blueprint for +Initiative +can be looted from +Royal Guards +. +Enemies +The table below lists which enemies are present in the High Peak Castle on each difficulty level and which blueprints each may drop. When applicable, the minimum difficulty level for blueprint acquisition is specified. +Lore +The Castle hides a number of lore rooms shining light upon the events that led to the downfall of the King and his court, as well as the whole Island. +The rotten corpse of a soldier is found next to a stained letter he wrote describing his symptoms. He was coughing blood, his body was so itchy he scratched himself until he bled, suffered headaches, blurred vision and felt down. +The Alchemist's room +The Alchemist's room in the Castle. +The blue room appears to have been a laboratory for the +Alchemist +, granted to him by the +King +as a last resort option when he realized his ruthless methods were not working. Indeed, its shelves are full of various potions, vials and general scientific equipment akin to the +various labs +the Alchemist left all over the island. In the center of this room, where the Beheaded fights an Elite +Slasher +, endless rows of incubators can be seen, filled with mutated bodies. They are the same as those found in the Alchemist's Clock Tower lab +, in which he was immersing infected bodies in an experimental solution in hopes of finding a cure to the Malaise. +It is unclear whether the +Slasher +enemy was a result of the Alchemist's experiments or if it is just another Malaise-infected character, but the fact that it is in the Alchemist's Room suggests it could be the case. +The Human-Plant room +The human-plant hybrid in the Castle's green Elite room. +The green room is host to a variety of plant-like structures, and its walls, floors and ceiling have been colonized by vines. In the center of this room, the Beheaded fights an Elite +Thorny +in front of a hybrid human-plant character who seemingly broke out of its incubator. This hybrid is the result of crossbreeding experiments by the Alchemist +, in which he tried to administer plant extracts to a human "volunteer". +While the Alchemist reports that the experiment was a failure and that the subject did not survive, the fact that the incubator is broken and that the room has been invaded by plants suggest the hybrid did not actually die, and wreaked havoc in this part of the Castle. +It is unclear whether the +Thorny +enemy was a result of the Alchemist's experiments or if it is just another Malaise-infected character, but the fact that we fight it in this room and that the spikes on its back resemble the thorns of a rose (from which the hybrid seems to have sprouted) suggest it could be the case. +The Torture room +The Torture room in the Castle. +The red room appears to have been a torture chamber, as evidenced by the various torture instruments scattered on the floor and hanging from the ceiling. In the center of this room, the Beheaded fights two Elite +Dark Trackers +in a pool of blood flowing from a fountain, with what appears to be dismembered bodies and skeletons hanging from the ceiling. There is currently no lore in the game explaining the purpose of this Torture room. However, the quotation 'High Peak has fallen from its former glory... The last "banquet" held here served up human flesh.' during the level loading screen suggests that it might have been the use. It is unclear if it was used before or after the Malaise outbreak and the Island's downfall. +Destroyed lab +In the castle is a lab destroyed by the king's loyalists, all of which criticize the Alchemist's efforts for creating a cure, and that isolation is more effective: +" +The desk was ransacked. +" +" +Someone wrote in the diary, over the notes of the "alchemist", as he called himself. +" +" +Why do you continue your experiments, you poor fool? +" +" +We have to stand together in the face of adversity. +" +" +We have to ISOLATE healthy people from those affected by the Malaise! +" +" +LONG LIVE THE KING! +" +Abandoned chamber room +Inside the castle, a room with multiple beds can be found, presumably the quarters of the room guard, including the Hand of the King's. A note from a guard can be found, noting how the hand is above the King's suspicion and wishing well for the Giant as they haven't seen him in a while: +" +The Hand is above the King's suspicion, which is more than I can say for the Giant... Though I secretly hope he's ok, we've not seen him in a while now. +" +Another note from a guard notes how the food tastes different since the king ordered the old cook executed: +" +There's a strange taste to the food since the old cook was offed. The Hand doesn't seem to mind though, so I just hold my nose and dream of custard. +" +A note from the Hand of the King explains the King's paranoia of a plot again his life: +" +The King is convinced of the existence of a plot against his life. While such a plot may have cause to exist, I've seen no evidence of it. Worse, the food hasn't been up to standard since he had the cook executed... +" +Additionally, another letter can be found next to the Hand of the King's bed, mentioning how the king took down the portrait of him and the Giant personally, and how his men were rattled: +" +The King came to my quarters to personally remove the portrait of the Giant and I together. I understand his frustration, but my men were rattled... +" +Other rooms +As with most biomes, there is a chance of finding a lore room with a bonfire, referencing the game Dark Souls. When you interact with a sword at the campfire, The Beheaded will say "The campfire was abandoned by an earlier visitor", "It won't hurt if i stay here a little" and "Something has changed". Words written on the wall spell "GIT GUD" when interacted with, and the dead man will give an item with some gold. An enemy will sometimes appear in the room, and will drop a lot of cells upon death (50 at 1,4 Boss Stem Cells). +Trivia +In earlier versions of the game, this biome was just named +The Castle +. +The paintings in the Castle depict the various NPC's of the game, such as the Tutorial Knight, the Collector and others: +A painting of the island Dead Cells itself takes place on is present. +A room bigger than the usual with a giant painting of the +Giant +when he worked as a royal guard for the King. +There is also a painting of a mariner with tentacles for limbs and one red glowing eye hidden under a hood. This since-removed +NPC +was the Fisherman, who could be found in the +Pier +biome. He would say to the player "your vessel hasn't docked yet", indicating that there was no further content beyond the Pier at that point in the game's development; and would then proceed to kill the player with one of +Conjunctivius +'s tentacles, effectively counting the run as completed. +There are also many paintings with easter eggs and references to other media. These include: +A parody of the famous painting +The Scream +. +A portrait of Alucard from +Castlevania: Symphony of the Night +. +A portrait of the main characters from +Nier: Automata +. +A portrait of The Knight, main character from +Hollow Knight +, +another Metroidvania-type game. +A picture of a bonfire with a curved sword embedded in it, clear reference to the bonfires from the +Dark Souls +franchise; +Landscape paintings of the Obsidian Woods and Magaari Ember Highlands, from the game +Duelyst +. +A landscape of a firewatch tower, in reference to the game +Firewatch +. +The titular sword from the game +Transistor +. +A painting of a boy walking into a culvert/cave, from the Netflix series +Dark +. +A painting of the Estate from the game +Darkest Dungeon +. +A picture of Solaire of Astora, character also from +Dark Souls +, in his trademark pose "Praise the Sun!". +A picture of Stilgar, from the 1991 game +Dune +. +A landscape of the Dueling Peaks and two Decayed Guardians from the game +The Legend of Zelda: Breath of the Wild +. +A painting of the internet sensation Gigachad can be seen throughout the Castle. +Gallery +A statue of the King. +A portrait of the Giant. +A seemingly abandoned chamber room. +Sometimes scrolls can spawn in the area requiring the third Key of the Castle to enter. +History +References +↑ +Castle - Guard letter corpse malaise GIF +Gfycat +, 2018-08-28 +↑ +ClockTower - Alchemist experiments GIF +Gfycat +, 2018-08-19 +↑ +Castle - Alchemist grimoire Thorny GIF +Gfycat +, 2018-08-27 diff --git a/wiki_content/Hokuto's_Bow.txt b/wiki_content/Hokuto's_Bow.txt new file mode 100644 index 0000000000000000000000000000000000000000..fe186706153f79210007b28b58c40930ffbb846b --- /dev/null +++ b/wiki_content/Hokuto's_Bow.txt @@ -0,0 +1,117 @@ +URL: https://deadcells.wiki.gg/wiki/Hokuto%27s_Bow + +Hokuto's Bow +Marks the enemy, who then takes +52 DPS for 15 sec. If the enemy dies, the mark spreads. +You don't know it yet, but you're already dead. +Internal name +MarkBow +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.4 seconds +Duration +15 seconds (mark boost) +Base price +2250 +Damage +Base DPS +25 +Base hit +10 +Base bonus hit ++52 damage every .5s (mark boost) +Blueprint +Location +Drops from +Cannibals +Drop chance +1.7% +Unlock cost +50 +Hokuto's Bow +is a bow-type +ranged +weapon +which +marks +enemies with its shots, causing them to take additional DPS from any other source of damage. +Details +Ammo: +2 +Special Effects: +Arrows cause damaged enemies to take an additional 52 base DPS from all sources for 15 seconds. +If an enemy dies while affected by this weapon's debuff, it spreads to nearby enemies in a large area of effect. +The extra damage effect applied by this weapon can only be applied every 0.5 seconds at most. +Breach Bonus +: +0.7 +Base Breach Damage: +17 +Base Breach DPS: +34 +Attack Duration: +0.4 seconds +Charge: +0.15 +Lock: +0.1 +Cooldown: +0.25 +Tags: +HasBullets, Ranged, LimitedAmmo, NoCritical, NoAmmoPerk, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Super Pierce +"Shots pierce all enemies." +Synergies +Considering the low damage it deals, it's best to use Hokuto's Bow as a supportive tool to a more powerful weapon or skill. +Since the status effect lasts for 15 seconds and can be re-inflicted when it wears off, Hokuto's Bow is a viable support option for both crowd control and tankier enemies. As it would otherwise occupy a valuable weapon slot, a good option would be +Acrobatipack +, since it only needs to be applied rarely for support. +It works well with damage-over-time weapons such as +Firebrands +, +Throwing Knife +and +Alchemic Carbine +because the mark effect damage bonus will be fully capitalized on as long as there is even a single damaging status effect on the enemy to constantly apply the damage buff. +This weapon is affected by the mutation +Ammo +. +Notes +The increased-damage-taken debuff inflicted by this weapon's arrows is applied +after +the enemy is damaged, provided they survive the attack. As a result, enemies that usually die in one hit, such as +Bats +and +Kamikazes +, cannot be used to spread the debuff unless they have been tagged by the death of another marked enemy. +Affixes such as "+80% damage to +poisoned +targets" apply to the projectile damage but +not +to the +mark +effect. +The damage dealt by the +mark +effect +cannot +be buffed by any mutations or damage boosts like +Corrupted Power +. +The damage dealt by the +mark +effect is not reduced when this weapon is used from +backpack +via +Acrobatipack +. +Trivia +The head of the arrow in the weapon's icon resembles crosshairs, symbolizing marksmanship. +Hokuto's Bow is a reference to +Fist of the North Star +, Hokuto meaning North Star or Big Dipper. The line "You don't know it yet, but you're already dead" is a quote from Kenshiro, the anime's main character. +History diff --git a/wiki_content/Holy_Water.txt b/wiki_content/Holy_Water.txt new file mode 100644 index 0000000000000000000000000000000000000000..bfd01de291164a3fe13df62d9c7fd0486868fc8c --- /dev/null +++ b/wiki_content/Holy_Water.txt @@ -0,0 +1,72 @@ +URL: https://deadcells.wiki.gg/wiki/Holy_Water + +Holy Water +Toss a holy water vial on the ground, creating a pillar of fire dealing damage quickly and +burning +the enemies it hits +I can holy take so much water! +Internal name +HolyWater +Type +Grenade +Scaling +Recharge +12 seconds +Duration +5 seconds +Base price +2000 +Damage +Base DPS +55 +Base first hit +10 +Blueprint +Location +Drops from +Merman +Drop chance +1.7% +Unlock cost +50 +The +Holy Water +is a +grenade +skill +added in the +Return to Castlevania DLC +. It causes a flame geyser to erupt from the ground and damages enemies. +Details +Special Effects: +Creates a pillar of fire dealing damage quickly and +burning +the enemies it hits +Tags: +Ranged, Fire +Legendary Version: +Forced +Affix +: Item Crash +"Causes a holy rain to fall and burn enemies in sight" +Synergies +Creates a good condition to trigger the critical bonus from +Oiled Sword +and +Vampire Killer +. +Can be further paired with +Instinct of the Master of Arms +to reduce its cooldown. +Notes +The +burning +effect inflicted by the flame geyser created by this skill (but not the ones from the fire pool) can penetrate force fields. +All +burning +effects inflicted by the legendary variant of this skill can penetrate force fields. +Trivia +Modeled after +Holy Water/Fire Bomb +from Castlevania series +History diff --git a/wiki_content/Hunter's_Grenade.txt b/wiki_content/Hunter's_Grenade.txt new file mode 100644 index 0000000000000000000000000000000000000000..f6b1f87484afaa8824a5680f5271456b75b07a76 --- /dev/null +++ b/wiki_content/Hunter's_Grenade.txt @@ -0,0 +1,62 @@ +URL: https://deadcells.wiki.gg/wiki/Hunter%27s_Grenade + +Hunter's Grenade +Use this to annoy a monster. When its health is down to 40% or less, use " +Blueprint Extractor +". +"Catch 'em all!" +Internal name +Pokebomb +Type +Grenade +Scaling +Base price +3000 +Blueprint +Location +The Collector +- through Specialist's Showroom upgrade +Unlock cost +150 +The +Hunter's Grenade +is a unique +grenade +skill +which turns enemies into +Elite versions +for a guaranteed rare blueprint drop. +Details +Special Effects: +Eligible enemies are indicated by the +Hunter's Grenade icon above their heads. +Throwing the Hunter's Grenade at an eligible enemy will cause it to despawn from the player's inventory, as well as dropping a +Blueprint Extractor +nearby. The spawned Elite does not carry any special abilities, unlike normal Elites. +If all blueprints from the enemy type have already been acquired, the enemy is a boss, already is an Elite, or the player misses, the Hunter's Grenade will drop harmlessly to the ground and turn into its item form. For example, Zombies at 0 BSC will not drop the +Bobby Outfit +, and if the player has all other blueprints that can be obtained at 0 BSC, the Hunter's Grenade will not work. The game will simply say "No new blueprints can be obtained from this creature". +If an eligible enemy has no Elite variant (Kamikazes, Impalers, Bats, Protectors......etc), the grenade will instead transform it into a standard Elite +Zombie +. The extracted blueprint will still be from the original enemy's loot pool. An exception to this is +Medusa +, who will not transform into a Zombie or an Elite variant of herself, but rather remain in her original form, though the item still works as intended. +Tags: +NoAffix, Ranged, SingleUse, NoQualityUpgrade +Synergies +The Hunter's Grenade can be used to artificially elite enemies that still have blueprints, allowing it to trigger the +Giantkiller +'s crit condition. +Notes +Elites spawned by this skill will count towards the "Not so Tough" achievement when defeated, either with weapons or the Blueprint Extractor. +If the Hunter's Grenade misses, it will only transform back into its item form when the projectile has landed. For example, if it somehow falls into lava at Cavern, the grenade will just despawn and a new copy does not appear. +The Hunter's Grenade is unlocked from the Collector through the Specialist's Showroom upgrade. Once unlocked, it always appears in the Prisoners' Quarters behind a gold door within the Specialist's Shop, which can be unlocked for 3000 gold, or destroyed for a 50-kill curse. +Cannot be used to feed Diverse Deck Electrodynamics. +Trivia +Although the Hunter's Grenade appears to scale with Brutality, it lacks any meaningful scaling effects. +The Hunter's Grenade references a Poké Ball, a spherical device used to capture Pokémon in the well-known Pokémon franchise. +The description of the item is a reference to the franchise's "Gotta catch'em all!" slogan. +In early development for the Baguette Update, the Hunter's Grenade was instead named "Pokebomb". +When the Grenade-spawned Elite is below 40% health, the grenade's miniature icon (which resembles a Poké Ball) appears over them. +The fact that the Elite must be weakened before using the Blueprint Extractor might be a reference to the capture mechanic in the video games, where the chances of capturing a Pokémon increase as their health decreases. +History diff --git a/wiki_content/Hunter's_Instinct.txt b/wiki_content/Hunter's_Instinct.txt new file mode 100644 index 0000000000000000000000000000000000000000..e880d1a8a544808353722e4937ebbe6971ed9c6e --- /dev/null +++ b/wiki_content/Hunter's_Instinct.txt @@ -0,0 +1,34 @@ +URL: https://deadcells.wiki.gg/wiki/Hunter%27s_Instinct + +Hunter's Instinct +Decreases skill cooldowns by [0.3 base, 2.5 max] seconds for each enemy killed without using melee attacks. +Internal name +P_CDR_Distance +Scaling +Hunter's Instinct +is a +tactics +-scaling +mutation +which reduces the cooldown of skills for each enemy killed with a ranged weapon. +Details +Special Effects: +Each enemy killed with player's ranged weapons reduces the cooldown of skills by [0.3 base] seconds. +Scaling: ++0.12 seconds per Tactics stat +Notes +This mutation triggers if the enemies are killed by attacks from ranged weapons, +parried +shots (using +shields +), and bombs/arrows from weapons' +affixes +(including +melee weapons +). Does not trigger with melee attacks and skills. +Due to how the game qualifies what counts as a ranged kill, killing an enemy using a melee attack followed by a ranged weapon will not activate this mutation. However, it will activate the mutations +Predator +and +Killer Instinct +. +History diff --git a/wiki_content/Ice_Armor.txt b/wiki_content/Ice_Armor.txt new file mode 100644 index 0000000000000000000000000000000000000000..13894af2f3ebe7cefb53b9dd579d56a38efb93fd --- /dev/null +++ b/wiki_content/Ice_Armor.txt @@ -0,0 +1,73 @@ +URL: https://deadcells.wiki.gg/wiki/Ice_Armor + +Ice Armor +Covers you in ice that absorbs one attack and explodes +freezing +nearby enemies. If you don't take a hit it explodes after 8 seconds. +Internal name +IceArmor +Type +Power +Scaling +Recharge +20-30 seconds +Duration +8 seconds +Base price +1500 +Damage +Base hit +10 +Base bonus hit +25 +Blueprint +Location +Drops from +Ground Shakers +Drop chance +100% +Unlock cost +50 +Ice Armor +is a +power +skill +which creates a protective layer of ice around the player. This item is exclusive to the +Rise of the Giant DLC +. +Details +Special Effects: +Explodes if the player is damaged when it is active, after 8 seconds or upon being manually triggered. +The explosion deals 10 base damage and +freezes +nearby enemies for 2 seconds. Upon thawing, enemies will be +slowed down +for 1 second. +The skill's cooldown will not start until the armor expires. If Ice Armor did not absorb a hit, the cooldown is reduced by 10 seconds. +Tags: +NegligibleDamage, Ice, HasDuration +Legendary Version: +Forced +Affix +: White Walker +"The ice doesn't expire and can be kept until you get hit or reactivate it." +Notes +Since Ice Armor blocks a single attack, it will prevent any attack from resetting the kill streak counter or killing the player while cursed. +It is possible to use two copies of Ice Armor at once, should one of them be a Legendary item or by using the "Authorize the use of two identical items" setting in +Custom Mode +. A single attack will only destroy one of them at a time. +It cannot be used to block the explosion of a +Demolisher's +explosive bolt or +the Scarecrow's +scythe swings, as both deal damage more than once. +Trivia +Because the blueprint for this item is only dropped by enemies within the +Cavern +, it is technically an item exclusive to the +Rise of the Giant DLC +, even though it was added to the game in +v1.6 +, which was four updates later. +The legendary affix’s name, White Walker, is a reference to the creatures of the same name from Game of Thrones. +History diff --git a/wiki_content/Ice_Bow.txt b/wiki_content/Ice_Bow.txt new file mode 100644 index 0000000000000000000000000000000000000000..eaa092b235c6fd6f919fb44999ed1be384a76b38 --- /dev/null +++ b/wiki_content/Ice_Bow.txt @@ -0,0 +1,80 @@ +URL: https://deadcells.wiki.gg/wiki/Ice_Bow + +Ice Bow +Briefly +freezes +enemies. +Internal name +FrostBow +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.59 seconds +Base price +1750 +Damage +Base DPS +46 +Base hit +27 +Blueprint +Location +Drops from +Undead Archers +Drop chance +0.4% +Unlock cost +20 +The +Ice Bow +is a bow-type +ranged +weapon +which deals very little damage, but +freezes +enemies. +Details +Ammo: +4 +Special Effects: +Arrows +freeze +enemies near the point of impact for 1.2 seconds when they hit an enemy (on thaw, enemies are +slowed +for 1.05 seconds). +Breach Bonus +: +-1 +Base Breach Damage: +0 +Base Breach DPS: +0 +Attack Duration: +0.59 seconds +Charge: +0.19 +Lock: +0.2 +Cooldown: +0.4 +Tags: +NoCritical, Ice, HasBullets, LimitedAmmo, Ranged, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Strong Ice +"Reduces the chance of +unfreezing +an enemy when attacking." +Synergies +Can be used with +Heart of Ice +in combination with +Nutcracker +to deal high damage while lowering the cooldowns of your skills. +Notes +Cannot get +pierce affix +. +History diff --git a/wiki_content/Ice_Crossbow.txt b/wiki_content/Ice_Crossbow.txt new file mode 100644 index 0000000000000000000000000000000000000000..8682a0e64cc27c7c0ace571495f9da98d209de16 --- /dev/null +++ b/wiki_content/Ice_Crossbow.txt @@ -0,0 +1,154 @@ +URL: https://deadcells.wiki.gg/wiki/Ice_Crossbow + +Primary Ability +Secondary Ability +Ice Crossbow +Freezes +the enemy. +Internal name +FrostCrossBow +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.4 seconds +Base price +2250 +Damage +Base DPS +60 +Base hit +24 +Piercing Shot +Fires piercing bolts, inflicting +critical hits +and returning bolts lodged in +frozen +enemies. +Internal name +FrostCrossBowOffHand +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.85 seconds +Base price +2250 +Damage +Base DPS +47 ( +235 +) +Base hit +40 ( +200 +) +Blueprint +Location +Drops from the +Time Keeper +(4th kill) +Unlock cost +80 +The +Ice Crossbow +is a two-handed crossbow-type +ranged +weapon +. The primary ability can quickly fire short ranged bolts that +freeze +enemies, while the secondary ability, +Piercing Shot +, fires a bolt that knocks arrows out of +frozen +enemies and deals +critical damage +to +frozen +targets. +Details +Ammo: +9 +Special Effects: +Pressing the main attack button makes the crossbow fire a bolt that +freezes +enemies for 1.5 seconds. Upon thaw, enemies are +slowed +for 1 second. This attack can be fired automatically by holding down the main attack button. +Pressing the secondary attack button fires a piercing bolt that deals +critical damage +to +frozen +enemies. It also knocks out arrows stuck in enemies that are +frozen +. +Ice Crossbow +Breach Bonus +: +0 +Base Breach Damage: +24 +Base Breach DPS: +60 +Attack Duration: +0.4 seconds +Charge: +0.1 +Lock: +0.1 +Cooldown: +0.3 +Tags: +Ice, HasBullets, Ranged, IsCrossbow, LimitedAmmo, DualWeaponBase, UnlockInPublicEvent, CritSameAsNormalInUI +Legendary Version: +Forced +Affix +: Strong Ice +"Enemies hit by this will +thaw +more slowly." +Piercing Shot +Breach Bonus +: +0 +Base Breach Damage: +40 ( +200 +) +Base Breach DPS: +47 ( +235 +) +Attack Duration: +0.85 seconds +Charge: +0.35 +Lock: +0.35 +Cooldown: +0.5 +Tags: +DualWeaponOffhand, IsCrossbow +Legendary Version: +Forced +Affix +: Death Freeze +"Victims +Freeze +nearby enemies (1.8 seconds) when they die." +Synergies +Heart of Ice +can be used with Piercing Shot to lower cooldowns of your skills while dealing damage with the crossbow. +Kill Rhythm +suits the weapon's playstyle since it alternates weapon slots to deal damage. +Notes +Before +v1.9 +, the +Update of Plenty +, the Ice Crossbow was a single slot weapon. +It also used to have a secondary fire shooting multiple bolts in a shotgun-type pattern by holding down the attack button, similarly to +Flint +. +The Piercing Shot can roll the affix "+175% damage on a frozen target". +History diff --git a/wiki_content/Ice_Grenade.txt b/wiki_content/Ice_Grenade.txt new file mode 100644 index 0000000000000000000000000000000000000000..584274b35e43a7c118c744d70a890f8c4b69e196 --- /dev/null +++ b/wiki_content/Ice_Grenade.txt @@ -0,0 +1,63 @@ +URL: https://deadcells.wiki.gg/wiki/Ice_Grenade + +Ice Grenade +Freezes +its victims. +Internal name +IceBomb +Type +Grenade +Scaling +Recharge +18 seconds +Duration +6 seconds +Base price +1800 +Damage +Base hit +35 +The +Ice Grenade +is a +grenade +skill +which +freezes +nearby enemies on detonation. +Details +Special Effects: +Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. +The projectile bounces off of a Shieldbearer's shield without detonating. +Upon explosion, deals 35 base damage and +freezes +enemies in close proximity for 6 seconds ( +freeze +ends early if +frozen +enemy takes damage). +Tags: +Ranged, Ice, Explosive, NegligibleDamage, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Strong Ice +"Reduces the chance of unfreezing an enemy when attacking." +Synergies +Satisfies the +critical +conditions for the +Nutcracker +and +Piercing Shot +by freezing enemies. +Can immobilize enemies, allowing for the safer use of heavy items such as +Toothpick +and +Scythe Claws +. +Notes +The following enemies are immune to the +frozen +status effect: +History diff --git a/wiki_content/Ice_Shards.txt b/wiki_content/Ice_Shards.txt new file mode 100644 index 0000000000000000000000000000000000000000..75b31faaa018544e63e8b79ce2dcd7025a070c15 --- /dev/null +++ b/wiki_content/Ice_Shards.txt @@ -0,0 +1,111 @@ +URL: https://deadcells.wiki.gg/wiki/Ice_Shards + +Ice Shards +Slows down +enemies during 3 sec. Inflicts +critical hits +on targets standing in water or covered in +oil +. +Internal name +ThrowingIce +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.38 seconds +Base price +1750 +Damage +Base DPS +53 ( +68 +) +Base hit +20 ( +26 +) +Blueprint +Location +Drops from the +Time Keeper +(3rd kill) +Unlock cost +40 +Ice Shards +is a magic-type +ranged +weapon +which lets the player throw three small ice shards in a spread, which +slow down +enemies and deal +critical hits +to enemies in water or covered in +oil +. +Details +Special Effects: +Enemies that are hit +slow down +for 3 seconds. +Attacks deal ~1.28x damage ( +68 +base +critical +DPS) to enemies standing in water or covered in +oil +. +Breach Bonus +: +-1 +Base Breach Damage: +0 +Base Breach DPS: +0 +Attack Duration: +0.38 seconds +Charge: +0.06 +Lock: +0 +Cooldown: +0.32 +Tags: +Ranged, Ice, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Bouncy +"Projectiles bounce 2 times on the ground before disappearing." +Synergies +Due to its ability to keep enemies constantly +slowed +it works well with +Heart of Ice +or +Frostbite +. +Using +Frostbite +in conjunction with +Hokuto's Bow +increase even further the constant DPS, even better if the bow has the "Spreads +inflammable oil +on the enemy" affix to activate the critical condition of the shards +Can be used to activate 30% damage to +slowed +enemies affix. +This weapon can be used alongside slower weapons to execute combos more safely. +The short attack animation makes Ice Shards great to be used with any weapon as it won't majorly affect the combo duration. +If used with +Kill Rhythm +, Ice Shards can even decrease the combo duration while adding a +slow +effect and potentially killing trash mobs. +Notes +Due to the extremely quick attack speed and the somewhat long duration of the slow effect, this weapon can be used to keep nearby enemies constantly slowed at all times. +Trivia +This item was previously named +Ice Shock +. +History diff --git a/wiki_content/Ice_Shield.txt b/wiki_content/Ice_Shield.txt new file mode 100644 index 0000000000000000000000000000000000000000..2a9a4bca6196497765107b638978a0f836afea74 --- /dev/null +++ b/wiki_content/Ice_Shield.txt @@ -0,0 +1,90 @@ +URL: https://deadcells.wiki.gg/wiki/Ice_Shield + +Ice Shield +Parrying +an attack +freezes +nearby enemies. Reflected projectiles +freeze +enemies they hit. +Internal name +IceShield +Type +Shield +Scaling +Duration +2 seconds +Base price +1000 +Damage +Base block damage +20 ( +40 +) +Base absorbed damage +75% +Blueprint +Location +Drops from +Shieldbearers +Drop chance +10% +Unlock cost +20 +The +Ice Shield +is a +shield +weapon +which +freezes +nearby enemies when +parrying +an attack. +Details +Base Absorbed Damage: +75% +Special Effects: +Parried +melee attackers are +frozen +for a short duration, and subsequently +slowed down +. +Parried +projectiles and bombs +freeze +freeze enemies. +Breach Bonus +: +0 +Base Breach Damage: +20 ( +40 +) +Base Breach DPS: +54 ( +108 +) +Tags: +Shield, Ice +Legendary Version: +Forced +Affix +: Strong Ice +"Enemies hit by this will +thaw +more slowly." +Trivia +The Ice Shield was added in +The Legacy Update +, alongside +Ice Armor +, 2 new survival mutations, +Heart of Ice +and +Frostbite +, and the +Flying Alcoholic Outfit +as part of the winter theme of the update. +History diff --git a/wiki_content/Impaler.txt b/wiki_content/Impaler.txt new file mode 100644 index 0000000000000000000000000000000000000000..ae90e2e1d6af70c0c88faab23329f7297c3fd825 --- /dev/null +++ b/wiki_content/Impaler.txt @@ -0,0 +1,19 @@ +URL: https://deadcells.wiki.gg/wiki/Impaler + +This +disambiguation +page lists articles associated with the same title. If an +internal link +referred you here, you may wish to change the link to point directly to the intended article. +Impaler +can designate two things in +Dead Cells +: +Impaler (Weapon) +, a spear-type weapon that deals extra damage to enemies standing in front of walls or solid barriers. +Impaler (Enemy) +, a mushroom-like monster found in the +Ancient Sewers +and the +Dilapidated Arboretum +. diff --git a/wiki_content/Impaler_(Enemy).txt b/wiki_content/Impaler_(Enemy).txt new file mode 100644 index 0000000000000000000000000000000000000000..1443ec66e3f38e2e48f941395b074694cecad920 --- /dev/null +++ b/wiki_content/Impaler_(Enemy).txt @@ -0,0 +1,31 @@ +URL: https://deadcells.wiki.gg/wiki/Impaler_%28Enemy%29 + +Impaler +Base health +195 +Location(s) +Ancient Sewers +Dilapidated Arboretum +(1+ BSC) +Reward +Sadist's Stiletto +(1.7%) +Impalers +are stationary +enemies +found in the +Ancient Sewers +and the +Dilapidated Arboretum +. +Behavior +As the player gets in its range, the Impaler will summon massively damaging spikes from underneath the player's area. There will be a brief period where you will see a red indicator on the ground of where the spikes will appear. Falling onto them after they've come out of the ground will not damage the player. The spikes cannot be avoided by rolling or parrying. +The Impaler is also immune to stun. +Strategy +Impalers are dangerous for their ability to ambush players at range with omnidirectional detection, even when off-screen and will catch them off-guard easily. The only caveat is its limited range as it cannot move. +The spikes cannot be dodged by rolling through them or parrying, but can be jumped over with precise timing. +Trivia +In previous versions of Dead Cells, this enemy was called +Spiker +. +History diff --git a/wiki_content/Impaler_(Weapon).txt b/wiki_content/Impaler_(Weapon).txt new file mode 100644 index 0000000000000000000000000000000000000000..c035be4dabff2f60a6043f17643d4255151bb7c1 --- /dev/null +++ b/wiki_content/Impaler_(Weapon).txt @@ -0,0 +1,105 @@ +URL: https://deadcells.wiki.gg/wiki/Impaler_%28Weapon%29 + +Impaler +Inflicts a +critical hit +if the victim is up against a wall. +Internal name +ImpaleSpear +Type +Melee Weapon +Scaling +Combo rate +One 2-hit combo every 0.6 seconds +Base price +1500 +Damage +Base DPS +175 ( +450 +) +Base combo damage +105 ( +270 +) +Base first hit +45 ( +90 +) +Base second hit +60 ( +180 +) +Blueprint +Location +Drops from the +Concierge +(4th kill) +Unlock cost +40 +The +Impaler +is a spear-type +melee +weapon +which does +critical hits +to enemies against solid obstacles. +Details +Special Effects: +Attacks deal +critical +damage to enemies if they are next to a wall or door. +All hits push back enemies slightly. +Breach Bonus +: +0 / 0.25 +Base Breach Damage: +45 / 75 ( +90 +/ +225 +) +Base Breach DPS: +200 ( +525 +) +Combo Duration: +0.4 seconds +First Hit: +0.4 (0.2 + 0 + 0.2) +Second Hit: +0.2 (0.2 + 0 + 0) +Tags: +UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Super Back Damage +"+75% damage for hits in the back." +Synergies +The mutation +Melee +works well as you can keep multiple enemies +slowed down +. +Weapons or skills with high knockback, such as +Assault Shield +, +War Javelin +, +Gilded Yumi +or +Wave of Denial +, can be very useful to set up +critical +hits for the Impaler. +War Javelin +is a generally good choice for this because you can teleport to the thrown javelin. +The deployable +Emergency Door +can be used to deal a single critical strike with the impaler, before breaking. +Notes +Only one enemy has to be within close proximity to a suitable obstacle for every other enemy in the path to be struck by a critical hit. +Critical hits can be triggered from walls, doors, or barriers in boss fights. +History diff --git a/wiki_content/Indulgence.txt b/wiki_content/Indulgence.txt new file mode 100644 index 0000000000000000000000000000000000000000..1bbc537b5d79039ea5e845260fd8088782140ee6 --- /dev/null +++ b/wiki_content/Indulgence.txt @@ -0,0 +1,62 @@ +URL: https://deadcells.wiki.gg/wiki/Indulgence + +Indulgence +Calls down a ray of vengeful light on the nearest enemy dealing +critical damage +if you are not cursed. Targets killed by this skill purge you of 3 stacks of curse instead of 1. Summons 1 additional ray per 5 curses you have. +Whatever's up there, now would be a good time to help out! +Internal name +Indulgence +Type +Power +Scaling +Recharge +10 seconds +Base price +2000 +Damage +Base DPS +200 +Base hit +120 ( +240 +) +Blueprint +Location +Drops from +Sore Loser +Drop chance +10% +Unlock cost +150 +Indulgence +is a +power +skill +which casts down a damaging laser that has varying effects. For every 5 points of +curse +, it fires an additional damaging laser. Each enemy killed by a laser reduces the player's curse counter by 3. If the player is not cursed, the laser deals +critical damage +. +Details +Special Effects: +The amount of rays is capped at 5. +Tags: +ActivatedWithDelay +Legendary Version: +Forced +Affix +: Pure Heart +"Triggers the effect of the item once more if it kills at least one enemy." +Synergies +Can quickly clear curses of small stacks given by items such as +Anathema +or +Misericorde +. +Can help clearing any other curse, making mutations such as +Alienation +or +Cursed Flask +more desirable. +History diff --git a/wiki_content/Infantry_Bow.txt b/wiki_content/Infantry_Bow.txt new file mode 100644 index 0000000000000000000000000000000000000000..3b1644b8ae9f7daf249cdf343b7bf797cd32ffe9 --- /dev/null +++ b/wiki_content/Infantry_Bow.txt @@ -0,0 +1,95 @@ +URL: https://deadcells.wiki.gg/wiki/Infantry_Bow + +Infantry Bow +Inflicts a +critical hit +at close range. +A bow specially designed for hand-to-hand combat. +Internal name +CloseCombatBow +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.4 seconds +Base price +2000 +Damage +Base DPS +78 ( +217 +) +Base hit +31 ( +87 +) +Blueprint +Location +Drops from +Undead Archers +Drop chance +1.7% +Unlock cost +5 +The +Infantry Bow +is a bow-type +ranged +weapon +which deals +critical hits +to nearby enemies. +Details +Ammo: +8 +Special Effects: +Deals +critical +damage to enemies near the player's position at the time of firing. +Breach Bonus +: +0.7 +Base Breach Damage: +52.7 ( +148 +) +Base Breach DPS: +88 ( +246 +) +Attack Duration: +0.4 seconds +Charge: +0.15 +Lock: +0.2 +Cooldown: +0.25 +Tags: +HasBullets, Ranged, LimitedAmmo, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Bleed on Hit +"Makes the victim +bleed +." +Synergies +Due to the Infantry Bow already functioning best in close-range combat, +Point Blank +can greatly boost its DPS output. +Phaser +is effective at positioning the player in the immediate vicinity of enemies to activate this weapon's critical condition. +Grappling Hook +can also be used even if it scales with +Brutality +. +Critical +hit condition is opposite to +Marksman's Bow +. Mixing these weapons can provide a pretty decent amount of +critical +damage depending on the player's distance to the enemies. +Notes +Due to its close-range critical condition as well as its status as a ranged weapon, it's great for close-quarters encounters while also being versatile for hitting faraway targets. +History diff --git a/wiki_content/Infantry_Grenade.txt b/wiki_content/Infantry_Grenade.txt new file mode 100644 index 0000000000000000000000000000000000000000..4fa4baa11dd3490609c363eb06ca8dd192e41691 --- /dev/null +++ b/wiki_content/Infantry_Grenade.txt @@ -0,0 +1,34 @@ +URL: https://deadcells.wiki.gg/wiki/Infantry_Grenade + +Infantry Grenade +Quick to use, but not super powerful. +Internal name +FastGrenade +Type +Grenade +Scaling +Recharge +4 seconds +Base price +1250 +Damage +Base hit +90 +The +Infantry Grenade +is a +grenade +skill +which has a short cooldown and throws a medium-damage explosive at a small area of effect. +Details +Special Effects: +Throws an arcing projectile which explodes for 90 base damage in a small area of effect on contact with an enemy or a horizontal surface. +The projectile bounces off of a Shieldbearer's shield without detonating. +Tags: +Ranged, Explosive, ShortCooldown, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Oil +"Covers victims in inflammable oil." +History diff --git a/wiki_content/Infected_Worker.txt b/wiki_content/Infected_Worker.txt new file mode 100644 index 0000000000000000000000000000000000000000..d615a078b3847512a1db17fa6db33fad503ac892 --- /dev/null +++ b/wiki_content/Infected_Worker.txt @@ -0,0 +1,49 @@ +URL: https://deadcells.wiki.gg/wiki/Infected_Worker + +Infected Worker +Base health +250 +Location(s) +Derelict Distillery +Reward +Barrel Launcher +(0.4%) +Related +Living Barrel +Infected Workers +are +enemies +added in +v2.0 +, the +Barrels o' Fun Update +. They are unique to the +Derelict Distillery +. They are big hulking humanoid enemies carrying a scaffold with barrels. +Behavior +When the Infected Worker detects the player at a distance, they will throw a barrel at them. If the player is too close, they will lay down a barrel and jump back. +Moveset +Barrel throw +Description: +Tosses an explosive bouncing barrel overhead. +Barrel can be blocked, parried, and dodge rolled. +The explosion can be blocked or parried, but +not +dodge rolled. +Hitting the barrel will knock it back and deal damage to enemies while preventing self-damage. +Drop barrel +Description: +Lays an explosive barrel in front of them, then quickly jumps back. The barrel will explode after a delay. +Barrel explosion can be blocked or parried, but +not +dodge rolled. +Hitting the barrel will knock it back and deal damage to enemies while preventing self-damage. +Despite seeming like an "overhead" vertical attack, this move can be parried. However, it will still leave an enemy barrel on the ground as a follow-up, so after a successful parry the player must still either attack the barrel, or get out of the explosion range. +Strategy +Thrown barrels can easily be dodged by rolling under them. They can also be re-reflected by hitting the barrels back at them. +The second attack has a long animation giving you plenty of time to get out of explosion radius. +Notes +The barrels they throw can destroy damaged walls. This can be used to obtain one of the achievements related to the +Derelict Distillery +. +History diff --git a/wiki_content/Infested_Shipwreck.txt b/wiki_content/Infested_Shipwreck.txt new file mode 100644 index 0000000000000000000000000000000000000000..bdd9404c0d737a48d2b0d94a94d539a812ba30d5 --- /dev/null +++ b/wiki_content/Infested_Shipwreck.txt @@ -0,0 +1,481 @@ +URL: https://deadcells.wiki.gg/wiki/Infested_Shipwreck + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: Gallery section is missing. +A creaking heap of driftwood. Surely nothing bad can come out of it. +In the sea, no one can hear you scream. +Ships were freely coming and going to the island before the Lighthouse was extinguished. +Ph'nglui mglw'nafh staphy dobor wgah'nagl fhtagn. +Infested Shipwreck +Stage # +6 +Soundtrack +Shipwreck +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Lighthouse +TQatS +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Maw of the Deep +, +Mutineer Outfit +, +Hand Hook +, +Killing Deck +, +Armored Shrimp Carcass Outfit +, +Wave of Denial +, +Powerful Grenade +, +Porcupack +, +Frantic Sword +, +Kamikaze Outfit +Blueprints from secret areas +Abyssal Trident +Enemies & Traps +Enemies +Mutineers +, +Armored Shrimps +, +Bombardiers +, +Rancid Rats +, +Kamikazes +Enemy tier +24-27 +Wandering Elite chance +50% +Hazards +Spikes, Breakable floors +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Lighthouse +TQatS +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Maw of the Deep +, +Mutineer Outfit +, +Hand Hook +, +Killing Deck +, +Armored Shrimp Carcass Outfit +, +Wave of Denial +, +Powerful Grenade +, +Porcupack +, +Frantic Sword +, +Kamikaze Outfit +, +Neon Outfit +Blueprints from secret areas +Abyssal Trident +Enemies & Traps +Enemies +Mutineers +, +Armored Shrimps +, +Bombardiers +, +Rancid Rats +, +Kamikazes +Enemy tier +26-29 +Wandering Elite chance +50% +Hazards +Spikes, Breakable floors +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Lighthouse +TQatS +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Maw of the Deep +, +Mutineer Outfit +, +Hand Hook +, +Killing Deck +, +Armored Shrimp Carcass Outfit +, +Wave of Denial +, +Powerful Grenade +, +Porcupack +, +Frantic Sword +, +Kamikaze Outfit +, +Neon Outfit +, +Wrenching Whip +, +Heart of Ice +, +Scavenged Bombard +Blueprints from secret areas +Abyssal Trident +Enemies & Traps +Enemies +Mutineers +, +Armored Shrimps +, +Bombardiers +, +Rancid Rats +, +Kamikazes +, +Pirate Captains +Enemy tier +27-30 +Wandering Elite chance +50% +Hazards +Spikes, Breakable floors +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Lighthouse +TQatS +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +1 +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Maw of the Deep +, +Mutineer Outfit +, +Hand Hook +, +Killing Deck +, +Armored Shrimp Carcass Outfit +, +Wave of Denial +, +Powerful Grenade +, +Aphrodite Outfit +, +Porcupack +, +Frantic Sword +, +Kamikaze Outfit +, +Neon Outfit +, +Wrenching Whip +, +Heart of Ice +, +Scavenged Bombard +, +Adrenaline +Blueprints from secret areas +Abyssal Trident +Enemies & Traps +Enemies +Mutineers +, +Armored Shrimps +, +Bombardiers +, +Rancid Rats +, +Kamikazes +, +Pirate Captains +, +Rampagers +Enemy tier +29-32 +Wandering Elite chance +50% +Hazards +Spikes, Breakable floors +Previous biome(s) +Clock Room +, +Guardian's Haven +RotG +, +Mausoleum +FF +Next biome(s) +Lighthouse +TQatS +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +2 +Gear level +IX +Runes and Blueprints +Blueprints from enemies +Maw of the Deep +, +Mutineer Outfit +, +Hand Hook +, +Killing Deck +, +Armored Shrimp Carcass Outfit +, +Wave of Denial +, +Powerful Grenade +, +Aphrodite Outfit +, +Porcupack +, +Frantic Sword +, +Kamikaze Outfit +, +Neon Outfit +, +Wrenching Whip +, +Heart of Ice +, +Scavenged Bombard +, +Adrenaline +Blueprints from secret areas +Abyssal Trident +Enemies & Traps +Enemies +Mutineers +, +Armored Shrimps +, +Bombardiers +, +Rancid Rats +, +Kamikazes +, +Pirate Captains +, +Rampagers +Enemy tier +34-37 +Wandering Elite chance +50% +Hazards +Spikes, Breakable floors +BSC +Door Rewards +2 BSC +3 BSC +4 BSC +Treasure chest +Treasure chest +Chained items altar +The +Infested Shipwreck +is a sixth level +biome +exclusive to the +Queen and the Sea DLC +. It is a hulk of abandoned ships crashed at the base of the lighthouse. The ships are filled with spikes and platforms of rotting wood which can be destroyed by enemies, causing potentially very precarious paths through the cramped ships, much like the +Corrupted Prison +, the ships are extremely infected with the Malaise. +General information +How to Access +Infested Shipwreck is accessed via the +Clock Room +, +Guardian's Haven +, +RotG +or the +Mausoleum +. +FF +Before being able to enter, the player must speak to the +Fisherman +in the +Toxic Sewers +, who will ask to meet at the shore. He also says you should visit an old lighthouse keeper in the +Stilt Village +. The entrance is blocked by a locked door that needs a +Crowned Key +, which can be found on the corpse of the lighthouse keeper Michel after defeating the Elite +Armored Shrimp +found in his house. Afterwards the level can be accessed freely. +Level characteristics +Scrolls +The Infested Shipwreck contains 2 Scrolls of Power, and 2 Dual Scrolls. When 3 +Boss Stem Cells +are active, this biome has 1 bonus Scroll of Power Scroll and 1 guaranteed +Scroll Fragment +, and when 4/5 +Boss Stem Cells +are active, this biome has 2 guaranteed +Scroll Fragments +. These cannot spawn in areas requiring the use of any runes. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Infested Shipwreck based on difficulty. +Loot and shops +Main level +1 +Treasure chest +behind +Spider Rune +1 +Treasure chest +behind +Ram Rune +1 Weapon shop +1 Skill shop +Boss Stem Cells rewards +2 +BSC +: +Treasure chest +3 +BSC +: +Treasure chest +4 +BSC +: Chained items altar +Exclusive blueprints +Trident pedastal +The +Abyssal Trident +is found inside a lore room located in the Infested Shipwreck. The room can be accessed by digging up a key placed randomly within the biome- the key's location can be discerned by collecting four pieces of a map, which will create an " +X +" on the map where the key is buried. +" +What a beautiful pedestal! +" +" +That trident must have belonged to someone important. +" +" +Well, anyway... +" +Enemy blueprints +The blueprints for +Maw of the Deep +and +Mutineer Outfit +are looted from +Mutineers +. +The blueprints for +Hand Hook +, +Killing Deck +and +Armored Shrimp Carcass Outfit +can be looted from +Armored Shrimps +. +Enemies +In the Infested Shipwreck, there are two unique enemies: +Mutineers +and +Armored Shrimps +. +The table below lists which enemies are present in the Infested Shipwreck on each difficulty level and which blueprints each may drop. When applicable, the minimum difficulty level for blueprint acquisition is specified. +Trivia +" +Ph'nglui mglw'nafh staphy dobor wgah'nagl fhtagn +" is a reference to +Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn +" translating to: " +In his house at R'lyeh dead Cthulhu waits dreaming +". +Interestingly, The Infested Shipwreck contains no respawning lore rooms, as its only lore room contains the +Abyssal Trident +, which does not reveal any information and does not reappear after acquiring the weapon. Due to this, the only information on this biome comes from the lore room in +Stilt Village +, where the player obtains the +Crowned Key +. +Gallery +TBA +History diff --git a/wiki_content/Initiative.txt b/wiki_content/Initiative.txt new file mode 100644 index 0000000000000000000000000000000000000000..d4c0a04caa3d15bfc61ee523170177a0f2a9eb0d --- /dev/null +++ b/wiki_content/Initiative.txt @@ -0,0 +1,33 @@ +URL: https://deadcells.wiki.gg/wiki/Initiative + +Initiative +Your first melee strike against an enemy inflicts +[100 base] damage. +Internal name +P_DmgFirstHit +Scaling +Blueprint +Location +Drops from +Royal Guards +Drop chance +10% +Unlock cost +50 +Initiative +is a +brutality +-scaling +mutation +which increases the damage of the first attack against any enemy. +Details +Scroll Cap: +None +Special Effects: +Enemies take +[100 base] damage for the first melee attack. Does not work with ranged attacks. +Scaling: +100 × 1.15 +Stat - 1 +extra damage +Notes +Every initial hit from a melee weapon against each enemy will receive this damage boost. +History diff --git a/wiki_content/Inquisitor.txt b/wiki_content/Inquisitor.txt new file mode 100644 index 0000000000000000000000000000000000000000..7de6ef203c0dc438349408e962767aa1693ee594 --- /dev/null +++ b/wiki_content/Inquisitor.txt @@ -0,0 +1,61 @@ +URL: https://deadcells.wiki.gg/wiki/Inquisitor + +Inquisitor +Base health +100 +Location(s) +Ramparts +, +Graveyard +, +Forgotten Sepulcher +, +Slumbering Sanctuary +, +Fractured Shrines +Ossuary +(1+ BSC) +Prisoners' Quarters +(2+ BSC) +Corrupted Prison +(3+ BSC) +Clock Tower +(4+ BSC) +Throne Room +(summoned by the Hand of the King) +Reward +Lightning Bolt +(1.7%) +Vampirism +(0.4%) +Mage Outfit +(2+ BSC; 0.4%) +Related +Arbiter +Inquisitors +are long-range +enemies +which fire projectiles at the player through walls. +Behavior +Inquisitors' only attack is a magical bolt projectile. They back step when the player gets too close to them. +Moveset +Arcane bolt +Description: +Charges up and fires a magic bolt that goes through walls. +Can be blocked, parried, and dodge rolled. +A line which shows the projectile's trajectory appears while charging. +Reflected projectiles will go through walls. +Moving behind the Inquisitor before it fires will interrupt the attack. +Back step +Description: +When the player is too close, it back steps a small distance away +Strategy +Like most ranged enemies, Inquisitors are weak alone, and can be killed with terrifying ease. +Elite Inquisitors can fire their attack faster than normal and, like most elites, can teleport after the player, but is otherwise extremely vulnerable too. +Since its attack goes through walls, items that parry attacks can be abused to easily kill it (i.e. shields, Cocoon, etc) +They are not rendered 100% invisible by +Maskers +as their glowing hands and 'horns' still show through the fog created by them. +Trivia +An Inquisitor's bolts cannot break doors when they fly through them unless it has been returned. +History diff --git a/wiki_content/Instinct_of_the_Master_of_Arms.txt b/wiki_content/Instinct_of_the_Master_of_Arms.txt new file mode 100644 index 0000000000000000000000000000000000000000..23c8c05277fa6799efc8472cdf23fb119457db3d --- /dev/null +++ b/wiki_content/Instinct_of_the_Master_of_Arms.txt @@ -0,0 +1,49 @@ +URL: https://deadcells.wiki.gg/wiki/Instinct_of_the_Master_of_Arms + +Instinct of the Master of Arms +Reduces the cooldown on your skills by [0.08 base, 1 max] sec with each +critical hit +. +Internal name +P_CDR_Crit +Scaling +Colorless +Instinct of the Master of Arms +is a colorless +mutation +which reduces the cooldown of +skills +when dealing +critical +hits. +Details +Scroll Cap: +24 of the highest stat +Special Effects: +Each +critical hit +reduces skill cooldown by [0.08 base] seconds. +The effect has a cooldown of 0.2 seconds. +Scaling: ++0.04 seconds reduction per highest stat +Notes +Can only trigger once every 0.2 seconds. +The effect can triggered with shields because a +parry +with them inflicts a +critical hit +. +Can be triggered by +critical hits +from some skills such as +Pollo Power +or +Scarecrow's Sickles +, but +not +from others such as +Leghugger +or +Barnacle +. +History diff --git a/wiki_content/Insufferable_Crypt.txt b/wiki_content/Insufferable_Crypt.txt new file mode 100644 index 0000000000000000000000000000000000000000..248c1ae0efab75e04411a4a0e393ac3bdbe193c2 --- /dev/null +++ b/wiki_content/Insufferable_Crypt.txt @@ -0,0 +1,268 @@ +URL: https://deadcells.wiki.gg/wiki/Insufferable_Crypt + +The guards stored a lot of things in this old crypt. Weapons, provisions... and chains, just in case. +Strange cries can be heard from the storehouse. Surely they're not human... No, no. +The King decided to convert this old crypt into a storehouse. After all, there was still plenty of room in the cemetery at the time. +Some of the guards tell of throwing bodies down there to feed her. Perhaps she just wanted to play? +Insufferable Crypt +Soundtrack +Conjonctivius +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Ancient Sewers +Next biome(s) +Graveyard +, +Slumbering Sanctuary +Gear level +V +Runes and Blueprints +Blueprints from enemies +Tentacle +, +Cursed Sword +, +Counterattack +, +Gastronomy +, +Recovery +, +Advanced Forge I +, 6 +Conjunctivius Outfits +Enemies & Traps +Boss(es) +Conjunctivius +Enemy tier +11 +Hazards +Spikes +Previous biome(s) +Ancient Sewers +Next biome(s) +Graveyard +, +Slumbering Sanctuary +Gear level +V +Runes and Blueprints +Blueprints from enemies +Tentacle +, +Cursed Sword +, +Counterattack +, +Gastronomy +, +Recovery +, +Advanced Forge I +, 6 +Conjunctivius Outfits +Enemies & Traps +Boss(es) +Conjunctivius +Enemy tier +14 +Hazards +Spikes +Previous biome(s) +Ancient Sewers +Next biome(s) +Graveyard +, +Slumbering Sanctuary +Gear level +V +Runes and Blueprints +Blueprints from enemies +Tentacle +, +Cursed Sword +, +Counterattack +, +Gastronomy +, +Recovery +, +Advanced Forge I +, 6 +Conjunctivius Outfits +Enemies & Traps +Boss(es) +Conjunctivius +Enemy tier +15 +Hazards +Spikes +Previous biome(s) +Ancient Sewers +, +Ramparts +Next biome(s) +Graveyard +, +Slumbering Sanctuary +Scroll Fragments +3 +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Tentacle +, +Cursed Sword +, +Counterattack +, +Gastronomy +, +Recovery +, +Advanced Forge I +, 6 +Conjunctivius Outfits +Enemies & Traps +Boss(es) +Conjunctivius +Enemy tier +17 +Hazards +Spikes +Previous biome(s) +Ancient Sewers +, +Ramparts +Next biome(s) +Graveyard +, +Slumbering Sanctuary +Scroll Fragments +5 +Gear level +VIII +Runes and Blueprints +Blueprints from enemies +Tentacle +, +Cursed Sword +, +Counterattack +, +Gastronomy +, +Recovery +, +Advanced Forge I +, 6 +Conjunctivius Outfits +Enemies & Traps +Boss(es) +Conjunctivius +Enemy tier +20 +Hazards +Spikes +Timed door +19:30 (Only for the +Graveyard +) +The +Insufferable Crypt +is a first boss +biome +. It is a large room with a hallway on both sides guarded by +Conjunctivius +. There are four platforms: one near the ground in the middle of the room, two higher up on either side, and a fourth in the middle near the ceiling. Before the infectious +Malaise +made its debut, this former crypt was converted into a storage room. The old crypt had little need to be used, as there wasn't such an influx of bodies to bury. +However, then people started dying. That's when she appeared. This... +monstrosity +had suddenly risen up from a pile of mutated rot and flesh. The guards needed to confine her somewhere, lest their lives be forfeit; thus, they chained her up, and here she remains, hungry. It's been a long while since she last smelled the sweet, succulent scent of human flesh. +General information +Access and exit +This biome can be accessed through the +Ancient Sewers +or by going through a 3 +BSC +door in the +Ramparts +. Two exits are available after the crypt, leading to the +Slumbering Sanctuary +and the +Graveyard +, the latter of which requires the +Spider Rune +. +Level characteristics +Scrolls +When 3 +Boss Stem Cells +are active, Conjunctivius will drop 3 guaranteed +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, she will drop 5 +Scroll Fragments +. +Enemy tier and gear level scaling +Exclusive blueprints +Beating +Conjunctivius +will award the following blueprints: +1st kill - +Tentacle +weapon +3rd kill - +Cursed Sword +weapon +4th kill - +Gastronomy +mutation +5th kill - +Recovery +mutation +6th kill - +Advanced Forge I +blueprint, which is a permanent upgrade once unlocked +Conjunctivius Outfits +Beating Conjunctivius will also reward the player with one of her +outfits +. There are 6 Conjunctivius outfits, one for each difficulty and one for defeating Conjunctivius 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 +BSC +if it hasn't been looted yet. +0 +BSC +: +Classic Conjunctivius Outfit +1 +BSC +: +Starved Conjunctivius Outfit +2 +BSC +: +Enraged Conjunctivius Outfit +3 +BSC +: +Revolted Conjunctivius Outfit +4 +BSC +: +Legendary Conjunctivius Outfit +Flawless kill: +Flawless Conjunctivius Outfit +Lore +Conjunctivius +See the +main article +for information about Conjunctivius. +History diff --git a/wiki_content/Iron_Staff.txt b/wiki_content/Iron_Staff.txt new file mode 100644 index 0000000000000000000000000000000000000000..fea0c131106d1cdd05c24ecd9a837334a6a2914c --- /dev/null +++ b/wiki_content/Iron_Staff.txt @@ -0,0 +1,114 @@ +URL: https://deadcells.wiki.gg/wiki/Iron_Staff + +Iron Staff +The first hit allows you to +parry +melee hits. The combo inflicts +critical hits +after a successful parry. +Internal name +GiantStaff +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.78 seconds +Base price +1750 +Damage +Base DPS +135 ( +404 +) +Base combo damage +240 ( +720 +) +Base first hit +60 ( +216 +) +Base second hit +80 ( +224 +) +Base third hit +100 ( +280 +) +Blueprint +Location +Drops from +Stone Wardens +Drop chance +100% +Unlock cost +50 +The +Iron Staff +is a special +melee +weapon +exclusive to the +Fatal Falls DLC +. It has the unique capability of being able to +parry +enemy melee attacks using the first attack in its combo, resulting in the remaining attacks dealing +critical hits +. +Details +Special Effects: +First hit in the combo can +parry +melee attacks. +On a successful parry the next hits of the combo deal +critical +damage. +Parried +enemies take [60 base] damage and are stunned for 2 seconds. +Breach Bonus +: +-0.95 / 1 / 0.5 +Base Breach Damage: +3 / 160 / 150 ( +11 +/ +448 +/ +420 +) +Base Breach DPS: +176 ( +494 +) +Combo Duration: +1.78 seconds +First Hit: +0.39 (0.34 + 0.05 + 0) +Second Hit: +0.64 (0.44 + 0.2 + 0) +Third Hit: +0.75 (0.45 + 0.3 + 0) +Tags: +HeavyWeapon +Legendary Version: +Forced +Affix +: Frost Shield +" +Freezes +enemies blocked with a +parry +." +Notes +Since this weapon has the unique capability to +parry +enemy melee attacks, it is able to synergize with any mutations related to +parrying +, such as +Blind Faith +and +Spite +. However, it cannot parry projectiles. +The best way to get critical hits with this weapon is to hold off on attacks most of the time, only swinging when you have parried an attack or are very desperate. Being patient is crucial for success, as getting too greedy can lead to the player missing the parry. +History diff --git a/wiki_content/Jerkshroom.txt b/wiki_content/Jerkshroom.txt new file mode 100644 index 0000000000000000000000000000000000000000..6db227b5533c467c081da0d79255de3061423088 --- /dev/null +++ b/wiki_content/Jerkshroom.txt @@ -0,0 +1,64 @@ +URL: https://deadcells.wiki.gg/wiki/Jerkshroom + +Jerkshroom +Base health +50 +Location(s) +Dilapidated Arboretum +TBS +Undying Shores +FF +(After visiting Dilapidated Arboretum) +Reward +Mushroom Boi! +TBS +(100%) +Mushroom Boi's Outfit +TBS +(1+ BSC; 1.7%) +Related +Yeeter +TBS +, +Impaler +Jerkshrooms +are +enemies +that only appear in the +Dilapidated Arboretum +. +TBS +They are exclusive to the +Bad Seed DLC +. +Behavior +When a Jerkshroom spots the player, it will do one of the following actions: +It will charge at them, and use a small vertical swipe attack that can be parried or rolled through. +If the player is facing the Jerkshroom, it will hide in its shell until the player looks in the opposite direction. It will be impervious to most attacks while in its shell, with the exception of all weapons with the "ignores shields" trait. +Moveset +Hide +Description: +Bends down to negate attacks using its shell. +Cannot be blocked, parried or dodge rolled. +Weapons and skills that ignore shields will still be able to damage the Jerkshroom while it's hiding. +Charge +Description: +Charges at the player, swiping vertically upon impact. +Can be blocked, parried, and dodge rolled. +If the Jerkshroom is hiding, then it will always perform this move afterwards. +Strategy +As Jerkshrooms are small but often semi-abundant, it's best to have a weapon or skill that works in a relatively large area of effect, as they can effectively handle a group of Jerkshrooms. Any weapons or skills that can ignore shields work wonders for quickly killing these enemies, as they can bypass the hide and shorten the time needed to kill Jerkshrooms by a fair amount in most cases. The Homunculus rune can also be an effective way to handle them, as it ignores shields and can often latch onto them with ease. If you can kill Jerkshrooms before they can hide, then they should pose little to no problem. +Trivia +A Jerkshroom was prominently featured in the +Bad Seed DLC +launch trailer alongside the new +Yeeter +TBS +enemy. +Jerkshrooms first appeared in the +Bad Seed DLC +teaser, once again alongside the +Yeeter +. +TBS +History diff --git a/wiki_content/Kamikaze.txt b/wiki_content/Kamikaze.txt new file mode 100644 index 0000000000000000000000000000000000000000..f6636bf61d43d825296481f2f4caced2ac3dd44d --- /dev/null +++ b/wiki_content/Kamikaze.txt @@ -0,0 +1,59 @@ +URL: https://deadcells.wiki.gg/wiki/Kamikaze + +Kamikaze +Base health +1 +Location(s) +Toxic Sewers +, +Ancient Sewers +, +Prison Depths +, +Stilt Village +, +Slumbering Sanctuary +, +Graveyard +, +Forgotten Sepulcher +, +Derelict Distillery +, +Infested Shipwreck +Promenade of the Condemned +(1+ BSC) +Reward +Frantic Sword +(0.4%) +Kamikaze Outfit +(1.7%) +Neon Outfit +(1+ BSC; 0.4%) +Kamikazes +are bat-like flying +enemies +encountered in various biomes and difficulties +Behavior +Kamikazes will relentlessly pursue the player once they are within sight. If a target is within range, they stop briefly, then explode for massive damage and die. They will not explode if killed by the player. +Moveset +Suicide bomb +Description: +Explodes after a delay. +Cannot +be dodge rolled. +Can be blocked or parried. +Kamikazes that die this way still count towards the player's killstreak, but do not drop any gold or cells. They will also not trigger kill based effects such as +Berserker +. They will still drop items, food, and scrolls. +Strategy +Kamikazes can be easily killed since they have low health, unless an item has a limited vertical reach. +Kamikazes will often put themselves in range of an attack, so it is beneficial to wait for them to approach before attacking. If one lacks the confidence in being able to hit them before they explode, it is also possible to bait out their explosion attack and run away before they detonate. +Kamikazes can be distracted by +biters +, even though the latter can't target them. +If it does begin to explode, it is recommended to either parry or roll backwards through the coming attack. The explosion has a very wide radius and can be difficult to roll out of, even if it is timed perfectly, so parrying the attack is the most reliable way to avoid huge damage. +Trivia +At 1 health, it, the Myopic Crow and the Bat are the weakest enemies in the entire game. +The name is a reference to the eponymous Japanese suicide tactic commonly employed in WWII. +History diff --git a/wiki_content/Kill_Rhythm.txt b/wiki_content/Kill_Rhythm.txt new file mode 100644 index 0000000000000000000000000000000000000000..89963cdb1956f032f1c972e275859631e9d782a4 --- /dev/null +++ b/wiki_content/Kill_Rhythm.txt @@ -0,0 +1,59 @@ +URL: https://deadcells.wiki.gg/wiki/Kill_Rhythm + +Kill Rhythm +Alternate weapons to increase your attack speed by [15% base]. +Internal name +P_AttackSpeed_Combo +Scaling +Blueprint +Location +Drops from +Oven Knights +Drop chance +2+ BSC; 0.4% +Unlock cost +150 +Kill Rhythm +is a +survival +-scaling +mutation +which increases the attack speed of a weapon's next attack if the last attack was with a different weapon. +Details +Special Effects: +While using a weapon in the main slots, switching to the other weapon increases attack speed by [15 base]% for 2 seconds. +Scaling: ++1% attack speed per Survival stat +Notes +The effect does not stack. +Kill Rhythm's speed boost lasts for 2 seconds or until you use an attack, whichever comes first. +Attack speed from this mutation only increases the charge speed of weapons, and does not reduce animation lock or cooldown. +Has good synergy with many two handed weapons, like +Heavy Crossbow +, +Ice Crossbow +and +Scythe Claws +, as they already rely on alternating attacks. +This mutation increases the charge speed of weapons with charge attacks such as +Flint +or +Toothpick +. +Attempting to use a weapon while it is out of ammo will still incur the effect, most easily with weapons like the +Cross +or +Throwable Objects +that can be quickly depleted of ammo. +Using a weapon and then cancelling its charge with a jump, roll, +parry +, or +Homunculus Rune +will still cause this effect, allowing a weapon to be used and quickly cancelled to instantly increase the attack speed of the weapon in the other slot. +Trivia +During the alpha of +v2.1 +, this mutation was known as +Fatal Cadence +. +History diff --git a/wiki_content/Killer_Instinct.txt b/wiki_content/Killer_Instinct.txt new file mode 100644 index 0000000000000000000000000000000000000000..7695dcb095384d9de86d00ac2a328b1b89b17878 --- /dev/null +++ b/wiki_content/Killer_Instinct.txt @@ -0,0 +1,24 @@ +URL: https://deadcells.wiki.gg/wiki/Killer_Instinct + +Killer Instinct +Reduces the cooldown of your skills by [0.4 base, 3 max] seconds for each enemy killed in hand to hand combat. +Internal name +P_CDR_Kill +Scaling +Killer Instinct +is a +brutality +-scaling +mutation +which reduces the cooldown of skills when killing an enemy with a melee weapon. +Details +Scroll Cap: +25 +Special Effects: +Each enemy killed with melee attacks reduces the cooldown of Skills. Enemies killed by projectiles or status effects do not activate the cooldown reduction. +Scaling: +0.4 + 0.11 × (stat - 1) +seconds +Notes +Only activates when an enemy dies to a melee attack. +History diff --git a/wiki_content/Killing_Deck.txt b/wiki_content/Killing_Deck.txt new file mode 100644 index 0000000000000000000000000000000000000000..e7c58f69885753851f18d92cc335edbd17ecc1ab --- /dev/null +++ b/wiki_content/Killing_Deck.txt @@ -0,0 +1,103 @@ +URL: https://deadcells.wiki.gg/wiki/Killing_Deck + +Killing Deck +Shoots cards in various patterns. The fourth hit recalls all the cards, dealing +critical damage +. +Using cards as a weapon is quite the gambit... +Internal name +ThrowingCards +Type +Ranged Weapon +Scaling +Combo rate +One 4-hit combo every 1.88 seconds +Base price +1750 +Damage +Base DPS +411 +Base first hit +45 +Base second hit +40 × 2 +Base third hit +24 × 7 +Base fourth hit +48 +each card +Blueprint +Location +Drops from +Armored Shrimps +Drop chance +1.7% +Unlock cost +100 +The +Killing Deck +is a +ranged +weapon +exclusive to the +Queen and the Sea DLC +that throws out sets of cards in different patterns which stick to enemies. The last hit recalls the thrown cards, dealing +critical damage +to struck enemies. +Details +Special Effects: +Performs a combo of throwing cards: +The first attack throws a card forward. +The second attack throws 1 card forward and 1 card backward. +The third attack throws 7 cards forward in a wide angle. +The last attack retrieve the cards. Cards stuck in enemies deal +critical +damage. +Breach Bonus +: +0 / 0 / 0.25 / 0.25 +Base Breach Damage: +45 / 40×2 / 30×7 / +60 +each card +Base Breach DPS: +77 ( +154 +) +Combo Duration: +1.88 seconds +First Hit: +0.47 (0.27 + 0.2 + 0) +Second Hit: +0.47 (0.27 + 0.2 + 0) +Third Hit: +0.47 (0.27 + 0.2 + 0) +Fourth Hit: +0.47 (0.27 + 0.2 + 0) +Tags: +Ranged, HasBullets, ForceAmmoDrop +Legendary Version: +Forced +Affix +: Random Effect +"Every card applies a random debuff on targets." +Synergies +Works well with +Point Blank +due to the large amount of cards being thrown at the enemies. +Notes +If they are not retrieved, the cards despawn in 5 seconds. +This weapon benefits from +Barbed Tips +and +Ripper +despite not using ammo. +Trivia +This weapon, along with it's description, are a reference to the X-Men character Gambit, who uses a deck of glowing pink cards as a weapon. +History +↑ +This DPS value assumes that both cards thrown in the 2nd attack hit a target. This is not possible against most single targets and bosses, so the achievable DPS value is usually +364 +. The in-game DPS value is 71 ( +84 +). diff --git a/wiki_content/King_Scepter.txt b/wiki_content/King_Scepter.txt new file mode 100644 index 0000000000000000000000000000000000000000..82830af0d7be44ec0de5c79ba8a344375ed5e34b --- /dev/null +++ b/wiki_content/King_Scepter.txt @@ -0,0 +1,112 @@ +URL: https://deadcells.wiki.gg/wiki/King_Scepter + +King Scepter +You charge forward. Upon hitting a target, you bounce into the air spinning. Bouncing on an enemy deals +critical damage +and lets you charge again. +Reign of Decadence +Internal name +KingScepter +Type +melee weapon +Scaling +Combo rate +One hit every 0.6s +Base price +2000 +Damage +Base DPS +75 ( +150 +) +Base combo damage +135 +Base first hit +45 ( +90 +) +Blueprint +Location +Lore room in the +Prisoners' Quarters +The +King Scepter +is a +melee +weapon +that makes the player leap into the air upon hitting an enemy. The following downwards-spin attack will deal critical damage. +Details +Breach Bonus +: +0.6 +Base Breach Damage: +45 ( +90 +) +Base Breach DPS: +75 ( +150 +) +Attack Duration: +0.6 seconds +Charge: +0 +Lock: +0 +Cooldown: +0.6 +Tags: +MoveHero +Legendary Version: +Forced +Affix +: Spin To Win +"You are invincible as long as you spin" +Synergies +King Scepter +and +Assault Shield +'s charge will quickly and smoothly move the player forwards when alternating between the two. +This will allow for faster than usual movements, useful for speedrunning. +The air time provided by +King Scepter +'s bounce can be used to safely set up heavy and charged attacks, such as the +Flint +and +Toothpick +RotG +'s held attacks. +The mutation +Kill Rhythm +can be used to do this more efficiently. +The +Flint +itself has substantial +air stall +, making it the preferred item to use with the +King Scepter +. +The invincibility provided by the legendary +King Scepter +synergizes very well with the flight provided by the power +Wings of the Crow +, as the player only stops spinning, and hence ceases to be invincible, after landing on the ground, impacting an enemy, or climbing a wall, all of which can be avoided by using +Wings of the Crow +. +Notes +The +King Scepter +'s ability to deal damage is not considered its main benefit, as it usually overshadows the movement provided by this item, and distracts players from the possible synergies present with other items. +The +King Scepter +will cause the player to bounce by charging at an enemy's shield, despite lacking the ability to bypass enemy shields. +The +King Scepter +'s bounce bypasses shields, much like the +Pure Nail +'s downwards and upwards slashes. +Trivia +This item is a reference to the game "Shovel Knight: King Of Cards", in which the protagonist's attack resembles that of this weapon. +The description is a reference to the character's theme that plays when you fight them as a boss in "Shovel Knight: Shovel of Hope", titled "The Decadent Dandy". +Gallery +History diff --git a/wiki_content/Knife_Dance.txt b/wiki_content/Knife_Dance.txt new file mode 100644 index 0000000000000000000000000000000000000000..0d16923b8db5a71112f6f96a142a99f427fda69a --- /dev/null +++ b/wiki_content/Knife_Dance.txt @@ -0,0 +1,74 @@ +URL: https://deadcells.wiki.gg/wiki/Knife_Dance + +Knife Dance +Launches a storm of knives around you, causing +bleeding +(40 DPS for 4 sec). +Internal name +KnivesCircle +Type +Power +Scaling +Combo rate +16 knives every use +Recharge +16 seconds +Duration +4 seconds ( +bleeding +effect) +Base price +1250 +Damage +Base DPS +40 ( +bleeding +effect) +Base hit +5 (impact damage per knife) +Blueprint +Location +Drops from +Bats +Drop chance +0.4% +Unlock cost +5 +Knife Dance +is a +power +skill +which unleashes a radial burst of knives that cause severe +bleeding +in enemies. +Details +Special Effects: +Releases a radial burst of 16 knives, where each knife deals 5 base impact damage and inflicts enemies with a single +bleeding +effect (40 base damage/s per effect) for 4 seconds. +Enemies can be inflicted with more than one stack of +bleeding +if they are hit with multiple knives. +Tags: +Ranged, HasBullets, Bleed, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Bleed Poison +"Bleeding damage also applies poison." +Synergies +Notes +A maximum of 3 knives can stab into a single enemy per use. +This skill gets a guaranteed star affix in gear levels VIII-S, IX-S and X-S. +Both the projectile and damage over time effects applied by this skill are affected by mutations such as +Support +, +Combo +or +Point Blank +. +Trivia +This item was previously named +Knife Storm +. +History diff --git a/wiki_content/Knife_Thrower.txt b/wiki_content/Knife_Thrower.txt new file mode 100644 index 0000000000000000000000000000000000000000..63ceb9a2ff11b458eee94db41f4738b2ec5c4617 --- /dev/null +++ b/wiki_content/Knife_Thrower.txt @@ -0,0 +1,57 @@ +URL: https://deadcells.wiki.gg/wiki/Knife_Thrower + +Knife Thrower +Base health +90 +Location(s) +Prisoners' Quarters +(1 BSC) +High Peak Castle +(1-3 BSC) +Prison Depths +, +Stilt Village +, +Forgotten Sepulcher +, +Undying Shores +(1+ BSC) +Reward +Great Owl of War +(1+ BSC; 1.7%) +Legendary Warrior's Outfit +(3+ BSC; 0.4%) +Related +Dark Tracker +Knife Throwers +are cloaked ninja-like +enemies +armed with throwing knives. They are only found on higher difficulties. +Behavior +Knife Throwers remain in stealth unless a valid target is within range. Their only attack is a kunai combo. +They can also back step or teleport to avoid the player at close range. +Moveset +Throwing knives +Description: +Its eyes glow, then tosses a poisonous knife three times. Notably, unlike many other ranged attacks, this only has a visual telegraph before it executes, not a sound cue - sound is only produced once the knives are actually thrown. +Can be blocked, parried, and dodge rolled. +All three knives are thrown in the same direction. +Moving behind the Knife Thrower before it throws its knives will interrupt the attack. +Does low direct damage, but a large amount of +poison +damage. +Strategy +Knife Throwers are tricky due to their stealth ability, mobility and rapid attacks. Their real weakness is their generally low health. +It is not recommended to attack as soon as you reach it since it will simply backstep and ambush you from behind. +Using ranged weapons can avoid this problem. Alternatively, roll only during the attack before the combo ends. +Using a shield can render Knife Throwers vulnerable as one can easily parry all 3 knives and likely kill it before it can attack again. +While the knives don't deal a lot of damage, the poison effect is fairly strong and will eat away at your Rally HP. +Trivia +Knife Throwers used to be able to change direction during their 3-projectile combo briefly during the +alpha +of +v1.2 +. +Their daggers do not poison enemies when parried. +Knife Throwers are also known as Kunai Masters in the game files. They were in the game files long before their formal introduction, and reused Dark Tracker's sprite when spawned. +History diff --git a/wiki_content/Knockback_Shield.txt b/wiki_content/Knockback_Shield.txt new file mode 100644 index 0000000000000000000000000000000000000000..972b5423be7052c16c8e99173ef13808cb408c5a --- /dev/null +++ b/wiki_content/Knockback_Shield.txt @@ -0,0 +1,71 @@ +URL: https://deadcells.wiki.gg/wiki/Knockback_Shield + +Knockback Shield +Blocked attacks knocks enemies back, they take +80 damage if they hit a wall. Double damage for a +parry +. +Internal name +BumpShield +Type +Shield +Scaling +Base price +1500 +Damage +Base block damage +40 ( +80 +) +Base absorbed damage +75% +Base bonus hit +80 (wall damage) +Blueprint +Location +Drops from +Catchers +Drop chance +0.4% +Unlock cost +15 +The +Knockback Shield +is a +shield +weapon +which knocks enemies back, away from the player. +Details +Base Absorbed Damage: +75% +Special Effects: +Melee attackers are pushed back a significant distance when they take block damage from this shield. If they take +parry +damage instead, they are pushed back twice as far. +If an enemy pushed back by this shield collides with a wall or solid barrier before they stop moving, they take an additional 80 base damage. +Breach Bonus +: +0 +Base Breach Damage: +40 ( +80 +) +Base Breach DPS: +108 ( +216 +) +Tags: +Shield +Legendary Version: +Denial +Forced +Affix +: Super Bump +"Greatly increases the knockback of the item." +Notes +The Queen +is immune to the knockback effect of this shield. +Trivia +Previously called +Shove Shield +. +History diff --git a/wiki_content/Lacerating_Aura.txt b/wiki_content/Lacerating_Aura.txt new file mode 100644 index 0000000000000000000000000000000000000000..4807e39130ee4e87025131d1f2479518a1aa12af --- /dev/null +++ b/wiki_content/Lacerating_Aura.txt @@ -0,0 +1,71 @@ +URL: https://deadcells.wiki.gg/wiki/Lacerating_Aura + +Lacerating Aura +Inflicts damage on nearby targets. +Internal name +DamageAura +Type +Power +Scaling +Combo rate +7.7 damage ticks per second +Recharge +12 seconds +Duration +3.7 seconds +Base price +1500 +Damage +Base DPS +77 +Base hit +7.7 (damage tick) +Blueprint +Location +Daily Run - Fifth Completion +Unlock cost +30 +Lacerating Aura +is a +power +skill +which deploys a field centered on the player that rapidly damages enemies in contact with it. +Details +Special Effects: +Creates an aura around the player composed of 16 pieces that damage enemies on contact for 77 base DPS. +Tags: +InstantBlueprint, HasDuration, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Bleed on Hit +"Bleeds the enemy." +Notes +Only one daily run completion per day counts toward the unlocking of Lacerating Aura - thus, the daily run must be completed on 5 different days before the blueprint is given. +It is not possible to use two Lacerating Auras at the same time. One can trigger both, and they can both be visually displayed, but only one of them will actually deal damage. +It cannot hit enemies through obstacles. +It is one of the fastest-ticking items in the game, and therefore it can kill enemies very quickly if the player has high +stats +. +This can augment with items that increase damage per hit from other sources such as +Hokuto's Bow +. +Similar to +Wave of Denial +, Lacerating Aura is useful in builds with limited vertical reach against weak aerial enemies such as +Bats +, +Kamikazes +and +Buzzcutters +, as it can kill them as they come close. It is also efficient against +Bombers +, as it interrupts their flight and can make them fall to their death. +This skill is counted as a ranged attack and is therefore affected by ranged mutations such as +Point Blank +. +Trivia +This power is similar to the aura used by the +Concierge +, though ironically, the Concierge in the Daily Run, which drops this item, will never utilize this ability. +History diff --git a/wiki_content/Lacerator.txt b/wiki_content/Lacerator.txt new file mode 100644 index 0000000000000000000000000000000000000000..a39f1b9f4c52e5bcf0cf386515c5146875ab6a19 --- /dev/null +++ b/wiki_content/Lacerator.txt @@ -0,0 +1,57 @@ +URL: https://deadcells.wiki.gg/wiki/Lacerator + +Lacerator +Base health +250 +Location(s) +Prison Depths +, +Derelict Distillery +Graveyard +(1-3 BSC) +Slumbering Sanctuary +(3+ BSC) +Throne Room +(summoned by the Hand of the King) +Reward +Crusher +(10%) +Open Wounds +(0.4%) +Carduus Outfit +(1+ BSC; 0.4%) +Related +Slasher +Lacerators +are +enemies +found in the +Prison Depths +, +Graveyard +(1-3 BSC) and +Throne Room +(Summoned by +The Hand of the King +) +Behavior +Once the Lacerator sees the player, they will pose, then do their spinning attack in that direction. +Moveset +Spin attack +Description: +Spins across the stage after a long startup. +Can be blocked, parried, and dodge rolled. +If they hit a wall or gap while spinning, they will change direction. +Cannot be hit by projectiles while spinning, except by those that hit through shields. +Strategy +The Lacerator's single move has a very slow startup, but is +extremely +lethal. It can hit the player multiple times in quick succession, and each hit often will not deal enough damage to trigger one shot protection. It is very possible to die from a single spin attack at full health. Ideally, they should be killed before they can even attack, but if you can't kill it before it starts spinning, run away immediately, preferably to a different platform. +Trivia +This enemy was previously called +Spinner +. +Lacerators share the same skeletal body as the +Slasher +. +History diff --git a/wiki_content/Lancer.txt b/wiki_content/Lancer.txt new file mode 100644 index 0000000000000000000000000000000000000000..48da5e3d3cd812aa58deb20f9f3d5f4c439490b9 --- /dev/null +++ b/wiki_content/Lancer.txt @@ -0,0 +1,52 @@ +URL: https://deadcells.wiki.gg/wiki/Lancer + +Lancer +Base health +150 +Location(s) +High Peak Castle +Observatory +(summoned by the boss) +Reward +Hayabusa Gauntlets +(0.4%) +Dead Inside +(4+ BSC; 1.7%) +Related +Guardian Knight +, +Royal Guard +Lancers +are common enemies who are found in +High Peak Castle +. +Behavior +Lancers may attack in 4 directions, directly upwards or downwards, and to the left or right. They can right above and below themselves even with floor obstruction, and attack with a single stab. If Lancers are attacking horizontally, they attack with three stabs. +Moveset +Triple stab +Description: +Stabs at the player three times. +Can be blocked, parried, and dodge rolled. Can be double-jumped over. +This attack can hit through walls. +While performing this attack, the Lancer can turn to face the player if they get to the opposite side of the Lancer at the beginning of the combo. +Upward stab +Description: +Stabs upwards. Can hit through semi-platforms. +Can be blocked or dodge rolled. +Downward stab +Description: +Stabs downwards. Can hit through semi-platforms. +Can be blocked or dodge rolled. +Strategy +All of the Lancer'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. +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. +Trivia +The +War Spear +used to have a similar appearance, but still retains an attack pattern that is similar to the Lancer’s weapon. However, it is not dropped by the Lancer but rather by the +Hammer +. +The +Flawless +still visually resembles the Lancers weapon. +History diff --git a/wiki_content/Laser_Glaive.txt b/wiki_content/Laser_Glaive.txt new file mode 100644 index 0000000000000000000000000000000000000000..f237b4fc16ef5182cd168d8ff12e3536be113e60 --- /dev/null +++ b/wiki_content/Laser_Glaive.txt @@ -0,0 +1,104 @@ +URL: https://deadcells.wiki.gg/wiki/Laser_Glaive + +Laser Glaive +Bounces on nearby targets, dealing more and more damage each time and dealing +critical damage +after 2 bounces. +Weakness in numbers. +Internal name +LaserGlaive +Type +Ranged Weapon +Scaling +Combo rate +One hit every 1.2s +Base price +2000 +Damage +Base DPS +70 ( +474 +) +Base first hit +42 +Base second hit +42 +Base third hit +84 +Base fourth hit +105 +Base fifth hit +131 +Base sixth hit +164 +Blueprint +Location +Lore room in the +Prisoners' Quarters +The +Laser Glaive +is a +ranged +weapon +that is focused on dealing with multiple enemies. +Details +Special Effects: +The projectile can bounce up to 6 times. +Each additional hit after the first crit increases the projectile's speed by 10% and its damage by 25%. +Breach Bonus +: +0.5 +Base Breach Damage: +42, 42, +84 +, +105 +, +131 +, +164 +Base Breach DPS: +70 ( +474 +) +Attack Duration: +1.2 seconds +Charge: +0.4 +Lock: +0.1 +Cooldown: +0.8 +Tags: +Ranged, HasBullets, LimitedAmmo, NoAmmoPerk, VeryFewAmmo, DisableVerboseAmmo +Legendary Version: +Forced +Affix +: Extra Ammo Few +"Ammo +1" +Synergies +This weapon synergizes well with +Serenade +FF +because the +Serenade (in-hand) +FF +can be used for singular enemies to make up for the Laser Glaives weakness. +Hunter's Instinct +can be used to reduce skill cooldown as the Laser Glaive excels at killing groups while skills can be used for tankier enemies. +This weapon is +not +affected by the mutation +Ammo +due to the "NoAmmoPerk" tag. +Notes +This weapon is not very effective in most boss fights. It is recommended to put this weapon in your +backpack +and switch to a different weapon if you are about to fight a boss. +Gallery +Trivia +This weapon is a direct reference to the Risk of Rain series, based on an ability of the Huntress in +both +games +. +History diff --git a/wiki_content/Leghugger.txt b/wiki_content/Leghugger.txt new file mode 100644 index 0000000000000000000000000000000000000000..0c9fb8b61f3fe0d14ffef19210de4681c11bbc0e --- /dev/null +++ b/wiki_content/Leghugger.txt @@ -0,0 +1,154 @@ +URL: https://deadcells.wiki.gg/wiki/Leghugger + +Normal +Second Activation +Normal +Evolved +Leghugger +Normal +Second Activation +Summon a Leghugger that attacks your enemies, inflicting +critical hits +on bleeding targets. Re-activate to make it attack in a circle around itself, making enemies hit +bleed +. +The creature feeds by attacking your enemies. Once sated, it evolves into its stronger adult state. +Bloodthirsty and cute, what more could you ask? +Internal name +SpawnLilStaphy +LilStaphyStab +Type +Power +Scaling +Recharge +10 seconds +Base price +1750 +Damage +Base DPS +20 ( +40 +) +Base DoT DPS +10 +bleeding +Leghugger +Normal +Second Activation +Summon an adult Leghugger that attacks your enemies, inflicting +critical hits +on bleeding targets. Re-activate to make it attack in a circle around itself, making enemies hit +bleed +. +Bloodthirsty and cute, what more could you ask? +Internal name +SpawnAdultLilStaphy +AdultLilStaphyStab +Type +Power +Scaling +Base price +1750 +Damage +Base DPS +40 ( +80 +) +Base DoT DPS +12 +bleeding +Blueprint +Location +Lore room in +Stilt Village +The +Leghugger +is a +power +skill +that summons a pet Leghugger that follows you and attacks enemies automatically. It has a unique ability to "evolve" after some use, which carries forward to other instances of the same ability within a single run. It is exclusive to the +Queen and the Sea DLC +. +Details +Special Effects: +Summons a Leghugger pet that attacks enemies. +The Leghugger cannot be targeted by enemies. +Leghugger attacks by biting enemies. It deals +critical hits +on +bleeding +enemies. +After 100 bites, Leghugger will evolve into adult form. +Activates the skill again to make the Leghugger inflicts +bleed +debuff to enemies around it. The pet can inflict 1 +bleed +stack in baby form and 3 +bleed +stacks in adult form. The debuff lasts for 5 seconds. +Tags: +Pet, TransformOnUse, InstantBlueprint, NeedManualUnlock, PetBuff, Bleed, ShortCooldown +Legendary Version: +Forced +Affix +: Mitosis +"Summons 2 leghuggers instead of 1." +Location +After finding the Fisherman's letter in +Prisoners' Quarters +, go to +Toxic Sewers +and look for the +Fisherman +. He will instruct the player to go to +Stilt Village +. There, a lore room can be found containing an Elite +Armored Shrimp +. Once killed, Michel's corpse will drop the +Crowned Key +, as well as a Leghugger, which forces itself into one of the player's skill slots, causing the previous item to be dropped on the ground. The Leghugger is automatically unlocked with no blueprint or cells required once it's obtained. +Synergies +Other sources of +bleeding +(e.g. +Blood Sword +, +Throwing Knife +) will satisfy the Leghugger's +critical +condition when the Leghugger itself is on cooldown. +The Leghugger causes +bleeding +, satisfying the critical condition for +Sadist's Stiletto +and +Hemorrhage +RotG +. +The Leghugger can be used with all other sources of +bleeding +to inflict the five bleeding stacks necessary for +blood +bursts. +As a pet, the Leghugger can be used alongside +Hand Hook +TQatS +, as enemies thrown by the hand hook that collide with pets are dealt +critical +damage. +This is more easily done with the adult Leghugger, as its collision mask is higher above the ground and is larger. +Notes +Critical hits +don't +trigger +Instinct of the Master of Arms +. +It is possible to have three Leghuggers if one is a legendary, and four Leghuggers if both are legendary. +Enemies thrown by the +Hand Hook +TQatS +will take additional instances of critical damage per Leghugger that they collide with. +Gallery +Baby Leghugger +Evolved Leghugger +History diff --git a/wiki_content/Librarian.txt b/wiki_content/Librarian.txt new file mode 100644 index 0000000000000000000000000000000000000000..7cfacff3a2af6df37ec0333410945134a7858563 --- /dev/null +++ b/wiki_content/Librarian.txt @@ -0,0 +1,68 @@ +URL: https://deadcells.wiki.gg/wiki/Librarian + +This article +contains spoilers +regarding the true ending of the game. Discretion is advised. +Librarian +Base health +80 +Location(s) +Astrolab +RotG +Librarians +are +enemies +found in the +Astrolab +, +RotG +wearing a yellow hood that covers their face. They ride on top of a large magical book, floating around in the air. They are exclusive to the +Rise of the Giant DLC +. +Behavior +Upon spotting the Beheaded, it will fly directly above the player and use its beam attack. After attacking three times, it will circle around the player counterclockwise before it can attack again. +Moveset +Magic beam +Description: +Charges up and fires a magic beam straight down three times. +Cannot +be blocked or parried. Can be avoided by rolling. +Strategy +Librarians are like an even worse version of +Bombers +. Their detection range isn't as large, but once they are aggroed, they will immediately fly into position above you and out of reach from most attacks. They have perfect tracking and are nearly impossible to run away from. Even with a speed boost buff, the layout of +Astrolab +RotG +leaves you with very little room to sprint away. Shields are useless against them so rolling is your only option. +You should kill a Librarian before they even get to attack whenever possible. Use your burst damage or crowd control skills to make sure they don't even get to start flying up. If you lack these options, you should at the very least lure our any nearby enemies and fight the Librarian solo so you can focus completely on dodging just the Librarian's beams. Whatever you do, +never +fight it with multiple enemies if you can't kill them fast enough. +One way to avoid his beam attack is to keep moving in a corner of a wall, thus the beams can be fired in the wrong position in front of the player. +Anything that hits in a large radius like +Lacerating Aura +or +Tesla Coil +are very effective against Librarians. Some weapons with a high vertical hitbox can hit Librarians even if they are above you, such as the second and third hits of +Rhythm n' Bouzouki +TBS +and the first hit of +Flawless +. +Magic Missiles +RotG +are very effective against this enemy, being able to hit them virtually anywhere. +The +Pure Nail +is also a useful weapon against Librarians. If a Librarian is above you, jump and quickly attack upwards using the weapon to quickly defeat them. +Cocoon +FF +can be used to parry the Librarian's magic beam attack. +Trivia +Librarians were added with the +v1.4 +update, aka +Who's the Boss Update +in August 2019 as an enemy deriving from the +spoiler boss +RotG +History diff --git a/wiki_content/Lighthouse.txt b/wiki_content/Lighthouse.txt new file mode 100644 index 0000000000000000000000000000000000000000..0daaaf2975e7fa71f48f7192b39dc4eed7d8803d --- /dev/null +++ b/wiki_content/Lighthouse.txt @@ -0,0 +1,235 @@ +URL: https://deadcells.wiki.gg/wiki/Lighthouse + +Formerly used to lead the ships coming to the island, the beacon has long been snuffed out. +No one knows who extinguished the flame. None of those that tried to investigate the matter ever returned either. +Rumor has it that before the outbreak, certain spots of the shoreline were highly sought-after by the island's aristocracy. Less so today. +Once easily accessible from the center of the island, the Lighthouse is now insulated by a mound of wreckages. +Lighthouse +Soundtrack +Lighthouse +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Infested Shipwreck +TQatS +, +Derelict Distillery +Next biome(s) +The Crown +TQatS +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Bladed Tonfas +, +Gilded Yumi +, +Wrecking Ball +, 6 +Servant Outfits +Enemies & Traps +Boss(es) +The Servants +Enemy tier +27 +Previous biome(s) +Infested Shipwreck +TQatS +, +Derelict Distillery +Next biome(s) +The Crown +TQatS +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Bladed Tonfas +, +Gilded Yumi +, +Wrecking Ball +, 6 +Servant Outfits +Enemies & Traps +Boss(es) +The Servants +Enemy tier +29 +Previous biome(s) +Infested Shipwreck +TQatS +, +Derelict Distillery +Next biome(s) +The Crown +TQatS +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Bladed Tonfas +, +Gilded Yumi +, +Wrecking Ball +, 6 +Servant Outfits +Enemies & Traps +Boss(es) +The Servants +Enemy tier +30 +Previous biome(s) +Infested Shipwreck +TQatS +, +Derelict Distillery +Next biome(s) +The Crown +TQatS +Scroll Fragments +1 +Gear level +VIII +Runes and Blueprints +Blueprints from enemies +Bladed Tonfas +, +Gilded Yumi +, +Wrecking Ball +, 6 +Servant Outfits +Enemies & Traps +Boss(es) +The Servants +Enemy tier +32 +Previous biome(s) +Infested Shipwreck +TQatS +, +Derelict Distillery +Next biome(s) +The Crown +TQatS +Scroll Fragments +3 +Gear level +X +Runes and Blueprints +Blueprints from enemies +Bladed Tonfas +, +Gilded Yumi +, +Wrecking Ball +, 6 +Servant Outfits +Enemies & Traps +Boss(es) +The Servants +Enemy tier +36 +The +Lighthouse +is a third boss +biome +before the final boss but is different from others. It is exclusive to the +Queen and the Sea DLC +. Abandoned and falling apart, a lit chandelier breaks and falls down soon after entering, lighting the ground on fire. The first of the +Servants +is found here and a chase soon follows. +The player must travel to the top of the tower climbing ladders, using ropes and breaking walls all while fighting and avoiding +Calliope +, +Euterpe +, and +Kleio +. At the top of the Lighthouse is an arena, safe from the fire, to fight all three Servants at the same time. +General information +Access and exit +The Lighthouse can be accessed via the +Infested Shipwreck +or +Derelict Distillery +if the player has visited the +Throne Room +once, and it exits into the +Crown +. +Level characteristics +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Lighthouse based on difficulty. +Exclusive blueprints +Beating the +Servants +will award the following blueprints: +Calliope killed last - +Wrecking Ball +weapon +Euterpe killed last - +Gilded Yumi +weapon +Kleio killed last - +Bladed Tonfas +weapon +Servant Outfits +Beating the +Servants +will also reward the player with one of their +outfits +. There are 6 Servant outfits, one for each difficulty and one for defeating the Servants 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 BSC if it hasn't been looted yet. +0 +BSC +: +Servant Outfit +1 +BSC +: +Toxic Servant Outfit +2 +BSC +: +Silver Servant Outfit +3 +BSC +: +Aurora Servant Outfit +4 +BSC +: +King's Servant Outfit +Flawless kill: +Flawless Servant Outfit +Delayed Hedgehog Outfit +Beating the Servants under 5 minutes will drop the +Delayed Hedgehog Outfit +after leaving the final arena. +Lore +The Servants +See the +main article +for information about the Servants. +The Queen +See the +main article +for information about the Queen. +Notes +Even though the Lighthouse is available in the training room, it does not include the chase and instead begins with the fight with all 3 Servants. +In order to get the +Flawless Servant Outfit +, the player has to not take any damage in the entire level rather than just the boss fights. +Trivia +This boss fight is the first in +Dead Cells +where multiple opponents are fought that aren't summoned. +Gallery +The Queen's room +History +References diff --git a/wiki_content/Lightning_Bolt.txt b/wiki_content/Lightning_Bolt.txt new file mode 100644 index 0000000000000000000000000000000000000000..08c05a1dfd8a0ebdffa855f4f928c63304bd867b --- /dev/null +++ b/wiki_content/Lightning_Bolt.txt @@ -0,0 +1,114 @@ +URL: https://deadcells.wiki.gg/wiki/Lightning_Bolt + +Lightning Bolt +Hold to inflict +critical hits +. Inflicts 20 +shock +DPS around the target for 3 seconds. +Join the dark side. +Internal name +Lightning +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.45 seconds +Duration +3 seconds +shock +Base price +1750 +Damage +Base DPS +111 ( +362 +) +Base hit +30 ( +93 +) +Base DoT DPS +20 +shock +Blueprint +Location +Drops from +Inquisitors +Drop chance +1.7% +Unlock cost +30 +The +Lightning Bolt +is an electric-type +ranged +weapon +which deals more damage if it is channelled for an extended amount of time, and also damages the player if they use it for too long. Like all electric weapons and items, it also inflicts +shock +damage. +Details +Special Effects: +Lightning Bolt requires 0.2 seconds of wind-up before lightning starts to be channelled. +Lightning damages an enemy once every 0.2 seconds with the first tick occurring at the end of the windup. +Ticks 1-4 deal normal tick damage using blue lightning. +Ticks 5-11 deal 3.1x damage ( +93 critical +tick damage). Ticks 5-11 use yellow lightning, tick 12 uses red lightning, and any further ticks significantly damage the player. +When channelling is stopped, the player regains control after 0.25 seconds. +Breach Bonus +: +-1 +Base Breach Damage: +0 ( +0 +) +Base Breach DPS: +0 ( +0 +) +Attack Duration: +0.45 seconds +Charge: +0.2 +Lock: +0.25 +Cooldown: +0 +Tags: +Ranged, Electric, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Global Shield on Use +"Generates a shield when used." +Synergies +A colorless version of this item can be good with the mutation +Vengeance +, which scales with Brutality. This is because Vengeance increases the player's DPS (from all weapons, skills, and miscellaneous mechanics) and reduces damage taken by a flat 30%, and is triggered as soon as they take damage from any source. This effectively reduces self-damage from this weapon while still offering high DPS. +Triggering +Acrobatipack +mutation effect while storing Lightning Bolt in backpack inflicts +critical +damage. +Notes +Using this weapon after 10 ticks will influence the locking of a +killstreak door +, even if the player did not directly take damage from an enemy. +Affixes such as "+60% damage on +bleeding +targets" apply to this weapon's attacks as well as the inflicted +shock +status. +Trivia +The weapon and quote in the description are a reference to +Star Wars +. In particular, it references the character Darth Sidious, who is infamous for his prolific use of Force Lightning. +The fact that the weapon damages the player after prolonged use may reference how Darth Sidious permanently scarred himself with his lightning when he used it to fight Mace Windu in +Star Wars: Episode III – Revenge of the Sith +. +History +↑ +The in-game +shock +DPS value is 50 diff --git a/wiki_content/Lightning_Rods.txt b/wiki_content/Lightning_Rods.txt new file mode 100644 index 0000000000000000000000000000000000000000..07a9eb7c8e49743e0b21769b7e79ee05f38d83cf --- /dev/null +++ b/wiki_content/Lightning_Rods.txt @@ -0,0 +1,69 @@ +URL: https://deadcells.wiki.gg/wiki/Lightning_Rods + +Lightning Rods +Place up to 2 lightning rods to attract lightning that strikes all enemies in between. +Internal name +LightningRod +Type +Power +Scaling +Recharge +15 seconds +Duration +5 seconds +Base price +2250 +Damage +Base hit +75 ( +150 +) +Base DoT DPS +30 +shock +Blueprint +Location +Drops from +Failed Homunculi +Drop chance +1.7% +Unlock cost +50 +The +Lightning Rods +are a +power +skill +exclusive to the +Fatal Falls DLC +which causes a lightning strike that can chain between rods and inflicts +shock +(30 Dps for 3 seconds) on struck enemies. +Details +Special Effects: +The player can place down two rods separately. When the second rod is placed, lightning strikes the first placed rod from above and will chain to the second one. +The lightning can travel through walls and platforms, and even the initial strike can damage enemies that were above the first rod. +Enemies in water will take critical damage from the lighting. +If the second rod has not been placed after 5 seconds, the skill will go on cooldown. +Tags: +Electric, HasDuration +Legendary Version: +Forced +Affix +: Double Use +"This item can be used twice as much." +Notes +Despite the fact that Lightning Rods are placed on the ground, they do not count as deployable traps and therefore do not activate +Support +. +Lightning Rods' direct damage and +shock +dot can be buffed by mutations like +Support +, +Tranquility +and +Point Blank +. +Placing Lightning Rods at both ends of the portal can effectively damage and kill enemies between them. The instantaneous increase in the number of enemies killed can be used to relieve curses safely. +History diff --git a/wiki_content/Lightspeed.txt b/wiki_content/Lightspeed.txt new file mode 100644 index 0000000000000000000000000000000000000000..aad01d8cbf3c575991cfdc561b386c549d3ff44f --- /dev/null +++ b/wiki_content/Lightspeed.txt @@ -0,0 +1,70 @@ +URL: https://deadcells.wiki.gg/wiki/Lightspeed + +Normal +Second Activation +Lightspeed +Dash forward and inflicts 100 damage to the enemies on the way. Activate again to dash back. +Look behind you! +Internal name +Dash +Type +Power +Scaling +Recharge +7-10 seconds +Base price +2000 +Damage +Base combo damage +142 +Base first hit +100 +Base second hit +42 +Back +Dash forward and inflicts 42 damage to the enemies on the way. Activate again to dash back. +I said "Behind". +Internal name +BackDash +Type +Power +Scaling +Recharge +7-10 seconds +Base price +2000 +Damage +Base combo damage +142 +Base first hit +100 +Base second hit +42 +Blueprint +Location +Drops from the +Time Keeper +(1st kill) +Unlock cost +75 +Lightspeed +is a +power +skill +which emulates the dash of +The Time Keeper +. +Details +Special Effects: +Allows the player to dash through any enemy directly in front of them without taking any damage. It inflicts a base 100 damage to any enemy caught in between the dash. +Using it again will perform a back dash that deals a base 42 damage to enemies. If it's not used in 3 seconds, the back dash is cancelled. +Cooldown begins on the first cast. +Back dash direction is always opposite to the first cast. +Tags: +MoveHero, TransformOnUse, AutoTransformInto +Legendary Version: +Forced +Affix +: Global Shield on Use +"Generates a shield when used." +History diff --git a/wiki_content/Living_Barrel.txt b/wiki_content/Living_Barrel.txt new file mode 100644 index 0000000000000000000000000000000000000000..a3ddb281016d0f0fa856a89df971b55acb1cca06 --- /dev/null +++ b/wiki_content/Living_Barrel.txt @@ -0,0 +1,66 @@ +URL: https://deadcells.wiki.gg/wiki/Living_Barrel + +Living Barrel +Base health +180 +Location(s) +Derelict Distillery +Reward +Tesla Coil +(10%) +Related +Infected Worker +, +Kamikaze +Living Barrels +are a unique +enemy +found only in the +Derelict Distillery +. They function similarly to +Kamikazes +, as they can self-destruct to harm the player. However, they also have other unique traits that distinguish them from other enemies, such as being able to camouflage in with their surroundings. +Behavior +Living Barrels are hidden in the background and mimic regular barrels, but will reveal themselves when the player gets close enough. After that, it can chase after the player across platforms. +While undamaged, they shoot spikes. After they take any amount of damage, they begin to prime and chase after the player before exploding. +Elite Living Barrels +have no attack pattern changes, but attack faster and are even harder than usual to stun. +Moveset +Spike burst +Description: +Launches five spike projectiles around itself, firing up, sideways, and diagonally. +Can be blocked, parried, and dodge rolled. +Self-destruct +Description: +When damaged, begins to flash red and start ticking. It will explode after a few seconds and chase the player until it does. +Explosion can be blocked or parried. +Cannot +be dodge rolled. +Once primed, it has a set lifetime before it detonates. +Will briefly stop before exploding. +Strategy +Living Barrels are extremely aggressive when aggroed. They are fast and their spike attack deals a lot of damage, their explosion moreso. They make moving around in the Distillery very dangerous, as one (or more) can jump out at any minute. When a Living Barrel is near, wait for the right positioning to avoid getting hit by them. +If one has access to an item with burst damage, it can be used to kill them quickly before they explode. Otherwise, it's best to hit them once and run away from them. Running away is easier if there are multiple (safe) platforms to jump to and have a speed boost active. +If trying to use a +Blueprint Extractor +on an Elite Living Barrel, it's highly recommended to disable it somehow so it can't interfere during the extraction once it has been sufficiently whittled down. +Notes +Similarly to +Infected Workers +, Living Barrels can be baited into destroying the +damaged walls +encountered in the +Derelict Distillery +when they self-destruct. +Trivia +This enemy, along with the rest of the content found within the +Derelict Distillery +, as well as the biome itself, were added in update +v2.0 +, also known as the +Barrels o' Fun Update +. +Their thin purple legs resemble those of +Hammers +. +History diff --git a/wiki_content/Lore.txt b/wiki_content/Lore.txt new file mode 100644 index 0000000000000000000000000000000000000000..e1b9933665fe9ceb5a43d36e82664c2ad63bb2f0 --- /dev/null +++ b/wiki_content/Lore.txt @@ -0,0 +1,130 @@ +URL: https://deadcells.wiki.gg/wiki/Lore + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: sources are still being added +Before the Malaise +Little is revealed about what the island was like before the Malaise outbreak brought about its inevitable downfall. It seems likely that the island had been somewhat prosperous, though there are signs it was an oppressive rule even in the times before the Malaise. +Before the outbreak, the island was ruled by the King and Queen who resided in the High Peak Castle. The gates of the castle were defended by the Giant, the interior was defended by the royal guards, and royals themselves were protected by the Hand Of The King and The Servants. +Beyond the High Peak Castle is Stilt Village, primarily a fishing village where the lower class citizens of the island resided. Occasionally some villagers managed to acquire crystals from the Caverns to sell, though how they obtained the crystals is never mentioned. +The sharp divide between the common folk and the nobility is apparent both in where and how they lived, and where they were buried. Villagers were interred in the graveyard outside the village, while high-ranking nobles were honoured with a resting place in the sepulcher with the skulls of their delegation decorating the chamber walls +. +Also connected to the village is the Black Bridge leading to the prison, personally watched by the prison warden, Castaing. Back then, the bridge was infrequently used. +Mining in the Caverns was considered the most dangerous and thankless work on the island +, claiming the lives of many of the King's subjects. Writings by the miners reveal how isolated they are from the general population +, and that on top of the risks of mining accidents, strange creatures have been appearing and killing miners +. It's unclear whether this was before or strictly during the Malaise, but the miners had hid weapons around the caverns to presumably defend themselves from these creatures +. +During The Malaise +Things quickly changed after a sudden deadly illness spread across the island. The illness was given a variety of names such as: the Malaise, the gloom, or the green poison +. Its symptoms were itchiness, belly aches, feeling down, headaches, blurred vision, vomiting blood and eventual death +. However, it reanimated the once-dead infected and mutated them into aggressive monsters who attacked the living. +In an attempt to contain the infection, the King ordered the imprisonment and execution of anyone who was infected, even those who were only suspected to be ill would be hanged +. The King ordered the prison warden, Castaing, to close off the gates and keep all prisoners inside even if they’ve finished their sentence. +The cells quickly became overpopulated with the overflow of prisoners, resulting them being kept in outdoor jails and oubliettes within the prison grounds +. +While some of the guards questioned why they were transferring sick villagers to the prison and not getting them treatment, they were threatened with execution if they failed to obey the King’s orders. +Inside the prison, the prisoners wrote on the cell walls questioning why the prison was being filled with the innocent, or simply lamenting how they didn’t want to get infected and die. +Many prisoners attempted escape by digging tunnels into the sewers or out to the Promenade +, and climbing the Ramparts. However, these attempts always resulted in death to either exhaustion, starvation, or by the hands of Castaing himself if they made it as far as the Black Bridge. +The Giant confronted the King, warning him his actions would bring ruin to the kingdom +. The King, however, ordered the Giant to be executed, and had his body thrown in the prison quarters. +Within the village, the villagers revolted against the King, vandalising his posted orders and the statue of him and his Hand, and even demanding his death. This led to what would later be called the Nights of Bloody Riots. After putting down the revolt, the guards condemned an entire wing of the prison to become the Ossuary, a place to dump corpses and have them burned, as the Graveyard was now full. So many bodies were incinerated that prisoners whose cells had windows would choke on the ashes of the cremated. Even then, the bodies piled up endlessly and burning them was no longer good enough as they were reanimating (and acquiring weapons) faster than they could be burnt. +At this time, the King wasn’t the only one taking action against the Malaise. A sorceress, called the Time Keeper, resorted to rewinding time and executing the infected to keep the Malaise at bay, although this exhausted her, as noted by the Alchemist. +The Alchemist used scientific means to find a cure. He traveled all over the island performing research, seeking to learn the origin of the illness and find anything that could halt or cure its progression, using corpses or villagers who volunteered their bodies for his work. +His research took him to an ancient sanctuary located beneath the village. Some believed the liquid sap running through the walls of the sanctuary could have contaminated the sewer network and thus brought about the Malaise, though this was never verified with any certainty. Nonetheless, the alchemist began experimenting with the sap. Over time, he discovered mutations in the infected slowed down when their bodies were submerged in a solution of the sap. However, the sap produced unpredictable results on the bones of corpses. He reflects on whether the King’s methods were correct. +During the final retreat, when the Malaise was at its peak, the King gave the Alchemist a wing of the castle to continue his experiments. In the end, everything proved to be futile as the royal guard, once protected within the castle, too succumbed to the infection, finally along with the King himself. +As a final desperate attempt to contain the infection to the island, the Time Keeper set the island in an endless time loop. +Important characters +The King +Main article: +King +The King was the ruler of the island and the main antagonist. +He was once respected and loved, or perhaps tolerated, by his people, and was looked up to as a model for them. He is also portrayed as egotistical, erecting many statues of himself all over the island, including the Promenade, the Caverns, the Stilt Village, and others. +It is unclear what relationship the King had with the Queen before and during the Malaise, besides the fact of their marriage. It’s possible the Queen expresses a sentimental love for the King and regrets the Malaise ruining what they had—though this statement could be interpreted as likely sarcasm. +Furthermore, the King disdained foreign beliefs and barely tolerated the existence of the temples in the Fractured Shrines. He created a law preventing anyone from travelling to the Fractured Shrines, which was ultimately a useless law as nobody wanted to go there. +He banished followers of a pagan cult out to the wild parts of the island, apparently receiving unanimous support for this decision. He also banished the Apostates to the Undying Shores for unspecified “crimes against the crown.” +Closer to home, the King also had executed his most senior medical advisor, for unspecified reasons. On another occasion (possibly after the Malaise began to spread) he had the castle's head cook executed due to paranoia about attempts on his life. +Some time before the Malaise, the King allowed the Time Keeper to construct the Clock Tower under unknown terms discussed between them. +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +He too ordered the construction of the Astrolab and Observatory; these facilities were only used by The Alchemist. Reasons for their constructions are currently unknown. +He was turned into the Beheaded by the Alchemist, presumably, within the Undying Shores. Anything else regarding his transformation is unknown. +The Alchemist +The Alchemist is an unseen figure throughout the island. He searches everywhere for a cure for the Malaise, though all his efforts seem to have failed. It is said the Alchemist was rather unpopular as the Giant and the Hand of the King (who disliked each other, and never agreed on anything) both agreed that nobody liked the Alchemist. +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +It’s also heavily implied the Alchemist is the Collector seen in every Passage (excluding 5 BSC) during the game. Evident by the boss fight in the Observatory and a shelf of flasks, in the Astrolab, about which the Beheaded remarks, “the flasks of the Alchemist and Collector look similar. They must buy them at the same place, or… ...!" +Time Keeper +Main article: +Time Keeper +Before the Malaise, the Time Keeper gained permission from the King to build the clock tower, under unspecified terms. +When the Malaise outbreak began, she rewinded the day over and over again to execute infected civilians and monsters in an attempt to contain the infection. This process exhausted her and the number of executed eventually decreased with each cycle. Eventually, she encased the island in a continuous rewinding loop to keep the Malaise contained, giving an explanation to how the island resets with every death the Beheaded sustains. +The Time Keeper also kept a collection of swords stored floating in mid-air, as evident by a lore room in the clock tower. +The Beheaded +Main article: +The Beheaded +The Beheaded is unaware of how it came to be, but evidently it was created in the Undying Shores, as it says an empty vat feels “uncomfortably familiar”, and a skull on a desk “oddly familiar”. The Beheaded is recognized by the prisoners and a few others, such as the +Crypt Demon +, who calls the Beheaded an anomaly, and mentions that "she" has been looking for it. +The Beheaded tends to make sarcastic remarks about situations it finds itself in. Even going around kicking corpses and pestering those who are alive. However, despite this, The Beheaded is shown to have both remorse and empathy: The Beheaded seems upset by the cruel orders from the King, telling a dead prisoner to "rest in peace", and lacks humour when finding a hanged woman and two dead bodies in a bed near her, and grins at the sight of a guard killed by the effects of the Malaise. +Miscellaneous +The Malaise +Main article: +Malaise +The origins of the Malaise are relatively unknown. It's widely suspected, though never confirmed, to come from the Slumbering Sanctuary’s sap seeping into the sewer network below the prison. +The Malaise was helped spread across the island by infected insects, contaminated fish feasted on by the villagers, and improperly disposed infected corpses within the sewers, leading the illness to spread rampantly admist the island's population. +The symptoms of the Malaise are itchiness, belly aches, feeling down, headaches, and blurred vision, vomiting blood, and eventually certain death. On top of this, the Malaise caused mutations in both the living and dead, turning the infected into bloodthirsty monsters. +The Apostates +Main article: +Apostates +The Apostates were once respected healers of the island with many medical advancements, however, some found their methods rather unpalatable, presumably due to their lack of moral restraint. They were chased from the island by the king for unspecified ‘‘crimes against the crown’. It’s said the apostates had been tampering with ancient artifacts present on the coast of the Island. Aside from that, there were rumors of strange experiments and sightings of vile creatures near the shores, before the Malaise. +Additionally, the Apostates are a group of like-minded individuals; one Apostate's motives could be irrelevant to another. The apostates also denounce any sense of morals. +The Pagans +The Pagans are a group of individuals who practiced a foreign belief and built temples, which the king barely tolerated. The pagans were cast out to the wild areas of the island by the king, a rare edict that enjoyed unanimous support. The pagans didn’t like the idea of anyone adventuring close to the shrines, neither did the king or his people. +The Pagans were also led by a queen, who had vaults filled with treasure in the temples. +References +↑ +https://imgur.com/a/KJ2dxqh +↑ +Forgotten Sepulcher loading screen text. +↑ +Caverns loading screen text. +↑ +https://imgur.com/gallery/mSBPbaV +↑ +Caverns loading screen text. +↑ +https://imgur.com/gallery/trnUFgH +↑ +https://imgur.com/a/bHYy705 +↑ +https://gfycat.com/unacceptableanotherbovine +↑ +https://imgur.com/gallery/HkPfqEz +↑ +https://gfycat.com/pessimisticdifficultbull +↑ +https://imgur.com/gallery/9b5Brrp +↑ +https://imgur.com/gallery/MdQd9f1 +↑ +https://imgur.com/gallery/8uJYJjF +↑ +https://imgur.com/gallery/QO6QpDs +↑ +https://imgur.com/gallery/kaQK5CR +↑ +https://imgur.com/gallery/YmKQhVx +↑ +Black Bridge and Ramparts loading screen text +↑ +The Giant's dialogue +↑ +https://gfycat.com/definiteapprehensiveafricancivet diff --git a/wiki_content/Lore_fr.txt b/wiki_content/Lore_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..87d82eea215dae95412423912ccb3d0a8e943aa1 --- /dev/null +++ b/wiki_content/Lore_fr.txt @@ -0,0 +1,619 @@ +URL: https://deadcells.wiki.gg/wiki/Lore/fr + +Cet aricle est une +ébauche +. Vous pouvez aider le wiki Dead Cells en +l'augmentant +. +Raison +: En amélioration +Personnages Importants +Le Roi +Article principal +: +Le Roi +Statues du Roi +3 statues du Roi sont dispersées sur l'île, principalement sur la Promenade des condamnés, le Gué des brumes et le Cimetière du Val. +Une statue du Roi se trouve dans al Promenade des condamnés. +Le Décapité se demande comment il peut voir avec un casque devant son visage. +Près de cette statue et dans d'autres zones de l'île, il peut y avoir une autre statue profanée présentant l'inscription " Nous t'écorcherons vivant??". +Une tête de vache gît à côté, ornée des armoiries du Roi, montrant que certains citoyens étaient fortement opposés à la politique du Roi. Le Décapité se tourne ensuite et dit: "Quel message courageux??" . Cela montre qu'il est en accord avec le peuple. +Une autre statue dans le Gué des brumes illustre le Roi et sa Main. +Le Décapité remarque que la statue de la Main du Roi est un peu trop grande, comme si elle faisait de l'ombre à celle du Roi. Cela implique que la Main détient plus de pouvoir que le Roi lui-même. +Ordres du Roi +Sur toute l'île, le Décapité trouve un grand nombre d'ordres dicté par le Roi. La plupart d'entre eux mentionne l'emprisonnement et la quarantaine des criminels, infectés ou de citoyens innocents. Certains d'entre eux sont des ordres direct aux officiers publics de haut rang comme Castaing ou l'Alchimiste. +Un ordre public du Roi peut être trouvé près de prisonniers pendus. Il ordonne l'emprisonnement et l'exécution de toute personne présentant un comportement ou une apparence physique anormaux, +i.e. +suspecté d'une infection par le Mal-être. +Une note de bas de page entre parenthèses stipule "(si le docteur de la prison confirme le diagnostic d'infection??)", impliquant que la confirmation n'est pas vraiment importante, et que cette suspicion d'infection est une preuve suffisante. +Dans la Promenade des condamnés et les Remparts, un ordre similaire du Roi addressé aux officiers peut être trouvé. +Sur les Remparts et la Promenade, un ordre du Roi dit, "Si les cellules sont pleines, utilisez les prison extérieures ou les oubliettes, Ne laissez aucun suspect sans surveillance.??" +Cela montre que les Quartiers des prisonniers sont devenus plein suite à l'emprisonnement d'un trop grand nombre de personne. +Dans le bureau de Castaing dans les Quartiers des prisonniers, le Décapité trouve un ordre secret direct du Roi au gardien de la prison près d'un sac d'or. Le Roi demande à Castaing d'arrêter de contrôler les entrées de la prison jusqu'à nouvel ordre, ce qui suggère que les emprisonnements injustes et les transferts de prisonniers étaient effectués sous les ordres du Roi +Un futur message secret à Castaing, joint d'un pot-de-vin, le blâme d'avoir rendu les ordres du Roi publics. Il lui enjoint également de ne pas laisser de prisonniers sortir, même s'il ont fini leur peine. +L'Alchimiste +Article principal +: +L'Alchimiste +Grimoires +Les grimoires de l'Alchimiste sont dispersés sur l'île et résume ses expériences variées sur le Mal-être et comment le guérir. +Dans les Égouts, l'Alchimiste collectait des échantillons de moisissure et de champignons pour ses expériences. Néanmoins, l'augmentation du nombre de revenants rendit son travail bien plus compliqué. +Dans le Gué des brumes, l'Alchimiste avait implanté un laboratoire dédié à guérir les malades "volontaires". Il signale que l'essence de +buplèvre +semblerait réduire les symptomes +, surtout les vomissures de sang. +Le doute plane sur le volontariat des malades à être guéri. +Le Sanctuaire semblerait tenir à coeur aux recherches de l'Alchimiste. C'est le seul (?) biome qui contient 2 grimoires différents. +L'aLchimiste écrit que les gens pensent que la sève coulant dans les murs du Sanctuaire est responsable du Mal-être, en contaminant le réseau d'égouts. +Il suggère également que cette même substance pourrait être la solution à l'épidémie. Le doute subsiste cependant sur la sève étant à l'origine du Mal-être ou si c'est une rumeur. Ce qui est sûr est que l'Alchimiste en a collecté et utilisé en pour traiter l'infection, comme indiqué dans le grimoire du Charnier +et la Tour de l'horloge +. +Dans un autre grimoire, l'Alchimiste mentionne les efforts de la Gardienne du Temps pour combattre le Mal-être. Il explique qu'elle manipule le temps pour contenir le Mal-être mais que son sort ne peut pas le contenir pour toujours. +Dans le Charnier, l'Alchimiste appliquait la sève trouvé dans le Sanctuaire sur des os de cadavres, comme des prisonniers exécutés. Les effets de la substance étaient imprévisibles +et l'Alchimiste réfléchit si ses expériences valaient la peine de tuer tant de gens. +Il cherchait également le Mal-être dans le Sépulcre oublié, mais l'obscurité l'empêcha de poursuivre ses recherches. +Dans la Tour de l'horloge et dans le Château, un grimoire signale que l'Alchimiste trouva une solution ( qui utilisait la sève comme ingrédient principal ) qui ralentissait les effets mutagènes du Mal-être. +Dans le Château, l'Alchimiste essayait de créer des hybrides humain/plantes +, essai infructueux selon ses notes. +La Gardienne du Temps +Article principal +: +La Gardienne du Temps +Des informatons à propos de la Gardienne du Temps peuvent être trouvées dans quelques salles de lore, principalement situées dans la Tour de l'horloge. [Plus de lore requis] +Une lettre de la Gardienne indique qu'elle répète sans cesse la même journée. +en effet, la Gardienne garde une trace de tout les gens infectés et monstres qu'elle a tué, mais toutes ses notes son classées en tant que "Jour 1". Cela implique aussi que sa tâche la fatigue de plus en plus, comme en témoigne le nombre d'exécutions diminuant. +Cette salle de lore peut impliquer que la Gardienne est la personne responsable de réinitialiser l'île chaque jour, et que le joueur ne s'améliore pas, mais la Gardienne réinitialise de moins en moins souvent. +Le Concierge +Article principal +: +Le Concierge +Le Concierge était le Gardien de la prison quand il était encore humain. Il était appelé Général Castaing et était chargé de contrôler les entrées de la prison et de gérer les gardes. +Castaing reçevait des ordres secrets du Roi d'arrêter de contrôler les entrées de la Prison +et de garder tout les prisonniers à l'intérieur, même ceux ayant fini leur peine. +Castaing posa un panneau public demandant aux citoyens de signaler tout signes d'infections ou comportement bizarre, mais il fut blâmé par le Roi pour avoir rendu ses ordres publics. +. +Le Roi demanda plus tard à Castaing d'empêcher les villageois de traverser le +Pont Noir +et se s'échapper jusqu'à chez eux +, en utilisant la force si nécessaire. Il n'est pas clair si les prisonniers étaient infectés ou non, mais il semble qu'ils n'étaient coupables d'aucun crime. +Castaing tomba malade et son corps muta après avoir attrapé le Mal-être, le conduisant à devenir le monstre qu'est le Concierge +. +Cela implique que Castaing reçevait des pots-de-vin +du Roi. Ses motivations d'agir de la sorte sont floues, mais il semblerait que Castaing avait besoin d'argent pour soutenir sa vie de paresse dans l'opulence, comme indiqué par son transat de bronzage en haut des Remparts +. +Castaing avait plusieurs bureaux sur l'île, notamment dans les Quartiers de prisonniers +, la Promenade des condamnés et les Remparts +ou les Profondeurs de la Prison. +Castaing possédait un livre intitulé "Diriger une prison pour les nuls??" +, qui inclue un chapitre sur la "construction d'un pont??" +Pont Noir +où le Décapité le combat. +Conjunctivius +Article principal +: +Conjonctivius +Tout commence dans les égoûts avec un cadavre dans om et visage, probablement infecté par le Mal-être +. Une gelée verte sortait du corps et créa une trainée vers un petit trou dans le mur. +" +The body is all bloated... One of his arms changed into a tentacle. It's as if the body had started to mutate! A viscous substance is oozing out of the body and across the floor... like a snail's trail.?? +" +Après cette première découverte, le Décapité trouve la même trainée de geléeet un cocon vide, près d'un plus gros trou dans le mur, qui a été fait par un Conjonctivius adolescent. +" +(...) This strange substance on the ground again. The trail leads to a sort of... giant cocoon. (...) The trail ends at this hole. And it's one hell of a big hole.?? +" +Plus tard, le Décapité tombe sur la trainée verte près d'un cadavre. La trainée mène vers un grand cocon et un trou gigantesque +, creusé par un Conjonctivius adulte alors qu'il s'échappait +" +Still this trail on the ground. Whatever this thing is, it's pretty obvious that it... grew. Or evolved. Or mutated.?? +" +Le cadavre ne semblait pas infecté et portait des vêtements de prisonnier, ce qui pourrait vouloir dire que c'est le prisonnier qui s'est échappé des Quartiers. La raison de sa non-infection malgré avoir été tué par Conjonctivius reste un mystère. +Finalement, un message laissé par des soldats évoque la difficulté d'enchaîner Conjonctivius, qui était un ordre du Roi. +Cela explique pourquoi Conjonctivius est trouvé emprisonné dans la Crypte nauséabonde quand le Décapité arrive. +Make sure you don't miss your guard duty outside the MONSTER's room. It wasn't easy to chain up. Wouldn't like to have to do it all over again!?? +Le Décapité +Article principal +: +Le Décapité +Le Décapité ne semble pas savoir comment il est venu à la vie. +Le +Démon de la Crypte?? +commente que le Décapité est une monstruosité et qu'une certaine "elle" est à sa recherche.. +Cette "elle" pourrait être la +Gardienne du Temps +, du fait qu'elle et le +Démon de la Crypte?? +sont similaire du fait qu'elles paraissent féminine et qu'elles portent un masque. +Personnages mineurs +Prisonniers +Article principal +: +Prisonniers +Tom le Champilogue est un prisonnier qui collecte, étudie et vend des champignons. +Sa cellule et sa réserve sont trouvables dans différentes parties de la prison, impliquant qu'il peut bouger dans la prison pour vendre des champignons psychoactifs aux autres prisonniers +Trouvé dans les +Quartiers des prisonniers +, la +Promenade des condamnés +, les +Profondeurs de la prison +et les +Remparts +Le prisonnier enfermé (mentionné en tant que +Gollum +dans les fichiers du jeu) est un prisonnier trouvé dans les Égoûts toxiques, ilparlera au Décapité la première fois qu'il passera devant sa cellule, et l'informera à propos de la +Rune de téléportation +. il demande au joueur d'aller la chercher, disant qu'il a besoin de "sa rune" +Note: Le joueur ne peut voir ques les mains du Prisonnier en cellule, qui ont un ton similaire aux marchands que le joueur rencontre dans le jeu, il y a aussi 2-3 cellules vides dans les Égoûts toxiques, impliquant que les marchands dans le jeu étaient tenu captifs de manière identique au Prisonnier en cellule avant de s'échapper vers d'autres parties de l'île. +Le Prisonnier 545 mourut de fatigue et de faim alors qu'il s'échappait par un tunnel creusé à la cuillière dans la Promenade des condamnés +Il n'est pas arrivé à sortir du puits. +Un prisonnier est arrivé à sortir de sa cellule avant d'être infecté par le Mal-être. Il se pourrait que ce soit le prisonnier que l'ont vois dans les Égoûts toxiques. +Un prisonnier est trouvé pendu dans une cellule pleine de fleurs. Il tient une fleur rouge ressemblant à une des Clés du Jardinier. La raison de son emprisonnement est floue. Une fleur bizarre avec une note "ne pas arroser après minuit??" semble être une référence au film Gremlins. Cela pourrait être le résultat d'une expérience avec le Mal-être ou avec du matériel infecté. +Trouvé dans les +Quartiers des prisonniers +, la +Promeade des condamnés +, les +Profondeurs de la prison +et les +Remparts +. +Soldats +Les soldats reçevaient des ordres de Castaing et du Roi, et se laissaient des notes les uns aux autres.. +Les archers du Roi étaient nuls à leur boulot, comme le montre leur précision "hors du commun" sur des "cibles d'entraînement vivantes" +Certains soldats paniquaient et voulaient abandonner l'Île avant dêtre infecté +Un ordre du Roi aux soldats impliquait que certains d'entre eux se rebellaient contre lui et désobéissaient aux ordres. +Le Roi fit comprendre que toute rébellion serait suivie d'une exécution rapide. +Une lettre trouvée dans les Quartiers des prisonniers stipule que certains soldats ne savaient pas pourquoi on leur ordonnait d'emprisonner des villageois innocents, et pensaient que les malades seraient traité et pas confiné. +Lore du Mal-être +Article principal +: +Mal-être +Des corps contaminés sont trouvés dans les égoûts. +Le Décapité se demande si ces corps sont responsables de l'infection initiale des citoyens ou si ces corps ont seulement aidé à propager le Mal-être en contaminant tout le réseau d'eau . +L'Alchimiste se demande si les insectes sont responsable de la propagation de l'infection sur toute l'île +Une porte gigantesque brisée est trouvée près d'un message de soldat prévenant de ne pas ouvrir cette porte, ou les rats sortirait et propageraient l'infection sur l'île. Le Décapité remarque que les rats ne sont pas capable de faire un si grand trou, impliquant que quelque chose d'autre était retenu derrière cette porte. +Le corps du Prisonnier 236 est trouvé près de cette dernière: il est probablement mort en tentant de s'échapper. +Il n'est pas clair de l'identité de la chose derrière la porte. Le manque de trainée verte, que Conjonctivius soit toujours enchaîné quand le joueur atteint la Crypte et que cette salle fasse partie des salles de lore d'"Infection" et non des salles de lore "Observateur" ( ancien nom de Conjonctivius ) suggère que la créature n'est pas Conjonctivius. +Le corps pourri d'un soldat est trouvé près d'une lettre taché décrivant ses symptômes +Il toussait du sang, son corps le grattait tellement qu'il s'est gratté jusqu'à en saigner, il avait des maux de tête, un vision floue et entrait en dépression. +Biomes?? +Quartiers des prisonniers +" +In the social hierarchy of the island, there are the dogs, the rats, and just below them, the prisoners. +" +" +The lucky prisoners had a window in their cells... They ended up choking on the ashes from the Ossuary. +" +" +The prison is directly connected to the outer yard. The prisoners can choose between the rats and the crows. +" +Promenade des condamnés +" +It's never a good sign, being sent to the yard. Few return. When they do, they're never quite the same. +" +" +The charming countryside atmosphere of the forest has given way to a... less wholesome ambiance. +" +" +Time was, you could still hear the occasional bird singing outside. Now there's nothing but the caw of the crows. +" +Un puits dans la Promenade peut contenir divers objets +Parfois, le puits contient un rubis et un corps noyé putréfié +Le Décapité n'est pas surpris que les gens tombe malade quand des choses aussi sales sont jetées dans la réserve d'eau. +Dans un autre cas, le Décapité trouve un prisonnier mort de fatigue et de faim alors qu'il s'échappait par un tunnel creusé à la cuillière +. +Égoûts toxiques +" +Many believed the sewers were a path to freedom. No one ever made it out the other side. +" +" +The prison dumped all its unspeakable filth into the lower galleries, so it's no wonder something horrible emerged from them one day! +" +Cela ressemble à une référence à +Conjonctivius +. +" +A greenish substance oozed its way into a number of pipes along here... and it continues to spread. +" +" +Hmm... is that... is that smell normal? +" +La Serre +" +Once frequented by the lords and ladies of the island, they often noted that some of the mushrooms seemed to shrink from their presence. +" +" +Dappled light, soothing fountains and a fresh air brought the royals, aristocratic and various hangers-on. Unfortunately they brought the stink of the Royal Court with them... +" +" +Earthy smells of compost, spores and decay fill the air of the dilapidated Arboretum. The new inhabitants seem to like the climate quite a bit. +" +Profondeurs de la prison +" +The worst prisoners were locked up here, in the company of the worst guards. +" +" +Few prisoners managed to see out their time here alive. None, actually. +" +" +"To be transferred to the Depths" meant you weren't coming back. All you could really hope for was that your execution would be quick. +" +Prison corrompue +" +Donating your body to science takes on a whole new meaning when you're still alive. +" +C'est probablement une référence à l' +Alchimiste +. +" +The guards were the first to succumb. Unless no one noticed the difference in the prisoners... +" +" +It's unthinkable that even the stones are infected. +" +Remparts +" +To keep things exciting, the guards sometimes threw condemned prisoners from the Ramparts. There's definitely nothing worse than the screams of someone who knows they're headed for the edge. +" +" +The guards would perch themselves on the Ramparts at the first sign of the Malaise... It didn't really help. +" +" +Once, some poor sod tried to escape over the Ramparts... He died of exhaustion during the climb, so the guards left his body on the wall to make sure everyone got the message, +" +Charnier +" +After the Night of the Bloody Riots, the guards decided to condemn a whole wing of the prison so they could dump the bodies in there. +" +" +A thick layer of ashes covered the walls of the place. Filth crept into every nook and cranny. +" +" +One of the worst places on the island... Or one of the safest, depending on who you ask. +" +Ancien réseau d'égoûts +" +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. +" +" +That same greenish substance, with its pestilent odor... +" +" +Mold everywhere... Spores floating in the fetid air... A perfectly welcoming ecosystem. +" +" +One day, a pile of filth started growling. That part of the sewers was promptly blocked off. +" +Cela ressemble à une référence à +Conjonctivius +. +Marais des fugitifs +" +A low lying part of the island where the leprous, diseased and quite often, poor, were sent to rot. The only refuge for survivors was in the trees. +" +" +Taking to the trees may have kept the Banished safe from the ticks, but it didn't save them from the ravages of the Malaise. +" +" +As the Malaise spread, the putrid stench of the fetid water and plagues of stinging creatures weren't the only things the surviving Banished had to deal with. +" +Pont Noir +" +In the old days, the bridge linked the village to the prison and was only used on special occasions. In the old days... +" +" +Getting past the prison walls was a major achievement. Crossing the bridge was nothing short of a miracle. +" +" +They say the prison warden was personally involved in guarding the bridge. So they say... +" +" +There are stories that curious fisherman used the river to avoid the bridge and get closer to the prison. Most presumed they drowned. +" +Crypte nauséabonde +" +The guards stored a lot of things in this old crypt. Weapons, provisions... and chains, just in case. +" +" +Strange cries can be heard from the storehouse. Surely they're not human... No, no. +" +" +The King decided to convert this old crypt into a storehouse. After all, there was still plenty of room in the cemetery at the time. +" +" +Some of the guards tell of throwing bodies down there to feed her. Perhaps she just wanted to play? +" +la Tanière +" +No prayers, no words, not even deeds can rightfully honour our protectress; only sacrifice means true loss, and hence, true belief". The Sacred Barks, 20:1. +" +Since time immemorial religious rituals have proven themselves to be extremely useful tools for eliminating one's enemies. This one also helps to keep the ticks at bay. +" +" +Before dawn the Nest spills forth its wretched brood, ever hungry, hunting for their mother. +" +Gué des brumes +" +The village was first in line when the Malaise started to spread. At first they buried their dead. Before long, they were fighting them. +" +" +It was a lovely village in the old days. Before everything there was intent on devouring you. +" +" +Fishing was the main activity in this little hamlet, until the water started turning murky and dark. +" +" +Before, it took several days for the fish to get that putrid smell. +" +Une salle avec une femme s'étant pendue peut être découverte. Ses derniers mots sur une note sont, "Le Mal-être ne nous aura pas. Je vous protègerai." Les corps de 2 personnes, la gorge tranchée, sont visible sur le lit adjacent. +Temples Brisés +" +The King barely tolerated these temples dedicated to foreign beliefs, to say the least. +" +" +The King forbade his subjects from venturing into the Fractured Shrines for their own safety. A completely superfluous law given that no one wanted to go there anyway. +" +" +One could say that the Fractured Shrines have become a real snake pit in recent times... +" +" +How could the ancient's primitive technology build these giant swords? Some believe they originated from beyond the sea, others look to the sky while wearing funny hats. +" +Rivages éternels +" +Even before the Malaise outbreak really took hold on the Island, there were rumors of strange experiments and sightings of vile creatures close to the Shores. +" +" +The most senior of the King's medical advisors was put to death. No one knows exactly why, some say he failed the king, some say he was caught robbing graves. +" +" +Knowledge progresses much faster without moral constraints. Apostates have become very knowledgeable. +" +" +Apostates were respected healers before the King chased them from the island. In spite of their medical advancements, some found their methods unpalatable. +" +Mausolée +" +Obsessions in life don't just stop after death. +" +" +The birds aren't the only ones who seem to fear what 'lives' here. +" +" +Before the malaise, the Scarecrow was a world-famous botanist. +" +Sanctuaire endormi +" +The Stilt Village was built over a sanctuary, but it's hard to say whether that was an intentional choice by the original colonists. +" +" +A mysterious energy runs through these walls, like blood through living veins. +" +" +Some villagers claimed that the sanctuary was alive, that it could make the earth quake. Legends often tend towards the absurd. +" +Cimetière du Val +" +The local villagers came to pay their respects to their lost loved ones. The current population of the village has a different relationship with the graveyard. +" +" +The only people buried in the graveyard are unknown villagers, far too common to deserve a place in the sepulcher. +" +" +The dead have been buried in the Valley for generations. Now it seems there's something of a shortage of space. +" +Tour de l'horloge +" +The Time Keeper hasn't been seen for a long time. Or else very recently... Uh, wait a minute... When is now? +" +" +The first few hours in this tower can cause nausea, what with everything contracting and dilating at the same time. +" +" +Some villagers claim to have seen the hands of the clock turning backward. Of course, those are just rumours... +" +" +A long time ago the Time Keeper obtained the King's permission to build this gigantic tower. No one knows the terms of the agreement. +" +Sépulcre oublié +" +High-ranking dignitaries were embalmed in sarcophagi. After a somewhat brutal ceremony, the skulls of their delegation were used to decorate the walls of the chamber. +" +" +Once reserved for high-ranking dignitaries, the sepulcher became a tortuous labyrinth, its reaches fading into obscurity and myth... +" +" +To get out alive, simply follow the light. No, not that one, the other... Yes, there, the... No, uh... Wait a minute, where are we? +" +Easter eggs +Nathan Drake, le protagoniste de la série de jeux +Uncharted +peut être trouvé mort dans un puits. Il pillait des sarcophages mais n'est jamais arrivé à sortir du puits à cause d'une corde trop courte. +La tête d'un personnage de +Hollow Knight +peut être trouvée, entourée d'autres insectes morts, à l'intérieur d'un laboratoire dans le biome des Remparts +Caverne +" +The Cave is a strange place where ice and fire coexist. The Alchemist never found out how. +" +" +Mining was the most thankless job on the island. Many died buried under rubble, suffocated by toxic vapor, or killed by strange creatures... +" +" +Precious crystals were unearthed from this cave on the King's orders. Nobody knows what they were used for. +" +" +Longest time without incident: 45 seconds. +" +Salle de l'horloge +" +An error of just a thousandth of a second in the calibration of the clock could have serious consequences. +" +" +It's in this room that the Time K... No, it was in this room that... No, in this room the Time Keeper will... Hold on, where were we when? +" +" +The Time Keeper overlooks almost the whole island from here. The whole island, except the king's castle. +" +Repaire du Gardien +" +It is said that sobbing was sometimes heard coming from this lair. The Giant seemed to be a sensitive person... +" +" +The Giant didn't like the Hand of the King, and the Hand of the King didn't like the Giant. But they did agree on one point: nobody liked the Alchemist. +" +" +The Giant came often to the bottom of the Cave to recharge. Nothing beats a good lava bath. +" +Château de Haute Cime +" +The royal guard stayed locked up safely behind the walls of High Peak Castle, thereby leading the island to its ruin. +" +" +High Peak has fallen from its former glory... The last "banquet" held here served up human flesh. +" +" +The island's high-ranking personalities came here to discuss important issues with the King. The quality of the visitors has changed a lot in recent times. +" +" +The King allowed the Alchemist to move into a wing of the castle. That was around the time of the final retreat. +" +Le CHâteau cache un grand nombre de salle de lore qui nous éclaire sur les événements qui ont mené à la chute du Roi et sa cour, ainsi que toute l'île +La salle de l'Alchimiste +La salle de l'Alchimiste dans le Château +La salle bleue semble avoir été un laboratoire pour l' +Alchimiste +, salle acordée par le +Roi +en dernier recours. +En effet, les étagères sont pleines de potions diverses et variées, des flacons et des équipements scientifiques apparentés aux +divers laboratoires +que l'Alchimiste abandonna dans le royaume. +Au centre de la pièce, le Décapité combat un +Lacérateur +d'Élite,des rangées infinies d'incubateurs peuvent être vues en fond, emplies de corps mutés. Ce sont les même que ceux trouvés dans le laboratoire de l'Alchimiste dans la Tour de l'horloge +, dans lesquels il immerge des corps infectés dans une solution expérimentale dans l'espoir de trouver un remède au Mal-être. +Il reste cependant difficile de savoir si la présence du +Lacérateur +est due aux expériences de l'Alchimiste ou s'il est juste un autre personnage infecté par le Mal-être, mais qu'il se trouve dans la salle de l'Alchimste suggère qu'il en fait partie. +La salle humain-plante +La salle d'hybride humain-plante dans la salle verte d'Élite du Château +La salle verte est l'hôte d'une variété de structures s'assimilant à des plantes, et ses murs, sols et plafond sont envahis par du lierre. Au centre de cette salle, le Décapité combat un +Épineux +d'Élite devant un personnage hybride humain-plante qui semble être sorti de son incubateur. Cet hybride est le résultat d'expériences de croisement par l'Alchimiste +, dans lesquelles il essaya d'administrer des extraits de plantes à un humain "volontaire". +Alors que l'Alchimiste rapporta que l'expérience fut un échec et que le sujet ne survécut pas, le fait que l'incubateur soit cassé et que la salle soit envahi par les plantes suggère que l'hubride ne mourut pas et ait pris pied dans cette partie de l'île +L' +Épineux +d'Élite pourrait aussi bien être un résultat d'une des expériences de l'Alchimiste ou un autre personnage infecté par le Mal-être, mais le fait qu'on le combatte dans cette salle et que son dos ressemble à des pics de roses suggère qu'il est le fruit d'une expérience. +La salle de torture +La salle de torture dans le Château. +La salle rouge semble avoir été une salle de torture, en témoigne les divers instruments accrochés au mur et suspendu au plafond. +Au centre de la salle, le Décapité affronte deux +Traqueurs Noirs +dans une piscine de sang coulant d'une fontaine, avec ce qui semble être des corps démembrés et des quelettes pendus au plafond. +Il n'existe actuellement pas de lore dans le jeu expliquant le but de cette salle de torture. la période d'utilisation de cette salle, quelle soit avant ou après la propagation du Mal-être reste un mystère. +Références +↑ +https://gfycat.com/AllMemorableEarwig +↑ +https://gfycat.com/AnguishedSmoggyColt +↑ +https://gfycat.com/MenacingSinfulBoa +↑ +https://gfycat.com/PessimisticDifficultBull +↑ +https://gfycat.com/HappygoluckyFailingGemsbok +↑ +https://gfycat.com/GraciousDefenselessIcelandichorse +↑ +https://gfycat.com/TemptingFatGalapagoshawk +↑ +https://gfycat.com/DescriptiveCheapGourami +↑ +https://gfycat.com/fr/PassionateShorttermAmericanalligator +↑ +10.0 +10.1 +https://gfycat.com/MajorSecondhandBlesbok +↑ +11.0 +11.1 +11.2 +https://gfycat.com/DamagedOrderlyAsianlion +↑ +https://gfycat.com/fr/WelldocumentedEveryAmazontreeboa +↑ +https://gfycat.com/HighlevelImportantFly +↑ +14.0 +14.1 +https://gfycat.com/SnappyBlackandwhiteGeese +↑ +https://gfycat.com/ShoddyWindyElkhound +↑ +16.0 +16.1 +16.2 +16.3 +https://gfycat.com/QuerulousDimGlowworm +↑ +17.0 +17.1 +17.2 +17.3 +17.4 +https://gfycat.com/PopularFlickeringBongo +↑ +18.0 +18.1 +https://gfycat.com/CavernousDescriptiveDevilfish +↑ +https://gfycat.com/fr/ImaginativeShamefulFlounder +↑ +20.0 +20.1 +https://gfycat.com/fr/WearyForthrightBuckeyebutterfly +↑ +https://gfycat.com/BlushingBogusBufeo +↑ +https://gfycat.com/EnormousFluffyIrrawaddydolphin +↑ +https://imgur.com/a/pxHDKSv +↑ +https://gfycat.com/UglyVapidFruitbat +↑ +25.0 +25.1 +https://gfycat.com/WarmheartedTenseIrukandjijellyfish +↑ +https://gfycat.com/fr/IllustriousOrganicArcherfish +↑ +https://gfycat.com/EnviousJoyousIberianemeraldlizard +↑ +https://gfycat.com/DetailedCircularItaliangreyhound +↑ +https://gfycat.com/HonoredLastAnhinga +↑ +https://gfycat.com/ThornySadKiskadee +↑ +https://gfycat.com/fr/PersonalHeavyGallowaycow +↑ +https://gfycat.com/UnacceptableAnotherBovine +↑ +https://gfycat.com/GregariousSophisticatedHoneybee +↑ +https://i.imgur.com/JI68dav.jpg +↑ +https://gfycat.com/fr/CheerfulMarriedAdder +↑ +"Le Roi autorisa l'Alchimiste à emménager dans une aile du Château. C'était aux environs de la dernière retraite. +??" +↑ +Cette salle est appelée +CastleAlchemy +dans les fichiers du jeu. +↑ +Cette salle est nommée +CastleTorture +dans les fichiers du jeu diff --git a/wiki_content/Machete_and_Pistol.txt b/wiki_content/Machete_and_Pistol.txt new file mode 100644 index 0000000000000000000000000000000000000000..28d6deea6d59cf121fb5c8b2e312326171c0c36e --- /dev/null +++ b/wiki_content/Machete_and_Pistol.txt @@ -0,0 +1,145 @@ +URL: https://deadcells.wiki.gg/wiki/Machete_and_Pistol + +Machete and Pistol +The third attack uses the pistol to bump and inflict +critical damage +to nearby enemies. +Hack, slash and shoot! +Internal name +MachetePistol +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.41 seconds +Base price +1500 +Damage +Base DPS +117 ( +163 +) +Base combo damage +230 +Base first hit +45 +Base second hit +55 +Base third hit +130 +Blueprint +Location +Lore room in the +Prisoners' Quarters +The +Machete and Pistol +is a +melee +weapon +with a three part combo. +Details +Special Effects: +For the first two attacks of the combo, the machete is used. +The third attack in the combo deals +critical +damage, knocks back enemies, pierces shields, and inflicts a +fire +status effect (15 DPS for 5 seconds). +The pistol's blast has a greatly extended hitbox which does damage in a cone shape. This third attack is useful for crowd control, flying enemies, and finishing off enemies who are out of range of the machete. +Breach Bonus +: +0 / 0 / 1 +Base Breach Damage: +45 / 55 / +260 +Base Breach DPS: +117 ( +255 +) +Combo Duration: +1.41 seconds +First Hit: +0.36 (0.26 + 0.1 + 0) +Second Hit: +0.5 (0.3 + 0.2 + 0) +Third Hit: +0.55 (0.15 + 0.4 + 0) +Legendary Version: +Forced +Affix +: Last Cycle Spam +"Only uses the last attack in the combo." +Location +In the +Prisoners' Quarters +, there is a chance for a lore room to spawn with an altar. Examining this altar will drop this item. Upon doing so, player will be +cursed +with a one-kill curse. Picking the item up will instantly unlock it. +"So menacing! Should I really search it?" +"Oh, it's not like it's cursed or anything." +Notes +Despite its appearance, this weapon's third attack is not ranged and is in fact a melee attack. Therefore it does +not +benefit from mutations such as +Point Blank +and +Networking +, and can instead trigger relevant mutations such as +Melee +or +Open Wounds +. +This weapon's third attack ignores shields, similar to the +Vampire Killer +RtC +and +Valmont's Whip +. +This weapon's third attack inflicts the +burning +status effect. +Like some other weapons, this weapon's combo can be offset by a dodge or a parry, allowing the player to change position before unleashing the pistol. +As such, this weapon is well suited to hit-and-run strategies, and pairs well with ranged weapons that also scale with Tactics. +Its Legendary Version has a unique icon and name changed to just pistol ( +), but still counts as a melee weapon. +This icon will not be shown if the legendary version is picked up from a pedestal. In this case, dropping and picking the weapon back up will fix the issue. +The weapon shares this issue with the legendary +Scythe Claw +. +Damage over time stacks that are applied directly by this weapon are affected by the +Point Blank +mutation. +Trivia +This weapon is based on weapons from the game +Curse of the Dead Gods +. +This weapon and the +Scavenged Bombard +TQatS +are the only two traditional firearms currently in the game. +This weapon functions almost identically to the +Twin Daggers +and the +Bow and Endless Quiver +in that the third attack of the combo deals critical damage. +These are among the six single-slot weapons that use 2 weapons in their attack in the game, the others being the +Twin Daggers +, +Flashing Fans +TBS +, +Shrapnel Axes +, +Bladed Tonfas +TQatS +, and the +Misericorde +. +While wearing the +Knight's Outfit +, the last hit of the combo will cause a visual glitch where the player’s model appears much larger than it should be. +History +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. diff --git a/wiki_content/Magic_Bow.txt b/wiki_content/Magic_Bow.txt new file mode 100644 index 0000000000000000000000000000000000000000..f7c0d29b556114c90c71258b037b7d120ec9d045 --- /dev/null +++ b/wiki_content/Magic_Bow.txt @@ -0,0 +1,71 @@ +URL: https://deadcells.wiki.gg/wiki/Magic_Bow + +Magic Bow +Fires homing arrows that deal more damage if they hit the same enemy. +Just close your eyes and shoot! +Internal name +MagicBow +Type +Ranged Weapon +Scaling +Combo rate +One hit every 1.2 seconds +Base price +1500 +Damage +Base DPS +139 +Base combo damage +167 +Base hit +25 +Blueprint +Location +Lore room in the +Prisoners' Quarters +Unlock cost +100 +Magic Bow +is a +ranged +weapon +which launches five slow homing arrows at once, with each arrow inflicting increased damage if they hit the same enemy. +Details +Ammo: +20 +Special Effects: +Shoots a salvo of 5 arrows that home in on enemies. +The arrows deal more damage if they hit the same enemy. +Damage increases by 7% for each arrow hitting the same target, capping after 5 arrows at 35%. +Breach Bonus +: +0 +Base Breach Damage: +25 +Base Breach DPS: +17 +Attack Duration: +1.2 seconds +Charge: +0.6 +Lock: +0.3 +Cooldown: +0.6 +Tags: +Ranged, HasBullets, LimitedAmmo, NoCritical +Legendary Version: +Forced +Affix +: Double Bullets +"Fires twice as much bullets." +Synergies +Ranger's Gear +will affect all arrows per salve. +Works well with +Barbed Tips +due to the large amount of arrows that are shot. +Trivia +The weapon is a direct reference to the Magic Bow weapon from the game Soul Knight, where it fires from 1 to 5 arrows depending on how long you charge it, which home onto enemies. +Due to having such a wide spread of shot arrows, when shot in a narrow hallway, some of the arrows will hit the floor and ceiling and can lower your damage significantly. +History diff --git a/wiki_content/Magic_Missiles.txt b/wiki_content/Magic_Missiles.txt new file mode 100644 index 0000000000000000000000000000000000000000..e2ee4db29c9976a8f6e8b902ee7203265d51b724 --- /dev/null +++ b/wiki_content/Magic_Missiles.txt @@ -0,0 +1,78 @@ +URL: https://deadcells.wiki.gg/wiki/Magic_Missiles + +Magic Missiles +Automatically targets the closest enemy. +Internal name +MagicSalve +Type +Ranged Weapon +Scaling +Combo rate +One 5-hit combo every 1.22 seconds +Base price +1750 +Damage +Base DPS +164 +Base combo damage +200 +Base first hit +25 +Base second hit +25 +Base third hit +35 +Base fourth hit +50 +Base fifth hit +65 +Blueprint +Location +Drops from +Arbiters +Drop chance +0.4% +Unlock cost +40 +Magic Missiles +are a magic-type +ranged +weapon +which shoots projectiles extremely quickly, and can target enemies in any direction from the player. This item is exclusive to the +Rise of the Giant DLC +. +Details +Special Effects: +Automatically targets the closest enemy. +Breach Bonus +: +-1 / -1 / -1 / -1 / -1 +Base Breach Damage: +0 / 0 / 0 / 0 / 0 +Base Breach DPS: +0 +Combo Duration: +1.22 seconds +First Hit: +0.18 (0.18 + 0 + 0) +Second Hit: +0.21 (0.21 + 0 + 0) +Third Hit: +0.21 (0.21 + 0 + 0) +Fourth Hit: +0.21 (0.21 + 0 + 0) +Fifth Hit: +0.41 (0.21 + 0.2 + 0) +Tags: +Ranged, RapidFire, NoCritical, HasBullets, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Super Pierce +"Shots pierce all enemies." +Notes +Wings of the Crow +can be used with Magic Missiles’ auto-target mechanic to fly out of reach of most enemies and safely damage them. +Trivia +Magic Missiles could be a reference to the Dungeons & Dragons spell Magic Missile, which similarly shoots multiple projectiles that home in on enemies. +History diff --git a/wiki_content/Magistrate_of_Death.txt b/wiki_content/Magistrate_of_Death.txt new file mode 100644 index 0000000000000000000000000000000000000000..496916d9db4c972b897b28b57afe099ab2421a7a --- /dev/null +++ b/wiki_content/Magistrate_of_Death.txt @@ -0,0 +1,48 @@ +URL: https://deadcells.wiki.gg/wiki/Magistrate_of_Death + +This article +contains spoilers +regarding the true ending of the game. Discretion is advised. +Magistrate of Death +Base health +110 +Location(s) +Astrolab +RotG +Reward +Hemorrhage +RotG +(10%) +Screaming Skull +Base health +100 +Location(s) +Astrolab +RotG +Magistrates of Death +are levitating, legless wizard-like +enemies +found in the +Astrolab +RotG +that summon +Screaming Skulls +by reading from a magic book. They are exclusive to the +Rise of the Giant DLC +. +Behavior +Magistrates are generally defensive enemies, who summon Screaming Skulls to shield them from the player, as well as to attack him. Two Screaming Skulls are summoned on the left and right of the Magistrate of Death, and start floating away from it, generating a vertical laser above and below them. This laser can damage the player, but can be rolled through as well as parried. The Screaming Skulls can also be parried with a shield. Because of this ability, it can be hard to reach the Magistrate itself to kill it, especially with melee weapons. +In addition to their attack, Magistrates of Death can dash quickly far away from the player when they are within close range, which further complicates matters when using a melee build. +Moveset +Skull summon +Description: +Fires a Screaming Skull which moves forwards, covering a large vertical area. +Can be blocked, parried, and dodge rolled. +The Screaming Skulls are separate entities from the Magistrate, however they do not count towards the kill counter. +Trivia +Magistrates of Death were added with the +v1.2 +update, aka +Rise of the Giant DLC +in March, 2019. +History diff --git a/wiki_content/Magnetic_Grenade.txt b/wiki_content/Magnetic_Grenade.txt new file mode 100644 index 0000000000000000000000000000000000000000..87b770bc9986011a0679aa9ba76e4f33393dbb33 --- /dev/null +++ b/wiki_content/Magnetic_Grenade.txt @@ -0,0 +1,82 @@ +URL: https://deadcells.wiki.gg/wiki/Magnetic_Grenade + +Magnetic Grenade +Attracts enemies in a large area for a few moments, then explode, dealing +electrical +damage. +Internal name +MagnetGrenade +Type +Grenade +Scaling +Recharge +16 seconds +Duration +3 seconds +Base price +1800 +Damage +Base DPS +20 +Base hit +40 +Base DoT DPS +20 +shock +Blueprint +Location +Drops from +Grenadiers +Drop chance +0.4% +Unlock cost +60 +The +Magnetic Grenade +is a +grenade +skill +which draws in enemies and projectiles, dealing low damage over time. +Details +Special Effects: +Throws an arcing projectile that explodes on contact with an enemy or a horizontal surface. +The projectile bounces off of a Shieldbearer's shield without detonating. +Upon contact, it begins to pull in enemies and bombs, and explodes after 3 seconds. +Inflicts 20 +shock +DPS for 4 seconds on all targets in the explosion range. +Tags: +Ranged, Explosive, Electric +Legendary Version: +Forced +Affix +: Echo +"Explodes again after a brief moment." +Synergies +The magnetic grenade also pulls in the eggs produced by +Pollo Power +, allowing for safer using and more consistent damage with the item. +Since +Pollo Power +locks the player out of using other items once active, it is to be used after having cast the magnetic grenade. +The bombs produced by +Explosive Decoy +are also pulled in by the magnetic grenade. +Due to magnetic grenade's ability to bring enemies closer together, even if they are airborne or on other platforms, it synergizes with the following items: +War Spear +, which deals critical damage when striking multiple enemies at the same time. +Symmetrical Lance +, which deals critical damage after having been used to kill two enemies in quick succession. +Tombstone +, which dooms nearby enemies after having been used to kill an enemy with it's third attack. +Electric Whip +, enemies struck by which will spread the +shock +status effect to nearby targets. +Gilded Yumi +TQatS +, which deals critical damage if it bumps enemies into each other. +The magnetic grenade can make it much easier to satisfy the conditions for the +Networking +mutation, which causes enemies struck by projectiles to share a portion of the damage they take. +History diff --git a/wiki_content/Malaise.txt b/wiki_content/Malaise.txt new file mode 100644 index 0000000000000000000000000000000000000000..44a45730ac3e65d04b95468894f0ececcb853bef --- /dev/null +++ b/wiki_content/Malaise.txt @@ -0,0 +1,305 @@ +URL: https://deadcells.wiki.gg/wiki/Malaise + +“ +It itches so bad. Belly aches. I scratch but then I bleed... headaches, blurred vision... feel down and so itchy. +„ +The +Malaise +is described as a virus that has been infecting the island within the +Dead Cells +world, and the main cause for the current state of the island and its inhabitants. +The Malaise as a mechanic is introduced into the game at 5 +Boss Stem Cells +. It is a meter that has tiers that activates different effects at set tiers. +Malaise can also be decreased by killing enemies, elites and bosses. +Malaise can be enabled in Normal, Hard, Very Hard, Expert and Nightmare difficulties using +Custom Mode +. +Malaise can be turned off using +Custom Mode +Disables achievements +Mechanics +Malaise starts building up when you break the door that separates the start area of the actual biome in the +Prisoners' Quarters +. Malaise will keep increasing alongside gametime, whenever gametime stops Malaise will stop increasing and its effects are disabled. This is in +Shops +, lore areas, treasure rooms, +Challenge Rifts +and +Passages +. Note that the Malaise can still be decreased in these rooms. +Increasing infection +Malaise has 10 tiers, each being 50 points adding up to a total of 500 points at maximum. Malaise increases constantly at a rate that correlates with the amount of enemies that are alive in the biome. On 100% enemies remaining it takes approx 42 seconds to fill up a tier. +The only other source that increases Malaise is infected food found in wall secrets. +There is a small cooldown of 0.35 seconds after an increase before it can increase again. +Reducing infection +Decreasing the Malaise is mainly done by killing enemies. Each kill of an enemy decreases the Malaise meter, this includes enemies spawned by the Malaise. When you have killed enough enemies you have cleared the infection in the biome and trigger the clear infection event. This occurs when you have killed 90% of the enemies in the biome. At this point the Malaise stops increasing and the effects are disabled. Your Malaise will also decrease by the amount of points you would get from killing the last remaining enemies, but all at once. Killing them after the event does not decrease Malaise any further. +Other sources to decrease Malaise are the Health Flask and Cough Syrup bought in food shops. Health Fountains also remove all Malaise but they are normally only available in +Custom Mode +. +Note that health fountains are only available using +Custom Mode +as from 2 BSC all health fountains are broken and the Malaise is a 5 BSC mechanic. +Enable Malaise: This applies to: Normal, Hard, Very hard, Expert and Nightmare difficulties. +Health fountains never break +Effects +Malaise affects enemies and their behavior and stats in different ways. Some boost existing stats or ablilites while some are exclusive to Malaise. +Enemy stat boosts +Malaise decreases the delay between enemy attacks and increases the damage they do. +Enemy Teleporting +Enemy teleporting is a mechanic from 4 and 5 +Boss Stem Cells +. Malaise increases the speed at which enemies teleport and even increases the range at which an enemy can aggro another enemy to teleport to the player together. +Enemy spawning +Malaise will spawn random enemies around the player, appearing to crawl out of the ground. The enemies that are able to spawn are not limited to the current biome. +Below is a list of all enemies that can spawn through the Malaise +Zombie +• +Shieldbearer +• +Undead Archer +• +Grenadier +• +Knife Thrower +• +Runner +• +Scorpion +• +Disgusting Worm +• +Rancid Rat +• +Lacerator +• +Inquisitor +• +Bomber +• +Cleaver (Enemy) +• +Weirded Warrior +• +Swarm Zombie +• +Dancer +• +Dark Tracker +• +Automaton +• +Lancer +• +Infected Worker +• +Demolisher +• +Agitated Pickpocket +Below is a list of all enemies that cannot spawn through the Malaise. +Enemies that cannot spawn that are from the base game: +Bat +• +Kamikaze +• +Spawner +• +Masker +• +Shocker +• +Hammer +• +Corpulent Zombie +• +Living Barrel +• +Golem +• +Demon +• +Guardian Knight +• +Royal Guard +• +Bombardier +• +Protector +• +Sweeper +• +Buzzcutter +• +Corpse Fly +• +Sewer Fly +• +Festering Zombie +• +Corpse Worm +• +Weaver Worm +• +Impaler +• +Sewer's Tentacle +• +Catcher +• +Pirate Captain +• +Slasher +• +Thorny +• +Corpse Juice +• +Caster +• +Cannibal +• +Slammer +• +Rampager +• +Failed Experiment +• +Oven Knight +• +Toxic Miasma +• +Gold Gorger +• +Golden Kamikaze +• +Sore Loser +• +Curser +• +Doom Bringer +Enemies from DLC (including +RoTG +) content cannot be spawned by Malaise. +Elite transformation +Malaise makes it so enemies can transform into elites. When an enemy is going to transform it is stunned and charges the tranformation for 4 seconds. Transformed elites do not have random abilities and do not drop necklaces. +Effect by Malaise tier +Lore +Origin +The Malaise has no clear origin. During the +Alchemist's +search for a cure, he theorized about where it came from. One such theory raised the possibility that the sap from the +Slumbering Sanctuary +contaminated the sewers within the prison +, marking the start of the spread. The Alchemist also notes that the island's insects likely helped spread the virus. +Additionally, piles of infected bodies were dumped into the sewer, and the infection appeared to rampage from there, although the +Beheaded +is unsure if they were dumped before or after the epidemic started. +Another possible origin is the +Undying Shores +- specifically, the +Apostates +, who were suspected to have engineered the Malaise in retribution to the King's eviction order of them. +Whatever it is, one thing was certain - the Apostates didn't fare any better. +Effects +The Malaise's symptoms include vomiting blood, itchiness, headaches, blurry vision, bellyaches, and feeling down +. Left untreated, the Malaise leads to certain death. It also appears to be highly infectious, with the King imprisoning and quarantining affected individuals. +The more extreme effects of the Malaise are highly unsettling. Mutations begin, and sometimes the corpses begin moving on their own. +The end result of the final stages of infection is reanimation into hostile, mutated undead. +The virus affects humans and animals. +Conjunctivius +was a result of the mutations, and the +Concierge +was a victim of the virus as well. Meanwhile, the Beheaded's true entity is immune to the Malaise and only the bodies it possessed are vulnerable. +Countermeasures +The +Time Keeper +keeps the Malaise at bay by keeping the entire island in a temporal loop, buying more time for a cure or other solution to be found - however, despite her immense power, this effort is exhausting for her. +The Queen +and her +Servants +guard the +Lighthouse +to prevent anyone from re-lighting the beacon. This is because if the beacon is lit, then passing ships might dock at the island, and spread the Malaise to the rest of the world. +Treatment +Later into his research, the Alchemist found a way to reduce symptoms from infection, +as well as a method for slowing down mutations. +This was likely synthesized with the sap found within the Slumbering Sanctuary, which he suspected could provide the cure. +The Alchemist came up with several ideas for treatment, which included, but were not limited to: +Bleudigris for infusion +Essence of bupleurum +Cream of valley oak +Syrup of large worms +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +A cure of the Malaise was eventually developed by +The Collector +, who is, in fact, the Alchemist. In the +Astrolab +, the Beheaded finds many more failed experiments by the Alchemist to cure the Malaise. Once he reaches the +Observatory +, the Collector reveals his last ditch effort to create a cure derived from tales of past Alchemists, having exhausted all other options despite his own skepticism. The Collector uses his Catalyst to synthesise the Beheaded's collected cells, creating a single flask of Panacea. Somehow, The Collector became insane after drinking it, forcing the Beheaded to fight and eventually kill him. After the Collector dies, the Beheaded realizes that he had just killed the island's only remaining salvation. His body disintegrates to the Panacea's effect, leaving him with only a homunculus that quickly slips away. +The Collector's death, however, was soon undone by The Time Keeper, resulting in The Beheaded reclaiming his original body as the King, which was intact but slowly decaying. After killing The Collector again, the Beheaded notes the Panacea finally halting his body's degradation. Though it is ultimately a success, the Kingdom's destruction rendered it moot, only saving the King with everyone else on the island having succumbed to the Malaise. +Impact on the island +There is little sign of what the Island was like before the Malaise debuted, although it must have been at least somewhat prosperous. However, any chance at a good future on the Island was ruined by the Malaise and the +King's +response to it. The island's citizens faced civil unrest and focused their rage on the King, due to his cruel reaction to the appearance of the Malaise. +The King demanded that the infected were to be imprisoned and hanged, even just upon the suspicion of infection. +Eventually, he demanded that nobody was to be let out of the prisons, even if they served their time. +What little of the villagers who remained on the Island met their deaths at the hand of the Malaise and the undead, or were slowly awaiting it locked away within the prisons. +Notes +The Malaise was referred to as the +Infection +before +v1.0 +. +Malaise was completely reworked in +v2.1 +. Previously, Malaise would accumulate when you took damage, and caps your health at 10% at full stacks. Only potions, non-infected foods, Cough Syrups, and Necromancy could remove Malaise, and some +mutations +granted temporary immunity to it. +In earlier versions of the game, each point added to the Malaise gauge would increase the damage taken rather than cap health at 10% of the max when 10 points were reached. +According to a certain lore room, the Malaise has also been given other names, such as the Plague, the Gloom, the Infection, and the Green Poison +Trivia +The concept of the Malaise could have possibly been influenced by the +Black Death +. +Bupleurum +is directly referenced as a way to minimize the symptom of the Malaise. +History +References +↑ +https://gfycat.com/fr/PassionateShorttermAmericanalligator +↑ +https://imgur.com/a/LcHXHe8 +↑ +https://imgur.com/a/c5xe4WT +↑ +"The Apostates fled when they saw us approach... The King is right, they must be behind that sickness!" +- Soldier's journal, lore room, Undying Shores +↑ +https://gfycat.com/UnacceptableAnotherBovine +↑ +https://gfycat.com/fr/ImaginativeShamefulFlounder +↑ +https://gfycat.com/fr/WearyForthrightBuckeyebutterfly +↑ +From the +Stilt Village +loading screen, "The village was first in line when the Malaise started to spread. At first they buried their dead. Before long, they were fighting them." +↑ +https://gfycat.com/ShoddyWindyElkhound +↑ +https://gfycat.com/DescriptiveCheapGourami +↑ +https://gfycat.com/DamagedOrderlyAsianlion +↑ +Image source TBD; this list was not documented identically to its source. +↑ +https://gfycat.com/AnguishedSmoggyColt +↑ +https://gfycat.com/PessimisticDifficultBull +↑ +https://gfycat.com/PopularFlickeringBongo +↑ +https://imgur.com/a/bHYy705 diff --git a/wiki_content/Mama_Tick.txt b/wiki_content/Mama_Tick.txt new file mode 100644 index 0000000000000000000000000000000000000000..6fbba136d7d3c91506ea8765d4fb4f4b1f23654b --- /dev/null +++ b/wiki_content/Mama_Tick.txt @@ -0,0 +1,225 @@ +URL: https://deadcells.wiki.gg/wiki/Mama_Tick + +Mama Tick +Location(s) +Nest +Reward +Scythe Claw +(1st kill) +7 +Giant Tick Outfits +(1 for flawless kill, 1 for each +BSC +difficulty & 1 for sacrificing +Mushroom Boi! +TBS +) +“ +Pray for your salvation... with a sacrifice. +„ +~ +Swamp Priest +Mama Tick +is the third tier 1 +boss +and is an alternative to the Concierge. She is encountered in the +Nest +TBS +, in which main path requires the +Teleportation Rune +. +Her fight can be skipped if the player sacrifices +Mushroom Boi! +TBS +in the +Morass of the Banished +TBS +. However, attacking her eye when it pops above the water will re-initiate the fight. +Requires the +Bad Seed DLC +. +Moveset +First phase +Mama Tick only has her eye out of the water which can be hit. +In 1+ +BSC +, Mama Tick goes straight to the second phase. +Stab +Description: +Mama Tick stabs a single claw from beneath the water. +Can be blocked, +parried +, and dodge rolled. +First hidden phase +At 75% HP, Mama Tick hides her eye beneath the water and can't be hit. +Quick stabs +Description: +Mama Tick stabs her claws repeatedly from beneath the water in rapid succession, the next attack coming before the previous claw has fully retreated. The attacks are not aimed at the player but are random. +Can be blocked, +parried +, and dodge rolled. +Rolling can end up with you getting hit by another stab because your iframes end before the roll cooldown. +Parrying is the only 100% guaranteed way to avoid being hit, as quick strikes can hit the same spot several times in a row due to randomness of this attack. +One of the easiest strategies of dodging quick stabs is standing in the left or right corner of the arena and rolling into a wall when the stub is coming. This technique allows you to avoid an attack by staying in the same position and concentrating on avoiding the next attack. Anyway, there is no guarantee that the next attacks will not come from the same spot without any possibility of dodging. +Second phase +Mama Tick reveals her body, which forms the edge of one side of the arena. +Slash +Description: +Mama Tick raises one of her claws that glows yellow before slashing it down. +Can be blocked, +parried +, and dodge rolled. +Spit bomb +Description: +Mama Tick spits out 3 projectiles in a high arc that fall on the ground and explode. +Can be blocked, +parried +, and dodge rolled. +Lightspeed claws +Description: +A yellow line appears across the screen before Mama Tick strikes her claw across the arena quickly followed by a second line and stab with her other claw. +Can be blocked, +parried +, and dodge rolled. +Slasher +Description: +Mama Tick holds both her claws in the air and starts slashing them downwards while moving slowly forward until her claws reach 3/4 of the arena. After the attack ends she dives beneath the water and resurfaces on the other side of the arena. +Can be blocked, +parried +, and dodge rolled. +When rooted she still performs the slashes without moving forward or diving. +Second hidden phase +At 50% HP, Mama Tick hides her body beneath the water and can't be hit. +Quick stabs +Description: +Mama Tick stabs her claws repeatedly from beneath the water in rapid succession, the next attack coming before the previous claw has fully retreated. The attacks are not aimed at the player but are random. +Can be blocked, +parried +, and dodge rolled. +Rolling can end up with you getting hit by another stab because your iframes end before the roll cooldown. +Third phase +Retains all attacks from the previous phase. +Lightspeed claw + +Description: +Mama Tick will stab an additional time with +Lightspeed Claws +. +Can be blocked, +parried +, and dodge rolled. +Strategy +Vulnerabilities and immunities +Mama Tick is submerged in water. This make +freeze +and +slow +debuffs effective in +rooting +and +slowing +her, while items with +shock +damage and +Ice Shards +will always deal critical hits. +However, this also makes her immune to +fire +. +She is also immune to +burning oil +, thus covering her in +oil +won't make any difference. +Attacks +Stab +This attack is telegraphed by a splash in the water and a yellow exclamation mark if this option is enabled in the options menu. +The stab has a long cooldown which enables you to take your time and strike at the eyestalk. +When you are close to the eyestalk and moving a lot the splash before the stab can be hard to see through the splashes of your own movement. +Can be blocked, +parried +, and dodge rolled. +Quick stabs +Same as +Stab +, the attack is telegraphed by a splash in the water and a yellow exclamation mark if this option is enabled in the options menu. +Unlike +Stab +, which is aimed at the player, these are performed in a random location and pattern. +Can be blocked, +parried +, and dodge rolled. +The best strategy is to hug one of the arena walls and roll to dodge towards it whenever a stab comes close enough to hit you. Because of how the stabs are aimed, this will only require you to dodge twice during the whole attack sequence. +Slash +This attack is telegraphed by Mama Tick raising a single claw which will glow yellow before slashing downwards. +Can be blocked, +parried +, and dodge rolled. +Spit bomb +A small tentacle surfaces from the water next to Mama Tick and spits out three bombs in a high arc. The bombs are spread over the second part of the arena. +Can be blocked, +parried +, and dodge rolled. +Because the bombs land relatively far away from Mama Tick, getting close to her will keep you safely away from the bombs. +Lightspeed claws +Attack is telegraphed by a yellow glowing line for each strike of the claw. +Can be blocked, +parried +, and dodge rolled. +Slasher +Attack is telegraphed by raising her claws and they glow yellow. +Her forward movement is limited to 3/4 of the arena before diving below the water, making it easy to stay beyond the attack's range. +Her movement can be stopped by using +freeze +or +root +effects but she will still perform the slashes. +This will also prevent her from diving beneath the water. +This is a perfect moment to use long-range weapons and skills. +Can be blocked, +parried +, and dodge rolled. +The attacks are performed in rapid succession, so it can advantageous to use a shield that has an offensive effect when parrying like +Punishment +or +Bloodthirsty Shield +, or the +Rampart +, whose force field can block the rest of the blows. +Weapons/Skills +As mentioned before, Ice-based weapons can easily +slow +and +root +her since they only have to hit the water. +Ice Shards +in particular will also deal +critical damage +constantly while slowing down the boss. The same can be applied to any +shock +attack such as the +Tesla Coil +, as they will also constantly inflict critical hits. +Fire +attacks are ineffective, since the water will simply neutralize them. +Impaler +will always crit on Mama Tick's second phase, due to her technically always being against a wall. +Lore +Mama Tick appears to be a worshipped figure for her defense to the +morass +and its inhabitants. In order to gain her favor and protection, the locals sacrifice other humans, as evidenced by the numerous dead bodies in a large lore room in the morass, the bodies littering the boss arena, and the dialogue from the cultist who stands in the altar room within the morass. Whether being sacrificed is voluntary or not is unknown, however, a certain “Cellar” indicates that it is unlikely to be voluntary. +Notes +If the +Mushroom Boi! +is sacrificed at the altar in +Morass of the Banished +, Mama Tick will not attack you, allowing the fight to be skipped, though it won't grant access to the flawless door or the flawless achievement. It will instead award the player the +Pact with the Devil +achievement, as well as drop the blueprint for the Sacrificial Tick +outfit +. Skipping this fight will prevent the regular rewards for beating the boss from spawning. +Trivia +According to a journal written by the Royal Gardener, Mama Tick appears to like flowers. +Gallery +Mama Tick's first phase +Mama Tick's second phase +History diff --git a/wiki_content/Maria's_Cat.txt b/wiki_content/Maria's_Cat.txt new file mode 100644 index 0000000000000000000000000000000000000000..356e4d9548d9091662b70c146641dc6ab0e5a2e3 --- /dev/null +++ b/wiki_content/Maria's_Cat.txt @@ -0,0 +1,83 @@ +URL: https://deadcells.wiki.gg/wiki/Maria%27s_Cat + +Maria's Cat +Cat Attack +Maria's Cat +Summons Maria's cat on your shoulder. He often leaves it to go and wander around, scratching enemies he crosses. Can be reactivated to make the cat jump in front of you and unleash a flurry of slashes dealing +critical damage +Such a vase-busting, curtain-scratching, armor-defiling little creature is at peak efficiency in an old Castle like Dracula's +Internal name +SpawnCat +Type +Power +Scaling +Recharge +20 +Base price +2000 +Damage +Base DPS +32 ( +95 +) +Cat Attack +Summons Maria's cat on your shoulder. He often leaves it to go and wander around, scratching enemies he crosses. Can be reactivated to make the cat jump in front of you and unleash a flurry of slashes dealing +critical damage +Such a vase-busting, curtain-scratching, armor-defiling little creature is at peak efficiency in an old Castle like Dracula's +Internal name +AngyCat +Type +Power +Scaling +Base price +2000 +Damage +Base DPS +32 ( +95 +) +Blueprint +Location +Castle's Outskirts +in the cell +Maria Renard +is locked up, by petting Byakko the cat. +The +Maria's Cat +is a Summon +power +skill +added in the +Return to Castlevania DLC +. It spawns a cat that attacks enemies it comes across. +Details +Special Effects: +Summons a pet cat that walks around the player upon use. +The cat will attack nearby enemies, dealing X DPS of damage. +Using the skill again will make Byakko do a special attack dealing X DPS of damage. +Tags: +Pet, TransformOnUse, InstantBlueprint, ShortCooldown +Legendary Version: +Forced +Affix +: Maine Coon +"The cat is bigger and deals more damage" +Synergies +Allows the +Hand Hook +to crit on pulled enemies if the cat is sitting on the shoulder. +Notes +Known as +Byakko/Baihu +in Castlevania series. +Cat has unique interactions with certain items/objects: +When Beheaded encounters a Cursed Chest, the Cat will scratch it +When summoned in Biome transition alongside +Serenade +, the Cat will fight Serenade and force it to despawn. +When close to the rooted +Gardener's Key +, the Cat will try to scratch it as to unroot it +When close to a wall secret, the Cat will attack it and reveal it. +You can pet it. +History diff --git a/wiki_content/Maria_Renard.txt b/wiki_content/Maria_Renard.txt new file mode 100644 index 0000000000000000000000000000000000000000..f14cf3674992fc38852d1c1dabbcf8c2b352c3fc --- /dev/null +++ b/wiki_content/Maria_Renard.txt @@ -0,0 +1,84 @@ +URL: https://deadcells.wiki.gg/wiki/Maria_Renard + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: DLC just came out, lot's of missing info +Maria Renard +Location +In +Castle's Outskirts +“ +You'd be a fool to underestimate me! My pockets are full of friends and I won't hesitate to use them! +„ +Maria Renard +is an +NPC +introduced in the +Return to Castlevania DLC +. +She is first found locked in a prison cell in the +Castle's Outskirts +. Her cell can be opened with the +Ribonned Key +, which she has sent her cat Byakko to find. The player takes the key from Byakko and uses it to free Her. +Dialogue +First encounter +" +Hey hello! +" +" +Oh! A visitor! I was starting to lose hope of Richter coming to free me! +" +" +... So that I could tell him that I don't need it! I can look out for myself! +" +" +I had sent my kitty cat Byakko on a mission to get me the key to this room but he came back empty-pawed! +" +" +I guess I have you to thank for that... Anyway, I'm free at least! +" +" +My cat seems to like you, don't forget to give him a little scratch behind the ears! As for me, I'll pack my things and go help Richter. What would he do without me... +" +" +If you go on an adventure with my cat, take good care of him! If something were to happen to him, I'd throw a dove in your face! +" +After the cutscene she makes a few remarks. +" +Of all my imprisonments, this one was probably the least tedious. I had a teapot and my cat, at least. +" +" +My cat's name? Depends on who you ask! +" +" +Have you met Richter? He's supposed to feed my cat this week... +" +" +You'd be a fool to underestimate me! My pockets are full of friends and I won't hesitate to use them! +" +Lore +Notice: Due to the lack of information surrounding +Castlevania +topics in +Dead Cells +canon, lore sections will reference information sourced from original +Castlevania +lore. Please note that some of this information is not confirmed in +Dead Cells +canon. +Maria Renard was a witch and vampire huntress descended from the Belmont Clan. A close friend of +Richter +, Maria fought alongside him against +Dracula +after one of his resurrections. At one point, Maria was imprisoned in the +Castle's Outskirts +but was later rescued by +The Beheaded +. +Footnotes +History diff --git a/wiki_content/Marksman's_Bow.txt b/wiki_content/Marksman's_Bow.txt new file mode 100644 index 0000000000000000000000000000000000000000..38177ba1b01989c1cba4b1e69fe452f35b33255e --- /dev/null +++ b/wiki_content/Marksman's_Bow.txt @@ -0,0 +1,127 @@ +URL: https://deadcells.wiki.gg/wiki/Marksman%27s_Bow + +Marksman's Bow +Inflicts a +critical hit +at long range. +Slow, but devastating at long range. A sniper's delight. +Internal name +LongBow +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.55 seconds +Base price +2250 +Damage +Base DPS +58 ( +349 +) +Base hit +32 ( +192 +) +Blueprint +Location +Timed door +in the +Passage +between +Promenade of the Condemned +and +Ossuary +Unlock cost +5 +The +Marksman's Bow +is a bow-type +ranged +weapon +which deals +critical hits +to distant enemies. +Details +Ammo: +8 +Special Effects: +Deals 6x damage (349 base +critical +DPS) to enemies distant from the player's position at the time of firing. +Breach Bonus +: +-0.7 +Base Breach Damage: +9.6 ( +57.6 +) +Base Breach DPS: +17.5 ( +104.7 +) +Attack Duration: +0.55 seconds +Charge: +0.2 +Lock: +0.2 +Cooldown: +0.35 +Tags: +HasBullets, Ranged, LimitedAmmo, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Heavy Stun +"Stuns the victim." +Synergies +Items such as +Gilded Yumi +, +Wave of Denial +or +Knockback Shield +can be used to push enemies away from the player and satisfy the +crit +condition of Marksman's Bow. +Gilded Yumi +, +War Javelin +or +Medusa's Head +can also be used to push enemies away via +Acrobatipack +. +Lightspeed +can be used to quickly get away from enemies and meet the Marksman's bow's +crit +condition. +Using +Tranquility +alongside the Marksman's Bow will increase the damage of +critical +hits. +Critical +hit condition is opposite to +Infantry Bow +. Mixing these weapons can provide a pretty decent amount of +critical +damage depending on the player's distance to the enemies. +Notes +Due to the high +critical damage +from each shot, this weapon can usually kill most enemies with a single hit. +The Marksman's Bow has the highest +critical hit +multiplier in the game alongside the +Blowgun +with a multiplier of ~6x damage. +Trivia +The projectiles fired by this weapon are identical to the ones fired by the +Heavy Turret +. +Previously called +Hunter's Longbow +. +History diff --git a/wiki_content/Masker.txt b/wiki_content/Masker.txt new file mode 100644 index 0000000000000000000000000000000000000000..4e49237d92ca57ee5d4d1aa97df13ca68c074527 --- /dev/null +++ b/wiki_content/Masker.txt @@ -0,0 +1,45 @@ +URL: https://deadcells.wiki.gg/wiki/Masker + +Masker +Base health +190 +Location(s) +Prison Depths +, +Graveyard +, +Slumbering Sanctuary +Morass of the Banished +(4+ BSC) +Reward +Fire Blast +(1.7%) +Ghost Outfit +(2+ BSC; 0.4%) +Maskers +are supportive, stationary +enemies +appearing to resemble a priest. +Behavior +Maskers only make nearby enemies invisible and do nothing otherwise. +Moveset +Smoke screen +Description: +Covers a very large area in a fog that renders enemies within it invisible. +The fog is removed when the Masker dies. +Enemies are revealed when you are close to them or if they are attacking. Their aggro prompts can also be observed. +Does not affect other Maskers. +Strategy +Like the Protector, Maskers are harmless on their own. They become a bigger threat when they are coupled with other enemies, allowing them to ambush the player with ease. The Masker's stealth ability has no downtime, so to bypass the fog it must be destroyed. +Enemies under the effect of this fog are not truly invisible, as their silhouette can be seen "camouflaged" in the form of a faint distortion seen at their location. Legendary altars will also give them away.. While Maskers are high-priority targets, try to take out the enemies it conceals first before targeting it. The Homunculus rune can help in detecting them. +Invisible enemies are also given away by traps and turrets as their targeting abilities are not affected. +Giant Whistle +cannot target invisible enemies, but it can target the Masker and likely kill it instantly, causing nearby enemies to be revealed. +Effects that create fire on the ground, such as +Fire Grenade +and the affixes 'Burns the ground when destroyed' or 'Shots leave a trail of flames' can allow you to see through the smoke +Trivia +This enemy was previously named +Fogger +. +History diff --git a/wiki_content/Masochist.txt b/wiki_content/Masochist.txt new file mode 100644 index 0000000000000000000000000000000000000000..163990b660a1eaf6a7ee92a65b947c7d2d98a3ec --- /dev/null +++ b/wiki_content/Masochist.txt @@ -0,0 +1,49 @@ +URL: https://deadcells.wiki.gg/wiki/Masochist + +Masochist +Trap damage is capped at 10% of your max HP. When hit by a trap your movement speed increases by 20% for 20 sec. +Internal name +P_Traps +Scaling +Colorless +Blueprint +Location +Secret area in +Slumbering Sanctuary +Unlock cost +100 +Masochist +is a colorless +mutation +which reduces damage from multiple sources to up to 10% of the player's health and increases their movement speed by 20% for 20 seconds when it triggers. +Details +Scroll Cap: +None +Special Effects: +Traps' damage is capped at 10% of player's health. +After falling into a trap, player's movement speed is increased by 20% for 20 seconds. +Scaling: +None +Notes +Masochist can also apply its damage reduction effect to several other sources, although they do not trigger its speed boost: +Explosives spawned by the +Barrel Launcher +that are reflected by enemies or those from map-based dispensers. +The abyss in +Ramparts +. +Lava & Electrical Nodes in +Cavern +and +Guardian's Haven +. +The speed boost effect applies to: +The critical hit condition of +Swift Sword +. +Healing from +Frenzy +. +Trivia +Masochism is the practice of seeking pain for enjoyment. +History diff --git a/wiki_content/Master's_Keep.txt b/wiki_content/Master's_Keep.txt new file mode 100644 index 0000000000000000000000000000000000000000..f5718528549287363a25585e1f34784cbcb4e6e6 --- /dev/null +++ b/wiki_content/Master's_Keep.txt @@ -0,0 +1,212 @@ +URL: https://deadcells.wiki.gg/wiki/Master%27s_Keep + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: DLC just came out, lot's of missing info. +The tension is so high, you can almost touch it. Nobody's welcome here +One needs an iron will when facing the Castle Master's imperious presence +Wooden stake: check. Garlic : at the ready. Silver: the banker said no +Ignoring for a moment the horrors fought on the way there and the problematic personality of its owner, this part of the Castle is magnificent! +This room of the Castle has had its fair share of epic fights between Good and Evil +Master's Keep +Soundtrack +Prologue +Illusionary Dance +Simon Belmont's Theme +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Dracula's Castle +RtC +(Depth 6), +High Peak Castle +Gear level +VIII +Runes and Blueprints +Blueprints from enemies +Vampire Killer +, 4 +Boss Stem Cells +, 6 +Dracula Outfits +Enemies & Traps +Boss(es) +Dracula +, +Dracula - Final Form +Enemy tier +27 +Previous biome(s) +Dracula's Castle +RtC +(Depth 6), +High Peak Castle +Gear level +VIII +Runes and Blueprints +Blueprints from enemies +Vampire Killer +, 4 +Boss Stem Cells +, 6 +Dracula Outfits +Enemies & Traps +Boss(es) +Dracula +, +Dracula - Final Form +Enemy tier +29 +Previous biome(s) +Dracula's Castle +RtC +(Depth 6), +High Peak Castle +Gear level +VIII +Runes and Blueprints +Blueprints from enemies +Vampire Killer +, 4 +Boss Stem Cells +, 6 +Dracula Outfits +Enemies & Traps +Boss(es) +Dracula +, +Dracula - Final Form +Enemy tier +32 +Previous biome(s) +Dracula's Castle +RtC +(Depth 6), +High Peak Castle +Gear level +IX +Runes and Blueprints +Blueprints from enemies +Vampire Killer +, 4 +Boss Stem Cells +, 6 +Dracula Outfits +Enemies & Traps +Boss(es) +Dracula +, +Dracula - Final Form +Enemy tier +32 +Previous biome(s) +Dracula's Castle +RtC +(Depth 6), +High Peak Castle +Gear level +XI +Runes and Blueprints +Blueprints from enemies +Vampire Killer +, 4 +Boss Stem Cells +, 6 +Dracula Outfits +Enemies & Traps +Boss(es) +Dracula +, +Dracula - Final Form +Enemy tier +36 +The +Master's Keep +is a boss +biome +where +Dracula +is fought as the final boss of a run. +General information +Access and exit +The Master's Keep can be accessed from depth 6 +Dracula's Castle +after defeating +Death +for the first time. +After +Dracula +has been defeated, The Master's Keep can be accessed from +High Peak Castle +. +The exits from +Ossuary +and depth 3 +Dracula's Castle +to the Master's Keep are decoys that lead to the +Defiled Necropolis +. +Level characteristics +Scrolls +Dracula +and +Dracula - Final Form +do not drop any scroll fragments. +Enemy tier and gear level scaling +Exclusive blueprints +Beating +Dracula - Final Form +will award the following blueprints: +1st kill - +Vampire Killer +100% +Outfits +Defeating Dracula will also reward the player with one of his +outfits +. There are 6 outfits, one for each difficulty and one for defeating +Dracula - Final Form +without taking a single hit. The outfit of the lowest difficulty remaining is always the one that drops, e.g. the +Dracula Outfit +outfit will drop on 4 +BSC +if it hasn't been looted yet. +0 +BSC +: +Dracula Outfit +1 +BSC +: +Mathias Cronqvist Outfit +2 +BSC +: +Doctor Dracula Outfit +3 +BSC +: +Pompous Dracula Outfit +4 +BSC +: +Vigilante Dracula Outfit +Flawless kill: +Flawless Dracula Outfit +Secret Blueprints +The blueprints for +Sypha Outfit +and +Trevor Outfit +are found in a secret room just before the boss room. Jump onto an invisible platform by jumping off the top of the right wall of the room to gain access to a secret passage in the ceiling that leads to room with a closet and statue. Examine both to get the outfits. +Lore +TBA +Gallery +TBA +History diff --git a/wiki_content/Mausoleum.txt b/wiki_content/Mausoleum.txt new file mode 100644 index 0000000000000000000000000000000000000000..07eb1857e55e3bb47202e6858f1e99962d8affa1 --- /dev/null +++ b/wiki_content/Mausoleum.txt @@ -0,0 +1,263 @@ +URL: https://deadcells.wiki.gg/wiki/Mausoleum + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Before the Malaise, The Scarecrow was a world-famous botanist. +The birds aren’t the only ones that seem to fear what “lives” here. +Obsessions in life don't just stop after death. +"Roses are red and violets are blue. I’m dead and soon you'll be too." +Mausoleum +Stage # +6 +Soundtrack +The Mausoleum +Keep Off The Flowers +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Undying Shores +FF +, +Cavern +RotG +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Dracula's Castle +RtC +(Depth 6) +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Scarecrow's Sickles +, 6 +Scarecrow Outfits +Enemies & Traps +Boss(es) +The Scarecrow +Enemy tier +22 +Previous biome(s) +Undying Shores +FF +, +Cavern +RotG +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Dracula's Castle +RtC +(Depth 6) +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Scarecrow's Sickles +, 6 +Scarecrow Outfits +Enemies & Traps +Boss(es) +The Scarecrow +Enemy tier +24 +Previous biome(s) +Undying Shores +FF +, +Cavern +RotG +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Dracula's Castle +RtC +(Depth 6) +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Scarecrow's Sickles +, 6 +Scarecrow Outfits +Enemies & Traps +Boss(es) +The Scarecrow +Enemy tier +25 +Previous biome(s) +Undying Shores +FF +, +Cavern +RotG +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Dracula's Castle +RtC +(Depth 6) +Scroll Fragments +2 +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Scarecrow's Sickles +, 6 +Scarecrow Outfits +Enemies & Traps +Boss(es) +The Scarecrow +Enemy tier +28 +Previous biome(s) +Undying Shores +FF +, +Cavern +RotG +Next biome(s) +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +, +Dracula's Castle +RtC +(Depth 6) +Scroll Fragments +3 +Gear level +IX +Runes and Blueprints +Blueprints from enemies +Scarecrow's Sickles +, 6 +Scarecrow Outfits +Enemies & Traps +Boss(es) +The Scarecrow +Enemy tier +32 +The +Mausoleum +is a second boss +biome +exclusive to the +Fatal Falls DLC +. +General information +Access and exit +The Mausoleum can be accessed from either the +Undying Shores +, which is the natural route, or from the +Cavern +. +RotG +Entering from the Cavern requires visiting the Mausoleum from the Undying Shores once. +There are four exits out of the Mausoleum. The main exit leads to +High Peak Castle +and the +Infested Shipwreck +. +TQatS +After meeting the Hand of the King at least once, an exit to the +Derelict Distillery +is also available. The last exit leads to +Dracula's Castle (late) +RtC +, this exit is only available after defeating +Dracula +. +Level characteristics +Scrolls +When 3 +Boss Stem Cells +are active, the +Scarecrow +will drop 2 +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, he will drop 3 +Scroll Fragments +. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Mausoleum based on difficulty. +Exclusive blueprints +Beating the +Scarecrow +will award the following blueprints: +1st kill - +Scarecrow's Sickles +skill +Scarecrow Outfits +Beating the +Scarecrow +will also reward the player with one of his +outfits +. There are 6 Scarecrow outfits, one for each difficulty and one for defeating the +Scarecrow +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 +BSC +if it hasn't been looted yet. +0 +BSC +: +Classic Scarecrow Outfit +1 +BSC +: +Green Thumb Scarecrow Outfit +2 +BSC +: +Wicked Scarecrow of the West Outfit +3 +BSC +: +Cutecrow Outfit +4 +BSC +: +Gothic Scarecrow Outfit +Flawless kill: +Flawless Scarecrow Outfit +Lore +The Scarecrow +See the +main article +for information about the Scarecrow. +Gallery +The platform on which the Beheaded fights the Scarecrow. +History diff --git a/wiki_content/Maw_of_the_Deep.txt b/wiki_content/Maw_of_the_Deep.txt new file mode 100644 index 0000000000000000000000000000000000000000..b49f91bc20a25c6977b6d10b2190447ba4c729e4 --- /dev/null +++ b/wiki_content/Maw_of_the_Deep.txt @@ -0,0 +1,127 @@ +URL: https://deadcells.wiki.gg/wiki/Maw_of_the_Deep + +Maw of the Deep +The third attack throws the shark, +rooting +the enemy and causing it to +bleed +. Inflicts +critical hits +on +rooted +targets. +The first weapon that moonlights as a terrible sea predator. +Internal name +Shark +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 2.56 seconds +Base price +2000 +Damage +Base DPS +158 ( +270 +) +Base combo damage +405 ( +690 +) +Base first hit +135 ( +270 +) +Base second hit +150 ( +300 +) +Base third hit +120 +Blueprint +Location +Drops from +Mutineers +Drop chance +1.7% +Unlock cost +80 +The +Maw of the Deep +is a +melee +weapon +exclusive to the +Queen and the Sea DLC +that has 3 hit combo with the third hit being a ranged attack. When the ranged attack hits the shark latches onto the target, +rooting +them and inflicting +bleeding +. It inflicts critical hits on rooted enemies. +Details +Special Effects: +Does 2 melee hits and 1 ranged attack. +When the range attack hits it latches onto the target, +rooting +them and dealing 40 DPS (base) of +bleeding +for 4 seconds. +Deals +critical damage +on +rooted +enemies. +Breach Bonus +: +-0.5 / 0 / 0 +Base Breach Damage: +67.5 ( +135 +) / 150 ( +300 +) / 120 +Base Breach DPS: +132 ( +311 +) +Combo Duration: +2.56 seconds +First Hit: +0.83 (0.48 + 0.35 + 0) +Second Hit: +0.84 (0.54 + 0.3 + 0) +Third Hit: +0.89 (0.54 + 0.35 + 0) +Tags: +HeavyWeapon, ForceAmmoDrop, HasBullets, NoCritical +Legendary Version: +Forced +Affix +: Triple Bullets +"Fires thrice as much bullets." +Synergies +Anything that +roots +enemies such as +The Boy's Axe +or +Wolf Trap +are viable ways to trigger the +critical +condition. +The third attack in this weapon's combo is counted as a ranged attack and is therefore affected by ranged mutations such as +Point Blank +. +The +bleed +status applied by this attack is also affected by the +Point Blank +mutation. +Notes +If the ranged attack is caught by a spawned +Tornado +, a fountain of sharks will erupt from it, parodying the titular phenomena of the +Sharknado +franchise. The additionally spawned sharks from the Sharknado will deal damage upon impact. +History diff --git a/wiki_content/Meat_Skewer.txt b/wiki_content/Meat_Skewer.txt new file mode 100644 index 0000000000000000000000000000000000000000..57100b14315de66c718fa6a2058a5299ff2109e3 --- /dev/null +++ b/wiki_content/Meat_Skewer.txt @@ -0,0 +1,92 @@ +URL: https://deadcells.wiki.gg/wiki/Meat_Skewer + +Meat Skewer +The first attack pierces the enemy, placing you behind it. Your next attack inflicts +critical hits +. +Now you see me, now you don't. +Internal name +DashSword +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 0.72 seconds +Base price +1500 +Damage +Base DPS +181 ( +281 +) +Base combo damage +130 ( +201 +) +Base first hit +40 +Base second hit +45 ( +81 +) +Base third hit +45 +(81 +) +Blueprint +Location +Daily Run - Tenth Completion +Unlock cost +50 +The +Meat Skewer +is a +melee +weapon +which can be obtained by completing 10 unique daily challenge runs. The first hit moves the player forward, penetrating most targets and granting very brief invunerability during the charge. The two follow-up hits are quick, and deal +critical damage +to any enemies that were hit by the first attack. +Details +Special Effects: +The player will dash through the enemy, granting them invincibility during this dash. Two +critical +strikes will then be applied if the player had previously dashed through the opponent. +Breach Bonus +: +0.4 / 0.5 / 0.5 +Base Breach Damage: +56 / 67.5 / 67.5 ( +56 +/ +122 +/ +122 +) +Base Breach DPS: +265 ( +415 +) +Combo Duration: +0.72 seconds +First Hit: +0.3 (0.2 + 0.1 + 0) +Second Hit: +0.26 (0.2 + 0.06 + 0) +Third Hit: +0.16 (0.1 + 0.06 + 0) +Tags: +InstantBlueprint, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Super Back Damage +"+75% damage for hits in the back." +Synergies +Meat Skewer can be used to dash behind enemies to enable affixes such as "+30% damage for hits in the back" and "+75% damage for hits in the back" for itself or on other items. It can also be used to trigger +Assassin's Dagger +’s +crit +condition. +Notes +Only one Daily Run completion per day counts toward the unlocking of Meat Skewer, so the Daily Run must be completed on 10 different days before the blueprint is given. +History diff --git a/wiki_content/Mechanics.txt b/wiki_content/Mechanics.txt new file mode 100644 index 0000000000000000000000000000000000000000..f084a503a78981413e54eed917e4353338a9b6cd --- /dev/null +++ b/wiki_content/Mechanics.txt @@ -0,0 +1,384 @@ +URL: https://deadcells.wiki.gg/wiki/Mechanics + +On this page you can find an assortment of many of the unique mechanics within +Dead Cells +. +Recovery +When you take damage, a mechanic called +recovery +activates. This lets you regain some of your lost health by dealing damage to enemies. +Upon taking damage, 80% of the lost portion of the health bar turns from green to orange, indicating how much health can be regained by dealing damage. +This orange portion begins to shrink after a 0.08-second delay, at a rate of 30% maximum health per second until it disappears, leaving only the green portion and indicating the +recovery +effect has ended. If the player takes damage again while an orange portion of the bar remains, the bar will be discarded completely for a new orange bar based on the new health loss, resetting the Rally Effect. +The +Recovery +mutation causes recovery health to drain at 0.24 seconds after taking damage, at a rate of 10% of maximum health per second. +While an orange portion of the health bar remains, damaging enemies heals the player for 12% of the damage inflicted, with each hit's recovery capped at 20% of the original health lost. +Total health recovery is reduced by 65% while the player is protected by a force field, such as the one given from taking hits with a +shield +equipped. +Since +v1.9 +, the +Update of Plenty +, +recovery +is no longer affected by skills. This means they cannot gain health back. +However some skills added in the Fatal Falls DLC are bugged and can still trigger it. +One-hit protection +If the player takes a hit that would normally kill them while their health is above 25% of maximum health, that hit instead drops the player to 1 HP. All nearby enemies are also stunned for about 1 second. +One-Hit Protection normally takes 45 seconds to recharge before it can activate again, but its cooldown can also be reset by drinking a potion or refilling your health completely in any way. +It can also be disabled in Custom Mode. +Disengagement +could be considered an upgrade to the regular one hit prevention, as it prevents most fatal damages while also providing a protective shield when triggered. +Breach +If the player significantly damages an enemy while they are in the middle of an attack or defensive maneuver, the overwhelming force may +breach +that enemy's defenses, interrupting the maneuver and stunning them for 1.4 seconds. +Basic breach mechanics +By default, damage dealt to enemies by direct hits (not damage-over-time effects) is added to an enemy's +breach damage +. +Breach damage, at an +enemy tier +of 1, decays at a rate of 20 points/second until it reaches 0. +Breach damage must exceed 100 to cause a breach. +Breach damage's decay rate and the required breach damage to cause a breach both scale with enemy tier using the same formula that increments enemy health. +Breach resistance +Enemies can be more resistant or more vulnerable to breach during certain maneuvers. The degree of resistance or vulnerability is quantified by the maneuver's +breach resistance +as follows: +If a maneuver's breach resistance is +equal to 0 +, breach damage +accumulates normally +as the enemy takes damage during the maneuver. +If a maneuver's breach resistance is +positive (greater than 0) +, damage taken by the enemy during the maneuver is +reduced +by (breach resistance x 100)% for the purposes of breach damage accumulation (e.g. if a maneuver has a breach resistance of 0.5, a 40-damage attack would only increase breach damage by 20 points). +If a maneuver's breach resistance is +equal to 1 +, the enemy +cannot be breached at all +during the maneuver due to damage taken being reduced to 0 for the purposes of breach damage accumulation. +If a maneuver's breach resistance is +negative (less than 0) +, damage taken by the enemy during the maneuver is +increased +by (-(breach resistance) x 100)% for the purposes of breach damage accumulation (e.g. if a maneuver has a breach resistance of -1.5, a 40-damage attack would increase breach damage by 100 points, enough to cause a breach to occur if the enemy has an enemy tier of 1). +In general, larger enemies are harder to breach than smaller enemies, melee attacks have higher breach resistance than ranged attacks, while +Bosses +and their minions are immune to being breached. +Breach bonus +Some of the attacks from the player's +Weapons +are more or less effective at causing breach damage on all enemies. The degree of effectiveness of breach damage generation for a particular attack is quantified by its +breach bonus +as follows : +If an attack's breach bonus is +equal to 0 +, breach damage is +equal to attack damage +. +Damage from +Shields +and non-Weapon sources can be assumed to have a breach bonus of 0. +If an attack's breach bonus is +positive (greater than 0) +, breach damage is +increased +by (breach bonus x 100)% compared to breach damage for a breach bonus of 0 (e.g. if an attack with a breach bonus of 1 deals 40 damage, that attack increases breach damage by 80). +If an attack's breach bonus is +negative (less than 0) +, breach damage is +decreased +by (-(breach bonus) x 100)% compared to breach damage for a breach bonus of 0 (e.g. if an attack with a breach bonus of -0.5 deals 40 damage, that attack increases breach damage by only 20). +If an attack's breach bonus is +equal to -1 +, the attack +cannot cause a breach to occur +due to damage being reduced to 0 for the purposes of breach damage generation. +In general, breach bonus is higher for melee attacks than for ranged attacks, greater for final blows of weapon combos than for first blows, and larger for slow weapons than for quick weapons. +Note: +The bullet points for breach bonus effects assumed that attacks were occurring during enemy maneuvers with a breach resistance of 0. For cases in which breach bonus and breach resistance are both non-zero, final breach damage is obtained by applying the attack's breach bonus effect first, then the enemy maneuver's breach resistance effect. +Stagger +Stagger is a hidden mechanic that works in a similar way as Breach. +Damaging an enemy during its attack adds "Stagger" to the enemy's attack. +This delays the attack's "Hit Frame" (which is separate from the actual attack animation, causing the animation to become desynced), but can never fully interrupt the attack. +The amount of Stagger depends on the Animation-Lock (aka. Endlag) of the weapon's attack that hit the enemy. It serves as a leniency mechanic so players don't get hit while being stuck in a long animation of some slower weapons. +Stagger has no internal cooldown and can be more efficiently used by dual-wielding 2 weapons. This can be further optimized if the weapons can cancel the cooldown/endlag animation of the other weapon (i e. +Pure Nail ++ +Spite Sword +). +Displacements +Knockback +Knockback +is a characteristic of certain weapons and abilities which causes opponents to be knocked away a certain distance. Many knockback effects also cause enemies to be knocked into the air slightly upon being moved, but some simply slide them across the ground. Additionally, knockback can often cause enemies to be stunned. Typically knockback is used to put more distance between the user and their attacker, especially when using ranged weapons. +Some examples of items that cause knockback are the +Explosive Crossbow +, +Wave of Denial +, and the +Shovel +. +Grabs +Grabs +are a characteristic of some enemies and items which pulls the target towards the one who initiated the grab. Grabs are typically useful for pulling targets into close range to be taken out more easily by melee weapons. +Items such as the +Wrenching Whip +, +Grappling Hook +, and the +Heavy Crossbow +are all able to grab enemies. +Dive attack +A Dive Attack is performed by pressing the jump button while holding down in mid-air. This move makes you fall faster, negates the stun from falling long distances and deals damage to enemies, but will be automatically canceled if it takes too long to hit the ground (like falling through the exit elevator in the +Ramparts +). +You can negate the stun from this fall by performing another Dive Attack after the first one is canceled. +3 levels of damage can be dealt with the Dive Attack: +If the distance fallen is at most that achieved by double-jumping from a flat region with no platforms or ledges nearby, the player deals 35 base damage in a 1-tile radius (60 base damage in a 2-tile radius if the player possesses the +Ram Rune +). +If the distance fallen is more than double-jump height, the player deals 90 base damage in a 2-tile radius (110 base damage in a 4-tile radius if the player possesses the Ram Rune). +If the distance fallen is more than 2.5 stories, the damage is increased by a further 50%, producing final base damage values of 135 without the Ram Rune, and 165 with the Ram Rune. +Dive Attack damage scales with the highest of the player's stats. +The Dive Attack is counted as a melee attack, and so it can trigger a variety mutations such as +Melee +and +Scheme +, as well as +Heart of Ice +. However, +Thorny +will not damage the player if hit by a Dive Attack from behind. +Force field +Main article: +Force field +Force field is an effect that can be applied to the player or enemies from various sources. They render the protected subject invincible. +Curse +Main article: +Curse +Being cursed makes you die instantly from most forms of damage. +In Custom Mode, curses can be configured to instead leave the player at 1 health. This is still bugged in that throughout the whole game it only works on ONE curse. +Curse death won't be triggered by: +Darkness damage. +Malaise damage. +Face Flask +damage. +Petting +Serenade +Curse +can be attained from: +Opening a cursed chest. +Breaking a golden door. +Having the +Cursed Sword +in your inventory (even if in the +backpack +) +Eating food whilst possessing the +Acceptance +mutation. +Picking up a +Corrupted Artifact +Curses can stack. +The +Homunculus Rune +does not function if you are cursed by anything other than the Cursed Sword. +Curse is reduced by killing enemies, save for the Cursed Sword's exception, which is lifted by dropping this weapon. It also DOES NOT stack with all other sources. +Alienation +increases the counter by 50%, while Acceptance reduces that by 50%. As mutations can only be taken once per each transition area, the newer taken mutation will scale its effects on the previous one's value, with the terminal value rounded up. For example, if the player gets a 10-kill curse, then Alienation, they will raise the counter to 15. If they get Acceptance later on, it will decrease the counter by 7.5. However, as curse values can't be decimals, the player will end up with an 8-kill curse. +Enemy teleportation +Starting from 4 +BSC +, almost every enemy gets the ability to chase after you via teleporting, akin to Elites and worms. Unlike Elites and worms, you'll see a brief red silhouette accompanied with red circle indicating where they will teleport and which direction they will face (though sometimes they face the opposite direction). +Elites that are protected by force fields cannot teleport. Certain enemies also cannot teleport (all purely ranged enemies except +Knife Throwers +, +Yeeters +, stationary enemies and flying enemies). +Movement +Rolling +Rolling makes the player dodge most attacks by moving horizontally and shrinks the character’s hitbox height to one tile, allowing to pass through one-tile gaps. +A roll lasts 0.4 seconds, with a cooldown of 0.37 seconds before reactivation; an optional visual setting makes the character flash to indicate the end of the cooldown. If a roll engages the player into a gap, they will keep rolling beyond the normal duration until they have exited the gap. +Rolling breaks all doors in its path, which stuns enemies nearby. It does not break a magic wall created by an +Apostate +FF +. +When attacking, rolling does not reset the combo of a weapon. +Rolling allows to perform a new dive attack during a long fall if the previous dive attack was cancelled. +Rolling and performing a dash with the +Assault Shield +at the same time grants all benefits of both the roll and the dash, with a boost in momentum covering a greater distance. +The following attacks and traps can be dodged by rolling: +melee attacks and attacks from above; +projectiles and bombs; +shock attacks, except for the +Shocker +’s aura and +The Queen +TQatS +’s +Fire aura +; +spiked flails; +axe traps and log traps in the +Fractured Shrines +FF +; +spikes facing downwards in a one-tile gap; +exploding lanterns in the +Cavern +RotG +; +bouncing barrels. +The following attacks and traps cannot be dodged by rolling: +explosions from enemies self-destructing ( +Kamikaze +, +Golden Kamikaze +and +Living Barrel +); +ground waves created by an enemy attack, except for those created by the +Slasher +’s third slash, the +Stone Warden +FF +stomp and the +Gold Gorger +’s slam; +Dracula +RtC +’s +Fire pillars +; +spikes on the ground. +Kill combo speed boost +Main article: +Speed buffs +By killing 8 enemies in a short amount of time, your movement speed is buffed for 10 seconds (30 seconds with the +Velocity +mutation), boosting running speed by 40%, rolling speed by 12%, and climbing speed by 50%. Killing an enemy while affected by this buff refreshes its duration. +Climbing +When climbing up ledges, if there are two ledges: one that is above the other, and provided they are close enough. You will be able to climb up two ledges at once. And reach the top of the second ledge. +Falling +Unless you fall off into the abyss in +Ramparts +, +Fractured Shrines +, +Undying Shores +, +Cavern +, the +Crown +, or +Astrolab +(in which case you take 30 base damage, scaled by the enemy level of the zone but capped at 30% damage), there is no fall damage in +Dead Cells +. +However, if you fall from a long enough distance, you will be temporarily stunned. The stun duration increases with the distance the player has fallen. +The value is counted as trap damage and can be reduced with +Masochist +, however the player won't get the usual speed boost from it. +Enemies take fall damage. +The minimum fall distance for enemies is much shorter than that for players, so using something that causes knockback such as the +Assault Shield +or the +Spartan Sandals +to take advantage of this is a good idea. In fact, Spartan Sandals will always cause the enemy to take minimum fall damage regardless of the distance. +Dive Attacks prevent the stun caused by falling. However, there is also a limit of how much the dive attack can prevent this stun, most specifically if the attack ends before you touch a solid surface. Rolling in mid air will reset the dive, allowing you to dive again during very long falls. +Air Stall +All weapons have a mechanic that, when in range to hit an enemy, allows them to suspend the player in the air for a very short time, which allows for hitting enemies that are in the air, such as +Kamikazes +, more easily. Some weapons can also air stall without being in range of an enemy, such as the +Magic Missiles +. +Parrying and Blocking +Main article: +Shields +Holding down +Shields +will block a percentage of incoming damage, along with activating the on-block effect of the shield +Tapping the +Shields +will initiate a parry animation. If timed correctly, all damage will be nullified, the enemy will be stunned, and the on-parry effects will be applied +Two-handed weapons +Two-handed Weapons +are special weapons that take up both of the players weapon slots. They always have 2 separate attacks or abilities, and these abilities usually inherently synergize with each other in some way. An example is the +Repeater Crossbow +whose primary attack does critical hits on rooted foes while the secondary one roots them. +Backpack +Once the +backpack +upgrade is unlocked, picking up a third weapon allows the player to store said weapon. While in the +backpack +, the stored weapon cannot be used (unless the player also has a +mutation +relating to the +backpack +). However, holding down the interact key allows the player to drop the +backpacked +weapon after they have left the equipment menu, allowing them to swap the item out with their current loadout as usual. +Note that skills, two-handed weapons, as well as certain weapons (most notably the +Giantkiller +), cannot be stored in the +backpack +. +Status effects +Main article: +Status effects +Status effects are temporary buffs or debuffs that affect the subject in various ways. They are typically categorized by an icon above the enemy (or player) that has received the effect, although there are a few exceptions to this. +Weapons +and +Skills +can have +modifiers +that increase damage dealt to an enemy suffering from a specific negative effect. +Environmental effects +The environment in Dead Cells can affect the player and enemies in many ways. +Liquid interactions +Enemies in pools of liquid are immune to +burning +effects, unless covered in +inflammable oil +. +Enemies that take damage from ice-element attacks while standing in a pool of liquid cause the pool to chill dramatically, causing all other enemies in the pool to be slowed as if they had recently thawed after being +frozen +, as well as being +rooted +in place. +Enemies that take damage from electric-element attacks while standing in a pool of liquid cause the pool to become electrified, dealing 18 base +Shock +DPS to all enemies in the pool for 2 seconds. +Shock +DPS scales with the scaling stat of the item producing the attack that electrified the pool. Electric weapons deal critical damage to enemies in water. +Poisonous puddles +In the +Toxic Sewers +as well as the +Ancient Sewers +, the player will come across pools of poisonous water, which will deal damage, should they be entered. Enemies will not take damage from these pools. +When in contact with the poison, the player starts taking damage equal 10 damage in 2 seconds, divided into 5 ticks per second, each dealing 1 damage. +The damage is a damage-over-time effect that refreshes every 2 seconds, should the player still be standing in the poison. +It is possible to avoid taking damage, as the contact is only registered if the player touches the ground of the puddle, so if they run over a 1-tile puddle or avoids contact with the second part of the double jump, which allows him to touch the liquid but not the ground, they will not take any damage. +The Darkness +Without stepping near a light source for 12 seconds, the player will start taking damage. +Killing enemies reduces the darkness slightly. +The damage is dealt in ticks, with 3 ticks per second. DPS increases dramatically and can be lethal if the player doesn't reach a light source in time. +Entering a lit area resets the 12 second timer as well as the tick damage. +The Darkness will not kill the player immediately if they are cursed, but they will still die from the tick damage. +Though usually exclusive to the Forgotten Sepulcher, it can be enabled in custom mode for all biomes. +Execution +Execution is a mechanic where an enemy (or, in certain cases, +bosses +) are killed without needing to deplete their HP to 0. There are only three items or perks in the game that can execute enemies, them being: +Assassin +No Mercy +Sewing Scissors diff --git a/wiki_content/Mechanics_fr.txt b/wiki_content/Mechanics_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..849f0a24a69b42afe237722eaaa712f81eda2b4a --- /dev/null +++ b/wiki_content/Mechanics_fr.txt @@ -0,0 +1,284 @@ +URL: https://deadcells.wiki.gg/wiki/Mechanics/fr + +Sur cette page, vous pouvez trouver une grande partie des mécaniques uniques dans ‘’Dead Cells’’. +Récupération +Quand le joueur est blessé, une mécanique appelée +Récupération +s’active. Elle permet de récupérer une partie de la vie en infligeant des dégâts. +Après avoir été blessé, 80% de la vie perdue change de couleur, de vert à orange, indiquant combien de vie peut être récupérée en infligeant des dégâts. +Cette barre orange commence à diminuer après un délai de 0.08 seconde, à une vitesse de 30% de la vie max par seconde., jusqu’à ce que la barre orange disparaisse, laissant uniquement la barre verte et indiquant la fin de l’effet +récupération +. Si le joueur prend encore des dégâts alors que la barre orange est encore là, elle est entièrement épuisée et une nouvelle barre est définie, basée sur la vie restante après la fin de la première +récupération +. +La mutation +Récupération +augmente le délai de diminution de 0.08 à 0.24 et la Vitesse de diminution de la barre orange de 30% à 10% par seconde. +Tant que la barre orange existe, infliger des dégâts aux ennemis soigne le joueur à hauteur de 12% des dégâts infligés, avec une limite à 20% de la vie perdue pour chaque coup infligé. +La récupération totale de vie est réduite de 65% quand le joueur est protégé par un champ de force, comme celui donné par la prise de dégâts avec un +bouclier +équipé. +Depuis la ‘’v1.9’’, la mise à jour ‘’Update of Plenty’’, la +récupération +n'est plus affectée par les compétences. Cela signifie qu’elles ne peuvent plus rendre de la vie. +Toutefois, certaines compétences ajoutées dans le DLC Fatals Falls sont buguées et peuvent l’activer. +Protection sur un coup violent +Si le joueur prenait un coup qui le tuerait normalement, mais qu’il se trouve à plus de 25% de sa vie maximale, ce coup le descend instantanément à 1 PV. Tous les ennemis proches sont également étourdis pendant une seconde. +La protection sur un coup violent prend habituellement 45 secondes pour se recharger avant de pouvoir s’activer de nouveau, mais son délai peut être réinitialisé en buvant une potion de soin ou en remplissant entièrement sa vie de quelque façon que ce soit. +Cette protection peut être désactivée dans le Mode Customisé. +La mutation +Désengagement +peut être considéré comme une amélioration à cette protection, du fait qu’elle empêche de prendre des dégâts fatals et donne un bouclier protecteur quand elle est activée. +Brèche +Si le joueur blesse un ennemi de façon significative alors qu’il est en pleine attaque ou défense, cette attaque ‘’’brise’’’ la défense de l’ennemi, interrompant sa manœuvre et l’étourdissant pour 1.4 seconde. +Mécaniques basiques de brèche +Par défaut, les dégâts infligés aux ennemis par des coups directs (pas de dégâts périodiques) s’ajoute aux “dégâts de brèche” de l’ennemi. +Les dégâts de brèche, sur un +ennemi de niveau +1, diminuent de 20 points/seconde jusqu’à atteindre 0. +Les dégâts de brèche doivent atteindre 100 pour causer une brèche. +La vitesse à laquelle descendent les points de brèche et les dégâts requis pour causer une brèche s’échelonnent avec le niveau de l’ennemi en utilisant la même formule qui gère la vie des ennemis. +Résistance à la brèche +Les ennemis peuvent être plus ou moins résistants aux brèches pendant certaines manœuvres. Le degré de résistance est quantifié par les conditions suivantes : +Si la résistance à la brèche est “égale à 0”, les dégâts de brèche “s’accumulent normalement“ tant que l’ennemi prend des dégâts durant l’attaque. +Si la résistance à la brèche est “positive”, les dégâts infligés aux monstres sont “réduit” de (valeur de la résistance x 100)% pour l’accumulation des points de brèches (ex: si la résistance est de 0.5, un dégât de 40 points n’en ajoutera que 20) +Si la résistance à la brèche est de 1, l’ennemi “ne peut être interrompu” durant sa manœuvre. +Si la résistance à la brèche est “négative”, les dégâts infligés aux ennemis sont augmentés de -(valeur de la résistance x 100)% sur les points de brèches ( ex: si la Valeur est de -1.5, on rajoute 40x1.5 aux points soit 100 points au lieu de 40). +En général, les ennemis plus larges ont une résistance à la brèche plus élevée, les attaques de mêlée inflige plus de points de brèche que les attaques à distance, et les +Boss +et leurs acolytes sont immunisés aux brèches. +Bonus de brèche +Certaines attaques des +armes +du joueur sont plus ou moins susceptible de causer des dégâts de brèche sur tous les ennemis. Le degré d’efficacité des dégâts de brèche pour une attaque particulière est quantifié par son “bonus de brèche“ comme indiqué ci-dessous : +Si le “bonus de brèche” d’une attaque est +égal à 0 +, les points de brèche sont égaux aux dégâts d’attaque. +Les dégâts causes par les +boucliers +et les sources de dégâts autres que les armes ont un bonus de 0. +Si le bonus de brèche d’une attaque est +positif +, les dégâts de brèche sont augmentés de (bonus de brèche x 100)% par rapport à une attaque avec un bonus de 0 (ex : si le bonus est de 1 et les dégâts de 40, le bonus permet d’infliger 80 points de dégâts). +Si le bonus de brèche d’une attaque est +négatif +, les dégâts de brèche sont diminués de -(bonus de brèche x 100)% par rapport à une attaque avec un bonus de 0 (ex : si le bonus est de -0.5 et les dégâts de 40, le bonus réduit les dégâts à 20 points de dégâts). +Si le bonus de brèche d’une attaque est +égal à -1 +, l’attaque ne permet pas de brèche. +En général, le bonus de brèche est plus grand pour les attaques de mêlée que pour les attaques à distance, plus grand pour le coup final d’un enchaînement que pour le premier coup et plus grand pour les armes lentes que pour les armes rapides. +Note: +Pour les cas où le bonus de brèche et la résistance à la brèche sont tous deux non-nuls, les dégâts finaux de la brèche sont obtenus en appliquant d'abord l'effet du bonus de brèche de l'attaque, puis l'effet de la résistance à la brèche de la manœuvre ennemie. +Déplacements +Recul +Le +recul +est une caractéristique de certaines armes et compétences qui fait reculer l’ennemi d’un certaine distance. Plusieurs effets de recul permettent également d’envoyer en l’air légèrement en plus d’être reculé. Mais certains les font simplement reculer. De plus, le recul peut souvent étourdir les ennemis. Les reculs classiques sont souvent utilisés pour mettre de la distance entre le joueur et l’ennemi pour utiliser des armes à distance. +Certains objets qui causent du recul sont l’ +Arbalète explosive +, l’ +Onde de déni +ou la +Pelle +. +Attrapage +L’ +attrapage +est une caractéristique de certains ennemis et objets qui déplace la cible vers celui qui a initié l’action. L’attrapage est souvent utilisé pour rapprocher des ennemis loin pour les achever avec des armes de mêlée. +Les objets tels que le +Fouet d'entrave +, le +Grappin +ou l’ +Arbalète lourde +sont tous capables d’attraper des ennemis. +Attaque plongeante +Une +Attaque plongeante +est effectuée en appuyant sur le bouton bas et saut en même temps, en étant en l’air. Cette technique annule l’étourdissement dû à la chute sur des longues distances et inflige des dégâts aux ennemis. L’étourdissement reste si la distance d’attaque plongeante est trop grande (comme l’ascenseur de sortie dans les +Remparts +). +3 niveaux de dégâts peuvent être infligés avec l’attaque plongeante : +Si la hauteur de plongeante est obtenue en faisant un double saut depuis une zone plane sans plateforme ou bords adjacents, le joueur inflige 35 dégâts de base dans un rayon d’une tuile (60 dégâts de base sur une zone de 2 tuiles si le joueur possède la +Rune du Bélier +). +Si la hauteur de plongeante est plus que la hauteur du double saut, le joueur inflige 90 dégâts de base dans un rayon de 2 tuiles (110 dégâts de base sur une zone de 4 tuiles si le joueur possède la +Rune du Bélier +). +Si la hauteur de plongeante est plus que 2 étages et demi, les dégâts infligés sont augmentés de 50%, donnant ainsi 135 dégâts de base dans un rayon de 2 tuiles (165 dégâts de base sur une zone de 4 tuiles si le joueur possède la +Rune du Bélier +). +Les dégâts de l'attaque plongeante augmente avec la statistique la plus haute du joueur. +L’attaque plongeante est considérée comme une attaque de mêlée, elle peut donc activer certaines mutations telles que +Mêlée +, +Planification +ou +Cœur de glace +. Toutefois, un +Épineux +ne blessera pas le joueur si ce dernier fait une attaque plongeante derrière lui. +Champ de force +Article principal +: +Champ de force +Le champ de force est un effet appliqué au joueur ou aux ennemis depuis des sources variables. Il rend la cible de l’effet invincible. +Malédiction +Article principal +: +Malédiction +Être maudit fait mourir le joueur dès qu’il prend un dégât. +Dans le mode personnalisé, les malédictions peuvent être configurées pour mettre le joueur à 1 PV au lieu de mourir. Cette fonctionnalité est toujours buggée du fait qu’elle ne fonctionne que sur la première malédiction. +La mort par malédiction n’est pas activée par: +Les dégâts d’obscurité. +Les dégâts de Mal-être. +La +Potion de douleur +. +Les malédictions +peuvent être obtenues en: +Ouvrant un coffre maudit. +Brisant une porte dorée. +Ayant l’ +Épée maudite +dans l’inventaire (même dans le +sac à dos +) +Mangeant de la nourriture en ayant la mutation +Acceptation +. +Ramassant un +Artefact corrompu +Les malédictions peuvent s’accumuler. +La +rune de l’Homoncule +ne fonctionne pas si le joueur est maudit, à l’exception de l’Épée maudite. +Les malédictions se lèvent en tuant des ennemis, à l'exception de l'Épée maudite, qui se lève en abandonnant l'arme. Cette malédiction ne se cumule pas avec les autres sources. +La mutation +Aliénation +augmente le nombre d'ennemis à tuer de 50%, alors qu' +Acceptation +le réduit de 50%. Alors que les mutations peuvent être retirées une fois par zone de transition, la nouvelle mutation prise s'échelonne sur la valeur de la précédente, avec la valeur arrondie au supérieur. Par exemple, si le joueur à une malédiction de 10 ennemis, puis Aliénation, cela augmente le nombre à 15. S'il obtient Acceptation plus tard, cela diminuera ce nombre de 7.5, et arrondira à 8. +Téléportation ennemie +À partir de la quatrième +Cellule de Boss +, pratiquement tous les ennemis peuvent chasser le joueur en se téléportant à proximité, similairement aux Élites et aux vers. Contrairement aux Élites et aux vers, une vague silhouette rouge accompagné d'un cercle rouge indiquera l'endroit où se téléporte l'ennemi et vers où il est dirigé (même si le sens peut parfois être opposé). +Les ennemis qui sont protégés par un champ de force ne peuvent se téléporter. +Mouvement +Boost de vitesse après enchaînement de kills. +Article principal +: +Boost de vitesse +En tuant 8 ennemis dans un court laps de temps, la vitesse de mouvement est augmentée pour 10 secondes ( 30 secondes avec la mutation +Vélocité +), boostant la vitesse de 40%, la vitesse de roulade de 12% et la vitesse de grimpe de 50%. Tuer un ennemi pendant cet état réinitialise ce boost. +Grimper +Quand le joueur grimpe les rebords, s'il y a 2 rebords: si l'un est au dessus de l'autre, et leur distance est petite, le Décapité pourra grimper 2 rebords en une fois et atteindre le second rebord. +Tomber +À moins de tomber dans le vide sur les +Remparts +, les +Temples Brisés +, les +Rivages éternels +, la +Caverne +, la +Couronne +ou l' +Astrolabe +(dans ce cas, le joueur prend 30 dégâts de base, échelonnés sur le niveau des ennemis de la zone), il n'existe pas de dégâts de chute dans +Dead Cells +. +Toutefois, si le joueur tombe s'une longue distance, il sera temporairement étourdi. L'étourdissement persiste avec la distance que le joueur a chuté. +La valeur est comptée en tant que dégât de piège et peut être réduite avec la mutation +Masochiste +, mais le joueur n'obtiendra pas le boost de vitesse habituel. +Les ennemis prennent des dégâts de chute. +La distance minimale de chute pour les ennemis est bien plus courte que pour le joueur, donc utiliser des objets causant du recul comme le +Bouclier d'assaut +ou les +Sandales spartiates +pour prendre avantage de cette bonne idée. En effet, les Sandales spartiates permettront toujours que les ennemis prennent des dégâts de chute, peu importe la distance. +Les attaques plongeantes préviennent de l'étourdissement causé par la chute. Toutefois, Il existe une limite à la distance que l'attaque plongeante peut couvrir pour éviter l'étourdissement. Rouler en l'air permet de réinitialiser l'attaque plongeante et de replonger pendant de très longues chutes. +Maintien en l'air +Toutes les armes ont une mécanique qui, quand l'ennemi est touchable, permet au joueur de rester en l'air durant une fraction de seconde, lui permettant de frapper les ennemis en l'air, comme les +Kamikazes +plus facilement. Certaines armes permettent de se maintenir en l'air même si l'ennemi n'est pas à portée, comme les +Missiles magiques +. +Parer et bloquer +Article principal +: +Boucliers +Maintenir le +bouclier +bloquera un pourcentage des dégâts, ainsi qu'activera l'effet de blocage sur le bouclier. +Presser brièvement le +bouclier +commencera une animation de parade. Si elle est effectuée au bon moment, tous les dégâts seront annulés, et l'effet de blocage sera appliqué. +Armes à deux mains +Les +armes à deux mains +sont des armes spéciales qui prennent les deux places d'équipement du joueur. Elles ont toujours 2 attaques ou capacités différentes, qui synergisent ensembles la plupart du temps. Un exemple serait l' +Arbalète à répétition +, dont le tir principal fait des dégâts critiques aux ennemis enracinés, alors que le tir secondaire enracine les ennemis. +Sac à dos +Une fois l'amélioration du +sac à dos +débloquée, prendre une troisième arme permet au joueur de la stocker. Si elle est dans le +sac à dos +, elle ne peut être utilisée (à moins que le joueur n'ait une +mutation +liée au +sac à dos +). Toutefois, maintenir la touche d'interaction lâche la troisième arme, permettant d'interchanger les armes entre elles. +Veuillez noter que les compétences, les armes à deux-mains, ainsi que certaines armes (principalement la +Tueuse de géants +) ne peuvent être stocké dans le +sac à dos +. +Effets d'état +Article principal +: +Effets d'état +Les effets d'état dont des améliorations ou affaiblissements temporaires qui affectent le sujet de bien des façons. Ils sont principalement catégorisés par une icône au-dessus de l'ennemi (ou du joueur) qui ont reçu cet effet, malgré quelques exceptions. +Les +armes +et +compétences +peuvent avoir des +modificateurs +qui augmentent les dégâts infligés à l'ennemi victime d'un certain effet. +Effets de l'environnement +L'environnement dans Dead Cells peut affecter le joueur et les ennemis de bien des façons. +Interactions avec des liquides +Les ennemis dans des piscines de liquides sont immunisés aux effets de +brûlure +, à moins d'être couvert d' +huile inflammable +. +Les ennemis qui prennent des dégâts d'attaques gelantes et sont à la fois dans une piscine de liquid gèle l'eau de la piscine, ralentissant tous les autres ennemis dans la piscine comme s'ils avaient été dégelés après avoir été +gelé +, ainsi que d'être figé sur place. +Les ennemis qui prennent des dégâts électriques en étant dans une piscine de liquide électrifie ce liquide, infligeant 18 dégâts d' +électricité +par secondes pendant 2 secondes. Les dégâts périodiques d' +électrocution +s'échelonnent avec la statistique de l'objet produisant l'attaque électrifiante. Les armes électriques infligent des dégâts critiques aux ennemis dans l'eau. +Flaques d'eau empoisonnées +Dans les +Égoûts toxiques +et l' +Ancien réseau d'égout +, le joueur verra des piscines d'eau empoisonnée, qui inflige des dégâts s'il y entre. Les ennemis ne prennent pas de dégâts de ces piscines. +Quand le joueur entre en contact avec le poison, il commence à subir 10 dégâts sur 2 secondes, divisés en 5 points par seconde. +Le dégât est un dégât périodique qui se réinitialise toutes les 2 secondes tant que le joueur reste dans le poison. +Il est possible d'éviter les dégâts, du fait que le contact n'est comptabilisé que si le joueur touche le fond de la piscine. Ainsi, s'il marche sur du poison d'une tuile d'épaisseur, ou s'il évite de toucher le fond en faisant son double saut, il ne prendra pas de dégâts. +L'Obscurité +Si le joueur ne marche pas près d'une source de lumière pendant 12 secondes, il commencera à prendre des dégâts. +Tuer des ennemis réduit légèrement l'obscurité. +Les dégâts sont pris par ticks, à hauteur de 3 ticks par seconde. Les dégâts périodiques augmentent drastiquement et peuvent être mortels si le joueur n'atteint pas e source de lumière à temps. +ENtrer dans une zone éclairée réinitialise le décompte de 12 secondes ainsi que les dégâts par ticks. +L'obscurité ne tuera pas le joueur immédiatement s'il est maudit, mais il mourra quand même des dégâts périodiques. +Par défaut dans le Sépulcre Oublié, elle peut être activée pour tous les biomes dans le Mode customisé. diff --git a/wiki_content/Medusa's_Head.txt b/wiki_content/Medusa's_Head.txt new file mode 100644 index 0000000000000000000000000000000000000000..e2eaa7d0c8e7810707336705aa06595c85bd034a --- /dev/null +++ b/wiki_content/Medusa's_Head.txt @@ -0,0 +1,84 @@ +URL: https://deadcells.wiki.gg/wiki/Medusa%27s_Head + +Medusa's Head +Rolls the head on the ground, petrifying enemies it hits. When it stops or upon reactivation, it yells, projecting nearby enemies in the air. +Look me in the eyes when I'm talking to you! +Internal name +MedusaHead +Type +Ranged Weapon +Scaling +Combo rate +One 2-hit combo every 0.65 seconds +Recharge +0 +Base price +2000 +Damage +Base DPS +100 +Base combo damage +65 +Base first hit +20 +Base second hit +45 +Blueprint +Location +Drops from +Medusa +Drop chance +10% +Unlock cost +100 +The +Medusa's Head +is a +ranged +weapon +added in the +Return to Castlevania DLC +. It petrifies enemies on hit, and upon termination or re-activation, they are bumped up, taking fall damage. +Details +Ammo: +1 +Breach Bonus +: +1 / 0 +Base Breach Damage: +40 / 45 +Base Breach DPS: +131 +Combo Duration: +0.65 seconds +First Hit: +0.65 (0.4 + 0.25 + 0) +Second Hit: +0 (0 + 0 + 0) +Tags: +AmmoDoNotStickToVictims, Ranged, VeryFewAmmo, LimitedAmmo, DisableVerboseAmmo, NoAmmoPerk, FadeHudIconIfNoAmmo, NoCritical +Legendary Version: +Forced +Affix +: Unstable Head +"Bumps enemies on impact" +Synergies +This weapon is very effective with +Networking +mutation since it pierces all enemies, bounces from walls and rolls onto lower platforms. +This weapon is affected by the mutation +Ammo +. +Notes +This weapon is overall a very decent option for defeating enemies at range, and moreso, at differing elevation. Unlike many other Ranged Weapons, Medusa's head can be used to reliably start a fight at a lower elevation due to its petrifaction and how it rolls along the ground. +Due to this it's also very reliable for safely removing curses at 4bc or lower. +The second hit of this weapon causes nearby enemies to take fall damage. +Fall damage scales with biome level instead of gear power or scroll count and it's not reduced when this weapon is used from +backpack +via +Acrobatipack +. +This weapon will not damage +Dancers +when rolling along the ground, ignoring them. +History diff --git a/wiki_content/Medusa.txt b/wiki_content/Medusa.txt new file mode 100644 index 0000000000000000000000000000000000000000..05f0fe3050f7a80a5ec54b336855402d28162fbc --- /dev/null +++ b/wiki_content/Medusa.txt @@ -0,0 +1,78 @@ +URL: https://deadcells.wiki.gg/wiki/Medusa + +Medusa +Base health +2000 +Location(s) +Dracula's Castle +RtC +Reward +Medusa's Head +RtC +(10%) +Medusa +is a mini-boss added in the +Return to Castlevania DLC +. She is found exclusively in the depth 6 +Dracula's Castle +. Defeating her rewards the player cells, and access to a chest containing a random item and the +Petrified Key +, which is required to exit to the +Master's Keep +. She also appears in +Richter Mode +as the final fight before the end of the level. +Behavior +Medusa will start by attempting to turn the player to stone. Regardless of if this was successful, she then attacks with her slashing flurry and tail sweep at longer ranges. Periodically, she will attempt to turn the player to stone again. +Moveset +Stone gaze +Description: +After a short charge, Medusa will screech and the player will be temporarily turned to stone if they are facing her. +Can be blocked, parried, and dodge rolled. Can also be avoided by facing away from her. +Scratch flurry +Description: +Medusa slashes at the player constantly, similar to that of the +Rampager +. +Can be blocked, parried, and dodge rolled. +Medusa can turn around after a slash to face the player. +Tail sweep +Description: +Medusa will swing her tail around quickly after a short indication. +Can be blocked, parried, and dodge rolled. +Strategy +During her flurry attack, parrying in a rhythm or staying at a distance is best. Dodge rolling can leave the player vulnerable to her next slashes, so is less advised. +While fighting Medusa, it is recommended to keep your distance. +Ranged +weapons +allow the player to attack from a distance. The +Bow and Endless Quiver +is very useful against Medusa as you don’t need to retrieve any arrows. +Whip-type weapons, such as the +Vampire Killer +or +Valmont's Whip +, often deal more damage than Ranged weapons while still keeping distance. +A shield helps to block against sudden tail sweeps and stone gazes. +If the player has no ranged weapons, it is best to keep an eye out for Medusa's gaze attack as it is the best opportunity to attack (excluding stuns and freezes). +Trivia +Medusa is the only +enemy +to have a health bar at the top of the screen like +bosses +do. +Despite being a +boss +-like enemy, Medusa +can +have her drop forced by the +Hunter's Grenade +. She will not transform into an Elite +Zombie +upon being hit by a Hunter's Grenade, despite lacking an Elite version. +She is based on the +Gorgon Medusa +from Greek mythology; her +Stone gaze +attack reflects the fact that her mythical counterpart would turn to stone anyone who looked at her. +History diff --git a/wiki_content/Melee_(Mutation).txt b/wiki_content/Melee_(Mutation).txt new file mode 100644 index 0000000000000000000000000000000000000000..f1781178227832951854ebe268f069b2ce5d4114 --- /dev/null +++ b/wiki_content/Melee_(Mutation).txt @@ -0,0 +1,44 @@ +URL: https://deadcells.wiki.gg/wiki/Melee_%28Mutation%29 + +Melee +Melee attacks +slow down +enemies for [0.4 base, 1.6 max] seconds. +Internal name +P_ManyMobsAround +Scaling +Blueprint +Location +Drops from +The Concierge +(5th kill) +Unlock cost +50 +Melee +is a +brutality +-scaling +mutation +which makes melee attacks inflict the +slow +debuff on enemies for a short duration. +Details +Scroll Cap: +11 Brutality +Special Effects: +Each melee attack +slows +enemies down for [0.4 base] seconds. Each melee hit adds 2 stacks of +slow down +. +Scaling: +0.4 × 1.15 +Stat - 1 +seconds +Notes +This mutation is effective with melee attacks. It +slows +the movement of the enemies, allow the player to hit more or even +breach +the enemies. +History diff --git a/wiki_content/Melee_weapons.txt b/wiki_content/Melee_weapons.txt new file mode 100644 index 0000000000000000000000000000000000000000..f5b89d4e549a1ad7d773b02c28e497f21bc5c774 --- /dev/null +++ b/wiki_content/Melee_weapons.txt @@ -0,0 +1,92 @@ +URL: https://deadcells.wiki.gg/wiki/Melee_weapons + +Active mechanics +All melee weapons deal melee damage and benefit from any melee specific effects and bonuses. Melee weapons also all have the capabilities to hit multiple enemies at once if they are within range. Most melee weapons also have their own individual movesets that they can initiate by continuously attacking, but there is a short time where the player may do other actions before continuing the weapon's combo, such as rolling or jumping. +Effect scaling +All melee weapons' damage scales based on either the player's +Brutality +stat +or their +Survival stat. Brutality scaling weapons are usually lighter, faster attacking weapons, such as the +Balanced Blade +or the +Twin Daggers +, while Survival scaling weapons are usually slower, heavier weapons like the +Nutcracker +or the +Broadsword +. Weapons that scale with both Brutality +and +Survival are usually weapons that are a sort of medium speed between light and heavy weapons, like the +Shovel +. Some melee weapons also have alternate scaling with +Tactics (e.g. +Valmont's Whip +or the +Shrapnel Axes +). +List of melee weapons +This is a list of all obtainable melee weapons within the game. +RotG +: +Rise of the Giant DLC +TBS +: +The Bad Seed DLC +FF +: +Fatal Falls DLC +TQatS +: +The Queen and the Sea DLC +RtC +: +Return to Castlevania DLC +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. +↑ +The in-game DPS value is 133 ( +179 +). +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. +↑ +The in-game +critical +DPS value ( +280 +) is only reachable with 6 gun +marks +. +↑ +The in-game DPS value is 138 ( +199 +). +↑ +The in-game DPS value is 210 ( +280 +). +↑ +The DPS value listed in-game is 121 ( +185 +). +↑ +Total DPS value is 263. The sword deals 57 non-crit DPS, while the stars deal 206 crit DPS. +↑ +The in-game DPS value is 101 ( +222 +). +↑ +The DPS value listed in-game is 158. diff --git a/wiki_content/Melee_weapons_fr.txt b/wiki_content/Melee_weapons_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..c097725d63994237ce8ffe0c7c0ae8e3f1091067 --- /dev/null +++ b/wiki_content/Melee_weapons_fr.txt @@ -0,0 +1,42 @@ +URL: https://deadcells.wiki.gg/wiki/Melee_weapons/fr + +Mécaniques actives +Toutes les armes de mêlée infligent des dégâts de mêlée et bénéficient de tous les effets relatifs à la mêlée. Les armes de mêlée peuvent également toucher les ennemis plusieurs fois s'ils sont à portée. La plupart d'entre elles ont leur propre sets de mouvements qui s'activent en frappant continuellement. Il existe cependant un court instant entre chaque mouvement où le joueur peut faire certaines actions comme rouler ou sauter. +Échelonnage des effets +Les dégâts des armes de mêlée s'échelonnent soit sur la +Brutalité +ou sur la +Survie +. Les armes qui s'échelonnent sur la Brutalité sont généralement plus légères et donc frappent plus rapidement, comme l' +Épée équilibrée +ou les +Dagues jumelles +, tandis que les armes s'échelonnant sur la Survie sont plus lourdes et donc plus lentes comme le +Casse-noisettes +ou l' +Épée large +. Les armes qui s'échelonnent à la fois sur Brutalité et Survie ne sont ni rapide ni lente, comme la +Pelle +. Certaines armes de mêlée ont également un échelonnage sur la +Tactique (e.g. +fouet de Valmont +ou +Lame à fragmentation +). +Liste des armes de mêlée +Voici une liste de toutes les armes de mêlée obtenables dans le jeu. +RotG +: +DLC Rise of the Giant +TBS +: +DLC The Bas Seed +FF +: +DLC Fatal Falls +TQatS +: +DLC The Queen and the Sea +RtC +: +DLC Return to Castlevania diff --git a/wiki_content/Merman.txt b/wiki_content/Merman.txt new file mode 100644 index 0000000000000000000000000000000000000000..a221b20f62e03b14ce5b6b902de39a32e536b791 --- /dev/null +++ b/wiki_content/Merman.txt @@ -0,0 +1,33 @@ +URL: https://deadcells.wiki.gg/wiki/Merman + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: DLC just came out, lot's of missing info. +Merman +Base health +60 +Location(s) +Castle's Outskirts +Reward +Holy Water +(1.7%) +Mermen +are an enemy added in the +Return to Castlevania DLC +. +Behavior +Spits out fireballs right at your face, duck at the right time to dodge them. +Moveset +Spit fireball +Description: +Spits a fireball at the player. +Can be blocked, parried, jumped over, and dodge rolled. +Strategy +This enemy behaves similarly to Undead Archers, firing a single projectile that can be ducked under. They can be dispatched easily with ranged attacks. Alternatively, jump over their fireball projectile, or dodge behind them and strike with your melee weapon for an easy kill. +Notes +TBA +History diff --git a/wiki_content/Midas'_Blood.txt b/wiki_content/Midas'_Blood.txt new file mode 100644 index 0000000000000000000000000000000000000000..460cea0b3c98a1479117e4c3d3b4856e815a0c98 --- /dev/null +++ b/wiki_content/Midas'_Blood.txt @@ -0,0 +1,50 @@ +URL: https://deadcells.wiki.gg/wiki/Midas%27_Blood + +Midas' Blood +Gain 1.6 gold per health points you lose. +Internal name +P_PerkGoldPerDamage +Scaling +Colorless +Blueprint +Location +Drops from +Gold Gorgers +Drop chance +1.7% +Unlock cost +50 +Midas' Blood +is a colorless +mutation +which causes the player to gain gold upon losing health. +Details +Scroll Cap: +None +Special Effects: +When the player gets damaged by any source they receive 1.6 gold for each hit point lost. +Scaling: +Does not scale. +Notes +Changes the color of the blood dripping off the +Beheaded +at low health from red to gold. +Links health and gold as resources, allowing lost health to effectively be saved as gold for later use, regardless of whether the damage was taken accidentally or was self-inflected. +It is possible to generate more than 100,000 gold from damage alone in a single run, especially on low +difficulties +, where +Health Fountains +are abundant. +Damage taken while +Gold Plating +is also active is not converted to gold; however, with insufficient gold to totally negate incoming damage, any remaining damage will be converted to gold. +Bonus health from +Tonic +and the health loss from +Vampirism +are not converted to gold. +It is possible to gain significantly more gold from healing damage with unneeded food than from recycling it. +Midas Blood can be swapped in temporarily any time the player needs gold, since the earned gold can be used to pay to reset the mutations. +Trivia +This mutation takes its name from Midas, a legendary king in Greek mythology who is said to have the power to turn anything he touches into gold. +History diff --git a/wiki_content/Mimic.txt b/wiki_content/Mimic.txt new file mode 100644 index 0000000000000000000000000000000000000000..078f27fd84612334a61a6254254b6576d4c152e2 --- /dev/null +++ b/wiki_content/Mimic.txt @@ -0,0 +1,108 @@ +URL: https://deadcells.wiki.gg/wiki/Mimic + +Mimic +Base health +2000 +Location(s) +The Bank +Reward +Gold Plating +(10%) +Get Rich Quick +(10%) +Mimics +are mini-boss +enemies +found in the +Bank +. Additionally, a Mimic will replace one Shop Keeper outside of the Bank throughout the run if the player has encountered a Mimic at least once before. +Behavior +Mimics disguise themselves in the shop of one of the merchants in the Bank. The merchant will act normal until the player interacts with an item in the shop. Afterwards, the Mimic eats the merchant, consumes the item with its Tongue Lash attack, and proceeds to engage into combat with the player. +When moving around, Mimics will perform a series of hops rather than walking or running. If the player attempts to flee to another platform, the Mimic will catch up quickly, faster than the likes of +Rampagers +and +Slammers +. +Once the Mimic is defeated, it will drop an improved version of the item that was bought. If the item was from a skill or weapon shop, it will receive two additional gear levels +; if it was from a food shop, its quantity will be doubled. +Only one item can be bought from a Mimic shop as the other items will disappear once the Mimic reveals itself. +Moveset +Bite +Description: +Performes a fast bite with very short range. +Can be parried and dodge rolled. +Tongue Lash +Description: +Lashes out with its tongue at a medium range, bumping the player upwards and briefly stunning them. +Can be parried and dodge rolled. +Chain Whip +Description: +Uses its chains as a whip, lashing them at the player. +Can be parried and dodge rolled. +Hook Throw +Description: +Throws the chain towards the player to grab and pull them in. It will +root +the player for 1.5 seconds if the attack was successful, allowing the Mimic to easily attack the player. +Can be parried and dodge rolled. +The Mimic can use any attack after this move, though it will often opt for a Bite or Sword Slash. Faster attacks like the Bite can be performed multiple times +before the +rooting +effect expires. +Special moveset +The mimic also has a few special moves it can use depending on what kind of item was bought. +Melee Weapons +Sword Slash +Description: +Takes out a large spiky sword and slashes it in front of itself. +Can be parried and dodge rolled. +Though slower than the Bite attack, the Sword Slash has more range and deals more damage. +Ranged Weapons +Spit +Description: +Spits out a burst of 5 body parts (bones, limbs and brains) in a fan, then spits out another burst of 5 shortly after. +Can be parried and dodge rolled. +Shields +Parry +Description: +Opens its mouth, summoning an ethereal arc in front of it for 1.25 seconds. If the player strikes the front of the Mimic with a melee attack during this time, the Mimic will parry the attack, stunning the player for 0.8 seconds and slightly knocking them back, allowing for a follow-up attack. +Can be interrupted by attacking the mimic with a ranged weapon, a skill or by simply attacking it from behind. +Unlike +the Queen +'s similar move, the Mimic's parry will be used at random intervals, even if the player doesn't have a melee weapon. +Similarly to the Hook Throw attack, the Mimic does not have a specific attack to follow up, and will use whichever attack is available to it. +Skill +Spikes +Description: +Protrudes spikes from its body in all directions and upon hitting the player will cause 5 +bleed +DPS for 3 seconds. +Can be parried and dodge rolled. +Likely due to a bug, the damage of the +bleed +debuff doesn't increase like other damage from enemies. As the attack deals very low base damage outside of the +bleeding +it inflicts, it will typically deal very low damage overall. +Food, Flask Charge, or Cough Syrup +Feeding +Description: +Stops and eats body parts to heal itself for 25% of its maximum health. Happens in steps across 1.5 seconds. +Can be interrupted. +Strategy +Deployable +skills +such as +Wolf Trap +can be placed at the merchant when purchasing items to be ready to fight against it. +Mimic doesn't attack a player in the Bank elevator. One way to defeat it is to escape to the Bank elevator and use ranged weapons to damage it. This Strategy is no safer than normal Strategies since the way to the Bank elevator is not easy to follow. This strategy can be used when using +Hunter's Grenade +to get +Gold Plating +and +Get Rich Quick +. +Outside Bank, it is easy to notice if there is a Mimic (unless player turned off "Lore room"). If player encounter a lore room with hidden Guillain, it means that there is a mimic in the biome. +Note +Using portals will make the mimic disappear, and the item you buy can no longer be get back. However, if the portal is close enough, the mimic can still teleport +History +Footnotes diff --git a/wiki_content/Misericorde.txt b/wiki_content/Misericorde.txt new file mode 100644 index 0000000000000000000000000000000000000000..d2466c30a585df785a825f0e1fd129ff42ef15e9 --- /dev/null +++ b/wiki_content/Misericorde.txt @@ -0,0 +1,113 @@ +URL: https://deadcells.wiki.gg/wiki/Misericorde + +Misericorde +Inflicts critical hits if the victim has less than 50% HP. Curses you if the attack doesn't kill its target. +If death is a gift, then you're Santa Claus. +Internal name +Misericord +Type +Melee Weapon +Scaling +Combo rate +Two hits every 0.7 seconds +Base price +2000 +Damage +Base DPS +86 ( +516 +) +Base combo damage +60 ( +360 +) +Base first hit +25 ( +150 +) +Base second hit +35 ( +210 +) +Blueprint +Location +Drops from +Doom Bringer +Drop chance +10% +Unlock cost +100 +The +Misericorde +is a +melee +weapon +which deals massive +critical +damage to enemies with 50% health or less, but +curses +the player for every non- +critical hit +. +Details +Special Effects: +Deals +critical hits +on enemies with less than 50% HP. +Gives the player 1 +curse +stack if the attack is not a +critical hit +. +Enemies killed in one hit still give the player 1 curse stack. +Breach Bonus +: +-0.25 / 0 +Base Breach Damage: +19 ( +113 +) / 35 ( +210 +) +Base Breach DPS: +77 ( +461 +) +Combo Duration: +0.7 seconds +First Hit: +0.4 (0.3 + 0.1 + 0) +Second Hit: +0.3 (0.2 + 0.1 + 0) +Legendary Version: +Forced +Affix +: Mega +Crit +" +Critical +hits +50% damage" +Synergies +Generally best used as a secondary weapon, as its weak initial hits can build up your curse counter quicker than killing enemies drains it. +If used as a primary weapon, +Demonic Strength +is a must-have, as the player is likely to maintain a high course counter, by extension granting the weapon a consistent source of bonus damage. +Synergizes well with +Initiative +or +Scheme +to quickly get any enemy to 50% health. +It works very well with the +Damned +aspect, where curses instead double the damage taken and dealt by the player. +Notes +Similar to the +Hayabusa Gauntlets +, this weapon works best to speed up boss fights with its extreme critical damage, though evasive skills are required to make full use of it. +The in-game description matches the weapon’s behaviour before the beta update 35.7, but hasn’t been updated for public release. +Trivia +The name "misericorde" is French for 'mercy' and often refers to finishing off a severely wounded opponent who is not likely to survive as an act of mercy. The Misericorde weapon in-game does critical hits to enemies with less than 50% of their health left, reflecting that. +A Misericorde is also a weapon in real life, however a real Misericorde is a type of dagger and does not resemble the Dead Cells version. +History +↑ +This in-game description doesn’t match the current behaviour of the weapon. diff --git a/wiki_content/Money_Shooter.txt b/wiki_content/Money_Shooter.txt new file mode 100644 index 0000000000000000000000000000000000000000..14a12e2af5f7d835f93d89826fa25784de5b5110 --- /dev/null +++ b/wiki_content/Money_Shooter.txt @@ -0,0 +1,87 @@ +URL: https://deadcells.wiki.gg/wiki/Money_Shooter + +Money Shooter +Fires 150 gold taken from your pockets to deal +critical damage +. Won’t fire if you can’t pay. +Shut up and shoot my money! +Internal name +MoneyShooter +Type +Ranged Weapon +Scaling +Combo rate +One 2-hit combo every 0.9 seconds +Base price +2000 +Damage +Base DPS +667 +Base combo damage +600 +Base first hit +300 +Base second hit +300 +Blueprint +Location +Drops from +Golden Kamikazes +Drop chance +1.7% +Unlock cost +80 +The +Money Shooter +is a powerful +ranged +weapon +that requires gold to function but fires powerful guaranteed +critical hits +. +Details +Breach Bonus +: +0.5 / 0.5 +Base Breach Damage: +450 +/ +450 +Base Breach DPS: +1001 +Combo Duration: +0.9 seconds +First Hit: +0.45 (0.45 + 0 + 0) +Second Hit: +0.45 (0.45 + 0 + 0) +Tags: +Ranged, AlwaysCritical, HasBullets +Legendary Version: +Forced +Affix +: Pay to Win +"Shots pierce all enemies and give the player 75 gold if it kills a target. Can trigger multiple times if a shot kills several enemies." +Synergies +Using +Midas' Blood +or +Get Rich Quick +can help to sustain the weapon. +Parrying with +Greed Shield +provides 100 of the 150 gold needed per shot. +Every shot counts as a Critical attack, therefore proves useful when paired with +Instinct of the Master of Arms +to quickly reset skill cooldowns. +Notes +The Money Shooter offers some of the highest DPS in the game, surpassing even that of the +Cursed Sword +, but this comes at the obvious drawback of a heavy reliance on gold. +To be more cost-effective with each shot, affixes that allow piercing are desirable. +In combination with the legendary version, which refunds spend money on kills, you are able to make profit as it will refund full amount for each enemy killed in a shot. +Trivia +The text "Shut up and shoot my money!" is a reference to the quote "Shut up and take my money!" said by Fry in +Futurama +when he is warned against making a purchase. +History diff --git a/wiki_content/Morass_of_the_Banished.txt b/wiki_content/Morass_of_the_Banished.txt new file mode 100644 index 0000000000000000000000000000000000000000..61105b6bc57ed260f76655716e9ec2bf4b582e1c --- /dev/null +++ b/wiki_content/Morass_of_the_Banished.txt @@ -0,0 +1,480 @@ +URL: https://deadcells.wiki.gg/wiki/Morass_of_the_Banished + +A low lying part of the island where the leprous, diseased and quite often, poor, were sent to rot. The only refuge for survivors was in the trees. +Taking to the trees may have kept the Banished safe from the ticks, but it didn't save them from the ravages of the Malaise. +As the Malaise spread, the putrid stench of the fetid water and plagues of stinging creatures weren't the only things the surviving Banished had to deal with. +Morass of the Banished +Stage # +3 +Soundtrack +Swamp +Required Rune(s) +Teleportation Rune +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Dilapidated Arboretum +TBS +, +Prison Depths +, +Promenade of the Condemned +Next biome(s) +Nest +TBS +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +IV +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Smoke Bomb +, +Blowgun +, +Rhythm n' Bouzouki +, +Banished's Outfit +, +Blowgunner's Outfit +, +Tick Trainer's Outfit +Enemies & Traps +Enemies +Banished +, +Blowgunners +, +Giant Ticks +, +Weaver Worms +, +Cleavers +, +Slashers +Enemy tier +6-12 +Wandering Elite chance +60% +Hazards +Water +Previous biome(s) +Dilapidated Arboretum +TBS +, +Prison Depths +, +Promenade of the Condemned +Next biome(s) +Nest +TBS +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +IV +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Smoke Bomb +, +Blowgun +, +Rhythm n' Bouzouki +, +Banished's Outfit +, +Blowgunner's Outfit +, +Tick Trainer's Outfit +Enemies & Traps +Enemies +Banished +, +Blowgunners +, +Giant Ticks +, +Weaver Worms +, +Cleavers +, +Slashers +, +Dark Trackers +Enemy tier +10-15 +Wandering Elite chance +60% +Hazards +Water +Previous biome(s) +Dilapidated Arboretum +TBS +, +Prison Depths +, +Promenade of the Condemned +Next biome(s) +Nest +TBS +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Gear level +IV +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Smoke Bomb +, +Blowgun +, +Rhythm n' Bouzouki +, +Banished's Outfit +, +Blowgunner's Outfit +, +Tick Trainer's Outfit +Enemies & Traps +Enemies +Banished +, +Blowgunners +, +Giant Ticks +, +Weaver Worms +, +Cleavers +, +Slashers +, +Dark Trackers +Enemy tier +10-16 +Wandering Elite chance +60% +Hazards +Water +Previous biome(s) +Dilapidated Arboretum +TBS +, +Prison Depths +, +Promenade of the Condemned +Next biome(s) +Nest +TBS +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +2 +Gear level +V +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Smoke Bomb +, +Blowgun +, +Rhythm n' Bouzouki +, +Banished's Outfit +, +Blowgunner's Outfit +, +Tick Trainer's Outfit +Enemies & Traps +Enemies +Banished +, +Blowgunners +, +Giant Ticks +, +Weaver Worms +, +Cleavers +, +Slashers +, +Rampagers +Enemy tier +12-18 +Wandering Elite chance +60% +Hazards +Water +Previous biome(s) +Dilapidated Arboretum +TBS +, +Prison Depths +, +Promenade of the Condemned +Next biome(s) +Nest +TBS +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +4 +Gear level +VII +Cursed chest chance +110% +Runes and Blueprints +Blueprints from enemies +Smoke Bomb +, +Blowgun +, +Rhythm n' Bouzouki +, +Banished's Outfit +, +Blowgunner's Outfit +, +Tick Trainer's Outfit +Enemies & Traps +Enemies +Banished +, +Blowgunners +, +Giant Ticks +, +Weaver Worms +, +Cleavers +, +Slashers +, +Rampagers +, +Maskers +Enemy tier +14-20 +Wandering Elite chance +60% +Hazards +Water +BSC +Door Rewards +2 BSC +Food shop +The +Morass of the Banished +is a third level +biome +that is exclusive to the +Bad Seed DLC +. The King banished people from the castle and village to this place. They made their homes high in the trees, safe from the ticks that live in the murky waters. But even so, a sacrifice is needed to guarantee true safety. +The leprous, diseased, and poor were sent away out of sight of the King and higher esteemed citizens of the kingdom. Having found themselves with no home in an extremely hostile environment, the Banished became wild and savage, using violence to survive the horrors of the Morass. +General information +Access and exit +Accessed through the +Dilapidated Arboretum +, +Prison Depths +, or +Promenade of the Condemned +(with the +Teleportation Rune +). +The only exit out of the Morass leads to the +Nest +, where +Mama Tick +awaits. +Level characteristics +Scrolls +The Morass of the Banished contains 5 scrolls, including 2 Power Scrolls (with a third available in a guaranteed +cursed chest +), and 2 Dual-Stat Scrolls, which cannot spawn in areas requiring the use of runes to access. On (2+ +BSC +) there is a bonus Power scroll. When 3 +BSC +are active, this biome has 2 guaranteed +Scroll Fragments +, and when 4/5 +BSC +are active, this biome has 4 guaranteed +Scroll Fragments +. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Morass of the Banished based on difficulty. +Loot and shops +Main level +1 +treasure chest +behind a +Ram Rune +1 +cursed chest +10% for an additional +cursed chest +. +1 shop +Boss Stem Cells rewards +2 +BSC +- Food shop +Exclusive blueprints +The blueprint for the +Smoke Bomb +, the +Blowgun +, and +Rhythm n' Bouzouki +are exclusively found in the Morass as they are looted from the +Banished +, +Blowgunners +, and +Giant Ticks +respectively. Furthermore, the +Banished's Outfit +, +Blowgunner's Outfit +and +Tick Trainer's Outfit +are looted from them respectively. +Enemies +In the Morass of the Banished, there are three unique enemies: the +Banished +, +Blowgunners +, and +Giant Ticks +The table below lists which enemies are present in the Morass of the Banished on each difficulty level and which blueprints each may drop. When applicable, the minimum difficulty level for blueprint acquisition is specified. +Lore +Altar room +The Altar and the Swamp Priest. +The room depicted in the picture contains two items that can be interacted with: +Altar +When examined, the Beheaded observes that the altar is: +" +Vaguely religious, these symbols seem to evoke a holy maternal figure. +" +" +...and a strange exhortation to consume wine? +" +If the player has a +Mushroom Boi! +equipped, it is possible to sacrifice them to the altar. If one chooses to do so, +Mama Tick +will not spawn in the Nest, and the Mushroom Boi will be permanently removed from the inventory, as well as granting the +Pact with the Devil +achievement if it has not already been unlocked. Doing so will result in some unique dialogue. +Swamp Priest +When walking up to the altar, the +Swamp Priest +will exclaim: +" +A new disciple! +" +Upon talking to them for the first time, they will say: +" +Welcome to our humble chapel brother! Are you ready to make a sacrifice? +" +Subsequent interactions with the Swamp Priest will result in them randomly saying one of the following lines: +" +Pray for your salvation... with a sacrifice. +" +" +Words are meaningless, only sacrifices are important... +" +" +Mama protect this lost child... +" +" +Prove your devotion! +" +" +Sacrifice will save you... +" +" +Are you really faithful? +" +Cellar +The hanging cages within the cellar. +An escapee stuck between the walls of the cellar. +The cellar has two objects that can be examined: +Sign +Upon examination the Beheaded will observe: +" +A bulletin board, a note is tacked to it. +" +" +Do not forget to clean the cellar on a regular basis: the meat will not last more than 3 or 4 days, after that it will begin to emit a foul odor. +" +Corpse +A small secret room can be found within the Cellar lore room. It contains a single corpse, which results in the following text when examined: +" +It seems one of them made it out... +" +" +The poor guy didn't get far. +" +" +Oh! +" +" +There were some leftovers. +" +A piece of infected minor food is dropped. The food will always be infected, regardless of current game difficulty. +Pipe room +A pipe flowing through the Morass. +This lore room is often found in the area following the location of a +Giant Tick +. It has two objects that can be examined: +Pipe +When examined, the Beheaded will bang on the pipe. think to himself, and exclaim: +" +I'm pretty sure I've seen this somewhere before... +" +Noxious Stink +When examined, the Beheaded will exclaim: +" +They say what doesn't kill you makes you stronger... +" +" +If anybody's been living off that, they must be MONSTROUS! +" +" +Just the smell is already lethal... +" +Letter and plant +In a lore room, a letter and a plant can be found. The letter reads: +" +Writing helps me keep what's left of my sanity. The swamp people were stunningly friendly... Apparently, their Mother loves flowers? +" +" +The Priest helped me with a concotion done with the local herbs. Not sure if it's working, but I can definitely feel a new sort of pain in my stomach... +" +Interacting with the wreath of plants: +" +What do we have here? +" +" +Come out, come out... +" +From this, a +Mushroom Boi! +drops. +Trivia +The biome was unintentionally accessible four days before the release of the +Bad Seed DLC +for all players, but it was blocked when the DLC was released. +History diff --git a/wiki_content/Morning_Star.txt b/wiki_content/Morning_Star.txt new file mode 100644 index 0000000000000000000000000000000000000000..e9279ad388cc757883d447996827f31514286088 --- /dev/null +++ b/wiki_content/Morning_Star.txt @@ -0,0 +1,92 @@ +URL: https://deadcells.wiki.gg/wiki/Morning_Star + +Morning Star +A brutal whip with a star-shaped head. Can be held to spin the whip along with your movement. Deals +critical hits +with the spike ball. +Will give you a strong wrist +Internal name +WiggleWhip +Type +Melee Weapon +Scaling +Combo rate +One 2-hit combo every 0.75 seconds +Damage +Base DPS +100 ( +113 +) +Base combo damage +75 ( +85 +) +Base first hit +65 +Base second hit +10 ( +20 +) +Blueprint +Location +Unlocked upon entering the Konami code in-game. +The +Morning Star +is a whip-type +melee +weapon +added in the +Return to Castlevania DLC +. A brutal whip with a star-shaped head. Can be held to spin the whip along with your movement. Deals +critical hits +with the spiked ball. +Details +Special Effects: +Hold the attack button to move the weapon with your movement inputs. +Deals +critical hits +with the spiked ball while spinning. +Breach Bonus +: +0 / 0 +Base Breach Damage: +65 / 10 +(20) +Base Breach DPS: +100 +(200) +Combo Duration: +0.75 seconds +First Hit: +0.45 (0.3 + 0.15 + 0) +Second Hit: +0.3 (0.3 + 0 + 0) +Legendary Version: +Forced +Affix +: Counter Bullet +"All uncharged attacks deflect bullets (but not grenades)" +Synergies +Synergizes well with +Melee +to allow for a longer flailing up-time. +Synergizes well with +Combo +due to it's high hit rate. +Catalyst +works especially well with the flailing function as it inflicts numerous +poison +stacks. +Notes +This weapon is unlocked by entering the Konami Code with player inputs. +The code is in Dead Cells as: up, up, down, down, left, right, left, right, B, A. +When playing on the gamepad, roll should be pressed as B, and jump as A. +When playing on PC with a keyboard, up/down/left/right must be pressed using the arrow keys, followed by B and A. +The Konami Code is a cheat code featured in many Konami Games. +The code can be used once per run, but it still works even after unlocking the Morning Star. +When the Konami Code is entered and the Morning Star appears, it will be scaled to the current biome’s weapon level. +The Morning Star can also be spawned in the +Richter Mode +. +This weapon destroys most enemy projectiles. +History diff --git a/wiki_content/Motion_Twin.txt b/wiki_content/Motion_Twin.txt new file mode 100644 index 0000000000000000000000000000000000000000..9df4a2fd9c095a067e3368e80b5cc922828614e3 --- /dev/null +++ b/wiki_content/Motion_Twin.txt @@ -0,0 +1,26 @@ +URL: https://deadcells.wiki.gg/wiki/Motion_Twin + +Motion Twin +is an independent games studio based in Bordeaux, France. They've been raging at the machines since 2001 and are planning on keeping it up for as long as people keep playing their games. Besides +Dead Cells +, they're responsible for Die2Nite, Mush, DinoRPG and more recently Uppercup Football on mobile. +Team +Everyone at Motion Twin is an associate. +Art +Gwenaël Massé "Gwenichou" +Thomas Vasseur "Carduus" +Noémie Szmrzsik-Cohard "Grouny" +Communication +Steve Filby "buzzard" +Development +Pascal Péridont "skool" +Sebastien Violier "Zeb" +Vincent Abric "VAB" +Yannick Berthier "Bidju" +Former MT members +Sébastien Bénard "deepnight" +Left Motion Twin to work as an indie developer and founded Deepnight Games. +Mathieu Capdegelle "Looping" +Mathieu Pistol "Tipyx" +Links +Official site diff --git a/wiki_content/Motion_Twin_fr.txt b/wiki_content/Motion_Twin_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..3a9760c3b5fae5773ee939504d19f102a22b29ea --- /dev/null +++ b/wiki_content/Motion_Twin_fr.txt @@ -0,0 +1,21 @@ +URL: https://deadcells.wiki.gg/wiki/Motion_Twin/fr + +Motion Twin +est un studio indépendant basé à Bordeaux en France. Depuis 2001, ils se déchainent derriière leurs écrans et n'ont pas prévu de s'arrêter d'ici là. À côté de +Dead Cells +, ils ont également créé Die2Nite, DinoRPG et plus récemment, Uppercup Football sur mobile. +Équipe +Tout le monde à Motion Twin est associé: +Art +Gwenaël Massé "Gwen" +Thomas Vasseur "Carduus" +Communication +Steve Filby "buzzard" +Développement +Mathieu Capdegelle "Looping" +Mathieu Pistol "Tipyx" +Pascal Péridont "skool" +Sébastien Bénard "deepnight" +Christophe Rautou "quittouff" +Liens +Site officel diff --git a/wiki_content/Multiple-nocks_Bow.txt b/wiki_content/Multiple-nocks_Bow.txt new file mode 100644 index 0000000000000000000000000000000000000000..16ae7216068f1714eaeb6732cdec3f0d9c9c5385 --- /dev/null +++ b/wiki_content/Multiple-nocks_Bow.txt @@ -0,0 +1,67 @@ +URL: https://deadcells.wiki.gg/wiki/Multiple-nocks_Bow + +Multiple-nocks Bow +Shoots 3 arrows at the same time. +Internal name +DualBow +Type +Ranged Weapon +Scaling +Combo rate +One 3-hit combo every 1.62 seconds +Base price +2000 +Damage +Base DPS +228 +Base combo damage +370 +Base first hit +60 +Base second hit +90 +Base third hit +220 +The +Multiple-nocks Bow +is a bow-type +ranged weapon +which shoots three arrows at a time. +Details +Ammo: +24 +Special Effects: +Volleys consist of three arrows each - as a result, arrow damage is 1/3 of volley damage. +Third volley fires red arrows that deal greatly increased damage. +Breach Bonus +: +0 / 0.15 / 0 +Base Breach Damage: +60 / 103.5 / 220 +Base Breach DPS: +237 ( +473 +) +Combo Duration: +1.62 seconds +First Hit: +0.42 (0.32 + 0.1 + 0) +Second Hit: +0.6 (0.4 + 0.2 + 0) +Third Hit: +0.6 (0.4 + 0.2 + 0) +Tags: +Ranged, NoCritical, HasBullets, LimitedAmmo, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Double Bullets +"Fires twice as much bullets." +Synergies +Barbed Tips +works very well with this weapon as it shoots multiple arrows at once, allowing the damage from the mutation to stack very quickly. +Notes +Previously called +Duplex Bow +, as it fired only two arrows back then. +History diff --git a/wiki_content/Mushroom_Boi!.txt b/wiki_content/Mushroom_Boi!.txt new file mode 100644 index 0000000000000000000000000000000000000000..c9e4aded5cd6e4878ee5bd539ace629264bab033 --- /dev/null +++ b/wiki_content/Mushroom_Boi!.txt @@ -0,0 +1,124 @@ +URL: https://deadcells.wiki.gg/wiki/Mushroom_Boi%21 + +Mushroom Boi! +Normal +Second Activation +Spawns a friendly mushroom boi which charges and interrupts enemies inflicting 50 damage and 100 extra damage if the enemy hits a wall. Trigger it again to inflict 300 damage and violate your soul. +Internal name +SpawnFriendlyHardy +ExplodeFriendlyHardy +Type +Power +Scaling +Recharge +1 second (25 seconds) +Base price +2000 +Damage +Base combo damage +150 (450) +Base first hit +50 +Base second hit +100 (wall damage) +Base bonus hit +300 (sacrifice damage) +Blueprint +Location +Drops from +Jerkshrooms +Drop chance +100% +Unlock cost +80 +The +Mushroom Boi! +is a +power +skill +exclusive to the +Bad Seed DLC +. It spawns a friendly Jerkshroom which attacks nearby enemies. +Details +Special Effects: +Spawns a friendly Jerkshroom that follows the player around. +If an enemy is nearby, it will charge at them, dealing a base 50 damage on impact. +If the enemy hits a wall after being hit, an additional base 100 damage is inflicted. +Attempting to summon the Jerkshroom again while it is still active will instead make it explode, dealing 300 base damage to any nearby enemy. The skill then goes on cool-down. +Tags: +Pet, PetBuff, TransformOnUse +Legendary Version: +Forced +Affix +: Poison Cloud on Hit +"Victims release a toxic cloud with each hit." +The Sacrifice +The Mushroom Boi is part of a sacrificial ritual that grants the player the +Sacrificial Tick Outfit +. To initiate this ritual, the player must go to the +Morass of the Banished +. In it, the player must reach the end of the biome, where a masked individual known as the +Swamp Priest +resides. The Swamp Priest stands next to an altar that depicts +Mama Tick +, he nags the player to offer a sacrifice, namely the Mushroom Boi. If the player complies and uses the skill again while the spawned Jerkshroom is active, it will jump onto the altar and explode while screaming "Why?" This removes the skill from the player's inventory and skips the subsequent fight with Mama Tick. This ritual can be repeated in subsequent visits with the same result, but the outfit can only be obtained the first time unless the player did not hand it over to the Collector. +If the player has a ranged weapon in their inventory and manages to attack Mama Tick in the brief moments she raises her eye above the water, the fight begins as usual and the outfit blueprint will not be dropped. +Synergies +As a pet, enemies thrown by the +Hand Hook +TQatS +will take +critical +damage if they collide with the Mushroom Boi!. +Mushroom Boi! intends to passively stun and push enemies away from the player providing distance and safety windows, this can, despite possibly mismatched scalings: +Satisfy the +critical +condition for +Marksman's Bow +, which "Inflicts a critical hit at long range." +Satisfy the conditions for the damage boost provided by +Tranquility +Allow for synergies with a variety of long ranged and potentially slow weapons, such as, but not limited to: +Explosive Crossbow +Repeater Crossbow +Heavy Crossbow +Magic Bow +Nerves of Steel +Soul Shot +FF +Hemorrhage +RotG +Notes +The Mushroom Boi! will not attack nearby enemies if the player is invisible. +To obtain its relevant achievements: +Bound for Hell - Detonate the Mushroom Boi by using the skill again while Mushroom Boi is active. +Who's a good boi? - Beat the final boss while the Mushroom Boi is active, and do not detonate mushroom boi. +Pact with the Devil - Sacrifice the Mushroom Boi to Mama Tick, as mentioned in the previous section. +As a pet skill, Mushroom Boi! may stagger or displace enemies, changing proper timings and positionings in unpredictable ways, causing risk when +parrying +or using heavy short ranged weapons. +Trivia +The Mushroom Boi! is the second pet skill to be added to the game, with the first being the +Great Owl of War +. +It is so far one of the only items in the entire game that contains non-alphabetical characters in its name. +The other items are +Hattori's Katana +, +Scarecrow's Sickles +FF +, and +5BSC Spoiler Skill +RotG +Mushroom Boi! is the only item required to obtain a blueprint of an outfit, not including the +Hattori's Katana +, +Hard Light Sword +, +Baseball Bat +and +Pure Nail +There is a visual glitch that occurs when you teleport anywhere and have activated Mushroom Boi! that makes him appear to be crouching, similar to the +Jerkshroom +Hide defensive ability. +History diff --git a/wiki_content/Mutations.txt b/wiki_content/Mutations.txt new file mode 100644 index 0000000000000000000000000000000000000000..7b1ced7dc4a90756bfd72131b83f8f7537214513 --- /dev/null +++ b/wiki_content/Mutations.txt @@ -0,0 +1,34 @@ +URL: https://deadcells.wiki.gg/wiki/Mutations + +Mutations +are passive upgrades that modify and increase the abilities of the player in various ways. They are obtained between levels from a +Guillain +. Most are not initially available, so in order to unlock them, one must bring their blueprints to the +Collector +, then spend the required +cells +. +Mechanics +The player can only have a certain number of mutations at once. Each area cleared in a run allows one more mutation, up to a total of 3 (unless in custom mode, where many more can be picked). However, the player can spend gold between levels to remove all current mutations, allowing a new choice of mutations to replace the old set. The price to do this starts at 1,000 and doubles with each reset, until the cost reaches 8,000 gold, at which point it will stop increasing. +Most mutations are associated with and scale their benefits with a specific stat. That is, mutations' base damage and/or healing magnitudes are multiplied by 1.15 +n +-1 +, where +n +is the current level of the appropriate stat, rounded to produce the final amount. +For example, if a Brutality mutation provides an extra 90 base DPS and the player's Brutality is 2, the final extra DPS is 90 × 1.15 +2-1 += 90 × 1.15 = 103.5 ≈ 104). Note that damage and DPS bonuses from mutations are +not +affected by gear-specific damage bonuses or +Affixes +. +Colorless mutations have fixed benefits unaffected by Stats, except for Instinct of the Master of Arms and Frostbite which scale on the highest stat. +List of mutations +There are 56 mutations in the game: 12 for Brutality, 12 for Tactics, 12 for Survival and 20 that are Colorless. +List of Brutality mutations +List of Tactics mutations +List of Survival mutations +List of Colorless mutations +Removed mutations +History diff --git a/wiki_content/Mutineer.txt b/wiki_content/Mutineer.txt new file mode 100644 index 0000000000000000000000000000000000000000..0fbcaa894cc305560a187506e636990082d0aed2 --- /dev/null +++ b/wiki_content/Mutineer.txt @@ -0,0 +1,42 @@ +URL: https://deadcells.wiki.gg/wiki/Mutineer + +Mutineer +Base health +140 +Location(s) +Infested Shipwreck +TQatS +Reward +Maw of the Deep +TQatS +(1.7%) +Mutineer Outfit +TQatS +(0.4%) +Mutineers +are small +enemies +found in the +Infested Shipwreck +. +TQatS +They wield an anchor they use to swing and throw at the player. They are exclusive to the +Queen and the Sea DLC +. +Behavior +When the player is close they will attack with a single hit swing attack but from afar they will charge and throw themselves at you using their anchor, dealing damage on hit and crashing through breakable floors. +Moveset +Anchor smash +Description: +A single hit downward smash with the anchor. +Can be blocked, parried, and dodge rolled. +Anchor throw +Description: +Charges for a small time and throw the anchor, holding on to it, dealing damage on hit and crashing through breakable floors. +Can be blocked, parried, and dodge rolled. +Can be avoided by crouching. +Strategy +The swing attack can easily be dodged, rolling and parried. The throw has a charge time leaving enough time to get out of the way but might surprise you when not paying attention. +Trivia +The Mutineer is referred to as "AnchorGuy" in the game's code +History diff --git a/wiki_content/Myopic_Crow.txt b/wiki_content/Myopic_Crow.txt new file mode 100644 index 0000000000000000000000000000000000000000..8353508b0b083289be0e65f51a304b7a39185259 --- /dev/null +++ b/wiki_content/Myopic_Crow.txt @@ -0,0 +1,57 @@ +URL: https://deadcells.wiki.gg/wiki/Myopic_Crow + +Myopic Crow +Base health +1 +Location(s) +Fractured Shrines +FF +Myopic Crows +are bird +enemies +found in the +Fractured Shrines +FF +that fly in a straight line from one edge of the biome to the other. They are exclusive to the +Fatal Falls DLC +. +Behavior +Myopic Crows don't have an attack pattern nor any other movement besides flying in a straight horizontal path. When they come in contact with the player they will push them back and deal damage while dying. They will spawn occasionally to the left or right of the player from off-screen and fly towards their general direction. +Moveset +Fly +Description: +It flies. +Can be blocked, parried, and dodge rolled. +Knocks the player back if they make contact. +Strategy +Easy to dodge as the flightpath is predictable. +Any range or AoE attack can kill it one shot from a distance. +Weapons +or +Skills +that teleport you on +enemies +are pretty effective against them. +Since they only have one HP, even +Phaser +can kill them in one hit with the 5 damages of the teleportation, making it extremely powerful against them. +Notes +Killing Myopic Crows does not count towards increasing the player's kill streak, removing +curses +, or any other effects or bonuses one might usually get from killing normal enemies. In this sense, they are more of a hazard than an enemy proper. +A crow can spawn each 5 to 9 seconds, up to maximum of 3 crows. +Trivia +Myopic Crows were first teased in an official artwork for the +Fatal Falls DLC +. +Myopic Crows are the only enemy in the game to not count towards the kill streak despite not being spawned by another enemy. +"Myopic" is the medical term for "short-sighted", suggesting that their behaviour is a result of poor eyesight. +Assuming that Myopic Crows are simply +Malaise +infected crows, which they most likely are, then these are likely what the +Slammers +used to be before +The Alchemist +accidentaly mutated them. +Myopic Crows have the lowest base health of any enemy. +History diff --git a/wiki_content/NPCs.txt b/wiki_content/NPCs.txt new file mode 100644 index 0000000000000000000000000000000000000000..718081822d2b23927dee5a5c79b6cedd918ddfcc --- /dev/null +++ b/wiki_content/NPCs.txt @@ -0,0 +1,5 @@ +URL: https://deadcells.wiki.gg/wiki/NPCs + +Dead Cells +presents a variety of NPCs which inhabit the island. They are survivors of the calamity that has spread across the island and often aid the player in their journey or provide a service to them. +Most inhabitants of the island are humans or the chameleon/gobblinlike race. There is not much known about the relationship between these two races. There are other inhabitants which are not part of these two races but it is unknown if they are from other races or are mutants affected by the malaise. diff --git a/wiki_content/NPCs_fr.txt b/wiki_content/NPCs_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..c484ef21268cc660e6eac1f6b30148ae7d3e62aa --- /dev/null +++ b/wiki_content/NPCs_fr.txt @@ -0,0 +1,5 @@ +URL: https://deadcells.wiki.gg/wiki/NPCs/fr + +Dead Cells +présente une variété de PNJ (Personnages Non Joueurs) qui vivent sur l’île. Ils sont des surviant de la calamité qui s’est propagée sur l’île et aident souvent le joueur dans son voyage ou lui propose un service. +La plupart des habitants de l’île sont des humains ou d’une race proche des caméléons ou des gobelins. Les relations entre les 2 races ne sont pas claires. Il existe aussi d’autres habitants qui ne font pas partie de ces 2 races, mais l’on ignore s’ils sont d’autres races ou s’ils sont des mutants infectés par le Mal-être. diff --git a/wiki_content/NPCs_pt.txt b/wiki_content/NPCs_pt.txt new file mode 100644 index 0000000000000000000000000000000000000000..1fd9af3f3d864403a55af252ffd5adb4c607a94c --- /dev/null +++ b/wiki_content/NPCs_pt.txt @@ -0,0 +1,7 @@ +URL: https://deadcells.wiki.gg/wiki/NPCs/pt + +Dead Cells +apresenta uma variedade de PNJs que habitam a ilha. Eles são sobreviventes da calamidade que se espalhou pela ilha e muitas vezes auxiliam o jogador em sua jornada ou prestam-lhe algum serviço. +A maioria dos habitantes da ilha são humanos ou da raça camaleônica/gobliniana. Não se sabe muito sobre a relação entre essas duas raças. Existem outros habitantes que não fazem parte destas duas raças mas não se sabe se são de outras raças ou são mutantes afetados pelo +Peste +. diff --git a/wiki_content/Necromancy.txt b/wiki_content/Necromancy.txt new file mode 100644 index 0000000000000000000000000000000000000000..905ee081c1012abbd870e54bf0db8316f248ad74 --- /dev/null +++ b/wiki_content/Necromancy.txt @@ -0,0 +1,39 @@ +URL: https://deadcells.wiki.gg/wiki/Necromancy + +Necromancy +Recover [0.3% base, 3% max] of your max HP after killing an enemy. This effect scales with the victim's max health and is reduced as as you get closer to full health. +Internal name +P_HealOnKill +Scaling +Necromancy +is a +survival +-scaling +mutation +which heals a small percentage of the player's HP for each enemy killed. The healing scales with the enemies base HP and inversely scales with the player's HP. +Details +Special Effects: +Each enemy killed heals [0.3 base]% of the player's HP. The effect decreases when the player gets closer to 100% HP. Depending on the base HP of the enemy, the healing will either be reduced or increased. +Enemies with more HP than a +Thorny +(125 base HP) will increase the percentage of healing, whereas enemies with less HP will decrease it. +Scaling: +0.3*1.15 +Stat-1 +% HP +Complete formula: +0.3*1.15 +Stat-1 +* (Enemy HP / 125) * (1 - (Player's current HP / Player's max HP)) * Player's max HP +% HP +Notes +Final healing is always rounded up. +This +Google Sheets +can be used to precisely calculate the healing received from killing an enemy. +Check an enemy's wiki page for their base HP! +The +Time Keeper +does not die when she is defeated. Hence, Necromancy does not heal you at all after the fight ends. +There is a spelling mistake in its description. The “as” is repeated twice. +History diff --git a/wiki_content/Nerves_of_Steel.txt b/wiki_content/Nerves_of_Steel.txt new file mode 100644 index 0000000000000000000000000000000000000000..bc0e75f7ee9b692ca88c5b97936ace7f67090d09 --- /dev/null +++ b/wiki_content/Nerves_of_Steel.txt @@ -0,0 +1,111 @@ +URL: https://deadcells.wiki.gg/wiki/Nerves_of_Steel + +Nerves of Steel +Inflicts a +critical hit +if the arrow is shot at right moment. +Internal name +PreciseBow +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.4 seconds +Base price +1500 +Damage +Base DPS +80 ( +341 +) +Base hit +32 ( +205 +) +Blueprint +Location +Secret area at the end of +Ramparts +Unlock cost +60 +Nerves of Steel +is a bow-type +ranged +weapon +which deals a +critical hit +after being charged for a specific duration before firing. +Details +Ammo: +8 +Special Effects: +Holding down the weapon's input charges the bow. Releasing the input shoots the bow. +Minimum charge lasts 0.3 seconds. +Shooting the bow just as it fully charges, indicated by a sound and a special visual effect, causes the shot to deal 4.26x damage ( +341 +base +critical +DPS). The fully-charged state occurs at 0.5 seconds of charge. +The bow will land a +critical hit +up to 0.59 seconds of charge. +Breach Bonus +: +0.5 +Base Breach Damage: +48 ( +307 +) +Base Breach DPS: +120 ( +512 +) +Attack Duration: +0.4 seconds +Charge: +0.3 +Lock: +0.06 +Cooldown: +0.1 +Tags: +HasBullets, Ranged, LimitedAmmo, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Mega Crit +" +Critical hits ++50% damage." +Location +Invisible platform leading to the blueprint. +The Blueprint for the Nerves of Steel is found at the tower on the end of the Ramparts. This secret area is not guaranteed to generate on all runs and cannot appear if the +Stun Grenade +'s blueprint spawns. If it does, the exit to the Black Bridge will not be located at the end of the map and is instead shifted to the left a little. There is a short, invisible platform between the blueprint's tower and the second-last one that allows the player to make the jump. The homunculus rune can be used to detect the platform's existence but is not required for the blueprint. +Synergies +This weapon can be used with +Tranquility +to make use of the increased damage while charging up shots from afar. +Point Blank +can be used as the close-range alternative, which reduces the risk in close-combat, +Notes +The total attack duration to land a +critical hit +is minimum 0.60 seconds and maximum 0.69 seconds, hence the actual +critical +DPS value is between +297 +and +341 +. +Nerves of Steel has one of the highest +critical hit +multipliers in the game with a multiplier of ~4.26x damage. +Trivia +Previously called +Acid Nerves +. +The bow's critical hit indicator changes to a 1-pixel dot when using the +Knight's Outfit +during a boss battle. +History diff --git a/wiki_content/Nest.txt b/wiki_content/Nest.txt new file mode 100644 index 0000000000000000000000000000000000000000..ea9fa11d1fb4e768e5ea6e7a13d53fdba1d5bb2e --- /dev/null +++ b/wiki_content/Nest.txt @@ -0,0 +1,217 @@ +URL: https://deadcells.wiki.gg/wiki/Nest + +"No prayers, no words, not even deeds can rightfully honour our protectress; only sacrifice means true loss, and hence, true belief". +The Sacred Barks, 20:1. +Since time immemorial religious rituals have proven themselves to be extremely useful tools for eliminating one's enemies. This one also helps to keep the ticks at bay. +Before dawn the Nest spills forth its wretched brood, ever hungry, hunting for their mother. +Nest +Soundtrack +Heart Of The Swamp +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Morass of the Banished +TBS +Next biome(s) +Stilt Village +, +Graveyard +, +Fractured Shrines +FF +Gear level +V +Runes and Blueprints +Blueprints from enemies +Scythe Claw +, 7 +Giant Tick Outfits +Enemies & Traps +Boss(es) +Mama Tick +Enemy tier +12 +Previous biome(s) +Morass of the Banished +TBS +Next biome(s) +Stilt Village +, +Graveyard +, +Fractured Shrines +FF +Gear level +V +Runes and Blueprints +Blueprints from enemies +Scythe Claw +, 7 +Giant Tick Outfits +Enemies & Traps +Boss(es) +Mama Tick +Enemy tier +15 +Previous biome(s) +Morass of the Banished +TBS +Next biome(s) +Stilt Village +, +Graveyard +, +Fractured Shrines +FF +Gear level +V +Runes and Blueprints +Blueprints from enemies +Scythe Claw +, 7 +Giant Tick Outfits +Enemies & Traps +Boss(es) +Mama Tick +Enemy tier +16 +Previous biome(s) +Morass of the Banished +TBS +Next biome(s) +Stilt Village +, +Graveyard +, +Fractured Shrines +FF +Scroll Fragments +3 +Gear level +VI +Runes and Blueprints +Blueprints from enemies +Scythe Claw +, 7 +Giant Tick Outfits +Enemies & Traps +Boss(es) +Mama Tick +Enemy tier +18 +Previous biome(s) +Morass of the Banished +TBS +Next biome(s) +Stilt Village +, +Graveyard +, +Fractured Shrines +FF +Scroll Fragments +4 +Gear level +VIII +Runes and Blueprints +Blueprints from enemies +Scythe Claw +, 7 +Giant Tick Outfits +Enemies & Traps +Boss(es) +Mama Tick +Enemy tier +21 +Timed door +15:00 +The +Nest +is a first boss +biome +that is exclusive to the +Bad Seed DLC +. It is the home of the boss of this area, +Mama Tick +, as well as the +Giant Ticks +encountered within the +Morass of the Banished +. +General information +Access and exit +The Nest can only be accessed from the +Morass of the Banished +. Three exits are available after, leading to the +Stilt Village +, the +Fractured Shrines +, +FF +and the +Graveyard +(requiring the +Spider Rune +). +Level characteristics +Scrolls +When 3 +Boss Stem Cells +are active, Mama Tick will drop 3 guaranteed +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, she will drop 4 +Scroll Fragments +. +Enemy tier and gear level scaling +Exclusive blueprints +Beating +Mama Tick +will award the following blueprints: +1st kill - +Scythe Claw +weapon +Giant Tick Outfits +Beating Mama Tick will also reward the player with one of her +outfits +. There are 7 Giant Tick outfits, one for each difficulty, one for defeating Mama Tick without taking a single hit and one that can be obtained if a special condition is met. The outfit of the lowest difficulty remaining is always the one that drops, e.g. the Classic outfit will drop on 4 +BSC +if it hasn't been looted yet. On the other hand, the special outfit has the unique trait of being obtainable at any difficulty as long as a special condition is met. The player must sacrifice the +Mushroom Boi! +in a lore room located before leaving the +Morass of the Banished +. +0 +BSC +: +Giant Tick Outfit +1 +BSC +: +Annoyed Tick Outfit +2 +BSC +: +Irritated Tick Outfit +3 +BSC +: +Mad Tick Outfit +4 +BSC +: +Furious Tick Outfit +Mushroom Boi! sacrifice: +Sacrificial Tick Outfit +Flawless kill: +Flawless Tick Outfit +Lore +Mama Tick +See the +main article +for information about Mama Tick. +History diff --git a/wiki_content/Networking.txt b/wiki_content/Networking.txt new file mode 100644 index 0000000000000000000000000000000000000000..50a1f7c38edbd7aa3ac9a9ab81dcb1f812537ec6 --- /dev/null +++ b/wiki_content/Networking.txt @@ -0,0 +1,63 @@ +URL: https://deadcells.wiki.gg/wiki/Networking + +Networking +Enemies hit with a ranged attack are marked for 8 sec. Marked targets share [35% base, 75% max] of the damage they receive. +Internal name +P_ShareDamage +Scaling +Blueprint +Location +Drops from +Swarm Zombies +Drop chance +10% +Unlock cost +50 +Networking +is a +tactics +-scaling +mutation +which makes enemies that have been hit with a ranged weapons share a partial amount of the damage they receive. +Details +Special Effects: +Enemies that have been hit with a ranged weapons share [35 base]% of the damage they receive. +Scaling: +35 × 1.05 +Stat - 1 +% shared damage +Notes +The shared damage is dealt at most every 0.2 seconds. +The shared damage is considered an attack of its own, meaning that it can be buffed by other mutations such as +Point Blank +or +Support +. Because the damage dealt by Networking will be based on an attack that has already received these buffs, it is possible for the shared damage dealt by Networking to exceed the base damage of the attack that triggers it provided that the player has enough scrolls and damage buffs active. +Certain attacks, such as +Gold Digger +'s shockwave or the ghosts produced by +Death's Scythe +are not affected by Networking despite being considered ranged attacks and working with other ranged mutations like +Point Blank +. +When an unmarked enemy is hit by a ranged attack that doesn't kill it, that enemy becomes marked, and the damage of the attack causing the mark is also shared with previously marked enemies. +This mutation is especially effective with weapons that auto pierce or hit multiple enemies by default, such as +Boomerang +, +Cross +, +Medusa's Head +, +Fire Blast +, +Gilded Yumi +, +War Javelin +, +Laser Glaive +, +Electric Whip +and +Starfury +. +History diff --git a/wiki_content/Night_Light.txt b/wiki_content/Night_Light.txt new file mode 100644 index 0000000000000000000000000000000000000000..051703bde40da9df81320bb524b71df73f778e50 --- /dev/null +++ b/wiki_content/Night_Light.txt @@ -0,0 +1,31 @@ +URL: https://deadcells.wiki.gg/wiki/Night_Light + +Night Light +Lights up your path. +Internal name +DarknessLantern +Type +Deployable +Scaling +Colorless +Recharge +120 seconds +The +Night Light +is a unique, +deployable +skill +found in the +Forgotten Sepulcher +that helps in dealing with the +Darkness +by summoning a temporary light at the targeted location, and has no other function. +It is always behind a golden door at the level entrance. +Details +Special Effects: +Throws an arcing projectile which explodes on impact. +Projectile bounces off of a Shieldbearer's shield without detonating. +On explosion, spawns a temporary light at the impact location. Like with other temporary lights, touching the spawned light's orb activates it, replenishing the player's light aura while they are within its diminishing glow. +Tags: +NoDamage, Deployable, NoQualityUpgrade +History diff --git a/wiki_content/No_Mercy.txt b/wiki_content/No_Mercy.txt new file mode 100644 index 0000000000000000000000000000000000000000..35ca0b26a6f9f001ce807516788e0f1deddfc10e --- /dev/null +++ b/wiki_content/No_Mercy.txt @@ -0,0 +1,42 @@ +URL: https://deadcells.wiki.gg/wiki/No_Mercy + +No Mercy +Execute mobs under 15% health. Effect halved on bosses. +Internal name +P_Execute_LowHealth +Scaling +Colorless +Blueprint +Location +Drops from +Slashers +Drop chance +1.7% +Unlock cost +100 +No Mercy +is a colorless +mutation +which automatically kills enemies when they reach a threshold of their remaining health. +Details +Special Effects: +When an enemy goes to or under 15% of their maximum health (or 7.5% for bosses), they die instantly. +The enemies will have the text +EXECUTED! +above their position when slain, or +BOSS EXECUTED! +for bosses. +Notes +The enemy does not need to be hit for the mutation to trigger. Therefore, No Mercy effectively reduces the total health of all normal enemies by 15%, and bosses by 7.5%, of their maximum health. +This mutation also executes friendly biters that spawn from affixes or +Swarm +grenade. +Trivia +No Mercy, along with +Point Blank +and +Barbed Tips +were suggested by a Discord user known as +TheForsakenOne +. +History diff --git a/wiki_content/Null_Access_Failure.txt b/wiki_content/Null_Access_Failure.txt new file mode 100644 index 0000000000000000000000000000000000000000..2a458b5f91b7f96183de887c961e635ed858e62f --- /dev/null +++ b/wiki_content/Null_Access_Failure.txt @@ -0,0 +1,26 @@ +URL: https://deadcells.wiki.gg/wiki/Null_Access_Failure + +Ich habe beim versuch meinen Spielstand zu Laden folgenden Fehlercode: +Null access +Called from tool.SpeedrunData.saveBestRunTime (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\src/tool/SpeedrunData.hx line 44) +Called from tool.SpeedrunData.newGame (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\src/tool/SpeedrunData.hx line 22) +Called from User.endMainGame (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\src/User.hx line 587) +Called from tool.$Save.tryLoad (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\src/tool/Save.hx line 185) +Called from pr.TitleScreen.playMenu (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\src/pr/TitleScreen.hx line 422) +Called from pr.TitleScreen.~mainMenu.0 (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\src/pr/TitleScreen.hx line 345) +Called from pr.TitleScreen.~addMenu.0 (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\src/pr/TitleScreen.hx line 687) +Called from h2d.Interactive.handleEvent (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\.haxelib\heaps/git-haxe4,0,2/h2d/Interactive.hx line 163) +Called from h2d.Scene.handleEvent (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\.haxelib\heaps/git-haxe4,0,2/h2d/Scene.hx line 312) +Called from hxd.SceneEvents.emitEvent (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\.haxelib\heaps/git-haxe4,0,2/hxd/SceneEvents.hx line 128) +Called from hxd.SceneEvents.checkEvents (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\.haxelib\heaps/git-haxe4,0,2/hxd/SceneEvents.hx line 279) +Called from hxd.App.mainLoop (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\.haxelib\heaps/git-haxe4,0,2/hxd/App.hx line 159) +Called from Boot.mainLoop (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\src/Boot.hx line 769) +Called from hxd.$System.mainLoop (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\.haxelib\heaps/git-haxe4,0,2/hxd/System.hl.hx line 70) +Called from hxd.$System.runMainLoop (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\.haxelib\heaps/git-haxe4,0,2/hxd/System.hl.hx line 127) +Called from module @0x89E87C30 +Called from haxe.$Timer.~delay.0 (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\.tools\haxe\std/haxe/Timer.hx line 143) +Called from haxe.$Timer.~__constructor__.0 (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\.tools\haxe\std/haxe/Timer.hx line 76) +Called from haxe.$MainLoop.tick (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\.tools\haxe\std/haxe/MainLoop.hx line 174) +Called from haxe.$EntryPoint.processEvents (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\.tools\haxe\std/haxe/EntryPoint.hx line 99) +Called from haxe.$EntryPoint.run (D:\Gitlab-Runner\builds\HQ33PpjF\3\motion-twin\deadcells\client\.tools\haxe\std/haxe/EntryPoint.hx line 125) +Dieser Fehler tritt nur auf beim dem einen Spielstand, neue kann ich Laden. diff --git a/wiki_content/Nutcracker.txt b/wiki_content/Nutcracker.txt new file mode 100644 index 0000000000000000000000000000000000000000..eb064a7b3e41928a5fe5ebb095d7a6b290fdc1e9 --- /dev/null +++ b/wiki_content/Nutcracker.txt @@ -0,0 +1,124 @@ +URL: https://deadcells.wiki.gg/wiki/Nutcracker + +Nutcracker +Inflicts a +critical hit +if the victim is stunned, +frozen +or +rooted +. +Internal name +StunMace +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.9 seconds +Base price +1750 +Damage +Base DPS +155 ( +386 +) +Base combo damage +295 ( +733 +) +Base first hit +70 ( +126 +) +Base second hit +85 ( +187 +) +Base third hit +140 ( +420 +) +The +Nutcracker +is a warhammer-type +melee +weapon +which inflicts +critical hits +on enemies that are stunned, +frozen +or +rooted +. +Details +Special Effects: +Deals +critical hits +to stunned, +frozen +or +rooted +enemies. +Breach Bonus +: +-0.5 / 0 / 0 +Base Breach Damage: +35 / 85 / 140 ( +63 +/ +187 +/ +420 +) +Base Breach DPS: +137 ( +353 +) +Combo Duration: +1.9 seconds +First Hit: +0.7 (0.5 + 0.2 + 0) +Second Hit: +0.6 (0.4 + 0.2 + 0) +Third Hit: +0.6 (0.5 + 0.1 + 0) +Tags: +HeavyWeapon, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Death Root +"Victims +root +nearby enemies for 2 sec upon death." +Synergies +This weapon works exceptionally well with almost any stun, +ice +or +root +inflicting item in the game. Notable examples include, but are not limited to: +Cudgel +for its long stun duration against single targets +Frost Blast +for it's effectiveness against whole crowds of enemies +Ice Shield +for its defensive capabilities along with its ability to +freeze +enemies around the player +Wolf Trap +for its effectiveness at locking down enemies and bosses alike for extended periods of time +Even +The Boy's Axe +RotG +and +Ice Bow +are great for their fast attack speed as combo attack tools to get +critical +hits off on enemies quickly, especially when pairing either one with +Kill Rhythm +to increase the attack speed of the Nutcracker. +Notes +It is possible to get the Heavy Stun +affix +on this weapon, which would be synergistic with the Nutcracker's critical condition if the weapon weren't too slow to land another blow before the stun from the affix ended. +History diff --git a/wiki_content/Objects.txt b/wiki_content/Objects.txt new file mode 100644 index 0000000000000000000000000000000000000000..65fd81df5e9ee396bae226b5aef55b1ad8406bbe --- /dev/null +++ b/wiki_content/Objects.txt @@ -0,0 +1,389 @@ +URL: https://deadcells.wiki.gg/wiki/Objects + +This article +contains spoilers +regarding the true ending of the game. Discretion is advised. +Objects +are entities found within zones which cannot be picked up. Some hinder the player's progress while others contain helpful items. +Several classes of objects exist: doors, containers, hazards, mechanisms, rune-specific objects, and lore objects. +Doors +Doors +are semi-permeable barriers which connect rooms together. Most +enemies +cannot see or reach the player through doors unless these doors have been opened or smashed. +There are several types of doors: +Wooden doors +The most common type of door, wooden doors can be opened at any time using the Interact key and will automatically close after a moment if nothing is near them. Alternatively, rolling through or hitting a wooden door with any damaging attack will smash the door open, destroying the door and stunning all enemies in close proximity to the door for several seconds. +Locked doors +Special doors with an iron lock, they require a key which need to be found. Behind these doors you may find a +blueprint +or some valuable items as a reward. +Since the v1.8 Bestiary update, some puzzle doors will always be open after the reward has been collected. +Z doors +Grey and blue in appearance, Z doors cannot be smashed or opened using the Interact key. These must be unlocked by hitting a nearby switch. +Gold doors +These thick yellow doors always have an item behind them. Each one has a Gold price associated with it based on the current zone and the kind of item it guards, and paying the toll will permanently open the door. Golden doors can also be smashed open, though doing so will +curse +the player (10 points of curse for regular items, 50 points of curse for the +Hunter's Grenade +, which will always be found in the Specialist's Showroom, in the +Prisoners' Quarters +, after it's unlocked). +Collector door +Blue in appearance, a door that blocks you from progressing past the collector if you have any unspent cells. Will automatically open if all cells are spent. Can be broken. +Boss gates +Boss gates +are large doors that are mostly only found in boss rooms. They close automatically when entering a boss fight and will not open again until your foe has been vanquished. They are also found near the entrance of both the +Prison Depths +and the +Corrupted Prison +, and are used to prevent the player from accessing the cursed chest at the start of the level if they initially left it behind. It is impossible to destroy these doors under any circumstances. +Time doors +Main article: +Time doors +Time doors +are located in transition areas between certain biomes, blocking the way to a treasure chamber. Not all transition areas have those. +They are only accessible to the player if they finish all previous stages within a certain period of time. Each time door after a different stage requires a different time. The specific requirements are as follows: +Time door requirements +After +Prisoners' Quarters +: 2 minutes +After +Promenade of the Condemned +: 8 minutes +After +Black Bridge +, +Nest +, +Defiled Necropolis +: 15 minutes +Insufferable Crypt +to +Graveyard +: 19 minutes 30 seconds +After +Slumbering Sanctuary +: 26 minutes +Before +Forgotten Sepulcher +: 26 minutes +If the required time is not met, the doors lock themselves and become inaccessible. +Killstreak doors +Main article: +Killstreak doors +Killstreak doors +are awards to the players who manage to consecutively kill a certain amount of enemies without taking any damage. They are located in transition areas between stages, next to the timed doors. Behind them are treasures chambers. +The threshold for the +Prisoners' Quarters +is a 30 killstreak, all other non-boss biomes require a 60 killstreak (except for +Prison Depths +, +Corrupted Prison +& +Infested Shipwreck +TQatS +that have no killstreak doors). +Note that if the player reaches the threshold of the killstreak door during the stage, they retain the qualification regardless if they take any damage later or not. +No-hit doors +Main article: +No-hit doors +No-hit doors +are always located after boss stages, and require killing the boss flawlessly, whose rewards are always a +Legendary +item. +Boss Stem Cell doors +Boss Stem Cell doors +, or simply +BSC doors +, can be seen in the background and can only be accessed if the player has inoculated a sufficient number of Boss Stem Cells in the current run. The number required is displayed on the door. An accessible BSC door is indicated by a blue light highlighting the cells and a mark on top of it. +Behind these doors are usually: weapon or skill shops, food shops, treasure rooms, cell vats and certain shortcut passages to the next stages that wouldn’t be possible without the required amount of boss cells active. +The only 5 BSC door in the game is located in the +Throne Room +, which leads to the +Astrolab +. While there is a 5BC door in +Prisoners' Quarters +, this is part of the +training room +, and isn't considered part of a biome +Containers +Containers +are objects which always contain helpful items, resources, or +Pickups +. While many item containers have no strings attached, some item containers are hidden behind barriers, and others may penalize the player for accessing them. +Here are all types of item containers: +Gold ore +These floating rock-like clusters are commonly found in many stages and give various amount of gold when broken. They can be broken by hitting or by interacting with them. +Scroll vats +Scroll Vats +are the primary source of scrolls, magical items which improve one of the player's +stats +for the rest of the current run. The vat itself is a background object, but the scroll contained within can be picked up using the Interact key. +Scroll fragment altars +Scroll Fragment altars +are found in most non-boss biomes, but only are active in 3BC and above. Each of them grants the player a scroll fragment. Upon collecting four scroll fragments, you can upgrade one of your three stats. +Cell vats +Cell Vats +are found occasionally in certain biomes, all timed door rooms and perfect door rooms, and certain BSC door rooms in some biomes. They grant players several cells, ranging from only a few, to a dozen or more. +Chained altars +Chained altars +offer 2 or 3 +weapons +or +skills +(or even +amulets +if they are accessed from challenge doors in transition areas). If the player picks one up, the other items will disappear. +Treasure chests +Treasure chests +contain a random item with a +gear level +that is one level greater than the gear level of the biome it was found in. Treasure chests are found in special treasure sections within biomes, they can also be found in certain boss cell door rooms and in challenge rifts. +However, there is a 4% chance that there will be a “trap” treasure chest which, upon being opened, will release 5 +Zombie +s and 12 +Sewer Fly +, and reward 8 cells to the player. +Treasure chest ingame. +Challenge Rift chests +Challenge Rift chests +are special chests found within +Challenge Rifts +. They always contain an amulet, a +Scroll of Power +, lot of cells and a +gem +. The first chest also contains the +Crow's Foot +blueprint. They look identical to normal chests. +Cursed Chests +Cursed Chests +contain a Scroll of Power, a gem, and a +colorless item +with a gear level that is 1 level higher than the gear level of of the current biome. The gear quality changes with the current difficulty level, on 0-2BC all items from Cursed Chests will have the +++ +modifier and on 3-5BC they will have the +S +modifier. +The chest talks to the player every time it is approached. Opening one enrages the gods, which curses you. The curse lasts until 10 enemies are killed and persists between stages (the amount changes to 5 enemies when +Acceptance +is active, or 15 with +Alienation +. If combined, it's 8 instead). Multiple curses can stack on each other. +While cursed, taking any damage instantly kills you. Besides that, the Homunculus Rune is locked and can only be used once the curse has been lifted. +In +Custom Mode +the curse level from the cursed chests can be changed to anything in between 0 and 999 (though this modifier disables +achievements +). +Cursed chest enticing the player to open it. +Chances of spawning +Cursed chests have different chances of spawning in most biomes. The chances are as follows: +All boss biomes, 5 BSC biome: +None +Prisoners' Quarters +: +1% +High Peak Castle +, +Derelict Distillery +, +Infested Shipwreck +TQatS +: +5% +Prison Depths +, +Corrupted Prison +: +100% (only 1) +Ossuary +, +Morass of the Banished +TBS +, +Fractured Shrines +FF +, +Slumbering Sanctuary +, +Graveyard +, +Forgotten Sepulcher +, +Dracula's Castle +RtC +: +100% + 10% (guaranteed to spawn one, but possible to spawn another) +Promenade of the Condemned +, +Toxic Sewers +, +Dilapidated Arboretum +TBS +, +Ramparts +, +Ancient Sewers +, +Stilt Village +, +Clock Tower +, +Cavern +RotG +, +Undying Shores +FF +, +Castle's Outskirts +RtC +: +10% +Cursed chest dialogue +Hey! You there! Hit me! +I've been very naughty. +Hit me real HARD! +I'm a naughty chest. I deserve to be punished. +Ohhh.... I've got so much to give you.... +You know I'm hiding a lot inside... +You don't want to see what I've got for you? +Come on... Just a little slap... +HIT ME GODDAMIT! +Community chests +Community chests +are unique to +Streamer Mode +. They spawn multiple zombies nearby and their contents can only be accessed by destroying the chest. Viewers can also help to destroy the chest by sending messages in the Streamer’s chat. +Wall secrets +Wall secrets +are breakable tiles hidden within the walls or the ground of each zone which glow when the player is in close proximity. Breaking a wall secret will spawn a food item or a random gem. +Challenge Rift runes +Main article: +Challenge Rifts +Challenge Rifts +are optional bonus stages which provide player Challenge Rift chests, they contain a Scroll of Power, an item, and a gem. To receive the reward player must take the risk to finish a series of platforming challenges with no enemies. They appear as small green runes underground and can be easily missed if not careful. They have a chance of 20% to spawn in all non-boss biomes. +Legendary altars +Legendary altars +hold powerful +legendary items +. These altars grant 66% +damage reduction +to nearby enemies (indicated by a shield icon above the enemy's head). The legendary item contained within can only be obtained when all nearby enemies have been defeated. +Legendary altars have a base 2% chance of spawning per biome, increasing by 15% for each biome where an altar did not spawn, meaning that most successful runs can expect to run into at least one of them. +Hazards +Main article: +Hazards +Hazards +are substances, traps, or phenomenon placed throughout biomes which could either inflict direct damage to the player through some form of lethal contact, or pose some other danger to the player, such as +falling +. +While there are some forms of environmental hazards common to all +biomes +, most hazards are considered to be biome-specific. +Mechanisms +Mechanisms +are objects which can be used by the player to perform miscellaneous functions. Most mechanisms can only be used by the player, and not by enemies. +Teleportation gates +Teleportation gates +are objects which automatically activate when the player approaches them. When multiple gates in a stage are active, the player can interact with one of them and teleport to the other ones. +Switches +Switches +are big buttons which are usually linked up to metal doors or elevators and activate the associated object when stepped on. +Switches linked up to metal doors will leave them permanently open when activated. +Switches linked up to elevators will call them to the current height when activated. +Activating the switch in +Slumbering Sanctuary +provokes the entire biome, as all doors will be opened and all petrified enemies will come alive. It also grants access to the rest of the biome. +Switches can be activated with the +Homunculus Rune +. +Elevators +Elevators +are platforms held aloft or down by chains which allow for rapid vertical traversal. Interacting with an elevator causes it to move upward or downward. Elevators can crush enemies and the player on the way down, dealing significant damage. +Mechanized platforms +Mechanized platforms +are platforms that can be toggled on and off. They are toggled off when the player moves above them and toggled back after a short period of time. +During the fight against +Conjunctivius +, they are toggled off during tentacle phases; otherwise, they are toggled on. +Return stones +Return stones +are mostly found in boss cell door rooms, treasure rooms and key rooms. When used, they return the player to the entrance of the room. They give the player a +force field +for a few seconds when used. +Elite monuments +Elite monuments +are a unique form of mechanism. When the player or an entity allied with the player walks in front of an Elite monument, the monument activates, summoning an Elite enemy. Each monument can only summon one Elite enemy. +Sepulcher lanterns +Sepulcher lanterns +are a type of mechanism found in the +Forgotten Sepulcher +. There are two variants: the ones that glow yellow are permanently stable and dispel the darkness from the player so long as they are near the lantern; the ones that glow blue are lit only when player reached them, and they burn out permanently after a period of time. +Damaged walls +Damaged Walls +are unique to the +Derelict Distillery +. These walls have visible cracks and what appears to be a glowing pipe in them. They are destroyed upon contact with any exploding barrels, including ones thrown by the +Infected Worker +or fired from the +Barrel Launcher +. When destroyed they create debris that can damage enemies on the other side of the wall, similarly to Destroyable Ground. +Breakable platforms +Breakable platforms +are found in the +Infested Shipwreck +. These platforms are breakable by the attacks of certain enemies such as +Mutineers +. However, they cannot be broken by the player's own actions. +Pulley swings +Pulley swings +are unique to the +Lighthouse +. These will send the player vertical upwards once triggered, while the loaded other end of the rope descend, they will launch the player into the air to some height. +Rune-specific objects +Rune-specific objects are objects which cannot be used until the player has acquired a certain +Rune +. +Vine blobs +Vine blobs shoot a climbable vine up and connect the platform above. They can be activated if player possesses the +Vine Rune +. They usually lead to treasure areas or exits to the next stage. The second half of +Promenade of the Condemned +also requires the rune to be accessed. +Teleportation tombs +Teleportation tombs always generate in pairs. Interacting with one of them while possessing the +Teleportation Rune +teleports the player to the other. They usually lead to treasure areas or exits to the next stage. Progressing through the +Forgotten Sepulcher +requires the use of this rune multiple times. +Destroyable ground +These are a section of the ground that can be destroyed by a +Dive Attack +or slam attack (from hammers and similar) if the player possess the +Ram Rune +. They are indicated by a yellow triangle pointing downwards, and a passage or a pit can be seen beneath them. They usually lead to treasure areas or exits to the next stage, though they can often be in the middle of larger rooms that contain enemies, which provides a great ambush opportunity. +The falling debris created by destroying these floors deal high damage to enemies that are directly beneath them. +Lore objects +In the game there are innumerable places (hidden or unhidden) that contain the +Lore +of the Island. These background lore objects can be interacted with and will often lead to short monologues from +The Beheaded +. +They usually provide information or obscure hints about the story of the island, such as the backstories of +Bosses +, the lore of +Biomes +, the +Malaise +, characters like +The King +or the mysterious figure of +The Alchemist +. While others also give the player random items, foods, some gold or even Blueprints. +The generation of these lore sections can be turned off in the option menu. +Trivia +When using a Teleportation Gate, the game will show a prompt saying "Watch out for flies when you teleport". This is a reference to a 1957 French novel named +The Fly +, which revolves around a teleportation experiment gone horribly awry after a fly intruded a terminal, causing a scientist to be genetically fused with it, eventually leading to his death. diff --git a/wiki_content/Observatory.txt b/wiki_content/Observatory.txt new file mode 100644 index 0000000000000000000000000000000000000000..f4ae47c19eaf226df669999dde609543434fcf70 --- /dev/null +++ b/wiki_content/Observatory.txt @@ -0,0 +1,163 @@ +URL: https://deadcells.wiki.gg/wiki/Observatory + +This article +contains spoilers +regarding the true ending of the game. Discretion is advised. +The Alchemist mysteriously disappeared after the utter failure of his research. +The Observatory was state-of-the-art, and used only by the scientific elite of the island, which is to say, only the Alchemist. +The King's Alchemist used to conduct research on astronomy and astrology here (he was such a Sagittarius). +Observatory +Soundtrack +Observatory +Time For Your Medicine +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Astrolab +RotG +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Collector's Syringe +, +Fallen Collector Outfit +, 2 +King Outfits +Enemies & Traps +Boss(es) +The Collector +Enemy tier +26 +Hazards +Electric field, floating spiked ball, walls of fire, spikes +Previous biome(s) +Astrolab +RotG +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Collector's Syringe +, +Fallen Collector Outfit +, 2 +King Outfits +Enemies & Traps +Boss(es) +The Collector +Enemy tier +34 +Hazards +Electric field, floating spiked ball, walls of fire, spikes +Previous biome(s) +Astrolab +RotG +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Collector's Syringe +, +Fallen Collector Outfit +, 2 +King Outfits +Enemies & Traps +Boss(es) +The Collector +Enemy tier +39 +Hazards +Electric field, floating spiked ball, walls of fire, spikes +Previous biome(s) +Astrolab +RotG +Gear level +VIII +Runes and Blueprints +Blueprints from enemies +Collector's Syringe +, +Fallen Collector Outfit +, 2 +King Outfits +Enemies & Traps +Boss(es) +The Collector +Enemy tier +38 +Hazards +Electric field, floating spiked ball, walls of fire, spikes +Previous biome(s) +Astrolab +RotG +Gear level +X +Runes and Blueprints +Blueprints from enemies +Collector's Syringe +, +Fallen Collector Outfit +, 2 +King Outfits +Enemies & Traps +Boss(es) +The Collector +Enemy tier +38 +Hazards +Electric field, floating spiked ball, walls of fire, spikes +The +Observatory +is a fourth boss +biome +exclusive to the +Rise of the Giant DLC +. It is the lair of the +Collector +, who is a hidden final boss in the game. +General information +Access and exit +The Observatory can only be accessed from the +Astrolab +, which can only be entered from the +Throne Room +through the 5 +BSC +door. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Observatory based on difficulty. +Even though the Observatory can only be accessed on Hell difficulty there are enemy tiers set for lower difficulties. +Exclusive blueprints +Beating the +Collector +will award the following blueprint: +1st kill - +Collector's Syringe +skill +Collector Outfit and King Outfits +Beating the +Collector +will also reward the player with his +outfit +and the King's outfits. There are 2 King outfits, one is for defeating the Collector while possessing the King, the other is for finishing the fight without taking damage. +2nd kill: +Fallen Collector Outfit +1st kill while possessing the King: +King Outfit +1st flawless kill: +White King Outfit +Lore +The Collector +See the +main article +for information about the Collector. +Gallery +Entrance to the Observatory. +The bridge leading to the Collector's lair. +The Collector about to use its laser beam attack. +The transition phase where the Collector summons enemies. +History diff --git a/wiki_content/Oil_Grenade.txt b/wiki_content/Oil_Grenade.txt new file mode 100644 index 0000000000000000000000000000000000000000..44c384bd81fdcbdaeb22846596bd2138633680cc --- /dev/null +++ b/wiki_content/Oil_Grenade.txt @@ -0,0 +1,51 @@ +URL: https://deadcells.wiki.gg/wiki/Oil_Grenade + +Oil Grenade +Spreads +inflammable oil +in its area of effect. +Internal name +OilBomb +Type +Grenade +Scaling +Recharge +10 seconds +AoE duration +35 seconds +Base price +1000 +Damage +Base hit +100 +Blueprint +Location +Drops from +Hammers +Drop chance +10% +Unlock cost +20 +The +Oil Grenade +is a +grenade +skill +which coats enemies and the ground in +inflammable oil +. +Details +Special Effects: +Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. +The projectile bounces off of a Shieldbearer's shield without detonating. +Upon explosion, deals damage and applies +oil +to enemies and the ground for 20 seconds. +Tags: +Ranged, Explosive, Oil, ShortCooldown +Legendary Version: +Forced +Affix +: Death Fire +"Enemies burn when they die." +History diff --git a/wiki_content/Oiled_Sword.txt b/wiki_content/Oiled_Sword.txt new file mode 100644 index 0000000000000000000000000000000000000000..3490b5c7cd6fd405e89edcdaeb20e7189db07144 --- /dev/null +++ b/wiki_content/Oiled_Sword.txt @@ -0,0 +1,109 @@ +URL: https://deadcells.wiki.gg/wiki/Oiled_Sword + +Oiled Sword +Douses the enemy with +inflammable oil +and inflict +critical hits +during 10 sec after hitting an enemy on fire. +Internal name +OilSword +Type +Melee Weapon +Scaling +Combo rate +One 2-hit combo every 0.71 seconds +Base price +2000 +Damage +Base DPS +127 ( +215 +) +Base combo damage +90 ( +154 +) +Base first hit +45 ( +77 +) +Base second hit +45 ( +77 +) +Blueprint +Location +Drops from +Bats +Drop chance +1.7% +Unlock cost +25 +The +Oiled Sword +is a sword-type +melee +weapon +which covers enemies in +inflammable oil +and deals +critical hits +for a short time after hitting a +burning +enemy. +Details +Special Effects: +Enemies hit by this weapon are coated in +inflammable oil +for 20 seconds. +Hitting enemies who are +burning +with this weapon will enable this weapon to deal +critical hits +. +Breach Bonus +: +0.5 / 1 +Base Breach Damage: +67.5 / 90 ( +115 +/ +153 +) +Base Breach DPS: +222 ( +377 +) +Combo Duration: +0.71 seconds +First Hit: +0.3 (0.3 + 0 + 0) +Second Hit: +0.41 (0.16 + 0.25 + 0) +Tags: +Oil +Legendary Version: +Forced +Affix +: Oil on Kill +"Spreads oil on the ground on kill." +Synergies +Combining it with weapons, skills, or affixes that inflict +burning +such as +Firebrands +or +Flamethrower Turret +allow for an easy way to deal +critical +hits. +Notes +This weapon is quite similar to the +Balanced Blade +, but has a lower DPS. The critical hit potential is exceptional, but is only achievable if the player has very reliable access to sources of fire damage. +Trivia +Previously called +Flammable Sword +. +History diff --git a/wiki_content/Old_Wooden_Shield.txt b/wiki_content/Old_Wooden_Shield.txt new file mode 100644 index 0000000000000000000000000000000000000000..0b1676b105d4f1da5158c5783b26f357060875fe --- /dev/null +++ b/wiki_content/Old_Wooden_Shield.txt @@ -0,0 +1,64 @@ +URL: https://deadcells.wiki.gg/wiki/Old_Wooden_Shield + +Old Wooden Shield +Hold to absorb partial damage. Tap to try to +parry +and block all damage. +Internal name +StartShield +Type +Shield +Scaling +Base price +1 +Damage +Base block damage +20 ( +40 +) +Base absorbed damage +75% +The +Old Wooden Shield +is the first +shield +weapon +encountered by the player in +Dead Cells +. The player starts every game with the Old Wooden Shield lying on the ground in the first room unless the +Random Starter Shield +upgrade has been unlocked from the +Collector +. Once the upgrade is purchased, the Old Wooden Shield is relocated to a secret wall tile in the starting room. +Details +Base Absorbed Damage: +75% +Special Effects: +Stuns the attacker for 0.8 seconds if the shield +parries +a melee attack. +Breach Bonus +: +0 +Base Breach Damage: +20 ( +40 +) +Base Breach DPS: +54 ( +108 +) +Tags: +Shield, NegligibleDamage, RustyItem +Notes +Previously called +Good Ol' Wooden Shield +. +The Old Wooden Shield is one of two weapons which have weapon slot restrictions, the other one being the +Beginner's Bow +. +Like the other two starting weapons, this weapon cannot be found randomly during a run. +This weapon has no special effects or perks. While it can parry and block limited damage, this shield is usually replaced with a different one on most runs. +Gallery +Location of the Old Wooden Shield. +History diff --git a/wiki_content/Open_Wounds.txt b/wiki_content/Open_Wounds.txt new file mode 100644 index 0000000000000000000000000000000000000000..8ddcf022ccb7670ec3505ef3180e494660b91e19 --- /dev/null +++ b/wiki_content/Open_Wounds.txt @@ -0,0 +1,77 @@ +URL: https://deadcells.wiki.gg/wiki/Open_Wounds + +Open Wounds +Melee attacks inflict +bleeding +([18 base] DPS for 1.5 seconds) +Internal name +P_Bleed +Scaling +Blueprint +Location +Drops from +Lacerators +Drop chance +0.4% +Unlock cost +50 +Open Wounds +is a +brutality +-scaling +mutation +which makes melee attacks inflict +bleeding +on enemies. +Details +Scroll Cap: +None +Special Effects: +Each melee attacks inflict one extra +bleeding +stack ([18 base] DPS for 1.5 seconds). +Scaling: +18 × 1.15 +Stat - 1 +bleed +DPS +Synergies +All melee attacks, including those from sources besides +melee weapons +(eg. +parry +, +Phaser +and dive attacks) will inflict +bleeding +if paired with this mutation. +Melee attacks that already inflict any stacks of +bleeding +will inflict an additional stack of +bleeding +(eg. +Blood Sword +, +Bloodthirsty Shield +) if paired with this mutation. +This mutation can be used with all other sources of +bleeding +(eg. +Corrosive Cloud +and +Leghugger +TQatS +) to inflict the five bleeding stacks necessary for +blood +bursts. +Notes +Despite being listed as a +brutality +scaling mutation, the DPS of Open Wounds does not actually scale with Brutality specifically. Instead, it scales with the scroll count of the item that is applying it, meaning it can function equally effectively when taken off-color. +Additionally, Open Wounds scales with the gear level of the item that applies it, making it the only flat damage mutation to scale with gear level. +Since Open Wounds causes +bleeding +, it synergizes with the " +Bleed +Damage" affix which may appear on various items. +History diff --git a/wiki_content/Ossuary.txt b/wiki_content/Ossuary.txt new file mode 100644 index 0000000000000000000000000000000000000000..308d327154857ec471c2a0f32c15721764351ce2 --- /dev/null +++ b/wiki_content/Ossuary.txt @@ -0,0 +1,500 @@ +URL: https://deadcells.wiki.gg/wiki/Ossuary + +After the Night of the Bloody Riots, the guards decided to condemn a whole wing of the prison so they could dump the bodies in there. +A thick layer of ashes covered the walls of the place. Filth crept into every nook and cranny. +One of the worst places on the island... Or one of the safest, depending on who you ask. +Ossuary +Stage # +3 +Soundtrack +Ossuary +Required Rune(s) +Teleportation Rune +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Promenade of the Condemned +, +Prison Depths +, +Castle's Outskirts +RtC +Next biome(s) +Black Bridge +, +Defiled Necropolis +RtC +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +III +Cursed chest chance +110% +Runes and Blueprints +Rune +Ram Rune +Blueprints from enemies +Flamethrower Turret +, +Spiked Boots +, +Barnacle +, +Torch +, +Cloud Outfit +Blueprints from secret areas +Extended Healing +Enemies & Traps +Enemies +Zombies +, +Grenadiers +, +Slashers +, +Shockers +, +Thornies +, +Spawners +, +Corpse Juices +(spawned by Spawners) +Enemy tier +7-13 +Wandering Elite chance +20% +Elite room chance +80% +Previous biome(s) +Promenade of the Condemned +, +Prison Depths +, +Castle's Outskirts +RtC +Next biome(s) +Black Bridge +, +Defiled Necropolis +RtC +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +III +Cursed chest chance +110% +Runes and Blueprints +Rune +Ram Rune +Blueprints from enemies +Flamethrower Turret +, +Spiked Boots +, +Barnacle +, +Torch +, +Cloud Outfit +Blueprints from secret areas +Extended Healing +Enemies & Traps +Enemies +Zombies +, +Grenadiers +, +Slashers +, +Shockers +, +Thornies +, +Spawners +, +Corpse Juices +(spawned by Spawners), +Inquisitors +Enemy tier +11-17 +Wandering Elite chance +20% +Elite room chance +80% +Previous biome(s) +Promenade of the Condemned +, +Prison Depths +, +Castle's Outskirts +RtC +Next biome(s) +Black Bridge +, +Defiled Necropolis +RtC +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Gear level +III +Cursed chest chance +110% +Runes and Blueprints +Rune +Ram Rune +Blueprints from enemies +Flamethrower Turret +, +Spiked Boots +, +Barnacle +, +Torch +, +Cloud Outfit +, +A Thousand and One Nights Outfit +Blueprints from secret areas +Extended Healing +Enemies & Traps +Enemies +Zombies +, +Slashers +, +Shockers +, +Thornies +, +Spawners +, +Corpse Juices +(spawned by Spawners), +Inquisitors +, +Bombers +Enemy tier +12-17 +Wandering Elite chance +20% +Elite room chance +80% +Previous biome(s) +Promenade of the Condemned +, +Prison Depths +, +Castle's Outskirts +RtC +Next biome(s) +Black Bridge +, +Defiled Necropolis +RtC +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +2 +Gear level +IV +Cursed chest chance +110% +Runes and Blueprints +Rune +Ram Rune +Blueprints from enemies +Flamethrower Turret +, +Spiked Boots +, +Barnacle +, +Torch +, +Cloud Outfit +, +A Thousand and One Nights Outfit +Blueprints from secret areas +Extended Healing +Enemies & Traps +Enemies +Slashers +, +Shockers +, +Thornies +, +Spawners +, +Corpse Juices +(spawned by Spawners), +Inquisitors +, +Bombers +, +Dark Trackers +Enemy tier +14-19 +Wandering Elite chance +20% +Elite room chance +80% +Previous biome(s) +Promenade of the Condemned +, +Prison Depths +, +Castle's Outskirts +RtC +Next biome(s) +Black Bridge +, +Defiled Necropolis +RtC +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +3 +Gear level +VI +Cursed chest chance +110% +Runes and Blueprints +Rune +Ram Rune +Blueprints from enemies +Flamethrower Turret +, +Spiked Boots +, +Barnacle +, +Torch +, +Cloud Outfit +Blueprints from secret areas +Extended Healing +Enemies & Traps +Enemies +Slashers +, +Shockers +, +Thornies +, +Spawners +, +Corpse Juices +(spawned by Spawners), +Inquisitors +, +Dark Trackers +, +Bombardiers +Enemy tier +16-21 +Wandering Elite chance +20% +Elite room chance +80% +Timed door +8:00 ( +Marksman's Bow +blueprint) +BSC +Door Rewards +1 BSC +2 BSC +Food shop +Treasure chest +The +Ossuary +is a third level +biome +. Prior to the outbreak of the Malaise, the Ossuary was a normal wing of the prison. However, after the mass slaughter of the "Night of the Bloody Riots", it was repurposed into a refuse dump for corpses and set ablaze. +General information +Access and exit +The Ossuary can be accessed from the +Promenade of the Condemned +, which requires the +Teleportation Rune +, or through the +Prison Depths +, which requires the +Spider Rune +. After defeating +Dracula +, this area will be accessible through +Castle's Outskirts +RtC +. +There are two exit out of the Ossuary. The main exit leads to the +Black Bridge +, where the +Concierge +awaits. The other exit leads to the +Defiled Necropolis +RtC +, where +Death +awaits. This second exit is only available after defeating +Dracula +. +Ram rune +A +Slasher +elite can be found here who drops the Ram rune. It disappears after being defeated once. +Level characteristics +The Ossuary is a dark, open biome. The entire level is lit by an ominous red glow, and burnt bodies are found in large piles everywhere. Mutilated corpses hang from the ceilings and walls, as shattered cages litter the floor +Scrolls +The Ossuary contains 4 scrolls, including 2 Power Scrolls and 2 Dual-stat scrolls, which cannot spawn in areas requiring the Teleport, Ram or Spider runes. On (2+ +BSC +) there is a bonus Power scroll. When 3 +BSC +are active, this biome has 2 guaranteed +Scroll Fragments +, and when 4/5 +BSC +are active, this biome has 3 guaranteed +Scroll Fragments +. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Ossuary based on difficulty. +Loot and shops +Main level +1 +cursed chest +10% chance for an additional +cursed chest +1 item behind +Spider Rune +1 item behind +Homunculus Rune +1 elite room +Chance for items to spawn behind golden doors +1 weapon shop +Boss Stem Cells rewards +1 +BSC +: Food shop +2 +BSC +: +Treasure chest +Exclusive blueprints +The blueprint for the +Marksman's Bow +is found behind the 8 minute timed door located in the +Collector +transition area before the Ossuary (only found when entering from the Promenade). The blueprint for the mutation +Extended Healing +can be found in a secret area within the level. +The blueprint for the melee weapon +Torch +is looted from +Spawners +, which are found almost exclusively in this biome. The Ossuary is also the only place where one can get the +Cloud Outfit +, which drops from +Shockers +with 3+ BSC active. +Enemies +Shockers +, +Thornies +and +Spawners +are iconic enemies of this level, along with +Slashers +. On higher difficulties, the +Zombies +are replaced by +Dark Trackers +, +Bombers +and +Failed Experiments +. +In the table below, you will find which enemies are present in the Ossuary 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. +Lore +Alchemist grimoires +Main article: +The Alchemist +In the Ossuary, The Beheaded finds a pile of corpses that are melted from being burned: +" +Hard to say whether these bodies were infected. +" +" +But one thing is for sure, their skin melted like old cheese in the sun. +" +The Alchemist was applying the substance found in the walls of the +Slumbering Sanctuary +on bones from corpses, likely executed prisoners. +The substance's effects were unpredictable and the Alchemist reflects whether his experiments are worth killing so many people: +" +All these bodies... All these lives. +" +" +At the end of the day, perhaps the King is right? +" +Soldiers +A note from a soldier to his colleagues informs how burning the dead infected isn't working, as they're pilling up endlessly and getting back up, also managing to wield weapons: +" +A message left in the storeroom. +" +" +What? Soldiers leaving little notes for each other? +" +" +The bodies are piling up endlessly. Burning them is no longer good enough! ... +" +" +... Some get back up, and others even manage to get their hands on weapons! +" +" +We have to leave this island while we still can! +" +A bag containing another note from a soldier can be found, he writes how the king's methods aren't getting them anywhere, and he's spoken to the Alchemist. The letter abruptly cuts off: +" +A bag containing various items of no interest... +" +" +... +" +" +Hm, there's a letter folded up at the bottom. +" +" +I realize the risk I'm taking by writing this letter. +" +" +The King's methods are getting us nowhere and the situation is deteriorating. +" +" +We have to switch a more peaceful method immediately! I've spoken with the alchem... +" +" +The letter ends abruptly. +" +To the right or left of the bag is a secret passage that leads to a hidden alchemy station: +" +Hmm, this guard thought it was a good idea to install a secret desk. +" +" +If the guards started conducting strange experiments too, it's no wonder they ended up with monsters everywhere! +" +Trivia +At some point, there was a gift box in the Ossuary that when opened, gave you a 5 kill curse and spawned 2 elites that dropped the Madman's Key and a Gem. It is unknown when this was removed. +History +References +↑ +Ossuary - Alchemist experiments GIF +Gfycat +, 2018-08-19 +↑ +Dead Cells - Ossuary Christmas Present diff --git a/wiki_content/Outfits.txt b/wiki_content/Outfits.txt new file mode 100644 index 0000000000000000000000000000000000000000..e15323eb8e3f42dea598146b6af75eca35928f3f --- /dev/null +++ b/wiki_content/Outfits.txt @@ -0,0 +1,227 @@ +URL: https://deadcells.wiki.gg/wiki/Outfits + +Outfits +are sets of clothes for the +Beheaded +. They are unlocked by finding their blueprints and unlocking them from the +Collector +with +cells +like all other upgrades or items. +Once at least one new outfit is unlocked from the Collector, the player can change outfits by entering the +Tailor's +shop at the start of +Prisoners' Quarters +. +Outfits change the colors and sometimes model of the player's appearance. Some specific outfit elements, like the Concierge outfits' shoulder plate, changes color depending on the player's gear and action. Many outfits reference enemies (e.g. Ninja Outfit), bosses (e.g. Temporal Outfit), fictional characters unrelated to +Dead Cells +(e.g. Piccolo from +Dragon Ball +), or the game's developers (Carduus Outfit). +No outfits have any practical purpose, with the exception of the Cultist Outfit, +FF +which is required to enter the +Undying Shores +FF +from the +Fractured Shrines +FF +for the first time. However, collecting a certain number of outfits is required to unlock some weapons, specifically the +Sewing Scissors +(16 outfits) and the +Giant Comb +(51 outfits). +Obtaining outfits +Outfits drop from enemies and bosses, or are found in secret areas around the island. +For outfits dropped by enemies, the +Hunter's Grenade +can be used. Unlike most blueprints, some outfits will only drop from enemies with a certain amount of +Boss Stem Cells +active, even if those enemies can be found at lower difficulties. +Most bosses drop up to 6 outfits, one for each difficulty level from 0 (any) to 4+ BSC and one for a flawless victory (without Aspects enabled). The outfit of the lowest difficulty will always be found first; the 0 BSC outfit will drop before any others, even if the player is on Nightmare difficulty (flawless outfits are always dropped alongside the regular blueprint). Outfits also can only drop when there is no guaranteed blueprint drop from the boss scheduled (i.e. on the 1st/3rd/4th/etc. kill). +List of outfits +RotG +: +Rise of the Giant DLC +TBS +: +The Bad Seed DLC +FF +: +Fatal Falls DLC +TQatS +: +The Queen and the Sea DLC +RtC +: +Return to Castlevania DLC +Outfits with Special Effects +Some outfits have unique effects. +Reverse Burglar's Outfit +Changes the crit sound, dodge sound and jumping sound. +Commando Outfit +Changes the teleport animation. +Ironclad Outfit +Changes the damage number font. +Modernized Bomber Outfit +Changes the crit damage number font. +Randomly chooses between 3 different heads each time you enter a biome. +Zero Outfit +Changes the biome entry animation. +Changes Hattori's Katana's VFX. +Changes the ending screen/animation. +Shovel Knight Outfit +Changes the icon and model of the +Shovel +weapon. +Simon Outfit +, +Alucard Outfit +, +Richter Outfit +, +Sypha Outfit +, +Trevor Outfit +, +Maria Renard Outfit +, +Hector Outfit +, +Haunted Armor Outfit +, +Death Outfit +, +Cold Death Outfit +, +Red Death Outfit +, +Edgy Death Outfit +, +Spectral Death Outfit +, +Flawless Death Outfit +, +Dracula Outfit +, +Mathias Cronqvist Outfit +, +Doctor Dracula Outfit +, +Pompous Dracula Outfit +, +Vigilante Dracula Outfit +, and +Flawless Dracula Outfit +Changes the death animation. +Simon Outfit +, +Trevor Outfit +and +Richter Outfit +Changes the model of the +Valmont's Whip +. +Outfits with Special Interactions +Some outfits trigger unique interactions or special dialogue. +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +King Outfit +and +White King Outfit +Triggers unique dialogue upon facing +The Hand of the King +, +The Collector +, and +The Queen +. +Both outfits give the same dialogue. +Cultist Outfit +Opens the door to the +Undying Shores +. +Golden Outfit +Triggers unique dialogue with the +Bank Teller +. +Simon Outfit +, +Alucard Outfit +, +Richter Outfit +, +Sypha Outfit +, +Trevor Outfit +, +Maria Renard Outfit +, +Hector Outfit +, +Haunted Armor Outfit +, +Death Outfit +, +Cold Death Outfit +, +Red Death Outfit +, +Edgy Death Outfit +, +Spectral Death Outfit +, +Flawless Death Outfit +, +Dracula Outfit +, +Mathias Cronqvist Outfit +, +Doctor Dracula Outfit +, +Pompous Dracula Outfit +, +Vigilante Dracula Outfit +, and +Flawless Dracula Outfit +Triggers unique dialogue upon facing +Dracula +. +All variants of the +Death Outfit +give the same dialogue. +All variants of the +Dracula Outfit +give the same dialogue. +Trivia +While all costumes are in the base game, some of them cannot be legitimately obtained without installing the +Rise of the Giant DLC +, the +Bad Seed DLC +, the +Fatal Falls DLC +, the +Queen and the Sea DLC +, or the +Return to Castlevania DLC +. +Outfits that drop from +Mama Tick +, the +Time Keeper +, the +Servants +, and the +Queen +give the Beheaded a female body. +While +Conjunctivius +is canonically female, her outfits do not have female features. +History +Footnotes +References +↑ +B. Reinier (2019), +The Heart of Dead Cells: A Visual Making-Of +Toulouse: Third Editions. ISBN: 2377840558 diff --git a/wiki_content/Oven_Axe.txt b/wiki_content/Oven_Axe.txt new file mode 100644 index 0000000000000000000000000000000000000000..36ba655a4aa70985996c131215266487099a18ff --- /dev/null +++ b/wiki_content/Oven_Axe.txt @@ -0,0 +1,105 @@ +URL: https://deadcells.wiki.gg/wiki/Oven_Axe + +Oven Axe +Repeat the last hit combo to inflict +critical damage +. +Internal name +HeavyAxe +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 4.32 seconds +Base price +1500 +Damage +Base DPS +215 ( +273 +) +Base combo damage +930 ( +1180 +) +Base first hit +200 +Base second hit +230 +Base third hit +250 +Base fourth hit +250 ( +500 +) +Blueprint +Location +Drops from +Oven Knights +Drop chance +2+ BSC; 1.7% +Unlock cost +50 +The +Oven Axe +is a slow axe-type +melee +weapon +which can repeat the final hit of its combo to inflict constant +critical hits +. +Details +Special Effects: +The third attack of the combo will be repeated if the player continues to attack in a short period of time. +Repeated attacks after the third attack deal +critical hits +. +The first attack can hit enemies from behind. +Breach Bonus +: +3 / 3 / 3 / 1 +Base Breach Damage: +800 / 920 / 1000 / +1000 +Base Breach DPS: +745 ( +1491 +) +Combo Duration: +4.32 seconds +First Hit: +0.8 (0.6 + 0.2 + 0) +Second Hit: +1 (0.75 + 0.25 + 0) +Third Hit: +1.26 (0.8 + 0.46 + 0) +Fourth Hit: +1.26 (0.8 + 0.46 + 0) +Tags: +HeavyWeapon, LongerComboWindow +Legendary Version: +Forced +Affix +: Last Cycle Spam +"Only uses the last attack in the combo." +Synergies +Pairs well with +Kill Rhythm +to get a major boost in attack speed. +Crusher +and +Wolf Trap +can synergize well with this item, as they'll slow down bosses making it easier to land hits. +Notes +The mutation +Kill Rhythm +increases the speed at which Oven Axe's hitbox is created but not the speed of it's animation. Therefore, struck enemies will take damage before Oven Axe's swing animation comes to an end. +There is a point during each one of Oven Axe's hits during which cancelling the hit by dodging will result in a dodge with increased speed and range, similar to +Assault Shield +. +Both of these are likely caused due to the severity at which Oven Axe moves the player. +Trivia +This weapon is an intentional reference to the +Oven Knight +, enemies which carry a similar weapon. +History diff --git a/wiki_content/Oven_Knight.txt b/wiki_content/Oven_Knight.txt new file mode 100644 index 0000000000000000000000000000000000000000..8208f87adba037142ebc83f7aa9a851487e07188 --- /dev/null +++ b/wiki_content/Oven_Knight.txt @@ -0,0 +1,84 @@ +URL: https://deadcells.wiki.gg/wiki/Oven_Knight + +Oven Knight +Base health +200 +Location(s) +Prisoners' Quarters +, +Clock Tower +, +Cavern +RotG +(2+ BSC) +Derelict Distillery +(3+ BSC) +Ramparts +(4+ BSC) +Reward +Oven Axe +(2+ BSC; 1.7%) +Kill Rhythm +(2+ BSC; 0.4%) +Oven Knights +are +enemies +added in +v1.8 +, the +Bestiary Update +. They appear to be mechanical in nature, being powered by a furnace in their chest. They will only begin to appear in +biomes +on 2 +BSC +and above. They can appear in a handful of areas, and can pose a significant threat to inexperienced players. +Behavior +The Oven Knight is initially a slow-moving enemy. It wields a large axe and a breakable wooden shield that absorbs attacks from the front. +With its shield intact, the Oven Knight walks slowly. It will lightly ram the player with the shield, then attempt to follow up with an axe strike. +Parrying +the its attacks with a +shield +will not destroy the Oven Knight's shield. +If the shield is destroyed, Oven Knights become highly aggressive, indicated by the fire in their furnace turning from red to blue. Their movement speed will be significantly increased and will attack the player with combo axe strikes. +Moveset +With Shield +Shield bash +Description: +Bashes with the shield a short distance forward. +Can be blocked, parried, or dodge rolled. +Stuns the player on hit. +Overhead chop +Description: +Attacks with an overhead swing. Will always use this move after a successful shield bash. +Can be blocked, parried, or dodge rolled. +Without Shield +Double strike +Description: +Chops with the axe twice. +Can be blocked, parried, or dodge rolled. +Can turn around between each attack, even while rooted. +Can be jumped over. +If parried, once the Oven Knight gets back up it will continue its attack. +Strategy +Oven Knights have two different movesets based on whether they have their shields or not. While they have their shields up, they are vulnerable from behind. Their shield bash attack comes out pretty fast however, so be prepared to roll away from it as soon as they turn around. If you do get by the shield bash, mash roll and hope you roll out of its follow up attack. +Without their shield, their attacks are more aggressive. If you try to roll behind them right when they start to attack, there is a very high chance the second swing will hit you. If you see an Oven Knight running at you, roll away to dodge the first hit, then approach it after the second hit to hit it at melee range. If you need to roll behind it, do it at the last second and jump away to minimize the chance of getting hit. +If an Oven Knight is far away enough from you, deal with the other faster enemies first. At 4+ BSC, run away to a longer platform if you need to. +Whips ( +Valmont's Whip +, +Wrenching Whip +, +Electric Whip +) can easily kill Oven Knights since they can avoid damaging its shield, thus preventing their aggressive behavior. +Trivia +Prior to +v2.1 +, aka the +Malaise Update +, these enemies were called +Guardians +. +Despite this, the developers had promised to rename this enemy since the patch notes for +v1.9 +. +History diff --git a/wiki_content/Panchaku.txt b/wiki_content/Panchaku.txt new file mode 100644 index 0000000000000000000000000000000000000000..25b08a2db19530a7065f5691185d1ad967937f7c --- /dev/null +++ b/wiki_content/Panchaku.txt @@ -0,0 +1,217 @@ +URL: https://deadcells.wiki.gg/wiki/Panchaku + +Panchaku +Inflicts a +critical hit +if the enemy is facing you. +Feast of Fury +Internal name +NunchuckPan +Type +Melee Weapon +Scaling +Combo rate +One 10-hit combo every 3.197 seconds +Base price +2000 +Damage +Base DPS +245 ( +359 +) +Base combo damage +783 ( +1147 +) +Base first hit +30 ( +42 +) +Base second hit +60 ( +84 +) ( +30 ( +42 +) per tick +) +Base third hit +55 ( +77 +) +Base fourth hit +30 ( +42 +) +Base fifth hit +45 ( +63 +) +Base sixth hit +28 ( +39 +) +Base seventh hit +28 ( +39 +) +Base eighth hit +126 ( +175 +) ( +18 ( +25 +) per tick +) +Base ninth hit +296 ( +416 +) ( +37 ( +52 +) per tick +) +Base tenth hit +85 ( +170 +) +Blueprint +Location +Lore room in the +Prisoners' Quarters +The +Panchaku +is a +melee +weapon +made of two +Vorpans +tied together by a string, similar to a pair of nunchucks. Similar to the +Vorpan +, the Panchaku inflicts critical hits on enemies facing towards the player. +Details +Special Effects: +Inflicts a +critical hit +if the enemy is facing the player. +Multiple attacks in this weapon's combo have unique properties: +The 2nd attack can hit up to 2 times. +The 8th attack repels grenades and can hit up to 7 times. +The 9th attack hits on both sides of the player and can hit up to 8 times. +The 10th attack pushes enemies back. +Breach Bonus +: +-0.5 / -0.5 / -0.5 / -0.5 / -0.5 / -0.5 / -0.5 / 0 / 0 / 1 +Base Breach Damage: +15 / 30 (15 per tick) / 27.5 / 15 / 22.5 / 14 / 14 / 126 (18 per tick) / 296 (37 per tick) / 170 ( +21 +/ +42 +( +21 +per tick) / +39 +/ +21 +/ +31 +/ +20 +/ +20 +/ +175 +( +25 +per tick) / +416 +( +52 +per tick) / +340 +) +Base Breach DPS: +228 ( +352 +) +Combo Duration: +3.197 seconds +First Hit: +0.26 (0.06 + 0.2 + 0) +Second Hit: +0.35 (0.1 + 0.25 + 0) +Third Hit: +0.23 (0.13 + 0.1 + 0) +Fourth Hit: +0.25 (0.1 + 0.15 + 0) +Fifth Hit: +0.13 (0.03 + 0.1 + 0) +Sixth Hit: +0.15 (0.1 + 0.05 + 0) +Seventh Hit: +0.15 (0.1 + 0.05 + 0) +Eighth Hit: +0.43 (0.23 + 0.2 + 0) +Ninth Hit: +0.53 (0.23 + 0.3 + 0) +Tenth Hit: +0.717 (0.367 + 0.35 + 0) +Tags: +NeedManualUnlock +Legendary Version: +Forced +Affix +: Fire on Hit +" +Burns +the enemy." +Synergies +Works well with +Grappling Hook +to pull enemies towards the player and +crit +on them easily. +The +Combo +mutation can be very effective due to the low damage but very fast attack pattern, which lets you amass very big combo numbers. +The +Melee +mutation can be very helpful with Panchaku because with its high attack speed it can freeze enemies faster than normal weapons. +Notes +The +critical hit +cannot be applied to +Spawners +, +Protectors +, +Shockers +, +Impalers +, +Maskers +, +Conjunctivius +, the +Giant +, or +Dracula - Final Form +due to the fact that they have no frontside. +Similarly, the same problem occurs with the +Assassin's Dagger +, as these enemies don't have a backside either. +Trivia +The Panchaku appears in the +animated trailer +for +The Bad Seed DLC +. +Panchaku was added after repeated requests for it from fans. +The flavor text references +Fist of Fury +, a 1972 martial arts film starring Bruce Lee which features extensive use of the nunchaku. +History +↑ +The DPS value listed in-game is 121 ( +185 +). diff --git a/wiki_content/Parry_Shield.txt b/wiki_content/Parry_Shield.txt new file mode 100644 index 0000000000000000000000000000000000000000..ead21b2d821482efa333941552232e842a478b8f --- /dev/null +++ b/wiki_content/Parry_Shield.txt @@ -0,0 +1,86 @@ +URL: https://deadcells.wiki.gg/wiki/Parry_Shield + +Parry Shield +Cannot be held up. Blocked grenades and shots are returned with added power. +Internal name +ParryShield +Type +Shield +Scaling +Base price +1500 +Damage +Base block damage +( +52 +) +Base absorbed damage +0% +Blueprint +Location +Secret area in +Stilt Village +Unlock cost +5 +The +Parry Shield +is a +shield +weapon +which enhances the power of parried ranged attacks at the cost of its blocking ability. +Details +Base Absorbed Damage: +0% +Special Effects: +Cannot be used to block enemy attacks. +Certain grenades and projectiles behave differently when +parried +by this shield: +When most projectiles are parried, 4 more additional ones spawn in a spread pattern. +An extra bomb appears upon +parrying +an enemy grenade. +Spawns 3 extra +biters +whenever a +Festering Zombie's +egg is +parried +. +Breach Bonus +: +0 +Base Breach Damage: +0 ( +52 +) +Base Breach DPS: +0 ( +141 +) +Tags: +Shield, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Stun Shield +"Stuns any enemy +Parried +." +Location +The Parry Shield's blueprint is found in the Stilt Village. The path to the blueprint requires the +Ram Rune +. You need a second village key to unlock the blueprint, so you should not unlock the door in the middle of the level. You must instead use the secret path above the door, which requires the +Spider Rune +or an amulet that gives extra jumps. The platforms required to make the jump may not properly spawn due to RNG, so it may require multiple tries. +Notes +This shield rewards aggressive play. Parried projectiles can pass through enemies no matter what shield is used, and the Parry Shield gives these projectiles extra punch. +The Parry shield is exempt from damage absorption affixes and is therefore more likely to get affixes that are advantageous to persistent parries. +Trivia +The shield still has statistics for block damage reduction & damage to enemies, despite its inability to do so. They are similar to most other shields. +Gallery +The platforms are high up, which can be reached by jumping from the building on the left. +The passage used to save the first key. +The breakable ground in the far right tower, which blocks the way to the blueprint. +The blueprint behind the door which needs a second key. +History diff --git a/wiki_content/Parting_Gift.txt b/wiki_content/Parting_Gift.txt new file mode 100644 index 0000000000000000000000000000000000000000..b714848cca6f7cbecdcf427f32cf6ff4920dd3b1 --- /dev/null +++ b/wiki_content/Parting_Gift.txt @@ -0,0 +1,32 @@ +URL: https://deadcells.wiki.gg/wiki/Parting_Gift + +Parting Gift +Causes a bomb ([75 base] damage) to appear when you kill an enemy with a non-melee attack. +Internal name +P_DeathBomb +Scaling +Blueprint +Location +Secret area in +Graveyard +Unlock cost +100 +Parting Gift +is a +tactics +-scaling +mutation +which makes any enemy killed with a ranged attack drop a bomb, which damages enemies in the area. +Details +Special Effects: +Enemies killed not with a melee attacks leave a bomb on the ground. The bomb after 0.7 seconds will detonate, dealing [75 base] damage to the enemies around. +Scaling: +75 × 1.15 +Stat - 1 +damage +Notes +The bomb takes 0.7 seconds to detonate with a 6-tile area-of-effect. +Deflecting Parting Gifts bombs with +Flashing Fans +attack will trigger its critical damage condition. +History diff --git a/wiki_content/Passage.txt b/wiki_content/Passage.txt new file mode 100644 index 0000000000000000000000000000000000000000..b95c4d69e7f781a422d76c0391d60ea8998127e1 --- /dev/null +++ b/wiki_content/Passage.txt @@ -0,0 +1,148 @@ +URL: https://deadcells.wiki.gg/wiki/Passage + +A well-prepared journey is the key to success! +Even heroes need to rest sometimes. +Taking care of one's equipment is of utmost importance... +Mutations are precious tools. Choose carefully... +A well-sharpened blade cuts deeper, so they say. +At last, a little rest... +The network linking the various parts of the island will bring you into contact with some rather... surprising individuals. +The Collector will provide you with invaluable assistance... if you can reach him! +Cells are a rare and precious resource. Almost worth dying for. +Aren't they cute with their big bags on their backs? +No. Nope. Really, it doesn't smell any better here than anywhere else on the island. +Slow and steady wins the race. +A forge that runs on cells. First time I've seen that! +It's not very bright, but at least there aren't any monsters here. +Could the Malaise have spared this part of the island? +Passage +Soundtrack +Collector +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Runes and Blueprints +Blueprints from secret areas +Assault Shield +, +Frenzy +, +Marksman's Bow +, +Root Grenade +, +Spite +( +Toxic Sewers +only) +Runes and Blueprints +Blueprints from secret areas +Assault Shield +, +Frenzy +, +Marksman's Bow +, +Root Grenade +, +Spite +( +Toxic Sewers +only) +Runes and Blueprints +Blueprints from secret areas +Assault Shield +, +Frenzy +, +Marksman's Bow +, +Root Grenade +, +Spite +( +Toxic Sewers +only) +Runes and Blueprints +Blueprints from secret areas +Assault Shield +, +Frenzy +, +Marksman's Bow +, +Root Grenade +, +Spite +( +Toxic Sewers +only) +Runes and Blueprints +Blueprints from secret areas +Assault Shield +, +Frenzy +, +Marksman's Bow +, +Root Grenade +, +Spite +( +Toxic Sewers +only) +The +Passages +are the transition +biomes +where the player will find themselves when going in between other biomes. A passage will usually take the appearance of the biome it leads to. In every passage the player will find: +The Collector +, who will take blueprints and cells to unlock +weapons +, +skills +, +mutations +, +permanent upgrades +, and +outfits +. +The +Blacksmith's Apprentice +, who will reforge the modifiers and upgrade gear for gold. +Guillain +, who will give the player mutations to assist on their run. +Health Fountain (or +Health Flask +item, depending on +difficulty +), which restores the player's Health Flask. +In Passages leading to biomes in the +Return to Castlevania DLC +, The Collector will not appear. In his usual spot, you will find Castlevania character +Shanoa +, surrounded by floating glyphs. There is no functional difference when trading cells. +In the passages after boss biomes ( +Black Bridge +, +Insufferable Crypt +, +Nest +, +Clock Room +, +Mausoleum +and +Guardian's Haven +) the player will find the +Legendary Forge +where they can give cells to the +Blacksmith +for permanent upgrades to the quality of gear found during runs. +In the passages which are after normal biomes, the entrance to +the Bank +will spawn once every run. +History diff --git a/wiki_content/Peril_Glyphs.txt b/wiki_content/Peril_Glyphs.txt new file mode 100644 index 0000000000000000000000000000000000000000..08deb7fb44ed599a0631d375f5d54c371cb96fbd --- /dev/null +++ b/wiki_content/Peril_Glyphs.txt @@ -0,0 +1,125 @@ +URL: https://deadcells.wiki.gg/wiki/Peril_Glyphs + +Peril Glyphs +This weapon's combo gets longer in proportion to your missing health. Deals +critical damage +starting from the third hit. +Can also double as domestic incense, even in a foul-smelling prison. +Internal name +HydraSpell +Type +Ranged Weapon +Scaling +Combo rate +One 7-hit combo every 2.28 seconds +Base price +2000 +Damage +Base DPS +157 ( +279 +) +Base combo damage +635 +Base first hit +42 +Base second hit +37 +Base third hit +68 +Base fourth hit +74 +Base fifth hit +94 +Base sixth hit +130 +Base seventh hit +190 +Blueprint +Location +Reward for beating the 1st Stage in +Boss Rush +Unlock cost +50 +Peril Glyphs +is a +ranged +weapon +. Amount of hits in the combo increase with missing health. It starts dealing +critical hits +from the third hit. +Details +Special Effects: +For Every 10% hp missing an attack will be added to the combo: +1 attack at 91-100% HP +2 attacks at 81-90% HP +3 attacks at 71-80% HP +4 attacks at 61-70% HP +5 attacks at 51-60% HP +6 attacks at 41-50% HP +7 attacks at 0-40% HP +Starts dealing +critical hits +from the third hit. +Breach Bonus +: +0 / 0 / 0 / 0 / 0 / 1 +Base Breach Damage: +42 / 37 / +68 +/ +74 +/ +94 +/ +130 +/ +190 +Base Breach DPS: +175 ( +350 +) +Combo Duration: +2.28 seconds +First Hit: +0.62 (0.22 + 0.1 + 0.3) +Second Hit: +0.28 (0.18 + 0.1 + 0) +Third Hit: +0.28 (0.18 + 0.1 + 0) +Fourth Hit: +0.28 (0.18 + 0.1 + 0) +Fifth Hit: +0.28 (0.18 + 0.1 + 0) +Sixth Hit: +0.34 (0.18 + 0.16 + 0) +Seventh Hit: +0.5 (0.15 + 0.35 + 0) +Tags: +Ranged, HasBullets, InstantBlueprint +Legendary Version: +Forced +Affix +: Overshield On Crit +"Overshield on +critical hit +, grants 4% of the player's max health as overshield for 4 seconds, which is stackable." +Synergies +Disengagement +can be used to add some extra safety due to constantly being at a low hp for this weapon to +crit +. +Damage negating items such as +Ice Armor +RotG +or +Foresight +can be used to ignore damage altogether. +Skills that don't deal damage will give the player a slight damage reduction that increases with the item's +gear power +. +Notes +The weapon can be viewed as a ranged counterpart to the +Frantic Sword +, with both weapons requiring the player at low health to maximize their usage potential. +History diff --git a/wiki_content/Permadeath.txt b/wiki_content/Permadeath.txt new file mode 100644 index 0000000000000000000000000000000000000000..a48be8025393550309c6a80f237848ee7490ee16 --- /dev/null +++ b/wiki_content/Permadeath.txt @@ -0,0 +1,23 @@ +URL: https://deadcells.wiki.gg/wiki/Permadeath + +The way death works in Dead Cells is peculiar, since it has a lot of branches to be covered. +When the player dies, all of the +Cells +, items, mutations, scrolls, amulets, and most of the gold they have collected are lost. +The Beheaded +'s body will be desecrated, deemed by its owner way too damaged to continue in battle and the "actual" Fallen One will flee from it, until a new dead and headless body is found in the start of the next run. +When the player starts a new run, they will have no items or cells. There is, however, a way to maintain some of the gold collected in the last run. The maximum ammount of gold that can be retained is 2,500, when the player buys +Gold Reserves V +from the +Collector +and maximizes its capacity to hold gold upon death. The bag with gold will appear by the side of the player's body upon starting a new run as soon as the first "Gold Reserves" upgrade is bought. +However, this works differently if the player completed a run by killing +The Hand of The King +in the +Throne Room +. When that happens, the body used in the run will be abandoned by the Fallen One itself instead of being desecrated, and when the player starts a new run, it will now retain all of the pickups (gold and cells) from the last battle with The Hand. This allows the player to spend the cells they got from the battle, instead of making them go to waste. These cells, will, however, be lost if the player restarts or dies during the new run. +Trivia +It is possible for the player to die without their body being desecrated, by picking the +Ygdar Orus Li Ox +mutation (which won't prevent death by curse). This will revive the player's body, therefore having a non-desecrated death. +The term Permadeath refers to the mechanic of losing every item, upgrade or currency upon death, a common term in Rogue-likes. diff --git a/wiki_content/Phaser.txt b/wiki_content/Phaser.txt new file mode 100644 index 0000000000000000000000000000000000000000..bc06128ff1ef3b7c645131a9eb30e0dbd8fc2604 --- /dev/null +++ b/wiki_content/Phaser.txt @@ -0,0 +1,88 @@ +URL: https://deadcells.wiki.gg/wiki/Phaser + +Phaser +Teleports you behind the enemy. The next attack inflicts +70 damage. +Internal name +BackBlink +Type +Power +Scaling +Recharge +2 seconds +Base price +2000 +Damage +Base hit +70 +Blueprint +Location +Drops from +Runners +Drop chance +0.4% +Unlock cost +50 +Phaser +is a +power +skill +which teleports the player behind a nearby enemy and empowers the next attack. +Details +Special Effects: +Teleports the player behind a nearby enemy. +If no enemies are nearby, the skill fails and goes on a half-second cooldown. +If the teleport completes, the targeted enemy is inflicted with a status effect causing it to take a scaling amount of extra damage on the next hit, and the skill goes on its normal cooldown. +Upon teleporting, the enemy is rooted in place and cannot turn around. +Tags: +ShortCooldown, MoveHero, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Poison on Use +"Release a cloud of poisonous gas around you." +Synergies +Pairs well with the +Assassin's Dagger +and the +Blowgun +as it enables the player to easily deal +critical +damage. +Notes +Bonus damage from affixes such as "+60% damage on +bleeding +targets" is calculated when the affected enemy is attacked. +Because of this, the +root +effect applied by Phaser is able to trigger the affix "+75% damage to +rooted +targets", effectively giving the item a +75% damage buff. +The debuff applied by Phaser is recognized as a melee attack and will therefore trigger relevant effects from mutations like +Open Wounds +and +Ripper +. +The +root +effect applied by Phaser can trigger the mutation +Heart of Ice +, instantly resetting the skill's cooldown. +Due to how the game qualifies what counts as a ranged kill, killing an enemy using Phaser immediately followed by a ranged weapon will not activate the mutation +Hunter's Instinct +. However, it will activate the mutations +Predator +and +Killer Instinct +. Other ranged and melee mutations will work normally. +Trivia +Phaser +was the name for the Runner enemy prior to an update. The skill also mimics their teleportation ability. +Prior to +v1.4 +, Phaser had a bug where it caused the Thorny to damage the player when used, even though the player didn't melee the Thorny. +After the +Swarm +rework in +v2.1 +, Phaser now has the shortest cooldown of all skills. +History diff --git a/wiki_content/Pickups.txt b/wiki_content/Pickups.txt new file mode 100644 index 0000000000000000000000000000000000000000..44fc8efefb25cfd93d1a6bfe86132dac5faaf7fb --- /dev/null +++ b/wiki_content/Pickups.txt @@ -0,0 +1,134 @@ +URL: https://deadcells.wiki.gg/wiki/Pickups + +Pickups +are items which are not +gear +, or +runes +. Pickups can be collected with the +Interact +command while the player is close or, in the case of gems, just by walking or rolling on top of them. +All main categories of pickups are: +Healing pickups that restore the player's health or reduce Malaise. +Scrolls to upgrade player stats. +Currency pickups, which award varying amounts of cells or gold. +Special pickups serving miscellaneous functions. +Keys, which let the player unlock doors. +Healing pickups +Food +Food regenerates a fixed percentage of health when eaten (+65% health restored if the +Gastronomy +mutation is active, and will restore no health if the +Dead Inside +mutation is active). There are 2 different functional types of food, each with 7 different appearances depending on the selected diet, which is altered by game settings. If untouched by the player, it will be chosen as "Carnivore." Both types of food can add +Malaise +on Hell +difficulty +if the piece of food is infected. The amount of malaise given depends on if the food is major or minor. Minor food gives 50 points (1 bar) and major food gives 150 points (3 bars) of malaise. There will always be 1 clean piece of food in any one biome, dropping from an enemy. Another guaranteed piece of food will be found in a wall rune. This and any other drops, including those from lore rooms, will always be infected with +Malaise +on 5 BSC. +Minor foods +Minor foods restore 15% of the player's +maximum health +(25% if +Gastronomy +is active). They're dropped from enemies, wall and floor runes, and can be purchased from +food shops +with 0-4 BSC active (with 5 BSC, food shops will sell a cough syrup instead). +Major foods +Major foods heal 50% of the player's +maximum health +(83% if +Gastronomy +is active). They're found in the same ways minor foods are, as well as in lore rooms, but are rarer. +Other healing items +These healing items are more uncommon than food and can usually only be encountered under certain conditions. +Scrolls +Scrolls are items that increase the player's +stats +. +Scroll Fragments can only be found while 3 or more +Boss Stem Cells +are active. +Currency pickups +Gold +Gold +is the main currency used for making purchases and buying weapon upgrades throughout runs. All enemies will drop small amounts of gold when killed that appear as tiny, bright pebbles that automatically fly towards the player to be collected. Gold is lost upon death, only leaving a small amount depending on the player's +Gold Reserves +level (the default is 0 gold left behind after death). +Gold cannot be picked up if the player is too far away and can be stolen by a +Gold Gorger +. Likewise, gold cannot be picked up if the player has left a room. If the player gets out of the pickup range, the gold can still be recollected, even if the player has left the room. +Gems +Gems give a significant amount of gold when collected. Each one awards a different amount of gold depending on its type. +Dead Man’s Bag +A bag that spawns at the start of +Prisoners' Quarters +. It contains some of the gold from your last run. The value depends on your current level of +Gold Reserves +and any gold above this limit is lost. +Cells +Cells are a special currency that is used primarily for unlocking items and upgrades. They are often dropped from slain enemies and bosses, or found in chests and canisters in +biomes +. Cells are lost upon death. +Cells can be spent in two ways; unlocking items and upgrades from +The Collector +, or by increasing the chance for higher quality gear to appear in runs from +The Blacksmith +. +Similar to gold, cells cannot be obtained if the player is too far away or if the player has left the room, but can still be recollected when the player is near. +Liposuction +A rare pickup that produces one extra cell on every kill for 45 seconds, even if an enemy normally can't drop any ( +Myopic Crows +FF +, etc). Has a 0.3% drop rate from enemies killed. The extra cells are gold instead of blue. +Residual cells +A bag that spawns next to the Dead Man's Bag if you defeated the +Hand of the King +. It contains any cells possessed upon reaching the +Throne Room +, as well as the 40 cells dropped by the Hand of the King. The same thing happens when +Master's Keep +is reached and +Dracula - Final Form +is defeated. Residual Cells also appear after completing +Richter Mode +in +Dracula's Castle +. If not picked up, or if the run is reset, the cells will be lost. +Other pickups +Bonus Point Stars +Main article: +Bonus Point Stars +Bonus Point Stars are exclusively found in the +Daily Run +. They give a 5-point bonus for each enemy killed for 15 seconds. +Secret Potion of ??? +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +Dropped by the +Collector +. During the beginning of his final phase, after drinking the Panacea for the 4th time, he will be vulnerable. Once attacked by the player he will be interrupted and drop the bottle. It refills all the player's missing Health Flask charges and when first used the Panacea is consumed instead, albeit much faster than drinking a regular potion. +The potion completely removes the damage cap against bosses and also greatly increases the damage of all player-associated sources, and drinking it is a requirement in defeating The Collector. +Mysterious Map +The Mysterious Map can be obtained by collecting four Map Parts throughout the +Infested Shipwreck +. +TQatS +Having it will mark an X spot in the player's map. +More than 4 pieces can drop in the biome, resulting in a complete and an incomplete map. +Keys +Unlike most pickups, keys are not used when they are picked up. Instead, they are added to the player's inventory, so they can be used later to open their respective doors. Keys remain in the player's inventory for the rest of the run if not used on the appropriate door and unused keys disappear upon death or at the end of a successful run. +The keys stop spawning if the respective +Blueprints +they are associated with have been obtained and turned in to +The Collector +. +Removed pickups +Removed healing items +Removed gems +Removed keys +References +↑ +https://www.reddit.com/r/deadcells/comments/7dk6x1/spoiler_how_to_get_clocktower_key/ diff --git a/wiki_content/Pickups_fr.txt b/wiki_content/Pickups_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..c3d2b5642814676e909cfdcbadcf8a55f1f469c3 --- /dev/null +++ b/wiki_content/Pickups_fr.txt @@ -0,0 +1,131 @@ +URL: https://deadcells.wiki.gg/wiki/Pickups/fr + +Les +collectibles +sont des objets n’étant ni de l’ +équipement +, ou des +runes +. Les collectibles peuvent être collectés avec la touche Interagir quand le joueur est proche ou, dans le cas de gemmes, marcher ou rouler dessus. +Les catégories principales de collectibles sont: +Les collectibles de soins qui restaurent la vie du joueur ou réduit le Mal-être. +Les parchemins de puissance pour améliorer les statistiques du joueur. +Les collectibles de monnaie, qui octroient des quantités variables de cellules ou d’or. +Les collectibles spéciaux ayant des fonctions diverses. +Les clés qui déverrouillent des portes. +Collectibles de soins +Nourriture +La nourriture régénère un pourcentage fixé de la vie une fois consommée(+65% de vie restaurée si la mutation +Gastronomie +est activée, la moitié est restaurée si la mutation +Mort à l’intérieur +est activée). Il existe 2 types de nourriture avec 7 apparences différentes dépendant de la diète sélectionnée, qui est changeable dans les paramètres. S'ils ne sont pas modifiés, la diète est "Carnivore" par défaut. Les deux types de nourritures peuvent ajouter du +Mal-être +en +difficulté +Infernale si la nourriture est infectée. La quantité de Mal-être donnée dépend de si la nourriture est majeure ou mineure. La nourriture mineure donne 50 points (1 barre) de Mal-être tandis que la nourriture majeure donne 150 points (3 barres). Il y aura toujours un élément de nourriture sain par biome, lâchée par un ennemi. Une autre pièce de nourriture sera trouvable dans un mur. Cette dernière, ainsi que tous les autres butins, incluant ceux des salles de lore, seront toujours infectés par le +Mal-être +à 5 CSB. +Nourriture mineure +La nourriture mineure restaure 15% de la +vie maximum +du joueur (25% si la mutation +Gastronomie +est active, 7.5% si ma mutation +Mort à l’intérieur +est active). Elle est lâchée par les ennemis, les secrets muraux et du sol, et peut être achetée dans les +boutiques de nourriture +de 0 à 4 CdB inoculées (à 5 CdB, ces boutiques vendront un sirop pour la toux à la place). +Nourriture majeure +La nourriture majeure soigne 50% de la +vie maximum +du joueur (83% si la mutation +Gastronomie +est active, 25% si la mutation +Mort à l’intérieur +est active). Elle est trouvable de la même manière que la nourriture mineure, ainsi que dans les salles de lore, mais est plus rare. +Autres collectibles de soins +Ces collectibles de soins sont plus rares que la nourriture et peuvent être généralement trouvées sous certaines conditions : +Parchemins de puissance +Les parchemins de puissance sont des collectibles qui augmentent les +statistiques +du joueur. +Les quarts de parchemins ne peuvent être trouvés qu’à partir de 3 +Cellules de Boss +inoculées ou plus. +Collectibles de monnaie +Or +L’or est la monnaie principale utilisée pour faire des achats et acheter des améliorations d’armes dans les runs. Tous les ennemis lâchent des petites quantités d’or une fois tués, apparaissant comme des petites particules qui volent automatiquement vers le joueur pour être collectées. L’or est perdu à la mort, laissant seulement une petite quantité au joueur à la run suivante, selon le niveau des +Réserves d’or +(0 d’or par défaut). +Gemmes +Les gemmes donnent une quantité importante d’or une fois collectées. Chacune d’entre elles donne une différente quantité d’or selon son type. +Sac du déchu +Un sac apparaissant au début des +Quartiers des prisonniers +. Il contient une partie de l’or +de la run précédente. La valeur dépend du niveau des +Réserves d’or +et tout or au-dessus de cette limite est perdue. +Cellules +Les cellules sont une monnaie spéciale utilisée principalement pour débloquer des objets ou des améliorations. Elles sont souvent lâchées par les ennemis ou les boss tués, ou trouvable dans les coffres et conteneurs dans les +biomes +. Les cellules sont perdues à la mort. +Les cellules peuvent être dépensées de 2 manières ; débloquer des objets et améliorations auprès du +Collecteur +, ou en augmentant la chance d’apparition d’un équipement de qualité supérieure dans les runs auprès du +Forgeron +. +Liposuccion +Un collectible rare qui produit une cellule supplémentaire pour chaque kill pendant 45 secondes, même si un ennemi n’en lâcherait pas normalement ( +Corbeaux myopes +FF +, etc). A une chance d’être lâché par les ennemis de 0.3%. Les cellules bonus sont de couleur dorée au lieu de bleu. +Cellules résiduelles +Un sac qui apparaît près du Sac du déchu si la +Main du Roi +est vaincu. Il contient toutes les cellules possédées jusqu’à la +Salle du trône +, ainsi que 40 cellules lâchées par la Main du Roi. Ce sac apparaît également si +la forme finale de Dracula +est vaincue dans le +Donjon du Maître +, ou si le +Mode Richter +dans le +Château de Dracula +est fini. S’il n’est pas ramassé, ou si la run est réinitialisée, les cellules sont perdues. +Autres collectibles +Étoiles de Point Bonus +Article principal: +Étoiles de Point Bonus +Les Étoiles de Point Bonus sont exclusivement trouvées dans les +Défis quotidiens +. Elles donnent un bonus de 5 points pour chaque ennemi tué durant les 15 secondes suivantes. +Potion Secrète de ??? +L'information suivante +contient du spoil +concernant la vraie fin du jeu. Toute discrétion est bienvenue. +Lâchée par le +Collecteur +. Pendant le début de la phase finale, après avoir bu la Panacée pour la quatrième fois, il est interrompu et lâche la bouteille. Elle remplit toute la fiole de soins et, quand utilisée pour la première fois, elle est consommée bien plus rapidement qu’une potion normale. +La potion enlève entièrement le blocage de dégâts contre les boss et augmente également grandement les dégâts de toutes les sources associées au joueur, et la boire est un prérequis pour vaincre le Collecteur. +Cartes au trésor +La Carte au trésor peut être obtenue en collectant 4 parties de carte dans le +Cimetière de bateaux infectés +TQatS +. La posséder marquera une croix sur la carte du joueur. +Clés +Contrairement à la plupart des collectibles, les clés ne sont pas utilisées une fois ramassées. À la place, elles sont ajoutées à l’inventaire du joueur, afin d’être utilisées plus tard pour ouvrir leurs portes respectives. Les clés restent dans l’inventaire du joueur pour le reste de la run si elles ne sont pas utilisées, auquel cas, elles disparaîtront si le joueur meurt ou finit une run avec succès. +Les clés arrêtent d’apparaître si le +Schéma +leur étant associé est obtenu et ramené au +Collecteur +. +Collectibles enlevés +Objets de soins enlevés +Gemmes enlevées +Clés enlevées +Références +↑ +https://www.reddit.com/r/deadcells/comments/7dk6x1/spoiler_how_to_get_clocktower_key/ diff --git a/wiki_content/Pickups_pt.txt b/wiki_content/Pickups_pt.txt new file mode 100644 index 0000000000000000000000000000000000000000..16a44a812b200c00ac27ee24f866fadf5ebb113e --- /dev/null +++ b/wiki_content/Pickups_pt.txt @@ -0,0 +1,129 @@ +URL: https://deadcells.wiki.gg/wiki/Pickups/pt + +Coletáveis +são itens que não são +equipamentos +ou +runas +. Os coletáveis podem ser resgatados com o comando de +Interagir +enquanto o jogador está próximo ou, no caso das gemas, apenas andando ou rolando por cima delas. +Todas as principais categorias de coletáveis são: +Coletáveis de cura que restauram a saúde do jogador ou reduzem a Peste. +Pergaminhos para melhorar os atributos do jogador. +Coletáveis monetários, que concedem quantidades variadas de células ou ouro. +Coletáveis especiais com funções diversas. +Chaves, que permitem ao jogador destrancar portas. +Coletáveis de cura +Comida +Comida regenera uma porcentagem fixa de saúde quando ingerida (+65% de saúde será restaurada se a mutação +Gastronomia +estiver ativa, metade da saúde será restaurada se a mutação +Morto por Dentro +estiver ativa). Existem 2 tipos funcionais diferentes de comida, cada um com 7 aparências diferentes dependendo da dieta selecionada, que pode ser alterada nas configurações do jogo que, se não for personalizada pelo jogador, será escolhida como “Carnívoro”. Ambos os tipos de comida podem adicionar +Peste +na +dificuldade +Infernal se o pedaço de comida estiver infectado. A quantidade de Peste recebida depende se a comida é maior ou menor. A comida menor dá 50 pontos (1 barra) e a comida maior dá 150 pontos (3 barras) de Peste. Sempre haverá 1 pedaço de comida não infectado em qualquer bioma, deixado por um inimigo. Outro pedaço de comida garantido será encontrado em uma runa de parede. Este e quaisquer outros drops, incluindo aqueles de salas de história, sempre estarão infectados com +Peste +em 5 CTC. +Comidas menores +Comidas menores restauram 15% da +saúde máxima +do jogador (25% se +Gastronomia +estiver ativa). Elas são deixadas por inimigos, runas de parede e chão ou podem ser comprados em lojas de comida com 0-4 CTC ativas (com 5 CTC, as lojas de comida venderão Xarope para Tosse apenas). +Comidas Maiores +Comidas maiores curam 50% da +saúde máxima +do jogador (83% se +Gastronomia +estiver ativa). Elas são encontrados da mesma forma que as comidas menores, assim como nas salas de história, mas são mais raras. +Outros itens de cura +Esses itens de cura são mais incomuns que comidas e geralmente só podem ser encontrados sob certas condições. +Pergaminhos +Pergaminhos são itens que aumentam os +atributos +do jogador. +Coletáveis monetários +Ouro +Ouro +é a principal moeda usada para fazer compras e adquirir melhorias de armas durante as jornadas. Todos os inimigos deixarão cair pequenas quantidades de ouro quando mortos, que aparecem como pequenas pedras brilhantes que voam automaticamente em direção ao jogador para serem coletadas. O ouro é perdido após a morte, restando apenas uma pequena quantidade dependendo do nível da +Reserva de Ouro +do jogador (o padrão é 0 ouro após a morte). +O ouro não pode ser coletado se o jogador estiver muito longe e pode ser roubado por um +Comedor de Ouro +. Da mesma forma, o ouro não pode ser coletado se o jogador tiver saído de uma sala. Se o jogador sair da área de coleta, o ouro ainda poderá ser coletado depois, mesmo que o jogador tenha saído da sala. +Gemas +Gemas fornecem uma quantidade significativa de ouro quando coletadas. Cada uma concede uma quantidade diferente de ouro dependendo do tipo. +Bolsa do Homem Morto +Uma bolsa que surge no início do +Alojamento dos Prisioneiros +. Ela contém um pouco do ouro da sua última jornada. O valor depende do seu nível atual de Reservas de Ouro e qualquer ouro acima deste limite será perdido. +"Contém o ouro que você estava carregando na última vez em que você... tentou." +Células +Células são uma moeda especial usada principalmente para desbloquear itens e melhorias. Elas geralmente são deixadas por inimigos e chefes abatidos ou encontradas em baús e capsulas em +biomas +. As células são perdidas após a morte. +Células podem ser gastas de duas maneiras; desbloqueando itens e melhorias do +Colecionador +ou aumentando a chance de equipamentos de maior qualidade aparecerem nas jornadas no +Ferreiro +. +Semelhante ao ouro, as células não podem ser obtidas se o jogador estiver muito longe ou se o jogador tiver saído da sala, mas ainda podem ser recuperadas quando o jogador estiver próximo. +Lipoaspiração +Um coletável raro que produz uma célula extra a cada abate durante 45 segundos, mesmo que um inimigo normalmente não consiga deixar nenhuma ( +Corvos Míopes +FF +, etc). Tem uma taxa de drop de 0,3% em inimigos abatidos. As células extras são douradas em vez de azuis. +"Você ganha uma célula extra quando elimina um inimigo. Esse bônus dura por 45 segundos." +Células residuais +Uma bolsa que aparece ao lado da Bolsa do Homem Morto se você derrotou a +Mão do Rei +. Ela contém todas as células possuídas ao chegar à +Sala do Trono +, bem como as 40 células deixadas pela Mão do Rei. A mesma coisa acontece quando o +Refúgio do Guardião +é alcançado e o +Drácula - Forma Final +é derrotado. As células residuais também aparecem após completar o +Modo Richter +no +Castelo do Drácula +. Se não for coletado ou se a jornada for reiniciada, as células serão perdidas. +"Essa sacola contém células que sobraram da sua vitória anterior. Elas serão perdidas se você não coletá-las." +Outros coletáveis +Estrelas de Pontos Bônus +Artigo Principal: +Estrelas de Pontos Bônus +Estrelas de Pontos Bônus são encontradas exclusivamente na +Jornada Diária +. Elas dão um bônus de 5 pontos para cada inimigo morto durante 15 segundos. +Poção secreta de ??? +As informações a seguir +contêm spoilers +sobre o verdadeiro final do jogo. Qualquer discrição é bem-vinda. +Deixada pelo +Colecionador +. No início de sua fase final, após beber a Panaceia pela 4ª vez, ele estará vulnerável. Uma vez atacado pelo jogador ele será interrompido e deixará cair a garrafa. Ela recarrega todas as cargas perdidas do Frasco de Saúde do jogador e, quando usado pela primeira vez, a Panaceia é consumida no lugar, embora muito mais rápido do que beber uma poção normal. +A poção remove completamente o limite de dano contra chefes e também aumenta muito o dano de todas as fontes associadas ao jogador, e bebê-la é um requisito para derrotar o Colecionador. +Mapa Misterioso +O Mapa Misterioso pode ser obtido coletando quatro partes do mapa por todo o +Naufrágio Infestado +TQatS +. Possuí-lo marcará um X no mapa do jogador. +Mais de 4 partes podem ser encontradas no bioma, resultando em um mapa completo e outro incompleto. +Chaves +Ao contrário da maioria dos coletáveis, as chaves não são usadas quando são pegas. Em vez disso, elas são adicionadas ao inventário do jogador, para que possam ser usadas posteriormente para abrir suas respectivas portas. As chaves permanecem no inventário do jogador pelo resto da jornada se não forem usadas na porta apropriada e as chaves não utilizadas desaparecem após a morte ou no final de uma jornada bem-sucedida. +As chaves param de aparecer se os respectivos +Projetos +aos quais estão associadas tiverem sido obtidos e entregues ao +Colecionador +. +Coletáveis removidos +Itens de cura removidos +Gemas removidas +Chaves removidas +Referências +↑ +https://www.reddit.com/r/deadcells/comments/7dk6x1/spoiler_how_to_get_clocktower_key/ diff --git a/wiki_content/Pier.txt b/wiki_content/Pier.txt new file mode 100644 index 0000000000000000000000000000000000000000..6df86bd3982921522fde91732be7d6636c845577 --- /dev/null +++ b/wiki_content/Pier.txt @@ -0,0 +1,70 @@ +URL: https://deadcells.wiki.gg/wiki/Pier + +Also known as the Early Access Landing Stage, all the last survivors on the island ended up here. Before they died. +Many stayed here waiting for a boat that never came. +Pier +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Throne Room +Next biome(s) +Prisoners' Quarters +Enemies & Traps +Enemies +The Fisherman +Previous biome(s) +Throne Room +Next biome(s) +Prisoners' Quarters +Enemies & Traps +Enemies +The Fisherman +Previous biome(s) +Throne Room +Next biome(s) +Prisoners' Quarters +Enemies & Traps +Enemies +The Fisherman +Previous biome(s) +Throne Room +Next biome(s) +Prisoners' Quarters +Enemies & Traps +Enemies +The Fisherman +Previous biome(s) +Throne Room +Next biome(s) +Prisoners' Quarters +Enemies & Traps +Enemies +The Fisherman +The +Pier +was a seventh level +biome +during early access as a provisional ending to successful runs. +Development +There were two versions of the Pier: +The first, named the +Wharf +, the player met an +NPC +called the +Fisherman +. He would kill the player, letting him start a new run from the +Prisoners' Quarters +. +The second one, named the +Pier +, the player found a board with "work in progress" written on it, and beyond it a tube which he would enter after leaving its body to go back to the +Prisoners' Quarters +. When standing in front of the board, the player could read: +" +"WORK IN PROGRESS!" Good job! You made it to the (temporary) end of the game! +" +History diff --git a/wiki_content/Pirate_Captain.txt b/wiki_content/Pirate_Captain.txt new file mode 100644 index 0000000000000000000000000000000000000000..c42d397974c2c368e14b3cca8933c12cf0fd782f --- /dev/null +++ b/wiki_content/Pirate_Captain.txt @@ -0,0 +1,45 @@ +URL: https://deadcells.wiki.gg/wiki/Pirate_Captain + +Pirate Captain +Base health +200 +Location(s) +Stilt Village +Infested Shipwreck +TQatS +(2+ BSC) +Reward +Wrenching Whip +(0.4%) +Heart of Ice +(10%) +Scavenged Bombard +TQatS +(1.7%) +Pirate Captains +are +enemies +found in the +Stilt Village +and the +Infested Shipwreck +. +TQatS +Behavior +Pirate Captains fire a large, gravity-affected cannonball from their cannon which explodes eventually or on contact with the player. At close range, they will attack by swinging the cannon three times, tracking where the beheaded is before the first and third swings and switching directions if the beheaded is on the opposite side. +Moveset +Cannon Bomb +Description: +Shoots a cannonball that explodes either on contact or after a delay. +Can be blocked, parried, and dodge rolled. +The explosion itself cannot be rolled, however it can be blocked or parried. +Cannon Strike +Description: +Strikes 3 times with the cannon. +Can be blocked, parried, and dodge rolled. +Stuns the player for 0.5s on hit. +Strategy +Pirate Captains move slowly, and are easy to outrange with skills and ranged weapons, although one should be mindful of being hit by cannonballs. Their cannonballs are a slow and relatively easy to avoid along with parrying back. The cannonballs flash when about to explode, with a large radius. Despite their slow movement, Pirate Captains' melee combo is deceptively fast and very dangerous. Engaging in close combat is not advised. Dealing with them from afar and keeping space in between are key to defeating them. +Trivia +The Pirate Captain possessing the Heart of Ice mutation is likely a reference to Davy Jones from Disney's Pirates of the Caribbean: Dead Man's Chest. +History diff --git a/wiki_content/Point_Blank.txt b/wiki_content/Point_Blank.txt new file mode 100644 index 0000000000000000000000000000000000000000..a15afcc89b5a10a23d0222bedc68e8bf986130ee --- /dev/null +++ b/wiki_content/Point_Blank.txt @@ -0,0 +1,67 @@ +URL: https://deadcells.wiki.gg/wiki/Point_Blank + +Point Blank +Close-ranged ranged attacks inflicts [30 base]% bonus damage. +Internal name +P_DmgNearRanged +Scaling +Blueprint +Location +Drops from +Corpulent Zombies +Drop chance +10% +Unlock cost +80 +Point Blank +is a +tactics +-scaling +mutation +that increases the damage of ranged attacks in close range. +Details +Scroll Cap: +31 Tactics stat +Special Effects: +Enemies in close range receive +[30 base]% damage from ranged attacks. +Scaling: ++1% damage per Tactics stat +Notes +Functions as a counterpart to +Tranquility +but in contrast to that mutation it only increases damage dealt directly by the player from a ranged attack. +While Point Blank will not typically buff damage over time effects such as +bleed +or +poison +, it will buff these effects if they were applied directly by the player while within Point Blank's activation range regardless of whether or not the attack applying them is ranged. +This does not apply to status effects that are applied via +Catalyst +, +Open Wounds +, or affixes such as +Bleed +on hit +. +Once a status effect is applied under these conditions, it will not lose the added damage from Point Blank even if the player walks far enough away from the afflicted enemy to leave Point Blank's activation range. +Works well in tandem with +Infantry Bow +, due to its critical requirement and the close range damage overlapping. +Projectiles reflected by items such as shields or +Flashing Fans +are affected by the damage bonus from this mutation. +Interestingly, this is not true for reflected bombs. Even at extremely close range, reflected bombs will not be affected by this mutation's damage bonus. +Whether or not the damage bonus is applied is based on the player's position when the attack hits an enemy, not when the attack is initially launched. This means it is possible to fire an attack at an enemy from far away but still get the damage bonus from this mutation if you are within range by the time the attack lands. +The damage applied by +Barbed Tips +can be buffed by Point Blank. +Trivia +The activation range for this mutation is roughly equivalent to the inner circle of +Lacerating Aura +Point Blank, along with +No Mercy +and +Barbed Tips +were suggested by a Discord user known as +TheForsakenOne +History diff --git a/wiki_content/Pollo_Power.txt b/wiki_content/Pollo_Power.txt new file mode 100644 index 0000000000000000000000000000000000000000..c0c710330550f86c3aae1249899b8ed7159a5a87 --- /dev/null +++ b/wiki_content/Pollo_Power.txt @@ -0,0 +1,67 @@ +URL: https://deadcells.wiki.gg/wiki/Pollo_Power + +Pollo Power +Turn into a chicken for a brief moment, firing several explosive eggs around you. +The cluck is ticking. +Internal name +PolloPower +Type +Power +Scaling +Recharge +10 seconds +Duration +3.5 seconds +Base price +2000 +Damage +Base hit +45 +Blueprint +Location +Lore room in the +Prisoners' Quarters +The +Pollo Power +is a +power +skill +that turns the Beheaded into a chicken and lays explosive eggs. +Details +Special Effects: +Turns you into a chicken that lays 16 explosive eggs in 3.5 seconds. +Once activated the skill cannot be cancelled. During skill: +You can still move and jump, but cannot climb, double-jump (although the ordinary jump height is increased), dodge, or use other weapons and skills. +Enemies can still target and hit you. +The egg once laid will explode, damaging the enemies in a small area around it. +For each enemy, the first hit from the skill inflicts [45 base] damage. Every subsequent hit is +critical +hit that deals 15% more damage than the previous. +Legendary Version: +Forced +Affix +: Miracle of Life +"Eggs hatch into chicks that attack nearby enemies. +" +Location +In a lore room with a golden statue spawned in +Prisoners' Quarters +. Examining the statue will drop the skill. Picking it up will unlock it permanently. +"What a glorious figure!" +"I hope that they'll make statues of me someday!" +Notes +Eggs deal melee damage and can trigger related mutations like +Open Wounds +and +Combo +. +Critical hits can trigger +Instinct of the Master of Arms +and reduce this skill's own cooldown. +History +↑ +The chicks spawned by this skill are functionally identical to Biters. +↑ +The damage dealt by the chicks does +not +scale with gear power or scroll count. diff --git a/wiki_content/Porcupack.txt b/wiki_content/Porcupack.txt new file mode 100644 index 0000000000000000000000000000000000000000..ef756d9595585e13e70af89bd115a2d08f740b7d --- /dev/null +++ b/wiki_content/Porcupack.txt @@ -0,0 +1,93 @@ +URL: https://deadcells.wiki.gg/wiki/Porcupack + +Porcupack +Rolling through enemies attacks them with the melee weapon in +backpack +for [75% base] of the usual damages. +Internal name +P_Backpack_Melee +Scaling +Blueprint +Location +Drops from +Rancid Rats +Drop chance +0.4% +Unlock cost +80 +Porcupack +is a +brutality +-scaling +mutation +which lets the player hit enemies with the melee weapon stored in the +backpack +when they roll through them. +Details +Scroll Cap: +None +Special Effects: +Rolling will attack with the melee weapon in the +backpack +, enemies that are hit take a reduced percentage of the original damage of the weapon. +Hitting an enemy causes the mutation to go on cooldown for 3 seconds. +Scaling: ++1% damage per Brutality stat +Synergies +Rapier +will always deal +critical +damage while being used in the backpack. +The +Flint +will always out damage the +Rapier +as the +Flint +has the highest first strike damage of any +brutality +scaling weapon, at 112 base damage, while the +Rapier +only has a first strike +critical +damage of 111, with first strike damage referring to the damage the first attack in a combo does. +Similarly to the +Rapier +, due to the 3 second cooldown, the +Bladed Tonfas +will always be stuck on the first attack of the combo, and therefor always deal +critical +damage (while obviously not flinging you forward) +While using +Shovel +, +Flashing Fans +or +Spartan Sandals +in the backpack, bombs will still be reflected if you roll through them, similar with +Armadillopack +. The cooldown will +not +be triggered, making it usable on clusters of bombs, and the area that this effect is triggered is deceptively large compared to regular Porcupack attacks. However, be cautious that the mutation is often on cooldown. +Directional weapons like +Vorpan +and +Assassin's Dagger +treat your attacks as coming from the direction you rolled in. For example, rolling through the front of an enemy deals +critical +damage with Vorpan, and rolling through the back of an enemy deals +critical +damage with Assassin's Dagger. +Gold Digger +will always use the first hit of it's combo, guaranteeing gold drops to fulfill the +critical +hit condition of +Dagger of Profit +. +Notes +This mutation has a cooldown of 3 seconds, but can hit more than one enemy. +Melee weapon in +backpack +can trigger their own respective special effects and affixes. +Affixes that increase received damage (i.e "1% healed per attack, 100% taken") disregard the negative effects while in the backpack, but still apply their benefits. +History diff --git a/wiki_content/Powerful_Grenade.txt b/wiki_content/Powerful_Grenade.txt new file mode 100644 index 0000000000000000000000000000000000000000..7910531adf49149f4910b44fb8aa087f1b60341b --- /dev/null +++ b/wiki_content/Powerful_Grenade.txt @@ -0,0 +1,48 @@ +URL: https://deadcells.wiki.gg/wiki/Powerful_Grenade + +Powerful Grenade +Causes a large explosion. +Internal name +ExplosiveGrenade +Type +Grenade +Scaling +Recharge +13 seconds +Base price +2000 +Damage +Base hit +200 +Blueprint +Location +Drops from +Bombardiers +Drop chance +10% +Unlock cost +20 +The +Powerful Grenade +is a +grenade +skill +which has a single, high-damage grenade with a large area of effect. It is dropped by +Bombardiers +. +Details +Special Effects: +Throws an arcing projectile which explodes for 200 base damage in a large area of effect on contact with an enemy or a horizontal surface. +The projectile bounces off of a Shieldbearer's shield without detonating. +Tags: +Ranged, Explosive, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Bigger Explosion +"Area effects created by this item are 200% larger." +Notes +Previously called +Heavy Grenade +. +History diff --git a/wiki_content/Predator.txt b/wiki_content/Predator.txt new file mode 100644 index 0000000000000000000000000000000000000000..86e58a0fb33af7cedcafb3d1a2664a4f1cd173fb --- /dev/null +++ b/wiki_content/Predator.txt @@ -0,0 +1,43 @@ +URL: https://deadcells.wiki.gg/wiki/Predator + +Predator +Killing an enemy with a melee strike makes you invisible for [1 base, 2.8 max] seconds. +Internal name +P_InvisibilityOnKill +Scaling +Blueprint +Location +Drops from +Automatons +Drop chance +10% +Unlock cost +50 +Predator +is a +brutality +-scaling +mutation +which briefly makes the player invisible after killing an enemy with a melee attack. +Details +Scroll Cap: +21 +Special Effects: +Grants the player +invisibility +for [1 base] seconds after an enemy is killed with a melee attack. +Attacking again while invisible removes the effect. +Scaling: +1 × 1.055 +Stat - 1 +seconds +Notes +Triggers on kills within 0.05s of a melee hit. +Synergies +Synergises extremely well with +Assassin +Trivia +This mutation is a reference to the movie +Predator +, in which its titular alien entity also makes prolific use of stealth, making it invisible to the naked eye. +History diff --git a/wiki_content/Prison_Depths.txt b/wiki_content/Prison_Depths.txt new file mode 100644 index 0000000000000000000000000000000000000000..8afe260806076b6e830bf8f1500e723aa2b18153 --- /dev/null +++ b/wiki_content/Prison_Depths.txt @@ -0,0 +1,447 @@ +URL: https://deadcells.wiki.gg/wiki/Prison_Depths + +Few prisoners managed to see out their time here alive. None, actually. +The worst prisoners were locked up here, in the company of the worst guards. +"To be transferred to the Depths" meant you weren't coming back. All you could really hope for was that your execution would be quick. +Prison Depths +Stage # +Optional +Soundtrack +Prison's Depths +Prison Theme +Required Rune(s) +Spider Rune +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Promenade of the Condemned +, +Dilapidated Arboretum +TBS +Next biome(s) +Ossuary +, +Morass of the Banished +TBS +Gear level +III +Cursed chest chance +100% +Runes and Blueprints +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Bow and Endless Quiver +, +Infantry Bow +, +Ice Bow +, +Skeleton Outfit +, +War Spear +, +Oil Grenade +, +Frantic Sword +, +Kamikaze Outfit +, +Crusher +, +Open Wounds +, +Fire Blast +, +Cluster Grenade +, +Heavy Turret +, +No Mercy +Enemies & Traps +Enemies +Zombies +, +Undead Archers +, +Hammers +, +Kamikazes +, +Lacerators +, +Maskers +, +Slashers +Hazards +Spikes, spiked flails +Previous biome(s) +Promenade of the Condemned +, +Dilapidated Arboretum +TBS +Next biome(s) +Ossuary +, +Morass of the Banished +TBS +, +Ancient Sewers +Gear level +III +Cursed chest chance +100% +Runes and Blueprints +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Bobby Outfit +, +War Spear +, +Oil Grenade +, +Frantic Sword +, +Kamikaze Outfit +, +Neon Outfit +, +Crusher +, +Open Wounds +, +Carduus Outfit +, +Fire Blast +, +Cluster Grenade +, +Heavy Turret +, +No Mercy +, +Great Owl of War +Enemies & Traps +Enemies +Zombies +, +Hammers +, +Kamikazes +, +Lacerators +, +Maskers +, +Slashers +, +Knife Throwers +Hazards +Spikes, spiked flails +Previous biome(s) +Promenade of the Condemned +, +Dilapidated Arboretum +TBS +Next biome(s) +Ossuary +, +Morass of the Banished +TBS +, +Ancient Sewers +Gear level +III +Cursed chest chance +100% +Runes and Blueprints +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Bobby Outfit +, +War Spear +, +Oil Grenade +, +Frantic Sword +, +Kamikaze Outfit +, +Neon Outfit +, +Crusher +, +Open Wounds +, +Carduus Outfit +, +Fire Blast +, +Ghost Outfit +, +Cluster Grenade +, +Heavy Turret +, +No Mercy +, +Great Owl of War +Enemies & Traps +Enemies +Zombies +, +Hammers +, +Kamikazes +, +Lacerators +, +Maskers +, +Slashers +, +Knife Throwers +Hazards +Spikes, spiked flails +Previous biome(s) +Promenade of the Condemned +, +Dilapidated Arboretum +TBS +Next biome(s) +Ossuary +, +Morass of the Banished +TBS +, +Ancient Sewers +Gear level +IV +Cursed chest chance +100% +Runes and Blueprints +Blueprints from enemies +War Spear +, +Oil Grenade +, +Frantic Sword +, +Kamikaze Outfit +, +Neon Outfit +, +Crusher +, +Open Wounds +, +Carduus Outfit +, +Fire Blast +, +Ghost Outfit +, +Cluster Grenade +, +Heavy Turret +, +No Mercy +, +Demon Outfit +, +Great Owl of War +, +Legendary Warrior's Outfit +, +Adrenaline +Enemies & Traps +Enemies +Hammers +, +Kamikazes +, +Lacerators +, +Maskers +, +Slashers +, +Knife Throwers +, +Rampagers +Hazards +Spikes, spiked flails +Previous biome(s) +Promenade of the Condemned +, +Dilapidated Arboretum +TBS +Next biome(s) +Ossuary +, +Morass of the Banished +TBS +, +Ancient Sewers +Gear level +VI +Cursed chest chance +100% +Runes and Blueprints +Blueprints from enemies +War Spear +, +Oil Grenade +, +Frantic Sword +, +Kamikaze Outfit +, +Neon Outfit +, +Crusher +, +Open Wounds +, +Carduus Outfit +, +Fire Blast +, +Ghost Outfit +, +Cluster Grenade +, +Heavy Turret +, +No Mercy +, +Demon Outfit +, +Great Owl of War +, +Legendary Warrior's Outfit +, +Adrenaline +Enemies & Traps +Enemies +Hammers +, +Kamikazes +, +Lacerators +, +Maskers +, +Slashers +, +Knife Throwers +, +Rampagers +Hazards +Spikes, spiked flails +Shops +1 Weapon/Skill shop +BSC +Door Rewards +1 BSC +Exit to +Ancient Sewers +Prison Depths +is short, optional +biome +between the second and the third level. It's accessed through the +Promenade of the Condemned +or the +Dilapidated Arboretum +using the Spider rune and leads to the +Ossuary +, the +Morass of the Banished +or the +Ancient Sewers +(1+ BSC). +General information +Access and exit +The +Spider Rune +is required to access this area through the +Promenade of the Condemned +or the +Dilapidated Arboretum +. A section only accessible by wall climbing in both levels leads to Prison Depths. +There are three exits out of Prison Depths. On all difficulties, the player can choose to go to the +Ossuary +or the +Morass of the Banished +. With at least 1 +BSC +active, a third door will lead to the +Ancient Sewers +. +Iron cells +Two locked doors are found at the end of the biome, next to the exit doors. Behind both these doors there is a 2-item choice altar. If the player finds the +Iron Cells Key +, which drops from a random enemy, they can choose to open one door to access the item inside. +Level characteristics +Scrolls +Prison Depths contains only one Scroll of Power, obtained through the +cursed chest +at the start of the level. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of Prison Depths based on difficulty. +Loot and shops +Main level +1 +cursed chest +at the beginning of the biome, right before the one-way door. +Not affected by the damned +Aspect +. +A weapon or skill shop around the halfway point of the level. +Boss Stem Cells rewards +1 +BSC +: Exit to the +Ancient Sewers +. +Enemies +In the Prison Depths, you will find many dangerous enemies, such as +Slashers +and +Lacerators +. In addition, +Maskers +and +Hammers +could be considered the iconic enemies of this biome, with the latter never spawning in any other location than Prison Depths. On high difficulties, +Knife Throwers +and +Rampagers +appear, making this level even harder to navigate. +In the table below, you will find which enemies are present in Prison Depths 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. +Trivia +Prison Depths is the only biome to contain two distinct soundtracks, namely "Prison Depths" and "Prison Theme". While "Prison Depths" was made exclusively for this biome, "Prison Theme" would have been for another biome called +Prison Hub +, +but it was scrapped during the alpha stage of the game. +The prison depths contains exactly 60 enemies, so there are no kill doors. +Gallery +Fully explored map of Prison Depths showing general generation of the level. +History +Footnotes +References +↑ +Dead Cells - Unreleased 'Prison Hub' Level +YouTube - SharesFyve +, 2017-06-15 diff --git a/wiki_content/Prisoners'_Quarters.txt b/wiki_content/Prisoners'_Quarters.txt new file mode 100644 index 0000000000000000000000000000000000000000..f96e5e928cb40e0e44c64813fa46bcf3d1ef4b7b --- /dev/null +++ b/wiki_content/Prisoners'_Quarters.txt @@ -0,0 +1,910 @@ +URL: https://deadcells.wiki.gg/wiki/Prisoners%27_Quarters + +In the social hierarchy of the island, there are the dogs, the rats, and just below them, the prisoners. +The lucky prisoners had a window in their cells... They ended up choking on the ashes from the Ossuary. +The prison is directly connected to the outer yard. The prisoners can choose between the rats and the crows. +Prisoners' Quarters +Stage # +1 +Soundtrack +Prisoner's Awakening +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Next biome(s) +Promenade of the Condemned +, +Toxic Sewers +, +Dilapidated Arboretum +TBS +, +Castle's Outskirts +RtC +Scrolls +2 Scrolls of Power +Gear level +I +Cursed chest chance +1% +Runes and Blueprints +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Rampart +, +Bloodthirsty Shield +, +Ice Shield +, +Fire Grenade +, +Magnetic Grenade +, +Bow and Endless Quiver +, +Infantry Bow +, +Ice Bow +, +Skeleton Outfit +Blueprints from secret areas +Quick Bow +, +Broadsword +, +Disengagement +, +Golden Outfit +, +Crowbar +, +HEV Outfit +, +The Royal Gardener's Outfit +TBS +Enemies & Traps +Enemies +Zombies +, +Shieldbearers +, +Grenadiers +, +Undead Archers +Enemy tier +1-3 +Enemy health tier +Base +Elite room chance +5% +Hazards +Spikes, rotating spiked balls +Next biome(s) +Promenade of the Condemned +, +Toxic Sewers +, +Dilapidated Arboretum +TBS +, +Castle's Outskirts +RtC +Scrolls +2 Scrolls of Power +Gear level +I +Cursed chest chance +1% +Runes and Blueprints +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Bobby Outfit +, +Rampart +, +Bloodthirsty Shield +, +Ice Shield +, +Fire Grenade +, +Magnetic Grenade +, +Great Owl of War +, +Porcupack +Blueprints from secret areas +Quick Bow +, +Broadsword +, +Disengagement +, +Golden Outfit +, +Crowbar +, +HEV Outfit +, +The Royal Gardener's Outfit +TBS +Enemies & Traps +Enemies +Zombies +, +Shieldbearers +, +Grenadiers +, +Knife Throwers +, +Rancid Rats +Enemy tier +2-5 +Enemy health tier +2-4 +Elite room chance +5% +Hazards +Spikes, rotating spiked balls +Next biome(s) +Promenade of the Condemned +, +Toxic Sewers +, +Dilapidated Arboretum +TBS +, +Castle's Outskirts +RtC +Scrolls +2 Scrolls of Power +Gear level +I +Cursed chest chance +1% +Runes and Blueprints +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Bobby Outfit +, +Rampart +, +Bloodthirsty Shield +, +Ice Shield +, +Porcupack +, +Kill Rhythm +, +Lightning Bolt +, +Vampirism +, +Mage Outfit +, +Acrobatipack +, +Arbalester's Outfit +Blueprints from secret areas +Quick Bow +, +Broadsword +, +Disengagement +, +Golden Outfit +, +Crowbar +, +HEV Outfit +, +The Royal Gardener's Outfit +TBS +Enemies & Traps +Enemies +Zombies +, +Rancid Rats +, +Oven Knights +, +Inquisitors +, +Demolishers +Enemy tier +2-5 +Enemy health tier +4-7 +Elite room chance +5% +Hazards +Spikes, rotating spiked balls +Next biome(s) +Promenade of the Condemned +, +Toxic Sewers +, +Dilapidated Arboretum +TBS +, +Castle's Outskirts +RtC +Scrolls +2 Scrolls of Power +Gear level +II +Cursed chest chance +1% +Runes and Blueprints +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Bobby Outfit +, +Rampart +, +Bloodthirsty Shield +, +Ice Shield +, +Porcupack +, +Kill Rhythm +, +Lightning Bolt +, +Vampirism +, +Mage Outfit +, +Acrobatipack +, +Arbalester's Outfit +, +Adrenaline +Blueprints from secret areas +Quick Bow +, +Broadsword +, +Disengagement +, +Golden Outfit +, +Crowbar +, +HEV Outfit +, +The Royal Gardener's Outfit +TBS +Enemies & Traps +Enemies +Zombies +, +Rancid Rats +, +Oven Knights +, +Inquisitors +, +Demolishers +, +Rampagers +Enemy tier +3-7 +Enemy health tier +5-9 +Elite room chance +5% +Hazards +Spikes, rotating spiked balls +Next biome(s) +Promenade of the Condemned +, +Toxic Sewers +, +Dilapidated Arboretum +TBS +, +Castle's Outskirts +RtC +Scrolls +2 Scrolls of Power +Gear level +IV +Cursed chest chance +1% +Runes and Blueprints +Blueprints from enemies +Rampart +, +Bloodthirsty Shield +, +Ice Shield +, +Porcupack +, +Kill Rhythm +, +Lightning Bolt +, +Vampirism +, +Mage Outfit +, +Acrobatipack +, +Arbalester's Outfit +, +Adrenaline +, +Berserker +, +Desert Dweller Outfit +Blueprints from secret areas +Quick Bow +, +Broadsword +, +Disengagement +, +Golden Outfit +, +Crowbar +, +HEV Outfit +, +The Royal Gardener's Outfit +TBS +Enemies & Traps +Enemies +Rancid Rats +, +Oven Knights +, +Inquisitors +, +Demolishers +, +Rampagers +, +Failed Experiments +Enemy tier +4-8 +Enemy health tier +6-12 +Elite room chance +5% +Hazards +Spikes, rotating spiked balls +Shops +1 Weapons/Skills Shop +The +Prisoners' Quarters +is the first level +biome +in the game. It is the starting point of every run. A run-down stone dungeon with mossy bricks and prison cells visible in the background — most with broken bars. Torches line the walls. Decay is a reality for this prison, as any authority has long met their doom or fled. Some cells still house what prisoners were (un)lucky enough to have survived this long. +General information +Starting area +A glass chute drips water and muck from the ceiling. Beheaded prisoners are found underneath, either dropped from the chute or executed on the nearby chopping block. The Giant's skeleton rests in the back. +In the next room over, large glass flasks for unlocked items hang from chains. +The Scribe +is nearby, sitting near the door to the +Daily Challenge +game mode. Below the bottles is a large glass tube for adjusting the difficulty with +Boss Stem Cells +. Below the tube is a small room with the doors to the +Tailor's +room and the +Training Room +, as well as a tunnel one can roll through to meet +The Doctor +. The door to the right leads to the starting weapons area. +Once one enters the door to the starting weapons area, the current amount of active Boss Stem Cells can’t be changed and +Aspects +can no longer be selected from The Doctor. +Access and exit +The Prisoner's Quarters is the starting area of the run. After a completed or failed run the player will start back here. +The entrance to the +Daily Run +is also located here. It's possible to exit the Daily Run back into the Prisoners' Quarters. +There are four exits, the +Promenade of the Condemned +, the +Toxic Sewers +which requires the +Vine Rune +, the +Dilapidated Arboretum +(from The Bad Seed DLC) which requires the +Teleportation Rune +and +Castle's Outskirts +RtC +. +Specialist's Showroom +The +Specialist's Showroom +is a special shop that always appears in the Prisoners' Quarters once unlocked from the Collector for 150 cells. Access is locked by a button in front of the door, and a teleporter is always found at its end. +The Specialist's Showroom holds items locked behind golden doors, which must be opened either by paying Gold or breaking them, suffering 50 curses. +The +Hunter's Grenade +, which can be thrown to transform an enemy into an Elite and extract its blueprints. +The +Forgotten Map +, which can be used once to reveal the layout of a biome. +The blueprint for the +Golden Outfit +(if not yet turned in to the Collector). +Level characteristics +The Prisoners’ Quarters are characterized by its long, blue, torch-lit halls. There are cell doors, boxes, shackles, cages, and torture devices scattered everywhere over the course of the level. After the starting area, there is a large door (unless you have beaten the game at least once). +Scrolls +The Prisoners' Quarters contain 2 Scrolls of Power, neither of which can spawn in the route behind the vine leading to the +Toxic Sewers +. +Enemy tier and gear level scaling +Loot and shops +Main level +1 weapon or skill shop that is not behind a rune path +1 guaranteed +treasure chest +1 item behind a +Teleportation Rune +1 item behind a +Vine Rune +There is a 1% chance that a +cursed chest +will spawn in the stage. This is the lowest cursed chest spawn rate in the game. +Chance for item to spawn behind a golden door +Exclusive blueprints +Secret areas +The blueprint for the +Quick Bow +can be found up on the ledges behind the giant skeleton. +This secret does not generate on the first two runs of a save file +, and it is only accessible through rolling. +The blueprint for the +Disengagement +mutation can be found above the hanging bottles. It can be obtained after killing the +Hand of the King +for the first time, as it requires the +Homunculus Rune +, but having the +Spider Rune +is also recommended. +The blueprint for +The Royal Gardener's Outfit +TBS +can be obtained from the Royal Gardener's corpse +Specialist's Showroom +The blueprint for the +Golden Outfit +can be found in the Specialist's Showroom. The player must either pay 10,000 gold for it, or break the door and receive a 50-kill curse. +Special lore +Starting with the third run, the +Broadsword +blueprint can be looted from the +Tutorial Knight's +corpse, by the exit to the +Promenade of the Condemned +. +The blueprints for the +Crowbar +and the +HEV Outfit +can be found behind a special lore room of a scientist with a Headcrab. +Special lore rooms containing references to other games can be found, containing an object that drops a piece of gear when interacted with. These items are unlocked as soon as you pick them up; no blueprints are required. Only one of these rooms can spawn in each run. +Prie Dieu: +Face Flask +, from +Blasphemous +. +Bench: +Pure Nail +, from +Hollow Knight +. +Altar: +Pollo Power +, from +Guacamelee +. +Cursed altar: +Machete and Pistol +, from +Curse of the Dead Gods +(object also gives 1 curse). +Monolith: +Hard Light Sword +, from +Hyper Light Drifter +. +Pile of skulls: +Bone +, from +Skul: The Hero Slayer +. +Campfire: +King Scepter +, from +Shovel Knight +. (This room also contains a +Shovel +inside a breakable wall, which can be obtained even without finding the blueprint first. This will not, however, unlock it for future runs.) +Jacket's House: +Baseball Bat +, from +Hotline Miami +. +Therapy Office: +Throwable Objects +, from +Katana Zero +. +Dead Eater of Souls: +Starfury +, from +Terraria +. +Teleporter: +Laser Glaive +, from +Risk of Rain 2 +. +Neow: +Diverse Deck +, from +Slay the Spire +. +A special room containing a +Jerkshroom +and a +Yeeter +drops a +Panchaku +when defeated. It is automatically unlocked without needing a blueprint. +Another special lore room containing a glitchy bug in a jar drops the +Magic Bow +and the +Knight's Outfit +blueprints when interacted with , from +Soul Knight +Enemies +The Prisoners' Quarters has no unique enemies; all of them can be found in other biomes. +On the base difficulty, this level is full of +Zombies +, +Undead Archers +, +Shieldbearers +and +Grenadiers +. +On higher difficulties, shieldbearers, Zombies, Undead Archers and Grenadiers are replaced with +Failed Experiments +, +Oven Knights +, +Knife Throwers +, and +Bombardiers +, respectively. +On Very Hard, +Inquisitors +, +Oven Knights +and +Demolishers +appear. +On Expert, +Rampagers +also appear. +In the table below, you will find which enemies are present in the Prisoners' Quarters 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. +Lore +Flooded cell +A cell door can be found with water halfway up the room. +" +Hey, you there! There's water running through my cell! +The Beheaded gives a thumbs up. +" +Errrr... I think something in the water touched my leg. +" +Then, a loud noise and bang come from the cell door. +" +HELP!! +" +After the prisoner's cry for help, multiple bangs come from the cell door. +Suffering prisoner +" +Someone's groaning on the other side +" +After inspecting the cell door, the Beheaded knocks on the door. +" +No answer. +" +The Beheaded then begins to kick the door. +" +Get out of here , you freak! +" +Despite the prisoner's complaining, the Beheaded kicks the door again. +" +Leave me alone! +" +Finally, a large food item comes out of the door. +Rude prisoner +A cell door can be found with a prisoner still inside and untouched meal tray outside. +" +Hey, you there! +" +" +Oh. It's... "you". +" +" +Looks like I'm on the right side of the door for once! +" +" +HA HA HA! +" +" +Damn, they didn't mess around... +" +After this interaction, the Beheaded knocks on the door again, but the prisoner no longer responds. +" +No answer. +" +Meal tray +Right next to the cell door, there is a meal tray that drops a large food when examined. +" +Been abandoned here for some time. +" +Escaped prisoner +A cell with a broken door can be found, inside there is a bed and the wall has scratches counting something and some writing. There is a secret room with a bag inside. +Forced door +" +Hmm, looks like the prisoner managed to get out of prison early. +Writing +" +It sure is convenient finding all these messages on the walls! +" +" +Lore on a shoestring... +" +" +The writing is barely legible: +" +" +Don't want... contaminated... out of here... see you again. I hope... +" +" +The "Malaise"... +" +" +...not infected... +" +" +won't die. +" +Bag +Inspecting the bag will drop a gem worth 100 gold. +" +... Left his bag behind him... must have been in quite a panic. +" +Castaing's office +A room can be found with a desk, an order note on the wall and some books. Using the bookshelf, a secret room can be accessed. +Order +" +An order stamped with the king's seal. +" +" +Castaing, this is a direct order that must remain between you and me... +" +" +Stop checking the prison entrances until further notice. +" +Desk +" +All these papers are signed by Castaing. +" +" +A high-ranking prison officer, no doubt about it. +" +Upon checking the desk, gold drops onto the ground. +" +Did he set aside a few pennies for a rainy day? +" +Books +" +Some books on a shelf. +" +" +Prison managment for dummies. +" +" +Bridge building from antiquity to the present day. +" +" +Managing soldiers: How to earn their respect without using torture. +" +" +Managing prison entrances in 10 easy lessons (lesson 8 will shock you!) +" +Secret room +In the secret room there is a crate. Upon inspecting it, the Beheaded comments the following: +" +In any case, the warden was prepared for combat. +" +After his inspection, a random piece of gear is dropped. +Hole room +A secret room can be found with two holes in the wall and a canvas bag. +Tunnel +" +This tunnel was cleared out very roughly. +" +" +Doesn't look too solid. +" +Canvas bag +" +A dusty old bag that someone left here a long time ago. +" +After inspecting the bag, a large food item drops. +Tight passage +" +The hole in this wall is extremely small. +" +" +Except maybe for a child. +" +Tom, Doctor of Mushroomology +A room with a sign at the entrance can be found. It contains a bed and a small hole in the wall. +Sign +Reading the sign reveals the following: +" +Tom's Place +" +" +Prisoner and Doctor of Mushroomology +" +Bed +Upon examining the bed, the Beheaded comments the following: +" +Abandoned ages ago. +" +" +Oh. +" +" +Actually, a family of rats seems to call the place home these days. +" +Small hole +Upon inspecting the small whole before entering it, the Beheaded comments the following: +" +The devious little fellow made a passage for himself through the wall... +" +In the secret room there are various mushrooms planted in the ground. Jars with ground-up mushrooms can be found along with a cash register. Inspecting the cash register will drop some gold, and the Beheaded will say the following about it: +" +Seems to be where the Mushroomologist stashed the profits from his little business. +" +Upon inspecting the jars, the Beheaded says the following: +" +A variety of differently shaped mushrooms are proliferating in these jars. +" +" +By the looks of them, they should have some interesting psychotropic properties. +" +" +Good ol' Doctor Tom here must have been supplying the whole prison. +" +Furthermore, the mushrooms can also be inspected. +" +All kinds of mushrooms have been carefully ground down into fine multicolored powders. +" +" +Pretty sure they weren't using these to flavor the soup. +" +Dark Souls room +On rare occasions, a door can be found leading to a room with a corpse and a bonfire from the game Dark Souls. +Writing on the wall +" +Words written on the wall: +" +" +GIT GUD. +" +" +Must be some sort of incantation. +" +Body +Searching the body will drop some gold and a random gear item. The Beheaded will also comment the following about it: +" +A guy in armor, been dead for a while. +" +Campfire +" +This campfire was abandoned by an earlier visitor... +" +" +I'm sure it couldn't hurt to take a little rest. +" +Immediately afterward, everything will begin to shake. +" +Hmm. Something's changed. +" +Most of the time this lore room appears, a Zombie or an Undead Archer will spawn at the entrance of the room. When killed, it always drops 50 cells. +Royal Gardener +A lore room requiring the +Teleportation Rune +to access contains numerous wall spikes and the Royal Gardener's corpse alongside a letter from Castaing to him. The +Dilapidated Arboretum Key +TBS +and +The Royal Gardener's Outfit +TBS +blueprint are found on the body of the Gardener. +" +Oh ho! A new arrival... +" +" +And the rats haven't even got to him yet. +" +" +...I bet there's still some good stuff to scavenge! +" +" +Meh, just some rusty old key... +" +" +And a torn up letter. +" +" +Royal Gardener, with all the due respect that I owe you... OBEY YOUR ORDERS or you will find yourself in the stomach of one of the ticks! +" +" +For all our sakes, this is your last warning. +" +" +Signed: Commander Castaing. +" +" +Ergh, Nothing of interest at all... +" +" +Except for this jacket! +" +Half-life room +A scientist with a Headcrab on his head can be found as a Half-Life reference. Behind it is a secret room with the Blueprint of the +HEV Outfit +and the +Crowbar +. After these two are turned in to the Collector, this lore room stops spawning. +" +What is this strange creature stuck to his face? +" +" +He still spasms a bit, as if he was half alive... +" +" +Better not linger. +" +" +Staying too long could have unforeseen consequences! +" +Gallery +Fully explored map of Prisoner's Quarters showing general generation of the level. +History +References diff --git a/wiki_content/Prisoners.txt b/wiki_content/Prisoners.txt new file mode 100644 index 0000000000000000000000000000000000000000..116e5e56c05d2eb9c6152c537f4d488e60e2e0dc --- /dev/null +++ b/wiki_content/Prisoners.txt @@ -0,0 +1,91 @@ +URL: https://deadcells.wiki.gg/wiki/Prisoners + +“ +In the social hierarchy of the island, there are the dogs, the rats, and just below them, the prisoners. +„ +~ +Prisoners' Quarters +loading screen +The +Prisoners +are people who were locked away by the +King +due to suspicion of infection by the +Malaise +. +Scattered throughout the world, the +Beheaded +can find the bodies and the desperate writings on the walls of the prisoners. On occasion, the Beheaded can also find living prisoners, still locked up behind doors. +Encounters +Locked prisoner +A prisoner locked in a cell can be found in either the +Prisoners' Quarters +or +Promenade of the Condemned +. The prisoner first calls out to the Beheaded, only to realise who they are speaking to. They jest about the fact that they are on "the right side of the door for once", before speaking to himself about how they didn't joke around. Kicking at the door afterwards yields no response. +Flooded prisoner +A prisoner who is locked in a flooded cell can be found in the +Ramparts +or the +Prisoners' Quarters +. He gets the Beheaded's attention, and complains about the water. He them exclaims that he felt something touch his leg, and then they call out for help. The sounds of them being murdered by some creature is heard, before they are rendered unresponsive. +Mushroomologist prisoner +Tom the Mushroomologist, a drug dealer, dealt psychotropic mushrooms to the other prisoners. He was able to turn a pretty good profit, but no signs of his current whereabouts exist. +Hanged prisoner +A prison cell full of flowers can be found, where a prisoner hung himself. +There is a black potted plant on the left side of their room. Upon being interacted with by the Beheaded, it is revealed that the pot has a label on it which reads, +Do not water after midnight +. +The Beheaded then states, +That thing looks less like a flower than an experiment gone horribly wrong. +Do not water after midnight +, this may be a reference to American comedy horror "Gremlins", where creature called +mogwai +shall not be fed after midnight. +This plant seems related to the third Gardener's key. +Upon inspecting the prisoner's mattress, +All the fabric from the bed seems to have been torn up and used elsewhere +. +It is assumed that the torn up pieces were used to make their noose. +Upon inspection of the white flower in the center of the room, +A whole bunch of plants that seem to have a bit underwatered recently +followed by the Beheaded saying +Looks like this guy loved flowers. +Upon inspecting the hanged prisoner, +Guess he wanted to choose the time of his death. +followed by +He's holding a faded flower between his fingers. +"A moment of silence..." +Nah! I've got better things to do! +The Beheaded then kicks the corpse, revealing an amulet. +Biome specific +Prisoners' Quarters +A message on the wall of an empty cell contains an unfinished message, which reads "Why... filling the prison with innoc". +A prisoner managed to escape from their cell and left a messy message. The tangible parts of the writing reads "Don't want... contaminated... out of here... see you again. I hope. The 'Malise'. ...not infected. won't die" +. +Promenade of the Condemned +Prisoner 545 died from exhaustion and hunger as he made his way through a cavern that was below a well. +Toxic Sewers +A dead prisoner can be found, who was presumably killed by +Conjunctivius +. +A prisoner can be found behind a large set of bars. He will get the Beheaded's attention, before asking them to find "my rune". Before the elite who drops the teleport rune, he appears again, and encourages them to fight the elite. Once the Beheaded absorbs the rune and encounters him at a later date, he will demand that they give it to him. When he realises that the rune has been absorbed, he gets angry. Every time he is encountered again, he will try to grab at the Beheaded, which will result in him being flipped off by it. +Subsequent visits to the Toxic Sewers and interacting with the one set of bars that shows up prompts the prisoner to reappear and attempt to grab the Beheaded, still demanding his rune. +At some later point, even possibly in the same run in which the prisoner was interacted, a room filled with several teleportation monoliths hanging from chains can be found, with one having fallen and crushed someone, with only their hand sticking out. When inspected, the Beheaded identifies the hand to belong to the prisoner that was behind the bars. +References +↑ +https://imgur.com/a/hoHQerh +↑ +https://imgur.com/a/6Jbq0Ub +↑ +https://gfycat.com/UglyVapidFruitbat +↑ +https://gfycat.com/ImaginativeInbornBallpython +↑ +https://imgur.com/a/FAocAvD +↑ +https://gfycat.com/PalatableVioletHatchetfish +↑ +https://gfycat.com/WarmheartedTenseIrukandjijellyfish +↑ +https://gfycat.com/BlushingBogusBufeo diff --git a/wiki_content/Promenade_of_the_Condemned.txt b/wiki_content/Promenade_of_the_Condemned.txt new file mode 100644 index 0000000000000000000000000000000000000000..2189969e6b81fc53486188b4c9c6b30441b9ff5f --- /dev/null +++ b/wiki_content/Promenade_of_the_Condemned.txt @@ -0,0 +1,652 @@ +URL: https://deadcells.wiki.gg/wiki/Promenade_of_the_Condemned + +It's never a good sign, being sent to the yard. Few return. When they do, they're never quite the same. +The charming countryside atmosphere of the forest has given way to a... less wholesome ambience. +Time was, you could still hear the occasional bird singing outside. Now there's nothing but the caw of the crows. +Promenade of the Condemned +Stage # +2 +Soundtrack +Promenade Of The Condemned +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Ramparts +, +Prison Depths +, +Ossuary +, +Morass of the Banished +TBS +Scrolls +1 Scroll of Power, 2 Dual Scrolls +Gear level +II +Cursed chest chance +10% +Runes and Blueprints +Rune +Vine Rune +Blueprints from enemies +Blood Sword +, +Oiled Sword +, +Spartan Sandals +, +Double Crossb-o-matic +, +Fire Grenade +, +Magnetic Grenade +, +Knife Dance +, +Cleaver +, +Phaser +, +Corrupted Power +, +Explosive Decoy +Blueprints from secret areas +Assault Shield +, +Assassin's Dagger +, +Explosive Crossbow +, +Ripper +Enemies & Traps +Enemies +Zombies +, +Grenadiers +, +Bats +, +Runners +, +Protectors +Enemy tier +3-7 +Enemy health tier +Base +Wandering Elite chance +50% +Elite room chance +0% +Hazards +Spikes, spiked flails +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Ramparts +, +Prison Depths +, +Ossuary +, +Morass of the Banished +TBS +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +II +Cursed chest chance +10% +Runes and Blueprints +Rune +Vine Rune +Blueprints from enemies +Blood Sword +, +Oiled Sword +, +Spartan Sandals +, +Frantic Sword +, +Double Crossb-o-matic +, +Fire Grenade +, +Magnetic Grenade +, +Knife Dance +, +Cleaver +, +Phaser +, +Corrupted Power +, +Explosive Decoy +, +Neon Outfit +, +Bobby Outfit +, +Kamikaze Outfit +Blueprints from secret areas +Assault Shield +, +Assassin's Dagger +, +Explosive Crossbow +, +Ripper +Enemies & Traps +Enemies +Zombies +, +Grenadiers +, +Bats +, +Runners +, +Protectors +, +Kamikazes +Enemy tier +5-10 +Enemy health tier +5-8 +Wandering Elite chance +50% +Elite room chance +0% +Hazards +Spikes, spiked flails +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Ramparts +, +Prison Depths +, +Ossuary +, +Morass of the Banished +TBS +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +II +Cursed chest chance +10% +Runes and Blueprints +Rune +Vine Rune +Blueprints from enemies +Oiled Sword +, +Spartan Sandals +, +Frantic Sword +, +Repeater Crossbow +, +Hayabusa Boots +, +Fire Grenade +, +Magnetic Grenade +, +Knife Dance +, +Cleaver +, +Phaser +, +Corrupted Power +, +Explosive Decoy +, +Neon Outfit +, +Kamikaze Outfit +, +Ninja Outfit +Blueprints from secret areas +Assault Shield +, +Assassin's Dagger +, +Explosive Crossbow +, +Ripper +Enemies & Traps +Enemies +Grenadiers +, +Bats +, +Runners +, +Protectors +, +Kamikazes +, +Dark Trackers +Enemy tier +6-10 +Enemy health tier +9-13 +Wandering Elite chance +50% +Elite room chance +0% +Hazards +Spikes, spiked flails +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Ramparts +, +Prison Depths +, +Ossuary +, +Morass of the Banished +TBS +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +1 +Gear level +III +Cursed chest chance +10% +Runes and Blueprints +Rune +Vine Rune +Blueprints from enemies +Oiled Sword +, +Spartan Sandals +, +Frantic Sword +, +Repeater Crossbow +, +Hayabusa Boots +, +Knife Dance +, +Cleaver +, +Phaser +, +Corrupted Power +, +Explosive Decoy +, +Powerful Grenade +, +Wave of Denial +, +Neon Outfit +, +Kamikaze Outfit +, +Ninja Outfit +, +Aphrodite Outfit +, +Warrior Outfit +Blueprints from secret areas +Assault Shield +, +Assassin's Dagger +, +Explosive Crossbow +, +Ripper +Enemies & Traps +Enemies +Bats +, +Runners +, +Protectors +, +Kamikazes +, +Dark Trackers +, +Bombardiers +Enemy tier +8-12 +Enemy health tier +11-14 +Wandering Elite chance +50% +Elite room chance +0% +Hazards +Spikes, spiked flails +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Ramparts +, +Prison Depths +, +Ossuary +, +Morass of the Banished +TBS +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +2 +Gear level +V +Cursed chest chance +10% +Runes and Blueprints +Rune +Vine Rune +Blueprints from enemies +Oiled Sword +, +Spartan Sandals +, +Frantic Sword +, +Knife Dance +, +Cleaver +, +Phaser +, +Corrupted Power +, +Explosive Decoy +, +Powerful Grenade +, +Wave of Denial +, +Berserker +, +Neon Outfit +, +Kamikaze Outfit +, +Aphrodite Outfit +, +Warrior Outfit +Blueprints from secret areas +Assault Shield +, +Assassin's Dagger +, +Explosive Crossbow +, +Ripper +Enemies & Traps +Enemies +Bats +, +Runners +, +Protectors +, +Kamikazes +, +Bombardiers +, +Failed Experiments +Enemy tier +9-13 +Enemy health tier +12-16 +Wandering Elite chance +50% +Elite room chance +0% +Hazards +Spikes, spiked flails +Timed door +2:00 ( +Assault Shield +blueprint) +BSC +Door Rewards +1 BSC +2 BSC +3 BSC +4 BSC +Weapon/Skill shop +Cell vat +Treasure chest +Treasure chest +The +Promenade of the Condemned +is a second level +biome +. This area is surrounded by a forest and utilizes a blueish colour palette. Among the trees are numerous cages; some broken, and others remain barely intact. Wooden buildings are built into the land, connecting to underground structures via elevator. +The once tranquil and natural atmosphere of these woods has been banished by the horrific atrocities committed. No bird other than the black feathered crow flies here, feasting on the decaying bodies of the hanged... No prisoner would wish to be sent out here. +General information +Access and exit +The Promenade can only be accessed from the +Prisoners' Quarters +. The Promenade has the most exits out of every biome in the game, leading to four different exits: the first is located at the far right end after using an elevator and leads to the +Ramparts +. Below this exit, another door leads to the +Ossuary +, but can only be accessed after obtaining the +Teleportation Rune +. An underground section of the Promenade leads to the +Prison Depths +if the player possesses the +Spider Rune +, and another underground section will require the use of the Teleportation rune to enter, where the entrance to the +Morass of the Banished +TBS +can be found. +Vine rune +An +Undead Archer +elite can be found here who drops the +Vine Rune +. This encounter does not occur again after being defeated once. +Level characteristics +The Promenade of the Condemned is known for its dense, forest-like atmosphere. You can see many trees in the background, as well as having a majority of the above-ground section being covered in leaves. There are many sections through out the level where structures can be seen, but are in a state of disrepair. Multiple elevators can be found leading down to the caves below the Promenade, which still retain the leafy theming. +Scrolls +The Promenade of the Condemned contains 3 scrolls, including 1 Power Scroll and 2 Dual-stat scrolls, which cannot spawn in areas requiring the +Teleportation Rune +, +Ram Rune +or +Spider Rune +. On (1+ +BSC +) there is a bonus Power scroll. When 3 +BSC +are active, this biome has 1 guaranteed +Scroll Fragment +, and when 4/5 +Boss Stem Cells +are active, this biome has 2 guaranteed +Scroll Fragments +. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Promenade of the Condemned based on difficulty. +Loot and shops +Main level +There is a 10% chance of finding a +Cursed chest +. +There is always a shop that is not behind a rune path. +There is always a shop behind a +Teleportation Rune +Chance for +gear +behind a +Ram Rune +Chance for a +treasure chest +Chance for a +chained-item altar +Boss Stem Cells rewards +1 +BSC +: Skill or weapons shop +2 +BSC +: Cell vat +3 +BSC +: Treasure chest +4 +BSC +: Treasure chest +Exclusive blueprints +Secret areas +The blueprint for the +Assault Shield +can be found behind the 2 minute +timed door +in the +Collector +transition area between the Prisoners' Quarters and the Promenade of the Condemned. +The blueprints for the +Assassin's Dagger +and the mutation +Ripper +can be found in secret areas high above the entrance of the biome, requiring the +Spider Rune +to reach. The one for the Ripper is way higher than the blueprint of the Assassin's Dagger. +Gardener's Keys +The hidden rose +A special puzzle in this biome requires the player to find three +Gardener's Key +s to obtain the blueprint for the +Explosive Crossbow +. The first of these keys are found in an underground area which can be accessed with the +Ram Rune +. The second is found in a tower and can be obtained with either the +Spider Rune +or the +Homunculus Rune +. The third key can be obtained by stomping on a potted rose lying somewhere on the floor, as seen on the picture. With the three keys, the player can unlock the doors in a tower to get the blueprint. The Gardener's keys can also be swapped for +Moonflower Key +s in the +Ramparts +, +Graveyard +and +Forgotten Sepulcher +in order to unlock the +Acceptance +mutation in the Castle. The latter needs 3+ BSC however. +Once the +Explosive Crossbow +and +Acceptance +have been unlocked, the +Gardener's Key +s will no longer appear in future runs. +Enemy blueprints +The blueprints for +Cleaver +and +Phaser +can be looted from +Runners +. +Enemies +The Promenade is the only biome where one may encounter +Runners +, and one of the only three with +Bats +in the whole game. +Aside from those two, the iconic enemy of this biome is the +Protector +, which surrounds nearby enemies with a force field, rendering them invincible. This effect makes the Promenade a hard biome on all difficulties, despite being only the second stage in the run. Another enemy which makes this biome particularly hard is the +Bombardier +, which replaces the +Grenadier +above the base difficulty. Other enemies include +Kamikazes +and +Zombies +, which are replaced by +Dark Trackers +and +Failed Experiments +in higher difficulties. +In the table below, you will find which enemies are present in the Promenade of the Condemned 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. +Lore +Alchemist grimoires +Main article: +The Alchemist +The Alchemist grimoire in this area reads: +" +All the species found in these areas seem changed. +" +" +Was it insects that spread the Malaise all over the island? +" +Orders of the King +An order from +The King +to his guards says to lock up anyone showing signs of +Malaise +infection. +This message can also be found in the +Ramparts +. +An order from the King reads, "If the cells are overpopulated, use the outdoor jails or the oubliettes. Leave no suspects unsupervised." +This message can also be found in the Ramparts. +A public order by the King can be found next to hanged prisoners. It orders the imprisonment and execution of all people presenting signs of abnormal behavior or physical appearance, +i.e. +suspected of infection by the Malaise. +Prisoners +A well can be found, which might contain rubbish and a rotting drowned corpse. +The Beheaded +reflects that it's no wonder people get sick when filthy stuff gets thrown in the water supply. +In a different instance, a dead prisoner can be found in the well. He seems to have died from exhaustion and hunger as he made his way through a cavern that was below a well. +A mass grave composed of dead prisoners can sometimes be found on the surface of the level. The Beheaded can find an item clutched by one of the corpses. To the side of the grave is a banner bearing the King’s coat of arms, signifying who was responsible for the atrocity. +King statues +A statue of the king can be found in the Promenade of the Condemned. The Beheaded questions how the king can see with his helmet covering his face. +" +A statue of the King of the island. +" +" +...How could he see anything with that helmet on? +" +Bonfire room +Other rooms +As with most biomes, there is a chance of finding a lore room with a bonfire, referencing the game +Dark Souls +. When you interact with a sword at the campfire, The Beheaded will say "The campfire was abandoned by an earlier visitor", "It won't hurt if i stay here a little" and "Something has changed". Words written on the wall spell "GIT GUD" when interacted with, and the dead man will give an item with some gold. An enemy will sometimes appear in the room, and will drop a lot of cells upon death. +Gallery +The Beheaded atop a tall building, showing the background forest of the Promenade. +Fully explored map of Promenade of the Condemned showing general generation of the level. +Trivia +The Ramparts are faintly visible in the background. +History +References +↑ +Runners used to be found in Stilt Village as well, while Bats once spawned in the Clock Tower. +↑ +https://gfycat.com/HappygoluckyFailingGemsbok +↑ +https://gfycat.com/GraciousDefenselessIcelandichorse +↑ +https://gfycat.com/PessimisticDifficultBull +↑ +https://gfycat.com/GregariousSophisticatedHoneybee +↑ +https://gfycat.com/WarmheartedTenseIrukandjijellyfish diff --git a/wiki_content/Protector.txt b/wiki_content/Protector.txt new file mode 100644 index 0000000000000000000000000000000000000000..0419976f34689f4e26f534531a1960cea7c764ed --- /dev/null +++ b/wiki_content/Protector.txt @@ -0,0 +1,67 @@ +URL: https://deadcells.wiki.gg/wiki/Protector + +Protector +Base health +150 +Location(s) +Promenade of the Condemned +, +Slumbering Sanctuary +Corrupted Prison +(1+ BSC) +Reward +Corrupted Power +(0.4%) +Explosive Decoy +(0.4%) +Warrior Outfit +(3+ BSC; 0.4%) +Related +Defender +Protectors +are unique +enemies +that appear to be some sort of enchanted training dummy. They do nothing on their own, but protect other nearby enemies from harm. +Behavior +Protectors don't move, can't be aggravated, and can't attack. The only thing they can do is give nearby enemies force fields, making them invulnerable. +Moveset +Generate force field +Description: +Generates a force field around all enemies in a large radius. Periodically shuts down. +Enemies with the force field are immune to damage and all attacks will bounce off of it. Status effects and abilities that are already "stuck" on the enemy will not be removed by the force field. +Does not affect +Bats +, +Kamikazes +, +Golems +, +Demons +, and other Protectors. +Freezing or stunning the Protector will disable the force fields. +Strategy +Protectors are extremely high-priority targets. While they are active, it becomes extremely difficult to fight anything else nearby. While their force fields don't have a 100% uptime, the time frame of vulnerability is small, often not enough to kill an enemy before it goes back up again. +While the Protector is generating the force fields, there is a lightning effect between it and the enemies. Pay close attention to where it's coming from to find the Protector. +You can lure enemies outside of the Protector's range to disable their force fields. This strategy is especially important against larger enemy packs in higher difficulties where enemies can chase you if you try to rush in to kill the Protector. +Notes +Despite being humanoid and appearing to face to the left, these enemies do not count as having an orientation or a "back" meaning the +Assassin's Dagger +or +Vorpan +can't get a critical hit on them. +It is possible to move the protector and in some cases allow it take fall damage. This is evident with Spartan Sandals, Shovel, and basically anything that is able to push it. +Trivia +This enemy used to be named +Defender +. +Interestingly, the title "Defender" would later be given to enemies carrying the Protector in the +Astrolab +. They act like a mobile Protector and can attack, but are only able to protect one enemy. +It does not spawn a ghost when killed with a +Death's Scythe +The character design is a clear reference to the +training dummy +from the first area of every run in +Rogue Legacy +. +History diff --git a/wiki_content/Punishment.txt b/wiki_content/Punishment.txt new file mode 100644 index 0000000000000000000000000000000000000000..8399170783d79120420aa135785490848c5ef325 --- /dev/null +++ b/wiki_content/Punishment.txt @@ -0,0 +1,78 @@ +URL: https://deadcells.wiki.gg/wiki/Punishment + +Punishment +Blocked attacks inflict damage to nearby enemies. +Critical damage +if +parry +is successful. +Internal name +AreaShield +Type +Shield +Scaling +Base price +1500 +Damage +Base block damage +40 ( +64 +) +Base absorbed damage +75% +Blueprint +Location +Puzzle door in +Clock Tower +; requires Bell Tower Key +Unlock cost +50 +Punishment +is a +shield +weapon +which deals area-of-effect damage whenever it blocks or parries attacks. +Details +Base Absorbed Damage: +75% +Special Effects: +When successfully blocking or +parrying +, Punishment deals AoE damage to nearby foes. This attack cannot pass through solid obstacles such as platforms and walls. +If a melee attack was parried, the enemy also takes damage from the shield directly. +Breach Bonus +: +0 +Base Breach Damage: +40 ( +64 +) +Base Breach DPS: +108 ( +173 +) +Tags: +Shield +Legendary Version: +Injustice +Forced +Affix +: Punish Combo +"Triggers the effect of the +parry +once more if it kills at least one enemy." +Location +The blueprint for the Punishment shield is found in the +Clock Tower +behind a Puzzle door that requires the +Bell Tower Key +. Acquiring the key is done by finding four bells in the biome and ringing them in order from lowest pitch to the highest pitch. Hit them to ring them and the key will drop from the last bell if you have done it correctly. +Each of the bells create several visible sound waves when struck, letting people without audio get the key. The further the waves, the lower the pitch. +Synergies +Punishment turns all the player's blocks or parries on the offensive even if the shield doesn't send back projectiles. Chaining parries can easily clear big groups of enemies. +Against Ranged attacks, Punishment is exceptionally useful, as its special effect has a great AoE, drastically increasing the amount of damage inflicted on the enemy. +Blind Faith +and +Instinct of the Master of Arms +are exceptionally powerful choices. Both can easily trigger whenever Punishment parries something, thus significantly reducing the player's skill cooldown. +History diff --git a/wiki_content/Pure_Nail.txt b/wiki_content/Pure_Nail.txt new file mode 100644 index 0000000000000000000000000000000000000000..74d6c0689884b6a9581d189494b898d04e36a77d --- /dev/null +++ b/wiki_content/Pure_Nail.txt @@ -0,0 +1,117 @@ +URL: https://deadcells.wiki.gg/wiki/Pure_Nail + +Pure Nail +Can attack while moving and upward. Attacking downward while airborne cause you to bounce on your enemies, dealing +critical damage +. +My life's work achieved... What more is left...? +Internal name +PureNail +Type +Melee Weapon +Scaling +Combo rate +One 2-hit combo every 0.8 seconds +Base price +1500 +Damage +Base DPS +155 ( +218 +) +Base combo damage +135 ( +170 +) +Base first hit +45 +Base second hit +55 +Base bonus hit +60 +(upward hit) +80 +(downward hit) +Blueprint +Location +Lore room in the +Prisoners' Quarters +The +Pure Nail +is a +melee +weapon +which can be swung above and below, as well as horizontally, depending on player input. Vertical attacks deal +critical +damage. +Details +Special Effects: +Can attack while moving at the same time. +Can attack upwards, or downwards while airborne. Attacking vertically deals +critical +damage. +Attack direction depends on the directional movement input from the player. +The downwards attack also allows the player to bounce off enemies and spikes. +Breach Bonus +: +-0.5 / -0.5 / -0.5 / -0.5 +Base Breach Damage: +22.5 / 27.5 / +30 +/ +40 +Base Breach DPS: +77.5 ( +109 +) +Combo Duration: +1.1 seconds +First Hit: +0.4 (0.1 + 0.3 + 0) +Second Hit: +0.4 (0.1 + 0.3 + 0) +Third Hit: +0.5 (0.15 + 0 + 0.35) +Fourth Hit: +0.4 (0.15 + 0 + 0.25) +Legendary Version: +Forced +Affix +: Death Worm +"Biters crawl from the dead." +Location +In the +Prisoners' Quarters +, there is a chance for a lore room to spawn with a bench in it. When examining the bench, the nail drops and the player heals to full. Picking it up will unlock the nail permanently. +" +This place feels so... peaceful. +" +" +I feel like sitting on it would be a great relief. +" +" +It's good to be right. +" +Notes +Due to this weapon's fast animation speed but high attack cooldown, it works well for alternating between attacks with another weapon to increase damage output. +However, quickly inputting a different directional attack after an upward or downward attack cancels the cooldown of the first one, allowing for slightly better burst damage. +The Nail is unique in that the player can slash up and down as well as horizontally. Slashing enemies from above has a slight recoil, or "bounce." Attacking enemies from above or below is relatively safe. +This weapon's guaranteed critical hits when attacking vertically give it a big advantage in biomes with lots of platforms. The upward slash is also very useful against flying enemies. +The ability to attack while airborne above enemies offers a significant advantage against some bosses like the +Hand of the King +and the +Concierge +because few of their moves can counter it. +Trivia +This weapon is a reference to the +Pure Nail +- the fully upgraded form of the main weapon in +Hollow Knight +. +The weapon's flavor text refers to one of the lines of the +Nailsmith +, the creator of the Pure Nail. +The location of the weapon is also a reference to the save point benches in +Hollow Knight +. +History diff --git a/wiki_content/Purulent_Zombie.txt b/wiki_content/Purulent_Zombie.txt new file mode 100644 index 0000000000000000000000000000000000000000..534ffe2ff56d055d945ce2a8ad7e7f830bdd2f8a --- /dev/null +++ b/wiki_content/Purulent_Zombie.txt @@ -0,0 +1,23 @@ +URL: https://deadcells.wiki.gg/wiki/Purulent_Zombie + +This +disambiguation +page lists articles associated with the same title. If an +internal link +referred you here, you may wish to change the link to point directly to the intended article. +Purulent Zombie +used to designate to two related +enemies +in +Dead Cells +: +Festering Zombie +, a green worm-like zombie found in the +Sewers +and +Stilt Village +. +Swarm Zombie +, a brown fly-like zombie found in the +Graveyard +. diff --git a/wiki_content/Pyrotechnics.txt b/wiki_content/Pyrotechnics.txt new file mode 100644 index 0000000000000000000000000000000000000000..e0d9382eb19861f37093f5beeb12547a8a954810 --- /dev/null +++ b/wiki_content/Pyrotechnics.txt @@ -0,0 +1,142 @@ +URL: https://deadcells.wiki.gg/wiki/Pyrotechnics + +Pyrotechnics +Launches multiple flaming projectiles. Inflicts +critical damage +on targets covered in +oil +. +Internal name +FireBall +Type +Ranged Weapon +Scaling +Combo rate +One 4-hit combo every 1.36 seconds +Duration +1 second ( +burning +effect) +Base price +1750 +Damage +Base DPS +102 ( +185 +) +Base combo damage +139 ( +251 +) +Base first hit +7 ( +9 +) +Base second hit +25 ( +33 +) +Base third hit +7 ( +9 +) +Base fourth hit +100 ( +200 +) +Base DoT DPS +24 ( +burning +effect) +Blueprint +Location +Drops from +Casters +Drop chance +1.7% +Unlock cost +30 +Pyrotechnics +is a magic-type +ranged +weapon +which lets the player throw +flaming +projectiles which deal +critical hits +to enemies covered in +oil +. +Detail +Special Effects: +The player throws fireballs which explode on impact and cover patches of floor on +fire +. This +fire +, lasting for 1 second, inflicts enemies with a 1 second +burning +effect dealing 24 base DPS. +Fireballs deal ~1.81x direct damage ( +185 +base +critical +DPS) to enemies covered in +oil +. All +burning +damage over time is also innately increased on enemies covered in +oil +. +Breach Bonus +: +-1 / -1 / -1 / 0.5 +Base Breach Damage: +0 / 0 / 0 / 150 ( +0 +/ +0 +/ +0 +/ +300 +) +Base Breach DPS: +110 ( +221 +) +Combo Duration: +1.36 seconds +First Hit: +0.41 (0.15 + 0.1 + 0.16) +Second Hit: +0.3 (0.2 + 0.1 + 0) +Third Hit: +0.32 (0.1 + 0.06 + 0.16) +Fourth Hit: +0.65 (0.3 + 0.35 + 0) +Tags: +Ranged, RapidFire, Fire, UnlockInPublicEvent, HasBullets +Legendary Version: +Forced +Affix +: +Fire +Vacuum +"The last shot of the combo absorbs nearby +flames +to grow and deal 15% more damage per +flame +absorbed." +Synergies +Affixes that can spread +oil +can help activate this weapon’s +crit +condition. +Oiled Sword +and +Oil Grenade +can be used to spread +oil +without the use of affixes. +History diff --git a/wiki_content/Queen's_Rapier.txt b/wiki_content/Queen's_Rapier.txt new file mode 100644 index 0000000000000000000000000000000000000000..4b284ea5f39988860905633ba7df5b5fb4ba388b --- /dev/null +++ b/wiki_content/Queen's_Rapier.txt @@ -0,0 +1,91 @@ +URL: https://deadcells.wiki.gg/wiki/Queen%27s_Rapier + +Queen's Rapier +Attacks that hit a target also slice through reality, hitting anything on their path again. +Graceful and deadly, just like Her. +Internal name +QueenRapier +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.50 seconds +Base price +2000 +Damage +Base DPS +57 ( +148 +) +Base combo damage +85 ( +222 +) +Base first hit +35 ( +112 +) +Base second hit +25 ( +55 +) +Base third hit +25 ( +55 +) +Blueprint +Location +Drops from the +Queen +(1st kill) +Unlock cost +150 +The +Queen's Rapier +is a +melee +weapon +exclusive to the +Queen and the Sea DLC +. +Details +Special Effects: +Each attack leaves behind a slice in reality that deals +critical +damage to anything it touches again. +The slice can break through shields. +Breach Bonus +: +0 / 0 / 0 +Base Breach Damage: +35 ( +112 +) / 25 ( +55 +) / 25 ( +55 +) +Base Breach DPS: +57 ( +148 +) +Combo Duration: +1.5 seconds +First Hit: +0.5 (0.3 + 0.2 + 0) +Second Hit: +0.5 (0.3 + 0.2 + 0) +Third Hit: +0.5 (0.3 + 0.2 + 0) +Tags: +InstantBlueprint +Legendary Version: +Forced +Affix +: Super Slice +"Slices reality further and harder." +Synergies +The reality slashes created by this weapon count as ranged attacks, therefore the Queen's Rapier can profit from mutations such as +Point Blank +. +History diff --git a/wiki_content/Quick_Bow.txt b/wiki_content/Quick_Bow.txt new file mode 100644 index 0000000000000000000000000000000000000000..1930da2fd1f786e2684c9638b621894693864502 --- /dev/null +++ b/wiki_content/Quick_Bow.txt @@ -0,0 +1,92 @@ +URL: https://deadcells.wiki.gg/wiki/Quick_Bow + +Quick Bow +Inflicts a +critical hit +if the target has 3 or more arrows stuck in its body. +Speed at the cost of precision. +Internal name +FastBow +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.2 seconds +Base price +2000 +Damage +Base DPS +75 ( +203 +) +Base hit +15 ( +41 +) +Blueprint +Location +Secret area at the beginning of +Prisoners' Quarters +- 3rd run onward only +Unlock cost +5 +The +Quick Bow +is a bow-type +ranged +weapon +which has a very fast fire rate that deals +critical damage +to enemies with several projectiles stuck in them. +Details +Ammo: +15 +Special Effects: +Deals 2.7x damage ( +203 +base +critical +DPS) to enemies with 3 or more projectiles stuck inside them (all projectile types qualify). +Breach Bonus +: +-1 +Base Breach Damage: +0 ( +0 +) +Base Breach DPS: +0 ( +0 +) +Attack Duration: +0.2 seconds +Charge: +0.1 +Lock: +0.1 +Cooldown: +0.1 +Tags: +HasBullets, Ranged, LimitedAmmo, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Sharpshooter +" +Critical hits +with this weapon create a new ammo in the quiver." +Location +Quick Bow's blueprint only begins to spawn once the player has died two times on a save file - this is because the starting room which contains the blueprint only begins appearing starting with the third run; the first two runs have custom starting rooms which do not have the secret area that appears in the normal starting room. The secret room is located on the left side of the starting room, climb up the wall using the platforms and you will reach a secret tunnel that leads to the blueprint. +Synergies +Due to its high fire rate, +Barbed Tips +can be used because of the constant arrows from the weapon. +Instinct of the Master of Arms +can also be used due to the constant +crits +from this weapon. +Grenades +with affixes that return arrows stuck in enemies can also come in handy if you run out of ammo. +Multiple-nocks Bow +can be used to easily obtain crits with quick bow, since it fires three arrows at a time. +History diff --git a/wiki_content/Rampager.txt b/wiki_content/Rampager.txt new file mode 100644 index 0000000000000000000000000000000000000000..0466b290dd855d059bc1a5ba46f5115733f31a66 --- /dev/null +++ b/wiki_content/Rampager.txt @@ -0,0 +1,71 @@ +URL: https://deadcells.wiki.gg/wiki/Rampager + +Rampager +Base health +150 +Location(s) +Prisoners' Quarters +, +Toxic Sewers +, +Dilapidated Arboretum +, +Prison Depths +, +Ramparts +, +Morass of the Banished +, +Stilt Village +, +Slumbering Sanctuary +, +Clock Tower +, +High Peak Castle +, +Undying Shores +, +Infested Shipwreck +(3+ BSC) +Reward +Adrenaline +(3+ BSC; 1.7%) +Related +Zombie +Rampagers +are +enemies +found at 3 +BSC +difficulty and above. They look similar to a +Zombie +, except with longer arms and noticeably bigger claws and spikes. +Behavior +When a Rampager detects the player on the same platform, it will shriek, run at the player, and then attack when within range. If the player moves to a different platform, it will chase the player by jumping from platform to platform. +Moveset +Claw swipe +Description: +Screams, then runs up to the player, then attacks with its claws four times when within range. +Can be blocked, parried, and dodge rolled. +Moving behind the Rampager during the startup will interrupt it. +If rooted while running, it will perform its claw attack. +Will not turn around mid-attack. +Strategy +Rampagers are extremely aggressive and, if not dealt with properly, can end up dealing massive damage with their claws. You either need to ambush them before they can attack or lure them out to a different platform and deal with them alone. Outrunning them is not an option even with a speed buff. It's highly suggested to fight them by moving to a different platform than on a long corridor. The jump they do when they chase you is slow and predictable, which makes them easier to lure out and thus kill when they jump into you. You can also kill it by just changing platforms repeatedly and hitting it while it's recovering from its jump. +As long as you get behind them when they start to scream and are about to attack, they will never have the chance to attack. Always roll behind them if you are in melee range. Any crowd control effects like freeze/root/stun are highly effective against them. +Rolling behind the Rampager while it's running towards you is the easiest way to get in hits on it, but is risky if you don't time it right. The same goes for parrying. You will have to fight them a few times to get a better idea of when to dodge or parry them. The swipes cover a surprisingly tall height, so you'll need to do a full jump to avoid them. +If you do get hit by a Rampager, move +away +from them to not get continuously hit by their claw attacks. It's fast enough to hit between i-frames but gives enough hitstun to prevent you from rolling out of it. +Never +let a Rampager hit you while you're against a wall. +If needed, you can always utilize the Homunculus Rune and use your head to draw aggro from them so that you can fight it solo. +Trivia +According to the patch notes, the Rampager is female, although this may just be a translation error. +History +References +↑ +Who's the Boss update +Official patch notes +, 2019-07-17 diff --git a/wiki_content/Rampart.txt b/wiki_content/Rampart.txt new file mode 100644 index 0000000000000000000000000000000000000000..fd545f50b40432bf1e20d8e9508d2bae98f0a563 --- /dev/null +++ b/wiki_content/Rampart.txt @@ -0,0 +1,74 @@ +URL: https://deadcells.wiki.gg/wiki/Rampart + +Rampart +Absorbs more damage. Generates a force field for 2 sec on a successful melee +parry +. +Internal name +Rampart +Type +Shield +Scaling +Recharge +1 second +Duration +2 seconds +Base price +1750 +Damage +Base block damage +20 ( +40 +) +Base absorbed damage +85% +Blueprint +Location +Drops from +Shieldbearers +Drop chance +0.4% +Unlock cost +30 +Rampart +is a +shield +which has a higher damage reduction on block than most other shields and generates a force field upon a successful +parry +. +Details +Base Absorbed Damage: +85% +Special Effects: +On +parry +of any attack, with the exception of projectiles, generates a force field that lasts for 2 seconds and makes the player invincible for that duration. +Breach Bonus +: +0 +Base Breach Damage: +20 ( +40 +) +Base Breach DPS: +54 ( +108 +) +Tags: +Shield +Legendary Version: +Forced +Affix +: Mirror Coating +"Reflect damage proportionally to any attack received while under the effect of the force field." +Notes +Because Rampart's force field blocks attacks for several seconds, it is very useful against enemies with melee combo hits such as the Slasher and the Rampager. +Trivia +Previously called +Force Shield +. +Coincidently, both shields have the ability to generate force fields. +After the original version of the +Front Line Shield +was removed from the game, Rampart now has the highest block damage reduction out of all shields at 85%, only 5% lower than the old Front Line Shield. +History diff --git a/wiki_content/Ramparts.txt b/wiki_content/Ramparts.txt new file mode 100644 index 0000000000000000000000000000000000000000..6e71abc4b0e3fe8d5219837645278292c4e68c9d --- /dev/null +++ b/wiki_content/Ramparts.txt @@ -0,0 +1,616 @@ +URL: https://deadcells.wiki.gg/wiki/Ramparts + +To keep things exciting, the guards sometimes threw condemned prisoners from the Ramparts. There's definitely nothing worse than the screams of someone who knows they're headed for the edge. +The guards would perch themselves on the Ramparts at the first sign of the Malaise... It didn't really help. +Once, some poor sod tried to escape over the Ramparts... He died of exhaustion during the climb, so the guards left his body on the wall to make sure everyone got the message. +Ramparts +Stage # +3 +Soundtrack +Prison's Rooftop +Required Rune(s) +Vine Rune +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Promenade of the Condemned +, +Toxic Sewers +, +Dilapidated Arboretum +TBS +Next biome(s) +Black Bridge +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Gear level +III +Cursed chest chance +10% +Runes and Blueprints +Rune +Customization Rune +Blueprints from enemies +Bow and Endless Quiver +, +Infantry Bow +, +Ice Bow +, +Skeleton Outfit +, +Rampart +, +Bloodthirsty Shield +, +Ice Shield +, +Spite Sword +, +Frostbite +, +Lightning Bolt +, +Vampirism +, +Scheme +Blueprints from secret areas +Stun Grenade +, +Nerves of Steel +Enemies & Traps +Enemies +Undead Archers +, +Shieldbearers +, +Buzzcutters +, +Inquisitors +, +Sweepers +Enemy tier +7-13 +Hazards +Pits +Previous biome(s) +Promenade of the Condemned +, +Toxic Sewers +, +Dilapidated Arboretum +TBS +, +Corrupted Prison +Next biome(s) +Black Bridge +Scrolls +3 Scrolls of Power, 2 Dual Scrolls +Gear level +III +Cursed chest chance +10% +Runes and Blueprints +Rune +Customization Rune +Blueprints from enemies +Rampart +, +Bloodthirsty Shield +, +Ice Shield +, +Spite Sword +, +Frostbite +, +Lightning Bolt +, +Vampirism +, +Scheme +, +Cluster Grenade +, +Heavy Turret +, +No Mercy +, +Acrobatipack +, +Arbalester's Outfit +Blueprints from secret areas +Stun Grenade +, +Nerves of Steel +Enemies & Traps +Enemies +Shieldbearers +, +Buzzcutters +, +Inquisitors +, +Sweepers +, +Demolishers +Enemy tier +11-17 +Hazards +Pits +Previous biome(s) +Promenade of the Condemned +, +Toxic Sewers +, +Dilapidated Arboretum +TBS +, +Corrupted Prison +Next biome(s) +Black Bridge +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Gear level +III +Cursed chest chance +10% +Runes and Blueprints +Rune +Customization Rune +Blueprints from enemies +Spite Sword +, +Frostbite +, +Lightning Bolt +, +Vampirism +, +Mage Outfit +, +Scheme +, +Cluster Grenade +, +Heavy Turret +, +No Mercy +, +Acrobatipack +, +Arbalester's Outfit +, +Kill Rhythm +, +Oven Axe +Blueprints from secret areas +Stun Grenade +, +Nerves of Steel +Enemies & Traps +Enemies +Buzzcutters +, +Inquisitors +, +Sweepers +, +Slashers +, +Demolishers +, +Oven Knights +Enemy tier +12-17 +Hazards +Pits +Previous biome(s) +Promenade of the Condemned +, +Toxic Sewers +, +Dilapidated Arboretum +TBS +, +Corrupted Prison +Next biome(s) +Black Bridge +, +Insufferable Crypt +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +1 +Gear level +IV +Cursed chest chance +10% +Runes and Blueprints +Rune +Customization Rune +Blueprints from enemies +Spite Sword +, +Frostbite +, +Lightning Bolt +, +Vampirism +, +Mage Outfit +, +Scheme +, +Cluster Grenade +, +Heavy Turret +, +No Mercy +, +Demon Outfit +, +Acrobatipack +, +Arbalester's Outfit +, +Kill Rhythm +, +Oven Axe +, +Adrenaline +Blueprints from secret areas +Stun Grenade +, +Nerves of Steel +Enemies & Traps +Enemies +Buzzcutters +, +Inquisitors +, +Sweepers +, +Slashers +, +Demolishers +, +Oven Knights +, +Rampagers +Enemy tier +14-19 +Hazards +Pits +Previous biome(s) +Promenade of the Condemned +, +Toxic Sewers +, +Dilapidated Arboretum +TBS +, +Corrupted Prison +Next biome(s) +Black Bridge +, +Insufferable Crypt +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +2 +Gear level +VI +Cursed chest chance +10% +Runes and Blueprints +Rune +Customization Rune +Blueprints from enemies +Spite Sword +, +Frostbite +, +Lightning Bolt +, +Vampirism +, +Mage Outfit +, +Scheme +, +Cluster Grenade +, +Heavy Turret +, +No Mercy +, +Demon Outfit +, +Acrobatipack +, +Arbalester's Outfit +, +Kill Rhythm +, +Oven Axe +, +Adrenaline +Blueprints from secret areas +Stun Grenade +, +Nerves of Steel +Enemies & Traps +Enemies +Buzzcutters +, +Inquisitors +, +Sweepers +, +Slashers +, +Demolishers +, +Oven Knights +, +Rampagers +Enemy tier +16-21 +Hazards +Pits +Timed door +8:00 +Untouchable door +60 +Shops +1 Weapon/Skill shop +BSC +Door Rewards +2 BSC +3 BSC +4 BSC +Food Shop +Insufferable Crypt +exit +Treasure chest +The +Ramparts +are a third level +biome +. This series of towers lays high within the sky of the island, rising into the air. The glow of a beautiful sunset does not match the current state of these towers, sadly. After they no longer could hold the prisons, the guards retreated to the Ramparts. Now, however, the current state of disrepair is a telltale sign that this retreat did not work. +When they still held these towers, sometimes prisoners would be thrown from the Ramparts, and the devices would be used for mindless torture. Even if one had made it through that horrible prison, or through the sewers and the yard, the climb would be the one to introduce them to their doom. +General information +Access and exit +The Ramparts can be accessed from the +Promenade of the Condemned +, +Toxic Sewers +, or the +Dilapidated Arboretum +. In the case of the first two, the +Vine Rune +is required. When playing with 1 or more +BSC +active, a door in the +Corrupted Prison +can also lead to this biome, which itself requires having the +Spider Rune +. +There are two exits out of the Ramparts. The main exit leads to the +Black Bridge +where the +Concierge +awaits. This exit can spawn either at the bottom of any underground tower section, or in a specific tower located at the far right end of the level. A hint on the surface of the Ramparts indicates which of these options has been generated: the presence of a wooden platform, indicates that the exit is in an underground section to the right, but not at the far end of the level. Conversely, the absence of this structure guarantees that the exit is located at the far right. +With at least 3 BSC active, a door which leads to the +Insufferable Crypt +can be accessed, where +Conjunctivius +awaits. Additionally, this door can spawn behind rune-locked areas. +Customization Rune +The Elite Zombie holding the Customization rune. +An Elite +Zombie +can be found here which drops the +Customization Rune +, which unlocks +Custom Mode +in the main menu. This Elite disappears after being defeated once. +Level characteristics +With a striking orange and yellow color palette, the Ramparts stand tall - literally. The Ramparts are made of mainly black bricks, with large pitfalls in between each tower. +Scrolls +The Ramparts contains 5 scrolls, including 3 Power Scroll and 2 Dual-stat scrolls, which cannot spawn in areas requiring the Teleport, Ram or Spider +runes +. On (2+ +BSC +) there is a bonus Power scroll. When 3 Boss Stem Cells are active, this biome has 1 guaranteed +Scroll Fragment +, and when 4/5 Boss Stem Cells are active, this biome has 2 guaranteed +Scroll Fragments +. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Ramparts based on difficulty. +Loot and shops +Main level +There is a 10% chance of finding a +cursed chest +in the level. +1 +Treasure chest +1 +Treasure chest +behind +Ram Rune +A weapon or skill shop +Boss Stem Cells rewards +2 BSC: Food Shop +3 BSC: +Treasure chest +3 BSC: +Insufferable Crypt +exit +4 BSC: +Treasure chest +Exclusive blueprints +Secret areas +The secret passage leading to the Nerves of Steel blueprint. +The secret tower containing the Stun Grenade blueprint (here, an amethyst spawned in its place). +The blueprints for the +Stun Grenade +and +Nerves of Steel +bow are found in secret areas located at the far right end of the Ramparts. The structures that hold these blueprints are not guaranteed to spawn, therefore it may require a number of runs to get them. +Note that if any of these blueprints are present, the exit to the Black bridge will not be located at the end of the level, but rather at the bottom of one of the underground sections. +The first +Moonflower Key +can also be found here in a secret room, which is needed to access the +Acceptance +blueprint on 3+ BSC and requires a +Gardener's Key +to reach. +Enemy blueprints +The blueprint for the mutation +Scheme +can be looted from +Sweepers +. +Enemies +In the Ramparts, you will find plenty of +Undead Archers +, +Inquisitors +, +Shieldbearers +, +Zombies +and +Buzzcutters +, +Sweepers +, the last of these being unique to this biome. On higher difficulties, +Demolishers +, +Bombers +, +Rampagers +and +Cannibals +respectively replace Archers, Zombies, Inquisitors and +Slashers +. From 2-3 BSC onwards, the Ramparts therefore become a particularly dangerous place. +In the table below, you will find which enemies are present in the Ramparts 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. +Lore +Alchemist grimoires +Main article: +The Alchemist +The Alchemist grimoire in this area reads: +" +All the species found in these areas seem changed. +" +" +Was it insects that spread the Malaise all over the island? +" +The Beheaded +also mentions how the drawings on the walls, of each bug, are sorted in a very specific order: +" +A whole collection of insects carefully classified and lined up in nice straight rows. +" +" +And classified by type. +" +" +And by size. +" +" +... +" +" +And in alphabetical order. +" +" +The person who worked in this office was certainly... thorough. +" +Prisoners +A dead woman can occasionally be found hanging from a gallows by a chain. The Beheaded makes note of this as well as an amulet she is still clutching, and then takes it: +" +A young woman. +" +" +Prisoner 6541. +" +" +She’s clutching something in her fist. +" +A row of three hanged prisoners, suspected of infection, from a gallows by a chain can be found: +" +A man, about forty years old. +" +" +Can't really be sure. +" +" +Suspected infection +" +The second: +" +Suspected infection +" +The third: +" +This one was either a dwarf, or she was no more than 10 or 12 years old. +" +" +Let's just say she was a dwarf. +" +" +suspected infection +" +Their personal belongings can also be found: +" +It was supposed to burn, but a few things seem to have survived. +" +" +Oh, interesting. +" +A sign can be found with the writing: +" +Live target training +" +Next to the sign, is a bag of arrows: +" +A supply of bows and arrows. +" +" +Hmm? +" +Across from the sign and bag of arrows is a prisoner, dead with an arrow through their head: +" +Only one arrow hit the target. +" +" +Right in the head. +" +Behind the prisoner are many arrows: +" +The prison's archers were really useless... +" +Orders of the King +An order from the +King +to the guards says to imprison anyone showing signs of the +Malaise +. This can also be found in the +Promenade of the Condemned +. +Another order from the King says to the guards: +" +If the cells are overpopulated, use the outdoor jails or the oubliettes. Leave no suspects unsupervised. +" +This implies prison cells were becoming full from too many imprisonments. This can also be found in the Promenade of the Condemned. +Gallery +The Beheaded standing next to a flag atop the Ramparts. +Fully explored map of Ramparts showing general generation of the level. +History diff --git a/wiki_content/Rancid_Rat.txt b/wiki_content/Rancid_Rat.txt new file mode 100644 index 0000000000000000000000000000000000000000..50a705d347fce3d60f12247d7969744affce0cd0 --- /dev/null +++ b/wiki_content/Rancid_Rat.txt @@ -0,0 +1,49 @@ +URL: https://deadcells.wiki.gg/wiki/Rancid_Rat + +Rancid Rat +Base health +20 +Location(s) +Toxic Sewers +, +Corrupted Prison +, +Graveyard +, +Derelict Distillery +, +Infested Shipwreck +Prisoners' Quarters +(1+ BSC) +Undying Shores +(After visiting Toxic Sewers) +Reward +Porcupack +(0.4%) +Rancid Rats +are small rat-like +enemies +. They appear as large, purple rats with glowing peach eyes, and multiple large orange tumors growing on their backs. They are found in several locations in large numbers alongside other enemies. +Behavior +Rancid Rats usually appear in packs of 2 to 3, often with another enemy. They attack the player once they are within attack range. +Moveset +Pounce +Description: +Starts glowing, then attacks with a short forward leap. +Can be blocked, parried, and dodge rolled. +Strategy +Rancid Rats have low HP, and a single attack or two, or even a ground slam from longer heights, will easily dispatch them, There's always the option to use AoE active skills if you need to kill them quickly. +Generally speaking, the Rats should be the first things you kill when engaging an enemy pack, not only because they're the quickest to kill, but also because their attacks are surprisingly tricky to avoid, as it covers a fair amount of distance. Sometimes rolling away might not be good enough to dodge it if you do it too early. They can be especially annoying if your only weapon is a projectile without piercing, since they can absorb shots that are meant to hit something else. As long as you kill the Rats before they can react, they should pose very little threat. +Notes +Even though Rancid Rats generally behave like trash mobs, they still count towards +curse +reduction and +untouchable doors +. +Trivia +They were added added in +v1.8 +, the +Bestiary Update +. +History diff --git a/wiki_content/Ranged_weapons.txt b/wiki_content/Ranged_weapons.txt new file mode 100644 index 0000000000000000000000000000000000000000..ab300f0731d3d771b8772a1bcbcef001fba8de67 --- /dev/null +++ b/wiki_content/Ranged_weapons.txt @@ -0,0 +1,63 @@ +URL: https://deadcells.wiki.gg/wiki/Ranged_weapons + +Active mechanics +Most ranged weapons have the capability of firing some kind of projectiles, while some use hit-scan mechanics, both of which deal ranged damage. The individual abilities of ranged weapons varies, but generally, projectiles fired using ranged attacks are unable to hit multiple targets, unless the projectile can create an explosion or has some kind of piercing capabilities (e.g. +Sonic Carbine +and +Explosive Crossbow +). +Effect scaling +All ranged weapons scale with +Tactics, however a few of these weapons can also dual-scale with +Brutality (e.g +Firebrands +and +Infantry Bow +) or +Survival (e.g +Frost Blast +and +Heavy Crossbow +), meaning their damage will scale off the higher stat between the two. +Ammunition +Some Ranged Weapons use ammunition, which will be restored automatically after a short while. Ammunition that is impaled in enemies takes significantly longer to retrieve unless the ammo is removed by a successful parry or the enemy is killed, however, not all ammo based projectiles can be stuck in enemies, these projectiles will eventually refill automatically. Most of these weapons can get affixes that slightly increases their total ammo supply. Ranged weapons without ammo can be fired repeatedly without restriction. +Gilded Yumi +TQatS +and +Laser Glaive +cannot benefit from the effect of the +Ammo +mutation. +List of ranged weapons +This is a list of all obtainable ranged weapons within the game. +RotG +: +Rise of the Giant DLC +TBS +: +The Bad Seed DLC +FF +: +Fatal Falls DLC +TQatS +: +The Queen and the Sea DLC +RtC +: +Return to Castlevania DLC +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. +↑ +The in-game DPS value is 280 ( +560 +) +↑ +This DPS value assumes that both cards thrown in the 2nd attack hit a target. This is not possible against most single targets and bosses, so the achievable DPS value is usually +364 +. The in-game DPS value is 71 ( +84 +). +↑ +The in-game DPS value is 229. diff --git a/wiki_content/Ranger's_Gear.txt b/wiki_content/Ranger's_Gear.txt new file mode 100644 index 0000000000000000000000000000000000000000..e6dc290ee7c1b657ab5e913192585f43206b59f9 --- /dev/null +++ b/wiki_content/Ranger's_Gear.txt @@ -0,0 +1,42 @@ +URL: https://deadcells.wiki.gg/wiki/Ranger%27s_Gear + +Ranger's Gear +Your next ranged attack after using a skill inflicts [180 base] damage. +Internal name +P_DmgSkillRanged +Scaling +Blueprint +Location +Drops from +Dancers +Drop chance +10% +Unlock cost +50 +Ranger's Gear +is a +tactics +-scaling +mutation +which increases the damage of the next ranged attack after using a skill. +Details +Special Effects: +The first ranged attack after using a skill deals extra [180 base] damage. +Scaling: +180 × 1.15 +Stat - 1 +extra damage +Notes +Damage buff wears off after 8 seconds. +Ranged weapons with attacks that have multiple projectiles such as +Magic Bow +, +Multiple-nocks Bow +, +Killing Deck +'s 3rd and 4th hits, +Repeater Crossbow +'s secondary fire and +Heavy Crossbow +'s primary attack have all of the projectiles' damage from that shot increased by the mutation. +History diff --git a/wiki_content/Rapier.txt b/wiki_content/Rapier.txt new file mode 100644 index 0000000000000000000000000000000000000000..cc8d534632697d7b60d0149824f47b2cfb3bf1db --- /dev/null +++ b/wiki_content/Rapier.txt @@ -0,0 +1,113 @@ +URL: https://deadcells.wiki.gg/wiki/Rapier + +Rapier +Inflicts a +critical hit +immediately after a roll or a parry. +It's all in the wrist. +Internal name +Rapier +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 0.85 seconds +Base price +1500 +Damage +Base DPS +156 ( +356 +) +Base combo damage +133 ( +303 +) +Base first hit +37 ( +111 +) +Base second hit +32 ( +64 +) +Base third hit +32 ( +64 +) +Base fourth hit +32 ( +64 +) +Blueprint +Location +Drops from +Scorpions +Drop chance +0.4% +Unlock cost +5 +The +Rapier +is a +melee +weapon +which deals a +critical hit +right after a roll or a parry. +Details +Special Effects: +Deals +critical +damage for 0.8 seconds after a roll or a parry. +Breach Bonus +: +0 / 0 / 0 / 0 +Base Breach Damage: +37 / 32 / 32 / 32 ( +111 +/ +64 +/ +64 +/ +64 +) +Base Breach DPS: +156 ( +356 +) +Combo Duration: +0.85 seconds +First Hit: +0.3 (0.2 + 0.1 + 0) +Second Hit: +0.1 (0.1 + 0 + 0) +Third Hit: +0.1 (0.1 + 0 + 0) +Fourth Hit: +0.35 (0.1 + 0.25 + 0) +Tags: +UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Run speed on Crit +"Increases your movement speed for 5 seconds after a +critical hit +." +Synergies +Used via +Porcupack +, which inherently involves rolling, will deal critical damage every time. +This weapon synergizes well with the +Front Line Shield +due to the fact that parrying with the latter grants a +50% damage bonus to melee attacks for 6 seconds in addition to activating the +critical +condition for the Rapier. +Due to its high attack speed and ability to consistently land +critical +hits on every single attack, the Rapier also pairs well with the +Instinct of the Master of Arms +mutation. +History diff --git a/wiki_content/Rebound_Stone.txt b/wiki_content/Rebound_Stone.txt new file mode 100644 index 0000000000000000000000000000000000000000..e77a7634868e05b9be6d6828f8556b1c8d05652e --- /dev/null +++ b/wiki_content/Rebound_Stone.txt @@ -0,0 +1,58 @@ +URL: https://deadcells.wiki.gg/wiki/Rebound_Stone + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: DLC just came out, lot's of missing info +Rebound Stone +Throws a magic stone that bounces on surfaces and moves faster after each bounce. Deals +critical hits +and accelerates sharply after passing through you +The words \"Digital Video Disc\" are engraved on the stone. Probably some sort of unholy incantation. Oddly satisfying when it hits corners +Internal name +BouncingStone +Type +Power +Scaling +Recharge +11 seconds +Duration +8 seconds +Base price +2000 +Damage +Base DPS +75 +Blueprint +Location +Drops from +Buers +Drop chance +1.7% +Unlock cost +100 +The +Rebound Stone +is a +power +skill +added in the +Return to Castlevania DLC +. It launches a projectile that accelerates as it repeatedly bounces on surfaces, and deals critical damage to enemies after passing through the user. +Details +Special Effects: +Throw a magic stone that bounces on surfaces and moves faster after each bounce. +Deals +critical damage +after passing through you. +Legendary Version: +Forced +Affix +: Split +"Divides itself in two after each impact on a target (maximum: 2 times), each new stone dealing 50% less damage" +Synergies +Notes +History diff --git a/wiki_content/Recovery.txt b/wiki_content/Recovery.txt new file mode 100644 index 0000000000000000000000000000000000000000..dcaa486abc441c675c9b9a86e98b45b1f3f8c1d6 --- /dev/null +++ b/wiki_content/Recovery.txt @@ -0,0 +1,34 @@ +URL: https://deadcells.wiki.gg/wiki/Recovery + +Recovery +Time available to recover your health after a hit is multiplied by 3. +Internal name +P_Rally +Scaling +Colorless +Blueprint +Location +Drops from +Conjunctivius +(5th kill) +Unlock cost +50 +Recovery +is a colorless +mutation +which triples the amount of time +recovery +health is available for. It is dropped by +Conjunctivius +on the fifth kill. +Details +Scroll Cap: +None +Special Effects: +Recovery +health now drains 0.24 seconds (usually 0.08) after taking damage, at a rate of 10% of maximum health per second (usually 30% maximum health/s). +Scaling: +None +Notes +Recovery health now drains 0.24 seconds (usually 0.08) after taking damage, at a rate of 10% of maximum health per second (usually 30% maximum health/s). +History diff --git a/wiki_content/Repeater_Crossbow.txt b/wiki_content/Repeater_Crossbow.txt new file mode 100644 index 0000000000000000000000000000000000000000..d85335eb578c89f9cbbac12c74b5496989729b29 --- /dev/null +++ b/wiki_content/Repeater_Crossbow.txt @@ -0,0 +1,157 @@ +URL: https://deadcells.wiki.gg/wiki/Repeater_Crossbow + +Primary Ability +Secondary Ability +Repeater Crossbow +Rapid fires bolts inflicting +critical hits +on +rooted +targets. +Internal name +MultiCrossBow +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.13 seconds +Base price +2250 +Damage +Base DPS +115 ( +323 +) +Base hit +15 ( +42 +) +Quiver of Bolts +Fires a volley of bolts +rooting +enemies and inflicting 15 DPS for 3 seconds. +Internal name +MultiCrossBowOffHand +Type +Ranged Weapon +Scaling +Duration +3 seconds (root effect) +Base price +2250 +Damage +Base DPS +73 +Base hit +5 +Blueprint +Location +Drops from +Dark Trackers +Drop chance +0.4% +Unlock cost +80 +The +Repeater Crossbow +is a two-handed crossbow-type +ranged +weapon +. The primary ability fires bolts quickly, while also dealing +critical damage +to targets that have been +rooted +. The secondary ability, +Quiver of Bolts +, shoots multiple bolts into the air, +rooting +any enemy caught under them and dealing a small amount of damage-over-time. +Details +Ammo: +35 +Special Effects: +The main attack deals +critical damage +to +rooted +enemies. +The secondary attack fires a volley of 8 bolts that rain down on enemies from above and +roots +them in place and deals base 15 DPS for 3 seconds. +The secondary attack uses the same ammo pool as the main attack. +Repeater Crossbow +Breach Bonus +: +-1 +Base Breach Damage: +0 ( +0 +) +Base Breach DPS: +0 ( +0 +) +Attack Duration: +0.13 seconds +Charge: +0.08 +Lock: +0.05 +Cooldown: +0 +Tags: +HasBullets, DualWeaponBase, RapidFire, Ranged, IsCrossbow, LimitedAmmo, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Super Pierce +"Shots pierce all enemies." +Quiver of Bolts +Breach Bonus +: +0.5 +Base Breach Damage: +7.5 +Base Breach DPS: +111 ( +222 +) +Attack Duration: +1.35 seconds +Charge: +0.35 +Lock: +0.2 +Cooldown: +1 +Tags: +DualWeaponOffhand, IsCrossbow, NoCritical +Legendary Version: +Forced +Affix +: Pierce +"Shots pierce the first target." +Synergies +Due to its high rate of fire and ability to quickly lodge multiple projectiles in enemies it works well with +Barbed Tips +. +Its ability to +root +enemies means it synergizes well with +Heart of Ice +. +Wolf Trap +can be used as a reliable way to +root +bosses without have to spend ammo from Quiver of Bolts. +Trivia +Previously named +High Velocity Crossbow +. +This item is based off of the real world weapon known as the +repeating crossbow +. +This, as well as +Heavy Crossbow +, was originally a one handed weapon. +History diff --git a/wiki_content/Repository_of_the_Architects.txt b/wiki_content/Repository_of_the_Architects.txt new file mode 100644 index 0000000000000000000000000000000000000000..70e6daded3aa869020628e15eadcaf3ca1ea1a9b --- /dev/null +++ b/wiki_content/Repository_of_the_Architects.txt @@ -0,0 +1,53 @@ +URL: https://deadcells.wiki.gg/wiki/Repository_of_the_Architects + +Repository of the Architects +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Graveyard +Enemies & Traps +Enemies +Cannibals +Previous biome(s) +Graveyard +Enemies & Traps +Enemies +Cannibals +Previous biome(s) +Graveyard +Enemies & Traps +Enemies +Cannibals +Previous biome(s) +Graveyard +Enemies & Traps +Enemies +Cannibals +Previous biome(s) +Graveyard +Enemies & Traps +Enemies +Cannibals +The +Repository of the Architects +was a +biome +that could not be accessed through legitimate means. The entrance was behind a 5 +BSC +door at the Graveyard until its removal, which could not be opened due to the fact that the fifth +Boss Stem Cell +was not legitimately obtainable until the Rise of the Giant DLC, long after its removal. +It was merely a prototype for the +Forgotten Sepulcher +, and was not meant to be accessible under normal circumstances. If it were to be accessed through modding, however, the biome would contain many +Cannibals +, and an unopenable door. +History +References +↑ +Dead Cells (Alpha Branch) Repository of the Architects +YouTube - Arofrog +, 2018-02-03 diff --git a/wiki_content/Return_to_Castlevania_DLC.txt b/wiki_content/Return_to_Castlevania_DLC.txt new file mode 100644 index 0000000000000000000000000000000000000000..1a67c18d6deb77e6bbe701108db416ed98512c6f --- /dev/null +++ b/wiki_content/Return_to_Castlevania_DLC.txt @@ -0,0 +1,117 @@ +URL: https://deadcells.wiki.gg/wiki/Return_to_Castlevania_DLC + +Return to Castlevania DLC +Details +Release date +PC & Consoles +6th of March 2023 +Mobile +27th of June 2023 +Price(s) +PC & Consoles +$9.99 +USD +/9,99 € +EUR +Mobile +$7.99 +USD +/7,99 € +EUR +All downloadable content +Return to Castlevania DLC +is the fourth paid expansion for +Dead Cells +. It was released on the 6th of March 2023 to PC, Xbox One, PlayStation 4, and the Nintendo Switch, and on the 27th of June 2023 to iOS and Android. The expansion features the spooky outskirts and candle-lit interior of Dracula's Castle in two new biomes, alongside multiple iconic weapons from the +Castlevania +series, classic enemies and three boss fights throughout the haunted Castle. +This list contains all newly added content that is locked behind the DLC, it needs to be installed for this content to be found. +Contents +The expansion includes a total of four new +biomes +: +Castle's Outskirts +Dracula's Castle +Defiled Necropolis +Master's Keep +11 new +enemies +: +Medusa +Buer +Werewolf +Dire Werewolf +Armor Knight +Axe Armor +Merman +Throw Master +Vampire Bat +Harpy +Bone Pillar +Three new +bosses +: +Death +Dracula +Dracula - Final Form +14 new +items +: +Vampire Killer +Whip Sword +Bible +Alucard's Sword +Death's Scythe +Morning Star +Cross +Throwing Axe +Medusa's Head +Alucard's Shield +Holy Water +Rebound Stone +Maria's Cat +Bat Volley +2 new +keys +: +Ribonned Key +Petrified Key +20 new +outfits +: +Simon Outfit +Richter Outfit +Trevor Outfit +Alucard Outfit +Maria Renard Outfit +Sypha Outfit +Haunted Armor Outfit +Hector Outfit +Death Outfit +Cold Death Outfit +Red Death Outfit +Edgy Death Outfit +Spectral Death Outfit +Flawless Death Outfit +Dracula Outfit +Mathias Cronqvist Outfit +Doctor Dracula Outfit +Pompous Dracula Outfit +Vigilante Dracula Outfit +Flawless Dracula Outfit +And 13 new +achievements +: +Am I still on the island? +Into the vampire's den +Don't fear the Reaper +Death comes for us all... but not you! +Dodge Death! +What is a man? +You don't belong in this world! +See you in 100 years +Honorary Belmont +I still have 8 lives +Does what it says on the tin +Can you stop moving please?! +Knowledge is power diff --git a/wiki_content/Rhythm.txt b/wiki_content/Rhythm.txt new file mode 100644 index 0000000000000000000000000000000000000000..9b5f8c44216d5389355242f2eee778e4d858002b --- /dev/null +++ b/wiki_content/Rhythm.txt @@ -0,0 +1,15 @@ +URL: https://deadcells.wiki.gg/wiki/Rhythm + +This +disambiguation +page lists articles associated with the same title. If an +internal link +referred you here, you may wish to change the link to point directly to the intended article. +Rhythm +can designate two things in +Dead Cells +: +Rhythm n' Bouzouki +, a melee weapon that deals critical damage when used as soon as the musical sound from the previous attack is heard. +Kill Rhythm +, a survival-scaling mutation that increases the attack speed of weapons when alternating between them. diff --git a/wiki_content/Rhythm_n'_Bouzouki.txt b/wiki_content/Rhythm_n'_Bouzouki.txt new file mode 100644 index 0000000000000000000000000000000000000000..2428a1a159f5dfb90dbecbd799cb1ca1ce80d60d --- /dev/null +++ b/wiki_content/Rhythm_n'_Bouzouki.txt @@ -0,0 +1,109 @@ +URL: https://deadcells.wiki.gg/wiki/Rhythm_n%27_Bouzouki + +Rhythm n' Bouzouki +Inflicts +critical hits +if you strike at the right time. The last hit repeats indefinitely if you keep the tempo going. +Hey, get rhythm when you get the blues! Come on, get rhythm when you get the blues... +Internal name +RhythmicBlade +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 2 seconds +Base price +1700 +Damage +Base DPS +133 ( +330 +) +Base combo damage +265 ( +660 +) +Base first hit +55 ( +110 +) +Base second hit +80 ( +160 +) +Base third hit +130 ( +390 +) +Blueprint +Location +Drops from +Giant Ticks +Drop chance +0.4% +Unlock cost +60 +Rhythm n' Bouzouki +is a +melee +weapon +exclusive to the +Bad Seed DLC +. It is a unique weapon which deals +critical hits +when you attack as soon as you hear the musical sound from your previous attack. +Details +Special Effects: +The weapon deals +critical hits +if you press the attack button with the correct “rhythm”. +The third hit with the weapon can be repeated continuously if the timing is correct. +Breach Bonus +: +1 / 0.5 / 0.25 +Base Breach Damage: +110 / 120 / 162.5 ( +220 +/ +240 +/ +488 +) +Base Breach DPS: +196 ( +474 +) +Combo Duration: +2 seconds +First Hit: +0.67 (0.47 + 0.2 + 0) +Second Hit: +0.72 (0.47 + 0.25 + 0) +Third Hit: +0.61 (0.31 + 0.3 + 0) +Tags: +HeavyWeapon +Legendary Version: +Forced +Affix +: Fire on Hit +" +Burns +the enemy." +Notes +This weapon works similarly to +Nerves Of Steel +in the sense that you have to time your attacks to deal +critical +hits. +The base DPS is the DPS for the normal three-hit combo and not for continuing the combo with perfect timing. +There are two methods to consistently crit with the Rhythm n' Bouzouki: +Visual cues: When white notes appear and the Bouzouki glows yellow, press the attack button to perform a crit. +Rhythm: For the 3rd attack specifically the rhythm is 98 beats per minute. +Synergies +The third hit in this weapon's combo is considered a ranged attack and is therefore affected by ranged mutations such as +Point Blank +. +Trivia +The flavor text is a part of the lyrics from the song Get Rhythm by Johnny Cash. +History diff --git a/wiki_content/Richter.txt b/wiki_content/Richter.txt new file mode 100644 index 0000000000000000000000000000000000000000..899465e6a881ccd51fb0183ec370542c1b14a49e --- /dev/null +++ b/wiki_content/Richter.txt @@ -0,0 +1,92 @@ +URL: https://deadcells.wiki.gg/wiki/Richter + +Richter +Location +In +Prisoners' Quarters +“ +Evil is making its way back into the world. You must come with me into its heart and banish it once more. +„ +Richter +is an +NPC +introduced in the +Return to Castlevania DLC +. +He asks the player to aid him in defeating +Dracula +. +Dialogue +First encounter +Richter can be found just before the entrance to the +Castle's Outskirts +. +Cutscene +" +Hello, adventurer. I request your help! +" +" +... Your head is... disturbing... +" +" +Anyway, my quest is too important for me to be picky. +" +" +Evil is making its way back into the world. You must come with me into its heart and banish it once more. +" +" +Down these stairs, you'll find a path to the Castle's outskirts. I'll meet you there. +" +After Cutscene +" +We really need to go! +" +" +Evil doesn't wait! +" +" +I see you are a specialist. Your scarf is there to protect your neck from bitings, am I right? +" +" +If you see Maria, tell her that I won't be able to feed her cat this week. +" +Freeing Richter +Richter can be found in +Dracula's Castle +imprisoned in a cage inside a upside down room. +" +Hey, you here! The suspicious undead! We met in your prison once! +" +" +I fought Dracula, my family's sworn enemy and bane of humanity but through a ruse, he managed to beat me and throw me in this cage instead. +" +" +Free me, my decrepit friend! We can still defeat the Dark Lord! +" +After Cutscene +" +I'm free, at last! Thanks again! +" +" +I'll have to fight him once again... It doesn't bode well. +" +" +Did you meet Alucard on your way to the Castle? He's a precious ally when it comes to fighting his father! +" +" +My last fight with Dracula was gruelling... +" +Before Master's Keep +If the player has freed Richter he will be waiting alonside +Alucard +just before the room +Dracula +resides in. +" +Hey, it's you! Thanks again for freeing me, my decomposed friend! +" +" +Sadly, I won't be able to join you either. Dracula drained all the strength out of my body during our previous fight... Kill him for me, okay? +" +Footnotes +History diff --git a/wiki_content/Richter_Mode.txt b/wiki_content/Richter_Mode.txt new file mode 100644 index 0000000000000000000000000000000000000000..372b712932d7ffdffa6d4f3884e480b273f5220b --- /dev/null +++ b/wiki_content/Richter_Mode.txt @@ -0,0 +1,111 @@ +URL: https://deadcells.wiki.gg/wiki/Richter_Mode + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: Missing image of Map +Locations of the non-legendary weapons +Richter Mode is an alternate game mode in +Dead Cells +where the player takes control of +Richter +instead of +The Beheaded +. The player must navigate through a premade map battling enemies and collecting Cells. +Entrance +Richter Mode can be accessed from depth 6 +Dracula's Castle +. After freeing Richter from his cage, the player can return in a later game. They will be able to interact with Richter's cage and will begin Richter Mode. You may only enter Richter Mode once per run. +Gameplay +Enemies +The following enemies are found in Richter Mode: +Merman +RtC +Throw Master +RtC +Buer +RtC +Armor Knight +RtC +Axe Armor +RtC +Werewolf +RtC +Dire Werewolf +RtC +Harpy +RtC +Bone Pillar +RtC +Medusa +RtC +(as the final boss) +The +Bone Pillar +is exclusive to Richter Mode +Moveset +When the player begins Richter Mode, the only mobility power that they have is a jump, and a double jump. The second jump sends the player up and backwards. +As the player completes Richter Mode, they will find two other abilities that are required to beat the mode. +Dash +The Dash ability +is similar to the Beheaded's roll ability. Richter can use this ability to clear long gaps or dodge enemy attacks. +High Jump +The High Jump ability +allows Richter to reach high places. Richter will jump, then will perform a second jump midair which will send the player straight up, unlike the regular double jump. +Weapons +The locations of the legendary weapons in Richter Mode +At the start of Richter Mode, the player is supplied with a version of the +Vampire Killer +that has an appearance closer to the +Morning Star +. The Vampire Killer will instead look like the +Valmont's Whip +when a Belmont +outfit +is equipped ( +Richter Outfit +, +Simon Outfit +, +Trevor Outfit +). +Throughout the level, the following weapons can also be found: +A +Holy Water +(in the first candle of the level) +A +Cross +A +Rebound Stone +Furthermore, legendary variants of +Holy Water +, +Cross +, and +Rebound Stone +can also be found. +In Richter Mode, +skills +have no cooldown, but instead consume hearts upon use. Hearts can be found by breaking candles or killing enemies. The maximum amount of hearts that can be held at once is +30 +Map +The map that is found in Richter Mode is a premade map that is not procedurally generated, unlike other +biomes +. +Blueprints & Rewards +The secret tunnel leading to the +Alucard's Sword +blueprint +There are two blueprints that are found or rewarded in Richter Mode. +The +Richter Outfit +’s blueprint is awarded to the player upon first completion +The blueprint for +Alucard's Sword +can be found in a secret area on the right of the map. +Notes +Weapons in Richter Mode are colorless, but they are considered Brutality +If the player dies in Richter Mode, they are shown a unique death screen. Death does not end the entire run, rather returning control to The Beheaded. All cells collected as Richter are still forfeited. diff --git a/wiki_content/Ripper.txt b/wiki_content/Ripper.txt new file mode 100644 index 0000000000000000000000000000000000000000..8acb70fac2a75938f08b9040dfcff82a54fd1ca7 --- /dev/null +++ b/wiki_content/Ripper.txt @@ -0,0 +1,55 @@ +URL: https://deadcells.wiki.gg/wiki/Ripper + +Ripper +Hand to hand attacks cause 6 arrows stuck in the attacked enemy to fall out, each one dealing [118 base] damage. +Internal name +P_AmmoOnHit +Scaling +Blueprint +Location +Secret area in +Promenade of the Condemned +Unlock cost +100 +Ripper +is a +tactics +-scaling +mutation +which forcibly recovers projectiles stuck in enemies when they are struck with a melee attack, each inflicting additional damage. +Details +Special Effects: +If an enemy has projectiles stuck in it, each melee attack will make 6 projectiles fall out, dealing an extra [118 base] damage for each projectile. +Scaling: +118 × 1.15 +Stat - 1 +damage per arrow +Location +The blueprint's location +Ripper's blueprint lies in a secret area on top of the Promenade's entrance. Requires +Spider Rune +to climb it. +Notes +"Arrows" in this case means more than just projectiles from bows, as it works with any weapon that could leave projectiles stuck in enemies. This also includes weapons like the +Throwing Knife +, +Blowgun +, +The Boy's Axe +, the +Hemorrhage +, or even the +Killing Deck +. +The main appeal of this Mutation is for rapid ammo recovery, especially for fights with +Bosses +. Additionally, it can be used for quick burst damage with weapons like the +Quick Bow +that can riddle enemies with projectiles in seconds, as it makes them much more sustainable than usual. +Since +dive attacks +deal melee damage, one does not actually need a melee weapon to remove ammo using Ripper, and can instead perform a dive attack if necessary. +Phaser +works as well. +When there are more than 6 projectiles stuck in an enemy, Ripper will remove the 6 projectiles that have been stuck in the enemy for the longest amount of time. +History diff --git a/wiki_content/Rise_of_the_Giant_DLC.txt b/wiki_content/Rise_of_the_Giant_DLC.txt new file mode 100644 index 0000000000000000000000000000000000000000..3b2f63d643bdacb1e848881655c44119c2926b66 --- /dev/null +++ b/wiki_content/Rise_of_the_Giant_DLC.txt @@ -0,0 +1,105 @@ +URL: https://deadcells.wiki.gg/wiki/Rise_of_the_Giant_DLC + +This article +contains spoilers +regarding the true ending of the game. Discretion is advised. +Rise of the Giant DLC +Details +Release date +PC +28th of March 2019 +Nintendo Switch & PlayStation 4 +23rd of May 2019 +Xbox One +24th of June 2019 +Mobile +20th of October 2020 +Price(s) +Nintendo Switch +¥100 +JPY +All downloadable content +The +Rise of the Giant DLC +is the first expansion for +Dead Cells +. It was released on the 28th of March 2019 to PC, on the 23rd of May 2019 to the PlayStation 4 and the Nintendo Switch, on the 24th of June 2019 to the Xbox One, and on the 20th of October 2020 to iOS and Android. It is a free DLC that adds four new biomes with new enemies and bosses to fight in the middle and end of the game as well as new weapons, skills and outfits. +This list contains all newly added content that is locked behind the DLC, it needs to be installed for this content to be found. This DLC is not installed automatically on all platforms. This includes additions from later updates. +Contents +The expansions includes a total of four new +biomes +: +Cavern +Guardian's Haven +Astrolab +Observatory +Seven new +enemies +: +Arbiter +Ground Shaker +Skeleton +Magistrate of Death +Screaming Skull +Defender +Librarian +Two new +bosses +: +The Giant +The Collector +11 new +items +: +The Boy's Axe +Magic Missiles +War Javelin +Ice Armor +Toothpick +Giantkiller +Giant Whistle +Thunder Shield +Hemorrhage +Sonic Carbine +Collector's Syringe +Six new +keys +: +Cavern Key +Garland Key +Allen Key +Elevator Key +Guardian's Key +Apex Key +12 new +outfits +Festive Outfit +Shaman Outfit +Flying Alcoholic Outfit +Classic Giant Outfit +Disappointed Giant's Outfit +Cursed Giant's Outfit +Misunderstood Giant's Outfit +Frustrated Giant's Outfit +Flawless Giant Outfit +King Outfit +White King Outfit +Fallen Collector Outfit +And nine new +achievements +: +You dig +Hot and cold +Life on the edge +Perfect extraction +Stargazing +Size doesn't matter +David and Goliath... +I don't step on toes... +Nothing left to... collect. +Footnotes +References +↑ +Small note, for reasons, mostly human error the DLC is NOT free on Switch in Japan. +Twitter - Motion Twin +, 2019-05-24 diff --git a/wiki_content/Root_Grenade.txt b/wiki_content/Root_Grenade.txt new file mode 100644 index 0000000000000000000000000000000000000000..b418d8b6124100596f595c1c86c035b369c3305d --- /dev/null +++ b/wiki_content/Root_Grenade.txt @@ -0,0 +1,64 @@ +URL: https://deadcells.wiki.gg/wiki/Root_Grenade + +Root Grenade +Roots +nearby enemies causing 50 DPS for 4 seconds. +Internal name +RootBomb +Type +Grenade +Scaling +Combo rate +One tick every 0.3 seconds +Recharge +16 seconds +Duration +4 seconds +Base price +1500 +Damage +Base DPS +50 +Base DoT DPS +50 +root +Blueprint +Location +Timed door +in the +Passage +after the +Black Bridge +Unlock cost +20 +The +Root Grenade +is a +grenade +skill +which +roots +enemies in place and deals damage over time. +Details +Special Effects: +Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. +The projectile bounces off of a Shieldbearer's shield without detonating. +Upon explosion, inflicts a +rooting +status effect on nearby enemies. +Status effect prevents all movement and deals 30 base DPS for 3 seconds. +Tags: +Ranged, Explosive, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Death Root +"Victims +root +nearby enemies for 2 sec upon death." +Trivia +Previously named +Ivy Grenade +. +The first name of the skill may refer to how it spawns vines to disable enemies. +History diff --git a/wiki_content/Royal_Guard.txt b/wiki_content/Royal_Guard.txt new file mode 100644 index 0000000000000000000000000000000000000000..c079db3fd89337985092c0638c6c31c0726ae41e --- /dev/null +++ b/wiki_content/Royal_Guard.txt @@ -0,0 +1,48 @@ +URL: https://deadcells.wiki.gg/wiki/Royal_Guard + +Royal Guard +Base health +250 +Location(s) +High Peak Castle +Reward +Initiative +(10%) +Related +Lancer +, +Guardian Knight +Royal Guards +are +enemies +found in +High Peak Castle +. They are very dangerous guards of the King, infected by the Malaise. They wear a huge, heavy gauntlet on one of their hands, which they violently slam onto the ground. +Behavior +Depending on proximity to the player, Royal Guards will perform one of two attacks: +When at longer range, the Royal Guard will project a shield and charge at the player dealing contact damage and pushing them until the end of the attack (much like +The Hand of the King +does) +When at closer range, the Royal Guard will jump at the Beheaded and punch the ground, creating a shockwave, again, similarly to +The Hand of the King +. This will damage the Beheaded if they are touching the ground. +Moveset +Shield dash +Description: +Projects a shield and charges at the player, pushing the player and damaging them on contact. +Can be blocked, parried, and dodge rolled. +Telluric leap +Description: +Performs a jump then causes a shockwave on the ground upon landing. +Cannot be blocked, parried, or dodge rolled. +Strategy +The shielded charge attack can be rolled through. It can also be parried but beware that, like the Hand of the King, this only stops the move from dealing damage and does not interrupt it, allowing the Royal Guard to keep shoving. Thus, parrying and then rolling anyway is advised. Also, as the name suggests, the shield protects it from damage so attacking head on when the shield is active is not advised. +The ground slam attack must be jumped over or avoided entirely, as it cannot be parried or dodged by rolling. +It is advised to kill it before it can do anything due to the danger of engaging it in close combat. +Notes +Its jumps can reach the player through walls. +Trivia +Their internal name is Kingsfinger, because they are the minions of the +Hand of the King +. +History diff --git a/wiki_content/Runes_and_upgrades.txt b/wiki_content/Runes_and_upgrades.txt new file mode 100644 index 0000000000000000000000000000000000000000..e5010d1ed2e9e35c374c23cdf2ec581f25b2187c --- /dev/null +++ b/wiki_content/Runes_and_upgrades.txt @@ -0,0 +1,58 @@ +URL: https://deadcells.wiki.gg/wiki/Runes_and_upgrades + +Runes +are permanent upgrades for the player. Some runes unlock alternate paths throughout the island, enabling the player to travel to new +Biomes +and take different routes to reach the end. Other runes enable the use of objects found on the island, enhance the player with a new movement option or ability or unlock alternate gamemodes. +Collected runes can be viewed in the saved game slot (in the main game menu, under "play"). Runes are found in specific places on the island and require a +Boss +or an Elite +enemy +to be defeated, which spawn in unique rooms. These rooms will no longer generate when the rune has been collected. Collecting a rune unlocks it instantly, there is no requirement to bring it to +The Collector +or a need to unlock it with cells. +Upgrades +are general improvements purchased from the +Collector +for cells, and function as improvements that introduce or improve various mechanics in some way that benefit the player. They are permanent and last between runs. Most are only available after completing a certain amount of unlocks and others must be acquired as +Blueprints +from specific locations before they are available. +List of runes +There are currently 10 runes in +Dead Cells +(8 in the base game, 2 in +Richter Mode +). All runes will drop after the guardian is defeated and can be picked up afterwards, save for the Homunculus Rune, which is acquired automatically after the +Hand of the King +is defeated, and the Dodge and High Jump Runes, which are found on pedestals. +List of upgrades +Health Flask I +must be unlocked before other upgrades from +The Collector +. +Notes +The Ram Rune will also buff the player's dive attack damage and range (long fall dive attack only). +The Homunculus Rune allows the player detach their head and control it separately from their body to access certain areas. It can latch on to a single enemy, dealing damage to them and leaving the player with full control of the player's body. The damage is scaled on the player's highest stat. The head can also climb walls indefinitely. +The head will return to the body instantly, going through all obstacles, under any of the following conditions: Reaching the max distance away from the main body, the player taking damage while the head is latched onto an enemy, the head defeating an enemy, the head remaining attached to an enemy for ~7 seconds, or if the player presses the assigned button again. +The base damage dealt is 12, and it hits 5 times per second. +The cooldown for this rune will not start unless the head attaches to an enemy but returns before the enemy is defeated. The cooldown is instantly reset if the enemy is defeated, should the head still be on that enemy. +The head can also take items and blueprints before bringing them back to the player. However, they will be dropped if they encounter any enemy or if the head jumps. Besides, picked up items can be manually dropped by pressing the "roll" button. +The head can climb up ropes and fall down faster if the player tries to down-slam while controlling the head. +Using the rune breaks invisibility. +This rune can't be used if the player is affected by +curse +, except if the only source of curse on the player is the +Cursed Sword +. +For the Explorer's Rune, once the player has explored 80% of the biome's map, the entire map of the biome and the map inside BSC doors are revealed, showing all points of interest, enemies, as well as items and scrolls of power (but not blueprints). +Additionally if an enemy is carrying precious loot, like an item or scroll, it will be marked in the map with a star, but it doesn't reveal any layouts or terrain. +This effect is similar to the map-revealing effect of the +Forgotten Map +. +History +Footnotes +References +↑ +https://gfycat.com/HarshFrigidIsabellinewheatear +↑ +https://www.reddit.com/r/deadcells/comments/1h6bblr/i_havemt_seen_this_dude_even_after_getting_the/ diff --git a/wiki_content/Runes_and_upgrades_fr.txt b/wiki_content/Runes_and_upgrades_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..78cf65f5efc9b99ed08b39f0cfdd271db648d238 --- /dev/null +++ b/wiki_content/Runes_and_upgrades_fr.txt @@ -0,0 +1,52 @@ +URL: https://deadcells.wiki.gg/wiki/Runes_and_upgrades/fr + +Les +Runes +sont des améliorations permanentes pour le joueur. Certaines débloquent des chemins alternatifs sur l’île, permettant au joueur de voyager dans de nouveaux +biomes +et ainsi prendre différentes routes pour atteindre la fin. D’autres runes permettent l’utilisation d’objets sur l’île, augmentant les possibilités de mouvement du joueur, ses capacités ou permettant d’accéder à des modes de jeu alternatifs. +Les runes collectées peuvent être vues sur l’emplacement de la sauvegarde (dans le menu principal, en dessous de "jouer"). Les runes sont trouvables à des endroits spécifiques sur l’île et nécessitent de vaincre un +Boss +ou un +ennemi +d’Élite, qui apparaissent dans des salles spéciales. Ces salles ne seront plus générées une fois la rune obtenue. Collecter une rune est instantané, il n’est pas nécessaire de la ramener au +Collecteur +ou de la débloquer avec des cellules. +Les +Améliorations +sont des améliorations générales achetées auprès du +Collecteur +comme les +Schémas +avant qu’ils soient disponibles. +Liste des runes +Il existe actuellement 8 runes dans +Dead Cells +. Elles sont toutes obtenables une fois son gardien battu. Elle peut alors être ramassée, à l'exception de la rune de l'Homoncule qui est automatiquement ramassé après que la +Main du Roi +est vaincue. +Liste d'améliorations +Potion de Soins I +Doit être débloqué avant tout le reste. +Notes +La Rune du Bélier améliorera également les dégâts et la portée de l'attaque plongeante du joueur (uniquement sur des longues distances). +La Rune de l'homoncule peermet au joueur de détacher sa tête et de la contrôler séparément du corps pour accéder à certaines zones. Elle peut s'accrocher à un ennemi et le blesser, permettant au joueur de contrôler le corps. Les dégâts sont échelonnés sur la statistique la plus haute du joueur. La tête peut aussi grimper indéfiniment les murs. +La tête retournera au corps instantanément, passant au travers de tout obstacle, si une des conditions suivantes est remplie: Atteindre la distance maximale d'éloignement, Prendre des dégâts sur le corps, La tête tue un ennemi, La tête reste attachée sur un ennemi plus de 7 secondes, Le joueur presse la touche assignée à la rune. +Les dégâts de base sont 12, et touche 5 fois par seconde. +Le délai pour cette rune ne commencera pas à moins que la tête attachée à un ennemi revienne avant que l'ennemi soit tué. Le délai est instantanément réinitialisé si l'ennemi est tué, même si la tête est encore sur l'ennemi. +La tête peut aussi attraper des schémas et objets et les ramener au joueur. Néanmoins, ils seront lâchés s'il rencontre un ennemi ou si la tête saute. De plus, les objets ramassés peuvent être lâchés en pressant la touche "rouler". +La tête peut grimper les cordes et en glisser plus rapidement si le joueur essaie une attaque plongeante en contrôlant la tête. +Utiliser la run annule l'invisibilité. +la rune ne peut être utilisée si le joueur est +maudit +, sauf si la source de la malédiction est l' +Épée maudite +Pour la Rune de l'explorateur, une fois que le joueur a exploré 80% du niveau, la carte entière et celles à l'intérieur des portes de cellules de Boss sont révélées, montrant tous les points d'intérêts, les ennemis, ainsi que les objets et les parchemins de puissance (pas les schémas). +De plus, si un ennemi possède du butin précieux, comme un objet ou un parchemin, il sera arqué par une étoile, mais le terrain n'est pas révélé. +Cet effet est similaire à l'effet de révélation de la carte de la +Forgotten Map/fr +?? . +Historique +Notes de bas de page +↑ +https://gfycat.com/HarshFrigidIsabellinewheatear diff --git a/wiki_content/Runner.txt b/wiki_content/Runner.txt new file mode 100644 index 0000000000000000000000000000000000000000..28a926425b5953c182c2703e7e677e6d19f4ba86 --- /dev/null +++ b/wiki_content/Runner.txt @@ -0,0 +1,46 @@ +URL: https://deadcells.wiki.gg/wiki/Runner + +Runner +Base health +160 +Location(s) +Promenade of the Condemned +Undying Shores +(After visiting Promenade of the Condemned) +Observatory +(summoned by the boss) +Reward +Spartan Sandals +(100%) +Cleaver +(1.7%) +Phaser +(0.4%) +Runners +are enemies found in the +Promenade of the Condemned +. Their only method of attack is a melee range slash, but they can teleport after the player if they are too far. +Behavior +Once a Runner detects the player, it will sprint to them and attempt a powerful slash attack. +It will chase the player via teleportation if they get too far. However, they will not be able to do so if they are immobilized. +Elites +can teleport and attack much faster than normal, but do not gain new attacks. Most usually, elites of this enemy drop an amulet rather than weapons. +Moveset +Slash +Description: +Melee slash attack. +Can be blocked, parried, and dodge rolled. +Strategy +Runners are simple but tenacious enemies. Dealing with one is easy; roll behind them as soon as they start to attack. In lower difficulties, if there are too many enemies to deal with at once, you can lure them away one at a time and easily defeat them. +If attacking them from range, try to find sufficient space and put it at an disadvantageous position. +The Runner's attack comes out relatively fast, so it can be difficult to interrupt them before they do so, though dodge-rolling can be done at the last moment. Their attack also hits hard, so be careful. +Trivia +This enemy was previously named +Phaser +, which was, most likely, the inspiration and namesake for the +Phaser +skill associated with it. +Before its current look the Runner was a recolored +Zombie +that would swipe at you with its claw. +History diff --git a/wiki_content/Running_Zombie.txt b/wiki_content/Running_Zombie.txt new file mode 100644 index 0000000000000000000000000000000000000000..95fdc6fdd0afaf93dfa614f54a107ac552e148db --- /dev/null +++ b/wiki_content/Running_Zombie.txt @@ -0,0 +1,23 @@ +URL: https://deadcells.wiki.gg/wiki/Running_Zombie + +Running Zombie +Related +Elite Enemies +, +Elite Lieutenant +Running Zombies +were a smaller, faster version of regular +Zombies +, much like the +Elite Lieutenants +, but they did not spawn from elites. They were previously found in the +Stilt Village +as a regular enemy, but have since been removed. +Behavior +Much like +Elite Lieutenants +, they had increased movement speed and attack speed, did not have a lunge attack, and always appeared in groups of 3-5. Their only attack was a simple swipe attack when in close proximity. +Notes +The Running Zombie is extremely similar to the recently added +Rancid Rat +enemy, in terms of mechanics. Therefore, the Running Zombie may have been an early precursor to that enemy type. diff --git a/wiki_content/Rusty_Sword.txt b/wiki_content/Rusty_Sword.txt new file mode 100644 index 0000000000000000000000000000000000000000..c3da3d698c6f65935427d9fef61133234f3b47ce --- /dev/null +++ b/wiki_content/Rusty_Sword.txt @@ -0,0 +1,61 @@ +URL: https://deadcells.wiki.gg/wiki/Rusty_Sword + +Rusty Sword +Somewhat useful for killing people. +Internal name +StartSword +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 0.69 seconds +Base price +1 +Damage +Base DPS +138 +Base combo damage +95 +Base first hit +25 +Base second hit +30 +Base third hit +40 +The +Rusty Sword +is the first +melee +weapon +encountered by the player in +Dead Cells +. The player starts every game with the Rusty Sword equipped unless the +Random Melee Weapon +upgrade has been unlocked from the +Collector +. Once the upgrade is purchased, the Rusty Sword is relocated to a secret wall tile in the starting room. +Details +Breach Bonus +: +0 / 0.5 / 1.5 +Base Breach Damage: +25 / 45 / 100 +Base Breach DPS: +343 +Combo Duration: +0.69 seconds +First Hit: +0.6 (0.1 + 0 + 0.5) +Second Hit: +0.1 (0.1 + 0 + 0) +Third Hit: +0.49 (0.24 + 0.25 + 0) +Tags: +NoCritical, RustyItem +Notes +Like the other two starting weapons, this weapon cannot be found randomly during a run. +This weapon has no special effects or perks. While it can consistently stun enemies, this melee weapon is usually replaced with a different one on most runs. +Like all starting weapons, rerolling affixes on the rusty sword costs significantly less then normal. +Gallery +Location of the Rusty Sword. +History diff --git a/wiki_content/Sadism.txt b/wiki_content/Sadism.txt new file mode 100644 index 0000000000000000000000000000000000000000..a08eccc09fb3b4f193cd45c9987ced7f3fd5712c --- /dev/null +++ b/wiki_content/Sadism.txt @@ -0,0 +1,46 @@ +URL: https://deadcells.wiki.gg/wiki/Sadism + +Sadism ++[75 base] DPS if a nearby enemy is taking +poison +, +bleed +or +burn +damage. +Internal name +P_DmgDotsAround +Scaling +Removed in +v1.1 +Blueprint +Location +Was dropped by +Impaler +Drop chance +100% +Unlock cost +50 +Sadism +is a +removed +brutality +-scaling +mutation +which increased the player's DPS by a flat number if a nearby enemy was inflicted with +poison +, +bleed +, or +burn +. +Details +Special Effects: +Enemies within 8 tiles count as nearby. Proximity is checked once every 0.2 seconds, and damage is added at most once every 0.33 seconds. +Scaling: +75 × 1.15 +Stat - 1 +DPS +Tags: +Deprecated +History diff --git a/wiki_content/Sadist's_Stiletto.txt b/wiki_content/Sadist's_Stiletto.txt new file mode 100644 index 0000000000000000000000000000000000000000..3d208e944942bca710dc9ae002cadde2d9442222 --- /dev/null +++ b/wiki_content/Sadist's_Stiletto.txt @@ -0,0 +1,179 @@ +URL: https://deadcells.wiki.gg/wiki/Sadist%27s_Stiletto + +Sadist's Stiletto +Inflicts a +critical hit +if the target is +bleeding +or +poisoned +. +Hit 'em where it hurts. +Internal name +BleedCrit +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 1.15 seconds +Base price +1500 +Damage +Base DPS +109 ( +222 +) +Base combo damage +125 ( +255 +) +Base first hit +25 ( +45 +) +Base second hit +25 ( +45 +) +Base third hit +25 ( +45 +) +Base fourth hit +50 ( +120 +) +Blueprint +Location +Drops from +Impalers +Drop chance +1.7% +Unlock cost +25 +The +Sadist's Stiletto +is a dagger-type +melee +weapon +which inflicts +critical hits +on +bleeding +or +poisoned +enemies. +Details +Special Effects: +Deals ~2.04x damage ( +222 +base +critical +DPS) to enemies afflicted by +bleeding +or +poison +. +Breach Bonus +: +0 / 0 / 0 / 0 +Base Breach Damage: +25 / 25 / 25 / 50 ( +45 +/ +45 +/ +45 +/ +120 +) +Base Breach DPS: +109 ( +222 +) +Combo Duration: +1.15 seconds +First Hit: +0.3 (0.2 + 0.1 + 0) +Second Hit: +0.15 (0.15 + 0 + 0) +Third Hit: +0.15 (0.15 + 0 + 0) +Fourth Hit: +0.55 (0.3 + 0.25 + 0) +Tags: +UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Super Back Damage +"+75% damage for hits in the back." +Synergies +The mutation +Open Wounds +allows every hit to apply +bleeding +. This allows the Stilleto to +crit +starting on the 2nd attack if no other sources of +bleeding +or +poison +have been applied before the 1st attack. +Using +Phaser +will apply a bleed stack on the enemy as the teleportation causes melee damage, essentially allowing the player to instantly +crit +. +This combo also works well with +Instinct of the Master of Arms +, since it can trigger it reliably and quickly. +Catalyst +can be used in essentially the same way as +Open Wounds +as it applies +poison +instead of +bleed +stacks. +Other items that +poison +enemies such as the +Alchemic Carbine +or +Corrosive Cloud +can reliably satisfy Sadist's Stiletto's +crit +condition. +Snake Fangs +FF +can reliably apply +poison +while teleporting the player into melee range. +Can be used with any other item that inflicts +bleeding +: +Throwing Knife +, +Hemorrhage +, +Bloodthirsty Shield +, +Sinew Slicer +, +Cleaver (Skill) +, +Knife Dance +. +Trivia +Previously called +Dagger of the Sadistic Cult +. +Sadist can be defined as "An individual who enjoys brutalizing others for personal pleasure", referring to its critical condition. This also refers to the removed sadism mutation. +Sadist’s Stiletto has the exact same +critical +condition as +Hemorrhage +RotG +. +History diff --git a/wiki_content/Scarecrow's_Sickles.txt b/wiki_content/Scarecrow's_Sickles.txt new file mode 100644 index 0000000000000000000000000000000000000000..dcfb527d7e7c5f32f92d6efd7dbe96bacac5ac82 --- /dev/null +++ b/wiki_content/Scarecrow's_Sickles.txt @@ -0,0 +1,69 @@ +URL: https://deadcells.wiki.gg/wiki/Scarecrow%27s_Sickles + +Scarecrow's Sickles +Comes back to you automatically. Inflicts increasingly severe +critical hits +after each hit. +Perfect for pruning everything that sticks out. +Internal name +GardenerSickles +Type +Power +Scaling +Recharge +10 seconds +Base price +1250 +Damage +Base hit +52- +129 +Base first hit +52 +Base second hit +68 +Base third hit +83 +Base fourth hit +99 +Base fifth hit +114 +Base sixth hit +129 +Blueprint +Location +Drops from the +Scarecrow +(1st kill) +Unlock cost +100 +The +Scarecrow's Sickles +are a +power +skill +exclusive to the +Fatal Falls DLC +which mimics one of the attacks of the +Scarecrow +. Their damage increases with each hit they make on an enemy while active, eventually dealing critical hits. +Details +Special Effects: +When used, two sickles are thrown into an arc on both sides of the player. They come back to the player after two passes. +If they make contact they disappear and go on cooldown. Dodge rolling through them will prevent them from disappearing and allows the player to keep them active for longer. +Performing certain actions, such as using a teleporter, entering a door, or collecting a Scroll of Power while the sickles are active will recall them without triggering the skill's cooldown. +Each hit from this skill increases the sickles' damage. After the fifth hit, each attack deals +critical +damage. +Legendary Version: +Forced +Affix +: Double Bullets +"Fires twice as much bullets." +Synergies +This skill is counted as a ranged attack and is therefore affected by mutations such as +Support +and +Point Blank +. +History diff --git a/wiki_content/Scavenged_Bombard.txt b/wiki_content/Scavenged_Bombard.txt new file mode 100644 index 0000000000000000000000000000000000000000..2bb0b051a9965e69b7fd02748cba8f2b5b950f53 --- /dev/null +++ b/wiki_content/Scavenged_Bombard.txt @@ -0,0 +1,69 @@ +URL: https://deadcells.wiki.gg/wiki/Scavenged_Bombard + +Scavenged Bombard +Shoots heavy cannonballs at nearby enemies. Short activation range and slow rate of fire. +They don't need it anymore. +Internal name +Cannon +Type +Deployable +Scaling +Combo rate +One shot every 1.5 seconds +Recharge +14 seconds +Base trap health +200 +Base price +1900 +Damage +Base DPS +90 +Base hit +90 (direct hit) +Base bonus hit +30 (explosion) +Blueprint +Location +Drops from +Pirate Captains +Drop chance +1.7% +Unlock cost +50 +The +Scavenged Bombard +is a +deployable +skill +exclusive to the +Queen and the Sea DLC +which fires cannonballs at enemies that are in close range. +Details +Special Effects: +Shoots a cannonball every 1.5 seconds. +The cannonball deals 90 damage, with a bonus of 30 splash damage. +Enemies that are hit will be stunned for 0.8 seconds. +While the turret is activated, the player gains a +15% damage buff. +Tags: +Ranged, HasBullets, Deployable, NeedPower, HeavyWeapon +Legendary Version: +Forced +Affix +: Double Speed +"Doubles the speed of the projectile created by this item." +Notes +Functions similarly to the +Heavy Turret +in that they both provide a passive damage buff, their projectiles stun, and both deal high damage per hit. +The damage buff provided by this turret doesn't stack with the one provided by +Heavy Turret +when both turrets are used together. +The range of this turrets ability to grant "-25% damage taken when near", "+10% Damage dealt when near" and bonus damage from +Support +is greatly reduced when compared to normal turrets, as well as its activation range. +Trivia +This is the only DLC item that is dropped by an enemy in the base game. +History +↑ +The in-game DPS is 60. diff --git a/wiki_content/Scheme.txt b/wiki_content/Scheme.txt new file mode 100644 index 0000000000000000000000000000000000000000..e533253a8e610d0e52326fe3f5a8f69e624d0570 --- /dev/null +++ b/wiki_content/Scheme.txt @@ -0,0 +1,33 @@ +URL: https://deadcells.wiki.gg/wiki/Scheme + +Scheme +Your next melee attack after using a skill inflicts +[200 base] damage. +Internal name +P_DmgSkl +Scaling +Blueprint +Location +Drops from +Sweepers +Drop chance +10% +Unlock cost +50 +Scheme +is a +brutality +-scaling +mutation +which increases the damage of the next melee attack, after using a skill. +Details +Scroll Cap: +None +Special Effects: +The next melee attack after using a skill inflicts +[200 base] damage. +Scaling: +200 × 1.15 +Stat - 1 +extra damage +Notes +The damage buff can only be applied within 8 seconds of skill usage. +History diff --git a/wiki_content/Scorpion.txt b/wiki_content/Scorpion.txt new file mode 100644 index 0000000000000000000000000000000000000000..6b9ed48223071f1a564209547359cbbbbc4097dd --- /dev/null +++ b/wiki_content/Scorpion.txt @@ -0,0 +1,36 @@ +URL: https://deadcells.wiki.gg/wiki/Scorpion + +Scorpion +Base health +100 +Location(s) +Toxic Sewers +Throne Room +(summoned by the Hand of the King) +Reward +Rapier +(0.4%) +Donatello Outfit +(2+ BSC; 0.4%) +Scorpions +are hard hitting enemies that emerge from the ground as the players gets close to them. +Behavior +The scorpion is buried in the ground, emerging only when the player gets close. It has a short range attack, stabbing its tail at you dealing massive damage and poisoning on hit which deals DoT damage. They also have a ranged attack, shooting a small, slow travelling ball that also poisons on hit. +Moveset +Tail swipe +Description: +Performs a close range tail swipe which inflicts poison on hit. +Can be blocked, parried, and dodge rolled. +Venom shot +Description: +Shoots a slow, long range projectile that inflicts poison on hit. +Can be blocked, parried, and dodge rolled. +Strategy +Both its stab attack and ranged attack can be parried or rolled through. However, the stab attack can be quite difficult to parry due to the short duration given before the attack lands, giving you little time to react. It is therefore advised to move as far as possible before attempting to parry its ranged attack. +Notes +Revealing the map using the explorer +Explorer's Rune +or the +Forgotten Map +will reveal its location on the map even when buried. +History diff --git a/wiki_content/Scythe_Claw.txt b/wiki_content/Scythe_Claw.txt new file mode 100644 index 0000000000000000000000000000000000000000..6d88853b1ba979021244e3254e67515908ffa27f --- /dev/null +++ b/wiki_content/Scythe_Claw.txt @@ -0,0 +1,186 @@ +URL: https://deadcells.wiki.gg/wiki/Scythe_Claw + +Primary Ability +Secondary Ability +Scythe Claw +Inflicts a +critical hit +if you previously used the other claw. +Recovered from the stinking carcass of Mama Tick. Might come in handy. +Internal name +TickScytheLeft +Type +Melee Weapon +Scaling +Combo rate +One 2-hit combo every 1.64 seconds +Base price +1500 +Damage +Base DPS +85 ( +311 +) +Base combo damage +140 ( +510 +) +Base first hit +50 ( +150 +) +Base second hit +90 ( +360 +) +Left Scythe Claw +Inflicts a +critical hit +if you previously used the other claw. +Pillaged from the rotting corpse of Mama Tick. Now go, give her a taste of her own medicine. +Internal name +TickScytheRight +Type +Melee Weapon +Scaling +Combo rate +One 2-hit combo every 1.97 seconds +Base price +1500 +Damage +Base DPS +165 ( +787 +) +Base combo damage +325 ( +1550 +) +Base first hit +125 ( +750 +) +Base second hit +200 ( +800 +) +Blueprint +Location +Drops from +Mama Tick +(1st kill) +Unlock cost +100 +The +Scythe Claw +is a two-handed +melee +weapon +exclusive to the +Bad Seed DLC +. Its primary and secondary abilities, +Scythe Claw +and +Left Scythe Claw +, deal devastating +critical hits +when alternating between them. +Details +Special Effects: +Alternating attacks between each claw will inflict extremely strong +critical hits +, as long as they consistently hit enemies each time. +However, getting hit while charging the swing will reset the +critical hit +. +The Scythe Claw will ignore shields from +Shieldbearers +and +Oven Knights +if multiple enemies along with them are struck with one attack. Otherwise, hitting a shield resets the +critical hit +. +Both claws have a "shockwave" effect that damages enemies behind any enemy struck with them. The shockwave deals roughly half the damage of the actual hit. +Scythe Claw +Breach Bonus +: +2 / 2 +Base Breach Damage: +225 / 360 ( +675 +/ +1440 +) +Base Breach DPS: +357 ( +1290 +) +Combo Duration: +1.64 seconds +First Hit: +0.82 (0.57 + 0.25 + 0) +Second Hit: +0.82 (0.57 + 0.25 + 0) +Tags: +DualWeaponBase, HeavyWeapon +Legendary Version: +Forced +Affix +: Combined +"Combines both weapons in one slot." +Left Scythe Claw +Breach Bonus +: +2 / 2 +Base Breach Damage: +450 / 750 ( +2700 +/ +3000 +) +Base Breach DPS: +609 ( +2893 +) +Combo Duration: +1.97 seconds +First Hit: +0.97 (0.77 + 0.2 + 0) +Second Hit: +1 (0.75 + 0.25 + 0) +Tags: +DualWeaponOffhand, HeavyWeapon +Legendary Version: +Forced +Affix +: Combined +"Combines both weapons in one slot." +Synergies +Synergises very strongly with the mutation +Kill Rhythm +as alternating attacks will have significantly faster attack speed while also dealing +critical damage +. +Notes +Finding the weapon on the ground will only show the +Scythe Claw +, however upon picking it up you will get both claws while dropping any other weapons you were holding. +The combo looks slightly different depending on whether you started the chain with left or right claw, most noticeably the right claw strikes from top to bottom instead of bottom to top if the left claw started the combo. +Its Legendary Version has an unique icon ( +) and works with +Kill Rhythm +! +It's worth noting that the Legendary Version no longer works with Kill Rhythm for the other weapon slot, meaning you cannot meaningfully weapon swap with the Legendary Version and another weapon in combat. +Picking up the legendary version from a legendary pedestal will not trigger the legendary effect and it will not combine the weapons into one slot. In this situation, dropping the weapon and picking it back up will fix the issue. +A similar issue is present regarding the legendary +Machete and Pistol +, where the legendary version will not have it's intended appearance when initially picked up by the player. This issue can also be fixed by dropping the weapon and picking it back up. +Trivia +This weapon is two of +Mama Tick's +detached claws. +The Scythe Claw is unique in that it was the first melee weapon to scale purely with a stat other than +Brutality +on release. +This weapon has the highest critical DPS in the game. +History diff --git a/wiki_content/Seismic_Strike.txt b/wiki_content/Seismic_Strike.txt new file mode 100644 index 0000000000000000000000000000000000000000..2f1208a63585a36df8c9284290519461dc42b2fe --- /dev/null +++ b/wiki_content/Seismic_Strike.txt @@ -0,0 +1,112 @@ +URL: https://deadcells.wiki.gg/wiki/Seismic_Strike + +Seismic Strike +Provokes terrestrial shock waves that +root +victims. +Internal name +SismicBlade +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.91 seconds +Base price +2000 +Damage +Base DPS +131 +Base combo damage +250 +Base first hit +60 +Base second hit +60 +Base third hit +130 +Base bonus hit +35/0/50 +Blueprint +Location +Drops from +Bombers +Drop chance +2+ BSC; 0.4% +Unlock cost +60 +The +Seismic Strike +is a +melee +weapon +that strikes the enemy with two fast swings and follows up with a third stronger one while +rooting +the enemy in place with a ranged attack that deals minimal damage. +Details +Special Effects: +Direct hits +root +enemies for 2 seconds. +Fires shockwaves that +root +enemies in place for 2 seconds on the first and third swings. +Breach Bonus +: +0.5 / 0 / 1 +Base Breach Damage: +90 / 60 / 260 +Base Breach DPS: +215 +Combo Duration: +1.91 seconds +First Hit: +0.51 (0.41 + 0.1 + 0) +Second Hit: +0.3 (0.25 + 0.05 + 0) +Third Hit: +1.1 (0.7 + 0.4 + 0) +Tags: +NoCritical, HeavyWeapon, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Death Root +"Victims +root +nearby enemies for 2 sec upon death." +Synergies +Synergises strongly with +Heart of Ice +due to its easy +rooting +capabilities. +Seismic Strike can be used as a +rooting +support weapon due to its ability to +root +multiple enemies at once, which works especially well with items such as +Maw of the Deep +in combination with +Kill Rhythm +. +However, other options such as +The Boy's Axe +RotG +or +Wolf Trap +are more reliable +root +sources due to the 2nd attack not being able to send out a +rooting +shockwave. +The shockwaves produced by this weapon are considered ranged attacks and are therefore affected by ranged mutations such as +Point Blank +. +Trivia +Seismic Strike shares its in-game model with the +Giantkiller +RotG +and the +Swift Sword +. +History diff --git a/wiki_content/Serenade.txt b/wiki_content/Serenade.txt new file mode 100644 index 0000000000000000000000000000000000000000..c80ed82b9e2e8b38eb038532eb9e36c4a2c073f4 --- /dev/null +++ b/wiki_content/Serenade.txt @@ -0,0 +1,191 @@ +URL: https://deadcells.wiki.gg/wiki/Serenade + +Power +Melee Weapon +Serenade +Summons a flying sword that will mark enemies, trigger it again to inflict critical hits on them while holding the weapon, and vice-versa! The sword will vanish after 30 sec if you don't hit the marked enemies. +Internal name +FlyingSword +FlyingSwordCallBack +Type +Power +Scaling +Combo rate +One 3-hit combo every 2.8 seconds +Recharge +30 seconds +Duration +30 seconds +20 seconds (red mark) +Base price +1500 +Damage +Base DPS +30 ( +600 +) +Base combo damage +84 ( +1680 +) +Base first hit +22 ( +440 +) +Base second hit +32 ( +640 +) +Base third hit +30 ( +600 +) +Serenade (in-hand) +Grab Serenade to deal +critical damage +on marked enemies. +Hit enemies marked by Serenade to deal +critical damage +. +Internal name +NotFlyingSword +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.41 seconds +Duration +10 seconds (blue mark) +Base price +1500 +Damage +Base DPS +53 ( +213 +) +Base combo damage +75 ( +300 +) +Base first hit +20 ( +80 +) +Base second hit +25 ( +100 +) +Base third hit +30 ( +120 +) +Blueprint +Location +Secret area in the +Fractured Shrines +Unlock cost +50 +Serenade +is a +power +skill +/ +melee +weapon +which summons a friendly flying sword. It is exclusively obtained from the +Fatal Falls DLC +. +Details +Special Effects: +Summons a possessed sword that follows the player. The sword will slash at nearby enemies in a wide arc. +If 30 seconds pass without a marked enemy being hit, the sword simply returns to the player's inventory and the skill starts a cooldown of 30 seconds. +Using the skill again while already summoned will recall it, allowing it to be held as a melee weapon. +Temporarily replaces the weapon that corresponds to the skill slot that Serenade is placed in. +For example the left skill slot will replace the left weapon slot. +Pauses the unsummon timer while held. +Any strike made against an enemy will apply a mark to them, depending on whether they were struck by the flying sword or by the held sword; it is indicated by a +red sword status icon for the former, and a +blue icon for the latter. Marks can stack up to 5 times. +Strikes made while the opposite mark is applied will result in a +critical hit +, removing one mark and resetting the unsummon timer to 30 seconds. +As power skill +Breach Bonus +: +-0.4 / -0.3 / -0.3 +Combo Duration: +2.8 seconds +First Hit: +1.1 (1.1 + 0 + 0) +Second Hit: +0.7 (0.7 + 0 + 0) +Third Hit: +1 (1 + 0 + 0) +Tags: +Pet, PetBuff, TransformOnUse, ManualCooldown +Legendary Version: +Forced +Affix +: Durability Up +"Stays active indefinitely." +As melee weapon +Breach Bonus +: +0.1 / 0.2 / 0.3 +Base Breach Damage: +22 / 30 / 39 ( +66 +/ +90 +/ +117 +) +Base Breach DPS: +65 ( +194 +) +Combo Duration: +1.41 seconds +First Hit: +0.43 (0.2 + 0.23 + 0) +Second Hit: +0.42 (0.16 + 0.26 + 0) +Third Hit: +0.56 (0.26 + 0.3 + 0) +Tags: +IgnoreDoubleItemRestriction +Legendary Version: +Forced +Affix +: Run Speed On Crit +"Increases your movement speed for 5 seconds after a +critical hit +." +Location +In the +Fractured Shrines +there is an island that can be reached by platforming over invisible platforms; the rain splashes reveal their location. After that, there is a small gauntlet of traps that leads to a temple that can be entered either through the top 3 breakable floors or through the other side where a door is. +In the building, there is a +Stone Warden +guarding a door which leads to a unique treasure room with a vault inside. Opening the vault will free Serenade, forcing it onto a skill slot. The blueprint itself goes in your inventory and still needs to be delivered to the +Collector +. +Notes +It is possible to obtain two Serenades (if one is legendary) and to use one as a melee weapon and the other as a summoned skill. This way, constant critical hits can be dealt to marked enemies while avoiding cooldown. +Summoning Serenade alongside another pet-like skill ( +Great Owl of War +, +Mushroom Boi! +, +Leghugger +, etc) will cause the Serenade to destroy the other pet immediately, then say "Is there something wrong?" and begin the other pet's cooldown while gaining the achievement "Me, Jealous?". This only occurs in passages between biomes. +Uniquely, if +Maria's Cat +RtC +is active, Serenade will attempt to destroy it, only to fail. Maria's Cat will then attack it and force Serenade to despawn. +Attempting to pet Serenade multiple times in a quick session will cause it to attack the player and despawn, dealing 1 damage. +if Serenade is in it's pet form, its kills do not count towards removing +curses +or +Foresight +History diff --git a/wiki_content/Sewer's_Tentacle.txt b/wiki_content/Sewer's_Tentacle.txt new file mode 100644 index 0000000000000000000000000000000000000000..4d9b0915186ee31f4173e6c701c2aa746b49ec59 --- /dev/null +++ b/wiki_content/Sewer's_Tentacle.txt @@ -0,0 +1,44 @@ +URL: https://deadcells.wiki.gg/wiki/Sewer%27s_Tentacle + +Sewer's Tentacle +Base health +100 +Location(s) +Ancient Sewers +Related +Conjunctivius +Sewer's Tentacles +are +enemies +found in the +Ancient Sewers +, which are a lot like +Conjunctivius's +tentacles. +Behavior +Pops up out of the ground when the Beheaded is above it, dealing damage +Sweeps across the entire floor it is on. +Cannot go onto platforms that can be dropped down through, and can only stay on actual ground tiles. +Moveset +Piercing strike +Description: +The tentacles burrow underground and follows the player, popping up to deal damage. +Can be blocked, dodge rolled, and parried. +Area sweep +Description: +In the second and third phase, a tentacle can charge across the room, dealing damage on contact and pushing the player back a bit. +Can be blocked, parried, and dodge rolled. +Strategy +Both of the Tentacle's attacks can be dodged by rolling or parrying. +Notes +Sewer's Tentacles were added with the +v1.4 +update, aka +Who's the Boss Update +in August 2019 as an enemy deriving from +Conjunctivius +. +Another similarity with the +Conjunctivius's +tentacles: Sewer's Tentacles can exist in two variations, second being rare: light-blue and purple. Purple one is much faster than light-blue. +History diff --git a/wiki_content/Sewers.txt b/wiki_content/Sewers.txt new file mode 100644 index 0000000000000000000000000000000000000000..5a766f3c6b9d8417d30aa376c6c7e48036e6835d --- /dev/null +++ b/wiki_content/Sewers.txt @@ -0,0 +1,18 @@ +URL: https://deadcells.wiki.gg/wiki/Sewers + +This +disambiguation +page lists articles associated with the same title. If an +internal link +referred you here, you may wish to change the link to point directly to the intended article. +The +Sewers +can designate two related +biomes +in +Dead Cells +: +Toxic Sewers +, a second level biome. The short name "sewers" usually refers to this level. +Ancient Sewers +, a third level biome, located after the Toxic Sewers diff --git a/wiki_content/Sewing_Scissors.txt b/wiki_content/Sewing_Scissors.txt new file mode 100644 index 0000000000000000000000000000000000000000..4a8c6431885edd8341dd9de3cf76a366acb4eac1 --- /dev/null +++ b/wiki_content/Sewing_Scissors.txt @@ -0,0 +1,86 @@ +URL: https://deadcells.wiki.gg/wiki/Sewing_Scissors + +Sewing Scissors +An attack that kills an enemy also kills every other target hit at the same time. +Cuts really short. +Internal name +Scissor +Type +Melee Weapon +Scaling +Combo rate +One 2-hit combo every 1.39 seconds +Base price +2000 +Damage +Base DPS +183 +Base combo damage +255 +Base first hit +80 +Base second hit +175 +Blueprint +Location +Have 16 outfits available and talk to +The Tailor +. +Unlock cost +50 +The +Sewing Scissors +is a +melee +weapon +that ignores shields/force fields and destroys every single enemy caught in its AOE if it manages to kill at least one of them, dealing critical damage if it doesn't do so. +Details +Special Effects: +This weapon's attacks ignore the shields of enemies like +Shieldbearers +and +Thornies +. +If an attack kills an enemy, it will also instantly kill all other enemies it hits. This triggers a unique death animation where the enemies are quite literally sliced into two halves by the blades. +Minibosses and bosses are an exception and will instead receive +critical +damage, which is +12x +the base damage. +Breach Bonus +: +1 / 1 +Base Breach Damage: +160 / 350 +Base Breach DPS: +367 ( +4404 +) +Combo Duration: +1.39 seconds +First Hit: +0.66 (0.46 + 0.2 + 0) +Second Hit: +0.73 (0.43 + 0.3 + 0) +Tags: +HeavyWeapon, NoCritical, InstantBlueprint +Legendary Version: +Forced +Affix +: Cut cut cut +"Enemies killed by the special effect of this weapon count three times for your kill streak." +Synergies +Due to the core mechanic of the weapon, it can benefit from weapons/items that accumulate enemies in one place like +Magnetic Grenade +. +Notes +Has unusual large range both vertically and horizontally. +The weapon itself cannot kill enemies shielded by the +Protector +and +Defender +, but the special effect can, provided if there is another vulnerable enemy for it to activate. +Enemies summoned by other enemies (e.g. +Fly +) are unaffected by an unique death animation and do not activate its ability to instantly destroy enemies. +History diff --git a/wiki_content/Shanoa.txt b/wiki_content/Shanoa.txt new file mode 100644 index 0000000000000000000000000000000000000000..97aed67d932a8506fb79c231a31d2818c1aadaa7 --- /dev/null +++ b/wiki_content/Shanoa.txt @@ -0,0 +1,84 @@ +URL: https://deadcells.wiki.gg/wiki/Shanoa + +Shanoa +Location +In the laboratories in +Passages +, between each two biomes. +“ +Are you the morning sun, come to vanquish this horrible night? +„ +Shanoa +is an +NPC +introduced in the +Return to Castlevania DLC +. +She replaces the +Collector +in +Passages +between each two biomes for the +Return to Castlevania DLC +biomes. +Dialogue +" +Welcome, stranger. I am Shanoa. +" +" +I'm a master of Glyph magic. +" +" +Alchemy is not really my strong suit, but I still might be able to help you make something of those cells you carry. +" +" +Greetings, friend of the Order. +" +" +Our sole purpose is to destroy Dracula so people can look to dawn without fearing the darkness. +" +" +My specialty is glyphs rather than alchemy but I should be able to help nonetheless. +" +" +Are you the morning sun, come to vanquish this horrible night? +" +Lore +Notice: Due to the lack of information surrounding +Castlevania +topics in +Dead Cells +canon, lore sections will reference information sourced from original +Castlevania +lore. Please note that some of this information is not confirmed in +Dead Cells +canon. +Shanoa was an amnesiac warrior from the Order of Ecclesia who utilised glyphs in combat. +Notes +Shanoa is the protagonist of +Castlevania: Order of Ecclesia +. +In her home series, Shanoa is a powerful practitioner of +glyph magic +, using arcane symbols on her arms and back to channel magical energy into various offensive and defensive forms. Several glyphs can be seen in her variant of the Passages; some are usable in +Order of Ecclesia, +and others have unique designs that relate to mechanics in +Dead Cells. +The banners on either side of the entrance depict +Dominus Agony +, one of the three components of +Dominus +, a glyph spell designed to destroy Dracula at the cost of its caster's life. +From left to right, the large glyphs in Shanoa's room are +Melio Scutum +, a high-level shield; an unknown glyph depicting a +cell +; +Acerbatus +, a large ball of thunder and darkness; and +Torpor +, a short-range ice spell that can freeze enemies. +The Health Fountain is marked with a glyph that closely resembles +Fides Fio +, a support glyph that boosts Shanoa's resistance to magic attacks. +History diff --git a/wiki_content/Shieldbearer.txt b/wiki_content/Shieldbearer.txt new file mode 100644 index 0000000000000000000000000000000000000000..069e25405f47400d65c03cb7e770c3f433b10a2a --- /dev/null +++ b/wiki_content/Shieldbearer.txt @@ -0,0 +1,58 @@ +URL: https://deadcells.wiki.gg/wiki/Shieldbearer + +Shieldbearer +Base health +100 +Location(s) +Ancient Sewers +Prisoners' Quarters +, +Ramparts +(0-1 BSC) +Derelict Distillery +(0-2 BSC) +Reward +Rampart +(0.4%) +Bloodthirsty Shield +(0.4%) +Ice Shield +(10%) +Desert Dweller Outfit +(4+ BSC; 0.4%) +Shieldbearers +are one of the first +enemies +the player encounters. They are mostly present on lower difficulties only. +Behavior +Shieldbearers carry a physical shield that renders them immune to most attacks hitting its front, and briefly stuns the player when attacked with a melee weapon. The shield can be bypassed via certain methods, such as stun effects, being struck from behind, fire pools or certain weapons such as Firebrands. +Their only attack is a ram attempt with their shield. +They will briefly back step if the player is too close. +Moveset +Shield charge +Description: +Charges up, then charges forward and deal damage on contact. +Can be blocked, parried, and dodge rolled. +Stuns the player on hit. +Strategy +Shieldbearers are vulnerable from behind, so simply rolling behind them will leave them vulnerable. They are slow to turn around, giving you time to attack right after even with slower weapons. Parrying their shield charge also leaves them vulnerable. +Some skills that can go through shields like +Fire Grenade +, +Lightspeed +and +Cleavers +can be quite effective. +Electric Whip +, +Valmont's Whip +, +Vampire Killer +, +Tentacle +and +Wrenching Whip +also bypass shields, which requires no repositioning. +Shieldbearers are more dangerous when in a group of multiple enemies. They protect ranged enemies and make it harder for the player to get close, and the bump from hitting their shields can leave the player vulnerable to other enemies. +Shieldbearers are a high priority target in groups and should be isolated from other enemies whenever possible. +History diff --git a/wiki_content/Shields.txt b/wiki_content/Shields.txt new file mode 100644 index 0000000000000000000000000000000000000000..7f8e61015999fc2b9c1295bb1e55c5c382cbb867 --- /dev/null +++ b/wiki_content/Shields.txt @@ -0,0 +1,74 @@ +URL: https://deadcells.wiki.gg/wiki/Shields + +Active mechanics +Holding down +a shield's assigned button holds it up after 0.37 seconds. Attacks that hit the front of the shield are reduced by the shield’s damage absorption percentage (usually 75%) before any other damage reduction effects. Shields’ block damage, listed as their regular damage, is also dealt to enemies using melee attacks. +Tapping +a shield's assigned button instead attempts a +parry +. If no attacks connect within the +parry +window, the player cannot block or +parry +again for 0.6 seconds. If a non-shockwave attack hits the shield during the +parry +window, the attack deals no damage, you can block/ +parry +again immediately, and additional effects occur depending on the attack: +Melee attackers take +parry +damage, indicated on the shield as its +critical damage +value. +Ranged attacks are reflected for 80 base damage. +Bombs are reflected for 90 base damage. +Explosions are absorbed without retaliation. +Festering Zombie +eggs are turned into biters, which attack enemies. +Any arrows stuck in the parried enemy will return to the player. +Note: +Attacks are also automatically +parried +if they land within the first 0.2 seconds of holding up the shield and the shield's button is still held. +Effect scaling +All Shields’ damage scales with the player's +Survival +stat +, but some also scale with +Tactics (e.g +Parry Shield +and +Knockback Shield +) or +Brutality (e.g +Assault Shield +and +Bloodthirsty Shield +). +Damage absorbed while blocking can only be increased by the Shield Absorb +affix +. +Passive effects +Carrying a shield creates a force field for half a second when the player takes damage. This barrier absorbs most damage, but not damage-over-time from status effects like poison or darkness. Some enemy attacks do not activate the force field, such as that of +Lacerators +. +Since active force fields reduce the decay +recovery +by 65%, carrying a shield makes it more difficult to recover recently-lost health. +List of shields +This is a list of all obtainable Shields in the game. +RotG +: +Rise of the Giant DLC +TBS +: +The Bad Seed DLC +FF +: +Fatal Falls DLC +TQatS +: +The Queen and the Sea DLC +RtC +: +Return to Castlevania DLC diff --git a/wiki_content/Shocker.txt b/wiki_content/Shocker.txt new file mode 100644 index 0000000000000000000000000000000000000000..897cdfe31c019d56dc5d3604fe65a12222527039 --- /dev/null +++ b/wiki_content/Shocker.txt @@ -0,0 +1,65 @@ +URL: https://deadcells.wiki.gg/wiki/Shocker + +Shocker +Base health +90 +Location(s) +Ossuary +Corrupted Prison +, +Forgotten Sepulcher +(0 BSC) +Fractured Shrines +FF +(1+ BSC) +Reward +Flamethrower Turret +(0.4%) +Cloud Outfit +(3+ BSC; 0.4%) +Shockers +are stationary +enemies +found in the +Ossuary +, +Corrupted Prison +, +Forgotten Sepulcher +(0 BSC only) and +Fractured Shrines +FF +(1+ BSC). +Behaviour +Shockers are static, and will not teleport to follow the player on 4+ BSC. Their only attack is to generate an aura around it if there is a valid target. +Shockers are also resistant to +poison +and +bleeding +damage. +Moveset +Lightning aura +Description: +Charges up and creates a damaging aura in a large radius around it. Hits multiple times. +Cannot +be blocked, parried, or dodge rolled. +Can hit through walls and platforms. +Strategy +If you see a Shocker out in the open, they can easily be killed out of reach with a ranged weapon. If the Shocker is in a confined area, you will need to exercise more caution against them. +It's best to kill a Shocker with burst damage before it can attack. Most weapons should be able to kill them quickly but if you're not dealing enough damage, then you might need to use a heavy damage dealing +skill +. Slow effects like +Melee +are also effective against them, giving you more time to hit them before they charge up. +If you can't kill a Shocker fast enough, then hit it a few times and retreat outside of their radius before they could attack and try again. +Shockers are immobile and can't chase you, so they should always be dealt with solo after you've taken care of other nearby enemies, if not ignored entirely. +Since they are immune to Poison and Bleeding damage, weapons like the +Alchemic Carbine +or the +Throwing Knife +are not very effective against them. They also don't have a front or back, so the +Vorpan +and +Assassin's Dagger +are also weaker against them. +History diff --git a/wiki_content/Shops.txt b/wiki_content/Shops.txt new file mode 100644 index 0000000000000000000000000000000000000000..1a1ed11b0ae509a6cdc172d4280701b0082838d7 --- /dev/null +++ b/wiki_content/Shops.txt @@ -0,0 +1,91 @@ +URL: https://deadcells.wiki.gg/wiki/Shops + +Shops +are special areas in every +biome +(except for +Boss +biomes like +Black Bridge +) that sell various items that can be purchased in exchange for +Gold. +Shop variants +Three types of Shops exist in the game: the Weapon Shop, the Skill Shop, and the Food Shop. They have different shopkeepers and appearances and sell different things. While Weapon Shops and Skill Shops are bound to appear somewhere in every biome, Food Shops are only found in a few specific biomes and cannot appear randomly outside of them. +Weapon Shops sell ranged weapons, melee weapons, and shields. +Skill Shops sell traps, turrets, grenades, and powers. +Food Shops sell +food +, flask recharges and +cough syrup +. Cough syrup is only sold on Hell +difficulty +and replaces the minor food item that is normally sold in lower difficulties. +The Weapons Merchant. +The Skills Merchant. +The Food Merchant. +Shop upgrades +There are 2 upgrades for shops that can be unlocked by +The Collector +. +With the +Restock +general improvement, offered items can be rerolled up to 5 times for free to change what items will be sold, but will increase the prices of the offered items by 40%. +The secret upgrade, +Merchandise Categories +, allows the player to choose between 3 separate categories: Brutality items, Tactics items, or Survival items. When choosing one of these categories, 3 random items that correspond with the selected category will appear. Note that once one category is chosen, you cannot choose another one. +Using one of the special Custom Mode modifiers will change the shops to how they were prior to +v1.9 +. This will allow the player to choose between what weapon types (Melee, Ranged, Shields) or skill types (Deployable Traps, Grenades, Miscellaneous Skills) the shop will sell. Unlike most modifiers, this one does not disable +achievements +. +Prices +Gear prices +Main article: +Gear Value +Every piece of gear sold in shops costs a predetermined amount of money. Rerolling the items a shop offers will progressively increase the cost of the items sold there by 40% of their normal prices every time the offerings are rerolled. +Food prices +Food Shop items have their own prices that is separate from gear prices. Prices for food and other healing items is always the same, regardless of biome or difficulty. +Dialogue +The Shopkeepers only have the same looping dialogue over and over, where they become more annoyed with the Beheaded the more they talk to him, until their dialogue resets to the beginning of their lines. +"EVERYTHING MUST GO!" +"What do you need?" +"Are you going to buy something or what?" +"You know, this is starting to get on my nerves..." +"..." +"HEY! You gonna buy something?!" +"Just my luck to get stuck with the island idiot." +"..." +If the player uses Custom Mode to alter the item pool and turn off every item available, the shopkeeper will give a unique line to remark it. +"I've got nothing to offer you, scram!" +When unlocking the +Vorpan +: +" +Hmph... can't even find something worth cooking around here... +" +" +You may as well take it. Wish you luck! ... You will need it. +" +If you are carrying both the +Vorpan +and the +Tentacle +: +“ +Grilled tentacle? You, sir, are a man of great taste. +” +Notes +The shopkeepers all appear to be bound to the large bag on which they sit by a chain that is shackled to their wrist. The reasons for this are unknown. Similar NPCs, such as the +Blacksmith +or +Guillain +, do not appear to be bound by chains like the shopkeepers are. +Trivia +In the background of weapon and skill shops, is what appears to be the Buster Sword, a weapon wielded by the character Cloud Strife in +Final Fantasy 7 +. +See also +Guillain +The Blacksmith +Blacksmith's Apprentice +The Collector diff --git a/wiki_content/Shovel.txt b/wiki_content/Shovel.txt new file mode 100644 index 0000000000000000000000000000000000000000..43e499e75d894457039a11ea985f6e3faf217f95 --- /dev/null +++ b/wiki_content/Shovel.txt @@ -0,0 +1,92 @@ +URL: https://deadcells.wiki.gg/wiki/Shovel + +Shovel +Knocks back enemies and bombs. +Any object can become a deadly weapon if it's moving fast enough... +Internal name +Shovel +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.6 seconds +Base price +1500 +Damage +Base DPS +158 +Base combo damage +252 +Base first hit +75 +Base second hit +52 +Base third hit +125 +Blueprint +Location +Drops from +Swarm Zombies +Drop chance +0.4% +Unlock cost +15 +The +Shovel +is a +melee +weapon +which flings enemies away and bombs back toward their sources. +Details +Special Effects: +Bombs hit by Shovel strikes are sent back as if they were parried by a shield. However, bomb power is 20% of shield-parry values (18 base damage instead of the usual 90 base damage). +The second hit in the combo knocks enemies back, and the final hit sends them flying away for 1 second. +Breach Bonus +: +0.7 / 0.5 / 2 +Base Breach Damage: +127.5 / 78 / 375 +Base Breach DPS: +363 +Combo Duration: +1.6 seconds +First Hit: +0.55 (0.4 + 0.15 + 0) +Second Hit: +0.35 (0.2 + 0.15 + 0) +Third Hit: +0.7 (0.4 + 0.3 + 0) +Tags: +NoCritical, HeavyWeapon, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Better Secrets +"Secrets found in the walls and ground are of increased quality." +Notes +Shovel’s legendary affix ‘Secrets found in the walls and ground are of increased quality’ can only be triggered when Shovel is in the main hand. It's possible to carry the Shovel in the +backpack +and swap it into the main hand, and then breaking a secret wall marking. +Bombs will still be reflected with +Porcupack +(while equipped in the backpack) if you roll through them, similar with +Armadillopack +, and the cooldown will +not +be triggered. +Be cautious that the mutation is often on cooldown, if so, this will not work. +Trivia +The Shovel has the same abilities as the +Spartan Sandals +(knocking enemies & bombs away), despite damage and other statistics being a bit different. +The Shovel may be a reference to +Crypt of the NecroDancer, +specifically to +Eli +, whose playstyle involves pushing bombs around. +It may be a weapon themed after the Graveyard biome as the in-game Graveyard is where common villagers are buried, and the shovel is presumably used to dig their graves. +The Shovel may also be a reference to Shovel Knight, as it can also be found by breaking a wall beside the campfire where you first find the King Scepter. +The Shovel changes its icon and model while using +Shovel Knight Outfit +History +pl:Shovel diff --git a/wiki_content/Shrapnel_Axes.txt b/wiki_content/Shrapnel_Axes.txt new file mode 100644 index 0000000000000000000000000000000000000000..59d76fec26a1b1354e93dc747eb21444bccce853 --- /dev/null +++ b/wiki_content/Shrapnel_Axes.txt @@ -0,0 +1,120 @@ +URL: https://deadcells.wiki.gg/wiki/Shrapnel_Axes + +Shrapnel Axes +Metal shards burst from the axes when you strike enemies, inflicting approximately 130 damage. +Internal name +BulletBlade +Type +Melee Weapon +Scaling +Combo rate +One 5-hit combo per 2.55 seconds +Base price +2000 +Damage +Base DPS +187 +Base combo damage +477 +Base first hit +56 +Base second hit +62 +Base third hit +72 +Base fourth hit +85 +Base fifth hit +202 +Base bonus hit +15/20/30/60/180 (325; 120 DPS) +Blueprint +Location +Drops from +Demons +Drop chance +0.4% +Unlock cost +100 +The +Shrapnel Axes +is an axe-type +melee +and ranged hybrid +weapon +. It fires projectiles when attacking if no enemies are within range of its melee attacks. +Details +Ammo: +27 +Special Effects: +Each non-melee strike fires projectiles. +These projectiles can get stuck in enemies like most bow-type weapons. +Breach Bonus +: +0.3 / 0.3 / 0.5 / 0.75 / 1.5 +Base Breach Damage: +72.8 / 80.6 / 108 / 148.75 / 505 +Base Breach DPS: +359 +Combo Duration: +2.55 seconds +First Hit: +0.4 (0.2 + 0.2 + 0) +Second Hit: +0.45 (0.25 + 0.2 + 0) +Third Hit: +0.3 (0.2 + 0.1 + 0) +Fourth Hit: +0.4 (0.4 + 0 + 0) +Fifth Hit: +1 (0.6 + 0.4 + 0) +Tags: +NoCritical, HasBullets, LimitedAmmo, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Fire Bullet +"Shots leave a trail of flames." +Synergies +Because of its hybrid nature as a melee and ranged weapon as well as its ability to lodge projectiles in enemies it synergizes almost perfectly with +Ripper +. +Notes +Can be used with both melee and ranged +mutations +, as long as the weapon is using the corresponding melee or ranged attacks. +This weapon +cannot +trigger +Acrobatipack +since it's classified as a melee weapon. +Striking enemies in melee range will +not +create shrapnel, despite the description. +This weapon does +not +benefit from +Point Blank +mutation for the same reason, except in rare cases. +Trivia +This is the only melee weapon to use ammo as part of its mechanic. +The +Wrecking Ball +TQatS +technically uses ammo, because the throw and recall are coded as projectiles, but this is not shown to the player and has no effect on the gameplay. +The +Ferryman's Lantern +FF +and +Hard Light Sword +do not technically share this trait because only their secondary ranged attacks in their other slots use ammo. +These are among the four single-slot weapons that use 2 weapons in their attack in the game, the others being the +Twin Daggers +, +Flashing Fans +TBS +and the +Machete and Pistol +. +History +Footnotes diff --git a/wiki_content/Sinew_Slicer.txt b/wiki_content/Sinew_Slicer.txt new file mode 100644 index 0000000000000000000000000000000000000000..4385453ff425273807cecbbcfb839cbd5b15b386 --- /dev/null +++ b/wiki_content/Sinew_Slicer.txt @@ -0,0 +1,95 @@ +URL: https://deadcells.wiki.gg/wiki/Sinew_Slicer + +Sinew Slicer +Fires spinning blades at nearby enemies, inflicting +bleeding +(10 DPS for 1.5 sec). +Internal name +StandardTurret +Type +Deployable +Scaling +Combo rate +Two 3-hit bursts every second +Recharge +10 seconds +Duration +1.5 seconds +Base trap health +80 +Base price +1750 +Damage +Base DPS +20 +Base combo damage +9.9 +Base hit +3.3 +Base DoT DPS +10 +bleeding +The +Sinew Slicer +is a +deployable +skill +which deploys a turret to shoot at enemies, making them +bleed +. +Details +Special Effects: +Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. This projectile will bounce off of a Shieldbearer's shields without detonating. Upon exploding, it deploys a ranged turret. +Turret targets the nearest enemy in a cone on either side. +Turret fires 3-shot bursts with 0.1 seconds separating consecutive shots in a burst. Bursts are fired twice a second. +Shots inflict stacks of +bleeding +on enemies they hit. +The +bleed +effect deals 10 DPS for 1.5 seconds, for a total of 15 base damage per stack. +Turret can be destroyed by enemies - remaining health is indicated by a small yellow bar above the turret. +Only one turret per Sinew Slicer skill can be active at a time - attempting to deploy another turret will destroy the first one. +Turret stops operation if the player moves too far away and resumes operation once the player comes back within range. +Tags: +Ranged, HasBullets, Bleed, Deployable, NeedsPower, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Bleed Propagation +"A victim of bleeding spreads it to other enemies nearby" +Synergies +The Sinew Slicer causes +bleeding +, satisfying the critical condition for +Sadist's Stiletto +, +Leghugger +TQatS +and +Hemorrhage +RotG +. +The Sinew Slicer can be used with all other sources of +bleeding +(eg. +Open Wounds +and +Cleaver +) to inflict the five bleeding stacks necessary for +blood +bursts. +Notes +Affixes such as "+80% damage to +poisoned +targets" apply to the direct damage dealt by this turret, but do +not +apply to the inflicted +bleed +status. +Since the Sinew Slicer causes +bleeding +, it synergizes with the "+60% damage to +bleeding +targets" affix which may appear on other items. +History diff --git a/wiki_content/Skeleton.txt b/wiki_content/Skeleton.txt new file mode 100644 index 0000000000000000000000000000000000000000..7a5768bf18927c8db8ef625b14fb3a15781cff26 --- /dev/null +++ b/wiki_content/Skeleton.txt @@ -0,0 +1,45 @@ +URL: https://deadcells.wiki.gg/wiki/Skeleton + +Skeleton +Base health +200 +Location(s) +Cavern +RotG +Reward +Flying Alcoholic Outfit +RotG +(100%) +Skeletons +are +enemies +found in the +Cavern +RotG +that wear noticeably large boots, the bottoms of which seem to be searing hot. They are exclusive to the +Rise of the Giant DLC +. +Behavior +Skeletons will aggro as soon as they see the player or when damaged. Once they are aggroed, they will perform a stomp attack until they no longer can detect the player. +Skeletons are immune to all crowd control effects (Stun, +freeze +, +root +and +slow +). +Moveset +Stomp +Description: +Charges up and continuously jumps up and down, creating shockwaves with each landing. +Cannot +be blocked, parried, or dodge rolled. +Strategy +The Skeleton's only method of attack has a long startup, but the multiple shockwaves it creates are very hard to avoid. If you can't kill it with one combo before it can use its stomp, disengage immediately and wait for it to stop attacking before approaching it again. With ranged you have a bit more time before you need to run away, but for melee you should run away earlier. +Always try to be close to a different platform to run away to, where the shockwaves can't reach you. +Unlike most other enemies where rooting an enemy and hitting from behind will prevent them from attacking, you cannot stop a Skeleton from using its attack. You can't interrupt its attack either, so pure damage is the only thing that matters when fighting a Skeleton. +Trivia +Despite being named +Skeleton +, they do not drop the Skeleton Outfit. +History diff --git a/wiki_content/Slammer.txt b/wiki_content/Slammer.txt new file mode 100644 index 0000000000000000000000000000000000000000..b21409f04bcdded746aee28cd009e54c7139a862 --- /dev/null +++ b/wiki_content/Slammer.txt @@ -0,0 +1,60 @@ +URL: https://deadcells.wiki.gg/wiki/Slammer + +Slammer +Base health +250 +Location(s) +Corrupted Prison +, +Cavern +, +RotG +Undying Shores +FF +(2+ BSC), +Astrolab +RotG +Reward +Flawless +(0.4%) +Tactical Retreat +(10%) +Slammers +are big blue bird +enemies +with five eyes and pink darts embedded in their back, which will pursue the player across platforms and attack them with icy shockwaves. +Behavior +When a Slammer spots the player, it will pursue them endlessly until it has been slain. However, the Slammer has to spend time jumping before it gets there, allowing the player to potentially ambush it. +The only attack a Slammer can execute involves them slamming their beaks into the ground and generating ice spikes. +Slammers are immune to all stun effects, including from sources such as the +Stun Grenade +and even +breach +. +Elite Slammers are functionally identical to their normal equivalents, but move faster and are vulnerable to Stun. +Moveset +Ice spikes +Description: +Pecks the ground and creates a row of ice spikes in front of it. +Can be avoided by jumping over them. +Strategy +Slammers are one of the most dangerous enemies in the game. They have exceptional DPS, health, attack rate, range & response times. Their only real weakness is that they are vulnerable while they are jumping between platforms or if the player is too far away. You can exploit this to get one free hit on them right when they land. +Rooting +them while their back is turned against you is the most effective way to kill a Slammer, since it usually can't turn around in time to retaliate. Burst damage and +freeze +skills are very useful to have in case you can't kill a Slammer fast enough. +Slammers can only target grounded threats and are otherwise entirely harmless. Take advantage of this and utilize nearby chains to your advantage. +If you do let a Slammer start attacking, stay on the air for as much as possible, especially while they are facing you. Get behind them as fast as possible and run to a different platform. +Slammers should be fought 1v1 whenever possible. If there are too many enemies around it, use the +Homunculus Rune +to draw aggro. Dive attacks are not advisable, as they will not be stunned. +Trivia +Slammers used to be giant bats according to a +Rise of the Giant +preview, possibly explaining their stun immunity via echolocation. +However, notes in +Astrolab +RotG +contradict this, stating that they are simply mutated crows. Due to their resemblance to birds, they are often nicknamed 'the bird.' +Slammers lack feathers on their body and wings, probably explaining why they cannot fly. +History diff --git a/wiki_content/Slasher.txt b/wiki_content/Slasher.txt new file mode 100644 index 0000000000000000000000000000000000000000..512b2856941a9a57e918e3d7d6be9e9899ffd26e --- /dev/null +++ b/wiki_content/Slasher.txt @@ -0,0 +1,77 @@ +URL: https://deadcells.wiki.gg/wiki/Slasher + +Slasher +Base health +215 +Location(s) +Prison Depths +, +Ossuary +, +Morass of the Banished +, +Fractured Shrines +Ramparts +(1+ BCS) +Graveyard +(2+ BCS) +Undying Shores +(After visiting Prison Depths) +Toxic Sewers +(Elite Guardian only) +High Peak Castle +(Elite in blue area) +Throne Room +(summoned by the Hand of the King) +Reward +Cluster Grenade +(1.7%) +No Mercy +(1.7%) +Heavy Turret +(0.4%) +Demon Outfit +(3+ BSC; 0.4%) +Related +Lacerator +Slashers +are enemies encountered in the +Ossuary +, +Prison Depths +, +Morass of the Banished +, and +Fractured Shrines +. One of them is also one of the key guardians of +High Peak Castle +, and they can be summoned by +The Hand of the King +in the +Throne Room +. On higher difficulties, they will start to appear in the +Ramparts +and +Graveyard +. +Behavior +When a Slasher spots the player, they will very quickly dash to the player to get in melee range. Once they are in melee range, they will initiate their slash combo attack. +If a stunning attack pins the player against a wall, the Slasher can chain-attack before dodge or attack inputs are registered - resulting in a subsequent stun. This tends to result in the death of the player, as it becomes impossible to avoid once this sequence begins. +After engaging the player, the Slasher temporarily moves faster. Although this sequence is minor, it should be taken account for. +Moveset +Slash combo +Description: +Slashes twice, then charges up for the third slash to release a shockwave. +Can be blocked, parried and dodge rolled. +Can turn around between each slash. +Strategy +While predictable, their attacks deal a lot of damage, they can engage combat very quickly, and are fairly tanky. No matter where they are encountered, Slashers should be fought with caution. +Their attacks have long reach and they can turn around between each slash. Rolling behind them as they are about to do their first slash is a +very +easy way to get hit. Instead, one should roll +away +from them and wait for them to start charging their third slash and roll behind it. One can also roll behind and jump away from the second slash, but this method is riskier and is only possible if a Slasher is very close. One should do this even with ranged weapons as the shockwave has a lot of range. However, the shockwave can only travel across the same floor, so they can be attacked from a different platform while their attack is charging, even if they are facing the player. Be prepared to dodge once they finish their combo, however, since they can close the distance quickly. +Parrying is also effective against Slashers. Their attack is fairly telegraphed. +Slow effects are very effective against Slashers, giving ample time to dodge each individual slash. The player can roll behind the first slash without getting hit while a Slasher is slowed. +Even if the player is out of range to parry the swipe, the third attack shockwave can be parried. +History diff --git a/wiki_content/Slumbering_Sanctuary.txt b/wiki_content/Slumbering_Sanctuary.txt new file mode 100644 index 0000000000000000000000000000000000000000..bbc6ae2e976b3ea7f320352848a557cf1fb5180b --- /dev/null +++ b/wiki_content/Slumbering_Sanctuary.txt @@ -0,0 +1,512 @@ +URL: https://deadcells.wiki.gg/wiki/Slumbering_Sanctuary + +The Stilt Village was built over a sanctuary, but it's hard to say whether that was an intentional choice by the original colonists. +A mysterious energy runs through these walls, like blood through living veins. +Some villagers claimed that the sanctuary was alive, that it could make the earth quake. Legends often tend towards the absurd. +Slumbering Sanctuary +Stage # +4 +Soundtrack +Temple +Required Rune(s) +Ram Rune +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Black Bridge +, +Insufferable Crypt +, +Defiled Necropolis +RtC +Next biome(s) +Clock Tower +, +Forgotten Sepulcher +Scrolls +2 Scrolls of Power, 1 Dual Scroll +Gear level +IV +Cursed chest chance +110% +Runes and Blueprints +Rune +Spider Rune +Blueprints from enemies +Pyrotechnics +, +Wings of the Crow +, +Ranger's Gear +Blueprints from secret areas +Masochist +, +Emergency Door +Enemies & Traps +Enemies +Grenadiers +, +Inquisitors +, +Casters +, +Golems +, +Dancers +, +Kamikazes +, +Maskers +, +Protectors +Boss(es) +Elite +Caster +(only once) +Enemy tier +15-20 +Wandering Elite chance +20% +Elite room chance +80% +Hazards +Spikes, spiked flails, sawblades +Previous biome(s) +Black Bridge +, +Insufferable Crypt +, +Defiled Necropolis +RtC +Next biome(s) +Clock Tower +, +Forgotten Sepulcher +Scrolls +2 Scrolls of Power, 1 Dual Scroll +Gear level +IV +Cursed chest chance +110% +Runes and Blueprints +Rune +Spider Rune +Blueprints from enemies +Pyrotechnics +, +Wings of the Crow +, +Ranger's Gear +Blueprints from secret areas +Masochist +, +Emergency Door +Enemies & Traps +Enemies +Grenadiers +, +Inquisitors +, +Casters +, +Golems +, +Dancers +, +Kamikazes +, +Maskers +, +Protectors +Boss(es) +Elite +Caster +(only once) +Enemy tier +16-21 +Wandering Elite chance +20% +Elite room chance +80% +Hazards +Spikes, spiked flails, sawblades +Previous biome(s) +Black Bridge +, +Insufferable Crypt +, +Defiled Necropolis +RtC +Next biome(s) +Clock Tower +, +Forgotten Sepulcher +, +Cavern +(beat the +Giant +once) +Scrolls +2 Scrolls of Power, 1 Dual Scroll +Gear level +IV +Cursed chest chance +110% +Runes and Blueprints +Rune +Spider Rune +Blueprints from enemies +Pyrotechnics +, +Wings of the Crow +, +Ranger's Gear +Blueprints from secret areas +Masochist +, +Emergency Door +Enemies & Traps +Enemies +Inquisitors +, +Casters +, +Golems +, +Dancers +, +Kamikazes +, +Maskers +, +Protectors +, +Bombardiers +Boss(es) +Elite +Caster +(only once) +Enemy tier +17-21 +Wandering Elite chance +20% +Elite room chance +80% +Hazards +Spikes, spiked flails, sawblades +Previous biome(s) +Black Bridge +, +Insufferable Crypt +, +Defiled Necropolis +RtC +Next biome(s) +Clock Tower +, +Forgotten Sepulcher +, +Cavern +(beat the +Giant +once) +Scrolls +3 Scrolls of Power, 1 Dual Scroll +Scroll Fragments +3 +Gear level +V +Cursed chest chance +110% +Runes and Blueprints +Rune +Spider Rune +Blueprints from enemies +Pyrotechnics +, +Wings of the Crow +, +Ranger's Gear +Blueprints from secret areas +Masochist +, +Emergency Door +Enemies & Traps +Enemies +Inquisitors +, +Casters +, +Golems +, +Dancers +, +Kamikazes +, +Maskers +, +Protectors +, +Bombardiers +, +Rampagers +, +Lacerators +Boss(es) +Elite +Caster +(only once) +Enemy tier +18-23 +Wandering Elite chance +20% +Elite room chance +80% +Hazards +Spikes, spiked flails, sawblades +Previous biome(s) +Black Bridge +, +Insufferable Crypt +, +Defiled Necropolis +RtC +Next biome(s) +Clock Tower +, +Forgotten Sepulcher +, +Cavern +(beat the +Giant +once) +Scrolls +3 Scrolls of Power, 1 Dual Scroll +Scroll Fragments +4 +Gear level +VII +Cursed chest chance +110% +Runes and Blueprints +Rune +Spider Rune +Blueprints from enemies +Pyrotechnics +, +Wings of the Crow +, +Ranger's Gear +Blueprints from secret areas +Masochist +, +Emergency Door +Enemies & Traps +Enemies +Inquisitors +, +Casters +, +Golems +, +Dancers +, +Kamikazes +, +Maskers +, +Protectors +, +Bombardiers +, +Rampagers +, +Lacerators +, +Demons +Boss(es) +Elite +Caster +(only once) +Enemy tier +21-26 +Wandering Elite chance +20% +Elite room chance +80% +Hazards +Spikes, spiked flails, sawblades +BSC +Door Rewards +1 BSC +2 BSC +3 BSC +Treasure chest +Chained items, exit to +Cavern +Treasure chest +The +Slumbering Sanctuary +is a fourth level +biome +. This old sanctuary quietly slumbers, lit by the glow of the strange, sap-like substance oozing from its walls. Its halls are eerily quiet, and countless statues litter the grounds. There is no way out- that is, without awakening the sanctuary. +Nothing likes to be awakened from their slumber, and these halls are no exception. The pulsing hues of the Sanctuary warm from blue to orange, and statues come alive when approached. Proceed with caution, or be slain for your trespass. +General information +Access and exit +The Slumbering Sanctuary can initially only be accessed from the +Insufferable Crypt +, coming from the +Ancient Sewers +with the +Ram Rune +. After defeating the Elite Caster and obtaining the Spider rune (see below), a passage from the +Black Bridge +also becomes available. +There are two normal exits out of the Slumbering Sanctuary, leading to the +Clock Tower +and to the +Forgotten Sepulcher +. Another exit, located behind a 2 +BSC +door, becomes available after beating the +Giant +RotG +once and leads to the +Cavern +. +RotG +Awakening the Sanctuary +When entering the level, the Sanctuary is in an 'inert' state, with a considerable number of enemies frozen as grey statues in the background. At the edges of the level, orange doors will prevent further progress. It should be noted that the only teleporters in this portion of the level are at the entrance and behind the switch. +Once the Ancient Temple Switch is activated, the level's coloration will change to orange and the music will change. The orange doors will now be open, and the statues will change into living enemies when approached. These enemies can be elites, and will +not +be rooted in place; as such, the statues should be approached with caution. +Spider Rune +An Elite +Caster +with the +Spider Rune +can be found here. It disappears after being defeated once. +Level characteristics +Scrolls +The Slumbering Sanctuary contains 4 scrolls: 2 Scrolls of Power (with a third located in a guaranteed +cursed chest +) and 1 Dual Scroll, which cannot spawn in areas requiring the use of runes to access. On (3+ +BSC +) there is a bonus Scroll of Power. When 3 +Boss Stem Cells +are active, this biome has 3 guaranteed +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, this biome has 4 guaranteed +Scroll Fragments +. Typically, most of these scrolls are only accessible after 'awakening' the Sanctuary. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Slumbering Sanctuary based on difficulty. +Loot and shops +Main level +1 +Treasure chest +1 +Cursed chest +1 +Treasure chest +, which can only be accessed once the Sanctuary is awakened +A weapon shop +A skill shop +Multiple Cell vats, which can only be accessed once the Sanctuary is awakened +Boss Stem Cells rewards +1 +BSC +: +Treasure chest +2 +BSC +: Chained items altar +2 +BSC +: +Cavern +exit +3 +BSC +: +Treasure chest +Exclusive blueprints +Secret areas +The blueprint for the +Masochist +mutation can be found in a secret area located in the wall in a narrow vertical passage with spikes at the bottom. +The blueprint for the +Emergency Door +can be found in a secret room where the player must reach the end +without breaking any doors +. This room does not always spawn, so it may require multiple runs to obtain. +Enemy blueprints +The blueprint for +Wings of the Crow +can be looted from +Golems +. +The blueprint for +Pyrotechnics +can be looted from +Casters +. +The blueprint for +Ranger's Gear +can be looted from +Dancers +. +Enemies +In the table below, you will find which enemies are present in the Slumbering Sanctuary depending on difficulty level. For each enemy, blueprints they carry are indicated. When applicable, the minimum difficulty level for blueprint acquisition is specified in brackets. +Lore +Alchemist grimoires +Main article: +The Alchemist +In a lab, the alchemist notes it's believed the Malaise is flowing into the sewer network and causing the malaise. He also wonders if the problem can be the solution: +" +Some say the sap that runs through the walls is flowing into the sewer network and causing the Malaise. But perhaps the problem can also be the solution? +" +The Alchemist discloses, in yet another lab, the +Time Keeper +can't contain the malaise forever with her time loops, noting she's getting exhausted from it: +" +Time is running out... literally. With all due respect, she can't contain the Malaise 'forever'. +" +In another lab, the alchemist states he has to collect as much sap as possible and find a solution: +" +All the sap flowing through these stones... I have to collect as much as possible and find a solution. +" +Additionally, when the beheaded makes a remark on the liquid in the walls: +" +I've passed by it dozens of times but I've never wondered what the viscous liquid in the walls was. +" +" +... +" +" +It's pretty, but it sort of stinks. +" +Other rooms +Randomly found, a lore room containing many doors can appear with a sign, which reads: +" +Are you worthy? +" +If the player destroys any door in the room, the sign will read: +" +You are not worthy. +" +Or the player doesn't destroy any doors, the sign will read: +" +You proved your worth. +" +And will drop the +Emergency Door +blueprint. +Gallery +TBA +History diff --git a/wiki_content/Smoke_Bomb.txt b/wiki_content/Smoke_Bomb.txt new file mode 100644 index 0000000000000000000000000000000000000000..9fefc2cce20fab8a77061e235d8002d66401b6b5 --- /dev/null +++ b/wiki_content/Smoke_Bomb.txt @@ -0,0 +1,60 @@ +URL: https://deadcells.wiki.gg/wiki/Smoke_Bomb + +Smoke Bomb +Releases a cloud of smoke making you invisible for 8 seconds. The first invisible attack inflicts +50% damage. +Internal name +SmokeBomb +Type +Power +Scaling +Recharge +16 seconds +Duration +8 seconds +Base price +1500 +Damage +Base hit ++50% (item boost) +Blueprint +Location +Drops from the +Banished +Drop chance +0.4% +Unlock cost +50 +The +Smoke Bomb +is a +power +skill +which turns the player invisible for 8 seconds. This item is exclusive to the +Bad Seed DLC +. +Details +Special Effects: +Using this skill makes you undetectable to all enemies, even elites, until either 8 seconds pass or you use a weapon or skill, at which point you will lose the invisibility and enemies can see you again. Invisibility does not work on bosses. +The skill provides (50 + 10*(Stat - 1))% damage bonus to the next weapon attack while invisible. +Tags: +NoDamage, HasDuration +Legendary Version: +Forced +Affix +: Assassin +"Killing an enemy while invisible refreshes the duration of the effect." +Notes +Using any sort of skills or attacks will disable the invisibility, this includes turrets and other skills that do not actually do any damage when first used. +Using it can stop a +Rampager +mid-charge if timed correctly. +The damage boost does not increase with the gear level, but it increases with the stats level. +Damage bonus applies on both melee and ranged attacks. +Ranged attacks with multiple projectiles such as +Killing Deck +'s 3rd and 4th hits, +Ferryman's Lantern +Soul Shot and +Magic Bow +have the damage bonus applied to each of the projectiles from that shot. +History diff --git a/wiki_content/Snake_Fangs.txt b/wiki_content/Snake_Fangs.txt new file mode 100644 index 0000000000000000000000000000000000000000..f459267e75ed166517721bd798e292fd68f1ee59 --- /dev/null +++ b/wiki_content/Snake_Fangs.txt @@ -0,0 +1,141 @@ +URL: https://deadcells.wiki.gg/wiki/Snake_Fangs + +Snake Fangs +Teleports you to the nearest target. +Poisons +victims (4 DPS for 15 sec). Inflicts +critical hits +if the target has more than 5 poison marks. +Internal name +SnakeFang +Type +Melee Weapon +Scaling +Combo rate +One 2-hit combo every 0.64 seconds +Duration +15 seconds ( +poison +effect) +Base price +1500 +Damage +Base DPS +94 ( +150 +) +Base combo damage +60 ( +96 +) +Base first hit +27 ( +43 +) +Base second hit +33 ( +53 +) +Base DoT DPS +4 ( +poison +effect) +Blueprint +Location +Drops from +Cold Blooded Guardians +Drop chance +1.7% +Unlock cost +80 +The +Snake Fangs +are a +melee +weapon +exclusive to the +Fatal Falls DLC +. It warps the player to their targets and poisons them on hit, inflicting critical hits if the target has enough poison stacks. +Details +Special Effects: +When attacking, you teleport to the closest enemy in front of you before hitting it. +The teleport is not limited to horizontal movement and can also move vertically. +Each hit inflicts a mark of +poison +that deals 4 DPS. +When an enemy has five or more marks of +poison +, it deals +critical hits +. +The +poison +effects don't have to be inflicted by the snake fangs themselves. +Breach Bonus +: +-0.3 / -0.3 +Base Breach Damage: +17.5 / 21 ( +26 +/ +32 +) +Base Breach DPS: +66 ( +105 +) +Combo Duration: +0.64 seconds +First Hit: +0.62 (0.2 + 0.12 + 0.3) +Second Hit: +0.32 (0.2 + 0.12 + 0) +Tags: +Poison +Legendary Version: +Forced +Affix +: Double Stack +"Applies 2 stacks of damage over time effects instead of 1." +Synergies +Alchemic Carbine +can be used as a secondary weapon or in the backpack to inflict poison for Snake Fang’s +crit +condition. +Catalyst +can also help by applying an extra stack of +poison +with each hit from Snake Fangs. +Corrosive Cloud +can create a +toxic cloud +that can be useful for inflicting +poison +on groups of enemies, but +Catalyst +is usually more consistent, especially on bosses or in biomes with spread out enemies. +Items that have +affixes +that can +poison +enemies can also work. +Snake Fangs' teleport ability can be used to easily close distance with enemies, enabling short-ranged weapons such as the +Vorpan +and synergies with weapons like the +Infantry Bow +. +Damage over time stacks that are applied directly by this weapon are buffed by damage boosting mutations such as +Combo +, +Support +and +Point Blank +. +Notes +Affixes such as "+60% damage to +bleeding +targets" apply to the weapon's attacks as well as the inflicted poison status. +Due to the teleport ability and the fact you can stay in the air if you repeatedly attack with it, Snake Fangs can be used to very easily defeat bosses such as +Mama Tick +. +History diff --git a/wiki_content/Soldier's_Resistance.txt b/wiki_content/Soldier's_Resistance.txt new file mode 100644 index 0000000000000000000000000000000000000000..fc99512020e2472f36685db3f247f3f278841eb6 --- /dev/null +++ b/wiki_content/Soldier's_Resistance.txt @@ -0,0 +1,40 @@ +URL: https://deadcells.wiki.gg/wiki/Soldier%27s_Resistance + +Soldier's Resistance +Increases your health by [5% base. 40% max]. +Internal name +P_ScaledHealth +Scaling +Blueprint +Location +Drops from +Guardian Knights +Drop chance +10% +Unlock cost +100 +Soldier's Resistance +is a +survival +-scaling +mutation +that increases the player's maximum health while it is equipped. +Details +Scroll Cap: +21 +Special Effects: +Increases the player's +current +maximum health by a percentage value, meaning the extra max health gained from Soldier's Resistance increases each time their max health is increased through other means. +However, Soldier's Resistance is additive with any non-stat-based max health increasing bonuses, such as that from +Dead Inside +. +Scaling: +5*1.11 +Stat-1 +% +Notes +When paired with +Necromancy +, Soldier's Resistance actually allows one to get a slightly higher amount of extra health before the healing can no longer occur. This is because their maximum health pool has increased, so the amount of extra healing they can achieve increases with this as well. +History diff --git a/wiki_content/Sonic_Carbine.txt b/wiki_content/Sonic_Carbine.txt new file mode 100644 index 0000000000000000000000000000000000000000..22fb18bb721c4d8a22294dcceec36dee73f3e367 --- /dev/null +++ b/wiki_content/Sonic_Carbine.txt @@ -0,0 +1,103 @@ +URL: https://deadcells.wiki.gg/wiki/Sonic_Carbine + +Sonic Carbine +Fires through enemies and keeps shooting when held down. Inflict +critical hits +to the targets behind the first enemy. +Internal name +SonicCrossbow +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.47 seconds +Base price +2000 +Damage +Base DPS +227 ( +445 +) +Base hit +30 ( +60 +) +Blueprint +Location +Secret area in the +5 BSC biome +RotG +; requires +Apex Key +Unlock cost +100 +The +Sonic Carbine +is a carbine-type +ranged +weapon +which can autofire. Its bolts will always pierce through the first enemy they hit. This item is exclusive to the +Rise of the Giant DLC +. +Details +Ammo: +20 +Special Effects: +Inflicts +critical hits +to targets behind the first enemy. +Breach Bonus +: +0.6 +Base Breach Damage: +48 ( +96 +) +Base Breach DPS: +102 ( +204 +) +Attack Duration: +0.47 seconds +Charge: +0.17 +Lock: +0.3 +Cooldown: +0 +Tags: +HasBullets, Ranged, LimitedAmmo, IsCrossbow +Legendary Version: +Forced +Affix +: Poison Bullet +"Shots explode into a toxic cloud." +Location +The blueprint for the Sonic Carbine can be found at the top of the exit tower in the +5 BSC biome +, it requires Apex key. +Synergies +Due to its high rate of fire, it works well with +Barbed Tips +. +Magnetic Grenade +can be used to group up enemies to trigger Sonic Carbine's +crit +condition. +Wolf Trap +can also be used to keep two enemies in place for the +crit +condition. +Instinct of the Master of Arms +can be used in combination with these items to allow the use of the above items more frequently. +Notes +Prevents player actions such as dodge-rolling for a brief time after shooting. +Trivia +Sonic Carbine's name change was brought due to crossbows being reworked into two-handed weapons, while this one remained functionally identical. +In some rare instances, the blueprint for the Sonic Carbine is accessible by using the +Homunculus Rune +. +Wings of the Crow +can also be used to access the blueprint without the Apex key. +History +Footnotes diff --git a/wiki_content/Sore_Loser.txt b/wiki_content/Sore_Loser.txt new file mode 100644 index 0000000000000000000000000000000000000000..098767123898f98af2daaa6d5b8bedf5734dc09b --- /dev/null +++ b/wiki_content/Sore_Loser.txt @@ -0,0 +1,53 @@ +URL: https://deadcells.wiki.gg/wiki/Sore_Loser + +Sore Loser +Base health +50 +Location(s) +(2-5 BSC) +Spawns in +cursed biomes +Limited spawns in a single run. +Reward +Damned Vigor +10% +Indulgence +10% +Related +Curser +, +Doom Bringer +Sore Losers +are one of three +curse +related +enemies +. +Behavior +Follows the player around and annoys them by getting in the way and projecting a spectral image in front of them, but cannot inflict any damage. When slain, the player's curse counter increases by 3. +Strategy +Sore Losers are not threatening on their own, because they can't attack. However, they can be extremely dangerous if they appear in company of many other threats, as there's no guarantee if the player would be able to lift the curse if they kill it during the crossfire. +Because of its extreme tenacity, one way of dealing with it is to simply lure it away from other mobs then kill it. +Other than to get enough kills for a kill door or to get the blueprints this enemy drops, there is no real reason to kill it, as it cannot deal any damage to the player. +Notes +Player's pets and biters don't attack Sore Loser. +If this enemy dies because of environmental hazards, +Crow's Foot +caltrops, +Electrodynamics +’ orbs or direct damage from some grenades ( +Oil Grenade +, +Infantry Grenade +, +Powerful Grenade +, +Cluster Grenade +, +Stun Grenade +, +Ice Grenade +) the player won't get cursed. However, killing it with +Turrets +or status effects would still curse the player normally. +History diff --git a/wiki_content/Soundtracks.txt b/wiki_content/Soundtracks.txt new file mode 100644 index 0000000000000000000000000000000000000000..e014aac8cf4fff5d18c4726657fb431f76dd88a4 --- /dev/null +++ b/wiki_content/Soundtracks.txt @@ -0,0 +1,81 @@ +URL: https://deadcells.wiki.gg/wiki/Soundtracks + +The Dead Cells Original Soundtrack, composed entirely by Yoann Laulan, consists of one album and five EP’s. There are also 8-Bit versions available of every song in the game. +Dead Cells - Soundtrack +Dead Cells - Soundtrack Part 1 +is the first official soundtrack album of the game. The album's songs are used as various themes in the game. +Release date +: +Steam +(as the game's DLC) and +Bandcamp +: 10 May 2017. +Dead Cells: Demake Soundtrack +Dead Cells: Demake Soundtrack +is the second official soundtrack album of the game. It is the 8-bit version of the first album. +Release date +: +Bandcamp +: 6 Aug 2020. +Steam +(as the game's DLC): 15 Aug 2020. +Dead Cells: Return to Castlevania Soundtrack +The +Return to Castlevania DLC +adds 12 re-imagined castlevania songs, remixed by Yoann. Additionally, the DLC adds an option for a second alternate soundtrack consisting of 51 songs from various castlevania games. +Dead Cells: Return To Castlevania Soundtrack +is the third official soundtrack album of the game. The Soundtrack that can be bought only contains the 12 re-imagined songs, some with different versions, and the Demake 8-bit versions of these songs. +Release date +: +Bandcamp +: 4 July 2023. +Steam +(as the game's DLC): 21 July 2023. +Soundtrack +Alternate Soundtrack +Menu - Prayer (Symphony of The Night) +Credits - Lost Painting (Symphony of The Night) +Transition Area - Requiem (Rondo of Blood) +Shop - The Master Librarian [SEGA Saturn Ver.] (Symphony of The Night) +Boss Rush/Elite Fight - Poison Mind (Rondo of Blood) +The Bank - Moonlight Nocturne (Symphony of The Night) +Richter Mode - Divine Bloodlines (Rondo of Blood) +Prisoners' Quarters - Dracula's Castle (Symphony of The Night) +Promenade of the Condemned - Slash (Rondo of Blood) +Toxic Sewers - Underground Reservoir (Aria of Sorrow) +Dilapidated Arboretum - Forest of Monsters (Super Castlevania IV) +Castle's Outskirts - Beginning (Rondo of Blood) +Prison Depths - Emerald Mist (Order of Eclessia) +Corrupted Prison - Marble Gallery (Symphony of The Night) +Ramparts - Castle Corridor (Aria of Sorrow) +Ancient Sewers - Crystal Teardrops (Symphony of The Night) +Ossuary - Rainbow Cemetery (Symphony of The Night) +Morass of the Banished - Cross a Fear (Rondo of Blood) +Dracula's Castle - Vampire Killer (Rondo of Blood) +Black Bridge - Dancing in Phantasmic Hell (Rondo of Blood) +Insufferable Crypt - Enchanted Banquet (Symphony of The Night) +Nest - Boss Theme 2 (Super Castlevania IV) +Defiled Necropolis - Bloody Tears (Rondo of Blood) +Stilt Village - Wandering Ghosts (Symphony of The Night) +Slumbering Sanctuary - Rotating Room (Castlevania IV) +Slumbering Sanctuary (Awakened) - Spinning Tower (Castlevania IV) +Graveyard - Cemetery (Rondo of Blood) +Fractured Shrines - An Empty Tome (Order of Eclessia) +Clock Tower - The Tragic Prince (Symphony of The Night) +Forgotten Sepulcher - Dance of Pales (Symphony of The Night) +Cavern - Awake (Circle of The Moon) +Undying Shores - Rhapsody of the Forsaken (Order of Eclessia) +Clock Room - Death Ballad (Symphony of The Night) +Guardian's Haven - Guardian (Symphony of The Night) +Mausoleum - Festival of Servants (Symphony of The Night) +High Peak Castle - Abandoned Castle (Curse of Darkness) +Derelict Distillery - Reincarnated Soul (Bloodlines) +Infested Shipwreck - Picture of a Ghost Ship / Ghost Ship Painting (Rondo of Blood) +Throne Room - Theme of Simon Belmont (Super Castlevania IV) +Lighthouse - Eneomaos Machine Tower (Curse of Darkness) +Master's Keep - Prologue (Symphony of The Night) +1st Phase - Illusionary Dance (Rondo of Blood) +2nd Phase - Black Banquet (Symphony of The Night) +Astrolab - Finale Toccata (Symphony of The Night) +The Crown - Legendary Belmont (Curse of Darkness) +Observatory - Blood Relations (Symphony of The Night) diff --git a/wiki_content/Soundtracks_fr.txt b/wiki_content/Soundtracks_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..fd8920e63a024c4173f6da6547f8a3c7c4f3f491 --- /dev/null +++ b/wiki_content/Soundtracks_fr.txt @@ -0,0 +1,31 @@ +URL: https://deadcells.wiki.gg/wiki/Soundtracks/fr + +Les OST du jeu Dead Cells, composé entièrement par Yoann Laulan, consiste en un album et 5 EP. Il existe aussi une verion 8-bit disponible pour chaque musique du jeu. +Dead Cells - OST +Dead Cells - OST Partie 1 +est le premier album officiel du jeu. Les musiques de l'album sont utilisées en tant que divers thèmes du jeu. +Date de sortie +: +Steam +(ainsi que les DLC du jeu) et +Bandcamp +: 10 Mai 2017. +Dead Cells: Demake OST +Dead Cells: Demake OST +est le second album officiel du jeu. C'est la version 8-bit du premier album. +Date de sortie +: +Bandcamp +: 6 Août 2020. +Steam +(ainsi que les DLC): 15 Août 2020. +Trivia +La couverture de l'album +Soundtracks - Part 1 +, qui est aussi la couverture du jeu, dépeint le +Décapité +tenant une +cellule +et l'épée +Charognarde +. diff --git a/wiki_content/Spartan_Sandals.txt b/wiki_content/Spartan_Sandals.txt new file mode 100644 index 0000000000000000000000000000000000000000..ceb583de976a86f2715027ff454b7b262a4a71db --- /dev/null +++ b/wiki_content/Spartan_Sandals.txt @@ -0,0 +1,115 @@ +URL: https://deadcells.wiki.gg/wiki/Spartan_Sandals + +Spartan Sandals +Knocks back enemies, dealing damage where they land. Deals 90 extra damage if the enemy hits a wall. The final strike in the combo will knock back any enemy. +This. Is. DEAD CELLS! +Internal name +BumpBoots +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.4 seconds +Base price +1600 +Damage +Base DPS +32 +Base combo damage +45 +Base first hit +14 +Base second hit +14 +Base third hit +17 +Base bonus hit +90 (wall damage) +Blueprint +Location +Drops from +Runners +Drop chance +100% +Unlock cost +50 +The +Spartan Sandals +are a +melee +weapon +which knock enemies away from the player, causing them to take extra damage if they hit a wall or similar solid obstacle while being knocked back. +Details +Special Effects: +Pushes enemies away quickly for 0.5 seconds on hit, interrupting attacks and dealing fall damage. +Attacks that connect with enemy bombs launch them back as if they were parried by a +shield +, but at 45% of shield-parry power (40.5 base damage instead of the usual 90 base damage). +Enemies that hit a wall or solid barrier shortly after getting knocked back by this weapon take an additional 90 base damage. +Foes also take at least the minimum amount of fall damage upon impact with the ground no matter how short the fall, as well as dealing AoE damage to nearby enemies. +Breach Bonus +: +0.25 / 0.25 / 0.25 +Base Breach Damage: +17.5 / 17.5 / 21.5 +Base Breach DPS: +28 +Combo Duration: +1.4 seconds +First Hit: +0.55 (0.1 + 0.25 + 0.2) +Second Hit: +0.6 (0.15 + 0.25 + 0.2) +Third Hit: +0.85 (0.25 + 0.4 + 0.2) +Tags: +UtilityWeapon, NoCritical +Legendary Version: +Forced +Affix +: Super Bump +"Greatly increases the knockback of the item." +Synergies +The melee weapon +Snake Fangs +FF +, the shield +Assault Shield +, and the power +Phaser +can be used to quickly close the distance between the player and an enemy that has survived being kicked away and is now out of reach. +The melee weapon +Snake Fangs +FF +is better fit for this task as it is more accurate than the +Assault Shield +and less disorienting than +Phaser +. +The power +Grappling Hook +can be used to pull in enemies and close the distance created after having kicked them away. +Kicked enemies that impact the deployable +Emergency Door +will take the additional damage typically caused by hitting a wall. +Notes +Can "kick" bombs away, similar to +Shovel +or +Flashing Fans +(see weapon details). +Bombs will still be reflected with +Porcupack +(while equipped in the backpack) if you roll through them, similar with +Armadillopack +, and the cooldown will +not +be triggered. +Be cautious that the mutation is often on cooldown, if so, this will not work. +Trivia +The description of the item and the item itself, including its Legendary version, are a reference to the famous quote from +Zack Snyder's +film +300 +"This. is. Sparta!", shouted by Leonidas, Spartan king, right before kicking a Persian messenger into a pit. +History diff --git a/wiki_content/Spawner.txt b/wiki_content/Spawner.txt new file mode 100644 index 0000000000000000000000000000000000000000..b662f79b063a4281977311b8368ea664c3e41e9f --- /dev/null +++ b/wiki_content/Spawner.txt @@ -0,0 +1,47 @@ +URL: https://deadcells.wiki.gg/wiki/Spawner + +Spawner +Base health +1000 +Location(s) +Ossuary +, +Derelict Distillery +Undying Shores +(After visiting Ossuary) +Reward +Torch +(1.7%) +Related +Corpse Juice +Spawners +are +enemies +that can only be found in the +Ossuary +and the +Derelict Distillery +. It doesn't attack on its own, but instead spawns a maximum of 3 +Corpse Juices +, hence its name. They have high health but spawning a +Corpse Juice +drains their health. +Behavior +Spawners will continue to spawn +Corpse Juices +if there are less than 3 nearby. They can be launched in front or behind the player. Performing this action drains its health slightly as the amount of liquid in its container is reduced. However, this alone cannot defeat this enemy. As this is not necessarily an attack, it cannot be parried. +Moveset +Summon Corpse Juice +Description: +Spews out a Corpse Juice out of its nozzle. +Corpse Juices are invulnerable until they fully emerge. +Strategy +Spawners create areas where you need to deal with multiple enemies in one area. Positioning is most important when fighting a Spawner. Place yourself in a way that lets you hit both the Spawners and Corpse Juices with melee, or keep your distance and don't let a Corpse Juice sneak up behind you and attack using ranged weapons. +'Damage over time' effects such as poison or fire are effective since they will continuously deal damage while it summons Corpse Juices, leaving you free to pay attention to other threats. +Pay close attention to where it summons a Corpse Juice, and prepare to strike it when it becomes vulnerable. The shot it fires to summon a Corpse Juice may blend in with everything else, so one can sneak up on you and hit you if you're not careful. +Notes +Used to be called +Death Spitter +. +Its health bar is the "juice" in its body. +History diff --git a/wiki_content/Speedrun_Mode.txt b/wiki_content/Speedrun_Mode.txt new file mode 100644 index 0000000000000000000000000000000000000000..daaa32493f658c60d93fb112259e894a3d752a70 --- /dev/null +++ b/wiki_content/Speedrun_Mode.txt @@ -0,0 +1,20 @@ +URL: https://deadcells.wiki.gg/wiki/Speedrun_Mode + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Speedrun Mode +is a mode available in gameplay settings. +Changes +When the Speedrun Mode is enabled: +An icon resembles the +Lightspeed +'s skill icon will display above the minimap. +Timer ticks permanently. +Lore rooms, cutscenes, and slow motion will disable. +Milliseconds and generation seed will display. +See also +Speedrunning +History diff --git a/wiki_content/Speedrunning.txt b/wiki_content/Speedrunning.txt new file mode 100644 index 0000000000000000000000000000000000000000..1b2596396dbe3c6c223914a7da3c1acb59cf782d --- /dev/null +++ b/wiki_content/Speedrunning.txt @@ -0,0 +1,153 @@ +URL: https://deadcells.wiki.gg/wiki/Speedrunning + +Speedrunning +is the act of playing the game with the goal of completing it as fast as possible. It often involves following a planned route, understanding the biome generation to find the next exit quickly and, depending in the category, it may incorporate sequence breaking, exploits or glitches that allow some sections to be skipped or completed more quickly than intended. +Categories +As many games, dead cells has different categories that are ran by speedrunners, each with their own routes, victory conditions and rulesets. The leaderboads are split between the main categories and category extensions. Each category also has sub categories, variations of the main category. These are often used to split the leaderboard for any game mechanic/version/limit that might cause too much difference in runs where a specific strategy is more advantageous than other strategies and thus unfair for those who want to use different methods or have slower/older hardware as that can affect loading times or other niche elements. +As Dead Cells has the option to use custom seeds, most categories have a split between seeded (Custom seed) or unseeded (random seed). Others might be related to game versions and unrestricted or No Major Glitches. +Main Categories +There are 5 main categories that are ran. +Any% Warpless +Any% Warps +Fresh File +0-5BC Glitchless +5BC +All categories end at the credits after +The Hand of the King +, +The Queen +, +Dracula - Final Form +or +The Collector +. +The Hand of the King +is the preferred ending as it has the shortest and thus fastest route, +The Collector +is mandatory for any runs that involve 5BC. +Any% Warpless +Reach the credits at the end of the game, either after +The Hand of the King +, +The Queen +or +Dracula - Final Form +without using the any use of warps, such as the special cutscene where Time Keeper teleports you directly to the clock room. +This run could be seen as just trying to complete a basic run as fast as possible and is often played on savefiles where everything is collected and unlocked. +Sub categories: +Seed +Unseeded +Any% Warps +Reach the credits at the end of the game, either after +The Hand of the King +, +The Queen +or +Dracula - Final Form +. Warps are allowed. Makes use of the special cutscene where Time Keeper teleports you directly to the clock room from the +Prisoners' Quarters +, skipping the majority of the run. This requires a savefile where the player has beaten +The Collector +for the first time and has not started a new run. However, this warp only happens once per savefile, so runners use a modified savefile that makes it so the warp happens every run, even after completing a run. +Sub categories: +Seeded or Unseeded +60+ FPS or <60 FPS +FPS categories exist due to +Wings of the Crows +being affected by FPS rates, how depends on game versions. Before the items rework it would allow high speed movement that made it possible to cross a whole biome under a second, in current version it is still affected by sub 60 fps rates. +Fresh File +Reach the credits at the end of the game, either after +The Hand of the King +, +The Queen +or +Dracula - Final Form +on a fresh save file. +Sub categories: +Seeded or Unseeded +The Hand of the King +, +The Queen +or +Dracula - Final Form +. +Each of these bosses end a run and have different routes to reach resulting in different completion estimates. +<2.1 or 2.1+ +Version 2.1 +introduced the permanent timer in the game which continous through loading screens, and loading screens length is affected by computer hardware. +Most runners run on 2.4 due to the Lightspeed Unlinking trick being easier on this version of the game. +0-5BC +Playing on 2.0 version and higher, from a brand new save file, reach the credits after +The Collector +, while playing in 5BC. +In this run, the player will need to collect all +Boss Stem Cells +which requires winning a run on each difficulty. +Sub categories: +Seeded or Unseeded +Altough there are categories for seedeed and unseeeded, only unseeded is ran. +5BC +Reach the credits after +The Collector +, the credits after +The Hand of the King +or +The Queen +do not count. +This run is played on 5 BSC on a pre-existing save file. +Sub categories: +Seed or Unseeded +unrestricted or NMG(No Major Glitches) +<2.5 or 2.5+ +In +Version 2.5 +Aspects +were introduced. +Category extension +Category Extensions are runs that don't fit on the main leaderboard due to self applied limits and objectives or gimmicks to create a run or are just old categories that aren't possible anymore. These often require going out of the way of an otherwise optimal run. +Boss Rush +Using the +Training Room +, defeat all the bosses in any order using any equipment loadout in 5BC. +Smuggling of the Collector's Panacea is not allowed. +Sub categories: +QatS or Fatal Falls +Queen and the Sea adds 2 more bosses. +All Bosses +Beat all the bosses in the game, including DLC. +This can be run on any difficulty, altough 0 BSC might not be the most optimal because of certain shortcuts or mechanics that aren't available on all difficulties. +The last run must be run on 5BSC as the final boss must be defeated. +All Runes +From a brand new file, collect all runes in the game. +Reverse Runes +From a brand new file, collect the following runes in the order of the list: +Homunculus Rune +Spider Rune +Ram Rune +Teleportation Rune +Vine Rune +The challenge in this category comes from the fact that sequence breaking is neccesary because the runes needed to normally be able to reach the end are collected last. +Cursed Sword Glitchless +Reach the credits at the end of the game, either after +The Hand of the King +or +The Queen +while having the +Cursed Sword +in the inventory during the entire run. +This category is ran in Custom Mode. +Damned aspect is banned from this category. +Normal mode +Using normal mode on +Version 3.2 +complete Reach the credits at the end of the game, either after +The Hand of the King +or +The Queen +. The use of Glitches and Aspects is not allowed. +Old categories +These categories aren't run anymore but are kept to keep the runs and leaderboard available for viewing. +Any% Early Access +Fresh File Early Access +Any% Seeded Early Access +4BC diff --git a/wiki_content/Spiked_Boots.txt b/wiki_content/Spiked_Boots.txt new file mode 100644 index 0000000000000000000000000000000000000000..0e176c7930f82c91e82e627fb102ccdaec5afe1d --- /dev/null +++ b/wiki_content/Spiked_Boots.txt @@ -0,0 +1,115 @@ +URL: https://deadcells.wiki.gg/wiki/Spiked_Boots + +Spiked Boots +Inflicts a +critical hit +if the kick interrupts an attack. +Internal name +SpikedBoots +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 1.43 seconds +Base price +1600 +Damage +Base DPS +105 ( +324 +) +Base combo damage +150 ( +464 +) +Base first hit +35 ( +98 +) +Base second hit +30 ( +78 +) +Base third hit +35 ( +98 +) +Base fourth hit +50 ( +190 +) +Blueprint +Location +Drops from +Thornies +Drop chance +0.4% +Unlock cost +35 +The +Spiked Boots +are a +melee +weapon +, which deal +critical hits +while enemies are attacking. +Detail +Special Effects: +Deals ~3.09x damage (324 base +critical +DPS) with hits that land on an enemy while it is performing an attack. +Sends back enemy grenades and bombs at 25% of normal power (22.5 base damage instead of the usual 90 base damage). +Breach Bonus +: +-1 / -1 / -1 / 1 +Base Breach Damage: +0 / 0 / 0 / 100 ( +0 +/ +0 +/ +0 +/ +380 +) +Base Breach DPS: +70 ( +266 +) +Combo Duration: +1.43 seconds +First Hit: +0.43 (0.23 + 0.2 + 0) +Second Hit: +0.25 (0.1 + 0.15 + 0) +Third Hit: +0.39 (0.14 + 0.25 + 0) +Fourth Hit: +0.36 (0.16 + 0.2 + 0) +Tags: +UtilityWeapon +Legendary Version: +Forced +Affix +: Run Speed on Crit +"Increases your movement speed for 5 seconds after a +critical hit +." +Synergies +Pairs well with the +Melee +mutation for a safer and longer +crit +window. +Pairs well with the +Porcupack +mutation, as players usually dodge-roll through enemies as they are attacking. +Pairs well with the +Adrenaline +mutation, as the weapon's critical condition already forces the player into more last-second dodges. +Notes +Unlike the +Spartan Sandals +, even if the player hits an enemy while it's charging an attack with this weapon, it will not actually interrupt it. Take caution when dealing with enemies capable of fast attacks. +History diff --git a/wiki_content/Spiked_Shield.txt b/wiki_content/Spiked_Shield.txt new file mode 100644 index 0000000000000000000000000000000000000000..abeb2ffcbc902b5fc6722032bc8e83443a46b0fa --- /dev/null +++ b/wiki_content/Spiked_Shield.txt @@ -0,0 +1,69 @@ +URL: https://deadcells.wiki.gg/wiki/Spiked_Shield + +Spiked Shield +Inflicts major damage on blocked enemies. +Internal name +SpikeShield +Type +Shield +Scaling +Base price +1500 +Damage +Base block damage +90 ( +216 +) +Base absorbed damage +75% +Blueprint +Location +Drops from +Cleavers +Drop chance +1.7% +Unlock cost +5 +The +Spiked Shield +is a +shield +weapon +which deals much more damage when blocking and +parrying +than other shields. +Details +Base Absorbed Damage: +75% +Special Effects: +Deals 90 base damage upon blocking a melee attack. If the attack is +parried +instead, it deals 2.4x damage (216 base +critical +damage). +Breach Bonus +: +0 +Base Breach Damage: +90 ( +216 +) +Base Breach DPS: +243 ( +584 +) +Tags: +Shield, UnlockInPublicEvent +Legendary Version: +Warm Welcome +Forced +Affix +: Mega Crit +" +Critical hits ++50% damage." +Trivia +The sprite is identical to that of the +Knockback Shield +, except with a large spike on the front. +History diff --git a/wiki_content/Spite.txt b/wiki_content/Spite.txt new file mode 100644 index 0000000000000000000000000000000000000000..04f7244d706673c164e4ddbe5c5e74e6b4943e38 --- /dev/null +++ b/wiki_content/Spite.txt @@ -0,0 +1,43 @@ +URL: https://deadcells.wiki.gg/wiki/Spite + +Spite +Successful +parries +and reflected shots inflict [140 base] damage. +Internal name +P_SuperParry +Scaling +Blueprint +Location +Secret area in +Passage +to +Toxic Sewers +Unlock cost +100 +Spite +is a +survival +-scaling +mutation +which increases the damage of +shields +by adding a flat damage bonus to blocking, +parrying +, and deflected projectiles. +Details +Special Effects: +Parries +and reflected projecitiles deal extra [140 base] damage. +Scaling: +140*1.15 +Stat-1 +extra damage +Notes +Damage is added onto every individual parried attack. This includes parries done with the +Cocoon +as well as the +Iron Staff +. +Has no effect on ranged attacks that do not allow for a returned projectile. +History diff --git a/wiki_content/Spite_Sword.txt b/wiki_content/Spite_Sword.txt new file mode 100644 index 0000000000000000000000000000000000000000..994717383926ae0b909fea2ef9960b94380456df --- /dev/null +++ b/wiki_content/Spite_Sword.txt @@ -0,0 +1,145 @@ +URL: https://deadcells.wiki.gg/wiki/Spite_Sword + +Spite Sword +Inflict a +critical hit +if you took damage less than 8 sec ago, or if you're cursed. +A rusty weapon that reveals its power when things get tough. +Internal name +RevengeSword +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 1.35 seconds +Base price +1400 +Damage +Base DPS +144 ( +255 +) +Base combo damage +195 ( +342 +) +Base first hit +50 ( +80 +) +Base second hit +55 ( +88 +) +Base third hit +10 ( +16 +) +Base fourth hit +80 ( +160 +) +Blueprint +Location +Drops from +Buzzcutters +Drop chance +0.03% +Unlock cost +30 +The +Spite Sword +is a sword-type +melee +weapon +which deals +critical hits +for some time after taking damage or while +cursed +. +Details +Special Effects: +Deals ~1.77x damage ( +255 +base +critical +) for a short time after the player takes a damaging hit or while being cursed. +The third hit shoves enemies back somewhat quickly and stuns them for 0.8 seconds. +Breach Bonus +: +0 / 0 / 0.5 / 1 +Base Breach Damage: +50 / 55 / 15 / 160 ( +80 +/ +88 +/ +24 +/ +320 +) +Base Breach DPS: +207 ( +379 +) +Combo Duration: +1.35 seconds +First Hit: +0.1 (0.1 + 0 + 0) +Second Hit: +0.35 (0.25 + 0.1 + 0) +Third Hit: +0.4 (0.2 + 0.2 + 0) +Fourth Hit: +0.5 (0.3 + 0.2 + 0) +Tags: +UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Poison Skin Area +"Emits a toxic cloud when you take damage." +Synergies +Works very well with the mutations +Vengeance +, +Adrenaline +and +Recovery +, letting yourself get hit on purpose to proc +critical +and DPS bonus to quickly heal a lot of health. +Blocking with any +shield +can enable +critical +hits more safely and easily by allowing you to take significantly lower damage from enemy hits. +Anathema +and +Misericorde +will constantly grant curse stacks, allowing for critical damage. +Face Flask +can enable +critical +hits on use without having to take damage from enemy hits. Using it with +Instinct of the Master of Arms +can allow to deal +critical +DPS permanently. +Notes +Even if +Critical hits +can be triggered from the +Cursed Sword +being held in the other hand or the +backpack +, it is advisable to just use +Cursed Sword +as a the main source of damage . +Trivia +The third hit of the combo is a kick attack rather than a swing of the sword. +Previously called +Spiteful Sword +. +The Spite Sword blueprint is 1 of the 2 blueprints with 0.03% dropchance. +History diff --git a/wiki_content/Starfury.txt b/wiki_content/Starfury.txt new file mode 100644 index 0000000000000000000000000000000000000000..119aa134d7634edabac174025bb7bd66eea81e8b --- /dev/null +++ b/wiki_content/Starfury.txt @@ -0,0 +1,80 @@ +URL: https://deadcells.wiki.gg/wiki/Starfury + +Starfury +Successful attacks also create two falling stars that strikes another target if possible, dealing +critical damage +Along with other famous swords, this can be forged into the Zenith. +Internal name +Starfury +Type +Melee Weapon +Scaling +Combo rate +One hit every 0.35 seconds +Base price +2000 +Damage +Base DPS +57 ( +206 +) +Base first hit +20 ( +72 +) +Blueprint +Location +Lore room in the +Prisoners' Quarters +The +Starfury +is a +melee +weapon +that creates a falling star when hitting an enemy with the swing. +Details +Special Effects: +Succesful hits spawn two stars that targets enemies and deal +critical hits +. +Stars can target the enemy the player is hitting or closeby enemies, even ones that are offscreen. +Breach Bonus +: +-1 +Attack Duration: +0.35 seconds +Charge: +0.2 +Lock: +0.15 +Cooldown: +0 +Legendary Version: +Forced +Affix +: Double Bullets +"Fires twice as much bullets" +Notes +The stars count as ranged attacks and thus can trigger ranged mutations like +Networking +and benefit from +Point Blank +. +Enemies not hit by the sword but only hit by +Grenade affix +or arrow affixes will +not +spawn stars. +Starfury's secondary effect is bugged and can also be triggered by +Porcupack +. +Trivia +It is one of the few weapons which combines melee attacks with ranged attacks. +This weapon +is a direct reference to the game Terraria, as this weapon originates from that game. +The sword's description is a reference to the +Zenith +, an endgame melee weapon crafted with multiple swords obtained throughout the game's progression. +History +↑ +Total DPS value is 263. The sword deals 57 non-crit DPS, while the stars deal 206 crit DPS. diff --git a/wiki_content/Stats.txt b/wiki_content/Stats.txt new file mode 100644 index 0000000000000000000000000000000000000000..bfac6f754ac238049cae585171a68efe4541ff97 --- /dev/null +++ b/wiki_content/Stats.txt @@ -0,0 +1,145 @@ +URL: https://deadcells.wiki.gg/wiki/Stats + +Stats +are a mechanic in +Dead Cells +which modifies the +player's damage output +and +health pool +, as well as properties of many +mutations +based on their level during a run. There are three different stats: +Brutality +, +Tactics +, and +Survival +. All stats are set to 1 at the start of every new run and can be increased through specific actions: picking up +Epic Scrolls of Power, selecting the +1 option for the desired stat while using any of the two-colored +Assassin's (Brutality/Tactics), +Minotaur's (Brutality/Survival), +Guardian's (Tactics/Survival) scrolls or three-colored +Scrolls of Power, or by equipping an amulet with the desired stat on it (+1 to +4). +Dual-stat scrolls have a higher chance of generating with the player's lowest stats. For example, if the player has 10 Brutality, 1 Tactics, and 1 Survival, then the likelihood of a Guardian's scroll (Tactics/Survival) is likelier than a scroll capable of boosting the player's "main" stat. Exact percentages are unknown. +Many +Weapons and Skills +have the option of scaling their damage off of one or two stats - for these items, the larger of the two stats is used as the damage scaling stat (this is indicated by the larger stat's color dominating the item's icon; if both stats are equal, the icon is split equally into the two stats' colors). Colorless items and dive attacks always scale off of the largest stat. If stats are equal, Colorless items will scale with Brutality first, Tactics second, and Survival last (ex: 2 Brutality and 2 Survival, Colorless items scale off of Brutality). +The various stats serve as broad outlines for playstyles, and have a number of themes associated with each. For example, Brutality items are often quick, one-handed melee weapons and offensive skills. Many of these items inflict bleed or burn, and lack defensive or ranged capabilities. Its mutations expand on this by enhancing the power of rapid melee attacks, inflicting bleed with said attacks, or reducing skill cooldowns when slaying foes with melee attacks. +Damage scaling +When the player picks a stat, the damage of items scaling with this stat is increased by +15% (provided it is the highest value stat for dual-color items). The scaling formula is identical for all colors: if one picks a Brutality stat, the DPS of Brutality-scaling items will increase by 15%; if one picks a Tactics or Survival stat, the DPS of Tactics and Survival-scaling items will increase by 15%. +In the table below, you will find the cumulative multiplier applied to an item's base DPS as the player's stat number increases. In this example, it shows the cumulative multiplier and resulting increase in DPS for the +Assassin's Dagger +I, a Brutality-scaling sword, until 20 Brutality levels. The formula used is the same for all colors, i.e. [Base DPS] × 1.15 +(Stats - 1) +. In this example, the Stats value corresponds to the player's Brutality level. +As you can see from this table, the exponential nature of the scaling formula means that at high Stat levels, each additional stat grants significant increases in DPS. While the % increase itself does not change (15%), the absolute DPS increase becomes more and more important. For example, going from 2 to 3 stats only grants an additional 70 DPS, which may not feel like a big upgrade when fighting enemies, but going from 19 to 20 stats results in a 646 DPS increase. Thus, in late biomes where the player has high stats, taking one or two additional scrolls can often be the difference between killing enemies with only one versus 2+ attacks. A general rule of thumb is that the DPS is doubled with every +5 stats. +Health scaling +To determine the player's max health, the player's base health (100) is multiplied by 3 separate values, which rely on the level of Brutality, Tactics, and Survival that the player currently has, rounded to the nearest integer. Each color grants a different relative percentage of health increase, with Survival giving the highest upgrade and Tactics the lowest. For each additional stat, the relative health increase becomes lower (e.g. going from 2 to 3 Survival stats will grant a 41% total health increase, but going from 9 to 10 Survival will only grant a 10% increase). +Tables of health multipliers (rounded to 5 digits): +Brutality +Tactics +Survival +Example: +a player with 4 Brutality, 3 Tactics and 19 Survival without any health modifiers has +2.89265 * 1.97917 * 11.78475 * 100 = 6746.8237 -> (rounding) -> 6747 maximum health +. It is up to you to decide how many digits to factor in, of course. +Multipliers' Derivation +The above values are not hardcoded, HP multiplier for any given amount of scrolls picked up is just a quadratic function +f(s) = 1 + a·s - b·s +2 +up until certain point (s=m) where it stops changing. Coefficients +a +and +b +can be easily derived from conditions +f(1) = y1 +and +f(m) = y2 +. As an example, for Brutality +y1 = 1.65, m = 34, y2 = 12.375 +, from which we can deduce +a = 897/1360 +and +b = 13/1360 +. Here are the exact formulas for each color: +Brutality: +f(s) = { +1 + 897/1360 · s - 13/1360 · s +2 +if s <= 34; +12.375 +if s > 34} +Tactics: +f(s) = { +1 + 49/96 · s - 1/96 · s +2 +if s <= 24; +7.25 +if s > 24} +Survival: +f(s) = { +1 + 833/1180 · s - 7/1180 · s +2 +if s <= 59; +22 +if s > 59} +Scroll Fragments +Scroll fragments were added in the Corrupted Update. Upon collecting four scroll fragments, you can upgrade one of your three stats. A fixed number of fragments spawn in the various biomes of the game on Boss Cell 3 and above, with additional fragments spawning on Boss Cell 4/5. A table displaying each biome’s number of fragments can be viewed below. +Random Fragments +Three separately generated fragments are randomly placed throughout the biomes. Their locations are determined at the beginning of a run, so it is possible to miss out on these extra fragments if you choose a biome that they did not spawn in. They can spawn on any level, including +Prisoners' Quarters +and the optional biomes ( +Prison Depths +and +Corrupted Prison +), with the exception of boss biomes. Only one can spawn per biome. They may be held as a rare drop from a starred enemy. The only way to know which levels they spawned on ahead of time is by using a fixed seed. +Biome Fragments +Stat Playstyles +Each stat/colour has a set identity which is represented by the items that scale with those colours. Most items that work based on +fire +will scale with Brutality as fire is a part of that stats identity. +Brutality +Pro: Quick melee weapons and quick offensive skills. +Theme: +Bleed +, +Fire +and +Oil +. +Con: Few ranged weapons and no defensive skills. +Tactics +Pro: Ranged weapons, turrets, and quick offensive skills. +Theme: +Electricity +and +Poison +. +Con: Few melee weapons and low HP pool. +Survival +Pro: Long-ranged melee weapons, two-handed weapons, shields, bigger health pool, and defensive skills. +Theme: Stun, +Root +, +Slow +, and +Freeze +. +Con: Few quick melee weapons, few ranged weapons and often slow combo chains. +Stats Management/Strategy +Generally, it is best to allocate +all +possible scrolls to one stat. This is because with each scroll your damage will increase exponentially. Meanwhile, you receive diminishing returns if you focus solely on increasing your health. It is also worth noting that dual-stat scrolls are more likely to select your two lowest stats in order to prevent the player's health from becoming too low. +Your highest stat should be the most common one between your items. If you focus on Brutality, then your items should scale accordingly in order to maximize your damage output. The same can be applied to Tactics and Survival. +Mutations +also have effects that scale based on player stats. For more details, see the +main article dedicated to mutation effect scaling +. With mutations, analyze your stats to choose your mutations, since most mutations scale with your stats as well. +Colorless/Legendary items scale with your highest stat, even if the item originally wouldn't scale with that specific stat at all. +Overall, the best strategy is to choose a stat to focus on at the beginning and then invest all possible scrolls into said stat. Your items and mutations should be picked depending on your build, but they should often scale with your main stat as they can benefit drastically from your scroll count with a few exceptions (e.g. +Ice Armor +, +Corrupted Power +). +Footnotes diff --git a/wiki_content/Stats_pt.txt b/wiki_content/Stats_pt.txt new file mode 100644 index 0000000000000000000000000000000000000000..c70c936b3267dba2b91d6c92ee91fd850a9f4aa9 --- /dev/null +++ b/wiki_content/Stats_pt.txt @@ -0,0 +1,119 @@ +URL: https://deadcells.wiki.gg/wiki/Stats/pt + +Atributos +são uma mecânica em Dead Cells que modifica a +quantidade de dano +e a +reserva de saúde do jogador +, bem como as propriedades de muitas +mutações +com base em seus níveis durante uma jornada. Existem três atributos diferentes: +Brutalidade +, +Tática +e +Sobrevivência +. Todos os atributos são definidos como 1 no início de cada nova jornada e podem ser aumentados através de ações específicas: pegar +Pergaminhos Épicos do Poder, selecionar a opção +1 para o atributo desejado enquanto usa qualquer um dos Pergaminhos bicolores do +Assassino(Brutalidade/Tática), do +Minotauro (Brutalidade/Sobrevivência) ou do +Guardião (Tática/Sobrevivência) ou Pergaminhos tricolores de +Poder, ou equipando um amuleto com o atributo desejado (+1 a +4). +Pergaminhos de duplos atributos têm uma chance maior de serem gerados com os atributos mais baixos do jogador. Por exemplo, se o jogador tiver 10 de Brutalidade, 1 de Tática e 1 de Sobrevivência, então a probabilidade de um +Pergaminho do Guardião (Tática/Sobrevivência) é maior do que um pergaminho capaz de aumentar o atributo "principal" do jogador. As porcentagens exatas são desconhecidas. +Muitas +armas e habilidades +têm a opção de escalar seu dano a partir de um ou dois atributos - para esses itens, o maior dos dois atributos é usado como o atributo de escala de dano (isso é indicado pela cor do atributo maior dominando o ícone do item; se ambos os atributos são iguais, o ícone é dividido igualmente entre as duas cores). Itens incolores e ataques esmagadores sempre escalam com o maior atributo. +Os vários atributos servem como linhas gerais para estilos de jogo e têm vários temas associados a cada um. Por exemplo, os itens de Brutalidade costumam ser armas corpo-a-corpo rápidas de uma mão e habilidades ofensivas. Muitos desses itens causam sangramento ou queimadura e não possuem capacidades defensivas ou de longo alcance. Suas mutações expandem isso, aumentando o poder de ataques corpo a corpo rápidos, infligindo sangramento com esses ataques ou reduzindo o tempo de recarga de habilidades ao matar inimigos com ataques corpo a corpo. +Escala de dano +Quando o jogador escolhe um atributo, o dano dos itens que escalam com esse atributo aumenta em +15% (desde que seja o atributo de valor mais alto para itens de duas cores). A fórmula de escala é idêntica para todas as cores: se alguém escolher o atributo Brutalidade, o DPS dos itens que escalam com Brutalidade aumentará em 15%; se alguém escolher o atributo Tática ou Sobrevivência, o DPS dos itens que escalam com Tática e Sobrevivência aumentará em 15%. +Na tabela abaixo, você encontrará o multiplicador cumulativo aplicado ao DPS base de um item conforme o número de atributos do jogador aumenta. Neste exemplo, mostra o multiplicador cumulativo e o aumento resultante no DPS para a +Adaga do Assassino +I, uma espada que escala com Brutalidade em até 20 níveis. A fórmula usada é a mesma para todas as cores, ou seja, [DPS Base] × 1,15 +(Atributos - 1) +. Neste exemplo, o valor do atributo corresponde ao nível de Brutalidade do jogador. +Como você pode ver nesta tabela, a natureza exponencial da fórmula de escala significa que em níveis altos de atributo, cada atributo adicional concede aumentos significativos no DPS. Embora o aumento percentual em si não mude (15%), o aumento absoluto de DPS torna-se cada vez mais e mais importante. Por exemplo, passar de 2 para 3 atributos concede apenas 70 DPS adicionais, o que pode não parecer uma grande evolução ao enfrentar inimigos, mas passar de 19 para 20 atributos resulta em um aumento de 646 DPS. Assim, em biomas tardios onde o jogador tem atributos altos, pegar um ou dois pergaminhos adicionais pode muitas vezes ser a diferença entre matar inimigos com apenas um ataque ou 2+ ataques. Uma regra geral é que o DPS é duplicado a cada +5 atibutos. +Escala de vida +Para determinar a saúde máxima do jogador, a saúde base do jogador (100) é multiplicada por 3 valores separados, que dependem do nível de Brutalidade, Tática e Sobrevivência que o jogador possui atualmente, arredondado para o número inteiro mais próximo. Cada cor concede uma porcentagem relativa diferente de aumento de saúde, com Sobrevivência entregando a escala mais alta e Tática a mais baixa. Para cada atributo adicional, o aumento relativo da saúde torna-se menor (por exemplo, passar de 2 para 3 atributos de Sobrevivência concederá um aumento total de saúde de 41%, mas passar de 9 para 10 de Sobrevivência concederá apenas um aumento de 10%). +Tabelas de multiplicadores de saúde (arredondadas para 5 dígitos): +Brutalidade +Tática +Sobrevivência +Exemplo: +um jogador com 4 de Brutalidade, 3 de Tática e 19 de Sobrevivência sem nenhum modificador de saúde tem +2,89265 * 1,97917 * 11,78475 * 100 = 6746,8237 -> (arredondando) -> 6747 de saúde máxima +. Cabe a você decidir quantos dígitos levar em consideração, é claro. +Derivação de Multiplicadores +Os valores acima não são codificados, o multiplicador de PV para qualquer quantidade de pergaminhos coletados é apenas uma função quadrática +f(s) = 1 + a·s - b·s +2 +até certo ponto (s=m) onde ele para de mudar. Os coeficientes +a +e +b +podem ser facilmente derivados das condições +f(1) = y1 +e +f(m) = y2 +. Como exemplo, para Brutalidade +y1 = 1,65, m = 34, y2 = 12,375 +, da qual podemos deduzir +a = 897/1360 +e +b = 13/1360 +. Aqui estão as fórmulas exatas para cada cor: +Fragmentos de pergaminho +Fragmentos de pergaminho foram adicionados na Corrupted Update. Ao coletar quatro fragmentos de pergaminho, você pode atualizar um de seus três atributos. Um número fixo de fragmentos aparece nos vários biomas do jogo com 3 Células de Chefe ou mais, com fragmentos adicionais aparecendo com 4/5 Células de Chefe. Uma tabela exibindo o número de fragmentos de cada bioma pode ser visualizada abaixo. +Fragmentos Aleatórios +Três fragmentos gerados separadamente são colocados aleatoriamente nos biomas. Suas localizações são determinadas no início de uma jornada, então é possível perder esses fragmentos extras se você escolher um bioma onde eles não aparecem. Eles podem aparecer em qualquer nível, com exceção dos biomas de chefes. Apenas um pode gerar por bioma. Eles também podem aparecer nos biomas opcionais ( +Profundezas da Prisão +e +Prisão Corrompida +), além de serem um drop raro de inimigos estrelados em qualquer bioma. A única maneira de saber com antecedência em quais níveis eles surgiram é usando uma seed fixa. +Fragmentos em Biomas +Estilos de Jogo dos Atributos +Cada atributo/cor tem uma identidade definida que é representada pelos itens que se adaptam a essas cores. A maioria dos itens que funcionam com base no +fogo +serão escalados com Brutalidade, já que o fogo faz parte dessa identidade do atributo. +Brutalidade +Prós: Armas corpo a corpo rápidas e habilidades ofensivas rápidas. +Tema: +Sangramento +, +Fogo +e +Óleo +. +Contras: Poucas armas de longo alcance e nenhuma habilidade defensiva. +Táctica +Prós: Armas de longo alcance, torretas e habilidades ofensivas rápidas. +Tema: +Electricidade +e +Envenenamento +. +Contras: Poucas armas corpo a corpo e baixo PV. +Sobrevivência +Prós: Armas corpo a corpo de longo alcance, armas de duas mãos, escudos, maior reserva de saúde e habilidades defensivas. +Tema: Atordoamento, +Enraizamento +, +Lentidão +e +Congelamento +. +Contras: Poucas armas corpo a corpo rápidas e cadeias de combos muitas vezes lentas. +Gestão/Estratégia de Atributos +Geralmente, é melhor alocar +todos +os pergaminhos possíveis para um único atributo. Isso ocorre porque a cada pergaminho seu dano aumentará exponencialmente. Enquanto isso, você receberá retornos decrescentes se se concentrar apenas em melhorar sua saúde. Também é importante notar que os pergaminhos de duplos atributos têm maior probabilidade de selecionar seus dois atributos mais baixos para evitar que a saúde do jogador fique muito baixa. +Seu atributo mais alto deve ser o mais comum entre seus itens. Se você se concentrar em Brutalidade, seus itens deverão escalar de acordo para maximizar a produção de dano. O mesmo pode ser aplicado a Tática e Sobrevivência. +Mutações +também têm efeitos que escalam com base nos atributos do jogador, por isso analise seus atributos para escolher suas mutações. Para mais detalhes, veja o +artigo principal dedicado ao escalonamento dos efeitos de mutação +. +Itens Incolores/Lendários escalam com seu atributo mais alto, mesmo que o item originalmente não escalasse com aquele atributo específico. +No geral, a melhor estratégia é escolher um atributo para focar no início e então investir todos os pergaminhos possíveis nesse atributo. Seus itens e mutações devem ser escolhidos dependendo da sua build, mas geralmente devem escalar de acordo com seu atributo principal, pois podem se beneficiar drasticamente do número de pergaminhos, com algumas exceções (por exemplo, +Armadura de Gelo +). +Notas de Rodapé diff --git a/wiki_content/Status_effects.txt b/wiki_content/Status_effects.txt new file mode 100644 index 0000000000000000000000000000000000000000..3f24407098610c336cb3c0289a143503d0f950e8 --- /dev/null +++ b/wiki_content/Status_effects.txt @@ -0,0 +1,974 @@ +URL: https://deadcells.wiki.gg/wiki/Status_effects + +Status effects +are temporary buffs and debuffs that benefit or hurt enemies and the player in a variety of unique ways. They can be broken down into two main groups: +positive effects +and +negative effects +. Most positive effects are more often given to the player, while negative ones are usually only inflicted on enemies. +Positive status effects are effects that strengthen the damage, defensive, or even movement capabilities of the player or enemies in some way. +Negative status effects are effects that hurt or weaken enemies or the player in some way, either directly, or indirectly. +Weapons +and +skills +can have +affixes +that increase damage dealt to an enemy suffering from a specific negative status effect. This only includes specific effects. Other negative effects do not have such a affix. +Negative effects +Negative effects are all grouped together because of their nature of harming their target in some way, whether that be the player, or enemies. +Stun, +root +, +freeze +, and +slow +all restrict enemy movement or attack in some way. Inflicting one of these effects (other than +slow +) multiple times on an enemy will simply refresh the duration of the effect. +Slow +can be stacked up to five times, each increasing the slowing effect; upon the fifth stack the enemy is +frozen +for a short time and the stack is reset. +Fire +, +poison +, +bleed +and +shock +all deal damage-over-time. They can be stacked on top of one another as well as themselves to increase damage dealt. Weapons that inflict these effects display the elemental DPS as +per mark +of the effect. However, they each have unique mechanics involving how their effects are applied to enemies. +Oil +does not inherently damage enemies but instead boosts the damage and duration of +fire +. +Effects that increase damage taken are also listed here, though their exact mechanics often vary greatly depending on their source. +Note that negative status effects, when inflicted on +Bosses +and +Elites +, expire 20% faster than normal. Additionally, elite enemies and bosses will grow a resistance to 'crowd control' effects, like +freeze +and +root +, if they repeatedly receive these effects in a short period of time, but their resistance will eventually return to normal. Certain bosses and enemies are also completely resistant to some effects and they cannot be inflicted at all on them. +Stun +Stun +incapacitates a target briefly and continues regardless of damage taken. Stun also cancels most enemy attacks and attack combos. +Stacking capability: +Only one effect at a time. +Most weapons can briefly stun enemies after dealing enough damage, in the form of +Breach +, but there are a few items that will inherently inflict the stun effect. +The player can also be stunned by certain enemy attacks and from falling large distances without dive-slamming. +The following items/affixes inflict stun: +Toothpick +RotG +, +Cudgel +, +Thunder Shield +RotG +, +Heavy Turret +, +Crusher +, +Emergency Door +, +Stun Grenade +, +Grappling Hook +, +Cocoon +FF +, +Scavenged Bombard +TQatS +, +Throwable Objects +, Heavy Stun affix, Mario Jump affix +List of immune enemies: +Slammer +. +Impaler +. +Skeleton +. +Ground Shaker +. +Death +. +The Giant +'s fists. +The Scarecrow +. +The Hand of the King +. +Dracula - Final Form +. +Root +Root +prevents an enemy from moving and turning, though they can perform actions otherwise. Some enemies are able to root the player using certain attacks, but the player can still use most weapons and skills. Enemies that are rooted will have visible roots or chains connected to them from the ground. +Stacking capability: +Only one effect at a time. +Root +often comes with a secondary effect such as damage-over-time or increased damage on enemies inflicted with it, such as with the +Repeater Crossbow +or the +Wolf Trap +. +Ice +based items can freeze water sources, which will cause enemies that are in the affected water source to be +rooted +and +slowed +briefly until the water unfreezes. +The following items/affixes inflict root: +Seismic Strike +, +Quiver of Bolts +, +The Boy's Axe +RotG +, +Wolf Trap +, +Root Grenade +, +Phaser +, +Heavy Crossbow +, +Maw of the Deep +TQatS +, Death Root affix +List of immune enemies: +Skeleton +The Giant +'s fists. +Dracula - Final Form +. +Freeze +Freeze +incapacitates a target who will thaw out when they're damaged again or after several seconds. Enemies that have +thawed +will have +slowed +movement and attacks for a brief period. Enemies that are +frozen +will be visibly covered in ice until they +thaw +. +Stacking capability: +Only one effect at a time. +This effect does not have an icon, but instead makes the enemy visibly covered in ice. +Certain enemies have a chance to resist +freeze +, although they may still be slowed even if they resist the initial effect. +Fire +will nullify the effect of +freeze +with each tick of damage. +Unlike the +freeze +effect, +slow +is not removed by fire based attacks. +Bleeding +and +poisoning +inflicted beforehand cannot thaw enemies on their own. +The player can be inflicted with Freeze when hit by their own projectiles redirected by the Queen. +The following items/affixes inflict freeze: +Ice Bow +, +Ice Crossbow +, +Frost Blast +, +Ice Shield +, +Ice Grenade +, +Ice Armor +RotG +, +Ygdar Orus Li Ox +, Frost Shield affix, Death Freeze affix, Ice on Stop affix, Ice Skin affix +List of immune enemies: +Skeleton +. +Death +. +Mama Tick +. +The Giant +. +Dracula - Final Form +. +Slow +Slow +reduces enemy movement and attack speed to around half of what it would normally be, making enemies easier to engage as they will not be able to attack as quickly. +Stacking capability: +Up to 5 effects at a time. +Upon reaching 5 stacks of slow, the enemy will be frozen, resetting all slow stacks. +Slow +is most commonly inflicted after a +frozen +enemy +thaws +, meaning that all +ice +based items will always inflict +slow +. There are however a few mutations, items, and affixes which simply inflict +slow +itself. +The ranged weapon +Ice Shards +is one of the only +ice +based items to inflict +slow +without first +freezing +the enemy. +Attacks from enemies that are +slowed down +will still give a yellow indicator relative to when the hit is about to land, making it easier to be able to parry or dodge attacks from +slowed +enemies without messing up the timing. +The +Frostbite +mutation will transform +slow +into a pseudo ‘damage-over-time’ effect, however the extra damage caused by this ability is often minimal as +slow +effects don't stack enough to make it do a noticeable amount of damage. +Ice +based items can freeze water sources, which will cause enemies that are in the affected water source to be +rooted +and +slowed +briefly until the water unfreezes. +Some enemies, such as the Hand of the King and the Giant, are immune to slow. +The following items/affixes inflict slow: +Ice Shards +, +Crusher +, +Melee +, +Crow's Foot +, +Tactical Retreat +, Heavy Death Thaw affix, any item, mutation or affix that +freezes +enemies. +List of immune enemies: +Skeleton +. +The Giant +. +The Hand of the King +. +Dracula +. +Dracula - Final Form +. +Fire +Fire +is an effect that damages enemies over the course of its duration. It is inflicted on enemies by +fire +based attacks as well as any patches of +burning +ground. Enemies that are +burning +will have a visible flame effect emanating from them. +Stacking capability: +No stacking limits. +Fire +based attacks cover the ground with fire, allowing for fire effects to stack repeatedly with single attacks. +Fire +can not be applied to enemies in water or +toxic pools +, and +burning +enemies will lose all stacks of +burning +applied to them once in water or a +toxic pool +. +Items that +burn +the ground will not do so over water or +toxic pools +. +The following items/affixes inflict fire: +Torch +, +Flint +(when igniting an oil trail), +Firebrands +, +Machete and Pistol +, +Pyrotechnics +, +Fire Blast +, +Flamethrower Turret +, +Fire Grenade +, +Holy Water +RtC +, Fire Shield affix, Death Fire affix, Dive Attack Fire affix, Fire on Use affix, Fire on Destroy affix, Fire on Stop affix, Fire Bullet affix, Fire Feet affix, Fire Dodge affix +List of immune enemies: +Demon +. +Mama Tick +. +Any enemies in water or +toxic pools +. +Blue fire +Blue fire +, or +burning oil +, is a version of the +fire +effect that occurs while an enemy is covered in +oil +. +Burning oil +deals 12% extra damage over its regular counterpart, lasts longer, and will +burn +in both water and +toxic pools +, unlike +fire +. +Stacking capability: +No stacking limits. +When an +oil +effect runs out on enemy, any +burning oil +effects are turned back into regular +fire +effects. +List of immune enemies: +Demon +. +Mama Tick +. +Oil +Oil +is an effect that increases the damage and duration of +fire +and turns it into +burning oil +. Enemies that are covered in +oil +will be visibly covered in oil droplets. +Stacking capability: +Only one effect at a time. +Oil +based attacks can have slight environmental effects, as items and affixes that inflict oil will leave oil slicks on the ground and on fluids duch as water and +toxic pools +. These slicks do not inherently have any negative impact on enemies, except inflicting the +oil +effect on them. Creating pools of +fire +on these oil slicks, or vice versa, causes the slicks to ignite, producing blue flames which still inflict the normal orange +fire +effect, but last for longer than normal red flames. +Enemies drenched in +oil +will normally keep the effect for a long period of time, but when they receive the +burn +effect, +oil +will be removed much more quickly. +Enemies standing in water or +toxic pools +can be burned if +oiled +. +Oil explosions, whenever they occur, deal 16 base damage. +The following items/affixes inflict oil: +Oiled Sword +, +Oil Grenade +, Oil Deploy affix, Dive Attack Oil affix, Oil on Use affix, Oil affix. +The following items/affixes inflict burning oil: +Oil and Fire on Use affix, Oil and Fire on Destroy affix. +Poison +Poison +causes enemies to take damage over an extended period of time. When a +poisoned +enemy is killed with another enemy in a five tile radius, the defeated enemy explodes into a +toxic cloud +that inflicts more +poison +, but with reduced damage and only for the remainder of the duration of the original instance of +poison +, which is also known as +Poison Propagation +. Enemies that are +poisoned +will be visibly emanating a green gas effect. +Maximum distance between two enemies for Poison Propagation to occur. +Stacking capability: +No stacking limits. +Poison +is most often inflicted by +toxic clouds +, which are usually created by +poison +-based abilities and weapons. +Poison +is affected by water. Enemies covered in water have a 0.21 second delay on getting +poisoned +. +The player may also be inflicted with +poison +, albeit rarely, from +Scorpions +, +Knife Throwers +, +Cold Blooded Guardians +, as well as +toxic pools +in the +Toxic Sewers +and +Ancient Sewers +. +Enemies will not spread +poison +if not poisoned prior to the killing blow. +The following items/affixes inflict poison: +Snake Fangs +FF +, +Alchemic Carbine +, +Blowgun +FF +, +Corrosive Cloud +, +Catalyst +, Poison Skin affix, Poison Skin Area Affix, Poison Shield affix, Poison Deploy affix, Poison on Use affix, Poison on Stop affix, Poison on Hit affix, Poison Bullet affix, Poison Cloud on Hit affix, Poison Dodge affix, Bleed Poison affix +List of immune enemies: +Shocker +. +Automaton +. +Bleed +Bleed +effects cause enemies to take large amounts of damage over the course of their duration. If 5 +bleed +effects are inflicted upon an enemy, all of the damage they would have inflicted over the course of their duration is dealt all at once in a sudden burst of +blood +. Enemies that are +bleeding +will be visibly squirting blood. +Stacking capability: +Only 5 effects can stack at a time. +Bleed +is almost exclusively inflicted by direct hits from weapons that cause +Bleeding +, with few exceptions. +Bleed +usually lasts for a shorter period of time than other effects and as such usually needs to be reapplied to enemies more often. +The following items/affixes inflict bleed: +Blood Sword +, +Hemorrhage +RotG +, +Throwing Knife +, +Bloodthirsty Shield +, +Sinew Slicer +, +Cleaver +, +Knife Dance +, +Corrosive Cloud +, +Open Wounds +, +Maw of the Deep +TQatS +, +Leghugger +TQatS +, Bleed Shield affix, Ice Bleed affix, Bleed on Stop affix, Bleed on Hit affix +List of immune enemies: +Shocker +. +Automaton +. +Shock +Shock +is a special effect that will deal damage-over-time to the enemy that it was inflicted upon, as well as any enemies around it (with reduced damage) by shooting lightning bolts out of the afflicted enemy. +Stacking capability: +Only one effect at a time. +Applying +electricity +on electrified enemies resets +electricity +and applies it again, updating damage value if hit with a different weapon. +Shock +is mainly inflicted directly by +electricity +based items, such as the +Electric Whip +. +Electricity +based attacks will cause water and +toxic pools +to become electrified, dealing +critical +damage to enemies within the water. +The player cannot be inflicted with this effect. +The following items/affixes inflict shock: +Electric Whip +, +Lightning Bolt +, +Thunder Shield +RotG +, +Tesla Coil +, +Magnetic Grenade +, +Wings of the Crow +, +Lightning Rods +FF +, +Electrodynamics +The Lightning AoE affix on items like +Face Flask +and +Smoke Bomb +TBS +does not cause the +shock +status effect. +Damage vulnerability +Effects that +increase damage taken +are a group of effects that all increase the amount of damage received from incoming attacks by enemies or the player. This is either in the form of an increased damage percentage, or a flat amount of extra damage added with each hit. These effects can last over a period of time or with a single hit, and some are indefinite. +Stacking capability: +Only one effect per source. +When one of these effects are inflicted on the player it’s usually as a tradeoff for some other ability, whereas for enemies it’s only used to simply kill them more quickly. +Some increased damage effects do not use the +icon, however they still fall under this category of effects. +There is an affix for turrets that boosts the damage the player deals when they are near the affixed turret, which uses the +icon. This is slightly contradictory as the effect increases outgoing damage instead of incoming damage, while the effect icon is normally used to indicate the afflicted individual will take increased damage, not the other way around. +Percentage-based effects are additive, meaning if you have more than one active, the total percentage is added from each effect. For example, if the player takes 30% more damage because of +Corrupted Power +, and a +double damage affix on one of their weapons, they will take 130% more damage from enemy attacks. +The following items/affixes inflict increased damage taken: +Wolf Trap +(see also +Hokuto's Bow +, which +marks +enemies causing a similar but unique effect) +Positive effects +These are effects that directly benefit the player or enemies, by increasing their defensive or offensive capabilities in some way, such as by reducing incoming damage, invincibility, or some other similar effects. +Most of these effects are used primarily by the player, and enemies are rarely ever able to receive most of them. +Damage resistance +Damage resistance +reduces the damage of incoming hits by a percentage. It is most commonly used by the player, as multiple skills, affixes, and mutations will grant this buff to the player. +Stacking capability: +Only one effect per source. +This effect cannot be stacked multiple times from the same source, as the effect will simply be refreshed. However, if there are multiple sources that are providing the effect, the damage reduction effects will stack. +The affix that gives the player damage reduction when nearby a turret uses a slightly different +golden icon. The exact reasons for this are unknown, however the effect that is given works exactly the same as the normal damage reduction effect. +The following items/affixes provide damage reduction: +Tonic +, +Vengeance +, +Berserker +, Deployed Resist affix. +The most common ways for enemies to have this effect are: +Gold Gorgers +and +legendary +pedestals. +Damage buffs +Damage buffs +are a group of effects that temporarily increase the amount of damage the player deals. They are mostly only given by +Mutations +. They can work as a percent increase or just a flat amount of added damage, and can last for a single hit, over a period of time, or even only while certain conditions are met. +Stacking capability: +Only one effect per source. +The number of active damage buffs the player currently has is represented using a counter, which takes the form of a number next to a sword icon. When there is no active buffs the icon disappears. +The effects given by the +Combo +mutation do increase the icon per stack from the mutation. +Some damage buffs, such as the +Spite +mutation, do not add to the counter, as they are always active, or are only applied to enemies who are under certain conditions, as it is with the +Ripper +mutation. The counter only takes into account abilities that increase the players total damage to all enemies, and don’t last indefinitely. +The turret affix that increases your damage when near a turret does not add to the counter but instead uses a different yellow +icon. However, it is mechanically identical to the buff provided by the +Support +mutation as well as the one given by the +Heavy Turret +, which both add to the damage buff counter, so this distinction is odd. +The +Corrupted Power +skill does not increase the counter, even though it would make sense for it to do so. Instead, it makes the players head glow purple to indicate that it is active. +Percent based damage increases are additive, so having multiple will simply add to the total increased damage percentage. +The following items/affixes provide damage buffs: +Front Line Shield +, +Heavy Turret +, +Scavenged Bombard +TQatS +, +Corrupted Power +, +Combo +, +Vengeance +, +Tainted Flask +, +Scheme +, +Initiative +(Does not add to the counter), +Support +, +Tranquility +, +Ranger's Gear +, +Point Blank +(Does not add to the counter), +Counterattack +, +Spite +(Does not add to the counter), +Extended Healing +, +Gastronomy +, Relentless aspect, Damned aspect, Gotta Go Fast aspect, Menagerie aspect, Deployed Damage affix, Counter Attack (affix). +Force field +Force field +is an effect that provides nearly total invincibility for the subject of the effect. +Stacking capability: +Only one effect at a time. +There are a number of items, affixes, and mutations that will create force fields for the player. +Damaging status effects already active on the subject won't be interrupted by a force field and can continue to damage them. +Certain enemies will generate force fields for other nearby enemies. +Having any +shield +equipped will grant a force field for 0.65 seconds after taking damage. +Bosses will often use force fields during phase changes to prevent them from being interrupted during the change. +Force fields always appear as pink-ish, see-through domes that encapsulate the target of the effect. +Active force fields reduce the health recovery when dealing damage from the +recovery mechanic +by 65%. +The following items/affixes provide force fields: +Force Shield +, +Rampart +, +Vampirism +, +Tonic +, +Foresight +, +Ygdar Orus Li Ox +, +Disengagement +. +Invisibility +Invisibility +is an effect that makes the subject of the effect invisible. For enemies, this makes them extremely difficult for the player to see, but makes the player undetectable to enemies if they are the subject of the effect. +Stacking capability: +Only one effect at a time. +Some enemies can have invisibility (either through +Maskers +, or by inherently having it (i.e. +Knife Throwers +)) making them much harder for the player to see. +Invisible enemies can still be seen because of the little haze around them. +Inquisitors +can be identified while invisible due to their hands not being affected. +If the player takes damage while invisible, the effect is removed. +Enemies will stop targeting the player the moment the player becomes invisible, making +Predator +a good choice for killing groups of enemies. +Maskers +can make large numbers of enemies invisible with the use of thick fog, making areas much more dangerous to traverse due to the risk of a surprise attack at any moment. +Bosses +are not affected by player invisibility. +The following items/affixes provide invisibility: +Explosive Decoy +, +Smoke Bomb +TBS +, +Predator +, Invisibility affix from Amulets. +Health regeneration +Health regeneration +is an effect that restores a percentage of the players health bar over a short period of time, which is usually within the span of a second or less. +Stacking capability: +No stacking limits. +This effect can be obtained through eating food, drinking a health potion, certain rare affixes, or activating the effects of some healing +Mutations +. Currently enemies have no way of receiving health regeneration (except for one particular foe in a certain +spoiler boss fight +). +There is however, an unused enemy in the games files which could heal other enemies. +The following items/affixes provide the health regeneration effect: +Health Flask +, +Food +, +Adrenaline +, +Alienation +, +Frenzy +, +What Doesn't Kill Me +, +Necromancy +, Toxin Lover aspect, Blood Drinker aspect, Leech affix, Heal Mid Life affix. +Health leech +Health leech +is given to the player by the +Frenzy +and +Adrenaline +mutations. It causes you to restore a certain amount of health when damaging enemies with melee attacks. +Stacking capability: +Only one effect per source. +The amount of health restored is determined by the base damage of the weapon you used. +There are a few affixes that provide a similar ability, however they restore a flat 1% of your health bar with hit. They also don’t use any icon as they are constantly active while the weapon they are affixed to is equipped. +Speed boost +Speed buffs +increase the movement speed of the player. +Stacking capability: +Only one effect per source, but multiple speed buffs stack. +The player character will be visibly running when a speed boost is active. +The following items/affixes provide speed buffs: +Vampirism +, +Masochist +, +Wings of the Crow +, Run Speed on Use affix, Run Speed on Crit affix, Run Speed on Kill affix, +Kill Combo +mechanic. +Bonus health +Bonus Health +functions as a temporary amount of extra health added to the player's health bar. It is represented by a separate, blue chunk of health taking up the health bar. +Stacking capability: +N/A +Take note that +bonus health +does not protect from +curses +, or stop the player's killstreak from resetting. +If the player is at maximum health capacity, they usually cannot receive more +bonus health +. However, bonus health is not removed if the player drinks a potion. +The following items/affixes provide +bonus health +: +Tonic +, +Diverse Deck +, Overshield on +Crit +affix for legendary +Peril Glyphs +. +Item exclusive effects +Effects that are inflicted exclusively by one item, usually as it's main mechanic. +Hokuto's Bow mark +Hokuto's Bow mark +is a unique effect applied by the +Hokuto's Bow +. It causes enemies to take extra damage from your attacks, and if a marked enemy dies it spreads to all nearby foes. +Stacking capability: +Only one effect at a time. +if enemy has more than one, only highest damaging mark actually works. +The extra damage applied to a hit can only be added at most every 0.5 seconds. +Doom +Doom +is a status effect that is exclusive to the +Tombstone +. It deals a singular chunk of damage when the effect ends, and the effect spreads to nearby enemies if it kills the target, but only up to 3 times. +Stacking capability: +No stacking limits, but damage gets reduced with each time the effect spreads. +Hard Light mark +Hard Light marks +are an effect inflicted by the +Hard Light Gun +. They make the +Hard Light Sword +deal critical damage to marked enemies. The critical damage amount depends on how many marks the target has. +Stacking capability: +Up to 6 marks per enemy. +Marks usually only last 4 seconds, but inflicting another mark on an enemy refreshes the duration of all other marks on the enemy. +Serenade's marks +Serenade's marks +are a status effect that is unique to +Serenade +FF +. Red marks are inflicted by its flying state, and blue marks are inflicted by the weapon state, and each enables the opposite state of the item to deal +critical +damage. +Stacking capability: +No stacking limits. +Every time a mark is used to deal +critical +damage, that mark is removed from the enemy. +Petrified +Petrified +is a status effect inflicted to enemies by +Medusa's Head +RtC +, or to the player from +Medusa +'s glare attack. Enemies are visibly turned to stone and can't act while the status is in effect. The effect can be removed prematurely if the enemy falls and impacts the ground, even if no fall damage is taken. +Stacking capability: +Only one effect at a time. Reactivation of Medusa's Head while enemies are petrified bumps and unpetrifies enemies, inflicting fall damage. +List of immune enemies: +The Giant +. +Dracula +. +Dracula - Final Form +. +Taunted +Taunted +is a special effect inflicted by the +Taunt +skill, which enrages enemies and makes them take 75% extra melee damage. +Stacking capability: +Only one effect at a time. +Shared Damage +Shared Damage +is a mutation-exclusive status effect only able to be inflicted with ranged attacks while +Networking +is equipped. It causes afflicted enemies to also make other afflicted enemies take a percentage of the damage that they receive. +Stacking capability: +Only one effect at a time. +Mobius String +A special effect used specifically for the +legendary +version of +Bow and Endless Quiver +. When the player hits an enemy with the weapon, they gain this effect, which increases the damage dealt by the player by 10% for 2 seconds and refreshes each previous Mobius String effect. +This means the weapon can theoretically increase its damage infinitely as long as it continuously hits something. +Stacking capability: +Stacks infinitely for the player as long as the duration is refreshed +Super Bleed +A special effect used specifically for the +legendary +of +Transformation +RtC +. It is applied on an enemy hit with the transformation attack, dealing 70 DPS for 1.5 seconds. This status effect is different from the +bleed +status effect and does not interact with it. +Stacking capability: +Stackable, has a 0.5 seconds cooldown on application. +Removed effects +These effects are unused in the current version of the game and are not available in normal gameplay. +Max infection +This was a status effect applied to the player when their +Malaise +infection level was full. It lowered the player's health to 10% of their max health and prevented them from healing past that cap until their infection level was reduced. +Stacking capability: +N/A +This effect was removed due to the complete rework of the Malaise in +Version 2.1 +. +The icon for this effect will still appear if the Malaise bar fills completely, but it does nothing. +Malaise immunity +Malaise immunity +was an effect that makes the player immune to receiving +Malaise +from enemies until the effect ends. As of +Version 2.1 +, all abilities that granted this status effect have had that functionality removed, and as such, it is no longer available. +Stacking capability: +Only one effect per source. +Enemies could not get this effect as the Malaise was not something that affected them. +Certain mutations (Namely +Melee +and +Tactical Retreat +) can make affected enemies incapable of inflicting the malaise, however the player still isn’t immune, as unaffected enemies could still potentially inflict Malaise. +The Malaise immunity effect was mostly only used by a few mutations and the skill +Tonic +. +The following items used to provide malaise immunity: +Tonic +, +Soldier's Resistance +, +Berserker +Flawless indicator +An effect used by the +Flawless +to indicate that the player can't currently deal +critical +damage due to taking a hit within the last 15 seconds. +Stacking capability: +Only one effect at a time. Its duration refreshes if the player takes damage again. +This is technically still in the game, but the icon has been replaced by a glowing indicator on the Flawless's sprite icon when the player hasn't taken damage. +Slowed time +Slowed time +was inflicted by the unused skill +Temporal Distortion +. It would greatly slow down all enemies including falling, attacking and other action. +Stacking capability: +Only one effect at a time. +This effect had the unique capability of being able to be inflicted upon projectiles. +This effect is not obtainable as the only item that inflicts it has been removed. +No enemies could inflict this effect to the player. +Notes +Status effects, in this case, mostly refer to any temporary effect that shows an icon above an enemy or the player. There are exceptions to this, such as with force fields, invisibility, or freeze. +Some icons are not used for status effects, but instead indicators to represent something else. Examples include the star icon used by enemies that are carrying +Scrolls +, and the icon used by elite enemies. +See also +Other mechanics that are similar to status effects. +Malaise +Curse +Recovery +Breach damage +The Darkness +Sanctuary statues +↑ +In-game description states that this effect only increases the bow's damage, but this is not the case. diff --git a/wiki_content/Stilt_Village.txt b/wiki_content/Stilt_Village.txt new file mode 100644 index 0000000000000000000000000000000000000000..147d4288e505db6c04f08aa9aba8b3d05b23f017 --- /dev/null +++ b/wiki_content/Stilt_Village.txt @@ -0,0 +1,639 @@ +URL: https://deadcells.wiki.gg/wiki/Stilt_Village + +The village was first in line when the Malaise started to spread. At first they buried their dead. Before long, they were fighting them. +It was a lovely village in the old days. Before everything there was intent on devouring you. +Fishing was the main activity in this little hamlet, until the water started turning murky and dark. +Before, it took several days for the fish to get that putrid smell. +Stilt Village +Stage # +4 +Soundtrack +The Village +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Black Bridge +, +Nest +TBS +, +Defiled Necropolis +RtC +Next biome(s) +Clock Tower +, +Forgotten Sepulcher +, +Undying Shores +FF +Scrolls +3 Scrolls of Power, 1 Dual Scroll +Gear level +IV +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Wrenching Whip +, +Heart of Ice +, +Scavenged Bombard +Blueprints from secret areas +Parry Shield +Enemies & Traps +Enemies +Festering Zombies +, +Corpse Worms +(spawned from Festering Zombies), +Weaver Worms +, +Pirate Captains +, +Zombies +, +Kamikazes +, +Weirded Warriors +Enemy tier +14-18 +Wandering Elite chance +75% +Hazards +Spikes, flails +Previous biome(s) +Black Bridge +, +Nest +TBS +, +Defiled Necropolis +RtC +Next biome(s) +Clock Tower +, +Forgotten Sepulcher +, +Undying Shores +FF +Scrolls +3 Scrolls of Power, 1 Dual Scroll +Gear level +IV +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Wrenching Whip +, +Heart of Ice +, +Scavenged Bombard +Blueprints from secret areas +Parry Shield +Enemies & Traps +Enemies +Festering Zombies +, +Corpse Worms +(spawned from Festering Zombies), +Weaver Worms +, +Pirate Captains +, +Zombies +, +Kamikazes +, +Weirded Warriors +, +Knife Throwers +Enemy tier +16-20 +Wandering Elite chance +75% +Hazards +Spikes, flails +Previous biome(s) +Black Bridge +, +Nest +TBS +, +Defiled Necropolis +RtC +Next biome(s) +Clock Tower +, +Forgotten Sepulcher +, +Undying Shores +FF +Scrolls +3 Scrolls of Power, 1 Dual Scroll +Gear level +IV +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Wrenching Whip +, +Heart of Ice +, +Scavenged Bombard +Blueprints from secret areas +Parry Shield +Enemies & Traps +Enemies +Festering Zombies +, +Corpse Worms +(spawned from Festering Zombies), +Weaver Worms +, +Pirate Captains +, +Zombies +, +Kamikazes +, +Weirded Warriors +, +Knife Throwers +Enemy tier +17-21 +Wandering Elite chance +75% +Hazards +Spikes, flails +Previous biome(s) +Black Bridge +, +Nest +TBS +, +Defiled Necropolis +RtC +Next biome(s) +Clock Tower +, +Forgotten Sepulcher +, +Undying Shores +FF +Scrolls +4 Scrolls of Power, 1 Dual Scroll +Scroll Fragments +1 +Gear level +V +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Wrenching Whip +, +Heart of Ice +, +Scavenged Bombard +Blueprints from secret areas +Parry Shield +Enemies & Traps +Enemies +Festering Zombies +, +Corpse Worms +(spawned from Festering Zombies), +Weaver Worms +, +Pirate Captains +, +Kamikazes +, +Weirded Warriors +, +Knife Throwers +, +Rampagers +Enemy tier +19-23 +Wandering Elite chance +75% +Hazards +Spikes, flails +Previous biome(s) +Black Bridge +, +Nest +TBS +, +Defiled Necropolis +RtC +Next biome(s) +Clock Tower +, +Forgotten Sepulcher +, +Undying Shores +FF +Scrolls +4 Scrolls of Power, 1 Dual Scroll +Scroll Fragments +2 +Gear level +VII +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Wrenching Whip +, +Heart of Ice +, +Scavenged Bombard +Blueprints from secret areas +Parry Shield +Enemies & Traps +Enemies +Festering Zombies +, +Corpse Worms +(spawned from Festering Zombies), +Weaver Worms +, +Pirate Captains +, +Kamikazes +, +Weirded Warriors +, +Knife Throwers +, +Rampagers +, +Failed Experiments +Enemy tier +22-26 +Wandering Elite chance +75% +Hazards +Spikes, flails +BSC +Door Rewards +1 BSC +2 BSC +3 BSC +Treasure chest +Treasure chest +Treasure chest +The +Stilt Village +is a fourth level +biome +. This is the main settlement of the island. Here, the villagers would live a simple life. They would dine of the salty sea, casting the bait and nets, hoping to catch something eatable. Then, everyone started dying from the +Malaise +. At first, they quietly mourned their family, and wondered what higher power had they bothered to deserve this... But then, the ground opened up like a mouth; not to swallow, but to spit out the undead, undead to drag them back into the mouth. +The Stilt Village is a former shell of itself, and the crows are as numerous as the fish once were. Indeed, only the buildings, the insane scratchings, and the dead bodies of the villagers lay here as a reminder of what this once was. Now, no fish swims near the coast. The blood has made its way into the water, contaminating it, and providing a hazard for their life. Among the buildings and the nets, it is even more endangering. The fishermen now fish for live blood, finding the blood floating in the water too salty to drink. +General Information +Access and exit +In the base game, the Stilt Village can only be accessed from the +Black Bridge +. The player can also access the level from the +Nest +. +TBS +There are three exits, each requiring at least one +Village Key +: First is an exit to the +Forgotten Sepulcher +, second is an exit to the +Undying Shores +FF +which can only be accessed once the player has gone there from the +Fractured Shrines +FF +at least once. Both are accessed through the gate-labeled entrance. Third is an exit to the +Clock Tower +at the end of the biome. +Village Keys +The Stilt Village contains two +Village Key +s, each located behind a key-labeled entrance. At least one key is required to reach one of the exits. +A central tower in the biome has a locked door which can be opened with a Village Key, leading to the second half of the biome. However this locked door can be bypassed without using a key by following a +hidden route +. +Crowned Key +When meeting the +Fisherman +TQatS +at the +Toxic Sewers +after receiving his letter, he instructs the player to visit Michel's house in Stilt Village. Once visited, there is a door that leading to a lore room containing an Elite +Armored Shrimp +. +TQatS +After killing it, Michel's corpse will drop the +Crowned Key +, +TQatS +as well as a +Leghugger +, +TQatS +which forces itself into one of the player's skill slots, causing the previous item to be dropped on the ground. The Leghugger is automatically unlocked once obtained. +The Crowned Key is used to unlock the door used to access the docks leading to +Infested Shipwreck +, located in the exits leading towards +High Peak Castle +and +Derelict Distillery +. Once both the door and the Leghugger are unlocked, this room will no longer be available. +If the player obtained the Crowned Key but did not use it to unlock the door leading to Infested Shipwreck, on the next run, one of the Fisherman's tentacles will appear in +Prisoners' Quarters +and give them the key. +Level characteristics +Basking in a blue-green light, the Stilt Village is jam packed with fishing houses. The level is divided into two separate hamlets divided by giant gates, with an elevator leading to the Clock Tower occupying the far right of the screen. Entering the houses of the Village will lead the player to shops, gate keys, and lore rooms +Scrolls +The Stilt Village contains 4 scrolls total: 3 Power Scrolls and 1 Dual-stat scroll, which cannot spawn in areas requiring the use of runes to access. On (3+ +BSC +) there is a bonus Power scroll. When 3 +Boss Stem Cells +are active, this biome has 1 guaranteed +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, this biome has 2 guaranteed +Scroll Fragments +. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Stilt Village based on difficulty. +Loot and shops +Main level +1 +Treasure chest +found behind a chest-labeled door +1 +Treasure chest +at the top of one of the buildings +10% chance for an additional +Cursed chest +. +1 Chained Items altar found behind a chest-labeled door +A Food shop located in one of the coin-labeled doors +A Weapon or skill shop located in one of the coin-labeled doors +Boss Stem Cells rewards +1 +BSC +: Treasure Chest +2 +BSC +: Treasure Chest +3 +BSC +: Treasure Chest +Exclusive blueprints +Secret area +The hidden blueprint for the +Parry Shield +is at the end of the biome. It typically requires both the +Spider Rune +and +Ram Rune +to access, but it can potentially be accessed with +Lightspeed +. +To reach the blueprint, acquire the first +Village Key +but do not use it to open the locked door in the tower at center of the biome. Instead skip the locked door by climbing onto a series of platforms before the tower and running through a small passage lined with traps. The +Spider Rune +isn't required to climb the wall and make the jump into the trap room. Note that RNG may cause the platforms to be inaccessible so this method may not always work. +After passing the center tower, acquire the second Village Key and use it to open the door to the +Clock Tower +elevator and exit at the end of the biome. Ride the elevator about 1/3 the way up, then jump off towards the right to access an alcove above the spike-lined wall. Use the +Ram Rune +to break through the floor and access the secret area. The blueprint is held behind a second locked door in this area, which opens with the Village Key you saved from earlier. +Enemy blueprints +The blueprints for the +Wrenching Whip +, +Scavenged Bombard +TQatS +and the +Heart of Ice +mutation can be looted from +Pirate Captains +. +Enemies +The table below lists which enemies are present in the Stilt Village on each difficulty level and which blueprints each may drop. When applicable, the minimum difficulty level for blueprint acquisition is specified. +Lore +Alchemist grimoires +In set up a laboratory dedicated to curing volunteers of the malaise, the +Alchemist +reports that the essence of bupleurum seems to relieve symptoms: +" +The treatment administered to the latest volunteers seems to be producing results. They are still coughing but they are vomiting much less. +" +" +Or less blood, in any case. +" +" +Am I on the right track? +" +Additionally, the Beheaded questions the stain on the nearby bed, wondering if it's urinal or bile colour, or both: +" +This stain here... +" +" +Is that more of a urine or a bile color? +" +" +Probably a mixture of the two. +" +Next to the bed is a flask. When inspecting it, the Beheaded will say the following: +" +Concentrated essence of bupleurum. +" +" +8 times a day. More if the subject vomits. Resuscitate if necessary. +" +" +Note any signs of improvement in the register. +" +Furthermore, the Beheaded remarks the bookshelf has be pillaged of anything interesting: +" +Most of the interesting books and products seem to have been pillage already. +" +" +I don't think there's any point in looking the prisoner's quarters for books. +" +" +Although that's probably an unfair stereotype... +" +" +But just between us, these guys weren't exactly the sharpest tools in the shed. +" +In another laboratory set up by the Alchemist. The Beheaded remarks on the quality of the equipment: +" +It's top-notch equipment... +" +" +I wonder what it's doing here. +" +" +I'm almost sure it's harmless to swallow one these things. +" +Additionally, the Beheaded finds a pile letters from citizens to the Alchemist: +" +A pile of letters, damaged by the damp conditions. +" +" +Illegible... +" +However, another letter can be found. The Beheaded will say the following about it: +" +This letter is less damaged than the others. +" +" +...can use... our bodies for... your experiments. …beg you... save us... +" +" +The rest is illegible. +" +" +I'm not sure i want to understand what I've just read. +" +Malaise +A room with a woman who hung herself can be encountered: +" +A women who opted for the fast method. +" +" +Strange, she doesn't seem to be infected. +" +Her lasts words are on a note: +" +The Malaise won't get us. I'll protect you... I'll protect you. +" +The bodies of two people with slit throats can be found in the bed nearby. +" +Throats slit. +" +The scrawling on the wall of a house begs people to save their souls other than naming the +Malaise +. +" +A citizen left a message here. +" +" +The Malaise, the Plague, the Gloom, the Green Poison... You're wasting your time putting names on this curse! +" +" +SAVE YOUR SOULS INSTEAD! +" +King statues +in the Stilt Village, a statue depicts the King with his Hand. The Beheaded remarks that the Hand of the King's statue is a little too big: +" +Another statue of the King, accompanied by a guard... And a very big one, at that. A little too big, maybe? +" +The same statue can be found with the exception of vandalization from the citizens: +" +A statue of the King, vandalized by his citizens. +" +" +There's a bunch of things scrawled on here. +" +" +More complaints, I'll bet... +" +" +THE KING IS LYING! DEATH TO THE KING! DEATH TO THE KING! +" +" +There you go. I knew it +" +Rotten fish cargo +Upon finding, the Beheaded questions whether citizens were eating the rotten cargo: +" +Hmm, did people really eat that? +" +" +... +" +" +No wonder they were all vomiting! +" +Next to the cargo, are stores of more rotten fish. The Beheaded, again, questions if they were to be eaten, or destroyed. He also notices new life forms in the fish, caused by the heat: +" +Hard to say whether it was left here to be eaten or destroyed. +" +" +The heat caused new life forms to take up residence in the fish. +" +" +It's revolting. +" +" +Oh, lovely. +" +A large piece of food drops. +King orders +A order from the King to the citizens can be found: +" +Several identical messages, all stamped with the King's seal. +" +" +Citizens! Anyone behaving strangely or manifesting signs of illness must be reported to the local patrol promptly and without exception. +" +" +There's something written under one of the signs: +" +" +Anyone: that means EVERYONE! +" +The same order can be found with the exception of vandalization from the citizens. On a vandalised king's flag, a message from a citizen can be found: +" +The King's banner was vandalized. +" +" +The King is kidnapping and burning our children! +" +" +WAKE UP! +" +Crystal room +In this room, the Beheaded discovers a table and remarks on the contents of plate on it: +" +A... table. +" +" +Nothing else, and I don't really want to try what's left on the plate. +" +To the left or right of the room, entered via a secret passage, the Beheaded encounters a box of crystals: +" +Some of the villagers surely managed to get crystals to sell... +" +" +They won't need it anymore, anyway. +" +Trivia +The Stilt Village was formerly named +Fog Fjord +, but the name was changed in the +Baguette Update +. +Gallery +The platforms high up, which can be reached by jumping from the building on the left. +The passage used to save the first key. +The breakable ground in the far right tower, which blocks the way to the blueprint. +The blueprint behind the door which needs a second key. +History +References +↑ +[1] +↑ +[2] diff --git a/wiki_content/Stone_Warden.txt b/wiki_content/Stone_Warden.txt new file mode 100644 index 0000000000000000000000000000000000000000..5b80d7b3ee7599f2dda67ead8303b8450d4c1c1b --- /dev/null +++ b/wiki_content/Stone_Warden.txt @@ -0,0 +1,67 @@ +URL: https://deadcells.wiki.gg/wiki/Stone_Warden + +Stone Warden +Base health +1200 +Location(s) +Fractured Shrines +FF +Reward +Iron Staff +FF +(100%) +Rocky Outfit +FF +(10%) +Stone Wardens +are statue-like mini-bosses +enemies +found in the +Fractured Shrines +FF +guarding the entrances to +treasure rooms +. When the player gets close to them, they come alive and start attacking the player. When defeated the door they are guarding will open. They are exclusive to the +Fatal Falls DLC +. +Behavior +Stone Wardens start off frozen in stone, not dissimilar to the enemies in the background of the +Slumbering Sanctuary +before it is awakened. They awake from their stone slumber once the player walks close enough to them. The player can bypass them by simply not waking them, though the player thereby consents to not being able to reach the rewards found in the +treasure rooms +. +Stone Wardens attack in two ways, by either swinging their stone axe or by stomping the ground and producing a damaging wall of stone. +Moveset +Axe swing +Description: +Swings its stone axe in a wide arc. +Can be blocked, parried, and dodge rolled. +Telluric stomp +Description: +Stomps the ground and produces a rock barrier. +Can be blocked and dodge rolled. +Strategy +When the Stone Warden is about to use the Telluric Stomp, it will telegraph by lifting one of its feet, and it will telegraph its axe swing by pulling its arms and axe backward to swing. Since both attacks can be jumped over and are lower to the ground, if you drop from above or can stay in the air in any way with things like +Wings of the Crow +, or the built-in stall from the +Electric Whip +and +Magic Missiles +RotG +will keep you above their attacks, keeping you safe. +Notes +They will guard large yellow doors, usually 2 per +biome +. The first door will give the player a choice between 3 legendary weapons, independent of the +Legendary Altar +spawn rate. The second door will either give you a lore room or a +treasure chest +inside. These rooms also contain various +gemstones +and piles of treasure. +Trivia +There is currently a bug where using the +Blueprint Extractor +on a Stone Warden will prevent the game from registering its death, while also locking the player from entering the area it is guarding. +Referred to as "AxeStatue" in the code. +History diff --git a/wiki_content/Streamer_Mode.txt b/wiki_content/Streamer_Mode.txt new file mode 100644 index 0000000000000000000000000000000000000000..8909de6c7cc017ac3283a54fee1a90a79a3f73dc --- /dev/null +++ b/wiki_content/Streamer_Mode.txt @@ -0,0 +1,55 @@ +URL: https://deadcells.wiki.gg/wiki/Streamer_Mode + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: Needs to list and detail all the gameplay additions and mechanics streaming mode adds to runs +Streamer Mode +is a special mode that uses Twitch streaming integration, which lets viewers of a stream interact with the streamer’s runs in a variety of ways. +This includes, but is not limited to, choosing special gameplay modifiers for the next biome, assisting (or inconveniencing) the streamer through the use of Captain Chicken, helping the streamer open Twitch Chests, and deciding what +stat +to upgrade when obtaining certain scrolls. +All of these things can be turned on or off to fit your preferences. +Note that this mode is only available on the PC versions of the game. +Captain Chicken +@m0neyp as Captain Chicken +Captain Chicken +is an avatar which follows the streamer around and doesn't do much by itself. Viewers watching a stream and participating in the chat can become Captain Chicken by typing "pickme". +Individuals in control of Captain Chicken can choose to forcefully use a charge of the streamer's flask, even without their direct consent. +Sending a message beginning with "@" in the streamer's chat allow the viewer to directly talk to the streamer, using a textbox that floats above the chicken. +Community Chests +Community Chests +are special chests that spawn multiple zombies nearby and their contents can only be accessed by destroying the chest. Viewers can also help to destroy the chest by sending relevant messages in the streamer’s chat. They give gear with the same level as those found in normal chests in the biome they occupy. +Community Codex +Scrolls that are unique to Streamer Mode can occasionally be found in +Biomes +. They will let the viewers of a stream decide what +stat +will be increased. Note that normal scrolls can still be found when this option is enabled. +Gameplay Modifiers +Gameplay Modifiers are special changes to the game that occur in biomes after the +Prisoners' Quarters +. When entering a +transition area +, viewers of a stream will be able to vote for what they want the modifier for the next biome to be if the setting is enabled. +Below is a list of all modifiers that can be found in Streamer Mode: +Boss Control +Viewers can summon enemies such as zombies and skills for the boss such as grenades. +Other Mechanics +Level Suggestions +Viewers can vote for the next +Biome +the streamer will visit. However, the streamer can simply ignore this vote and choose a different biome instead. +Secret Spotting +Viewers can make small call-outs appear on the screen of the streamer when there is a nearby secret, such as a +Challenge Rift +or a wall rune. However, these do not reveal the exact location of the secret, which must be left to the streamer to discover. +Cheering +When the streamer dies or defeats a boss, viewers may send a message in the streamer's chat that appears on screen. This comes in the form of congratulations when defeating a boss, or taunting when the streamer dies. +Notes +The +Use the new vote system +option in the Streamer Mode settings does not work properly at all and should be avoided. diff --git a/wiki_content/Stun_Grenade.txt b/wiki_content/Stun_Grenade.txt new file mode 100644 index 0000000000000000000000000000000000000000..f850de9b6d7a194cbea2c199ac4bd50af03e01f5 --- /dev/null +++ b/wiki_content/Stun_Grenade.txt @@ -0,0 +1,86 @@ +URL: https://deadcells.wiki.gg/wiki/Stun_Grenade + +Stun Grenade +Stuns enemies (4.5 sec). +Internal name +StunningGrenade +Type +Grenade +Scaling +Recharge +12 seconds +Duration +4.5 seconds +Base price +1500 +Damage +Base hit +45 +Blueprint +Location +Secret area at the end of +Ramparts +Unlock cost +30 +The +Stun Grenade +is a +grenade +skill +which stuns nearby enemies on detonation. +Details +Special Effects: +Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. +The projectile bounces off of a Shieldbearer's shield without detonating. +Upon explosion, deals damage and inflicts a 4.5-second stun on enemies in close proximity. +Tags: +Ranged, Explosive, NegligibleDamage, Stun +Legendary Version: +Forced +Affix +: Long Stun +"+50% stun effect duration." +Location +The blueprint for Stun Grenade is located in the +Ramparts +, in a secret area in the very last, far-right tower. The tower itself doesn't always spawn, so it may require a few runs to get it, but if it does, it will always be the last tower. +Synergies +Satisfies the critical conditions for the +Nutcracker +and +Baseball Bat +by +stunning +enemies. +Can immobilize enemies, allowing for the safer use of heavy items such as +Toothpick +and +Scythe Claws +. +Notes +The following enemies are immune to the +stunned +status effect: +Impaler +. +Slammer +. +Skeleton +. +Ground Shaker +. +The Giant +'s fists. +The Scarecrow +. +Dracula - Final Form +. +The Hand of the King +. +Trivia +Previously named +Flashbang +. +The Stun Grenade is indeed designed after a real-life flashbang, having a similar general design and the ability to disable enemies. +Gallery +History diff --git a/wiki_content/Support.txt b/wiki_content/Support.txt new file mode 100644 index 0000000000000000000000000000000000000000..3a45294356776b4059c5c551b52f84f93afab132 --- /dev/null +++ b/wiki_content/Support.txt @@ -0,0 +1,23 @@ +URL: https://deadcells.wiki.gg/wiki/Support + +Support ++[35% base] damage if you're close to a deployed skill. +Internal name +P_DeployedDmg +Scaling +Support +is a +Tactics +-scaling +mutation +which increases damage dealt when close to an active deployable trap or turret. +Details +Special Effects: +Player deals +[35 base]% damage if they are close to a deployed traps or turrets. +Scaling: ++0.5% damage per Tactics stat +Notes +"Nearby" is defined as close enough to power a deployed skill (within 9 tiles to it). Proximity is checked every 0.2 seconds, and damage is added at most once every 0.33 seconds. +Multiple deployed skills do not stack effect. +This mutation only works with skills that fall under the category "Traps & Turrets". +History diff --git a/wiki_content/Swamp_Priest.txt b/wiki_content/Swamp_Priest.txt new file mode 100644 index 0000000000000000000000000000000000000000..69dab36c943d48d362200dd7274f1dddb2c51345 --- /dev/null +++ b/wiki_content/Swamp_Priest.txt @@ -0,0 +1,79 @@ +URL: https://deadcells.wiki.gg/wiki/Swamp_Priest + +Swamp Priest +Location +In the +Morass of the Banished +“ +Words are meaningless, only sacrifices are important... +„ +The +Swamp Priest +is an +NPC +found in an altar room inside the +Morass of the Banished +. +TBS +His main purpose is to egg on the player to make a "Sacrifice", which is done by using +Mushroom Boi! +at the nearby alter. This will stop the player from having to fight +Mama Tick +in the Nest, as well as provide the player with the +Bound for Hell +achievement. After the sacrifice is made, he will become bloody, get a deranged look, and begins praising the player for said sacrifice. +Dialogue +When walking up to the altar he is found beside, the Priest will exclaim: +" +A new disciple! +" +Upon talking to them for the first time, they will say: +" +Welcome to our humble chapel brother! Are you ready to make a sacrifice? +" +Subsequent interactions with the Swamp Priest will result in them randomly saying one of the following lines: +" +Pray for your salvation... with a sacrifice. +" +" +Words are meaningless, only sacrifices are important... +" +" +Mama protect this lost child... +" +" +Prove your devotion! +" +" +Sacrifice will save you... +" +" +Are you really faithful? +" +When using the +Mushroom Boi! +near the altar: +" +THE SACRIFICE! +" +" +Your sacrifice has been accepted. +" +" +Mama has blessed you. +" +" +A miracle... It’s a miracle... +" +" +We need more sacrifices! +" +" +...more sacrifices... +" +" +... +" +Gallery +The Altar and the Swamp Priest. +History diff --git a/wiki_content/Swarm.txt b/wiki_content/Swarm.txt new file mode 100644 index 0000000000000000000000000000000000000000..6ddf534ff2141a2e0973ae2e21f3650b1ca0ce3d --- /dev/null +++ b/wiki_content/Swarm.txt @@ -0,0 +1,84 @@ +URL: https://deadcells.wiki.gg/wiki/Swarm + +Swarm +Summons 8 biters to serve you. +Internal name +SideBomb +Type +Grenade +Scaling +Combo rate +Two bites per second for every biter, eight biters per use +Recharge +10 seconds +Duration +30 seconds +Base trap health +25 (biter health) +Base price +1500 +Damage +Base DPS +18 (single biter, 144 max) +Base hit +9 +Blueprint +Location +Drops from +Disgusting Worms +Drop chance +0.4% +Unlock cost +30 +Swarm +is a +grenade +skill +which summons friendly pink biter worms to attack enemies. +Details +Special Effects: +Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. +The projectile will bounce off of a Shieldbearer's shield without detonating. +Upon explosion, eight biters appear. +Biters target the nearest visible enemy on the same surface as them. +Biters use a bite attack 2 times a second which deals 9 base damage. +If this skill has an affix that grants any on-hit effect each biter's attacks will stack them to high levels, if given some time. +Biters can be killed if they take enough damage, though some enemies are unable to detect them due to their small size. +This includes environmental sources such as spikes, though they are immune to some other damage sources. +Each biter has a 30 seconds duration and will despawn after that. A maximum of 8 biters can exist at any given time and if any more spawn during this period the oldest spawned ones will vanish. +They may teleport to the player if they get too far. +Attack Duration: +0.4 seconds +Charge: +0.1 +Lock: +0 +Cooldown: +0.3 +Tags: +Deployable, DisableVerboseAmmo, NoCooldownReadySfx, ShortCooldown +Legendary Version: +Forced +Affix +: Poison on Hit +" +Poisons +the victim." +Notes +The biter limit of 8 appears to stack with other sources of generation, such as: +Parrying the ranged attack of the +Festering Zombie +. +Killing an enemy that has been damaged with an item that has the "Death Worm" modifier. +The damage dealt by biters +cannot +be buffed by any mutations or +Corrupted Power +. +No Mercy +reduces the health of all biters, including the ones spawned by this grenade. +Trivia +In earlier versions of the game, biters would attack golden doors, causing unnecessary curses. +Gallery +Some biters following the player around +History diff --git a/wiki_content/Swarm_Zombie.txt b/wiki_content/Swarm_Zombie.txt new file mode 100644 index 0000000000000000000000000000000000000000..d2643bbc54bfc1cf5909a40455305bfb542a5c7f --- /dev/null +++ b/wiki_content/Swarm_Zombie.txt @@ -0,0 +1,48 @@ +URL: https://deadcells.wiki.gg/wiki/Swarm_Zombie + +Swarm Zombie +Base health +140 +Location(s) +Graveyard +Reward +Networking +(10%) +Tombstone +(1.7%) +Shovel +(0.4%) +Corrosive Cloud +(0.4%) +Related +Zombie +, +Festering Zombie +Swarm Zombies +are +enemies +that have wings and resemble a bug. They are encountered in the +Graveyard +. +Behavior +It may dash toward the player and then performs the same melee attack regular +Zombies +do. +At range, it will spawn 5 +Corpse Flies +around itself which uses electrical fences to damage the player. +When it dies, the barrier disintegrates and flies begin to attack the player instead. +Moveset +Fly barrier +Description: +Summons 5 Corpse Flies which create an electric barrier surrounding the Swarm Zombie. +Can be rolled through, but not blocked or parried. +Charge +Description: +Charges directly at the player. +Can be blocked, parried, and dodge rolled. +Strategy +The electric barriers the flies create cannot be parried, and therefore killing the flies should be top priority. The electric barrier can be rolled through, although that is unadvised, as doing so will put you in a very bad position. +Swarm Zombies can be killed without them spawning Corpse Flies if the player acts fast enough. +The regular melee attacks can be rolled through and parried. +History diff --git a/wiki_content/Sweeper.txt b/wiki_content/Sweeper.txt new file mode 100644 index 0000000000000000000000000000000000000000..54e4aef1c9aaa84309cd50a7bda1a2282b49d8c2 --- /dev/null +++ b/wiki_content/Sweeper.txt @@ -0,0 +1,40 @@ +URL: https://deadcells.wiki.gg/wiki/Sweeper + +Sweeper +Base health +120 +Location(s) +Ramparts +Reward +Scheme +(10%) +Sweepers +are +enemies +that look like smaller versions of the +Concierge +. They are encountered in the +Ramparts +. +Behavior +Sweepers can launch a fire strike travelling in both directions, similar to the Concierge. +They also roll away if the player gets too close. +Moveset +Flame strike +Description: +Slams its arm into the ground, generating flame trails in both directions +Cannot be blocked or +parried +. Can be jumped over. +Escape roll +Description: +When the player is close it rolls a short distance away. +Strategy +Its only attack is rather easy to avoid, as one can simply jump over when they are about to be hit. +Trivia +Sweepers are derived from the +Concierge +, and are used to teach the player to dodge his sweep attack. +They appears to have a piece of glowing metal attached to one of its arms, like the +Concierge +History diff --git a/wiki_content/Swift_Sword.txt b/wiki_content/Swift_Sword.txt new file mode 100644 index 0000000000000000000000000000000000000000..b9a5ce0eba8439ce916360fe666b9d4c2bbe420b --- /dev/null +++ b/wiki_content/Swift_Sword.txt @@ -0,0 +1,118 @@ +URL: https://deadcells.wiki.gg/wiki/Swift_Sword + +Swift Sword +Inflicts a +critical hit +if you have an active speed buff. +Forget about taking your time. To get real results, strike hard and fast. +Internal name +SpeedBlade +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.2 seconds +Base price +1750 +Damage +Base DPS +137 ( +208 +) +Base combo damage +165 ( +250 +) +Base first hit +45 ( +63 +) +Base second hit +50 ( +75 +) +Base third hit +70 ( +112 +) +Blueprint +Location +Daily Run - First Completion +Unlock cost +50 +The +Swift Sword +is a +sword +-type +weapon +which deals +critical hits +against enemies while the player has increased movement speed. +Details +Special Effects: +Deals ~1.5x damage (208 base +critical +DPS) if the player has a movement-speed buff (most reliably gained by killing several enemies within a small time period). +Breach Bonus +: +0.25 / 0.25 / 0.25 +Base Breach Damage: +56.25 / 62.5 / 87.5 ( +78.75 +/ +93.75 +/ +140 +) +Base Breach DPS: +172 ( +260 +) +Combo Duration: +1.2 seconds +First Hit: +0.35 (0.25 + 0.1 + 0) +Second Hit: +0.3 (0.2 + 0.1 + 0) +Third Hit: +0.55 (0.35 + 0.2 + 0) +Tags: +InstantBlueprint, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Run Speed on Kill +"Increases your movement speed for 5 seconds after killing an enemy." +Synergies +Due to its nature of dealing +critical hits +when under the effect of a movement-speed buff, the +Affix +"Increases your movement speed after the death of an enemy for 5 seconds" synergises quite well with Swift Sword, as it will require the death of a single enemy to substantially increase its effectiveness. +The mutation +Frenzy +works well in tandem with the Swift Sword as both the +critical +and +health leech +will be active upon acquiring a movement-speed buff, enabling one to heal a significant amount of health while also dealing +critical hits +. +The +Velocity +mutation makes the critical hit time window three times as long. +Note, however, that this mutation only increases the duration of the standard multi-kill speed boost; it does not affect other speed boost effects, such as from weapon affixes. +The +Masochist +mutation grants a movement speed increase upon receiving trap damage, and caps the trap damage at 10% of the player's max HP. This is highly effective against bosses such as the +Giant +and the +Hand of the King +, which have traps within their arenas. +This weapon tends to be nearly useless in boss fights because of the low damage and inability to deal consistent critical hits, but it works well in biomes that feature lots of weaker enemies such as rats. This, however, can be patched with the +Vampirism +Power, which can activate its +critical +condition by providing a speed boost, and also grants heal on melee hit. +History diff --git a/wiki_content/Symmetrical_Lance.txt b/wiki_content/Symmetrical_Lance.txt new file mode 100644 index 0000000000000000000000000000000000000000..92e13f4b027adef8c304595f335fd356082e9e0d --- /dev/null +++ b/wiki_content/Symmetrical_Lance.txt @@ -0,0 +1,107 @@ +URL: https://deadcells.wiki.gg/wiki/Symmetrical_Lance + +Symmetrical Lance +Inflicts +critical hits +for 6 sec if you quickly kill 2 enemies with this weapon. +Internal name +KingsSpear +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.82 seconds +Duration +6 seconds (damage buff) +Base price +2000 +Damage +Base DPS +192 ( +288 +) +Base combo damage +350 ( +526 +) +Base first hit +80 ( +120 +) +Base second hit +105 ( +158 +) +Base third hit +165 ( +248 +) +Blueprint +Location +Drops from the +Hand of the King +(1st kill) +The +Symmetrical Lance +is a spear-like +melee +weapon +, which makes all hits +critical +for six seconds after rapidly killing two enemies. +Killing enemies quickly with this weapon is the best way to maximize its damage. However, the area of effect of the attack is a very narrow horizontal line so you will find it quite difficult to hit bat-like enemies and those slightly below or above you. It does hit slightly behind you as well. +The one dropped by +Hand of the King +in +Throne Room +upon defeating him for the first time cannot be stored in the +backpack +or +recycled +. +Details +Special Effects: +If the player kills 2 enemies within 1.5 seconds of each other with this weapon, all subsequent attacks deal 1.5x damage (251 base +critical +DPS) for 6 seconds. +The first hit of the combo deals weak knockback while the final hit deals somewhat strong knockback. The second swing also hits enemies behind you. +Breach Bonus +: +0.5 / 1 / 1.5 +Base Breach Damage: +120 / 210 / 412.5 ( +180 +/ +315 +/ +619 +) +Base Breach DPS: +408 ( +612 +) +Combo Duration: +1.82 seconds +First Hit: +0.8 (0.6 + 0.2 + 0) +Second Hit: +0.37 (0.17 + 0.2 + 0) +Third Hit: +0.65 (0.3 + 0.35 + 0) +Tags: +CinematicBlueprint, NeedUnlockToDropAsLegendary, HeavyWeapon, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Quad Damage Free and Ignore Global Shield +"+300% damage inflicted on enemies. Can break shields." +Trivia +When +The Hand of the King +is defeated for the first time he will drop a special Symmetrical Lance with the following properties: +Has the affixes "Can break shields!" and "+300% damage to all enemies!". These affixes cannot appear on anything else. +It gives the player a point in all stats, due to it being scripted before the overall legendary item rework. +It keeps dropping until the King is killed. +The Symmetrical Lance does not require a blueprint nor any cells to be unlocked, as this happens when The Hand of the King is killed for the first time. +Though it is called a lance in-game, it does not even remotely resemble a real lance. +History diff --git a/wiki_content/System_requirements.txt b/wiki_content/System_requirements.txt new file mode 100644 index 0000000000000000000000000000000000000000..e306be78f203ff3d1a28317c88fcc4e0a0eafc57 --- /dev/null +++ b/wiki_content/System_requirements.txt @@ -0,0 +1,24 @@ +URL: https://deadcells.wiki.gg/wiki/System_requirements + +The +system requirements +for +Dead Cells +follow: +Minimum +OS: Windows 7+ +Processor: Intel Pentium +Memory: 2 GB RAM +Graphics: Nvidia 450 GTS / Radeon HD 5750 or better +Storage: 500 MB available space +Additional Notes: OpenGL 3.2+ +Recommended +OS: Windows 7+ +Processor: Intel i5+ +Memory: 4 GB RAM +Graphics: Nvidia GTX 460 / Radeon HD 7800 or better +Storage: 500 MB available space +Additional Notes: OpenGL 3.2+ +Notes: +Dead Cells DOES NOT officially supports integrated graphic cards based on Intel HD Graphics or Intel GMA chipsets . Please make sure your graphic chipset (APU/CPU) supports OpenGL API in version 3.2 or higher. Be aware that game developer won't provide any technical feedback, and can't guarantee no compatibility issues or problems with performance, due to a lack of dedicated video card. +Game is also available for Linux based systems with graphical user interface and Apple Macbook/Macbook Pro computers with MacOS system installed. For a minimum/recommended system requirements, please refer to official informations for PC-based systems provided above. diff --git a/wiki_content/System_requirements_fr.txt b/wiki_content/System_requirements_fr.txt new file mode 100644 index 0000000000000000000000000000000000000000..90c1146a0d2471b7e5e58ccfe86cbfeb5b0c2f0e --- /dev/null +++ b/wiki_content/System_requirements_fr.txt @@ -0,0 +1,24 @@ +URL: https://deadcells.wiki.gg/wiki/System_requirements/fr + +Les +requis système +pour +Dead Cells +sont: +Minimum +OS: Windows 7+ +Processeur: Intel Pentium +Mémoire-vive: 2 GB RAM +Graphiques: Nvidia 450 GTS / Radeon HD 5750 ou mieux +Stockage: 500 MB d'espace disponible +Notes additionnelles: OpenGL 3.2+ +Recommandé +OS: Windows 7+ +Processeur: Intel i5+ +Mémoire-vive: 4 GB RAM +Graphiques: Nvidia GTX 460 / Radeon HD 7800 ou mieux +Stockage: 500 MB d'espace disponible +Notes additionnelles: OpenGL 3.2+ +Notes: +Dead Cells ne prend PAS officiellement en charge les cartes graphiques intégrées basées sur les puces Intel HD Graphics ou Intel GMA . S'il vous plaît assurez vous que votre cartes (APU/CPU) supportent OpenGL en version 3.2 ou plus haut. Soyez avertis que les développeurs ne fournirons aucun retour technique, et ne peuvent garantir les problèmes de compatibilité ou de performance, dû à un manque de carte vidéo. +Le jeu est aussi disponible pour les systèmes sous Linux avec interface utilisateur et MacBook/MacBook Pro d'Apple avec un système MacOS installé. Pour des requis système minimum/recommandé, référez vous aux informations officielles des ordinateurs mentionnés ci-dessus. diff --git a/wiki_content/Tactical_Retreat.txt b/wiki_content/Tactical_Retreat.txt new file mode 100644 index 0000000000000000000000000000000000000000..7f06edebb3daba77e2b9b320008c1e7f38281a33 --- /dev/null +++ b/wiki_content/Tactical_Retreat.txt @@ -0,0 +1,40 @@ +URL: https://deadcells.wiki.gg/wiki/Tactical_Retreat + +Tactical Retreat +Dodging an attack at the last moment +slows down +nearby enemies for [1 base, 3 max] seconds. +Internal name +P_DodgeSlow +Scaling +Blueprint +Location +Drops from +Slammers +Drop chance +10% +Unlock cost +100 +Tactical Retreat +is a +tactics +-scaling +mutation +which briefly +slows down +enemies close to the player, when they dodge an attack at the last moment. +Details +Special Effects: +Dodging an attack at the last moment inflicts +slow +on all the enemies around the player for [1 base] seconds. +Each proc will inflict 2 stacks of +slow +. +Scaling: +1 × 1.048 +Stat - 1 +seconds +Notes +This mutation has a radius of 15 tiles around the player. +History diff --git a/wiki_content/Tainted_Flask.txt b/wiki_content/Tainted_Flask.txt new file mode 100644 index 0000000000000000000000000000000000000000..d9f2698d30aff875bac1a225df29291ef244f201 --- /dev/null +++ b/wiki_content/Tainted_Flask.txt @@ -0,0 +1,35 @@ +URL: https://deadcells.wiki.gg/wiki/Tainted_Flask + +Tainted Flask +Using a health flask adds +[20% base] damage to your attacks for 20 sec. If you have at least one empty flask charge, it will refill a charge after killing [12 base, 4 min] Elite enemies. Also causes 1 more Elite to spawn in each biome. +Internal name +P_CorruptedHealing +Scaling +Blueprint +Location +Drops from +The Time Keeper +(6th kill) +Unlock cost +50 +Tainted Flask +is a +brutality +-scaling +mutation +which increases damage dealt for 20 seconds after using a health flask. +Details +Special Effects: +Using a health flask adds +[20 base]% damage for the player for 20 seconds. +If there is at least one empty flask charge, killing [12 base] Elite enemies will refill a single usage. +Scaling: ++2.5% extra damage per Brutality stat +Scaling +: +12 × 0.96 +Stat - 1 +Elite enemies per flask +Notes +The Elite kills counter only applies when the player has at least one empty flask charge. If the player fills their flask, the counter will go back to zero and killing Elites won't increase the counter, until player has an empty flask charge again. +Having the Tainted Flask mutation enables the player to use their health flask while at full health, which is not normally possible. +History diff --git a/wiki_content/Taunt.txt b/wiki_content/Taunt.txt new file mode 100644 index 0000000000000000000000000000000000000000..6a3a92c613712ab215a43740d4dbe1b12ac6d51b --- /dev/null +++ b/wiki_content/Taunt.txt @@ -0,0 +1,80 @@ +URL: https://deadcells.wiki.gg/wiki/Taunt + +Taunt +Taunts an enemy, causing it to frantically pursue you for 20 sec but take 75% more damage from your melee attacks. +Requires Language (Old Times) or Language (Foul) mastery. +Type +Power +Scaling +Recharge +15 seconds +Duration +20 seconds +Base price +2000 +Blueprint +Location +Reward for beating the 2nd Stage in +Boss Rush +Unlock cost +100 +Taunt +is a +power +skill +that forces an enemy to chase the player for 20 seconds, while applying a 75% melee damage bonus. +Details +Special Effects: +Allows enemies to teleport in 0-3 BSC. +Significantly increases the attack rate of bosses. +Tags: +NoDamage, ShortCooldown, InstantBlueprint +Legendary Version: +Forced +Affix +: Troll +"Taunt all enemies on sight" +List of taunt lines +" +Your father's a +Thorny +! +" +" +Demon +! +" +" +Ugly +Slammer +! +" +" +You're stinkier than a +Corpse Fly +! +" +" +I'll turn you into +Corpse Juice +! +" +" +Heinous +Cannibal +! +" +" +Pirate +! +" +" +You little stampcrab! +" +" +Detuned ophicleide! +" +" +Tallow-catch! +" +History diff --git a/wiki_content/Telluric_Shock.txt b/wiki_content/Telluric_Shock.txt new file mode 100644 index 0000000000000000000000000000000000000000..59d040c6274b435c29335621c5f878a86b6d7bab --- /dev/null +++ b/wiki_content/Telluric_Shock.txt @@ -0,0 +1,69 @@ +URL: https://deadcells.wiki.gg/wiki/Telluric_Shock + +Telluric Shock +Leap in the air and violently land back on the ground to inflict 150 damage to the enemies around. +Ready to rumble? +Internal name +SeismicStomp +Type +Power +Scaling +Recharge +10 seconds +Duration +5 seconds +0.3 seconds (spikes effect) +Base price +2000 +Damage +Base hit +150 +Blueprint +Location +Drops from the +Hand of the King +(1st kill) +Unlock cost +100 +Telluric Shock +is a +power +skill +which launches the player up and in the direction of his movement and then promptly dives towards the ground, triggering a wave of stone spikes on impact in a way that mimics the same attack by the +Hand of the King +. +Details +Special Effects: +Using the skill makes the player jump into the air, and then smash the ground, releasing a wave of spikes at the point of impact, traveling through the ground outward from the player, dealing 150 base damage to the enemies it hits. +The spikes will travel over the course of 0.3 seconds. +Using it while standing still will simply make the player jump in place, but using it while moving will cause a jump in the direction of movement. It functions in a similar way in the air, but will only cause the downward smash, without the jump. +Tags: +MoveHero, InstantBlueprint +Legendary Version: +Forced +Affix +: Global Shield on Kill +"Grants a shield upon killing an enemy." +Synergies +This skill synergies greatly with +Bladed Tonfas +as the knock back is just enough to perform a reversed leap attack and guarantee landing the first hit thus criting on the rest of the combo +Notes +This Skill mimics the +Hand of the King's +ground slam attack. +The player is invincible during the jump, allowing you to dodge attacks. +The ground slam performed during the execution of the skill performs a +Dive Attack +in addition to creating the spike shockwave and as such: +Deals the corresponding damage during the dive on contact with enemies as well as the area of effect damage on impact. +Benefits from the +amulet +downward smash modifiers. +Is able to break fragile ground with the +Ram Rune +absorbed. +The shockwave produced by this item is considered a ranged attack and is therefore affected by ranged mutations such as +Point Blank +. +History diff --git a/wiki_content/Temporal_Distortion.txt b/wiki_content/Temporal_Distortion.txt new file mode 100644 index 0000000000000000000000000000000000000000..d1c957e33a7229833e917ceb9110f52e4215e92f --- /dev/null +++ b/wiki_content/Temporal_Distortion.txt @@ -0,0 +1,54 @@ +URL: https://deadcells.wiki.gg/wiki/Temporal_Distortion + +Temporal Distortion +Slows down all enemies for 3.5 sec. +Internal name +TimeDistorsion +Type +Power +Scaling +Recharge +20 seconds +Duration +3.5 seconds +Base price +2000 +Removed in +v1.2.5 +Blueprint +Location +Was dropped by +Failed Experiment +Drop chance +0.4% +Unlock cost +100 +Temporal Distortion +is a +removed +power +skill +which could slow down enemies and projectiles for a few seconds, allowing the player to get rid of them easily or to escape dangerous situations. +Details +Special Effects: +Slows down everything around the Beheaded for a base 3.5 seconds. +This also creates a sort of mist on-screen. +They may teleport to the player if they get too far. +Tags: +NoDamage, UnlockInPublicEvent +Notes +This skill has been present in the game files since +early access +, but was never usable in a stable build of the game. During the +alpha +of +v1.2 +, the +Rise of the Giant DLC +, it was briefly available to players. However, issues with its balancing, and more importantly technical problems with its implementation led the developers to remove it from the game. +It is still available through modding on the PC version of the game, as the item itself is still present in the game files. +The slow inflicted by this item is a different debuff than that used in ice items like the +Ice Bow +or +Ice Grenade +. diff --git a/wiki_content/Tentacle.txt b/wiki_content/Tentacle.txt new file mode 100644 index 0000000000000000000000000000000000000000..5ba0b0e323e561422d3a49f836120b3e045ca14d --- /dev/null +++ b/wiki_content/Tentacle.txt @@ -0,0 +1,101 @@ +URL: https://deadcells.wiki.gg/wiki/Tentacle + +Tentacle +Ignore shields and project you towards the enemy and inflicts a +critical hit +if you attack again while bumped. +Free hugs! +Internal name +TentacleWhip +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.2 seconds +Base price +1800 +Damage +Base DPS +78 ( +265 +) +Base first hit +45 +Base second hit +10 ( +24 +) +Base third hit +65 ( +130 +) +Blueprint +Location +Drops from +Conjunctivius +(1st kill) +Unlock cost +100 +The +Tentacle +is a whip-like +melee +weapon +. It propels the player towards the enemy in front, dealing a +critical hit +in the second part of the combo. +Details +Special Effects: +Pushes you forward on a successful strike with a wall or enemy. +Deals a high-damage +critical hit +if you attack while being grappled. +If you attack while too close to an enemy, you will kick the enemy instead. +Breach Bonus +: +0 / 0.5 / 1 +Base Breach Damage: +45 / 15 / 130 ( +45 +/ +36 +/ +260 +) +Base Breach DPS: +127 ( +257 +) +Combo Duration: +1.2 seconds +First Hit: +0.7 (0.3 + 0.1 + 0.3) +Second Hit: +0.4 (0.2 + 0.2 + 0) +Third Hit: +0.4 (0.1 + 0.3 + 0) +Legendary Version: +Forced +Affix +: Poison on Hit +" +Poisons +the enemy." +Notes +The first hit is classified as a ranged attack, meaning that it will trigger ranged mutations such as +Networking +and +Point Blank +The non- +critical +second hit will not ignore shields. +Gives immunity to certain damage sources while grappling. +The second hit ( +critical +) is slightly shorter than first one. +Trivia +Walking into a shop while equipped with the Tentacle and the +Vorpan +will trigger a special interaction with the shop merchant. +This interaction is a reference to the animated launch trailer, where at the end of the video the Beheaded and Guillain are using the Vorpan to cook a tentacle. +History diff --git a/wiki_content/Tesla_Coil.txt b/wiki_content/Tesla_Coil.txt new file mode 100644 index 0000000000000000000000000000000000000000..8f1bb5392af442a5ad4f33d18926c669a1d880c6 --- /dev/null +++ b/wiki_content/Tesla_Coil.txt @@ -0,0 +1,71 @@ +URL: https://deadcells.wiki.gg/wiki/Tesla_Coil + +Tesla Coil +Shoots lightning at nearby enemies and inflicts +shock +. +Internal name +TeslaCoil +Type +Deployable +Scaling +Recharge +10 seconds +Base trap health +150 +Base price +1750 +Damage +Base DPS +69 +Base DoT DPS +18 - 0 +shock +Blueprint +Location +Drops from +Living Barrels +Drop chance +10% +Unlock cost +40 +The +Tesla Coil +is a +deployable +skill +which deals damage in a circular area plus bonus +shock +damage on hit. Like all electric weapons, it deals +critical damage +to enemies in water. Enemies can be hit through walls and floors. +Details +Special Effects: +Throws an arcing projectile which explodes on contact with an enemy or a horizontal surface. +The projectile bounces off of a Shieldbearer's shield without detonating. +Upon explosion, deploys the Tesla Coil. +Tesla Coil shoots out lightning bolts in a circle, each dealing 23 DPS +electric +damage and bonus +shock +damage. +Each enemy can be hit by at most 3 bolts. +The turret can be destroyed - its remaining health is indicated by a small yellow bar above the turret. +Only one turret per Tesla Coil skill can be active at a time - attempting to deploy a second turret will destroy the first one. +Turret ceases to function if the player goes too far away, but resumes operation once the player comes back into range. +Tags: +Ranged, Deployable, NeedPower, UnlockInPublicEvent, Electric +Legendary Version: +Forced +Affix +: Double Use +"This item can be used twice as much." +History +↑ +The damage dealt by the +shock +effect this turret applies does +not +increase with gear level or scroll count and becomes negligible in endgame and higher difficulties. +↑ +This is the single target DPS. The in-game DPS value is 23. diff --git a/wiki_content/The_Alchemist.txt b/wiki_content/The_Alchemist.txt new file mode 100644 index 0000000000000000000000000000000000000000..41db6c42840ba390186fd5e928d241e7d4236801 --- /dev/null +++ b/wiki_content/The_Alchemist.txt @@ -0,0 +1,141 @@ +URL: https://deadcells.wiki.gg/wiki/The_Alchemist + +The Alchemist +is an unseen character on the island. He intended to develop a cure for the +Malaise +, though his efforts appeared to all be unsuccessful. +Lore +The Alchemist is implied to be unpopular throughout the island’s hierarchy, as the Giant and the Hand of the King both agreed " +nobody liked the Alchemist +". +During the Malaise epidemic, the Alchemist used scientific means to find a cure for the Malaise, as well the source. +The Alchemist gathered research from all over the island to learn the origin of the malaise. He also conducted many experiments to combat the malaise, using corpses or volunteering villagers for his work. +His research took him to a sanctuary beneath the village. Some believed the liquid sap running through the walls of the sanctuary could've been contaminating the sewer network and thus causing the malaise. With this knowledge, the Alchemist began experimenting with the sap. Over time, he learned mutations in the infected slowed down when submerged in a solution of the sap. +However, the sap provided unpredictable results on the bones of corpses. The Alchemist reflects on whether the King’s methods were worth killing so many people. +Within the Undying Shores, the Apostates provide him with valuable research; he remarks there may be another way to endure the malaise. +Some soldiers had sided with the Alchemist against the King. In either Ossuary or Sepulcher, one of those soldiers, who were in direct contact with the Alchemist, built a secret lab, presumably to do experiments related to the Malaise. Furthermore, a soldier's note in the Undying Shores mentions the Alchemist, wondering if he find a remedy from the scrolls and book gathered from the Apostates hideout. +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +In addition to the prior statements, the Alchemist was the only scientific elite of the island, being granted special access to his facility, the Astrolab, on orders of the King. He studies various subjects in his spare time, including astronomy and astrology. The Astrolab was too used for his efforts against the Malaise, as there are labs similar to those built by the Alchemist in other areas. He’d produced numerous Failed Experiments, such as the +eponymous enemy +and the +Slammer +. He later vanished after all his futile work, never to be seen again. +While not supported by direct evidence, it is heavily implied that the Collector is actually the Alchemist: +One of the Observatory's loading screen quotes states that the Alchemist disappeared after the failure of the cure research. However, despite the Observatory only being used by the scientific elite of the island, which was the Alchemist, the Collector is found there during 5 BSC. +Additionally, within the Observatory, the Collector mentions of trying the Panacea as a final resort to destroy the malaise, implying previously failed efforts also seen in the Alchemist's labs. Furthermore, while introducing his "Catalyst", a machine owned by him that synthesizes the Panacea from cells, he says: +" +...a necessary tool for any aspiring Alchemist. +" +He also claims that the Panacea is a mythical cure to all diseases according to past Alchemists, people whom he is skeptical of yet still draws conclusions from. +Grimoires +Stilt Village +In the village, the Alchemist had set up a laboratory, dedicated to curing volunteers of the malaise, he reports that the essence of bupleurum seems to relieve symptoms. +" +The treatment administered to the latest volunteers seems to be producing results. They are still coughing but they are vomiting much less. Or less blood, in any case. Am I on the right track? +" +Sewers network +In the +Toxic Sewers +and +Ancient Sewers +, the Alchemist was collecting mold and mushroom samples for his experiments. +However, the undead creatures were getting in the way and so he presumably ceased his attempts there. +" +It is becoming increasingly difficult to collect mold samples in these sewers. There are too many revenants. +" +Promenade of the Condemned +Inside the tower, the Beheaded mentions that the Alchemist was very "thorough" upon inspecting the portraits of insects next to the grimoire. +" +All species found in these areas seem changed. Was it the insects that spread the +Malaise +all over the island? +" +Ossuary +The Alchemist was applying a substance found in the Sanctuary on bones from corpses, likely executed prisoners. +The substance's effects were unpredictable and the Alchemist reflects whether his experiments are worthy or the mass murders from the King are more effective. +" +The sanctuary substance produces unpredictable results on the bones I've collected here. All these bodies... All these lives. At the end of the day perhaps the King is right? +" +Referring to the bodies next to the grimoire, the Beheaded makes the remark: +" +Hard to say whether these bodies were infected. But one thing is for sure: their skin melted like old cheese in the sun. +" +Slumbering Sanctuary +The Sanctuary seems to have been especially important to the Alchemist's research. It's the only biome that contains two different Grimoires. +According to one of his writings, people believe the sap flowing through the walls of the Sanctuary is responsible for the Malaise, by contaminating the sewer network. +He also hypothesizes that as a potential cure. He harvested and used this substance as part of a treatment for the infection, as indicated by the Grimoires of the Ossuary +and the Clock Tower. +" +Some say the sap that runs through the walls is flowing into the sewer network and causing the +Malaise +. But perhaps the problem can also be the solution? +" +In another Grimoire, the Alchemist references the Time Keeper's efforts to combat the Malaise. He implies that she is manipulating time to contain the Malaise, but that her spell cannot contain it forever. +" +Time is running out... literally. With all due respect, she cannot contain the Malaise forever +" +Clock Tower +In the Clock Tower and the +Castle +, a grimoire reports that the Alchemist found a formulation from the sanctuary's sap slows the down the mutagenic effects of the Malaise. +" +The bodies immersed in the latest solution are changing less quickly. I must extract the essence of this solution and apply it to other volunteers +" +Forgotten Sepulcher +The Alchemist was also researching the Malaise in the Forgotten Sepulcher, +but the bodies kept resurrecting themselves and the Darkness was making his work difficult for reasons yet to be specified. These prompted him to leave. +" +The bodies have woken up again. And this darkness... I can no longer continue my experiments on the Malaise here. +" +High Peak Castle +The Alchemist was attempting to cross human bodies with plant essences, +which gave rise to the hybrid found in the +Castle's green Elite Room +. +Additionally, there is a lab in the Castle destroyed by the King's loyalists, all of which criticise the Alchemist's efforts for creating a cure, and that isolation is more effective. +Cavern +The Alchemist was using the crystals mined in the cavern in his experiments to slow the Malaise's infection, as evidenced by a body immersed in a crystal solution next to his grimoire. +" +We can do more with those crystals than sell them, I'm sure of that. Using them on corpses doesn't do anything for now, but I have to keep going! +" +Undying Shores +Within the Undying Shores, a room with a desk and the Alchemist's grimoire can be found, the Alchemist notes the Apostates provide him with valuable research; he remarks there may be another way to endure the malaise. +" +The Apostates' research on death and cellular decay were far more advanced than what I've seen elsewhere.... They seem to endure better than the rest of the island. We shared knowledge, and they handed me some precious samples. There may be another way to endure the Malaise... +" +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +Astrolab +Within the Astrolab, 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 Alchemist: +" +Against all odds, this solution created mutations in the infected crows instead of curing them. Some subjects managed to escape by breaking the bars of their cage! God only knows where they are now... I hope their condition has stabilized now. +" +In a large room inside the Astrolab, 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. The grimoire from the Alchemist reads: +" +I hope looking at the stars will allow me to greatly advance my research... Bodies always act different during a full moon. +" +Footnotes +References +↑ +https://gfycat.com/TemptingFatGalapagoshawk +↑ +https://gfycat.com/UnhealthyObviousAlabamamapturtle +↑ +3.0 +3.1 +https://gfycat.com/MajorSecondhandBlesbok +↑ +https://gfycat.com/fr/PassionateShorttermAmericanalligator +↑ +5.0 +5.1 +https://gfycat.com/DamagedOrderlyAsianlion +↑ +https://gfycat.com/fr/WelldocumentedEveryAmazontreeboa +↑ +https://gfycat.com/HighlevelImportantFly +↑ +https://gfycat.com/SnappyBlackandwhiteGeese diff --git a/wiki_content/The_Architect.txt b/wiki_content/The_Architect.txt new file mode 100644 index 0000000000000000000000000000000000000000..9e2ca258f66d9426aff3584d8052e6dad73ba486 --- /dev/null +++ b/wiki_content/The_Architect.txt @@ -0,0 +1,36 @@ +URL: https://deadcells.wiki.gg/wiki/The_Architect + +The Architect +Location +In the +Boss Rush +zone. +“ +What?! I can't believe my eyes! +„ +The Architect +is an +NPC +in +Dead Cells +. He is a fan of the beheaded and has created a statue to honor his achievements. The statue can be upgraded after unlocking new parts for it by winning +Boss Rush +challenges. +Dialogue +First encounter +" +What?! I can't believe my eyes! +" +" +You are the Beheaded! The one that's never really dead! +" +" +I'm your biggest fan!.. The only one too... +" +" +Hum, I mean that it's an immeasurable honor to meet you! Keep up the good work, you're awesome! I know you'll go far in these trials! +" +" +Oh, this? Yes, I do a little bit of sculpting in my spare time, so I figured that I'd do a little something in your honor! I'll make it even more beautiful as you conquer greater challenges! +" +History diff --git a/wiki_content/The_Bad_Seed_DLC.txt b/wiki_content/The_Bad_Seed_DLC.txt new file mode 100644 index 0000000000000000000000000000000000000000..c79486618571cab0962d1e724016d17e955f3440 --- /dev/null +++ b/wiki_content/The_Bad_Seed_DLC.txt @@ -0,0 +1,86 @@ +URL: https://deadcells.wiki.gg/wiki/The_Bad_Seed_DLC + +The Bad Seed DLC +Details +Release date +PC & Consoles +11th of February 2020 +Mobile +30th of March 2021 +Price(s) +PC & Consoles +$4.99 +USD +/4,99 € +EUR +Mobile +$3.99 +USD +/3,99 € +EUR +All downloadable content +The Bad Seed DLC +is the first paid expansion for +Dead Cells +. It was released on the 11th of February 2020 to PC, Xbox One, PlayStation 4, and the Nintendo Switch, and on the 30th of March 2021 to iOS and Android. The expansion adds a new optional side route through the early section of the game, with new enemies and a new boss to fight, as well as new outfits and gear to unlock. +This list contains all newly added content that is locked behind the DLC, it needs to be installed for this content to be found. This includes additions from later updates. +Contents +The expansion includes a total of three new +biomes +: +Dilapidated Arboretum +Morass of the Banished +Nest +Five new +enemies +: +Jerkshroom +Yeeter +Banished +Blowgunner +Giant Tick +A new +boss +: +Mama Tick +Six new +items +: +Flashing Fans +Scythe Claw +Rhythm n' Bouzouki +Blowgun +Smoke Bomb +Mushroom Boi! +A new +key +: +Dilapidated Arboretum Key +14 new +outfits +: +Gardener's Outfit +Mushroom Boi's Outfit +Mushroom King Outfit +Banished's Outfit +Blowgunner's Outfit +Tick Trainer's Outfit +The Royal Gardener's Outfit +Giant Tick Outfit +Annoyed Tick Outfit +Irritated Tick Outfit +Mad Tick Outfit +Furious Tick Outfit +Sacrificial Tick Outfit +Flawless Tick Outfit +And eight new +achievements +: +Go play outside! +The mud is getting warm, so you might as well swim. +Knee deep in mud... +I've got my eyes on you... +Take that, sucker! +Bound for Hell +Pact with the devil +Who's a good boi? diff --git a/wiki_content/The_Bank.txt b/wiki_content/The_Bank.txt new file mode 100644 index 0000000000000000000000000000000000000000..b415548fdecc095ed52a777071cc14b5dae238ae --- /dev/null +++ b/wiki_content/The_Bank.txt @@ -0,0 +1,452 @@ +URL: https://deadcells.wiki.gg/wiki/The_Bank + +Fortius quo fidelius +This place doesn't appear on any map of the kingdom. Yet here it is. +Some demented esoteric enjoyers pretend that pocket dimensions exist. They never explain what it means, though. +There's more riches here than you've ever imagined in your entire life, 100 times, squared. And then some. +How the employees and patrons of this place can bear all that marble everywhere is beyond comprehension. +The Bank +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Runes and Blueprints +Blueprints from enemies +Dagger of Profit +, +Gold Digger +, +Money Shooter +, +Midas' Blood +, +Gold Plating +, +Get Rich Quick +, +Robber Outfit +Blueprints from secret areas +Gentleman's Outfit +Enemies & Traps +Enemies +Agitated Pickpockets +, +Gold Gorgers +, +Golden Kamikazes +, +Mimics +Enemy tier ++1 +Enemy health tier ++0 +Runes and Blueprints +Blueprints from enemies +Dagger of Profit +, +Gold Digger +, +Money Shooter +, +Midas' Blood +, +Gold Plating +, +Get Rich Quick +, +Robber Outfit +Blueprints from secret areas +Gentleman's Outfit +Enemies & Traps +Enemies +Agitated Pickpockets +, +Gold Gorgers +, +Golden Kamikazes +, +Mimics +Enemy tier ++1 +Enemy health tier ++0 +Runes and Blueprints +Blueprints from enemies +Dagger of Profit +, +Gold Digger +, +Money Shooter +, +Midas' Blood +, +Gold Plating +, +Get Rich Quick +, +Robber Outfit +Blueprints from secret areas +Gentleman's Outfit +Enemies & Traps +Enemies +Agitated Pickpockets +, +Gold Gorgers +, +Golden Kamikazes +, +Mimics +Enemy tier ++1 +Enemy health tier ++1 +Runes and Blueprints +Blueprints from enemies +Dagger of Profit +, +Gold Digger +, +Money Shooter +, +Midas' Blood +, +Gold Plating +, +Get Rich Quick +, +Robber Outfit +Blueprints from secret areas +Gentleman's Outfit +Enemies & Traps +Enemies +Agitated Pickpockets +, +Gold Gorgers +, +Golden Kamikazes +, +Mimics +Enemy tier ++1 +Enemy health tier ++1 +Runes and Blueprints +Blueprints from enemies +Dagger of Profit +, +Gold Digger +, +Money Shooter +, +Midas' Blood +, +Gold Plating +, +Get Rich Quick +, +Robber Outfit +Blueprints from secret areas +Gentleman's Outfit +Enemies & Traps +Enemies +Agitated Pickpockets +, +Gold Gorgers +, +Golden Kamikazes +, +Mimics +Enemy tier ++2 +Enemy health tier ++1 +Shops +2 weapon/skill shops, 1 food shop +The Bank +is a special +biome +which is based on and houses several unique interactions with +Gold +. It is distinct from other biomes in that its entrance can generate at almost any random +Passage +once per run, and its item levels, enemy composition and stats, as well as scroll counts, are based on other biomes that were accessed from the passage in which its entrance generated. +General information +Access and exit +Chest used to enter the Bank when encountered inside a Passage. +The Bank is accessed via a chest that is guaranteed to appear in a +Passage +(specifically any that do not lead to a boss) during a run. To enter the Bank, the chest must be entered the first time it is encountered in a Passage. If skipped, it will not appear again for the remainder of that run. This chest can only appear after entering the +Throne Room +or +The Crown +TQatS +at least once. +If the player chooses to enter the Bank, it will replace the biomes from that stage, it does not act as an extra biome. +When exiting the bank the transition stage will have all exits that are available in the biomes that were replaced and the player has visited before. +Bank floors +The Bank has 4 floors, 3 of which require a different colored pass to access. The first pass, the +Red Pass +, is given to the player at the start of the Bank by the +Bank Teller +, and the subsequent passes are accessed within each floor, except for the bottom floor. +The +Red Pass +grants access to the +Blue Pass +. +The +Blue Pass +grants access to the +Green Pass +and the biome exit. +The +Green Pass +grants access to the platforming puzzle containing the +Gentleman's Outfit +blueprint. +The bottom floor is blocked by a gold door, requiring a payment of gold (minimum 2000, increases with the player's gold amount), or breaking it for 15 curses to access. The bottom floor always contains a +food shop +. +Level characteristics +Scrolls +The amount of scrolls is dependent on which stage the player enters The Bank. The Bank will contain one less scroll than the "best" biome that's being replaced, i.e. the one with the most Scrolls of Power on the ground (scrolls from Cursed Chests don't count). It will also contain a guaranteed +cursed chest +at the beginning of the red floor. For example, if the "best" replaced biome has 4 scrolls, the Bank will have 3 scrolls and a cursed chest. +Stage 2 biomes ( +Promenade of the Condemned +, +Toxic Sewers +, and +Dilapidated Arboretum +TBS +) +2 Dual Scrolls + 1 curse chest. On (1+ +BSC +) there is a bonus Scroll of Power. On 3 +BSC +, there will be 2 Scroll Fragments, and on 4+ +BSC +there will be 3 Scroll Fragments. +Stage 2.5 biomes ( +Prison Depths +and +Corrupted Prison +) +Only contains 1 curse chest. +Stage 3 biomes ( +Ossuary +, +Ramparts +, +Ancient Sewers +, and +Morass of the Banished +TBS +) +2 Scrolls of Power and 2 Dual Scrolls + 1 curse chest. On (2+ +BSC +) there is a bonus Scroll of Power. On 3 +BSC +, there will be 3 Scroll fragments and on 4+ +BSC +there will be 5 Scroll Fragments. +Stage 4 biomes ( +Stilt Village +, +Slumbering Sanctuary +, +Graveyard +, and +Fractured Shrines +FF +) +2 Scrolls of Power and 1 Dual Scroll + 1 curse chest. On (3+ +BSC +) there is a bonus Scroll of Power. On 3 +BSC +, there will be 1 Scroll Fragment, and on 4+ +BSC +there will be 2 Scroll Fragments. +This is the only stage that contains fewer Scroll Fragments than the biome with the most Scroll Fragments. The reason is that the Stilt Village is the only biome without a guaranteed cursed chest, which causes the game to think the Stilt Village has more scrolls than the other 3 biomes. +Stage 5 biomes ( +Clock Tower +, +Forgotten Sepulcher +, +Cavern +, +RotG +and +Undying Shores +FF +) +3 Scrolls of Power and 2 Dual Scrolls + 1 curse chest. On (4+ +BSC +) there is a bonus Scroll of Power. On 3 +BSC +, there will be 4 Scroll Fragments, and on 4+ +BSC +there will be 5 Scroll Fragments. +Stage 6 biomes ( +High Peak Castle +, +Derelict Distillery +, and +Infested Shipwreck +TQatS +) +1 Scroll of Power and 2 Dual Scrolls + 1 curse chest. On 3 +BSC +, there will be 1 Scroll Fragment, and on 4+ +BSC +there will be 2 Scroll Fragments. +Enemy tier and gear level scaling +The bank will have the highest gear level of the biomes it replaces. +Loot and shops +Main level +At the start and in shops are ATMs that can be used to borrow gold (if not cursed and if the door to the exit hasn't been opened yet). Each loan grants 2,000 gold per use to a maximum of 20,000. At the end of the Bank, all the lent gold must be repaid to open the door to the exit. The door can also instead be destroyed, granting 10 curses per 2,000 gold left unpaid. +2 weapon or skill shops. +1 food shop. +At least one shop in the Bank is always a 'Mimic shop'. These shops appear as normal shops, but when attempting to buy an item, it is paid for immediately, then the shopkeeper is consumed by a +Mimic +and attacks the player. Killing the mimic drops an item that is two levels higher than the original item, or two pickups instead of one if it was a food shop. +The platforming puzzle will continue to generate after unlocking the blueprint and have a treasure chest containing a large amount of gold, some cells and a colorless item. +Boss Stem Cells rewards +There are no BSC doors in this biome. +Exclusive blueprints +The blueprint for the +Gentleman's Outfit +can be found at the end of an obstacle course featuring traps and hazards. The player needs to reach the end without taking damage to acquire the blueprint, as getting hit sends the player back to the start of the segment. +Enemy blueprints +The blueprints for +Dagger of Profit +and +Robber Outfit +can be dropped by +Agitated Pickpockets +. +The blueprints for +Gold Digger +and +Midas' Blood +can be dropped by +Gold Gorgers +. +The blueprint for +Money Shooter +can be dropped by +Golden Kamikazes +. +The blueprints for +Gold Plating +and +Get Rich Quick +can be dropped by +Mimics +. +Enemies +In the Bank, there are four unique enemies: +Agitated Pickpockets +, +Gold Gorgers +, +Golden Kamikazes +, and +Mimics +. +This biome has a unique feature where specific enemies from biomes that the bank replaces spawn inside the biome. Below is a list of what enemies will spawn depending which stage the bank replaces. +The table below lists which enemies are present in the Bank on each difficulty level and which blueprints each may drop. When applicable, the minimum difficulty level for blueprint acquisition is specified. +Lore +Entrance +At the entrance of the bank is a waiting room filled with dusty and cobweb covered skeletons. +The beheaded remarks: +" +These people died of waiting for too long... It must have been such a drag! +" +Destroyed Bags +A room can be found with ripped and cut bags. +" +Pile of ripped bags. +" +" +Heap of punctured bags. +" +" +Someone violently tore the merchants' bags open with a large variety of weapons. +" +" +They must really hate containers. +" +" +These bags have been pierced in multiple places. They seem to be empty. +" +Hiding Guillain +In a secret tunnel connected to the previous room a Guillain can be found hiding. +" +Ahhhhhhh! +" +" +Ah, you're not one of them! You scared me! +" +" +It ate him! Swallowed him whole! +" +" +So I killed them all. And not just the large ones, but the medium and small ones. +" +" +Every bag I could find. But I know some survived. They are still here. They will eat us all... +" +Archives +A room can be found with multiple levels of book shelves. At the entrance sits a librarian Guillain on a huge pile of books. +" +Shhhhh! +" +A few scrolls can be read in the room: +Security notice +A security notice for the Bank's staff. +" +Don't put food close to the merchants' bags, they seem to have been compromised. +" +" +What does a bag eat, though? +" +The Philosopher's Stone: A history +" +A treatise on the Philosopher's Stone. Only the last page remains. +" +" +.. That's how you can find the mythical Philosopher's Stone. What a journey! +" +The Wealth of Kingdoms +" +An economy textbook. It seems to be the only book in the room to have ever been opened. +" +" +What's with that invisible hand? What do ghosts have to do with economy?! +" +An old book +" +An old, dusty tome. It looks like it hasn't been used since its addition to the archives. +" +" +Its title is partially unreadable. Only \"The Cap...\" and a photo of one of those small green people with an impressive beard can be identified. +" +Birthday Guillain +A room can be found festively decorated. A little Guillain can be found along with a piggy bank the player can interact with to add money. When adding money, the Guillain becomes happy. The piggy bank can also be destroyed to take the gold inside, which will make the Guillain cry. +Gallery +Trivia +The scroll "The Wealth of Kingdoms" is a reference to "The Wealth of Nations" by Adam Smith. +The old tome with a bearded guillain is a reference to Karl Marx. +The Hiding Guillian’s dialogue, " +So I killed them all. And not just the large ones, but the medium and small ones. +", is a reference to Anakin Skywalker’s dialogue on killing the village of Tusken Raiders in +Star Wars: Attack of The Clones +. +The elevator has 4 different 'elevator music' style remixes of tracks that loop, interluded with some static noises similar to switching old fashioned radio stations. +Main theme +Prisoner's Awakening +Pan Master Slash +ClockTower +History diff --git a/wiki_content/The_Bank_Teller.txt b/wiki_content/The_Bank_Teller.txt new file mode 100644 index 0000000000000000000000000000000000000000..1df3d20b8c808074569a22215852f809ab2fdcab --- /dev/null +++ b/wiki_content/The_Bank_Teller.txt @@ -0,0 +1,140 @@ +URL: https://deadcells.wiki.gg/wiki/The_Bank_Teller + +The Bank Teller +Location +In the entrance to the +Bank +“ +So boooooooooored... +„ +The Bank Teller +is an +NPC +. She briefly guides +The Beheaded +in the bank, before leaving the work to him and giving him the Red +Key +Dialogue +First encounter +" +So boooooooooored... I really should have become an artist and... +" +" +Oh! A customer! It's been so long since the last... nevermind. Welcome to our great Bank! +" +" +You can entrust your precious belongings to us, we'll take good care of them! +" +" +... I would not advise doing so right now, though: there seems to be a minor security breach in the vaults. +" +" +Be assured that it's nothing to be concerned about! But if you want to take a look around and perhaps help out with the ah, security breach... Be my guest. +" +" +Here, take this spare key. Enjoy your time in our Bank! +" +Gold loan +" +We can lend you gold at the grand rate of... let me see... 0%. +" +" +I guess we have to be attractive, considering the current state of affairs. +" +" +You can even contract multiple loans! +" +" +Note that by borrowing money from our bank, you tacitly agree to a contract that leaves us ample avenues of retribution in the event of a payment default on your end. +" +" +Hum? Oh it just means that we encourage you to pay back what you owe before leaving the Bank, that's all. +" +Second visit +" +The Bank teller seems to be away. There is a small sign on the desk: +" +" +Dear customer, I'm on paid leave. Please help us maintain order in our splendid facility using the key on the back of this sign. +" +" +Thanks a lot, feel free to borrow money, we are a safe and respectable Bank. +" +The Beheaded ponders: +" +What a trusting little fellow. I'm not sure that's really safe in this line of business but hey... +" +Reading the sign +" +No bank teller this time. +" +" +Security doesn't seem to be their strong suit. +" +" +Let's take the key, I guess. +" +Next visits greetings +" +Hey there, customer! How loyal of you to come back! +" +" +Hello, dear customer! We still seem to be suffering from a heist situation! +" +" +Oh, it's you again! You know the way. +" +No key +When the player tries to open the red door without picking up the red pass. +" +" +That door won't open if you don't have the key I just gave you. +" +" +Don't ask me how it works. I just know that it's a way to make sure you'll have it when it's needed. +" +" +No key, no vault. Take. The. Key. It's not that hard. +" +" +Come on, it's getting embarrassing now. +" +Talking to the banker +" +Go ahead and clean the vaults, will you? +" +" +I hope that these intruders will go away someday... This heist is bad for "business. +" +" +Still there? Don't you have something to do, like saving our glorious Bank? +" +Golden Outfit +You will get a different dialogue for wearing the “ +Golden Outfit +” +" +And then I said, "but I don't know where your golden costume is, my good sir. +" +" +It was probably stolen. Are you sure that you looked everywhere in your vault? +" +" +Oh! A customer ! It's been so long since the last... nevermind. Welcome to our great Bank! +" +" +You can entrust your precious belongings to us, we'll take good... Hey wait a minute! That outfit! Where did you get it?! +" +" +You bought it? In prison?! Yeah, forget what I just told you, anybody can just waltz in and out of this Bank! +" +" +Maybe you can help us on that front, though. If you kill the monsters that are currently robbing our vaults, I'll have an easier time letting you leave with that stolen costume on your back. +" +" +Take that spare key. Fight well! +" +Gallery +The Bank Teller’s location in +The Bank +History diff --git a/wiki_content/The_Beheaded.txt b/wiki_content/The_Beheaded.txt new file mode 100644 index 0000000000000000000000000000000000000000..0ba5a02574932e35ac994bece76b0c65f73b6bc2 --- /dev/null +++ b/wiki_content/The_Beheaded.txt @@ -0,0 +1,120 @@ +URL: https://deadcells.wiki.gg/wiki/The_Beheaded + +The Beheaded +Base health +100 +Location +Starts out in the +Prisoners' Quarters +. +“ +Aren't you the headless fellow that's been getting around? +„ +~ +Tutorial Knight +The Beheaded +, also known as +The Prisoner +or the +Fallen One +, is the protagonist of +Dead Cells +. It appears to be a mysterious shadowy, gas-like substance, with a glowing crystal inside. The Beheaded prefers to possess headless bodies instead of moving around without one. +Lore +The Beheaded is unaware of how it came to be, but evidently, it was created in the +Undying Shores +, as "it" refers to an empty vat “uncomfortably familiar”, and a skull on a desk “oddly familiar”. Additionally, the Beheaded is known by the +Prisoners +and a few others. The +Crypt Demon +calls the Beheaded an anomaly, and mentions that "she" was looking for it. +It's currently unknown who the 'she' is (although it is revealed in the +Queen and the Sea DLC +) +. The Beheaded hunts down the +King +, hoping that killing him will bring some kind of change. +Personality +Despite being unable to speak, the Beheaded has quite the personality. The Beheaded likes to make sarcastic remarks and jokes about the situations it finds itself in. It also has quite the mean streak, tending to kick bodies around (such as that of the +Tutorial Knight +), as well as pestering people. However, this does not mean it is completely empty of remorse and empathy. The Beheaded seems upset by the sight of the cruel orders from the King, +grims at the sight of a guard killed by the effects of the +Malaise +, +is seen telling a dead prisoner to "rest in peace", +and lacking any kind of humor when finding a hanged woman. +Its emotions are symbolized by the color of its textbox. +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +After killing the King, the Beheaded will freak out after leaving the prison safe area. +"I don't understand a thing... " +"But the King is quite dead..." +"Why didn't anything change!?" +"WHAT DOES IT MEAN!?" +"...What does it mean?" +Once defeated, the +Giant +reveals that the Beheaded is actually the King himself. Although the Giant never elaborated further, it is implied that the Beheaded came to be when the King was resurrected as a homunculus without any memory of his past. Its displays of contempt for the King and his orders imply that its perspective has substantially changed since its separation from the King's body, as even after defeating +The Collector +he admits he preferred his adventures in the Kingdom's ruins. +Notes +The Beheaded can possess dead bodies, until said body becomes so damaged to the extent it becomes unusable. +Possessing a body is not instant. The Beheaded seemingly needs to "boot up" its body in order to use it efficiently. +With the use of the +Homunculus Rune +, the Beheaded can launch its "head" from the body while not losing control of the original to damage other enemies or to retrieve items. +Even without a body, the Beheaded retains the ability to move around, though it does not prefer doing so. +The Beheaded seems to be immortal. No matter where it is killed, even in the +Forgotten Sepulcher +’s darkness, it always seems to survive and come back. +Trivia +The Beheaded can somehow consume food and potions even though it does not have anywhere to consume them. +According to +The Heart of Dead Cells +, the green mass of the Beheaded is a homunculus. +This is implied in-game by the +Homunculus Rune +and the +Failed Homunculus +FF +. +The Beheaded seems to have no issue possessing both male and female bodies, given some of the +outfits +. +The Beheaded seems immune to the Malaise, but the bodies it possesses are not. +The Beheaded made an appearance in indie platform fighter +Brawlout +. In that game, his name was listed as Dead Cell. +The Beheaded makes +an appearance +in a crossover with +Soul Knight +, appearing as a "legendary hero" unlocked by harvesting +cells +. +References +↑ +1.0 +1.1 +Sepulcher - Crypt Demon to the Beheaded +Imgur +, 2018-09-29 +↑ +It is more likely that the "she" is referring to the Time Keeper, rather than the Queen, but both possibilities are viable. +↑ +Promenade - Hanged prisoners king order GIF +Gfycat +, 2018-08-21 +↑ +Castle - Guard letter corpse malaise GIF +Gfycat +, 2018-08-28 +↑ +Sewers - giant cocoon and hole GIF +Gfycat +, 2018-08-28 +↑ +Stilt Village - Hanged woman +Imgur +, 2018-09-30 diff --git a/wiki_content/The_Blacksmith's_Apprentice.txt b/wiki_content/The_Blacksmith's_Apprentice.txt new file mode 100644 index 0000000000000000000000000000000000000000..90d0d570f99fab009a0552af0a18caa896961b27 --- /dev/null +++ b/wiki_content/The_Blacksmith's_Apprentice.txt @@ -0,0 +1,68 @@ +URL: https://deadcells.wiki.gg/wiki/The_Blacksmith%27s_Apprentice + +The Blacksmith's Apprentice +Location +Next to the Collector's room in +Passages +“ +I'm not really supposed to be here... +„ +The Blacksmith's Apprentice +is a character that appears in all +Passages +between biomes, but only after defeating a +boss +for the first time and meeting him and +The Blacksmith +in the subsequent area. He upgrades and re-rolls the +affixes +of +Gear +, at the cost of some +Gold. +Minor Forge +The workstation of the Blacksmith's Apprentice. The player can interact with him to access the Minor Forge. +Upgrading gear +Main article: +Gear Quality +The player can spend gold to upgrade their preferred gear to the next quality level. The amount of gold is in proportion to the item's price in the +Shop +, rounded down to the tens: +Gear can only be upgraded once, unless the player has bought the +Advanced Forge +upgrade from +The Collector +. +It should also be noted that Amulets are not able to be reforged or upgraded in any way. +Rerolling modifiers +Rerolling (referred as "Reforging" in-game) lets the chosen gear have new +Modifiers +. The new Modifiers are chosen randomly and will replace old ones. The player can reroll as many times as they want, as long as they can afford it. In case of legendary quality items, the star affix on them gets swapped with another of its kind while still having the possibility to get a second one. +The equation for the cost of rerolling modifiers is +(Gear price) × (Reroll multiplier) +The cost is rounded down to the tens. +Gear price is +its base price + (100 × (Gear level - 1)) +. This gear's price is different from the prices in shops. +Reroll multiplier is a number that increases with each reroll. It scales differently with each quality. These are the approximate values of the first 30 reroll multipliers for each gear quality: +Dialogue +First encounter +" +Hey, you there! +" +" +I work for the Blacksmith! +" +" +I can patch up your gear for cheap... +" +" +I'm not really supposed to be here... +" +" +Let's just keep that between us, ok? +" +" +Right, c'mon then, how much have you got on you? +" +History diff --git a/wiki_content/The_Blacksmith.txt b/wiki_content/The_Blacksmith.txt new file mode 100644 index 0000000000000000000000000000000000000000..e48f9183852403675308550033ed622521e646eb --- /dev/null +++ b/wiki_content/The_Blacksmith.txt @@ -0,0 +1,98 @@ +URL: https://deadcells.wiki.gg/wiki/The_Blacksmith + +The Blacksmith +Location +Post-stage +Passages +after +Lighthouse +, +Black Bridge +, +Mausoleum +, +Clock Room +, +Guardian's Haven +, +Insufferable Crypt +, and the +Nest +“ +Heya short stuff. +„ +The Blacksmith +is an +NPC +in +Dead Cells +. He increases the chances for higher quality +Gear +(except +Amulets +) to appear within runs in exchange for +cells +. The Blacksmith can only be found in the passages after certain boss biomes ( +Black Bridge +, +Insufferable Crypt +, +Nest +, +TBS +Clock Room +, +Mausoleum +, +FF +Guardian's Haven +RotG +and +Lighthouse +TQatS +) or in +Boss Rush +in the final room after completing it. All upgrades from the Blacksmith’s Legendary Forge are permanent across runs. +Legendary Forge +The Legendary Forge is the Blacksmith's workshop, where the player can invest cells to increase the chances of higher quality +Gear +. +Upgrades +Main article: +Gear Level +When the player upgrades the Legendary Forge, items that drop or appear in shops have a chance to be of +, ++, or S quality. The player can invest cells up to 100% drop-rate in any rank, but cannot invest in a rank if the previous one isn’t at 100%. +The maximum chance the player can upgrade to also is capped, based on the current +difficulty +setting. +Dialogue +First encounter +" +Heya short stuff. +" +" +You made it this far alive, eh? +" +" +Well... you know what I mean. +" +" +I'm the Blacksmith. +" +" +I work with the Collector next door. +" +" +So if you've got the Cells, I can improve your gear. +" +Notes +Despite the existence of the Blacksmith's Apprentice, The Blacksmith is the only one that can use the Forge. +The Blacksmith will not appear after the +Guardian's Haven +RotG +if continuing directly to the +Throne Room +. +The Blacksmith will not appear in the passage after the +Throne Room +. +History diff --git a/wiki_content/The_Boy's_Axe.txt b/wiki_content/The_Boy's_Axe.txt new file mode 100644 index 0000000000000000000000000000000000000000..6708647677257e451fa96e7c0382b6bf97342aa4 --- /dev/null +++ b/wiki_content/The_Boy's_Axe.txt @@ -0,0 +1,101 @@ +URL: https://deadcells.wiki.gg/wiki/The_Boy%27s_Axe + +The Boy's Axe +Roots +the victim. Deals 80 damage when recalled. +Boi. +Internal name +GodAxe +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.32 seconds +Base price +1500 +Damage +Base DPS +159 +Base combo damage +130 +Base hit +50 +Base bonus hit +80 +Blueprint +Location +Drops from +Ground Shakers +Drop chance +1.7% +Unlock cost +40 +The Boy's Axe +is an axe-type +ranged +weapon +which deals damage and +roots +the victim on hit, and can be recalled for additional damage. This item is exclusive to the +Rise of the Giant DLC +. +Details +Ammo: +1 +Special Effects: +Throws axe towards nearest enemy, +rooting +them. +Using it again calls the Boy's Axe back to the player, inflicting an additional 80 base damage when recalled. +Breach Bonus +: +0.5 +Base Breach Damage: +75 +Base Breach DPS: +234 +Attack Duration: +0.32 seconds +Charge: +0.07 +Lock: +0 +Cooldown: +0.25 +Tags: +Ranged, HasBullets, LimitedAmmo, NoCritical, VeryFewAmmo, FadeHudIconIfNoAmmo, AmmoComesBackImmediately, DisableVerboseAmmo, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Extra Ammo Few +"+1 Ammo." +Synergies +Can be used as a main weapon or as a secondary in combination with any other weapon, including the ones that require +rooting +, such as +Nutcracker +or +Baseball Bat +. +Both of these weapons can be used in combination with +Heart of Ice +for a constant cooldown reduction from attacking +rooted +enemies. +This weapon is affected by the mutation +Ammo +. +Notes +Can get +Root Damage affix +. +Deals approximately 230 Dps (2 throws + 1 recall) when used with +Ammo +mutation. +Trivia +Given the name and item description, this is probably a reference to +God of War (2018) +. +The reference is that the main character Kratos keeps calling his son Atreus “Boy”, which has turned into a meme. +The axe's design and function are also reminiscent of Kratos’ Leviathan Axe in the God of War game, except it actually freezes enemies instead of simply rooting them in place. +History diff --git a/wiki_content/The_Collector's_Intern.txt b/wiki_content/The_Collector's_Intern.txt new file mode 100644 index 0000000000000000000000000000000000000000..c6677e01826c11b0a5a1db44d282ddf780b2fdc4 --- /dev/null +++ b/wiki_content/The_Collector's_Intern.txt @@ -0,0 +1,54 @@ +URL: https://deadcells.wiki.gg/wiki/The_Collector%27s_Intern + +This article +contains spoilers +regarding the true ending of the game. Discretion is advised. +The Collector's Intern +Location +Within the Collector's room in +Passages +when 5 +Boss Stem Cells +are active. +“ +I want to try some of the... uh... stuff written there. +„ +The Collector's Intern +is an +NPC +that replaces the +Collector +in +Passages +if the player is on +Hell difficulty. They share all of the functionality for buying and upgrading items that the Collector does. +Dialogue +Upon first entering the Collector's room when 5 +Boss Stem Cells +are active: +" +Hello there! I was waiting for you. +" +" +Someone +keeps leaving weird books all around the island. +" +" +I want to try some of the... uh... stuff written there. +" +" +But I need cells, the sort you’re carrying, for the experiments. +" +" +Bring me some, and I will help you in exchange, would ya darling? +" +Trivia +As hinted in the patch notes, the update banner and The Collector's corresponding head, the Collector's Intern is of the same species as +Guillain +. +Despite being named as his intern, they are not directly relevant to the Collector himself, as they work independently on experiments. +The Intern was added to allow players to spend cells with blueprints on Hell difficulty. Prior to their addition, players were forced to switch to a lower difficulty in order to unlock items. +One of their quotes imply that the Collector is supposedly an author on Malaise research - further implying that the Collector and the +Alchemist +are one and the same. +History diff --git a/wiki_content/The_Collector.txt b/wiki_content/The_Collector.txt new file mode 100644 index 0000000000000000000000000000000000000000..8e3a0f3f2a5fe0ffdc541bb1878cafb85ff302c8 --- /dev/null +++ b/wiki_content/The_Collector.txt @@ -0,0 +1,70 @@ +URL: https://deadcells.wiki.gg/wiki/The_Collector + +The Collector +Location +In his laboratory in +Passages +, between each two biomes. +“ +Well, look who it is... +„ +The Collector +is an +NPC +in +Dead Cells +. He invites the player to give him +cells +and blueprints in return for new items and more power. Purchases from the Collector carry over through each run. +He is replaced by +The Collector's Intern +on 5 +BSC +difficulty. +Unlocks +There are four types of upgrades: +general improvements +, +Mutations +, +Weapons +, and +Skills +. In addition to equipment, the player can also find blueprints for +outfits +, which will change their appearance, which can all be found at the +Tailor +. +Dialogue +First encounter +" +Well, look who it is... +" +" +I'm the collector, and I'm about the closest thing you'll find to decent company around here. +" +" +Bring me the CELLS you gather from the others. In exchange, i'll procure a few useful little items for you... +" +" +Should you stumble upon a BLUEPRINT, bring it to me and I will introduce you to some more... experimental items. +" +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +On the last 5 +BSC +difficulty, The Collector only appears in the last biome, the +Observatory +. For more information on his dialogue there, see +The Collector/5 BSC +. +Notes +According to the Blacksmith and the Tailor's quotes, the Collector appears to have connections with them. +The Collector shares a similar leg structure with the +Bomber +enemy. Whether this is intentional or not is unknown. +He cannot be found in the Hell Difficulty, being replaced with his +intern +, who is functionally identical to him. +History diff --git a/wiki_content/The_Collector_5_BSC.txt b/wiki_content/The_Collector_5_BSC.txt new file mode 100644 index 0000000000000000000000000000000000000000..251d000de2e9801a226d94e07654415ff58f18b1 --- /dev/null +++ b/wiki_content/The_Collector_5_BSC.txt @@ -0,0 +1,352 @@ +URL: https://deadcells.wiki.gg/wiki/The_Collector/5_BSC + +This article +contains spoilers +regarding the true ending of the game. Discretion is advised. +The Collector +Location(s) +Observatory +Reward +Collector's Syringe +(1st kill) +Fallen Collector Outfit +(2nd kill) +King Outfit +(1st kill while wearing the King's Outfit) +White King Outfit +(1st flawless kill after unlocking the King Outfit or while wearing it) +Related +The Collector +, +The Alchemist +“ +Time for your medicine! +„ +The Collector +is the final +boss +in +Dead Cells +and can only be reached in the +Observatory +with 5 +Boss Stem Cells +activated. He is exclusive to the +Rise of the Giant DLC +. +Damage on a single hit is capped at 5% of his health. +Moveset +The Collector changes phases over the course of the fight. His two main phases use a different set of attacks. After taking enough damage, he will go invincible and teleport you, all items on the ground (including the Panacea), and himself to a different room. +The phases typically go in the following order: +Melee -> Interim -> Ranged +The cycle will continue until he teleports to the final phase. +Drink potion +When the Collector's HP gets low (about 1/2), he will drink from the panacea, healing him back to full health and giving him significant damage/status effect resistance. If his HP drops below ~40% he will stun everything around him and gain a force field, which goes away after he restores his health. The second time it will be at around 60% and third time, 80%. +After the third time he drinks the potion, he will immediately transition to his final phase regardless of which phase he is currently in. In his 4th attempt, he will not be invincible, and attacking will cause him to drop the potion. +Potion Drink +Description: +Drinks the Panacea, which restores his health completely. +Is invincible during the move unless otherwise specified. +Melee phase +The Collector uses the following attacks: +Syringe lunge +Description: +Lunges and stabs forward with his syringe multiple times. +Can be blocked, parried, and dodge rolled. +Will do the attack at least 3 times and no more than 5 times. +Syringe spin +Description: +Hops on his syringe, then spins around the arena. +Can be blocked, parried, and dodge rolled. +Will change direction when he hits a wall. +Is immune to attacks and projectiles while spinning, except ones that go through shields. +Parrying will interrupt the attack. +Ground smash +Description: +Charges up and creates a shockwave on the ground, then bombs drop from the ceiling. +The ground smash +cannot +be blocked, parried, or dodge rolled. +Bombs deal damage when they land on the ground. They don't explode on contact with the player. +Bomb explosions can be blocked or parried. +Silhouettes on the ground show where the bombs will land. +The second time you get sent to this room, the Collector spawn a spike ball that bounces around the arena. The third time, there will be two spike balls. +Ranged phase +In this phase the Collector will use a different set of attacks: +Orb shot +Description: +Charges up and launches energy orbs at the player up to 4 times. +Can be blocked, parried, and dodge rolled. +Beam attack +Description: +Flies above the player, then fires a beam straight down 3 times. The spikes on the walls will be active during this move. +Cannot +be blocked, parried. +Is vulnerable during the attack, but most attacks will not reach him anyway. +Double tornado +Description: +Sends columns of whirling energy in both directions 4 or 5 times. +Can be blocked, parried, and dodge rolled. +Blocking or parrying the attack will knock you back significantly. +The second time you are sent to this room, the walls in the arena will be covered by damaging enemy columns. +Interim phase +The player will be teleported to a room with three doors which will open and let a few enemies loose. During this phase some bombs will fall from above. This phase is the safest one by far. +The first time, he summons three early game enemies, and the second time he summons two mid game enemies. +Once all the enemies are defeated, he will teleport back to the arena and leave himself vulnerable for a few seconds. Afterwards, he will go invincible and teleport the player to the ranged phase again. +Final phase +The player will be teleported into a room with a giant telescope. In this phase, he will use every possible attack. +At ~80% HP, the Collector will drink his potion again, though he is not invincible during this period. If damaged, he drops the potion, which can be consumed for a massive stat boost. This allows the player to easily deplete the Collector's health and defeat him. +Strategy +General +Crusher +is highly effective against the Collector. It will slow him down greatly and will constantly interrupt some of his attacks like his tornado attack. +It is possible to root him with the +Wolf Trap +, or +The Boy's Axe +which can shut down two of his melee attacks. +Giant Whistle can knock him up and prevent him from teleporting when he is about to leave. As the attack did not connect, its cool-down resets instantly. This can buy time for skills & mutations to recharge (Grenades, +Tonic +, etc). +It also has the ability to interrupt some of his attacks. +If the Panacea has been consumed, it can be used to finish him in one hit. +Attacks +Try to attack in the air during his melee phase, that way, it'll give you some time to avoid his ground slam attack. +The safest way to dodge his syringe lunge attack is to cling onto the wall. It's also the best way to dodge both the ground slam and the bombs. +Avoid doing this in the final phase as the walls have spikes protruding from them. +For his spin attack, if you are cornered, roll towards the wall before he is about to hit you. +To dodge through his double tornado attack, roll through each column, then jump away and repeat. +It is possible to stay near to the Collector when he is using his double tornado attack. Dodge roll when he is about to send them, but be sure to go near him every time when the dodge roll stops. +Parrying the tornadoes is a valid option, but you will need some distance from the wall, especially if it does contact damage. Even without it, he can start using his beam attack right after and hit you with the spikes. Hold in the direction towards the Collector to minimize the distance knocked back. +He recalculates the orb attack per shot, so you will have to dodge at the last moment or parry it. +The orb attack is not recommended to parry, but if timed correctly, he can be hit after dodge rolling them. +His beam attack comes out fast with massive damage, but the interval is static. +For the beam attack, the visual cue is very subtle. Listen for the audio cue to time a dodge roll. However, dodge rolling when the yellow icon appears is effective with good timing. +Lore +When the +Beheaded +reaches this biome, the Collector reveals his plans to create the panacea, a fabled cure to all diseases, using all the cells collected by the Beheaded, further implying his true identity as the +Alchemist +. He asks the Beheaded to deposit them in the Catalyst next to him. Although the Collector doesn't believe the legends passed down by the first Alchemists of the island, he attempts this experiment in a last-ditch effort to cure the Malaise and save the island as well as himself. It turns out the remedy works, but it drives him mad with power, and lusting for more. Thus, the Collector attempts to kill the Beheaded so he would bring him more cells. +During the fight, which consists of a number of phases in different rooms, the Collector keeps healing by drinking the Panacea. Once he has taken enough damage, or the Beheaded has survived through all phases, the Collector teleports himself and the Beheaded in the last room. Then, he becomes vulnerable when he attempts to drink, and drops the Panacea when hit. The Beheaded can then pick up the Panacea. Now evenly matched, he easily defeats The Collector. +As the Collector dies, he exclaims that what the Beheaded was doing (as the King) ruined the island, and was therefore trying to revert his actions. The Beheaded ends the Collector by stomping his face three times, exclaiming pity as he walks away. It is at this moment that he realises that the cure is effective, and that he doomed the island's fate by killing the only person able to recreate it. Then, his body is vanquished by an unseen force, although his head remains. He proceeds to crawl away in a scuffle as the credits roll. +After the run restarts, the Beheaded encounters the Time Keeper, who chides him and attempts to reverse The Collector's death, inadvertently causing a time paradox. +Dialogue +First encounter +The first time the player reaches the Observatory, the Collector will say the following: +" +Welcome, my mute friend! +" +" +Do you like my Catalyst? Nothing too fancy really, but a necessary tool for any aspiring Alchemist. +" +" +Never mind that... How many wretches did you slay this time? How many Cells did you bring me? +" +" +Would you be kind enough to put them in the Catalyst right there? +" +" +Are you familiar with the myth of the Panacea? +" +" +The cure to all disease... +" +" +... distilled from the crude essence of life itself. +" +" +Well, if you believe the First Alchemists. +" +" +Drivel! From a bunch of senile old fools. Fairy tales for gullible children... Just look at you. +" +" +Dependence. Loss of empathy. Lust for violence. Insanity. Endless death. +" +" +Nothing good can come of messing with Cells... +" +" +But then... I've already scoured the entire Island, scavenging from the remains of the fallen... +" +" +... And even the bellies of the living. Few were willing to help. Many begged for mercy. +" +" +Is this all I've got left? The false hope of a bunch of children's stories... +" +" +Pathetic. +" +" +Actually... This feels AWESOME! +" +The first time the player reaches the Collector while wearing the King Outfit, he will say the following first: +" +I see you've managed to crawl back into your own skin. +" +Any subsequent encounter will begin with this instead: +" +Back again? And they say dogs are man's best friend! +" +" +Thank you for bringing me more! I was really starting to get the itch there! +" +" +Ah, that's better! +" +Moments before beginning the fight, the Collector will always say the following: +" +I've never felt anything quite like it! +" +" +Be a good sport and bring me some more... I'll send you back! +" +" +Time for your medicine! +" +Fighting quotes +Throughout the fight, the Collector will randomly say any of the following: +" +Go Back! Bring me more Cells! +" +" +Just a few more! +" +" +Don't be such a cheapskate! Share with your old pal! +" +" +Have you ever seen anything so beautiful? +" +" +Killjoy +" +" +Who's a good boy? +" +" +Bring me more, you wretched blob! +" +" +I need it! One last time! +" +Fight finale +" +You... +" +" +What have you done, moron... +" +" +I've been trying to save this wretched Kingdom... +" +" +... +" +" +Save it... From an ass like you! +" +" +Oh, we're all in deep now. +" +" Don't kill me!" +Kicking responses +After beating the Collector, he will say the following after being kicked: +" +You can't kill me! +" +" +Urgh! +" +" +That's it? I didn't feel a thing. +" +" +Ahhh! +" +" +Without me, you're nothing! +" +" +Ouch! +" +After the third kick, he may say only one of the following: +" +You really are incapable of settling a conflict peacefully, aren't you? Pity... +" +" +Not cool, mate! Not cool. +" +" +Mommy! +" +" +I... I... I never noticed how cold these tiles are. +" +" +Oh my god! They killed the Collector! +" +" +Your Princess is in another castle. +" +" +Won't be needing a dentist anymore! +" +" +Git gu... +" +" +Where would you be without me? +" +Notes +If the player reaches the +Hand of the King +a second time with 5 +BSC +active, they can possess the glitched +King +by using the +Homunculus Rune +and thereby reclaim the Beheaded's original body. Then, the game's true true ending can be seen by beating the Collector again while wearing the King Outfit. +He cannot be killed without drinking the Panacea. He will be at most reduced to 1 health and become invincible until the potion has been consumed, at which point he can be killed. +Using the mutation +No Mercy +on him will not kill him in one hit even if his health has been reduced to less than 7.5%. +The +Wings of the Crow +'s increased dash length and speed are fast enough to outrun the Collector's laser attack. +When the player reaches each Passage, the Collector will not be present, and any blueprints the player collected beforehand will be deposited and added to the list of unlockable items later, followed by a small set of fireworks. +In the +v2.3 +, the Passages now have the Collector's Intern instead, who acts functionally identical to the Collector himself. However, the Intern will not be present after Astrolab. +The mutation +Gold Plating +is completely useless as the Collector will also empty the player's gold inventory before the fight, unless +Midas' Blood +is also in play. +Trivia +Due to a visual oversight, when the Beheaded kicks the Collector's corpse, the syringe somehow moves in sync. +Even when the player is not wearing the Classic Outfit, the cut-scene where the Collector is killed will not change. The only exception is the King Outfit. +When the Beheaded kicks the Collector's face, the game may play a rubber ducky sound. +The quote " +Oh my god! They killed the Collector! +" quote is a reference to the responses said by Kyle and Stan in +South Park +when Kenny dies, specifically " +Oh my god! They killed Kenny! +" +The quote " +Where would you be without me? +" is a reference to Transformers Dark of the Moon, in which Megatron says " +Who would you be without me, Prime? +" before getting killed. +If the player has the +Custom Mode +modifier 'THE CHERRY ON THE CAKE' active, a bomb will drop out of The Collector after he is kicked for the last time, although by now the player is invulnerable. +Gallery +The Collector after drinking the Panacea. +The Collector about to use the laser beam attack. +The transition phase where the Collector summons enemies. +History diff --git a/wiki_content/The_Concierge.txt b/wiki_content/The_Concierge.txt new file mode 100644 index 0000000000000000000000000000000000000000..f1c4439ed973c91379ee205af117b45d422e4199 --- /dev/null +++ b/wiki_content/The_Concierge.txt @@ -0,0 +1,183 @@ +URL: https://deadcells.wiki.gg/wiki/The_Concierge + +The Concierge +Location(s) +Black Bridge +Reward +Challenger's Rune +(1st kill) +Flint +(1st kill) +Heavy Crossbow +(3rd kill) +Impaler +(4th kill) +Melee +(5th kill) +Ammo +(6th kill) +Alienation +(7th kill) +6 +Concierge Outfits +(1 for flawless kill and 1 for each +BSC +difficulty (except in the Hell difficulty)) +The Concierge +is the first tier 1 +boss +in the game. It is encountered on the +Black Bridge +. +Moveset +In 1+ +BSC +, the Concierge goes straight to the second phase. +Attacks +Stab +Description: +The Concierge stabs in front with a long windup. +Can be blocked, +parried +, and dodge rolled. +Fire strike +Description: +The Concierge slams his hand into the ground, shooting fire in a line to the barrier in both directions. +Can only be dodged by jumping over it. +Leap +Description: +The Concierge crouches down and jumps at the player, damaging on contact. +Can be blocked, +parried +, and dodge rolled. +Can be avoided by crouching, but only at the peak of the leap. +Is often used after +Fire Strike +. +Can be used after +Aura of Laceration +is activated. +This makes it impossible to crouch under without taking damage. +Defenses +Shout +Description: +Used when the Concierge is at certain HP thresholds to transition to the next phase. +Stuns player if in range. +Does not stun biters which will still attack him, but can't damage him. +Does not stun turrets. +Activates a force field to become immune to damage and status effects for a few seconds. +Cannot be dodged, +parried +, or dodge rolled but can be outranged. +Typically uses Aura of laceration after this. +If the Concierge is stunned while he uses this defense, he will not summon the aura or start moving until the stun is over. +Aura of laceration +Description: +The Concierge charges and creates a red aura around it that damages on hit. +Can be rolled through but requires precise timing. +Can be used together with +Leap +Strategy +Vulnerabilities +Vulnerable to magnetic fields, but can still leap at the player. +Doesn't focus attacks on turrets, unlike most enemies. +Most attacks can be cancelled by stun effects. +Primary attacks +Stab +This attack has a long, clear telegraphed wind-up, so it's easy to prepare any viable counters. +The attack can be blocked and dodge-rolled but the best option would be to parry it, resulting in a short stun. +The boss will prioritize this attack if you are within the melee range of it. +This will make it possible to deal melee damage, parry the +Stab +and continue your combo. +In the second and third phase, this can be used to stop or delay the use of +Aura of Laceration +but it is not a perfect strategy because being slightly too far away will make the Concierge use the aura. +It will perform a +Shout +when going into the next phase which will push you away. +Fire strike +This attack has a long, clear telegraphed wind-up, so it's easy to prepare for it. +This attack can only be jumped over or blocked and doesn't severely open up the boss to a counter-attack as he will continue attacking before the fire reaches the edges of the arena. +The best option is long-range attacks or skills. +Leap +The leap can be crouched under at its peak and be +parried +at any point during its duration. +The leap can be interrupted by a +Wolf Trap +if close enough to the starting point of the leap. +In later phases, the boss will use this attack after creating an +Aura of Laceration +which makes it so crouching under or parrying it still result in damage to the player. +Defensive attack +Shout +This is attack is performed during phase changes and cannot be interrupted or blocked, only avoided by being out of range. +Aura of Laceration +Unlike the other attacks, this one has a short wind-up and the only hint that the Concierge is using it are little red particles. +This still distinguishes it from the other attacks and thus is still clear that the aura is the upcoming attack. +This attack will only be used if you are out of melee range of the boss. +As the aura does multiple ticks of damage on contact, it is impossible to do any close-range damage, so far ranged attacks are the best option here. +Weapons/Skills +All weapons are viable against this boss as long as you can dodge. You may want turrets and bombs, or +Spiked Boots +to stun it. Parrying is very effective against both Stab and Leap. +Wolf Trap +is also a viable skill to take against the Concierge as it negates all of his attacks and leaves him vulnerable for long periods of time. +Long range weapons are helpful, as they can continue consistently damaging the boss even when he is using his Aura of Laceration ability. +Wolf Trap +with +Heart of Ice +can completely trivialize the fight, leaving him almost permanently rooted and unable to retaliate as long as you stay behind him. +Lore +Before his transformation after getting infected with the malaise +, The Concierge was the prison's warden, Castaing, who controlled both the prison's entrance, the black bridge, and managed the prison guards +. +During the Malaise epidemic, Castaing received secret orders from the +King +to stop controlling entrances to the prison +and to keep all prisoners inside, even those who had finished their sentence +. He publicly posted a sign asking for citizens to report any signs of infection or odd behaviour, but was scolded by the King for making his secret orders public. +Later, the king ordered Castaing to prevent imprisoned villagers from crossing the bridge and escaping back to their homes, by force if necessary +. It is unclear if those prisoners were infected, but it seems they were not guilty of any crime. +It's heavily implied that Castaing was taking bribes +from an unknown person and at least partly disobeying the King's orders. His motivations are unclear, but it seems Castaing needed money to support his lazy, rich lifestyle, as indicated by his sunbathing crib on top of his offices in the +Promenade of the Condemned +and the +Ramparts +. +Castaing had numerous books, one titled "Directing a Prison for Dummies" +, which includes a chapter on "bridge construction", referring to the name of his arena, Black Bridge. Another, "Managing soldiers: How to earn their respect without using torture", is stated to have been directly copied in a letter from Castaing to his soldiers by the Beheaded. +He was sometimes referred to as "Commander Castaing" in a letter found from a body of the deceased Royal Gardener. He warns the Gardener to stop defying his orders else he'd be fed to the giant ticks in the Morass. +Trivia +Before the Baguette Update Alpha, the boss' name was +The Incomplete One +. During the earlier stages of development of the Baguette Update, he was known as +The Caretaker +. +A +concierge +is a person in charge of a building's entrance. The Concierge is fought on the bridge that leads to the island's prison, making it an apt title. +The Concierge is always the boss in the Daily Run. This specific version is less durable and never uses his defensive abilities. +The enemy derived from him is the +Sweeper +, who imitates his flame strike attack. +References +↑ +1.0 +1.1 +https://gfycat.com/CavernousDescriptiveDevilfish +↑ +2.0 +2.1 +https://gfycat.com/QuerulousDimGlowworm +↑ +3.0 +3.1 +3.2 +3.3 +https://gfycat.com/PopularFlickeringBongo +(content now obsolete; backup link: +https://web.archive.org/web/20211127050221/https://gfycat.com/popularflickeringbongo +↑ +https://gfycat.com/querulousdimglowworm-deadcells-lore diff --git a/wiki_content/The_Crown.txt b/wiki_content/The_Crown.txt new file mode 100644 index 0000000000000000000000000000000000000000..e86700282241b9c96f93050e8d172c02c03b39d8 --- /dev/null +++ b/wiki_content/The_Crown.txt @@ -0,0 +1,152 @@ +URL: https://deadcells.wiki.gg/wiki/The_Crown + +You have a clear view of the island's coast from here. Broken ships here, broken ships there... +No one knows who and what the statues forming a circle at the top of the tower are meant to depict. They sure look solemn, though. +As life on the island went extinct, so too did the beacon of the Lighthouse. How tragic. +What a romantic setting! Watching the sunrise from here must be worth its while. +The Crown +Soundtrack +The Crown +Beyond Reasoning (The Queen) +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Lighthouse +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Queen's Rapier +, 6 +Queen Outfits +, 4 +Boss Stem Cells +Enemies & Traps +Boss(es) +The Queen +Enemy tier +27 +Previous biome(s) +Lighthouse +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Queen's Rapier +, 6 +Queen Outfits +, 4 +Boss Stem Cells +Enemies & Traps +Boss(es) +The Queen +Enemy tier +29 +Previous biome(s) +Lighthouse +Gear level +VII +Runes and Blueprints +Blueprints from enemies +Queen's Rapier +, 6 +Queen Outfits +, 4 +Boss Stem Cells +Enemies & Traps +Boss(es) +The Queen +Enemy tier +32 +Previous biome(s) +Lighthouse +Gear level +VIII +Runes and Blueprints +Blueprints from enemies +Queen's Rapier +, 6 +Queen Outfits +, 4 +Boss Stem Cells +Enemies & Traps +Boss(es) +The Queen +Enemy tier +32 +Previous biome(s) +Lighthouse +Gear level +X +Runes and Blueprints +Blueprints from enemies +Queen's Rapier +, 6 +Queen Outfits +, 4 +Boss Stem Cells +Enemies & Traps +Boss(es) +The Queen +Enemy tier +36 +The Crown +is a fourth boss +biome +exclusive to the +Queen and the Sea DLC +. This room is located at the top of the Lighthouse and is completely engulfed in the flames from the previous fight. +General information +Access and exit +The Crown can only be accessed via the +Lighthouse +. +Level characteristics +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of The Crown based on difficulty. +Exclusive blueprints +Beating the +Queen +will award the following blueprint: +1st kill - +Queen's Rapier +weapon +Queen Outfits +Beating the +Queen +will also reward the player with one of her +outfits +. There are 6 Queen outfits, one for each difficulty and one for defeating the Queen 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 BSC if it hasn't been looted yet. +0 +BSC +: +Queen Outfit +1 +BSC +: +White Gold Queen Outfit +2 +BSC +: +Cherry Blossom Queen Outfit +3 +BSC +: +Frozen Queen Outfit +4 +BSC +: +Spicy Queen Outfit +Flawless kill: +Flawless Queen Outfit +Lore +The Queen +See the +main article +for information about the Queen. +Gallery +History +References diff --git a/wiki_content/The_Doctor.txt b/wiki_content/The_Doctor.txt new file mode 100644 index 0000000000000000000000000000000000000000..8e43fb7d3b78236126b4d4f66cec66bda979830c --- /dev/null +++ b/wiki_content/The_Doctor.txt @@ -0,0 +1,62 @@ +URL: https://deadcells.wiki.gg/wiki/The_Doctor + +The Doctor +Normal +Reading +Location +In the starting area of the +Prisoners' Quarters +, left of the +Tailor +“ +I'm the new doctor. +„ +The Doctor +is an +NPC +that provides the player with +aspects +at the start of a run. +The Doctor is of the same chameleon/goblinlike race as other NPCs like +Guillain +, the +Blacksmith's Apprentice +and the shopkeepers. +Dialogue +First encounter +" +Hello! I just arrived here! +" +" +I'm the new doctor. +" +" +I noticed that you've been having a hard time surviving on the island and I'm looking for a new guine... ahem... collaborator, to help me with some experiments! I call them Aspects. +" +" +They are incredible enhancements, designed to make their host much stronger. +" +" +Would you like to try one? Come on, it's free! +" +" +I mean, I owe you that much, considering that I developed them using your corp... errrm, I mean, some old stuff that I found laying around. +" +" +Oh and come back often! I tend to develop new Aspects with each new... delivery of material! +" +Subsequent encounters +" +Howdy, science friend! How are we going to enhance you today? +" +" +Over here! Come give your body to science! +" +" +My other collaborators? Let's just say that they... HAD to quit. +" +Notes +The Doctor can only be found in the starting area when the player has started their third consecutive run. +Gallery +Enjoying a bit of reading +History diff --git a/wiki_content/The_Fisherman.txt b/wiki_content/The_Fisherman.txt new file mode 100644 index 0000000000000000000000000000000000000000..e82f3998c0dfa75e314801ef5b2e4326fa52911e --- /dev/null +++ b/wiki_content/The_Fisherman.txt @@ -0,0 +1,139 @@ +URL: https://deadcells.wiki.gg/wiki/The_Fisherman + +The Fisherman +Location +Passage to the +Infested Shipwreck +“ +Ohhh ho ho... +„ +The Fisherman +is an +NPC +who helps Beheaded reach the +Infested Shipwreck +TQatS +to aid him in an attempt to escape the island. Leaving a letter in +Prisoners' Quarters +, he invites the Beheaded to search for him in the +Toxic Sewers +. There he talks about a plan to leave the island and his idea of doing so via the +Lighthouse +. +TQatS +He asks the Beheaded to meet him just outside the +castle +so he can bring him as close to the Lighthouse as possible. But before doing so he mentions an old lighthouse keeper that lived in the +Stilt Village +and that it would be a good idea to pay him a visit. +Dialogue +Fisherman's Letter +" +Dear prisoner, +" +" +Tired of killing the same monsters over and over? +" +" +Bored by the landscapes of this small island?" +" +" +Well, I definitely am. +" +" +I think we can help each other. +" +" +Meet me in the sewers, where I'm restocking for food. +" +Meeting in the Toxic Sewers +Upon entering the room where the Fisherman rests, he will greet the Beheaded with the following: +" +Hello! +" +" +I heard tales about a dubious yet capable being roaming around the island... I guess you're the one? +" +" +Well no matter what or who you are, you're stuck in here too, right? +" +If the player has a save file dating back to an early access version where the Fisherman was still present, he will greet the Beheaded with the following: +" +Hey, I know you! +" +" +We met on the docks and I... +" +" +Yeah, sorry about all that impaling, I was only doing my job. +" +" +Anyhow, you're stuck in here too, right? +" +Regardless of how he greets the Beheaded, he will always say the following afterwards: +" +I may have an idea to get us out, but I need your help. +" +" +While I was roaming around the island, looking for a ship decent enough to go across the sea, I discovered an old extinguished lighthouse at the extreme north of the Island. +" +" +It's probably not much, but at least, that's our best chance. +" +" +"I will be waiting for you near the Castle, to bring you as close as I can... Unfortunately, the abominations hanging around mean I can't go very close. +" +" +Oh, one last thing! +" +" +Michel, one of the old keepers, used to live in the stilt village... Maybe you should pay a visit to his house? +" +Talking to him again will make him repeat the third last and last dialogues he said. +At the docks +Upon entering the docks leading to the +Infested Shipwreck +, he will greet the Beheaded with the following: +" +So you came! +" +" +We'll set sail as soon as you're ready. +" +" +Be advised that what's lurking in the Shipwreck is really... unsavory, even by my standards. +" +" +But I'm sure you didn't come that far to get cold feet, did you? +" +" +Ready to go? +" +In subsequent encounters, he will only repeat the last dialogue he said. +Removed Pier dialogue +" +Ohhh ho ho... The vessel you're looking for hasn't docked yet... +" +" +Ohh ho ho... There's nothing for you here, outsider... +" +" +Goodbye, for now... Ohh ho ho ho ho... +" +Trivia +In early pre-release versions of the game, he was found at the +Pier +and would kill the player to send them back to +Prisoners' Quarters +. When the +Hand of the King +was introduced, he was removed from the Pier and was replaced with a work-in-progress sign and a tube. +Gallery +The Fisherman standing at the dock of the Pier. +The Fisherman as seen when in the +Pier +. +The Fisherman as seen in the docks to the +Infested Shipwreck +. +History diff --git a/wiki_content/The_Ghost.txt b/wiki_content/The_Ghost.txt new file mode 100644 index 0000000000000000000000000000000000000000..022d20788aa3555b4133aa53658b07f5100cbf33 --- /dev/null +++ b/wiki_content/The_Ghost.txt @@ -0,0 +1,83 @@ +URL: https://deadcells.wiki.gg/wiki/The_Ghost + +The Ghost +Location +In the first +Challenge Rift +In the Combat Room of the +Training Room +“ +Good luck... NYAH HA HA HA HA HA HA! +„ +The Ghost +is an +NPC +that first appears when the player reaches a +Challenge Rift +for the first time, as the bearer of a tutorial message. The Ghost explains to the +Beheaded +that opening the chest will grant him great loot (namely a Scroll of Power, an amulet and cells) but it will be hard to get out of the rift. +He can also be found in the Combat Room of the +Training Room +explaining the mechanics of spawning enemies and selecting biome presets. +Dialogue +Challenge Rift +" +BOO! +" +" +NYAH HA HA HA HA HA HA HA HA HA HA HA! +" +" +So you've stumbled through a rift, eh... +" +" +Bet you'd like to take these little beauties with you, now wouldn't you? +" +" +Well, if you do decide to take them... Getting out won't be anything like getting in... +" +" +Good luck... NYAH HA HA HA HA HA HA! +" +Training Room +Upon first entering the Combat Room: +" +Hello there! Welcome to the Combat Room! +" +" +I'm handling it for my knightly friend. You can call it undead solidarity. +" +" +You can even select enemies from a specific zone of the island and instantly fill the room with them! +" +" +Oh and don't worry: you can't die here. You'll just go back to the entrance. +" +" +Give it your all and train like crazy! +" +When talking to him again: +" +Pick which enemies you want to fight and press the button +" +" +You can also select a zone and all the enemies in the room will turn into ones taken from that zone! +" +" +Remember: you can’t die here. You’ll just go back to the entrance. +" +" +Give it your all! +" +Lore +There is currently nothing known about the Ghost, not even his name. It seems he is mostly a tutorial character with no real backstory. +Notes +The Ghost can always be seen for a split-second upon entering a Challenge Rift, even if the full cutscene does not show. +Trivia +The Ghost was designed by Motion Twin artist Gwen +References +↑ +Hello, we're Motion Twin, the team behind Dead Cells! Ask Us Anything! +Reddit +, 2018-08-16 diff --git a/wiki_content/The_Giant.txt b/wiki_content/The_Giant.txt new file mode 100644 index 0000000000000000000000000000000000000000..42ee798654ae46218b6a3544e57c6049a99e8529 --- /dev/null +++ b/wiki_content/The_Giant.txt @@ -0,0 +1,427 @@ +URL: https://deadcells.wiki.gg/wiki/The_Giant + +The Giant +Location(s) +Guardian's Haven +Reward +Giantkiller +RotG +(1st kill) +Giant Whistle +RotG +(3rd kill) +5 +th +Boss Stem Cell +(only on 4 +BSC +) +6 +Giant Outfits +(1 for flawless kill and 1 for each +BSC +difficulty) +Related +Skeleton +RotG +“ +You... +ARE AN INCORRIGIBLE ASS! +„ +The Giant +is a special tier 2 +boss +in the game, introduced in the +Rise of the Giant DLC +. He is encountered in +Guardian's Haven +, +RotG +the paths of which are unlocked by opening the gate to the +Cavern +RotG +in the +Graveyard +(requires +Cavern Key +RotG +). +His skeleton rests in the +Prisoners' Quarters +until the player beats the +Hand of the King +. Once awakened, he busts down the door after the starting items, where the +Cavern Key +RotG +can be found. If the player follows him, a small cutscene will play, then a key can be found to permanently unlock the +Cavern +RotG +entrance from the +Graveyard +. The +Cavern Key +RotG +must be used on the door for it to remain open. +Moveset +First phase +In 1+ +BSC +, the Giant goes straight to the second phase. +Charge +Description: +The Giant clenches one of his fists and charges it, causing one of the three stripes on that side's pauldron to light up. +Destroying the charging fist before it finishes interrupts the charging. +Punch +Description: +The Giant lifts up one fist to the side of the arena and punches across the entire arena. The fist does high damage and pushes the player into the lava when hit. +Can be blocked, +parried +, and dodge rolled. +Parrying stops the fists completely. +Energy salvo +Description: +The Giant puts down his fists on the ground and opens one of them. From this hand, he shoots out energy orbs in different patterns. +Can be blocked, +parried +, and dodge rolled. +Parrying the energy orbs sends back a projectile. +Slam fist +Description: +The Giant raises a clenched fist and follow the player with it. After a few seconds slams the fist into the ground. A wave of fire then erupts and moves towards the sides of the arena upon impact. +Can be blocked and dodge rolled. +Fire can be jumped over. +Roar +Description: +At 75% HP the Giant will stop any attack and roar, pushing the player back. This will start the second phase. +Will interrupt any attack that it may be performing. +If the player is attacking the eye and the Giant goes below threshold hp it will instantly retract the eye even if three seconds haven't passed yet. +Second phase +Retains all attacks from the previous phase. +Eye lasers +Description: +The Giant fires a laser from each eye to the sides of the arena that moves inwards and traps the player in the middle of the arena. +Often used in combination with +Energy Salvo +. +Roar +Description: +At 50% HP the Giant will stop any attack and roar, pushing the player back. This will start the third phase of the fight. +Will interrupt any attack that it may be performing. +If the player is attacking the eye and the Giant goes below threshold hp it will instantly retract the eye even if three seconds haven't passed yet. +Third phase +Retains all attacks from the previous phases. +Double slam fist +Description: +The Giant raises both fists together at the center of the arena and, after a pause, slams the fists into the ground. Fire erupts from the center and moves towards the sides of the arena upon impact. This attack triggers the +crystal collapse +attack. +Can be blocked and dodge rolled. +Fire can be jumped over. +Crystal collapse +Description: +Giant crystals will fall from the ceiling in a random pattern after the Giant successfully executes his +double slam fist +attack. +Can be blocked and dodge rolled. +Charged attacks +When the Giant has charged a fist three times without interruption it will use one of the following attacks. Which attack depends on the charged fist. +These attacks can be used in any phase. +Multi slam fist +Description: +The Giant raises up his left fist at the far right side of the arena. He then slams down the fist six times in rapid succession, each time raising and inching his fist to the left with the 6th slam being performed at the far left edge of the arena. A wave of fire erupts and moves towards the sides of the arena upon each impact with the ground. +Can be blocked and dodge rolled. +Fire can be jumped over. +Energy volley +Description: +The Giant raises up his right fist over his shoulder and charges it. After charging fires volleys of energy orbs in a sun pattern. +Can be blocked, +parried +, and dodge rolled. +Parrying energy orbs sends back a projectile. +Strategy +Damaging the Giant +The Giant can only be damaged when one of its eyes is out. If a fist's health has been depleted, it will fall to the ground and the eye on that side will pop out of the Giant's skull. The eye stays for 3 seconds. +While the eye is out the other fist cannot be damaged. The Giant cannot perform any other attacks but crystals will keep falling from the ceiling if they already are. +There is no preferred order in which to destroy the fists but alternating is a good strategy to prevent the fists from reaching max charge. +Vulnerabilities and immunities +Networking +ensures that the player can damage both fists at a decent rate just by attacking one of them. +Destroying a fist during an attack will interrupt that attack completely, but this is usually achievable only with ranged weapons. +Neither the fists nor the eyes have a back or a front, making +Assassin's Dagger +and +Vorpan +ineffective choices. +However, all the entities are counted as bosses, which allows +Giantkiller +RotG +to land constant, devastating +critical hits +. +The Giant's hands are immune to controlling effects such as +freeze +, +root +and stun. While his eyes can only be affected by stun effect. Damage-over-time effects work normally. +Primary attacks +Charge +The fist can still be damaged when charging and destroying it before it completes charging interrupts the charge and decreases it by 1. +Punch +Best strategy to deal with this attack is to +parry +it. Dodge rolling requires precise timing and jumping over it is impossible. +Blocking can be done but the attack will push you off the side of the arena into the lava. +Energy salvo +The patterns of the energy orb salvos allow the player to dodge them by jumping or ducking but require precise timing. +Parrying the orbs is easier and more effective, each orb +parried +could trigger a shields parry effect. +Each orb +parried +sends back a projectile which can deal massive damage to the fists. +Slam fist +The fist follows the player around before slamming down. Walk around baiting the fist until it stops moving, then double jump and dodge roll as needed to avoid the slam and fire. +Eye laser +The lasers always start at the outside of the arena and move slowly inwards so immediately moving to the center of the arena is the best strategy. +The center of the arena is also the best place to deal with +Energy Salvo +which is always used in combination with this attack in the second and third phase. +Both lasers deal damage when touched, but if the lasers are dodge rolled, then they simply behave like walls and contact with the beams in this manner will not cause any damage. +If the lasers have stopped moving at the center of the arena, dodge rolling into it and maintaining contact while not moving forward will prevent any damage from being dealt. This allows successive dodge rolls to be done in place. +Dodge rolling to a still moving laser and touching it will cause the roll to be blocked before shortly dealing damage. This is because the laser is still moving after the roll ended. +Crystal collapse +The crystals cannot be +parried +, but can be blocked and dodge rolled. Keep track of them while moving and avoid standing beneath them. +The damage taken from the crystals can be lowered with the use of +Masochist +. +Charged attacks +The best strategy is to prevent the fists from reaching max charge. Kill the fists to reduce their charge by 1. +Multi slam fist +Prepare to evade one of the slams and move to the right side of the arena to avoid the rest of the slams. Alternatively, move to the left edge and only prepare to evade the final 6th slam, all while jumping over the waves of approaching flames. +A single jump is sufficient to avoid one wave of fire. +More precise timing is required here because the slam is performed six times in rapid succession. +Energy volley +The energy orbs can be blocked, +parried +and dodge rolled, but its random pattern will make dodging them very hard. +Parrying the orbs is easier and more effective, each orb +parried +could trigger the +shield +'s +parry +effect. +Each orb +parried +sends back a projectile which can deal massive damage to the fists. +Weapons/Skills +Because all entities count as bosses, the +Giantkiller +RotG +is an effective weapon, since it deals critical hits with each strike. +Any weapon or skill that can do AoE damage is effective as it can damage both fists at the same time. +Any DoT effect can be used to keep dealing damage to the fists when they are out of reach for the player. +Because the eye stays out a set amount of time skills like the +Powerful Grenade +that deal big bursts of damage are very effective. +The +Double Crossb-o-matic +can attack both fists at the same time as it fires projectiles in both directions. +Traps and skills that auto-aim at the enemy like the +Tesla Coil +and +Great Owl of War +can reach the fists when they would be out of reach for the player. +The +Magic Missiles +RotG +and +Electric Whip +are some of the ranged weapons which auto-aim at any available target even when it is directly above the player. +Wave of Denial +can be used to deflect the falling crystals but this requires some precise timing when the crystals are very close to the player. +The +Parry Shield +gives bonus damage to returned attacks. +Spite +also gives a bonus to returned attacks. This alone is very useful with any shield but in combination with the +Parry Shield +, it can destroy the fists extremely quickly. +Any shield that has an effect on +parry +like +Punishment +or +Bloodthirsty Shield +is useful because almost all attacks can be +parried +. +Each orb can be +parried +so during +Energy Salvo +or +Energy Volley +damage or DoT stacks can be applied very quickly. +Lightspeed +and The +Hattori's Katana +charged attack can be used to escape entrapment by the eye lasers, if necessary. +Lore +The Giant was in the Royal Guard, indicated by the huge painting in +High Peak Castle +depicting him under the +King +'s banner. His duty was to guard the gates of the +Castle +. +He and the +Hand of the King +shared a mutual dislike and disagreement with each other. However, they both do agree that nobody likes the +Alchemist +. +"The Giant didn't like the +Hand of the King +, and the Hand of the King didn't like the Giant. But they did agree on one point: nobody liked the +Alchemist +." +During the +Malaise +epidemic, the Giant warned the +King +that his methods would lead the island to its ruin. In response, the King had his men kill the Giant with a spear and dump his corpse in the +Prisoners' Quarters +, which explains the huge skeleton lying there. While the King gave instructions to make sure the Giant would never rise again +, beating the Hand of the King for the first time reawakens the Giant. Upon seeing the skeleton's absence, the +Beheaded +remarks: "Where the hell has old bones gone?" +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +When reaching the Giant for the first time, he reveals the Beheaded as the former +King +, his body lost to the Malaise. The Giant thinks poorly of the Beheaded as he recalls The King's actions, but still respects his title. +When defeated, the Giant again expresses his frustration and disappointment with the King's actions, then sinks in the lava while calling him "an incorrigible ass" and giving him the middle finger. The Beheaded returns the gesture. +Defeating him on 4 BSC for the first time triggers a different dialogue where the Giant admits that he was defeated fairly. He gives the 5 +th +Boss Stem Cell +to the player, noting that it might be of more use to him, then his head explodes before he can finish his sentence. This cutscene cannot be seen again once the 5 +th +Boss Stem Cell is absorbed. +The Beheaded doesn't seem to be able to understand the Giant's speech as he is unaware that he is the King. +Dialogue +Intro +" +You... here? +" +" +The +Malaise +has really had its way with you. +" +" +Yes indeed. +" +" +In keeping with your arrogance! +" +" +Which has brought nothing but ruin on the Kingdom! +" +" +In spite of all my warnings... +" +" +Not a shred of hope is left to us. +" +" +DIE! +" +Outro +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +" +You were a model for all of us... +" +" +What drove you to all this destruction? +" +" +You've even managed to destroy your own body... +" +" +My +King +... +" +" +You... +" +" +ARE AN INCORRIGIBLE ASS! +" +4 +BSC +first win outro +" +You've beaten me fairly... +" +" +Not like before... +" +" +Take this, it might be of more use to you... +" +" +Make a wish... +" +" +I jest... You most certainly are a +" +Trivia +The Giant's shoulder pads have the King's coat of arms engraved on them. +The Giant is basically a skeleton wearing heavy armor. However, parts of his face are animate. +He wears a crystal on his forehead identical to the one on the King's chest. +When reaching the Giant with 4 +BSC +active, the crystal glows orange. +By size, he is the biggest boss in the entire game. +He is also the first boss to employ a unique fighting mechanic, namely composing of multiple high-health units and requiring the player to defeat one of them in order to damage other ones. +The Giant flipping off the Beheaded as he submerges in lava after being defeated is a reference to the ending of the second +Terminator +movie, where the T-800 gives a thumbs up when he sinks into molten metal. +The Giant himself, his fists, and eyes are all listed as separate entities if the player accesses their enemy information from the +Scribe +. There, a few more things are revealed about him: +His hands, eye, and his background entity are all separate entities and are listed as such. +They all share the same kill counter, regardless of how many times were his fists disabled. +His hands will have double the kill count as himself or his eyes, as the Giant's hands will always return after being knocked out provided if his health isn't depleted. +If the player loses to the Giant in a fight, the game will always register that his hands defeated them, unless the attack came from his eyes. +In +v1.2 +, if the player parried and killed a hand while the Giant was performing a punch, then they would deal a little damage to the Giant and the parried hand's health immediately resets to full health. +As a part of a +Dead Cells +crossover, the Giant is +featured as a boss +in +Soul Knight +alongside his battle theme. +Judging by the paintings within the High Peak Castle, the Giant was skeletal +before +his apparent death. +Gallery +A painting of the Giant and the +Hand of the King +in a lore room of the +Castle +The Giant flipping off the player +History +References +↑ +"The Giant who was watching the castle gates is no more. What happened between him and the King, I wonder? ...I don't know what the Giant did, but judging by the spear, they must've had quite the... difference of opinion." +↑ +"The Giant is not a member of the royal guard anymore. Take his body to the prison. A spear in his body should be enough, but make sure he never wakes up." diff --git a/wiki_content/The_Hand_of_the_King.txt b/wiki_content/The_Hand_of_the_King.txt new file mode 100644 index 0000000000000000000000000000000000000000..4e178216802976c67550f76dbbb5ee482c071f58 --- /dev/null +++ b/wiki_content/The_Hand_of_the_King.txt @@ -0,0 +1,263 @@ +URL: https://deadcells.wiki.gg/wiki/The_Hand_of_the_King + +The Hand of the King +Location(s) +Throne Room +Reward +Symmetrical Lance +and +Telluric Shock +(1st kill) +Recycling Tubes +(1st 1 BSC kill) +1 +st +to 4 +th +Boss Stem Cell +6 +Hand of the King Outfits +(1 for flawless kill and 1 for each +BSC +difficulty) +The Hand of the King +is currently the usual final +boss +present in the game, on most difficulties. He is found in the +Throne Room +. +Moveset +First phase +In 1+ BSC, the Hand of the King goes straight to the second phase. +Lance sweep +Description: +Makes a groaning noise, then after a noticeable delay, sweeps the lance upward with a decent range. +Can be blocked, parried, and dodge rolled. +Bomb flurry +Description: +Throws pairs of bombs three times, for a total of six bombs. These have very short fuses and will explode soon after hitting the ground. All separate pairs of bombs are directed towards the location of the Beheaded. +Can be blocked, parried, and dodge rolled. +Can be deflected with skills and weapons like +Wave of Denial +or +Shovel +. +Summon enemies +Description: +At approximately 85% boss health, summons a large ice platform and enemies on both levels, along with one Elite (with no elite skills). +During this time the Hand of the King is completely invulnerable and will appear semi-transparent floating in the air, but will not attack. +The types of elite enemies summoned vary. The +Inquisitor +, the +Grenadier +, and the +Disgusting Worm +are most often summoned, but the +Scorpion +, the +Cleaver +, the +Lacerator +, and the +Slasher +can also appear. +The Hand of the King immediately returns on-stage as soon as all elite enemies are dead, even if normal enemies are still alive (or Disgusting Worm bombs haven't exploded yet). +If the player takes too long to kill the elites, the Hand of the King will return on stage even if all enemies are still alive. +Second phase +Retains all the attacks from phase 1. +Swipe and strike +Description: +A three-hit melee combo. Makes a groaning noise. Like the +Symmetrical Lance +, the first and third attacks only hit in front while the second hits both in front and behind. +Each strike can be blocked, parried, and dodge rolled. +Dodge rolling beyond the Hand of the King might result in you being hit by the second hit as it also hits behind him. +Jab and Telluric Shock combo +Description: +Makes a single fast lance jab (which can be parried or rolled as usual), then jumps towards the player and makes a rock shockwave. +The jab can be blocked, parried, and dodge rolled. +The Telluric Shock cannot be parried or dodge rolled but can be blocked and jumped over. +Charge +Description: +Jumps backwards, then runs across the arena. Does damage, and has a pushing effect that can push you off the platform into the sides of the arena +The charge can be blocked and dodge rolled. +The charge can be parried which will destroy the hurtbox but the does not stop the charge itself. +Both ends of the arena have pits with spikes in them which the charge can push you into. +This attack destroys any traps or turrets on the ground. +Explosive banners +Description: +Three flags will drop down from the top of the arena. After 6 seconds (if not destroyed) they will explode in a large area, inflicting high damage. +The range of the explosion is visible by a red aura around each flag. +The explosion can be blocked, parried, and dodge rolled. +The Hand of the King will continue fighting after the banners are summoned and still charging their explosion. +Summon enemies 2 +Description: +At approximately 40% boss health, summons a large ice platform and enemies on both levels, along with one Elite on each platform (with no elite skills). +During this time the Hand of the King is completely invulnerable and will appear semi-transparent floating in the air, but will not attack. +The types of elite enemies summoned vary. The +Inquisitor +, the +Grenadier +, and the +Disgusting Worm +are most often summoned, but the +Scorpion +, the +Cleaver +, the +Lacerator +, and the +Slasher +can also appear. +The Hand of the King immediately returns on-stage as soon as all elite enemies are dead, even if normal enemies are still alive (or Disgusting Worm bombs haven't exploded yet). +If the player takes too long to kill the elites, the Hand of the King will return on stage even if all enemies are still alive. +Third phase +Retains all the attacks from phase 1 and 2, but he will do his charge attack twice. +Double charge +Description: +Jumps backwards, then runs across the arena and immediately back in opposite direction. Does damage, and has a pushing effect that can push you off the platform into the sides of the arena +The charge can be blocked and dodge rolled. +The charge can be parried which will destroy the hurtbox but the does not stop the charge itself. +Both ends of the arena have pits with spikes in them which the charge can push you into. +This attack destroys any traps or turrets on the ground, but he may still be caught by the Wolf Trap. +Super Telluric Shock +Description: +Walks to the center of the arena, jumps in the air while noticeably charging energy, then smashes the ground, creating rocks across the entire arena, doing tremendous damage and knockback if caught in it. +Can be blocked. +Cannot be jumped over or dodge rolled as the damage window is too long. +Can be jumped over with 2 extra air jumps with perfect timing. +Strategy +Vulnerabilities and immunities +Has a shield that reduces the effect of projectiles from the front. +This shield is disabled while attacking. +Resists controlling effects such as freeze, frost slow, and stun (less freeze time, and less time slowed down). Does not affect other +status effects +. +The +Crusher +does not slow it down at all. +The arena is fairly tight and compact; Using this to your advantage you can: +Use weapons that constantly create DoT effects such as bleed stacks or poison clouds. +Use items like the +Cleaver +and +Swarm +to constantly chip away at him. +Use oil and fire grenades underneath him (as fire damage will stack quite considerably) +If he is ignited, the Oiled Sword can do high damage to him. +An easy way to dodge the double/triple slash attacks are to dodge, jump, and dodge again in that order. +His Super Telluric Shock can be avoided by jumping on the ice platform. +Weapons/Skills +Grenades and AoE damage seem to allow for large damage numbers. +A shield can be used to parry the majority of his attacks. +Skills and weapons that repel grenades like the +Shovel +, +Flashing Fans +, +Wave of Denial +, +Magnetic Grenade +or +Tornado +can nullify his bomb flurry, and 6 reflected grenades can do decent damage. +The Parry shield and the Spite Mutation can improve this even further. +As he delivers blows rather quickly, the Vengeance mutation can work well with brutality builds, increasing your damage significantly against the boss while potentially cutting off a major part of his damage in his combos, especially if you can't parry them. +Strategy +Phaser +can be very useful in dodging the boss' attacks. Also, in the case of some weapons, mashing the attack button in midair allows you to stay in midair for a couple of seconds. This helps you dodge the ground slam attacks (even without using the small platforms) as well as his two- and three-hit combos. This is demonstrated in this video +The +Wolf Trap +can be useful to lock the boss in place for a short time, giving the chance to do considerable damage with other weapons. +The +Rampart +shield with its unique effect can help greatly in dealing with the boss' two- and three-hit combos. If you successfully parry the first hit of the combo, the barrier will protect you against the remaining hits and possibly other incoming damage in a few seconds. +Constantly be on the move in the air with jumps as a bunch of his attacks can be dodged by jumping over them. Incorporate rolls mid air along with continuous jumping and it can help to dodge faster attacks such as the ground slam. +Lore +A series of quotes while entering the +Throne Room +and the +Guardian's Haven +give some background about the Hand of the King: +Before entering the Guardian's Haven, it is explained that he and the Giant disliked each other and disagreed frequently, but were united in their mutual dislike of the +Alchemist +. +"The Giant didn't like the Hand of the King, and the Hand of the King didn't like the Giant. But they did agree on one point: nobody liked the Alchemist." +One of the Throne Room's quotes explains that the Hand has been guarding the King alone for a long time, to the point of people questioning what he eats, if anything at all. +"The Hand of the King has lived here as a recluse for a very long time... No one really knows what he eats." +Occasionally, a statue depicting the King alongside the Hand of the King can be found in +Stilt Village +. +"Another statue of the King, accompanied by a guard... ...and a very big one, at that. A little too big, maybe?" +Inside +High Peak Castle +, a doorway leads to what is likely the Royal Guards' dormitories, including the Hand of the King’s quarters. One guard's diary entry suggests that the King trusted the Hand absolutely. +"The Hand is above the King's suspicion, which is more than I can say for the Giant... Though I secretly hope he's ok, we've not seen him in a while now." +A note from another guard suggests that the Hand doesn't have particular tastes, and was seemingly unfazed by the declining quality of the food at the castle. +"There's a strange taste to the food since the old cook was offed. The Hand doesn't seem to mind though, so I just hold my nose and dream of custard." +At the end of the room lies the Hand of the King's desk alongside a note. +"The King is convinced of the existence of a plot against his life. While such a plot may have cause to exist, I've seen no evidence of it. Worse, the food hasn't been up to standard since he had the cook executed..." +Additionally, a letter can be found next to the Hand of the King's bed. +"The King came to my quarters to personally remove the portrait of the Giant and I together. I understand his frustration, but my men were rattled..." +Dialogue +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +If you are wearing the King Outfit, the Hand of the King will have a special cutscene before the fight. +" +My... My King? +" +" +How is that possible? +" +" +?! +" +" +?!? +" +" +?!?! +" +" +Wait... You're not the King! +" +" +Did you steal his body? +" +" +Thief! +" +Notes +In order for him to drop the next Boss Stem Cell you must have activated all acquired Boss Stem Cells. +Have 1 BSC equipped to get the second, 2 BSC for the third, etc. +Once he has dropped all 4 boss cells, however, the 5th is obtained from the +Giant +while having 4 active. +Occasionally, the boss can be pushed down the spike pits (might be caused by using +Phaser +when he is next to the pits). He will take some damage but will jump out immediately. +On rare occasions, the boss can get stuck in a spike pit if he is pulled down by a +Wolf Trap +, or if he falls down into a Wolf Trap in the pits. He cannot jump out right away. Then he might try to do the charge attack to clear deployed traps, but as he is stuck down the pit, he can't use the attack properly, and will repeat his attempts instead of jumping out of the pit until the traps despawn. +When first reached, he will encase the King in a force field, then jump to the player, slamming the ground as he lands. He will then do a hand gesture, invoking the player to fight him. +The force field can be smashed by his dropped Symmetrical Lance. +If the King is already killed, reaching him again will show a different cut-scene. He looks to where the king was, but sees nothing. He then pounds one of his fists on the ground and jumps to the player. The rest is same as the initial cut-scene. +The Hand of the King never drops loot other than cells and blueprints that are not acquired from him yet. The only exception is when he is first defeated, as he will drop a +Symmetrical Lance +. +His Symmetrical Lance is a special version which has the following affixes: 300% damage, Breaks shields (can bypass enemy force fields) and Cannot be stored in the backpack. It is not affected by "Colorless Items" settings and adds 1 point to all the player's stats. +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +He also drops the lance after 5 BSC has been beaten once and will keep dropping it until the King outfit has been acquired, as for the King to be possessed the force field must be smashed. +In the true ending cut-scene where the King sits on his throne while sipping wine, it is possible to see a piece of headwear from The Hand of The King on the throne. As the Hand of the King did not stop the other King (who arrived due to a temporal paradox) from entering, it can be presumed that he remained killed after being slain by the King. +Gallery +The Hand of the King fighting the Beheaded on the Hand of the King update poster. +The Hand of the King and the Beheaded on the Malaise update poster. +A painting of The Hand, found in the Castle. +Another painting of The Hand, found in the Castle. +Painting of the Hand and the Giant, found in a lore room of the Castle. +Statues of the King and The Hand, found in Stilt Village. +Those same statues, vandalized by an angry mob. +History diff --git a/wiki_content/The_King.txt b/wiki_content/The_King.txt new file mode 100644 index 0000000000000000000000000000000000000000..f1aaec695e6bd736fb96e42f9196af6e13c8ba66 --- /dev/null +++ b/wiki_content/The_King.txt @@ -0,0 +1,167 @@ +URL: https://deadcells.wiki.gg/wiki/The_King + +The King +Location +Throne Room +The King +is the ruler of the Island where +Dead Cells +takes place. He is the main antagonist of the game, who the +Beheaded +seeks to kill on its journey. +After the +Malaise +appeared, the King decided to isolate, imprison, and execute those suspected of being infected in order to stop the epidemic. None of his actions worked. Instead they caused rebellions and insurgencies, but eventually the Malaise tore them down as well before they could overthrow the King, who was rendered powerless by the Malaise killing almost everyone on the island. +Lore +Statues +There are statues of the King scattered around the island, notably in the +Promenade of the Condemned +, the +Stilt Village +, and the +Graveyard +. +For the statue in the Promenade of the Condemned, the Beheaded wonders how he can see with his helmet covering his face +. +Close to this statue and in other areas of the island, there can sometimes be another, desecrated statue. +. A cow head lies beside it, emblazoned with the King's coat of arms, which shows that some citizens were violently opposed to the King's policies. +Another statue in the Stilt Village depicts the King with his +Hand +. The Beheaded remarks that the Hand of the King's statue is big, maybe even a little too big. Ironically, the actual Hand of the King is even bigger than what the statue depicts. +In a different instance, those same statues of the King and his Hand appear vandalized with fishnets and graffiti denouncing the King's lies and demanding his death. It seems the villagers revolted after they realized what was happening to them. +Orders of the King +All over the island, the Beheaded finds a variety of orders written by the King. Most of these relate to the imprisonment and quarantining of criminals, infected or plain innocent people. Some of them are direct orders to high-ranking public officers such as +Castaing +or +The Alchemist +. +In the +Stilt Village +, orders from the King can be found; +Citizens! Anyone behaving strangely or manifesting signs of illness must be reported to the local patrol promptly and without exception. +Next to a urinated royal order is a vandalized banner of the King which reads: +The King is kidnapping and burning our children! WAKE UP! +In the +Ramparts +and the +Promenade of the Condemned +, an order from the King reads: +If the cells are overpopulated, use the outdoor jails or the oubliettes. Leave no suspects unsupervised. +This shows that the +Prisoners' Quarters +were becoming full due to the imprisonment of too many people. +A public order by the King can be found next to hanged prisoners. It orders the imprisonment and execution of all people presenting signs of abnormal behavior or physical appearance, +i.e. +suspected of infection by the Malaise +. A bottom note in brackets adds +(if the prison doctor confirms the diagnosis of infection) +, which implies that confirmation is actually not important, and that suspicion of infection is enough proof. +In the Ramparts, a similar order from the King addressed to his officers can be found. +Another order by the King warns the soldiers that they would be executed if they refused to obey. +In Castaing's office in the Prisoners' Quarters, the Beheaded finds a direct, secret order from the King to the prison's warden. The King asks Castaing to stop controlling the entrances to the prison until further notice +, which seems to imply unlawful imprisonments and prisoner transfers were taking place on orders of the King. +A later secret order to Castaing, along with another bribe, scolds him for making the King's orders public +. He also instructs him to not let any prisoners leave, even if they have finished serving their time. +The Giant +, a former royal guard member, attempted to warn the King that his actions are leading to the island's ruin. The King refused to listen and ordered the Giant to be executed. +The Time Keeper +was allowed to construct the +Clock Tower +after securing unspecified terms with the King. +The King had one of his senior medical advisors executed for unspecified reasons. +The King dislikes foreign beliefs and religions, leading to him banishing people from the +Fractured Shrines +FF +. He later created a law that forbade traveling to that location, despite the fact that none wanted to head there. +To a further extent, he also banished +Apostates +to the +Undying Shores +FF +for "unspecified crimes against the crown". He later sent soldiers to raid their hideouts in hopes of getting a remedy for the Alchemist. +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +The King ordered the construction of the +Astrolab +and +Observatory +sometime before the Malaise outbreak, and his Alchemist was the only user of these facilities. He later ordered the main gates to be closed due to the failed experiments. +Status +When encountered in the +Throne Room +, the King is completely immobile, not moving even an inch. Besides the protection of the +Hand of the King +, he is completely defenseless. Even the Beheaded approaching him with the +Symmetrical Lance +provokes nothing. Once the Beheaded stabs him, the King floats and then proceeds to explode in a wave of power, damaging the nearby area, and disintegrating the Beheaded's body, leaving only his true entity behind and burying it under the wrecked throne's rubble. There is no explanation of why this happens. +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +When encountered, the Giant reveals that the Beheaded is in fact the King, who was also somewhat infected with the Malaise. The Giant did not elaborate further, but it's presumed that he was aware of the King's conversion into a homunculus with no memory of his true identity. +Reaching the Throne Room at 5 +BSC +allows the player to possess the King's Body. At this point, the Beheaded already believes that he was the King. Wanting to stop the infection and decay on his body, he goes to the Astrolab again and defeats the +Collector +. +In the ending cutscene, the King returns to his restored throne, sipping wine, and exclaims: +It was WAY more fun crawling round the sewers. +However, he is interrupted when a copy of his original self, created by the Time Keeper's meddling with the time loops, arrives, who mimics his various actions. As they engage in combat, the game cuts to its logo, leaving his fate ambiguous. +Gallery +The King on his Throne. +A Statue of the King found at the +High Peak Castle +entrance. +A statue of the King found in the +Promenade of the Condemned +. +The King's coat of arms. +Statues of the King and his Hand, found in +Stilt Village +. +Those same statues, vandalized by an angry mob. +A portrait of the King's face, in the Castle. +A painting of the King, found in the Castle. +Another painting of the King in the Castle. +A painting of the King's coat of arms, in the Castle. +References +↑ +Promenade - King statue GIF +Gfycat +, 2018-08-21 +↑ +Promenade - Desacrated king statue GIF +Gfycat +, 2018-08-21 +↑ +King & HotK statues GIF +Gfycat +, 2018-08-22 +↑ +Fjord - Vandalized statues king hotk GIF +Gfycat +, 2018-08-28 +↑ +Prom - king order use oubliettes GIF +Gfycat +, 2018-08-24 +↑ +Promenade - Hanged prisoners king order GIF +Gfycat +, 2018-08-21 +↑ +Ramparts - King Order GIF +Gfycat +, 2018-08-22 +↑ +PQ - king order to soldiers no disobeying GIF +Gfycat +, 2018-08-24 +↑ +PQ - Castaing books GIF +Gfycat +, 2018-08-19 +↑ +Ramparts - King order to castaing GIF +Gfycat +, 2018-08-22 diff --git a/wiki_content/The_Queen.txt b/wiki_content/The_Queen.txt new file mode 100644 index 0000000000000000000000000000000000000000..d0855d79b033ba9a4a9dc55de20c18973c0a8121 --- /dev/null +++ b/wiki_content/The_Queen.txt @@ -0,0 +1,249 @@ +URL: https://deadcells.wiki.gg/wiki/The_Queen + +The Queen +Location(s) +The Crown +Reward +Queen's Rapier +(1st kill) +1 +st +to 4 +th +Boss Stem Cell +6 +Queen Outfits +(1 flawless and 1 for each +BSC +difficulty) +The Queen +is an alternative final +boss +to the game. She resides in the +Crown +at the top of the +Lighthouse +. She is exclusive to the +Queen and the Sea DLC +. +Moveset +In 1+ +BSC +, the Queen's first phase will include a special attack at the end of the 3-hit-combo. +Movement +The Queen can slide forwards and backwards to close distance or back away from the players attack. +Normal Attacks +Special Attacks +The Queen has 9 special attacks, most of which are used at the end of a combo or during an enrage phase. +Defensive Counter Attacks +The Queen can use a wide array of abilities to counter the player’s attacks and abilities. +Reality Slashes +The Queen will move to the middle of the arena, elevate into the air, laugh menacingly and initiate this attack. These are screen-wide attacks that indicate a change in the Queen's phase. +Mechanics +Combos +The Queen doesn’t randomly use her normal & special attacks, they have a set pattern! A sequence consists of her three normal attacks in a random order, but the same sequence will be applied to the whole combo (If she uses her Slash first, then it will be used on the 4th, 7th, and 10th attacks). After the combos have been executed, the Queen will usually add a special attack before returning to a defensive stance. +This can be taken advantage of, if she uses the Slash first, then you know that her two next attacks won't be a Slash. +Combos that are merged together (e.g. a combo of 6), will have multiple groups of three. The order of the attacks from the first combo carries over to the second combo. +During a combo, she will usually dash to you before an attack. +In her later phases her dashes will happen more frequently & hectically. +After a combo, she can use one out of her 9 special attacks. +Phases +Phase 1: +She will use 3 attacks and on 1 BC+ add a special attack to the end of the combo. +Phase 2: +She can now use the Dashing-Strike instead of executing her regular combos. +The pauses after her combos are finished will now be shorter. +She will use 3-6 attacks and can add a special attack to the end of the combo. +She can execute 2 combos back to back with no pause in between. +Phase 3: +The pauses after her combos are finished will now be very short. +She will use 3-7 attacks and can add a special attack to the end of the combo. +She can execute 3 combos back to back with no pause in between. +This can lead to the Queen using 12+ normal attacks in a row during this phase (the most I have seen) +Phase 4: +The pauses after her combos are finished will now be even shorter. +She will use 3-9 attacks and can add a special attack to the end of the combo. +She can execute 5 combos back to back with no pause in between. +Enrage +The Queen will enrage if you either parry her too much, throw her off the cliff too often, interrupt her attacks too often or deal too little damage. +During an enraged phase the Queen will use as many different special attacks as possible. +Some attacks can be used twice. +She can enrage multiple times in a row. +If interrupted during an enrage, she can still continue her special attacks. +Phase differences +Phase 1: +She will use 3-4 special attacks +Phase 2: +She will use 3-5 special attacks +Phase 3: +She will use 3-7 special attacks +Phase 4: +She will use 3-8 special attacks +Knockback/CC +You can interrupt her attacks, these items can knockback/pull/interrupt her: +Assault Shield +(disrupt + movement) +Knockback Shield +(can interrupt all of her parry-able attacks) +Grappling Hook +(disrupt + low cooldown) +Wave of Denial +(disrupt + low cooldown) +Mushroom Boi! +(disrupt + knockback) +She has strong knockback resistance. +You can make The Queen fall into the void. +This damages her a bit, but she will have a force shield for a second after teleporting back to the platform. +She can teleport back to the stage before getting damaged if done too often. +She will attack (normal/special attack) almost instantly if she teleports back to the stage without taking damage. +Will enrage her if done too often. +You can use her Dashing-Strike in your favour: +You can make her dash into the void by standing very close or jumping outside of the arena before she lunges at you. +Parrying her Dashing-Strike will knock her back, which can result in her falling off the cliff (she must be closer to the edge than you are). +Revive +This can only happen once during the fight and only while the Queen is above 50%. +The Queen will revive you after the death screen pops up. Your body won't vanish, instead, it will float towards the Queen. +You will be healed back to 100% (your flask amount won't change) and the Queen will lose 10% of her total HP while reviving you. +This can be taken advantage of in order to receive a free heal and reduce the Queen's HP by 10%. +Strategy +General +Even though the Queen is complicated as she is, the fight is relatively simple. You just have to make sure that you prepare well enough in the Biome before the Servants so that you can deal with the two boss stages back-to-back. Because both fights are fast-paced, you can use one build for both of them! Any form of CC helps with interrupting them, but that will make the no-hit harder. If you are going for the no-hit, use a build with a lot of damage and focus on dodging (this is also the easiest way to beat her, just get so much damage that she's stuck in her Reality Slashes). +Though, if your only goal is to beat the Queen, then make sure you are adjusted to her speed. Counting the number of her attacks during normal combos or her enraged phase is a good idea, you could then predict when she will stop her attacks +Combos +Dodging her normal combos is relatively straightforward, all you need to do is run away from the Queen and roll when she attacks. That way you’ll be able to dodge her combos, even in her final phases! But if you want to deal damage during her normal combos, be ready to parry her attacks or time your rolls very well to dodge every normal attack of hers, though be prepared for her Down-Strike and the melee counter! +Remember that she will dash to you before attacking, but sometimes she also attacks without dashing in her earlier phases and sometimes she dashes twice without attacking in her later phases! +Sound cues are great to distinguish between her normal combos, her defensive counters and her Dashing-Strike! +Defensive Counters +Before you start the fight, make sure to check your loadout, some of your weapons might force out some counterattacks! Think about all the possibilities, if you have a weapon with projectiles, will you then dodge her counter or are you going to parry it? If you have a pet, are you ready for dealing enough damage to stop her from banishing it? If you have fire/oil/toxic clouds, are you ready to dodge roll her Fire Tornado that counters it? Etc. +Enraged Phases +The Queen will enrage during the fight, either from receiving too little damage, being pushed off the cliff too often, getting parried too often or getting interrupted/cc’d too often! During her enraged phases, you should only focus on dodging her attacks because sometimes you can get pinched between two special attacks. Some of her attacks can get interrupted, some can be parried and some can be jumped, but there is no answer to every attack of hers! You will need to learn the dodging strategy for the attacks. +Reality Slashes +Her Reality Slashes are a good opportunity to dish out a lot of damage, but be careful if you are using melee weapons! Sooner or later the Slashes will prevent you from getting close to The Queen. And if you move around too much during her Slashes (notably during her 2nd transition Slash), then you will run out of space, so move only a bit every time and be efficient with the space you use to dodge this attack. +If you deal enough damage to her before she enters a Reality Slash and if you then keep damaging her enough, then the Queen will transition from her 1st Reality Slash into her 2nd & 3rd Reality Slashes! This can easily be done with builds that are primarily focused on only dealing damage. +Interrupting +If you interrupt her attacks too often, be prepared to face her enraged phase. But if you can deal with the barrage of attacks during the enrage, then interrupting her attacks is a great way to stop her combos to deal more damage. But be warned, the general concept of using interruption & cc isn’t helpful when trying to do a no-hit, because this can change up her combo and leave you with having to guess what comes next instead of being able to just count her attacks and counter them. +When to heal +The best time to heal is either during her Taunts or shortly after her Dashing-Strike, during these periods you’ll be able to drink a potion even without using +Emergency Triage +! Also, it is highly recommended to not heal during her combos or enraged phases. Rather focus on dodging instead of trying to heal or dealing damage. Besides that, trying to force a revive is a great way to receive a full heal while damaging the Queen for 10% of her HP, but you’ll have to do that while the Queen has more than 50% HP! +Weapons/Skills +The +Meat Skewer +and +Assault Shield +will move you out of the way of most of her attacks before they reach you or give you a long parry time, allowing you to continuously attack with little risk of damage. +Phaser +is an easy way to get behind her and dodge most of her attacks. +Turrets can be used for damage and even as a distraction as she will try to destroy them, leaving her vulnerable to attacks. +Most of her attacks are close-ranged and rely on her ability to close distance quickly. Any item that can lock her in a place like +Root Grenade +or +Wolf Trap +will prevent this, giving an advantage to ranged builds. +Lore +Not much is known about the Queen, or what relationship she held with the King before the Malaise beyond being married to him; she is implied to have owned the Shrines, which contained vaults filled with treasure and led the Pagans. It would be assumed, that she and the Royal Gardener had a close relationship before the Malaise. This is evident in various notes left by the Gardener such as: seeking help from the Pagans and attempting to reach the Lighthouse where she resided. However, he died before he could reach The Queen and transformed into +The Scarecrow +. +Like the Beheaded, the Queen was turned into a homunculus with a "head" that has three marks resembling the King's coat of arms and a halo; compared to the Beheaded having just one mark. A room in the Undying Shores implies she was turned into a homunculus by the Apostates and was freed by the Servants, explaining how she was spared the horrors of the Malaise. After this transformation she fled to the top of the Lighthouse, stopping anyone that tried to light the beacon to contain the Malaise. +Dialogue +First meeting +" +Here comes the interloper. After all the Malaise has done to the kingdom, you should realize that we cannot allow anything to leave the island. But I guess you're beyond reasoning now. +" +" +I'm sorry, but I have to stop this folly right here, right now. Know that I won't take any pleasure in killing you. +" +Shielding +" +You fool! +" +" +Stop hiding! +" +" +Fight for real now! +" +Taunts +" +Is that all you got? +" +" +Hey, you left your liver here. +" +" +Pathetic... +" +" +Run away. Now. +" +" +Shall I send you back? +" +Queen falls in the void +" +Stop that! +" +" +You'll pay for that! +" +" +That was not pleasant. +" +" +What a clever use of your environment, you should be proud. +" +Premature dead +The Queen reacts to the death before reviving the Beheaded. +" +Oh no you don't! +" +After the Queen recovered the Beheaded's corpse and is about to revive him. +" +I'm not done with you. +" +After the Queen revived the Beheaded: +" +Now fight. For real, this time. +" +When defeated +" +I guess... the die is cast then... +" +Second meeting +" +You again... so stubborn. +" +" +En garde! +" +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +While wearing the King Outfit first time +" +And here comes my beloved husband, trying his best to save his own skin once again. +" +" +I'm sorry, my love, but I can't let you reignite the beacon. I'll stop you even if it means killing my husband and king. +" +King Outfit taunts +" +Not looking so regal now, uh? +" +" +Does my liege need a break? +" +When defeated with the King Outfit +" +I wish things had turned out otherwise. Cursed be the Malaise! +" +While wearing the King Outfit second time +" +I'm glad to see you dressed to the nines for this. +" +" +Don't think it changes anything, however. I can't let you do it. +" +Gallery +The Queen atop the Crown, challenging the Beheaded. +History diff --git a/wiki_content/The_Queen_and_the_Sea_DLC.txt b/wiki_content/The_Queen_and_the_Sea_DLC.txt new file mode 100644 index 0000000000000000000000000000000000000000..5346da86fe5dd20e20bc84b34ef50b2499b7a8a5 --- /dev/null +++ b/wiki_content/The_Queen_and_the_Sea_DLC.txt @@ -0,0 +1,100 @@ +URL: https://deadcells.wiki.gg/wiki/The_Queen_and_the_Sea_DLC + +The Queen and the Sea DLC +Details +Release date +PC & Consoles +6th of January 2022 +Mobile +7th of April 2022 +Price(s) +PC & Consoles +$4.99 +USD +/4,99 € +EUR +Mobile +$3.99 +USD +/3,99 € +EUR +All downloadable content +The Queen and the Sea DLC +is the third paid expansion for +Dead Cells +. It was released on the 6th of January 2022 to PC, Xbox One, PlayStation 4, and the Nintendo Switch, and on the 7th of April 2022 to iOS and Android. The expansion adds a new optional side route through the final section of the game, with new enemies and a new boss to fight, new outfits and gear to unlock, as well as a new ending. +This list contains all newly added content that is locked behind the DLC, it needs to be installed for this content to be found. +Contents +The expansion includes a total of three new +biomes +: +Infested Shipwreck +Lighthouse +The Crown +Two new +enemies +: +Armored Shrimp +Mutineer +Two new +bosses +: +The Servants +The Queen +10 new +items +: +Leghugger +Scavenged Bombard +Abyssal Trident +Hand Hook +Killing Deck +Maw of the Deep +Bladed Tonfas +Gilded Yumi +Wrecking Ball +Queen's Rapier +Two new +keys +: +Crowned Key +Forked Key +15 new +outfits +: +Armored Shrimp Carcass Outfit +Mutineer Outfit +Delayed Hedgehog Outfit +Servant Outfit +Toxic Servant Outfit +Silver Servant Outfit +Aurora Servant Outfit +King's Servant Outfit +Flawless Servant Outfit +Queen Outfit +White Gold Queen Outfit +Cherry Blossom Queen Outfit +Frozen Queen Outfit +Spicy Queen Outfit +Flawless Queen Outfit +And 17 new +achievements +: +Iceberg right ahead! +8th wonder +A sparkle in the night +Infiltration +Firefighter +Unwavering loyalty +Long live the Queen +Full house +On Her Majesty's Secret Service +Her Majesty +Lilibet +Black flag +Spare! +Plank walk +Oh how fast they grow! +You're not my family +Put that thing back where it came from or so help me +Footnotes diff --git a/wiki_content/The_Scarecrow.txt b/wiki_content/The_Scarecrow.txt new file mode 100644 index 0000000000000000000000000000000000000000..470295209a6b0898f60434652532d2c9d81a3807 --- /dev/null +++ b/wiki_content/The_Scarecrow.txt @@ -0,0 +1,147 @@ +URL: https://deadcells.wiki.gg/wiki/The_Scarecrow + +The Scarecrow +Location(s) +Mausoleum +Reward +Scarecrow's Sickles +FF +(1st kill) +6 +Scarecrow Outfits +(1 for flawless kill and 1 for each +BSC +difficulty) +“ +Roses are red and violets are blue. I’m dead and soon you'll be too. +„ +The Scarecrow +is the second tier 2 +boss +in the game and is an alternative to the +Time Keeper +and +The Giant +RotG +. He is encountered in the +Mausoleum +FF +, the paths of which requires wearing the +Cultist Outfit +FF +to open the gate to the +Undying Shores +FF +for the first time. His boss room can also be accessed from the +Undying Shores +FF +or the +Cavern +RotG +. +Requires the +Fatal Falls DLC +. +Moveset +First phase +In 1+ +BSC +, the Scarecrow goes straight to the second phase. +Scythe swing +Description: +The Scarecrow runs up to the player and swings out with a scythe. +Can be blocked, +parried +, and dodge rolled. +Seed planting +Description: +The Scarecrow throws two or three seeds across the platform that will sprout mushrooms. Interacting with these mushrooms will cause them to explode soon after. Before exploding, a red aura will appear as a warning signal to the player. +Can be blocked, +parried +, and dodge rolled. +Shovel swing +Description: +The Scarecrow swings burrows underground and periodically pops out to attack the player with a big shovel. +Can be blocked, +parried +, and dodge rolled. +Flying sickles +Description: +The Scarecrow jumps up and summons two flying sickles that will fly in an arc reaching the limits of the chamber. He then smashes downwards on the platform and his sickles return to him shortly after. +Can be blocked, +parried +, and dodge rolled. +Acid rain +Description: +Vines will sprout from the Scarecrow and allow him to be suspended. He will then summon a watering can and follow the player, raining down purple acid that will inflict high damage upon contact. +Can be dodge rolled. +Though the timing is very difficult. +Be particularly careful not to be bounced upward into it. +Second phase +At 50% HP, the Scarecrow speeds up and gets an extra attack. +Pitchfork jab +Description: +Vines will sprout from the Scarecrow which allows him to be suspended in the air. From there, they will move horizontally and stab downwards in an attempt to stab the player. After each stab, a +Jerkshroom +TBS +will be spawned at the location where the pitchfork hit the ground. +Can be blocked, +parried +, and dodge rolled. +Be careful with the +Jerkshroom +TBS +that was just spawned, as it may be a slight element of chaos when trying to avoid other attacks. +Strategy +Vulnerabilities +TBA +Attacks +During his Scythe Swing attack, alternating between rolling away from, and into the Scarecrow is a good way to avoid the attack. If a shield is available however, parrying the swings is excellent not only at repelling the attack, but triggering the shield's effect multiple times in a row. +His Seed throwing attack is often followed up by his Shovel attack, in which case the Scarecrow will fling the planted mushrooms towards the player, triggering their explosion in the process. However, the mushrooms don't travel very far, so often the best way to avoid them will be to run/roll away from them. Also keep in mind that, unless the Scarecrow does so himself with the Shovel attack, the mushrooms will only start to explode once jumped upon, or hit with an attack or projectile. Even so, if given the opportunity, try to get these mushrooms out of the picture as soon as possible. +The Shovel Swing is only used by the Scarecrow after a Seed Planting attack, once all the mushrooms have been triggered. To dodge the following 3 swings, simply roll behind the Scarecrow when he appears from the ground. This is also an opportunity for a counter attack. +One of the best ways to avoid the sickles is to stay on one side of the Scarecrow. Once he jumps up, stand close to him, and the sickle will fly away behind you. When he is about to land, jump up, and double-jump away from him to dodge the incoming sickle. +During the Acid Rain attack it's best to take it slow, and cease attacking the boss. He moves very slowly in the air, and if he ever gets close, merely roll through the rain, and walk away. Done correctly, this attack is a breeze to avoid, as any leftover exploding mushrooms won't trigger from walking by them. Using the bouncy mushrooms at the sides of the arena during this attack is highly unrecommended. +The Pitchfork Jab attack itself is not a difficult one. simply rolling out of the way of an incoming jab will do the trick. The real danger is the aftermath. By the time the attack finishes, the spawned Jerkshrooms should start getting offensive. Having a weapon or grenade that can quickly give them a DoT status effect, to whittle down their health by the end of the attack is very useful, and so are deployable skills. If none of these are on hand at the moment, then prioritizing them with your attacks while dodging the Scarecrow's Scythe Swings, which are most likely to follow, is your best option. +Overall, this boss battle is a game of concentration. Identifying the next attack, taking a note of your surroundings (if there are any exploding/bouncy mushrooms to look out for/exploit), and acting accordingly. The last part of the fight is only intimidating and intense because his Scythe Swings come out in higher speed and numbers. Most attacks will have a Scythe Swing attack between them, so always prepare for that after the end of an attack. +Weapons/Skills +Since the Scarecrow's scythe swings increase in number throughout the boss fight, being able to +parry +each swing will be essential to take the least amount of damage possible during this boss fight. +This is especially true for shields like the +Rampart +and +Punishment +since their effects will be activated on each and every +parry +you make. +The Scarecrow has relatively low defense and HP even for a Tier 2 boss, so very high DPS weapons that can out speed him, such as the +Meat Skewer +or +Sadist's Stiletto +, with proper synergy, can easily defeat him before he can do much. +Conversely, slower weapons, such as the +Scythe Claw +. can struggle, so mutations that can speed up attacks such as +Kill Rhythm +can be exceptionally helpful when dealing with the rapid attack onslaught, especially when complimented with a shield. +The +Meat Skewer +specifically seems purpose made to deal with this fight, as the charge allows you to evade his scythe swing attack to then attack behind him, and repeat the process for the next swing after he turns around. The quick attack speed and ability to be able to completely go on the offensive without fear of being hit makes it a wonderful option for this fight specifically. +Lore +The Scarecrow was once the Royal Gardener, working at the arboretum under the protection of the crown. +When the malaise struck, not only did the dead rise, but also the plants. The royal gardener would do his experiments such as trapping infected into a large tree connected to a flask with a skull of a giant crow mixed with various mashed organs, entrails, and local roots. +The king had ordered the gardener to have the arboretum burned to the ground, and Castaing, ( +The Concierge +) in written letter, reminds him to follow his orders lest him be fed to the ticks in the Morass, although the gardener ignored them anyway. He was then stripped of the crown's protection and the king ordered his men to burn the Arboretum. However, the mutated mushrooms killed the soldiers before it could be destroyed. +The Gardener was then infected with the Malaise and died in the Prisoners' Quarters with the key to the Arboretum. His body stays there until the player takes the key and visits the Arboretum, after which it vanishes. +The resurrected Gardener returned to the Arboretum and wrote a letter, which said that he was alive again, but he could feel the effects of the Malaise changing him. He journeyed towards the Morass of the Banished, whose inhabitants greeted him with open arms. Evident in another letter stating the natives of the Morass were "stunningly friendly". The Swamp Priest of the Morass helped concocted a potion from local herbs which the Gardener thought would help him, but it only seemed to have induced stomach pain. He also learned that the " +Mama +" the natives worship likes flowers. +The Gardener continued towards the Fractured Shrines, The gardener hoped ‘her’ (the queen of the shrines) people would help, but they couldn't recognize him any longer. He writes about it in a journal and makes his way to the Undying Shores, where the "Apostates' Hideout" isn't far. He doubts if they would accept strangers during this difficult time. +Upon reaching the shores, he notes that the Apostates "didn't fare any better than the rest of us". The Gardener's illness has reached to an extent that his moments of consciousness become rarer and rarer. He had initially planned on reaching the lighthouse visible in the background of the Shores, though his current state rendered this impossible. Again in his note, he says, "Maybe I'll find a decent place to rest down there." He presumably moved to the Mausoleum where he would transform into the Scarecrow. +Gallery +Scythe attack +Sickles attack +Pitchfork jab attack +Acid rain attack +History diff --git a/wiki_content/The_Scribe.txt b/wiki_content/The_Scribe.txt new file mode 100644 index 0000000000000000000000000000000000000000..82a20271223fa2cba0d8d4b3ee9242ec39144300 --- /dev/null +++ b/wiki_content/The_Scribe.txt @@ -0,0 +1,190 @@ +URL: https://deadcells.wiki.gg/wiki/The_Scribe + +The Scribe +Location +In +Prisoners' Quarters +“ +You really aren't getting any better, are you? +„ +The Scribe +is an +NPC +in +Dead Cells +. He exists to provide the player their in-game statistics, such as how many kills they have made or how many times they have died. He seems to guard the +Daily Run +door, only found in the +Prisoners' Quarters +. He also appears on the other side of the Daily Run door but has no purpose there. +Statistics +Upgrades +All of your unlocked upgrades are shown here. These are the +Runes +you have collected and +general upgrades +that you have unlocked with the +Collector +. Specialist's Showroom, Hunter's Mirror, Advanced Forge, and Recycling Tubes are not listed here even though they are general upgrades. +Weapons +All of your unlocked weapons are shown here and totals for two stats: +Weapon blueprints brought to the Collector (max 97) +Available weapons (max 126) +Skills +All of your unlocked skills are shown here and totals for two stats: +Skill blueprints brought to the Collector (max 46) +Available skills (max 56) +Mutations +All of your unlocked mutations are shown here and totals two stats +Mutations blueprints brought to the Collector (max 38) +Available mutations (max 56) +General +Here are some general stats about your save file. +Total number of games (Total) +This stat tracks the total amounts of runs started. These include quitted or restarted runs, even at the very beginning before leaving the starting area. +Total number of games finished (Total/%) +This stat tracks the total number and percentage of runs won. A won run is counted as reaching the end credits by defeating the +Hand of the King +, +The Queen +TQatS +, +Dracula - Final Form +, or the +5 BSC Spoiler Boss +RotG +. +Most gold obtained at once (Total) +The most gold ever held in a run. +Total gold acquired (Total) +The total gold held over all runs. Picking up the gold bag at the start of a run does not count towards this number. +Total gold spent (Total) +The total amount of gold spent at shops or gold doors. +Most Cells obtained at once (Total) +The most cells ever held in a single run. Picking up the cell bag at the beginning of a run after winning a run does not count towards this total. +Cells acquired (Total) +The total cells held over all runs. Picking up the cell bag at the start of a run does not count towards this number. +Cells spent (Total) +The total amount of cells spent at the +Collector +or the +Legendary Forge +Teleporters used (Total) +Health flasks used (Total) +Curses survived (Total) +Exploration +This tab shows totals stats for some of the objects, secrets and goals that can be found in a run. +Normal chests opened (Total) +Cursed chests opened (Total) +Secret portals opened (Total) +Secret portals challenges completed (Total/%) +Secret portals challenges failed (Total/%) +Timed door challenges completed (Total/%) +Timed door challenges failed (Total/%) +Untouchable doors completed (Total/%) +Untouchable doors failed (Total/%) +Biomes +This tab shows the total amounts of times you have visited each biome including the boss rooms. The biomes are listed in the order they are discovered. +Monsters +This tab shows total monsters and elites killed. +Total monsters slain (Total) +Total elite monsters slain (Total) +For each monster there are two stats. +You killed them (Total) +They killed you (Total) +Deaths +This tab shows all the ways you can be killed and the total amount for each. A death by curse will be counted towards the source that gave you damage. +Deaths (Total) +Deaths by an enemy (Total/%) +Deaths by trap (Total/%) +Killed in a challenge room (Total/%) +Deaths by falling (Total/%) +Deaths by infection (Total/%) +Deaths by suicide (Total/%) +Suicide is dying by jumping in a bottomless pit or killing yourself by using +Lightning Bolt +too long. +Cells lost (Total) +Total amount of cells lost during all your runs. These are the cells you held at the moment you died. +Achievements +This tab shows all of the +achievements +you have unlocked. Only available on PC and the Nintendo Switch. +Dialogue +First encounter in Prisoners' Quarters +" +I know what you've been up to. +" +" +Oh yes, I know ALL your dirty little secrets. +" +" +And I've been writing them all down in my little book. +" +" +That's what I do. +" +" +You kill things, I take notes. +" +The Beheaded gives them a thumbs up. +Subsequent encounters in Prisoners' Quarters +" +You weren't all that good now were you... +" +" +Dead again? +" +" +You, back again. of course. +" +" +You really aren't getting any better are you? +" +" +I've noted your... +achievements +,if that's what you want to call them. +" +First encounter in the Challenge Room +" +So you've come in search of a little challenge? +" +" +Here, only the best of the best... +" +" +The crème de la crème... +" +" +Or should I say, the ELITE OF THE ELITE... can manage to rack up a respectable score! +" +" +Do you think you're up to it? +" +" +In that case, head down and defeat this level's boss as fast as you can while scoring as many points as you can manage. +" +" +You'll find some equipment to help you along the way, but some objects may be forbidden +" +" +The Collector might have something to do with that, who can say... +" +" +And don't forget, the shortest path isn't always the best... +" +Subsequent encounters in the Challenge Room +" +I've heard the monsters get nastier and nastier as you get closer to the end... +" +" +Seems being cursed isn't all that bad... +" +" +Apparently there are things hidden in the walls... Might REALLY be worth taking a closer look. +" +Trivia +The Scribe's statistics have been bugged since Early Access as he doesn't record wins & other stats correctly. +The Scribe greets you in a somewhat rude manner and he does not seem to be impressed by your feats. +History diff --git a/wiki_content/The_Servants.txt b/wiki_content/The_Servants.txt new file mode 100644 index 0000000000000000000000000000000000000000..fbf4183dcb9cb8d75e86e14bd4fa5a499e0fd61e --- /dev/null +++ b/wiki_content/The_Servants.txt @@ -0,0 +1,273 @@ +URL: https://deadcells.wiki.gg/wiki/The_Servants + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: Strategy sections need to be updated. +Lore section needs an overhaul. +The Servants +Calliope +Euterpe +Kleio +Location(s) +Lighthouse +Reward +Wrecking Ball +Gilded Yumi +Bladed Tonfas +6 +Servant Outfits +(1 for flawless kill and 1 for each BSC difficulty) +Calliope +, +Euterpe +and +Kleio +are a trio of +bosses +fought in the +Lighthouse +. +TQatS +They are the Servants of the +Queen +and each one fights using a weapon that represents one of the 3 +stats +in the game: Survival, Tactics, and Brutality. This boss is unique, as the player must survive a chase with the Servants and an ever rising fire, before fighting them in specialized arenas. They are exclusive to the +Queen and the Sea DLC +. +When entering the +Lighthouse +, +TQatS +a fire starts to spread through the building. The player must climb upwards to escape the fire while being chased and attacked by Calliope. A third of the way through the level, Calliope stops you to fight one on one. When her health is reduced to zero, the fight stops and she drinks a health potion and moves upwards. +Partway through, Euterpe joins the chase. Two thirds through the level there is another fight, this time with Calliope and Euterpe. When their health is reduced to zero the chase starts again, and partially through the last section Kleio joins the fight, the third and final one of the Servants. When reaching the top the final fight starts with all three Servants at the same time. +General Strategies +The Climb +The training room only provides the third arena fight. To practice the rest of the fight, copy your save file just before entering the lighthouse. +the layout of the lighthouse will remain the same if you do this, as level shape is determined by game seed +between all game seeds, the layout of the area where each servant is waiting is identical. +During the climbing part, the Servants will stop their chase, become invulnerable, and teleport to the next fight room when taken 30% health damage. The damage is carried over to the arena. +Each servant makes a grunting sound when they are downed, allowing you to tell if they have been downed while offscreen. +Pulleys can be grabbed from slightly above their buttons by hugging the rope itself. This is useful if you see Euterpe aiming at the pulley you plan to use +You cannot be damaged while holding on to a pulley. +Watch out for calliope's vertical and diagonal attacks and roll whenever you see her performing a ranged attack. +Euterpe's arrows can occasionally pass through walls and floors, and can break wooden barricades. +Despite the need to keep moving, turrets are still quite effective at fighting the servants as they require no attention. This is especially true for the +Great Owl of War +, which can keep firing while following the player and without getting itself stuck in the ceiling. +For the Flawless Achievement, you must not get hurt by the Servants or the stage hazards at all between the start of the biome and defeating the final Arena. Even one tick of fire damage is enough to invalidate the achievement. +To prevent confusion, always heal to full before attempting a Flawless run and use the numerical healthbar. There's only the Crown left after this biome, and +The Queen +can even give you a free heal if you ran of of flasks. +Additionally, you should knock out servants as soon as possible to minimise the risk of being cornered, especially since both Calliope and Euterpe can continue attacking while standing in the fire. +The Arenas +Note that the Servants do not have the same amount of health. Kleio has the most, followed by Calliope (around 93% as much), and Euterpe has the least (about 83% as much). +Compared to other bosses, the Servants have a damage cap at 40%. This makes slow, hard-hitting weapons highly effective on them. +When in the final arena, only 2 servants are allowed to attack you at any one time. The third teleports offscreen, and can still be damaged by effects like +Networking +and +Starfury +. +As of Version 3.5, the Servants react erractically when attacked while offscreen. Because of this, it is recommended NOT to use offscreen attacks like Starfury when going for a Flawless run. Networking does not have this issue as it isn't an attack. +Calliope +Attacks +Ball slam +Description: +After a short charge up slam the wrecking ball behind her in an arc landing a short distance away from her. +Can be blocked, +parried +, and dodge rolled. +Double slam +Description: +Charges before jumping up, both wrecking balls over her head. Charges before slamming both of them down on the ground in an arc to her left and right, a short distance away from her. +Can be blocked, +parried +, and dodge rolled. +She is guaranteed to use this attack after two consecutive Ball slams +Upwards throw +Description: +Picks up a wrecking ball above her head and launches it straight upwards. +Can be blocked, +parried +, and dodge rolled. +Is stopped by solid platforms but breaks through wooden platforms. +Forward throw +Description: +After a short charge up launches the wrecking ball behind her a long distance forwards. +Can be blocked, +parried +, and dodge rolled. +Is stopped by solid walls but breaks through wooden walls. +Angled throw +Description: +After a short charge up launches the wrecking ball upward in a 45 degree angle. +Can be blocked, +parried +, and dodge rolled. +Is stopped by solid walls but breaks through wooden walls. +Double throw +Description: +After a short charge up launches both wrecking balls, one straight forward and the other in a 45 degree angle. +Can be blocked, +parried +, and dodge rolled. +Is stopped by solid walls but breaks through wooden walls. +Strategy +Calliopes overhead swing activates it's hitbox as soon as the ball starts moving. This means that if she is on a platform directly below you, she can hit you from below. +Since her Double slam must occur if she uses two ball slams, and it is slower than her regular ball slam, you can safely attack her for a little longer after the second slam before running away. +Vulnerabilities +Primary attacks +Her attacks that require charge up can be interrupted during the charge up with heavy hitting attacks, cancelling the attack and stunning her for a moment. +Weapons/Skills +Gear that works well on the boss. +Euterpe +Attacks +Aimed shot +Description: +Charges a shot, three yellow targeting marks appear at the tip of her arrow slowly locking on the player, getting smaller as they get closer. +A blue line shows the trajectory of her aim. When locked on the marks and line stop moving. +The marks turn white and flash before disappearing. The blue line stays visible. A short time later she fires and the blue line turns red, dealing damage the instant it changes color. +The attack can be fired in any angle, has unlimited range and pierces any wall or platform while breaking them if possible. Any point of the red line deals damage. +Can be blocked, +parried +, and dodge rolled. +The attack does not fire an actual projectile, it just creates a line that deals damage. The moment the marks have locked on the direction of the line will not change. +as a result, parrying it does not damage Euterpe. +If the player gets close to a pulley during the chase scene, she will target the pulley and destroy it instead. The attack can also destroy pulleys if they are in the path of the shot. +Triple shot +Description: +While jumping to another platform she charges her bow and fires three arrows one by one in close succession. +Can be blocked, +parried +, and dodge rolled. +The arrows can travel in a slight angle, even different ones for each arrow. +Only used during the a chase. +Rain of arrows +Description: +Jumps from one side of the room to the other while firing arrows in quick succession straight downwards. +Can be blocked, +parried +, and dodge rolled. +Only used during a room fight. +Strike from the heavens +Description: +Jumps up high directly above the player and charges before launching straight down and striking the ground stunning on hit. +Can be blocked, +parried +, and dodge rolled. +Only used during a room fight. +A faded image of her will appear in the spot she is going to teleports towards. +Parry markings appear directly at her and halfway between her and the player. +Strategy +During the climb phase, when Euterpe is charging up her Aimed Shot attack, its usually the best time to fight her and the other servants, since Euterpe usually doesn't sit still for most of the climb phase and is the most likely to hit you in this phase out of the other servants. +Vulnerabilities +. +Primary attacks +How to defend against attacks. +Aimed shot +Upon first encounter she will start with this attack before starting her chase. +When the player is quick enough they can reach the platform she is standing on before her cutscene plays. +After the cutscene ends and she starts aiming, break the wooden wall to interrupt her attack. +As she is standing close to a ledge it is possible to push her off to deal more damage. +The trajectory of the shot is shown by a blue line while she is still aiming the shot. +Don't pay attention to her body as it will always show her aiming straight forward. +She is able to turn while aiming but not after locking on. +The moment it locks on it the marks will turn white. From this moment the trajectory will no longer change. Jump or move away from the trajectory. +Triple shot +The arrows fired are actual projectiles and thus can be parried. +Rain of arrows +Rolling to dodge the arrows into the opposite direction Euterpe jumps will minimize the amount of arrows you need to dodge. +Underneath the platform on the left is a safe space where this attack cannot hit the player, as the platform is the starting point of the attack. +Strike from the heavens +Moving slighlty to the side, then jumping upwards is the best option, as it lets the player immediately start attacking when she lands +Area beneath her lights up red showing the area where the player will take damage. +Parrying is possible but the timing is a bit unreliable, unless +Cocoon +is used. To deal damage with the Cocoon, you must be directly underneath her, otherwise the parry will go off (preventing Cocoon from going on cooldown) but deal no damage. +Weapons/Skills +Items that benefit from stationary enemies like +Fire Grenade +work really well against Euterpe when she cycles between her strike and arrow shot attack due to the fact that she cannot move while in this phase. They also work fairly well in her arrow shot+arrow rain phase, just not as effective for longer duration items. +For her arrow rain+arrow shot phase, weapons that have long windups like +Toothpick +do a lot of damage as her arrow rain's path is predictable and she cannot hurt you when you're on a platform. Weapons like +Impaler +also do a lot of damage when she lands as she cannot move and is next to a wall. +turrets which can shoot upwards, such as +Double Crossb-o-matic +are also able to chip at her health if you place them on the platforms. +Kleio +Attacks +Front flip slash +Description: +Does a front flip while slashing with one of her tonfas. +Can be blocked, +parried +, and dodge rolled. +Triple slash +Description: +Does 2 slashes forwards and a third upwards. +Can be blocked, +parried +, and dodge rolled. +Frisbee +Description: +starts on a platform or wall at one side of the room, charges up and spins across the room. The trajectory of the attack is shown by a yellow beam of light like the time keeper. +Can be blocked, +parried +, and dodge rolled. +Parrying with +Iron Staff +does not work. +Only used during the room fight. +Strategy +Shields are extremely useful in her Frisbee attack, letting you cancel her attack, and if the weapon is fast enough, allowing you to get 1 hit on her before she teleports away, allowing you to slowly chip her health throughout the fight. +Her triple slash attack can be avoided easily by rolling on her first slash, double jumping on her second and rolling behind you in her third, being extremely similar to +The Hand of the King +'s triple hit combo, although it has to be executed much faster. +Alternatively, parrying all 3 hits deals a very large amount of damage to her (enough to down her during the chase if you are playing survival), as her extremely high +Breach +resistance forces her to complete the Combo. +Despite the appearance of her sprite, all 3 hits can be parried while standing still. +Vulnerabilities +TBA +Primary attacks +Front flip slash +Is a basic melee attack that can both be dodged and parried. +During the chase constantly moving will prevent her from attacking. +Triple slash +Is a basic melee attack that can both be dodged and parried. +During the chase constantly moving will prevent her from attacking. +Frisbee +The trajectory of the attack is clear. +Jumping over or ducking under is an easy option as the trajectory is a straight line and does not change once the attack is initiated. +Can be parried mid attack, cancelling it. +Weapons/Skills +Anything that has a long windup works well for her slash attacks, as it has low range and a long downtime, which offers the player a generous amount of time to charge weapons like +flint +. +Lore +Calliope, Euterpe and Kleio are the servants of the +Queen +, charged with protecting her. The description of one of the servant outfits hints at a fourth servant but of the king. This could mean there is a fourth servant but their whereabouts and identity are unknown. Alternatively, it may refer to +The Hand of the King +. +In the +High Peak Castle +, a lore room will have various instruments from the +Lighthouse +, as well as a weapon rack for a +Wrecking Ball +, a +Gilded Yumi +, and +Bladed Tonfas +, all of which are weapons used by the servants in their boss fight. +Calliope, Euterpe and Kleio are the names of three out of the nine muses of Literature, science and art in Greek Mythology. +Gallery +N/A +History diff --git a/wiki_content/The_Tailor's_Daughter.txt b/wiki_content/The_Tailor's_Daughter.txt new file mode 100644 index 0000000000000000000000000000000000000000..cc5b821ab4725aef507e1bde87f60f12cb69bfc3 --- /dev/null +++ b/wiki_content/The_Tailor's_Daughter.txt @@ -0,0 +1,93 @@ +URL: https://deadcells.wiki.gg/wiki/The_Tailor%27s_Daughter + +The Tailor's Daughter +Location +Prisoners' Quarters +“ +Oh yeah! I can help you find your new style! +„ +The Tailor's Daughter +is a +NPC +which can comb and modify the protagonists +head +. +Dialogue +First encounter +When the player first encounters her she is having an argument with her +father +. +Father +" +For the last time, my scissors are NOT made to cut hairs! Especially not those of some rotting zombie! +" +Daughter +" +Blah blah blah... you never let me do anything anyway and... oh! A newcomer! +" +Daughter +" +Nice to meet you, I'm the Tailor's daughter! I myself am studying to become a hairdresser... I WAS studying before all my teachers died, at least... +" +Father +" +Yeah, let's talk about that! Who has to take care of his daughter when the school is closed, uh? The education system of this island is not what it once as... +" +Daughter +" +Pfff, okay +Bomber +... +" +Father +" +At least, I beg you to help her work on her studies ... ask her, she might be able to comb your... green thingy. +" +Daughter +" +Oh yeah! I can help you find your new style! +" +Father +" +But I forbid you from plunging my sewing scissors in that thing! +" +Second encounter +" +Oh here you are! I actually wanted to say that... +" +" +Your sense of style is so inspiring! I'd love to be just like you when I turn... dead? +" +" +Here is a token of my admiration! Use it to comb-o through your enemies! +" +Greetings +" +Hey you! +" +" +No, I don't reveal my name to any random walking corpse I meet, sorry. +" +" +Eww ! Look at you! Someone needs a good combing! +" +Hey, I've got a new technique to try out. Can I borrow your head for a bit? +" +Nothing to do... I'd almost regret my classes... +When Player Skin Already Has a Head (Castlevania, Crossover, etc.) +" +Oh no, I can't comb this! +" +" +I'm an aspiring head dresser, not a magician! +" +" +I should be able to style that head after I complete my studies. Considering the current state of the kingdom, expect a waiting time of about one or two ternities, and it's the most reasonnable timeline. +" +" +Oh what, are you for real?! I'm just a beginner! No way I can do anything about that, sorry. +" +" +I deal in hairs, not miracles! +" +History diff --git a/wiki_content/The_Tailor.txt b/wiki_content/The_Tailor.txt new file mode 100644 index 0000000000000000000000000000000000000000..89efe2f3e98835c7d5f946bfed0afa62555cdcc9 --- /dev/null +++ b/wiki_content/The_Tailor.txt @@ -0,0 +1,99 @@ +URL: https://deadcells.wiki.gg/wiki/The_Tailor + +The Tailor +Location +In +Prisoners' Quarters +“ +A great choice, it really brings out your eyes. +„ +The Tailor +is an +NPC +in +Dead Cells +. He is the owner of a shop right beneath the +Scribe's +location before the room with the three starter items in the +Prisoners' Quarters +. +The Tailor will change the player's +outfits +for free, but its shop only becomes available once the player has unlocked at least one outfit with the +Collector +. +Dialogue +First encounter +" +At last! +" +" +Come closer! I won't cut you, don't worry. +" +" +I'm the tailor. I can fix you up with some proper clothes! +" +" +I struck a... deal with our mutual friend, the Collector. +" +" +You bring him the templates and I will craft it for you! +" +Second encounter +Father +" +For the last time, my scissors are NOT made to cut hairs! Especially not those of some rotting zombie! +" +Daughter +" +Blah blah blah... you never let me do anything anyway and... oh! A newcomer! +" +Daughter +" +Nice to meet you, I'm the Tailor's daughter! I myself am studying to become a hairdresser... I WAS studying before all my teachers died, at least... +" +Father +" +Yeah, let's talk about that! Who has to take care of his daughter when the school is closed, uh? The education system of this island is not what it once as... +" +Daughter +" +Pfff, okay +Bomber +... +" +Father +" +At least, I beg you to help her work on her studies ... ask her, she might be able to comb your... green thingy. +" +Daughter +" +Oh yeah! I can help you find your new style! +" +Father +" +But I forbid you from plunging my sewing scissors in that thing! +" +Changing outfits +The Tailor compliments your choice of outfit: +" +FA-BU-LOUS! +" +" +If only Karl could see you! +" +" +You look... SPLENDID! +" +" +A great choice, it really brings out your eyes. +" +Trivia +The Karl referenced in the dialogue may be +Karl Lagerfeld +, a Paris-based German fashion designer. +Which might mean that the tailor himself is based on +Jacques de Bascher +Gallery +The Tailor complimenting the Beheaded on his choice of outfit. +History diff --git a/wiki_content/The_Time_Keeper.txt b/wiki_content/The_Time_Keeper.txt new file mode 100644 index 0000000000000000000000000000000000000000..63a7d09f0a1f311329f39599c013716dffd7de76 --- /dev/null +++ b/wiki_content/The_Time_Keeper.txt @@ -0,0 +1,321 @@ +URL: https://deadcells.wiki.gg/wiki/The_Time_Keeper + +The Time Keeper +Location(s) +Clock Room +Reward +Lightspeed +(1st kill) +Ice Shards +(3rd kill) +Ice Crossbow +(4th kill) +Velocity +(5th kill) +Tainted Flask +(6th kill) +Emergency Triage +(7th kill) +6 +Temporal Outfits +(1 for flawless kill and 1 for each +BSC +difficulty) +“ +It's in this room that the Time K... No, it was in this room that... No, in this room the Time Keeper will... Hold on, where were we when? +„ +The Time Keeper +is the first tier 2 +boss +in the game. She is encountered in the +Clock Room +. +Damage on a single hit is soft-capped at 15% of Time Keeper's maximum health. +Moveset +First phase +In 1+ +BSC +, the Time Keeper goes straight to the second phase. +Sword slash +Description: +The Time Keeper performs a quick slash with her sword. +Can be blocked, +parried +, and dodge rolled. +Shuriken +Description: +The Time Keeper throws one to three shurikens towards the player. +Can be blocked, +parried +, and dodge rolled. +Parrying the shuriken sends a projectile back. +Hook and slash +Description: +The Time Keeper throws a hook and if it connects, draws the player towards her, rooting them in place. This is then followed by a powerful melee attack if the hook was connected. +The hook can be blocked, +parried +, and dodge rolled. +The melee attack can only be blocked or +parried +as the hook roots the player. +Teleport +Description: +The Time Keeper teleports a short distance away from the player (often used before shurikens, hook or dash). +Shuriken shield +Description: +After reaching around 70% health, the Time Keeper conjures a shield of spinning shurikens and pushes the player outward, after which the second phase begins. The shurikens shoot outwards after a few seconds. +Can be blocked, +parried +, and dodge rolled. +Parrying the shuriken sends a projectile back. +When on 1+ BSC she can use this attack as a normal attack, often performed after use of +Teleport +. +When used as a normal attack she doesn't cross her swords, the charge is shorter and movement isn't restricted while charging the attack. +Second phase +Retains all of her attacks from the previous phase, some attacks are enhanced in this phase. +Two-hit slash combo +Description: +The Time Keeper performs a two-hit combo with her sword. With each slash, she moves forward and can change direction in between each slash. +Each slash can be blocked, +parried +, and dodge rolled. +Shuriken combo +Description: +The Time Keeper now throws three to five shurikens in quick succession. +Can be blocked, +parried +, and dodge rolled. +Parrying the shuriken sends a projectile back. +When trying to jump over the shuriken, the Time Keeper will track your movement and adjust the throw of the next shurikens to hit the player. +Lightspeed +Description: +The Time Keeper performs a dash attack through the entire room. +Can be blocked, +parried +, and dodge rolled. +Can be jumped over. +Shuriken shield +Description: +After reaching around 50% health, the Time Keeper teleports away and says "Let's finish this" in a cutscene, before conjuring another circle of shurikens and entering the third phase. The shurikens shoot outwards after a few seconds. +Can be blocked, +parried +, and dodge rolled. +Parrying the shuriken sends a projectile back. +When far enough the attack can be avoided by jumping between two shurikens. +Third phase +Retains all of her attacks from the previous phase, some attacks are enhanced in this phase. +Sword rain +Description: +Swords fall on the player's location and randomly around the room. +Can be blocked and dodge rolled. +Three-hit slash combo +Description: +The Time Keeper now performs a three-hit combo with her sword. With each slash, she moves forward and can change direction in between each slash. +Can be blocked, +parried +, and dodge rolled. +Shuriken combo + +Description: +The Time Keeper now throws five to seven shurikens in quick succession. +Can be blocked, +parried +, and dodge rolled. +Parrying the shuriken sends a projectile back. +When trying to jump over the shuriken the Time Keeper will track your movement and adjust the throw of the next shurikens to hit the player. +Lightspeed + +Description: +The Time Keeper performs a combo of three dash attacks through the entire room. +Can be blocked, +parried +, and dodge rolled. +Can be jumped over. +Strategy +Vulnerabilities +Since there are short pauses between her basic attack combos, it is a good idea to stay just in range to bait her attacks, then move/roll away, then roll back in after she finishes the combo for a few hits. +The +Sword Rain +damage can be reduced by using Masochist. +Skills and weapons that can +freeze +or +root +the Time Keeper are very effective in restraining her and opening her up to melee attacks. +Primary attacks +Slash combo +Each slash can be blocked with a shield or rolled through but +parrying +is the best option as it doesn't require any movement and can inflict effects from shields. +Shuriken combo +Each individual shuriken can be +parried +and send back for lots of damage. +When trying to jump over the shuriken the Time Keeper will track your movement and adjust her throws to hit you so it is not a foolproof strategy. +It is possible to dodge a five-shuriken combo by double jumping and rolling, but the timing is precise. +A turret can be used to block the shurikens. +Hook and slash +The initial hook can be blocked and +parried +, this will end the combo. +The hook can be jumped over but only after it has already been thrown as the Time Keeper will track your movement if you jump before it is thrown. +When hooked and +rooted +, the +root +ends just before the slash attack so you can still block or +parry +the slash. +Lightspeed +The attack is telegraphed by a glowing yellow line across the arena. +The attack can be blocked, +parried +, and dodge rolled. +Parrying the attack will stop the Time Keeper's movement. +It will also end the combo in the third phase. +Teleport +The teleport is always followed by a long-range attack like +Hook and Slash, +Shuriken Combo +, +Lightspeed +and +Shuriken Shield +All these attacks have similar counters so the teleport is a good warning to make you prepare for them. +Shuriken shield +The attack charge up is pretty long. +Even though this attack summons lots of shurikens, you are only in danger of getting hit by only one or two of the shuriken. +Best strategy is to just stand still and counter the one shuriken coming in your direction. +Weapons/Skills +She is susceptible to all status effects, like +freezing +, +slowing +and +rooting +. However, using them repeatedly will shorten their duration. +The +Wolf Trap +, +Frost Blast +or any +ice +-related weapon/skill can be used to inflict these status effects. +A viable strategy is to hit her with a powerful weapon like the +Cursed Sword +or the +Heavy Crossbow +when she is incapacitated. +Even slow weapons like the +Broadsword +, the +Nutcracker +, and the +Giantkiller +will have enough time to land their swings. +Phaser +along with the +Assassin's Dagger +is a good way to cause massive damage to the Time Keeper. +The +Vorpan +can likewise tackle her heads-on, but without a +shield +, it can be very risky. +Most of her attacks can be +parried +, so this is a valid strategy. +The +Ice Shield +and the +Cudgel +are good examples, as they leave controlling status effects upon a successful +parry +. +The +Rampart +gives the player a force field if a melee attack was +parried +, which can be useful against her melee combos. +Punishment +can be very effective, as it can deal very high damage very quickly, due to the Time Keeper's fast sequence of attacks. +The +Cleaver +can be used to drain her health at a decent rate, but the wide area of the +Clock Room +may reduce its effectiveness. +The +War Javelin +can be used to easily keep up with the Time Keeper's repeated teleporting. Due to a glitch, it's possible to teleport out of her Hook and Slash attack if the javelin isn't in the player's inventory, creating a window for a massive punish, even larger than just dodging the attack. +Lore +Information about the Time Keeper can be found in a few lore rooms, mostly located in the +Clock Tower +. +A letter left by the Time Keeper indicates that she is repeating the same day over and over as if time was rewinding every day +. Evident by her entries of executed infected civilians and monsters because they're all classified as "Day 1". It is also implied that her task makes her increasingly exhausted, as the number of executions decreases each day. +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +After beating the game on 5 +BSC +for the first time entering the starting area, a portal will spawn and pull the player into the Clock Room. There, the Time Keeper will berate the +Beheaded +for his recent actions sarcastically, +" +You! +" +" +Are you proud of yourself? +" +" +The Malaise is still flowing through the Island... +" +" +I'll have to mess with the loop again. +" +" +This will not end well... +" +Shortly after, the Time Keeper kicks the Beheaded, but this unintentionally knocks him into a portal spawned at random, causing her to exclaim: +" +Oi! No! Are you serious? +" +As the game fades to the regular loading screen and the clock handles rapidly spin backward. After, the once dead +Tutorial Knight +somehow respawns back at the +Prisoners' Quarters +with glitched sprites, due to the Time Keeper messing with the loop again. +Trivia +The Time Keeper was first added in the +Brutal update +. +Before the Baguette Update, the Time Keeper was named 'The Assassin', referring to the style of her attacks involving throwing Shurikens and using swords. +The enemy derived from her is the +Automaton +, who imitates her phase 3 dash attack. +According to the transition loading screens added in the Baguette Update also, it appears that she requested the +King +of the island to build the +Clock Tower +, for unknown reasons. +For the second and third phases to activate, it is necessary that the Time Keeper teleports away from the player first. Because of this, if the player manages to deal massive damage in a short amount of time, it is actually possible to end the fight before she enters the second and/or third phase. +The same can be said for +Conjunctivius +because she cannot attack while stunned by a +Wolf Trap +, and being the first boss, her stun duration is not reduced at all. +Sometimes she can freeze in her dashing animation when defeated while doing that attack. +She is the first female boss in the entire game. +Since the +Pimp my Run Update +, the Time Keeper will jump one last time to the center of the map after having her health depleted, pester on her repeated defeat, implying that she remembers all the other times the player has fought her, and then claim that "It won't end well...", only to escape via a portal. +She and the +Giant +are the only bosses that cannot be truly defeated in this sense. The Giant heals as he sinks into lava while The Time Keeper teleports away after being defeated. +This also refers to how she does not have perfect manipulation over time. +Gallery +The Time Keeper's line when her second phase ends +References +↑ +Clock Tower - Assassin letter GIF +Gfycat +, 2018-08-22 diff --git a/wiki_content/Thorny.txt b/wiki_content/Thorny.txt new file mode 100644 index 0000000000000000000000000000000000000000..c0f1eba741f203b48ad321410c2ad2593fdf787c --- /dev/null +++ b/wiki_content/Thorny.txt @@ -0,0 +1,85 @@ +URL: https://deadcells.wiki.gg/wiki/Thorny + +Thorny +Base health +125 +Location(s) +Dilapidated Arboretum +, +Ossuary +High Peak Castle +(Elite in green area) +Reward +Spiked Boots +(0.4%) +Barnacle +(1.7%) +Armadillopack +(1.7%) +Thornies +are an +enemy +encountered in the +Dilapidated Arboretum +and +Ossuary +. One appears as an elite key guardian in +High Peak Castle +, occupying the green room. +Behavior +When at medium or long distance from the player, the Thorny will use its rolling attack. If it's close to the player, it may backstep or turn around after a startup when it takes damage from its front side. +Moveset +Back spikes +Description: +Attacking the thornies backside with a melee attack that doesn't ignore the thornies spikes will deal damage to the player. +All melee attacks that ignore shields (eg. +Valmont's Whip +and +Telluric Shock +) ignore thornies spikes as well. +Some attacks ignore thornies spikes, but don't ignore any other shields (eg. +Hattori's Katana +'s fourth (charged) attack, +Pollo Power +and the dive attack) +The dive attack will no longer ignore thornies spikes if the player is wearing an amulet with the "Mario Jump" +affix +. +Can be +Parried +with the +Assault Shield +, the first hit in the +Iron Staff +FF +'s moveset and the second and third hits in +Alucard's Shield +RtC +'s moveset. +Rolling attack +Description: +Charges up then rolls forward, dealing damage on contact. Stops once it collides with something or when it reaches the end of a platform. +Can be blocked, parried, and dodge rolled. +If it collides to a wall, it stops momentarily with its front side facing away from the wall. +Turn around +Description: +The Thorny will face the other way. This move is telegraphed like any other attacks. +Strategy +Thornies are best fought isolated to minimize the chance you accidentally hit its back. Thornies are a pain to deal with in general for melee, so it maybe be better to just avoid going into biomes they are in if you don't have the tools to counter them. +The easiest way to kill a Thorny is with ranged attacks, which it's completely vulnerable to. Alternatively, their rolling attacks are easy to parry with a shield, so you can easily bait them out of doing it and kill it while it's stunned from the parry. Beware that parrying the roll stuns them with their spiky side facing you, but this means that parrying them, then rolling to their other side and melee attacking them is always safe. If your only options are melee, it's best to bait out their attacks, then hit them after its roll attack. +Swarm +is an extremely powerful counter to this enemy, as Thorny's attacks can only hit one biter at a time and its roll will stop if it bumps into one of them. Biters' damage will also tend to activate Thorny's turn-around counterattack skill, leaving it standing in place. The short cooldown of this skill allows it to easily distract and defeat them. Because of their spiked back, the +Assassin's Dagger +becomes dangerous to use, unless the player is invincible. Weapons that move the player around heavily or have forward movement in their combo, like +Meat Skewer +or +Impaler +may be dangerous if they move the player through the Thorny. +Trivia +In the early days, Thorny didn't have any spikes on its back. Instead, it only had the sort of shield and was named "goat" in the game files. His attack was the same as thorny according to the spritesheet. +Along with the fact that Thorny is called "SpikedSatyr" in the game files, this suggests that his design was inspired by the mythological +Satyrs +. Indeed, Satyrs were often represented as part goat with horns on their forehead, much like Thorny. +Gallery +Thorny early concept ("goat") from the game files +History diff --git a/wiki_content/Throne_Room.txt b/wiki_content/Throne_Room.txt new file mode 100644 index 0000000000000000000000000000000000000000..34495ea7f417a9e72bca75df018c7883e77c7e15 --- /dev/null +++ b/wiki_content/Throne_Room.txt @@ -0,0 +1,265 @@ +URL: https://deadcells.wiki.gg/wiki/Throne_Room + +The King's throne was sculpted right out of the rock where it sits. Many months of work went into its exquisite details. +The Hand of the King has lived here as a recluse for a very long time... No one really knows what he eats. +One can admire the full splendor of the island from this vantage point. And the full extent of its infection by the Malaise. +Throne Room +Soundtrack +Hand Of The King +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +High Peak Castle +, +Derelict Distillery +, +Guardian's Haven +RotG +Gear level +VI +Runes and Blueprints +Rune +Homunculus Rune +Blueprints from enemies +Symmetrical Lance +, +Telluric Shock +, 4 +Boss Stem Cells +, 6 +Hand of the King Outfits +Enemies & Traps +Boss(es) +The Hand of the King +Enemy tier +27 +Hazards +Spikes +Previous biome(s) +High Peak Castle +, +Derelict Distillery +, +Guardian's Haven +RotG +Gear level +VI +Runes and Blueprints +Rune +Homunculus Rune +Blueprints from enemies +Symmetrical Lance +, +Telluric Shock +, +Recycling Tubes +, 4 +Boss Stem Cells +, 6 +Hand of the King Outfits +Enemies & Traps +Boss(es) +The Hand of the King +Enemy tier +29 +Hazards +Spikes +Previous biome(s) +High Peak Castle +, +Derelict Distillery +, +Guardian's Haven +RotG +Gear level +VI +Runes and Blueprints +Rune +Homunculus Rune +Blueprints from enemies +Symmetrical Lance +, +Telluric Shock +, +Recycling Tubes +, 4 +Boss Stem Cells +, 6 +Hand of the King Outfits +Enemies & Traps +Boss(es) +The Hand of the King +Enemy tier +30 +Hazards +Spikes +Previous biome(s) +High Peak Castle +, +Derelict Distillery +, +Guardian's Haven +RotG +Gear level +VII +Runes and Blueprints +Rune +Homunculus Rune +Blueprints from enemies +Symmetrical Lance +, +Telluric Shock +, +Recycling Tubes +, 4 +Boss Stem Cells +, 6 +Hand of the King Outfits +Enemies & Traps +Boss(es) +The Hand of the King +Enemy tier +32 +Hazards +Spikes +Previous biome(s) +High Peak Castle +, +Derelict Distillery +, +Guardian's Haven +RotG +Next biome(s) +Astrolab +RotG +Gear level +IX +Runes and Blueprints +Rune +Homunculus Rune +Blueprints from enemies +Symmetrical Lance +, +Telluric Shock +, +Recycling Tubes +, 4 +Boss Stem Cells +, 6 +Hand of the King Outfits +Enemies & Traps +Boss(es) +The Hand of the King +Enemy tier +36 +Hazards +Spikes +The +Throne Room +is a third boss +biome +where the +King +of the island resides. It is guarded by the +Hand of the King +. +General information +Access and exit +The Throne Room can be accessed from either +High Peak Castle +, +Derelict Distillery +, or +Guardian's Haven +. +RotG +An exit leading to +Prisoners' Quarters +is available after. In 5 +BSC +difficulty, another exit to the +seventh level +RotG +is also available. +The first time the Hand of the King is defeated, the Beheaded's body is destroyed, leaving him with just a head and unlocking the +Homunculus Rune +. In future runs, the player must use +Homunculus Rune +to exit again through the fountain. This fountain becomes inaccessible during 5 +BSC +Level characteristics +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the throne Room based on difficulty. +Exclusive blueprints +Beating the +Hand of the King +will award the following blueprints: +1st kill - +Symmetrical Lance +, +Telluric Shock +1st 1 +BSC +kill - +Recycling Tubes +Hand of the King Outfits +Beating the +Hand of the King +will also reward the player with one of his +outfits +. There are 6 Hand of the King outfits, one for each difficulty and one for defeating the +Hand of the King +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 BSC if it hasn't been looted yet. +0 +BSC +: +The Hand of the King Outfit +1 +BSC +: +Loyal Hand of the King Outfit +2 +BSC +: +Incorruptible Hand of the King Outfit +3 +BSC +: +Faithful Hand of the King Outfit +4 +BSC +: +Devoted Hand of the King Outfit +Flawless kill: +Flawless Hand of the King Outfit +Lore +The Hand of the King +See the +main article +for information about the Hand of the King. +The King +See the +main article +for information about the King. +Trivia +This biome used to be referred to as the +Guardian's Haven +in the Steam achievements. +The name was later reused for the Giant's boss biome. +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +It is possible to see the +Observatory +in the background. +When attempting to use the fountain in 5 +BSC +, the game will simply display the message: " +It's clogged +". +Gallery +The King sits silently on his throne. +History diff --git a/wiki_content/Throw_Master.txt b/wiki_content/Throw_Master.txt new file mode 100644 index 0000000000000000000000000000000000000000..62cf4cc6611ba9cd53fdc2fcaf64f95e3f625894 --- /dev/null +++ b/wiki_content/Throw_Master.txt @@ -0,0 +1,36 @@ +URL: https://deadcells.wiki.gg/wiki/Throw_Master + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: DLC just came out, lot's of missing info. +Throw Master +Base health +120 +Location(s) +Castle's Outskirts +RtC +Reward +Cross +RtC +(1.7%) +Throw Masters +are enemies added in the +Return to Castlevania DLC +. +Behavior +Throws bones at varying parabolic trajectories, trying to anticipate your movement. +Moveset +Bone throw +Description: +Throws a bone in an upwards arc. +Can be blocked, parried, and dodge rolled. +Strategy +If the player stands right in front of them, their throw goes over and as they don't jump back to create distance melee attacks are a great option. +At longer ranges, keep an eye on the thrown bones, especially as they descend. +Notes +TBA +History diff --git a/wiki_content/Throwable_Objects.txt b/wiki_content/Throwable_Objects.txt new file mode 100644 index 0000000000000000000000000000000000000000..0ed60a056acec5f9d7c66f41394183583eea77e0 --- /dev/null +++ b/wiki_content/Throwable_Objects.txt @@ -0,0 +1,100 @@ +URL: https://deadcells.wiki.gg/wiki/Throwable_Objects + +Throwable Objects +Stuns any enemy it hits. Recharge 1 ammo every time you kill an enemy. +Vase, flower pot, bottle, knife,... No matter what you can grab, as long as you can throw it, you're game. +Internal name +ThrowableStuff +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.17s +Base price +2000 +Damage +Base DPS +382 +Base first hit +65 +Blueprint +Location +Lore room in the +Prisoners' Quarters +The +Throwable Objects +is a +ranged +weapon +that stuns hit enemies for 2.5 seconds. +Details +Ammo: +3 +Breach Bonus +: +0 +Base Breach Damage: +65 +Base Breach DPS: +382 +Attack Duration: +0.17 seconds +Charge: +0.1 +Lock: +0 +Cooldown: +0.07 +Tags: +LimitedAmmo, Ranged, FadeHudIconIfNoAmmo, HasBullets, ManualAmmoRefill, NoCritical +Legendary Version: +Forced +Affix +: Deep Pockets +"Killing an enemy recovers your base munitions" +Synergies +Satisfies the critical conditions for the +Nutcracker +and +Baseball Bat +by +stunning +enemies. +Can immobilize enemies, allowing for the safer use of heavy items such as +Toothpick +and +Oven Axe +. +Notes +Ammo isn't replenished when DoT effects kill an enemy. +This item can get the "extra ammo few" affix, which ultimately doubles the ammo capacity. +The following enemies are immune to the +stunned +status effect: +Impaler +. +Slammer +. +Skeleton +. +Ground Shaker +. +The Giant +'s fists. +The Scarecrow +. +Dracula - Final Form +. +The Hand of the King +. +The following enemies will not replenish ammo for this item when killed: +Corpse Worm +. +Sewer Fly +. +Corpse Fly +. +Trivia +The weapon is a direct reference to the game Katana ZERO, in which the main character can pick up objects and throw them at enemies to stun them. +Gallery +History diff --git a/wiki_content/Throwing_Axe.txt b/wiki_content/Throwing_Axe.txt new file mode 100644 index 0000000000000000000000000000000000000000..df74b5da942be36c14278d4046f77af0789e4d07 --- /dev/null +++ b/wiki_content/Throwing_Axe.txt @@ -0,0 +1,82 @@ +URL: https://deadcells.wiki.gg/wiki/Throwing_Axe + +Throwing Axe +Throws an axe on a parabolic trajectory, dealing +critical damage +during its descent. +Axe as a bridge between two universes +Internal name +ThrowingAxe +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.58 seconds +Base price +2000 +Damage +Base DPS +90 ( +323 +) +Base first hit +52 ( +187 +) +Blueprint +Location +Drops from +Axe Armor +Drop chance +1.7% +Unlock cost +50 +The +Throwing Axe +is a +ranged +weapon +added in the +Return to Castlevania DLC +. It tosses dupes of itself on a parabolic trajectory, dealing +Critical Damage +during descent. +Details +Ammo: +3 +Breach Bonus +: +0.5 +Base Breach Damage: +78 ( +281 +) +Base Breach DPS: +115 ( +413 +) +Attack Duration: +0.58 seconds +Charge: +0.24 +Lock: +0.1 +Cooldown: +0.34 +Tags: +AmmoDoNotStickToVictims, LimitedAmmo, HasBullets, Ranged +Legendary Version: +Forced +Affix +: Double Bullets +"Fires twice as much bullets" +Synergies +Synergizes well with the +Giant Comb +, despite mismatched stat scaling, as the Comb's first attack puts an enemy within the Axe's trajectory. +Synergizes well with the +Toothpick +RotG +, as the toothpick knocks back enemies and puts them in the Axe's descending trajectory. +Notes +History diff --git a/wiki_content/Throwing_Knife.txt b/wiki_content/Throwing_Knife.txt new file mode 100644 index 0000000000000000000000000000000000000000..daa4fbbec51d6f6f16550aca8a5e0faf28eccc20 --- /dev/null +++ b/wiki_content/Throwing_Knife.txt @@ -0,0 +1,114 @@ +URL: https://deadcells.wiki.gg/wiki/Throwing_Knife + +Throwing Knife +Causes +bleeding +(22 DPS for 3 sec). Automatically targets the nearest enemy. +Internal name +ThrowingKnife +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.35 seconds +Duration +3 seconds ( +bleed +effect) +Base price +1750 +Damage +Base DPS +14 +Base hit +5 +Base bonus hit +22 DPS ( +bleed +effect) +The +Throwing Knife +is a +ranged +weapon +which inflicts +bleeding +on enemies hit. +Details +Ammo: +8 +Special Effects: +Knives inflict +bleeding +(22 base +bleeding +DPS per effect for 3 seconds) on enemies they damage. +The player character auto-aims at the closest enemy within range when attacking. +Breach Bonus +: +-1 +Base Breach Damage: +0 +Base Breach DPS: +0 ( +0 +) +Attack Duration: +0.35 seconds +Charge: +0.1 +Lock: +0 +Cooldown: +0.25 +Tags: +NoCritical, HasBullets, Ranged, Bleed, LimitedAmmo, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Bleed Propagation +"If the victim dies from bleed damage, surrounding enemies begin to bleed as well." +Synergies +The Throwing Knife causes +bleeding +, satisfying the critical condition for +Sadist's Stiletto +, +Leghugger +TQatS +and +Hemorrhage +RotG +. +The Throwing Knife can be used with all other sources of +bleeding +(eg. +Cleaver +, +Blood Sword +) to inflict the five bleeding stacks necessary for +blood +bursts. +Notes +The +bleeding +caused by the Throwing Knife is affected by conditional damage boosting affixes such as " +Poison +Damage" and " +Shock +Damage". +Since the Throwing Knife causes +bleeding +, it synergizes with the " +Bleed +Damage" affix which may appear on other items. +The Throwing Knife automatically targets the closest enemy, making it very effective against flying enemies (eg. +Buzzcutter +and +Conjunctivius +). +Trivia +The Throwing Knife is based off of a +kunai +. +History diff --git a/wiki_content/Thunder_Shield.txt b/wiki_content/Thunder_Shield.txt new file mode 100644 index 0000000000000000000000000000000000000000..2a2c6faf20a66b67e4d6a680150e05e4af7e745a --- /dev/null +++ b/wiki_content/Thunder_Shield.txt @@ -0,0 +1,108 @@ +URL: https://deadcells.wiki.gg/wiki/Thunder_Shield + +Thunder Shield +Inflicts 32 +electric +DPS in front of you for 8 seconds when blocking, or all around you after a successful +parry +. Use again to +stun +all nearby enemies. Inflicts 32 +shock +DPS around for 3 seconds. +Internal name +ThunderShield +Type +Shield +Scaling +Duration +8 seconds +Base price +1500 +Damage +Base DPS +32 ( +32 +) +Base block damage +40 ( +40 +) +Base absorbed damage +50% +Base DoT DPS +32 +shock +Blueprint +Location +Drops from +Defenders +Drop chance +100% +Unlock cost +50 +The +Thunder Shield +is a +shield +weapon +which has a lower damage reduction on block than most other shields and deals +electric +DPS when held up or in a radius around the player after a successful +parry +. Reusing the shield while it's charged will discharge the energy, dealing +shock +damage and +stunning +nearby enemies. This item is exclusive to the +Rise of the Giant DLC +. +Details +Base Absorbed Damage: +50% +Special Effects: +Parrying +charges the player up, dealing 32 base +electric +DPS in an area of effect. +Keeping the shield up also deals the same +electric +DPS to any enemy in front of the player. +Using the shield again when charged up discharges instantly, dealing 32 base +shock +DPS for 3 seconds and +stunning +nearby enemies. +Breach Bonus +: +-1 +Base Breach Damage: +0 +Base Breach DPS: +0 (0) +Tags: +Shield, Ranged, Electric, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Poison Shield +" +Poisons +enemies blocked with a parry." +Notes +The +electric +damage this shield deals while blocking or after a successful parry is considered a ranged attack, so it can activate ranged mutations like +Networking +and be buffed by +Tranquility +, +Support +and +Point Blank +. +Trivia +Thunder Shield worked differently prior to +v1.3 +. It wasn't able to deal area damage or discharge the energy, but successful parries increased the DPS by ~2.7 times. +History diff --git a/wiki_content/Time,_killstreak_and_no-hit_doors.txt b/wiki_content/Time,_killstreak_and_no-hit_doors.txt new file mode 100644 index 0000000000000000000000000000000000000000..a48650383f2119f9816a2f04e58d44b98ff37ac6 --- /dev/null +++ b/wiki_content/Time,_killstreak_and_no-hit_doors.txt @@ -0,0 +1,55 @@ +URL: https://deadcells.wiki.gg/wiki/Time%2C_killstreak_and_no-hit_doors + +Time doors +Time doors appear in transition levels (levels that are in-between two +biomes +) and will not open if the timer has passed a specific benchmark, varying depending on which transition level the door is in. If a time door is not reached and opened within a set amount of time in a run, it will be locked and can't be opened, displayed by the door being chained & red in colour, with +the Beheaded +trying to kick down the door upon interacting with it. (If the default timer is enabled in the settings, then the time spent in the beginning area of The Prisoners' Cell, transition areas, +shops +, treasure rooms and lore rooms will not count towards time doors.) +Every time door will contain money (in form of gems and jewels), 20 +cells +, as well as a 3-choice item altar that consists of either 3 items +or +2 items & 1 amulet. Some timed doors also contain a +blueprint +. +The items on the altars will have a minimum gear quality, depending on how many +BSC +are active: +0-1 BC: + +2-3 BC: ++ +4-5 BC: S +Times for each transition level +Killstreak doors +Killstreak doors (also known as perfect doors) appear in most transition levels. +The contents of the killstreak doors are the same as those of time doors. +Killing an enemy (that can reduce the curse counter) will increase the player's killstreak by 1. The killstreak will be reset when taking any damage. Killstreak doors will still be unlocked if the player's killstreak is reset after achieving the required amount. (Using +Face Flask +or +Vampirism +will not reset the killstreak.) +The required killstreak varies, but for the most part a killstreak of 60 is needed. Some exceptions are +Prisoners' Quarters +, where a 30 killstreak is required, and the biomes +Prison Depths +, +Corrupted Prison +, +Infested Shipwreck +TQatS +, and +Dracula's Castle +RtC +, where no killstreak door is available. +No-hit doors +No-hit doors appear in transition levels after every boss. Similar to time & killstreak doors, they contain money & cells. But instead of a 3-choice altar, a single altar with only a +Legendary +Item will be present. The Legendary Item will be randomly picked from the pool of unlocked items. +In order to enter no-hit doors, the previous boss stage must be cleared without taking damage throughout, requiring that the boss of that area be defeated flawlessly. Using items like +Face Flask +that deal damage but do not reset killstreak will still allow access to the no-hit door if the player hasn't received damage from other outside sources, but will sometimes prevent the player from obtaining the flawless outfit/achievement. +Notes +You can enable the killstreak HUD by going into your Settings, clicking on "Video", scrolling down and ticking the “Display the number of enemies killed without being hit” option. +If your timer is equal to the time requirement (e.g. you finish the first area in 2:00), the door will not be locked. diff --git a/wiki_content/Tombstone.txt b/wiki_content/Tombstone.txt new file mode 100644 index 0000000000000000000000000000000000000000..939766c0723822dac20923cca672544c9e474403 --- /dev/null +++ b/wiki_content/Tombstone.txt @@ -0,0 +1,103 @@ +URL: https://deadcells.wiki.gg/wiki/Tombstone + +Tombstone +Kill an enemy with the last hit to bury it under a tombstone and doom nearby enemies. +Internal name +Tombstone +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.8 seconds +Base trap health +200 (placed tombstone health) +Base price +1800 +Damage +Base DPS +250 +Base combo damage +450 +Base first hit +70 +Base second hit +80 +Base third hit +300 +Base bonus hit +160 (doom effect) +Blueprint +Location +Drops from +Swarm Zombies +Drop chance +1.7% +Unlock cost +80 +The +Tombstone +is a special heavy +melee +weapon +which can +doom +nearby enemies. +Details +Special Effects: +Killing an enemy, or hitting a boss, with the third attack in the combo dooms nearby enemies. +Enemies killed by the doom effect will also doom other nearby enemies again. +This can occur up to 3 times, but each time the doom damage is reduced. +This also causes a tombstone to be placed on the ground, but the placed tombstone has no function. +Breach Bonus +: +2 / 2 / 2 +Base Breach Damage: +210 / 240 / 900 +Base Breach DPS: +750 +Combo Duration: +1.8 seconds +First Hit: +0.5 (0.4 + 0.1 + 0) +Second Hit: +0.55 (0.45 + 0.1 + 0) +Third Hit: +0.75 (0.6 + 0.15 + 0) +Tags: +HeavyWeapon, NoCritical +Legendary Version: +Forced +Affix +: Cascading Tomb +"Enemies killed by doom propagate the effect around them." +Synergies +The +Magnetic Grenade +can be used to bring enemies closer together, maximizing the value provided by each triggering of the doom effect. +Since the tombstones created by the doom effect are projectiles, they are affected by mutations +Point Blank +and +Networking +. +If there are no enemies near the player after an enemy has been killed by the third attack, the mutation +Tranquility +will take effect and buff the resulting tombstones. +Notes +Currently, the tombstones that are placed on the ground when killing an enemy using the third hit or with the doom effect do nothing. +Similarly to the +Alchemic Carbine +, the Tombstone cycles between several visually different attack animations that feature various different kinds of tombstones. This difference is cosmetic. +The doom effect is affected by the affixes applied to the tombstone the player is carrying. +The third hit of the combo bypasses shields, much like whip-type weapons. +The tombstones produced by the third hit of this weapon's combo are considered ranged attacks and are therefore affected by ranged mutations such as +Point Blank +. +The Tombstones created by the Doom effect target enemies that are in hiding, such as Scorpions, revealing their location to the player, but not damaging or making them emerge. +Trivia +Tombstone is featured in the update banner for +v2.3 +, aka the Whack-a-Mole Update. +At one point in the alpha build of +v2.3 +, placed tombstones were originally intended to apply the doom effect when destroyed instead of on the weapon's third attack in a combo. +History diff --git a/wiki_content/Tonic.txt b/wiki_content/Tonic.txt new file mode 100644 index 0000000000000000000000000000000000000000..e1e8a8cf71240bfa301ff8e07c3731f0f86aec6b --- /dev/null +++ b/wiki_content/Tonic.txt @@ -0,0 +1,44 @@ +URL: https://deadcells.wiki.gg/wiki/Tonic + +Tonic +Grants you 40% of your missing health as +bonus health +, reduces damage taken by 20% for 9 seconds. +Internal name +ExtraHeal +Type +Power +Scaling +Recharge +30 seconds +Duration +9 seconds +Base price +1000 +The +Tonic +is a +power +skill +which grants up to 100% of the player's health as blue +bonus health +, working as temporary health for 9 seconds. During those 9 seconds, the player is given a 20% damage reduction. +Details +Special Effects: +Gives the player a 40-100% (base-max) +bonus health +that works as health until Tonic's power runs out. +Generates a force field for a very short period upon activation. +Reduces all damage taken by a flat 20%. +Shortens dodge cooldown by 50%. +Tags: +NoDamage, Heal, HasDuration +Legendary Version: +Forced +Affix +: Extended Duration +"Increase duration by 100%." +Notes +The cooldown starts after the effect has ended. +History +Footnotes diff --git a/wiki_content/Toothpick.txt b/wiki_content/Toothpick.txt new file mode 100644 index 0000000000000000000000000000000000000000..634ab06db469769fb66d8f5c4c7919000776fe03 --- /dev/null +++ b/wiki_content/Toothpick.txt @@ -0,0 +1,165 @@ +URL: https://deadcells.wiki.gg/wiki/Toothpick + +Normal +Broken +Toothpick +Strike harder by charging your attack, but the Toothpick will be broken for 6 seconds. +Internal name +Club +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 3.08 seconds +Base price +1800 +Damage +Base DPS +195 ( +778 +) +Base combo damage +600 ( +2400 +) +Base first hit +150 ( +600 +) +Base second hit +200 ( +800 +) +Base third hit +250 ( +1000 +) +Broken Toothpick +Reverts to initial form after 6 seconds. +Internal name +ClubBroken +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.47 seconds +Duration +6 seconds +Base price +1800 +Damage +Base DPS +82 +Base combo damage +120 +Base first hit +30 +Base second hit +40 +Base third hit +50 +Blueprint +Location +Drops from +Ground Shakers +Drop chance +10% +Unlock cost +60 +The +Toothpick +is a heavy +melee +weapon +that delivers stunning hits. The charged attack does +critical +damage upon hitting an enemy, at the cost of weakening the weapon for several seconds. This item is exclusive to the +Rise of the Giant DLC +. +Details +Special Effects: +Each attack knocks back enemies and stuns them for 4 seconds. +Holding down the attack button for 1.3 seconds before releasing will cause the Toothpick to inflict a +critical hit +. +If it strikes an enemy, the Toothpick will change to its broken form for 6 seconds. While broken, it hits faster, has reduced damage and range, and can only stun enemies for 0.5 seconds each attack. +Normal form +Breach Bonus +: +0.5 / 0.5 / 0.5 +Base Breach Damage: +150 / 200 / 250 ( +600 +/ +800 +/ +1000 +) +Base Breach DPS: +195 ( +778 +) +Combo Duration: +3.08367 seconds +First Hit: +0.86667 (0.56667 + 0.3 + 0) +Second Hit: +1.067 (0.767 + 0.3 + 0) +Third Hit: +1.15 (0.85 + 0.3 + 0) +Tags: +HeavyWeapon +Legendary Version: +Forced +Affix +: Heavy Stun +"Stuns the victim." +Broken form +Breach Bonus +: +0.5 / 1 / 1 +Base Breach Damage: +45 / 80 / 100 +Base Breach DPS: +153 +Combo Duration: +1.47 seconds +First Hit: +0.43 (0.33 + 0.1 + 0) +Second Hit: +0.54 (0.44 + 0.1 + 0) +Third Hit: +0.5 (0.4 + 0.1 + 0) +Tags: +AutoTransformInto, NoCritical +Legendary Version: +Forced +Affix +: Rebuild on Kill +"Instantly rebuilds itself on kill." +Synergies +The toothpick knocks back enemies, putting them in the path of +Throwing Axe +RtC +'s descent, allowing it to deal critical damage. +This is similar to the interaction between +Spartan Sandals +and +Valmont's Whip +, respectively. +The mutation +Kill Rhythm +can help this process. +Notes +Since the second and third attacks from the Toothpick deal more and more damage, it is generally a good idea to save the charged attack for the later attacks to be able to deal the most +critical +damage as possible, especially if one's intention is to use it against higher health enemies or even elites. +Trivia +Because the blueprint for this item is only dropped by enemies within the +Cavern +, it is technically an item exclusive to the +Rise of the Giant DLC +, even though it was added to the game in +v2.3 +, which was eleven updates later. +History diff --git a/wiki_content/Torch.txt b/wiki_content/Torch.txt new file mode 100644 index 0000000000000000000000000000000000000000..aa3a6ea229090289aa57b0a70cf63e92e3b52daa --- /dev/null +++ b/wiki_content/Torch.txt @@ -0,0 +1,108 @@ +URL: https://deadcells.wiki.gg/wiki/Torch + +Torch +Burns +your enemies (15 DPS for 2.7 sec). +Talk about mood lighting! +Internal name +Burner +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 1.77 seconds +Duration +2/2/5/6 seconds +Base price +1500 +Damage +Base DPS +107 +Base combo damage +190 +Base first hit +40 +Base second hit +45 +Base third hit +50 +Base fourth hit +55 +Blueprint +Location +Drops from +Spawners +Drop chance +1.7% +Unlock cost +15 +The +Torch +is a +melee +weapon +which sets enemies on +fire +. +Details +Special Effects: +Burns +enemies (15 base +burning +DPS) for 2.7 seconds on hit. +Each hit in the combo creates pools of +fire +with different sizes (1/2/2/4) and durations (2/2/5/6). +Breach Bonus +: +0.8 / 1.5 / 0.8 / 1.5 +Base Breach Damage: +72 / 112.5 / 90 / 137.5 +Base Breach DPS: +233 +Combo Duration: +1.77 seconds +First Hit: +0.31 (0.21 + 0.1 + 0) +Second Hit: +0.42 (0.32 + 0.1 + 0) +Third Hit: +0.35 (0.25 + 0.1 + 0) +Fourth Hit: +0.69 (0.39 + 0.3 + 0) +Tags: +NoCritical, Fire, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Double Stack +"Applies 2 stacks of damage over time effects instead of 1." +Synergies +The Torch synergizes well with any item or affix that spreads +oil +. +Damage over time stacks that are applied directly by this weapon are buffed by damage boosting mutations such as +Combo +, +Support +or +Point Blank +. +Notes +"Extra damage to status effect" affixes apply to the weapon's direct damage as well as the directly inflicted +burning +statuses but do +not +apply to the +fire +spread on the ground. +The Torch is functionally a melee version of +Firebrands +. Each can be used as a main weapon or as a support weapon to inflict +burning +on enemies. +Trivia +Previously called +Burning Mace +. +History diff --git a/wiki_content/Tornado.txt b/wiki_content/Tornado.txt new file mode 100644 index 0000000000000000000000000000000000000000..ee8867b257ef6a774558495d71131ac60da7132d --- /dev/null +++ b/wiki_content/Tornado.txt @@ -0,0 +1,47 @@ +URL: https://deadcells.wiki.gg/wiki/Tornado + +Tornado +Inflicts damage on all targets caught inside. Changes direction when it hits a wall. +Internal name +Tornado +Type +Power +Scaling +Recharge +18 seconds +Duration +10 seconds +Base price +2000 +Damage +Base DPS +100 +Base hit +8 +Blueprint +Location +Drops from +Guardian Knights +Drop chance +0.4% +Unlock cost +60 +Tornado +is a +power +skill +which deploys a deadly whirlwind for a short time. +Details +Special Effects: +The player summons a tornado initially moving in the direction they are facing for 10 seconds and dealing 100 base DPS to nearby enemies via damage ticks occurring every 0.1 seconds. +A maximum of a single tornado cloud may exist at any given time. Attempting to spawn a second one (via skill CD reduction buffs) will cause the existing one to instantly disappear. +Movement direction of the tornado is reversed if it hits a wall or the edge of a platform. +When moving, the Tornado destroys all solid projectiles caught in its area of effect. +Tags: +Ranged, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Double Speed +"Doubles the speed of the projectile created by this item." +History diff --git a/wiki_content/Toxic_Miasma.txt b/wiki_content/Toxic_Miasma.txt new file mode 100644 index 0000000000000000000000000000000000000000..ea437f06f5fdcd2646de168de90d1cf11fc19f7b --- /dev/null +++ b/wiki_content/Toxic_Miasma.txt @@ -0,0 +1,42 @@ +URL: https://deadcells.wiki.gg/wiki/Toxic_Miasma + +Toxic Miasma +Base health +250 +Location(s) +Corrupted Prison +Undying Shores +(After visiting Corrupted Prison) +Reward +Barbed Tips +(10%) +Toxic Miasmas +are +enemies +encountered in the +Corrupted Prison +. +Behavior +Toxic Miasmas have two attacks. If the player is too close, it attempts an area of effect stab while at range it fires an arcing projectile. +Toxic Miasmas are naturally capable of teleporting to the player. +Moveset +Charged spikes +Description: +Gathers together in a pillar charging the attack, slams down and spikes outwards. +Can be blocked, parried and dodge rolled. +The range of the attack is visible while the attack is charging. +Spit +Description: +Spits a projectile in an arc. +Can be blocked, parried, and dodge rolled. +Teleport +Description: +Disappears in the ground and reappears near the player. +Can teleport across platforms. +Strategy +Toxic Miasmas have heavy hitting attacks that could be detrimental to a player if they connect, so take caution when fighting them. Both its spike attack and ranged attack can be parried and dodged by rolling. Its attacks are slow and heavily telegraphed, making it easily readable what it’s next move will be. However, their projectile goes much faster than what it seems like while also traveling in an arc, so be careful when attempting to parry it. Baiting out their slow attacks and responding with a parry or counterattack can greatly help defeating them. +Trivia +Before it was implemented, the enemy was referred to as the "Screwdriver" by the developers. +This enemy is made from entirely traditional spritework, as opposed to the 3D into 2D look most other enemies have. +Very rarely the projectile it spits out contains a rubber duck. +History diff --git a/wiki_content/Toxic_Sewers.txt b/wiki_content/Toxic_Sewers.txt new file mode 100644 index 0000000000000000000000000000000000000000..9e2cf5b835808c3f676ecbf90a212a3f0fa87501 --- /dev/null +++ b/wiki_content/Toxic_Sewers.txt @@ -0,0 +1,835 @@ +URL: https://deadcells.wiki.gg/wiki/Toxic_Sewers + +Many believed the sewers were a path to freedom. No one ever made it out the other side. +The prison dumped all its unspeakable filth into the lower galleries, so it's no wonder something horrible emerged from them one day! +A greenish substance oozed its way into a number of pipes along here... and it continues to spread. +Hmm... is that... is that smell normal? +Toxic Sewers +Stage # +2 +Soundtrack +Toxic Sewers +Required Rune(s) +Vine Rune +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Ramparts +, +Ancient Sewers +, +Corrupted Prison +, +Dracula's Castle +RtC +(Depth 3) +Scrolls +1 Scrolls of Power, 2 Dual Scrolls +Gear level +III +Cursed chest chance +10% +Runes and Blueprints +Rune +Teleportation Rune +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Infantry Bow +, +Bow and Endless Quiver +, +Ice Bow +, +Skeleton Outfit +, +Porcupack +, +What Doesn't Kill Me +, +Swarm +, +Valmont's Whip +, +Frantic Sword +, +Kamikaze Outfit +, +Rapier +Blueprints from secret areas +Spite +, +Frenzy +Enemies & Traps +Enemies +Zombies +, +Undead Archers +, +Rancid Rats +, +Disgusting Worms +, +Kamikazes +, +Scorpions +Enemy tier +4-7 +Enemy health tier +Base +Wandering Elite chance +70% +Elite room chance +5% +Hazards +Toxic pools +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Ramparts +, +Ancient Sewers +, +Corrupted Prison +, +Dracula's Castle +RtC +(Depth 3) +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +III +Cursed chest chance +10% +Runes and Blueprints +Rune +Teleportation Rune +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Bobby Outfit +, +Porcupack +, +What Doesn't Kill Me +, +Swarm +, +Valmont's Whip +, +Frantic Sword +, +Kamikaze Outfit +, +Neon Outfit +, +Rapier +, +Fire Grenade +, +Magnetic Grenade +Blueprints from secret areas +Spite +, +Frenzy +Enemies & Traps +Enemies +Zombies +, +Rancid Rats +, +Disgusting Worms +, +Kamikazes +, +Scorpions +, +Grenadiers +Enemy tier +6-11 +Enemy health tier +5-9 +Wandering Elite chance +70% +Elite room chance +5% +Hazards +Toxic pools +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Ramparts +, +Ancient Sewers +, +Corrupted Prison +, +Dracula's Castle +RtC +(Depth 3) +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Gear level +III +Cursed chest chance +10% +Runes and Blueprints +Rune +Teleportation Rune +Blueprints from enemies +Blood Sword +, +Double Crossb-o-matic +, +Bobby Outfit +, +Porcupack +, +What Doesn't Kill Me +, +Swarm +, +Valmont's Whip +, +Frantic Sword +, +Kamikaze Outfit +, +Neon Outfit +, +Rapier +, +Donatello Outfit +, +Fire Grenade +, +Magnetic Grenade +, +Spite Sword +, +Frostbite +Blueprints from secret areas +Spite +, +Frenzy +Enemies & Traps +Enemies +Zombies +, +Rancid Rats +, +Disgusting Worms +, +Kamikazes +, +Scorpions +, +Grenadiers +, +Buzzcutters +Enemy tier +7-11 +Enemy health tier +8-13 +Wandering Elite chance +70% +Elite room chance +5% +Hazards +Toxic pools +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Ramparts +, +Ancient Sewers +, +Corrupted Prison +, +Dracula's Castle +RtC +(Depth 3) +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +2 +Gear level +IV +Cursed chest chance +10% +Runes and Blueprints +Rune +Teleportation Rune +Blueprints from enemies +Porcupack +, +What Doesn't Kill Me +, +Swarm +, +Valmont's Whip +, +Frantic Sword +, +Kamikaze Outfit +, +Neon Outfit +, +Rapier +, +Donatello Outfit +, +Fire Grenade +, +Magnetic Grenade +, +Spite Sword +, +Frostbite +, +Adrenaline +Blueprints from secret areas +Spite +, +Frenzy +Enemies & Traps +Enemies +Rancid Rats +, +Disgusting Worms +, +Kamikazes +, +Scorpions +, +Grenadiers +, +Buzzcutters +, +Rampagers +Enemy tier +9-13 +Enemy health tier +12-16 +Wandering Elite chance +70% +Elite room chance +5% +Hazards +Toxic pools +Previous biome(s) +Prisoners' Quarters +Next biome(s) +Ramparts +, +Ancient Sewers +, +Corrupted Prison +, +Dracula's Castle +RtC +(Depth 3) +Scrolls +2 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +3 +Gear level +VI +Cursed chest chance +10% +Runes and Blueprints +Rune +Teleportation Rune +Blueprints from enemies +Porcupack +, +What Doesn't Kill Me +, +Swarm +, +Valmont's Whip +, +Frantic Sword +, +Kamikaze Outfit +, +Neon Outfit +, +Rapier +, +Donatello Outfit +, +Spite Sword +, +Frostbite +, +Adrenaline +, +Force Shield +, +Fisherman's Outfit +Blueprints from secret areas +Spite +, +Frenzy +Enemies & Traps +Enemies +Rancid Rats +, +Disgusting Worms +, +Kamikazes +, +Scorpions +, +Buzzcutters +, +Rampagers +, +Festering Zombies +Enemy tier +10-14 +Enemy health tier +13-18 +Wandering Elite chance +70% +Elite room chance +5% +Hazards +Toxic pools +Timed door +2:00 ( +Frenzy +blueprint) +BSC +Door Rewards +1 BSC +Treasure chest +The +Toxic Sewers +is a second level +biome +. The waters of these sewers are contaminated by a poisonous greenish substance that has oozed its way into the pipes. The pipes have decayed and have started rusting and cracking. Boxes of unknown origin litter these filthy tunnels, abandoned to rot. +Bars cut off some of the area, with the occasional vocal +occupant +. No prisoner has ever reached freedom through these sewers— the toxic atmosphere and revenants make sure of that. +General information +Access and exit +The +Vine Rune +is required to access this +biome +through the +Prisoners' Quarters +. +Four exits lead out of the Toxic Sewers: one takes the Beheaded back to the surface atop the +Ramparts +, the other leads further underground to the +Ancient Sewers +, the third leads to the +Corrupted Prison +, and the last leads to +Dracula's Castle (early) +RtC +. +Accessing the entrance to the +Ancient Sewers +requires the use of a Ram rune, and accessing the entrance to the +Corrupted Prison +requires the use of the Spider rune. No runes are required to access +Ramparts +or +Dracula's Castle (early) +RtC +. +The last exit leads to +Dracula's Castle (early) +RtC +, this exit is only available after defeating +Dracula +. +Teleportation rune +An Elite +Slasher +can be found here which drops the +Teleportation Rune +. It disappears after being defeated. +Level characteristics +Scrolls +The Toxic Sewers contains 3 scrolls, including 1 Power Scroll and 2 Dual-stat scrolls. Scrolls cannot spawn in areas requiring the Teleport, Ram or Spider runes. On (1+ +BSC +) there is a bonus Power scroll. When 3 +BSC +are active, this biome has 2 guaranteed +Scroll Fragments +, and when 4/5 +BSC +are active, this biome has 3 guaranteed +Scroll Fragments +. +Enemy tier and gear level scaling +Loot and shops +Main level +There is a 10% chance for a +Cursed chest +Boss Stem Cells rewards +1 +BSC +: Treasure chest +Exclusive blueprints +Secret areas +The blueprint for the mutation +Spite +can be found in the +Collector +transition area between the Prisoners' Quarters and the Toxic Sewers. +The blueprint for the mutation +Frenzy +can be found behind the 2 minute +timed door +in the same transition area. +Enemies +In the Toxic Sewers, you will find plenty of +Kamikazes +, +Disgusting Worms +, and +Scorpions +, which are the iconic enemies of this level. In addition, +Zombies +, +Undead Archers +, and +Grenadiers +dwell here. On higher difficulties, +Festering Zombies +and +Rampagers +make this stage even harder. The Toxic Sewers do not have any unique enemies. +In the table below, you will find which enemies are present in the Toxic 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. +Lore +Conjunctivius +A bloated body with tentacles and a trail of goop behind it. +Main article: +Conjunctivius +A series of lore rooms scattered around the Toxic Sewers and +Ancient Sewers +explain how Conjunctivius came to be. +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. +: +" +The body is all bloated... One of his arms changed into a tentacle. +" +" +It's as if the body had started to mutate! +" +Green goo trails from the body: +" +A viscous substance is oozing out of the body and across the floor... like a snail's trail. +" +Towards a small hole in the wall. +" +... the trail leads to the hole. +" +" +I don't know what it is, and I don't really want to know. +" +After this encounter, the +Beheaded +finds the same trail of green goo: +" +Nothing special here... +" +" +... except this strange substance on the ground again. +" +And an empty cocoon: +" +The trail leads to a sort of... giant cocoon. +" +" +All sorts of unspeakable horrors lived here. +" +" +It's really revolting. +" +" +... +" +" +I'm not feeling too fresh after that either. +" +" +... After all, who am I to pass judgement? +" +" +... I haven't even got a head. I don't even know where I come from. +" +" +Might this cocoon be the very symbol of our existence? +" +" +Futile, ephemeral? +" +" +Aren't we destined to adapt or die, in this ineffable loop we call life? +" +" +... +" +" +After all, what is life? And what about love? +" +" +An inexorable series of moments stolen along the way, at the dawn of... +" +" +Yeah, OK, boooooring! +" +Next to it, is a bigger hole in the wall, which was made by an adolescent Conjunctivius +: +" +The trail ends at this hole. +" +" +And it's one hell of a big hole. +" +Later, the Beheaded stumbles upon the trail of green goo near a corpse: +" +A body in prisoner's clothes. Maybe he tried to escape through the sewers? +" +" +...He's got lots of wounds but he doesn't seem to be infected. +" +" +Hmm... +" +" +Rest in peace. +" +The trail leads through a hidden passage, halfway that passage, the Beheaded stumbles upon some crates: +" +I don't quite get what these crates are doing here, but so be it. +" +The trail leads to the remains of a huge cocoon: +" +Whatever this thing is, it's pretty obvious that it... grew. +" +" +Or evolved. +" +" +Or mutated. +" +" +In any case, I've got a bad feeling about this. +" +And a gigantic hole, +carved by the adult Conjunctivius as she escaped: +" +That thing didn't waste any time getting out of here. +" +" +Must be a cute and cuddly little thing by now! +" +Finally, a message left by soldiers tells how difficult it was to chain Conjunctivius, likely an order of the +King +. +This explains why Conjunctivius is imprisoned in the +Insufferable Crypt +when the +Beheaded +arrives. +" +Looks like a warning message from a guard. +" +" +It's written in red so it must be important. +" +" +Make sure you don't miss your guard duty outside the MONSTER's room... +" +" +It wasn't easy to chain up. Wouldn't like to have to do it all over again! +" +Malaise +Main article: +Malaise +A pile of contaminated bodies in the putrid waters of the Toxic Sewers. +The Sewers seem crucial to the spread of the malaise, through its water supply system. For example, piles of contaminated bodies are found rotting in the sewer water. +The Beheaded questions if the bodies are responsible for the initial infection of the citizens, or they only helped spread the Malaise by contaminating the water network: +" +Some contaminated bodies leaked into the drainage lines... and that must have contaminated the whole water network. +" +" +But was the water contaminated before the first citizens fell ill? +" +" +Hmm... +" +" +Which came first, the chicken or the egg? +" +A giant broken door is found next to a soldier’s note warning not to open this door, lest the rats get out and spread the Malaise. The Beheaded remarks that it is unlikely rats made such a big hole, which implies something else was kept behind the door +: +" +Keep this door locked at all costs! If the rats get out, they will spread the Malaise! +" +" +Rats are always a prime suspect in times of illness +" +" +... +" +" +I don't know, I kind of like rats. +" +" +And I'd be surprised if it was rats that made a hole like that. +" +Additionally, the beheaded notes how the door was solid before being broke down: +" +It looked solid before it was broken down. +" +The corpse of Prisoner 236 is found close by; he presumably died while trying to escape: +" +Prisoner 236 +" +" +The body doesn't look contaminated. +" +" +But how did this prisoner end up here? +" +" +Another failed escape attempt! +" +Alchemist grimoires +Main article: +The Alchemist +In the Sewers and the +Ancient Sewers +, the Alchemist collected mold and mushroom samples for his experiments. +However, the growing numbers of revenants made his work increasingly difficult: +" +It is becoming increasingly difficult to collect mold samples in these sewers. +" +" +There are too many revenants. +" +Gollum and the Teleportation Rune +Main article: +Gollum +When the Beheaded first enters the Toxic Sewers, he meets an unnamed character (called "Gollum" in the game files, a reference to +The Lord of the Rings +) stuck behind bars who asks him to fetch "his" rune — heavily implying it does not truly belong to him: +" +HEY YOU! +" +" +Come here for a second! +" +" +A little slow... But you seem to understand what I'm saying... +" +" +I lost a ru.. I mean MY rune. So you see, I'm a little stuck... +" +" +And I NEED my rune, you see... +" +" +You wouldn't mind finding it for me, would you? +" +" +Ho ho! Thank you! It's somewhere around here in these sewers, on your side of these bars... +" +When the Beheaded kills the Elite Slasher who holds the rune, he later encounters the mysterious character again but refuses to return the rune. "Gollum" then warns the Beheaded will regret this and swears he will eventually get his rune "back": +" +Hey, over here! +" +" +I saw your fight. It was pretty impressive. +" +" +Did you...? Did you get it? +" +" +Excellent! Now give it to me! +" +" +I said... GIVE IT TO ME! +" +" +I knew it... You're just like all the rest... +" +" +You'll regret this... +" +A lore room full of teleportation monoliths can be found with his crushed corpse, putting a sad end to this story: +" +The tombstone dropped from the ceiling and... +" +" +Dammit! +" +" +I recognize this hand. +" +" +The poor guy couldn't escape fate. His lair became his tomb. +" +It's also explained why 'Gollum' wanted 'his' rune back: a teleportation monoliths leads to a treasure chest full of treasure, assumed belonging to 'gollum': +" +Hmm, I understand now why he wanted his rune back. +" +Due to a bug, the room continues to spawn in the biome even in future runs, regardless of the player obtaining the rune or not. +Gallery +Fully explored map of Toxic Sewers showing general generation of the level. +History +References +↑ +Spite Blueprint Sewers GIF +Gfycat +, 2018-08-22 +↑ +Sewers - Mutated tentacle body GIF +Gfycat +, 2018-08-27 +↑ +Old Sewers - Watcher cocoon GIF +Gfycat +, 2018-08-27 +↑ +Sewers - giant cocoon and hole GIF +Gfycat +, 2018-08-28 +↑ +Sewers - conjunctivius chaining GIF +Gfycat +, 2019-04-08 +↑ +Sewers - Contaminated bodies GIF +Gfycat +, 2018-08-18 +↑ +Sewers - don't let the "rats" out GIF +Gfycat +, 2018-08-27 +↑ +Sewers - Alchemist grimoire GIF +Gfycat +, 2018-08-22 +↑ +Sewers - gollum death GIF +Gfycat +, 2019-04-08 diff --git a/wiki_content/Training_Room.txt b/wiki_content/Training_Room.txt new file mode 100644 index 0000000000000000000000000000000000000000..b10b1610ba6f97e1d4bdc9231ac530028962d1e9 --- /dev/null +++ b/wiki_content/Training_Room.txt @@ -0,0 +1,67 @@ +URL: https://deadcells.wiki.gg/wiki/Training_Room + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: Version 3.4 has added changes the Training Room +The +Training Room +is used for players to to improve their fighting skill against +enemies +and +bosses +. +The Training Room can be entered after obtaining a key from the corpse of the +Tutorial Knight +after she has died. +Access +The door leading to the Training Room is located at the starting area inside the +Prisoners' Quarters +, next to the entrance to the +Tailor's +room and the +Doctor +. The door is locked and needs to be permanently unlocked via a key that can be found on the +Tutorial Knight's +corpse, which in turn is only accessible from their fourth total run and beyond. +Players who have already looted her corpse before update 2.5 will have the training room unlocked retroactively. +Entrance hall +The entrance hall is decorated with various trophies like weapons and slain monsters, none of which can currently be encountered in the game itself. There, the skeletal +Tutorial Knight +will explain some mechanics about the Training Room. +Further along there is a set of 3 tubes to allow selecting weapons and skills, with each tube corresponding to Brutality, Tactics and Survival, from left to right. Selecting a tube will bring up a list of all unlocked weapons and skills of that class, and locks to represent items that have not been found yet. The items can be altered in various ways, including changing the gear level, changing its quality, and making it colorless or legendary. Additionally, the player can choose their scrolls from a device to the right of the tubes, allowing them to be changed up to a maximum of 45. +Guillain +, wearing a unique getup, can also be found for mutation selection, and with no additional cost to the player when resetting selected mutations. +Beyond there is a big door that leads to the Combat Room for training against normal enemies. Further to the back there are doors leading to boss rooms to practice against them as well. +Combat Room +Inside the Combat Room is the +Ghost +, who will explain the mechanics of the room. There are various rooms, most accessed by teleporters, with enemy statues similar to those in the +Slumbering Sanctuary +. All enemies inside a room can be awakened by activating a lever. The enemies can also be changed to any enemy that has previously been encountered, excluding mini-bosses such as +Wardens +, +Mimics +, +Giant Ticks +or +Medusa +. There is also the option to choose biome presets, which changes the enemies to those of any biome which one has explored previously. +When enemies are killed, they will respawn as statues to be fought again. If the player dies, they will be sent back to the entrance hall. +Boss rooms +At the end of the Training Room there can be found doors leading to each of the bosses. The doors are arranged according to tiers, tier 1 bosses on the first floor, tier 2 bosses on the second, tier 3 bosses on the top floor, and tier 4 bosses behind a hidden hole to the right which can be rolled through. All doors are closed before the bosses have been encountered at least once. This allows for players to practice a boss without having to spend the time getting to it every time. +When entering a boss door, the player will arrive at the boss level as usual, with the +Tutorial Knight +nearby to motivate the player. Dying will return the player to the boss selection area without losing any of their equipped items or mutations. Boss dialogue and cutscenes are generally skipped when fighting within the Training Room. +Gallery +Entrance to the Training Room. +The trophies of slain monsters. +Tubes with random gear. +Ghostly friend +Slumbering mobs, altar for setting can be found in bottom left. +Area with doors leading to each of the bosses. +Guillain as seen inside the Training Room. +History diff --git a/wiki_content/Tranquility.txt b/wiki_content/Tranquility.txt new file mode 100644 index 0000000000000000000000000000000000000000..928d886437bc53c6418ab7f8117551400fa4a4b4 --- /dev/null +++ b/wiki_content/Tranquility.txt @@ -0,0 +1,40 @@ +URL: https://deadcells.wiki.gg/wiki/Tranquility + +Tranquility ++[25% base] damage if there are no enemies near you. +Internal name +P_NoMobAround +Scaling +Tranquility +is a +tactics +-scaling +mutation +which increases damage dealt when no enemy is close to the player. +Details +Special Effects: +Player deals +[25 base]% damage if there are no enemies in the radius of 5 tiles around. +Scaling: ++1% damage per Tactics stat +Notes +This mutation might be considered a direct counterpart to +Point Blank +, but unlike that mutation which only increases the damage dealt by ranged attacks and directly applied status effects, +Tranquility also increases the damage dealt by indirectly applied status effects, such as +toxic clouds +created by +Alchemic Carbine +, the +fire +spread on the ground by +Firebrands +, and all status effects created through affixes. +Tranquility also increases direct damage from melee weapons with sufficient range, such as +Valmont's Whip +and +Sewing Scissors +. +This mutation increases the damage dealt by +Barbed Tips +. +History diff --git a/wiki_content/Trap.txt b/wiki_content/Trap.txt new file mode 100644 index 0000000000000000000000000000000000000000..634da0fa26ad9e450e6f83b28574c221f1f46606 --- /dev/null +++ b/wiki_content/Trap.txt @@ -0,0 +1,19 @@ +URL: https://deadcells.wiki.gg/wiki/Trap + +This +disambiguation +page lists articles associated with the same title. If an +internal link +referred you here, you may wish to change the link to point directly to the intended article. +Trap +can designate two things in +Dead Cells +: +Deployable traps +, deployable +skills +provided to players. +Hazards +, a general class of +objects +designed to hinder the player. diff --git a/wiki_content/Tutorial_Knight.txt b/wiki_content/Tutorial_Knight.txt new file mode 100644 index 0000000000000000000000000000000000000000..cd864c5c74f2f56158c826833f687331bce9bc84 --- /dev/null +++ b/wiki_content/Tutorial_Knight.txt @@ -0,0 +1,221 @@ +URL: https://deadcells.wiki.gg/wiki/Tutorial_Knight + +Tutorial Knight +Alive +Undead +Location +In +Prisoners' Quarters +“ +Shouldn't you be on your way? +„ +Tutorial Knight +is an +NPC +in +Dead Cells +. She is the +Beheaded +'s first encounter at the start of the game, and gives him cryptic advice before sending him on his way. +She ends up being impaled by a long sword and her corpse can be found as soon as the player starts their 4th attempted run or a run after the player has completed a run. This allows the Beheaded to loot the +Broadsword +blueprint and the key to her +Training Room +off her corpse near the entrance to the +Promenade of the Condemned +. Later on, she is resurrected as a skeleton and appears in the Training Room, with a giant sword impaled across her ribcage, though her corpse strangely still remains by the level exit. +Tutorial Knight is one of the few beings on the Island who doesn’t see the Beheaded as a foe or client. It is currently unclear what her motivations are for helping him, if she has any at all. +Dialogue +First encounter +" +Aren't you the headless fellow that's been getting around? +" +The Beheaded gives her a thumbs up. +" +... +" +" +What's the matter? Cat got your tongue? +" +" +Ah yes, that's right... No tongue. +" +" +Anyway, it must be strange to be back from the dead... +" +The Beheaded shrugs. +" +I mean, surely you must have noticed? +" +Knight looks behind her for a moment. +" +You can no longer die. +" +" +I don't really understand it. +" +" +But you're not the first to find yourself in this situation, if that's what you want to know... +" +The Beheaded looks around, gesturing questioningly at his surroundings. +When talking to her again she simply urges you to move on. +" +Shouldn't you be on your way? +" +Second encounter +" +Back already? +" +" +Seems like you've been having a rough time of it... +" +The Beheaded denies it, waving his pointing hand is a sassy manner. +" +Have you noticed how things seem to change each time you pass through? +" +The Beheaded looks around him and shrugs. +" +One could get to thinking that the island is alive. +" +" +It's quite ridiculous, wouldn't you say? +" +When talking to her again she simply urges you to move on. +" +Shouldn't you be on your way? +" +Third encounter +" +Odd kind of place though, no matter how you look at it. +" +" +I imagine this will be a sight to behold when you and the Collector have lit all the flasks up. +" +The Beheaded gives her a thumbs up. +" +You're working on it, aren't you? +" +" +Obviously you're chipping away at it. +" +" +Like all the others... +" +The Beheaded gestures confused. +When talking to her again she simply urges you to move on. +" +Shouldn't you be on your way? +" +Fourth encounter +From the fourth run onward the Tutorial Knight is no longer at the start of the +Prisoners' Quarters +. +When you find your way to the entrance to the Promenade of the Condemned, you come across her corpse. +You can examine the body. +" +She's DEAD. +" +The Beheaded looks the other way. +" +And it's recent... +" +The Beheaded looks backs and gestures dismissively. He kicks the body and a gem and blueprint for the Broadsword drops from the body. +" +Oh... Look what I've found! +" +Further examination only prompts the Beheaded to say: +" +She's dead. +" +Runs made after Tutorial Knight's death will have her corpse age, and the Beheaded will now say one of two phrases: +" +Been dead for a while. +" +" +She's dead. +" +Training Room +When the player first enters the Training Room: +" +Oh hi there. I'm not dead anymore! +" +" +Welcome to my very own training room! +" +" +Just pick your gear, choose your mutations and go kill some enemies! +" +" +Behind the first door, you can fight any enemy you have already encountered. +" +" +There are also big doors at the back of the room, but I don't know where they lead... +" +When you talk to her again she repeats the explanation: +" +In case you forgot how my training room works... +" +When the player approaches her as they enter the training room on subsequent visits, she will say one of three random lines: +" +Hello again! +" +" +It's great to see you invested in your training! +" +" +No pain, no gain! +" +When the player first enters one of the boss rooms: +" +So this is where these doors lead! Neat! +" +" +I guess it works just like the other rooms, so go ahead and train all you want. +" +" +Are you still eager to practice? You're in the right place! +" +" +It's all about training here... Kill or die trying! +" +" +And maybe try again. +" +The last 3 lines are repeated when trying to to talk to her again in any boss room. +Upon entering boss rooms any subsequent times beyond the first, she will say one of three random lines: +" +And once again, don’t fear death. +" +" +Once more unto the breach I see? +" +" +Good training! +" +Lore +Not much is known about the Tutorial Knight. Her portrait can be seen at +High Peak Castle +, suggesting she is related to the King, or was a knight for the King. +It would also seem she knows the +Collector +, as evidenced by her dialogue. +Trivia +Tutorial Knight was developed and drawn by Motion Twin artist Gwen. +Tutorial Knight carries a +Broadsword +on her back and holds a +Beginner's Bow +in her hand. +Tutorial Knight was a male during the game's early access. +Gallery +The corpse of the Tutorial Knight, freshly murdered. The Beheaded seems unmoved. +The Tutorial Knight's corpse. +The Tutorial Knight's corpse after decaying. +The male Tutorial Knight from early access. +History +Footnotes +References +↑ +Tutorial Knight first encounter GIF +Gfycat +, 2018-08-15 diff --git a/wiki_content/Twin_Daggers.txt b/wiki_content/Twin_Daggers.txt new file mode 100644 index 0000000000000000000000000000000000000000..af1199f7b1e6698f0ed09682ae19f9fc2ec3d99d --- /dev/null +++ b/wiki_content/Twin_Daggers.txt @@ -0,0 +1,83 @@ +URL: https://deadcells.wiki.gg/wiki/Twin_Daggers + +Twin Daggers +Inflicts a +critical hit +on the 3rd consecutive strike. +Two daggers for the price of one. Slice and dice... guaranteed to please. +Internal name +DualDaggers +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.07 seconds +Base price +1800 +Damage +Base DPS +173 ( +257 +) +Base combo damage +275 +Base first hit +40 +Base second hit +55 +Base third hit +180 +The +Twin Daggers +are a sword-type +melee +weapon +which deal a +critical hit +on the third hit of each combo. +Details +Special Effects: +Always deals a high-damage +critical hit +on the third hit of each combo. +Breach Bonus +: +0.3 / 1.2 / 1.5 +Base Breach Damage: +52 / 121 / +450 +Base Breach DPS: +372 ( +582 +) +Combo Duration: +1.07 seconds +First Hit: +0.2 (0.2 + 0 + 0) +Second Hit: +0.25 (0.25 + 0 + 0) +Third Hit: +0.62 (0.37 + 0.25 + 0) +Tags: +UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Run Speed on Crit +"Increases your movement speed for 5 seconds after a +critical hit +." +Trivia +These are among the four single-slot weapons that use 2 weapons in their attack in the game, the others being the +Flashing Fans +TBS +, +Shrapnel Axes +, and the +Machete and Pistol +. +History +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. diff --git a/wiki_content/Undead_Archer.txt b/wiki_content/Undead_Archer.txt new file mode 100644 index 0000000000000000000000000000000000000000..4ca04c36210d8b4f68abb020d27757f7581cc802 --- /dev/null +++ b/wiki_content/Undead_Archer.txt @@ -0,0 +1,60 @@ +URL: https://deadcells.wiki.gg/wiki/Undead_Archer + +Undead Archer +Base health +60 +Location(s) +Clock Tower +, +Fractured Shrines +(0-3 BSC) +Prisoners' Quarters +, +Toxic Sewers +, +Prison Depths +, +Ramparts +, +High Peak Castle +(0 BSC) +Promenade of the Condemned +(Elite Guardian only) +Throne Room +(summoned by the Hand of the King) +The following information +contains spoilers +regarding the true ending of the game. Discretion is advised. +Observatory +(summoned by the boss) +Reward +Infantry Bow +(1.7%) +Ice Bow +(0.4%) +Bow and Endless Quiver +(0.03%) +Skeleton Outfit +(1.7%) +Undead Archers +are one of the first +enemies +the player encounters. They appear to be an animated skeleton wearing the clothing they died in. They are only present in decent quantities at the lowest difficulties. +Behavior +Upon spotting the player, it will fire an arrow at the player. If you are too close to it, it will do a backstep before firing. If it's cornered at a wall, it can teleport behind you instead. +Elite Archers have a small change to their attack patterns: they attack much faster and shoot 2 arrows at once, similar to the Demolisher. +Moveset +Fire arrow +Description: +Fires an arrow. +Can be blocked, parried, and dodge rolled. +The arrow can be avoided by crouching. +Strategy +Undead Archers are one of the easiest enemies in the game to deal with. Their only attack has a very slow startup and travels slowly, giving you plenty of time to dodge, block, or interrupt them. In most cases, running up to them past other enemies and killing them first is sufficient. +Trivia +In the earliest stages of development, Undead Archer behaves like an Inquisitor. +In previous versions of the game their attack cannot be avoided by dodge rolling. +Although the Undead Archer never appears directly in the animated release trailer, the audio of them firing arrows is heard and an actual arrow is seen. +Gallery +Concept art for Undead Archer. +History diff --git a/wiki_content/Undying_Shores.txt b/wiki_content/Undying_Shores.txt new file mode 100644 index 0000000000000000000000000000000000000000..33301d8ceca9468a4e32c462c1afb2a7a51d2fc1 --- /dev/null +++ b/wiki_content/Undying_Shores.txt @@ -0,0 +1,573 @@ +URL: https://deadcells.wiki.gg/wiki/Undying_Shores + +No one really knows what the habitants of the Undying Shores were accused of. After all, "crimes against the crown" can mean many things. +Apostates were respected healers before the King chased them from the island. In spite of their medical advancements, some found their methods unpalatable. +Knowledge progresses much faster without moral constraints. Apostates have become very knowledgeable. +The most senior of the King’s medical advisors was put to death. No one knows exactly why, some say he failed the King, some say he was caught robbing graves. +This hideout was used by smugglers before it served as an escape from the King’s wrath. The smugglers were rather disgruntled by the development of events. +Beyond their gruesome but physical experiments, the Apostates seem to have been tampering with some of the more ancient artefacts present on the coast of the Island. +Even before the Malaise outbreak really took hold on the Island, there were rumors of strange experiments and sightings of vile creatures close to the Shores. +Who said the dead were useless? +Undying Shores +Stage # +5 +Soundtrack +Undying Shores +Normal +Hard +Very Hard +Expert +Nightmare/Hell +Previous biome(s) +Fractured Shrines +FF +, +Stilt Village +, +Graveyard +Next biome(s) +Mausoleum +FF +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Gear level +VI +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Ferryman's Lantern +, +Apostate Outfit +, +Lightning Rods +, +Almost-Yourself Outfit +, +Fire Grenade +, +Magnetic Grenade +, +Knife Dance +, +Oiled Sword +Blueprints from secret areas +Cocoon +Enemies & Traps +Enemies +Apostates +, +Failed Homunculi +, +Compulsive Gravediggers +, +Clumsy Swordsmen +, +Dastardly Archers +, +Grenadiers +, +Bats +Enemy tier +19-23 +Enemy health tier +Base +Wandering Elite chance +100% +Hazards +Pits +Previous biome(s) +Fractured Shrines +FF +, +Stilt Village +, +Graveyard +Next biome(s) +Mausoleum +FF +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Gear level +VI +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Ferryman's Lantern +, +Apostate Outfit +, +Lightning Rods +, +Almost-Yourself Outfit +, +Fire Grenade +, +Magnetic Grenade +, +Knife Dance +, +Oiled Sword +, +Great Owl of War +Blueprints from secret areas +Cocoon +Enemies & Traps +Enemies +Apostates +, +Failed Homunculi +, +Compulsive Gravediggers +, +Clumsy Swordsmen +, +Dastardly Archers +, +Grenadiers +, +Bats +, +Knife Throwers +Enemy tier +22-25 +Enemy health tier +20-22 +Wandering Elite chance +100% +Hazards +Pits +Previous biome(s) +Fractured Shrines +FF +, +Stilt Village +, +Graveyard +Next biome(s) +Mausoleum +FF +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Gear level +VI +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Ferryman's Lantern +, +Apostate Outfit +, +Lightning Rods +, +Almost-Yourself Outfit +, +Fire Grenade +, +Magnetic Grenade +, +Oiled Sword +, +Great Owl of War +Blueprints from secret areas +Cocoon +Enemies & Traps +Enemies +Apostates +, +Failed Homunculi +, +Compulsive Gravediggers +, +Clumsy Swordsmen +, +Dastardly Archers +, +Grenadiers +, +Bats +, +Knife Throwers +, +Slammers +Enemy tier +23-26 +Enemy health tier +26-29 +Wandering Elite chance +100% +Hazards +Pits +Previous biome(s) +Fractured Shrines +FF +, +Stilt Village +, +Graveyard +Next biome(s) +Mausoleum +FF +Scrolls +4 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +3 +Gear level +VII +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Ferryman's Lantern +, +Apostate Outfit +, +Lightning Rods +, +Almost-Yourself Outfit +, +Fire Grenade +, +Magnetic Grenade +, +Great Owl of War +, +Adrenaline +Blueprints from secret areas +Cocoon +Enemies & Traps +Enemies +Apostates +, +Failed Homunculi +, +Compulsive Gravediggers +, +Clumsy Swordsmen +, +Dastardly Archers +, +Grenadiers +, +Knife Throwers +, +Slammers +, +Rampagers +Enemy tier +25-28 +Enemy health tier +30-33 +Wandering Elite chance +100% +Hazards +Pits +Previous biome(s) +Fractured Shrines +FF +, +Stilt Village +, +Graveyard +Next biome(s) +Mausoleum +FF +Scrolls +5 Scrolls of Power, 2 Dual Scrolls +Scroll Fragments +4 +Gear level +IX +Cursed chest chance +10% +Runes and Blueprints +Blueprints from enemies +Ferryman's Lantern +, +Apostate Outfit +, +Lightning Rods +, +Almost-Yourself Outfit +, +Fire Grenade +, +Magnetic Grenade +, +Great Owl of War +, +Adrenaline +, +Berserker +Blueprints from secret areas +Cocoon +Enemies & Traps +Enemies +Apostates +, +Failed Homunculi +, +Compulsive Gravediggers +, +Clumsy Swordsmen +, +Dastardly Archers +, +Grenadiers +, +Knife Throwers +, +Slammers +, +Rampagers +, +Failed Experiments +Enemy tier +29-32 +Enemy health tier +32-36 +Wandering Elite chance +100% +Hazards +Pits +The +Undying Shores +is a fifth level +biome +exclusive to the +Fatal Falls DLC +. It is home to what was once a secretive group of necromancers known as the Apostates, which have now succumbed to the Malaise just like the rest of the Island, yet the horrific results of their experiments still continue to live on. +General information +Access and exit +Can be entered from the +Fractured Shrines +, +Graveyard +and +Stilt Village +and exits to the +Mausoleum +. In order to enter the Undying Shores from the +Fractured Shrines +for the first time, one must be wearing the +Cultist Outfit +to open the door. Afterwards, the biome will remain permanently accessible. The blueprint can be looted from any of the cultist corpses lying around the +Fractured Shrines +, but it can also be equipped immediately if you possess one of the corpses with the +Homunculus Rune +. +Level characteristics +Scrolls +The Undying Shores contains 6 scrolls, including 4 Scrolls of Power Scroll and 2 Dual Scrolls. On 4+ +BSC +there is a bonus Scroll of Power. When 3 +Boss Stem Cells +are active, this biome has 3 guaranteed +Scroll Fragments +, and when 4/5 +Boss Stem Cells +are active, this biome has 4 guaranteed +Scroll Fragments +. +Enemy tier and gear level scaling +In the table below, you will find the gear level and enemy tier of the Undying Shores based on difficulty. +Loot and shops +Main level +2 guaranteed Weapon/Skill shops +1 guaranteed +treasure chest +A guaranteed Cell vat +Exclusive blueprints +Secret areas +Rune doors +Flags with runes +In the biome there can be found a set of three doors with glowing symbols above them. One of them will open into a room containing the +Cocoon +blueprint. The runes hinting at the correct door combination are found throughout the biome on small violet tapestries. The other two doors are fake. If you attempt to open a fake door, all three doors will be locked for the remainder of the run. +Enemy blueprints +The blueprints for the +Ferryman's Lantern +and +Apostate Outfit +are dropped by +Apostates +and the blueprints for the +Lightning Rods +and +Almost-Yourself Outfit +are dropped by +Failed Homunculi +. +Enemies +In the undying Shores, there are 5 unique enemies: +Apostates +, +Failed Homunculi +, +Compulsive Gravediggers +, +Clumsy Swordsmen +and +Dastardly Archers +. +This biome has a unique feature where specific enemies from biomes that were previously visited during the current run will appear within the Undying Shores. Below is a list of what enemies will spawn depending on what biomes were visited: +Jerkshrooms +TBS +(visited +Dilapidated Arboretum +TBS +) +Runners +(visited +Promenade of the Condemned +) +Rancid Rats +(visited +Toxic Sewers +) +Harpies +RtC +(visited +Castle's Outskirts +RtC +) +Slashers +(visited +Prison Depths +) +Toxic Miasmas +(visited +Corrupted Prison +) +Buzzcutters +(visited +Ramparts +) +Disgusting Worms +(visited +Ancient Sewers +) +Spawners +(visited +Ossuary +) +Blowgunners +TBS +(visited +Morass of the Banished +TBS +) +Buers +RtC +(visited +Dracula's Castle +RtC +) +Cold Blooded Guardians +FF +(visited +Fractured Shrines +FF +) +Catchers +(visited +Graveyard +) +Festering Zombies +(visited +Stilt Village +) +Agitated Pickpockets +(visited +The Bank +) +In the table below, you will find which enemies are present in the Undying Shores 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. +Lore +Alchemist grimoire +A desk can be found with research notes. +" +The Apostates' research on death and cellular decay were far more advanced than what I've seen elsewhere.... +" +" +They seem to endure better than the rest of the island. +" +" +We shared knowledge, and they handed me some precious samples. There may be another way to endure the Malaise... +" +Inside the same room, a cell vat can be found. The Beheaded will comment on it if inspected. +" +This feels uncomfortably familiar... +" +Boat +Behind a door there can be found a boat abandoned halfway through construction. +" +Wooden boats. They wanted to flee. +" +" +Why did some stay? +" +Cell vat room +Behind a door, a giant room can be found with huge cell vats spread over three levels. Some are broken, some contain human remains, and some are filled with a mysterious liquid and a Cell. At the top level there is a desk on which a skull rests. In the background, plans can be seen that contain the symbol of the Beheaded, hinting to the fact that the Beheaded was created by the Apostates. Upon inspecting the skull, the Beheaded says the following: +" +Seems oddly familiar." +Bench with a letter +A letter can be found next to a bench overlooking the Lighthouse. +" +The Apostates didn't fare any better than the rest of us. +" +" +Moments of consciousness are becoming rarer and shorter... I won't make it to the Lighthouse. +" +" +Maybe I'll find a decent place to rest down there +" +" +...? +" +A soldier's remains +In a room with a desk, there is a skeleton laying on said desk, next to some weapons and pieces of armor. A note next to the desk reads: +" +The Apostates fled when they saw us approach... The King is right, they must be behind that sickness! +" +" +I'm staying here with a few of my men while the others are going back to the Castle, with all the Apostates' scrolls and books that we could gather. +" +" +Maybe the Alchemist can find a remedy in there? +" +Apostate torture room +In a room, three apostates can be found dead. One on a table of sorts struck with arrows. Another on the floor. And another hung by a chain and slashed in the chest : +" +I hate those guys! And it seems someone else really did too... +" +" +I hope I never meet them! +" +And lastly, one hanged by a chain with slashes on it's body in a broken vat: +" +Whoever made that mess wasn't too fond of the experiments being done here. +" +The ones who killed the Apostates might had been the Servants (Shot, Crushed, Slashed). The Beheaded can interact with the door to said room. Doing so, he will comment something isn't right: +" +Hey! +" +" +I didn't break that door! +" +" +... +" +" +Something's not right... +" +Gallery +Alchemist grimoire and cell vat. +Unfinished boat. +Glowing vats containing cells. +Desk with a skull. +Bench overlooking the lighthouse. +The soldier's remains. +Apostate torture room. +History diff --git a/wiki_content/Valmont's_Whip.txt b/wiki_content/Valmont's_Whip.txt new file mode 100644 index 0000000000000000000000000000000000000000..1bc472e2602ebcfd98a1a7b77b1b07d1b4387588 --- /dev/null +++ b/wiki_content/Valmont's_Whip.txt @@ -0,0 +1,106 @@ +URL: https://deadcells.wiki.gg/wiki/Valmont%27s_Whip + +Valmont's Whip +Ignores shields. Inflicts a +critical hit +if the tip of the whip strikes the enemy. +Popularized by the well-dressed Baron Valmont du Cul. +Internal name +Whip +Type +Melee Weapon +Scaling +Combo rate +One hit every 0.55 seconds +Base price +1800 +Damage +Base DPS +109 ( +305 +) +Base hit +60 ( +168 +) +Blueprint +Location +Drops from +Disgusting Worms +Drop chance +0.4% +Unlock cost +20 +Valmont's Whip +is a +melee +weapon +, which ignores shields and deals a +critical hit +when hitting an enemy with the tip. +Details +Special Effects: +This weapon's attacks ignore the shields of enemies like +Shieldbearers +and +Thornies +. +Deals 2.8x damage ( +305 +base +critical +DPS) to any enemy at the center of the whip's crack. +Breach Bonus +: +0 +Base Breach Damage: +60 ( +168 +) +Base Breach DPS: +109 ( +305 +) +Attack Duration: +0.55 seconds +Charge: +0.3 +Lock: +0.1 +Cooldown: +0.25 +Legendary Version: +Forced +Affix +: Mega Crit +" +Critical hits ++50% damage." +Synergies +The mutation +Tranquility +can boost the damage of Valmont's Whip's +crits +despite it being a melee weapon thanks to its high range. +Spartan Sandals +knocks back enemies just enough for easy +crits +with Valmont’s Whip. +Trivia +Valmont's Whip is a reference to the Vampire Killer whip owned by the Belmont Clan in the Castlevania game series. +Previously, the legendary version of this weapon was called ‘Belmont’s Whip’ internally. +It is also a reference to Valmont, the composer of the game's soundtrack. +While having one of these +Simon Outfit +RtC +, +Richter Outfit +RtC +, +Trevor Outfit +RtC +equipped, this weapon has a different skin and icon. +In this state, it will look like +Morning Star +. +History diff --git a/wiki_content/Vampire_Bat.txt b/wiki_content/Vampire_Bat.txt new file mode 100644 index 0000000000000000000000000000000000000000..6ef35954a5ffb7f7a724a48a3cb8201b76c0cb9c --- /dev/null +++ b/wiki_content/Vampire_Bat.txt @@ -0,0 +1,31 @@ +URL: https://deadcells.wiki.gg/wiki/Vampire_Bat + +Vampire Bat +Base health +1 +Location(s) +Castle's Outskirts +Reward +Bat Volley +(1.7%) +Vampire Bats +are an enemy added in the +Return to Castlevania DLC +. +Behavior +Flies around until it finds an opening, at which point it will charge directly at you. +Moveset +Dash +Description: +Charges up and dashes towards the player. +Can be blocked, parried, and dodge rolled. +Strategy +Use ranged attack to kill from distance. +Any AoE weapon/skill will kill it quickly from a distance. +Notes +The Vampire Bat acts in the same way as the +Bat +, and just serves as a replacement in the +Return to Castlevania DLC +biomes. +History diff --git a/wiki_content/Vampire_Killer.txt b/wiki_content/Vampire_Killer.txt new file mode 100644 index 0000000000000000000000000000000000000000..99db929fcb6aadc85766ef8627e1d8d457dbdf97 --- /dev/null +++ b/wiki_content/Vampire_Killer.txt @@ -0,0 +1,197 @@ +URL: https://deadcells.wiki.gg/wiki/Vampire_Killer + +Vampire Killer +The mythical weapon of the Belmont clan! Ignores shields. Deals +critical damage +to +burning +enemies. Enemies killed by this weapon +burn +the ground under them. +Internal name +VampireKiller +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.60 seconds +Base price +2000 +Damage +Base DPS +141 ( +378 +) +Base combo damage +225 ( +604 +) +Base first hit +55 ( +143 +) +Base second hit +75 ( +195 +) +Base third hit +95 ( +266 +) +Blueprint +Location +Drops from +Dracula - Final Form +(1st kill) +Drop chance +100% +Unlock cost +50 +The +Vampire Killer +is a sword-type +melee +weapon +added in the +Return to Castlevania DLC +. It fires off far-reaching melee attacks that bypass shields, inflict critical hits to burning enemies and generates flames on the spot upon getting a kill. +Details +Special Effects: +This weapon's attacks ignore the shields of enemies like +Shieldbearers +and +Thornies +. +Inflicts +critical damage +to +burning +enemies. +Enemies killed leave a pool of +flames +at their feet. +flames +deal 30 DPS of +fire damage +for 4 seconds. +Breach Bonus +: +-0.3 / 0.3 / 0.6 +Base Breach Damage: +38.5 ( +100 +) / 97.5 ( +254 +) / 152 ( +426 +) +Base Breach DPS: +156 ( +421 +) +Combo Duration: +1.6 seconds +First Hit: +0.65 (0.3 + 0.1 + 0.25) +Second Hit: +0.5 (0.4 + 0.1 + 0) +Third Hit: +0.7 (0.6 + 0.1 + 0) +Tags: +InstantBlueprint, Fire +Legendary Version: +Forced +Affix +: +root +on Hit +" +Root +the enemy for 1.2 sec" +Synergies +As this weapon spreads fire anything that creates oil is a great choice. +Items like +Oil Grenade +to spread +Oil +, create +Blue Fire +and deal damage as well. +Affixes +like +Oil +, +Oil +on Use, +Oil +Deploy, Dive Attack +Oil +, +Oil +on Kill, +Oil +( +Infantry Grenade +) +Affixes +that make weapons and skills deal extra damage on burning enemies like +Fire +Damage, +Blue Fire +Damage. +Due to +critical +condition, works exeptionally well with anything that creates fire +Works well with the +Fire Grenade +, +Flamethrower Turret +, +Firebrands +or the +Holy Water +Benefits from fire-related minor +Affixes +like +Fire Shield +, +Dive Attack Fire +, +Fire on Use/Stop/Destroy +, +Death Fire +There are also a few Major +Affixes +, that work well with Vampire Killer like +Fire Bullet +, +Oil and Fire on Use +, +Fire Feet/Dodge +Can also benefit from synergy with legendary +Vorpan +and +Panchaku +due to their fire-related affix (Fire on hit) +Notes +First and second hit of the whip are fast, while the third one is slow. +Weapon has an unusually long range both vertically and horizontally and can be used in biomes with flying enemies for good results. +It's the +Leather Whip +version of the +Vampire Killer +from the Castlevania series. +The +Morning Star +versions of this weapon are the +Morning Star +and the +Valmont's Whip +when the +Simon Outfit +, +Trevor Outfit +or +Richter Outfit +is equipped. +History diff --git a/wiki_content/Vampirism.txt b/wiki_content/Vampirism.txt new file mode 100644 index 0000000000000000000000000000000000000000..dd736e475e912e4d2ad98eb1707063229f7d3422 --- /dev/null +++ b/wiki_content/Vampirism.txt @@ -0,0 +1,151 @@ +URL: https://deadcells.wiki.gg/wiki/Vampirism + +Vampirism +Sacrifices [40% base] of your maximum health to recover 2% of your HP per melee attack and a speed boost for 10 seconds. +Internal name +LeechBuff +Type +Power +Scaling +Recharge +30 seconds +Duration +10 seconds +Base price +1500 +Blueprint +Location +Drops from +Inquisitors +Drop chance +0.4% +Unlock cost +80 +Vampirism +is a +power +skill +which that consumes a portion of player's health in exchange for a leech effect of player's melee attacks and a speed boost for 10 seconds. +Details +Special Effects: +Upon usage, player loses an amount of health equals [40% base, 20% max] max health. For 10 seconds, the player's movement speed is increased by 20%, and all of their melee hits heal 2% max health. +Heavy melee weapons (which have the "Cannot be interrupted by an enemy's attack" +affix +) heal 4% max health instead. +The healing effect has a cooldown of 0.25 seconds. +Tags: +NoDamage, Heal +Legendary Version: +Forced +Affix +: Eternal Hunger +"Extends the effect by 2 seconds upon killing an enemy." +Synergies +Vampirism provides a speed buff, allowing the +Swift Sword +to deal critical damage. +Vampirism provides a speed buff, allowing for healing from the +Frenzy +mutation, which stacks with the healing provided by vampirism itself. +Notes +The skill cannot be activated if the player is at 0% max health. +Due to not actually having the "Has Duration" tag, this skill cannot receive the extended duration +affix +. +Melee attacks that aren't dealt by weapons, such as the +dive attack +or the +Phaser +skill will heal the player for 2% of their maximum health while this skill is active. +Projectiles fired by items classified as melee weapons will not provide healing from vampirism, such as +Rhythm n' Bouzouki +TBS +,s third repeated attack, +Wrecking Ball +TQatS +'s third (The throw) and fourth (The recall) attacks, the +Maw of the Deep +TQatS +'s third attack, and the falling stars summoned by +Starfury +. +Strategies +Since vampirism heals the player per successful melee attack and is independent of damage, it is worth choosing faster, less burst oriented melee weapons such as +Panchaku +, +Abyssal Trident +TQatS +, and +Balanced Blade +. +The power +Pollo Power +does rapid melee attacks, allowing for great healing with vampirism. +Note that vampirism must be activated before pollo power, as activating pollo power will prohibit the player from using vampirism. +Despite not being mentioned in the item's description, heavy weapons (Weapons tagged "HeavyWeapon" in the source files) heal 4% of the player's max HP instead of 2%. This is to mitigate the HP loss that would otherwise be caused by the lesser speed of these weapons. The fastest, and therefore the best heavy weapons to heal with vampirism are +Death's Scythe +RtC +Iron Staff +FF +, +Ferryman's Lantern +FF +, +Shovel +, and +Nutcracker +. +In +biomes +, much of the player's time may be spent seeking after +enemies +, this will waste vampirism's active period. And so without further planning, vampirism is generally only effective when fighting bosses. +Bosses that have periods of invincibility, such as +The Hand of the King +and +Mama Tick +TBS +can waste vampirism's active period. +Using off color weapons (Using +Panchaku +when survival is the highest stat, or using +Death's Scythe +RtC +when brutality is the highest stat.) makes it possible to land the most strikes without dealing lethal damage, removing the need to seek out multiple enemies. +Striking multiple +enemies +with the same attack counts as landing multiple melee attacks, so bringing multiple +enemies +close to each other by getting them to chase you (Most easily done on four +Boss Stem Cell ++, when most enemies can teleport) will allow for great healing. +This is most easily done when playing survival, as +Tonic +can be used to more safely deal with mobs of enemies. +Because the damage output and status effects caused by +Ice Grenade +, +Frost Blast +, and +Ice Armor +RotG +only scale with survival, they are more efficient for this task when playing brutality. +Because the damage increase and status effects caused by the power +Smoke Bomb +TBS +do not scale with survival, it is more efficient for this task when playing survival. +Possible Affixes +Minor Affixes: +Colorless (on legendary, on first time completing the blueprint, or through custom mode) +Oil on use (weight 40) +Poison on use (weight 30) +Fire on use (Weight 30) +Ammo Retrieval (weight 20) +Lightning AOE (weight 2) +Major Affixes: +Oil and Fire on use (weight 30) +Arrow Salve (weight 20) +Global Shield on use (weight 7) +Forced Legendary Affix: +Eternal Hunger +History diff --git a/wiki_content/Velocity.txt b/wiki_content/Velocity.txt new file mode 100644 index 0000000000000000000000000000000000000000..db883dad7096306ddc217975810490b82efbaa79 --- /dev/null +++ b/wiki_content/Velocity.txt @@ -0,0 +1,36 @@ +URL: https://deadcells.wiki.gg/wiki/Velocity + +Velocity +Running speed duration bonus (for kill combo) multiplied by 3. +Internal name +P_SpeedBuff +Scaling +Colorless +Blueprint +Location +Drops from +The Time Keeper +(5th kill) +Unlock cost +50 +Velocity +is a colorless +mutation +which triples the speed buff duration from gaining a +kill combo +. +Details +Scroll Cap: +None +Special Effects: +The speed buff of kill combo lasts for 30 seconds instead of the usual 10 seconds. +Scaling: +None +Notes +Synergises well with +Swift Sword +which does critical hits when having a speed boost. +This fully stacks with the Gotta Go Fast +aspect +, making the speed buff last 60 seconds. +History diff --git a/wiki_content/Vengeance.txt b/wiki_content/Vengeance.txt new file mode 100644 index 0000000000000000000000000000000000000000..4b46f4e0b0e0ee1b67083a5f5bf93289decf8189 --- /dev/null +++ b/wiki_content/Vengeance.txt @@ -0,0 +1,22 @@ +URL: https://deadcells.wiki.gg/wiki/Vengeance + +Vengeance ++[60% base] damage dealt for 8 seconds and -30% damage taken for 3 seconds after taking damage. +Internal name +P_DmgRevenge +Scaling +Vengeance +is a +brutality +-scaling +mutation +which increases damage dealt for 8 seconds, and reduces damage taken for only 3 seconds, after taking damage. +Details +Special Effects: +After taking damage, the player receives 30% less damage for 3 seconds and deals more damage by a percentage for 8 seconds. +Scaling: +0.6 + 0.01 × (Stat - 1) +damage dealt +Notes +Damage is added at most once every 0.2 seconds. +History diff --git a/wiki_content/Version_0.0.txt b/wiki_content/Version_0.0.txt new file mode 100644 index 0000000000000000000000000000000000000000..1875a1ec8ce05ed43682eaac5f52405d2181c70d --- /dev/null +++ b/wiki_content/Version_0.0.txt @@ -0,0 +1,80 @@ +URL: https://deadcells.wiki.gg/wiki/Version_0.0 + +Version 0.0 +Early Access Vanilla +Release date +10th of May 2017 +Version history +• +All versions +Version 0.0 +, now referred to as +Early Access Vanilla +by the Legacy Update, is the first public build of +Dead Cells +that was released on the 10th of May 2017 to PC. +Contents +11 levels - Each with a variation of enemies, design and ambience. +20 monsters - More in fact, but there will be plenty of ways for you to die. +50 items - Tons of weapon, active skills, traps, amulets and so on to experiment with! +1 fluid fun combat system - dodge or parry enemy attacks then strike! +Hours and hours of gameplay - anywhere from 10 to 30 hours or more depending on your skill level. +Gallery +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Reveal trailer +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Teaser trailer +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Early access launch trailer 1 +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Early access launch trailer 2 +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Vlog 1 - Gameplay footage +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Vlog 2 - Procedural generation +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Vlog 3 - Language mods, support, etc +References +↑ +Dead Cells hits Early Access on May 10th 2017! +Steam blog post +, 2017-04-19 +↑ +Dead Cells is AVAILABLE NOW! Hype hype hype! +Steam blog post +, 2017-05-10 diff --git a/wiki_content/Version_0.1.txt b/wiki_content/Version_0.1.txt new file mode 100644 index 0000000000000000000000000000000000000000..48d9b5da1ca253a17768daa6ebb34c5f5feda309 --- /dev/null +++ b/wiki_content/Version_0.1.txt @@ -0,0 +1,130 @@ +URL: https://deadcells.wiki.gg/wiki/Version_0.1 + +Version 0.1 +Elemental Update +Release date +13th of June 2017 +Version history +• +All versions +Version 0.1 +, officially the +Elemental Update +, is a major update to +Dead Cells +that was released on the 13th of June 2017 to PC. +The Elemental Update focused on gameplay and the feeling of weapons and items. It also substantially changed how fire and oil were treated. +Important features +New elemental gameplay! For example, Fire & Oil have been totally redone. You can now put oil on the ground, put it on fire and watch your enemies die in awful ways. Or maybe will you appreciate the new interactions between electricity and water? For science! +Community suggestion: +New weapons, including mace, torches, spear etc. +Community suggestion: +New active skills, including Ceil Turret or Vampirism. +Added many new affixes that will change weapons, active skills & talisman gameplay, including many new elemental affixes (like leaving a toxic cloud when dodging). +Community suggestion: +Shield gameplay buffed! If you have a shield equiped and get hit by anything, you will be granted a temporary global force field. This means that equiping a Shield now allow you to have a much more efficient defensive gameplay style: you basically can't be chain-hit by multiple enemies. This change affects all existing shields. Also, we fixed a bug that prevented you from using a shield to block multiple attacks. Now, if you're good enough and do it in proper timing, you can now block ANY number of successive attacks coming at you. +A mysterious door has appeared in the Prison Cells +Community suggestion: +Statistics! Track your progress and some other funny counters. We will add more gradually. +Community suggestion: +Achievements! There are awesome. Like statistics, we will add more with the next updates. +Turrets and most deployable traps (like Meat Grinder) now require you to be at medium range to operate. If you go too far away, they will simply not work until you get closer again. +Dead Cells is the first game that allows you to pick your food diet. Be it carnivorous, vegetarian, frugivore or monstrous. Go check the game options. +2 new enemies have been added ( +Thorny +and +Festering Zombie +) +A mysterious character has been added in sewer depths +Shops will sometime have a special "deal" on one item: this means higher quality loot but also more expensive. +Community suggestion: +We added support for Steam Workshop mods related to translations +Balancing +We added many extra teleporters to sewers levels +Oil sword & oil bomb now put oil on the ground +Community suggestion: +Your rolls can now break doors +Community suggestion: +We fixed many minor ergonomic issues you won't probably notice with ladders (faster to grab from the top, easier to leave when jumping from the top etc.) +Community suggestion: +Active skills can now be used as "cancels" (eg. you can cancel a Broad sword attack by throwing a Grenade) +Firethrower turret & flame thrower now put ground on fire +You can now electrify mobs standing in water +Community suggestion: +The freeze blast is now 50% faster to use, which makes it much more efficient in most combat situation! +All grenades generated by item affixes now explode much faster. +Improved auto-aim on some weapons like Throwing knives (eg. higher priority on elites/bosses) +Community suggestion: +Ice bow now freezes all enemies around the hit target. It also has 4 ammo instead of 3 +Community suggestion: +Blocking an arrow with the Greed Shield will now drop a golden arrow. +Community suggestion: +Hook skill is now slightly faster and the Stun effect last twice longer +Community suggestion: +Crossbow now has 15 ammo +All the bosses can now see you even if you are invisible +Stun grenade now lasts less time and deals less damage +Ice grenade lasts longer and deals more damage +Lightning whip range has been slightly reduced +Fire now deals more damage if the target is covered with Oil +Community suggestion: +All timed doors now have much more interesting loots behind +Better challenge portal rewards +Community suggestion: +Cursed chests loots has been improved +The rally effect (healings on counter attacks) is now less effective if you have a global force field active on you. +Community suggestion: +Grenades you repel using a shield will now inflict damage to enemies (aka. Tennis mode) +Shocker enemy now properly announces its area of effect +We changed the ways the cells were distributed in game to ensure a better balance between different levels. +Rapier now deals less damage than the Assassin dagger (crit and non-crit). It also has a shorter crit window. +We balanced all blueprint costs (everything is a little more expensive) +Assault shield now has a much more powerful dash effect. It can also break doors. +The rusty sword has been nerfed to be rustier than OP. +Hook skill now adds an extra damage bonus on hooked enemies. +The spear is now twice faster to use and has a small dash effect +Meat grinder now inflicts Bleeding (more cheese pleeaaaase) +Bear trap now deploys 3 traps per use! +Level design +More rooms added to add variety in runs (especially in Prison Cells) +Graphics & UI +Graphic improvements in Fog Fjord and Prison Courtyard +Fix Texts +New skin for Merchants : each shop (standard, weapons, heal) now has a proper skin +Z doors are now more visible in Fog Fjord (Stilt Village) +Improve challenge message (can be skipped, and it has a better location) +New art for vine ladders +New skin for the Scribe, we suggest you to talk to him :) +Map improvements : added feedback for timed doors and rune path locations +Bug fixes +Items dropped by the Collector right before the final boss now have a correct Quality Level +Dropped items should no longer block a door or an exit +Phaser skill can no longer receive damage related affixes +Dual daggers should no longer force you to jump from a platform if you use them near a cliff. +Shield mobs should no longer hit you from behind +You can no longer cancel a shield cooldown using another shield +Shield effects triggered by blocking an attack will no longer trigger when attacks are blocked by something else *(like a global forcefield) +The game timer now runs when you leave the flask room +The broadsword should now drop again properly +You cannot heal anymore by swapping items that add +1 LIFE +You cannot reset your cooldowns anymore by swapping items in your inventory +Tentacles won't be stuck any longer in ground +You can't anymore exploit the mega jump (shooting during a double jump) +Phazer damage bonus now applies to the first close combat attack dealt by the player. +Items unlocked in late game now appears in flasks (in prison cells) +Grenade from grenader can't bump you anymore during cinematic +All DOTs are removed when you change level (and go through secret portal) +Dead Cells executable is now signed. It should reduce antivirus false positives. +References +↑ +Elemental +Official patch notes +, 2017-05-31 +↑ +The Elemental Update is here! + Patchnotes: #19 v242c2bea +Steam blog post +, 2017-05-31 +↑ +The Elemental update is live for everyone! +Steam blog post +, 2017-06-13 diff --git a/wiki_content/Version_0.2.txt b/wiki_content/Version_0.2.txt new file mode 100644 index 0000000000000000000000000000000000000000..8ebe90ba707ff7d240c43d82e990591fe520f6cc --- /dev/null +++ b/wiki_content/Version_0.2.txt @@ -0,0 +1,171 @@ +URL: https://deadcells.wiki.gg/wiki/Version_0.2 + +Version 0.2 +Hello Darkness My old Friend Update +Release date +29th of June 2017 +Version history +• +All versions +Version 0.2 +, officially the +Hello Darkness My Old Friend Update +, is a major update to +Dead Cells +that was released on the 29th of June 2017 to PC. +This update added a new gameplay mechanic called +The Darkness +, new weapons and a new biome - the +Forgotten Sepulcher +, which can be found in the +Ossuary +. +Important features +The levels organization has been vastly changed: Ancient Sewers cannot be reached anymore from the Promenade, while Ossuary leads to... well. Let's call these, "new places". A few other changes happened to the loot balance pretty much everywhere. +Explore a whole new area located right after the Ossuary... Hope you don't fear darkness. +2 new enemy types! We can't spoil you too much about them, but we really look forward to them killing you. +New gameplay mechanic: the Darkness. Stay for too long into it and you're dead. +New weapons, including +Hayabusa boots +, or +High velocity crossbow +! +A mysterious door has appeared in the Prison Cells +All shops now contain 5 items instead of 4. +Added option to deactivate Steam Cloud, including an optional transfer of files between local only and Steam cloud. +Community suggestion: +If a Workshop mod is available for your language, it is now automatically installed. +Community suggestion: +We know you LOVE the shocker enemy from the Ossuary, so we doubled their frequency. Oh. Wait. No, we actually divided their frequency by 2. And we made sure their positionning was much more balanced. +Version 0.2.1 +Installed workshop mods are now automatically update. +Version 0.2.1 +We removed the Shield breach mechanic completely. If your Strength was too low, your shield could be "breached" by high level enemies. This is no longer the case, allowing new combinations like using a shield efficiently with a Skill based build. This is meant to be tested and balanced with a future shield update. +Version 0.2.2 +The "Super deal" mechanic of shops has been changed (you know, when you see an item in a shop with a large green banner behind it). A super deal is now an item that has a guaranteed tier+1 affix on it, which STACKS with all its regular other affixes. A tier+1 affix is one that augments Health, Weapon or Skill. +Version 0.2.3 +Balancing +The amount of cells you can drop have been balanced everywhere. Gold drops also have been adjusted. +The Quickbow now only requires 2 arrows to grant criticals instead of 3. +The shovel attacks much more quickly. +Shocker mob from Ossuary can be frozen. +The broadsword can now hit enemies behind you. +Community suggestion: +The Frantic Sword has been totally rebalanced. Regarding damage, it now stands right between light weapons and heavy ones. +Community suggestion: +The Spiteful Sword has been redone: it still deals critical blows after getting hit by an enemy, but it's now faster and the third strike has been replaced a kick that stuns the enemy. Which is much more fun. +Community suggestion: +The Sadist sword is now a dagger: it deals a critical blow if the victim is either bleeding, poisoned or burning. +The long bow (sniper) is now faster. +Community suggestion: +We nerfed the free forcefield duration you get when you have a shield equiped. We plan another update (but later) on shields gameplay, so this nerf is more like a "hotfix". +Community suggestion: +The Tonic now heals twice more and grants a global shield when used. +Community suggestion: +Reduce Shield of the Behemoth when is changing phase. +Added extra treasures behind the Timed door in Ossuary, for those who are fast enough to get them, of course. +Version 0.2.1 +Vampirism skill duration has been balanced. +Version 0.2.2 +Elite mobs now only drop weapons & talismans. +Version 0.2.2 +Community suggestion: +Hard levels like Ossuary now have better cell drops. +Version 0.2.2 +Standard mobs should now have very low chance to drop an equipment item (weapon or skill) but much higher chance to drop large gems. +Version 0.2.2 +Changed the way scrolls are spread in levels. Most shops should now have 1 scroll for sale. +Version 0.2.3 +The ossuary difficulty has been slightly adjusted. +Version 0.2.3 +Removed all cells from cursed chests, they were replaced by Tier+1 scroll. +Version 0.2.4 +Community suggestion: +Adjusted Tier+1 Scrolls quantities in all levels to ensure each path has a better risk/reward balance. +Version 0.2.4 +Community suggestion: +The Valmont whip that ignores shields now also ignore the Thorny spikes damage. +Version 0.2.5 +Fire bomb has a longer cooldown. +Version 0.2.5 +Adjusted grenades cooldowns (+/- 1 sec). +Version 0.2.5 +Community suggestion: +Balanced Frost blast diminishing efficiency (it should now work better on bosses). +Version 0.2.8 +Level design +Community suggestion: +Added many teleporters in levels that lacked. +Added new variations to "The promenade of the condemned". +Added a disclaimer sign before entering Ossuary using the hard way (from Prison Cells). +Version 0.2.2 +Added a shop between Prison Cells and Ossuary. +Version 0.2.2 +Community suggestion: +Fixed some levels with annoying ledge grabbing issues. +Version 0.2.2 +Added new rooms in Ossuary. +Version 0.2.4 +Added new rooms to Prison Cells. +Version 0.2.4 +Added new special ladders in Fog Fjord to unlock shortcuts to large house roofs. +Version 0.2.4 +Changed a few rooms in Cemetery. +Version 0.2.5 +Added 2 new hidden do... oh. No sorry, we can't talk about that yet. +Version 0.2.5 +Fixed a rare Promenade level design issue. +Version 0.2.8 +Graphics & UI +Graphic improvements in the Graveyard (cemetery). +Community suggestion: +You can now zoom and scroll the minimap using keyboard. +Updated the Knockback Shield animation. +Version 0.2.3 +Updated minor teleporters in Cemetery crypts. +Version 0.2.4 +Implemented a new stairs climb animation used in most exit doors. +Version 0.2.5 +Chains are now more visible in Ossuary. +Version 0.2.5 +Bug fixes +Fixed some aiming issues with the Lightning bolt. +Assault shield is not blocked anymore by small breakable props in the background. +Incomplete One AoE cannot be blocked by shields anymore. +Community suggestion: +The screen shifted to the right when the key 9 was pressed. +Fixed an exploit than allowed to roll through a solid wall using roll + jump down (yeah, I'm looking at you speed runners ;). +Community suggestion: +Fix Boss Counting (Stats). +Community suggestion: +Fix Pirate Chief anim when thawn. +Community suggestion: +The game now receives gamepad inputs when it does not have focus. +Version 0.2.2 +The Sewer Creature cinematic will no longer start if you are falling or dodging. +Version 0.2.2 +The Rapier should now crit properly when you also hit some background props during a fight. +Version 0.2.3 +Fixed shield affixes that triggered when protected by a global force field. +Version 0.2.3 +Fixed Slasher mob name. The new spinning guy is now... a Spinner. We're not running for academy award on this one. +Version 0.2.5 +Fixed "+300% dmg on parry" shield affix. It should now work as expected and won't apply anymore to the shield parry damage. +Version 0.2.8 +Assault Shield should no longer hit doors from different floors. +Version 0.2.8 +Fixed a translation error that read "+75% dmg on stunned target" instead of "+75% dmg on slowed down target". +Version 0.2.8 +References +↑ +Hello Darkness my old friend +Official patch notes +, 2017-06-22 +↑ +Update 2: "Hello darkness my old friend..." +Steam blog post +, 2017-06-22 +↑ +The "Hello Darkness" update is live for everyone! +Steam blog post +, 2017-06-29 diff --git a/wiki_content/Version_0.3.txt b/wiki_content/Version_0.3.txt new file mode 100644 index 0000000000000000000000000000000000000000..5eaf981ba4801b8b288af0d729b727e22fd95b73 --- /dev/null +++ b/wiki_content/Version_0.3.txt @@ -0,0 +1,100 @@ +URL: https://deadcells.wiki.gg/wiki/Version_0.3 + +Version 0.3 +Who's Your Daily Update +Release date +17th of August 2017 +Version history +• +All versions +Version 0.3 +, officially the +Who's Your Daily Update +, is a major update to +Dead Cells +that was released on the 17th of August 2017 to PC. +Important features +Added the "Daily run" mode! Same level & loots for everyone, changing every day. You can try as many times as you want to rank up: only your best score is kept in the leaderboard. +A new ability is available at the Collector booth. It allows you to sell items lying on the ground and you don't want! Just long-press the "pick-up" button of your controller when in front of a useless item. It will be destroyed and turned into gold. This ability works on most weapons, active skills, talismans and food items. +Community suggestion +| Gold keeping has been completely rebalanced. Instead of "keep X% of your gold upon death", the new upgrade now allows you to "keep at max X gold upon death". It goes from keeping 3k gold up to 15k gold. +Added new achievements ! +Speed combo: if you kill enemies quickly enough, you will be granted a temporary run speed boost. Keep killing enemies to maintain this advantage! +Many many minor ergonomic changes have been made to the hero movements to make your undead life easier (see below for more details). We fixed and adjusted many small things like: ladder transition speed, jump through thin platforms, hard to "grab" platforms etc. +Added the Items Altar : there is 2 items, but you can choose only one! Version 0.3.6 +Added 2 new weapon blueprints and 1 new active skill blueprint as rewards for Daily Runs you complete (that is killing the boss). You can only get rewards once a day. The first reward is given on the first time you beat the Daily Run, the second one the fifth time and the last one the when you beat your tenth Daily Run. Version 0.3.9 +Daily Run: Some items are now forbidden. You need to unlock them in the normal mode to use them in Daily Run mode. +Important note: we have plans to give you ways to "re-lock" items you have unlocked but don't want to see in normal mode, but it won't come before Update 4. Also, we'll also make sure that insanely rare drops are not a thing in Dead Cells: this drop system balance will also make it to the Update 4. Version 0.3.9 +Community suggestion +| If you have unlocked one of the 3 "Random weapon" upgrades, you will now be able to find the good' old rusty start weapons hidden somewhere inside the flask room. Just in case you need them for, like, an achievement. Version 0.3.10 +Added experimental DirectX support (available on beta branch only). Version 0.3.10 +Balancing +The run timer is now paused when you are in a challenge room +You can now exit a ladder from the top faster by rolling on last second (see: http://gph.is/2tx5NQk ) +Community suggestion +| It's now a little "harder" to grab ladders on-the-fly when playing with the sticks on a gamepad. This means that you need to move your stick further to UP or DOWN to grab a ladders, so it's not possible anymore to grab a ladder using LEFT+UP for example. This should reduce accidental ladder grabs during combats. +You should find precious gems a little more often on mobs. +The dive attack should now allow you to jump through thin platforms in relevant situations. Before this change, you may have sometime "missed" your dive attack when you tried to use it and jump through a thin platform at the same time (resulting in a very short dive attack on the spot). +Balanced Impaler spear damage (1st strike is more powerful, 2nd strike is a little bit less) +Fixed some situations where it was "difficult" to jump through a thin platform using double jumps. +Add some anticipation for the Watcher "bullet hell" attack +Community suggestion +| Repeater Crossbow is now an automatic weapon: you can keep your attack key pressed to shoot arrows. Its charge time is also twice faster and its damage have been balanced. Version 0.3.2 +The Mechanical Spider grenade damage have been reduced. Version 0.3.2 +The way the hero life scales has been slightly changed (you get +48% extra life each time you pick +1 LIFE, instead of +41%). Version 0.3.2 +The Crusher active skill blueprint is now a Common drop, and not a Rare one anymore. Version 0.3.10 +Level design +Enemies should no longer start in toxic in sewers (they can still fall it though) +Added many new variations to Promenade level design +We removed tons of useless ladders from the game (ie. ladders leading to platforms you could easily jump on). Note this should also reduce a lot issues like "accidentally grabbing ladders while trying to avoid this two gren.. omg omg NO NO NOOOO fuuuuuuuuuuuuu*" +Added new variations to Sewers level design +Added new variations for rooms that require Vine or Rub-rub runes +Changed the design of the large crypt in the Graveyard +Graphics & UI +Added an option (in Misc settings) to automatically cancel your dodge before falling from a platform. This won't trigger if you start your roll when you're close from the cliff. +Updated the collector exit door +Added extra particles to some heavy weapons, 'cause they are heavy you know +New skin for the grenadier (ennemy and bombs) +The Vine ladder is now more visible and readable +The mini-shop has been updated and Guillain, a new NPC, has been added +The level name will no longer display on Title Screen +Community suggestion +| Key mapping for next/previous is now configurable +New skin for the Runner ennemy +Community suggestion +| Added option for fullscreen mode (fullscreen or borderless) Version 0.3.2 +Added the seed to the large Map view (it will be useful to us when you screenshot impossible or problematic levels) Version 0.3.2 +Added infos about save slots in menu (last change date, etc.) Version 0.3.6 +Improved performance in Promenade of the Condemned and Graveyard Version 0.3.6 +Performance improvement of the fog rendering Version 0.3.7 +Improved performance of camera zoom Version 0.3.8 +Added a feedback to indicate when your speed buff is about to disappear. Version 0.3.9 +Added Japanese version. Version 0.3.11 +Music & SFX +Add Portal closing SFX +New musics for the weapon and food shops +Bug fixes +The Incomplete One will no longer hit you if he's frozen while jumping +Fixed an infinite lock that could occur during some cinematics (like "running against a wall forever"). +Fixed a few rare "null access" crashes +Fixed a bug that made enemy grenades disappear in walls. +Fixed some issues with "bouncing" items Version 0.3.2 +Renamed the French version of the Flying Biter mob. Version 0.3.2 +Blueprints can no longer be stuck in a wall. Version 0.3.3 +Pirate bombs can longer be triggered by throwing kunais on it or by dropping a turret in front of them. Version 0.3.5 +Added support for DualShock 4 controller connected via the Sony USB Wireless adaptor Version 0.3.6 +If you crouch or stand while using a bow or a crossbow, your character should animate accordingly. Version 0.3.7 +We fixed a rare bug that could make enemies appear suddenly on screen, like if they were teleporting to abnormal positions. Version 0.3.9 +References +↑ +Who's your daily? +Official patch notes +, 2017-07-27 +↑ +Update 3: "Who's your Daily!?" + Patch notes. +Steam blog post +, 2017-07-27 +↑ +Who’s gonna be the king of Dead Cells’ leaderboards? Update 3: "Who's your Daily!?" is live! +Steam blog post +, 2017-08-17 diff --git a/wiki_content/Version_0.4.txt b/wiki_content/Version_0.4.txt new file mode 100644 index 0000000000000000000000000000000000000000..fc05cb4ddc133d8d01a679daa35cf7499dda74a5 --- /dev/null +++ b/wiki_content/Version_0.4.txt @@ -0,0 +1,144 @@ +URL: https://deadcells.wiki.gg/wiki/Version_0.4 + +Version 0.4 +Brutal Update +Release date +14th of November 2017 +Version history +• +All versions +Version 0.4 +, officially the +Brutal Update +, is a major update to +Dead Cells +that was released on the 14th of November 2017 to PC. +Important features +The world has changed. +We're now preparing the final form of the game. Most levels have been updated to reflect this, including their difficulty, or their location on the world map. +The +Beholder +boss is now a mid-game boss, while the +Assassin +new boss becomes the final encounter. Note that the current game ending still isn't the final one: we plan to add the real game nemesis in a later update. +2 new biomes +have been added: the infamous +Clock Tower +and the mysterious +Slumbering Sanctuary +. Both include new enemies and loots. +The old tier system (ie. Strength/Skills/Health) has been replaced by Brutality / Tactic / Survival. +Brutality (red): +includes all +weapons +(except shields) +Tactic (purple): +include all +active skills +Survival (green): +include all +shields +Some items (weapons or skills) are +Dual colors +, which means they can rely on 2 different stats, and use the +highest value +. +You may also encounter random +Colorless +items: these ones will always use your best stat. +Here are the effects of these new 3 stats when you augment them: +Brutality (red) +: raise all red items damage, add +18% life +Tactic (purple) +: raise all purple items damage, reduce all active cooldowns +Survival (green) +: raise all green items damage, add +40% life +Your level-up decisions are much more important than ever. +The way item stats/affixes are generated has been changed: +based on their level, all +offensive +items (ie. item that deals damage) now have a "Damage +X%" stat, while all +non-offensive +items (ie. all other items) now have a "All damage received -X%" stat. +"Tier +1" affixes on Weapons and Skills are now only found from very specific sources (Treasures or shops) and are to be considered rare. +Talismans +have a guaranteed "Tier +1/+2/+3", on item level III or more. +The Collector can no longer upgrade items using Cells +. For now, his only role is to unlock new content. +A whole new upgrade mechanic will come back in the next update, which should come shortly after this one! +A new special grenade can be unlocked at the collector (it will then appear in the Prison Cells). It allows you to hunt specific blueprints when the RNG is not being nice to you. Throw it on a mob that has unknown blueprints on him, fight him and right before killing it, use your grenade extracting ability to get your blueprint. No one said it would be easy. +All Cursed treasures now drop +Colorless +items. Right now, it's the only way to get this kind of item. +(Community suggestion) You can now ask for specific +item categories +in Shops (like bows, or melee weapons) and +reroll +shop content if what you see is not interesting to you. However, these options are upgrades you have to buy using cells at the Collector. +(Community suggestion) New Shield gameplay! You can now hold any shield as long as you want! If you hold a shield, a specific amount of damage received will be absorbed (around 75% for most shields). If you short-press and don't hold your shield, you'll attempt a PARRY. Like before, this technique allows you to negate all damage received, as well as most of the negative side effects of being hit (like being repelled). A successful parry is now a critical hit. It's a risk-reward mechanic: hold and take a small amount of damage, or try a full Parry with the risk of missing. +(Community suggestion) You can now reflect enemy arrows using any shield! The amount of damage you deal depends on your Survival tier. +10 new items, including weapons, shields and active skills! +4 new enemy types! +A Castlevania inspired diet has been added in your game options :) +Balancing +(Community suggestion) Ammo stuck in a mob will now drop automatically after a few seconds, even if you don't kill him. It's still always faster to kill the enemy directly or use a grenade with the proper affix, but this should avoid stucked situations with "bow only" builds. +(Community suggestion) The Tonic is now an item that can be refilled using Healing Fountains, so you can now use your tonic once per level. It can also be used even if your health is full. More "consumable active skills" will probably come later. +(Community suggestion) All bows now have a slight auto-aim. They still shoot horizontally, but it's MUCH easier to shoot small enemies or mobs standing on lower platforms. +The Electric Whip is now a cool weapon again: its damage has been buffed up. +Horizontal turret and Ceil turret now have 1.5x longer range +The game timer is now paused when visiting Shops, Treasure rooms or Cursed Treasure rooms. +The Decoy active skill now explodes after a short time, dealing lots of damage to all nearby enemies. +Teleporting is now blocked if the caster is rooted (applies to some teleporting mobs or to the Phasing skill). +The Biter Swarm worms are now much much more resistant (like 10x stronger). The active skill cooldown has also been reduced. +(Community suggestion) The Toxic Cloud skill is now twice faster to cast. +(Community suggestion) The amount of HP recovered through the Rally Effect (the HP you recover when attacking immediately after being hit) is now capped. This cap can be raised by augmenting your Survival tier. +The Phazer skill now buffs the next attack, even if it's not a melee attack. +The Frost Blast weapon now inflicts lots of damage if the target is not frozen when it hits (it deals 0 damage if the target is already frozen). +Corrupted Power now adds extra damage instead of adding a fixed percentage. This extra damage is now scaled with the Tactic tier. +(Community suggestion) Food items now restore a fixed percentage of your max HP. +The Phazer enemy is now a little bit faster. It's melee attack hitbox has also fixed. +Enemy grenades you repel with a shield do way more damage to enemies. +The Quick Bow deals a little extra damage. +Quick Bow now behaves like an autofire weapon (like the Repeater Crossbow). You can hold fire button to shoot quickly. +New shield affix: better damage absorption +New shield affix: bullet absorption +Sturdy shield: stun duration is now twice longer on successful Parry. +Knockback shield: the bumping effect is now much more powerful on successful Parry. +Force shield: the force field now only triggers on a successful Parry. It also lasts much longer. +Blood shield: the bleeding only affects the blocked victim when holding the shield. It affects all nearby enemies on a successful Parry. +Spiked shield: inflicts much more damage. +The dash shield has been adapted to the new gameplay, including some balancing and minor bugfixes. +Situations where the player was standing on the edge of a platform and got bumped away off a platform by walking/idling enemies should now occur more rarely. +Level design +New rooms added for all levels +All rooms have been reworked for "WallGrab" et "StompJump" mechanics +Graphics & UI +Graphic improvements for all biomes (fog, particules...). +The "sewer depths" now have a corrupted skin. +The "Zombie-Worm" in "The old sewers" now has its very own skin. +The "Zombie-Fly" in "The Graveyard" now has its very own skin. +Fixed incorrect damage displayed on shield tips. +You can see now the number of monsters left to kill during Challenge. +The HUD has been updated regarding the new Brutality / Tactic / Survival system (still work in progress) +Some weapon and skill icons has been updated +Bug fixes +Fixed a bug that cancelled shield bearer mobs attacks when they jumped away from the player. +Throwing a grenade in the middle of a Fly pack will now deal damage to all flies in the group. +Blocking an arrow using a global shield no longer bumps the archer mob +Blood Shield should now properly trigger on parried ranged attacks +Incomplete One shockwave attack can no longer be parried using a shield +(Community suggestion) Cells dropped from cell shrines are always automatically picked up, even if you run away. +Aura of Laceration no longer make you float for 1 sec when activated +References +↑ +Brutal Update +Official patch notes +, 2017-11-02 +↑ +Beta available: Update four is ready for bug testing. +Steam blog post +, 2017-11-02 +↑ +Brutal Update is Live... The Race is ON! + Patchnotes and More upcoming changes. +Steam blog post +, 2017-11-14 diff --git a/wiki_content/Version_0.5.txt b/wiki_content/Version_0.5.txt new file mode 100644 index 0000000000000000000000000000000000000000..f2cac864de259991625aadc64a2bdab5be69b54d --- /dev/null +++ b/wiki_content/Version_0.5.txt @@ -0,0 +1,153 @@ +URL: https://deadcells.wiki.gg/wiki/Version_0.5 + +Version 0.5 +The Foundry Update +Release date +22nd of December 2017 +Version history +• +All versions +Version 0.5 +, officially +The Foundry Update +, is a major update to +Dead Cells +that was released on the 22nd of December 2017 to PC. +Important features +The leveling system has been updated and deeply re-balanced. The old secondary bonuses have been moved to the new Mutations mechanics. Points invested on tiers will now have the following effects: +Brutality : +15% damage on red items (mostly close combat weapons), +50% health +Tactics : +15% damage on violet items (mostly ranged weapons & skills), +50% health +Survival : +15% damage on green items (mostly heavy weapons & shields), +50% health +The health bonus gets smaller as you keep investing on a single stat. +Example: "1st Brutality tier gives +50% health, 2nd one gives +45%, 3rd one gives +40%, and so on until 0%. But if you decide to start investing on another stat, you start again at +50% health." +You can gain Mutations between each level, stacking up to 3 of them. These Mutations allow you to customize the extra bonuses you get from points invested in Brutality, Tactics or Survival. The philosophy here is to give the player ways to specialize and experiment. +A mutation can be: +scaled on a specific tier (brutality, tactics or survival), like: " ++X HP when killing an enemy +", " ++X DPS when enemies are far away +", or " ++X DPS for 2 seconds after a kill +". The mutation will get more powerful as you invest points in the related tier. +generic (ie. not scaled), like: " +All bows ammo x2 +", " +Longer rally effect duration +" or " +Longer speed buff duration +". +Here are the concepts behind each tier: +Brutality mutations specialize on melee combat and damage buffs +Tactics mutations specialize on ranged & skills buffs +Survival mutations specialize on shields and healing from new sources (like leeching life from killed enemies). +You can re-specialize between levels if you need to (like, before a boss-fight), but this costs gold. +Community suggestion +| All ranged weapons are now Tactics weapons first (some are dual-color). +Balanced all mobs damage and life. The concept here is: "mono-tiered builds are glass canons (lots of damage, almost no resistance), 2-tiers builds are balanced, 3-tiers build are resistant but weak". +It's now possible to drop level-up scrolls from random mobs. Such mobs have a yellow star above their head for you to spot them. +Community suggestion +| It's no longer possible to one-shot a cursed door. +Most shields bugs should now be fixed (ie. shield capacity not triggering on parry, or parry not dealing crit damage). You shouldn't be control-locked anymore after a successful parry. +All shields parry window have been reduced slightly. +Enemy grenade repelling using a shield should now work all the time, even when the grenade is standing still on the ground. +Boss Runes can now be obtained from... well, bosses. Use these nasty little things in the Prisoner's Cells at the beginning of the game to make the whole game harder! Higher difficulty means more powerful mobs, less Healing Fountains (down to 0 on hardest mode, so please to get hit too much) and more cell drops. Also, each may area of the game may see other specific changes based on your difficulty setting, like new mob types in a level etc. Version 0.5.3 +The Foundry is now open! It can only be accessed if you activated the Incomplete One Boss Rune. The Foundry will then appear after each boss fight. +It allows you to invest your Cells to upgrade any item you've unlocked. Each upgrade will give the item a permanent "Tier +1" affix (which depends on the item) and extra base power. For example, upgrading the Broad Sword once will add a permanent "Brutality +1" on it, and it will have more base affixes and more overall power! +As the Foundry is only accessible after specific levels in the game, you'll have to keep your cells with you instead of investing them with the Collector... Version 0.5.3 +We fixed incorrect HP values displayed in the window that shows up when you pick a scroll. Previously, successive scrolls would give +50% HP, +45% HP, +40% HP etc. Fixed display now shows +50% HP, +30% HP, +21% HP etc. Don't worry: the "new" HP values may seem lower BUT the actual gameplay values were not changed at all. We only fixed an incorrect display. Version 0.5.11 +Community suggestion +| Hunter's Grenade can now transmute enemies even if they don't have an Elite version. In such a case, they turn into Elite Zombies. Version 0.5.11 +Community suggestion +| Hunter's Grenade now extracts a relevant blueprint from the target enemy if you already carry other blueprints in your bag. Version 0.5.11 +Balancing +Slightly balanced the Rally effect +Ice bow now shoots much faster and the freeze effect lasts longer +Ice crossbow has longer casting time +The long bow crit distance is slightly shorter. +Double damage affix changed: x2 damage dealt, x3 damage received +Quad damage affix changed: x4 damage dealt, x4 damage received +Force shield now has a diminishing return mechanics when used a single mob (ie. a boss) +Electric whip is now a ranged weapon +The Hokuto bow mark now propagates to all nearby mobs when the victim is killed. +Community suggestion +| Gold nuggets now only require 1 hit to be destroyed. +Buried mobs now raise more quickly. +Fixed the orange slime hitbox when using Rapier +The double bow bullet physics is now the same as other bows. +Killing trash mobs no longer reduce Curse counter Version 0.5.1 +Timed doors rewards now include generic level-up Scrolls instead of single stat Scrolls. Version 0.5.3 +Updated all timed-doors timings Version 0.5.3 +Elite Archer now a twice longer shoot range Version 0.5.3 +Cell treasures should now contain more cells in advanced levels Version 0.5.5 +Balanced the spiked boots damage. It now deals weak damage by default, except when you crit (ie. when you hit an enemy preparing an attack). We also added a more complex sequence of kicks to this weapon. Version 0.5.8 +Updated the wrenching whip Version 0.5.10 +Community suggestion +| Ice bow can no longer have "shoot arrow behind" affix Version 0.5.10 +Meat Grinder and Heavy Grenade are now Brutality skills too in addition of Tactics Version 0.5.11 +Quad damage affix now makes items more expensive Version 0.5.12 +Cursed sword can no longer get quad damage affix Version 0.5.12 +Community suggestion +| Active skills can now receive Double damage affix Version 0.5.12 +Level design +Rooms improved and new rooms added for the Vine, Teleport, Stomp and WallJump Runes. +Prison Depths is now a much smaller level +Added extra map information for all Cemetery doors +Added many minor secret area everywhere. +Rooms added in Fog Fjord Version 0.5.3 +Secrets in walls should no longer be too close from each others Version 0.5.3 +Balanced Sepulcher content Version 0.5.5 +Fixed timed door position in Sewers (should always be quite close from the entrance) Version 0.5.5 +Added many teleporters to Fog Fjord Version 0.5.5 +Added some teleporters to Toxic Sewers Version 0.5.5 +Added some teleporters to Old Sewers Version 0.5.5 +Rooms added in the "Promenade of the Condemned" and "Graveyard" levels Version 0.5.10 +Secrets in walls should no longer be right near another one Version 0.5.12 +Graphics & UI +Dead leaves added in the "Promenade of the condemned" +Fixed a motion sickness issue in Sepulcher +Updated the ceiling turret skin +Added mutations icons +Standard turret design and icon +New Golem's visual special effects +The weapon shop and its merchant now have their proper skin +New Character/Pause UI. All the informations has been split in 3 screens now : Options, Equipment & Inventory. We added some information too (mutations, play time, etc...) Version 0.5.1 +Cannibal grenade skin has been updated Version 0.5.3 +Fixed shop rerolls overlapping shop items Version 0.5.6 +Community suggestion | Healing fountain animation is now slightly faster Version 0.5.10 +Updated wall run animation (work in progress) Version 0.5.10 +Fixed flipped item icons Version 0.5.12 +Music & SFX +Many sounds have been updated Version 0.5.3 +Bug fixes +Food should no longer have random affixes +Scrolls should no longer drop on teleporters +Fixed many visual issues with the Crusher skill. +Fixed the "dodge + use shield" exploit +Being hit by the Darkness from Sepulchre should no longer block the climbing mechanics. +Using stomp attack on Shield bearers should no longer create strange camera issues. +Fixed the skip of the Knight NPC +Fixed no longer infinite slam on Pirate Chief +Fixed duplicate items in Prisonner Cells when you have "Random start weapon" upgrades Version 0.5.6 +Fixed Dualshock 4 controller detected but not working on OpenGL version Version 0.5.6 +You cannot grab anymore a cliff when there are spikes on the side of this cliff. Version 0.5.8 +Fixed dialog texts not disappearing when crossing doors Version 0.5.10 +It's no longer possible to throw grenades through walls Version 0.5.12 +Prevented Teleporters from opening too early in specific conditions Version 0.5.12 +Fixed timed doors wrong message Version 0.5.12 +References +↑ +The Foundry Update +Official patch notes +, 2017-12-01 +↑ +Updated scroll system and tons of balance changes on the new Alpha Branch +Steam blog post +, 2017-12-01 +↑ +The Foundry Update enters beta today +Steam blog post +, 2017-12-15 +↑ +Update 5: The Foundry Update is live for everyone on Steam! +Steam blog post +, 2017-12-22 diff --git a/wiki_content/Version_0.6.txt b/wiki_content/Version_0.6.txt new file mode 100644 index 0000000000000000000000000000000000000000..7e9562d42b46d424998963a2e431c11cb35c7dc2 --- /dev/null +++ b/wiki_content/Version_0.6.txt @@ -0,0 +1,125 @@ +URL: https://deadcells.wiki.gg/wiki/Version_0.6 + +Version 0.6 +The Hand of the King Update +Release date +6th of March 2018 +Version history +• +All versions +Version 0.6 +, officially +The Hand of the King Update +, is a major update to +Dead Cells +that was released on the 6th of March 2018 to PC. +Important features +The Castle is a whole new level for you to explore, and die into. +A new final boss is now waiting for you at the end of the game. Be prepared for an epic battle! Note: "final" doesn't mean last boss fight planned in Dead Cells ;) +All grenades items are now Brutality items first. Some of them can be dual-colored with Tactics or Survival. +Community suggestion +| The hero HP scaling has been balanced. Points invested in Survival give more HP than points in Brutality, and these ones give more HP than points in Tactics. It's not a huge difference, but the idea is to make sure that Survival builds have a little bit more HP than Tactics for example. +Community suggestion +| Dodging no longer cancels your weapon chained-attacks. For example, with a Broad Sword, this means that you can use the first 2 attack sequences from this weapon, roll, then use the 3rd attack sequence (the heaviest attack). +Added new weapons & active skills, just because we could. +Added a 4th difficulty level (using the new 4th boss cell): "Nightmare". You get more cells but enemies are of course stronger. You don't have any healing flask refill AT ALL in this mode. Version 0.6.1 +All the Boss Cells now only drop from the final boss! You get the 1st one when killing him for the first time. The 2nd one can be dropped from him in "Hard" difficulty level. The 3rd one is dropped in "Very hard" difficulty level and the last one in "Extreme" difficulty level. Version 0.6.1 +Community suggestion +| The Fog Fjord level-design has been updated. The level is now almost two times smaller, the axe thrower mob has been removed, you will encounter less worms (but still a lot more than anywhere else) and its content has been updated (shops & treasures). Finally, worms have less HP now and their attack speed has been adjusted. Version 0.6.1 +Community suggestion +| The Graveyard level design has been updated: the level is now almost two times shorter, teleporters locations are now more useful and less frequent and its content has been balanced (shops & treasures). Version 0.6.1 +Community suggestion +| The Sepulchre level design has been updated: the level is now shorter and its content has been balanced (nice treasures). Version 0.6.1 +The Ossuary has been updated: the level is now slightly shorter. Version 0.6.1 +The Slumbering Sanctuary has been updated: it now contains different mobs at higher difficulty levels. Version 0.6.1 +Community suggestion +| Extreme (3rd) and Nightmare (4th) difficulties now feature higher quality items. Version 0.6.2 +Community suggestion +| The Wrenching Whip now deals a critical strike on last hit, but this last hit is now a kick instead of a whip attack. Its attack sequence is now also much faster. Version 0.6.3 +Balancing +The Crusher skill is now Tactics/Survival instead of Tactics/Brutality +Heavy Turret is no longer a Survival skill. +Community suggestion +| Golem can't teleport anymore you if you are invisible +The Hokuto bow buff now deals more damage. +Flame thrower turret no longer burns mobs protected by a global shield. +Rerolling shops is now more expensive and the number of rerolls has been reduced. +Bear traps now properly apply their affixes to any trapped target. For example, a trap with "+100% damage on bleeding target", will now make all your bleed-based attacks deal +100% damage on a trapped victim. +Fire & poison AoE now apply to mobs more frequently (so for example, this means a little bit more damage if the target mob stays over a platform on fire, or in a poison cloud) +The quick-fire turret is now a Dual Turret that shoots 2 arrows at different targets at the same time. Version 0.6.1 +The heavy turret damage has been doubled. Version 0.6.1 +The fire turret DoT damage has been increased. Version 0.6.1 +Added a new mutation that gives you extra +30% HP. Version 0.6.1 +Community suggestion +| The Lightning Whip now ignore shields Version 0.6.1 +The Punishment shield no longer deals twice damage on a parried target. Version 0.6.1 +Community suggestion +| Death Orb no longer explodes when blocked by a shield. Version 0.6.1 +Death orb gets even slower when it deals damage to something. This means moar damage to its victim. Version 0.6.1 +Phaser skill now inflicts a fixed amount of damage which scales instead a fixed percentage that didn't scale. It's also now possible to have many random affixes like "Poison the victim" on it. Version 0.6.1 +Community suggestion +| It's now possible to have 2 Death Orbs at the same time if you do have 2 distinct skills equipped. Version 0.6.2 +Fire Torrent weapon now inflicts Critical Hits on oiled targets Version 0.6.2 +Community suggestion +| When a grenade is repeled by a shield or another skill, it will now apply the source item affixes properly to the victim on explosion. For example, a shield with "Poison the victim" affix will now poison enemies hit by a repeled grenade. Version 0.6.2 +Grappling Hook skill is now Tactics & Survival. Version 0.6.2 +Community suggestion +| Grappling Hook now applies a flat damage bonus on next attack which scales properly with your tiers. Version 0.6.2 +Phaser skill now apply its damage buff only to the victim of the skill. Version 0.6.2 +The amount of cells you get from Ancient Temple cell shrines is now much much lower. Version 0.6.3 +Fire torrent weapon no longer burns the ground behind walls. Version 0.6.3 +The Kunai weapon no longer auto-aim enemies behind you Version 0.6.5 +Level design +Community suggestion +| Added new "dual treasures" in some levels. These are similar to the daily mode treasures: you have to choose between a weapon and an active skill, and the other item disappears. +Added new secret areas. Somewhere. +Community suggestion +| The corridor at the end of the Promenade is now a little bit shorter. +Added many 4-boss-cells doors everywhere. Version 0.6.1 +Cursed Treasure in Old Sewers is not 100% guaranteed anymore. Version 0.6.1 +New rooms added in "The Prisoner's Cells" Version 0.6.2 +Graphics & UI +Community suggestion +| If you have the YOLO perk equiped and reset your perks at Guillain's shop, you now are able to equip again the YOLO perk in this particular shop. +Fixed Quick Bow animation. +Community suggestion +| Added a small explanation on diet menu. +It's no longer possible to accidentally heal multiple times quickly having "Emergency triage" perk equipped and holding the heal button. +Fixed UI text align in many different places Version 0.6.1 +Fixed the damage shown on shields description (it now scales properly with the item quality). This was only a display bug, the real damage were right. Version 0.6.1 +Updated the Death Orb fx Version 0.6.1 +Updated the crossbow weapon animation Version 0.6.1 +Fixed dabbing Phaser mob Version 0.6.5 +Fixed dabbing Spinner mob Version 0.6.5 +Music & SFX +A lot of new missing SFXs have been added +Bug fixes +Crow wings no longer triggers the counter attack of the Thorny mobs +Perk & collector NPCs no longer require to "kill all nearby enemy first" +Remove useless teleporter in Top Clock Tower +Enemies no longer walk in spikes by themselves +Purple link between meta teleporters in the minimap no longer disappear when you pass through a portal/zdoor +Fixed some issues with mobs pushing themselves in the self direction when reaching the border of a platform. +Fixed Merchant position when you have unlocked Shop Rerolls & Shop Categorizations Version 0.6.1 +Fixed crash in Stats Panel Version 0.6.1 +Fixed the Pyrotechnics hit detection Version 0.6.1 +Community suggestion +| The auto-aim feature on melee weapons have been tweaked a little bit to avoid illogical turnaround in specific situations (for example with the Phaser skill). Version 0.6.1 +Fixed a crash with Poison Cloud item affix Version 0.6.3 +References +↑ +The Hand of the King update +Official patch notes +, 2018-02-02 +↑ +Roadmap update and new alpha available for the brave few... +Steam blog post +, 2018-02-02 +↑ +Sixth update released in the beta branch! New level and boss +Steam blog post +, 2018-02-28 +↑ +Update 6: The Hand of the King is live for everyone! + 33% off in Steam Midweek Madness! +Steam blog post +, 2018-03-06 diff --git a/wiki_content/Version_0.7.txt b/wiki_content/Version_0.7.txt new file mode 100644 index 0000000000000000000000000000000000000000..43dca0ba25a03e21f433e955a50004435a7f3309 --- /dev/null +++ b/wiki_content/Version_0.7.txt @@ -0,0 +1,168 @@ +URL: https://deadcells.wiki.gg/wiki/Version_0.7 + +Version 0.7 +Baguette Update +Release date +9th of May 2018 +Version history +• +All versions +Version 0.7 +, officially the +Baguette Update +, and also known as the +Back to the Roots Update +, is a major update to +Dead Cells +that was released on the 9th of May 2018 to PC. +Important features +Community suggestion +| The Forge has been completely updated. Our primary goal was to come back to the roguelite roots by giving you ways to upgrade your loots but without direct control on which item is upgraded (improvise, adapt, overcome!). The new Forge allows you to invest on drop frequency of each item quality. It's a guaranteed frequency : so if you have 25% for "+" quality items, 25% of all items found will be quality "+". You cannot invest on "++" until you have at least 50% "+" quality (same goes for "S" quality). +Community suggestion +| A new Minor Forge allows you to reroll affixes on existing items, or upgrade them to higher quality levels (eg. from ++ to S). The reroll costs more & more as you use on a single item. +You may now drop random Legendary loots from enemies. These items are similar to "S-level" items: they are Colorless, deal/absorb more damage, have lots of properties, but have slightly less Tier bonuses. You may find these on any standard enemy (rare), on Elites (uncommon) or on Bosses (always). +The cooldown reduction mutation has been splitted into 2 distinct mutations: one for grenade cooldowns and another one for all other active skills. +Reworking of the Challenge Levels : The treasure is available at the entrance, but if you take it, you must cross the entire challenge level! First good news : don't worry, you won't be kicked out if you are hit. Second good news : no monsters, only traps! Good luck ! +Community suggestion +| A fraction of your existing progress on Forge item upgrades is now imported into the new Forge. Version 0.7.1 +Community suggestion +| Added Baguette food option Version 0.7.1 +The Nightmare difficulty has been changed a lot. Enemy levels have been slightly reduced, but all of them will now give you an Infection marker on every single hit. If you reach 10 markers, you just die. Be careful, the food can also be infected (its state is written in the description): if you eat such a thing, you will still be healed as usual, but you'll also get 1 infection marker. +You can get rid of some of these markers using your Healing Flask and by eating clean food. Version 0.7.2 +Difficulty settings have been slightly updated. 1-cell difficulty now has reduced fountains frequency, 2-cells has no fountain but minor refills and 3-cells has no fountain at all. Version 0.7.2 +Fixed missing treasures in some Daily Runs. Version 0.7.3 +Greatly increased the damage bonuses of all mutations that granted extra damage to make them more viable in higher difficulty levels (between x2 or x3 increase). Version 0.7.3 +Community suggestion +| All gold & gem drops have been rebalanced everywhere, resulting in less "I have tons of gold" issues, especially by the end of the game in high difficulty settings. Version 0.7.4 +Community suggestion +| Balanced the Recyling I & II permanent skills (now 7% for Recycling I and 15% for Recyling II) to limit the excessive amount of gold you got from them. Version 0.7.4 +Balancing +Added a new curse-related mutation +Community suggestion +| Rotating spiked-ball traps can FINALLY be dodged. +Community suggestion +| Added a new mutation related to traps +Added a new mutation related to shields +Community suggestion +| Enemies will no longer attack you when standing in a Shop. +Community suggestion +| Impaler now deals more powerful critical strikes +Community suggestion +| Challenge portals now have a scroll as reward. +Challenge portals are now much rarer. +Community suggestion +| The 3 starting items are capped to "+"' quality level. +Hokuto bow mark can now propagates to enemies behind walls Version 0.7.1 +Community suggestion +| Acid Nerves bow received some serious damage buff Version 0.7.3 +The speed-buff mutation now lasts 3x longer instead of x2 Version 0.7.3 +Emergency healing mutation now grants a 3s shield Version 0.7.3 +Community suggestion +| All bosses now drop gold rewards (except the last one). Version 0.7.3 +Community suggestion +| Alchemic gun can no longer have "Toxic cloud on death" affix Version 0.7.3 +Emergency Healing mutation now only heals 45% HP. Version 0.7.3 +Contamined Healing mutation now heals normally (60% HP) Version 0.7.3 +Balanced mutations unlock costs. Version 0.7.3 +Increased Recycling II unlock cost Version 0.7.3 +Balanced shield unlock costs & shop costs Version 0.7.3 +Balanced all timed doors rewards & values. All doors before the Bridge now only have 1 scroll to offer. The most difficult timed rewards (Graveyard & Sepulchre) have 2 scrolls. Version 0.7.3 +Added a new mutation you cannot get. Don't even try, you just can't. Version 0.7.3 +HotK can no longer take fall damage Version 0.7.4 +All Kitchen shops now sell a Healing Flask refill Version 0.7.4 +Community suggestion +| Being pushed off a cliff edge no longer interrupts your attacks, nor your dodge. Version 0.7.6 +Community suggestion +| Pushing a grenade with a shield no longer triggers the "lock penalty timer" of the shield. Version 0.7.7 +Pushing grenades lying on the ground using the Parry Shield now properly creates additional bonus grenade. Version 0.7.7 +Level design +Updated transitions before Sewers & Ossuary +Secret Rooms added everywhere +More room variety in "The Ramparts" +More room variety in "Clock Tower" +Removed a useless teleporter from Throne room +Community suggestion +| Removed long empty corridors from Ossuary & Old sewers +Added many teleporters in the second part of Sanctuary +Sanctuary is now longer and contains more enemies. +Slightly reduced Clock Tower length. +Fixed a room in Prison Roof Version 0.7.2 +Community suggestion +| Added a light in rooms from Sepulchre that needed you to choose between 2 items. Version 0.7.3 +Added a few secret rooms. Version 0.7.3 +Fixed some rooms Version 0.7.3 +Removed scrolls spawning on elevators Version 0.7.4 +Items & scrolls no longer drop in inaccessible areas in Fog Fjord. Version 0.7.4 +Main Scrolls can no longer spawn in secret areas Version 0.7.4 +Added more teleports in Prisoners Quarters Version 0.7.6 +Graphics & UI +All new UI ! +The pause menu has been changed and Options, Restart and Quit are now easily accessible. +A new page, "Infos", is also in the pause menu. +The "stats" guy in "Prison Cells" now shows more information about your progression. +Boss cells are now displayed in the minimap when activated. +Lots of polish and feedbacks added to make infos more readable during your run! +Community suggestion +| Gold nuggets can be broken using the Use button +The "Tutorial Knight" is now a Tomb Raider© . +The "Graveyard" and the "Fog Fjord" now have a diiferent mood in interior rooms +Many secrets from the game are no longer be visible on the minimap. You should now pay attention instead of just scanning the map ;) +Added a new loading screen between levels +Updated the Blood Sword fx +"The Insufferable Crypt" has been improved ! +Fixed DPS displayed on items with double/quad damage affixes Version 0.7.1 +Fixed x4 not displaying above hero with a quad damage affix equipped Version 0.7.1 +"Low life" screen feedback (red borders) is now disabled during cinematics Version 0.7.3 +Added a small tutorial for jumping through thin platforms (Jump+Down) Version 0.7.3 +Updated HotK grenade skin Version 0.7.4 +Updated first Knight cinematic "Travolta" animation. Version 0.7.4 +Updated HotK intro cinematic Version 0.7.4 +A rotating spiked ball no longer triggers a slow motion & blood fx when hitting a player turret. Version 0.7.4 +Item swap popup no longer appears while picking up a blueprint. Version 0.7.4 +The Cannibal (from ClockTower) walk anim has been slightly accelerated. Version 0.7.4 +Community suggestion +| Fixed Phaser mob attack feedback to properly show the actual hit box. Version 0.7.4 +Music & SFX +A lot of missing SFXs have been added. +The music now stop when you beat a boss, and you even get a jingle victory \o/ +Added a missing sfx on Barnacle Version 0.7.5 +Bug fixes +Fixed an exploit that permitted floating around using the Hunter Grenade extractor +Fixed Level design bugs +Fixed a rare bug involving zombies jumping right after being rooted +Fixed an Aura of Laceration crash +The protector mob (from Promenade) should now work properly even when not on screen +Tornado skill should no longer get stuck when used in shallow water +Fixed many level generation crashes +Fixed a very old bug with double/quad damage affixes. These affixes now grant +100%/+300% dmg instead of a multiplier (which was actually wrong and that didn't stack properly). Such old bug. Much wow. Version 0.7.1 +Fixed loading of lang mods at game start. Version 0.7.1 +Fixed crash related to the Tornado skill when reloading a game Version 0.7.1 +Fire based weapons can no longer receive "victims burn upon death" affix Version 0.7.2 +Character animations no longer play when the game is paused Version 0.7.3 +Fixed a crash during player healing anim Version 0.7.3 +Elevators can no longer get killed by Talisman that deal damage when the Hero gets hit. Version 0.7.3 +Fixed Frost Blast freezing buried enemies. Version 0.7.4 +Pirate Captain can no longer hit you when behind a wall. Version 0.7.4 +Fixed "+X% dmg on frozen/burning/etc. target" on Explosive Crossbow & Alchemic Gun Version 0.7.4 +Items falling from the Roofs are now properly destroyed. Beware! Version 0.7.4 +Prevented Shockers from starting their attack is they can't see the Hero. They will still deal damage through walls though. Version 0.7.4 +Fixed a bug with Phaser skill + poison cloud affix Version 0.7.4 +Fixed merchant saying rude things with Shop Categories enabled Version 0.7.4 +Hero shouldn't be pushed by nearby enemies when using red teleporters. Version 0.7.5 +Fixed hero being pushed off cliffs by nearby mobs Version 0.7.5 +Fixed Watcher Tentacles stuck in ground Version 0.7.5 +Fixed Ceiling turrets flying through thin platforms. Version 0.7.5 +Fixed font file parsing in --workshop mode Version 0.7.5 +References +↑ +Back to the roots / Baguette +Official patch notes +, 2018-03-28. +↑ +Forge rework, new challenge rooms, etc. The "Baguette" update is now available on the Alpha Branch. +Steam blog post +, 2018-03-28 +↑ +The Baguette Update is live for everyone! +Steam blog post +, 2018-05-09 diff --git a/wiki_content/Version_0.8.txt b/wiki_content/Version_0.8.txt new file mode 100644 index 0000000000000000000000000000000000000000..f9fd32759779a01f8e7b7966e8eb1339d60c2e12 --- /dev/null +++ b/wiki_content/Version_0.8.txt @@ -0,0 +1,39 @@ +URL: https://deadcells.wiki.gg/wiki/Version_0.8 + +Version 0.8 +Babel Update +Release date +6th of June 2018 +Version history +• +All versions +Version 0.8 +, officially the +Babel Update +, is a major update to +Dead Cells +that was released on the 6th of June 2018 to PC. +Important features +Added more languages: Deutsch, Español, Italiano, Русский, Português, Türkçe, 한국어, 繁體中文 +Community suggestion +| The hero wears a classy red scarf that follows all its movements. Now you can pretend you're a ninja! +Community suggestion +| All bows and crossbows received new skins! +The Barnacle (ceiling turret) will now deploy nice pink balloons to float mid-air if no attach point can be found. In such a case, it deals slightly less damage. +Added support for Discord Rich Presence +Bug fixes +Anonymised error reports and stats sent to our servers +Fixed line break for Japanese texts +References +↑ +Babel update +Official patch notes +, 2018-05-30 +↑ +Babel update enters beta today. +Steam blog post +, 2018-05-30 +↑ +The Babel Update is Live for everyone! +Steam blog post +, 2018-06-06 diff --git a/wiki_content/Version_0.9.txt b/wiki_content/Version_0.9.txt new file mode 100644 index 0000000000000000000000000000000000000000..cfbdfd4f0e2acee0f997e6e3edba5d4697adbddd --- /dev/null +++ b/wiki_content/Version_0.9.txt @@ -0,0 +1,41 @@ +URL: https://deadcells.wiki.gg/wiki/Version_0.9 + +Version 0.9 +Mac & Linux Update +Release date +26th of June 2018 +Version history +• +All versions +Version 0.9 +, officially the +Mac & Linux Update +, is a major update to +Dead Cells +that was released on the 26th of June 2018 to PC. +Important features +Mac and Linux builds are available +Workshop and mod support +Community suggestion +| Added experimental support for mods Version 0.9.2 +Graphics & UI +Community suggestion +| Add an option to enable the pixel art font (Options->Video->Pixelated Font) +Community suggestion +| Add an option to disable razer chroma +Bug fixes +Fixed Portuguese texts +Added a warning dialog when Steam Cloud is activated / deactivated +References +↑ +Mac & Linux +Official patch notes +, 2018-06-18 +↑ +Update 9 - Mac and Linux version available in the beta branch. Also, pixel art font available again. +Steam blog post +, 2018-06-18 +↑ +Update 9: The Mac & Linux update is live! Price increase & mod support. +Steam blog post +, 2018-06-26 diff --git a/wiki_content/Version_1.0.txt b/wiki_content/Version_1.0.txt new file mode 100644 index 0000000000000000000000000000000000000000..abb077f27f427d0513fa85891ee1648cc375cf61 --- /dev/null +++ b/wiki_content/Version_1.0.txt @@ -0,0 +1,54 @@ +URL: https://deadcells.wiki.gg/wiki/Version_1.0 + +Version 1.0 +Update 1.0 +Release date +7th of August 2018 +Version history +• +All versions +Version 1.0 +is the release date update of +Dead Cells +which was released on the 7th of August 2018 to PC, Xbox One, PlayStation 4, and the Nintendo Switch. +Important features +Added lore +Added a new meta key: Homunculus +Level design +Added lore rooms +Graphics & UI +Removed the Early Access disclaimer +Bug fixes +The Conjonctivius Tentacles won't be stuck in the ground anymore. Sorry for that! Version 1.0.3 +Gallery +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Release date announcement trailer +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Animated trailer +References +↑ +Release +Official patch notes +, 2018-08-06 +↑ +Release date announcement! Dead Cells launches out of Early Access on August 7 +Steam blog post +, 2018-07-10 +↑ +Dead Cells gets a new animated trailer, improved mod support and Twitch integration. +Steam blog post +, 2018-08-04 +↑ +Dead Cells reaches 1.0 and leaves Early Access!!! Dev team goes to pub. +Steam blog post +, 2018-08-07 diff --git a/wiki_content/Version_1.1.txt b/wiki_content/Version_1.1.txt new file mode 100644 index 0000000000000000000000000000000000000000..6261e56e25351bea62b0afb1187b5c3012904992 --- /dev/null +++ b/wiki_content/Version_1.1.txt @@ -0,0 +1,372 @@ +URL: https://deadcells.wiki.gg/wiki/Version_1.1 + +Version 1.1 +Pimp My Run Update +Release date +PC +22nd of December 2018 +Consoles +14th of February 2019 +iOS +28th of August 2019 +Android +3rd of June 2020 +Version history +• +All versions +Version 1.1 +, officially the +Pimp My Run Update +, and also known as the +Custom Mode & Balancing Update +, is a major update to +Dead Cells +that was released on the 22nd of December 2018 to PC, and on the 14th of February 2019 for the Xbox One, PlayStation 4, and the Nintendo Switch. +This was the release date version +for iOS and Android. It was released on the 28th of August 2019 for iOS, and on the 3rd of June 2020 for Android. +Important features +Community suggestion +| A vast number of items have been updated to make them more useful or powerful. The idea here was to make many "auto-recycle" items much more interesting. +New custom game mode released! You can now customize your runs the way you want, like unlocking/relocking items, enabling special gameplay adjustments, changing rules etc. You are under control, have fun :) +Community suggestion +| Homunculus skill has been vastly improved: you can now grab your own turrets, cancel a grab, it deals more damage, breaks invisibility etc. +Community suggestion +| Most mutations have been reworked & balanced in order to make some of them more useful. See other notes for more details. +Community suggestion +| The "mob auto-scaling" mechanic has been removed completely. All the levels now have a fixed "difficulty" that won't adapt to you in weird ways anymore. This affects the game in the following ways: +in 0-cell mode: things will be a little bit easier (just a little bit) +in 1 & 2-cells modes: difficulty is roughly the same as before +in 3 & 4-cells modes: you'll have to be really careful to be properly equipped before getting to late levels (picking cursed chests scrolls is highly recommended) +Community suggestion +| All the cooldown reduction mechanic has been redone from scratch. The mutations that granted free CD reduction (for active skills and grenades) were removed. They were replaced by 4 new mutations to give you new active ways to reduce your skill cooldowns: by killing enemies in close combat, by killing at distance, by parrying and by dealing critical hits. +For example, one of these mutations reduces all your ongoing skills cooldowns by 2.5 sec for each successful shield parry, and this time value even increases based on your Survival stat. +The one that reduces CD for each critical hit is a new colorless mutation that will scale on your highest stat. +Community suggestion +| Bosses no longer drop Legendary items, but 1 weapon and 1 active skill instead. Legendaries are now "world drop", so you may encounter them when killing mobs or on the new "legendary altars". The level generator has also been adjusted to ensure you find a "Legendary Altar" in most of your runs. You may also get legendaries as rewards of advanced challenges, like beating a boss without getting hit. +Community suggestion +| Damage Reduction has been heavily reworked. Most items no longer grant DR anymore, their power has been increased as a compensation. Damage Reduction is not a mandatory strategy anymore and the whole game difficulty has been rebalanced accordingly. +Community suggestion +| You can upgrade the Forge with the Collector and unlock the ability to upgrade an item quality more than once. +Community suggestion +| Balanced the way money profits/costs scale on higher difficulty settings. Costs now scale faster than profits. Also, Recycling profits are no longer based on the the buying cost of the item, but on its reselling value, which scales slower (TLDR; recycling no longer breaks the whole economy). +New secret holes can now spawn below your feet. Pay attention to hidden runes in the ground and use your stomp move to break them! +Most mobs in 4-cells difficulty are now more aggressive: they can teleport, they have a better detection range and they cannot be distracted by deployed traps. +Community suggestion +| New challenge doors in transition levels will require you to kill X enemies without getting hit in a row. Their rewards are equivalent to Timed Doors. Note you can get hit before or after a serie of X kills, this won't invalidate this challenge. +New challenge doors after bosses will grant Legendary items if you kill a Boss without getting hit once. +Community suggestion +| Timed doors have all been moved to transition levels. They now offer a multi-purpose reward instead of Scrolls. You can now choose 1 reward for free among 3 (picked among weapons, skills and talismans). Their quality level (+/++/S) is guaranteed, based on the current difficulty setting. +Healing items (Tonic) & mutations (Necromancy, What doesn't kill me) now heal a percentage of your max life, and this percentage scales with your stats. +Elites enemies have been reworked. All of them will now have an additional random elite skill in addition of all their normal skills. Expect many different things, from lightning walls, clones or shield pylons. +Community suggestion +| Killing a mob while the homunculus is stuck on it no longer triggers the homunculus skill cooldown, allowing you to use constantly, as long as your target dies. If you recall it before the enemy death, it will trigger the penalty cooldown. +The Achievements are now visible ingame! +You may now find Legendary Altars in some levels. They grant you a legendary item but you'll have to kill all the nearby enemies first. Version 1.1.2 +Fighter Endurance is a new mutation that increases your HP by a percentage which scales with your Brutality. Version 1.1.3 +Upgrading items in Forge now costs a fixed flat price that doesn't scale with difficulty. Upgrading "from ++ to S" for example should now be more affordable in BC3 & BC4. Version 1.1.3 +The Homunculus will now retract if it touches traps like Spikes. Version 1.1.3 +The 5th money blueprint is now available ingame. Version 1.1.3 +Community suggestion +| The way the player's HP scales has been vastly rebalanced for Brutality and Tactic. You should have much more HP at higher levels, preventing from being one-shot (if your build is balanced). +Brutality used to give extra HP until level 14, it now caps at level 45 (30 for Tactic). Version 1.1.6 +Community suggestion +| Increased HP given for each scroll you pick. The new values are +60% HP for Brutality, +50% HP for Tactic and +70% HP for Survival. Version 1.1.6 +Community suggestion +| 3 shields are now Survival/Tactic: Punishment, Parry Shield and Knockback Shield. Version 1.1.6 +Balancing +Community suggestion +| Electricity based weapons now deal critical hits if the target is standing in water. +Community suggestion +| Elite sidekicks mobs can no longer be grabbed by Homunculus +Community suggestion +| Increased (a lot) Homunculus DPS +Using the Homunculus now breaks invisibility +Community suggestion +| You can recall the homunculus when stuck on an enemy +Community suggestion +| Fixed Homunculus enemy grab distance +Community suggestion +| Pushing a grenade with a shield no longer triggers the "lock penalty timer" of the shield. +Pushing grenades lying on the ground using the Parry Shield now properly creates additional bonus grenade. +Magnet grenade deals electric damage (crits in water) +Community suggestion +| Countered bullets can now fly through walls if the countered bullet does. +Countered bullets now pierce first enemy. +Player Turrets no longer block enemy bullets. +Community suggestion +| Fixed elite Inquisitor wake distance (at last!) +Homunculus can now climb ladders. +Countered bullets will now go back to the enemy that sent it (yes, we're looking at you, Inquisitor!) +Fixed Lightning Whip not dealing electricity damage in water +The frontline shield (which won the "Most useless thing" award in 2017) has been updated. It can now be holded to grant invincibility, but this ability needs to be recharged (using parries or just waiting). It's no longer a zombie blueprint. +Vampirism has been redesigned: it now causes bleeding to all nearby enemies and you get free healing when you kill them. It recharges when using your potion. +Tonic recharges when using your healing potion. It's blueprint requirement was removed too, so it's available very early in any new game. +Community suggestion +| Partial hits (like the ones you get from blocking instead of parrying with a shield) no longer give you Infection markers. +Spiteful sword no longer stun enemies if the attack wasn't successful (eg. hitting a shield) +Added and fixed scores on some monsters for Daily Run Mode +Community suggestion +| Homunculus comes back to you if your main body gets hit. +Fixed elites level +Legendary items rerolls at the Forge are now much more expensive, as expected. +Balanced refine/reroll costs for most items at the Forge. S-tier items cost much more gold in the Forge. +Ice Crossbow now has a much higher shooting rate but its range has been decreased. +Community suggestion +| Almost tripled the pickup distance of some precious rewards (gold teeth, gold cells etc.) +Removed incompatible affixes for the Frantic Sword (like "moar damage when full life"). +The Electric Whip has been updated: it deals more damage and has a 3-steps attack sequence. +Community suggestion +| All gems are now automatically picked up as you walk past them. +Poison cloud now scales damage instead of giving damage reduction. +Community suggestion +| Shields no longr grant damage reduction. Parry damage has been increased for many of them. +"Combo" mutation deals much more damage but lasts less time. +Vengeance mutation now reduces damage taken by a fixed percentage after getting hit. +Community suggestion +| YOLO mutation now locks its mutation slot if it was consumed (you cannot remove it). You can still remove it if it wasn't used. +Community suggestion +| You don't get any healing from food when you have the "Dead Inside" mutation. +Increased damage reduction on "Tough Nut" mutation. It now grants you a move speed buff when you get hit by a trap. +Community suggestion +| "Ripper" mutation now removes up to 3 arrows from enemy's body, dealing damage for each arrow. +Community suggestion +| The "Melee" mutation lasts a little bit longer if the conditions are not met anymore (2 mobs or mob around you). +Community suggestion +| New perk reset costs (very cheap on first use, very expensive for all the next ones). +"Gastronomy" mutation now grants a DPS buff when you recycle food. This buff lasts 5 min and stacks. It still increases food efficiency if you eat it. +"Counter Attack" mutation deals almost twice more damage. +Community suggestion +| Cluster bombs spread much farther and each sub grenade deals more damage. It also has a slightly higher attack breach chance. +Oil Grenade now applies oil on twice larger area, and it lasts longer. +Community suggestion +| Ice Bow now deals more damage but its freeze duration is now 0.5s. This weapon is meant to be an long-range "interrupt" weapon. +Community suggestion +| Fire grenade now scales its damage with the item level and no longer grants damage reduction. +The Boomerang weapon now goes through all enemies, making it much easier to play. It no longer crits, but its damage were been increased accordingly. +You may now drop a temporary "increased cell drops" bonus from enemies. +Affixes like "Shoot an arrow in front of you" or "Throw a grenade" can no longer interrupt enemy attacks. +Nut Cracker no longer stuns enemies but deals critical strikes to frozen/stun/rooted enemies instead. +Doubled Spartan Sandal knockback power. +Swarm Grenade now invokes 2 minions but can be repeated to have up to 8 minions. It now has a 1 sec cooldown. Minions last much longer, and disappear if they are too far from you. +Alienation mutation now increases the number of enemies you have to kill by +50% +Acceptance mutation now inflicts Curses when you eat food. +Community suggestion +| Cursed Items no longer have a "+20% dmg taken" penalty (which never actually worked anyway, thanks to a bug). They are now always "++" tier and Colorless. +Community suggestion +| Increased Alchemic Gun attack speed (the DPS didn't change). +Toxic Cloud is now an "acid" cloud that inflicts bleeding and poisoning. It lasts twice longer. +Community suggestion +| Elemental affixes (ie. "extra damage on fire/bleed/poison") have been balanced. Fire got nerfed. +Community suggestion +| Sadism mutation was removed. +"Open wounds" is a new mutation that inflicts bleeding on every critical hits you deal to enemies. +Community suggestion +| You can no longer use your Homunculus while cursed. +Community suggestion +| Pyrotechnics weapon deals less damage and has a slightly longer initial casting time. +Fire Blast weapon description has been updated and its range has been increased. +Oil disappears more quickly on burning enemies. +Punishment Shield deals more damage and repels + stuns nearby enemies. +Community suggestion +| Death Orb now explodes after a specific amount of damage dealt, or if the player is too far. +Slow-down effect after freezing now has a diminishing return limit (ie. it no longer works after X uses on the same enemy). +Community suggestion +| "Long Slow-down after freeze" affix now is 2x longer instead of 4x. +Community suggestion +| Lightning Bolt weapon can now be held beyond the overflow limit. You'll just take damage as long as you hold it. +Death Orb no longer has a "rally effect" (recover recently lost HP). +Frost blast now has limited ammunition that automatically refills over time. It also has a slightly longer recovery time. +The speed buff you get from killing enemies is now twice higher and lasts slightly longer. +The Grappling Hook now adds a percentage based damage buff that scales with your stats and stuns the victim on your first attack. +Polished and balanced the Time Keeper! Will be more difficult to beat! +Balanced some item prices. +Community suggestion +| Spartan Sandal has a much faster casting time and now has a 3-steps attack sequence. The last attack ignores most knock-back resistances. +Community suggestion +| The Rapier "crit window" lasts longer after a roll, allowing for more critical hits if you're fast enough. +Repeating Crossbow now roots enemies and has 4x more ammo. It inflicts critical hits to rooted targets. +Repeating Crossbow is now a Tactic/survival weapon +Increased quality level of all items in shops. +Community suggestion +| Reduced "extra damage on slowed down target" to 25% +Fixed item duplication exploit. +Blood Sword bleed lasts much longer but inflicts less damage. +Increased Hand of the King root resist. +Community suggestion +| All the unused cells you have with you after you beat the Hand of the King will drop in a bag at the beginning of your next game, in the Prison. +Slightly increased Heavy Turret damage. +Increased Powerful Grenade damage so it's now actually much more powerful. Its cooldown was decreased. +Infantry Grenade has a lower cooldown. +Added "Bleed on parry" affix. +The BroadSword now inflicts critical hits on 2nd & 3rd strikes. +Community suggestion +| Balanced Blade has almost no chance to interrupt enemy attacks (ie. stagger). +Community suggestion +| Elite sidekicks no longer stop arrows. Version 1.1.1 +Community suggestion +| Boomerang can no longer receive "Ammo +3" affix. Version 1.1.2 +Community suggestion +| Decreased Cudgel damage. Version 1.1.2 +Spiteful sword now deals critical hits if you're cursed OR if you got hit up to 8 sec ago. Version 1.1.2 +Acceptance mutation now inflicts 5 curses when eating food. Version 1.1.2 +Prevented some affixes to be added to skills with very short cooldown (ie. Swarm). Version 1.1.2 +Corrupted Power cooldown was halved. Version 1.1.2 +"Bow & Endless Quiver" now deals more damage and inflicts a critical hit on last arrow. Version 1.1.2 +Quick Bow deals more dmg for critical hits and has 1 extra ammo. Version 1.1.2 +Duplex bow now shoots 3-arrows at a time and is considered a Tactic/Survival weapon. It's slower, but deals more damage. Version 1.1.2 +Decreased Fire Grenade cooldown. Version 1.1.2 +Decreased Explosive Decoy cooldown. Version 1.1.2 +Decreased Lacerating Aura cooldown. Version 1.1.2 +Decreased Wings of the Crow cooldown. Version 1.1.2 +Community suggestion +| Dead Inside mutation now increases your HP by +50%. Version 1.1.3 +Community suggestion +| Mobs attacked by the Homunculus will now aggro the hero in BC4. Version 1.1.3 +Community suggestion +| Impaler spear now has knockback effect when hitting enemies. Version 1.1.3 +Infantry Grenade now deals about twice more damage. Version 1.1.3 +Beating the HotK is now rewarded with cells. Version 1.1.5 +Fire Turret cooldown is now twice shorter. Version 1.1.5 +Community suggestion +| Phazer cooldown was reduced. Version 1.1.5 +Wave of Denial is now twice more powerful, its cooldown is twice shorter and it can repel enemy bullets. Version 1.1.5 +Lacerating Aura can no longer interrupt (stagger) enemy attacks. Version 1.1.5 +Lacerating Aura has a shorter cooldown and a slightly larger area of effect. Version 1.1.6 +Limited the frequency of scrolls on mobs. Version 1.1.6 +Fixed DashShield not properly stopping Thorny mobs when they roll over your face. Version 1.1.7 +Punishment Shield inflicts damage to nearby enemies when blocking arrows or deflecting bombs. Its damage was slightly increased. Version 1.1.7 +Player's diving attack no longer stuns enemies if they are under a full shield protection. Version 1.1.7 +Ice Shard weapon now throws 3 grenades at a time, is twice faster and slows down enemies for twice longer. Version 1.1.7 +Level design +Scrolls lying on the ground should no longer be too close from each others in levels. +Community suggestion +| Updated Roofs & Clock tower for speed runners. +Added a connection between Prison Depths and Ancient Sewers that requires 1 activated boss cell. +Sepulchre now has 5 triple scrolls and no doubles. +Ancient Sewers now have 4 triple scrolls and no doubles. +Cemetery lost 1 triple scroll. +Added 3 boss-rune locked doors to Fog Fjord village. +Added 2 boss-cell locked doors and a few extra stuff in Ancient Sewers. +Community suggestion +| Removed many rooms from Ancient Sewers to make it shorter. +Minor balance adjustments in Prison Depths. +Rooms added for Ossuary and The promenade of the Condemned +New traps added in secret portals! +Triggered doors now open almost instantly when walking on a pressure plate. +Minor level design fixes +Added permanent lights near boss-cell locked doors in Sepulchre. Version 1.1.3 +Spikes in the Throne room now retract after the HotK combat. Version 1.1.4 +Sewer rooms have been updated : the sewers are now narrower Version 1.1.7 +Graphics & UI +Community suggestion +| Lightning Bolt color feedback is now more legible. +The forcefield wall fx (the one surrounding some bosses) has been updated & optimized +Pause & map are now available in Homunculus mode +Community suggestion +| Added cooldown feedbacks to homunculus skill (hero eye changes color) +Fixed blood shield showing an area effect on blocking instead of on parrying only. +Added a feedback to invite you to choose a item to replace +Some polishes on Pause and HUD: you can now see if an item is a colorless or legendary, and see what tier is used for it +Fixed boss lifebar weird resizing +Some little UI fixes +Bats position on ceil has been improved +Pendulum can be tingled by bullets now. +Added cell animation in Collector UI +Improved camera during Boss Battle +Added a label in Save UI to know if these are from the Early Access. +Clock Tower: fixed color doors and polish in background +Cursed Treasure have now a background + the treasure color in the map +Added various feedback on various UI window +Added a fourth panel in GameInfos to show the current gameplay modifiers +You can no longer access to superior forge rank if you don't have the required boss cells. +The door behind the Guillain's Mutation shop now shows a better explanation if you try to open it while it's locked. +"Nerves of Steel" bow and "Boomerang" skins have been updated. +Improved a lot of UI for our mouse users! +Community suggestion +| Updated some confusing translations ("victim burns", etc) +Fixed Hayabusa Gauntlets description. +Community suggestion +| Added a limit to the "critical hits" related screen flashing. +Made many cinematic animations (like teleporting, or crossing doors) a little bit faster. +Added "Resist" feedback on mobs that can resist to all slow-down effects (ie. Hand of the King) +Fixed Twin Daggers damage in its description. +Weapons that have unconditional critical hits (like Twin Dagger or Broadsword) now only show a single DPS value in their description. Version 1.1.2 +Long-press feedback (like when recycling items) now shows up on top of everything. Version 1.1.3 +Community suggestion +| You can now break hidden wall blocks using the "Activate" button/key (useful if they are difficult to hit with your current weapons). Version 1.1.3 +Removed blood fx for critical hits on background props. Version 1.1.7 +Bug fixes +Ammo stuck on Hand of the King now drop if he jumps. +Community suggestion +| Fixed Hand of the King attack that did damage the player before the animation actually hits. It also no longer hits player if he's behind the boss on 3rd strike. +Fixed Hand of the King issues with Bear Traps. +Lightnings generated by an affix no longer hit nearby doors. +DirectX "device removed" errors are now handled correctly. +Fixed Infection reset exploit during loading screens. +You can now sell an item directly from a dual altar. +Fixed crash after reloading a game during a Gameplay Twitch vote +Oil Grenade now applies oil on its target properly, even if the target was already burning. +Community suggestion +| Deflecting a grenade with a shield now properly triggers shield "on successful parry" effects (if they can apply), and it no longer locks player controls for 0.5s. +The Hunter Grenade no longer has any gameplay affix. +Ally worms no longer attack doors +Fixed bullets through walls exploit +Homunculus attacks can no longer be blocked by shields. +Fixed multi activating item with one activate button push +The Collector door will automaticaly open if you have nothing to unlock +Fixed blueprints not showed in Collector UI the first time +Community suggestion +| Fixed gastronomy mutation description +The mouse cursor is now correctly hidden (DirectX version) Version 1.1.2 +Fixed PoisonSkin affix (poison enemies if you receive dmg) affecting mobs that shouldn't be affectable. Version 1.1.3 +Boss Cell should no longer drop in spikes after HotK combat. Version 1.1.3 +The first bomb (that splits into smaller ones) thrown by the Grenader enemy now properly inflicts damage. Version 1.1.6 +Fixed small grenades from Grenader mobs that couldn't be countered. Version 1.1.7 +Wrenchip whip no longer ignore shields on 3rd hit (it's a kick, not a whip hit). Version 1.1.7 +Fixed Elite Archer asynchronous attack anim. Version 1.1.7 +Fixed asynchronous animations when a mob is slowed down (using frost weapons for example). Version 1.1.7 +Fixed Wave of Denial being sometime resisted for no reason. Version 1.1.7 +Fixed enemy bumps (like using Spartan or Wave of Denial) being resisted for no reason. Version 1.1.7 +Fixed Spartan boots hit box (not hitting enemies that are too close from you). Version 1.1.7 +Footnotes +References +↑ +Custom mode & Balancing +Official patch notes +, 2018-11-08 +↑ +Dead Cells 1.1 is here, but it feels like 1.5. Biggest update ever available in the Alpha Branch. Let’s make it 2.0 together. +Steam blog post +, 2018-11-08 +↑ +1.1 (New Custom Games Mode + many changes) waiting for you in the Beta Branch +Steam blog post +, 2018-12-14 +↑ +Pimp your Run in the 1.1, update now Live! (and Merry Christmas) +Steam blog post +, 2018-12-22 +↑ +It's fiiiiinally time to Pimp your Run on consoles! +Twitter - Motion Twin +, 2019-02-14 +↑ +You can already start sharpening your thumbs! +Twitter - Playdigious +, 2019-07-10 +↑ +The wait is finally over! +Twitter - Playdigious +, 2019-08-28 +↑ +The wait is almost over! +Twitter - Playdigious +, 2020-04-07 +↑ +The wait is over! +Twitter - Playdigious +, 2020-06-03 +↑ +In addition, we have included all updates until 1.1. +Twitter - Playdigious +, 2019-05-14 diff --git a/wiki_content/Version_1.2.txt b/wiki_content/Version_1.2.txt new file mode 100644 index 0000000000000000000000000000000000000000..fc283a190f7971a1eef6f5b56be9a27f60f99b46 --- /dev/null +++ b/wiki_content/Version_1.2.txt @@ -0,0 +1,270 @@ +URL: https://deadcells.wiki.gg/wiki/Version_1.2 + +Version 1.2 +Rise of the Giant Update +Release date +PC +28th of March 2019 +Nintendo Switch +, +PlayStation 4 +23rd of May 2019 +Xbox One +24th of June 2019 +Version history +• +All versions +Version 1.2 +, officially the +Rise of the Giant Update +, is a major update to +Dead Cells +that was released on the 28th of March 2019 to PC, on the 23rd of May 2019 for the PlayStation 4 and the Nintendo Switch, and on the 24th of June 2019 for the Xbox One. +This was a compatibility update that allowed the +Rise of the Giant DLC +to be installed and played. +Important features +You'll now get access to the Cavern level after you beat the game for the first time. Look for this place inside the Graveyard... This whole new level is filled with nasty traps, perilous lava pools and violent new enemies. New ways to die! +Community suggestion +| Custom Mode will be now unlocked after few runs (no need to beat the final boss anymore). +Custom options were adjusted accordingly. +A new boss has arrived. Right after the Cavern, you will have access to this epic battle, so be prepared! +A new shiny Skinning system was added to the game, giving you access to more than 50 new character outfits. +You can unlock by paying for amazing loot boxes in our new Premium Shop using your credit c... Oh wait. No no no. We don't do that anymore. +They will just drop as classic blueprints from existing enemies (in higher difficulty modes) and bosses. You might also find a few ones in specific hidden area of the game. You can customize your outfits in the Flask Room. +10 new enemies types were added to the world! Some will wait for you in the Cavern or the hidden level, but many were also added to Hard / Very hard / Expert / Nightmare modes, for your sadistic pleasure. They will gladly bury your face into the ground, burn you to death and slice all your useful organs. +3 new skills, including a flying pet and a single-use scroll that will reveal the current level map. +10 new weapons, including the Giant Killer, the Boï Axe or the Thunder shield, for your violent needs. +A new Specialist shop replaces the old Hunter Grenade door in Prisoners' Quarters. It's still unlocked the classic way through the Collector shop. You can buy a Hunter Grenade, a Map or a nice shinny skin there. +A new complete hidden level was added for very advanced and skilled players to explore (did someone say Boss-Cells 5?). Unveil a whole new ending to your story by beating the crap out of the mysterious big bad guy that awaits for you there... Yes. There is an hidden boss fight too. +A new cursed gem might now drop from enemies that will grant tons of gold, but also curse you. +[Custom Game] Added an option to let the fountain always available in BC 1 and + (but will lock achievements) +The Custom Mode is now unlocked by beating a mini-boss in Prison Roofs. Version 1.2.1 +Community suggestion +| Food drop was rebalanced: +you now have 100% chance to have 1 unit on mobs and 1 unit hidden in walls in every levels, +one food unit dropped by mobs is guaranteed to be clear from Infection, +food sold by shops is now always clean. Version 1.2.1 +The Legendary Forge gameplay was updated: you can now invest cells up to 100% drop-rate in any rank (+, ++ and S), but you cannot invest in a rank if the previous one wasn't filled completely. Some ranks are also now locked, based on the current Difficulty setting. Here are the current values: +Normal mode: "+" rank up to 100%, "++" rank capped at 50%, +Hard mode: "+" and "++" ranks up to 100%, +Very hard mode: "+" and "++" ranks up to 100% and "S" rank capped at 25%, +Expert mode: "+" and "++" ranks up to 100% and "S" rank capped at 50%, +Nightmare mode:all ranks up to 100%. Version 1.2.2 +Berserker is a new Brutality mutation that grants up to 60% damage reduction after killing an enemy. Version 1.2.2 +Community suggestion +| Decreased every mob tiers in BC1, BC4 and BC5. Other difficulty levels (including BC0) remain unchanged. Version 1.2.2 +Added the Mirror: this item, once unlocked right after the Specialist Showroom, will help you for blueprint hunting :) Version 1.2.5 +Community suggestion +| Heavy weapons (ie. slow but powerful weapons) have changed. They have unique affixes that will increase their damage, give stun effect or area slow-downs. If you manage to hit your target, it should suffer. +Attacks done with these weapons can no longer be interrupted if you get hit by an enemy, except if this enemy stuns you. Version 1.2.5 +Full Malaise will now leave you with ~10% HP max. It will no longer kill you directly. Version 1.2.5 +Tactics builds now have slightly less HP at higher levels, while Brutality will get a little more HP. Version 1.2.5 +Community suggestion +| New FrontLine Shield which is a Survival/Brutality shield that that gets +X% damage if you recently hit an enemy using a melee attack. It drops in a secret place, somewhere. Version 1.2.6 +Community suggestion +| Increased overall player HP. Version 1.2.7 +Balancing +Community suggestion +| Dash shield velocity no longer reduced when hitting breakable props +Community suggestion +| NutCracker no longer removes stun/root/frost when it deals a critical hit. +Blueprints dropped by the Hand of the King will now be unlocked immediately, as you pick them (there's no Collector shop behind him). +Decoy explosion now creates multiple small bombs. +Hero pets should now attack invisible enemies if their invisibility is temporarily suspended. +The Purulent Zombie in graveyard now has a whole new gameplay. +The Purulent Zombie in sewers now has a whole new gameplay. +Community suggestion +| Legendary altars can no longer shield elites. Version 1.2.1 +Elite "Cage" skill is now slightly larger but also inflicts slightly more damage. Version 1.2.1 +Community suggestion +| Flask refills bought from shops received a permanent 40% discount. Version 1.2.1 +Community suggestion +| Mobs will now be locked for a longer time after a BC4 teleportation (no more "instant attack after teleportation"). Version 1.2.1 +Community suggestion +| Mob teleportation now interrupts elite skills like "Cage" or "Electric Field". Version 1.2.1 +Elite skill "Cage" can no longer charge if the mob can't see the player. Version 1.2.1 +The elite skill "Electric field" (similar to shocker skill) now lasts 0.5s instead of 1.5s. Version 1.2.2 +Reduced the "+" rank at the Legendary Forge (now 750 cells instead of 1000 cells). Version 1.2.2 +Community suggestion +| Ice Shard now has a limited amount of ammo that refills quickly after a short period of time. Version 1.2.2 +Community suggestion +| Valmont Whip now has a much larger hitbox, making crits easier to happen. It also no longer locks your controls after an attack. Version 1.2.2 +Community suggestion +| Death Orb twice lasts twice longer against enemies before exploding. Version 1.2.2 +Ammo +1 affix no longer exists as a normal affix. It can still happen on legendary Boomerang. Version 1.2.2 +Community suggestion +| Enemies in BC4 have a much shorter aggro range. Version 1.2.2 +Community suggestion +| Arbiters can no longer teleport in BC4. Version 1.2.2 +Community suggestion +| Reduced a lot aggro distance for many elite mobs (Arbiters, Demons, Inquisitors etc.). Version 1.2.3 +HotK no longer drops ammo stuck on him when using its own stomp attacks. Version 1.2.3 +Community suggestion +| You can now exit a level even if there are enemies nearby. Version 1.2.3 +Damage from the Retaliation affix on Talismans can no longer be blocked by a Shield. Version 1.2.3 +Community suggestion +| Dead Inside mutation now increases your Malaise limit. Version 1.2.4 +Tainted Flask mutation now grants you a Malaise immunity for a few seconds when you use a healing flask. Version 1.2.4 +New Melee mutation (it completely replaces the old one): it now slows down enemies hit for a short duration and prevents getting any Malaise infection from them for 2 sec. Version 1.2.4 +Community suggestion +| Nerves of Steel now has 4 ammo instead of 6. Version 1.2.4 +Necromancy mutation now reduces Malaise infection when killing elites and bosses. Version 1.2.4 +Community suggestion +| Bleed, poison and fire DoTs can no longer interrupt enemy attacks. Version 1.2.4 +Community suggestion +| Death Orb now inflicts enough total damage to kill multiple enemies in most levels. Version 1.2.4 +New rare weapon affix: "the victim emits a toxic cloud on every hits". Version 1.2.4 +Community suggestion +| BossCell 0: balanced all enemy tiers (the beginning of most levels should be slightly easier, but the ending remains the same). Version 1.2.4 +Community suggestion +| BossCell 1-2: enemy tiers before Black Bridge are lower, while the ones after and before Castle are slightly higher. Fixed insane Cavern difficulty. Version 1.2.4 +Community suggestion +| BossCell 3-5: decreased many level enemy tiers, especially before Black Bridge. Fixed insane Cavern difficulty. Version 1.2.4 +New item: remedy that reduces Malaise level (it can be bought in food shops). Version 1.2.5 +Tainted flask mutation now refills 1 flask unit if it's empty and you kill X elite enemies. This X scales down with your Brutality. Version 1.2.5 +Soldier Resistance mutation now limit your Malaise increments to 1 unit every 1.2s (instead of the default "1 unit every 0.35s"). Version 1.2.5 +You can't received more than 1 Malaise infection marker every 0.35 sec (used to be capped at 0.2 sec). Version 1.2.5 +Community suggestion +| Decreased What doesn't kill me heal values. Version 1.2.5 +Some very specific weapons are no longer affected by the Ammo x2 mutation (like Boomerang, Frost blast, etc.) Version 1.2.5 +Extended Healing now heals 85% HP in 15 sec, it adds extra dmg during that duration. It gives a chance to drop a small Malaise remedy when killing Elites. Version 1.2.5 +Parry and Punishment are no longer Tactic shields. Version 1.2.5 +Updated the Hayabusa Gauntlets: they now inflict critical hits if the target has 40% HP or less. Version 1.2.5 +Community suggestion +| Balanced Blade will now have increasing damage (up to +100%) as long you continuously hit something. It deals Critical hits after 10 hits. Version 1.2.5 +Community suggestion +| Meat Skewer now performs 3 dashes in a row that pierces enemies in front of you. Version 1.2.5 +Community suggestion +| Bosses & Elites will now get more life in higher difficulties. Version 1.2.5 +Community suggestion +| Poison, bleed and fire no longer trigger the free shield related force-field. Version 1.2.6 +Community suggestion +| Rapier now inflicts critical hits after a shield parry. Version 1.2.6 +Community suggestion +| Added random items as rewards for some puzzle rooms containing blueprints you already have. Version 1.2.6 +Community suggestion +| Enemies protected by shields can't teleport. Version 1.2.7 +Balanced Pyrotechnics damage. Version 1.2.7 +Community suggestion +| Hayabusa boots will now inflict extra damage to enemies pushed against a wall. The bump effect on last hit is also slightly more powerful. Version 1.2.7 +Greed Shield now drops higher rewards if you own less than X gold. This number scales with your stats. Version 1.2.7 +Hokuto Bow can no longer be affected by the Ammo x2 mutation. Version 1.2.8 +Community suggestion +| Ammo stuck on Conjonctivius will now drop during its invincibility phases. Version 1.2.8 +Fixed some incompatible shield affixes (ie. freeze + poison) Version 1.2.8 +Shield bearer enemy is no longer stopped by cute worms or turrets when charging. Version 1.2.8 +Community suggestion +| Explosive Crossbow is now about twice faster but has limited ammo (which auto-refills). Its damage & stun ability were balanced accordingly. Version 1.2.8 +Heavy Crossbow now has a mini-hook when starting to charge that pulls any nearby enemy. Version 1.2.9 +Added a short "soft interrupt" effect to the Hook skill (temporarily suspends enemy attack charging). This should prevent immediate enemy attacks after hooking. Version 1.2.9 +Level design +New lore elements were added all around the world. +Community suggestion +| Toxic Sewers now have 2 cursed chests instead of 1 at BC4. +Community suggestion +| The exit to Ancient Sewers in PrisonDepths is now right before Ossuary exit. +2 new keys were added to Prison Depths: they will give access to a scroll (the one that used to be in this level) and extra rewards. +New special rewards (including cells, gold and items) were added at the end of the Ancient Sewers. You'll need to find specific keys to get these rewards. +Community suggestion +| Fixed dead-ends without teleporters in Ancient Sewers. +Community suggestion +| Removed many useless empty corridors in Ancient Sewers. +Community suggestion +| Fixed lore rooms generated before the middle gate in Fog Fjord. Version 1.2.1 +Fixed trapped player in Sewer transition level if he doesn't have a spider rune. Version 1.2.2 +Food shops no longer have a useless Reroll option. Version 1.2.2 +Removed Cursed treasures from prison depths. Version 1.2.5 +Fixed Ancient Sewers generation errors. Version 1.2.7 +Fixed Graveyard generation errors. Version 1.2.7 +Community suggestion +| Fixed lore rooms building in unfortunate locations in Stilt Village Version 1.2.7 +Community suggestion +| Added some spikes on walls in Conjonctivius lair. Version 1.2.7 +Updated Slumbering Sanctuary level generation: fixed some issues with paths from entrance to exit being way too shorts. Version 1.2.8 +Graphics & UI +Minor polish in the Ossuary and the Sewer Depths +Community suggestion +| Camera follow speed slightly increased +Community suggestion +| Invisible mobs now appear with more clearly when their invisibility is suspended (ie. when you hit them). Their HP bar will also be visible. +Improved legendary forge locked message (more precise) +The Ossuary Entrance hab been pimped ! +Added a new cool Hand of the King death cinematic. +Community suggestion +| BC4 mob teleportation now displays briefly a "ghost shade" of the mob who is about to teleport. Version 1.2.1 +Community suggestion +| Cinematics now properly interrupt player held attacks. Version 1.2.3 +Enemies should no longer spawn behind secret passages walls. Version 1.2.3 +Added an ingame message when Malaise infection is reduced by a player action. Version 1.2.4 +Community suggestion +| Invisible enemies will now become briefly visible if they use an attack or skill. Version 1.2.5 +Fixed Hayabusa Boots & Gauntlets animations. Version 1.2.5 +Fixed What doesn't kill me description: it only works when parrying a melee attack. Version 1.2.8 +Removed useless ammo recovery animation on Infinite Bow. Version 1.2.9 +Bug fixes +[Custom Game] Fixed fixed seed (no more lore rooms will spawn if you enable it). +Community suggestion +| Hero worms should no longer attack doors. +Fixed abnormal CPU usage on some items (like Ice shards or Decoy) Version 1.2.1 +Thornies are no longer allowed to teleport while rolling over your face. Version 1.2.1 +Minor CPU optimizations with some weapons & mobs. Version 1.2.1 +Fixed homunculus not coming back when Conjonctivius becomes invincible. Version 1.2.3 +Better "in danger" detection (stuff that prevents some actions when enemies are nearby). Version 1.2.3 +Fixed a bug that did reset item cooldowns for no reason, specifically when picking other items. Version 1.2.3 +Fixed few exploits with ParryShield (eg. dodging to cancel control locking). Version 1.2.3 +Fixed an exploit with all shields (except Assault Shield) that allowed control-lock canceling by using dodge while holding the shield up. Version 1.2.3 +Kicking away a grenade from a Bombardier BEFORE it explodes will no longer generate 3 smaller grenades. If you kick/parry it away after the explosion, it's still too late. Version 1.2.3 +The Crusher now has gravity, woooo! Version 1.2.4 +Fixed "!" missing on Lancer Version 1.2.4 +Fixed the control lock duration after using a shield. The total lock duration should be constant for all shields. Version 1.2.4 +Kamikaze bat no longer triggers Necromancy. Version 1.2.5 +Fixed incorrect affix description "Bleed on parry" (which was previously labeled as "Burn on parry"). Version 1.2.8 +Killed tentacles that could remain in the level after a Conjonctivius battle. Version 1.2.8 +Gallery +Artwork +Promotional art for reaching two million copies sold. +Video +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Animated trailer +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Gameplay trailer +References +↑ +Rise of the Giant +Official patch notes +, 2019-02-20 +↑ +Rise of the Giant - Additional Content available in the alpha branch. +Steam blog post +, 2019-02-20 +↑ +Free DLC release date announced! +Steam blog post +, 2019-03-12 +↑ +New Animated Rise of the Giant Trailer released! +Steam blog post +, 2019-03-27 +↑ +FREE DLC: Rise of the Giant available NOW! +Steam blog post +, 2019-03-28 +↑ +Technical information: ROTG is available as a FREE DLC on Switch, FREE update on PS4 and it should be out everywhere in the US, Europe and Japan. +Twitter - Motion Twin +, 2019-05-23 +↑ +After many unfortunate adventures, Rise of the Giant is finally available to all #Xbox players! +Twitter - Motion Twin +, 2019-06-24 diff --git a/wiki_content/Version_1.3.txt b/wiki_content/Version_1.3.txt new file mode 100644 index 0000000000000000000000000000000000000000..212471cb9b6fa06f0aa5a8756e4384ac44ed440f --- /dev/null +++ b/wiki_content/Version_1.3.txt @@ -0,0 +1,280 @@ +URL: https://deadcells.wiki.gg/wiki/Version_1.3 + +Version 1.3 +Update the 13th +Release date +PC +19th of June 2019 +Consoles +11th of July 2019 +Version history +• +All versions +Version 1.3 +, officially the +Update the 13th +, and also known as the +Fear the Rampager Update +, is a major update to +Dead Cells +that was released on the 19th of June 2019 to PC, and on the 11th of July 2019 for the Xbox One, PlayStation 4, and the Nintendo Switch. +Important features +Thunder Shield rework: +Parrying charges you up, dealing damages all around you. +Using the shield again when charged up discharge instantly, stunning ennemies. +Keeping the shield up still deals damages in front of you. +Community suggestion +| We nerfed arbiter. That's all folks! And locked them up in the Cavern in all difficulties, for good measure. +New mob: the Rampager. Think Zombies, but deadlier. Replaces the Arbiter for difficulties BC3+ in all levels. +Community suggestion +| Elite rework: +Removed minions +Removed the bump when the Elite enrages +Weapons and Activables dropped by Elites always have a starred affix. +Prevented some mob + ability combos : Shield + Shielding pylons, Failed Experiment + Rotating laser and Bomber + Rotating laser +Fixed elites seeing you through walls when climbing one-way platforms. +Two new Brutality mutations: +Adrenalin: Dodge an ennemy attack at the last second and gain lifesteal on melee damages for a few seconds. +Frenzy: Gain lifesteal on melee damages while in speed boost. +New affix on amulets: Reveal invisible ennemies. +Community suggestion +| Added an option to remove screenshake. +Two new Skins, to celebrate the 14th of July! The Galaxy outfit and the French outfit are available at the Tailor for all player that have unlocked an additional outfit. Liberté, Égalité, Skins de Juillet. Version 1.3.9 +Balancing +Community suggestion +| Arbiters nerf: +Now only attacks horizontally. +Added a deadzone in close range where the hero is safe. +Removed them from all levels in BC3+ and put them in Cavern. +Flawless buff: Reduced cooldown before crits from 30 seconds to 15 seconds. +Javelin buff: +Cooldown before the weapon comes back automatically reduced from 15 to 10 seconds. +The weapon comes back immediately if it falls in spikes or lava. +Bombers nerf: +Increased charging time before melee attacks. +Removed them entirely from Toxic Sewers. +Demons nerf: +Slightly reduced density in Castle. +Stunned on contact with the hero when in mid-air. +Slightly increased stun time. +Golems nerf/fix: +No longer stunlock to death. +Elite Golems can no longer teleport next to the hero. But they can still teleport the hero next to them. +Knifes Throwers nerf: +Stunned on contact with the hero. Elite Knifes Throwers are not though, be careful! +Added Flask recharges where the Fountain is broken in BC1. +Community suggestion +| Spikes in Beholder's Pit are now retractable. +Community suggestion +| Timed Doors now open if you reach them at the exact last second. +Community suggestion +| [Custom Mode] level modifier Blood no longer resets the kill counter. +Community suggestion +| Added a tiny time frame of invulnerability after opening a chest or picking up a scroll. Less unfair deaths, yay! +Community suggestion +| Increased the level of Legendary items behind boss no-hit challenge doors to be on par with other challenge loot. Version 1.3.2 +Community suggestion +| Rebalanced the amount of double and triple scrolls in Graveyard and Cavern: +Graveyard: 1 triple/3 double => 3 triple/1 double +Cavern: 2 triple/3 double => 3 triple/2 double Version 1.3.2 +In BC3+, Legendary items have bonus for every tier (Brutality, Tactic and Survival). Version 1.3.2 +Community suggestion +| War Javelin now comes back immediately if no enemy were hit when throwing it. Version 1.3.4 +Community suggestion +| Friendly Worms now teleport to the hero if they're not attacking an enemy. Version 1.3.4 +Community suggestion +| Swift Sword damage increased. Version 1.3.4 +Community suggestion +| Rampart parry damage has been reduced to be on par with Cudgel. Version 1.3.4 +Community suggestion +| Wave of Denial cooldown increased. :'( Version 1.3.4 +Community suggestion +| Frenzy and Adrenaline base value slightly increased. Version 1.3.4 +Bombardier's grenade will now only detonate after touching the ground. Version 1.3.4 +Community suggestion +| Blood Sword speed and bleed damage increased. Version 1.3.4 +Caster's HP have been reduced. Version 1.3.4 +Community suggestion +| Caster's orbs now keep the same speed after being countered. Version 1.3.4 +Community suggestion +| Cleaver damage and length improved. Version 1.3.4 +Community suggestion +| Cursed Sword damage improved and lock after reduced. Version 1.3.4 +Community suggestion +| Explosive Crossbow speed decreased. Version 1.3.4 +Community suggestion +| Fast Bow ammo count increased from 10 to 15. Version 1.3.4 +Community suggestion +| Flamme Turret now attack ennemies within their range with no downtime. Version 1.3.4 +Community suggestion +| Forge cost has been reduced. New content in which sinking cells and easier BC0 Dead Cells make us think that we should make advancing the forge level slightly faster. Version 1.3.4 +Community suggestion +| Giant Killer base damage has been substantially decreased, however the weapon is as good as ever to take bosses and elites down. Version 1.3.4 +Community suggestion +| Heavy Turret damage substantially reduced and cooldown slightly increased. Version 1.3.4 +Community suggestion +| Hook lock time reduced when no enemy were hit. Version 1.3.4 +Community suggestion +| Infantry Grenade damage reduced. Version 1.3.4 +Community suggestion +| Knockback Shield: enemies that hit walls take a lot more damage than before. Version 1.3.4 +Magnetic Grenades now repel enemy grenades. Version 1.3.4 +Community suggestion +| Necromancy base and maximum value slightly lowered. Version 1.3.4 +Community suggestion +| Nutcraker critical damage increased. Version 1.3.4 +Community suggestion +| Oil damage multiplier on Fire increased. Version 1.3.4 +Community suggestion +| Oil can now be spread and set ablaze on water. Version 1.3.4 +Community suggestion +| Oiled Sword have seen its speed increased, its ability to breach enemies improved and now inflicts critical damages for a time after hitting a target on fire. Version 1.3.4 +Community suggestion +| Open Wounds bleed duration increased. Version 1.3.4 +Community suggestion +| Parry Shield is now a Survival/ Tactic shield, but the parry damage has been reduced. Version 1.3.4 +Community suggestion +| Powerful Grenade damage and range reduced. Version 1.3.4 +Community suggestion +| Pyrotechnics lock after the second hit of the combo substantially decreased. Version 1.3.4 +Community suggestion +| Repeater Crossbow damage increased. Version 1.3.4 +Community suggestion +| Sadist's Stiletto is now a Brutality/ Tactic weapon and inflict more critical damage. Version 1.3.4 +Community suggestion +| Seismic Blade damage increased. Version 1.3.4 +Community suggestion +| Speed Buff duration increased from 8 to 10 seconds. Version 1.3.4 +Community suggestion +| Shrapnel Axes damage and ability to breach improved. Version 1.3.4 +Community suggestion +| Sinew Slicer health pool and bleed damage improved. Version 1.3.4 +Community suggestion +| Stun Grenade damage and stun duration improved. Version 1.3.4 +Community suggestion +| Sonic Crossbow bolts now crit on targets beyond the first. Version 1.3.4 +Community suggestion +| Swarm Grenade now spawn 4 worms instead of 2 before, but the cooldown has been doubled too. Version 1.3.4 +Turrets can no longer be grabbed by the homunculus. Its chiropractor told it to stop any heavy lifting... Version 1.3.4 +Community suggestion +| Twin Daggers speed increased. Version 1.3.4 +Community suggestion +| Reduced The Boy's Axe recall damages, but waiting for the end of the root effect now deals recall damages as well. Version 1.3.4 +Community suggestion +| Valmont's Whip critical hit zone improved. Version 1.3.4 +Community suggestion +| Quick Bow shoots faster and arrows travel quicker. Version 1.3.5 +Community suggestion +| Ramparts invulnerability duration slightly reduced. Version 1.3.5 +Community suggestion +| Spartan Sandal always deals fall damage to enemies and splash damages to enemies around them. Version 1.3.5 +Community suggestion +| The Cage elite skill has been reworked: it now has a 5 seconds up time, then gets down for at least 3 seconds. Version 1.3.6 +Level design +Community suggestion +| Fixed some lore rooms never appearing in Astrolab. +Community suggestion +| Fixed a challenge room being impossible to finish. +Community suggestion +| Fixed Cavern sometimes generating an unescapable corridor under entrance bridge. +Community suggestion +| Added Lanterns in boss arena when the Darkness modifier is active (from [Twitch] or [Custom mode]). +Lantern are now spawned in multi-treasure rooms when the Darkness modifier is active. +Community suggestion +| Improved light generation in Forgotten Sepulcher. Version 1.3.2 +Community suggestion +| Inquisitors are making their comeback into higher difficulties (3BC +) to fill the lack of long-distance shooters let by the Arbiter's retreat into their original lair. A few more change in the bestiary of some biomes have been done to make it more consistent. Details below. +Prisoners' Quarters: Inquisitors added to BC3+, Rampager added in BC4 and BC5. +Toxic Sewers: Scorpions added to BC3+, Grenadiers added in BC2 and BC3, Zombies replaced by Rampager from BC3 to BC5. +Ramparts: Inquisitors added to BC3+. +Stilt Village: Maskers replaced by Knife Throwers from BC1 to BC5. Rampager added on BC3+. +Slumbering Sanctuary: Inquisitors are back in BC3 (but not in BC4 or BC5). Zombies removed from BC3. Knife Throwers removed. Grenadiers added to BC1. +Clock Tower: Inquisitors are back in BC4+, Bombardiers added in BC3+. +Castle: Inquisitors added in BC3+. Version 1.3.4 +Community suggestion +| Inquisitors return and Rampager arrival to Prison Quarters made the first level of Dead Cells one of the hardest of the whole game, so we tweaked the density and variety (added base zombie until BC 5) to made it easier. Version 1.3.6 +Graphics & UI +The Broadsword now glows yellow on the second and third strike. +Community suggestion +| Fixed a gap sometimes appearing in Astrolab between the shops roof and its decoration. +Community suggestion +| Fixed Arbiter being stuck in an animation and sliding on the ground. +Community suggestion +| Fixed color of Treasure rooms spilling out a little in outside levels on the minimap. +Music & SFX +Changed SFX for the Forgotten Map. +Added a SFX on Failed Experiment dodge. +Community suggestion +| Reduced Friendly Worms attack volume. Quiet, you worms! Version 1.3.5 +Bug fixes +Community suggestion +| Legendary altar can no longer spawn in front of doors. +Community suggestion +| Fixed an elevator not going high enough in Astrolab. +Community suggestion +| Fixed a small gap sometimes appearing in Cavern entrance. +Community suggestion +| Fixed meta settings being ignored in [Custom mode]. Speciality shop, random equipment at the start, etc. +Community suggestion +| Fixed attack indicator on slowed ennemies. +Community suggestion +| Fixed Hayabusa boots range on the last hit. Did you know that it used to push everyone in the level? Yeah, we didn't either. +Community suggestion +| Fixed the cooldown for the Owl being inconsistent. +Community suggestion +| Fixed turrets shooting at Giant's hands after its death. My immersion! +Community suggestion +| Fixed Failed Experiment hitbox and hurtbox. +Community suggestion +| Fixed some walls with auto-rectractable spikes being climbable. +Community suggestion +| Fixed Cells and Golds pickup dropping on ground when performing some actions. Version 1.3.2 +Community suggestion +| Fix Legendary Altar dropping into spikes when spawned on collapsable ground. Version 1.3.2 +Community suggestion +| Fixed Bomber hitting you through walls. This fix only concerns the melee sword strike, the flight patterns and dive attack are meant to go through walls. Version 1.3.2 +Community suggestion +| Fixed a [Custom Mode] bug on the item quality setting. Version 1.3.2 +Community suggestion +| Malaise damages no longer kills cursed hero. Version 1.3.2 +Community suggestion +| Fixed reforging an activated legendary Great Owl of War losing the legendary quality. Version 1.3.2 +Community suggestion +| Fixed Flawless icon staying indefinitely if you drop the weapon. Version 1.3.2 +Fixed Stomper, Bomber and Rampager following you around even when you are invisible. Version 1.3.2 +Community suggestion +| Fixed a hole in a platform creating wall runes in the ground. Version 1.3.5 +Community suggestion +| Fixed some archs not displaying correctly on prison roof. Version 1.3.5 +Community suggestion +| Cleaver no longer applies bleed effect on bubble-shielded enemies. Version 1.3.5 +Legendary Cursed Sword can now have a Survival scroll. Version 1.3.6 +Magister of Death no longer has a seizure when you teleport near it. Version 1.3.6 +Bats (Kamikaze and other flying critters) no longer aggro through walls. Version 1.3.6 +Beating the Giant now grants you 30 cells. Version 1.3.6 +Fixed Shield Bearer dealing damages when stunned. Version 1.3.6 +References +↑ +Update the 13th +Official patch notes +, 2019-05-07 +↑ +We nerfed the Arbiter! Update 13 Alpha available now. +Steam blog post +, 2019-05-07 +↑ +Update 13 available in the beta branch. Also, 2M copies of Dead Cells sold. +Steam blog post +, 2019-05-23 +↑ +13.5 is available in the beta branch with a lot of balancing changes. Feedback requested! +Steam blog post +, 2019-06-14 +↑ +13th update "Fear The Rampager" is live! +Steam blog post +, 2019-06-19 +↑ +Happy to announce that the 13th Dead Cells update "Fear the Rampager" is live right now on #PS4 #NintendoSwitch and #Xbox One! +Twitter - Motion Twin +, 2019-07-11 diff --git a/wiki_content/Version_1.4.txt b/wiki_content/Version_1.4.txt new file mode 100644 index 0000000000000000000000000000000000000000..c89d7206bf40cbfc824580f22a7867fd1d663de2 --- /dev/null +++ b/wiki_content/Version_1.4.txt @@ -0,0 +1,138 @@ +URL: https://deadcells.wiki.gg/wiki/Version_1.4 + +Version 1.4 +Who's the Boss Update +Release date +PC +13th of August 2019 +Consoles +9th of September 2019 +Version history +• +All versions +Version 1.4 +, officially the +Who's the Boss Update +, is a major update to +Dead Cells +that was released on the 13th of August 2019 to PC, and on the 9th of September 2019 for the Xbox One, PlayStation 4, and the Nintendo Switch. +Important features +Who's the Boss Update! This patch brings 7 new weapons (one for each of the five bosses of Dead Cells, one for a certain really challenging fight, and a +mystery one +) thematically tied to Dead Cells' bosses. Beat them and claim their weapon as yours. +In addition to the new weapons, we welcome 6 new mobs - also thematically tied to the bosses - in the family. We hope you will love them as much as we do! +Community suggestion +| The Color Scaling of many items has been changed. We've been rethinking how each color should offer several specific approaches of the combat. +Tactics: Glass Cannon with an emphasis on being well positioned. Survive by not being hit, and in dire need of suitable tools (defensive or helping with re-positioning) to do that job consistently. +Brutality: A well balanced build focused on fast weapons, melee combat, damage-over-time and offensive skills. +Survival: Slow weapons, great shields, lot of health, offensive skills with high cooldown but decent control alternatives. Everything tied to healing. +Hence, why we felt the need to change a few of the current weapon scalings to be more in line with the global philosophy behind. Here is the full change list: +Stun Grenade, Ice Grenade, and Root Grenade are now Tactics/ Survival instead of Brutality/ Tactics. +Death Orb is now Survival instead of Tactics. +Corrupted Power is now Brutality/ Tactics instead of Tactics/ Survival. +Vampirism is now Brutality/ Survival instead of Tactics/ Survival. +Tonic is now Survival only instead of Tactics/ Survival. +Corrosive Cloud is now Tactics/ Brutality instead of Tactics only. +Lacerating Aura is now Tactics/ Brutality instead of Tactics only. +Throwing Knife is now Tactics/ Brutality instead of Tactics only. +Meat Skewer is now Tactics/ Brutality instead of Brutality only. +Assassin's Dagger is now Tactics/ Brutality instead of Brutality only. +Two of the 14th update’s new items have also received a color change, with Lightspeed becoming a Tactic/ Brutality, but with a higher cd than before. A certain other spinning skill has become Brutality/ Survival instead of Tactics/ Survival. +Version 1.4.2 +Community suggestion +| 3 New Tactics Mutations! Albeit not being designed to fit into range build but to make Melee purple an unstoppable killing machine. Until you take a hit. +Scheme: Using a skill gives a flat bonus damage to your next melee attack. +Initiative: Gives a flat bonus damage to your first melee attack against an enemy. +Predator: Killing an enemy with a melee attack makes you invisible during X secondes. +We've been thinking about making an Assassin's build (Glass Cannon with the highest damage and great mobility but the lowest tankyness of the game) viable in Dead Cells for some time now, and the recolor of some items was the perfect opportunity to try it. +The Assassin is thought to be built around skills where you need to be at the center to make the most of it (Lacerating Auras, Knife Dance) and excellent defensive options or even panic buttons (Wave of Denial, Decoy, now Lightspeed and the control grenades). We also had the weapons fitting the gameplay theme of the assassin scaled with Tactics to give a few more options for this build. +These mutations are available to everyone by default for testing purposes at the moment. Version 1.4.2 +Balancing +When locked, the Rampager will now launch her attacks without waiting to be in range of the player. This will prevent cases where she will go on rampage, get locked, then attack the player without warning as soon as they get close. +Increased level of items from Cursed Chest and Legendary Altar by one. +Community suggestion +| One-time damage buffs (from Grappling Hook and Counter Attack affix) don't trigger on some minor damage dealt (arrow affixes, grenade affix, Crossbow hook, Phaser, Grappling Hook itself). +Community suggestion +| Disengagement now removes all poison on the beheaded when it triggers. +Poison will no longer kill you, but bring you down to 1HP instead. This will prevent some deaths that could feel unfair while still being pretty threatening. +Valmont's Whip is now a Brutality/ Tactic weapon instead of Brutality/ Survival. It's survival scaling was justified back in the days when it was quite a slow weapon. It's not the case anymore, while a good positioning (a staple of Tactic gameplay) is still required to get the most out of the weapon. +Community suggestion +| Grappling Hook is now Tactics/Brutality instead of Tactics/Survival as being well positioned is needed to optimally using the weapon, but it fits the brutality playstyle more than the survival one. +Magnetic Grenade is now a Brutality/Tactic weapon. Keep your foes from approaching while your turrets shred them. +Community suggestion +| Ripper damage increased. Version 1.4.2 +Community suggestion +| Parting Gifts range and damage slightly increased. Version 1.4.2 +Phaser won't trigger Thorny's back damage anymore. Version 1.4.3 +Hook cooldown now resets when missing. Version 1.4.5 +Community suggestion +| Elite Golems can no longer have the clone skill. Version 1.4.9 +Elite's turret skill increased cooldown between bursts. Change was actually live since 14.5 but we forgot to mention it in the patchnotes... Version 1.4.9 +Level design +Knife Thrower has been taken out from the ramparts to reduce the number of range enemies, from Clock Tower to reduce the number of invisible enemies and from Toxic Sewers where the knife thrower was redundant with the Scorpion (samey kind of horizontal range, invisible). +Inquisitor has been taken out of the Cavern (redundant with its three-hands bigger brother Arbiter). +Community suggestion +| Added a light in each trap room in Forgotten Sepulcher. Version 1.4.3 +Community suggestion +| Fixed some problematic rooms: floating walls, softlocks, projectiles leaking from challenge rooms, etc. Version 1.4.9 +Graphics & UI +Community suggestion +| Infected Food now appears green on the mini-map. +Community suggestion +| Added an icon above enemies that still have a blueprint unlockable while wielding the Hunter's Grenade. +Quality of life +Community suggestion +| Added key bindings to move the camera with the keyboard (IJKL by default). +Bug fixes +A certain enemy in a certain really challenging fight can now throw fireballs from inside the wall. This sounds like a bug but I swear its actually a fix. Pinky promise. +The elite skill Cage will now correctly follow the elite mob when charging up again. Charge time was also increased a little for better readability. +The Parting Gift now correctly scales with your Tactics level. +Great Owl of War now correctly follows you through sub-levels. +Prevented Legendary Altar from spawning in front of mini-teleporters. +Root Grenade now applies poison or bleed correctly when it has the corresponding affix. +Corrosive Cloud and Bloodthirsty Shield now work correctly with the affix "bleeding causes poisoning." +Slasher's third strike will not go over gaps anymore. +Kamikaze in Prison Depths or Ancient Sewers won't drop keys anymore. A kamikaze would not drop its key if it killed itself, and killing one while it was flying over a wall would make the key appear in weird places. This should fix all that. +Various crash fixes. Complicated dev stuff, semi-colons and all that. +Fixed Slammer and Rampager sometimes levitating. We listened to you, and now they will never feel the breeze under their wings again. You monsters. Version 1.4.1 +Friendly Worms no longer freeze enemy attacks. Version 1.4.1 +Replaced "stun" by "root" in The Boy's Axe description. Version 1.4.2 +Fixed "Legenday" typo in difficulty choice panel. Version 1.4.2 +Magnetic Grenade will not turn friendly bombs or traps into grenades anymore. Version 1.4.2 +No more stalactites falling after killing the Giant. Version 1.4.2 +Parry Shield now parries grenade on the ground without a small delay. Version 1.4.2 +Fixed enemies teleporting to you even when invisible in BC4+. Version 1.4.3 +Fixed Hook not applying its affixes to the next attack. Version 1.4.3 +Fixed being able to parry the horizontal AOE elite skill multiple times. Version 1.4.3 +Fixed Slasher shockwave hitbox. Version 1.4.3 +Fixed Failed Experiment not taking damage from spikes on the ground. Version 1.4.3 +Fixed Zombie jumping hitbox preceding the visuals. Version 1.4.3 +Fixed weird hit detection of Magistrate of Death. Version 1.4.3 +Fixed the legendary forge displaying the wrong error message sometimes. Version 1.4.3 +Fixed being able to stomp with your body when using homunculus rune while climbing a ladder. Version 1.4.3 +Fixed Protectors shielding Friendly Worms. Version 1.4.3 +Fixed some Spikes hitboxes. Version 1.4.3 +Fixed DOT and other alternative sources of damage not having increased damages in the very last phase of a certain secret boss. Version 1.4.3 +Fixed the prisonner floating in the air when climbing a wall with a platform behind his back. Version 1.4.3 +Multi-state items (Tonic, Vampirism, Great Owl of War, Lightspeed, etc.) don't swap places when used on the left slot anymore. Version 1.4.6 +References +↑ +Who's the Boss update +Official patch notes +, 2019-07-17 +↑ +Update 14th: Who's the Boss? available in the alpha branch. +Steam blog post +, 2019-07-17 +↑ +New mutations and more available on beta. Feedback requested! +Steam blog post +, 2019-07-30 +↑ +Update 14: Who's the Boss? Is out now for everyone! +Steam blog post +, 2019-08-13 +↑ +1.4 update, "Who's the boss?", is now live on #PS4, #NintendoSwitch and #XboxOne! +Twitter - Motion Twin +, 2019-09-09 diff --git a/wiki_content/Version_1.5.txt b/wiki_content/Version_1.5.txt new file mode 100644 index 0000000000000000000000000000000000000000..6292fb0b1ba1196fd05705c12844a4a8234564ee --- /dev/null +++ b/wiki_content/Version_1.5.txt @@ -0,0 +1,164 @@ +URL: https://deadcells.wiki.gg/wiki/Version_1.5 + +Version 1.5 +The Corrupted Update +Release date +PC +6th of November 2019 +Consoles +14th of November 2019 +Version history +• +All versions +Version 1.5 +, officially +The Corrupted Update +, is a major update to +Dead Cells +that was released on the 6th of November 2019 to PC, and on the 14th of November 2019 for the Xbox One, PlayStation 4, and the Nintendo Switch. +Important features +Corrupted Confinement: A new optional (mini) biome has been added, mirroring Prison Depths. Both biomes are now very short, thought as challenged areas with one cursed chest at the beginning. +Scroll Fragments: These are "quarters" of scrolls, called fragments, which began to appear at BC3+. Find four of them to make a whole triple scroll! +Recycling Tubes: A new meta upgrade, unlockable when beating the Hand of The King for the first time in BC1. Replace the starting gear with four set of 5 random items (melee, range, shield and two skills). Choose one. +The first part of Dead Cells can be very tedious without any skills and the stat points that come with it. We hope that this upgrade will help with that. +Explorer Instinct: A new rune, which reveal the whole map and its points of interest (scrolls, chest, merchants, etc.) when you've explored most of the level. +Fewer Curse Chests : While we do think it's great mechanic, being forced to open all the curse chests to not fall behind on the curve (BC3+) can be frustrating. The chance of random cursed chest in each level has also been updated. +New Tactic mutation: Crow's Foot +Dodge to place up to nine caltrops on the ground, damaging and slowing enemies. +New Tactic mutation: Networking +Stick an arrow in two or more enemies to make them share the damage they take. +New Tactic mutation: Tactical retreat +Dodging just in time slows nearby enemies and prevent them from inflicting malaise. +Colorless items with stat boosts now increase your highest stat dynamically. Highest base stat, before the bonus given by other items is taken into account. +Removed the possibility to equip two version of the same item. Think double boomerang or heavy turrets. Legendary items are not concerned by this restriction. +A Custom Mode option reverting this change has been added (locks achievements). +Added a Custom Mode option to increase the number of mutations equipable (locks achievements). +Community suggestion +| Added a Custom Mode option to make every item colorless (locks achievements). +Community suggestion +| Two new achievements, including one for beating Gigantus without taking a single hit. +Community suggestion +| You now have to allow at least 20 items in the custom runs to unlock achievements. +Balancing +Community suggestion +| Remove hard damage cap of 99999 damage, in order to stop penalizing heavy hitting weapons against bosses. Very much monitoring this change, as it could causes unforeseen issues. +Cannibal now pauses longer after it's third hit, giving you a new window of opportunity to strike. +The Guardian's Haven now directly leads to the Throne Room. +Community suggestion +| Corrupted Power damage buff now scales with item level and quality. +Protector platform cost increased (which means less mobs around). +Great Owl of War blueprint drop rate increased +Maximum number of Knife Thrower on one platform decreased. +Sweepers platform cost increased (which means less mobs around). +Community suggestion +| The bestiary of Prisoners' Quarters, Promenade of the Condemned and Ramparts have been tweaked. +Community suggestion +| Scrolls spread in-between biomes has been slightly balanced to be more coherent with the difficulty of the level and to prevent some roads and biomes to be a clear better choice than its counterparts. +Community suggestion +| Cleaver cooldown reduced and health points increased. +Community suggestion +| Ice Crossbow now scales with Survival in addition to Tactics. +Community suggestion +| Frost Blast now scales with Survival in addition to Tactics. +Ice Bow now dual-scales with survival in addition to Tactics. The idea behind green-scaling freezing items is to begin offering alternatives to shield in the secondary slot. +Community suggestion +| Lightning Bolt doesn't scale with Survival anymore +Limited the spawn of Hammer to one per room instead of two. +Community suggestion +| Advanced Forge upgrade cell cost divided by 2. +Community suggestion +| Increased drop rate of blueprints dropped by Hammer. +Increased the drop rate of Axe Thrower blueprint. +Dark Tracker now drop the Hayabusa Boots at BC1+. +Community suggestion +| Prevent mobs from spawning in various secret zones, vine rooms, teleport rooms, etc. +Community suggestion +| Legendary items and items obtained in Cursed chests now have one bonus level in BC3+ +Improved detection of perfect dodges for mutations Adrenalin and Tactical retreat. +Community suggestion +| When unlocking an item at the Collector, the item now drops with a higher level and take your forge level into account. +Community suggestion +| Prevent the laser eyes and the cristal shower from happening at the same time while fighting the Giant. +Community suggestion +| Reduced Sweeper attack range. +Community suggestion +| Added some invulnerability frames for Telluric Shock. +Community suggestion +| The Shovel now repel all grenades in range. +Community suggestion +| Librarians now have a more limited detect range. +Bosses skip their "tutorial" phase at BC1+. That means they're actually easier because they start with fewer HP, it's actually like you had beat their first phase without having been hit at all. +Alienation now reduce Malaise as well. +The resistance buff given by the Legendary Altars to the enemies around has been decreased. +Frantic Sword now inflicts critical damage if you have less than 50% of your life or at least 50% of your Malaise bar filled up. +Level design +Increased the size of the Flask Room to accomodate for the growing item pool. +Prevent altars from spawnning in front of ladders. +Graphics & UI +Added broken flasks in the Flask Room to show the items locked using Custom Mode. +Community suggestion +| Improved killstreak icon. The icon now change to display whether you already reached 30 or 60 enemies killed without taking damage during the level. +Flipped Flint icon. Hello from the other siiiiiide... +Community suggestion +| Made some dedicated sprites for electric wall and gravity well traps. +Added a couple of warning frames before Lightning Bolts starts hurting you. Power, with a few limitations. +Community suggestion +| Added icons on dropped items to show which items have starred or damage affixes. +Lore rooms have now their own color on the map! +The leech, double damage and quad damage affixes now have their own icons in item descriptions. Version 1.5.2 +Quality of life +Community suggestion +| The timer is now paused in the Specialist's Shop. +Community suggestion +| Added an option to start with a random unlocked outfit. +Community suggestion +| Added an option to automatically skip cinematics. +Community suggestion +| Magic Missiles and Pyrotechnics now shoot automatically when holding down the attack button. +Community suggestion +| Added an option to display milliseconds during level loading and at the end of a run. +Doors leading to sublevels are greyed up on the minimap once visited at least once. +Community suggestion +| Alpha saves have everything unlocked from the get go. +Added a sound and a visual fx when Symetrical Lance and Oil Sword crit conditions end, and when Lightspeed's backdash ends without being used. +Added a screen bound warning for enemies attacking from outside of the screen. +Community suggestion +| The grenade affix on weapons no longer un-freeze enemies. Version 1.5.2 +Community suggestion +| Enemies under the effect of the Hunter's Grenade drop the Hunter's Grenade if killed accidently. Version 1.5.5 +Community suggestion +| Uniformized the selling price for items on multi-choice altars. Be careful, the uniformization only applies while the item is still on the altar. No more back and forth to determine which item sells for the highest price. Version 1.5.6 +Music & SFX +Added a SFX for Adrenaline triggering. Version 1.5.1 +Bug fixes +Fixed Predator mutation having no cap for its duration. +Fixed Bats not always facing the hero before attacking. +Fixed Sweeper not always facing the hero before attacking. +Fixed the transition between the Cavern and the Guardian's Haven having a higher item level than both levels. +Fixed Parry Shield queuing attacks for a very long time. +Prevent grenades from hitting you after you managed to kill the Hand of the King. +Prevent being able to roll out of the boss room when the boss screams (and getting locked outside). +Fixed a certain spoiler item hitting through walls. Version 1.5.1 +Fix not being able to drink a certain potion during a certain secret boss fight if the number of flask has been set to 0 with the Custom Mode. Version 1.5.4 +Fixed using Giant's Whistle during the Timekeeper fight sometimes bugging the boss. He always found a way to get on her nerves. Version 1.5.4 +References +↑ +The Corrupted Update +Official patch notes +, 2019-10-09 +↑ +15th Update available in the alpha branch. +Steam blog post +, 2019-10-09 +↑ +Corrupted Update is now on the beta branch! +Steam blog post +, 2019-10-23 +↑ +15th Corrupted Update is live! +Steam blog post +, 2019-11-06 +↑ +The Corrupted Update is currently rolling out on all consoles! +Twitter - Motion Twin +, 2019-11-14 diff --git a/wiki_content/Version_1.6.txt b/wiki_content/Version_1.6.txt new file mode 100644 index 0000000000000000000000000000000000000000..8f6c6cf320cec42fdf19d448f61251f353d583e5 --- /dev/null +++ b/wiki_content/Version_1.6.txt @@ -0,0 +1,84 @@ +URL: https://deadcells.wiki.gg/wiki/Version_1.6 + +Version 1.6 +The Legacy Update +Release date +PC +23rd of December 2019 +Consoles +~11th of February 2020 +Mobile +20th of October 2020 +Version history +• +All versions +Version 1.6 +, officially +The Legacy Update +, and also known as the +Christmas Update +, is a major update to +Dead Cells +that was released on the 23rd of December 2019 to PC, around the 11th of February 2020 for the Xbox One, PlayStation 4, and the Nintendo Switch, and on the 20th of October 2020 for iOS and Android. +The Legacy Update's primary purpose was to introduce the option to revert to older versions of the game, however this feature is only available to players who own the game through Steam. The update also introduced multiple new Survival-scaling items and mutations primarily focused around expanding the Survival playstyle. +Important features +Community suggestion +| The Legacy Update now gives you access to all of the major iterations of the game that we've released. So, you can now play 0.0, 0.1, 0.2 and so on...Cool huh? +A new skill has been added, the Ice Armor. Covers your body with ice that explodes, freezing enemies, when you activate the skill again or after a few seconds. If you take a hit while it still active, you don't take any damage/ malaise and the ice explodes, but the cooldown is doubled. Perfect to delay the decaying of your current host... +A new shield has been added: the Ice Shield which, surprise, freeze all enemies around you on a successful parry. Parried projectiles will also freeze the enemies. +Frostbite a new survival mutation, has been added, turning the "slowed" status into a dot in addition to its usual effect. +Cold Blood, a survival mutation, has been added. Reduces cooldown when you melee hit a slowed, rooted or frozen mob. +A new skin, honoring our favorite white-bearded gift-bringer reindeer trainer grand' Pa, has been added. +Meat Skewer has been reworked, with the first strike of the combo dashing and piercing through mobs. The weapon next attacks inflicts critical damages on the enemies pierced with the first strike. +Frontline Shield has been reworked, it now gives you a damage boost on melee strikes after a successful parry. +Lightning Whip does more damages, and will also deal damages to the enemies close to the target (currently 50%). +Balancing +Community suggestion +| The margin for random values has been decreased from 20% to 10% +/-. Basically before, an attack inflicting 100 damages could actually inflict in-between 80 and 120. Now it is in-between 90 and 110. +Decrease the cell cost of Health Flask III and IV, Gold reserve III, IV and V and Advanced Forge. +Community suggestion +| Hemorrage and Thunder Shield blueprints drop rate increased. +Community suggestion +| Sadist's Stiletto can now have the "bonus damage on bleeding/ poisoned enemies" affixes. +Community suggestion +| Hunter's grenade is now a legendary item. +Community suggestion +| Oil Grenade now also scales with Tactics. +Community suggestion +| Demons can't be shielded by Defenders anymore. +Throwing Knives bleed damage and duration has been increased. +Community suggestion +| Bloodthirsty Shield now scales with Brutality too, making it the second brutality shield of the game. Merry Christmas. +Community suggestion +| Prisoners' Quarters, Ossuary and High Peak Castle bestiary have been updated, especially at higher diff to make the Failed Experiments slightly less omnipresent. +Shockers charge time very slightly longer. +Orange worms attack at a slower speed. +Invisibility damage buffs now triggers on ranged attacks. +One-hit protection now comes back when you drink a potion or when your health gets back to 100%. +Quality of life +Community suggestion +| Gold and cells are now collected over an unlimited distance by default. Hence, this affix has been removed from the game. +Bug fixes +Spiker can no longer charge its attack while there is a cinematic. +Thorny and Golem no longer stop in their tracks when dodging their charge. +References +↑ +Legacy Update +Official patch notes +, 2019-12-20 +↑ +Christmas Update on the Beta Branch! +Steam blog post +, 2019-12-20 +↑ +The Legacy Update is available now. +Steam blog post +, 2019-12-23 +↑ +Some news on the 1.6 update for consoles: This was originally planned to release on 11th February, however, we have hit some bugs which mean this is now not an option. +Twitter - Motion Twin +, 2020-02-07 +↑ +You have waited long enough, the free #LegacyUpdate for #DeadCells is here ! But are you really ready for it ? +Twitter - Playdigious +, 2020-10-20 diff --git a/wiki_content/Version_1.7.txt b/wiki_content/Version_1.7.txt new file mode 100644 index 0000000000000000000000000000000000000000..24980097cb215317181e8736c271e40d50ae03e6 --- /dev/null +++ b/wiki_content/Version_1.7.txt @@ -0,0 +1,89 @@ +URL: https://deadcells.wiki.gg/wiki/Version_1.7 + +Version 1.7 +The Bad Seed Update +Release date +Consoles +7th of February 2020 +PC +10th of February 2020 +Mobile +30th of March 2021 +Version history +• +All versions +Version 1.7 +, officially +The Bad Seed Update +, is a major update to +Dead Cells +that was released on the 7th of February 2020 for the Xbox One, PlayStation 4, and the Nintendo Switch, on the 10th of February 2020 on PC, and on the 30th of March 2021 for iOS and Android. +This was a compatibility update that allowed +The Bad Seed DLC +to be installed and played. +Important features +The new Stream mode is out! +Your viewers will soon be able to interact with the game through a Twitch extension rather than the chat. Less spam in your chat, more manageable for everyone! +The extension will be available on Twitch in a few days, in the meantime, you can disable the support for it in the Streaming options. +Prepare the game for the upcoming The Bad Seed DLC. +Play the part of Gordon Freeman with the Crowbar, a fast brutality weapons that crits after breaking a door or a breakable prop, the HEV Outfit and the Half-Life Diet to get your share of medkits! (Update 1.7.3) +Balancing +Enemies in a shop room with you are now able to attack you, but ranged enemies outside the shop can't shoot at you. This will prevent ranged enemies to shoot at you while you shop, while fixing weird behaviors when enemies follow you in a shop. (Update 1.7.2) +Bug fixes +Fixed random quarter scrolls appearing in difficulties below 3BC. +Fixed Catcher damaging traps on every frames. +Fixed Telluric Shock making you invincible when used in a pit. +Fixed Frostbite damage calculation. +Fixed Heart of Ice not working on slowed enemies. +Fixed Ice Armor not preventing poison to be applied (Knives Throwers, Scorpios, etc.). +Gallery +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Teaser trailer +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Gameplay trailer +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Animated trailer +References +↑ +Anyone wondering about the 1.7 patch... +Twitter - Motion Twin +, 2020-02-07 +↑ +The Bad Seed +Official patch notes +, 2020-02-10 +↑ +The Bad Seed DLC will come to Steam Q1 2020 +Steam blog post +, 2019-12-04 +↑ +The Bad Seed DLC launches Feb 11th! +Steam blog post +, 2020-01-29 +↑ +The Bad Seed DLC is landing in 3 days +Steam blog post +, 2020-02-08 +↑ +The Bad Seed DLC is out! +Steam blog post +, 2020-02-10 +↑ +You have been waiting for it but good things come to those who wait! +Twitter - Playdigious +, 2021-03-19 diff --git a/wiki_content/Version_1.8.txt b/wiki_content/Version_1.8.txt new file mode 100644 index 0000000000000000000000000000000000000000..17f0549b43e54f5e0c3f6715b9845ee12745437c --- /dev/null +++ b/wiki_content/Version_1.8.txt @@ -0,0 +1,198 @@ +URL: https://deadcells.wiki.gg/wiki/Version_1.8 + +Version 1.8 +The Bestiary Update +Release date +PC +22nd of April 2020 +Consoles +27th of May 2020 +Version history +• +All versions +Version 1.8 +, officially +The Bestiary Update +, is a major update to +Dead Cells +that was released on the 22nd of April 2020 to PC, and on the 27th of May 2020 for the Xbox One, PlayStation 4, and the Nintendo Switch. +The Bestiary Update added a long list of smaller new features, most notably two new items and six new enemies scattered around different difficulties and biomes, as well as addressing issues and missing features in +The Bad Seed DLC +. +Important features +New affixes! +We added 11 new affixes on active skills, aimed primarily at growing the pool of affixes available for some items that didn't have enough. Yes Corrupted Power, I'm looking at you. +8 new normal affixes: +Ice, fire, bleed or poison on nearby floors or enemies when the effect of the used active ends +A grenade, a volley of arrows, or fire spreads when a deployable trap is destroyed +Get all your arrows back when using a skill +3 new starred affixes: +Oil and fire spread around when a deployable trap is destroyed +Push enemies around you when the effect of the used active ends +Extended duration for powers like Wings of the Crow or Smokebomb +6 New Mobs! +Six brand news enemies. 3 are biome specific, 3 are dispatched through various levels at differents Boss Cells. For the time being, and until the live release, we prefer letting you unveil their exact locations and types. +The 'common' enemy pool was getting a bit too small considering the addition of new levels, and the BC enemies were always too few and hence too repetitive for our tastes. 6 New Mobs! +2 New items +Crowbar (part of the 17.3 'Half-Life' pack patch). Fast brutality weapon that crits after breaking a door or a breakable prop. +Portable Door: Allows you to bring a door with you - covering your back while you take care of the mobs in front of you and allowing for an elegant stun effect when you decide to turn around. +Half-life diet +Completing the Freeman' role play pack with medpacks for a true immersion. +The Bad Seed +| New lore rooms and secrets for the Arboretum and the Morass. Good hunting! +The Bad Seed +| Balanced bestiary: +We took the opportunity of adding new mobs to re-balance the bestiary of the levels in questions. While there isn't any new mobs in the 'Bad Seed' levels, we've tweaked the numbers to make these biomes fairer. Let us know what you think! +Ten (10) new achievements! +Eight of them are related to The Bad Seed DLC. Classic achievements like "Reach the Arboretum" or more ... secret ones. +The other two are accessible by everyone. Version 1.8.3 +Community suggestion +| A new feedback has been implemented for some weapons for weapon which have critical hits for a set duration. Version 1.8.3 +Balanced Blade +Crowbar +Flashing Fans (from The Bad Seed DLC) +Frantic Sword +Oiled Sword +Rapier +Spite Sword +Swift Sword +Symmetrical Lance +Tentacle Whip +Three new outfits have been added to the game. +Two are linked to the secrets and lore of The Bad Seed DLC. One is available for everyone that can rise up to the ultimate challenge. (Version 1.8.3) +Balancing +The Bad Seed +| Blueprint drop chances of the new items lowered. +Cavern mobs' health and damage lowered in all difficulties to make up for the hell-ish bestiary down there, +The Bad Seed +| Mushroom Boi now break your invisibility on attack. +The Bad Seed +| Improved Tick Scythes hitboxes to better hit downward. +The Bad Seed +| Ticks now bump slightly on attacks. +The Bad Seed +| Ticks now drop five cells and some gold upon death. +The Bad Seed +| Improved Jerkshroom throwing curve to prevent direct hits from below. +The Bad Seed +| Thrown Jerkshrooms no longer hurt you when colliding in the air. Who the hell thought it was a good idea?! ... Oh. +Knives Thowers now always dodge or dash once before starting to attack you. +Added a protection to player when jumping down from one way platforms to avoid taking hits when a mob on the platform is attacking. +Frozen enemies are now interrupted in their attacks. No more surprise hits after defrosting your Failed Experiment! +Community suggestion +| Removed Death Orb damage cap. +Community suggestion +| Marksman Bow can now have damage bonus affixes. +Community suggestion +| Ice Armor now gives damage reduction instead of bonus damages on higher levels. +Community suggestion +| Ice Armor and Ice Shield can no longer have affixes which break the ice immediatly. If you want to break the ice, you'll have to use some clever jokes instead. +Enemy grenades repelled by Ice Shield freeze enemies on explosion. +Shield Bearers can now damage deployables. +Community suggestion +| Improved reactivity of the crouching hitbox. Version 1.8.2 +Community suggestion +| Reduced height of Dark Tracker hitbox to better match the animation. Version 1.8.2 +The Bad Seed +| +Community suggestion +| The Mushroom Boi! no longer attacks when you are invisible. Version 1.8.3 +Community suggestion +| Force Shield ammo decay is now way slower before absorbing one hit. Version 1.8.3 +Community suggestion +| Small amount of damages will no longer break the ice (excepted Fire damages). Version 1.8.4 +Level design +The Bad Seed +| Slightly improved the Prison exit to Arboretum. +The Bad Seed +| The Nest is now a right to left level to stay coherent with the Morass. +The Bad Seed +| Neighbourgh rooms in Arboretum are now inter-connected. No more maze-like structure. +The Bad Seed +| Reversed Arboretum, Morass and Nest transition to stay coherent with the levels. Version 1.8.1 +Community suggestion +| Prevented the Arboretum entrance from appearing too close to the beginning of the game. Version 1.8.2 +Community suggestion +| Added a teleport at the very beginning of Cemetery so mobs don't spawn too close to the entrance. Version 1.8.2 +Graphics & UI +The Bad Seed +| Added FX for Carnivorous Plant bite. +The Bad Seed +| Added a (very small) cinematic when entering Mama Tick arena. +Dead Cells window is now titled ... Dead Cells. Version 1.8.2 +Quality of life +The Bad Seed +| +Community suggestion +| Improved Carnivorous Plant interactions. Notably with stomps and Telluric Shock. +The Bad Seed +| Added a warning before Carnivorous Plant bite. +The Bad Seed +| Added a better feedback for Rythm'n Bouzouki timing. +The Bad Seed +| Changed Rythm'n Bouzouki description to clarify that you can chain the last hit indefinitly given the correct timing. +Some teleporters in the Morass and Clock Tower will activate from further away to avoid useless backtracking. +Community suggestion +| Elite Shrines are now colored diferently on the map. +Community suggestion +| Added a clear explanation of what went wrong when the loading of a mod failed. +Community suggestion +| Clarified what went wrong in the error report when trying to create a mod which may impact the DLC security. +You can no longer grab ledges directly leading to spikes. +Enigma doors (Courtyard's tower of roses, etc.) are now always open when the enigma has been solved once. +Secret blueprints are no longer replaced by gems when they have been found once. The gold amount for the whole level stays unchanged. The goal is to avoid forcing you to go out of your way to seek those gems. +Music & SFX +Community suggestion +| Interrupt the charge attack sound when the enemy is killed or interrupted. Version 1.8.3 +Bug fixes +The Bad Seed +| Fixed Carnivorous Plants closing while a cinematic is ongoing. +The Bad Seed +| Fixed Yeeters hitbox. +The Bad Seed +| Fixed some bugs with Mushroom Boi running in place. +The Bad Seed +| Fixed Rythm'n Bouzouki timing detection for the third hit. Oups? +The Bad Seed +| Fix rare camera problems and minimap display in the Morass. +(Twitch) Fixed Dual-scrolls transforming into Triple Scrolls when nobody voted. +Fixed Magic Missiles and Pyrotechnics always shooting twice even when tapping the button. +Fixed a certain secret boss hitbox on thrust attack. No more crouching under, beware! +Fixed some projectiles not colliding correctly with doors. +Fixed Ice Armor not protecting from spikes. +Fixed some crashes. +Fixed item description not appearing when you are accompagnied by a friendly mob. Version 1.8.2 +Fixed Earthquaker hitting through walls. Version 1.8.2 +Fixed Comboter hitting through walls. Version 1.8.2 +Fixed Conjonctivius drops sometimes not spawning. Version 1.8.2 +Fixed Conjonctivius platforms disappearing on reload. Version 1.8.2 +Improved some crash error messages. So it crashes just as often, but now we know why. Version 1.8.2 +Fixed a typo in the french description of the Warrior Shield. An english patchnote entry for a french typo ... cool. Version 1.8.2 +Fixed Lightning Whip hitting hidden blocks through walls. Version 1.8.2 +Fixed Tentacles hitting behind them while sweeping (the Hook should be safer to use on them now). Version 1.8.2 +The Bad Seed +| Fixed a seed error in Arboretum. Ah! Bad seed ... ehehe. Version 1.8.2 +The Bad Seed +| Fixed a crash on hero death while the Mushroom Boi! was active. Version 1.8.2 +Fixed missing collisions in some Clock Tower rooms. Version 1.8.3 +References +↑ +The Bestiary Update +Official patch notes +, 2020-03-25 +↑ +18th Update in Alpha - Half Life additions and new mobs +Steam blog post +, 2020-03-25 +↑ +18th update (6 new mobs and plenty of other things) now available in beta +Steam blog post +, 2020-04-02 +↑ +The Bestiary Update is out of beta! 6 new mobs, 10 new affixes and more... +Steam blog post +, 2020-04-22 +↑ +The Bestiary Update is now available to download for consoles! +Twitter - Motion Twin +, 2020-05-27 diff --git a/wiki_content/Version_1.9.txt b/wiki_content/Version_1.9.txt new file mode 100644 index 0000000000000000000000000000000000000000..8ca394b84df6169c2169957bc5bb44cba0b27189 --- /dev/null +++ b/wiki_content/Version_1.9.txt @@ -0,0 +1,351 @@ +URL: https://deadcells.wiki.gg/wiki/Version_1.9 + +Version 1.9 +Update of Plenty +Release date +PC +1st of July 2020 +Consoles +21st of July 2020 +Version history +• +All versions +Version 1.9 +, officially the +Update of Plenty +, is a major update to +Dead Cells +that was released on the 1st of July 2020 to PC, and on the 21st of July 2020 for the Xbox One, PlayStation 4, and the Nintendo Switch. +The Update of Plenty focused on reworking the game economy, +how damage mutations scale, +removing scrolls from items, as well as rebalancing many weapons, such as turning all crossbows into +two-handed weapons +. This update also introduced the +backpack +, the new +shock +status effect, and gave +burning oil +a separate blue fire sprite. +Important features +Weapon rework +Following the extremely successful weapon popularity poll, we tried to give some love to the less liked weapons and slightly nerfed the most effective ones. The aim is to open up a wider range of builds, while not sacrificing what made meta builds fun. +Most of the changed consist of slight number tweaks, some are more profound reworks but there is one notable exceptions: +All Crossbows (with the exception of Sonic Crossbow which is now named Sonic Carbine) are now two-handed weapons and Survival only. +Multiple-nocks Bow, Marksman's Bow and Nerves of Steel are now Tactic only and have been buffed. +These weapons never really shined in Tactics because there are few reasons to take them in a Tactic build rather than in a Survival Build. And we were forced to make them less efficient than other pure Tactic range weapons to balance for the dual-scaling. +With the 2-handed weapons becoming part of the Survival identity, it felt only natural to increase the efficiency of these weapons to make them better on par with the other choices, and to make it pure Tactic. +Economy rework +It has been brought to our attention several times (and, frankly, we knew already) that the economy in Dead Cells was... peculiar. While everything seemed to be fine at low difficulty level, it got worse and worse in high BC, where if you wanted to buy healing you would have to basically never spend any gold on anything else. So to fix this we implemented several changes, small and big, some among them will be detailed later in this patchnote. +Here's a short list of what changed: +Gold scaling is gone, long live small numbers! +A good amount of items had their price changed +To replace gold scaling, gear price now goes up with item level +Refining and affix reroll costs have been changed +Shop categories are now stats instead of equipment type +Shop reroll is now free, but makes items on sale pricier +Gear qualities and damage rework +Bonus stats have been removed from ++ and S gears, but to compensate new scrolls have been added in biomes, enemy damage has been reduced, and gear damage has been changed to increase with item level. +This change was implemented to give back some importance to gear level, and in pair with the economy rebalance give you more opportunities (and an incentive) to switch gears during your run. +New DoT: Shocked and DoT reworks +All damage over time statuses seemed to blend together a bit too much for our taste. We decided to try and give each DoT a unique identity, and added a fourth one, shocked, in the process. Most electric weapons and items inflict this new shock DoT. +New DoT, Shocked: deal damage over time to the target and all nearby targets. +Bleed rework: Stack enough bleed status on a target and the damages left is instantaneously dealt at once. +Poison rework: Upon death, propagate the poison status with reduced damages and for the remaining duration. +Fire un-rework: Untouched, because fire was already perfect. +Also, all affixes giving bonus damage on an enemy with a specific status have updated values. +Damage mutation rework +Damage mutations (those who give a bonus DPS to your attacks) suffered from poor scaling, making them extremely useful at low difficulties while being less and less useful as you progress through the game. +To remedy to that, we changed their bonus from a bonus DP to a bonus % of damages. This means that everything that boosts your attack (item level, item rarity, affixes, etc.) will synergize with those mutations. +Impacted mutations: +Combo +Vengeance +Tainted Flask +Support +Tranquility +Gastronomy +Extended Healing +Changed and increased the initial pool of mutations. +Any diminishing return is now removed after a few seconds. This means that Freeze, Stun, Slows, and everything else that used to be less and less effective against a target in a fight can now be used more efficiently for these long boss fights. Version 1.9.1 +Community Suggestion +| Equipping a two-handed weapon now gives you access to a backpack weapon slot. You can put any one-handed weapon inside so the next time you come across another one-handed weapon, you can equip both at the same time to replace your two-handed weapon. Version 1.9.1 +Balancing +All bonus damage affixes' chances of being generated have been lowered - with the newest addition, every item felt like it had 3 or 4 DoTs status synergies, making it feel like there is no point in building your build around. +Community Suggestion +| Gold scaling has been removed from the game. While it's less impressive to gain 500 gold than 42345, it's also more easy to grasp. And more importantly: this makes our work waaaay easier to fine tune the amount of gold generated in a level. +Shop Reroll is now free, and the limit has been increased to 5 times. Every time you reroll though, the price of items available in the shop is increased by 40% of their base price. +Spoiler level now has a guaranteed heal shop and a random gear shop, instead of two different random shops. +Many items' base prices have been changed. The changes might not be completely apparent at first glance, as the scaling heavily modified the prices anyway, but here's the list of items which prices changed. +Items that had their price raised: +All healing items +Powerful Grenade +Fire Grenade +Heavy Crossbow +Explosive Crossbow +Repeater Crossbow +Items which prices have been lowered: +Stun Grenade +Giant Killer +Ice Armor +Ice Bow +Long Bow +Sonic Carbine +Legendary Weapons no longer give scroll and give less bonus damage than before. That's not permanent - we just haven't decided on how to balance them yet. +As mentioned above, enemy damage has been decreased to make for the loss of gear scrolls at the beginning of a run. It's very much WIP, we will be very grateful to let us know if you think enemies do too much or too little damage. Thanks! +You now get a free amulet at the beginning of a game at BC1+. Most likely subject to changes. +Mobs now teleport to you much faster at BC4+. +Skills no longer proc rally nor cooldown reduction mutations. +Reworked Heavy Crossbow: +Now a Survival-only two-handed weapon +Off-hand instantly reloads your crossbow with a volley of critical bolts +The hook no longer pierce enemies, even with the "pierce enemies" affixes. +The damages dealt by the volley of bolts is now capped by bosses damage cap. +Reworked Repeater Crossbow: +Now a Survival-only two-handed weapon +Main hand fire rate has been reduced and now root every 4 bolts. No longer crit on rooted enemies. +Off-hand fires a volley of bolts all at once that inflict critical damages to rooted enemies. +Reworked Ice Crossbow: +Now a Survival-only two-handed weapon +Main hand fire has been mostly unchanged, except you can no longer charge a volley of critical bolts with it. +Off-hand now fire a long range, ultra-fast bolt with infinite piercing which crits on frozen enemies. +Reworked Explosive Crossbow: +Now a Survival-only two-handed weapon +Main fire has not been changed. +Off-hand is now a melee combo ... with a surprise. +Reworked War Javelin: +Pressing the button again teleports you to the javelin. +No longer profits from Ammo mutation. +Reworked Wings of the Crow: +Now features up AND down movement. You can run normally with the power activated, jump again to take flight. +Movement speed is increased while wings are active. +Attacking enemies with weapons inflict new Shock status. +Stomping and dodging no longer cancel the power, reactivate to cancel the power. +Stomping deals extra damages around. +Reworked Tonic: +No longer requires a health flask or a level change to use again. Has a normal cooldown instead. +No longer heals you. +Invincibility is much shorter. +Grant a portion of your missing health as temporary bonus health (shield) +Reduce damage taken. +Prevent malaise. +Increase movement speed. +Shorten dodge cooldown. +Reworked Vampirism: +No longer requires a health flask or a level change to use again. Has a normal cooldown instead. +Totally scrapped the old mechanic. +Now transform you entire life plus a portion of your missing life into rally. Strike fast to heal yourself! +High risk, high reward, right? +Reworked Tentacle Whip: added a kick that bumps enemies away when striking an enemy too close for a critical hit. +The goal here is to provide a less clunky chaining when failing to crit. +Buffed/reworked Ice Shards: The aim here is to give ice shard a strong identity of secondary weapon. +Removed ammo count +Increased slow duration +Reduced critical damages +Buff all starting weapons damages (Rusty Sword, Beginner's Bow and Old Wooden Shield). +Buffed Nutcracker: +Increased range +Reworked model and animations +Buffed Root Grenade: +Increased duration +Slightly increased DPS +Buffed Stun Grenade: +Reduced cooldown +Buffed Frost Blast: +Increased range +Remove ammunition +Buffed Spartan Sandals: +Increased hit damages +Buffed Torch: +Increased hit damages +Buffed Knockback Shield: +Increased damage dealt to enemies projected against a wall +Buffed Crusher: +Now slows enemies in its area +Buffed Spite Sword: +Increased damage +Slightly reduced forward momentum +Buffed Multiple-nocks Bow: +Increased ammo count +Removed Survival scaling +Slightly increased fire rate +Buffed Marksman's Bow: +Increased ammo count +Removed Survival scaling +Buffed Nerves of Steel: +Increased ammo count +Removed Survival scaling +Buffed Spiked Boots: +Reworked animations and hitboxes. +Slight damage buff overall. +Buffed Balanced Blade: +Increased critical time +Increased base damage but reduced damage gained with subsequent hit (the maximum damage stayed unchanged) +Slightly increased breach values +Buffed Blood Sword: +Increased bleeding time +Buffed Flint: +Faster charge +Larger sparks area upon full charge +Sparks now ignite oil on the ground +Buffed Greed Shield: +Removed gold cap to receive full gold reward +Buffed Sonic Carbine (previously Sonic Crossbow): +Increased damage +Increased range +Buffed Symmetrical Lance: +Increased range +Nerfed Rampart Shield: +Reduced invincibility time after parrying +Added a FX to warn invincibility ending +Nerfed Flamethrower Turret: +Increase cooldown. +Nerfed Wolf Trap: +Reduced root duration +Reduced bonus DPS +Nerfed Scythe Claw: +Slightly lower damage. +Taking a hit now cancel the critical chain. +Nerfed Rhythm'n Bouzouki: +Reduced damage +Nerfed Quick Bow: +Reduced critical damages +Nerfed Necromancy: +only heals you up to 50% health. +Electric Whip no longer dual-scales with Brutality (pure Tactics only). +Community Suggestion +| Clock Tower and Forgotten Sepulcher number of fragments swapped. +Community Suggestion +| Rapier now dual-scales with Brutality and Tactics. +The new Duelist mob in Slumbering Sanctuary has been buffed (breach resistance increased and more hp). +Buffed bonus damage on stunned enemies affix chance. +New bonus damage on immobilized target and bonus damage on electrified (shocked) target affixes. +Community Suggestion +| Two-handed weapons can no longer appear as starting gear until the Recycling Tubes are unlocked. Version 1.9.1 +Community Suggestion +| Improved one-shot protection to prevent some unfair deaths related to combos. Version 1.9.1 +The Duelist is now named Dancer and occasionally dash behind you before stabbing you in the back. Omae wa mo shindeiru. Version 1.9.1 +Community Suggestion +| Mobs hitting on the invulnerability shield are now only bumped horizontally, no longer interrupting some combos (Rampagers, notably). Lots of combos are still interrupted (Guardian Knights, Lacerator, etc.) Version 1.9.3 +Community Suggestion +| Affixes and mutations now affect damages dealt by DoTs. This only affects DoTs applied directly by items. Not poison clouds nor fire on the ground. Version 1.9.3 +Toxic Cloud affix pool have been reworked (no more damage bonus affixes, more bonus effect on trigger, etc.). Version 1.9.3 +Toxic Carbine now applies one stack of poison on impact. Version 1.9.3 +Guardian no longer turn towards you during their attack animation. They can still turn during their combo. Version 1.9.3 +Guardian's shield now requires a small threshold of damages to be applied before breaking. Version 1.9.3 +Slightly buffed Disengagement mutation to prevent your HP from descending under 20% while the mutation is active. Version 1.9.3 +Community Suggestion +| Conjonctivius "Touhou" rain of tears attack cooldown doubled. Version 1.9.3 +Community Suggestion +| When the eye of the Giant is out, both hands are now invulnerable. Version 1.9.3 +Community Suggestion +| Prevent the "victims burn" affix from appearing on ice items. Version 1.9.3 +Community Suggestion +| Damage received from traps are now capped at 30% of your maximum life. Version 1.9.3 +Community Suggestion +| Prevent food from spawning behind (possibly closed) ZDoors. Version 1.9.3 +Buffed Grappling Hook: Controls are locked a shorter time. Version 1.9.3 +You can now drop a maximum of one blueprint from mobs in a single level. This limitation does not apply to blueprints found in secret rooms or by using the Hunter's Grenade. Version 1.9.3 +Global Shields (the invulnerability bubble) no longer interrupt spinning attacks from Lacerators, Guardian Knights and A certain secret boss. Version 1.9.4 +Community Suggestion +| Nerfed Alchemic Carbine to make up for the multiple buffs received by Poison DoTs. Version 1.9.4 +Replaced one Food Shop by and Active Shop in Cavern. Version 1.9.6 +Nerfed A Certain Secret Boss laser beam damages. Version 1.9.6 +Increased Slumbering Sanctuary and Time Keeper number of Scroll fragments dropped by 1 in BC3+. Version 1.9.6 +Community Suggestion +| War Javelin stun's duration decreases much faster. First strike: 100%, Second strike: 50%, Third and subsequent strikes: No Stun Version 1.9.6 +Community Suggestion +| Killing one of Giant's hand now only decreases the amount of charge by one instead of resetting the charge count. Version 1.9.6 +Community Suggestion +| Prevent more than 2 "+XX% damage on _ target" affixes from appearing on an item. Version 1.9.6 +Level design +Community Suggestion +| Guardians's (soon to be renamed Oven Knights) density has been decreased. +Community Suggestion +| Slumbering Sanctuary bestiary has been revisited to have new mobs in the "sleeping" part of the biome too. +The Bad Seed +| +Community Suggestion +| The Swamp Altar is now a permanent room, and so cannot be deactivated with the "Remove lore rooms" options. Version 1.9.1 +Graphics & UI +Broadsword, Twin Daggers and Bow and Endless Quiver now display a non-critical value in their description to help comparing items. +Community Suggestion +| Added an option to display or hide the Seed information above your minimap. Version 1.9.1 +Clarified some items names and descriptions. Version 1.9.3 +Community Suggestion +| Changed the confusing keyword "immobilized" to the color-coded (and obviously, objectively much clearer) "root" in descriptions to clarify synergies. Version 1.9.3 +Quality of life +The Vorpan does not appear for the first few runs, and only appear at one merchant per level. +The very first run through Prison Quarters does not create lore rooms. +Shop categories are now replaced with stats. As the item pool grew, categories made less and less sense. So to make sure the shops you find during your run always have something interesting for you, you can now select Brutality, Tactics or Survival when you have the shop categories unlocked. +Community Suggestion +| Thunder Shield no longer target doors. Especially golden door. Version 1.9.1 +Community Suggestion +| Explorer Instinct now signals mobs carrying precious loot with a star on the minimap. Version 1.9.3 +Community Suggestion +| Added a Custom Game option to use the old category choices (item types rather than item colors) in the shops. This option does not lock achievements. Version 1.9.5 +Thornies now face you when aggressively teleporting to you in BC4+. Version 1.9.5 +Community Suggestion +| Forced the aquisition of Boss Cells to avoid the case where one would end the run without unlocking the next difficulty. Version 1.9.6 +Music & SFX +The Bad Seed +| Added some missing SFX on Jerkshrooms and Mushroom Boi. Version 1.9.2 +Bug fixes +Fixed weird graphical interaction between invulnerable enemies and Crow's Foot mutation. +Bleed on parry affix forbidden on bloodshield. +Victims burn affix forbidden on Frostblast and Ice Crossbow. +The Bad Seed +| Fixed holes sometimes appearing in the walls of the Arboretum. Version 1.9.2 +Fixed Knives Thrower sometimes dancing undecided on the spot. Version 1.9.2 +Fixed Rampager sometimes attacking without warning when exiting invisibility. Version 1.9.2 +Fixed Elite mobs with the cloning ability not taking damage on aggro. Version 1.9.3 +Fixed being unable to drop an item carried by the Homunculus by pressing dodge on some controller or keyboard configurations. Version 1.9.3 +Fixed some spikes collisions. Version 1.9.3 +Fixed invulnerable Guardian reacting to strikes like their shield was broken every time. Version 1.9.3 +Fixed Adrenaline and Frenzy calculations to only scale with the base damage of an attack (before any scaling or damage buff, except critical hits, is taken into account). We were looking into nerfing these mutations when we found out that they weren't working as expected. Version 1.9.5 +Fixed Great Owl of War attacking while invisible. Version 1.9.6 +Fixed blueprints dropping from bosses out of order. Version 1.9.7 +References +↑ +Update of Plenty +Official patch notes +, 2020-05-28 +↑ +Alpha for the "Update of Plenty" available! +Steam blog post +, 2020-05-28 +↑ +1.9 Alpha patch & Android release +Steam blog post +, 2020-06-03 +↑ +Latest patch for Update 19 alpha +Steam blog post +, 2020-06-10 +↑ +Final alpha patch for Update 19 +Steam blog post +, 2020-06-17 +↑ +19th Update beta now open +Steam blog post +, 2020-06-18 +↑ +New patch for the 1.9 Beta +Steam blog post +, 2020-06-25 +↑ +The Update of Plenty has arrived! +Steam blog post +, 2020-07-01 +↑ +Our 19th update is ready to download for all consoles, and the next one isn't very far away... +Twitter - Motion Twin +, 2020-07-21 +↑ +Update 19 is coming soon(ish) - Post No.1 +Steam blog post +, 2020-05-14 +↑ +Update 19 is coming soon(ish) - Post No.2 +Steam blog post +, 2020-05-20 diff --git a/wiki_content/Version_2.0.txt b/wiki_content/Version_2.0.txt new file mode 100644 index 0000000000000000000000000000000000000000..f7f14abfeecd22047473f901c47cfb195a4b2610 --- /dev/null +++ b/wiki_content/Version_2.0.txt @@ -0,0 +1,90 @@ +URL: https://deadcells.wiki.gg/wiki/Version_2.0 + +Version 2.0 +Barrels o' Fun Update +Release date +PC +11th of August 2020 +Consoles +23rd of September 2020 +Version history +• +All versions +Version 2.0 +, officially the +Barrels o' Fun Update +, and also known as the +Derelict Distillery Update +, is a major update to +Dead Cells +that was released on the 11th of August 2020 to PC, and on the 23rd of September 2020 for the Xbox One, PlayStation 4, and the Nintendo Switch. +The Barrels o' Fun Update introduced a new alternative biome to +High Peak Castle +, the +Derelict Distillery +, complete with new enemies and items to unlock. +Important features +New biome: Derelict Distillery. High Peak Castle alternative, currently available from the Collector area leading to the High Peak Castle. +New item: Tesla Coil! A medium-range, multi-targeting, shock inflicting turret. +New item: Barrel Launcher!: Throw explosive barrels on enemies. Just make sure they don't throw it back to you. +New OST: You can now choose between the original version and the brand new demake/8-bit/chiptune version of the soundtrack in the Sound option menu. +Added 3 new achievements linked to the Distillery. Version 2.0.5 +Balancing +Prisoners' Quarters: rats density decreased. +Rat behaviour has been tweaked - it now waits a bit less and goes less far in-between two attacks. +Tweaked damage affixes chances of appearing on an item. They should now more or less have all equal chances of being generated. +Community suggestion +| Forgotten Sepulcher 3BC door cursed chest has been replaced by a regular treasure. The cursed chest is now in the main level, and hence available at every BC. +Weirded Warriors won't be parrying your arrows if you're hitting them after one of the dashes. +Community suggestion +| Purulent Zombies (the worm throwing one, and yes, we need a different name for one of the two purulent zombies) don't teleport anymore in 4BC+. +Community suggestion +| Seismic Strike can't proc the bonus damage on rooted enemies affix anymore. +Community suggestion +| Hayabusa Boots combo is now composed of only three hits instead of four, meaning the last, bumping, hit comes faster. * Damage when bumping an enemy in the wall has also been increased (and mentioned in the description, which will now be in french until we get the translations.) +Community suggestion +| Nerves of Steel damage increased. +Community suggestion +| Infantry Bow damage and ammo increased. +Community suggestion +| Morass of the Banished: reduced density of enemies, Giant Ticks do less damage. +Community suggestion +| Increase all first bosses and Time Keeper gear level. +Dilapidated Arboretum: reduced density of little mushies, no more Oven Knights. +Corrupted Prison: rats density decreased. +Explosive Crossbow: +Melee attack now starts right away with the downward smash attack. It's faster but does less damage and the range of the explosion is more limited. The knockback to enemies has been buffed, but you're no longer knocked back. +Ranged attack is faster and does more damage than before, but it no longer stunlocks enemies and knocks them back less. Version 2.0.2 +Quality of life +Community suggestion +| Ice Crossbow: prevent the "worms spawn on victim's death" affix. +Community suggestion +| Added a 60 kills perfect door after the spoiler biome. +Bug fixes +Community suggestion +| Decreased chance of +% damage on critical hits appearing. +References +↑ +Derelict Distillery Update +Official patch notes +, 2020-07-23 +↑ +Public alpha for Update 20 (new biome) released into the wild +Steam blog post +, 2020-07-23 +↑ +Update 20 moved to beta +Steam blog post +, 2020-07-30 +↑ +Update 20 beta patch released +Steam blog post +, 2020-08-06 +↑ +The Barrels o' Fun update is here! +Steam blog post +, 2020-08-11 +↑ +Hey console players! Our 20th update, “Barrels o’ Fun”, is available to download now :) +Twitter - Motion Twin +, 2020-09-23 diff --git a/wiki_content/Version_2.1.txt b/wiki_content/Version_2.1.txt new file mode 100644 index 0000000000000000000000000000000000000000..d843a2a215a6892cd605c8d30e7b3aabf16940b5 --- /dev/null +++ b/wiki_content/Version_2.1.txt @@ -0,0 +1,173 @@ +URL: https://deadcells.wiki.gg/wiki/Version_2.1 + +Version 2.1 +Malaise Update +Release date +PC +21st of December 2020 +Xbox One +28th of January 2021 +Nintendo Switch +, +PlayStation 4 +15th of February 2021 +Version history +• +All versions +Version 2.1 +, officially the +Malaise Update +, is a major update to +Dead Cells +that was released on the 21st of December 2020 to PC, on the 28th of January 2021 for the Xbox One, and on the 15th of February 2021 for the PlayStation 4 and the Nintendo Switch. +The Malaise Update completely revamped how the +Malaise mechanic +works, such that it progressively increases as time goes on rather than being inflicted when the player is hit. Additionally, the +backpack +mechanic was reworked into a +meta upgrade +that can be used at all times rather than only being available while using a +Two-Handed Weapon +. +The update also aimed to refocus the playstyle's of each color stat by changing the scaling of many items and mutations to fit into redefined gameplay styles for each stat. +Important features +Community suggestion +| The Malaise is being reworked: +The bar now fills with (game) time. The malaise contamination rate is tied to the number of enemies still alive in the level, the fewer enemies, the less quickly your malaise bar will fill. When only 10% of the enemies are left alive, the biome is considered "Malaise cleared". +The higher the malaise, the more dangerous the enemies (increased movement speed, quicker teleport, shorter reaction time and at the latter stages, increased damage). +Enemies will also randomly spawn around you and from time to time, an enemy will transform into an Elite. The spawn rate and Elite rate will also increase with Malaise. +Being hit doesn't increase your malaise anymore. Killing enemies, Elite, and Bosses decreases your malaise gauge. +Food looted in walls is always contaminated and will increase your Malaise bar, the "healthy" food looted on enemies doesn't decrease your Malaise bar. Healing with your flask does heal some Malaise too. +The "Malaise Cleared" event completely stops the bar from filling until the end of the biome, and even decrease your malaise gauge with the amount you would get by killing all the enemies left in the level. However, these won't get you any more malaise reduction. Mobs and Elites stop spawning. +We're aiming to give a cycling nature to the mechanic, with a Malaise that should stay in-between 3 and 7 during most of the run (except boss fights). Currently, all mutations and items interacting with the Malaise have seen that aspect of their design disabled. +Balancing that new mechanic is going to be a major challenge and we're counting a lot on your help and feedback. +Community suggestion +| Colours have been rethought following community feedback pointing out the continued decrease in consistency. Hence, we decided to change the scaling of a good chunk of items and of some mutations to (re)focus each statistic on its primary identity. +Tactics keeps all things related to ranged gameplay: turrets, range weapons, with some utility and damaging spells to support it. Dual scale with anything that wouldn’t fit in that category but is poison or electricity gameplay. +Brutality keeps its focus on fast melee weapons and everything related to jumping into the melee. Grenades stay mostly red. Dual scale with anything that wouldn’t fit in that category but is fire or blood gameplay. +Survival keeps its focus on crowd control, survivability, shields and slow, heavy melee weapons. Also supported by heavy damage skills with the long cooldown that goes with it. Dual scale with anything that wouldn’t fit in that category but is root or ice gameplay. +In addition, the health points scaling of Brutality and Survival has been decreased in the late game while the Tactics has been very slightly increased. However, it's mostly felt at high scrolls counts, so it mostly impacts 3BC+ late game. +The Backpack introduced in the 19th update to support transitioning from 2-slots weapons to two differents weapons has been reworked. It's now a meta upgrade unlocked at the Collector, in a similar fashion than Recycling or the random starting weapons and can be used with any type of weapons. +You can store any weapons to the exception of the too noble GiantKiller and the 2-slots weapons in your backpack by pressing the backpack key (Y on Xbox controller, △ on a PlayStation one) when picking a weapon. Empty your backpack by holding the "use" key. +Video settings have also been added to accommodate every one preference. You can choose in-between putting the backpack slot to the right of you skill slots or in-between your weapons and your skills. An opacity slider is also available. +New Mutations have been added, thought at the start to support 2-slots gameplay through the backpack slot but which are now available for any type of build: +Acrobatipack: Attacking with a ranged weapon also attack with the ranged weapon in your backpack. Roll to reload. (Tactics). +Porcupack: Rolling through enemies attacks them with the melee weapons stored in your backpack. (Brutality) +Armadillopack: Rolling parry attacks and projectiles with the shield stored in your backpack. (Survival) +A fourth mutation, Kill Rhythm (Survival) has also been implemented, increasing the attack speed when alternating in-between primary and secondary weapon slot. +Community suggestion +| New Weapon: The Katana, finally added upon popular request. Its unique mechanic allows to chain a standard slash with a dashing charge attack by holding the button. Merry Christmas! +Community suggestion +| New Mob: The first mob we implement inspired by a discord community suggestion (many thanks to Leylite#4491) using the Explosive Crossbow to hunt you. +We called him the Demolisher because it reminds us of construction workers using explosives to do his job. It can be found in BC0 in the distillery, and in several places later on, mostly as an alternative upgrade to the Knife Thrower. +New Outfits, including 2 Christmas-themed ones. +2-slots weapons can now have different affixes on each part. +New Diet! Cheese can now be chosen in the diet options. +New tactic mutation : Ranger's Gear +Like Scheme, but for ranged weapons. +Tactic lost a fair number of its mutations in this update. This will not compensate for all losses, but should be a step in the right direction until the next update. Update 21.2 +Balancing +Colour scaling changes: +Mutations: +The “Soldier Resistance” and “Berserker” mutations, focused on increasing player survivability, now scale with Survival instead of Brutality. +The “Predator”, “Initiative” and “Scheme” mutations, focused on increasing melee damage and playstyle now scale with Brutality instead of Tactics. +Melee Weapons: +Broadsword (no more red scaling) +Symmetrical Lance (no more red scaling) +Rapier (no more purple scaling) +Meat Skewer (no more purple scaling) +Rhythm n' Bouzouki (remove red scaling) +Crowbar (remove purple scaling) +Cursed Sword (remove purple scaling) +Assassin's Dagger (remove purple scaling) +Frantic Sword (remove purple scaling) +Seismic Strike (remove red scaling) +Ranged Weapons: +Hokuto’s bow (no more red scaling) +Alchemic Carbine (no more red scaling) +All Crossbows (add purple scaling) +Boomerang (remove green scaling) +Hemorrhage (add red scaling, remove green) +War Javelin (remove green scaling) +The Boy’s Axe (remove red, add green) +Barrel Launcher (remove red scaling) +Shield: +Assault Shield (add red scaling) +Skills: +Cleaver (remove purple scaling) +Stun Grenade (remove purple scaling) +Ice Grenade (remove purple scaling) +Root Grenade (remove purple scaling) +Swarm (now purple only) +Grappling Hook (remove purple scaling) +Phaser (no more purple scaling) +Smoke Bomb (add red scaling) +Cluster Grenade (add green scaling) +Sinew Slicer (add red scaling) +Buffs and nerfs: +The Heart of Ice mutation can now be triggered by ranged weapons fired at close range. Skills can no longer activate it. +Oil Grenade does more damage but doesn't spread oil as far as before. +Swarm now creates 8 worms per use, with a 10 seconds cooldown. +The Concierge red aura size has been slightly reduced to allow dodging with a very well timed dodge. +Rhythm n' Bouzouki damage has been reduced. +Community suggestion +| Spite Sword critical damage has been reduced. +Blood Sword damage has been reduced. +Hokuto's Bow bonus damage has been reduced. +Crusher damage has been reduced. +Bloodthirsty shield damage has been reduced. +Thunder Shield damage has been reduced. +Torch damage has been reduced. +Grappling Hook range has been increased. +Community suggestion +| Oil Sword damage has been reduced. +Community suggestion +| Sadist's Stiletto critical damage has been reduced. +Community suggestion +| Tesla Coil and Flamethrower Turret damage has been reduced. +Tonic's cooldown now starts after its effects ended. +Emergency Triage mutation invincibility duration reduced to 1.5 seconds from 3 seconds. +The Vengence mutation damage bonus increased and defence bonus decreased. +Community suggestion +| The Dead Inside mutation now let you consume food but the efficiency of all sources of healing is now decreased by half. +Level design +All biomes in BC3+ have less mobs overall. +Community suggestion +| Prison Quarters: Even less rats, and no more shieldbearers after BC1. +Some mobs have been removed from some biome to make room for the Demolisher: +Inquisitors are replaced by Demolishers in Clock Tower (BC3+). +Bombarders are replaced by Demolishers in the Distillery (BC0). +Enforcers in Ramparts are now a BC4+ mob, and Slashers a BC2+ mob. Demolishers are met there in BC1+. Weirded Warriors have been removed from this biome. +Knife Throwers are a BC1 only mob in Prison Quarters, replaced with Demolishers in BC2+. +Stilt Village 's Knife Throwers have been replaced with Demolishers (BC1+). The number of Weirded Warriors has also been greatly reduced. +Graphics & UI +Community suggestion +| An option to disable the gameplay slow-motion (most notably when elites die) has been added. +Quality of life +Community suggestion +| Sawblades traps can now be dodged. Update 21.1 +References +↑ +Malaise Update +Official patch notes +, 2020-12-03 +↑ +Update 21 alpha open now +Steam blog post +, 2020-12-03 +↑ +Update 21 moves into beta +Steam blog post +, 2020-12-16 +↑ +Update 21 available now! +Steam blog post +, 2020-12-21 +↑ +XBOX players: We've just pushed a patch to fix the DLC issues - it should be arriving in the next 24 hours, hopefully sooner +Twitter - Motion Twin +, 2021-01-27 +↑ +Update 21 has just been released for consoles, bringing the Katana, Demolisher mob, new mutations, Malaise & weapon colour reworks and the cheese diet. Oh and Christmas outfits too, just in time for... Valentine's Day? +Twitter - Motion Twin +, 2021-02-15 diff --git a/wiki_content/Version_2.2.txt b/wiki_content/Version_2.2.txt new file mode 100644 index 0000000000000000000000000000000000000000..b054664a6e630a4346ec73d4c4354ca3811fb3c0 --- /dev/null +++ b/wiki_content/Version_2.2.txt @@ -0,0 +1,83 @@ +URL: https://deadcells.wiki.gg/wiki/Version_2.2 + +Version 2.2 +Fatal Falls Update +Release date +26th of January 2021 +Version history +• +All versions +Version 2.2 +, officially the +Fatal Falls Update +, is a major update to +Dead Cells +that was released on the 26th of January 2021 to PC, Xbox One, PlayStation 4, and the Nintendo Switch. +This was a compatibility update that allowed the +Fatal Falls DLC +to be installed and played. +Important features +Fatal Falls DLC Update! +2 new biomes, which are direct counterpart to Stilt Village and Clock Tower are now available to the Fatal Falls DLC owners. +Fractured Shrines, home to a vicious pagan cult, these floating islands are connected with fragile ledges that are littered with traps and deadly drops. Expect giant snakes lobbing spears at you, even bigger statues wielding mighty axes and frenetic platform fights. +Undying Shores, where you will be expected to descend a cliff caught in the middle of a storm while fighting off undead healers and strange yet familiar experiments. +A new boss, the Scarecrow, and its mushroom companions are awaiting you in the Mausoleum, an alternative to the Giant and the Time Keeper. Time for them to avenge their fallen brothers and sisters in the Arboretum. +The DLC also includes seven new weapons to be found and unlocked in the new content: +Serenade, the overly protective flying sword and new brutality pet +The Ferryman's Lantern, a 2H red weapon allowing you to use the souls of your enemies to be used as devastating projectiles. +The Lightning Rods, a skill that calls lightning bolts to smite anything lurking in between the rods you've placed in the ground. +The Snake Fangs, a weapon that teleports you to the nearest enemy to inflict melee & poison damage, opening up some speedy slashing gameplay. +The Iron Staff, a weapon that parries melee attacks and the combo after a successful parry inflicts critical hits. If your target is still alive, which seems unlikely. +Cocoon, a temporary invincibility bubble that will parry anything thrown at you from all directions. +The Scarecrow's sickles, that will chase you but kill anything standing in the way. +The new biomes also come with its share of secrets to find and lore rooms to explore. +We hope you will like it! +Gallery +Artwork +Promotional art for the mobile release. +Video +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Teaser trailer +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Gameplay trailer +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Vlog entry +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Animated trailer +References +↑ +Fatal Falls +Official patch notes +, 2021-01-27 +↑ +Fatal Falls DLC landing early 2021! +Steam blog post +, 2020-12-01 +↑ +Fatal Falls DLC coming 26th January! +Steam blog post +, 2021-01-12 +↑ +Fatal Falls DLC out now! +Steam blog post +, 2021-01-26 diff --git a/wiki_content/Version_2.3.txt b/wiki_content/Version_2.3.txt new file mode 100644 index 0000000000000000000000000000000000000000..05e1a50ed1869b23e7086ebbc2ecafc1380db39a --- /dev/null +++ b/wiki_content/Version_2.3.txt @@ -0,0 +1,205 @@ +URL: https://deadcells.wiki.gg/wiki/Version_2.3 + +Version 2.3 +Whack-a-Mole Update +Release date +PC +30th of March 2021 +Consoles +22nd of April 2021 +Version history +• +All versions +Version 2.3 +, officially the +Whack-a-Mole Update +, is major update to +Dead Cells +that was released on the 30th of March 2021 to PC, and on the 22nd of April 2021 for the Xbox One, PlayStation 4, and the Nintendo Switch. +The Whack-a-Mole Update served to ease the difficulty curve across boss cells, fix a large number of persistent bugs, as well as introduce a set of new Survival-scaling melee weapons, and Tactics-scaling mutations to increase playstyle options for each. +Important features +New difficulty curve: We're experimenting with a new way of increasing the difficulty from one BC to the next. +BC0: Health fountains in every transition. +BC1: Health fountain every other transition, with one minor flask when the fountain is missing. +BC2: No more health fountain, one minor flask in every transition. +BC3: One minor flask after the first boss and before the second. +BC4: No more health in any transition, enemies teleport to your position. +BC5: No more health, enemies teleport, malaise added. +Looking to have your opinion on that new formula, so don't hesitate to give us feedback! +Community suggestion: +A new NPC 5BC exclusive has appeared, the Collector's intern! He will be able to unlock blueprints while the big guy is away. +New weapon: Oven Axe. They say the last hit can be chained, but no one lived long enough to confirm... +New weapon: Toothpick. A big wooden club. Hold to charge and break the club on the head of your unfortunate enemies. +New weapon: Tombstone. Stay on the ground and doom nearby enemies if you manage to kill something with the last hit. An ethereal tombstone falls on the heads of doomed enemies. Each kill starts a new wave of doom (up to 3 consecutive waves). +Community suggestion: +New mutation: No Mercy. (Colorless). Instantly kill enemies going under 15% health (non-scaling). Effect halved for bosses. +Community suggestion: +New mutation: Point Blank. Close-ranged range attacks inflict X% bonus damages. +Community suggestion: +New mutation: Barbed Tips. Inflict x damage per seconds to enemies per arrows stuck in them. +Community suggestion: +Added an Omnivorous diet which randomizes the appearance of your food. +Balancing +Legendary items now scale based on the sum of your two highest statistics. Legendary no longer increase the item level. This is very subject to change and hence has no visual indication implemented yet. +Community suggestion: +Tesla Coil blueprint drop rate increased. +Items obtained by the Collector (when completing a blueprint) are now Colorless. +Community suggestion: +Malaise no longer increases the movement speed of enemies. +Community suggestion: +Sudden Death prevention invulnerability duration increases from 0.5 to 0.6 seconds. +All weapons now have a bit of air control if an enemy is in the strike zone. +Capped the fatal fall's damages to 15% of your max life. +Fatal Falls Community suggestion: +Added bonus scrolls in Fractured Shrines (in BC3+) and Undying Shores (in BC4+) to make them on par with other levels. +Fatal Falls Community suggestion: +Turned one double-scroll into a triple-scroll in Fractured Shrines. +Fatal Falls Community suggestion: +Improved Soul Shot's (the off-hand of Ferryman's Lantern) aim to target multiple enemies if possible. +Community suggestion: +You can now find one outfit and one other item as blueprints in a level. +Mobs can no longer spawn or turn into elites do to Malaise in the first few seconds after an Elite mob aggroes you. +Fixed Shovel, Flashing Fans and War Spear not working with Porcupack. +Level design +Fatal Falls Community suggestion: +Fixed missing scrolls in Fractured Shrines and Undying Shores. +Fatal Falls: +Made fatal fall zones in Fractured Shrines more tolerant to prevent unfair damages. +Graphics & UI +The description and affix list of items now scroll together in the Pause menu for a better readability in all situations. Still not an excuse for really long descriptions of items, but it's better than nothing. +Fatal Falls Community suggestion: +Reordered Fatal Fall's achievements in the Statistics panel to a more logical order. +Increased the size of the flask zone to account for all items. +Community suggestion: +Cocoon now display "Parry" when a successful parry occur. +Improved Cold Blooded Guardian animations and visual effects for a better readability. +Community suggestion: +Fixed Myopic Crows color in the Statistics panel. +Malaise rules modification are now denoted by icons when the malaise increase. You can find the meaning of each icon in the Infos tab of your pause menu. +Fatal Falls: +Improved Serenade's visual effects for a better readability. +Improved readability of War Javelin and Snake Fangs teleport visual effects, especially in Fractured Shrines. +Community suggestion: +Added a small visualization of the item in your backpack in the pause menu. +Added a small mention of the possibility to use Custom Mode to lock back items in the Collector UI to encourage players to unlock everything, even items they might end up not liking. Use the Custom Mode! It's part of the game! You're not cheating! +Backpack mutations (Porcupack, Acrobatipack and Armadillopack) now have their icon showcasing the internal cooldown. +Removed the confusing "Hold RB to empty your backpack" prompt in the switch item GUI. +Fixed some typos. +Fixed Acceptance text not mentioning food cursing you. +Community suggestion: +Fixed Acrobatipack not mentioning that melee weapons don't trigger the effect. +Quality of life +Community suggestion: +Cursed Gems now require a long press to be picked up. No more accidental cursing. +Community suggestion: +Added the option "Hold to chain attacks" in the Gameplay tab of the options. Serious note here: please suggest more accessibility options. We will do our best to include them. +Hunter's Grenade now respawn on a platform after being thrown into the void. +Moved the "Random Outfit" option from the classic options to the Custom Mode, with a new option to randomize your skin on every main level (not in the transitions) and an interface to chose which skins you want to have randomly selected. +Bug fixes +Fixed a crash when using the "Hitchcock" or "Darkness" game modifiers in Custom Mode. +Fixed various crashes. +Fatal Falls: +Fixed a crash that occurred when dying with a Serenade equipped and replacing a Barrel Launcher. +Fatal Falls: +Fixed a crash related to Myopic Crows. +Fixed a crash that occurred with some mods due to Malaise. +Fatal Falls: +Fixed Giant Whistle freezing the Scarecrow. +Fatal Falls: +Fixed some crashes related to the Scarecrow. +The Bad Seed Fixed: +crash related to Jerkshrooms. +Fixed a crash occurring with hero climbing when modifying SFXs. +Fatal Falls: +Fixed Serenade's icon disappearing when entering or exiting a sub-level. +Fatal Falls: +Fixed Serenade sometimes eating your main weapon. God that one was a doozy! +Fatal Falls: +Fixed Serenade resetting the other power's cooldown. A very finite amount of power. +Fatal Falls: +Improved performances in the corners. Don't expect anything revolutionary, but we're working on it. +Fatal Falls: +Fixed Mac OSX version. Technically it was fixed earlier, but better to put it in a patchnote, right? +Fixed the force malaise option from the Custom Mode always re-activating even after deactivating it manually. +Fixed a bug making you float after entering a challenge portal with the Assault power. +Fatal Falls: +Fixed a soft lock occurring in Undying Shores when using the War Javelin to reach the far right of the map. +Fatal Falls: +Prevented some soft-locks in Undying Shores when paths are too close to one another. +Fatal Falls: +Fixed some crashes occurring with Serenade. +Fatal Falls: +Fixed non-reanimated corpse in Undying Shores appearing on the minimap. +Reduced the lag occurring when breaking a ground or wall. +Fatal Falls: +Fixed Pool Party achievement not triggering. +Fatal Falls: +Fixed A cut above achievement triggering on hits instead of kills. +Fatal Falls: +Fixed unstable platforms collapsing during cinematics. Scrolls pickup, etc. +Fatal Falls: +Fixed Hunter's Grenade locking doors when used on Stone Warden. Yes, it means that you can turn a Warden elite. You asked for this. +Fatal Falls: +Prevent altars from spawning on unstable platforms. +Fatal Falls: +Forced dead cultist to appear if you didn't unlock the Cultist Outfit. +Fatal Falls: +Fixed Cocoon's cooldown not resetting when parrying a grenade. +Fatal Falls: +Fixed Cursed Sword, Perfect Halberd (and other weapons interacting with hero's damages) not working when replaced by Serenade. +Fatal Falls: +Fixed the achievement "Me, Jealous?" not triggering. +Fatal Falls: +Fixed Soul Shot (the off-hand of Ferryman's Lantern) not triggering Acrobatipack. +Fatal Falls: +Reverted unwanted changes in bestiaries from non-DLC levels to state before the DLC. +Mushroom Boi now teleport next to you when fatal-falling instead of disappearing. +Fatal Falls: +Fixed Myopic Crows dying when entering fatal-fall zones. Yes, this means more crows. Gnehehe +Fatal Falls: +Fixed the first Serenade you encounter not being colorless. +Fatal Falls: +Fixed Snake Fangs teleporting to hidden mobs. +Fatal Falls: +Prevent a soft-lock when going to the end of the room at the end of Scoring Mode. Why would you do that?! +Fatal Falls: +Fixed Soul Shot (the off-hand of Ferryman's Lantern) not interacting with the perk Kill Rhythm. +Fixed malaise spawning enemies in transition levels. +Fatal Falls: +Fixed Cocoon not damaging thrown Jerkshrooms. +Fixed Cocoon being able to rally. +Fixed being able to load the Katana's strike when holding a shield. +Fatal Falls: +Removed a confusing "point at self" animation from a lore-room in Undying Shores. +The Bad Seed Fixed: +Ticks soft-locking because of the Hunter's Grenade and the Cocoon. +Fixed some seed errors (notably in Cavern). +Fixed bosses having a small life bar after reloading the level. +Fatal Falls: +Fixed Scarecrow's Sickles disappearing after reloading a level, locking the power until the end of the level. +Fixed a crash on the Tentacle Whip. +The Bad Seed Fixed: +a crash on attacking Mama Tick during the cinematic. Who does that? And how? +Fix Phaser sometimes teleporting the player out of a boss arena. +Fixed Porcupack only working on the first enemy hit. +References +↑ +Whack-a-mole Update +Official patch notes +, 2021-03-05 +↑ +Update 23 in alpha - 3 new weapons, 3 new mutations & tweaked difficulty curve +Steam blog post +, 2021-03-05 +↑ +Update 23 moves to beta - Small reworks to Tombstone weapon & Execute mutation +Steam blog post +, 2021-03-24 +↑ +The Whack-a-Mole Update is live! +Steam blog post +, 2021-03-30 +↑ +📢Console players📢 The Whack a Mole update is live for #nintendoswitch, #Xbox and #PlayStation ! +Twitter - Motion Twin +, 2021-04-22 diff --git a/wiki_content/Version_2.4.txt b/wiki_content/Version_2.4.txt new file mode 100644 index 0000000000000000000000000000000000000000..aa1de35183fd0666246dc450e5500b276ea9c7f9 --- /dev/null +++ b/wiki_content/Version_2.4.txt @@ -0,0 +1,204 @@ +URL: https://deadcells.wiki.gg/wiki/Version_2.4 + +Version 2.4 +What's the Damage Update +Release date +PC +10th of June 2021 +Consoles +12th of August 2021 +Mobile +21st of September 2021 +Version history +• +All versions +Version 2.4 +, officially the +What's the Damage Update +, and also known as the +Balancing Update +, is a major update to +Dead Cells +that was released on the 10th of June 2021 to PC, on the 12th of August 2021 for the Xbox One, PlayStation 4, and the Nintendo Switch, and on the 21st of September 2021 to iOS and Android. +The What's the Damage Update rebalanced numerous items in the game, improved mod support, and brought new combat rooms to +Fatal Falls DLC +biomes as well as the +Derelict Distillery +. Furthermore, this version brought the long missing +Custom Mode +to iOS and Android. +Important features +Main changes made in this update: +Multi-binding removed (Edit: cancelled for now, will be done in a future update) +Weapons that can reflect grenades now reflect all the grenades in range +Disengage now always prevents death if it’s off cooldown +One-hit protection doesn’t go on cooldown if Disengage triggers to save the player +Mod support enhanced (now using Tiled to create rooms) +New extra rooms for Derelict Distillery, Fractured Shrines and Undying Shores +Balancing +Melee Weapons: +Buffs: +Balanced Blade (weapon damage and damage bonus increased) +Assassin’s Dagger (weapon damage increased) +Twin Daggers (first two attacks weapon damage and breach bonus increased) +Broadsword (weapon damage increased + damage slightly redistributed among the 3 attacks) +Cursed Sword (weapon damage increased + all attacks now crit) +Shrapnel Axes (weapon damage increased) +Seismic Strike (wave damage increased) +War Spear (shorter charge + weapon damage and breach bonus increased) +Impaler (weapon damage increased) +Rapier (weapon damage and crit enabler duration increased) +Hayabusa Boots (weapon damage increased + last hit now reflects all grenades in its hitbox) +Wrenching Whip (breach bonus increased) +Torch (weapon damage increased (impact only)) +Flawless (weapon damage and crit multiplier increased) +Flashing Fans (crit multiplier increased + correctly enables crit upon bouncing a grenade back) +Tombstone (weapon damage increased + doom now stuns enemies it hits + slow mo reduced + slow mo can now correctly be disabled through the options menu) +Oven Axe (weapon damage and breach increased, charge slightly reduced) +Toothpick (broken duration reduced) +Sadist’s Stiletto (crit multiplier increased) +Spiked Boots (crit multiplier increased) +Oiled Sword (crit multiplier increased) +Snake Fangs (weapon damage and crit multiplier increased) +Nerf: +Sadist’s Stiletto (poison cloud affix removed) +War Spear (crit multiplier decreased) +Ranged Weapons: +Buffs: +Bow and Endless Quiver (weapon damage increased + arrows work like other bows) +Sonic Carbine (weapon damage increased) +Ice Bow (freeze duration increased) +Boomerang (weapon damage increased + slightly faster travel speed) +The Boy’s Axe (weapon damage and breach increased) +Nerves of Steel (weapon damage increased) +Firebrands (impact damage increased) +Pyrotechnics (can now have both Pierce affixes) +Fire Blast (weapon damage increased) +Magic Missiles (weapon damage increased) +Blowgun (added a poison DoT) +Nerfs: +Quick Bow (crit condition now at 3 arrows instead of 2) +Alchemic Carbine (DoT duration, cloud duration and dps decreased) +Hokuto’s Bow (DPS bonus, duration and aoe range decreased) +Electric Whip (DoT dps decreased) +Ice Shards (weapon damage, slow duration and crit multiplier decreased) +Shields: +Buffs: +Front Line Shield (bonus buffed to 50%, was 30) +Cudgel (stun duration increased) +Knockback Shield (weapon damage increased) +Assault Shield (weapon damage increased) +Greed Shield (weapon damage increased) +Spiked Shield (weapon damage increased) +Parry Shield (increased reflected projectiles damage) +Nerfs: +Punishment (weapon damage decreased) +Thunder Shield (DoT dps and stun duration decreased) +Skills: +Buffs: +Infantry Grenade (damage increased) +Stun Grenade (damage duration and range increased) +Ice Grenade (freeze duration increased) +Root Grenade (damage increased) +Swarm (worm stats increased) +Tornado (damage increased + cd reduced) +Corrupted Power (damage buff increased) +Lightspeed (damage increased on both) +Lightning Rods (instant damage increased) +Scarecrow Sickles (damage increased) +Barnacle (damage increased) +Nerfs: +Flamethrower Turret (DPS and duration decreased) +Tesla Coil (DPS, DoT and range decreased) +Lacerating Aura (DPS and duration decreased) +Great Owl of War (reactivated version dps decreased) +Crusher (damage decreased) +Tonic (duration and bonus health decreased) +Mutations: +Buffs: +Vengeance (bonus increased) +Adrenaline (duration increased) +Scheme (bonus increased) +Porcupack (starting value increased) +Ripper (now drops 6 ammos and damage per ammo increased) +Networking (starting value increased) +Point Blank (starting value and growth increased) +Soldier Resistance (starting value and cap increased) +Blind Faith (starting value and cap increased) +Counterattack (bonus increased) +What Doesn’t Kill Me (starting value and cap increased + internal cooldown reduced) +Extended Healing (duration reduced, for the same heal) +Spite (damage increased) +Frostbite (damage increased) +Instinct of the Master of Arms (internal cooldown reduced) +Recovery (duration multiplier increased) +Necromancy (starting value and cap increased) +Nerfs: +Barbed Tips (DPS and tickrate decreased + no longer causes ammo to drop when combined with Ripper) +Gastronomy (healing bonus decreased) +Heart of Ice (starting value and cap decreased) +Emergency Triage (healing and speed bonus decreased) +Disengagement (activation threshold decreased and internal cooldown increased) +Other changes: +Ice Shards weapon now has a 3 second slowdown effect (down from 5). Update 24.1 +Parry Shield counter projectiles now deal damage. Update 24.1 +Tombstone does not allow crit affixes anymore due to its specific behaviour. Update 24.1 +Shovel (damage increased). Update 24.1 +Tentacle (damage increased). Update 24.1 +Katana (invincibility frames removed and forward movement reduced on basic attacks). Please note that the charged attack is unchanged. Update 24.1 +Level design +New rooms: +Added some new rooms in each of the 3 following biome to enhance diversity and fighting situations: +Derelict Distillery +Fractured Shrines +Undying Shores +Mods +Tiled integration: +Mod Support is evolving with Tiled integration to foster new rooms creation by the community. Please refer to the updated documentation to follow the guidelines. +Bug fixes +Preventing softlock when fighting Conjunctivius boss with Snake Fangs weapon. Update 24.1 +Preventing softlock while using the Hunter Grenade weapon on the Giant Tick enemy. Update 24.1 +Preventing softlock if a double KO occurs during the true final boss fight. Update 24.1 +Preserving active turrets when a multi-forms weapon is evolving. Update 24.1 +Removing that damn pink square on the BC selector. Update 24.1 +Skull icon for the kill counter is fixed when you get the gold version after reloading the run. Update 24.1 +Elite Rampager enemies don’t pause their charge anymore after roaring. Update 24.1 +Slashers enemies can’t override the “Cannot be interrupted by an enemy’s attack” affix anymore. Update 24.1 +No more messages notifying a malaise tier increase when reducing infection. Update 24.1 +Some minor bug fixes. Update 24.1 +Option to prevent the Malaise cure from potions in Custom mode is fixed. Update 24.2 +Preventing a softlock camera issue on Morass of the Banished biome. Update 24.2 +Mod Support documentation improvements. Update 24.2 +References +↑ +Balancing Update +Official patch notes +, 2021-05-26 +↑ +Dead Cells Update 24 now in alpha +Steam blog post +, 2021-05-26 +↑ +"What's the Damage?" update moves to beta +Steam blog post +, 2021-06-03 +↑ +Dead Cells' What's the Damage? update is here! +Steam blog post +, 2021-06-10 +↑ +It's here! Console players can now download the "What's the Damage?" update, where we've buffed loads of weaker items to give you more choice in each run. +Twitter - Motion Twin +, 2021-08-12 +↑ +Dear #DeadCells fans, would you prefer to have the Fatal Falls DLC or the Custom Update? +Twitter - Playdigious +, 2021-09-07 +↑ +Oh and in case you're wondering, we'll be jumping directly from version 1.7 to 2.4! +Twitter - Playdigious +, 2021-09-07 +↑ +The Custom Update will be free and add new enemies, weapons, mutations, outfits, the Derelict Distillery, the Backpack and of course the Custom Mode! +Twitter - Playdigious +, 2021-09-07 diff --git a/wiki_content/Version_2.5.txt b/wiki_content/Version_2.5.txt new file mode 100644 index 0000000000000000000000000000000000000000..93786e89d06c9b65d05fde2daa551bf2da06782b --- /dev/null +++ b/wiki_content/Version_2.5.txt @@ -0,0 +1,88 @@ +URL: https://deadcells.wiki.gg/wiki/Version_2.5 + +Version 2.5 +Practice Makes Perfect Update +Release date +PC & Consoles +16th of September 2021 +Version history +• +All versions +Version 2.5 +, officially the +Practice Makes Perfect Update +, is a major update to +Dead Cells +that was released on the 16th of September 2021 to PC, Xbox One, PlayStation 4, and the Nintendo Switch. +The Practice Makes Perfect Update introduced several new Quality of Life features to assist the general player-base, including a training hall, Aspects (which are like super-powered mutations), as well as a World Map that logs available routes between biomes which have been previously explored. +Important features +This update has brand new features to help onboarding of new, returning or casual Dead Cells players. +Community suggestion: +Training Room +Prisoners' Quarters just got a bit less inhospitable! An old acquaintance makes a surprising return to help the Beheaded train against the many threats of the island! +To unlock this feature, you'll need to find a key on the corpse of a certain short-lived NPC in Prisoner's Quarters... +Enter the Training Room from the starting section of Prisoners' Quarters, spawn mobs that you already fought and train against them! You can also fight bosses that you encountered in previous runs. +Aspects +Aspects are super strong yet optional perks equippable at the start of a run to make the game easier. There is a catch though: you can't unlock a new boss cell nor unlock flawless boss achievements while an Aspect is equipped. +3 are unlocked by default and you get a new one at random every time you die. +Aspects are unlocked right after the introduction runs at the start of the game. +World Map +Access the World Map from the existing Biome Map. It features all the Biomes you have already discovered, as well as the paths between all of them! (We unfortunately cannot guess what transitions you already discovered, time to explore all that again...)_. +It will also show you the path you took during your current run. +We hope you'll like the look of locked biomes, it's been a... heated subject, to say the least. +The World Map is unlocked by default. +New No-Hit Outfits +Beat your favorite bosses without taking any hit to unlock an Exclusive Golden Outfit! (aka, bragging rights.) +Incentive for picking your least visited biomes. The info is available at the Exit Door and on the World Map when applicable. Mobs will drop more cells in those biomes. +Multi-Binding is now properly removed from Normal Mode and only available in Custom Mode. A new menu in custom mode has been created to configure an alternate binding profile that enables Multi-Binding, and to enable it for your next custom run. +Level design +New lore rooms. +Quality of life +Reminder after killing the Hand of the King to use the Homonculus Rune to exit the run (except in 5BC or after the first 0BC kill). +Community suggestion: +You can now sell Flask Refills. +Current total damage update is now displayed in the Scroll Picker menu. +Return Stones now teleport you outside their relative Z-Door. +And a few more coming in the upcoming testing phases. +Added a hint as to where to find the fifth Boss Cell, for the unfortunate misguided ones. +Blueprints blocked by DLCs are now indicated on the Collector's UI +New sign after the Collector, gently asking you not to break the door. +Bug fixes +The Backpack has received some love, in the form of... bugfixes! (yay) +Can no longer drop the backpack item mid-cutscene. +Fireblast and Lighting Bolt used in main hands can trigger Acrobatipack +Fireblast and Lighting Bolt used by Acrobatipack can no longer trigger indefinitely. +DoT effects applied by your Backpack weapon have their damage nerfed accordingly. +Switching the Backpack's UI position no longer sets your stats to 0. +Putting your Backpack weapon into an empty slot doesn't hide the UI anymore. +Parrying with Armadillopack only applies the affixes of your Backpack shield instead. +Everything can be parried with Armadillopack! (At least we hope) +Using Porcupack with Seismic Strike roots enemies. +War Javelins fired with Acrobatipack return instantly. +Hitting a Thorny's back while having Porcupack equipped properly deals damage. +Misc. fixes +Crystal Turrets spawned from Elite Mobs won't lose track of the player. +Demolishers and Oven Knights no longer turn around when rooted. +A certain room in a certain spoiler level had floating props... not anymore. +Crashes, so many crashes +References +↑ +Practice Makes Perfect Update +Official patch notes +, 2021-08-03 +↑ +"Practice makes Perfect" update in alpha phase - training room & superpowers! +Steam blog post +, 2021-08-03 +↑ +Practice Makes Perfect update moves to beta! +Steam blog post +, 2021-08-11 +↑ +Practice Makes Perfect update lands with training room & ease-of-use features +Steam blog post +, 2021-09-16 +↑ +Our 25th #deadcells update 'Practice makes Perfect' is live on PC & consoles! +Twitter - Motion Twin +, 2021-09-16 diff --git a/wiki_content/Version_2.6.txt b/wiki_content/Version_2.6.txt new file mode 100644 index 0000000000000000000000000000000000000000..e8400889dbf7f83e9a9744f4c7bc2b7ee715a235 --- /dev/null +++ b/wiki_content/Version_2.6.txt @@ -0,0 +1,172 @@ +URL: https://deadcells.wiki.gg/wiki/Version_2.6 + +Version 2.6 +Everyone is Here Update +Release date +PC +22nd of November 2021 +Consoles +29th of November 2021 +Version history +• +All versions +Version 2.6 +, officially the +Everyone is Here Update +, is a major update to +Dead Cells +that was released on the 22nd of November 2021 to PC, and on the 29th of November 2021 for the Xbox One, PlayStation 4, and the Nintendo Switch. +The Everyone is Here Update was a special update that was an official crossover event with several other Indie games, adding new weapons and outfits that were either pulled from or inspired by each game. +Important features +Crossover Content: +Blasphemous +New weapon: +Face Flask +- They say this was supposed to heal you, but it doesn't seem to work that well... +Eh, who cares, it looks cool as heck. +New outfit: +Penitent's Outfit +Curse of the Dead Gods +New weapon: +Machete and Pistol +- Slash, slash, bang. But like, big strong bang. +Basically. +New outfit: +Explorer's Outfit +Guacamelee +New weapon: +Pollo Power +- Unleash your inner chicken and bring wrath to your enemies, as you lay egg-bombs all over the island. +New outfit: +Luchador's Outfit +Hollow Knight +New weapon: +Pure Nail +- Looks like Blobespierre has finally learnt that he's not obliged to stop running everytime he wants to take a swing. +New outfit: +Vessel's Oufit +Hyper Light Drifter +New weapon: +Hard Light Sword / Hard Light Gun +- Shoot with one to mark your enemy, hit with the other to get your ammo back. +New outfit: +The Magician's Outfit +Skul +New weapon: +Bone +- One swing, two swings, one uncontrollable whirlwind... +You know the deal. +New outfit: +Little Bone's Outfit +Balancing +Fire-related affixes can no longer appear on Ice-related items, and vice-versa. +Dropping a bomb when rolling no longer interrupts invisibility. +Quality of life +Added a new log system +A simple system that will log everything going on internally, to help us understand where some bugs come from. No personal data will be logged. +No changes should be noticeable on your side, apart from log files appearing in your game folder, that you might want to include in future bug reports. +Added the roles of everyone in the "Evil Empire" section of the credits. +That way you get to know us a bit more. +Added the ability to scroll through affixes in the +Minor Forge +menu. +Mods +Mod support updated! +Added a new +Key system +, allowing to pass data through levels in the same game. +Added a system allowing the modification of an exit door on next levels, +even vanilla ones +. +Yes, you can make an exit to Prisoners' Quarters, in Prisoners' Quarters. +Added +Timed Doors +, +No-hit Doors +and +Old Timed Doors +to the level scripting API. Added the possibility to modify a +Timed Door +'s needed time in the same level. +Added an API call returning if a player has a specific DLC. +Added an API call allowing health fountains to adapt to the current player's +Boss Cells +. +Added a new button in the mod UI. +The "back" button is now used... +to go back +. +Fixed the mob spawn system. +Fixed the +Boss Cells Tube +reloading a vanilla game when used in a modded level. +Bug fixes +Fixed +Cocoon +not activating +What Doesn't Kill Me +. +Fixed +What Doesn't Kill Me +cooldown. +Fixed the ability to multiply +Serenade +. +Fixed +Boomerang +not getting its ammo back if the projectile was destroyed in some cases. +Skills +' actions can no longer be interrupted. +Fixed a weird interaction between the +Jerkshroom +'s attacks and the +Parry Shield +, which would sometimes hit the player when parrying. +Fixed +Demolishers +dealing damage through +Ice Armor +. +Fixed +Grenades +dealing negative damage in some cases. +Fixed +Armadillopack +not parrying +Guardian Knights +and +Automatons +. +Hunter's Grenade +can no longer be used to reset the cooldown of other skills +Breakable props now follow the same generation rules as floor decorations. +Fixed player tracks not being loaded when changing outfit. +The Scarecrow +can no longer be skipped. +Fixed damage buff on invisibility not triggering. +Fixed +Stilt Village +'s shortcut sometimes being impossible to get to. +Fixed +Tonic +'s effect getting cancelled on any update of the inventory. +Fixed +Mama Tick +'s behaviour sometimes becoming broken after interrupting its movement. +References +↑ +Everyone is Here Update +Official patch notes +, 2021-11-22 +↑ +Free Update 26: "Everyone is here!" will bounce this Monday! +Twitter - Motion Twin +, 2021-11-19 +↑ +Everyone is Here update is available! +Steam blog post +, 2021-11-22 +↑ +EVERYONE IS HERE is now live on consoles! +Twitter - Motion Twin +, 2021-11-29 diff --git a/wiki_content/Version_2.7.txt b/wiki_content/Version_2.7.txt new file mode 100644 index 0000000000000000000000000000000000000000..129cfbfb39290ee791c18be9ef520f30cba9bd39 --- /dev/null +++ b/wiki_content/Version_2.7.txt @@ -0,0 +1,143 @@ +URL: https://deadcells.wiki.gg/wiki/Version_2.7 + +Version 2.7 +The Queen and the Sea Update +Release date +PC & Consoles +6th of January 2022 +Mobile +7th of April 2022 +Version history +• +All versions +Version 2.7 +, officially +The Queen and the Sea Update +, is a major update to +Dead Cells +that was released on the 6th of January 2022 to PC, Xbox One, PlayStation 4, and the Nintendo Switch, and on the 7th of April 2022 to iOS and Android. +This was a compatibility update that allowed +The Queen and the Sea DLC +to be installed and played. +Important features +New DLC : The Queen and the Sea! +Find your way to and explore two new coastal biomes, which are alternatives to the High Peak Castle and the Throne Room : +Infested Shipwreck +, an unlikely amalgation of driftwood, home to unfortunate sailors who couldn't escape the malaise in time, as well as... shrimps? +The +Lighthouse +, which seems to be your last hope of finally leaving this cursed island. Climbing to +the top +and lighting up that beacon can't be a bad idea, right? +Two new bosses! +Fight against the +alternative to Hand of the King +, guarding the Lighthouse and trying to prevent you from reaching the top of it, where +someone +seems to be watching your every move. +This DLC also brings you 10 new items to unlock and add to your arsenal! +6 Melee Weapons : +Abyssal Trident +, which lets you charge towards your enemies and impale them, to inflict critical damage. +Hand Hook +. Grab your foes and throw them behind you, for easy kills off the side of platforms, as well as that little bit of crowd control. +Maw of the Deep +. A literal shark. And you can throw it. Yep. No, for real, where did the Beheaded find this. +Bladed Tonfas +, whose damage scales upon your running capacity, with a big critical jump when at max speed. +Wrecking Ball +, the heaviest weapon of them all. Quite hard to throw, but it will tear through crowds of unsuspecting mobs with ease. +Queen's Rapier +. Tear through reality (and your enemies) with the favorite weapon of the so-called Queen of the island! +2 Ranged Weapons : +Killing Deck +. Shoot cards in various patterns and stick them in your enemies, before recalling them all to deal major damage! +Gilded Yumi +, the heaviest bow of them all, with the heaviest arrows, and the heaviest hits. So heavy, in fact, that those arrows might just pick mobs up off the ground, and bring them along to their inevitable death. +2 Skills : +Leghugger +. A new pet, a baby evil shrimp, although this one seems to be quite more friendly. Let it free and it'll quickly bite the life out of your opponents. +Scavenged Bombard +. The Beheaded took inspiration from those pesky pirates and made his own automatic turret-cannon. The reloading is quite slow, but the damage it deals makes up for it. +As well as 15 new Outfits! +Balancing +Nerfed the attack power of Legendary Pets. +Pets now ignore lava and cannot die to it. +Increased +Machete and Pistol +'s attack speed +Hard Light Sword +'s mark damage is now weaker at low marks and stronger at high marks. +Face Flask +doesn’t grant recovery anymore. Note that the in-game description has only been updated for a few languages for now, with all other coming in the next patch. Sorry for the inconvenience. +Some weapons now destroy breakable grounds if the Ram rune has been obtained. +Bug fixes +Fixed a softlock when interacting with an object while in the Pollo Power transformation. +Fixed Armadillopack not parrying some of Spoiler Boss' attacks. +Fixed Lightning Bolt / Flamethrower not stopping when triggered from the backpack. For real this time. +Fixed the Blowgun's animation not stopping when shot from the backpack. +Fixed the Beheaded's head disappearing during some cinematics. +Fixed the transition to Morass of the Banished not showing on the World Map. +Fixed a softlock when quitting the game while in the Binoculars' view. +Fixed the parallax elements showing incorrectly behind Undying Shores' ZDoors. +Fixed The Giant's hands not doing anything after getting interrupted by the Giant Whistle. +Removed an unused pathfinding system, that was causing unnecessary long loading times. +Various visual and collision optimizations. +Gallery +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Teaser trailer +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Gameplay trailer +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +The Lighthouse Christmas Fire +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Animated trailer +References +↑ +The Queen and the Sea +Official patch notes +, 2022-01-06 +↑ +Dead Cells: The Queen & the Sea DLC is coming early 2022! +Steam blog post +, 2021-11-30 +↑ +Dead Cells: The Queen and the Sea DLC arrives 6th January! +Steam blog post +, 2021-12-16 +↑ +The Queen and the Sea DLC is out now! +Steam blog post +, 2022-01-06 +↑ +She's coming... +Twitter - Playdigious +, 2022-02-04 +↑ +Mark your calendars, April 7th is the date you're looking for! +Twitter - Playdigious +, 2022-03-22 +↑ +You thought #DeadCells was too easy for you? +Twitter - Playdigious +, 2022-04-07 diff --git a/wiki_content/Version_2.8.txt b/wiki_content/Version_2.8.txt new file mode 100644 index 0000000000000000000000000000000000000000..d48264ff26f42c74894e1456301e0eee70304997 --- /dev/null +++ b/wiki_content/Version_2.8.txt @@ -0,0 +1,101 @@ +URL: https://deadcells.wiki.gg/wiki/Version_2.8 + +Version 2.8 +Break the Bank Update +Release date +PC & Consoles +30th of March 2022 +Version history +• +All versions +Version 2.8 +, officially the +Break the Bank Update +, and also known as the +All You Need is Gold Update +and +The Bank Update +, is a major update to +Dead Cells +that was released on the 30th of March 2022 to PC, Xbox One, PlayStation 4, and the Nintendo Switch. +The Break the Bank Update's primary purpose was to introduce new gameplay revolving around gold, which includes the new Bank biome, as well as several new weapons and mutations that interact with gold. +Important features +New biome : +The Bank +This is a brand new biome that randomly appears in your run, optionally replacing the following biome if you choose to enter it. +The flashy bank chest is guaranteed to appear once in a transition area between biomes (but not before a boss). You can only enter The Bank by opening the chest as soon as you see it. If you don't go for it then you lose the opportunity and the chest won't reappear until you start a new run. +The Bank contains one less scroll and the same item level as the best biome in the replaced biome depth. There is also a guaranteed Cursed Chest. +To unlock The Bank, you just need to reach the Hand of the King or The Queen once. If you've already reached one of them, then The Bank chest will start appearing the next time you start from Prisoner's Quarters. +4 new enemies : +Agitated Pickpocket +, wants your gold and has the claws to get it. +Gold Gorger +, collects gold as it grows, but don't let it reach it's final form, it'll kick your ass! +Golden Kamikaze +, is the same bat you know and love, but it drops more money! +Mimic +, better watch out for these pesky fakes... +3 new weapons : +Gold Digger +, gives gold on hits plus critical hits if you're filthy rich. +Dagger of Profit +, crits for 3 secs after picking up gold. +Money Shooter +, fires your gold. If you run out of gold, no more shots... +3 new mutations : +Midas' Blood +, gives you gold when you lose health. +Gold Plating +, you lose gold, not health, when you get hit. +Get Rich Quick +, stack bonus gold by killing enemies while you have a speed boost and cash in when it ends. Gotta go fast... +New biome-specific mechanics in the Bank (including a really surprising one...) +2 new "banky" outfits and a few lore rooms. +Balancing +Vampirism rework, now sacrifices a percentage of your maximum health to gain life leech on your melee attacks (effect doubled for heavy weapons) and a speed boost for 10 seconds. +Increased War Spear damage. It is no longer flagged as a heavy weapon. This mainly impacts its affix pool. +The Queen's resistance to "crowd control" effects (Stun, Root, etc...) has been increased. +Items dropped after boss fights now have +1 item level. Boss loot felt unrewarding due to its level, so we increased it by +1 +Removed Shield on Use to Face Flask and Serenade affix pool. +Graphics & UI +Community suggestion: +Scarecrow outfits now have proper names! +Community suggestion: +Conjunctivius's eye now searches for the beheaded if invisible in tentacle phase. +Maw of the Deep and Bladed Tonfas tooltips updated to reflect the changes made in the DLC3 hotfix. +Custom mode Cursed Chest's maximum curse increased to 999. +Quality of life +Community suggestion: +Added the last fight of the Servants in training room. +Upgrading an item in quality at The Blacksmith's Apprentice doesn't re-roll affixes anymore. +Added permanent light in Servants boss rooms for the Follow the Light custom game gameplay modifier. But seriously, do you really want to try the Lighthouse in the dark ? +Bug fixes +Maw of the Deep now properly displays crits. +Fixed invisible bullets for out of screen traps. +Fixed servants dying off screen after boss fight due to Barbed Tips. +Fixed some custom mode softlocks. +Fixed Giant's slam attack not spawning crystals. +Fixed various bugs and crashes for the Queen. +Fixed Pause Bug. Hopefully for good this time. +Fixed custom mode gameplay modifiers incompatibility. +Fixed Spoiler Boss's flask not appearing in the UI. +Fixed falling through the ground on Carnivorous Plants. +Cursed Sword now displays its true damage values. +Various visual optimizations. +References +↑ +Break the Bank +Official patch notes +, 2022-03-30 +↑ +Update 28 alpha open - try out a brand new biome! +Steam blog post +, 2022-02-09 +↑ +Update 28 now in beta, The Bank is back! +Steam blog post +, 2022-02-17 +↑ +'Break the Bank' Update out now! New biome, 3 enemies, 3 weapons, 3 mutations +Steam blog post +, 2022-03-30 diff --git a/wiki_content/Version_2.9.txt b/wiki_content/Version_2.9.txt new file mode 100644 index 0000000000000000000000000000000000000000..1538d1fd3d46fa42791837a9ddb03ddeb24cbd68 --- /dev/null +++ b/wiki_content/Version_2.9.txt @@ -0,0 +1,98 @@ +URL: https://deadcells.wiki.gg/wiki/Version_2.9 + +Version 2.9 +Breaking Barriers Update +Release date +PC & Consoles +23rd of June 2022 +Version history +• +All versions +Version 2.9 +, officially the +Breaking Barriers Update +, and also known as the +Accessibility Update +, is a major update to +Dead Cells +that was released on the 23rd of June 2022 to PC, Xbox One, PlayStation 4, and the Nintendo Switch. +The Breaking Barriers Update focused on, as the name would imply, introducing new accessibility options in the form of new visual and gameplay settings in the options menu, such as character outlines, font options, or being able to toggle shield blocks, as well as +Assist Mode +. +Important features +Added a new Assist Mode to the options menu : +Continue mode – each time you die you can resurrect from the beginning of the biome. (this effectively already existed by quitting the game when you die, now it's just 'official') +Auto-hit mode – automatically target nearby enemies with your primary melee weapon. +Adjustable trap damage, enemy damage and enemy health in % increments. +Option for slower parry window and trap speed +New Gameplay Options : +Hold to jump. +Hold to roll. +Shield toggle option, instead of long press. +New Input Options : +Customisable Long Interact input. +Customisable Dive Attack input. +Customisable functions for the Left Stick, Right Stick and D-Pad. +New Video Options : +Customisable HUD transparency and size. +New font option : Arial. +Customisable Brutality / Tactic / Survival colors. +Display stats icons in addition to their color. +Display critical strike feedback on the HUD. +Display effect icons in item descriptions. If two effects synergize with each other, the icons glow. +Outlines for the Beheaded, Enemies, Skills, Projectiles and Secrets. +Disable blood. +Reduce the number of particles. +New Sound Options : +Customize categories of sound effects individually (active, enemies, environment, etc.) +Added a customizable sound priority system, to limit the number of sounds at once. +Balancing +Barnacle: new crit condition on bleeding or poisoned targets to make it less awkward (and bad). +Tentacle: lots of bug fixes. It should be way more reliable now. +Crowbar: new crit condition on stunned enemies to make it less awkward too. +(Note: this feature for the Crowbar was removed in the beta version of the update and never made it to the final release.) +Magnetic Grenade: full rework, it doesn't send enemies flying around (often in your head) but instead pulls them towards the explosion. +Biters pets: now way more resistant to attacks and effects that don't specifically target them. +Corrupted Power: now in % instead of a flat bonus. No other difference functionally speaking. +Wings of the Crow: lots of bug fixes. +Decoy: can be manually detonated after a few moments (it's not a grenade, but you don't have to awkwardly wait for it to explode if you don't want to) +The cost of most of the beginner items has been drastically cut, to make the early game less tedious for new players and to make new items a viable unlock option while trying to get your flask, gold and other useful upgrades. +Reverted the changes on Crowbar. Update 29.1 +Barnacle no longer crits on bleeding enemies. Update 29.1 +Machete & pistol: The third hit now ignores side shields. Update 29.1 +HOTK should now have an easier time hitting the player when they're airborne. Update 29.2 +Graphics & UI +Added an option to change the text size of Item Names, Item Item Descriptions and Dialogues. Update 29.1 +Added an option to increase the size of the Attack Announces. Update 29.1 +Added a new font to choose from: "Adys". Update 29.1 +Added an an option to add a colored filter between the background and foreground. The color and opacity of the filter can be freely customized. Update 29.1 +Reorganized the entirety of the Options menu and added a new "Accessibility" section. Update 29.1 +Texts in the Stat Selection Menu no longer use "Red", "Purple" and "Green", but "Brutality", "Tactic" and "Survival". Update 29.1 +The Crown and The Lighthouse now have different doors that lead to their biomes. Update 29.2 +Quality of life +Reworked all the player animations to correctly display the head behind the body, when needed. +Added a new Update Pop-up that displays all the information about our latest update, when you launch the game for the first time. Update 29.2 +Bug fixes +Thunder Shield is now longer considered to be a ranged weapon. Update 29.1 +Fixed Face Flask's "Volley of Arrows" affix not dealing any damage. Update 29.1 +Fixed a bug where scrolling in the options felt "bumpy". Update 29.1 +Fixed Golden Bat Kamikaze appearing in the ground in the Training Room. Update 29.1 +Fixed some soflocks with Pollo Power. Update 29.2 +Fixed some overlap visual bugs on the World Map. Update 29.2 +References +↑ +Accessibility +Official patch notes +, 2022-06-15 +↑ +New alpha with accessibility options, Assist Mode and beginner item reworks! +Steam blog post +, 2022-04-12 +↑ +Accessibility update moves into beta +Steam blog post +, 2022-05-05 +↑ +'Breaking Barriers' introduces accessibility options, Assist Mode & item reworks +Steam blog post +, 2022-06-23 diff --git a/wiki_content/Version_3.0.txt b/wiki_content/Version_3.0.txt new file mode 100644 index 0000000000000000000000000000000000000000..ab633d689b49bf03282348e3e94d8c9ba8480f9a --- /dev/null +++ b/wiki_content/Version_3.0.txt @@ -0,0 +1,190 @@ +URL: https://deadcells.wiki.gg/wiki/Version_3.0 + +Version 3.0 +Enter the Panchaku Update +Release date +PC +3rd of August 2022 +Consoles +7th of September 2022 +Mobile +29th of November 2022 +Version history +• +All versions +Version 3.0 +, officially the +Enter the Panchaku Update +, and also known as the +Legendary Update +, is a major update to +Dead Cells +that was released on the 3rd of August 2022 to PC, on the 7th of September 2022 for the Xbox One, PlayStation 4, and the Nintendo Switch, and on the 29th of November 2022 to iOS and Android. +Important features +New Weapon: +Panchaku +Two pans tied together by a string, the perfect DIY weapon to tear through the island! +Crits on enemies facing you. +New Outfit: Bobby Outfit +A new outfit inspired by the Beheaded's design from the Dead Cells trailers, flaming head included. +New crossover content with Soul Knight: +Those features were already in the Mobile version of Dead Cells, we just brought them over to PC and Consoles! +Weapon: +Magic Bow +, fires 5 slowly-moving, homing arrows. +Outfit: Knight's Outfit, inspired by Soul Knight's character of the same name. +New lore room in Prisoners' Quarters to unlock the blueprints! +New Custom Mode Option: Legendaries Only +Turns all weapons found in the run into legendary ones. +You can now pet your Pets when you are in transition areas, by holding interact next to them! +We completely reworked how Legendary Weapons work! +Removed the double stat scaling, but kept the colorless status. They now scale on your highest stat only. It was mostly overpowered, rather counter-intuitive (you had to split stats whereas you should do the opposite in non-legendary situations) and not really fun (just adding more damage on top of your damage). +Added a unique Legendary Affix to all Weapons. A Legendary Weapon will always have its Legendary Affix on top of its normal rolled ones. You can find a list of all the Weapons and their respective Legendary Affix below. +Added new Double Stack Legendary Affix, which doubles the number of stacks applied by the weapon. (Things like poison, fire, etc.) +Added new Global Shield on Kill Legendary Affix. +Added new Better Secrets Legendary Affix, which upgrades the quality of secrets found in the ground or walls by one tier. +Added new True Evil Legendary Affix, deals triple damage but locks out the rest of the loadout as long as the weapon is equipped. +Added new God Slayer Legendary Affix, increases the crit multiplier of the weapon's last hit. +Added new Death Root Legendary Affix, roots nearby enemies on kill. +Added new Mega Crit Legendary Affix, increases crit damage by 75%. +Added new Cascading Tomb Legendary Affix, unique to the Tombstone, doom effect can trigger recursively. +Added new Rebuild on Kill Legendary Affix, unique to the Broken Toothpick, repairs the weapon on kill. +Added new Speed Ball Legendary Affix, reduces the pause time between the attacks. +Added new Super Slice Legendary Affix, unique to Queen's Rapier, increases greatly the range of the reality slices. +Added new Fire on Hit Legendary Affix, puts hit enemies on fire. +Added new Double Bullets Legendary Affix, doubles the number of projectiles shot by the weapon. +Added new Triple Bullets Legendary Affix, triples the number of projectiles shot by the weapon. +Added new Golden Damage Legendary Affix, buffs the weapon's damage based on the player's current gold count. +Added new Stun Shield Legendary Affix, stuns any enemy parried by the shield. +Added new Double Speed Legendary Affix, projectiles shot by the weapon go twice as fast. +Added new Echo Legendary Affix, replays a grenade's explosion a second time. +Added new Bigger Explosion Legendary Affix, increases a grenade's explosion radius. +Added new Ice Walker Legendary Affix, unique to Ice Armor, the created armor never expires. +Added new Super Back Damage Legendary Affix, greatly increases the damage when hitting enemies in the back. | Update 30.1 +Balancing +Hard Light Sword and Pistol: slight damage buff to the sword and attack speed buff to the pistol +Queen's Rapier: the delayed slice hits sooner +Maw of the Deep: attack speed buff +Wrecking Ball: first and last attack are faster +Leghugger: now jumps on a nearby target before launching its reactivation attack + keeps its growth state across instances of the object in a run +Gilded Yumi: charge time slightly decreased + now crits reliably on Mama Tick (to be consistent with Impaler) +Killing Deck: damage buff on the first 2 attacks +Hand Hook: now also crits when the thrown enemy hits another entity +Greed Shield: can now trigger once per enemy every 10 seconds + damage buff +Frantic Sword: crit multiplier is now inversely proportional to your life (when at or under 50% max life) +Abyssal Trident: slight damage buff +Shrapnel Axes: slight damage buff +Pollo Power: now fires 1 more egg + damage buff +Smoke Bomb and Grappling Hook: scaling heavily nerfed. It was scaling exponentially. +Lightning Bolt: now crits one tick earlier and damages you 1 tick later +Spiked Shield: crit damage buff +Hokuto's Bow: procs less often + damage bonus nerfed +Sonic Carbine: damage nerf +Rapier: damage nerf +The Boy's Axe: damage nerf, can't roll the Extra Ammo affix anymore and can't be affected by Ammo mutation. +Hunter's Grenade: no longer provides stats +Crusher: its slow is now less effective on bosses +Maw of the Deep: its root is now less effective on bosses +Bladed Tonfas: slight nerf of the crit multiplier +Lacerating Aura: cooldown now starts at the end of the effect instead of starting at cast +New Crit condition for the Crowbar: now also crits on "monster" enemies (non-humanoid, non-mechanic). It still keeps its old crit condition as well, this is not a replacement. +Increased damage of the Fire Trails affixes (projectile and running). +Okay, here comes the extremely long list of every weapon and their respective Legendary Affix. +Legendary Items now have the same bonus level as S-tier Items | Update 30.1 +Reduced the chance of rolling the Full Life Damage affix. | Update 30.1 +Reduced The Boy's Axe impact damage. | Update 30.1 +Bullets parried by the Cudgel will now stun enemies as well. | Update 30.2 +Greatly reduced the lock on Wrecking Ball's third and fourth attacks. | Update 30.3 +Full Life Damage is not a starred affix anymore. | Update 30.3 +Barbed Tips damage of each stack is reduced the more arrows there are in the enemy. 1 arrow = 40dmg, 2 arrows = 74dmg, 3 arrows = 104dmg, etc. | Update 30.3 +Removed Hand Hook's first hit and greatly reduced the lock of the last attack. | Update 30.3 +Added new Legendary Affix, exclusive to Serenade: Durability Up, the sword pet never expires. Please note that the only translations of this affix are in french or english for now. | Update 30.3 +Gilded Yumi rework. +Reduced the ammo count to 2. +Now has a 2-hit combo, which shoots the second arrow faster. +Is now considered to be a Heavy Weapon. +Increased the overall weapon speed. +Increased the base damage, reduced the crit multiplier. +Damage no longer gets split between hit enemies. +Arrows now pierce all enemies. +Bosses get dragged by the arrow more. +Reduced the arrow's speed. +No longer stuns in an AoE on hit. | Update 30.3 +Reduced the unlock prerequisite of Random Melee Weapon to 2 Unlocked Items. | Update 30.4 +Counter Attack Buff affix now applies to any enemy instead of only the parried one, and can only be triggered by player attacks. | Update 30.4 +Talisman DoT Affixes now scale based on the highest tier stat, instead of the tier average. | Update 30.4 +Gold Gorgers now can't attack or teleport to the player if they didn't see the player at least once. | Update 30.4 +Level design +In Prisoners' Quarters, if the player has the Spider Rune but not the Vine Rune, the passage to the Sewers door will now use a specific room. Yes, this is a very specific change, don't ask about it. +Added Teleportation Monoliths before the exits leading to Forgotten Sepulcher. | Update 30.1 +Added an exit to Clock Tower in Graveyard, for cases where the player would get softlocked otherwise. | Update 30.1 +In Ramparts, prevented the exit leading to Conjunctivius from being locked behind a Breakable Ground. | Update 30.1 +Graphics & UI +Reworked the Outfit Selection UI. It is now a grid displaying the icons of all the unlocked outfits, as well as an in-game preview. | Update 30.2 +Weapons' icons on the HUD now fade away when their controls are locked. | Update 30.3 +Fixed options text getting out of the frame when opened on the main menu. | Update 30.4 +Quality of life +Uniformized the different speed bonus feedbacks. +Made double tap input option for Dive Attack more reliable and consistent. | Update 30.3 +Bug fixes +Fixed Corrosive Cloud not triggering the Bleed Propagation affix. +Fixed Serenade sometimes losing its affixes on use. +Fixed Explosive Barrels not updating properly when not on screen. +Disabled gravity when picking up a scroll, to prevent a softlock when falling offscreen. +Fixed tier icons not displaying properly on colorless items. +Fixed the Bank Pop-up and the 1BC Pop-up overlapping. +Corrosive Cloud now correctly displays its synergy with Bleed. | Update 30.2 +Fixed the Cherry on the Cake bombs not dealing any damage to the player. | Update 30.2 +Added the missing world map transition of Distillery -> Lighthouse. | Update 30.2 +Fixed Conjunctivius sometimes shooting projectiles during the death animation. | Update 30.2 +Fixed the Hunter's Grenade not spawning back when thrown off a cliff, or when an enemy converted to elite fell of a cliff. | Update 30.2 +Fixed a crash when picking up an amulet with the Homunculus Rune in the Daily Challenge. | Update 30.2 +Fixed Mushroom Boi getting stuck in the dash animation after triggering the explosion. | Update 30.2 +Fixed Mutineers' melee attack not having the attack warning. | Update 30.2 +Fixed Invisibility not affecting the player's head or scarf. | Update 30.2 +Fixed Armored Shrimps moving while frozen. | Update 30.2 +Fixed the player getting stuck off-screen in some specific situations. | Update 30.2 +Fixed pets sometimes dying for no apparent reasons. | Update 30.2 +Fixed the Leghugger not teleporting back to the player when too far away. | Update 30.2 +Fixed minimap refresh hiding part of the maps revealed by Explorer's Instinct. | Update 30.2 +Fixed Scrolls on the minimap not displaying their Stat icon, when triggering Explorer's Instincts. | Update 30.3 +Fixed mutations going higher and higher on the HUD every time the player changes the "place backpack next to weapons" option. | Update 30.3 +Fixed Queen sometimes getting stuck on the "Reality Slices" phase. | Update 30.3 +Fixed some powers and effects not working properly after going through a ZDoor, as well as their visual disappearing: +Ice Armor's sprite. +Cell Bonus FX. +Lacerating Aura FX. +Wings of the Crow FX. | Update 30.3 +Fixed elite Gold Gorgers using Elite Skills when transformed by the Hunter's Grenade. | Update 30.3 +Fixed the way DoT Effects damage scale was calculated, leading to some of them dealing less damage than intended. | Update 30.4 +Fixed DPS display on weapons not working properly with damage multipliers. | Update 30.4 +Fixed DPS display for the Bone. | Update 30.4 +References +↑ +Legendary +Official patch notes +, 2022-07-06 +↑ +New alpha is out - panchaku, rebalancing, legendary rework, pet the pet & more +Steam blog post +, 2022-07-06 +↑ +Update 30 heads into beta +Steam blog post +, 2022-08-13 +↑ +The 'Enter the Panchaku' update is live! +Steam blog post +, 2022-08-13 +↑ +All consoles now have access to the Enter the Panchaku update! +Twitter - Motion Twin +, 2022-09-08 +↑ +You think you know #DeadCells like the back of your hand? +Twitter - Playdigious +, 2022-09-08 +↑ +The free #BankUpdate for #DeadCells is now live on #iOS and #Android! +Twitter - Playdigious +, 2022-11-29 diff --git a/wiki_content/Version_3.1.txt b/wiki_content/Version_3.1.txt new file mode 100644 index 0000000000000000000000000000000000000000..f911ed12ed92935c196975a865cd5238c2b69faa --- /dev/null +++ b/wiki_content/Version_3.1.txt @@ -0,0 +1,85 @@ +URL: https://deadcells.wiki.gg/wiki/Version_3.1 + +Version 3.1 +Boss Rush Update +Release date +PC +5th of October 2022 +Consoles +26th of October 2022 +Version history +• +All versions +Version 3.1 +, officially the +Boss Rush Update +, is a major update to +Dead Cells +that was released on the 5th of October 2022 to PC, and on the 26th of October 2022 for the Xbox One, PlayStation 4, and the Nintendo Switch. +Important features +Community suggestion New game mode: Boss Rush! +There is a new area, accessible through the basement door in Prisoner's Quarters where you access the Training Room and the Tailor. Once you've gone through the basement door, just follow the corridor until you come to the third door with the red boss head next to it. +Through this door, you'll find another 4 doors, leading to 4 different stages where you will fight: +- 3 Bosses +- 3 Bosses with Modifiers +- 5 Bosses +- 5 Bosses with Modifiers +The bosses are randomly selected from the following tiers: +- Tier 1 - Concierge, Conjunctivius, Mama Tick +- Tier 2 - Time Keeper, The Giant, The Scarecrow +- Tier 3 - Hand of the King, The Servants (just the final fight, not the entire tower!), The Queen +The stages with 3 bosses back-to-back will pit you against one Tier 1 boss, then one Tier 2 and finally, you guessed it, one Tier 3. Simple! +The stages with 5 bosses follow a similar path, but here you'll be fighting two Tier 1 bosses, then two Tier 2s, then one Tier 3. Not quite so simple... +Added new Bosses Modifiers +In the door 2 and 4 of the Boss Rush, you will fight Bosses with Modifiers, which means we've given them even more ways to kick your ass. Think extra limbs, healing powers, buddies to help them kill you. All the good stuff! +New customizable Statue +You've got a fan, and they're making a statue of you! Unlock statue parts as you progress through the Boss Rush, and use them to make your own customized sculpture. +New Ranged Weapon: Glyphs of Peril - The lower your health, the more attacks this weapon has in its combo (up to 7 hits). Crits from the third hit onwards. +New Skill: Taunt - Enrage the enemy right in front of you, causing them to attack and move quicker, but also take more melee damage. +New Mutation: Wish- Wish for a great item and you'll get it! The next one you pick will be upgraded to Legendary quality. Only one use, and this mutation get locked in your loadout once it triggers, though. +8 new Outfits, unlocked through the Boss Rush. +Balancing +New/updated Legendary affixes: +Spartan Sandals: Super Bump (New affix: greatly increases the knockback of the weapon) +Oil Sword: Oil on Kill (New affix: spreads oil on the ground on kill) +Flint: Instant Charge (New affix: all attacks are fully charged without needing to hold the button) +Katana: Deflect Bullets (New affix: all uncharged attacks deflect bullet (but not grenades)) +Killing Deck: Random Effect (New affix: every card applies a random debuff on targets) +Money Shooter: Pay to win (New affix: refund the shot's cost if it kills a target + innate super pierce. Can trigger multiple times if a shot kills several enemies.) +Bump Shield: Super Bump +Shockwave: Super Bump +Pollo Power: Miracle of Life (New affix: eggs hatch into chicks that attack nearby enemies) +Graphics & UI +Added a quick loading screen when using Return Stones. +Bug fixes +Fixed Rapier and Meat Skewer not hitting small enemies. +Fixed the player not teleporting when falling into the Lighthouse fire with Gold Plating equipped. +Fixed Auto-Hit disabling itself while in Custom Mode +Fixed the "Curses leave you with 1HP instead of killing you" Custom Mode option showing up when not unlocked. +Fixed Legendary Affixes duplicating themselves when on Symmetrical Lance +Fixed "Curses leave you with 1HP instead of killing you" Custom Mode option working only once per run. It will now trigger every 45 seconds. +Fixed a crash when using Porcupack on a Thorny. +Fixed Shop Mimic keeping aggro even when the player was Invisible. +Fixed players with curses getting locked out of their weapons after completing the Bank Platforming Challenge. +Arrow Affixes and Grenade Affixes now properly scale with item damage multipliers. | Update 31.1 +References +↑ +Boss Rush +Official patch notes +, 2022-09-26 +↑ +Our next Dead Cells update "Boss Rush" is now in alpha testing - try it out! +Steam blog post +, 2022-09-19 +↑ +Boss Rush update heads into beta +Steam blog post +, 2022-09-27 +↑ +The Dead Cells 'Boss Rush' update is out now! +Steam blog post +, 2022-10-05 +↑ +The Boss Rush update will be coming on Wednesday for consoles, we're nearly there! +Twitter - Motion Twin +, 2022-10-25 diff --git a/wiki_content/Version_3.2.txt b/wiki_content/Version_3.2.txt new file mode 100644 index 0000000000000000000000000000000000000000..8c4c43fca8dfc7e6597c55dddf5ba340e6ec5d81 --- /dev/null +++ b/wiki_content/Version_3.2.txt @@ -0,0 +1,181 @@ +URL: https://deadcells.wiki.gg/wiki/Version_3.2 + +Version 3.2 +Everyone is Here Vol. 2 Update +Release date +PC +7th of November 2022 +Consoles +17th of November 2022 +Mobile +28th of February 2023 +Version history +• +All versions +Version 3.2 +, officially the +Everyone is Here Vol. 2 Update +, is a major update to +Dead Cells +that was released on the 7th of November 2022 to PC, on the 17th of November 2022 for the Xbox One, PlayStation 4, and the Nintendo Switch, and on the 28th of February 2023 to iOS and Android. +Important features +6 new Outfits and Weapons +based on +6 indie games crossovers! +Shovel Knight +New Brutality Weapon: +King Scepter +. Mimic King Knight as you dash around and bounce on your enemies' head. +New Shovel Knight Outfit. +Hotline Miami +New Brutality/Survival Weapon: +Baseball Bat +. Attack a stunned or rooted enemy to deal flashy critical damage. +New Modernized Bomber Outfit. +Katana Zero +New Tactic/Survival Weapon: +Throwable Objects +. Pick up whatever you can find on the ground and chuck it at your foes with all your strength! +New Zero Outfit. +Risk of Rain 2 +New Brutality/Tactic Weapon: +Laser Glaive +. Throw a seeking glaive that bounces up to a certain amount of times for a certain amount of damage. Damage increases by a certain amount per bounce. +New Commando Outfit. +Terraria +New Brutality/Tactic Weapon: +Starfury +. Each melee hit summons a star targeting a nearby mob. Make them rain! +New Familiar Outfit. +Slay the Spire +New Colorless Power: +Diverse Deck +. +This one's a doozy to explain, bear with me here. +The deck is composed of 4 different cards, each with a Draw, Passive and Discard effect. The current card has its Passive in effect permanently, press the power button again to Discard it and Draw the next one, triggering the corresponding effects. +New Ironclad Outfit. +6 new Lore Rooms +, based on iconic in-game locations, to unlock the weapons! +6 new entries in the Mysterious Book +to unlock the outfits! +Balancing +Reduced modified +Time Keeper's +HP. +Balanced modified bosses' HP when at higher BC levels, by adding a life reduction of 5% per BC, from BC2 and onward (up to -20% in BC5). +Removed some mutations from +Boss Rush +: +Gastronomy +Alienation +Get Rich Quick +Midas' Blood +Acceptance +Increased +Boss Rush +weapon level by +1. +Bug fixes +Fixed a crash when entering the first door of +Boss Rush. +Fixed the player not taking any damage when in +Pollo Power. +Fixed being able to skip +Concierge +with +Wings of the Crow. +Fixed +Item Pedestals +in +Boss Rush +sometimes not having the right color or gear level. +Fixed +Queen +sometimes being stuck after being attacked by turrets. +Fixed the +Outfit Selection UI +being broken on high resolutions. +Fixed +Wish +working on +Hunter's Grenade +or +Blueprint Extractor. +Fixed +Hunter's Grenade +getting unwanted stat ups when killing a transformed enemy without using the +Blueprint Extractor. +Fixed a crash when jumping on a +Thorny +with +Porcupack +and the +Goomba Stomp +affix equipped. +Fixed +Tentacles +attacking during +Conjunctuvius' +scream, in +Boss Rush. +Fixed player taking damage when +Queen +destroys a deployable. +Fixed items from the +Everyone is Here +lore rooms not matching the current +Major Forge +progress. +Fixed the "Shoots an arrow" affixes displaying negative damage on certain weapons. +Fixed scarves and capes displaying behind props and NPCs. +Fixed a visual problem with the +Nutcracker's +animations. +Fixed the "+15% damage" affix not displaying in the DPS calculation. +Removed a small white line below some enemies' HP bar. +Fixed the +Git Gud +lore room not spawning enemies as intended when generating in +Ancient Sewers. +Fixed +Aspects +not disabling +Giant's Flawless Outfit. +Fixed +Crowbar +not getting crits when destroying a door with +Lightspeed. +Fixed background tiles on +The Crown +not generating properly. +Fixed reforging modifiers on a two-handed weapon resetting its counterpart's quality level. +Fixed +Hattori's Katana +dash attack not scaling properly. +Fixed +Challenge Rift +portals visual glitch. +References +↑ +Everyone is Here Vol. 2 +Official patch notes +, 2022-11-14 +↑ +The Everyone is Here Vol. II update is out now! +Steam blog post +, 2022-11-15 +↑ +Console Dead Cells players, you can now download the Everyone is Here Vol. II update! +Twitter - Motion Twin +, 2022-11-17 +↑ +This February 28th, discover a new game mode in #DeadCells with the arrival of..the #BossRush! +Twitter - Playdigious +, 2023-02-14 +↑ +WAIT!!! You'll need help against the #BossRush... +Twitter - Playdigious +, 2023-02-14 +↑ +That's it everyone! #BossRush and #EveryoneisHereVol2 are available for free on #iOS and #Android! +Twitter - Playdigious +, 2023-03-04 diff --git a/wiki_content/Version_3.3.txt b/wiki_content/Version_3.3.txt new file mode 100644 index 0000000000000000000000000000000000000000..08978888436d02a988e6b75678f39a90c9bc748f --- /dev/null +++ b/wiki_content/Version_3.3.txt @@ -0,0 +1,183 @@ +URL: https://deadcells.wiki.gg/wiki/Version_3.3 + +Version 3.3 +Return to Castlevania Update +Release date +PC & Consoles +6th of March 2023 +Mobile +27th of June 2023 +Version history +• +All versions +Version 3.3 +, officially the +Return to Castlevania Update +, is a major update to +Dead Cells +that was released on the 6th of March 2023 to PC, Xbox One, PlayStation 4, and the Nintendo Switch, and on the 27th of June 2023 to iOS and Android. +This was a compatibility update that allowed the +Return to Castlevania DLC +to be installed and played. +Important features +NEW DLC: Return to Castlevania! +A gateway to a striking castle has suddenly appeared, and an imposing warrior called Richter asks you to help him vanquish the great evil within. +Enticed by the promise of new loot rather than a sense of moral duty, you strike out through the grounds and corridors of the gothic castle to find and kill this mysterious Dracula... +Slay hordes of his supernatural minions as you progress through our biggest DLC yet, including two levels, three bosses and a new storyline! +2 Biomes: +Castle's Outskirts, depth two: Navigate this three-parts biome and use different mechanisms to find your way through. Only one thing standing between you and the castle: a drawbridge. And a tower. And a broken elevator. And a few monsters. +Dracula's Castle, depth three/six: Scale the castle, reach the roof and find the exit to Dracula's tower. Make sure to not get lost, as this is our first biome capable on looping onto itself! +This biome is only accessible after Castle's Outskirts, until you reach a certain point in the DLC storyline, at which it will start appearing at depth six. However, you can't get there more than once per run. The biome's overall difficulty will depend on its depth, with new monsters and a longer runtime. +3 Bosses: +Death, stage one: Servant and protector of Dracula, it will prevent you from reaching the throne as long as it stands. Hits done by its iconic scythe will steal a part of your soul, who knows what happens once it gets all six of them! +Dracula, stage three: The fight against the freshly resurrected master himself is only accessible after going through the hardest version of Dracula's Castle, fight against the master himself, freshly resurrected. Dodge his walls of projectiles, kicks and grabs to hopefully land the final blow on this monster. +Dracula - Final Form, stage four: Our most ambitious boss battle yet in terms of scale, and acting as a second phase for Dracula, fight the beast in the falling debris of a collapsing castle. +11 Mobs: +Medusa +, Mini-Boss: Holding the key to the Throne, she will take the first chance she gets to petrify you and unleash flurries of claw attacks. Rolling behind her is not always an option, as she is quick enough to catch you there. +Buer +, Melee: Rolls around the corridors of the castle. Once it has seen you, it will charge a dash of varying speed, and try to smash you with its whole body. +Werewolf +, Melee: A ferocious, very persevering beast. It will track you down and unleash flurries of claw attacks once it gets in range. +Dire Werewolf +, Melee: An even more ferocious and persevering version of the Werewolf. +Armor Knight +, Melee: Uses its spear to attack through walls, ceilings and ground. +Axe Armor +, Melee & Ranged: 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. +Merman +, Ranged: Spits out fireballs right at your face, duck at the right time to dodge them! +Throw Master +, Ranged: Throws bones at varying parabolic trajectories, trying to anticipate your movement. +Vampire Bat +, Flying: Flies around until it finds an opening, at which point it will charge directly at you. +Harpy +, Flying: Flies around the level, hitting you with its claws and regularly using charged dash attacks. +Bone Pillar +, Support: Only present in one specific setting, will stay put on the ground and shoot projectiles of varying heights at you. +6 Melee Weapons: +Vampire Killer +, Brutality & Tactic: Long-range whip that ignores shields and inflicts Critical Damage to burning enemies. Enemies killed will leave a pool of flames at their feet! +Whip Sword +, Two-Handed, Brutality: Freely switch between a long-range, slower whip and a short-range, faster sword. Can be transformed mid-combo to inflict a Critical Damage! +Bible +, Survival: If the two attacks of the weapon hit a target, throw it on a rotary trajectory, dealing Critical Damage increasing with each new hit. +Alucard's Sword +, Brutality & Survival: If a target is in front of you in mid range, teleports you near it and attacks it, dealing Critical Damage. +Death's Scythe +, Survival: Forces the spirit of enemies you killed to help you, summoning them as allies. They will target and explode on near enemies, dealing a Critical Hit. +Morning Star +, Brutality: A brutal whip with a star-shaped head. Can be held to spin the whip along with your movement. Deals Critical Hits with the spiked ball. +3 Ranged Weapons: +Cross +, Tactic: Throws a cross forward for a few seconds, after which it will return, dealing Critical Damage. +Throwing Axe +, Tactic & Survival: Throws an axe on a parabolic trajectory, dealing Critical Damage during its descent. +Medusa's Head +, Survival & Tactic: Rolls the head on the ground, petrifying hit enemies. Once it stops, or upon reactivation, it bumps enemies in the air, forcing fall damage. +1 Shield: +Alucard's Shield +, Brutality & Survival: Can be used to inflict melee attacks, dealing Critical Damage after a parry. +4 Skills: +Holy Water +, Tactic & Survival: Toss a vial on the ground, creating a pillar of fire and and burning hit enemies. +Rebound Stone +, Survival: Throws a magic stone that bounces on surfaces and moves faster after each bounce. Deals Critical Damage after passing through you. +Maria's Cat +, Brutality & Survival: Summons a kitty kitty cat kitty oooo kittttyyyyy on your shoulder. It leaves and go wander around, attacking enemies he crosses. Can be reactivated to make the cat unleash a flurry of slashes, dealing Critical Damage. +Bat Volley +, Brutality & Tactic: Throws a flurry of moving bats, dealing Critical Damage once they pass through one enemy. +There's also: +20 Outfits. +12 Remixed Castlevania Tracks with their 8-bit versions. +New Soundtrack Option, with 51 Castlevania tracks playing throughout the whole game. +An alternative menu artwork. +New Gamemode: Richter Mode! +Play as Richter in a modified version of Dracula's Castle with a new moveset, new physics and a limited set of weapons, mimicking the original Castlevania gameplay. +Explore the corridors, defeat monsters, find new abilities and unlock new paths in this fully-fledged small-scale metroivania, available once you complete the Return to Castlevania storyline! +Balancing +Starfury now summons two stars on hit, but the base damage was reduced a bit. +Diverse Deck Foresight now takes a certain number of killed enemies to recharge. +Baseball Bat cannot breach on crit anymore. To prevent an infinite crit exploit. +Hunter's Grenade and Leghugger cannot be used to feed Diverse Deck Electrodynamics anymore. +Bug fixes +Fixed modified Concierges not doing their leap attacks at higher difficulties. +Fixed some doors' lights being way too strong. +Fixed big frame drops in certain biomes on Switch. +Fixed some localization issues, such as missing words, missing chinese characters, etc. +Fixed a crash when exiting a level while a Caster is nearby. +Fixed Risk of Rain's Imp Altar being able to spawn on top of a Scroll. +Fixed Legendary Pedestal being able to spawn on top of Boss Cells Doors. +Fixed Diverse Deck Electrodynamics' lightning orbs being destroyed by lava. +Fixed Diverse Deck Electrodynamics stunning the player against shielded Shieldbearers and Ground Shakers. +Fixed Diverse Deck Electrodynamics being considered a melee attack. +Fixed Diverse Deck Foresight passive cooldown sometimes being infinite. +Fixed being able to reset Diverse Deck Foresight cooldown by switching its spot in the inventory. +Fixed Mini-map not showing in Daily Challenge +Fixed Boss HP Bar being invisible after reloading the game. +Fixed crash with Shockers falling off platforms while doing their attack. +Fixed Scarecrow melee attacks hitting twice. +Fixed dynamic glow not displaying on some weapons. +Fixed Oven Knight being able to stun-lock the player while being taunted. +Fixed Starfury projectiles being able to attack not-yet-spawned Scorpions. +Fixed Lancer being able to see through Invisibility when the player is rolling. +Fixed Legendary Baseball Bat AoE attack also stunning pets. +Fixed Throwable Objects ammo resetting when putting in the backpack. +Fixed Double Bullets and Triple Bullets affixes descriptions being inverted in french. +Gallery +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Animated trailer +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Teaser trailer 1 +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Gameplay trailer +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Teaser trailer 2 +Load video +YouTube +YouTube might collect personal data. +Privacy Policy +Continue +Dismiss +Launch trailer +References +↑ +Return to Castlevania +Official patch notes +, 2023-03-06 +↑ +Castlevania is back! Dead Cells: Return to Castlevania DLC coming Q1 2023! +Steam blog post +, 2023-01-26 +↑ +Return to Castlevania DLC release date announced and first glimpse of gameplay! +Steam blog post +, 2023-02-08 +↑ +Dead Cells: Return to Castlevania DLC is out now! +Steam blog post +, 2023-03-06 +↑ +It's time for #DeadCells biggest DLC yet to come out of the shadows: #ReturntoCastlevania is now available on #iOS and #Android! +Twitter - Playdigious +, 2023-06-27 diff --git a/wiki_content/Version_3.4.txt b/wiki_content/Version_3.4.txt new file mode 100644 index 0000000000000000000000000000000000000000..fcf78aff90103f85bc9e905efd90ec21caf09518 --- /dev/null +++ b/wiki_content/Version_3.4.txt @@ -0,0 +1,119 @@ +URL: https://deadcells.wiki.gg/wiki/Version_3.4 + +Version 3.4 +Clean Cut Update +Release date +PC +27th of April 2023 +Consoles +23rd of May 2023 +Version history +• +All versions +Version 3.4 +, officially the +Clean Cut Update +, is a major update to +Dead Cells +that was released on the 27th of April 2023 to PC, and on the 23rd of May 2023 for the Xbox One, Playstation 4, and the Nintendo Switch. +Important features +New Survival Weapon, +Sewing Scissors +: Instakills all enemies it hits, as long as at least one of them dies to the weapon's standard damage. +New Brutality Weapon, +Giant Comb +: Throws your enemies upwards, and deals critical damage to airborne mobs! +New NPC, the +Tailor's Daughter +: Find her in the Tailor's Room, and talk to her to freely change the look of your head. +New Speedrun Mode option: Activate it to track and display the completion time of each biome. Also tracks your previous bests and compares them! +New Boss Rush DIY Mode, that lets you choose whichever bosses you want to face in a run. +The 3 Bosses from Return to Castlevania are now accessible in Boss Rush. +Lots of rework on the Training Room! We added a bunch of options to streamline the experimentation process, such as: +New UIs to spawn a specific weapon with a set Level, Quality and Legendary-ness. +New UI to choose a certain number of scrolls +New UI to choose the overall scaling level of the Training Room, based on the values of a selected biome. +Added the mini-bosses to the mob spawners +Added a bunch of different traps to the mob rooms. +Added the Return to Castlevania Bosses. +Bosses aren't scaled down to level 1 anymore! (no more 20 minutes fights) +Changed the UI to select mobs to a grid-based one. +Added a Training Dummy for DPS calculation. +Balancing +Slow effects now stack up to 5 times. Each stack has a greater slowing effect, then the affected enemy is frozen at the fifth stack. +Bunch of Mutation Reworks: +Combo: Enable a damage increase with every melee hit in a 2.5 sec window (of course the window refreshes after every hit). It scales exponentially, go crazy with it! +Tainted Flask: Can recharge even if your flask is not totally empty. It also adds 1 more elite into every biome when equipped. +Networking: Marks enemies with ranged attacks now, there doesn't need to be an actual projectile stuck in the mob's body anymore. +Berserker: Can now stack, and renders you immune to stuns. +What Doesn't Kill You: Now grants recovery instead of healing. +Necromancy: Also now grants recovery instead of healing. It scales with the max health of the mobs you kill, which means you can get more recovery by killing a stronger enemy. The cap has been removed, but it’s less effective as you get closer to max health. +Frostbite: Now stacks with slow effects and acts as a full stack on frozen targets. +Dead Inside: Doubles your life but prevents ALL healing sources. +Disengagement: No more cooldown!.. but can only trigger once per biome. +Return to Castlevania balancing: +Whip Sword - Whip Form now passes through shields. +Whip Sword's transformation attack hitbox tended to bug, it should now be consistent with its visual FX, which means it won’t only hit one single target anymore. +The ghosts gathered by Death's Scythe now have a slightly smaller explosion radius. +Bible is now considered to be a heavy weapon. +Alucard's Shield has better parry windows, and the whole combo will now crit after a parry. +Rebound Stone now deals slightly more damage, and has a smaller but longer window before being able to "catch it" (i.e., trigger the crit). Its cooldown now starts upon its destruction. +Holy Water has a bigger vertical hitbox, and the flame now deals damage. +Medusa Head deals more damage and bumps further. +Added a long cooldown when the Cat is killed by the Queen. +Throwing Axe can no longer roll the Fire Bullet affix. +Medusa's flurry attacks should now have a small pause after the end of the attack. +Haunted Armor (the one with an axe) should now activate at a slightly longer range. +Elite Mermen should now fire 2 big fireballs instead of a big one and a normal one. +Dracula (Humanoid)'s fire pillars are now slightly easier to avoid (in terms of intervals) but are not rollable anymore. +Dracula (Demon), Buer, Werewolves and Medusa are now considered to be Beasts (crits with the Crowbar). +Reverted the change on What Doesn't Kill You. It now grants healing instead of recovery again. Update 34.1 +Dead Inside now allows for healing with recovery. Update 34.1 +Level design +The Mimic can now appear randomly in shops outside of the Bank. +Switched the Dracula Castle (Hard) Cursed Chest chance to 10%. +Graphics & UI +Added a new Petrification effect icon. +Reorganized the partners part of the credits. Update 34.1 +Bug fixes +Fixed Agitated Pickpocket being able to hit through Global Shields. +Fixed a crash when an Automaton falls off a platform while using its Dash Attack. +Fixed a crash when saving a reloading while a Petrified enemy is on screen. +Fixed a softlock when falling off the map during Dracula - Final Form, while all platforms were destroyed. +Fixed a crash when using the Emergency Door during the Queen boss fight. +Fixed the Shop Mimic's hitboxes being too big compared to the visual. +Fixed Cursed Sword not disabling other inventory items when switched slots. +Fixed a crash in Shipwreck, when a platform is destroyed at the same time as Mushroom Boi is spawned. +Fixed being able to duplicate Turrets using the Emergency Door. +Fixed Diverse Deck - Foresight tagging the blocked attacks as if they were blocked by a shield. +Fixed Serenade destroying deployables when activated. +Fixed Gold Plating not protecting against Dracula - Final Form's grab. +Fixed Bobby Head's disappearing in the Tailor's Room. +Fixed Bible's projectile disappearing after a cutscene. +Fixed Heal Flask glow effect also affecting the player's glow effect. +Fixed weapons' crit indicator sometimes not displaying. +Fixed Morning Star's chain detaching itself from the base. +Fixed Pets' behavior being broken in Dracula's opening cutscene. +Fixed a crash when loading a save near the Bank elevator. Update 34.1 +Fixed "Hold to Jump" option instantly using the double jump. Update 34.1 +References +↑ +Clean Cut +Official patch notes +, 2023-04-27 +↑ +Update 34 "Clean Cut" is in alpha stage! +Steam blog post +, 2023-04-07 +↑ +Update 34 into beta phase plus incompatible version issues with save files fixed +Steam blog post +, 2023-04-27 +↑ +Our 34th Dead Cells update, "Clean Cut" is live! +Steam blog post +, 2023-04-27 +↑ +The Clean Cut update is out now on consoles! +Twitter - Motion Twin +, 2023-05-23 diff --git a/wiki_content/Version_3.5.txt b/wiki_content/Version_3.5.txt new file mode 100644 index 0000000000000000000000000000000000000000..861dbc6162081f1746e191f499767114fa6c0789 --- /dev/null +++ b/wiki_content/Version_3.5.txt @@ -0,0 +1,212 @@ +URL: https://deadcells.wiki.gg/wiki/Version_3.5 + +Version 3.5 +The End is Near Update +Release date +PC & Consoles +19th of August 2024 +Mobile +18th of February 2025 +Version history +• +All versions +Version 3.5 +, officially +The End is Near Update +, is a major update to +Dead Cells +that was released on the 19th of August 2024 to PC, Xbox One, PlayStation 4, PlayStation 5, and the Nintendo Switch, and on the 18th of February 2025 to iOS and Android. +Important features +New Mobs, Weapons and Mutations that all interact (more or less) with the Curse mechanic! +New Brutality/Tactic Melee Weapon: +Misericorde +- Crits heavily on mobs with less than 50% health, but, if you don't kill with an attack, you get cursed. +New Tactic/Survival Ranged Weapon: +Anathema +- Fires a very heavy curved projectile that explodes on contact. However, you get cursed if you hit anything with it. +New Brutality/Survival Skill: +Indulgence +- Summons a ray of light on a near enemy dealing heavy damage, after a rather long cast. Killing an enemy with it clears 3 stacks of Curse instead of 1. It will deal Critical Damage if you are not Cursed, or will summon an additional ray for each 5 Curses you have. +3 New Colorless Mutations: +Cursed Flask +- The Health Flask no longer consumes a charge when used, but will give you 10 Curses instead. +Damned Vigor +- Prevents your death and puts you at 1 HP. You have 2 seconds to kill an enemy to save yourself, otherwise you die (for real this time). +Demonic Strength +- Increases your damage by 30% if you are Cursed, with +1% per Curse stack. +3 New Enemies: +Sore Loser +- A small enemy that cannot deal any damage, but is really sticky and annoying. Killing it will curse you. +Curser +- Shoots guided cursed skulls in your direction, with a melee attack if you get too close. +Doom Bringer +- Curses you with her damageless melee attack, or can ring her bell to stun you. If she hits you with more than 50 curses, you die. +Those mobs are a bit special, as they don't have a specific biome in which they spawn. Instead, depending on the Boss Cells level, they have a small chance of appearing in any biome: +Before 2BC, they cannot spawn at all. +In 2BC, Sore Loser and Curser can spawn in biomes at depth 4 or more, while Doom Bringer can spawn in biomes at depth 5 or more. +In 4BC and 5BC, they can spawn in any biome. +Also: +40 New +heads +to unlock and equip! Go talk to the Tailor's Daughter to know more. +Added an exit to +Master's Keep +in High Peak Castle. +Balancing +New Legendary Affix for Perfection +: Almost Perfect - Killing an enemy less than a second after getting hit lets you continue critting with the weapon. +New Legendary Affix for Gold Digger: Flithy Rich - Crit multiplier increases with your gold. +New Legendary Affix for Punishment: Punish Combo - Recasts the shockwave if it kills at least one target. +New Legendary Affix for Rampart: Mirror Coating - Getting hit while under the effect of the force field will trigger a parry effect. +New Legendary Affix for Cocoon: Parry Streak - Each consecutive parry will reduce the cooldown of the skill the next time it starts. +New Legendary Affix for Emergency Door: Armored Door - The door cannot be destroyed by mobs (except bosses). +New Legendary Affix for Bone: Whirlwind - Increases the last attack's duration by 2 seconds everytime it kills. +New Legendary Affix for Wrenching Whip: Retiarus - The first attack throws 3 Crow's Feet in front of you. +New Legendary Affix for Explosive Decoy: Foolproof - The cooldown is instantly reset if the explosion doesn't hit anything. +New Legendary Affix for Leghugger: Mitosis - Summons 2 Leghuggers instead of 1. +New Legendary Affix for Assault Shield: Charged Dash - Holding the shield button will charge a stronger version of the dash, which can then be used by releasing the button. +New Legendary Affix for Ice Shards: Bouncy - Projectiles bounce on the ground twice before disappearing. +New Legendary Affix for Quick Bow: Sharpshooter - Critical hits will refill one ammo. +New Legendary Affix for Bladed Tonfas: Lacerator - Only uses the first attack of the combo. +New Legendary Affix for Grappling Hook: Octavio - Also fires a chain behind you. +New Legendary Affix for Tesla Coil: Double Use - You can use the skill twice. Each use has its own cooldown. +New Legendary Affix for Lightning Rods: Double Use - You can use the skill twice. Each use has its own cooldown. +Reduced Throw Master's overall damage. +Reduced Bank's bonus scaling in 2BC, 4BC and 5BC. +Dead Inside no longer lets you use the Health Flask. Update 35.1 +Alienation rework - Instead of healing the player per curse reduced, it will now heal the player when the curse is lifted, with the amount of health recovered based on the max amount of curses they had (for that curse instance). The effect only starts triggering when the player had more than 10 curses. Update 35.3 +Reduced Dracula's Castle (late) scroll fragments count, to match other biomes at the same depth. Update 35.3 +Added a small cooldown to Emergency Triage forcefield. Update 35.3 +Fixed Mimic despawning when trying to jump a very long distance. Update 35.5 +Level design +Added 2 new lore rooms in Graveyard. +Added a new lore room in Stilt Village associated with +Doom Bringer +. +Added a new lore room in Ossuary associated with +Curser +. +Added exits to Corrupted Prison and Ossuary in Castle's Outskirts. +Added an exit to Dracula's Castle (early) in Corrupted Prison and Toxic Sewers. +Added an exit to Black Bridge in Dracula's Castle (early). +Added an exit to Defiled Necropolis in Ossuary. +Replaced the exit to Fractured Shrines in Defiled Necropolis by an exit to Graveyard. +Added a light source in the Mimic Hint lore room, when it spawns in Forgotten Sepulcher. +Added an exit to Dracula's Castle (late) in Mausoleum, Guardian's Haven and Clock Room. +Graphics & UI +Added two new sets of control icons and an option to select them. You can select either "Legacy" (current icons), "New" (a new, cleaner set) or "Big" (accessibility focused, easier to read). +Changed the Daily Challenge's boss arrow opacity, for better visibility. +Added an option to select what type of controller icons to display (Xbox, PS4, etc). By default, the game auto-detects the type of controller used by the player, but that can be overridden with this option. +Added Latin-American Spanish and Polish as language options. Update 35.6 +Added a Minimap icon when a biome is incentivized. Update 35.7 +Quality of life +Added new input options for the "going through platform" action. +Added options to change the controller triggers' deadzone. +Reworked the Auto-hit assist mode option. It will no longer force the use of a melee weapon in the first slot. +Added an option to add a background to most texts in the game. The background's color and opacity can be adjusted. +The left stick can now be used to scroll through item descriptions in the pause menu. +Added options to fully invert the player and camera movement. +Added a bunch of options to tweak the camera's behavior. The influence of the player's movement, combat, or points of interest can be customized. +Split the "controller sticks deadzone" into two options, one for each stick. +Added an outline option for spikes. +Added a button to center the minimap on the player. +Removed the "Leave the Body" prompt of the throne fountain, when at 5BC. Update 35.3 +Bug fixes +Fixed side mouse buttons being triggered on release instead of on press. +Fixed Emergency Door sometimes breaking the bosses' AI. +Fixed Legendary Scythe Claw dealing less damage than intended. +Improved stability of Dracula's Castle (late) generation, which should fix some seeds crashing on loading the level. +Fixed a crash when opening the world map after opening the Bank chest. +Fixed Wings of the Crow not triggering the "landing" state when touching the ground. +Fixed being able to freeze yourself by using the Face Flask with a "freeze on hit" necklace. +Fixed the ground stomp doing abysmal damage to flying enemies. +Fixed a bug where using Boy's Axe on Hand of the King would get him stuck in place. +Fixed Mimics being turned into elites by the Malaise. +Fixed Taunt not being able to roll many affixes. +Fixed Timekeeper sometimes turning red during her boss fight. +Fixed a softlock when using Blueprint Extraction on Medusa. +Fixed Medusa's Head being able to duplicate Biters. +Fixed not being able to use the Boss Cell after beating Dracula. +Fixed map scroll speed being tied to the framerate. +Fixed Owl of War sometimes not despawning after getting hit. +Fixed invisible mobs' outline still being visible. +Fixed a big FPS drop when dying with a Castlevania outfit. +Fixed Petrified Key not spawning when playing with the custom mode option "Disable Free Items". +Fixed being able to unlock the Dracula outfits through Boss Rush. +Fixed Foresight sometimes not preventing damage. +Fixed Barricade's description being inaccurate +Fixed Custom Mode's Starting Equipment switching slots once in game. +Fixed Dracula being able to throw the player outside the arena. +Fixed Foresight not triggering during the Assault Shield's dash. +Fixed Master's Keep stairs being in the foreground in Boss Rush. +Fixed the map being displayed in the Mutation selection screen. +Fixed the Homonculus not using the "hold to jump" option. +Fixed Face Flask preventing flawless achievements +Fixed the grenade summoned from some affixes being able to stun the player when hitting a Thorny. +Reverted backpack to its own key binding, instead of being tied with interact. +Fixed Diverse Deck's passive effects resetting when switching its slot. +Fixed buggy voice lines when getting Castlevania outfits through the "Random Outfit Every Level" Custom Mode option. +Fixed Wish not working on Machete & Pistol in some cases +Fixed The Crown background music playing after the Queen revives the player. +Fixed Legendary Affixes not applying affix exclusivity. +Fixed Kleio looking the wrong way during their intro animation. +Fixed level banners sometimes disappearing on the World Map or on the biome select UIs. +Fixed Symmetrical Lance's description being inaccurate. +Fixed Legendary Hayabusa Gauntlets DPS display being inaccurate. +Fixed a crash when exiting the game while Medusa was performing her Petrification attack. Update 35.1 +Fixed Sewer's Tentacle movement particles not being played enough and being the wrong color. Update 35.2 +Fixed a crash sometimes happening when reloading the game when the Owl was active. Update 35.2 +Fixed Collector's menu flickering when opening it. Update 35.2 +Fixed Legendary Machete & Pistol not applying fire status effect. Update 35.3 +Fixed Exit Doors being able to generate in the wrong way. Update 35.3 +Fixed Timekeeper's name being wrong in Spanish and Portuguese. Update 35.3 +Fixed Kleio's spin attack being able to destroy projectiles. Update 35.3 +Fixed the "Ignore Global Shield" affix duplicating itself when rerolling a Symmetrical Lance. Update 35.3 +Fixed Boss Cell doors being able to generate after the Ram Rune gate in Dracula's Castle. Update 35.3 +Fixed Mushroom Boi sometimes freezing in place when trying to trigger its explosion. Update 35.3 +Fixed Alucard's Shield dealing self-damage when hitting a Thorny's back. Update 35.3 +Fixed Back Arrows, Front Arrows and Up Arrows, from the affixes, sometimes spawning at different heights. Update 35.3 +Fixed some head particle effects still appearing on outfits that already have a head. Update 35.3 +Fixed a crash when reloading the game while a Death's Scythe ghost is present. Update 35.3 +Fixed a bunch of texts overlapping other UI elements. Update 35.3 +Fixed mods not reloading properly. Update 35.3 +Fixed Katana's charged attack doing low damage. Update 35.3 +Fixed skills cooldowns not visually resetting when loading a new level in Boss Rush. Update 35.3 +Fixed spikes sometimes causing a softlock when the player is in a cinematic. Update 35.3 +Fixed being able to spam fire waves with Legendary Flint. Update 35.3 +Fixed mob animations not being the right speed, when the mob was taunted or slowed. Update 35.4 +Fixed Smoke Bomb damage buff not affecting projectiles. Update 35.4 +Prevent Boss Rush modified Concierge from jumping when the other instance is also jumping or throwing a fire wave. Update 35.4 +Fixed not being able to roll in the other direction while holding the Morning Star. Update 35.4 +Fixed Death's instant death attack sending the player back to Prison when in Training Mode or Boss Rush. Update 35.5 +Fixed some lore rooms still spawning in Dilapidated Arboretum with the "Disable Lore Rooms" option enabled. Update 35.5 +Fixed some ranged multi-hit weapons (Scarecrow's Sickles, Cross, Bible, etc.) not dealing any damage after hitting an unbreakable door. Update 35.5 +YOLO can no longer be removed from the inventory by resetting mutations. Update 35.5 +Fixed Boss Rush Servants just standing there when skipping the fight. Update 35.5 +Fixed Spoiler Level's Lightning Walls being able to kill entities immune to lava. Update 35.6 +Fixed a crash when using the Emergency Door against Conjunctivius. Update 35.7 +Fixed some projectiles not displaying outlines when the option was on. Update 35.7 +Fixed some visual and music bugs when killing Dracula in Training Room. Update 35.7 +References +↑ +The End is Near +Official patch notes +, 2023-09-01 +↑ +Update 35 "The End is Near" is in alpha stage! +Steam blog post +, 2023-09-01 +↑ +The End is Near Update is now in Beta phase! +Steam blog post +, 2023-09-25 +↑ +Update 35: The End is Near is now live! +Steam blog post +, 2024-08-30 +↑ +The time has finally come! +Bluesky - Playdigious +, 2025-02-25 +↑ +Likely a mistranslation of Flawless. diff --git a/wiki_content/Version_history.txt b/wiki_content/Version_history.txt new file mode 100644 index 0000000000000000000000000000000000000000..87f194001d1947ac0ed1f18d7d7faf81e181ff2c --- /dev/null +++ b/wiki_content/Version_history.txt @@ -0,0 +1,535 @@ +URL: https://deadcells.wiki.gg/wiki/Version_history + +This page lists every major version that has been released for +Dead Cells +, even ones made before the official release of the game. +This article only covers the release date for the PC version. +Full release versions +Version +Development release +Full release +Name(s) +Highlights and Notes +Version 3.5 +28th of August 2023 +19th of August 2024 +The End is Near Update +Three new weapons. +Three new enemies. +3 new mutations. +New legendary affixes. +Rebalancing for the Bank and the Throw Master's bone projectile. +New +Head +customisation. +New routings for Return to Castlevania biomes. +More head options. +Version 3.4 +5th of April 2023 +27th of April 2023 +Clean Cut Update +2 new weapons. +Bobby flame head on all outfits. +A new NPC, the +Tailor's Daughter +. +New +Speedrun Mode +. +New DIY mode in Boss Rush allowing you to choose your bosses. +Return to Castlevania bosses in Boss Rush. +Additional options in the Training Room. +Rework of 9 mutations. +Change to slow effect. +Mimic appearing in all biomes. +Rebalancing of Return to Castlevania content. +Version 3.3 +N/A +6th of March 2023 +Return to Castlevania Update +A new storyline. +7 new enemies. +4 new biomes. +3 new bosses. +14 new weapons. +20 new outfits. +51 Castlevania tunes. +12 re-imagined Castlevania tunes. +Version 3.2 +N/A +7th of November 2022 +Everyone is Here Vol. 2 Update +Crossover content with Terraria, Shovel Knight, Hotline Miami, Katana Zero, Slay the Spire, and Risk of Rain. +Version 3.1 +19th of September 2022 +5th of October 2022 +Boss Rush Update +New +Boss Rush +mode. +A new weapon, skill, and mutation. +Six new outfits. +A customisable statue. +New legendary affixes. +Version 3.0 +6th of July 2022 +3rd of August 2022 +Enter the Panchaku Update +Legendary Update +Added +Panchaku +. +Added new Bobby Outfit. +Added crossover content from +Soul Knight +. +Reworked legendary items. +Added ability to pet pets. +Version 2.9 +12th of April 2022 +23rd of June 2022 +Breaking Barriers Update +Accessibility Update +Accessibility settings to make the game more playable for players with disabilities. +Reworked multiple weapons and skills. +Lowered cell cost of gear present in the base game. +Added a no blood mode. +Version 2.8 +9th of February 2022 +30th of March 2022 +Break the Bank Update +All You Need is Gold Update +The Bank Update +Added the +Bank +, as well as new enemies, weapons, and mutations along with it. +Reworked +Vampirism +. +Version 2.7 +N/A +6th of January 2022 +The Queen and the Sea Update +DLC compatibility update. +Version 2.6 +N/A +22nd of November 2021 +Everyone is Here! Update +Crossover content with Hyper Light Drifter, Curse of the Dead Gods, Guacamelee, Skul, Blasphemous, and Hollow Knight. +Version 2.5 +3rd of August 2021 +16th of September 2021 +Practice Makes Perfect Update +Added the Training room. +Added Aspects. +Added the world map. +Added new outfits for defeating bosses without getting hit. +Version 2.4 +26th of May 2021 +10th of June 2021 +What's the Damage? Update +Balancing Update +New combat rooms for +Fatal Falls DLC +biomes as well as the +Derelict Distillery +. +Major buffs to many items, and few nerfs. +Items that reflect grenades now do all grenades in range. +Improvements to mod support. +Version 2.3 +5th of March 2021 +30th of March 2021 +The Whack-a-Mole Update +Three new weapons. +Three new mutations. +Malaise balancing. +New difficulty curve. +Permanent fix for all seed crashes. +Version 2.2 +N/A +26th of January 2021 +Fatal Falls Update +DLC compatibility update. +Version 2.1 +3rd of December 2020 +21st of December 2020 +Malaise Update +Reworked +Malaise +. +Reworked the Backpack into a general upgrade. +Added a new weapon, enemy, and several +Mutations +. +Large-scale color scaling refocus. +Version 2.0 +23rd of July 2020 +11th of August 2020 +Barrels o' Fun Update +Derelict Distillery Update +Added the +Derelict Distillery +, as well as new enemies and weapons along with it. +Added +Demake Soundtrack +. +Version 1.9 +28th of May 2020 +1st of July 2020 +Update of Plenty +Reworked and rebalanced many mutations, weapons, and skills. +Added +Backpack +. +Added +shock +debuff; reworked other DoT effects. +Gold scaling rework. +Removed +stat +boosts from items. +Version 1.8 +25th of March 2020 +22nd of April 2020 +The Beastiary Update +Added 6 new enemies. +Version 1.7 +N/A +10th of February 2020 +The Bad Seed Update +DLC compatibility update. +Version 1.6 +20th of December 2019 +23rd of December 2019 +The Legacy Update +Christmas Update +Access to all previous update versions on Steam. +New ice-based mutations and items. +Version 1.5 +9th of October 2019 +6th of November 2019 +The Corrupted Update +Added the +Corrupted Prison +biome. +Added new general upgrades and mutations. +Level changes including addition of scroll fragments and reduced cursed chests. +Version 1.4 +17th of July 2019 +13th of August 2019 +Who’s the Boss? Update +Several new enemies, weapons, skills, and mutations. +Version 1.3 +7th of May 2019 +11th of July 2019 +Update the 13th +Fear the Rampager Update +Nerfed +Arbiter +and now only in the +Cavern +. +Added new +Rampager +enemy and 2 new mutations. +Version 1.2 +20th of February 2019 +28th of March 2019 +Rise of the Giant Update +DLC compatibility update. +Added +Outfits +. +Custom Mode +is unlocked in the +Ramparts +instead. +Various new QoL rebalances, items, enemies, and general upgrades. +Version 1.1 +8th of November 2018 +22nd of December 2018 +Pimp My Run Update +Custom Mode & Balancing Update +Added +Custom Mode +. +Removed enemy auto-scaling. +Cooldown reduction rework with new mutations that replaced old ones. +Various new QoL rebalances, reworks, additions, economy changes, difficulty changes, balance changes, etc. +Version 1.0 +N/A +7th of August 2018 +Release date Update +Added +Lore +. +Added Homunculus Rune. +Early Access versions +Version +Release date +Name(s) +Highlights and Notes +Version 0.9 +26th of June 2018 +Mac & Linux Update +Added support for Mac and Linux. +Reintroduced the old pixel font as a setting. +Added mod support. +Version 0.8 +6th of June 2018 +Babel Update +Added official support for 8 languages. +Added support for Discord Rich Presence. +Version 0.7 +9th of May 2018 +Baguette Update +Back to the Roots Update +Cells invested at the forge now go towards increasing the drop-rate of a gear quality. +Added +Legendary items +. +Added the +Blacksmith's Apprentice +, which allows changing the +affixes +of a weapon and upgrading its quality. +Reworked +Challenge Rifts +. +Updated the game's UI. +Various balance changes, ecomony changes, etc. +Version 0.6 +6th of March 2018 +The Hand of the King Update +Added the +Hand of the King +as the final boss. +Added +High Peak Castle +. +Added a fourth +Boss Stem Cells +. +Boss Stem Cells are now dropped by the Hand of the King. +Added new weapons and skills. +Version 0.5 +22nd of December 2017 +The Foundry Update +Rebalanced the +stats +system. +Added +mutations +. +Added +Boss Stem Cells +, which are dropped by each boss. +Added the +Blacksmith +. +Version 0.4 +14th of November 2017 +Brutal Update +Added the +Time Keeper +. +Added the +Slumbering Sanctuary +and +Clock Tower +. +Revamped the +stats +system. +Version 0.3 +17th of August 2017 +Who's Your Daily? Update +Added the +Daily Run +. +Added the +Recycling general improvement +. +Gold Reserves are now fixed amounts instead of percentages from the last run. +Added +Guillain +. +Added new +achievements +. +Version 0.2 +29th of June 2017 +Hello Darkness My Old Friend Update +Added the +Forgotten Sepulcher +. +Added two new enemies. +Added new items. +Updated biome generation. +Updated the economy. +Language mods are automatically installed if available. +Version 0.1 +13th of June 2017 +Elemental Update +Added elemental gameplay mechanics like fire and oil. +Added new enemies. +Added the +Scribe +. +Added +shop merchants +. +Added +achievements +. +Added the ability to create language mods. +Changes to items, particularly shields and turrets. +Version 0.0 +10th of May 2017 +Early Access Vanilla +First public build. +v +· +d +· +e +Version history +Current version: +3.5 +Early Access +0.0 +• +0.1 +• +0.2 +• +0.3 +• +0.4 +• +0.5 +• +0.6 +• +0.7 +• +0.8 +• +0.9 +Full release +1.0 +• +1.1 +• +1.2 +• +1.3 +• +1.4 +• +1.5 +• +1.6 +• +1.7 +• +1.8 +• +1.9 +• +2.0 +• +2.1 +• +2.2 +• +2.3 +• +2.4 +• +2.5 +• +2.6 +• +2.7 +• +2.8 +• +2.9 +• +3.0 +• +3.1 +• +3.2 +• +3.3 +• +3.4 +• +3.5 +Navigation wiki +Biomes +( +map +)  • +Enemies +• +Bosses +• +Gear +• +Mutations +• +Runes and upgrades +• +Outfits +• +Aspects +• +Custom Mode +• +Boss Rush +• +Daily Challenge +• +Stats +• +Boss Stem Cells +• +Malaise +• +Curse +• +Challenge Rifts +• +Shops +• +Currency +• +Affixes +• +Status effects +• +Mechanics +• +Hazards +• +Objects +• +Pickups +• +NPCs +• +Lore +• +Achievements +• +Soundtracks +• +Controls +• +Version history +• +All DLC \ No newline at end of file diff --git a/wiki_content/Vorpan.txt b/wiki_content/Vorpan.txt new file mode 100644 index 0000000000000000000000000000000000000000..7f4f831f60d189c6adba78c509ba74b337ef25da --- /dev/null +++ b/wiki_content/Vorpan.txt @@ -0,0 +1,142 @@ +URL: https://deadcells.wiki.gg/wiki/Vorpan + +Vorpan +Inflicts a +critical hit +if the enemy is facing you. +Grill. Fry. Burn. Reheat. +Internal name +Pan +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 1.4 seconds. +Base price +1700 +Damage +Base DPS +161 ( +289 +) +Base combo damage +225 ( +405 +) +Base first hit +35 ( +56 +) +Base second hit +45 ( +72 +) +Base third hit +65 ( +117 +) +Base fourth hit +80 ( +160 +) +Blueprint +Location +Available in the +Shop +free of charge - 4th run onward only +The +Vorpan +is a frying pan-like +melee +weapon +that inflicts +critical hits +when hitting enemies from the front. +Details +Special Effects: +Inflicts a +critical hit +if the enemy is facing the player. +Breach Bonus +: +0 / 0.3 / 0.5 / 1 +Base Breach Damage: +35 / 58.5 / 97.5 / 160 ( +56 +/ +93.6 +/ +175.5 +/ +320 +) +Base Breach DPS: +251 ( +461 +) +Combo Duration: +1.4 seconds +First Hit: +0.35 (0.25 + 0.1 + 0) +Second Hit: +0.3 (0.2 + 0.1 + 0) +Third Hit: +0.35 (0.3 + 0.05 + 0) +Fourth Hit: +0.4 (0.3 + 0.1 + 0) +Legendary Version: +Forced +Affix +: Fire on Hit +" +Burns +the enemy." +Location +The Vorpan can only be obtained after playing Dead Cells for a few runs. Once it becomes available, a special interaction with the shop merchant will trigger on any given level until it is properly unlocked by the player. +Synergies +Combining with +Grappling Hook +as an easy high damage +crit +enabler as it stuns and brings front-facing enemies closer to get hit more easily. +Notes +The +critical hit +cannot be applied to +Spawners +, +Protectors +, +Shockers +, +Impalers +, +Maskers +, +Conjunctivius +, the +Giant +, or +Dracula - Final Form +due to the fact that they have no frontside. +Similarly, the same problem occurs with the +Assassin's Dagger +, as these enemies don't have a backside either. +Because of its short range, it is crucial to managing crowds to not get swarmed by enemies, as this weapon struggles against fights with many targets. +Trivia +This weapon is a reference to the +animated release trailer +, where the +Beheaded +fights off enemies using a frying pan by hitting them in the face with it. It was the last weapon provided to him. +The flavor text is a reference to the title of the trailer, " +Kill. Die. Learn. Repeat. +". +The weapon's name is likely a portmanteau of the words " +vorpal +" and "pan". +Walking into a shop while equipping the Vorpan and the +Tentacle +will trigger a special interaction with the shop merchant. +This interaction is a reference to the animated launch trailer, where at the end of the video the Beheaded and a merchant use the Vorpan to cook a tentacle. +History diff --git a/wiki_content/War_Javelin.txt b/wiki_content/War_Javelin.txt new file mode 100644 index 0000000000000000000000000000000000000000..f9742e9151155c3fba2f9cf3e1c584d6f62ed4a9 --- /dev/null +++ b/wiki_content/War_Javelin.txt @@ -0,0 +1,98 @@ +URL: https://deadcells.wiki.gg/wiki/War_Javelin + +War Javelin +Impales all enemies in its path. If they're close to a wall they take 90 extra damage. The javelin must be retrieved (if not, it comes back automatically after 10 seconds). Reactivate to teleport to the javelin. +Internal name +ThrowingSpear +Type +Ranged Weapon +Scaling +Combo rate +One hit every 0.5 seconds +Base price +1250 +Damage +Base DPS +110 +Base hit +55 +Base bonus hit +90 +Blueprint +Location +Secret area near the end of the +Cavern +Unlock cost +100 +Not to be confused with the +War Spear +. +The +War Javelin +is a javelin-type +ranged +weapon +which knocks back all enemies in its path and can even be used to teleport after being thrown. This item is exclusive to the +Rise of the Giant DLC +. +Details +Ammo: +1 +Special Effects: +When thrown, it must be retrieved to be used again. +Once the Javelin lands, pressing the attack button again will teleport the player to where it landed. +Deals knockback and pierces all enemies +Inflicts extra damage if the enemy is close to a wall. +Breach Bonus +: +0.5 +Base Breach Damage: +82.5 +Base Breach DPS: +103 +Attack Duration: +0.5 seconds +Charge: +0.2 +Lock: +0.3 +Cooldown: +0.3 +Tags: +Ranged, HasBullets, LimitedAmmo, AmmoDoNotStickToVictims, VeryFewAmmo, FadeHudIconIfNoAmmo, NoCritical, DisableVerboseAmmo, UnlockInPublicEvent, NoAmmoPerk +Legendary Version: +Forced +Affix +: Fire Bullet +"Shots leave a trail of flames." +Location +The War Javelin can be found at the end of an obstacle course in the +Cavern +, next to the exit to the +Guardian's Haven +. +Synergies +Impaler +can be used with this item to back enemies into walls and then teleport to them, allowing Impaler to +crit +, though this method is slightly unreliable. +The War Javelin can also be used to teleport to enemies after attacking a few times, allowing the player to initiate the fight with the later attacks of a weapon's combo. +This is usually useful for weapons which have the majority of their damage located at the last few hits, such as +Giantkiller +. +The War Javelin also will let slower weapons, such as the +Broadsword +, to get more hits of their combo in. +This weapon is affected by the mutation +Ammo +. +When using +Ammo +, the player will first throw the second War Javelin before being able to teleport. After reactivating the weapon, the player will usually teleport to the first War Javelin if the second one is still traveling in the air. +Notes +If the Javelin is placed in the +backpack +, and the mutation +Acrobatipack +is applied, the javelin can be thrown multiple times without being collected or returned. The teleporting function of the Javelin is also ignored. +History diff --git a/wiki_content/War_Spear.txt b/wiki_content/War_Spear.txt new file mode 100644 index 0000000000000000000000000000000000000000..b499a414ec61ae952f1aec6aa5fd72d46a1448a2 --- /dev/null +++ b/wiki_content/War_Spear.txt @@ -0,0 +1,102 @@ +URL: https://deadcells.wiki.gg/wiki/War_Spear + +War Spear +Inflicts a +critical hit +when you strike several targets at the same time. +Greater range but less speed. +Internal name +Spear +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 0.88 seconds +Base price +1500 +Damage +Base DPS +256 ( +435 +) +Base combo damage +225 ( +383 +) +Base first hit +70 ( +119 +) +Base second hit +75 ( +128 +) +Base third hit +80 ( +136 +) +Blueprint +Location +Drops from +Hammers +Drop chance +10% +Unlock cost +15 +Not to be confused with the +War Javelin +. +The +War Spear +is a +melee +weapon +which deals a +critical hit +if it hits several enemies at once. +Details +Special Effects: +Deals +critical damage +if a hit connects with more than one enemy. +Breach Bonus +: +2 / 1 / 1 +Base Breach Damage: +210 / 150 / 160 ( +357 +/ +256 +/ +272 +) +Base Breach DPS: +542 ( +1006 +) +Combo Duration: +0.88 seconds +First Hit: +0.38 (0.38 + 0 + 0) +Second Hit: +0.1 (0.1 + 0 + 0) +Third Hit: +0.4 (0.2 + 0.2 + 0) +Tags: +UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Run Speed on Crit +"Increases your movement speed for 5 seconds after a +critical hit +." +Synergies +The +Magnetic Grenade +can pull multiple enemies towards the same spot, potentially fulfilling the war spear's critical condition. +Trivia +The War Spear bears a resemblance to the +Symmetrical Lance +. +History diff --git a/wiki_content/Wave_of_Denial.txt b/wiki_content/Wave_of_Denial.txt new file mode 100644 index 0000000000000000000000000000000000000000..d2c4b059301ef0fee897a759b22d4b62e3f83e03 --- /dev/null +++ b/wiki_content/Wave_of_Denial.txt @@ -0,0 +1,66 @@ +URL: https://deadcells.wiki.gg/wiki/Wave_of_Denial + +Wave of Denial +Repels all nearby enemies. If an enemy is thrown against a wall, it takes +90 damage. +Internal name +Shockwave +Type +Power +Scaling +Recharge +5 seconds +Base price +1500 +Damage +Base combo damage +120 +Base hit +30 +Base bonus hit +90 (wall damage) +Blueprint +Location +Drops from +Bombardiers +Drop chance +0.4% +Unlock cost +5 +Wave of Denial +is a +power +skill +which releases a shockwave that can protect the player. +Details +Special Effects: +Releases a shockwave outward from the player which deals 30 base damage to enemies it hits, knocking them back and stunning them for 0.8 seconds. +If an enemy hit by Wave of Denial hits a wall soon after getting knocked back, they take an additional 90+ base damage like Spartan Sandals. +Wave of Denial also returns enemy projectiles. However, most forms of ranged attacks just despawn and do nothing, while reflected explosives work normally. +Tags: +Ranged, ShortCooldown, UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Super Bump +"Greatly increases the knockback of the item." +Notes +Due to its negligible damage, the skill is best used defensively. +The Wave of Denial's damage is enough to kill smaller flying enemies like +Bats +and +Kamikazes +. That, coupled with its short cooldown, makes it an excellent choice for builds with limited vertical reach. +It is especially effective against the following enemies: +Bombers, as it can interrupt their flight and push them away. +Disgusting Worms, as it can easily remove all the bombs spawned by it. +Hammer, as it can easily kill the flies spawned by it and also return its spawned bombs. +Swarm Zombies, as it can be kept at bay while the skill takes out the flies and knock it away. +It can be abused near ledges to knock enemies to their deaths. +Since it attacks in all directions, Wave of Denial can be used to ward off projectiles from angles that are normally impossible to parry. +Bear in mind that while it repels projectiles, they are not registered as parries. It cannot trigger relevant mutations such as +Spite +or +Blind Faith +as a result. +In-game description makes no mention of its ability to repel enemy projectiles. +History diff --git a/wiki_content/Weirded_Warrior.txt b/wiki_content/Weirded_Warrior.txt new file mode 100644 index 0000000000000000000000000000000000000000..f28f40eaf4043a97eb0c016e2ca85da989af45fb --- /dev/null +++ b/wiki_content/Weirded_Warrior.txt @@ -0,0 +1,48 @@ +URL: https://deadcells.wiki.gg/wiki/Weirded_Warrior + +Weirded Warrior +Base health +120 +Location(s) +Stilt Village +(0BC+); +Corrupted Prison +, +Forgotten Sepulcher +(2+ +BSC +) +Reward +Hattori's Katana +(1.7%) +Blade Master's Outfit +(1+ BSC; 0.4%) +Weirded Warriors +are +enemies +resembling a crab that are armed with katanas on each hand. They are found in +Stilt Village +on 0 BSC, and in the +Corrupted Prison +and +Forgotten Sepulcher +on 2 BSC and higher. +Behavior +The Weirded Warrior can perform a dash combo after detecting the player - it rushes to the player and back, dealing damage on both strikes. +If attacked with ranged weapons, the Weirded Warrior attempts to block them with its katanas, but will be unable to take actions otherwise. +Moveset +Slashing dash +Description: +Crosses their swords and then dashes to the player before sprinting back again. Both attacks can hit the player and damage them on contact. +Can be blocked, parried and dodge rolled. +Projectile block +Description: +Crosses swords and blocks ranged projectiles. +Can still be damaged by other sources when blocking projectiles. +Only protects its front. +Some attacks cannot be blocked and will still function normally, such as the Homunculus Rune. +Strategy +Attempt to dodge their initial attack, then strike. If using ranged weapons, be sure to hit them in the back. +Similar to Slashers, the Weirded Warrior's attacks are relatively telegraphed, so try to slow them down and predict their pattern. +Their dash attack can be parried, or dodged with rolling or jumping. +History diff --git a/wiki_content/Werewolf.txt b/wiki_content/Werewolf.txt new file mode 100644 index 0000000000000000000000000000000000000000..33c0760f4b6973c64cf655986c7f4a249d03e969 --- /dev/null +++ b/wiki_content/Werewolf.txt @@ -0,0 +1,49 @@ +URL: https://deadcells.wiki.gg/wiki/Werewolf + +This article is a +stub +. You can help Dead Cells Wiki by +expanding it +. +Reason +: Strategy section is missing. +Werewolf +Base health +75 +Location(s) +Castle's Outskirts +RtC +, +Dracula's Castle +RtC +Reward +Bible +RtC +(1.7%) +Related +Dire Werewolf +RtC +, +Rampager +Werewolves +are +enemies +added in the +Return to Castlevania DLC +. They attack with their claws at close range. +Behavior +Upon seeing the player, they attempt to slash at them with their claws. They are capable of jumping between platforms to chase the player after they have been seen. +Moveset +Double swipe +Description: +Swipes with its claws two times. Attack has a long windup and is pretty slow. +Can be blocked, parried, jumped over, and dodge rolled. +Strategy +TBA +Notes +In 3+ +BSC +difficulties Werewolves are not present and are replaced with the +Dire Werewolf +enemy. +History diff --git a/wiki_content/What_Doesn't_Kill_Me.txt b/wiki_content/What_Doesn't_Kill_Me.txt new file mode 100644 index 0000000000000000000000000000000000000000..1c0ed072d475459c4121b9a73db736079d36f7e7 --- /dev/null +++ b/wiki_content/What_Doesn't_Kill_Me.txt @@ -0,0 +1,42 @@ +URL: https://deadcells.wiki.gg/wiki/What_Doesn%27t_Kill_Me + +What Doesn't Kill Me +Recover [2% base, 6% max] HP after parrying a melee attack. +Internal name +P_HealOnParry +Scaling +Blueprint +Location +Drops from +Disgusting Worms +Drop chance +100% +Unlock cost +50 +What Doesn't Kill Me +is a +survival +-scaling +mutation +which heals the player for small percentage of their health after a successful +parry +. +Details +Special Effects: +Each +parried +melee attack heals the player by [2 base]% of their health. +Scaling: +2*1.05 +Stat-1 +% of HP +Notes +Healing can only occur once every 30 seconds per enemy. Mutation cooldown does not scale with stats. +Parries done with the +Cocoon +and +Iron Staff +will activate this mutation and heal the player. +Thunder Shield +cannot seem to activate this mutation (needs further investigation). +History diff --git a/wiki_content/Whip_Sword.txt b/wiki_content/Whip_Sword.txt new file mode 100644 index 0000000000000000000000000000000000000000..de5921af9ae8b843f0f4f0ad28b0c9a499014dd3 --- /dev/null +++ b/wiki_content/Whip_Sword.txt @@ -0,0 +1,274 @@ +URL: https://deadcells.wiki.gg/wiki/Whip_Sword + +Sword Form +Whip Form +Whip Sword, sword form +Can be transformed in between two attacks to deal +critical damage +for the next 1.5 seconds. +Sharp as the snake's fang +Internal name +SnakeSwordWeapon +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 1.43 seconds +Base price +2000 +Damage +Base DPS +217 ( +434 +) +Base combo damage +310 ( +620 +) +Base first hit +50 ( +100 +) +Base second hit +65 ( +130 +) +Base third hit +95 ( +190 +) +Base fourth hit +100 ( +200 +) +Whip Sword, whip form +Can be transformed in between two attacks to deal +critical damage +for the next 1.5 seconds. +Sinuous like the snake's coils +Internal name +SnakeSwordWeaponAlt +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 1.74 seconds +Base price +2000 +Damage +Base DPS +164 ( +328 +) +Base combo damage +285 ( +570 +) +Base first hit +45 ( +90 +) +Base second hit +60 ( +120 +) +Base third hit +85 ( +170 +) +Base fourth hit +95 ( +190 +) +Blueprint +Location +Drops from the +Harpy +. +Drop chance +(1.7%) +Unlock cost +100 +Transformation +Transforms the Whip Sword, enabling it to deal +critical damage +for the next 1.5 seconds. +TBA +Internal name +SnakeSwordWeaponSwap +Type +Melee Weapon +Scaling +The +Whip Sword +is a two-handed sword-type +melee +weapon +added in the +Return to Castlevania DLC +. Freely switch between a long-range, slower whip and a short-range, faster sword. Can be transformed mid-combo to inflict +critical damage +! +Details +Whip Sword, sword form +Special Effects: +TBA +Breach Bonus +: +0 / 0.2 / 0.5 / 1 +Base Breach Damage: +50 ( +100 +) / 78 ( +156 +) / 142.5 ( +285 +) / 200 ( +400 +) +Base Breach DPS: +203 ( +406 +) +Combo Duration: +1.43 seconds +First Hit: +0.57 (0.17 + 0.15 + 0.25) +Second Hit: +0.27 (0.17 + 0.1 + 0) +Third Hit: +0.52 (0.27 + 0.25 + 0) +Fourth Hit: +0.32 (0.17 + 0.15 + 0) +Tags: +DualWeaponBase, MultiWeapon +Legendary Version: +Forced +Affix +: Longer +critical +window +"You can deal +critical damage +for a longer window of time." +Whip Sword, whip form +Special Effects: +Ignores side shields from enemies such as +Thornies +and +Oven Knight's +. +Breach Bonus +: +0 / 0 / 0 / 0 +Base Breach Damage: +45 ( +90 +) / 60 ( +120 +) / 85 ( +170 +) / 95 ( +190 +) +Base Breach DPS: +280 ( +560 +) +Combo Duration: +1.74 seconds +First Hit: +0.45 (0.3 + 0.15 + 0) +Second Hit: +0.32 (0.17 + 0.15 + 0) +Third Hit: +0.45 (0.3 + 0.15 + 0) +Fourth Hit: +0.52 (0.37 + 0.15 + 0) +Tags: +DualWeaponBase, MultiWeapon +Legendary Version: +Forced +Affix +: Mega +Crit +" +Critical hits ++50% damage." +Transformation +Combo Duration: +2.4 seconds +First Hit: +2.4 (0.1 + 0.3 + 2) +Second Hit: +2.4 (0.1 + 0.3 + 2) +Third Hit: +2.8 (0.1 + 0.7 + 2) +Fourth Hit: +2.8 (0.1 + 0.7 + 2) +Tags: +DualWeaponOffhand +Legendary Version: +Forced +Affix +: Super +Bleed +On +Crit +"Causes the target to +bleed +upon dealing it +critical damage +." +Synergies +The mutation +Melee +can be used +Slow +down targets, to more safely use the +Transformation +. +The mutations +Crow's Foot +and +Tactical Retreat +can also be used to +slow +down targets, though they do not scale with brutality. +If used whilst attacking, the Transformation will deal massive burst, +critical +damage, allowing for great healing using the mutations +Frenzy +and +Adrenaline +. +Like most two-handed weapons, it benefits from +Kill Rhythm +. +Notes +Transformation has +4 different attacks +that differ slightly from each other: +The first two attacks will be used when swapping from the Sword Form to the Whip Form and vise versa. These attacks do not deal damage. +The 3rd attack will be used when swapping from the +Sword Form +to the +Whip Form +while attacking. It deals 94 ( +282 +) damage and has a breach bonus of 1, making it deal 188 ( +564 +) breach damage. +The 4th attack will be used when swapping from the +Whip Form +to the +Sword Form +while attacking. It deals 92 ( +276 +) damage and has a breach bonus of 0.25, making it deal 115 ( +345 +) breach damage. +The legendary version of Transformation applies +super bleed +, dealing 70 dps for 1.5 seconds with a cooldown of 0.5 seconds before being able to apply another stack. +History diff --git a/wiki_content/Wings_of_the_Crow.txt b/wiki_content/Wings_of_the_Crow.txt new file mode 100644 index 0000000000000000000000000000000000000000..8ff6f0c664b6c780c678df01da90033ad3381fa6 --- /dev/null +++ b/wiki_content/Wings_of_the_Crow.txt @@ -0,0 +1,107 @@ +URL: https://deadcells.wiki.gg/wiki/Wings_of_the_Crow + +Wings of the Crow +Causes you to float in the air dealing 50 +shock +DPS around you for 3 seconds. +Craaaawwwww! +Internal name +Wings +Type +Power +Scaling +Combo rate +Four damage ticks per second; 3 bolts per tick +Recharge +15 seconds +Duration +15 seconds +Base price +1500 +Damage +Base DPS +75 +Base first hit +50 +Base DoT DPS +50 +shock +Blueprint +Location +Drops from +Golems +Drop chance +10% +Unlock cost +70 +Wings of the Crow +is a +power +skill +which levitates the player some distance above the ground while raining down lightning on enemies below. +Details +Special Effects: +Levitates the player above the ground and strikes enemies below the player. +Each enemy can be hit by at most one of each set of 3 bolts. +Using the skill again while in the duration will end it. +The player can drop onto the ground while in this state, giving them considerably faster run speed and longer roll distance while removing the hitbox. They can jump to continue levitating again. +Dive slamming onto the ground strikes nearby enemies with a bolt of lightning, dealing much more damage than a regular dive slam. +Gives all of the player's weapons, melee and ranged, the ability to apply the +shock +effect to whatever they hit. +Inhibits usage of healing potions while levitating in the air. +Tags: +Ranged, HasDuration, Electric +Legendary Version: +Forced +Affix +: Global Shield on Use +"Generates a shield when used." +Synergies +This skill synergizes with auto-targeting weapons like +Magic Missiles +, +Throwing Knife +, +Electric Whip +, +Blowgun +, +Magic Bow +and +Soul Shot +because of its ability to hover over enemies and attack out of harm's way. +It also synergizes well with weapons which don't have auto-targeting but are still effective from the air such as +Barrel Launcher +, +Firebrands +, +Ice Shards +or +Medusa's Head +. +It can be used with all weapons by dropping onto the ground. +Due to its attribute of applying +shock +to weapon attacks, it synergizes very well with the +Hokuto's Bow +. +Notes +The +shock +effect Wings of the Crow adds to the player's weapons can penetrate shields and force fields. +Wings of the Crow's direct damage and the +shock +effect it adds to the player's weapons can be buffed by mutations such as +Support +, +Tranquility +and +Point Blank +. +Trivia +When this item is active it causes a bug on certain devices that greatly increases dash distance and hinders vertical mobility when V-sync is disabled. +This item can render bosses like +Scarecrow +almost completely helpless due to their attacks not being able to hit you. +History diff --git a/wiki_content/Wish.txt b/wiki_content/Wish.txt new file mode 100644 index 0000000000000000000000000000000000000000..856d52770579180ce58573c45d2c166185e2fa8a --- /dev/null +++ b/wiki_content/Wish.txt @@ -0,0 +1,40 @@ +URL: https://deadcells.wiki.gg/wiki/Wish + +Wish +Normal +Depleted +Turns the next item picked legendary. Cannot be removed once activated. Cannot be removed. Let's hope it was worth it. +Internal name +P_Wishes +P_WishesDepleted +Scaling +Colorless +Blueprint +Location +Reward for beating the 3rd Stage in +Boss Rush +Unlock cost +200 +Wish +is a colorless +mutation +that guarantees the next new item you add to your inventory is of +legendary +quality. +Details +Details +Special Effects: +The next item the player picks up will become a +legendary +item. The ability doesn't trigger when an item is simply dropped from an enemy or chest; thus, the player can choose which item to convert to legendary, but mustn't pick up items that they do not want to trigger the ability on in the meantime. +Also activates after purchasing an item from a shop. +Doesn't activate on items that were picked up and dropped prior to equipping Wish. +Doesn't activate on items that are already legendary. +After triggering once, the mutation is deactivated and its slot is locked for the rest of the run (like +Ygdar Orus Li Ox +). +Scaling: +None +Tags: +UniquePerk, InstantBlueprint, UnrerollablePerk +History diff --git a/wiki_content/Wolf_Trap.txt b/wiki_content/Wolf_Trap.txt new file mode 100644 index 0000000000000000000000000000000000000000..74c809842c062c1e9864e03fcd3ac3df1b9f7a50 --- /dev/null +++ b/wiki_content/Wolf_Trap.txt @@ -0,0 +1,71 @@ +URL: https://deadcells.wiki.gg/wiki/Wolf_Trap + +Wolf Trap +Launches 2 traps that +root +enemies increasing damage they take by 34 DPS for 5 seconds. +Internal name +RootTrap +Type +Deployable +Scaling +Combo rate +Two traps per use +Recharge +14 seconds +Duration +5 seconds ( +root +effect/item boost) +Base price +1500 +Damage +Base DPS ++34 (enemy debuff) +The +Wolf Trap +is a +deployable +skill +which deploys two pairs of metal jaws to +root +enemies passing over them. +Details +Special Effects: +Throws two arcing projectiles which explode on contact with an enemy or a horizontal surface. +The projectile bounces off of a Shieldbearer's shield without detonating. +Upon explosion, each deploys an indestructible wolf trap. +Traps grab the first enemies to pass over them, inflicting a +rooting +and unique vulnerability-inducing effect for 6.5 seconds. +Effect adds 34 base DPS to the total damage taken by the affected enemy for the duration. +1/3 of this DPS can be dealt every 1/3 of a second, upon taking damage from another source. +Trap is destroyed once the effect ends. +This effect is weaker on all bosses. +Only one set of two traps per Wolf Trap skill can be active at a time; attempting to deploy a second set will destroy active copies of the first set. +Tags: +Deployable, AutoUnlocked +Legendary Version: +Forced +Affix +: Ice on Stop +" +Freezes +nearby enemies when the effect ends." +Notes +When about to break, the trap wobbles and flashes. +Wolf Trap has a unique mechanic where it will apply damage bonuses from its own affixes to all damage dealt to targets that are caught in it. This also applies to skills such as +Corrupted Power +as well as mutations such as +Ranger's Gear +and +Barbed Tips +, which can lead to extremely high damage output. +Trivia +Previously named +Bear Trap +. +The old legendary name of this skill, 'YOU SHALL NOT PASS!' is a quote from Gandalf from +The Lord of the Rings +. +History diff --git a/wiki_content/Worm.txt b/wiki_content/Worm.txt new file mode 100644 index 0000000000000000000000000000000000000000..83199d0a86fbe42de8a55b3b049f08a825436ed4 --- /dev/null +++ b/wiki_content/Worm.txt @@ -0,0 +1,68 @@ +URL: https://deadcells.wiki.gg/wiki/Worm + +Worm +Base health +Corpse variant: +30 +Weaver variant: +50 +Location(s) +Corpse variant: +Ancient Sewers +, +Stilt Village +(Spawned by Festering Zombies) +Weaver variant: +Morass of the Banished +, +TBS +Stilt Village +Related +Festering Zombie +Corpse Worms +(green) and +Weaver Worms +(orange) are smaller, faster versions of the +Disgusting Worm +. +Behavior +Corpse Worms +are thrown towards the player by +Festering Zombies +, while +Weaver Worms +hatch from eggs in the corners of the rooms of the +Stilt Village +and +Morass of the Banished +. +TBS +They also innately chase the player via teleportation. +Moveset +Bite +Description: +Bites the player. +Can be blocked, parried, and dodge rolled. +Strategy +A Corpse Worm's attack is extremely fast, and therefore can be dangerous if the player is cursed, though they are easily wiped out by splash damage. The Weaver Worm is less threatening as its attack is slower, but one still needs to pay attention to it. +If Corpse Worms are nearby, focus on killing the +Festering Zombies +spawning them first as otherwise it will generate an endless horde of worms to pursue the player. Then kill the worms with area-of-effect damage. +If you manage to parry the Corpse Worm egg in mid-air (thrown by the +Festering Zombies +), the Corpse Worm will turn to a Biter instead. +Notes +The Corpse Worm is a spawned enemy, and it will thus not count toward +curse +counters or +killstreak doors +when killed. +However, the Weaver Worm is not a spawned enemy, so it behaves like any regular enemy otherwise. +Festering Zombies +can throw the Corpse Worm through walls and platforms. +Trivia +Weaver Worms used to be called Sick Worm. +Corpse Worms used to spawn when a +Festering Zombie +died. +History diff --git a/wiki_content/Wrecking_Ball.txt b/wiki_content/Wrecking_Ball.txt new file mode 100644 index 0000000000000000000000000000000000000000..8328757ccff3b14d33d32bef9dda3a97099c5990 --- /dev/null +++ b/wiki_content/Wrecking_Ball.txt @@ -0,0 +1,116 @@ +URL: https://deadcells.wiki.gg/wiki/Wrecking_Ball + +Wrecking Ball +The third attack throws the ball and the fourth recalls it. +I never hit so hard in love. +Internal name +WreckingBall +Type +Melee Weapon +Scaling +Combo rate +One 4-hit combo every 3.57 seconds +Base price +2000 +Damage +Base DPS +291 +Base combo damage +1000 +Base first hit +200 +Base second hit +180 +Base third hit +120 +Base fourth hit +500 +Blueprint +Location +Drops from +Calliope +when killed last +Unlock cost +100 +The +Wrecking Ball +is a +melee +weapon +exclusive to the +Queen and the Sea DLC +. It ignores shields, has various attacks in its 4-hit combo and deals critical damage on the last hit. +Details +Special Effects: +Slow 4 hit combo that deals massive damage. +Second attack in the combo hits behind the player. +Third attack in the combo throws the wrecking ball forward a medium distance. +Last attack recalls the wrecking ball dealing +critical +damage. +Can break through shields. +Breach Bonus +: +3 / 2 / 1 / 1 +Base Breach Damage: +800 / 540 / 240 / +1000 +) +Base Breach DPS: +724 +Combo Duration: +3.57 seconds +First Hit: +1.1 (0.7 + 0.4 + 0) +Second Hit: +0.87 (0.62 + 0.25 + 0) +Third Hit: +0.8 (0.7 + 0.1 + 0) +Fourth Hit: +0.8 (0.6 + 0.2 + 0) +Tags: +HeavyWeapon, ForceAmmoDrop, HasBullets, AmmoDoNotStickToVictims, LongerComboWindow +Legendary Version: +Forced +Affix +: Speed Ball +"Attacks have less pause." +Synergies +Synergizes with +Point Blank +because the 3rd and 4th attacks count as ranged. +Point Blank +can be taken off-colour due to its high base scaling. +Kill Rhythm +can be used in combination with support weapons such as +Ice Shards +, +Frost Blast +, or +Ice Bow +to speed up the attacks while +slowing +or +freezing +enemies. +Notes +The description does not mention the +critical hit +on the Wrecking Ball's fourth (recall) hit, or its ability to ignore shields. +After performing the third (throw) hit, though moving is possible as soon as the control lock expires, the fourth (recall) hit cannot be initiated for an additional 0.35 seconds. +If the Wrecking Ball's fourth (recall) hit is cancelled at any point, the recall projectile will drop from its current position, continuing to deal damage until it touches a solid surface. +It's possible for the fourth (recall) hit to damage a single enemy twice if that enemy is close enough to the player, greatly increasing the damage output of the weapon, reaching a staggeringly high base +420 +DPS. This happens because the Wrecking Ball's fourth (recall) hit consists of two projectiles. +It's possible for the Wrecking Ball's third (throw) attack to go through thin walls if done when hugging the wall. +Similar to the +Lightning Rods +FF +, it is possible to position oneself in a way that would allow for the Wrecking Ball to strike an unlimited number of enemies when recalling the ball. +Trivia +The flavor text is a reference to Wrecking Ball by Miley Cyrus. +History +↑ +The in-game DPS value is 210 ( +280 +). diff --git a/wiki_content/Wrenching_Whip.txt b/wiki_content/Wrenching_Whip.txt new file mode 100644 index 0000000000000000000000000000000000000000..985e3944ad595ad38fce7ca93ce8935604f23ea4 --- /dev/null +++ b/wiki_content/Wrenching_Whip.txt @@ -0,0 +1,92 @@ +URL: https://deadcells.wiki.gg/wiki/Wrenching_Whip + +Wrenching Whip +Ignores shields, pulls victims toward you and inflicts a +critical hit +on the 3rd strike. +Internal name +HookWhip +Type +Melee Weapon +Scaling +Combo rate +One 3-hit combo every 1.2 seconds +Base price +1800 +Damage +Base DPS +129 ( +187 +) +Base combo damage +225 +Base first hit +45 +Base second hit +40 +Base third hit +140 +Blueprint +Location +Drops from +Pirate Captains +Drop chance +0.4% +Unlock cost +40 +The +Wrenching Whip +is a +melee +weapon +which ignores shields and pulls enemies toward the player before dealing a +critical hit +at close range. +Details +Special Effects: +All but the last attack of the combo bypass the shield of a +Shieldbearer +. +Pulls damaged enemies toward the player on the first two strikes of the combo, then kicks them away on the last strike and deals a guaranteed +critical hit +. +The first hit of the combo strongly pulls enemies toward the player for 0.2 seconds, the second hit strongly wrenches enemies toward the player, and the final hit deals strong knockback. For all hits, enemies may only be pushed or pulled 2.5 tiles at a time. +Breach Bonus +: +3 / 3 / 1 +Base Breach Damage: +180 / 160 / 140 ( +280 +) +Base Breach DPS: +400 ( +800 +) +Combo Duration: +1.2 seconds +First Hit: +0.3 (0.2 + 0.1 + 0) +Second Hit: +0.3 (0.2 + 0.1 + 0) +Third Hit: +0.6 (0.3 + 0.3 + 0) +Tags: +UnlockInPublicEvent +Legendary Version: +Forced +Affix +: Retiarus +"The first attack throws 3 +crow's feet +in front of you." +Notes +Although the first two attacks bypass shields, the third attack in the combo does not, hence using it on a +Shieldbearer +won't damage it and using it on a +Thorny's +back will self-damage the player. +History +↑ +Only the +critical +DPS value is accurate, the non-critical DPS can be ignored. diff --git a/wiki_content/Yeeter.txt b/wiki_content/Yeeter.txt new file mode 100644 index 0000000000000000000000000000000000000000..9ad5dbaeeea551f123787a3f940d26a12953e464 --- /dev/null +++ b/wiki_content/Yeeter.txt @@ -0,0 +1,83 @@ +URL: https://deadcells.wiki.gg/wiki/Yeeter + +Yeeter +Base health +170 +Location(s) +Dilapidated Arboretum +TBS +Prisoners Quarters +Reward +Flashing Fans +TBS +(0.4%) +Mushroom King Outfit +TBS +(3+ BSC; 1.7%) +Related +Jerkshroom +TBS +, +Impaler +Yeeters +are +enemies +that only appear in the +Dilapidated Arboretum +and a lore room in the prisoners quarters. +TBS +They are exclusive to the +Bad Seed DLC +. +Behavior +Yeeters are a unique enemy that has multiple different attacks that it uses based on its location in relation to the player and the neary environment. It primarily focuses on using ranged attacks to attack the player. It is unique that it will attack using nearby +Jerkshrooms +TBS +by throwing them at the player. +Moveset +Rock Chuck +Description: +Throws a fast rock at the player when they are on the same platform. +Can be blocked, parried, or dodge rolled. +Parrying the rock sends it back towards the Yeeter. +Punch +Description: +When in close range, it will punch the player away. If there are spikes nearby, it will attempt to knock the player towards them. +Can be blocked, parried, or dodge rolled (not recommended). +The direction of knockback will be at a slight upwards angle if there are no spikes nearby +Chuck Jerkshroom +Description: +When there is a +Jerkshroom +TBS +nearby, the Yeeter will whistle to the Jerkshroom to call it over, and then subsequently throw the Jerkshroom at the player, dealing substantial damage in a small area. The Jerkshroom can be thrown at the player through walls and floors, allowing the Yeeter to attack from afar. +Can be blocked, parried, or dodge rolled. +This attack cannot be used if there are no nearby Jerkshrooms. +Strategy +Despite their size, Yeeters can be killed quite quickly with the right gear. Their attacks are heavily telegraphed, making it easy to evade anything they might try to hit the player with. The animation for the punch and the rock chuck are similar, however, so be aware of which move the Yeeter might be doing based on proximity. Parries allow for easy counterattacks, and rolling when far away can help close the gap needed for some weapons to kill them. +Notes +Much like +Inquisitors +, Yeeters will become aggressive in a wider radius than most +enemies +, including through solid walls. +A Yeeter was prominently featured in the +Bad Seed DLC +launch trailer alongside the new +Jerkshroom +TBS +enemy. +The Yeeter first appeared in the +Bad Seed DLC +teaser, once again alongside the +Jerkshroom +. +TBS +Their name comes from the internet term 'yeet', roughly meaning 'to throw'. +On 4 BSC, these enemies will not teleport towards the player upon detection because part of their moveset relies on attacking from a different platform. +There is a lore room that can spawn in +Prisoners Quarters +that spawns a yeeter and a +Jerkshroom +. This room will only appear once per save, and can spawn even if the player does not have the bad seed DLC. +History diff --git a/wiki_content/Ygdar_Orus_Li_Ox.txt b/wiki_content/Ygdar_Orus_Li_Ox.txt new file mode 100644 index 0000000000000000000000000000000000000000..36c7595b66bd485c845d249b93083e9356ae6095 --- /dev/null +++ b/wiki_content/Ygdar_Orus_Li_Ox.txt @@ -0,0 +1,44 @@ +URL: https://deadcells.wiki.gg/wiki/Ygdar_Orus_Li_Ox + +Ygdar Orus Li Ox +Normal +Depleted +Saves you ONE TIME if you die prematurely while not cursed. Cannot be picked up after first mutation selection. Cannot be dropped once picked up, even if used. +Internal name +P_Yolo +P_YoloDepleted +Scaling +Colorless +Ygdar Orus Li Ox +is a colorless +mutation +which saves the player from death once. It can only be acquired from +Guillain +after leaving the +Prisoners' Quarters +and will be subsequently locked, if not chosen then. After it activates, it will not be possible to reset its mutation slot. If the heart icon is red, the mutation is active while a rotten heart icon means that it was used. +Details +Special Effects: +Upon taking lethal damage which does not trigger sudden death prevention, it +freezes +nearby enemies, restores 25% of the player's max health, removes all accumulated +Malaise +and then becomes disabled for the rest of the run. +Scaling: +None +Notes +Does not protect against death by +Curse +or the Cursed Sword. +The mutation's description is inaccurate, as it can be reset anytime before activation, provided if it has been picked up. +The first use of this mutation unlocks the +YOLO! Or not? +achievement. +Trivia +The name of this mutation, as well as its internal name, is a reference to the word YOLO, meaning "You Only Live Once". +Prior to the introduction of mutations in +Version 0.5 +, this mutation existed as an +Amulet +. +History diff --git a/wiki_content/Zombie.txt b/wiki_content/Zombie.txt new file mode 100644 index 0000000000000000000000000000000000000000..b5f5c1d9dbdcafab895ac235e9b38c6401e30521 --- /dev/null +++ b/wiki_content/Zombie.txt @@ -0,0 +1,90 @@ +URL: https://deadcells.wiki.gg/wiki/Zombie + +Zombie +Base health +120 +Location(s) +Prisoners' Quarters +, +Ancient Sewers +(0-3 BSC) +Toxic Sewers +, +Dilapidated Arboretum +TBS +, +Prison Depths +, +Ramparts +, +Ossuary +, +Slumbering Sanctuary +, +Stilt Village +, +Fractured Shrines +FF +(0–2 BSC) +Promenade of the Condemned +, +Corrupted Prison +, +Castle's Outskirts +RtC +(0–1 BSC) +Throne Room +(summoned by the Hand of the King) +Reward +Blood Sword +(100%) +Double Crossb-o-matic +(0.4%) +Bobby Outfit +(1+ BSC; 0.4%) +Related +Rampager +, +Failed Experiment +Zombies +are one of the first +enemies +the player encounters. They function as a basic melee attacker and are one of the more resilient enemies that the player will encounter early on. +Behavior +Zombies will always use its scratch attack if the player is in melee range. If the player is not in melee range, it will always lunge +Moveset +Scratch +Description: +A melee range scratch with a long startup. +Can be blocked, parried, and dodge rolled. +Leap +Description: +Leans back then leaps forward, dealing damage on collision. +Can be blocked, parried, and dodge rolled. +Can be avoided by crouching, but only at the peak of their leap. +Strategy +Zombies are the most basic enemies in +Dead Cells +. Their limited movement and range makes them easy to dispatch, but they can be dangerous if you let yourself get surrounded. +Simply rolling behind them and attacking is an effective way to avoid danger. 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