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.
Contents
- 1 Gear level
- 1.1 Gear quality
- 1.2 Gear power
- 2 Gear variants
- 2.1 Colorless items
- 2.2 Legendary items
- 3 Gear value
- 3.1 Recycling prices
- 4 Gear slots
- 4.1 Backpack
- 5 Weapons
- 5.1 Melee weapons
- 5.1.1 Active mechanics
- 5.1.2 Effect scaling
- 5.1.3 List of melee weapons
- 5.2 Ranged weapons
- 5.2.1 Active mechanics
- 5.2.2 Effect scaling
- 5.2.3 Ammunition
- 5.2.4 List of ranged weapons
- 5.3 Shields
- 5.3.1 Active mechanics
- 5.3.2 Effect scaling
- 5.3.3 Passive effects
- 5.3.4 List of shields
- 5.1 Melee weapons
- 6 Skills
- 6.1 Deployable traps
- 6.1.1 Active mechanics
- 6.1.2 Effect scaling
- 6.1.3 List of deployables
- 6.2 Grenades
- 6.2.1 List of grenades
- 6.3 Powers
- 6.3.1 List of powers
- 6.1 Deployable traps
- 7 Amulets
- 7.1 Prisoner's Collar
- 8 Removed gear
- 8.1 List of removed skills
- 8.1.1 List of removed powers
- 8.1 List of removed skills
- 9 History
- 10 Footnotes
- 11 References
Gear level[edit]
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.
Biome | Gear level |
---|---|
Prisoners' Quarters | 1 |
Promenade of the Condemned | 2 |
Toxic Sewers | 3 |
Dilapidated ArboretumTBS | 2 |
Castle OutskirtsRtC | 2 |
Prison Depths | 3 |
Corrupted Prison | 3 |
Ramparts | 3 |
Ossuary | 3 |
Ancient Sewers | 4 |
Morass of the BanishedTBS | 4 |
Dracula's CastleRtC | 4 |
Black Bridge | 4 |
Insufferable Crypt | 4 |
NestTBS | 4 |
Defiled NecropolisRtC | 5 |
Stilt Village | 4 |
Slumbering Sanctuary | 4 |
Graveyard | 4 |
Fractured ShrinesFF | 4 |
Clock Tower | 5 |
Forgotten Sepulcher | 5 |
Undying ShoresFF | 6 |
CavernRotG | 7 |
Clock Room | 6 |
MausoleumFF | 6 |
Guardian's HavenRotG | 7 |
High Peak Castle | 6 |
Derelict Distillery | 6 |
ShipwreckTQatS | 6 |
Dracula's CastleRtC | 6 |
Throne Room | 7 |
LighthouseTQatS | 7 |
The CrownTQatS | 7 |
Master's KeepRtC | 8 |
[Show]AstrolabRotG | Spoilers7 |
[Show]ObservatoryRotG | Spoilers7 |
The gear level of found items will increase based on the number of active Boss Stem Cells.
Boss Cells | Bonus |
---|---|
0 | - |
1 | - |
2 | - |
3 | +1 |
4 | +3 |
5 | +3 |
Additionally, the gear level of an item will also be affected by where it was found in the biome.
Location | Bonus |
---|---|
On the ground (including gold doors) | - |
Lore room | - |
Choice altar | - |
Dropped from boss | - |
Dropped from normal enemy | - |
Regular chest | +1 |
Cursed chest | +1 |
Legendary altar | +1 |
Shop | +2 |
Challenge Rift chest | +2 |
Dropped from elite | +2 |
Gear quality[edit]
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[edit]
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 | Damage boost | Damage reduction | Affix slots |
---|---|---|---|
1 | +0% | -0% | 0 |
2 | +4% | -0% | 1 |
3 | +33% | -1% | 1 |
4 | +62% | -2% | 1 |
5 | +66% | -2% | 2 |
6 | +95% | -3% | 2 |
7 | +125% | -4% | 2 |
8 | +129% | -4% | 3 |
9 | +158% | -5% | 3 |
10 | +187% | -6% | 3 |
11 | +191% | -6% | 4 |
12 | +220% | -7% | 4 |
13 | +250% | -8% | 4 |
14 | +254% | -8% | 5 |
15 | +283% | -9% | 5 |
16 | +312% | -10% | 5 |
17 | +316% | -10% | 6 |
18 | +345% | -11% | 6 |
19 | +375% | -12% | 6 |
20 | +379% | -12% | 6 |
21 | +408% | -13% | 6 |
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[edit]
Two variants of weapons and skills can be encountered: Colorless items and Legendary items.
Colorless items[edit]
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[edit]
Legendaries are powerful variants of items, appearing as a random drop from enemies (1% and 6% for common mobs and Elites, respectively),[a] 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 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[edit]
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.
Quality Cost impact Basic +0% + +30% ++ +60% S +90% L +90%
- 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[edit]
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[edit]
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[edit]
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, 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[edit]
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[edit]
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.
Icon | Name | Description | Blueprint location | Base DPS | Scaling |
---|---|---|---|---|---|
Rusty Sword | Somewhat useful for killing people. | Always unlocked | 138 | ||
Balanced Blade | Damage increases up to +90% when you strike repeatedly. Inflicts critical hits after 10 successive hits. | Always unlocked | 147-279 (230-437) | ||
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. | Secret area near the start of the Promenade of the Condemned | 134 (402) | ||
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. | Drops from Buzzcutters(0.03%) | 144 (255) | ||
Blood Sword | Causes bleeding (3.5 DPS for 12 sec). | Drops from Zombies(100%) | 122 | ||
Twin Daggers | Inflicts a critical hit on the 3rd consecutive strike. Two daggers for the price of one. Slice and dice... guaranteed to please. | Always unlocked | 173 (257)[1] | ||
Broadsword | The second and third hits are critical. Slow and heavy, but deliciously vicious. | Drops from Tutorial Knight's corpse in the Prisoners' Quarters | 176 (281)[2] | ||
Shovel | Knocks back enemies and bombs. Any object can become a deadly weapon if it's moving fast enough... | Drops from Swarm Zombies(0.4%) | 158 | ||
Cursed Sword | One hit and you're dead. So you like to play hardball, do ya? | Drops from Conjunctivius (3rd kill) | 618 | ||
sad*st's Stiletto | Inflicts a critical hit if the target is bleeding or poisoned. Hit 'em where it hurts. | Drops from Impalers(1.7%) | 109 (222) | ||
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. | Daily Run - First Completion | 137 (208) | ||
GiantkillerRotG | Inflicts a critical hit if the victim is an elite enemy or a boss. The bigger they are... | Drops from the Giant (1st kill) | 127 (465) | ||
Shrapnel Axes | Metal shards burst from the axes when you strike enemies, inflicting approximately 130 damage. | Drops from Demons(0.4%) | 187 | ||
Seismic Strike | Provokes terrestrial shock waves that root victims. | Drops from Bombers(2+ BSC; 0.4%) | 131 | ||
War Spear | Inflicts a critical hit when you strike several targets at the same time. Greater range but less speed. | Drops from Hammers(10%) | 256 (435) | ||
Impaler | Inflicts a critical hit if the victim is up against a wall. | Drops from the Concierge (4th kill) | 175 (450) | ||
Symmetrical Lance | Inflicts critical hits for 6 sec if you quickly kill 2 enemies with this weapon. | Drops from the Hand of the King (1st kill) | 192 (288) | ||
Rapier | Inflicts a critical hit immediately after a roll or a parry. It's all in the wrist. | Drops from Scorpions(0.4%) | 156 (356) | ||
Meat Skewer | The first attack pierces the enemy, placing you behind it. Your next attack inflict critical hits. Now you see me, now you don't. | Daily Run - Tenth Completion | 181 (281) | ||
Nutcracker | Inflicts a critical hit if the victim is stunned, frozen or rooted. | Always unlocked | 155 (386) | ||
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! | Drops from Runners(100%) | 32 | ||
Spiked Boots | Inflicts a critical hit if the kick interrupts an attack. | Drops from Thornies(0.4%) | 105 (324) | ||
Hayabusa Boots | The last hit inflicts area-of-effect damage and pushes enemies back. | Drops from Dark Trackers(1+ BSC; 1.7%) | 161 | ||
Hayabusa Gauntlets | Inflicts critical hits if the victim has less than 40% HP. UselessUselessUselessUselessUselessUsel... | Drops from Lancers(0.4%) | 124 (243) | ||
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. | Drops from Disgusting Worms(0.4%) | 109 (305) | ||
Wrenching Whip | Ignores shields, pulls victims toward you and inflicts a critical hit on the 3rd strike. | Drops from Pirate Captains(0.4%) | 129 (187)[3] | ||
Oiled Sword | Douses the enemy with inflammable oil and inflict critical hits during 10 sec after hitting an enemy on fire. | Drops from Bats(1.7%) | 127 (215) | ||
Torch | Burns your enemies (15 DPS for 2.7 sec). Talk about mood lighting! | Drops from Spawners(1.7%) | 107 | ||
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. | Drops from Kamikazes(0.4%) | 137 (277) | ||
Flawless | Inflicts critical hits if you haven't taken damage for at least 15 seconds. | Drops from Slammers(0.4%) | 115 (278) | ||
Flint | Hold the attack to inflict a critical hit and create a flaming trail. The Concierge was always ready to give an extra hand. | Drops from the Concierge (1st kill) | 224 (400) | ||
Tentacle | Ignore shields and project you towards the enemy and inflicts a critical hit if you attack again while bumped. Free hugs! | Drops from Conjunctivius (1st kill) | 78 (265) | ||
Vorpan | Inflicts a critical hit if the enemy is facing you. Grill. Fry. Burn. Reheat. | Available in the Shop free of charge - 4th run onward only | 161 (289) | ||
Flashing FansTBS | Repelling a projectile causes you to inflict critical hits for 8 seconds. Use the force Luke... | Drops from Yeeters(0.4%) | 145 (246) | ||
Scythe ClawTBS | Inflicts a critical hit if you previously used the other claw. Recovered from the stinking carcass of Mama Tick. Might come in handy. | Drops from Mama Tick (1st kill) | 85 (311) 2nd Mode: 165 (767) | ||
Rhythm n' BouzoukiTBS | 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... | Drops from Giant Ticks(0.4%) | 133 (330) | ||
Crowbar | Inflict critical hits when hitting bestial enemies or for 15 seconds after destroying a door. Surprisingly effective to get rid of parasites. | Lore room in the Prisoners' Quarters | 179 (422) | ||
Snake FangsFF | 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. | Drops from Cold Blooded Guardians(1.7%) | 94 (150) | ||
Iron StaffFF | The first hit allows you to parry melee hits. The combo inflicts critical hits after a successful parry. | Drops from Stone Wardens(100%) | 135 (404) | ||
Ferryman's LanternFF | Kill an enemy to gather its soul. The last combo hit snatches a soul from Bosses. Secondary Ability: Soul Shot Charge to shoot souls as projectiles. If more than 3 souls are shot at the same time, they inflict critical hits. | Drops from Apostates(0.4%) | 164 2nd Mode: 107 (429) | ||
Hattori's Katana | Hold to dash through enemies in front of you inflicting critical hits. | Drops from Weirded Warriors(1.7%) | 183 (140)[4] | ||
Tombstone | Kill an enemy with the last hit to bury it under a tombstone and doom nearby enemies. | Drops from Swarm Zombies(1.7%) | 250 | ||
Oven Axe | Repeat the last hit combo to inflict critical damage. | Drops from Oven Knights(2+ BSC; 1.7%) | 215 (273) | ||
ToothpickRotG | Strike harder by charging your attack, but the Toothpick will be broken for 6 seconds. | Drops from Ground Shakers(10%) | 195 (778) 2nd Mode: 82 | ||
Machete and Pistol | The third attack uses the pistol to bump and inflict critical damage to nearby enemies. Hack, slash and shoot! | Lore room in the Prisoners' Quarters | 117 (163)[5] | ||
Hard Light Sword | Deals critical damage depending on the number of gun marks on the target. Recharges Hard Light Gun's ammo. Secondary Ability: Hard Light Gun Marks its targets to make Hard Light Sword deal critical damage to them. Ammo doesn't recharge passively. An elegant weapon for a more civilized age. | Lore room in the Prisoners' Quarters | 117 (280) 2nd Mode: 78 (469) | ||
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...? | Lore room in the Prisoners' Quarters | 155 (218) | ||
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. | Lore room in the Prisoners' Quarters | 164[6] | ||
Abyssal TridentTQatS | 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! | Lore room in Infested Shipwreck; requires Forked Key | 106 (235) | ||
Hand HookTQatS | 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! | Drops from Armored Shrimps(1.7%) | 106 (318) | ||
Maw of the DeepTQatS | 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. | Drops from Mutineers(1.7%) | 158 (270) | ||
Bladed TonfasTQatS | 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?! | Drops from Kleio when killed last | 105 (231) | ||
Wrecking BallTQatS | The third attack throws the ball and the fourth recalls it. I never hit so hard in love. | Drops from Calliope when killed last | 291[7] | ||
Queen's RapierTQatS | Attacks that hit a target also slice through reality, hitting anything on their path again. Graceful and deadly, just like Her. | Drops from the Queen (1st kill) | 57 (148) | ||
Dagger of Profit | Inflicts critical hits for 3 seconds after picking up gold. Stonks. | Drops from Agitated Pickpockets(1.7%) | 105 (211) | ||
Gold Digger | 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. | Drops from Gold Gorgers(1.7%) | 118 (206) | ||
Panchaku | Inflicts a critical hit if the enemy is facing you. Feast of Fury | Lore room in the Prisoners' Quarters | 245 (359)[8] | ||
Baseball Bat | Attacking a stunned or rooted enemy lets you strike frantically, dealing critical damage GOTTA GET A GRIP! | Lore room in the Prisoners' Quarters | 156 (476) | ||
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 | Lore room in the Prisoners' Quarters | 75 (150) | ||
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. | Lore room in the Prisoners' Quarters | 57 (206) | ||
Alucard's SwordRtC | 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 | Find Alucard in Richter Mode | 122 (269)[9] | ||
Morning StarRtC | 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 | Unlocked upon entering the Konami code in-game. | 100 (113) | ||
BibleRtC | 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 | Drops from Werewolf and Dire Werewolf(1.7%) | 127 (139) | ||
Whip Sword, sword formRtC | Can be transformed in between two attacks to deal critical damage for the next 1.5 seconds. Sharp as the snake's fang | Drops from the Harpy.((1.7%)) | 217 (434) 2nd Mode: 203 (406) | ||
TransformationRtC | Transforms the Whip Sword, enabling it to deal critical damage for the next 1.5 seconds. TBA | Always unlocked | {{{BaseDPS}}} | ||
Vampire KillerRtC | 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. | Drops from Dracula (1st kill)(100%) | 141 (378) | ||
Death's ScytheRtC | 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! | Drops from Death (1st kill)(100%) | 230[10] | ||
Sewing Scissors | An attack that kills an enemy also kills every other target hit at the same time. Cuts really short. | Have 16 outfits available and talk to The Tailor. | 183 | ||
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! | Have 51 outfits available and talk to The Tailor. | 187 (374) | ||
Misericorde | Inflicts critical hits if the victim has less than 50% HP. Curses you if the attack doesn't kill its target. TBA | Drops from Doom Bringer(10%) | 86 (516) |
- 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[edit]
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 YumiTQatS 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.
Icon | Name | Description | Blueprint location | Base DPS | Scaling |
---|---|---|---|---|---|
Beginner's Bow | Ammo comes back after enemies are killed. The Jailer's son was getting pretty good at hunting rats with this... | Always unlocked | 113 | ||
Multiple-nocks Bow | Shoots 3 arrows at the same time. | Always unlocked | 228 | ||
Bow and Endless Quiver | Unlimited ammo. Last shot is a critical hit! "You can never have too many arrows" - Legolas | Drops from Undead Archers(0.03%) | 137 (197)[11] | ||
Marksman's Bow | Inflicts a critical hit at long range. Slow, but devastating at long range. A sniper's delight. | Timed door in the Passage between Promenade of the Condemned and Ossuary | 55 (327) | ||
Sonic CarbineRotG | Fires through enemies and keeps shooting when held down. Inflict critical hits to the targets behind the first enemy. | Secret area in the 5 BSC biome; requires Apex Key | 227 (445) | ||
Infantry Bow | Inflicts a critical hit at close range. A bow specially designed for hand-to-hand combat. | Drops from Undead Archers(1.7%) | 78 (217) | ||
Quick Bow | Inflicts a critical hit if the target has 3 or more arrows stuck in its body. Speed at the cost of precision. | Secret area at the beginning of Prisoners' Quarters - 3rd run onward only | 75 (203) | ||
Ice Bow | Briefly freezes enemies. | Drops from Undead Archers(0.4%) | 46 | ||
Heavy Crossbow | Shoots several short-range bolts at once. Secondary Ability: Reload Reload the Heavy Crossbow. The next shot inflicts a critical hit. A point-blank blast. | Drops from the Concierge (3rd kill) | 280 (338)[12] | ||
Repeater Crossbow | Rapid fires bolts inflicting critical hits on rooted targets. Secondary Ability: Quiver of Bolts Fires a volley of bolts rooting enemies and inflicting 15 DPS for 3 seconds. | Drops from Dark Trackers(0.4%) | 115 (323) 2nd Mode: 73 | ||
Ice Crossbow | Freezes the enemy. Secondary Ability: Piercing Shot Fires piercing bolts, inflicting critical hits and returning bolts lodged in frozen enemies. | Drops from the Time Keeper (4th kill) | 60 2nd Mode: 47 (235) | ||
Explosive Crossbow | Bolts explode in the area of effect. Any enemy hit by a bolt suffers a critical wound. Secondary Ability: Cross Hit Hit 'em with the crossbow. | Puzzle tower in the Promenade of the Condemned; requires 3 Gardener's Keys | 143 (243) 2nd Mode: 55 (191) | ||
Alchemic Carbine | Poisons its victims (13 DPS for 4 sec). | Secret area in the Ancient Sewers | 9 | ||
Boomerang | Comes back to you automatically. Old faithful. | Ending area of High Peak Castle; requires Castle Key | 156 | ||
HemorrhageRotG | Causes bleeding (25 DPS for 3 seconds). Deals a critical hit if the target is bleeding or poisoned. | Drops from Magistrates of Death(10%) | 47 (187) | ||
The Boy's AxeRotG | Roots the victim. Deals 80 damage when recalled. Boi. | Drops from Ground Shakers(1.7%) | 159 | ||
War JavelinRotG | 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. | Secret area near the end of the Cavern | 110 | ||
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. | Drops from Cannibals(1.7%) | 25 | ||
Nerves of Steel | Inflicts a critical hit if the arrow is shot at right moment. | Secret area at the end of Ramparts | 80 (341) | ||
Throwing Knife | Causes bleeding (22 DPS for 3 sec). Automatically targets the nearest enemy. | Always unlocked | 14 | ||
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. | Always unlocked | 112 (201) | ||
Firebrands | Burns enemies and the ground (19 DPS for 3 sec). Light my fire! | Always unlocked | 31 | ||
Ice Shards | Slows down enemies during 3 sec. Inflicts critical hits on targets standing in water or covered in oil. | Drops from the Time Keeper (3rd kill) | 53 (68) | ||
Pyrotechnics | Launches multiple flaming projectiles. Inflicts critical damage on targets covered in oil. | Drops from Casters(1.7%) | 102 (185) | ||
Lightning Bolt | Hold to inflict critical hits. Inflicts 20 shock DPS around the target for 2 seconds. Join the dark side. | Drops from Inquisitors(1.7%) | 111 (362) | ||
Fire Blast | Burns enemies and the ground surface in range. Inflicts critical hits when oil is present. Toasts enemies to a rich golden brown. | Drops from Maskers(1.7%) | 169 (223) | ||
Frost Blast | Freezes enemies in front of you. No damage if the target is already frozen. | Always unlocked | 48 | ||
Magic MissilesRotG | Automatically targets the closest enemy. | Drops from Arbiters(0.4%) | 164 | ||
BlowgunTBS | Poison its victims (15 DPS for 2 sec). Inflicts critical hits if you hit enemies in the back. | Drops from Blowgunners(1.7%) | 57 (343) | ||
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. | Drops from Infected Workers(0.4%) | 171 (514) | ||
Killing DeckTQatS | Shoots cards in various patterns. The fourth hit recalls all the cards, dealing critical damage. Using cards as a weapon is quite the gambit... | Drops from Armored Shrimps(1.7%) | 411[13] | ||
Gilded YumiTQatS | 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. | Drops from Euterpe when killed last | 69 (208) | ||
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! | Drops from Golden Kamikazes(1.7%) | 667 | ||
Magic Bow | Fires homing arrows that deal more damage if they hit the same enemy. Just close your eyes and shoot! | Lore room in the Prisoners' Quarters | 139 | ||
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. | Reward for beating the 1st Stage in Boss Rush | 157 (279) | ||
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. | Lore room in the Prisoners' Quarters | 382 | ||
Laser Glaive | Bounces on nearby targets, dealing more and more damage each time and dealing critical damage after 2 bounces. Weakness in numbers. | Lore room in the Prisoners' Quarters | 70 (474) | ||
CrossRtC | 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 | Drops from Throw Master(1.7%) | 317 (633) | ||
Throwing AxeRtC | Throws an axe on a parabolic trajectory, dealing critical damage during its descent. Axe as a bridge between two universes | Drops from Axe Armor(1.7%) | 90 (323) | ||
Medusa's HeadRtC | 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! | Drops from Medusa(10%) | 100 | ||
Anathema | Fires an indirect projectile that curses you 1 time if it hits at least one enemy. TBA | Drops from Curser(10%) | 181 (371)[14] |
- 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[edit]
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.
Icon | Name | Description | Blueprint location | Base block damage | Base absorbed damage | Scaling |
---|---|---|---|---|---|---|
Old Wooden Shield | Hold to absorb partial damage. Tap to try to parry and block all damage. | Always unlocked | 20 (40) | 75% | ||
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. | Secret area in the Ancient Sewers | 25 (50) | 75% | ||
Cudgel | Stuns blocked enemies. Stuns lasts longer if a parry is successful. | Always unlocked | 20 (40) | 75% | ||
Punishment | Blocked attacks inflict damage to nearby enemies. Critical damage if parry is successful. | Puzzle door in Clock Tower; requires Bell Tower Key | 40 (64) | 75% | ||
Knockback Shield | Blocked attacks knocks enemies back, they take +80 damage if they hit a wall. Double damage for a parry. | Drops from Catchers(0.4%) | 40 (80) | 75% | ||
Rampart | Absorbs more damage. Generates a force field for 2 sec on a successful melee parry. | Drops from Shieldbearers(0.4%) | 20 (40) | 85% | ||
Assault Shield | Blocks attacks while charging forward. | Timed door in the Passage before Promenade of the Condemned | 33 (66) | 75% | ||
Bloodthirsty Shield | Blocked attacks inflict bleeding (15 DPS for 3 sec). Effect extended to nearby enemies on a successful parry. | Drops from Shieldbearers(0.4%) | 15 (30) 15 (15) bleeding DPS | 75% | ||
Greed Shield | A successful parry knocks out enemies' teeth (1 per enemy every 10 seconds) and transforms arrows into gold. | Always unlocked | 50 (100) | 75% | ||
Spiked Shield | Inflicts major damage on blocked enemies. | Drops from Cleavers(1.7%) | 90 (216) | 75% | ||
Parry Shield | Cannot be held up. Blocked grenades and shots are returned with added power. | Secret area in Stilt Village | (52) | 0% | ||
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. | Drops from Festering Zombies(0.4%) | 40 (40) | 15% | ||
Thunder ShieldRotG | 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. | Drops from Defenders(100%) | 40 (40) 32 (32) shock DPS | 50% | ||
Ice Shield | Parrying an attack freezes nearby enemies. Reflected projectiles freeze enemies they hit. | Drops from Shieldbearers(10%) | 20 (40) | 75% | ||
Alucard's ShieldRtC | 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 | Drops from lore room in Castle's Outskirts. | 110 (330) DPS | 75% |
- 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[edit]
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[edit]
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.
Icon | Name | Description | Blueprint location | Base damage | Base cooldown | Scaling |
---|---|---|---|---|---|---|
Double Crossb-o-matic | Shoots at 2 nearby enemies at the same time. Each shot inflicts 45 DPS. | Drops from Zombies(0.4%) | 45 DPS 9 damage | 10 seconds | ||
Sinew Slicer | Fires spinning blades at nearby enemies, inflicting bleeding (10 DPS for 1.5 sec). | Always unlocked | 20 DPS 3.3 damage | 10 seconds | ||
Heavy Turret | Shoots at nearby enemies. You inflict +15% more damage if you're near the turret. | Drops from Slashers(0.4%) | 55 DPS 55 damage | 10 seconds | ||
Barnacle | Shoots enemies who pass beneath it, dealing critical hits on poisoned enemies. | Drops from Thornies(1.7%) | 80 (160) (Attached) 53 (106) (Floating) DPS | 10 seconds | ||
Flamethrower Turret | Burns nearby enemies (8 DPS for 1.7 sec). | Drops from Shockers(0.4%) | 8 DPS | 12 seconds | ||
Cleaver | Inflicts bleeding (6 DPS for 1.8 sec) on enemies that walk over it. | Drops from Runners(1.7%) | 50 DPS | 8 seconds | ||
Wolf Trap | Launches 2 traps that root enemies increasing damage they take by 34 DPS for 5 seconds. | Always unlocked | +34 (enemy debuff) DPS | 14 seconds | ||
Crusher | Slows down then violently crushes enemies caught in its zone. | Drops from Lacerators(10%) | 135 damage | 14 seconds | ||
Explosive Decoy | Turns you invisible for 13 sec and attracts nearby enemies. Explodes after 13 sec or upon reactivation. | Drops from Protectors(0.4%) | 22 (single grenade) damage | 20 seconds | ||
Emergency Door | Deploys an ethereal door. | Special lore room in the Slumbering Sanctuary | 1 damage | 10 seconds | ||
Tesla Coil | Shoots lightning at nearby enemies and inflicts shock. | Drops from Living Barrels(10%) | 23 DPS | 10 seconds | ||
Scavenged BombardTQatS | Shoots heavy cannonballs at nearby enemies. Short activation range and slow rate of fire. They don't need it anymore. | Drops from Pirate Captains(1.7%) | 90 DPS 90 (direct hit) damage | 14 seconds | ||
Night Light | Lights up your path. | Always unlocked | N/A | 120 seconds | Colorless |
- 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[edit]
List of grenades
Icon | Name | Description | Blueprint location | Base damage | Base cooldown | Scaling |
---|---|---|---|---|---|---|
Powerful Grenade | Causes a large explosion. | Drops from Bombardiers(10%) | 200 damage | 13 seconds | ||
Infantry Grenade | Quick to use, but not super powerful. | Always unlocked | 90 damage | 4 seconds | ||
Cluster Grenade | Breaks into 6 bombs (50 damage each). | Drops from Slashers(1.7%) | 50 damage | 20 seconds | ||
Magnetic Grenade | Attracts enemies in a large area for a few moments, then explode, dealing electrical damage. | Drops from Grenadiers(0.4%) | 20 DPS 40 damage | 16 seconds | ||
Stun Grenade | Stuns enemies (3.5 sec). | Secret area at the end of Ramparts | 45 damage | 12 seconds | ||
Ice Grenade | Freezes its victims. | Always unlocked | 35 damage | 18 seconds | ||
Fire Grenade | Burns nearby enemies (25 DPS for 3 sec). | Drops from Grenadiers(1.7%) | 25 DPS 12 damage | 13 seconds | ||
Root Grenade | Roots nearby enemies causing 50 DPS for 4 seconds. | Timed door in the Passage after the Black Bridge | 50 DPS | 16 seconds | ||
Oil Grenade | Spreads inflammable oil in its area of effect. | Drops from Hammers(10%) | 100 damage | 10 seconds | ||
Swarm | Summons 8 biters to serve you. | Drops from Disgusting Worms(0.4%) | 18 (single biter, 144 max) DPS 9 damage | 10 seconds | ||
Holy WaterRtC | 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! | Drops from Merman(1.7%) | 55 DPS 10 damage | 12 seconds | ||
Hunter's Grenade | Use this to annoy a monster. When its health is down to 40% or less, use "Blueprint Extractor". "Catch 'em all!" | The Collector - through Specialist's Showroom upgrade | N/A | N/A |
- 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[edit]
List of powers
Icon | Name | Description | Blueprint location | Base damage | Base cooldown | Scaling |
---|---|---|---|---|---|---|
Barricade | Draw: you gain 30 Bonus Health that persists indefinitely Passive: Each successful parry grants 10 Bonus Health for 15 sec. | Lore room in the Prisoners' Quarters (Part of Diverse Deck) | 30 damage | 15 | Colorless | |
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. | Lore room in the Prisoners' Quarters (Part of Diverse Deck) | N/A | N/A | Colorless | |
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). | Lore room in the Prisoners' Quarters (Part of Diverse Deck) | N/A | N/A | Colorless | |
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. | Lore room in the Prisoners' Quarters (Part of Diverse Deck) | N/A | N/A | Colorless | |
Death Orb | Creates a slow-moving but devastating orb. | Drops from Cleavers(0.4%) | 125 DPS 50 damage | 20 seconds | ||
Tornado | Inflicts damage on all targets caught inside. Changes direction when it hits a wall. | Drops from Guardian Knights(0.4%) | 100 DPS 8 damage | 18 seconds | ||
Knife Dance | Launches a storm of knives around you, causing bleeding (40 DPS for 4 sec). | Drops from Bats(0.4%) | 40 (bleeding effect) DPS 5 (impact damage per knife) damage | 16 seconds | ||
Corrupted Power | Increase the damage you deal by +50% for 8 sec. You take +30% damage during this time. | Drops from Protectors(0.4%) | N/A | 16 seconds | ||
Vampirism | Sacrifices [40% base] of your maximum health to recover 2% of your HP per melee attack and a speed boost for 10 seconds. | Drops from Inquisitors(0.4%) | N/A | 30 seconds | ||
Tonic | Grants you 40% of your missing health as bonus health, reduces damage taken by 20% for 9 seconds. | Always unlocked | N/A | 30 seconds | ||
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... | Drops from Catchers(0.4%) | 1 (hook impact) damage | 3 seconds | ||
Phaser | Teleports you behind the enemy. The next attack inflicts +70 damage. | Drops from Runners(0.4%) | 70 damage | 2 seconds | ||
Corrosive Cloud | Creates a toxic cloud that lasts 15 sec, inflicting bleed and poison damage (8 DPS for 2 sec). | Drops from Swarm Zombies(0.4%) | N/A | 20 seconds | ||
Lacerating Aura | Inflicts damage on nearby targets. | Daily Run - Fifth Completion | 77 DPS 7.7 (damage tick) damage | 12 seconds | ||
Wave of Denial | Repels all nearby enemies. If an enemy is thrown against a wall, it takes +90 damage. | Drops from Bombardiers(0.4%) | 30 damage | 5 seconds | ||
Wings of the Crow | Causes you to float in the air dealing 50 shock DPS around you for 3 seconds. Craaaawwwww! | Drops from Golems(10%) | 75 DPS 50 damage | 15 seconds | ||
Blueprint Extractor | Use this on an enemy transformed by the "Hunter's Grenade" that has less than 40% health left. | The Collector - through Specialist's Showroom upgrade | N/A | N/A | ||
Forgotten Map | Reveals your surroundings. Only works once. | The Collector - through Specialist's Showroom upgrade | N/A | N/A | ||
Great Owl of War | 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. | Drops from Knife Throwers(1+ BSC; 1.7%) | 32 (95) DPS | 10 seconds (34 seconds) | ||
Lightspeed | Dash forward and inflicts 100 damage to the enemies on the way. Activate again to dash back. Look behind you! | Drops from the Time Keeper (1st kill) | 100 damage | 7-10 seconds | ||
Giant WhistleRotG | Inflict 500 damage to the most dangerous enemy around... most dangerous ACCORDING to the Giant. Give me five! | Drops from the Giant (3rd kill) | 500 damage | 20 seconds | ||
Telluric Shock | Leap in the air and violently land back on the ground to inflict 150 damage to the enemies around. Ready to rumble? | Drops from the Hand of the King (1st kill) | 150 damage | 10 seconds | ||
[Show] | Contains spoilersCollector's SyringeRotG | 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. | Drops from the Collector (1st kill) | 40-240 DPS 4-24 damage | 20 seconds | |
Smoke BombTBS | Releases a cloud of smoke making you invisible for 8 seconds. The first invisible attack inflicts +50% damage. | Drops from the Banished(0.4%) | +50% (item boost) damage | 16 seconds | ||
Mushroom Boi!TBS | 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. | Drops from Jerkshrooms(100%) | 50 damage | 1 second (25 seconds) | ||
Lightning RodsFF | Place up to 2 lightning rods to attract lightning that strikes all enemies in between. | Drops from Failed Homunculi(1.7%) | 30 (60) DPS 75 (150) damage | 15 seconds | ||
Scarecrow's SicklesFF | Comes back to you automatically. Inflicts increasingly severe critical hits after each hit. Perfect for pruning everything that sticks out. | Drops from the Scarecrow (1st kill) | 52-129 damage | 10 seconds | ||
Ice ArmorRotG | 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. | Drops from Ground Shakers(100%) | 10 damage | 20-30 seconds | ||
SerenadeFF | 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. | Secret area in the Fractured Shrines | 30 (600) DPS 22 (440) damage | 30 seconds | ||
CocoonFF | Parries all around you dealing 30 damage. A successful parry resets the cooldown. | Found behind one of the three special rune doors in the Undying Shores | 30 (60 on a successful parry) damage | 12 seconds (instant if parry is successful) | ||
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. | Lore room in the Prisoners' Quarters | 5 damage | 10 seconds | ||
Pollo Power | Turn into a chicken for a brief moment, firing several explosive eggs around you. The cluck is ticking. | Lore room in the Prisoners' Quarters | 45 damage | 10 seconds | ||
LeghuggerTQatS | 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? | Lore room in Stilt Village | 20 (40) DPS | 10 seconds | ||
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. | Reward for beating the 2nd Stage in Boss Rush | N/A | 15 seconds | ||
Rebound StoneRtC | 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 | Drops from Buers(1.7%) | 75 DPS | 11 seconds | ||
Maria's CatRtC | 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 | Castle's Outskirts in the cell Maria Renard is locked up, by petting Byakko the cat. | 32 (95) DPS | 20 | ||
Bat VolleyRtC | 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! | Drops from Vampire Bat(1.7%) | 22 per hit DPS | 12 seconds | ||
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. TBA | Drops from Sore Loser(10%) | 200 DPS 120 (240) damage | 10 seconds |
- 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[edit]
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:
- 0BC: Tier 1
- 1BC: Tier 3
- 2BC: Tier 4
- 3BC: Tier 6
- 4BC: Tier 7
- 5BC: Tier 7
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:
- Tiers 1-2: no stats.
- Tiers 3-5: one stat.
- Tiers 6-8: two stats.
- Tiers 9-11: three stats.
- Tier 12: four stats.
As of the Update of Plenty[15], 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.
Name | Icon |
---|---|
Ruby Amulet | |
Topaz Amulet | |
Sapphire Amulet | |
Golden Amulet | |
Moonstone Amulet |
Prisoner's Collar[edit]
"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.
Name | Icon |
---|---|
Prisoner's Collar |
Removed gear[edit]
List of removed skills[edit]
List of removed powers[edit]
Icon | Name | Description | Blueprint location | Base damage | Base cooldown | Scaling | Removed in |
---|---|---|---|---|---|---|---|
Temporal Distortion | Slows down all enemies for 3.5 sec. | Was dropped by Failed Experiment(0.4%) | N/A | 20 seconds | v1.2.5 |
History[edit]
|
Footnotes[edit]
- ↑ Note that the drop chance for Elites is global, meaning that it is 6% regardless of the number of Elites present in a biome, so long as there is at least one. The base drop rate per mob is 1%, and increases by 2% for each biome without a drop.
References[edit]
- ↑ 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 DPS value is 138 (199).
- ↑ The in-game DPS value is 210 (280).
- ↑ The DPS value listed in-game is 121 (185).
- ↑ 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)
- ↑ 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
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