100 zombies slot bag 100 zombies slot bag.

Gear

DEAD CELLS gives the player in the form of ammunition:

  • A weapon with a limited but various techniques.
  • Skills that have various effects, but have to cool down while using them.
  • Amulet is a passive item and provides very good qualities for attacks and defense. Nevertheless, there is a good chance that it will provide ruthless, strategies, or points of survival.

Equipment items are not mechanical, but use interact key or buttons. The surplus ammunition can usually be converted to gold by unlocking a recycling update.

Most devices have one or more affixes to add excellent characteristics according to the effects and situations. It lacks only a starter equipment, the initial price equipment, and the original amulet affix.

If you are looking for a missing item, if you have all the following lists, you may be lacking in Pogost's "product category" update.

Contents

  • 1 Equipment level
    • 1 Quality of equipment
    • 1. 2 Strong of items
    • 2. 1 Shobo item
    • 2. 2 Famous items
    • 3. 1 Processing cost
    • 4. 1 Rand bag
    • 5. 1 close combat weapon
      • 5. 1 Functional mechanism
      • 5. 2. 2 Scale effect
      • 5. 3 List of close combat weapons
      • 5. 2. 1 Mechanical skills
      • 5. 2. 2 Scale effect
      • 5. 2. 3 ammunition
      • 5. 2. 4 Remote combat weapon list
      • 5. 3. 1 Functional mechanism
      • 5. 3. 2 Scale effect
      • 5. 3. 3 Passive effect
      • 5. 3. 4 Shield list
      • 6. 1 Available traps
        • 6. 1. 1 Functional mechanism
        • 6. 2 1. 2 scale effect
        • 6. 3 List of available items
        • 6. 2. 1 Grenade list
        • 6. 3. 1 Ability list
        • 7. 1 Prisoner's collar
        • 8. 1 List of deleted abilities
          • 8. 1. 1 List of external abilities

          Gear level [ edit ]

          The equipment level is classified by Roman numerals next to the item name, indicating the basic equipment level of the item. Each biome has a basic equipment level, which is considered to be the lowest level that can be maintained by the biome. The following is a table showing the basic equipment level of each biome.

          Biome Equipment level
          Prisoner's dormitory 1
          Prisoner's promenade 2
          Toxic sewerage 3
          A decayed tree gardenTBS 2
          Around the castleRTC 2
          Underground in prison 3
          Rotated prison 3
          Castle wall 3
          Ossuary 3
          Old sewerage 4
          Exiled moralsTBS 4
          Dracula castleRTC 4
          Black bridge 4
          Difficulty basement 4
          nestTBS 4
          Specifious NecropolisRTC 5
          Hig h-floor village 4
          Sleeping temple 4
          Graveyard 4
          Broken shrineFF 4
          Clock tower 5
          Forgoted coffin 5
          Immortal coastFF 6
          caveLot G 7
          Clock room 6
          MausoleumFF 6
          Guardian shelterLot G 7
          High Peak Castle 6
          Ruins distillation 6
          Broken shipTQATS 6
          Dracula castleRTC 6
          Calp 7
          LighthouseTQATS 7
          crownTQATS 7
          MustardRTC 8
          [Display] Astro LabLot G Spoiler 7
          [Show] Astronomical standLot G Spoiler 7

          The equipment level of the item you picked up rises according to the number of intensive bossmas.

          Cao Cao's mass bonus
          0 -
          1 -
          2 -
          3 +1
          4 +3
          5 +3

          Apart from this, the degree of the equipment of the subject depends on where it was found in the biome.

          place bonus
          On Earth (including golden doors) -
          Knowledge room -
          Selected altar -
          Fall from the boss -
          Falling from a simple enemy -
          Ordinary box +1
          Shit box +1
          Legendary altar +1
          shop +2
          Cutting chest +2
          Fall from above +2

          Gear quality [ edit ]

          By consuming cells at a famous blacksmith at a blacksmith, you can always increase the properties of all looks and skills of weapons and skills in the game forever.

          Equipment quality is a term indicating the "improvement level" of the target. It is displayed as +, ++, S, L in Roman numerals. Equipment quality assigns appropriate characteristics to the target:

          • The quality of the equipment++2 is added to the power of the equipment.
          • For equipment ++, add +4 to the strength of the equipment.
          • Equipment quality S is +6 to the power of the equipment.
          • Equipment quality L adds +6 to the power of the equipment.

          Gear power [ edit ]

          Torque power is a term that represents the target "output level". This is a hidden meaning, and then gives the actual power of the target person, taking into account the value of the device and the characteristics of the device. The power of the equipment is calculated by determining the value of the target person and the price of the equipment owned. For example, in the case of a sad crossbow IV ++, the degree of equipment is 4 (displayed in Roman numerals), the quality of the equipment is added to the power of the equipment, and the power of the equipment is 8. In other words, things actually have + 129 % of the damage and three Afix slots.

          The power of the equipment affects the number of interfixes and continuous increase and decrease in damage. The following is a table described in detail about the effects of equipment on weapons / skills:

          The power of equipment Increase in damage Damage reduction Affix slot
          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

          The strength of the equipment works on a specific schedule:

          • The first prize is+4 % for the damage, and an affix break is added.
            • The maximum number of Afix is ​​6.
            • +30 % is added to the damage for each sixth prize.

            In fact, this item must be specified for the target. In this case, the target is an empty slot that is not reflected.

            Gear variants [ edit ]

            Weapons and skills have all opportunities to meet two options, boring objects and famous objects.

            Colorless items [ edit ]

            Dim items that can be obtained when you unlock the cursed treasure chests and gatherer blueprints will change your scale depending on the highest status. In other words, if the highest status at that time is "ruthless", it becomes "pale ruth". After that, if the highest status is "strategy", the item will be scaled according to the "strategy". For example, Pale Torch, which is treated as an unrivaled ruthless item, is scaled with survival if the survival is higher than ruthless. Dull items are classified based on white, not the color of the basic item.

            Legendary items [ edit ]

            Legendary items are enemy random drops (1%in normal mob, 6%in the top), and giant su b-su b-posters that appear on the rewards for defeating the boss that had not been hit. It is a species item.

            The probability of a famous altar appears is 2 %, increasing by 15 % for each biome where the altar does not appear. These altars reduce damage to nearby enemies by 66%(this is shown in the shield icon above the enemy's head), and only after defeating all enemies with this icon, grabbing items from the shrine. Can do. Furthermore, by moving the enemy, even if it is far from the altar, if other enemies are not approaching the altar, you can get something above it.

            Legendary items are always found on the door if you defeat the assassin behind the boss without a blow.

            Famous items found on the enemy drop and the altar are not limited to unlock items, but are very biased in that direction. Therefore, obtaining famous items in new save files is enough except for Symmetric Spear, but virtually impossible. However, you will not find a weapon that has not been unlocked at the boss door without a no n-hit place.

            Legendary items cannot be upgraded, but have excellent characteristics that are more important than regular items:

            • Colorles s-increase the highest status.
            • Special famous affix (unique to each base box).
            • It can be equipped with another weapon of the same type. For example, if one or both are famous, you can equip two giant grenades. (Not applied to various decks)
            • Basically, the same strength as the attribute "S" item will increase.

            In addition, the legendary item has a suffix called "L", and a yellow frame is displayed around the icon, and it is distinguished from ordinary items.

            Gear value [ edit ]

            Each piece of equipment has a gold price, which is determined based on the following points: equipment level and the base price of each item. This price is used when purchasing items in the shop and when determining the invention cost of Yellow Door.

            The formula for determining the price of equipment is:

            (Base Price) x (100% + Ownership Impact + Modification Impact) + 100 x (Item Level - 1).

            • The impact of an item is the percentage difference in the functionality of the equipment.
            Quality Price Impact
            Base +0%
            + +30%
            ++ +60%
            S +90%
            L +90%
            • The impact of a modifier is the sum of all the values ​​of how each modifier affects the device.
            • The grade of the target is indicated by a Roman numeral next to the title of the target.

            Recycling prices [ edit ]

            If the player has the update "Rework I" or "Rework II", the player has the ability to rework each ammunition or move on the ground and receives 7% (Rework I) or 15% (Rework II) of the total price of this item.

            • The price of an amulet is calculated using the same formula as the price of equipment. The base price is 5, 000 gold. In real time, there is no way to purchase amulets.

            Gear slots [ edit ]

            Initially, players can have 5 equipment slots. There are 2 slots for weapons, 2 slots for skills, and another slot for amulets.

            Some weapon skins, called "two-handed", take up both slots of the player's weapon and cannot be used as a simple weapon at the same time. Attempting to switch from a two-handed weapon slot to a one-handed weapon will result in the loss of all two-handed items.

            Backpack [ edit ]

            Once backpack upgrades are unlocked, a third weapon can be picked up to check. As long as that weapon is in the backpack, it cannot be used (unless the player has a mutation linked to the backpack). However, by holding down the interaction button, players have the option to throw a saved weapon after leaving the equipment list, changing the item on the line into their current inventory.

            Please note:

            • Skills, two-handed weapons, amulets, Giant Slayer, Symmetrical Spear that drops from the Hand of the King, and Transparent Barrel Launcher that drops from the Distillery in the Ruins have a low chance of being stored in the backpack.
            • For example, the location of the backpack slot in the user interface can be changed in the settings menu, as well as its extent.

            Weapons [ edit ]

            Weapons are the main equipment in most cases. They usually serve as the main source of damage and for other, more necessary occasions. Unlike skills, weapons can be used repeatedly and literally without limits.

            Melee weapons [ edit ]

            Active mechanics

            All melee weapons deal damage in melee combat and receive all effects and prizes associated with melee combat. Melee weapons can hit instantly if there are multiple opponents within range. Most melee weapons have a personal method that is activated by continuing the attack, but there is a small window of time where the player has the option to perform other actions before continuing the combo with that weapon, such as throwing or jumping.

            Effect scaling

            The damage of all melee weapon skins depends on the player's brutality rating or survivability rating. Weapons that increase brutality usually have easier attacks and faster attack speed, such as the Balanced Blade or Twin Dagger. On the other hand, weapons that increase survivability usually have slower attack speed and faster attack speed, such as the Nutcracker or Swinging Sword. Weapons that scale in both brutality and survivability are generally something in between light and heavy weapons, such as shovels. Some close combat weapons have a different strategy scale (e. g. Valmont's Whip or Grenade Axe).

            List of melee weapons

            This is a list of close combat weapon skins available in the game.

            Icon Name Description Location Map Base DPS Scale
            Rusty Knife May be useful for killing people. Always unlocked 138
            Balance Knife Repeated hits deal +90% damage. 10 alternating blows after a dangerous blow. Always unlocked 147-279 (230-437)
            Assassin's Dagger Deals a dangerous blow when stabbing an opponent in the back. Light but deadly when used by nobles. Secret area at the beginning of the Death Row Promenade 134 (402)
            Sword Deals a dangerous blow if there is a loss of 8 seconds or if it is cursed. A rusty weapon that will show its true power if you don't go easy on it. Bazooka Droplet (0, 03%) 144 (255)
            Bloody Blade Causes bleeding (3, 5 DPS for 12 sec). Stuck to zombies (100%) 122
            Double Dagger Delivers a dangerous blow with 3 consecutive attacks. Two daggers for the price of one. Guaranteed to be fun. Always unlocked 173 (257) [1]
            Battle Sword Second and third strikes are key. Slow and difficult, but deliciously evil. Dropped by Master Knight's corpse in Prison Quarters. 176 (281) [2]
            Scoop Repels opponents and bombs. If you move deftly, you have the ability to freeze everything with deadly tools. Drop from a horde of zombies (0, 4%) 158
            Damn knife Death in one hit. Does that mean you prefer to run strictly in football, for example? Drop from a barrier (3rd kill) 618
            Helpia's stud Dangerous hit if bleeding or poisoned. Hit where it hurts. Imparia's drop (1, 7%) 109 (222)
            Swift blade If you have an active speed buff, this is a dangerous hit. Remember not to rush. Throw it well and deftly for real results. Daily race 1st end 137 (208)
            Giant killerLot G This is a dangerous hit, if the victim was a first-class warlock or boss. In that case, they will be stronger. Giant Drop (1st) 127 (465)
            Gu n-Axe When the axe hits an opponent, it scatters metal fragments, which break if it hits within 130 units of the opponent. Demon Demo (0, 4%) 187
            Earthquake Hit Causes an earthquake that destroys the victim. Bomber Drop (2+BSc; 0, 4%) 131
            War Spear Delivers a dangerous hit when hitting a certain number of targets at once. It has a small hit radius, but the projectile speed is the slowest. Hammer Drop (10%) 256 (435)
            Disturbance If the victim is against a wall, it is a dangerous hit. Career Drop (4th Kill) 175 (450)
            Symmetrical Spear If you kill two opponents quickly with this tool, the hit hangs for 6 seconds. King's Hand Drop (1st Kill) 192 (288)
            Rapier A throw or parry is an immediate dangerous hit. Wrist is important. Scorpion Fall (0, 4%) 156 (356)
            Flesh Spear A preemptive strike to pierce the enemy and get behind them. A correct strike will cause danger. Now you see me, now you don't see me. Daily Race - 10 End 181 (281)
            Nutcracker A dangerous blow if the victim is stunned, frozen, or rooted. Always unlocked 155 (386)
            Spartan Sandals Throws the opponent back, causing loss to the space they land on. Deals 90 extra damage if the enemy hits a wall. The final blow before a combo throws all enemies back. This. This is it, Death Cells! Runner Fall (100%) 32
            Sent Boots A dangerous blow if the attack is interrupted. Tornii Fall (0, 4%) 105 (324)
            Hayabusa Boots A final blow that causes loss to the losing territory and throws the opponent back. Dropped by Black Ranger (1+BSc; 1, 7%) 161
            Hangrut Hayabusa If victim's HP is below 40%, Dance hits. Useless House-House-House-House-House-House-House-House-House-House-House-House-House-House-House-House-House-House-House-House-House-House-House-House-House nonsense. Dropped by Lancers (0, 4%) 124 (243)
            Warmon's Whip Ignore the shield. Critical blow when the tip of the whip hits the enemy. It was spread by Baron Valmon Du Culu. Remove unpleasant earthworms (0, 4%) 109 (305)
            Whip Ignoring the enemy, drawing the enemy, and critical in the third shot. Fall from the captain of the pirate (0, 4%) 129 (187) [3]
            A modest sword Press the enemy with flammable oil and give a critical hit for 10 seconds. After hitting a burning enemy Drop it with bat (1, 7%) 127 (215)
            torch Light the enemy (15dps for 2, 7 seconds). Let's talk about the mood lighting! Spormer drop (1, 7%) 107
            Hectico Sword A critical hit is issued when your physical strength is 50%or less or your malaise is 50%or more. A weapon for hunters who like dangerous life. Drop with Kamikaze (0, 4%) 137 (277)
            There is no place to hit If you haven't been damaged for at least 15 seconds, you will get a critical hit. Hmmock drops (0, 4%) 115 (278)
            Flint Hold the attack, make a critical hit, and create a trajectory of flame. The manager always reaches out and helps. Drop from the manager (1st kill) 224 (400)
            Tentacle Ignore the shield, project yourself into the enemy, and r e-attack to give a critical hit. free hugs! Conjunk Tibius advent (1st kill) 78 (265)
            felt Give a critical when the enemy is facing you. bake. bake. bake. warm. Available for free at the shop. 161 (289)
            Flash fanTBS The critical stroke for 8 seconds is paid to match the scale. Use Luke's power. Fall from I before (0, 4%) 145 (246)
            Sloppy nailTBS If you have used another claw, give a critical blow. Discovered from the smell of mother Tika. It may be useful. Fall from Mother Sea (the first murder) 85 (311) 2nd mode: 165 (767)
            Rhythm and buzzTBS Critical if the timing is right. If you do not slow down, the last blow will be repeated endlessly. Hey, grab the rhythm when blues! Grab the blues rhythm Giant sign drops (0, 4%) 133 (330)
            Crow bar Enter the enemy's star or give a critical within 15 seconds of the door destruction. It has the effect of removing parasites. Prisoner hut room 179 (422)
            Snake fangsFF Teleport to the closest target. Poisonous casualties (4dps for 15 seconds). If the target has more than 5 types of poison, it will be critical. Falling from col d-blooded guards (1, 7%) 94 (150)
            Iron caneFF The first hit can parry a close-combat attack. Combos after a successful parry deal a dangerous blow. Stone Garden Drop (100%) 135 (404)
            Ferryman's LanternFF Kill an enemy and collect their soul. The final combo attack steals the soul from a boss. Secondary Skill: Soul Shot Charge and fire a soul. When three or more souls are fired at the same time, it deals a dangerous blow. Renegade Drop (0, 4%) 164 2nd Mode: 107 (429)
            Katana Hattori While ready, pierce the opponent in front and deal a dangerous blow. Psychic Warrior Drop (1, 7%) 183 (140) [4]
            Gravestone The final hit kills an enemy and buries them under a gravestone, dooming the nearest enemy. Zombie Swarm Drop (1, 7%) 250
            Furnace Axe Repeat the final hit combination to deal a dangerous loss. Dropped by Stove Knight (2+ BSC; 1, 7%) 215 (273)
            ToothpickLot G Charges own attack for increased power, but toothpick breaks for 6 seconds. Dropped by Earthshaker (10%) 195 (778) Second mode: 82
            Machete and Revolver Third attack is a revolver that deals critical damage to nearby opponents. Hack, cut, shoot! Prisoner hut room 117 (163) [5]
            Solid Light Blade Deals dangerous damage based on the number of weapon marks on the target. Reloads ammo for the Hard Ray Gun. Secondary Skill: Hard Ray Gun marks targets, so Hard Ray Sword deals dangerous damage. Cartridges do not reload slowly. A stylish weapon from a more civilized era. Prisoner hut room 117 (280) Second Mode: 78 (469)
            Clean Nail Can attack while moving in the air. Attacking in the air bounces the opponent off and deals dangerous damage. Life's work is done. What's actually left Prisoner hut room 155 (218)
            Bot If you hit two attacks, you can use a whirlwind attack, which deals dangerous damage. Don't mess with this young skeleton more than anyone else. Prisoner hut room 164 [6]
            Abyssal TridentTQATS Second attack is an attack that deals dangerous damage after a certain amount of time. The final attack breaks it down and deals dangerous loss. Not a bad weapon! Contaminated Shipwreck Knowledge Room. Requires a fork source. 106 (235)
            Hand HookTQATS The final attack throws the task backwards, discarding any other enemies it hits. Enemies thrown against the wall will suffer dangerous loss. You're addicted to throwing people into walls! Drop Armor Shrimp (1, 7%) 106 (318)
            Maw from the DeepTQATS The third attack throws a shark, uprooting and bleeding the enemy. Attacks by rooting. 1st gun that acts as a fearsome sea predator. Rebel Drop (1, 7%) 158 (270)
            Tonfa with KnifeTQATS The first attack forces a jump forward. If the combination of this attack and this tool hits, a dangerous loss occurs. Fashionable but not practical. How she can apply it with deadly precision! Falls from Kleio on the latest kill 105 (231)
            Destruction BallTQATS Throws a ball on the third attack and selects a ball on the fourth attack. For example, I have never been so excited by love. Falls from Caryops on the last kill 291 [7]
            Queen LapiraTQATS A startling attack that cuts through reality and smashes everything in its path. Graceful and deadly like herself. Queen's Drop (1st kill) 57 (148)
            Gay Dagger Banges then hit towards 3s to collect gold. Pebbles. Falls from excited pickpockets (1, 7%) 105 (211)
            Guldener Hits are forced to delay [10 in base form, 15 in enhanced form] gold. If you have more than 12. 000 gold, it will cause dangerous loss. Awesome Gun. Gold Miner Drops (1, 7%) 118 (206)
            Panchak Dangerous blow if there is a warning in front of you. Fear of rage Prisoner hut room 245 (359) [8]
            Bat When attacking confused enemies or the base of enemies, you can make a fatal blow by inflicting dangerous loss. Prisoner hut room 156 (476)
            Royal Staff Run forward. Once in the task, jump into the air while spinning. By jumping on an enemy, you can inflict a dangerous loss and attack again. Domination of Decadence Prisoner hut room 75 (150)
            Star Rage When you make a successful attack, two stars will fall, which, if highly likely, will surprise another task and cause a dangerous loss in succession with other famous blades that this Zenith can forge. Prisoner hut room 57 (206)
            Alucard's SwordRTC If the task is in front of you at a medium distance, teleport there and create a storm to use dangerous loss on creeps and use it on the other side of the Vampire Lord! Search for Alucard in Richter mode 122 (269) [9]
            Morning StarRTC A cruel whip with a starry sky-shaped head. It can be subdued so that the whip flips over with the movement. Dungestroke with spikes. Guarantees a powerful pulse. Unlocked by entering the Konami game code. 100 (113)
            BibleRTC If the second gun attack falls under the challenge of throwing bullets along a rotational line of motion and dealing a larger hazardous loss if another hit is made, this book has that potential. Depressing Falls from Werewolf and Blazing Werewolf (1, 7%) 127 (139)
            TransformationRTC Khlyst - The sword transforms and can apply hazardous loss towards the right 1, 5s. TBA Always unlocked >>
            Khlyst Sword, Blade ConfigurationRTC Transforms between two attacks and can deal hazardous damage towards the right 1, 5s. Sharp as a snake's fangs. Falls from Harpia ((1, 7%)) 217 (434) Second mode: 203 (406)
            Vampire KillerRTC The mythical gun of the Belmont clan! Ignores shields. Deals hazardous loss to burning opponents. Dead opponents are burned to the earth below by this tool. Dracula's Drops (1 Kill) (100%) 141 (378)
            Death SpitRTC Create the hearts of dead opponents to help you. They explode for a narrow purpose, dealing dangerous losses to the greatest advantage that the resurrected target is dead! Drops of Ruin (1st Kill) (100%) 230 [10]
            Clothing Scissors Attack that kills the enemy, and at the same time kills all other targets of the attack. Cuts pretty short. Get 16 images and talk to the tailor. 183
            Giant Comb First hit throws the enemy into the air. Targets that were not on the ground inflict dangerous losses. C-C-C-C Comb Breaker! Collect 51 images and talk to the tailor. 187 (374)
            Misericorde If the victim's HP is below 50%, the dance is successful. Cursed if you cannot kill them with an attack. TBA Drops from Doombringer (10%) 86 (516)

            Ranged weapons [ edit ]

            Active mechanics

            Most of the appearances of remote combat tools can shoot shells, some use the mechanism of scanning hits, both of which cause losses within the exposure radius. The personal ability of the look-ahead in ranged combat is different, but in general, the shells discarded in support of ranged attacks have no chance of impressing a certain number of targets, and no jamming capabilities (e. g. sonic carbine or explosive crossbow).

            Effect scaling

            All weapons of ranged combat depend on the strategy, but one type of weapon has all the chances to work on a double ruthless scale (e. g. flaming knife and infantry-onion) or survival (e. g. cold explosive and difficult crossbow), i. e. their losses depend more on the best indicator between them.

            Ammunition

            Depending on the type of lon g-term tool, ammunition is used, which recovers mechanically over time. The ammunition that has fallen into the opponent will recover more importantly, unless the reaction is successful or the alert is killed. However, not all ammunitio n-based shells have all the opportunities to enter the enemy, and these shells are ultimately mechanically refilled. Most gun armor has the ability to obtain Afix to increase the number of cartridges artel stock. Remote combat weapons without cartridge can be shot repeatedly without restrictions.

            Gilt to YumiTQATSLaser grave has no opportunity to use ammunition-mutation effects.

            List of ranged weapons

            It is a list of weapons that can be obtained with this IRGE.

            Icon Name Description Location Map Base DPS Scale
            Onion is new The cartridge later kills the opponent and collapses. The descendant of the guard went tolerant of rat hunting with the support of this bow. Always unlocked 113
            Multita onion At the same time, release three arrows. Always unlocked 228
            Onions and unlimited Ammunition is unlimited. The last shot is a critical hit! "There is no chance to become a very many arrows" --Regoras Reduction from archers who have lost life (0, 03%) 137 (197) [11]
            Luke Strelka Dangerous lon g-range attack. Although the speed is slow, it has destructive power at long distances. Fun for snipers. Timadore in a passage between prisoners' promenade and reality 55 (327)
            Sound carbineLot G If you keep pressing the button, you will continue to shoot with the opponent. Hit the target behind the first enemy. 5 BSC BIOMA secret zone. 227 (445)
            Infantry onion Collect hit bullets at a short distance. A bow made for hand. Fall from the rob of the shooter (1, 7%) 78 (217)
            Quick onion If the arrow is stuck in three or more, it will be a critical hit. The speed is speeded as a price for the hit rate. Secret zone at the beginning of the prison tow n-only after the third sunset 75 (203)
            Ice onion Freeze your opponent for a short time. Fall from the rob of the shooter (0, 4%) 46
            Heavy crossbow The number of bolts in the close combat shoots immediately. Vice gun: Reload and charge a difficult crossbow. The fire is a critical hit. The explosion is close. Manager drop (3rd kill). 280 (338) [12]
            Litranslation crossbow Eject bolts at high speed and hit the established goals. Side power: Quiver of Bolts performs bolts simultaneously, tips the opponent, and gives 15 dp for 3 seconds. Fall from Black Ranger (0, 4%) 115 (323) Second mode: 73
            Icebow Frozen enemy. Side power: Piering-Shot shoots out piercing bolts, brings danger, and returns bolts stuck in frozen enemies. Fall from the guard of time (4th kill) 60 2nd mode: 47 (235)
            Explosion crossbow The bolt explodes in the loss area. The alerts where the bolt hit is fatal. Secondary force: The cross hits from the crossbow. The head of the tower in the prisoner's promenade; Nastically requires three keys from the gardener. 143 (243) 2nd mode: 55 (191)
            Alchemical carbine Poison on your victims (13 DPS for 4 seconds). An old sewer secret zone 9
            boomerang An aging and relying on it automatically falls. The last zone of Takamine Castle. 156
            bleedingLot G Bleeding (25dps for 3 seconds). Dangerous if you are bleeding or poisoned. Fall from the death magistrate (10%) 47 (187)
            Boy's axLot G Chop the victim. 80 units applied. Repeatedly damaged. fight. Fall from the soil will (1, 7%) 159
            Battle spearLot G Break all opponents on your own course. If there is an opponent near the wall, you will receive 90 auxiliary damage. The spear must be arrested (if not ranked, it will be mechanically returned 10 seconds). When activated, teleport into a spear. Secret area in the back of the cave 110
            Demon Hokuto For 15 seconds, +52 enemy DPS. When the enemy dies, the mark spreads. You don't know yet, but you're already dead. Human eating race and drop (1, 7%) 25
            Steel nerves A dangerous blow if the timing of the arrow is right. Secret zone at the end of the castle wall 80 (341)
            Slow time Bleeding (22dps for 3 seconds). Aim for nearby enemies mechanically. Always unlocked 14
            Electric whip Ignore the shield and cause 50%damage to the approaching enemy. It is also used for 25 units. Damage around the target for 3 seconds. Always unlocked 112 (201)
            Flame radiation Light the land with the opponent (19dps for 3 seconds). Lit the fire! Always unlocked 31
            Fragment of ice Lower the opponent's movement for 3 seconds. Hit the target standing in the water or in the processed oil. Fall from the time key par (3rd kill) 53 (68)
            firework Get a certain number of gunpowder. Dangerous losses to the target treated with oil. Caster drop (1, 7%) 102 (185)
            Lightning bolt Receive a hazard by hold. For 2 seconds, give 20 units shock DP to the subject. Participate in the black side. Drop from the inquigent (1, 7) 111 (362)
            Flame explosion Sets enemies and surfaces within impact radius on fire. Deals dangerous blows on contact with oil. Fries enemies golden brown. Falls off mask (1, 7%) 169 (223)
            Freeze Blast Freezes enemies in front. Deals no damage if already frozen. Always unlocked 48
            Magic MissileLot G Automatically targets nearby enemies. Misses check (0, 4%) 164
            Brass GunTBS Poisons self (15 DPS for 2 seconds). Deals dangerous blows on opponent's back. Dropped by Blowganers (1, 7%) 57 (343)
            Barrel Launcher Fires an exploding barrel. Deals dangerous blows if the barrel hits a wall or bounces off before exploding. Consume infected workers (0, 4%) 171 (514)
            Killer DeckTQATS Shoots cards with various instructions. On the fourth hit, all cards are discarded, causing a dangerous loss. Introducing cards as weapons is a tricky gamble. Drop Armor Shrimp (1, 7%) 411 [13]
            Gilt to YumiTQATS Fires a giant arrow to knock down opponents. Stuns and deals dangerous damage when it hits a wall or another enemy. The arrow is the size of a tree trunk, making it surprisingly easy to use. Dropped by Euterpe on the last kill. 69 (208)
            Moneymaker Shoots 150 gold from his pocket to cover dangerous losses. If you can't pay, he won't shoot. Shut up and shoot for my money! Dropped by Golden Kamikaze (1, 7%) 667
            Magic Bow Aim and fire an arrow, dealing increased damage if it hits the same enemy. Shoot with your eyes closed! Prisoner hut room 139
            Threat Sign The combo with this weapon is longer the lower your happiness is. Deals dangerous damage from the third shot onwards. It can also be used as a household incense with a nasty smell in prison. Received after beating the first milestone in Boss Rush. 157 (279)
            Throwable Items Paralyzes enemies it hits. Gain 1 charge of ammo for each enemy killed. Vase, flowerpot, bottle, knife. It doesn't matter so much what you can grab, it matters if you have the ability to throw it. Prisoner hut room 382
            Laser Glare Hits nearby targets, dealing increasing damage over time, and dealing dangerous damage on two hits. Helpless in numbers. Prisoner hut room 70 (474)
            CrossRTC Throws a cross in front of you. It returns after a certain number of seconds, but causes dangerous losses when turning in space and on the return path. "Don't defy me, Belmont!" The pun didn't help Dracula. Dropped by pitcher (1, 7%) 317 (633)
            Axe ThrowingRTC Draw a parabola and throw an ax, and do dangerous damage during the descent. Ax is like a bridge connecting two univers. Drop it with Ax Armor (1, 7%) 90 (323)
            Medusa's headRTC Roll your head to the ground and petrify your opponent. When they freeze or r e-act, they shout and project the enemy in the air. Look at my eyes when I'm talking! Medusa drops (10%) 100
            Anatema If you hit one enemy, you will fire an indirect bullet that curses yourself only once. T. B. A. Abandoned by curse (10%) 181 (371) [14]

            Shields [ edit ]

            Active mechanics

            If you keep pressing the specified shield button, it will continue to rise for 37 seconds toward 0. Attack hitting the frontal lobe of the shield is reduced by the ratio of the damage absorbed by the shield (usually 75 %) before other damage reduction effects. The damage blocked by the shield (called the normal damage) is given to the opponent who uses the contact attack.

            Press the specified shield button to do Paris instead. If no attack in the defensive window is made, the player will not be able to block or Parry in that direction for 0, 6 seconds. If a no n-shock attack hits the shield and does not deal damage, you can immediately block/ Parry, and an additional effect will appear according to the attack:

            • The proximity attack is damaged by dodging and is displayed on the shield as a critical damage.
            • Lon g-range attacks are reflected with basic damage 80.
            • The bomb is reflected with a basic damage of 90.
            • The explosion is absorbed without retaliation.
            • The suppurated zombie eggs are bitten and zombies and attack the opponent.
            • All arrows that have been avoided by the avoided enemies return to the player.

            Note: If the shield is raised two seconds, an attack occurs in the direction of the first 0 and the shield button remains pressed, the attack remains mechanically.

            Effect scaling

            All shield damage depends on the survival status of the player, but some depend on strategies (such as parry shield, knockback shield) and cruelty (assault shield and BloodThirsty Shield).

            The damage taken during the shield is increased only depending on the prefix of the shield absorption.

            Passive effects

            When the shield is installed, a force background is generated for half a second when the player receives the loss. This obstacle absorbs much of the damage, but does not absorb the loss due to status effects such as poison and blur. Some enemy attacks, such as slashing attacks, do not activate the Forceback Ground.

            Functional Forcefield reduces health recovery by 65%, making it difficult to recover the recently lost health if a shield is installed.

            List of shields

            This is a list of all shields available in this game.

            Icon Name Description Location Map Base loss absorbed by the block Base loss absorbed Scale
            Ancient Shield Hold to absorb a portion of the loss. Click to parry and block the entire loss. Always unlocked 20 (40) 75%
            Shield part of front Attacks from close combat apply 50% of auxiliary damage in the direction 6 seconds after a successful parry. The inside of this shield is inscribed with the Tears of the Community. An old sewer secret zone 25 (50) 75%
            Dubina Stuns opponents who block. If it turns out to parry the blow, the stun takes time. Always unlocked 20 (40) 75%
            Punishment Blocked attacks inflict loss on opponents in close range. Dangerous if successfully countered. Front door of the Bell Tower; requires Bell Tower Spring 40 (64) 75%
            Return Shield Blocked attacks throw opponents back, dealing +80 damage if they hit a wall. Double damage on return. Falls from Catcher (0, 4%) 40 (80) 75%
            Wal Absorbs more damage. Generates a power background for 2 seconds. On successful close combat Falls from Thyroid (0, 4%) 20 (40) 85%
            Assault Shield Blocks attacks while moving forward. Timed door in the hallway in front of the Prisoners' Promenade 33 (66) 75%
            Blood Shield Blocks an attack and causes bleeding (15 DPS for 3 seconds). This effect also applies to closed opponents with successful reactions. Falls from Thyroid (0, 4%) 15 (30) 15 (15) DP S-Bleeding 75%
            Grease Shield Successful parry hits enemy teeth (1 enemy every 10 seconds) and turns arrows into gold. Always unlocked 50 (100) 75%
            Spitty Shield Deals heavy damage to opponents who block. Falls from Trillian (1, 7%) 90 (216) 75%
            Werewrestling No lifting ability. Blocked grenades and shots return with increased power. Secret Zone in Stilt Village (52) 0%
            Force Screen Generates a temporary force shield when suppressed. Regenerates slowly when shield is not held up. Parrying speeds up this process. Falls from failed zombies (0, 4%) 40 (40) 15%
            Thunder ShieldLot G When overlapping or parrying successfully, grant yourself 32 Electro DP for 8 seconds. Can be used again to stun all nearby opponents. Grants 32 Drum DP around you for 3 seconds. Lawyer's Drop (100%) 40 (40) 32 (32) Shock DPS 50%
            Ice Shield Parry attacks freeze nearby opponents. Reflected grenades freeze opponents. Fall off shield (10%) 20 (40) 75%
            Arrow Card ShieldRTC Can be used to attack in close combat. Parrying afterwards inflicts dangerous damage. If Alucard uses it in combat, he can declare a reaction to the Ghoul. It falls from the History Room at the edge of the castle. 110 (330) DPS 75%

            Skills [ edit ]

            Skills are secondary skills that can be used during combat. Normally, you do not start without upgrading "Processing Tube" and must find them during the game.

            The player has two skill slots. When you get the third skill, a menu will appear comparing the three skills and the player can choose which one to discard.

            Skills are divided into three types: traps and turrets, grenades, and various skills.

            Deployable traps [ edit ]

            Active mechanics

            All implemented skills are fired in the direction the player is facing from the "cannonball" when used, and items are deployed when they touch the ground. There are two types of implemented items: "with food" and "without food". The powerful cannon requires the player to be within a certain radius of the cannon to operate, and this radius decreases if the player is disconnected. Weakly placed items do not require the player to be nearby, as they do not attack enemies in the normal sense.

            Effect scaling

            Most skills are tactics-based, but some are savage or survival-based.

            List of deployables

            Below is a list of all skills implemented in the game.

            Icon Name Description Location Map Base damage Base culldown Scale
            Double Cross-O-Matic Shoot the two closest enemies at once. Deals 45 DPS per shot. Drops from zombies (0, 4%) 45 DPS 9 damage 10 seconds
            Gun Slug Shoots spinning blades at nearby enemies, causing them to bleed (10 DPS for 1, 5 seconds). Always unlocked 20 DPS 3. 10 seconds
            Heavy Turret Shoots nearby enemies. When standing next to a turret, damage dealt is increased by +15%. Falls from Slasher (0, 4%) 55 DPS 55 Damage 10 seconds
            Duck Mussel Shoots at enemies passing under you, scoring critical hits on poisoned targets. Drops Torny (1, 7%) 80 (160) (Equipped)

            53 (106) (Levitating) DPS 30. 4 (60. 8) Damage

            Grenades [ edit ]

            List of grenades

            Icon Name Description Location Map Base damage Base culldown Scale
            Powerful Grenade Causes a powerful explosion. Falls from Bomber (10%) 200 Damage 13 seconds
            Infantry Grenade Quick to use, but not super quick. Always unlocked 90 Damage 4 seconds
            Cluster Grenade Slices into 6 bombs (50 damage each). Drops from Slashers (1, 7%) 50 damage 20 seconds
            Magnetic Grenade Attracts enemies in a wide area for a short time before exploding, dealing electrical damage. Drops from Grenadiers (0, 4%) 20 DPS 40 damage 16 seconds
            Harsh Grenade Stan your opponent (3, 5 seconds). Secret zone at the end of the castle wall 45 damage 12 seconds
            IJSLEMON Freeze your victims. Always unlocked 35 damage 18 seconds
            Pireemon Develop flames and seal the opponent (25 dps for 3 seconds). Falling grenade (1, 7%) 25 DPS 12 Damage 13 seconds
            Root lemon Returns a nearby opponent and give 50dp to the opponent for 4 seconds. Door with timer in the passage → Dark bridge 50 DPS 16 seconds
            Oil demon Sprinkle combustible oil in your own exposure range. Hammer Drop (10%) 100 damage 10 seconds
            Roy Name eight biting earthworms so that you work for yourself. Remove unpleasant earthworms (0, 4%) 18 (1 Kusaka, up to 144) DPS 9 Damage 10 seconds
            WidthwaterRTC Throw intact water bubbles to the ground, maintain losses, create a burning pillar that burns the opponent, and get on it, I can arrest that much water! Drops from Triton (1, 7%) 55 DPS 10 Damage 12 seconds
            Hunter grenade Stimulate the monster with this grenade. When the pitfall is 40%or less, use the "lottery". "Catch everyone!" Collecto r-Update via "Expert Salon" N/A N/A

            Powers [ edit ]

            List of powers

            Icon Name Description Location Map Base damage Base culldown Scale
            barricade Draft: Get 30 Bonuses for Welbying.

            Passive: Each time you succeed in Paris, we will share 100 % of Welbying bonuses for 15 seconds. Slowdown: Remove all the current bonus Wellbeeing and make a loss according to the number removed. It is based on an old strategy called block 999.

            Remove: The highest enemy loses all of its own glass damage during the exposure, and then receives a loss of these effects. You can wait for the last drop to change the camel's back or send a poor cow yourself!

            Passive: Use other skills to create an auxiliary sphere (up to 3 spheres). Exhaust: Destroy all functional overviews. In this way, the roar affects the nearby enemies, causing 55 units. It is the lowest if the Faraday uniform is set up.

            Exhaust: Immunity for all damage sources for 2 seconds. You don't even understand that I'm not dead yet!

            Amulets [ edit ]

            At the same time, the talisman can only be uniforms, but the effect is quite strong. "Elegant, hidden under clothes, so there are few designers' jobs."

            Amulets are located in ruby, toopaz, sapphire, gold, and Luna. Amulets can be found in the 1bc++start area, usually obtained by defeating expensive enemies or opening a time door or killstreak. Amulet can be found by smelling the chest, corpse of the challenge lift, and the smell of Lutus in the situation room. Amulets may have one or a certain number of affixes, reduce losses, and give players more status.

            The equipment level of the amulet is the same as the biome equipment level. However, the higher the BSC, the smaller the degree of the amulet, and the smaller the equipment is reduced from the amulet discovered in a lower biome than the given equipment:

            0 BSC
            Minimum degree 1 3 4 6 7 7

            Since the amulet is a level-object, the degree of equipment affects the number and quality of the discovered amulet, affects the number of statistics, and reduces the damage that is differentiated. Amulets follow the special scheme that determines the prices given at each level. The higher the level of the amulet, the higher the bonus statistics, and the XII level has up to four statistics:

            level statistics Affix slot Damage reduction
            1 0 0? -0%
            2 0 1 -0%
            3 1 1 -0%
            4 1 1 -5%
            5 1 2 -5%
            6 2 2 -5%
            7 2 2 -10%
            8 2 3 -10%
            9 3 3 -10%
            10 3 3 -15%
            11 3 4 -15%
            12 4 4 -15%

            From the abundant [15] update, it starts from BSC1 or higher every time an amulet is placed on the pedestal of the inmate start area, and the frequency increases due to the difficulty level. < SPAN> Amulet is located in ruby, toopaz, sapphire, gold, and Luna. Amulets can be found in the 1bc++start area, usually obtained by defeating expensive enemies or opening a time door or killstreak. Amulet can be found by smelling the chest, corpse of the challenge lift, and the smell of Lutus in the situation room. Amulets may have one or a certain number of affixes, reduce losses, and give players more status.

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            Elim Rim - Journalist, creative writer

            Last modified 08.04.2025

            Who thought that gating a 34 slot bag behind a limited time event was a good idea? That then decided that gating the bag behind an RNG drop. Lockable Inventory Slots - Adds the "box" from the backpack buttons modlet that allows the user to lock slots so they won't be moved OR sorted. Okey but we have 2 more 30slot bags, we can craft them on leather dealer, one from zombie wabbit resources and one from vineyards resources.

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