Rusty Sword
Rusty Sword is always unlocked and has 138 base DPS. Its description calls it somewhat useful for killing people.
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Rusty Sword is always unlocked and has 138 base DPS. Its description calls it somewhat useful for killing people.
Balanced Blade is always unlocked. Repeated strikes raise its damage by up to 90%, and it critically hits after 10 successive hits. Listed DPS values are 147–279 (230–437).
Assassin's Dagger critically hits when stabbing an enemy in the back. Its blueprint is in a secret area near the start of the Promenade of the Condemned; listed DPS is 134 (402).
Spite Sword critically hits if you took damage less than 8 seconds ago or are cursed. Buzzcutters drop its blueprint at a listed 0.03% rate; DPS is 144 (255).
Blood Sword causes bleeding at 3.5 DPS for 12 seconds. Zombies drop its blueprint at a listed 100% rate; its base DPS is 122.
Twin Daggers critically hit on the third consecutive strike and are always unlocked. Their listed DPS is 173 (257).
Broadsword's second and third hits are critical. Its blueprint drops from the Tutorial Knight's corpse in the Prisoners' Quarters; listed DPS is 176 (281).
Shovel knocks back enemies and bombs. Swarm Zombies drop its blueprint at a listed 0.4% rate; its base DPS is 158.
Cursed Sword's description says one hit kills you. Its blueprint drops from Conjunctivius on the third kill; listed base DPS is 618.
Sadist's Stiletto critically hits targets that are bleeding or poisoned. Impalers drop its blueprint at a listed 1.7% rate; listed DPS is 109 (222).
Swift Sword critically hits while you have an active speed buff. Its blueprint is awarded for the first Daily Run completion; listed DPS is 137 (208).
Giantkiller critically hits elite enemies and bosses. The Giant drops its blueprint on the first kill; listed DPS is 127 (465).
Shrapnel Axes release metal shards on striking enemies, dealing approximately 130 damage. Demons drop their blueprint at a listed 0.4% rate; base DPS is 187.
Seismic Strike creates terrestrial shock waves that root victims. Bombers drop its blueprint at 2+ BSC at a listed 0.4% rate; base DPS is 131.
War Spear critically hits when it strikes several targets at once; it has greater range but less speed. Hammers drop its blueprint at a listed 10% rate; DPS is 256 (435).
Impaler critically hits victims against a wall. The Concierge drops its blueprint on the fourth kill; listed DPS is 175 (450).
Symmetrical Lance grants critical hits for 6 seconds after quickly killing two enemies with it. The Hand of the King drops its blueprint on the first kill; listed DPS is 192 (288).
Rapier critically hits immediately after a roll or parry. Scorpions drop its blueprint at a listed 0.4% rate; listed DPS is 156 (356).
Meat Skewer's first attack pierces an enemy and places you behind it; the next attack critically hits. Its blueprint is awarded for the tenth Daily Run completion; listed DPS is 181 (281).
Nutcracker critically hits victims that are stunned, frozen, or rooted. It is always unlocked; listed DPS is 155 (386).
Spartan Sandals knock enemies back and deal damage where they land; hitting a wall adds 90 damage. The combo's final strike knocks back any enemy. Runners drop the blueprint at a listed 100% rate; base DPS is 32.
Spiked Boots critically hit if a kick interrupts an attack. Thornies drop their blueprint at a listed 0.4% rate; listed DPS is 105 (324).
Hayabusa Boots' last hit deals area-of-effect damage and pushes enemies back. Dark Trackers drop their blueprint at 1+ BSC at a listed 1.7% rate; base DPS is 161.
Hayabusa Gauntlets critically hit victims below 40% HP. Lancers drop their blueprint at a listed 0.4% rate; listed DPS is 124 (243).
Valmont's Whip ignores shields and critically hits when its tip strikes an enemy. Disgusting Worms drop its blueprint at a listed 0.4% rate; listed DPS is 109 (305).
Wrenching Whip ignores shields, pulls victims toward you, and critically hits on the third strike. Pirate Captains drop its blueprint at a listed 0.4% rate; listed DPS is 129 (187).
Oiled Sword douses enemies with inflammable oil and critically hits for 10 seconds after hitting an enemy that is on fire. Bats drop its blueprint at a listed 1.7% rate; DPS is 127 (215).
Torch burns enemies for 15 DPS over 2.7 seconds. Spawners drop its blueprint at a listed 1.7% rate; its base DPS is 107.
Frantic Sword critically hits when your health is below 50% or your Malaise is above 50%. Kamikazes drop its blueprint at a listed 0.4% rate; listed DPS is 137 (277).
Flawless critically hits if you have not taken damage for at least 15 seconds. Slammers drop its blueprint at a listed 0.4% rate; listed DPS is 115 (278).
Flint charges for a critical hit and creates a flaming trail. Its blueprint drops from the Concierge on the first kill. Base DPS is 224 (400).
Tentacle ignores shields and propels you toward an enemy; attacking again while bumped inflicts a critical hit. Its blueprint drops from Conjunctivius on the first kill. Base DPS is 78 (265).
Vorpan inflicts a critical hit when the enemy faces you. Its blueprint is free in the Shop from the fourth run onward. Base DPS is 161 (289).
Repelling a projectile with Flashing Fans grants critical hits for 8 seconds. Yeeters drop its blueprint at a 0.4% rate. Base DPS is 145 (246).
Scythe Claw deals critical hits if you previously used the other claw. Mama Tick drops its blueprint on the first kill. Base DPS is 85 (311); the listed second-mode DPS is 165 (787).
Rhythm n' Bouzouki scores critical hits when struck at the right time; maintaining tempo repeats the last hit indefinitely. Giant Ticks drop its blueprint at a 0.4% rate. Base DPS is 133 (330).
Based on the supplied excerpts from the Official Dead Cells Wiki. The excerpts do not specify a game version or edition. Rune data includes base-game and Richter Mode variants; mutation and gear tables may include Boss Stem Cell conditions. Removed-entry tables are excluded, and no additional DLC or patch coverage is inferred.
Counts describe the imported source tables. They do not establish complete coverage of every patch, DLC or upgrade variant. Multiple values remain labeled as listed values when the source does not identify their upgrade levels.
If you are comparing stated attack triggers, start with these weapon records to see how back attacks, recent damage, and consecutive strikes activate their effects.
Assassin's Dagger Spite Sword Twin DaggersIf you are tracing movement and route unlocks between runs, these rune records describe vine growth, teleportation monoliths, and wall-clinging.
Vine Rune Teleportation Rune Spider RuneIf you are reviewing recovery options, compare the flask's stated healing and Malaise effect with the health restoration and damage reduction listed for these mutations.
Health Flask I Necromancy BerserkerChoose a topic to see how it works, where it helps and what to consider.
Assassin's Dagger inflicts a critical hit when it stabs an enemy in the back; the passage describes it as light and deadly.
Understand this choiceSpite Sword inflicts a critical hit if the player took damage within the previous eight seconds or is cursed.
Understand this choiceTwin Daggers inflict a critical hit on the third consecutive strike, making the listed effect depend on completing that attack sequence.
Understand this choiceBalanced Blade increases damage by up to 90% with repeated strikes and inflicts critical hits after ten successive hits.
Understand this choiceMelee slows enemies hit by melee attacks for a stat-scaled duration listed between 0.4 and 1.6 seconds.
Understand this choiceBerserker reduces damage taken after a melee kill and also makes the player immune to stuns.
Understand this choiceNecromancy restores a portion of maximum health after a kill, with recovery reduced near full health and scaled to victim health.
Understand this choiceHealth Flask I unlocks a usable potion that heals 60% of health over a few seconds and removes 150 Malaise points per use.
Understand this choiceVine Rune causes climbing vines to grow, opening progression through the Promenade and a route to Toxic Sewers from Prisoners' Quarters.
Understand this choiceTeleportation Rune lets the player use teleportation monoliths and enables access to several listed biomes from earlier routes.
Understand this choiceSpider Rune lets the player cling to walls and lists several routes to biomes otherwise reached from different branches.
Understand this choiceBackpack permits carrying a spare weapon, but excludes skills, two-handed weapons, and Giantkiller.
Understand this choiceEach area cleared allows one more mutation, up to three in a run except in Custom Mode. The source says mutations can be reset between levels for gold, with the price doubling until it reaches 8,000.
Runes unlock immediately when collected, and the guardian rooms stop generating after collection. The source distinguishes this from upgrades, which are purchased from the Collector for cells.
The upgrade allows a spare weapon, but the source excludes skills, two-handed weapons, and Giantkiller; stored weapons also cannot be used unless a backpack-related mutation is equipped.
A source-bounded reference to named melee weapons, mutations, permanent runes, and Collector upgrades. It describes stated functions, restrictions, and progression details without ranking choices or asserting optimality.
Explanations prepared with GPT-6 Luna and checked against the linked references. These are source-reviewed guides. They do not establish independently tested optimal builds or exact upgrade budgets. How coverage works.