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General additions for Dead Cells. 5 BC Spoilers, if you really care.

Starting off, the pictures for everyone but The Beheaded aren't great. The gamepedia page has better ones (e.g. https://deadcells.gamepedia.com/File:Conjunctivius.png) which should probably replace the other pictures.


New Powers for The Beheaded:


Starting with the one I am most certain about:


The Beheaded should get Earth Manipulation: The Hand of the King has Earth Manipulation, The Beheaded can achieve identical results via Telluric Shock.


Immediately moving on to powers I am less certain of:


Summoning: Currently The Beheaded has summoning under Animal Manipulation, however he also has more specific summoning via the Giant Whistle, which is described by the wiki as summoning, and seems to be so as the fist appears from the ground only when the whistle is used.


Status Effect Inducement: This one is much less clear cut but I believe "Immobilised" should be added to the status the Beheaded can inflict. There are four weapons, that specifically interact with immobilisation and a possible fifth. The first four either specifically immobilise enemies, or get a critical hit on an immobilised enemy, while the fifth has an identical visual effect to the first four and could theoretically work in synergy, just I have never seen or tried this. I can test this if it is needed.


The Homunculus Rune is another notable power worth mentioning but I have no idea how to begin classifying that. I will also bring this up a little later.


There might be a few others that he should get, but I can't tell.


New Resistance for The Beheaded:


I have a feeling this isn't valid and I'm wasting my time, but here goes:


Limited/Resistance to Disease Manipulation: As it stands there are four mutations I can say for certain back this point up, one I am a little less certain about and one I believe is wholly irrelevant but I could be wrong.


Melee: Prevents The Beheaded from being infected by an enemy hit in close combat for a period of time. (This time scales with the respective stat.)


Soldier Resistance: Prevents the Beheaded from being infected rapidly in a short period of time.


Berserker: Grants The Beheaded immunity from infection for three seconds after a melee kill.


Dead Inside: Increases the infection meter by six points, essentially meaning The Beheaded has to take more points of Malaise to be affected.


Necromancy: Heals one point of Malaise on a boss kill. To my knowledge, this is a simple case of the boss is killed, the meter drops by one, showing no outside curing of this. I am not wholly certain about this point. If requested I can test this.


Extended Healing: Occasionally heals a point of Malaise on an elite kill. This I know for a fact is done by the elite dropping a small cough syrup, an item, which heals the Malaise. This may be what happens for Necromancy, but again, I am unsure. This is unlikely to be relevant to the resistance, but may be something else.


Aside from mutations, the lore of the Malaise describes it as fatal, but The Beheaded survives, with his health reduced to 10% and taking additional damage from all sources. This may just be game mechanics, but considering the sparsity of lore for Dead Cells, its kind of hard to tell.


Lastly for this, The Panacea: The Panacea in lore is a potion that can cure any illness, created by The Alchemist. It is worth noting that both The Alchemist and The Beheaded believe it to be a success, showing it can at least cure the Malaise, which is the cause for the final boss fight. This is a rather impressive feat considering that The Alchemist, the person most educated about the Malaise, believes the disease to be capable of breaking out of The Time Keeper's time loop. This would only apply with The Panacea, but I plan of proposing to add that to the optional equipment of The Beheaded later.


Everything aforementioned applies only to the body The Beheaded is inhabiting, as The Beheaded itself seems to take no effect from the Malaise, or anything for that matter, and even persists once the body it inhabits has been fully infected by the Malaise, or has been destroyed by The Panacea, implying that 1: The Panacea isn't that effective, 2: What The Beheaded is infected by or has been made into is stronger than a disease capable of breaking a time loop or 3: The Beheaded is so far above his verse in regards to both durability and resistances that the actual Beheaded gives the term "Stone Wall" a brand new meaning.


The Hand of the King:


The Hand of the King should get Forcefield Creation via creating the forcefield around the King. (It's really hard to find proper footage for this, so the link I have to show this is from a stream. Sorry. https://youtu.be/qklClnEwFRU?t=2313.)


The Time Keeper:


Should get Portal Creation via creating a portal and leaving the boss room upon being defeated https://youtu.be/AU454y8JcIE?t=184.


If my proposal for an immobilised status effect for The Beheaded is valid, The Time Keeper should get this as well, due to her grappling attack rooting, or immobilising, The Beheaded https://youtu.be/AU454y8JcIE?t=23.


Conjonctivius:


Possibly Transformation, or whatever power fits this more, via this https://gfycat.com/fr/imaginativeshamefulflounder-deadcells-destiny2 which seems to imply Conjonctivius was the source of the mutation.


Equipment:


The Beheaded should have The Panacea as optional equipment. He obtains it at the end of his fight with The Alchemist, which I think is enough to justify optional equipment. This would grant the aforementioned disease resistance but also a damage amp albeit, to an unknown degree.


Amps:


The Beheaded can amp his damage. By a lot. He can enter 8-B with the measurable amps (two to four times damage dealt and taken, or just two to four times damage dealt with no penalty, 100% more on a poisoned target, 60% more on a bleeding target and 30% more on a burning target.) and this is even disregarding the, at my guess, twenty or so amps that cannot be properly measured due to not being percentage based.


This extreme amount of damage amps leads me to believe The Beheaded should have his High 8-C listed as is, but with a whatever all the measurable amps put together come to likely higher (for the amps that cannot be measured).


This creates less scaling issues than it might seem, though they still exist, as with even some of these amps, everything, including The Hand, is utterly fodderised on zero Cell, one Cell and kind of fodderised on two Cell, but being practically necessary on three Cell and above. This means that everything can still be considered High 8-C for low cell difficulties and can be rated differently for higher cell difficulties. If cell difficulties are just game mechanics, which I will argue against, then the higher tier still fits by fodderising zero cell.


Lifting Strength:


The Beheaded has access to the Symmetrical Lance, the weapon used by The Hand of the King, albeit a smaller version. If it can't be scaled to The Hand of the King there is still a potential lifting stregnth upgrade for The Beheaded here.


The Weird True Form of The Beheaded:


The Homunculus Rune, as mentioned earlier, allows the true Beheaded to detach from his possessed body and roll around. This cannot be damaged. At all. Environmental hazards do nothing ( though upon entering lava the head will return to the body) but neither do attacks from any enemies (you'll just have to take my word on this for now). Enemies do not even give it any attention. They do not attack it, dodge it or stop patrolling. When it starts attacking enemies, only the ones that can teleport to the body and start attacking. On four or five cell, this is all enemies.


This doesn't seem to be simply game mechanics either, as The Giant, The Hand of the King and possibly The Time Keeper all hate The Beheaded, yet make no effort to destroy the true form of The Beheaded any of the many times The Beheaded fights them, with each being cannon as the dying and starting again is cannon to Dead Cells, despite, as mentioned earlier, the hatred they have, especially The Giant, for The Beheaded.


The Beheaded itself seems to never be affected by Malaise either, avoiding any negative consequences to its true form even when a body it inhabits becomes fully infected.


Furthermore, The Panacea had no effect on the true form of The Beheaded. This could be because The Alchemist did not use diseases to turn The Beheaded into what it is, but The Alchemist specialised in researching disease, specifically the Malaise.


Lastly, as proof of the seemingly invincible nature of The Beheaded, The Beheaded seems to want to use The Panacea to die saying that the island may be doomed to eternity, but he won't be stuck with it. The Panacea destroys The Beheaded's body, but not the actual Beheaded. This seems to imply that The Beheaded found no way to truly die on the island and The Panacea was his last resort.


So what does this mean?


Good question actually.


I don't really know what this means. Perhaps we list The Beheadeds' true form as being massively above the rest of his verse? I really don't know and the main reason I brought this up was because I thought I would let someone who knew what they were talking about tell me the implications.


General wrap up:


The Beheaded can likely be given "Male" as its gender, or "Formerly Male", via being referred to as The King of the island by The Giant.


The Alchemist still doesn't have a profile. Is one in the works or should I throw something together?


Due to copying between a word document and fandom a few links broke. I have tried to fix them all, but if any have broken let me know.
 
You should ask Mr. Bambu, First Witch, Iapitus The Impaler, and Firephoenixearl to comment here.
 
Pictures are crap, yeah. Made the profiles ages ago and there weren't really good ones, feel free to add better ones.

Powers for Beheaded are fine to add, yeah.

Resistance to Disease is fine. Pancea also seems okay.

Ditto for Forcefield stuff for Hand. Time Keeper portal stuff is ostensibly okay. Conjun would get Biological Manipulation for making the mutation. I'll get to the rest of this later.
 
What Mr. Bambu has accepted can probably be applied.
 
Yeah i will also agree to the powers, however i haven't been keeping up with the latest updates of the game so my knowledge is a bit old.
 
I'll get to applying these.

Does the homunculus rune fit under any specific power, or would it be best for just a brief description of it to be added to the profile?

While it may sound kind of weird, The Beheaded would maybe benefit from having "frozen" under status effect inducement because, much like immobilised, there are things which specifically interact with frozen enemies, like the nutcracker which gets critical hits on frozen enemies and the + 175% damage on a frozen target affix.
 
Homunculus... could work as Body Control of some sort. If it allows controlling an enemy body (not sure from that description and I ain't seen gameplay in ages) then that'd be Body Puppetry as well.
 
Can't find a video of it, but the gamepedia page https://deadcells.gamepedia.com/Runes gives a decent description of it, except the immobilisation is short and the head deals constant damage to whatever it attaches to.

Also, for body puppetry, I suppose you could count The Beheaded possessing the dead bodies it uses as body puppetry.

It may just be worth mentioning the rune in a notable techniques section.
 
Could do that.
 
How does this look as a mention of the Homunculus rune as a notable technique?

Notable Attacks/Techniques:

-Homunculus Rune:
The Beheaded partially detaches its true form from the body it is possessing temporarily, allowing The Beheaded's true form to move independently from the body it is possessing up to a certain distance. In this state, The Beheaded can pick up items and attach to enemies, very briefly immobilising them and dealing constant damage to its target while attached. The body The Beheaded is currently possessing retains full functionality while The Beheaded is in this state, and both the body and the head can operate independently. The Beheaded can only remain attached to an enemy for a limited amount of time, and after this time limit has passed there is a short cool-down before the rune can be re-used. The Beheaded has also displayed the ability to take control of bodies that it attaches to, similar to how it possesses corpses, however The Beheaded only ever does this with his own former body, so whether this can be done to other targets is unknown.
 
That sounds fine, yeah.
 
Is there anything left to do here, or can we close this?
 
Additions have been cleared up, but there is still the issue of the damage amps and the seeming invulnerability of The Beheaded's true form.

And The Beheaded's gender, but that is far less important.

Even the lowest percentage based amp, +30% on a burning target, is enough to barely scrape The Beheaded into 8-B, and there are much higher amps, like the flat +300% multiplier, which can then stack on top of these. I think that these amps should be listed a bit more clearly on the profile. The amps may also justify changing the scaling of bosses too The Beheaded, which is something that more input would be needed on, because while with even a few amps lower difficulties are fodderised, higher difficulties, which are a cannon part of the story and not just game mechanics, require the player to make use of these amps to deal any reasonable sort of damage. This is especially important as one boss can only be fought on the hardest difficulty, which as I mentioned practically requires amps to keep up with damage, which may even justify him being rated as 8-B because The Beheaded needs to utilise damage amps to deal reasonable damage.

As for the invulnerability of The Beheaded's true form, this also doesn't seem to be just game mechanics, but also wouldn't get added as Invulnerability in the powers section, as the body The Beheaded possesses does not share this attribute. I want input as to how this should be treated, and perhaps where it should be listed on the profile.

So I would ask that the thread is left open a bit longer.
 
Invulnerability was more a way of putting it simply. Probably not the best idea. For what I was referring to, I mentioned this somewhat in the actual post but for a brief summary:

The real Beheaded never takes any damage when detached from its body with the homunculus rune, though this is likely game mechanics.

The Giant and the Hand have never killed it despite both having valid reason to hate it and want its death. This ties in somewhat to a later point.

The Beheaded is never affected by the malaise, even if its body is fully destroyed by the malaise and has never had any negative consequences from its body being infected.

The Panacea did nothing to The Beheaded despite fully curing the malaise for The Alchemist.

The Beheaded tanks an explosion created by the King when The Beheaded kills him. This explosion one shot his body and left no trace of it.

And lastly, The Beheaded's dialogue before drinking the Panacea, and the way the scene is presented heavily implies The Beheaded chose to drink the Panacea to die, probably because he is likely the product of some kind of disease created by the Alchemist. As mentioned before, plenty of things on the island, especially The Giant, would gladly kill The Beheaded, but haven't.

I don't know how this should be considered, but if it is valid, it is worth mentioning.
 
There's also things like The Alchemist being confident that he can kill The Beheaded without permanently damaging the real Beheaded, which becomes relevant considering plenty of The Alchemists attacks would directly hit The Beheaded's head.
 
Well those are good points, but it would give rather limited invulnerability. Like "cannot be destroyed by things up to High 8-C". We can't really prove anything higher (until we get a higher tier feat).
 
I will unsubscribe to this thread due to time constraints. You can send me a message if you need my help later.
 
I would have suggested 8-B attacks from lower end people, because the King one-shots the High 8-C body of The Beheaded, and, depending on what the consensus is about my point about amps, high cell difficulty bosses or at least The Alchemist likely already breach 8-B.

I'm stupid and don't know how to write text with a line through it, so imagine the next line has text through it.

I'll have the 8-B feat ready when the game generates a big enough pool of water for me to even confirm how the ice grenade works.
 
What are your thoughts on the possibility of scaling 5 Boss Cell to 8-B due to unamped attacks from The Beheaded doing low damage to the bosses?

Even if this doesn't include all bosses, The Hand is already listed as likey far higher, so it would possibly scale to him and The Alchemist.
 
Regarding amps: those are fine, you can choose to list them if you like. That said, invulnerability I believe has a more notable answer. The Beheaded is ultimately just cells controlling a body. Despite the in-game representation, it may be legitimately too small to hit for most creatures. Since it is literally just some cells. Also explains Malaise not affecting it, just shows the disease doesn't affect individual cells.

I'm iffy on scaling bosses to 8-B via the Beheaded's amps. Call me neutral on that point.
 
I see the point that The Beheaded may just be too small for most creatures to hit, but a lot of enemies have some kind of AOE that could be utilised to attack the actual Beheaded, with The Giant having both the innate AOE of his attacks due to his size and his laser attack (The Giant being especially relevant because, as I mentioned before, The Giant really hates The Beheaded and if The Beheaded wanted to die The Giant would have gladly done it). It also doesn't seem to account for The Beheaded effortlessly tanking an explosion that completely destroyed his High 8-C body, because even if the cells are really small they should have been affected. There is also the fact that, and I forgot to mention this earlier, The Beheaded is unaffected by the damaging darkness of The Seppulcher. I don't think this explanation is entirely invalid, but I don't really like using it.

A different proposal I would put forward for this rather than limited invulnerability would be: we regard the in-game depiction as being inaccurate, not just in the sense that The Beheaded is just incredibly small, but also going off of the depiction in the official art and trailers that The Beheaded is mostly gaseous. I don't particularly like this proposal either as it has to make an assumption to not fall into the same issue as The Beheaded simply being too small, that assumption being that the cells The Beheaded is made of are in a sort of gaseous state as well. As I mentioned before I don't particularly like this, but the cover art shows a cell dripping, cells seem to be something close to Dead Cells version of "souls" from Dark Souls, in that they are sort of a life essence, kind of justifying that they wouldn't necessarily be solid, and The Alchemist, the most likely candidate for bringing about The Beheaded, has displayed the ability to manipulate cells, turning them into completely different objects and states.

TLDR: My preference for some kind of limited invulnerability comes from the fact that too small to hit doesn't really work with certain things, and the proposal to classify The Beheaded as gaseous cells requires an assumption.

I'll list the amps later today.

If you are iffy on scaling the bosses, I suppose we can wait to see what Earl thinks. If he is also iffy or opposes it, it doesn't really matter the issue is only really relevant until I get the ice grenade recalc done, since at a rough estimate it should put The Beheaded into very low 8-B or very high High 8-C, and it was more so I could put together an Alchemist profile to procrastinate doing the actual calc.
 
Right, but if we do take to the idea that Beheaded is truly just a collection of cells represented by something visible in game, AOE wouldn't matter, stuff would have to work on a cellular level. So it should still work with various AOE stuff.
 
I mean. Do we know that his cells actually take damage themselves? Like they mostly just endure and move on to a new host, they are never themselves destroyed to require the need for regen.
 
If we go by The Beheaded being a very small collection of cells, they likely don't take damage. However the regen page notes "a puddle or drop of blood" as part of the criteria for low-high. Considering how small The Beheaded actually is would likely be somewhat smaller than that, wouldn't that justify low-high over high-mid?
 
No because you actually need to regen from that point. Beheaded never takes damage to his small collection of cells, ergo he doesn't regen from damage he never took.
 
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