Stats

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Stats are a mechanic in Dead Cells which modifies the player's damage output and health pool based on their performance during a run.

There are three different stats: Survival, Brutality, and Tactics. All stats are set to 1 at the start of every new run and can be increased through specific actions.

Many Weapons and Skills have the option of scaling their damage off of either of two stats - for these items, the larger of the two stats is used as the damage scaling stat (this is indicated by the larger stat's color dominating the item's icon; if both stats are equal, the icon is split equally into the two stats' colors). Colorless items (obtained from Cursed Chests) and dive attacks(?) always scale off of the largest stat.

Brutality[edit | edit source]

The Brutality stat gives slightly weaker health increase than Survival (50% for second Brutality level) up until 14 Brutality levels, and it also multiplies damage from red items and some mod-based damage values based on its quantity.

Brutality can be increased during a run by using Strength Stat.png Brutality scrolls and EpicPower.png Epic Scrolls of Power, selecting the Brutality +1 option while using Str Skill.png Assassin's (Brutality/Tactics) or Str Hp.png Minotaur's (Brutality/Survival) scrolls or Power.png Scrolls of Power, or equipping a Weapon or Skill with a Brutality +1 (can be +2/+3 on amulets) affix.

The table below shows values for health increase as you get more Brutality levels (assume that Survival and Tactics are kept at 1 while Brutality is increased).

Brutality Stat Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Max Health 100 150 196 239 278 314 345 373 395 415 432 445 453 458
Cumulative Multiplier 1x 1.50x 1.96x 2.39x 2.78x 3.14x 3.45x 3.73x 3.95x 4.15x 4.32x 4.45x 4.53x 4.58x
Amount Healed (60%) 60 90 117 143 166 188 207 223 237 249 259 267 272 275

Final red item DPS(es) is(/are) determined by multiplying the red items base DPS(es) by 1.15^(Brutality-1), then multiplying by the red item level modifier and rounding appropriately. Exact DPS values differ based on the red item type and red item level; however, the table below for a Balanced Blade I shows the general trend that occurs as Brutality increases:

Brutality Stat Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Balanced Blade I DPS 120 138 158 182 210 241 277 319 367 422 486 558 642 738 849
Cumulative Multiplier 1x 1.15x 1.32x 1.52x 1.75x 2.01x 2.31x 2.66x 3.06x 3.52x 4.05x 4.65x 5.35x 6.15x 7.08x

Tactics[edit | edit source]

The Tactics stat gives the weakest health increase (40% for second Tactics level) up until 12 Tactics levels, and it also increases the effect potencies (flat damage, DPS and healing values, but not percentage values) of violet items.

Tactics can be increased during a run by using Skill Stat.png Tactics scrolls and EpicPower.png Epic Scrolls of Power, selecting the Tactics +1 option while using Str Skill.png Assassin's (Brutality/Tactics) or Skill Hp.png Guardian's (Tactics/Survival) scrolls or Power.png Scrolls of Power, or equipping a Weapon or Skill with a Tactics +1 (can be +2/+3 on amulets) affix.

The table below shows values for health increase as you get more Tactics levels (assume that Survival and Brutality are kept at 1 while Tactics is increased).

Tactics Stat Level 1 2 3 4 5 6 7 8 9 10 11 12
Max Health 100 140 176 209 239 265 286 304 319 332 338 342
Cumulative Multiplier 1x 1.40x 1.76x 2.09x 2.39x 2.65x 2.86x 3.04x 3.19x 3.32x 3.38x 3.42x
Amount Healed (60%) 60 84 105 125 143 159 172 182 191 199 203 205

Final violet item effect potencies are determined by multiplying the violet item's base effect potencies by 1.15^(Tactics-1), then multiplying by the violet item level modifier and rounding appropriately. Exact multipliers differ based on the violet item type; however, the table below for the Damage Buffer (an old skill which has since been reworked into Corrupted Power) shows the general trend that occurs as Tactics increases:

Tactics Stat Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Damage Buffer Damage Bonus 60 69 79 91 105 120 138 159 183 211 243 279 321 369 424
Cumulative Multiplier 1x 1.15x 1.32x 1.52x 1.75x 2.01x 2.31x 2.66x 3.06x 3.52x 4.05x 4.65x 5.35x 6.15x 7.08x

Survival[edit | edit source]

The Survival stat is the largest factor in determining the size of the player's health pool (gives 60% extra health for second Survival level), and it also increases the damage of green items and the effect of Survival mutations.

Survival can be increased during a run by using Health Stat.png Survival scrolls and EpicPower.png Epic Scrolls of Power, selecting the Survival +1 option while using a Skill Hp.png Guardian's (Tactics/Survival) or Str Hp.png Minotaur's (Brutality/Survival) scroll or a Power.png Scroll of Power, or equipping a Weapon or Skill with a Survival +1 (up to +2/+3 on amulets) affix.

To determine the player's max health, the player's base health (100) is multiplied by 3 separate values, which rely on the current level of Brutality, Tactics, and Survival that the player currently has. Exact values are given in the table below (assume that Brutality and Tactics are kept at 1 while Survival is increased):

Survival Stat Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Max Health 100 160 220 280 339 400 460 520 577 635 692 754 815 872 933
Cumulative Multiplier 1x 1.60x 2.20x 2.80x 3.39x 4.00x 4.60x 5.20x 5.77x 6.35x 6.92x 7.54x 8.15x 8.72x 9.33x
Amount Healed (60%) 60 96 132 168 203 240 276 312 346 381 415 452 489 523 559

Note that amount healed shows how much health your flask will heal, and it also applies to flask mutations that changes how much your flask will heal, and to food which usually heals 15% and 50% of your health.

Final green item damage is determined by multiplying the green item's base damage by 1.15^(Survival-1), then multiplying by the green item level modifier and rounding appropriately. Exact damage values differ based on green item type and green item level; however, the table below for a Counter Shield I shows the general trend that occurs as Survival increases:

Survival Stat Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Counter Shield I Damage 40 46 53 61 70 80 93 106 122 141 162 186 214 246 283
Counter Shield I Critical Damage 80 92 106 122 140 160 186 212 244 282 324 372 428 492 566
Cumulative Multiplier 1x 1.15x 1.32x 1.52x 1.75x 2.01x 2.31x 2.66x 3.06x 3.52x 4.05x 4.65x 5.35x 6.15x 7.08x