Stats

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) always scale off of the largest stat.

Survival
The Survival stat is the largest factor in determining the size of the player's health pool; additionally, it modifies damage of the green items, how much attack DPS is buffed for a short time after a parry (only for Survival 2+, and only one buff from this source at a time), and how much health can be recovered after taking a hit through the rally mechanic. Since flask charges and food items grant percentage-based healing, the Survival stat also modifies how much health is granted upon consumption.

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

To determine the player's max health, the player's base health (100) is multiplied by 1.20^(Survival-1)*1.07^(Brutality-1)*1.07^(Tactics-1), then rounded appropriately. Exact values are given in the table below (assume that Brutality and Tactics are kept at 1 while Survival is increased): Final green item damage is determined by multiplying the green item's base damage by 1.25^(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: The table below will show you how much additional DPS is granted to attacks for a short time after a parry based on Survival level (only one buff of this type can be active at a time):

Brutality
The Brutality stat multiplies damage from red items, jump attacks and some mod-based damage values based on its quantity; also, it gives temporary bonus DPS after killing an enemy (only one DPS buff of this type at a time) and increases health by a little bit (7% per Brutality level).

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

Final red item DPS(es) is(/are) determined by multiplying the red items base DPS(es) by 1.25^(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: The table below will show you how much extra DPS is granted to attacks for a short time after an enemy kill (only one buff of this type can be active at a time):

Tactics
The Tactics stat increases the effect potencies (flat damage, DPS and healing values, but not percentage values) of violet items and decreases Skill cooldown times based on its quantity, also increasing health a little bit (7% per Tactics level).

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

Final violet item effect potencies are determined by multiplying the violet item's base effect potencies by 1.25^(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 Tactic increases: Exact cooldown reductions for Skills differ based on their base cooldown time; 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: