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: Health, Strength, and Skills. All stats are set to 1 at the start of every new run and can be increased through specific actions.

Health
The Health stat is the sole factor which determines the size of the player's health pool. Since healing with a flask is based on 60% of max health, the Health stat also determines how much health a flask charge recovers when used.

Health can be increased during a run by using +Health scrolls, selecting the +Health option while using a Scroll of Power, or equipping a Weapon or Skill with a +1 Health affix.

To determine the player's max health, the player's base health (100) is multiplied by 1.41^(Health-1), then rounded appropriately. Exact values are given in the table below:

Strength
The Strength stat multiplies damage with weapons, jump attacks and some mod-based damage values as well as shield toughness based on its quantity.

Strength can be increased during a run by using +Strength scrolls, selecting the +Strength option while using a Scroll of Power, or equipping a Weapon or Skill with a +1 Strength affix.

Final weapon DPS(es) is(/are) determined by multiplying the weapon's base DPS(es) by 1.43^(Strength-1), then multiplying by the weapon level modifier and rounding appropriately. Exact DPS values differ based on the weapon type and weapon level; however, the table below for a Balanced Blade I shows the general trend that occurs as Strength increases:

Skills
The Skills stat increases the effect potencies (flat damage, DPS and healing values, but not percentage values) of active skills and decreases skill cooldown times based on its quantity.

Skills can be increased during a run by using +Skills scrolls, selecting the +Skills option while using a Scroll of Power, or equipping a Weapon or Skill with a +1 Skills affix.

Final skill effect potencies are determined by multiplying the skill's base effect potencies by 1.43^(Skills-1), then multiplying by the skill level modifier and rounding appropriately. Exact multipliers differ based on the skill 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 Skills increases: Final skill cooldown times can be approximated as follows: Exact reductions differ based on the skill's 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 Skills increases: