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) and dive attacks(?) 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 (gives 60% extra health for second Survival level), and it also modifies damage of the green items.

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 (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): 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:

Brutality
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 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.

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). 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:

Tactics
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 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.

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). 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: