Dead Cells Wiki
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(Colorless items also spawn like that as legendary items in Biomes, so not only in Cursed Chests.)
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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.
+
'''Stats''' are a mechanic in ''Dead Cells'' which modifies the '''player's damage output''' and '''health pool''', as well as properties of many [[mutations]] based on their level during a run. There are three different stats: '''Brutality''', '''Tactics''', and '''Survival'''. All stats are set to 1 at the start of every new run and can be increased through specific actions.
   
  +
Many [[Gear|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 and dive attacks always scale off of the largest stat.
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.
 
   
  +
== Damage scaling ==
Many [[Gear|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.
 
  +
When the player picks a stat, the damage of items scaling with this stat is increased by +15% (provided it is the highest value stat for dual-color items). The scaling formula is identical for all colors: if one picks a Brutality stat, the DPS of Brutality-scaling items will increase by 15%; if one picks a Tactics or Survival stat, the DPS of Tactics and Survival-scaling items will increase by 15%.
   
  +
In the table below, you will find the cumulative multiplier applied to an item's base DPS as the player's stat number increases. In this example, it shows the cumulative multiplier and resulting increase in DPS for the [[Assassin's Dagger]] I, a Brutality-scaling sword, until 20 Brutality levels. The formula used is the same for all colors, i.e. [Base DPS] × 1.15<sup>(Stats - 1)</sup>. In this example, the Stats value corresponds to the player's Brutality level.
== Brutality ==
 
The '''Brutality''' stat gives slightly weaker health increase than Survival (60% for second Brutality level) up until 45 Brutality levels, and it also multiplies damage from red items and some mod-based damage values based on its quantity.
 
   
  +
<div style="overflow:auto">
Brutality can be increased during a run by using {{Stat|strength}}Brutality scrolls and {{Stat|epicpower}}Epic Scrolls of Power, selecting the Brutality +1 option while using {{Stat|strskill}}Assassin's (Brutality/Tactics) or {{Stat|strhp}}Minotaur's (Brutality/Survival) scrolls or {{Stat|power}}Scrolls of Power, or equipping a [[Gear|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).
 
{| class="wikitable"
 
!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
 
|}
 
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 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:
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!Brutality Stat Level
 
!Brutality Stat Level
Line 96: Line 26:
 
!14
 
!14
 
!15
 
!15
  +
!16
  +
!17
  +
!18
  +
!19
  +
!20
 
|-
 
|-
  +
|Cumulative multiplier
|[[Balanced Blade|Balanced Blade I]] DPS
 
|120
 
|138
 
|158
 
|182
 
|210
 
|241
 
|277
 
|319
 
|367
 
|422
 
|486
 
|558
 
|642
 
|738
 
|849
 
|-
 
|Cumulative Multiplier
 
 
|1x
 
|1x
 
|1.15x
 
|1.15x
Line 130: Line 48:
 
|6.15x
 
|6.15x
 
|7.08x
 
|7.08x
  +
|8.14x
  +
|9.36x
  +
|10.76x
  +
|12.38x
  +
|14.23x
  +
|-
  +
|[[Assassin's Dagger]] I (base DPS)
  +
|100
  +
|115
  +
|132
  +
|152
  +
|175
  +
|201
  +
|231
  +
|266
  +
|306
  +
|352
  +
|405
  +
|465
  +
|535
  +
|615
  +
|708
  +
|814
  +
|936
  +
|1076
  +
|1238
  +
|1423
  +
|-
  +
|[[Assassin's Dagger]] I (critical DPS)
  +
|300
  +
|345
  +
|397
  +
|456
  +
|525
  +
|603
  +
|694
  +
|798
  +
|918
  +
|1055
  +
|1214
  +
|1396
  +
|1605
  +
|1846
  +
|2123
  +
|2441
  +
|2807
  +
|3228
  +
|3713
  +
|4270
 
|}
 
|}
  +
</div>
  +
  +
As you can see from this table, the exponential nature of the scaling formula means that at high Stat levels, each additional stat grants significant increases in DPS. While the % increase itself does not change (15%), the absolute DPS increase becomes more and more important. For example, going from 2 to 3 stats only grants an additional 43 DPS, which may not feel like a big upgrade when fighting enemies, but going from 19 to 20 stats results in a 557 DPS increase. Thus, in late biomes where the player has high stats, taking one or two additional scrolls can often be the difference between killing enemies with only one versus 2+ attacks. A general rule of thumb is that the DPS is doubled with every +5 stats.
  +
  +
== Health scaling ==
  +
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. Each color grants a different relative percentage of health increase, with Survival giving the highest upgrade and Tactics the lowest. For each additional stat, the relative health increase becomes lower (e.g. going from 2 to 3 Survival stats will grant a 41% total health increase, but going from 9 to 10 Survival will only grant a 12% increase).
  +
  +
* Dual-stat scrolls have a higher chance of generating with the player's lowest stats. For example, if the player has 10 Brutality, 1 Tactics, and 1 Survival, then the likelihood of a Guardian's scroll (Tactics/Survival) is likelier than a scroll capable of boosting the player's "main" stat. Exact percentages are unknown.
   
== Tactics ==
+
=== Brutality ===
The '''Tactics''' stat gives the weakest health increase (50% for second Tactics level) up until 30 Tactics levels, and it also increases the effect potencies (flat damage, DPS and healing values, but not percentage values) of violet items.
+
The '''Brutality''' stat gives a slightly weaker health increase than Survival (65% for second Brutality level) up until 70 Brutality levels.
   
Tactics can be increased during a run by using {{Stat|skill}}Tactics scrolls and {{Stat|epicpower}}Epic Scrolls of Power, selecting the Tactics +1 option while using {{Stat|strskill}}Assassin's (Brutality/Tactics) or {{Stat|skillhp}}Guardian's (Tactics/Survival) scrolls or {{Stat|power}}Scrolls of Power, or equipping a [[Gear|Weapon or Skill]] with a Tactics +1 (can be +2/+3 on amulets) affix.
+
Brutality can be increased during a run by using {{Stat|epicpower}}Epic Scrolls of Power, selecting the Brutality +1 option while using {{Stat|strskill}}Assassin's (Brutality/Tactics) or {{Stat|strhp}}Minotaur's (Brutality/Survival) scrolls, {{Stat|power}}Scrolls of Power, or equipping an amulet with Brutality on it (+1 to +4).
   
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).
+
The table below shows values for health increase as you get more Brutality levels up to 30 Brutality level (assume that Survival and Tactics are kept at 1 while Brutality is increased).
  +
  +
<div style="overflow:auto">
 
{| class="wikitable"
 
{| class="wikitable"
!Tactics Stat Level
+
!Brutality Stat Level
 
!1
 
!1
 
!2
 
!2
Line 152: Line 129:
 
!11
 
!11
 
!12
 
!12
  +
!13
  +
!14
  +
!15
  +
!16
  +
!17
  +
!18
  +
!19
  +
!20
  +
!21
  +
!22
  +
!23
  +
!24
  +
!25
  +
!26
  +
!27
  +
!28
  +
!29
  +
!30
 
|-
 
|-
 
|Max Health
 
|Max Health
 
|100
 
|100
|140
+
|165
|176
+
|229
|209
+
|292
|239
+
|354
|265
+
|416
|286
+
|476
|304
+
|535
|319
+
|594
|332
+
|651
|338
+
|708
|342
+
|763
  +
|818
  +
|872
  +
|924
  +
|976
  +
|1027
  +
|1077
  +
|1126
  +
|1174
  +
|1221
  +
|1267
  +
|1312
  +
|1357
  +
|1400
  +
|1442
  +
|1484
  +
|1524
  +
|1564
  +
|1603
 
|-
 
|-
 
|Cumulative Multiplier
 
|Cumulative Multiplier
 
|1x
 
|1x
|1.40x
+
|1.65x
|1.76x
+
|2.29x
|2.09x
+
|2.92x
|2.39x
+
|3.54x
|2.65x
+
|4.16x
|2.86x
+
|4.76x
|3.04x
+
|5.35x
|3.19x
+
|5.94x
|3.32x
+
|6.51x
|3.38x
+
|7.08x
|3.42x
+
|7.63x
  +
|8.18x
|-
 
  +
|8.72x
|Amount Healed (60%)
 
  +
|9.24x
|60
 
  +
|9.76x
|84
 
  +
|10.27x
|105
 
  +
|10.77x
|125
 
  +
|11.26x
|143
 
  +
|11.74x
|159
 
  +
|12.21x
|172
 
  +
|12.67x
|182
 
  +
|13.12x
|191
 
  +
|13.57x
|199
 
|203
+
|14x
  +
|14.42x
|205
 
  +
|14.84x
  +
|15.24x
  +
|15.64x
  +
|16.03x
 
|}
 
|}
  +
</div>
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 ===
  +
The '''Tactics''' stat gives the weakest health increase (50% for second Tactics level) up until 23 Tactics levels.
  +
  +
Tactics can be increased during a run by using {{Stat|epicpower}}Epic Scrolls of Power, selecting the Tactics +1 option while using {{Stat|strskill}}Assassin's (Brutality/Tactics) or {{Stat|skillhp}}Guardian's (Tactics/Survival) scrolls, {{Stat|power}}Scrolls of Power, or equipping an amulet with Tactics on it (+1 to +4).
  +
  +
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).
  +
  +
<div style="overflow:auto">
 
{| class="wikitable"
 
{| class="wikitable"
 
!Tactics Stat Level
 
!Tactics Stat Level
Line 213: Line 239:
 
!14
 
!14
 
!15
 
!15
  +
!16
  +
!17
  +
!18
  +
!19
  +
!20
  +
!21
  +
!22
  +
!23
 
|-
 
|-
  +
|Max Health
|[[Damage Buffer]] Damage Bonus
 
|60
+
|100
|69
+
|150
|79
+
|198
|91
 
|105
 
|120
 
|138
 
|159
 
|183
 
|211
 
 
|243
 
|243
|279
+
|286
|321
+
|327
|369
+
|366
|424
+
|402
  +
|436
  +
|468
  +
|498
  +
|525
  +
|550
  +
|573
  +
|593
  +
|611
  +
|627
  +
|641
  +
|652
  +
|661
  +
|668
  +
|673
  +
|675
 
|-
 
|-
 
|Cumulative Multiplier
 
|Cumulative Multiplier
 
|1x
 
|1x
|1.15x
+
|1.5x
|1.32x
+
|1.98x
|1.52x
+
|2.43x
|1.75x
+
|2.86x
|2.01x
+
|3.27x
|2.31x
+
|3.66x
|2.66x
+
|4.02x
|3.06x
+
|4.36x
|3.52x
+
|4.68x
|4.05x
+
|4.98x
|4.65x
+
|5.25x
|5.35x
+
|5.5x
|6.15x
+
|5.73x
|7.08x
+
|5.93x
  +
|6.11x
  +
|6.27x
  +
|6.41x
  +
|6.52x
  +
|6.61x
  +
|6.68x
  +
|6.73x
  +
|6.75x
 
|}
 
|}
  +
</div>
   
== Survival ==
+
=== Survival ===
  +
The '''Survival''' stat is the largest factor in determining the size of the player's health pool (gives 70% extra health for second Survival level).
   
  +
Survival can be increased during a run by using {{Stat|epicpower}}Epic Scrolls of Power, selecting the Survival +1 option while using a {{Stat|skillhp}}Guardian's (Tactics/Survival) or {{Stat|strhp}}Minotaur's (Brutality/Survival) scroll, a {{Stat|power}}Scroll of Power, or equipping an amulet with Survival on it (+1 to +4).
The '''Survival''' stat is the largest factor in determining the size of the player's health pool (gives 70% extra health for second Survival level), and it also increases the damage of green items and the effect of Survival mutations.
 
   
  +
The table below shows values for health increase as you get more Survival levels up to 30th Survival level (assume that Brutality and Tactics are kept at 1 while Survival is increased):
Survival can be increased during a run by using {{Stat|health}}Survival scrolls and {{Stat|epicpower}}Epic Scrolls of Power, selecting the Survival +1 option while using a {{Stat|skillhp}}Guardian's (Tactics/Survival) or {{Stat|strhp}}Minotaur's (Brutality/Survival) scroll or a {{Stat|power}}Scroll of Power, or equipping a [[Gear|Weapon or Skill]] with a Survival +1 (up to +2/+3 on amulets) [[Affixes|affix]].
 
   
  +
<div style="overflow:auto">
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):
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!Survival Stat Level
 
!Survival Stat Level
Line 273: Line 325:
 
!14
 
!14
 
!15
 
!15
  +
!16
  +
!17
  +
!18
  +
!19
  +
!20
  +
!21
  +
!22
  +
!23
  +
!24
  +
!25
  +
!26
  +
!27
  +
!28
  +
!29
  +
!30
 
|-
 
|-
 
|Max Health
 
|Max Health
 
|100
 
|100
|160
+
|170
|220
+
|240
|280
+
|310
|339
+
|380
|400
+
|450
|460
 
 
|520
 
|520
|577
+
|590
|635
+
|660
|692
+
|730
|754
+
|800
|815
+
|870
|872
+
|940
  +
|1009
|933
 
  +
|1079
  +
|1149
  +
|1219
  +
|1289
  +
|1359
  +
|1429
  +
|1499
  +
|1569
  +
|1638
  +
|1708
  +
|1778
  +
|1848
  +
|1918
  +
|1988
  +
|2057
  +
|2127
 
|-
 
|-
 
|Cumulative Multiplier
 
|Cumulative Multiplier
 
|1x
 
|1x
|1.60x
+
|1.7x
|2.20x
+
|2.4x
|2.80x
+
|3.1x
|3.39x
+
|3.8x
|4.00x
+
|4.5x
|4.60x
+
|5.2x
|5.20x
+
|5.9x
|5.77x
+
|6.6x
|6.35x
+
|7.3x
  +
|8x
|6.92x
 
|7.54x
+
|8.7x
|8.15x
+
|9.4x
|8.72x
+
|10.09x
|9.33x
+
|10.79x
  +
|11.49x
|-
 
  +
|12.19x
|Amount Healed (60%)
 
  +
|12.89x
|60
 
  +
|13.59x
|96
 
  +
|14.29x
|132
 
  +
|14.99x
|168
 
  +
|15.69x
|203
 
  +
|16.38x
|240
 
  +
|17.08x
|276
 
  +
|17.78x
|312
 
  +
|18.48x
|346
 
  +
|19.18x
|381
 
  +
|19.88x
|415
 
  +
|20.57x
|452
 
  +
|21.27x
|489
 
|523
 
|559
 
 
|}
 
|}
  +
</div>
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:
 
  +
  +
== Scroll Fragments ==
  +
* Scroll fragments were added in the Corrupted Update. Upon collecting four scroll fragments, you can upgrade one of your three stats. A fixed number of fragments spawn in the various biomes of the game on Boss Cell 3 and above, with additional fragments spawning on Boss Cell 4/5.  A table displaying each biome’s number of fragments can be viewed below.
  +
  +
==== Random Fragments ====
  +
* Three separately generated fragments are randomly placed throughout the biomes. Their locations are determined at the beginning of a run, so it is possible to miss out on these extra fragments if you choose a stage that they did not spawn on. They can spawn on any level, with the exception of boss stages. Only one can spawn per biome. They can also spawn on the optional biomes ([[Corrupted Prison]] and [[Prison Depths]]) as well as being a rare drop from starred enemies in any biome. The only way to know which levels they spawned on ahead of time is by using a fixed seed.
  +
  +
=== Biome Fragments ===
 
{| class="wikitable"
 
{| class="wikitable"
  +
!Biome
!Survival Stat Level
 
!1
+
!BC3
  +
!BC4/5
!2
 
  +
|-
!3
 
  +
|Prisoner's Quarters
!4
 
  +
|0
!5
 
  +
|0
!6
 
  +
|-
!7
 
  +
|Promenade of the Condemned
!8
 
  +
|1
!9
 
  +
|2
!10
 
  +
|-
!11
 
  +
|Toxic Sewers
!12
 
  +
|2
!13
 
  +
|3
!14
 
  +
|-
!15
 
  +
|Dilapidated Arboretum
  +
|1
  +
|2
  +
|-
  +
|Prison Depths
  +
|0
  +
|0
  +
|-
  +
|Corrupted Prison
  +
|0
  +
|0
  +
|-
  +
|Ramparts
  +
|1
  +
|2
  +
|-
  +
|Ossuary
  +
|2
  +
|3
  +
|-
  +
|Ancient Sewers
  +
|3
  +
|5
  +
|-
  +
|Morass of the Banished
  +
|2
  +
|4
  +
|-
  +
|Black Bridge*
  +
|2
  +
|3
 
|-
 
|-
  +
|Insufferable Crypt*
|[[Counter Shield|Counter Shield I]] Damage
 
|40
+
|3
|46
+
|5
|53
 
|61
 
|70
 
|80
 
|93
 
|106
 
|122
 
|141
 
|162
 
|186
 
|214
 
|246
 
|283
 
 
|-
 
|-
  +
|Nest*
|[[Counter Shield|Counter Shield I]] Critical Damage
 
|80
+
|3
|92
+
|4
|106
 
|122
 
|140
 
|160
 
|186
 
|212
 
|244
 
|282
 
|324
 
|372
 
|428
 
|492
 
|566
 
 
|-
 
|-
  +
|Stilt Village
|Cumulative Multiplier
 
|1x
+
|1
  +
|2
|1.15x
 
  +
|-
|1.32x
 
  +
|Slumbering Sanctuary
|1.52x
 
  +
|3
|1.75x
 
  +
|4
|2.01x
 
  +
|-
|2.31x
 
  +
|Graveyard
|2.66x
 
  +
|2
|3.06x
 
|3.52x
+
|3
  +
|-
|4.05x
 
  +
|Clock Tower
|4.65x
 
  +
|3
|5.35x
 
  +
|4
|6.15x
 
  +
|-
|7.08x
 
  +
|Forgotten Sepulcher
  +
|2
  +
|3
  +
|-
  +
|Cavern
  +
|4
  +
|5
  +
|-
  +
|Clock Room*
  +
|2
  +
|3
  +
|-
  +
|Guardian's Haven*
  +
|3
  +
|4
  +
|-
  +
|High Peak Castle
  +
|1
  +
|2
  +
|-
  +
|Throne Room*
  +
|0
  +
|0
  +
|-
  +
|Astrolab**
  +
|0
  +
|0
  +
|-
  +
|Observatory*
  +
|0
  +
|0
 
|}
 
|}
  +
<nowiki>*</nowiki>The random fragments cannot spawn on this stage.
  +
  +
<nowiki>**</nowiki>A bonus fragment can only spawn on this stage if you have five boss cells active
  +
  +
== Stat management/strategy ==
  +
The best way to deal with your stats is knowing what they are going to affect in your run. Most of the time, having one stat at a higher number is a better option, since every stat will increase the damage respective to it. As seen above, the damage of every weapon with the respective type will increase by 15%, everytime. Health, however, will always increase in smaller amounts. Even though it might sound better to share them equally, the best way to manage them is analyzing your own build.
  +
  +
You should always analyze what is the most common stat between your items, and focus your stats on it. If most of your items have a Brutality scaling, focus only on Brutality scrolls, to maximize the damage of all of your items. But if your build has a larger amount of Survival scaling items, pick Survival as your main stat.
  +
  +
'''Mutations''' also have effects that scale based on player stats. For more details, see the [[Mutations#Effect%20scaling%20of%20mutations|main article dedicated to mutation effect scaling]]. With mutations reverse it and analyze your stats to choose your mutations, since they strengthen with your stats as well.
  +
  +
That said, wait for filling the other non-focused stats when reaching the end of the run, so it increases your HP for important boss battles or elite battles.
  +
  +
This also works great for Colorless/Legendary items, since they will scale with your highest stat, even if the item originally didn't scale with that specific stat at all.
  +
  +
Overall, the best strategy is '''picking your most common stat and using that for picking your scrolls''', then selecting your mutations based off your highest stats.
  +
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
  +
  +
{{Nav}}

Revision as of 22:55, 31 January 2021

Stats are a mechanic in Dead Cells which modifies the player's damage output and health pool, as well as properties of many mutations based on their level during a run. There are three different stats: Brutality, Tactics, and Survival. 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 and dive attacks always scale off of the largest stat.

Damage scaling

When the player picks a stat, the damage of items scaling with this stat is increased by +15% (provided it is the highest value stat for dual-color items). The scaling formula is identical for all colors: if one picks a Brutality stat, the DPS of Brutality-scaling items will increase by 15%; if one picks a Tactics or Survival stat, the DPS of Tactics and Survival-scaling items will increase by 15%.

In the table below, you will find the cumulative multiplier applied to an item's base DPS as the player's stat number increases. In this example, it shows the cumulative multiplier and resulting increase in DPS for the Assassin's Dagger I, a Brutality-scaling sword, until 20 Brutality levels. The formula used is the same for all colors, i.e. [Base DPS] × 1.15(Stats - 1). In this example, the Stats value corresponds to the player's Brutality level.

Brutality Stat Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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 8.14x 9.36x 10.76x 12.38x 14.23x
Assassin's Dagger I (base DPS) 100 115 132 152 175 201 231 266 306 352 405 465 535 615 708 814 936 1076 1238 1423
Assassin's Dagger I (critical DPS) 300 345 397 456 525 603 694 798 918 1055 1214 1396 1605 1846 2123 2441 2807 3228 3713 4270

As you can see from this table, the exponential nature of the scaling formula means that at high Stat levels, each additional stat grants significant increases in DPS. While the % increase itself does not change (15%), the absolute DPS increase becomes more and more important. For example, going from 2 to 3 stats only grants an additional 43 DPS, which may not feel like a big upgrade when fighting enemies, but going from 19 to 20 stats results in a 557 DPS increase. Thus, in late biomes where the player has high stats, taking one or two additional scrolls can often be the difference between killing enemies with only one versus 2+ attacks. A general rule of thumb is that the DPS is doubled with every +5 stats.

Health scaling

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. Each color grants a different relative percentage of health increase, with Survival giving the highest upgrade and Tactics the lowest. For each additional stat, the relative health increase becomes lower (e.g. going from 2 to 3 Survival stats will grant a 41% total health increase, but going from 9 to 10 Survival will only grant a 12% increase).

  • Dual-stat scrolls have a higher chance of generating with the player's lowest stats. For example, if the player has 10 Brutality, 1 Tactics, and 1 Survival, then the likelihood of a Guardian's scroll (Tactics/Survival) is likelier than a scroll capable of boosting the player's "main" stat. Exact percentages are unknown.

Brutality

The Brutality stat gives a slightly weaker health increase than Survival (65% for second Brutality level) up until 70 Brutality levels.

Brutality can be increased during a run by using EpicPowerEpic Scrolls of Power, selecting the Brutality +1 option while usingAssassin's (Brutality/Tactics) orMinotaur's (Brutality/Survival) scrolls, PowerScrolls of Power, or equipping an amulet with Brutality on it (+1 to +4).

The table below shows values for health increase as you get more Brutality levels up to 30 Brutality level (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 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Max Health 100 165 229 292 354 416 476 535 594 651 708 763 818 872 924 976 1027 1077 1126 1174 1221 1267 1312 1357 1400 1442 1484 1524 1564 1603
Cumulative Multiplier 1x 1.65x 2.29x 2.92x 3.54x 4.16x 4.76x 5.35x 5.94x 6.51x 7.08x 7.63x 8.18x 8.72x 9.24x 9.76x 10.27x 10.77x 11.26x 11.74x 12.21x 12.67x 13.12x 13.57x 14x 14.42x 14.84x 15.24x 15.64x 16.03x

Tactics

The Tactics stat gives the weakest health increase (50% for second Tactics level) up until 23 Tactics levels.

Tactics can be increased during a run by using EpicPowerEpic Scrolls of Power, selecting the Tactics +1 option while usingAssassin's (Brutality/Tactics) orGuardian's (Tactics/Survival) scrolls, PowerScrolls of Power, or equipping an amulet with Tactics on it (+1 to +4).

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 13 14 15 16 17 18 19 20 21 22 23
Max Health 100 150 198 243 286 327 366 402 436 468 498 525 550 573 593 611 627 641 652 661 668 673 675
Cumulative Multiplier 1x 1.5x 1.98x 2.43x 2.86x 3.27x 3.66x 4.02x 4.36x 4.68x 4.98x 5.25x 5.5x 5.73x 5.93x 6.11x 6.27x 6.41x 6.52x 6.61x 6.68x 6.73x 6.75x

Survival

The Survival stat is the largest factor in determining the size of the player's health pool (gives 70% extra health for second Survival level).

Survival can be increased during a run by using EpicPowerEpic Scrolls of Power, selecting the Survival +1 option while using aGuardian's (Tactics/Survival) orMinotaur's (Brutality/Survival) scroll, a PowerScroll of Power, or equipping an amulet with Survival on it (+1 to +4).

The table below shows values for health increase as you get more Survival levels up to 30th Survival level (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 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Max Health 100 170 240 310 380 450 520 590 660 730 800 870 940 1009 1079 1149 1219 1289 1359 1429 1499 1569 1638 1708 1778 1848 1918 1988 2057 2127
Cumulative Multiplier 1x 1.7x 2.4x 3.1x 3.8x 4.5x 5.2x 5.9x 6.6x 7.3x 8x 8.7x 9.4x 10.09x 10.79x 11.49x 12.19x 12.89x 13.59x 14.29x 14.99x 15.69x 16.38x 17.08x 17.78x 18.48x 19.18x 19.88x 20.57x 21.27x

Scroll Fragments

  • Scroll fragments were added in the Corrupted Update. Upon collecting four scroll fragments, you can upgrade one of your three stats. A fixed number of fragments spawn in the various biomes of the game on Boss Cell 3 and above, with additional fragments spawning on Boss Cell 4/5.  A table displaying each biome’s number of fragments can be viewed below.

Random Fragments

  • Three separately generated fragments are randomly placed throughout the biomes. Their locations are determined at the beginning of a run, so it is possible to miss out on these extra fragments if you choose a stage that they did not spawn on. They can spawn on any level, with the exception of boss stages. Only one can spawn per biome. They can also spawn on the optional biomes (Corrupted Prison and Prison Depths) as well as being a rare drop from starred enemies in any biome. The only way to know which levels they spawned on ahead of time is by using a fixed seed.

Biome Fragments

Biome BC3 BC4/5
Prisoner's Quarters 0 0
Promenade of the Condemned 1 2
Toxic Sewers 2 3
Dilapidated Arboretum 1 2
Prison Depths 0 0
Corrupted Prison 0 0
Ramparts 1 2
Ossuary 2 3
Ancient Sewers 3 5
Morass of the Banished 2 4
Black Bridge* 2 3
Insufferable Crypt* 3 5
Nest* 3 4
Stilt Village 1 2
Slumbering Sanctuary 3 4
Graveyard 2 3
Clock Tower 3 4
Forgotten Sepulcher 2 3
Cavern 4 5
Clock Room* 2 3
Guardian's Haven* 3 4
High Peak Castle 1 2
Throne Room* 0 0
Astrolab** 0 0
Observatory* 0 0

*The random fragments cannot spawn on this stage.

**A bonus fragment can only spawn on this stage if you have five boss cells active

Stat management/strategy

The best way to deal with your stats is knowing what they are going to affect in your run. Most of the time, having one stat at a higher number is a better option, since every stat will increase the damage respective to it. As seen above, the damage of every weapon with the respective type will increase by 15%, everytime. Health, however, will always increase in smaller amounts. Even though it might sound better to share them equally, the best way to manage them is analyzing your own build.

You should always analyze what is the most common stat between your items, and focus your stats on it. If most of your items have a Brutality scaling, focus only on Brutality scrolls, to maximize the damage of all of your items. But if your build has a larger amount of Survival scaling items, pick Survival as your main stat.

Mutations also have effects that scale based on player stats. For more details, see the main article dedicated to mutation effect scaling. With mutations reverse it and analyze your stats to choose your mutations, since they strengthen with your stats as well.

That said, wait for filling the other non-focused stats when reaching the end of the run, so it increases your HP for important boss battles or elite battles.

This also works great for Colorless/Legendary items, since they will scale with your highest stat, even if the item originally didn't scale with that specific stat at all.

Overall, the best strategy is picking your most common stat and using that for picking your scrolls, then selecting your mutations based off your highest stats.

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