Stats

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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: picking up Epic PowerEpic Scrolls of Power, selecting the +1 option for the desired stat while using any of the two-colored Tactical/BrutalityAssassin's (Brutality/Tactics), Survival/BrutalityMinotaur's (Brutality/Survival), Survival/TacticalGuardian's (Tactics/Survival) scrolls or three-colored PowerScrolls of Power, or by equipping an amulet with the desired stat on it (+1 to +4).

  • 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.

Many Weapons and Skills have the option of scaling their damage off of one or 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. If stats are equal, Colorless items will scale with Brutality first, Tactics second, and Survival last (ex: 2 Brutality and 2 Survival, Colorless items scale off of Brutality).

The various stats serve as broad outlines for playstyles, and have a number of themes associated with each. For example, Brutality items are often quick, one-handed melee weapons and offensive skills. Many of these items inflict bleed or burn, and lack defensive or ranged capabilities. Its mutations expand on this by enhancing the power of rapid melee attacks, inflicting bleed with said attacks, or reducing skill cooldowns when slaying foes with melee attacks.

Damage scaling[edit]

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) 134 154 177 204 234 270 310 356 410 471 542 623 717 824 948 1090 1254 1442 1658 1907
Assassin's Dagger I (critical DPS) 402 462 532 611 703 809 930 1069 1230 1414 1626 1870 2151 2473 2844 3271 3762 4326 4975 5721

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 70 DPS, which may not feel like a big upgrade when fighting enemies, but going from 19 to 20 stats results in a 646 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[edit]

To determine the player's max health, the player's base health (100) is multiplied by 3 separate values, which rely on the level of Brutality, Tactics, and Survival that the player currently has, rounded to the nearest integer. 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 10% increase).

Tables of health multipliers (rounded to 5 digits):

Brutality[edit]

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 31 32 33 34 35
Multiplier 1.0x 1.65x 2.28088x 2.89265x 3.48529x 4.05882x 4.61324x 5.14853x 5.66471x 6.16176x 6.63971x 7.09853x 7.53824x 7.95882x 8.36029x 8.74265x 9.10588x 9.45x 9.775x 10.08088x 10.36765x 10.63529x 10.88382x 11.11324x 11.32353x 11.51471x 11.68676x 11.83971x 11.97353x 12.08824x 12.18382x 12.26029x 12.31765x 12.35588x 12.375x

Tactics[edit]

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
Multiplier 1.0x 1.5x 1.97917x 2.4375x 2.875x 3.29167x 3.6875x 4.0625x 4.41667x 4.75x 5.0625x 5.35417x 5.625x 5.875x 6.10417x 6.3125x 6.5x 6.66667x 6.8125x 6.9375x 7.04167x 7.125x 7.1875x 7.22917x 7.25x

Survival[edit]

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 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60
Multiplier 1.0x 1.7x 2.38814x 3.06441x 3.72881x 4.38136x 5.02203x 5.65085x 6.2678x 6.87288x 7.4661x 8.04746x 8.61695x 9.17458x 9.72034x 10.25424x 10.77627x 11.28644x 11.78475x 12.27119x 12.74576x 13.20847x 13.65932x 14.09831x 14.52542x 14.94068x 15.34407x 15.73559x 16.11525x 16.48305x 16.83898x 17.18305x 17.51525x 17.83559x 18.14407x 18.44068x 18.72542x 18.99831x 19.25932x 19.50847x 19.74576x 19.97119x 20.18475x 20.38644x 20.57627x 20.75424x 20.92034x 21.07458x 21.21695x 21.34746x 21.4661x 21.57288x 21.6678x 21.75085x 21.82203x 21.88136x 21.92881x 21.96441x 21.98814x 22.0x

Example: a player with 4 Brutality, 3 Tactics and 19 Survival without any health modifiers has 2.89265 * 1.97917 * 11.78475 * 100 = 6746.8237 -> (rounding) -> 6747 maximum health. It is up to you to decide how many digits to factor in, of course.

Multipliers' Derivation[edit]

The above values are not hardcoded, HP multiplier for any given amount of scrolls picked up is just a quadratic function f(s) = 1 + a·s - b·s2 up until certain point (s=m) where it stops changing. Coefficients a and b can be easily derived from conditions f(1) = y1 and f(m) = y2. As an example, for Brutality y1 = 1.65, m = 34, y2 = 12.375, from which we can deduce a = 897/1360 and b = 13/1360. Here are the exact formulas for each color:

Brutality: f(s) = {1 + 897/1360 · s - 13/1360 · s2 if s <= 34; 12.375 if s > 34}

Tactics: f(s) = {1 + 49/96 · s - 1/96 · s2 if s <= 24; 7.25 if s > 24}

Survival: f(s) = {1 + 833/1180 · s - 7/1180 · s2 if s <= 59; 22 if s > 59}

Scroll Fragments[edit]

  • 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[edit]

  • 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 biome that they did not spawn in. They can spawn on any level, with the exception of boss biomes. Only one can spawn per biome. They can also spawn on the optional biomes (Prison Depths and Corrupted Prison) 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[edit]

Biome BSCIII Icon.png BSCIV Icon.png
Prisoners' Quarters 0 0
Promenade of the Condemned 1 2
Toxic Sewers 2 3
Dilapidated ArboretumTBS 1 2
Castle OutskirtsRtC 1 3
Prison Depths 0 0
Corrupted Prison 0 0
Ramparts 1 2
Ossuary 2 3
Ancient Sewers 3 5
Morass of the BanishedTBS 2 4
Dracula's CastleRtC 3 4
Black Bridge[a] 2 3
Insufferable Crypt[a] 3 5
The NestTBS[a] 2 3
Defiled NecropolisRtC[a] 3 4
Stilt Village 1 2
Slumbering Sanctuary 3 4
Graveyard 2 3
Fractured ShrinesFF 1 2
Clock Tower 3 4
Forgotten Sepulcher 2 3
CavernRotG 4 5
Undying ShoresFF 3 4
Clock Room[a] 2 3
Guardian's HavenRotG[a] 3 4
MausoleumFF[a] 2 3
High Peak Castle 1 2
Derelict Distillery 1 2
Infested ShipwreckTQatS 1 2
Dracula's CastleRtC 1 2
Throne Room[a] 0 0
LighthouseTQatS[a] 1 3
The CrownTQatS[a] 0 0
Master's KeepRtC[a] 0 0
Exclamation.png [Show]AstrolabRotG[b] 0 Spoilers0
Exclamation.png [Show]ObservatoryRotG 0 Spoilers0

Stat Playstyles[edit]

Each stat/colour has a set identity which is represented by the items that scale with those colours. Most items that work based on fire will scale with Brutality as fire is a part of that stats identity.

Brutality[edit]

  • Pro: Quick melee weapons and quick offensive skills.
  • Theme: Bleed, Fire and Oil.
  • Con: Few ranged weapons and no defensive skills.

Tactics[edit]

  • Pro: Ranged weapons, turrets, and quick offensive skills.
  • Theme: Electricity and Poison.
  • Con: Few melee weapons and low HP pool.

Survival[edit]

  • Pro: Long-ranged melee weapons, two-handed weapons, shields, bigger health pool, and defensive skills.
  • Theme: Stun, Root, Slow, and Freeze.
  • Con: Few quick melee weapons, few ranged weapons and often slow combo chains.

Stats Management/Strategy[edit]

Generally, it is best to allocate all possible scrolls to one stat. This is because with each scroll your damage will increase exponentially. Meanwhile, you receive diminishing returns if you focus solely on increasing your health. It is also worth noting that dual-stat scrolls are more likely to select your two lowest stats in order to prevent the player's health from becoming too low.

Your highest stat should be the most common one between your items. If you focus on Brutality, then your items should scale accordingly in order to maximize your damage output. The same can be applied to Tactics and Survival.

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


Colorless/Legendary items scale with your highest stat, even if the item originally wouldn't scale with that specific stat at all.

Overall, the best strategy is to choose a stat to focus on at the beginning and then invest all possible scrolls into said stat. Your items and mutations should be picked depending on your build, but they should often scale with your main stat as they can benefit drastically from your scroll count with a few exceptions (e.g. Ice Armor Icon.png Ice Armor).

Footnotes[edit]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 The random fragments cannot spawn on this biome.
  2. A bonus fragment can only spawn on this biome if five boss stem cells are active.
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