Melee Weapons Melee Weapons' primary strength lies in their Very High Critical Chance, which is the highest critical chance possible in the game, shared by only Revolvers and late-game Rifles. Even though Melee Weapons might seems weak at first due to their weak base damage and slow attack speed, a critical hit can severely knock zombies back and inflict 5 times the amount of damage of a.
You will find here a list of common effect IDs to help you use active status effects in your Lua scripts.Effects are ordered by ID.
Common buffs
1001 ATK Boosted
1003 VeilNegates the next debuff effect
1004 Double Attack Rate Boosted
1019 DEF Boosted
1019_0_X X% damage cutFor instance, 1019_0_100 is the ID of the buff effect 100% DMG Cut.
1019_1_X X% cut to fire DMGFor instance, 1019_1_60 is the ID of the buff effect 60% cut to fire DMG.
1019_2_X X% cut to water DMGFor instance, 1019_2_60 is the ID of the buff effect 60% cut to water DMG.
1019_3_X X% cut to earth DMGFor instance, 1019_3_60 is the ID of the buff effect 60% cut to earth DMG.
1019_4_X X% cut to wind DMGFor instance, 1019_4_60 is the ID of the buff effect 60% cut to wind DMG.
1027 GravitySpecial attack max charge turn is extended
1028 UnchallengedNext damage received will be ineffective
1044 Triple Attack Rate Boosted
1067 Fire ATK Boosted
1068 Water ATK Boosted
1069 Earth ATK Boosted
1070 Wind ATK Boosted
1073 Lethal Attack DodgedCan withstand lethal DMG (Leaves 1 HP)
1075 Substituted
1104 ATK Boosted (Stackable)Receives foe attack in place of an ally (Excludes all-foe all-ally attacks)
1158 Healing BoostedHeal skill's healing amount is boosted (Stackable)
1160 Healing Cap BoostedHeal skill's healing cap is boosted (Stackable)
1279 Critical Hit Rate BoostedDMG is slightly boosted for critical hits
1313 Mirror ImagedNext one-to-one attack received will be ineffective (Effect removed on next all-foe all-ally attack)
1541 Counters on DodgeDodge and counter one-ally attacks
1469 DMG Cap Boosted
Common ailments
1008 PoisonedHP is lowered on every turn
1010 ATK Lowered
1020 DEF Lowered
1022 Water DEF Lowered
1023 Earth DEF Lowered
1024 Wind DEF Lowered
1032 BlindedAttacks have a slight chance to miss
1083 BurnedHP is lowered on every turn
1101 CharmedAttacks are slightly limited
1102 ParalyzedCan't attack
1103 PutrefiedHP is lowered on every tur
1106 Double Attack Rate Lowered
1107 Triple Attack Rate Lowered
1111 Skill SealedCan't use skillsNote: character/enemy specific ID? To be confirmed
1122 Fire ATK Lowered
1263 AsleepCan't attack and takes big DMG (Ends upon taking DMG)
1272 CollapsedCharge bar is lowered on every turn
1406 Charge Bar SlowedCharge bar speed is lowered
1492 Hostility LoweredLess likely to be attacked
1524 Debuff Resistance Lowered (Stackable)
Summon and stage-specific effects
1273 AutorevivedKaguya's aura
6064 C.A. DMG Boosted (1 time)FLB Bahamut active effect
Character specific
Characters are in alphabetical order.
You can access the number of Korwa's fils in your Lua scripts through the integer variable num_korwa_fils
. It will be a number between 0 and 10 included. If Korwa is dead, then num_korwa_fils
will be 0.
FilMagically infused thread. It is used up by Korwa's charge attack.
1534 AstuteTriple attack rate is boostedDouble attack rate is boosted
1535 EspritDebuff effect success rate is boostedATK is boosted
1536 ColHP is restored on every turnDEF is boosted
FilMagically infused thread. It is used up by Korwa's charge attack.
1534_4CoquetterieDouble attack rate is boostedATK is boosted
1536_2MagnifiqueChance to lessen DMG takenDEF is boosted
6091CoudresCan't do one-foe attacks
1181 JammedATK is greatly boosted as HP is lowered
1383 Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
133201 Issue OrdersIssuing orders (Order type is determined by the first ally skill used)
ATK OrdersIssuing orders (Boost increases with each ally DMG skill used)
Buff OrdersIssuing orders (Boost increases with each ally buff skill used)
Debuff OrdersIssuing orders (Boost increases with each ally debuff skill used)
Healing OrdersIssuing orders (Boost increases with each ally healing skill used)
6019 Zeal of the FeatherATK is boosted, DEF is boosted, C.A. DMG Cap Boosted, Duble attack rate is boosted, Triple attack rate is boosted
Drum BeatGain stars by attacking foes (Boost to Spirit Drums based on the number of stars)
1028 UnchallengedNext damage received will be ineffective
1044 Triple Attack Rate Boosted
1104 ATK Boosted (Stackable)
1313 Mirror ImagedNext one-to-one attack received will be ineffective (Effect removed on next all-foe all-ally attack)
1445 Damage Cap Boosted (Stackable)
1492 Hostility LoweredLess likely to be attacked
Critical Hit Music
1511_29 Gate of DemonsATK is boosted on every turn / When HP is lowered, triple attack rate is boosted and gains drain
1541 Counters on DodgeOverrides one-foe one-ally attack and strikes foe
1566 Dodge Rate BoostedImmune to DMG and debuffs for a fixed amount while in effect
1028 UnchallengedNext damage received will be ineffective
1180 DrainDamage dealt is partially absorbed to HP (Can't be removed)
1181 JammedATK is greatly boosted as HP is lowered
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 (obtained from Cursed Chests) and dive attacks always scale off of the largest stat.
- 2Health scaling
- 3Scroll Fragments
Damage scaling[edit | edit source]
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[edit | edit source]
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 % 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).
Brutality[edit | edit source]
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 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/+2 ( can be +3/+4 on amulets) affix.
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[edit | edit source]
The Tactics stat gives the weakest health increase (50% for second Tactics level) up until 23 Tactics levels.
Critical Hit Major Spoilers
Tactics can be increased during a run by using 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/+4 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).
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[edit | edit source]
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 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/+4 on amulets) affix.
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[edit | edit source]
- 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 | edit source]
- 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. It is currently unknown if they can spawn on alternate versions of a level (ex. Prison Depths and Corrupted Prison). The only way to know which levels they spawned on ahead of time is by using a fixed seed.
Biome Fragments[edit | edit source]
Biome | BC3 | BC4/5 |
---|---|---|
Prisoner's Quarters | 0 | 0 |
Promenade of the Condemned | 1 | 2 |
Toxic Sewers | 2 | 3 |
Prison Depths | 0 | 0 |
Corrupted Prison | 0 | 0 |
Ramparts | 1 | 2 |
Ossuary | 2 | 3 |
Ancient Sewers | 3 | 5 |
Black Bridge* | 2 | 3 |
Insufferable Crypt* | 3 | 5 |
Stilt Village | 1 | 2 |
Slumbering Sanctuary | 2 | 3 |
Graveyard | 2 | 3 |
Clock Tower | 2 | 3 |
Forgotten Sepulcher | 3 | 4 |
Cavern | 4 | 5 |
Clock Room* | 1 | 2 |
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[edit | edit source]
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.
Dead Cells Critical Hit Dmg Buffalo Ny
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.
Dead Cells Critical Hit Dmg Buffalo
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.
Dead Cells Critical Hit Dmg Buff 2017
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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