Dungeon Quest Reborn Stats — Physical, Spell, Stamina & Health

Stats data verified: August 20, 2026

A plain-English Dungeon Quest Reborn stats breakdown: what Physical, Spell, Stamina and Health actually do, which build each one is for, how to spend skill points, and why the same weapon can drop with different numbers. Verified against the in-game item cards on August 20, 2026.

The short answer

All four Dungeon Quest Reborn stats at a glance

StatBest forWhat it does
PhysicalMelee / physical buildsPhysical gear should match melee-physical builds; higher Physical raises physical damage application.
SpellCaster / spell buildsSpell gear should match spell builds; most current drops lean strongly into one of the two damage stats.
StaminaSustain / dodge buildsStamina and Health decide how long you last; add survivability only after the damage plan is clear.
HealthSurvivabilityHealth raises survivability and is often the tiebreaker when two weapons roll similar damage.

Dungeon Quest Reborn stats come at your character from two directions at once: the values that roll onto an item card, and the skill points you assign while levelling. The table is the quick read; the sections below take each field on its own.

Most asked question

What does stamina do in Dungeon Quest Reborn?

Stamina is the sustain stat, and of the four Dungeon Quest Reborn stats it is the one players ask about most, because its payoff never shows up on the damage meter. It is what lets a build keep dodging, keep repositioning and keep a pull under control instead of dying to the second mistake. Together with Health, Stamina decides whether your run ends at the boss or halfway through the dungeon.

Stamina is not a damage stat, and that is the whole point. Nothing on a Stamina roll makes enemies die faster, so it never replaces Physical or Spell on a weapon you plan to build around. The order the site recommends is simple: decide your damage plan first, then add survivability.

In practice that means reading the drop as a package. Two weapons of the same archetype can roll different Stamina and Health, so when the damage numbers are close, the sustain roll is what actually separates them. Compare the full item card on the weapons page before you commit gold to upgrades.

Dungeon Quest Reborn gameplay showing how Stamina supports sustain and dodging
Stat by stat

What each of the four Dungeon Quest Reborn stats does, field by field

Physical

Physical is the damage stat for melee and physical builds. Gear that rolls Physical should go on a character swinging a Sword, Great Sword, Axe, War Hammer, Dagger, Scythe or Bow — anything whose damage is applied through the weapon rather than through spells.

Spell

Spell is the damage stat for caster builds, and a Sceptre is the clearest fit. Most current drops lean strongly into either Physical or Spell, so a weapon that rolls high on the stat your build does not use is a sell, not a keeper.

Stamina

Stamina is the sustain and dodge stat. It has no damage payoff, which is why the rule is to add it only after the damage plan is clear — a build that survives forever but cannot kill the boss simply runs out of dungeon.

Health

Health is raw survivability and is often the tiebreaker when two weapons roll similar damage. When you are staring at two keepers with near-identical Physical or Spell values, the higher Health roll is the one to take.

Note on scope: the developers have not published the growth or damage formulas behind Dungeon Quest Reborn stats, so this page covers the direction each one pushes a build — never invented per-level numbers.

Skill points

How to spend skill points on Dungeon Quest Reborn stats

Every level grants skill points you can put into Physical Power, Spell Power or Stamina. The site recommendation is to focus on one damage stat rather than spread points, because splitting between Physical Power and Spell Power dilutes your burst and slows every clear.

Match the direction to your weapon archetype. Caster weapons such as the Sceptre want Spell Power; melee archetypes such as the Sword, Great Sword, Axe, War Hammer, Dagger, Scythe and Bow want Physical Power. Once that damage line is funded, Stamina becomes the sensible place for leftover points.

You can model a split before you commit on the damage calculator, and the builds guide shows how each archetype turns those points into a full loadout.

Rolls & upgrades

How Dungeon Quest Reborn stats roll and how to raise them

Dungeon Quest Reborn item card showing rolled Physical, Spell, Stamina and Health stats

Item stats roll. Two drops with the same name, same rarity and same archetype can land on different Physical, Spell, Stamina and Health values, which is why picking a weapon by rarity alone is the most common early mistake.

When a roll disappoints, the Lobby upgrade NPC can push it. Dungeon Quest Reborn stats on an item are not locked in at drop — upgrades raise its Health, Spell and Physical values and they persist on the item card, so a keeper with a poor starting roll can still be pushed hard. Spend gold on the items you intend to keep and sell the rest.

Read the Req Lvl before you invest: a great stat roll you cannot equip yet is a farm target, not a build. The drops page lists where each item comes from, and the compare tool puts two rolled cards side by side.

Common questions

FAQ

What does stamina do in Dungeon Quest Reborn?

Stamina is the sustain and dodge stat in Dungeon Quest Reborn. Alongside Health it decides how long you last inside a dungeon — how many dodges, sprints and mistakes you can absorb before a run falls apart. It is not a damage stat, so put your points into Physical Power or Spell Power first and add Stamina only once your damage plan is settled.

What are the best stats in Dungeon Quest Reborn?

There is no universal best pick — the best stats in Dungeon Quest Reborn are the ones that match your weapon. Spell gear wants Spell, melee gear wants Physical, and Health is the usual tiebreaker when two weapons roll similar damage. Stamina is support, not a win condition.

Should I put points into Physical Power or Spell Power?

Match your weapon, then commit. Spell-type weapons such as a Sceptre scale with Spell Power; melee archetypes such as a Sword, Great Sword, Axe or War Hammer scale with Physical Power. Spreading points across both dilutes your burst, so pick one damage stat and stack it.

How many stats are there in Dungeon Quest Reborn?

Four stats roll on item cards: Physical, Spell, Stamina and Health. Your levelling skill points, on the other hand, go into three directions — Physical Power, Spell Power and Stamina — so you build damage through points and survivability through both points and gear.

Is there a published stat growth formula?

No. The developers have not published the stat growth or damage formulas for Dungeon Quest Reborn, so we do not publish any per-level numbers. Everything on this page is the direction a stat pushes your build, never an invented value.

Is there a level cap that stops stat growth?

No confirmed level cap is published. Reaching level 100 is a milestone rather than a ceiling — players have gone past it. Treat stat growth as open-ended until the developers state otherwise.

Why do two copies of the same weapon have different stats?

Because item stats roll. Every drop re-rolls Physical, Spell, Stamina and Health within a range, so two items with the same name and rarity can perform differently. Compare the actual item card on the weapons page instead of trusting the name or rarity colour.

Can I raise the stats on an item I already own?

Yes. The Lobby upgrade NPC upgrades your items to raise their Health, Spell and Physical values, and the upgrades persist on the item card. Upgrade keepers rather than everything you pick up, and sell the rest for gold.

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