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Vampire Crawlers Stats Explained: Amount, Area, Duration & Every Number

Short answer

Amount adds one projectile per point. Area adds splash damage. Duration adds extra Crawler triggers. Hand is cards drawn per turn. Caps: Might 1,000%, Amount 50, Growth/Greed 1,000%, Revival 4–5. Temporary stats reset each battle; permanent ones last the run.

Vampire Crawlers throws a lot of stats at you, and the game is terrible at explaining them. Only five stats have confirmed caps, Might, Amount, Growth, Greed, Revival, and the game doesn't show them on the stats screen. Some of the most important mechanics, like which buffs survive past a single battle, are never spelled out anywhere. This page fixes that, with actual numbers.

The one thing most players miss

Stats come in two flavors: Temporary (left side of the stats screen, cleared at the end of each battle) and Permanent (right side, they stick until the end of your run). If a buff feels like it "disappeared," it was temporary.

The full stats table

Press Esc on PC (or open the pause menu) at any time during a run to see all of these. The same screen appears when you're picking Power Ups.

Stat What it actually does Cap
Max Health icon Max Health Your HP. At zero, you die: unless you have Revival. —
Recovery Restore this much HP at the end of each combat. —
Hand Cards drawn at the start of each turn. —
Mana Mana gained at the start of each turn. —
Armor icon Armor Gain this much Armor at the start of your turn. —
Might icon Might +% damage on your cards. A 30-damage card with +20% Might hits for 36. 1,000%
Area icon Area Adds splash damage to attack cards: full damage to the target, a portion to everything else. —
Amount icon Amount +1 projectile per point. A 30-damage single-projectile card with +2 Amount fires three, for 90 total. 50
Duration icon Duration Adds extra triggers to your Crawlers' color-matched effects (each Crawler has a base Duration; this stat stacks on top of it). —
Magnet Super-charges draw effects. Attractorb normally draws 1; +1 Magnet makes it 2. —
Revival Cheat death: restore to full health when you die. 4–5
Luck icon Luck Better odds on rare items, more four-choice level-up offers. —
Growth icon Growth Multiplier on XP gained. 1,000%
Greed icon Greed +% gold earned. 1,000%
Reroll Reroll level-up / chest choices. —
Skip Skip a reward, gain XP instead. —
Banish Remove a reward from the pool until next run. —
Curse Enemies get stronger, but give more XP. The risk/reward dial. —

Temporary vs Permanent — the split that matters

Temporary (until end of battle) Permanent (until end of run)
Amount, Might, Recovery, Hand, Duration, Area Growth, Greed, Luck, Curse, Revivals

Practical takeaway: temporary stat cards are for winning this fight; permanent stat cards are investments that compound across the whole run. When a chest offers you a choice, that's the trade you're making.

Amount — one more projectile, and what it is worth

Amount adds one projectile per point and starts at 0. What it adds is the card's per-projectile damage, not the number printed on the card face, and it lands in the same bracket as Combo: CardDamage + CardDamage×Combo + BaseDamage×Amount. Might and Area sit outside that bracket and multiply it separately, so they compound with Amount instead of competing for the same slot. The damage formula page works the whole thing through.

The size of one point therefore depends on how many projectiles the card already fires:

  • Magic Wand (30 damage, one projectile): 1 → 2 is +100%. One Duplicator, doubled output.
  • Knife (40 damage, five projectiles of 8): each point adds 8 damage, so 5 → 6 is +20%.
  • Fire Wand (45 damage, three projectiles of 15): each point adds 15, or +33%.
  • Whip (8 damage, one projectile that hits every enemy in the front row): +1 doubles the count, so +100% across the row.

The split is not single-target versus multi-target. It is printed damage divided by projectile count: 30 for Magic Wand, 8 for Knife, 15 for Fire Wand. A card that already throws five knives gains a fifth of its face value per point, and nothing about the stat is diminishing: every point adds the same 8.

The limit is the bracket. At Combo 10 on Knife, Combo alone is already contributing 400, and one Amount point adds 8 to it. Amount is an opening-card and low-combo stat, not a late-run one.

Duration — great, except when it isn't

Duration only affects your Crawlers (character cards). Each Crawler has a primary effect when played, plus a secondary trigger that fires when you play a matching card color, and Duration is how many times that trigger can fire before the Crawler expires back into your deck.

Example: O'Sole gives +3 Amount when played, and +5% Luck every time you play a red card, with a Duration of 4. Stack Duration (e.g. via Spellbinder, +2 triggers) and O'Sole keeps generating Luck all battle.

But here's the counter-intuitive part, if what you actually need is O'Sole's Amount bonus again, high Duration is actively bad: it keeps O'Sole on the field instead of cycling him back into your deck to replay. Whether Duration is a buff or a trap depends entirely on which Crawler effects you want more of.

Magnet — the deck-cycling engine

Magnet scales draw effects, and it stacks with Crawler triggers in silly ways. The famous example: MissingN0 as your lead Crawler gives +8 Magnet. His trigger is "draw 2 cards when you play a red card": with +8 Magnet that becomes draw 10 cards per red card. Your whole deck just cycles.

Even on a budget it works: Pugnala triggers "draw 1 on yellow card," and Attractorb (yellow) draws 1. Play Attractorb with Pugnala out: 1 + 1 = 2 draws. Magnet scales both, so +1 Magnet makes it 4.

Revival — and why Red Death cares

Revival is locked behind Krochi (unlock him at the Gorton Bell Inn, 1,250 gold: he's earned by killing 6,666 enemies in runs). Each Revive restores you to full health on death. One rank in the Revival Power Up caps you at 4; a second rank raises it to 5. Tirajisú (unlocked by leveling Krochi to 20) stacks the stat further.

Why bother? Red Death hits for 333 damage when a stage ends: instant death for most builds. Revivals are how you survive that hit and actually fight back.

Which stats should you prioritize?

The short version, from the numbers above:

  1. Might, early and often: it multiplies every card you play, and the 1,000% cap means it never stops paying. A 30-damage card at +100% Might is a 60-damage card.
  2. Hand: more cards per turn is more combo fuel; combo scales everything else (see the Combo Guide).
  3. Amount early, on cards that fire few projectiles: one Duplicator is +100% on Magic Wand (30 → 60), +20% on Knife (40 → 48) and +33% on Fire Wand (45 → 60). It is a first-card stat that fades as the combo stacks.
  4. Growth and Greed mid-run: they're permanent, so every point compounds until the run ends.
  5. Duration only with a Crawler engine: it does nothing for decks that don't lean on trigger effects (see Characters).
  6. Luck only for RNG builds: it scales "may turn enemies into coins" style effects and rare-item odds, nothing else.
  7. Curse last: more XP, but stronger enemies; take it when your build can absorb it.

Sources

What is Area, Hand, Luck and Curse? (the four people ask about)

Area — splash damage, not attack range

Area doesn't make your attacks "reach further". It adds splash: the target takes full damage and everything else takes a portion. That's why Area is a multi-target stat: it's near-worthless on a single-boss deck and exceptional in rooms with 5+ enemies. It sits low in the buy order for exactly that reason: it's conditional, unlike Might.

Hand — cards drawn per turn

Hand is how many cards you draw at the start of each turn, so it's really combo fuel: more cards means more chances to extend an ascending chain. The vending machine's Bracer offering trades a spare yellow card for +1 Hand for the rest of the run: one of the best trades in the game (vending machine tables). Note the game renamed this stat Deal Count in the Death Parade update; older guides still say Hand.

Luck — no cap, and it's about offers, not damage

Luck has no fixed cap and starts at 0. It improves rare item odds and gives you more four-choice level-up offers, which is why Luck decks feel like they always get what they want. Since Death Parade, Luck also scales the bounce count on Bone, Cherry Bomb and Heaven Sword, so Luck is now a real damage stat for those three cards, not just a shop stat.

Curse — how to get it, and why you'd want it

Curse makes enemies stronger but worth more XP. You get it from the Skull O'Maniac card (+5% Curse per copy; the vending machine also converts a Skull O'Maniac into +5% Curse for the run) and from the Curse Power Up (350 gold). Take it when your build already clears a floor comfortably: it's the fastest XP engine in the game and the fastest way to die if you take it early.