The resulting formulas are displayed in black, making them difficult to see in the default dark theme of the site, in both mobile (purple background) and desktop (gray textured background). Additionally, switching to the "light" theme switches the formula to white, making it completely impossible to see in desktop mode, and nearly impossible in mobile view.
The only way I could get the formula to be displayed in a nicely readable way was to set the site to display in the "light" theme, and then turn on Chrome's "darken websites" feature (chrome://flags/#darken-websites-checkbox-in-themes-setting)!
I'm pretty sure this can be fixed by a couple of tweaks to the site's CSS templates. I'd even offer to look into fixing it myself, if I weren't doing this from my phone!
(Apologies if I picked the wrong place to post this.)
There is hardly anything about the Chrome/book versions of PD on here. I was wondering if it would be worthwhile to try to assemble some info in regards to one or more of the Chrome versions for inclusion in this wiki, as I've been played the Undegraded version for about a year now. Stuff from a "mod" article can just be (re)used for these versions of wiki articles as quite a few things are missing or are different as I've been poking around this wiki on and off for months now and have been discovering differences/omissions in the version I've been playing here and there. I could help with some of the stuff for the Undegraded version if anyone was interested in doing that for a mod article on that version of the game.
As part of trying to participate more in the wiki, I have been attempting to improve some of the pages for shattered.
Naturally, as the dev, I could just fill everything out and essentially turn the shattered pages into an official guide, but I don't feel like that would be the best course of action. The wiki is a community project and I don't want to rob players of the ability to discover mechanics themselves and contribute that knowledge to the wiki.
So, I think the best thing is for my role to be more about managing the information that's already present. I want to help with formatting, and highlighting where information is outdated or absent. I will also sometimes correct/remove/update wrong or outdated information.
I'm hoping that we can use this thread to highlight where information is missing or poorly formatted. I'll be posting here as I go over shattered's wiki pages to hightlight things that I think could be improved, but I welcome anyone else who wants to highlight issues as well. Feel free to post here to highlight things you think either I, or other wiki contributors, should look at.
Because I made two modding tutorials, I figured that it wouldn't be fitting to have only one link for modding tutorials, so I suggest that there be the category I made for modding.
So, over the past couple days, I've seen anon's spamming and/or spreading misinformation on a few key pages, primarily for potions and scrolls, i.e. Potions > Trivia > * My name is Jeff., or Scrolls > Effects > Psionic Blast > Kills animated statues.
Maybe we should block anons from editing pages for major item groupings, such as potions, scrolls, anything and everything altered by Shattered, and so on. At least, that way, they have a bit more accountability than a Wikia-protected IP, and we could at least politely ask them to stop (or not-so-politely drop the banhammer if it's particularly bad).
The infobox images for various items are blurred due to interpolation caused by resizing the images. I suggest we make new sprites with the proper resolution to be displayed natively.
So, the idea is, one or two quick little global text blurbs that state important things. For example, "Please create and account and use a different profile image." or "Keep mods on their dedicated pages, please."
Virtually everything on this wiki is customisable; including the badges on the leaderboards. So, why not make them more Pixel Dungony?
There's a fair few badges to be created, so please lend a hand and help make a few or brainstorm some ideas. All ideas are welcome!
Making a badge
If you want to make a badge, please try to follow these guild-lines:
All badges should be based on the blank badge templates provided (slight alterations are allowed)
Images should be uploaded at 48x48px. But any resolution will still work.
If needed/wanted, you can request that the name of the badge is changed. (Admins can change badge names here)
Don't be afraid to change a badge that has already been created
Blank badges
For your convenience, below are the blank badges. You may make slight alterations from the basic badges.
bronze
silver
gold
There's only one platinum badge so make it whatever color/shape you like
All badges
Below is a complete list of all the badges we need images for (broken links mean that image still needs creating). Admins can click the upload button and the badge will get auto updated. Non admins will have to post their creations below and wait for an admin to rename the badge image to the correct file name.
So, if you've tried to use the info boxes on this wiki, you'll have realised that they're a real pain to use (primarily because they add auto-generated stuff that you don't actually want).
I've been wanting to rewrite the info boxes in Lua for a while now, but before I do, I should ask what the community wants in the new info boxes. All ideas are welcome (appearance, content, etc), but I would specifically like to address the following items:
What should be in the infoboxes
Where possible, the (sub)headings should be made the same across all the infoboxes. I had an attempt at a standard item infoboxes with {{Item infobox}} (see a ring page for example). But do you want things added/removed? A list of things to add should be created for both characters and items.
How flexible should the info boxes be?
There are currently templates like {{Itembox}} which can do almost anything, but is hard to use and has no standardisation. Then there are templates like {{Infobox item}} which are for only specific purposes but dead simple to use.
My opinion on this is to have one base template that can do anything and then have sub templates extend from the base template which are tailored to a specific article set.
What to do with the price tag?
Many of the item articles have a single buy/sell price number, however, this is not accurate as the buy price varies with depth; so the buy price should look something like 50*stage. However, in some cases (eg. the Bags) they can only be bought at a single depth, so should have a single number. So, how would you like this to be done? what wiki syntax would yo
A note on prices from the code: all items have a single price which is equal to the sell price. The buy price is then always sellPrice*5*stage.
Pop ups
Something I've thought would be handy in several cases now: being able to hover over something and have an explanation appear. Possibly helpful to explain the prices...
Relationship to data pages
Should the info boxes take data from the data pages? It's sometimes helpful as it can be used to fill in data, but it also means that you can't see the effect of altering a value without publishing. My opinion is that the infoboxes shouldn't use the data pages (that should be the job of the article/article template)
And on a related note, do people here like the data pages?
Since the game is now Open Source, I thought a Code tab in the Navigation bar should link to important pages which could be about Level Generation, Particle Effects, ... .
"If the item was cursed, the Scroll of Upgrade will remove the curse so that you may unequip the item, even if the item level is still negative. If the melee weapon is enchanted, there is a 1/N (1 if N=0) chance that you will keep that enchant when upgrading. [...]"
... without mentioning it is the same for "armor with glyph".
On the enchantment page, it is written that enchanted weapon can lose enchantment, but no info about this on the glyph page
The only place when we can find the information that a glyph can be removed from an armor is a "tip" in the arcane stylus page, and this thread about glyph.
If correct, maybe it could be interesting to clarify this on the Scroll of Update page, or/and to complete the glyph page? (I admit that I looked for this information, and It took me some time to find it. ;) )
I looked at the page about special rooms, and noticed there's nothing there that references the "graveyards" (not sure the actualy ingame reference)... the rooms that are filled with trampled grass and have 2-3 tombstones (mostly gold, but 1 has an item).
I'd add the entry myself, but, again, I'm not sure of the proper name for that room.
Is there a page discussing game concepts? Things like the Journal, or hunger? I took a screenshot of the Journal but don't think there is a page for it, and I'm not sure where to add it.
So I think this was implemented in the last uptade when Huntress also recieved the mob detecting perk, and still no information about this. It is nowhere in the Huntress page, it's not in buffs, not in debuffs, not in ranged weapon, nowhere.
How does it work exactly? Does it stacks or doesit has a limit of "speed bonus"? It work similar to the Combo buff from gladiator right?
Personally I can't get this info because I must accept I am a nooblord, I don't know what this 'rooted phone' thing is, I barely understand code I i jsut know what does "APK" means because I googled it the first time I saw it :/
TL;DR Pls add info about the Huntress-Sniper buff "Sniper's mark"
Hey all. I've taken a stab at a template for wand articles. What do you think? The text in grey italics is stuff I'm very not certain about; please let me know about any errors or mistakes. I've posted these as pictures since I'm not that great at actually making templates and the wikia tables are kinda a pain. Please give me your feedback, and once (if?) we get enough approval, I'll update every wand article.
Someone should probably take a look at the babbling lunacy I posted below. It's missing some data and cobbled together from what I've manage to find in the forums.
-Orision, the man who the login system does not like...
I’ve found myself calculating this stuff often, and hunting through the forum for information, and cursing the fact that you can’t actually run a search on the forum, as well as cursing that I can’t seem to log in to the account I just created }8^ [ So, I figured if I really wanted to see a fully expanded section on upgrading, so would many other people and I should probably put something hopefully useful in this here wiki, and I also figured the parts I don’t know and haven’t yet gleaned are probably known by others, and so can be filled in by them. Since I love the site I’ll reference it: TVTropes refers to this effect as “Wiki Magic”. Some people will refer to this effect as “lazy” and this here paragraph as “inappropriate for a wiki” and “unprofessional”… well that’s okay, those same complainy-pants will then polish it to THEIR standards, which are likely beyond mine in the first place.
Effects of Upgrading Various Game Items (maybe make this its own page called “Upgrade Effects”? I know I shouldn’t post notes like this in the main article, but I’m tired, don’t want figure that out, am not a huge fan of letting rules get in the way inappropriately, and this wiki is, while awesome and immensely helpful, still a work in progress, and there are sections which really need someone who knows better than I to check it, and in some cases, to write anything useful other than speculation at all):
Weapons
For all melee weapons, for every level of upgrade, strength requirement decreases by 1 strength, increases base weapon damage by (1+tier)/2, and improves the enchantment on enchanted weapons. By decreasing the strength requirement of the weapon by 1, you increase the average strength bonus by 0.5 (strength bonus is a random (random, not normally-distributed, right?) number between 0 and the difference between the hero’s strength and the weapon's current strength requirement, so the average bonus will be the half of the maximum bonus). Neither speed nor accuracy improve with weapon level.
Upgrading enchanted weapons beyond level 2 carries substantial risk ( ( current level – 1 ) / current level ) of breaking that enchantment. An upgraded shortsword can be reforged to upgrade an enchanted weapon beyond level 2, as can a scroll of weapon upgrade (can be obtained by throwing a scroll of upgrade into a well of transmutation). Only one level will be transferred to the other weapon when reforging the short sword; if more than one scroll of upgrade has been used on the shortsword, the effects of all but one will be permanently lost.
The formulae which calculate damage take level of weapon into account as follows, and the effects of level are shown in the attached table jpg.
Also NOTE that the battle axe, and maybe the War Hammer, may be subject to a “rounding bug” of some sort. It may be that the damage stated when examining the item, is not always correct.
1 The strength requirement of the boomerang does not decrease with each level, but Huntresses will obtain a strength bonus, as well as a further +1 bonus.
Enchantments
For every level of an enchanted weapon, the enchantment will become more effective as follows (the damage done by the weapon will also increase in the same manner as a non-enchanted weapon):
Blazing: Increases probability of enchantment activating upon successful hit.
Chance of Activation: (level+1)/(level+3)
Chance of Enflaming: Every successful trigger has a 50% chance to light the enemy on fire
Venomous: Increases probability of enchantment activating upon successful hit and duration of poisoning.
Chance of Activation: (level+1)/(level+3)
Duration of Poisoning: Unknown function of level, possibly level + 1 moves.
Grim: Increases probability of enchantment activating upon successful hit.
Chance of Activation: Exact effect of leveling grim weapons is currently unknown.
Stunning: Increases probability of enchantment activating upon successful hit and duration of paralysis.
Chance of Activation: (level+1)/(level+8)
Vampiric: Increases how much of the damage dealt to the enemy heals the hero.
Chance of Activation: Unknown
Chilling: Increases probability of enchantment activating upon successful hit and duration of enemy slowing.
Chance of Activation: (level+1)/(level+4)
Wild: Increases probability of enchantment activating upon successful hit.
Chance of Activation: (level+1)/(level+4)
Piercing: Increases probability of enchantment activating upon successful hit.
Chance of Activation: (level+1)/(level+4)
Unstable: For the random enchantment applied, see that random enchantment. No data on whether or not increasing the level increases the probability of applying a random enchantment.
Eldritch: Increases probability of enchantment activating upon successful hit.
Chance of Activation: (level+1)/(level+5)
Armor
The maximum damage armor will absorb, increases with the level of the armor. The rogue's bonus to dodge is the difference between the hero/ine's current strength, and the current strength requirement of the armor; so, upgrading armor will increase a rogue's dodge by 1.
Armor Base Base Max Increase
Strength Absorption per Level
This table shows the effects of ugprading armor
Armor
Base Strength
Max Damage Absorption
Absorption Increase per Level
Cloth
9
1
1
Leather
11
2
2
Mail
13
4
3
Scale
15
8
4
Plate
17
16
5
Wands
Every upgrade of a wand increases the number of charges by 1. Data tables for wands wielded as melee exist, but the precise formulae are not known, and analysis of existing data tables, while successful, yields convoluted algorithms. Wands do not receive the strength bonus on their melee damage.
Wand of Avalanche: Upgrading this wand increases the number of charges and it is unknown if it increases the damage or the range of the avalanche.
Wand of Disintegration: Upgrading this wand increases the number of charges and the damage done per charge.
This is the second-most powerful wand in the game, and the most powerful wand that can harm fire elementals. The exact effects of hitting multiple enemies and the interaction of that effect with wand level are unknown.
Damage: Between level and level² / 3 + 8
Wand of Firebolt: Upgrading this wand increases the number of charges and the damage done per charge.
This quickly becomes the most powerful wand in the game.
Damage: Between 1 and 7 + level²
Wand of Lightning: Upgrading this wand increases the number of charges and the damage done per charge.
Regular Damage: Between 2 and 9 + level
Damage when Striking Monster that is on Water: Between 3 and (9 + level)×1.5
Wand of Magic Missile: Upgrading this wand increases the number of charges; and it is unknown if it increases the damage. An upgraded Wand of Magic Missile can be disenchanted to upgrade another wand, but only 1 level of upgrade will be transferred when doing so, meaning that the use of more than one scroll of upgrade will result in the excess upgrades being permanently lost.
Wand of Poison: Upgrading increases the number of charges and the duration of poisoning.
Damage per turn is 2 for most enemies, 1 for bosses, animated statues, and giant piranhas.
Duration of Poisoning = 1 + 2 × 1.5 ^ level, rounded down
Wand of Amok: Upgrading only increases the number of charges.
Wand of Blink: Upgrading increases the number of charges and may increase maximum distance of teleport.
Wand of Flock: Upgrading increases the number of charges and may increase the number of sheep generated.
REMOVED - Wand of Telekinesis: Upgrading increases the number of charges and the damage done when enemies are pushed into walls.
Damage: 4 + level – distance of monster from wand
Rings
Note that for the purposes of this section, total ring level is considered; that is, 1 ring of level 6 is equivalent to 2 rings of level 3.
If one is having trouble understanding the effects of leveled rings using the formulae, they might want to consider:
What is the game like without the ring?
What does the stat you don’t understand normally have, and what is its value with the ring on?
For example, a dodge of 10 (level 6 hero) won’t likely mean too much to many people, but a ring of evasion level 1 (if this formula is right) will multiply that by 1.4 times: 10 × 1.4 = 14, so you’ll dodge 40% better than a regular level 6.
Level 15 hero without ring: Dodge = 19
Level 15 hero with a ring of evasion level 5: Dodge = 19 × 1.4 ^ 5 = 18 × 5.4 = 102
Compare what your experience tells you a level 15 hero is like in regards to dodging, then think about how much larger 102 is than 19. Then check out the (currently non-existent) page on dodging, and realize that hero dodge = hero level + 4, and realize that a level 15 hero with a +5 ring of evasion will dodge like a level 98!
Also note that unless the great Ethaniel has posted otherwise and I’ve encountered that post, the most logical interpretation of the ring’s article has been used and a note made about the assumption.
Ring of Detection: Expands the range of the heroes detection by 1 per level (eg: from 1 ring around the hero to 2 would make the detection range go from 3×3 to 5×5, and a +4 ring of detection would expand the range from 3×3 to 9×9). This is the range in which a hero can detect traps and secret door when running around or when searching. The visual effect displayed when searching also increases to match the new detection range. The hero is much more likely to detect a trap before reaching it because, while moving towards the trap, instead of the trap being inside the detection range for only 1 turn before getting triggered if not detected, the trap will be inside the range for 1 + level turns (usually; the trap might be near a ladder, though); the trap is in the field of detection for more turns, thus there are more “rolls” (chances to detect) the trap before being upon it.
Ring of Cleansing: Suspected to reduce the number of turns for which one is ‘unclean’ by the level of the ring. If anyone knows better, please fix this entry.
Ring of Resistance: Each level of this ring adds a new type of protection:
Level 1: Burning
Level 2: Level 1 and Toxic Gas
Level 3: Level 2 and Poisoned
Level 4: Level 3 and Lightning Trap
Level 5: Dwarf Warlock, Evil Eye, and Burning First.
If you upgrade the ring above level 5, the level 5 resistances disappear, making a +6 ring equivalent to a +4 ring.
Ring of Evasion: Each level of this ring increases your chance to dodge an attack (physical or magical) by 140%. A high-level Ring of Evasion is a game-winner, very arguably the best item in the game, and its rarity reflects this. Combined with a lightly-upgraded plate armour to absorb the few hits that make it through, a high-level ring will make the wearer wonder why watabou released something so pathetically easy.
hero’s base dodge stat = hero’s level + 4 + rogue’s bonus (if a rogue)
where
rogue’s bonus = hero’s strength – armour’s current strength requirement
When encumbered (wearing armour that is too heavy), dodge will be decreased as follows:
hero’s dodge stat = hero’s base dodge stat / 1.5 ^ encumbrance
Suspected but not confirmed: hero’s dodge stat = hero base × 1.4 ^ evasion level
Ring of Haste: Each level of this ring makes the hero move faster. This includes walking, attacking, using items, etc.
hero’s speed = hero’s base speed × 1.1 ^ haste level
Freerunners will move at 1.6 × regular walking speed when unencumbered, so for freerunners running around with a ring of haste:
unencumbered freerunner’s walking speed = regular walking speed × 1.6 × 1.1 ^ haste level
A +10 ring of haste will allow a regular hero to outrun sewer crabs and vampire bats. A +12 ring will allow a regular hero to attack 3 times for every normal monster’s one attack.
Ring of Mending: Each level of this ring increases the rate at which the hero regenerates health (when not starving). Heroes regenerate health at a rate of 1 HP every (10 × 1.4 ^ mending level) turns. It is unknown if the hero will regain more than 1 HP per turn once the number of turns falls below 1 (+7 Ring of Mending).
Ring of Power | Ring of Energy: Each level of this ring increases the recharge rate of all wands. [REPLACED]
Ring of Satiety: Each level of this ring increases the amount of time for which the hero may go without food. A +10 Ring of Satiety makes heroes immune to hunger, and levels above 10 are useless.
Hunger works as a counter. Every certain number of turns the counter is increased by (10 – satiety level). When this counter reaches 300, you being to starve, and the counter stops increasing (220 points is when you start being hungry). For reference, a soul nourishes a warlock by 10 points, mystery meat, chargrilled meat, and overprice food rations from that jerk shopkeeper by 80 points, ration of food by 220, and Pasty’s and Wells of Health by 300 points (you cannot have negative points).
The number of turns between counter iterations is:
For most heroes: 10
For Rogues: 12
Shadowmelded: hero number of turns × 1.5
The number of turns to go from full to starving is: 300 × hero / (10 - satiety)
Ring of Shadows: Each level of this ring reduces the change that an enemy will notice you. No clue how this actually works.
Ring of Haggler: Upgrading this ring has no effect; regardless of this rings level, you will only ever get a 50% discount from shopkeepers.
Ring of Thorns: Upgrading this ring has no effect; when the hero is hit for damage, this ring will inflict between 0% and 100% of that damage upon the monster that that dealt it, regardless of level of the ring. The monster can never dodge or reduce this damage.
No data found for recharge rate of wands. Wands might recharge at a number of turns per charge, or maybe a number of turns to recharge the whole wand, which would mean higher level wands will generate a new charge in fewer turns than lower level wands; given that Pixel Dungeon is based on Brogue and Brogue recharges a wand completely in a set number of turns, regardless of how many shots are in that wand, this is more likely how Pixel Dungeon works, and perhaps the Ring of Energy reduces the number of turns required to charge the wand completely by level turns.
Perhaps a section detailing the normal recharge rate, mage recharge rate, and effect of ring of energy power could be added to the wands article?
If anyone knows, please replace this description with something more useful than a request for more information.
A summary of upgrading rings:
¹ Very much a guess
² There are two separate, useful metrics for this ring, and both are shown.
³ Healing rates greater than 1 per turn are unconfirmed.
[ End of New Update ... needs work ... it's 10:30 am... time for sleep... and feedback and such
- Orision, a.k.a. "He Who Shall Not Pass (into the logged-in state)" ]
Here you will find everything about Pixel Dungeon - Rouglike/RPG game for Android, developed by Watabou. The game is still no longer in beta! It is fully playable with easy to use interface, pixel graphics, 26 randomly generated floors, more than 60 different and unique items, 3 unique mini quests, and over 30 mobs including 5 challenging bosses. Start your journey into Pixel Dungeon and collect the ultimate artifact of this game world - The Amulet of Yendor.