Pixel Dungeon Wiki
Pixel Dungeon Wiki
Advertisement

There are 5 stages, each of which consists of 5 depths, except the Dwarven Metropolis, which consists of 6 depths.
The dungeon stages are themed and contain different enemies once entered.

Sewers[]

Dungeon stage
The Dungeon lies right beneath the City, its upper levels actually constitute the City's sewer system. Being nominally a part of the city, these levels are not that dangerous. No one will call it a safe place, but at least you won't need to deal with evil magic here.

Sewers are the starting area of dungeon, Heroes will begin their adventure here. Enemies found in this stage will be less complex and relatively less dangerous than on later floors, as they're intended to teach players the basics of combat. This chapter spans between floors 1 to 5.

Depth 1[]

Signpost text

Don't overestimate your strength,[sic] use weapons and armor you can handle.


Enemies spawn
Marsupial rat
1
100 %

Depth 2[]

Signpost text

Not all doors in the dungeon are visible at first sight. If you are stuck, search for hidden doors.


Enemies spawn
Marsupial rat Gnoll scout
1/2 1/2
50 % 50 %

Depth 3[]

Signpost text

Remember,[sic] that raising your strength is not the only way to access better equipment. You can go the other way, lowering its strength requirement with Scrolls of Upgrade.


Enemies spawn
Marsupial rat Gnoll scout Sewer crab Swarm of flies
50/201 100/201 50/201 1/201
24.88 % 49.75 % 24.88 % 0.5 %

Depth 4[]

Signpost text

You can spend your gold in shops on deeper levels of the dungeon. The first one is on the 6th level.


Enemies spawn
Marsupial rat Gnoll scout Sewer crab Swarm of flies Skeleton Crazy thief
25/151 50/151 75/151 1/302 1/604 1/604
16.56 % 33.11 % 49.67 % 0.33 % 0.17 % 0.17 %

Depth 5[]

Signpost text

Beware of Goo!


Enemies spawn
Goo (boss)
1
100 %

Prison[]

Dungeon stage
Many years ago an underground prison was built here for the most dangerous criminals. At the time it seemed like a very clever idea, because this place indeed was very hard to escape. But soon dark miasma started to permeate from below, driving prisoners and guards insane. In the end the prison was abandoned, though some convicts were left locked up here.

Prison is the second chapter of the dungeon. The first shop in the game is present on depth 6, so the player finally has a use for gold. Enemies here are trickier and introduce players to several new mechanics. This chapter spans between floors 6 and 10.

Depth 6[]

Signpost text

Pixel-Mart - all you need for successful adventure!


Enemies spawn
Skeleton Crazy thief Swarm of flies Gnoll shaman
5/9 5/18 5/36 1/36
55.56 % 27.78 % 13.89 % 2.78 %

Depth 7[]

Signpost text

Identify your potions and scrolls as soon as possible. Don't put it off to the moment when you actually need them.


Enemies spawn
Skeleton Gnoll shaman Crazy thief Swarm of flies
1/2 1/6 1/6 1/6
50 % 16.67 % 16.67 % 16.67 %

Depth 8[]

Signpost text

Being hungry doesn't hurt, but starving does hurt.


Enemies spawn
Skeleton Gnoll shaman Gnoll scout Crazy thief Swarm of flies Vampire bat
150/401 100/401 50/401 50/401 50/401 1/401
37.41 % 24.94 % 12.47 % 12.47 % 12.47 % 0.25 %

Depth 9[]

Signpost text

Surprise attack has a better chance to hit. For example, you can ambush your enemy behind a closed door when you know it is approaching.


Enemies spawn
Skeleton Gnoll shaman Crazy thief Swarm of flies Vampire bat Gnoll brute
300/803 300/803 100/803 100/803 2/803 1/803
37.36 % 37.36 % 12.45 % 12.45 % 0.25 % 0.12 %

Depth 10[]

Signpost text

Don't let The Tengu out!
Enemies spawn


Tengu (boss)
1
100 %

Caves[]

Dungeon stage
The caves, which stretch down under the abandoned prison, are sparcely populated. They lie too deep to be exploited by the City and they are too poor in minerals to interest the dwarves. In the past there was a trade outpost somewhere here on the route between these two states, but it has perished since the decline of Dwarven Metropolis. Only omnipresent gnolls and subterranean animals dwell here now.

Caves are the third area of the dungeon. Enemies here are much tougher and can quickly deplete the Hero's resources and health; caution is advised from this point on. Because of omnipresent darkness, in this stage the Hero's field of view is lowered to 6 tiles in any direction, down from 7. This chapter spans between floors 11 and 15.

Depth 11[]

Signpost text

Pixel-Mart. Spend money. Live longer.


Enemies spawn
Vampire bat Gnoll brute
5/6 1/6
83.33 % 16.67 %

Depth 12[]

Signpost text

When you're attacked by several monsters at the same time, try to retreat behind a door.


Enemies spawn
Vampire bat Gnoll brute Cave spinner
5/11 5/11 1/11
45.45 % 45.45 % 9.09 %

Depth 13[]

Signpost text

If you are burning, you can't put out the fire in the water while levitating.


Enemies spawn
Vampire bat Gnoll brute Gnoll shaman Cave spinner Fire elemental
50/301 150/301 50/301 50/301 1/301
16.61 % 49.83 % 16.61 % 16.61 % 0.33 %

Depth 14[]

Signpost text

There is no sense in possessing more than one Ankh at the same time, because you will lose them upon resurrecting.


Enemies spawn
Vampire bat Gnoll brute Gnoll shaman Cave spinner Fire elemental Dwarf monk
100/903 100/301 100/903 400/903 2/903 1/903
11.07 % 33.22 % 11.07 % 44.3 % 0.22 % 0.11 %

Depth 15[]

Signpost text

DANGER! Heavy machinery can cause injury, loss of limbs or death!


Enemies spawn
DM-300 (boss)
1
100 %

Dwarven Metropolis[]

Dungeon stage
Dwarven Metropolis was once the greatest of dwarven city-states. In its heyday the mechanized army of dwarves has successfully repelled the invasion of the old god and his demon army. But it is said, that the returning warriors have brought seeds of corruption with them, and that victory was the beginning of the end for the underground kingdom.

Dwarven Metropolis is the fourth area of the dungeon. In this chapter the Hero is met with powerful corrupted Dwarves and their creations. Enemies with ranged magical attacks make up a much higher percentage of the enemies than before. This stage spans between floors 16 and 21, and is the only stage to feature two shops; one standard and one established by the Ambitious Imp.

Depth 16[]

Signpost text

Pixel-Mart. A safer life in dungeon.


Enemies spawn
Fire elemental Dwarf warlock Dwarf monk
5/11 5/11 1/11
45.45 % 45.45 % 9.09 %

Depth 17[]

Signpost text

When you upgrade an enchanted weapon, there is a chance to destroy that enchantment.


Enemies spawn
Fire elemental Dwarf monk Dwarf warlock
1/3 1/3 1/3
33.33 % 33.33 % 33.33 %

Depth 18[]

Signpost text

Weaponss and armors deteriorate faster than wands and rings, but there are more ways to fix them.


Enemies spawn
Fire elemental Dwarf monk Golem Dwarf warlock
1/5 2/5 1/5 1/5
20 % 40 % 20 % 20 %

Depth 19[]

Signpost text

The only way to obtain a Scroll of Wipe Out is to receive it as a gift from the dungeon spirits.


Enemies spawn
Fire elemental Dwarf monk Golem Dwarf warlock Succubus
50/351 100/351 50/117 50/351 1/351
14.25 % 28.49 % 42.74 % 14.25 % 0.28 %

Depth 20[]

Signpost text

No weapons allowed in the presence of His Majesty!


Enemies spawn
King of Dwarves (boss)
1
100 %

Depth 21[]

NOTICE: The Pixel-Mart will only appear if the player has completed the Ambitious Imp's quest before visiting this depth. This is because the Ambitious Imp acts as a shopkeeper on this depth. No enemies can spawn here.

Signpost text

Pixel-Mart. Special prices for demon hunters!


Demon Halls[]

Dungeon stage
In the past these levels were the outskirts of Metropolis. After the costly victory in the war with the old god dwarves were too weakened to clear them of remaining demons. Gradually demons have tightened their grip on this place and now it's called Demon Halls.

Very few adventurers have ever descended this far...

Demon Halls is the fifth and final chapter of the dungeon. Rooms found here will generally be more spacious, as the minimum room size is 6 tiles. As the Hero descends, the darkness will keep becoming increasingly noticeable due to the presence of demons. The Hero's view distance will be lowered to just 3 tiles in any direction on floor 22, 2 tiles on floor 23 and just 1 tile on floors 24 and below, and enemies will make sure to take advantage of that through their crippling ranged attacks and catch the Hero off-guard. Luckily, each floor will also feature a torch, which temporarily restores the regular view distance. This chapter spans between floors 22 and 26, though floor 27 (only achievable with hacks) also uses the Demon Halls tileset.

Depth 22[]

Signpost text

As you try to read the sign[sic] it bursts into greenish flames.


Enemies spawn
Succubus Evil eye
1/2 1/2
50 % 50 %

Depth 23[]

Signpost text

As you try to read the sign[sic] it bursts into greenish flames.


Enemies spawn
Succubus Evil eye Scorpio
1/4 1/2 1/4
25 % 50 % 25 %

Depth 24[]

Signpost text

As you try to read the sign[sic] it bursts into greenish flames.


Enemies spawn
Succubus Evil eye Scorpio
1/6 1/3 1/2
16.67 % 33.33 % 50 %

Depth 25[]

Final boss depth. There is no sign to be found.

Enemies spawn
Yog-Dzewa (boss)
1
100 %

Depth 26[]

Only the Amulet of Yendor is available here. No enemies can spawn and there is no sign to be found.

Depth 27[]

Note: It can only be reached with hacks.

It is a 3x3 room with a signpost in the middle. No enemies spawn here.

Signpost text

What are you doing here?!


History[]

Update Change
0.2.3 Added: Shop at Depth 6

Fixed: Now, it's impossible to use teleportation at Tengu's depth

0.3 Added: Mining Caves stage/Stage 3 (Depths 11-15)
0.4 Added: Dwarven Metropolis stage/Stage 4 (Depths 16-21)
0.4.3 Changed: The current depth will be reset upon resurrection, if it is a boss depth.
0.5 Added: Demon Halls stage/Stage 5 (Depths 22-26)
1.6.3 Changed:
  • New level layouts (Depths are no longer always square)
  • Decorative rooms no longer generate at Boss Depths.
1.7.0 Changed:
  • It's now possible to leave the dungeon after obtaining the Amulet of Yendor!
  • Ascending/Descending Depths hastens Hunger

Fixed: Depth-26 cannot have special Depth terrain

1.7.1 Changed: Leaving the dungeon at night (Nighttime Surface; see: AoY Gallery)


Tips[]

  • Don’t get too annoyed if you die in Depths 1-4, as these are only “heat-up” depths.
    Your only mission here is to find suitable armor, or weapon, and upgrade it as much as you can; as well as reaching Depth 5.
  • When enemies of a specific type are asleep (upon entering a depth, or via Scroll of Lullaby), and are kept from being awoken, additional spawning of that enemy type is significantly hindered, throughout your entire time spent at that depth (even after multiple visits to that depth). As long as they're not woken up, you will be able to breeze through the entire depth uninterrupted. The only time this isn't true is if that depth hasn't yet reached its enemy spawn limit.
Advertisement