Pixel Dungeon Wiki
Register
Advertisement

Hero attributes[]

The Hero has various attributes that can evolve during their exploration of the Dungeon:

Warrior[]

  • Potion of Strength identified at the start
  • Starting Strength = 11

Berserker[]

When the damage done by a Furious Warrior is calculated, the damage rolled by the weapon is multiplied by 1.5 rounded down.

The Furious buff is applied when the Hero's damage input reduces the Hero's health below 0.4 of the Hero's total health.

Gladiator[]

If the Hero hits an enemy 3 or more times in a row, each of his hits will be more powerful than the previous, with the damage multiplier increasing by 0.2 each time. The 1st two hits have their damage multiplied by 1 (i.e. no change), while the 3rd hit is multiplied by 1.2, the 4th by 1.4, the 5th by 1.6, etc.

However, the number of turns between successful hits, in order to keep the buff active, is decreasing. There should be, at most, 1.1 turns between the 1st and 2nd successful hit, 1.1 turns again between the 2nd and 3rd, 1.01 between the 3rd and 4th, 0.91 between the 4th and 5th, 0.81 between the 5th and 6th, etc. A fast-enough weapon allows to keep the buff active, even in case of dodged hit, as long as the maximum delay between successful hits is met.

As there should be a negative time (-0.09 turns) between the 14th and 15th successful hits, a 14-hit combo is the absolute maximum attainable hit. Reaching the 14-hit combo requires an attack speed of 100 (as maximum delay between the 13th and 14th successful hits is 0.01 turns), which can be reached only with a Knuckleduster (speed = 2) and haste level of at least 42 (speed multiplier > 50), which is, in practice, impossible, even with Hero's remains. Haste level of 16 is enough for reaching 13-hit combos with a Knuckleduster.

Mage[]

  • Increased wand recharge rate: 40/sqrt(wandLevel+1) per charge
  • Scroll of Identify identified at start
  • Can wield wands as melee
  • Formula for wand melee damage is the same for all wands:
    • Minimum Damage: 1 + wandLevel/3
    • Maximum Damage: (minDamage2 - minDamage + 10)/2
Level Melee damage
0 1 to 5 (3 ±1.06)
1 1 to 6 (3.5 ±1.26)
2 1 to 7 (4 ±1.46)
3 2 to 9 (5.5 ±1.66)
4 2 to 10 (6 ±1.86)
5 2 to 11 (6.5 ±2.06)
6 3 to 14 (8.5 ±2.47)
7 3 to 15 (9 ±2.67)
8 3 to 16 (9.5 ±2.87)
9 4 to 20 (12 ±3.48)
10 4 to 21 (12.5 ±3.69)
11 4 to 22 (13 ±3.89)
12 5 to 27 (16 ±4.7)
13 5 to 28 (16.5 ±4.91)
14 5 to 29 (17 ±5.11)
15 6 to 35 (20.5 ±6.13)

Battlemage[]

  • He does more damage with wielded wands. The additional damage is equal to the current number of charges in the wielded wand and ignores armor.
  • The staff wand gains 1 charge on a melee hit with the staff. (As of Update 1.6.1b, melee hits dealing zero damage do not restore wand charges. The Battlemage's bonus damage is not included in this calculation.)
  • The staff gains an additional effect depending on which wand is infused:
    • Wand of Magic Missile: all wands gain charge on melee hit with the staff.
    • Want of Fireblast: staff gains the effects of the blazing enchantment on melee hits.
    • Wand of Lightning: staff gains the effects of the shocking enchantment.
    • Wand of Corrosion: melee hits with the staff inflict ooze.
    • Wand of Disintegration: the staff gains the effects of the projecting enchantment gaining 1 additional range on melee attacks.
    • Wand of Prismatic Light: melee attacks with the staff have a chance to cripple the enemy.
  • Notes:
    • The base wand damage is the same as for other Mages (see above.)
  • Fix/Remove Table Below.
Effects of Wand Level on Battlemage Damage
Level Charges Melee damage
0 2 3 — 7 (5 ±1.06)
1 3 4 — 9 (6.5 ±1.26)
2 4 5 — 11 (8 ±1.46)
3 5 7 — 14 (10.5 ±1.66)
4 6 8 — 16 (12 ±1.86)
5 7 9 — 18 (13.5 ±2.06)
6 8 11 — 22 (16.5 ±2.47)
7 9 12 — 24 (18 ±2.67)
8 9 12 — 25 (18.5 ±2.87)
9 9 13 — 29 (21 ±3.48)
10 9 13 — 30 (21.5 ±3.69)
11 9 13 — 31 (22 ±3.89)
12 9 14 — 36 (25 ±4.7)
13 9 14 — 37 (25.5 ±4.91)
14 9 14 — 38 (26 ±5.11)
15 9 15 — 44 (29.5 ±6.13)

Warlock[]

  • For every kill that generates XP, the Warlock:
    • satisfies hunger by 10 points (starving = 300 points) and
    • gains health based on floor level: 1+(Dungeon.depth-1)/5.

Rogue[]

  • He gets hungry slower: increases the hunger counter every 12 turns (instead of 10).
  • He has the ability to wield ranged weapons as consumable melee weapons.
  • He's more likely to detect traps (see Awareness Table).
  • He has a Dodge bonus: increase the Dodge stat by adding (hero strength - current armor strength requirement).
  • The Scroll of Magic Mapping is identified at the start.

Free Runner[]

  • When he's unencumbered (not wearing armor that exceeds the Strength level) and not starving, the speed is multiplied by 1.6 for certain actions:
    • walking speed,
    • Mirror Image swap speed, and
    • armor equip/unequip speed.
  • (As of Update 1.7.0) he has a Doubled Dodge rate while running.

Assassin[]

  • Surprise Attacks statistically deals ≈50% more damage.
    • The bonus damage is equal to 1 to (damageRoll-1).
      • damageRoll is calculated after damage is reduced by the enemy's armor (so the more damage the equipped weapon can do, the more beneficial this perk is).

Huntress[]

  • The Heroine's starting HP = 15
  • The HP gained from dewdrops is +1.
  • She starts with the Boomerang, an upgradeable ranged weapon.
  • The Boomerang's damage is increased by 1 every time it's upgraded.
  • She has the ability to wield ranged weapons as consumable melee weapons.
  • The Strength requirement of the Boomerang is not decreased by upgrading it.
    • A Huntress will obtain an extra 0 to (heroineStrength-requiredStrength) damage points per throw.

Warden[]

  • When the Heroine moves onto a tile with a plant grown from a seed on it, the Heroine has a 1/5 chance of harvesting a dewdrop and a 1/5 chance of a random seed.
  • When Warden tramples a high grass tile, she receives (or renews) the Barkskin buff.
    • Barkskin increases her armor by maxHP/3, but with every turn, this bonus is decreased by 1.

Sniper[]

  • Her attacks with ranged weapons ignore the enemy's armor.
  • The Zeroed-in buff doubles the ranged attack speed for every attack after the first (on the same target).
Advertisement