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(→‎Huntress & Sniper: Added Bonus Damage formula from excess Strength on missile weapons; Updated Sniper info)
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* Ability to wield ranged weapons as consumable melee weapons
 
* Ability to wield ranged weapons as consumable melee weapons
 
* Strength requirement of boomerang not decreased by upgrading
 
* Strength requirement of boomerang not decreased by upgrading
** A [[Huntress]] will obtain an extra {{Range|0|(heroStrength-requiredStrength)}} damage points per throw.
+
** A [[Huntress]] will obtain an extra {{Range|0|(heroineStrength-requiredStrength)}} damage points per throw.
   
 
=== Warden ===
 
=== Warden ===

Revision as of 17:42, 23 October 2015

Hero attributes

The Hero/ine has various attributes than can evolve during his/her 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 reduces the Hero's health below 0.4 of the Hero's total health.

Gladiator

Main article: Combo

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; et c.

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 1st and 2nd successful hit; 1.1 turns again between 2nd and 3rd; 1.01 between 3rd and 4th; 0.91 between 4th and 5th; 0.81 between 5th and 6th; et c. 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 combo 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

  • Does more damage with wielded wands. The additional damage is equal to the current number of charges in the wielded wand and ignores armor.
  • Gains 1 wand charge on melee hit with that wand. (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.
  • Notes:
    • The base wand damage is the same as for other mages (see above.)
    • Damage bonus is calculated after wand charging.
  • 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

  • Every kill that generates XP the warlock:
    • Reduces hunger by 10 points (starving = 300 points)
    • Gains health based on floor level: 1+(Dungeon.depth-1)/5

Rogue

  • Gets hungry slower: increases hunger counter every 12 turns (instead of 10)
  • Ability to wield ranged weapons as consumable melee weapons
  • More likely to detect traps: FORMULA NEEDED (See Awareness Table)
  • Dodge bonus: increase Dodge stat by adding (hero strength - current armor strength requirement)
  • Scroll of Magic Mapping identified at start

Free Runner

  • When unencumbered (not wearing armor that exceeds Strength level) & not starving, speed is multiplied by 1.6 for certain actions:
    • walking speed
    • Mirror Image swap speed
    • Armor equip/unequip speed
  • (As of Update 1.7.0) Doubled Dodge, while running

Assassin

Huntress

  • Heroine starting HP = 15
  • HP gained from dewdrops is +1
  • Starts with Boomerang, an upgradeable ranged weapon
  • +1 to boomerang damage
  • Ability to wield ranged weapons as consumable melee weapons
  • Strength requirement of boomerang not decreased by upgrading
    • A Huntress will obtain an extra 0 to (heroineStrength-requiredStrength) damage points per throw.

Warden

  • When heroine moves onto a tile with a plant grown from a seed on it, heroine has a 1/5 chance of harvesting a dewdrops and a 1/5 chance of a random seed.

Sniper

  • Has increased accuracy with ranged weapons: FORMULA NEEDED
  • Zeroed-in buff doubles ranged attack speed: FORMULA NEEDED