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Weapon Generation[]

Weapon generation follows three steps:

  1. two weapons are created, their type being randomly and independently selected from the table at Weapon/probabilities,
  2. each weapon is randomized according to its type:
    1. a melee weapon has its level randomized following the table at Weapon/random, then acquires an enchantment with a 1/(level+10) probability, following the table at Enchantment/probabilities,
    2. a missile weapon has its quantity randomized,
  3. the weapon which required strength is closest to 10 + numberOfGeneratedPotionsOfStrength (theoretical Hero strength, except for Warriors) is selected and dropped on the floor (75 %), put in an unlocked chest (20 %) or hidden in skeletal remains (5 %).

Melee weapon damage[]

A Melee weapon has its damage values uniformly distributed between a minimum and maximum hit values. These values can be calculated as:

  • minHit = tier + level
  • maxHit = (tier2 - tier + 10) × delay / accuracy + tier × level
  • averageHit = (minHit + maxHit) / 2
Example

A +6 War hammer is tier 5 with delay 1 and accuracy 1.2:

  • minHit = 5 + 6 = 11
  • maxHit = (52 - 5 + 10) × 1 / 1.2 + 5 × 6 = 55
  • averageHit = (11 + 55) / 2 = 33

Individual Weapons[]

Below are damage values per upgrade, per weapon

Short Sword[]

Level Min Dmg Avg Dmg Max Dmg
0 1 5 10
+1 2 6 11
+2 3 7 12
+3 4 8 13
+4 5 9 14
+5 6 10 15
+6 7 11 16
+7 8 12 17
+8 9 13 18
+9 10 14 19
+10 11 15 20
+11 12 16 21
+12 13 17 22
+13 14 18 23

Dagger[]

Level Min Dmg Avg Dmg Max Dmg
0 1 4 8
+1 2 5 9
+2 3 6 10
+3 4 7 11
+4 5 8 12
+5 6 9 13
+6 7 10 14
+7 8 11 15
+8 9 12 16
+9 10 13 17
+10 11 14 18
+11 12 15 19
+12 13 16 20
+13 14 17 21

Knuckleduster[]

Level Min Dmg Avg Dmg Max Dmg
0 1 3 5
+1 2 4 6
+2 3 5 7
+3 4 6 8
+4 5 7 9
+5 6 8 10
+6 7 9 11
+7 8 10 12
+8 9 11 13
+9 10 12 14
+10 11 13 15
+11 12 14 16
+12 13 15 17
+13 14 16 18

Quarterstaff[]

Level Min Dmg Avg Dmg Max Dmg
0 2 7 12
+1 3 8 14
+2 4 10 16
+3 5 11 18
+4 6 13 20
+5 7 14 22
+6 8 16 24
+7 9 17 26
+8 10 19 28
+9 11 20 30
+10 12 22 32
+11 13 23 34
+12 14 25 36
+13 15 26 38

Spear[]

Level Min Dmg Avg Dmg Max Dmg
0 2 10 18
+1 3 11 20
+2 4 13 22
+3 5 14 24
+4 6 16 26
+5 7 17 28
+6 8 19 30
+7 9 20 32
+8 10 22 34
+9 11 23 36
+10 12 25 38
+11 13 26 40
+12 14 28 42
+13 15 29 44

Mace[]

Level Min Dmg Avg Dmg Max Dmg
0 3 7 12
+1 4 9 15
+2 5 11 18
+3 6 13 21
+4 7 15 24
+5 8 17 27
+6 9 19 30
+7 10 21 33
+8 11 23 36
+9 12 25 39
+10 13 27 42
+11 14 29 45
+12 15 31 48
+13 16 33 51

Sword[]

Level Min Dmg Avg Dmg Max Dmg
0 3 9 16
+1 4 11 19
+2 5 13 22
+3 6 15 25
+4 7 17 28
+5 8 19 31
+6 9 21 34
+7 10 23 37
+8 11 25 40
+9 12 27 43
+10 13 29 46
+11 14 31 49
+12 15 33 52
+13 16 35 55

Battle Axe[]

Level Min Dmg Avg Dmg Max Dmg
0 4 11 18
+1 5 13 22
+2 6 16 26
+3 7 18 30
+4 8 21 34
+5 9 23 38
+6 10 26 42
+7 11 28 46
+8 12 31 50
+9 13 33 54
+10 14 36 58
+11 15 38 62
+12 16 41 66
+13 17 43 70

Longsword[]

Level Min Dmg Avg Dmg Max Dmg
0 4 15 22
+1 5 18 26
+2 6 21 30
+3 7 24 34
+4 8 27 38
+5 9 30 42
+6 10 33 46
+7 11 36 50
+8 12 39 54
+9 13 42 58
+10 14 45 62
+11 15 48 66
+12 16 51 70
+13 17 54 74

War Hammer[]

Level Min Dmg Avg Dmg Max Dmg
0 5 15 25
+1 6 18 30
+2 7 21 35
+3 8 24 40
+4 9 27 45
+5 10 30 50
+6 11 33 55
+7 12 36 60
+8 13 39 65
+9 14 42 70
+10 15 45 75
+11 16 48 80
+12 17 51 85
+13 18 54 90

Glaive[]

Level Min Dmg Avg Dmg Max Dmg
0 5 17 30
+1 6 20 35
+2 7 23 40
+3 8 26 45
+4 9 29 50
+5 10 32 55
+6 11 35 60
+7 12 38 65
+8 13 41 70
+9 14 44 75
+10 15 47 80
+11 16 50 85
+12 17 53 90
+13 18 56 95

Boomerang[]

Level Min Dmg Avg Dmg Max Dmg
0 1 2 4
+1 2 4 6
+2 3 5 8
+3 4 7 10
+4 5 8 12
+5 6 10 14
+6 7 11 16
+7 8 13 18
+8 9 14 20
+9 10 16 22
+10 11 17 24
+11 12 19 26
+12 13 20 28
+13 14 22 30

Melee weapon required strength[]

The Strength that a Hero must have to wield a weapon without a strength penalty/bonus in calculated as:

requiredStrength = 8 + 2 × Weapon.tier - Weapon.level
Example

A +4 Mace’s required strength is:

8 + 2 × 3 - 4 = 10

Enchantment Probabilities[]

Effect of Weapon's Level on Enchantment Application Probability
Level 0 1 2 3 4 5 6 7 8 9 10
Blazing 33% 50% 60% 67% 71% 75% 78% 80% 82% 83% 85%
Venomous 33% 50% 60% 67% 71% 75% 78% 80% 82% 83% 85%
Stunning 13% 22% 30% 36% 42% 46% 50% 53% 56% 59% 61%
Vampiric 33% 43% 50% 56% 60% 64% 67% 69% 71% 73% 1
Chilling 25% 40% 50% 57% 63% 67% 70% 73% 75% 77% 79%
Unstable 1 1 1 1 1 1 1 1 1 1 1
Eldritch 20% 33% 43% 50% 56% 60% 64% 67% 69% 71% 73%
Grim 8% 9% 10% 11% 12% 12% 13% 14% 15% 16% 16%
Lucky 33% 50% 60% 67% 71% 75% 78% 80% 82% 83% 85%
Shocking 25% 40% 50% 57% 63% 67% 70% 73% 75% 77% 79%
Tempered 1 1 1 1 1 1 1 1 1 1 1

For melee weapons:

Enchantment Probability
Blazing 5/21 23.81 %
Venomous 5/21 23.81 %
Grim 1/42 2.38 %
Stunning 1/21 4.76 %
Vampiric 1/42 2.38 %
Chilling 1/21 4.76 %
Shocking 1/7 14.29 %
Unstable 1/14 7.14 %
Eldritch 1/21 4.76 %
Lucky 1/21 4.76 %
Tempered 1/14 7.14 %

When unstable procs on melee weapons:

Enchantment Probability
Blazing 10/39 25.64 %
Venomous 10/39 25.64 %
Grim 1/39 2.56 %
Stunning 2/39 5.13 %
Vampiric 1/39 2.56 %
Chilling 2/39 5.13 %
Shocking 2/13 15.38 %
Unstable 1/13 7.69 %
Eldritch 2/39 5.13 %
Lucky 2/39 5.13 %
Tempered 0 0 %

For boomerang:

Enchantment Probability
Blazing 5/21 23.81 %
Venomous 5/21 23.81 %
Grim 1/42 2.38 %
Stunning 1/21 4.76 %
Vampiric 1/42 2.38 %
Chilling 1/21 4.76 %
Shocking 1/7 14.29 %
Unstable 1/14 7.14 %
Eldritch 1/21 4.76 %
Lucky 1/21 4.76 %
Tempered 1/14 7.14 %

When unstable procs on boomerang:

Enchantment Probability
Blazing 10/39 25.64 %
Venomous 10/39 25.64 %
Grim 1/39 2.56 %
Stunning 2/39 5.13 %
Vampiric 1/39 2.56 %
Chilling 2/39 5.13 %
Shocking 2/13 15.38 %
Unstable 1/13 7.69 %
Eldritch 2/39 5.13 %
Lucky 2/39 5.13 %
Tempered 0 0 %

Enchantment Loss Probability[]

This is the chance that upgrading an enchanted weapon with a scroll of upgrade will destroy that enchantment:

Chance of Destruction = CoD = (L - 1)/L, where L = Weapon Level

Main article: Scroll of Upgrade
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