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Buffs

Effects that are beneficial to their target. Most of the time they directly or indirectly help the Hero or their allies, but non-harmful or neutral effects are also included in this list.

Adrenaline

Adrenaline
A surge of physical power, adrenaline enhanced both attack and movement speed.

Adrenaline allows its target to run at 2x speed, and attack at 1.5x speed.


Adrenaline Surge

Adrenaline Surge
A surge of great might, but sadly not permanent.

Strength boost: +2

Turns until boost weakens: 800

The main source of this buff is the exotic version of Potion of Strength - Potion of Adrenaline Surge. The potion will grant extra 2 points of strength for 800 turns; when that wears off, another 800 turns will be granted, but the strength boost will weaken to just 1 extra point of strength. After that buff ends, nothing more is granted to the player and the strength is lost permanently; this makes the potion one of the more situationally useful items with high risk and reward. If used correctly, it may let you equip stronger items until you secure their high strength requirement with more potions.

Additionally, Warden will receive 200 turns of 1 extra point of strength when stepping on a Rotberry plant, in addition to getting the seed back.

Arcane Armor

Arcane Armor
A thin shield is surrounding you, blocking some of the damage from magical attacks.


Artifact Recharge

Artifact Recharging
Energy is coursing through you, increasing the rate your equipped artifacts charge.

Each artifact is affected a little differently, but they will all be less limited by their charge meter.


Barkskin

Barkskin
Your skin is hardened, it feels rough and solid like bark.

The hardened skin increases your effective armor, allowing you to better defend against physical attack.


Barrier

Barrier
A durable bubble of force which blocks all damage.

The barrier will take damage for whatever it is protecting so long as there is shielding left. The shielding will also decay at a rate of 1 per turn.


Berserk

See Mod-Shattered Pixel Dungeon/Classes#Berserker

Berserk
At the brink of death, fear and uncertainty bleed away, leaving only anger. In this state of near-death the berserker is extremely powerful dealing +50% damage, gaining bonus shielding, and refusing to die.

This bonus shielding is stronger the better the berserker's armor, and will deplete over time. When this shielding is reduced to 0, the berserker will give in and die.

Any form of healing will return the berserker to stability, but he will be exhausted. While exhausted, the berserker will need to gain experience before being able to build rage again.


Bless

Bless
A great burst of focus, some say it is inspired by the gods.

Blessing significantly increases accuracy and evasion, making the blessed much more effective in combat.

Turns of bless remaining:


Combo

Drowsy

Drowsy
A magical force is making it difficult to stay awake.

The hero can resist drowsiness by taking damage or by being at full health.

After a few turns, the target will fall into a deep magical sleep.

If the Hero is not affected by any source of damage, they will fall asleep, and if they will not be interrupted further, they will regenerate to full HP and wake up automatically. While this effect usually is a buff to the player, it is worth noting that it can also be harmful at the wrong time, as falling asleep leaves the Hero vulnerable to attacks.

Fire Imbue

Fire Imbue
You are imbued with the power of fire!

All physical attacks will have a chance to light enemies ablaze. Additionally, you are completely immune to the effects of fire.

Turns of fire imbue remaining:


Foresight

Frost Imbue

Frost Imbue
You are imbued with icy power!

All physical attacks will steadily stack chill on enemies. Additionally, you are completely immune to the cold.

Turns of frost imbue remaining:


Blob Immunity

Haste

Healing

Hunger

Hungry
You can feel your stomach calling out for food, but it's not too urgent yet.

Hunger slowly increases as you spend time in the dungeon, eventually you will begin to starve. While starving you will slowly lose health instead of regenerating it.

Rationing is important! If you have health to spare starving isn't a bad idea if it means there will be more food later. Effective rationing can make food last a lot longer!


Invisibility

Illumination

Illumination
Even in the Darkest Dungeon, a steady light at your side is always comforting.

Light helps keep darkness at bay, allowing you to see a reasonable distance despite the environment.

Turns of illumination remaining:

This buff temporarily returns the size of your field of view back to normal, after having it reduced by floors of darkness or Demon Halls.

Levitation

Locked Floor

Locked Floor
The current floor is locked, and you are unable to leave it!

While a floor is locked, you will not gain hunger or take damage from starving. In addition, if you do not work towards defeating this floor's boss, passive regeneration effects will also stop.

Additionally, if you are revived by an unblessed ankh while the floor is locked, then it will reset.

Kill this floor's boss to break the lock.

This buff is only activated when a boss fight was engaged.

Magical Sight

Magical Sleep

Magic Immune

Mind Vision

Momentum

Preparation

Prismatic Guard

Recharging

Shadowmeld

Sniper's Mark

Soul Mark

Stamina

Toxic Imbue

Toxic Imbue
You are imbued with poisonous energy!

As you move around toxic gas will constantly billow forth from you, damaging your enemies. You are immune to toxic gas and poison for the duration of the effect.

Turns of toxic imbue remaining:


Well Fed

Debuffs

Effects that are harmful to whoever happens to be their victim. They may directly injure the target or make it more vulnerable to others' attacks.

Amok

Amok
Amok causes a state of great rage and confusion in its target.

When a creature is amoked, they will attack whatever is near them, whether they be friend or foe.

Amok enemies will actually prioritize hitting their allies over their enemies and in addition will not attempt to avoid hazards. This means that they will walk into chasms if there is a chasm between it and its target.

Bleeding

Bleeding
That wound is leaking a worrisome amount of blood.

Bleeding causes damage every turn. Each turn the damage decreases by a random amount, until the bleeding eventually stops.

Current bleed damage:


Blindness

Blindness
Blinding turns the surrounding world into a dark haze.

While blinded, a character can't see more than one tile infront of themselves, rendering ranged attacks useless and making it very easy to lose track of distant enemies. Additionally, a blinded hero is unable to read scrolls or books.

Turns of blindness remaining:


Burning

Burning
Few things are more distressing than being engulfed in flames.

Fire will deal damage every turn until it is put out by water or it expires. Fire can be extinquished by stepping into water, or from the splash of a shattering potion.

Additionally, the fire may ignite flammable terrain or items that it comes into contact with.

Turns of burning remaining:


Caustic Ooze

Caustic Ooze
This sticky acid clings to flesh, slowly melting it away.

Ooze will deal consistent damage over time, but can be immediately washed off in water.

Turns of ooze remaining:

Caustic ooze will deal constant damage every turn until it is washed away, or until the target waits through a maximum of 20 turns. The debuff can be detached by standing in water for a full turn, or by throwing a potion (preferrably non-harmful one) on the target.

Sources include: Rotting Fist, Fetid Rat, Caustic Brew, Rot Darts, Battlemage's corrosion-imbued staff.

Charm

Charm
A charm is manipulative magic that can make enemies temporarily adore eachother.

Characters affected by charm are unable to directly attack the enemy they are charmed by. Attacking other targets is still possible however. The shock of pain will lessen the duration of charm.

Turns of charm remaining:

While a charmed Hero may not attack the enemy it was charmed by with melee attacks, they can still deal damage and kill them by other means, such as using thrown weapons, wands or consumable items.

Corrosion

Corrosion
Powerful acid melts away flesh, metal, and bone at an alarming rate.

Corrosion damage increases over time, as the target continues to melt away.

Turns of corrosion remaining:

Current corrosion damage:


Corruption

Cripple

Doom

Frost

Frost
Not to be confused with freezing solid, this more benign freezing simply encases the target in ice.

Freezing acts similarly to paralysis, making it impossible for the target to act. Unlike paralysis, freezing is immediately cancelled if the target takes damage, as the ice will shatter.

Turns of freeze remaining:


Paralysis

Paralysis
Oftentimes the worst thing to do is nothing at all.

Paralysis completely halts all actions, forcing the target to wait until the effect wears off. The pain from taking damage can cause characters to resist paralysis, breaking them out of the effect.

Turns of paralysis remaining:


Poison

Poison
Poison works its way through the body, slowly impairing its internal functioning.

Poison deals damage each turn proportional to how long until it expires.

Turns of poison remaining:


Root

Slow

Terror

Vertigo

Weakness

Starving

Starving
You're so hungry it hurts.

Hunger slowly increases as you spend time in the dungeon, eventually you will begin to starve. While starving you will slowly lose health instead of regenerating it.

Rationing is important! If you have health to spare starving isn't a bad idea if it means there will be more food later. Effective rationing can make food last a lot longer!

Starving will periodically deal 1 point of damage until enough satiation is restored to reach the "Hungry" state again. The debuff will damage the Hero more often at higher experience levels (and thus at higher maximum HP) in order to remain a relative minor threat for the whole game.

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