Shattered Pixel Dungeon retains the same classes as the original vanilla Pixel Dungeon, but many of the classes have received balance overhauls, some minor, and some major. This page contains the new or modified traits unique to the classes in Shattered PD. For the rest of the information about certain classes, it may still be beneficial to also view the corresponding "Hero/ine" page to see the traits of each class being carried over from Pixel Dungeon.
Contrary to Vanilla, all classes except for Warrior are locked initially, each one having a different unlock requirement.
- See also: BadgesAdditionally, all classes now automatically identify the scroll of identify, in addition to one type of potion and one type of scroll, which are specific for each class.
The only hero unlocked by default, the Warrior is focused around armor and general survivability. He starts with a Potion Bandolier and 3 throwing stones - a tier-1 thrown weapon. He no longer starts with an extra point of strength, and he now doesn't receive a disadvantage to using thrown weapons.
| A wax seal, affixed to armor as a symbol of valor. All the markings on the seal have worn off with age and it is broken in half down the middle.
A memento from his home, the seal helps the warrior persevere. While wearing the seal the warrior will slowly generate shielding on top of his health based on the quality of his armor.
The seal can be affixed to armor, and moved between armors. It can carry a single upgrade with it.
The Seal gives shielding, based directly on the level and tier of the armor it is affixed to (as in a +1 tier-2 armor will cause the Broken Seal to grant a maximum of 3 shielding). The seal generates 1 point of shield every 30 turns. It can transfer a single upgrade, so it is highly recommended that the Warrior's first scroll of upgrade is used on the cloth armor. The Broken Seal can only be affixed to identified armor, and that armor cannot be cursed when affixing the Broken Seal; however, it will still work if the armor becomes cursed while it is attached.
- See also: Combo (status effect)
| The gladiator builds momentum as they land successful blows. Each attack increases the combo counter by one, but taking too long between attacks or missing twice in a row will reset the combo counter to 0.
Building combo unlocks special finisher abilities: powerful attacks that cannot miss! A different finisher is available at 2, 4, 6, 8, and 10 combo count, and using a finisher will reset your combo.
Instead of getting bonus damage with combos, Gladiator now gets combo finishers, which normally use up combo to deal a guaranteed-hit attack with special effects. This combo is always lost if the Gladiator misses twice in a row, but the Gladiator now always has four turns to hit the target before losing his Combo, barring the aforementioned missing. If the Gladiator misses and does not lose his combo from that, the four turns is reset. He can gain combo via using thrown weapons, and using items will not remove the combo unless the timer runs out.
- At 2 combo, Clobber becomes available:
|Clobber is currently available. This attack knocks an enemy back and dazes them, but deals reduced damage. It's excellent for buying a little time during a fight.|
- At 4 combo, Cleave becomes available:
|Cleave is currently available. This attack deals increased damage, and if it kills an enemy, it will preserve combo instead of resetting it. It's great for building combo when fighting multiple enemies.|
- At 6 combo, Clobber becomes available:
|Slam is currently available. This attack deals increased damage and shields you based on the blocking power of your armor. It's great for finishing a fight, letting you carry over endurance to the next one.|
- At 8 combo, Crush becomes available:
|Crush is currently available. This devastating attack deals massive damage very consistently. It's great for taking down a powerful opponent from high health!|
- At 10 combo, Fury becomes available:
|Fury is currently available. This devastating attack hits as many times as your current combo count, albeit at reduced damage. Fury is great if you have a weapon enchant, as the enchant will activate on each hit!|
|Finisher Move||Combo||Damage Multiplier||Additional effects|
|Clobber||2||60%||Knocks back enemy one space, and inflicts 1-4 turns of Vertigo to it.|
|Cleave||4||150%||If this kills the enemy, Combo is increased by one, and the user now has ten turns until the combo is lost, rather than four.|
|Slam||6||100%||Damage is increased by the Gladiatior's armor's DR roll (if armor blocks 0-10 damage, damage is increased by 0-10). Gladiator gains seal shielding equal to half of the damage dealt.|
|Crush||8||250%||Rolls for damage four times, and the highest roll is used to calculate damage.|
|Fury||10||60%||Attacks as many times as there is combo; 10 combo will attack 10 times.|
| The severity of the berserker's injuries strengthen his blows. As the berserker takes physical damage, his rage will build, granting him bonus damage. Damage which is blocked by armor still counts towards building rage.
Rage will fade over time. The lower the berserker's health, the longer it will last.
If the berserker is brought to 0 hp while at full rage, and is wearing his seal, he will go berserk and refuse to die for a short time.
Current Rage: X%
The Berserker has been completely reworked, now gaining Rage as he takes damage. Rage gained is based off of the damage that would be dealt before armor is applied, so having a high-level plate armor will help the Berserker build his Rage. He loses Rage over time, but having lower health will cause it to decrease much slower. Having 100% Rage or higher will cause the Berserker to deal 50% bonus damage, and lower amounts of Rage will multiply this boost by their percentage (i.e. 90% Rage will deal 90% of 50% bonus damage).
| 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.
If at 100% Rage when killed, the Berserker will temporarily refuse death and go Berserk, causing him to gain 10 times his regular maximum shielding amount, determined by his Broken Seal while giving all of his attacks 50% bonus damage. This shielding will decrease by 10% per turn while the Berserker is Berserking, and when the Berserker runs out of shielding, he will die. If the Berserker is healed by any means while Berserking, he will stop Berserking and lose all of his shielding.
| Inner strength has its limits. The berserker must rest before using his rage again.
While recovering the berserker does not build any rage from taking damage.
Levels until recovered: 2
The Berserker will have to recover after Berserking, and will be unable to gain Rage until he gains the equivalent of 2 levels in experience. Something to note is that Berserking outprioritizes Blessed Ankhs, sharply limiting the Blessed Anhk's synergy with the subclass. Also, the Berserker cannot Heroic Leap while Berserking.
Mage is the class focused around arcane magic and wands, unlocked by using 2 scrolls of upgrade in a single run. He starts with a Scroll Holder and a unique Staff as their initial melee weapon, replacing the knuckleduster. He also can no longer equip wands as melee weapons. The mage is able to partially identify any wand upon use, which tells the player its upgrade level and max charges; current charges remain unknown until fully identified.
|Staff of Magic Missile|
| Crafted by the mage himself, this staff is a unique magical weapon.
Rather than having innate magical power in it, this staff is instead imbued with magical energy from a wand.
The staff can be imbued with the powers of any identified wand the Mage has in his possession, providing the staff with the effect of the base wand. The staff charges almost twice as fast as a wand of equal level and has an extra charge. Charges still cap at 10. When imbued, the staff will emit particles at the end that align with the wand that is imbued.
Explanation of table:
- When the staff is +0, the imbued wand's level overwrites the staff's current level.
- When the staff is upgraded, but its current upgrade level is less than or equal to the wand's, the imbued wand's level overwrites the current staff level, and then one upgrade is carried over from the staff to add increase the result upgraded level by 1.
- When the staff's level is higher than the wand being imbued, the wand's level is completely ignored and the staff level is left unchanged.
While this lets the Mage focus upgrades on his staff and allows flexibility in wand imbue, the wand will be destroyed in the process and the staff will lose its enchantment. This means that aggressively imbuing every wand found can be somewhat counterproductive. Also, the staff is treated as a tier-1 melee weapon with poor base stats (1-8 damage w/ +1/+2 scaling), making it a somewhat poor solution for a majority of the Mage's damage.
Imbuing wands into their staff will add special effects to its melee properties (often imitating the enchantments on weapons). Battlemage also still gains charges into their staff via melee attacks; every 3 melee attacks using the staff will restore 1 charge. Since the staff is classified as a melee weapon, it can be enchanted by a scroll of enchantment or a stone of enchantment, allowing for up to two different enchants to proc on each hit!
|Wand Imbue||Proc Effect||Proc Chance|
|Magic Missile||Apply Recharging buff to user for ||Guaranteed|
|Prismatic Light||Cripple target for ||Guaranteed|
|Living Earth||Stacks rock armor equal to 25% of damage dealt. If the earthen guardian is summoned, heals it for 25% damage dealt instead.||Guarenteed|
|Corrosion||Inflict 20 turns of Caustic Ooze on target.||level+1∕level+3|
|Corruption||Inflict Amok on target for ||level+1∕level+4|
|Warding||Heals all sentries on current depth. More advanced sentries get healed more.||level+1∕level+5|
|Transfusion||The next time an ally is healed with a wand of transfusion, the hero will not be damaged.||level+1∕level+10|
|Frost||Freezes the target, removing all chill from the target, thus granting the hero a free hit or free spacing as well as allowing another full-powered shot from the wand when the target thaws.|
|Lightning||Shocking. This specific effect is not terribly useful thanks to the staff's relatively low damage output, and many potential uses of it are generally done better by zapping the staff itself.a|
|Fireblast||Blazing. While it does make attacking with the staff a lot more effective compared to other imbues, Blazing also makes it even more difficult to avoid unintentionally igniting terrain, making use of Brimstone even more recommended.|
|Disintegration||See Projecting enchantment|
|Blast Wave||See Elastic enchantment|
|Regrowth||See Blooming enchantment|
Instead of automatically consuming a soul for hunger and HP by killing an enemy, the Warlock will need to soul mark a target by zapping it with a wand or staff.
|The warlock has tapped into the soul of this creature. He will heal and satisfy his hunger as it takes physical damage.|
Attacking marked enemies will restore the Warlock's hunger and health by 50% and 40% of the damage inflicted, respectively. When a marked character takes melee damage from a source that is not the warlock, the warlock is instead healed and satiated for 16% and 20% of the damage inflicted, respectively. This can stack, but the game will only indicate the initial soul mark.
|+0||10%||10 turns||+7||57%||17 turns||+14||79%||24 turns|
|+1||19%||11 turns||+8||61%||18 turns||+15||81%||25 turns|
|+2||27%||12 turns||+9||65%||19 turns||+16||83%||26 turns|
|+3||34%||13 turns||+10||69%||20 turns||+17||85%||27 turns|
|+4||41%||14 turns||+11||72%||21 turns||+18||87%||28 turns|
|+5||47%||15 turns||+12||75%||22 turns||+19||88%||29 turns|
|+6||52%||16 turns||+13||77%||23 turns||+20||89%||30 turns|
Essentially, upgrading a wand noticably raises the soul mark chance until after +7, whereupon upgrades raise the chance by less than 10%, getting even less effective as more upgrades are invested.
Rogue is a class focused on stealth and planning your attacks, unlocked by dealing 20 surprise attacks in a single run. He now starts with the Cloak of Shadows instead of a ring of shadows (which has been removed from the game), 3 throwing knives and a Velvet Pouch. He no longer has boosted satiety, and his runs will now spawn on average an extra 3 secret rooms. Additionally, Rogue's passive and active search radius was increased from 1 to 2, letting him inspect a 5x5 area around him instead of the original 3x3.
Assassin no longer gets direct bonus damage from surprise attacks, instead "preparing an attack" while invisible. This Preparation gives him bonus damage, increasing based on how long the Assassin was invisible for. In addition, given enough time to Prepare, he will be able to teleport (or blink) to the target in order to attack*. Additional bonus damage will be awarded for prior damage on the target, and multiple damage rolls will be made, with the highest one being used. With maximum Preparation, the attack will instantly kill all non-bosses.
|Turns spent invisible||Base damage bonus||Rolls||Wounded enemy bonus damage||Additional effects|
|3||20%||1||0%||Blink distance: 1|
|6||30%||2||0%||Blink distance: 3|
|11||40%||2||60%||Blink distance: 5|
|16||50%||3||100%||Instantly kills non-boss enemies; Blink distance: 7|
The Freerunner no longer gets instantaneous speed and evasion boosts while moving, instead gaining Momentum while moving (+10% per tile moved), and losing it rapidly (-10% per turn) when not moving.
| As he moves, the freerunner builds momentum, increasing his speed and ability to dodge.
The speed bonus is based purely on momentum, however the bonus to dodge is also affected by armor.
The freerunner will gain additional dodge from momentum for each excess point of strength he has over the requirements of his armor.
At 100% Momentum, the Freerunner gets +33% movement speed and 8 bonus evasion, along with an additional 2 points of evasion per point of excess strength for his armor. When not at full momentum, these boosts are multiplied by the momentum that the Freerunner has at the moment, so a Freerunner with 90% Momentum will get 90% of the boosted amount.
The Huntress is a class focusing on ranged attacks, thrown weapons, and area control.
The class is unlocked by defeating 20 enemies with the help of thrown weapons in a single run. A kill is counted when the enemy was hit at least once by a missile weapon before dying from any source.
Just like her vanilla counterpart, she is always able to see any enemies that are 2 tiles away even if they would normally be hidden by a wall or other obstruction. However, this is where the similarities end.
In Shattered Pixel Dungeon, her thrown weapons have +50% durability, and she will furrow grass instead of trampling it. Furrowed grass will still block vision, but will not drop additional dew or seeds.
In addition, the Huntress starts with the Velvet Pouch, a bag that holds seeds and runestones in a place separate from the main inventory. Additionally, Huntress automatically identifies potion of mind vision and scroll of lullaby.
| A bow made of out ancient magical wood. The bow's string and etchings glow with a pale blue light. When the string is pulled this bow will conjure a magical arrow which can be fired at an enemy.|
The bow cannot be directly upgraded, but will instead steadily grow stronger as you level up. At your current level, arrows shot from the bow will deal 1-6 damage and require 10 strength to use properly.
The boomerang in its original form has been replaced by the Spirit Bow, which cannot be upgraded with scrolls of upgrade. Instead, its damage scales with the Huntress's current experience level, gaining an upgrade every five levels (thus peaking at +6 at level 30).
That said, the max damage takes into account fractional levels, so if a player is level 3, the bow will do 1-7 damage instead of 1-6. Reaching level 10 will cause the bow damage to increase to 2-8. The bow cannot be equipped, but instead has an unlimited supply of arrows, giving the huntress a consistent ranged option throughout all playthroughs.
Like the boomerang, the bow can be enchanted; however, due to the way the bow upgrades, it will never lose its enchantment unless it's manually overwritten. It is in the player's best interest to enchant the bow as soon as physically possible. This can be done using a stone of enchantment (scroll of upgrade into alchemy pot) or a scroll of enchantment (scroll of upgrade + two runestones).
The Sniper gains +50% vision range, and her thrown weapons and bow will ignore armor as long as their targets are not adjacent to her. After using a thrown weapon (other than the Bow itself), she will be able to use a special move corresponding to her bow's augment.
| The Sniper is honed in on the target she most recently attacked. She is able to perform a special attack with her bow which will vary based on how the bow is augmented.
An unaugmented bow will fire a snapshot, which deals reduced damage but does not take any time to fire.
A bow augmented for speed will fire a volley of three arrows. Each arrow will deal reduced damage, but can still activate enchantment. This volley takes 1 turn to shoot.
A bow augmented for damage will fire a sniper shot. This shot is guaranteed to hit, deals bonus damage based on distance from the target, and takes 2 turns to fire.
The sniper benefits greatly from rings of haste, as they allow her to keep enemies at range, where she is the most effective.
|Augment||Special move||General usage tips||Notable synergies|
|None||Snapshot: Fire an arrow that does 66.7% of its regular damage. This attack uses 0 turns to execute.||This is best used beside an alternate, reliable source of thrown weapons, especially darts from a crossbow or thrown weapons enhanced by a Ring of Sharpshooting.||Ranged weapons:
|Speed||Volley: Fire three arrows in quick succession. Each arrow does half of its usual damage, but can proc its enchantment every time. Volley takes 1 turn to use.||A speed-augmented bow always grants the maximum DPS possible between the three augments, so it is still viable to use by itself if necessary.
Volley is best when it surprise attacks, so shurikens and wands of prismatic light and blast wave are very effective when paired with it. Shurikens in particular can lead directly into volley, so a shuriken that surprise attacks will result in a volley where all hits surprise attack. In addition, because it can proc its enchantment up to three times per volley, many enchantments are very powerful with this augment (notable ones are listed to the right).
|Damage||Sniper Shot: Fire an arrow that deals ||• Do not quickslot a damage-augmented bow.
• Before deciding to go this route, make sure that you have a distancing method synergy and a missile weapon synergy. Without these synergies, a damage augmented bow will quickly become a liability.
• The idea is to deal high damage with the missile weapon and then finish the enemy with sniper shot. Thus, the missile weapon that is used to trigger this should be heavily upgraded.
• Boomerang's return time matches up with sniper shot's delay. This means that the player will not need to wait for the boomerang to return, and upgrading one boomerang many times is especially viable. An example can be seen here.
The warden has been completely changed from vanilla, gaining the ability to see through grass. When planting a seed, furrowed grass will erupt all around her, resulting in an effect much like using the rogue's cloak of shadows. In addition, tipped darts have double durability (can be used 2 times before the tip gets removed).
|Furrowed grass||Grants |
|Blindweed||10 turns of invisibility. Repeated uses of blindweed will add their new invisiblity duration to the current, so if you have 4 turns of invisibility left, you will now be invisible for 14 turns.|
|Dreamfoil||In addition to regular effect, grants 10 turns of blob immunity that can stack.|
|Earthroot||Instead of regular effect, gives (depth+5)∕2 barkskin that degrades over intervals of 5 turns.|
|Fadeleaf||Warps Huntress to the exit of the depth above.|
|Firebloom||In addition to regular effect, gives 15 turns of fire imbue, granting immunity to fire and causing attacks to apply burning with a 50% chance each.|
|Icecap||Grants 15 turns of frost imbue in addition to its regular instant freeze in a 3x3 area, giving the hero immunities to chill and freezing and causing attacks to each stack 2 turns of chilling onto targets, slowing them down.|
|Rotberry||Grants 200 turns of adreneline surge, boosting the hero's strength by 1. Rotberry is incredibly useful due to its trait of dropping itself after you trample it, giving the warden easy access to furrowed grass while also keeping her strength 1 point higher than it would be otherwise.|
|Sungrass||Grants healing instead of herbal healing; this heals 1 HP per turn for as many turns as you have total HP. For example, a 20 health hero will get 20 turns of 1 hp healing.|
|Sorrowmoss||Grants 15 turns of toxic imbue, giving the hero immunities to poison and toxic gas while also causing the hero to produce toxic gas. It is very important to note that the toxic gas will still be there AFTER the effect wears off, so make sure to scram to keep the toxic gas from killing you.|
|Starflower||In addition to standard effects, grants 20 turns of recharging (which cannot stack past 20). This trait alone makes the wand of regrowth have a very powerful synergy with the warden, as a single starflower will give many charges to the wand, allowing it to be zapped much more often, giving even easier access to warden effects and grass.|
|Stormvine||Grants 10 turns of levitation instead of inflicting vertigo.|
|Swifthistle||In addition to granting 5 turns of time bubble, grants 5 turns of haste, allowing easy kiting of enemies.|
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