Pixel Dungeon Wiki
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==== '''Swiftness''' ====
 
==== '''Swiftness''' ====
{{Description|This glyph enhances the speed of the wearer whenever they aren't next to an enemy.}}When the wearer is not within <s>one tile (prior to v0.8.1)</s> two tiles of any enemies to any enemies, their movement speed is multiplied by {{Code|1.2+0.04×level}}. This makes it an effective tool for keeping enemies at range, but its limitation prevents it from allowing a player to kite by itself. Because of this, a way to break away from adjacent enemies is desirable, and this can be done in many different ways. Due to its nature, this glyph pairs particularly well with the [[Mod-Shattered Pixel Dungeon/Rings#Ring of Sharpshooting|ring of sharpshooting]], [[Mod-Shattered Pixel Dungeon/Weapons#Crossbow|crossbow]], Spirit Bow, [[Mod-Shattered Pixel Dungeon/Weapons#Whip|whip]], and most offensive [[Mod-Shattered Pixel Dungeon/Wands|wands]].
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{{Description|This glyph enhances the speed of the wearer whenever they aren't next to an enemy.}}When the wearer is not within <s>one tile (prior to v0.8.1)</s> two tiles of any enemies, their movement speed is multiplied by {{Code|1.2+0.04×level}}. This makes it an effective tool for keeping enemies at range, but its limitation prevents it from allowing a player to kite by itself. Because of this, a way to break away from adjacent enemies is desirable, and this can be done in many different ways. Due to its nature, this glyph pairs particularly well with the [[Mod-Shattered Pixel Dungeon/Rings#Ring of Sharpshooting|ring of sharpshooting]], [[Mod-Shattered Pixel Dungeon/Weapons#Crossbow|crossbow]], Spirit Bow, [[Mod-Shattered Pixel Dungeon/Weapons#Whip|whip]], and most offensive [[Mod-Shattered Pixel Dungeon/Wands|wands]].
 
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Revision as of 22:31, 2 July 2020


Acquirement

A glyph can be added to an armor by use of an Arcane Stylus, given that it is identified and not cursed. Stones of enchantment and scrolls of enchantment can all add enchantments to weapons as well as add glyphs to armors.

Enchanting a weapon or armor cursed with a Curse Infusion spell will remove the free upgrade.

Rarity probabilities
Rarity Probability
Common 12 50%
Uncommon 25 40%
Rare 110 10%
Enchantment loss chance when using a scroll of upgrade
≤ +3 +4 +5 +6 ≥ +7
0% 20% 40% 80% 100%

Glyphs

Common Glyphs

Obfuscation

This glyph obscures the wearer, making them more difficult to detect.
Chance for adjacent enemies to notice the Hero
+0 +3 +6 +9 +12 +15 +18
12 13 14 15 16 17 18

Swiftness

This glyph enhances the speed of the wearer whenever they aren't next to an enemy.

When the wearer is not within one tile (prior to v0.8.1) two tiles of any enemies, their movement speed is multiplied by 1.2+0.04×level. This makes it an effective tool for keeping enemies at range, but its limitation prevents it from allowing a player to kite by itself. Because of this, a way to break away from adjacent enemies is desirable, and this can be done in many different ways. Due to its nature, this glyph pairs particularly well with the ring of sharpshooting, crossbow, Spirit Bow, whip, and most offensive wands.

Viscosity

Glyph viscosity mail This glyph is able to store damage dealt to the wearer, dealing it to them slowly rather than all at once.

When taking physical damage, a fraction of it is instead stored as deferred damage.

Fraction of damage to defer
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19
16 27 38 49 12 611 712 813 914 23 1116 1217 1318 1419 34 1621 1722 1823 1924 45
Deferred Damage
Damage deferred
Deferred Damage
While your armor's glyph has protected you from damage, it seems to be slowly paying you back for it.

Damage is being dealt to you over time instead of immediately.

This damage is not applied with the rest of the damage, and instead is applied over time. Every turn, the user takes 10% of the "stored" damage, rounded down, but never less than 1 damage. Because of this, amounts less than 20 will always cause 1 damage to be applied, creating the illusion that it always does 1 damage per turn. Additional hits (and thus Viscosity procs) will add their respective amounts of deferred damage to the existing amount.

Viscosity Effective Use

This glyph cannot reduce damage taken by itself, so without outside tools the best it can do is stall death (instead of preventing it). However, it can become an adept survival tool when paired with specific items. Healing items such as Potions of Healing and the Dew Vial can be used to bring the Hero's health to a place where the deferred damage won't eventually kill them. This, in fact, is the one of the most effective and applicable usage of the glyph: giving the Hero opportunities to heal when they otherwise wouldn't have them (in combat).

Something to note is that this pairs very well with the Timekeeper's Hourglass. Via Stasis, it is possible to directly reduce the overall amount of deferred damage taken by the Hero. Each full use of Stasis (2 charges) cuts the current amount of deferred damage by at least 10 damage, allowing the user to completely avoid taking deferred damage when the deferred total is 10 or less. With larger amounts of deferred damage, Stasis will always reduce the total by at least 50%, becoming more efficient the higher the initial total is. At very high deferred damage totals, it will approach 65% reductions. Because of these traits, Stasis is the most effective method to survive through very high amounts of deferred damage.

The Chalice of Blood, especially when highly leveled, can help alleviate the risk of death from deferred damage, most particularly when the total amount deferred is less than 20. At +10, the health regeneration completely cancels out the DOT effect when the total deferred is less than 20; however, it can struggle to keep up with higher amounts.

Potential

Glyph potential mail This glyph builds energy when struck, giving a small amount of charge to the wearer's wands.

Procs restore a charge to all of the Hero's wands.

Proc Rate
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +N
16 27 38 49 12 611 712 813 914 23 1+N6+N

Uncommon Glyphs

Brimstone

This glyph shields the wearer and their belongings from fire, completely nullifying its damage and negative effects.

The wearer and their belongings will be completely immune to the effects of the burning debuff. This glyph can be powerful when combined with the wand of fireblast, as it removes the wand's tendency to be a danger to the Hero as well as its targets.

Stone

This glyph surrounds the armor with heavy magical stone that makes dodging impossible, but blocks damage in proportion with evasion.

Hero evasion is set to 0 (making dodging impossible), but blocks up to 75% of damage that would be dealt by a melee attack before armor damage reduction is applied. More damage is blocked the less likely the enemy would have successfully landed an attack had the hero not had 0 evasion.

Stone and Armor Augmentation
T2 Stone Lv18 Hero v Golem SHPD

Simulation of leather armor of stone with level 18 hero vs Golem. Armor tier doesn't change the degree of difference between augments.

  • Evasion augment yields the most consistency overall on armor of stone. In most cases, evasion augment yields the best worst case damage reduction (DR) with the tradeoff of having the worst best case DR.
  • Defense augment generally has the best average performance, albeit with the catch that it is the least consistent; it generally has the best best-case damage reduction but the worst worse-case DR. In some cases involving high level armor, the worst case can mean taking more damage than usual when compared to not having the glyph at all.
  • Having no augment generally yields a performance between the two augments in all aspects on average, though there are cases where it is ideal.

The more excess evasion one has, the better defense augment performs relative to other augments. With extremely high evasion (from a ring of evasion), all augments have the same worst-case damage reduction, causing defense augment to completely outclass the others thanks to its superior best-case damage reduction. With low evasion (such as from a cursed ring of evasion or being significantly under-leveled), however, defense augment can instead prove to be a liability.

Entanglement

Glyph entanglement scale This glyph grows earthen armor around the wearer to absorb damage, but this armor will break if the wearer moves.

When procced, bestows 5+2×level of Herbal Armor upon the wearer, absorbing a set amount of physical damage based on depth until it uses up all of its armor or the hero moves. The proc rate is a static 25%; it does not scale with upgrades.

Repulsion

Glyph bounce scale This glyph rebounds force against attackers, sending them flying back.

Attackers have a level+1level+5 chance to be thrown 2 spaces backwards away from the wearer using the same mechanics as a wand of blast wave.

This is an effective glyph for ranged-based builds due to its ability to consistently provide the wearer with breathing room from the many melee-centric mobs of the dungeon, and it can also pick up many chasm kills along the way. However, it can be a hindrance against enemies with ranged attacks, for these tend to be much more dangerous than their melee attacks.

Camouflage

This glyph allows the wearer to blend into tall grass, granting them temporary invisibility.

When trampling tall grass, the hero gains 3+level turns of invisibility; besides for the usual restrictions, the effect is also broken by simply moving.

Flow

This glyph manipulates the flow of water around the wearer, making them much faster when moving through it.

The wearer's movement speed is doubled when standing on a water tile.

This, in contrast to swiftness, can be used to put enemies at range as long as there is water around; this makes it much more powerful, yet more situational, than swiftness.

This glyph pairs with everything Swiftness works with well, and it is particularly helpful when the Hero is using a wand of lightning due to both needing water to work at their maximum potential.

Rare Glyphs

Glyphs in this category are very powerful and don't require any additional synergies to be highly beneficial. All of them scale with upgrades and become much more effective with them. They will almost always be able to put in work either way.

Affection

Glyph affection plate This powerful glyph manipulates the mind of attackers, charming them temporarily.

A successful proc will cause the attacker to be charmed for 8-12 turns, preventing them from attacking the wearer by any means. The one exception to this, however, is that an Evil Eye can still use its deathgaze if it is already charging up for it, though it will act as if it is blinded (moving a tile over will cause it to miss).

Proc chance
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19
110 17 211 523 14 725 413 13 514 1129 25 1331 716 817 12 1019 1120 47 1322 1423

This glyph is a solid choice for classes that would rather not take damage (which is most of them), but it can be a hinderance for Berserkers, who need to be hit in order to build their rage.

Anti-magic

This powerful glyph allows armor to defend its wearer against magical attacks as well as physical ones. This magical defence is not affected by the armor's tier.
Magic damage reduction
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12
0-3 1-5 2-6 3-8 4-9 5-11 6-12 7-14 8-15 9-17 10-18 11-20 12-21

Even number upgrade levels give an additional 1 max damage.

Thorns

This powerful glyph harms attackers, causing them to slowly bleed based on the damage they deal.
Effect of Armor Level on Glyph of Thorns
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12
Proc Chance 15 311 14 513 37 715 12 917 59 1119 610 1321 711
Bleeding 4 5 6 7 8 9 10 11 12 13 14 15 16

Successful procs will inflict Bleeding upon the attacker. Something important to note is that the damage calculation for the initial Bleeding damage does not consider anything but armor level, so a hit that does 0 damage to you can still deal damage to the attacker in Bleeding, making it one of the best glyphs (if not the best one) to have on a heavily upgraded armor.

Enchantments

Common Enchantments

As of v0.7.2 enchantments have been adjusted to deal less direct damage and more utility or situational power. They are very effective on fast weapons due to their high proc rates, but the same trait makes them an asset to almost any weapon.

Default Proc Chance
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +N
14 25 12 47 58 23 710 811 14 1013 1114 45 1315 78 1+N4+N

Chilling

Enchantment Chilling sword Enemies struck with this enchantment are chilled, slowing their movement and attacks.

Each proc will inflict 3 turns of Chilling, reducing the target's general speed by 10% for each turn remaining of Chill (maxing at 50%). It can stack with itself over multiple procs, but the enchantment can only stack up to 6 turns of chilling on a given target.

This enchantment is very useful in general due to its ability to effectively make the user faster, and fast weapons can often manage to stack Chill repeatedly to make the target constantly slower.

Procs from this enchantment deal increased damage to Fire Elementals thanks to applying chill.

Shocking

Electricity arcs from a shocking weapon, dealing extra damage to all nearby enemies.

A successful proc will inflict 1/3 of the damage dealt by the weapon as bonus damage to all other mobs (excluding the Hero, thankfully) within a 5x5 radius of it. It can spread from mob to mob as long as they are adjacent to each other.

This enchantment has a white color.

Blazing

This enchantment causes flames to spit forth from a weapon, burning enemies and terrain alike.

Procs will inflict burning upon the target. If the target is already burning, then they will also take up to 2+depth6 damage in addition to having their burning duration reset to 8 turns.

This enchantment has an orange color.

Blazing has a boosted proc rate compared to other common enchants:

Proc Chance
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +N
13 12 35 23 57 34 79 45 911 56 1113 67 1315 78 1+N3+N

Kinetic

When an enemy is killed with a kinetic weapon, any excess force is stored in the weapon and will be applied to the next successful attack.

When killing an enemy, any "overkill" damage is stored and applied on the next hit. For example, if you kill a rat that has 8 HP with an attack that deals 30 damage, 22 of the damage is stored. If the hit with the stored damage kills another enemy, only damage that would have been stored had there not been prior stored damage is stored. Stored damage is lost over time.

Shattered-Conserved damage
Conserved Damage
Your weapon has stored the excess force from a previous killing blow, and will apply it as bonus damage to your next attack. The energy will slowly fade over time, however.

Conserved Damage:

This enchantment has a yellow color.

Kinetic always procs.

Uncommon Enchantments

Proc Chance
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +N
15 13 37 12 59 35 711 23 913 57 1115 34 1317 79 1+N5+N

Elastic

Elastic-SHPD
Elastic weapons have a chance to send enemies flying back short distances.

Successful procs will send the target flying back two spaces with standard Wand of Blast Wave logic.

Unstable

Enchantment unstable sword This enchantment radiates chaotic energy, acting as a different enchantment with each hit.

Every hit attempts to proc a different enchantment, taken from a list that includes every single enchantment barring Projecting, with equal chances across the board. This means that it is just as likely to attempt to proc Shocking as it would Grim. Whether or not it actually procs said enchantment depends on that enchantment's individual proc chance (which can be found in their respective sections).

Unstable always applies conserved damage if applicable much like a kinetic weapon, but only conserves damage itself if it rolls Kinetic on the killing blow.

Blocking

Blocking-SHPD
This enchantment will enhance your ability to defend yourself after attacking with this weapon.

This enchantment will always proc on hit, giving the user level+1 armor (which means that an additional 0-armor amount of damage will be blocked, distributed normally) for 12(4+level) turns. Additional procs will reset the duration to the max amount.

Shattered-Blocking
Blocking
Your weapon's blocking enchantment has given you a short boost of defensive power!

Blocking boost: 0-X

Turns remaining: Y

Projecting

With this enchantment melee weapons will gain extra reach. Ranged weapons will be able to penetrate nearby walls.

The weapon gains +1 range if it is a melee weapon, and it can be thrown through walls within 4 tiles if it is a missile weapon.

This enchantment has a white color.

Blooming

Blooming-SHPD
Blooming weapons contain magic which will cause vegetation to sprout on or around those struck by them.

On proc, attempts to spawn tall grass at the enemy's position. If unable to do so, will then attempt to spawn the tall grass on a valid tile in a 3x3 area around the enemy.

This enchantment has a green color.

Lucky

See also: Ring of Wealth
Lucky-SHPD
This powerful enchantment increases the fortune of whoever wields it. Enemies which are killed with a lucky weapon have a chance to drop extra loot.

When an enemy is killed with a lucky weapon, lucky will attempt to proc.

Proc Rate By Level
+0 +1 +2 +N
10% ~12% ~14% 4+N40+N

Drops have an 80% chance to drop from Ring of Wealth's low value consumable drop pool and a 20% chance to pull from Ring of Wealth's medium value drop pool.

Rare Enchantments

Grim

Enchantment grim longsword This powerful enchantment possesses the power to instantly execute an enemy. The effect is more likely to occur the weaker the enemy is.

Every hit has a 0.05(10+level)(enemyHP−attackDamageenemyHT)2 chance to deal damage equal to the enemy's current HP, instantly slaying them unless they resist the enchant.

Essentially, the proc chance for the enchant takes into account the enemy's HP after the weapon would have done its normal damage; if the enemy has 40/40 HP and the weapon would have dealt 38 HP, the enchant will consider the enemy to be at 2/40 HP instead of 40/40 HP for the purposes of proc rate.

Because of this, high damage weapons are very effective at proccing Grim.

The following enemies resist this enchantment, and will instead lose half of their current HP:

  • Animated Statues
  • Goo
  • Tengu
  • DM-300
  • Dwarf Warlock
  • Dwarf Skeleton
  • Dwarf King
  • Evil Eye
  • Burning Fist
  • Rotting Fist
  • Yog-Dzewa (The Eye)*

Vampiric

Enchantment vampiric longsword This powerful enchantment leeches life force from enemies with each blow, funneling it back into the wearer.

Procs will restore 50% of the damage inflicted by the weapon back to the wielder. The proc chance does not scale by level, instead scaling by current HP (5% proc at 100% HP and 30% proc at 0% HP). In other words, the enchantment is more likely to heal a Hero at low HP.

Corrupting

This powerful enchantment possesses the ability to turn enemies to your will. When an enemy is killed with this weapon, there is a chance they will become corrupted instead of dying.

Enemies killed by a corrupting weapon have a chance to be resurrected with the corrupted debuff, causing them to act as allies.

Proc Chance
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +N
15 313 727 27 929 13 1131 38 1333 717 37 5+N25+N

Removed enchantments

Many enchantments were reworked or rebalanced 0.7.2, where the enchantments as a whole became "less about direct damage, and more about utility and situational power". This section lists the enchantments that were removed from the game.

Dazzling

On a successful proc was able to blind and cripple the enemy.

Eldritch

Inflicted enemies with the terror debuff, causing them to flee. If an Animated Statue were to spawn with an eldritch weapon, it would instead inflict vertigo on the Hero.

Precise

Increased the accuracy of attacks. Only existed briefly between 0.7.2 and 0.7.3

Stunning

Had a chance to paralyze on hit.

Swift

Upon a successful proc, allowed to follow-up the attack by using any thrown weapon instantly, and vice versa if the weapon with the enchantment was the Huntress' Spirit Bow. In other words, allowed to sometimes deal extra damage if the Hero had both of the tools required. Only existed briefly between 0.7.2 and 0.7.3

Venomous

Inflicted enemies with poison, the enchantment allowed stacking the duration of the debuff, hugely benefiting fast weapons.

Vorpal

Applied bleeding based on amount of damage dealt, the effect did not stack with itself unlike the poison in venomous enchantment.