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Overview Edit

Weapons are an essential part of Pixel Dungeon; without one, you will become easy prey for even the weakest of monsters you encounter. Try to make sure you equip weapons that are at your strength level. Equipping too light a weapon may mean you won't be able to deal enough damage to enemies in later stages, while too heavy weapons will cause the hero to suffer massive combat penalties. If a weapon is too heavy, its strength requirement can be brought down using Scrolls of Upgrade. Weapons can be identified either by a Scroll of Identify, Well of Knowledge, or by achieving 20 hits with the weapon.

General Changes from Vanilla Edit

  • All tiers gain 1 additional scaling; e.g. tier-5 weapons scale by +1/+6 instead of +1/+5
  • Damage rolls are no longer completely random, instead following a normal curve.
  • Randomly spawned weapons now have a set 30% chance to be cursed.

Upgrading Edit

When a Scroll of Upgrade is used on a weapon, the following will happen:

  • The damage increases, typically by +1/+(tier+1).
  • The strength requirement decreases by 1 at levels +1, +3, +6, +10, +15 and +21.
  • If the weapon is cursed, the curse will be weakened, allowing the weapon to be unequipped. There is a chance to remove the curse effect as well.
  • Enchantments may be removed if the weapon is above +3; for the exact values, refer to Shattered Enchantments.

Magical Infusion Edit

Modified Scroll of Weapon Upgrade
Spell-Magical Infusion
Magical Infusion
This spell will infuse a weapon or armor with powerful magical energy.

In addition to being upgraded, A weapon will gain a magical enchantment, or armor will be imbued with a magical glyph.

If the item already has an enchantment or glyph, it will never be erased by this spell.

Augmentation Edit

Main article: Stone of Augmentation

Mechanics of Augmentation Edit

Augmenting Speed Edit
  • 70% damage
  • ~149% attack speed
    • This means that Glaives and Spears augmented for speed will cause the user to lose a turn every 200 attacks or so. However, this counter is reset upon ascending or decending a floor.
Augmenting Damage Edit
  • 150% Damage
  • ~60% Attack speed

Suggested Use of Augmentation Edit

It is recommended that the hero not augment their weapon unless it will be directly beneficial to them. Some examples of benefical augmentations are:

  • Augmenting a Spear or Glaive for speed basically eliminates their reduced attack speeds (2/3 attacks per turn --> 0.995 attacks per turn).
  • Augmenting an enchanted weapon for speed, for many enchantments become much more effective when proc'd many times.
  • Assassin or Berserker augmenting their weapon for damage.
    • The Assassin is all about massive damage in one hit, so the damage bonus from the augmentation is very beneficial, and the speed penalty is almost meaningless if the enemy never gets a chance to attack back. This is especially true for the Assassin's Blade, for its special damage boost from surprise attacks is much more effective when there is a bigger range of damage possible from the weapon.
      • A damage-augmented Glaive can oneshot bosses with enough upgrades!
    • The Berserker tends to like to invest into his armor, so the bonus damage caused by the combination of the augmentation and Rage helps make up for the fact that he can't invest into his weapon as much as other classes. Even the reduced attack speed isn't really detrimental, as taking hits will boost his Rage.
  • Gladiator augmenting their weapon, especially accurate weapons, for speed. If the Gladiator has a Ring of Accuracy, his weapon should be augmented for speed for maximum effect.
  • Sniper augmenting the bow.
  • Battlemage augmenting his staff for speed. This lets them get the most out of the bonus effects that using the staff as a melee weapon as a Battlemage provides.

Encumbrance Edit

Equipping weapons that are too heavy will cause rather severe penalties to be imposed upon the user:

Strength Deficit 1 2 3 4 5 6 N
Attack Speed 56 ~69% ~58% 48% 40% 33.5% 56N
Accuracy 23 ~45% ~30% 20% 13% ~9% 23N

If the weapon blocks damage, it will block two less damage per point of encumbrance, but never less than 0. This is identical to the behavior of armor that is too heavy.

Selling Edit

A weapon can be sold for 20(level+1)×tier gold, but cursed weapons will have their prices halved. An enchanted weapon is worth 50% more than an equivalent weapon.

Tier-1 Edit

Tier-1 weapons do the least amount of damage but are the lightest weapons. They usually gain +1/+2 damage upon being upgraded, making them unsuitable for combat past the Sewers. They do not drop naturally, so the only tier-1 weapon the player will have all game is the one they start with.

Worn Shortsword Edit

Worn Shortsword
Worn Shortsword
A quite short sword, worn down trough heavy use. It is both weaker and a bit lighter than a shortsword in better condition.

Typically this tier-1 melee weapon deals 1-10 damage and requires 10 strength to use properly.

This weapon is the standard starting weapon for the Warrior.

Dagger Edit

Dagger
Dagger
A simple iron dagger with a worn wooden handle.

Typically this tier-1 melee weapon deals 1-8 damage and requires 10 strength to use properly.

This weapon is stronger against unaware enemies.

When surprise attacks, damage is boosted to 6*-8 damage before augment multipliers and strength, scaling by +1.75/+2 with upgrades.

This weapon is the standard starting weapon for the Rogue.

Studded Gloves Edit

Studded gloves
Studded Gloves
These studded gloves don't provide any real protection, but they act as a serviceable weapon while keeping the hands free.

Typically this tier-1 melee weapon deals 1-6 damage and requires 10 strength to use properly.

This is a very fast weapon.

This weapon attacks twice per turn at the cost of having halved damage scaling, putting it in the unfortunate position of having only +1/+1 damage scaling. Unlike other very fast weapons, this weapon does not block any damage. Like the Knuckledusters that these gloves replace, they cannot be knocked out of Hero's hands by Dwarf Monks.

This weapon is the standard starting melee weapon for the Huntress.

Mage's Staff Edit

Staff
Mage's Staff
Crafted by the mage himself, this staff is a unique magical weapon. Rather than having innate magical power, this staff is instead imbued with magical energy from a wand.

Typically this tier-1 melee weapon deals 1-8 damage and requires 10 strength to use properly.

When imbuing the staff with a wand, the staff will take the properties of the wand. The staff recharges twice as fast as wands and can hold one additional charge. If the wand being imbued is the same level or higher as the staff, the staff will take the level of the wand and carry over one of its own upgrades, if it has any.

This weapon is the standard starting weapon for the Mage, and starts as being imbued with a Wand of Magic Missile. It cannot be transmuted into, and if it is thrown into a Well of Transmutation, the wand it is imbued with will change, rather than the weapon itself.

Tier-2 Edit

Tier-2 weapons do around 2-15 damage at +0 and typically require 12 strength to use properly. They typically gain +1/+3 damage upon being upgraded.

Shortsword Edit

Shattered-Shortsword
Shortsword
A quite short sword, only a few inches longer than a dagger.

Typically this tier-2 melee weapon deals 2-15 damage and requires 12 strength to use properly.


Hand Axe Edit

Handaxe
Hand Axe
A light axe, most commonly used for felling trees. The wide blade works well against foes as well.

Typically this tier-2 melee weapon deals 2-12 damage and requires 12 strength to use properly.

This is a rather accurate weapon.

This weapon boosts the wielder's Accuracy by 32%, making the Hero suffer a 12% penalty to their Accuracy if equipped while being one point of strength shy of the requirement rather than the standard 33%; this makes wielding a +0 Hand Axe at 11 strength (or a +1 or +2 Handaxe at 10 strength) much more viable than it would be otherwise.

This weapon's lackluster damage output and scaling make it a subpar choice for a Gladiator, especially later in the game.

Spear Edit

Shattered-Spear
Spear
A slender wooden rod tipped with sharpened iron.

Typically this tier-2 melee weapon deals 2-20 damage and requires 12 strength to use properly.

This is a rather slow weapon.
This weapon has extra reach.

This weapon attacks 33% slower (1.5 turns per attack), but can reach an enemy an extra tile away and gets a boosted +1/+4 damage per upgrade. This damage output makes it surprisingly effective in the Sewers, and it should not be underrated. If one decides to fight the Goo with this, make sure the player can quickly get out of the Goo's sight via ring tunnels, doors, or Artifacts.

Dirk Edit

Dirk
Dirk
A longer thrusting dagger, gives a bit more steel to plunge into foes.

Typically this tier-2 melee weapon deals 2-12 damage and requires 12 strength to use properly.

This weapon is stronger against unaware enemies.

When landing a surprise attack, damage is boosted to 9*-12 damage (scaling by +2.34/+3 with upgrades) before augment multipliers and strength. This makes it a preferred weapon for the Rogue in the early stages of the game, being a direct upgrade from the Dagger.

Quarterstaff Edit

Quarterstaff
Quarterstaff
A staff of hardwood, its ends are shod with iron.

Typically this tier-2 melee weapon deals 2-12 damage and requires 12 strength to use properly.

This weapon blocks 0-3 damage.

This weapon blocks up to 3 damage, making it a decent weapon for Heroes that are having a hard time finding good armor in the Sewers.

Tier 3 Edit

Tier-3 weapons typically deal around 3-20 damage at +0, require 14 strength to use properly, and gain +1/+4 damage per upgrade.

Sword Edit

ShatteredSword
Sword
A nicely balanced sword. Not too large, but still notably longer than a shortsword.

Typically this tier-3 melee weapon deals 3-20 damage and requires 14 strength to use properly.


Mace Edit

Mace
Mace
The large iron head of this weapon inflicts substantial damage.

Typically this tier-3 weapon deals 3-16 damage and requires 14 strength to use properly.

This is a rather accurate weapon.

This weapon boosts the wielder's accuracy by 28%, making it a workable option for newly-subclassed Gladiators that do not have access to a Ring of Accuracy. However, while it can certainly also work as an end-game weapon for said Gladiators, the increased damage and scaling of Battle Axes and War Hammers usually make them better end-game weapons.

Scimitar Edit

Scimitar
Scimitar
A thick curved blade. Its shape allows for faster, yet less powerful attacks.

Typically this tier-3 melee weapon deals 3-16 damage and requires 14 strength to use properly.

This is a rather fast weapon.

This weapon attacks 25% faster than other weapons, making it attack an extra time every 4 turns under normal conditions. This speed makes it a very versatile weapon, especially when considering that its damage is not reduced to the same degree as other speedy weapons, and it also means that enchantments are slightly more effective on it.

Sai Edit

Sai
Sai
Two thin blades meant to be wielded in one hand each. Excellent for parrying and swift cuts alike.

Typically this tier-3 melee weapon deals 3-10 damage and requires 14 strength to use properly.

This is a very fast weapon.
This weapon blocks 0-2 damage.

This weapon attacks twice per turn under normal conditions and blocks up to 2 damage, but only gains +1/+2 damage per level and has half the base maximum damage of its tier. This speed makes it a great choice for newly sub-classed Gladiators that have access to a Ring of Accuracy, allowing them to achieve high combos very quickly. In addition, many enchantments are much more effective on it than they would be for other weapons, especially the Lucky enchantment. Unlike the Stone Gauntlet, it can be knocked off by Dwarf Monks.

Something to note is that it can be easy to remember its true damage output by simply doubling its stats, but only as long as you consider armor to be 2x effective. Because of this, it becomes clear that armored enemies such as Prison Guards and Gnoll Brutes will often take negligible damage from the Sai. In addition, due to its intended nature of attacking twice, the Gladiator's Combo Finishers will often fall short of what one may expect from them.

Round Shield Edit

RoundShield
Round Shield
This large shield effectively blocks attacks and makes a decent weapon in a pinch.

Typically this tier-3 melee weapon deals 3-12 damage and requires 14 strength to use properly.

This weapon blocks a significant amount of damage, which scales with upgrades.

This weapon can block up to 5+2×level damage, but only gains +1/+2 damage per level rather than +1/+4.

Whip Edit

Whip
Whip
While the barbed length of rope at the end of this weapon deals poor damage, its reach cannot be matched.

Typically this tier-3 melee weapon deals 3-12 damage and requires 14 strength to use properly.

This weapon has tremendous reach.

This weapon can attack an enemy that is three tiles away from the Hero, but gains a reduced +1/+3 damage per level. This makes it a great weapon for the Freerunner.


Tier-4 Edit

Tier-4 weapons typically deal 4-25 damage and require 16 strength to use properly at +0. They usually gain +1/+5 damage per upgrade.

Longsword Edit

Longsword-0
Longsword
This sword's long razor-sharp steel blade shines reassuringly, though its size does make it quite heavy.

Typically this tier-4 melee weapon deals 4-25 damage and requires 16 strength to use properly.


Battle Axe Edit

Battle axe
Battle Axe
The enormous steel head of this battle axe puts considerable heft behind each wide stroke.

Typically this tier-4 melee weapon deals 4-20 damage and requires 16 strength to use properly.

This is a rather accurate weapon.

This weapon has 1.24x accuracy, making it a good choice for Gladiators that lack a Ring of Accuracy when coupled with its great damage scaling.

Flail Edit

Flail
Flail
A spiked ball attached to a handle by a length of chain. Very unwieldy, but devastating if it lands a solid hit.

Typically this tier-4 melee weapon deals 4-35 damage and requires 16 strength to use properly.

This is a slightly inaccurate weapon.
This weapon cannot surprise attack.

At the cost of imposing a 10% penalty to the wielder's Accuracy, the Flail boasts superb damage output, couresty of its sizable base damage and +1/+8 damage scaling. This massive damage scaling, which is unique to it and the Glaive, lets it do tremendous amounts of damage after only a few upgrades, especially when supported by a Ring of Accuracy or by sufficiently upgraded armor. That property also makes it desirable for all those who intend to use their Scrolls of Upgrade on items other than the melee weapon.

This weapon is not recommended if playing as the Assassin, as it cannot surprise attack, making it harder to make use of the subclass perks. However, its high scaling can find it a place with Berserkers who prefer to invest heavily in their armor; in this case, it is often advantageous to augment the Flail for damage.

Assassin's Blade Edit

Assassin's Blade
Assassin's Blade
A small wavy blade made of obsidian, difficult to use despite being lightweight, but deadly if it finds the right mark.

Typically this tier-4 melee weapon deals 4-20 damage and requires 16 strength to use properly.

This weapon is stronger against unaware enemies.

When surprise attacking, deals 12-20 damage (scaling by +3/+5 with upgrades). Augmentation affects this, so augmenting for damage will increase this to 18-30 damage with +4.5/+7.5 scaling. This makes it an excellent end-game weapon for the Assassin, especially when augmented for damage.

Runic Blade Edit

Runic Blade
Runic Blade
A mysterious weapon from a distant land, with a bright blue blade.

Typically this tier-4 melee weapon deals 4-20 damage and requires 16 strength to use properly.

This weapon benefits more from upgrades.

This weapon has tier-5 damage scaling. This means that it will out-damage an equivalently-upgraded Longsword at +5 and approach, but never surpass, the damage of an equivalently-upgraded Greatsword.

Crossbow Edit

Crossbow
Crossbow
A fairly intricate weapon which shoots bolts at exceptional speeds. While it isn't designed for it, this crossbow's heft and sturdy construction make it a decent melee weapon as well.

This weapon enhances the damage of thrown darts when equipped, and will even grant its enchantment to them.

Typically this tier-4 weapon deals 4-20 damage and requires 16 strength to use properly.

Dart-Shattered
Dart
These simple shafts of spike-tipped wood are weighted to fly true and sting their prey with a flick of the wrist.

Typically this tier-1 missile weapon deals 4-12 damage and requires 9 strength to use properly.

This weapon is designed to be used at a distance, it is much less accurate at melee range.

Due to their size and simple construction, darts will never break from use. However specially tipped darts will lose their effect after one use.

In exchange for causing all thrown Darts to deal 4-12 damage, scaling by +1/+3 as the Crossbow is upgraded, the Crossbow has a reduced scaling of +1/+4, making it effectively a tier-3 weapon with a tier-4 strength requirement (this phenomenon is extremely similar to that of the Pickaxe, which has a tier-3 strength requirement, but tier-2 stats).

It is worth noting that the Stone of Augmentation only applies to the weapon itself; however, the throwing speed of the Darts can still be affected by the Ring of Furor.

Tier-5 Edit

Tier-5 weapons usually deal somewhere around 5-30 damage and are the heaviest weapons, requiring 18 strength to use. They typically gain +1/+6 damage per level.

Greatsword Edit

Greatsword
Greatsword
This towering blade inflicts heavy damage by investing its heft into every swing.

Typically this tier-5 melee weapon deals 5-30 damage and requires 18 strength to use properly.

The classic tier-5 weapon. Nothing special about it, aside from the fact it does heavy, heavy damage, much like the rest of the tier-5 weapons.

War Hammer Edit

War hammer
War Hammer
Few creatures can withstand the crushing blow of this towering mass of lead and steel, but it takes great strength to use effectively.

Typically this tier-5 melee weapon deals 5-24 damage and requires 18 strength to use properly.

This is a rather accurate weapon.

This weapon boosts Accuracy by 20%, allowing the wielder to choose to suffer a noticeably reduced 20% penalty to Accuracy when equipped while being 1 point of Strength shy of its requirement (compared to a 33% penalty).

Glaive Edit

Glaive
Glaive
A massive polearm consisting of a sword blade on the end of a pole.

Typically this tier-5 melee weapon deals 5-40 damage and requires 18 strength to use properly.

This is a rather slow weapon.
This weapon has extra reach.

A Spear on steroids, the Glaive attacks 33% slower (1.5 turns per attack), but gains +1/+8 damage per level rather than the +1/+6 tier-5 weapons normally get and can attack enemies that are two tiles away from the Hero. This scaling means that it gets the highest damage scaling in the game, something that only it and the Flail can boast about; beginning at +3, it will have the highest raw damage in the game for its upgrade level, passing the Greataxe.

Because of these attributes, the Assassin loves this weapon, and augmenting for damage will make its damage mind-boggling, with the potential to one-shot many bosses; however, one thing to note is that Preparation does not take its increased range into account when checking if it is possible to blink to an opponent.

Greataxe Edit

Greataxe
Greataxe
Meant to be wielded over the shoulder, this titanic axe is as powerful as it is heavy.

Typically this tier-5 melee weapon deals 5-50 damage and requires 20 strength to use properly.

This weapon is incredibly heavy.

A direct improvement on the Greatsword stat-wise, this weapon does massive damage and has an amazing base damage output at the cost of requiring 20 strength to use properly. However, its damage scaling is not adjusted for its strength requirement, so it still scales by +1/+6 rather than the expected +1/+7 befitting a seemingly tier-6 weapon. While this discrepancy may mean that the Greataxe may not do as much damage as one may think it could, its damage output is nothing short of amazing compared with almost any other weapon in the game courtesy of its massive base damage, which adeptly compensates for this issue. In fact, the Greataxe holds the distinction of having highest raw damage of all +0, +1, and +2 weapons. It is only surpassed by the Glaive at +3 and the Flail at +8 due to their massive scalings, and these weapons have their own respective drawbacks. In contrast, the Greataxe has no drawback aside from requiring 20 strength.

To deal with this thing's massive strength requirement, the hero needs to either drink every Potion of Strength in the game (at which point the game is practically already over) or upgrade the Greataxe so that it can be used earlier.

Greatshield Edit

Greatshield
Greatshield
More like a mobile wall than a shield, this gigantic mass of metal aids defense, but doesn't leave much room for attacking.

Typically this tier-5 melee weapon deals 5-15 damage and requires 18 strength to use properly.

This weapon blocks a tremendous amount of damage, which scales with upgrades.

This weapon can block up to 10+3×level damage, but its damage only increases by +1/+3 per level instead of +1/+6. This damage blocking can make it an invaluable end-game weapon for the Berserker.

Stone Gauntlet Edit

Gauntlet
Stone Gauntlet
This massive gauntlet is made of crimson fabric with heavy magical stone layered on top. The fabric tightens around you, making the thick stone plates almost like a second skin. Swinging such a heavy weapon requires strength, but adds tremendous force to your blows.

Typically this tier-5 melee weapon deals 5-15 damage and requires 18 strength to use properly.

This is a very fast weapon.
This weapon blocks 0-4 damage.

Much of what was written about the Sai applies to this weapon, too; the Stone Gauntlet can attack two times per turn and block up to 4 damage, but only gains +1/+3 damage per level and has half the base maximum damage of its tier. This is an amazing choice for a Gladiator with a Ring of Accuracy, for it will allow him to easily achieve high combos while noticeably reducing incoming damage. Due to its speed, enchantments tend to be more effective for it than most other weapons, especially the Grim, Blazing, Unstable and Chilling enchantments. Dwarf Monks cannot disarm the Hero if they are using this weapon.

Something also to note is that the Hero may have some issues using this against the Fists if not upgraded or enchanted, for the Fists have 15 armor; this means that they can potentially block even a max roll from this weapon if it is not invested into enough; however, nearly any investment into it will cause this issue to quickly disappear.

History Edit

Version Changelog
v0.6.3 Buffs:
  • Flail accuracy penalty reduced by 10%
  • Handaxe accuracy bonus increased by 9.5%
  • Mace accuracy bonus increased by 8%
  • Battleaxe accuracy bonus increased by 6.5%
  • War Hammer accuracy bonus increased by 5%
  • Boomerang
    • Base damage increased to 1-6, from 1-5
    • Base Strength requirement reduced from 10 to 9

Nerfs:

  • Knuckleduster damage reduced from 1-6 to 1-5
v0.6.4 New weapons:
  • Crossbow added
  • Gauntlet added
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