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Challenges can be enabled after winning the game at least once. They are mostly similar to the challenges known from the original Pixel Dungeon, but many of them were made slightly easier in 0.6.4. Unlike in original PD, forbidden items don't generate at all instead of being replaced by gold; they may even cause chests and golden chests disappear together with their key, should they spawn inside one.

Badder Bosses[]

Bosses are much tougher with this challenge!

Goo: +20% health
- Healing in water ramps up, to 3/turn
- Pumps up in 1 turn instead of 2
Tengu: +25% health
- Phase 1: traps are much deadlier
- Phase 2: abilities are more frequent
DM-300: +33% health
- Pylons are tougher and 3 activate
- Abilities are more powerful and frequent
- DM-300 is faster when supercharged
- Exposed wires are twice as common
Dwarf King: +50% health
- Minions are stronger in all phases
- Phase 1: faster abilities and summons
- Phase 2: 2 more minions per round
- Phase 3: 2x health, faster summons
Yog-Dzewa:
- Two fists are summoned at a time!
- +60% laser damage
- Stronger minions


Tips[]

  • This challenge makes avoiding all telegraphed attacks to get a perfect score(rankings) more difficult.

Hostile Champions[]

You're not the only one who can level up!

- Regular enemies have a 1/10 chance to spawn with a special champion buff.
- Champions wake up if they spawn asleep
- The hero knows when a champion spawns
- Champions are immune to corruption

There are six types of champion enemy:
Blazing (orange): +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles
Projecting (purple): +25% melee damage, +3 melee range
Antimagic (green): -50% damage taken, immune to magical effects
Giant (blue): -80% damage taken, +1 melee range, cannot move into tunnels
Blessed (yellow): +300% accuracy, +300% evasion
Growing (red): +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns.

Regular enemies have a 10% chance to spawn with a special champion buff. However, there is a limit on how many champions can be in a single floor (2 in sewers and prison, 3 in caves and city and 4 in halls). Champions drop the same items and amount of EXP as their non champion counterparts.

Antimagic

Antimagic Champion
Antimagic champions take 50% less damage and are completely immune to magical effects.

Blazing

Blazing Champion
Blazing champions deal 25% more melee damage, ignite enemies they attack, are immune to fire, and spread fire around them as they die. They can't spread fire onto water however.

Blessed

Blessed Champion
Blessed champions have 4x accuracy and evasion.

Giant

Giant Champion
Giant champions take 80% less damage and have +1 attack range, but cannot move through enclosed spaces.

Growing

Growing Champion
Growing champions gain a steadily increasing bonus to accuracy, evasion, melee damage, and a reduction to damage taken.

Current acc/eva/dmg boost:
Current damage reduction:

Projecting

Projecting Champion
Projecting champions deal 25% more melee damage and have +3 attack range.


There is no way the Hero or allies can recieve these buffs. Champion enemies are also impossible to convert into allies by corrupting or enthralling them.

Tips[]

  • This challenge can be quite RNG dependent as some enemy/champion combinations are barely more threatening than regular enemies (ex. projecting ranged enemies in general) while others are extremely dangerous (ex. projecting thief, blessed crab, giant sewer snake).
  • While champions never spawn sleeping, you can still put them to Magical Sleep if you don't want to fight.
    • Antimagic champions are immune to magical sleep
  • Rogue will have slightly easier time with this challenge as he can use his cloak to get away if he encounters a champion he can't beat. This is especially useful in early game when you likely don't have tools to deal with certain champion enemies.
  • Antimagic, giant and growing champions will resist most instant-kill abilities due to their damage resistance. The Assassin can still one-shot them though.
  • Relying on a wand can be dangerous because of antimagic champions. Luckily, the immunity only works against direct damage and magical debuffs

On Diet[]

Food's already scarce, but you have to watch your portions as well!

- Food and the horn of plenty are one third as effective at satisfying hunger
- Other sources of satiety are unaffected

Food and the Horn of Plenty are one third as effective at satisfying hunger.

Tips[]

  • Making a meat pie instead of eating its components separately makes a lot of sense. It recovers 300 energy (points of satiety) and gives 150 turns of the well fed buff, which prevents hunger while also increasing the hero's healing rate. If the individual ingredients are consumed, you only get 300 energy.
  • Extra food can be obtained by killing piranhas or buying small rations in the shop. Cached rations and nature's bounty talents can also help.
  • The well of health and potion of cleansing both completely satisfy hunger (450 energy).
  • Elixir of Honeyed Healing still gives 150 points of energy even with challenge.
  • Choosing Warlock subclass helps massively as his Soul Eater talent isn't effected by the challenge.
  • Using a Ring of Haste, glyph of flow, or glyph of swiftness help to get further before starvation starts.
  • Unblessed ankhs can be used to fully restore HP and recover 450 energy.
  • Hunger does not progress in closed boss rooms, yet the well fed buff does not stop. This means you won't die of hunger in a boss room, and that the well fed buff can still provide you with healing. The downside to having the well fed buff while in a boss room is that its prevention of hunger is wasted.

Faith is My Armor[]

Take on the dungeon with nothing but some cloth to protect you!

- Base blocking power reduced for all armor except cloth
- All armor now gains very little blocking when upgraded
- Earthen guardian's defensive power is also significantly reduced.

Armor base blocking power is reduced for all armor except cloth to 0 to 1 + tier from 0 to 2 * tier. Armor scaling is reduced significantly for all armor to + 0 /+ 1 from + 1 /+ tier. Wand of Living Earth can generate, but the guardian's armor is reduced to (wandLevel) to (wandLevel+2) (down from wandLevel to (3 + (3 * wandLevel))), making it much less viable.

Tips[]

  • The Freerunner subclass may benefit from keeping the cloth armor as bonus evasion for excess strength is not reduced.
  • Extra evasion can be gotten with stone of augmentation for a small cost of defense.
  • Round shield, greatshield and quarterstaff still provide the same damage reduction as on normal run. By heavily upgrading a shield, you can still get viable protection and have a mostly normal run.
  • Armor provided by Warden's Barkskin talent isn't affected by this challenge. As such, the Warden can still rely on some physical protection.
  • Especially later in the game, armor provides virtually no protection and its main benefit is the effect of inscribed glyph.
    • Therefore armor tier doesn't really matter, only level (and even it is only important for some glyphs)
    • As you want avoid getting hit at any cost, glyphs that provide additional physical protection or only proc on hit are virtually useless
    • On the other hand, most beneficial glyphs are the ones which help you avoid melee combat (obfuscation, camouflage, swiftness and flow)

Pharmacophobia[]

Healing potions sure are handy, unfortunately you're allergic!

- Potions of healing, and items made using potions of healing, poison the hero instead of healing them
- Alchemical catalysts cannot randomly poison or heal the hero
- These items still work normally for other characters

Potions of Healing, Sunfruits and all crafted items using the healing potion as the main ingredient will poison the Hero instead of healing. Random potion effect when drinking pure alchemical catalyst can not provide a healing effect nor poison. Other characters are not affected by this change.

Tips[]

  • Waterskin can serve as an emergency healing potion, but you only have one and it takes a considerable time to refill. Use it wisely and sparingly if its is difficult for you to refill it.
  • Sungrass can be stepped on to replenish your health, and Mageroyal can serve as a debuff removal tool;
    • Playing as the Warden further empowers these plants' effects.
  • Pairing this challenge with Barren Lands prevents most methods of regaining HP from being used, and can increase the overall run difficulty more than expected.
  • Chalice of Blood boosts passive health regeneration.
    • Scroll of Mystical Energy paired with this artifact increases the healing efficiency.
    • Ring of Energy synergizes with Chalice, increasing natural regeneration.
    • As Potions of Shielding no longer serve their original purpose, the Mage's Shield Battery or other shield-based hero talents may assist in upgrading the Chalice safely.
  • Blessed and unblessed ankhs still restore their respective health values (with emphasis on the fact that a blessed ankh heals less than an unblessed one, with the tradeoff being that you're healed automatically).
  • Using unblessed ankhs in empty boss floors is especially helpful as they not only fully restore your health, but also completely refills your hunger with no risk of dying to an enemy.
  • The magical sleep caused by a scroll of lullaby drastically decreases hunger rate to the extent that eating any food item before falling asleep will completely refill your health, and also leave you with some hunger left (even while using the on a diet challenge). Using it in an empty boss map will ensure you completely refill your health, as any damage will wake you.
  • The lack of healing potions becomes most problematic in bossfights. You can no longer rely on hoarding healing potions before the fight and actually need.
  • Avoiding unnecessary damage is extremely important as natural healing while not starving becomes an important way to heal. Utilize doorways and barriers to extreme effect to reduce your chances of being damaged.
  • Healing potion still has its uses in alchemy
    • Crafting Elixers of Honeyed Healing and Regrowth Bombs to heal allies;
    • Converting it into 6 alchemical energy;
    • Alchemical catalysts for further crafting.
  • You can still throw healing potions at yourself to remove burning or caustic effect

Barren Land[]

There seems to be no clean water left in this accursed dungeon...

- Dew drops are removed
- Plants are removed
- Seeds still appear, but will not take root

Prevents Dewdrops from dropping and plants from generating or growing from seeds. Blandfruit can't be found with this challenge. the rotberry still generates.

Tips[]

  • Waterskin can be filled by throwing them at a well of healing.
  • Don't use huntress talent of nature's aid, it doesn't work.
  • This challenge is most difficult for the Huntress as it makes the Warden subclass mostly useless.
  • Wand of Regrowth becomes weaker as it now does not spawn dew drops. Rooting, tall grass generation, and seed drops still remain.
  • Seeds can still be used to tip darts, which you can throw at your enemies often with same effects.
  • Pairing this challenge with Pharmacophobia prevents most methods of regaining HP from being used, and can increase the overall run difficulty more than expected.

Swarm Intelligence[]

Watch out, the dungeon monsters are getting smarter!

- When an enemy notices you, nearby enemies are drawn to that location

Whenever an enemy notices the Hero, it also alerts all enemies within an 8-tile radius away.

Tips[]

  • Be careful with handling rooms with multiple ranged enemies, sleeping or not, as being noticed by one will cause the rest to attack as well.
  • Some environmental effects and sources of damage are indirectly helped by this challenge:

Into Darkness[]

It is a dungeon after all!

- Regular visible distance dramatically reduced
- A torch appears on each floor
- Light buff lasts for less time

View distance is reduced to 2 tiles, and just 1 tile on dark floors. Illuminated buff from Wand of Prismatic Light only lasts for level+2 turns. A torch is guaranteed to generate on every floor.

Tips[]

  • Don't use torches at all on the first two floors. Enemies found there will rarely be more dangerous when their location is not known for longer.
  • Preserved sources of light may come in handy on floor 3 (where sewer crabs that move faster than the Hero will spawn) or as an emergency later on.
  • Using a ring of haste, Glyph of Flow, or Glyph of Swiftness helps to get further before running out of light, playing as the Freerunner helps as well.
  • Potion of mind vision, the mage's talent of arcane vision, or the huntress' talent of heightened senses are very helpful.

Forbidden Runes[]

A certain rune is harder to find. Unfortunately, it's always the most useful one.

- Half of the dungeon's upgrades scrolls are removed

Only 8 Scrolls of Upgrade can be found in the game; specifically, every other Scroll of upgrade doesn't spawn. This results in scrolls spawning specifically on floors 1-2, 3-4, 7-8, 11-12, 13-14, 17-18, 21-22 and 23-24.

Tips[]

  • The Huntress is probably the best class for this challenge as her Spirit Bow provides decent damage without requiring any scrolls of upgrade.

Related badges[]

Icon Name Description Rarity
Bronze Champion Beat the game with 1 or more challenges enabled Platinum
Silver Champion Beat the game with 3 or more challenges enabled Diamond
Golden Champion Beat the game with 6 or more challenges enabled Diamond

History[]

Update Change
v0.9.0 Additions:
  • Added hostile champions challenge

Changes:

  • On diet no longer restricts food generation, but causes all food to restore only 1/3 of normal satiation.
  • Faith is my armor no longer removes any armor except cloth, but significantly reduces armor blocking.
  • Pharmacophobia no longer removes potions of healing, but makes them and potions/elixires made from them poisonous to the Hero.
v0.8.2 Changes:
  • Swarm inteligence no longer alerts paralysed, frozen or sleeping enemies.
v0.6.4 Changes:
  • Challenges now have ingame descriptions
  • On diet no longer removes small rations in shops and replaces generated food with small rations.
  • Faith is my armor no longer removes starting cloth armor.
  • Barren lands now lets seeds drop normally, but prevents them from being planted.
  • Swarm inteligence now only alerts enemies up to 8 tiles away rather than all enemies.
  • Into darkness now limits visibility to 2 tiles from 4 tiles and nerfs wand of prismatic light, but guarantees a torch in every floor.
  • Forbidden runes now removes 7 scrolls of upgrade rather than all other scrolls.
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