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.

Warrior[edit | edit source]

last updated: v0.9.1

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.

While Warrior can no longer reforge his shortsword (now a worn shortsword), he now starts with a Broken Seal that can be affixed to armor.

Broken Seal.png
Broken Seal
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.

Warrior now automatically identifies the scroll of rage and potion of healing, rather than the potion of strength.

Subclasses[edit | edit source]

Gladiator[edit | edit source]

See also: Combo (status effect)
Combo.png
Combo
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, Slam 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.

Berserker[edit | edit source]

Shattered-Angered.png
Angered
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%

+Y% damage

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).

Fury.png
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.


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.

Shattered-Recovering.png
Recovering
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.

Talents[edit | edit source]

Tier 1[edit | edit source]

Hearty Meal.png
Hearty Meal
+1: Eating heals the Warrior for 2 HP when he is below 50% health, and 3 HP when he is below 25% health.

+2: Eating heals the Warrior for 3 HP when he is below 50% health, and 5 HP when he is below 25% health.

Armsmaster's Intuition.png
Armsmaster's Intuition
+1: The Warrior identifies weapons and armor 2x faster.

+2: The Warrior identifies weapons and armor when he equips them.

Test Subject.png
Test Subject
+1: Whenever the Warrior identifies an item, he heals for 2 HP.

+2: Whenever the Warrior identifies an item, he heals for 3 HP.

Iron Will.png
Iron Will
+1: The max shield provided by the Warrior's seal is increased by 1.

+2: The max shield provided by the Warrior's seal is increased by 2.


Tier 2[edit | edit source]

Iron Stomach.png
Iron Stomach
+1: Eating food takes the Warrior 1 turn and grants him 75% damage resistance while eating.

+2: Eating food takes the Warrior 1 turn and grants him 100% damage resistance while eating.

Restored Willpower.png
Restored Willpower
+1: Drinking a potion of healing instantly recharges 67% of the shielding from the Warrior's broken seal.

+2: Drinking a potion of healing instantly recharges 100% of the shielding from the Warrior's broken seal.

This talent also triggers when drinking potions or elixirs based on potions of healing.

Runic Transference.png
Runic Transference
+1: The Warrior's broken seal can transfer regular glyphs in the same way it transfers an upgrade.

+2: The Warrior's broken seal can transfer regular, powerful, and curse glyphs in the same way it transfers an upgrade.

Lethal Momentum.png
Lethal Momentum
+1: When the Warrior kills an enemy, the killing blow has a 67% chance to be instantaneous.

+2: When the Warrior kills an enemy, the killing blow has a 100% chance to be instantaneous.

Improvised Projectiles.png
Improvised Projectiles
+1: The Warrior can blind an enemy for 2 turns by throwing any item that isn’t a thrown weapon at them. This has a 30 turn cooldown.

+2: The Warrior can blind an enemy for 3 turns by throwing any item that isn’t a thrown weapon at them. This has a 30 turn cooldown.


Tier 3[edit | edit source]

Any subclass

Hold Fast.png
Hold Fast
+1: When the warrior waits he gains +2 armor until he moves.
+2: When the warrior waits he gains +4 armor until he moves.
+3: When the warrior waits he gains +6 armor until he moves.


Strongman.png
Strongman
+1: The Warrior needs 1 less strength to use armor.
+2: The Warrior needs 1 less strength to use armor and 1 less strength to use weapons.
+3: The Warrior needs 2 less strength to use armor and 1 less strength to use weapons.


Berserker

Endless Rage.png
Endless Rage
+1: The Berserker can reach a max of 115% rage.
+2: The Berserker can reach a max of 130% rage.
+3: The Berserker can reach a max of 145% rage.


Berserking Stamina.png
Berserking Stamina
+1: The Berserker gains 17% more shield when berserking, and the berserking cooldown is reduced to 2.5 levels from 3.
+2: The Berserker gains 33% more shield when berserking, and the berserking cooldown is reduced to 2 levels from 3.
+3: The Berserker gains 50% more shield when berserking, and the berserking cooldown is reduced to 1.5 levels from 3.


Enraged Catalyst.png
Enraged Catalyst
+1: Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of 20% more often at 100% rage.
+2: Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of 40% more often at 100% rage.
+3: Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of 60% more often at 100% rage.


Gladiator

Cleave.png
Cleave
+1: When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to 10 turns.
+2: When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to 20 turns.
+3: When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to 30 turns.


Lethal Defense.png
Lethal Defense
+1: When the Gladiator kills an enemy with a combo move, he regains 33% of the broken seal's shielding.
+2: When the Gladiator kills an enemy with a combo move, he regains 67% of the broken seal's shielding.
+3: When the Gladiator kills an enemy with a combo move, he regains 100% of the broken seal's shielding.


Enhanced Combo.png
Enhanced Combo
+1: When the Gladiator's combo is 7 or higher, Clobber's knockback range increases to 3, it inflicts vertigo, and it can knock enemies into pits.
+2: In addition to the benefits of +1, when the Gladiator's combo is 9 or higher parry works on multiple attacks.
+3: In addition to the benefits of +1 and +2, the Gladiator can leap up to combo/3 tiles when using Slam, Crush, or Fury.


Tier 4[edit | edit source]

Will be implemented in v0.9.3.

Mage[edit | edit source]

last updated: v0.9.1

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, and his innate recharging perk has been converted to a tier 2 talent.

Staff.png
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.

Staff Level after imbuing a wand
Wand Level
Staff Level +0 +1 +2 +3
+0 +0 +1 +2 +3
+1 +1 +2 +3 +4
+2 +2 +2 +3 +4
+3 +3 +3 +3 +4

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 without the Mage's tier-2 Wand Preservation talent (which has a 67% or 100% chance of returning the old wand at +0), 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.

Mage automatically identifies potions of liquid flame and scrolls of upgrade.

Subclasses[edit | edit source]

Battlemage[edit | edit source]

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 Restore 1/2 charge to other wands Guaranteed
Prismatic Light Cripple target for level+1 turns. 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. Guaranteed
Corrosion Inflict 20 turns of Caustic Ooze on target. level+1level+3
Corruption Inflict Amok on target for 2(level+4) turns level+1level+4
Warding Heals all sentries on current depth. More advanced sentries get healed more. level+1level+5
Transfusion If the target is charmed by the hero, gives 2+5×level shielding to hero and causes the next zap targeted at an ally to not consume health.
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. chill−19
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.
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 When the hero is standing on grass, gives herbal healing based on damage dealt.

Warlock[edit | edit source]

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.

Corrupt-buff.png
Soul Marked
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.

Inflicting Soul Mark
Level Chance Duration Level Chance Duration Level Chance Duration
+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.

Talents[edit | edit source]

Tier 1[edit | edit source]

Empowering Meal.png
Empowering Meal
+1: Eating food grants the Mage 2 bonus damage on his next 3 wand zaps.

+1: Eating food grants the Mage 3 bonus damage on his next 3 wand zaps.

Scholar's Intuition.png
Scholar's intuition
+1: The Mage identifies wands 3x faster.

+2: The Mage identifies wands when he uses them.

Tested Hypothesis.png
Tested Hypothesis
+1: Whenever the Mage identifies an item, he gains 2 turns of wand recharging.

+2: Whenever the Mage identifies an item, he gains 3 turns of wand recharging.

Backup Barrier.png
Backup Barrier
+1: The Mage gains 4 shielding whenever he spends the last charge in his staff.

+2: The Mage gains 6 shielding whenever he spends the last charge in his staff.


Tier 2[edit | edit source]

Energizing Meal.png
Energizing Meal
+1: Eating food takes the Mage 1 turn and grants him 5 turns of wand recharging.

+2: Eating food takes the Mage 1 turn and grants him 8 turns of wand recharging.

Energizing Upgrade.png
Energizing Upgrade
+1: Using a scroll of upgrade instantly recharges the Mage's staff for 1 charge, this can put it above its current charge cap.

+2: Using a scroll of upgrade instantly recharges the Mage's staff for 2 charges, this can put it above its current charge cap.

This talent also triggers when using scrolls or spells based on scrolls of upgrade.

Wand Preservation.png
Wand Preservation
+1: When the Mage imbues a new wand into his staff, the old wand has a 67% chance of being returned at +0.

+2: When the Mage imbues a new wand into his staff, the old wand has a 100% chance of being returned at +0.

This talent can preserve a wand up to three times.

Arcane Vision
+1: When the Mage zaps an enemy, he gains mind vision on them for 10 turns.

+2: When the Mage zaps an enemy, he gains mind vision on them for 15 turns.

Shield Battery.png
Shield Battery
+1: The mage can self-target with a wand to convert its charges into shielding at a rate of 5% max HP per charge.

+2: The mage can self-target with a wand to convert its charges into shielding at a rate of 7.5% max HP per charge.


Tier 3[edit | edit source]

Any subclass

Empowering Scrolls.png
Empowering Scrolls
+1: When the Mage reads a scroll, his next wand zap within 10 turns will get +1 level.
+2: When the Mage reads a scroll, his next wand zap within 10 turns will get +2 level.
+3: When the Mage reads a scroll, his next wand zap within 10 turns will get +3 level.


Ally Warp.png
Ally Warp
+1: The Mage can tap an ally to instantly swap places with them, with a 3 tile range.
+2: The Mage can tap an ally to instantly swap places with them, with a 6 tile range.
+3: The Mage can tap an ally to instantly swap places with them, with a 9 tile range.


Battlemage

Empowered Strike.png
Empowered Strike
+1: The Battlemage's first melee strike with his staff after zapping with it deals +17% damage.
+2: The Battlemage's first melee strike with his staff after zapping with it deals +33% damage.
+3: The Battlemage's first melee strike with his staff after zapping with it deals +50% damage.


Mystical Charge.png
Mystical Charge
+1: Striking with his staff grants the Battlemage 0.5 turns worth of artifact recharging.
+2: Striking with his staff grants the Battlemage 1 turn worth of artifact recharging.
+3: Striking with his staff grants the Battlemage 1.5 turns worth of artifact recharging.


Excess Charge.png
Excess Charge
+1: When the Battlemage's staff is fully charged, he has a 17% chance to gain 2 shielding per level of the staff when he strikes with it.
+2: When the Battlemage's staff is fully charged, he has a 33% chance to gain 2 shielding per level of the staff when he strikes with it.
+3: When the Battlemage's staff is fully charged, he has a 50% chance to gain 2 shielding per level of the staff when he strikes with it.


Warlock

Soul Siphon.png
Soul Siphon
+1: Melee damage dealt by other characters triggers the Warlock's soul mark at 15% effectiveness.
+2: Melee damage dealt by other characters triggers the Warlock's soul mark at 30% effectiveness.
+3: Melee damage dealt by other characters triggers the Warlock's soul mark at 45% effectiveness.


Soul Eater.png
Soul Eater
+1: Soul mark grants 0.33 turns of satiety for each damage dealt. Soul marked enemies have a 10% chance to trigger on-eat effects when they die.
+2: Soul mark grants 0.66 turns of satiety for each damage dealt. Soul marked enemies have a 20% chance to trigger on-eat effects when they die.
+3: Soul mark grants 1 turn of satiety for each damage dealt. Soul marked enemies have a 30% chance to trigger on-eat effects when they die.


Necromancer's Minions.png
Necromancer's Minions
+1: When a soul marked enemy dies, the Warlock has a 10% chance to raise them as a corrupted wraith.
+2: When a soul marked enemy dies, the Warlock has a 20% chance to raise them as a corrupted wraith.
+3: When a soul marked enemy dies, the Warlock has a 30% chance to raise them as a corrupted wraith.


Tier 4[edit | edit source]

Will be implemented in v0.9.3.

Rogue[edit | edit source]

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.

Rogue automatically identifies potion of invisibility and scroll of magic mapping.

Subclasses[edit | edit source]

Assassin[edit | edit source]

Last Updated: v0.8.1

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*. With enough Preparation, multiple damage rolls will be made, with the highest one being used.

Turns spent invisible Damage Bonus KO Threshold Rolls Blink Distance
1 15% 5% / 1% 1 1
3 30% 15% / 3% 1 3
6 45% 30% / 6% 2 5
11 60% 50% / 10% 3 7

If the enemy is within the KO threshold, the enemy is immediately disposed of. The higher threshold (left) is used for standard enemies, while the lower threshold is used for bosses and minibosses (right).

Freerunner[edit | edit source]

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.

Momentum-buff.png
Momentum
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.

Due to the way the evasion bonus is implemented, not equipping any armor will result in no evasion bonus at all. It is therefore not a viable strategy. The best evasion bonus that can be obtained is using a highly upgraded cloth armor.

Talents[edit | edit source]

Tier 1[edit | edit source]

Cached Rations.png
Cached Rations
+1: The Rogue can find 4 small rations placed in chests while he explores the earlier stages of the dungeon.

+2: The Rogue can find 6 small rations placed in chests while he explores the earlier stages of the dungeon..


Thief's Intuition.png
Thief's Intuition
+1: The Rogue identifies rings 2x faster, and identifies the type of a ring when he equips it.

+2: The Rogue identifies rings when he equips them, and identifies the type of a ring when he picks it up.

Sucker Punch.png
Sucker Punch
+1: The Rogue deals 1 bonus damage the first time he surprise attacks an enemy.

+2: The Rogue deals 1-2 bonus damage the first time he surprise attacks an enemy.

Protective Shadows.png
Protective Shadows
+1: The Rogue gains one shielding every other turn his cloak is activated, to a max of 3.

+1: The Rogue gains one shielding every turn his cloak is activated, to a max of 5.


Tier 2[edit | edit source]

Mystical Meal.png
Mystical Meal
+1: Eating food takes the Rogue 1 turn and grants him 3 turns of artifact recharging.

+2: Eating food takes the Rogue 1 turn and grants him 5 turns of artifact recharging.


Mystical Upgrade.png
Mystical Upgrade
+1: Using a scroll of upgrade instantly recharges the Rogue's cloak for 1 charge, this can put it above its current charge cap.

+2: Using a scroll of upgrade instantly recharges the Rogue's cloak for 2 charges, this can put it above its current charge cap.

This talent also triggers when using scrolls or spells based on scrolls of upgrade.


Wide Search.png
Wide Search
+1: The Rogue’s search radius is increased from a 5x5 square to a 7x7 circle.

+2: The Rogue’s search radius is increased from a 5x5 square to a 7x7 square.


Silent Steps.png
Silent Steps
+1: The Rogue will not wake sleeping enemies while he is 3 or more tiles away from them.

+2: The Rogue will not wake sleeping enemies while he is not adjacent to them.


Rogue's Foresight.png
Rogue's Foresight
+1: When he first enters a level with a secret room, the Rogue has a 50% chance to notice that the level contains a secret.

+2: When he first enters a level with a secret room, the Rogue has a 75% chance to notice that the level contains a secret.


Tier 3[edit | edit source]

Any subclass

Light Cloak.png
Light Cloak
+1: The Rogue can use his cloak of shadows when it is not equipped, but it recharges at 10% speed.
+2: The Rogue can use his cloak of shadows when it is not equipped, but it recharges at 20% speed.
+3: The Rogue can use his cloak of shadows when it is not equipped, but it recharges at 30% speed.


Enhanced Rings.png
Enhanced Rings
+1: When the Rogue consumes uses an artifact, his rings gain +1 upgrade for 5 turns.
+2: When the Rogue consumes uses an artifact, his rings gain +1 upgrade for 10 turns.
+3: When the Rogue consumes uses an artifact, his rings gain +1 upgrade for 15 turns.


Assassin

Enhanced Lethality.png
Enhanced Lethality
+1: The Assassin can assassinate enemies below 4/12/25/60% health per level of preparation, up from 3/10/20/40%.
+2: The Assassin can assassinate enemies below 5/14/30/80% health per level of preparation, up from 3/10/20/40%.
+3: The Assassin can assassinate enemies below 6/16/35/100% health per level of preparation, up from 3/10/20/40%.


Assassin's Reach.png
Assassin's Reach
+1: The Assassin's blink range per level of preparation is increased to 2/3/4/6 tiles, from 1/2/3/4.
+2: The Assassin's blink range per level of preparation is increased to 3/5/6/8 tiles, from 1/2/3/4.
+3: The Assassin's blink range per level of preparation is increased to 4/6/8/10 tiles, from 1/2/3/4.


Bounty Hunter.png
Bounty Hunter
+1: When the Assassin kills an enemy with a prepared strike they drop 10 extra gold.
+2: When the Assassin kills an enemy with a prepared strike they drop 20 extra gold.
+3: When the Assassin kills an enemy with a prepared strike they drop 30 extra gold.


Freerunner

Evasive Armor.png
Evasive Armor
+1: While freerunning, the Freerunner gains an additional +1 evasion per excess point of strength on his armor.
+2: While freerunning, the Freerunner gains an additional +2 evasion per excess point of strength on his armor.
+3: While freerunning, the Freerunner gains an additional +3 evasion per excess point of strength on his armor.


Projectile Momentum.png
Projectile Momentum
+1: While freerunning, the Freerunner gains +20% accuracy and +10% damage with thrown weapons.
+2: While freerunning, the Freerunner gains +40% accuracy and +20% damage with thrown weapons.
+3: While freerunning, the Freerunner gains +60% accuracy and +30% damage with thrown weapons.


Speedy Stealth.png
Speedy Stealth
+1: The Freerunner gains 2 stacks of momentum per turn while he is invisible.
+2: In addition to the benefits of +1, freerunning no longer counts down while the Freerunner is invisible.
+3: In addition to the benefits of +1 and +2, The Freerunner moves at 2x speed while invisible, regardless of whether he is freerunning or not.


Tier 4[edit | edit source]

Will be implemented in a future version.

Huntress[edit | edit source]

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.

Spirit bow.png
Spirit Bow
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).

Subclasses[edit | edit source]

Sniper[edit | edit source]

Last updated: v0.8.1

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.

Zeroed in.png
Sniper's Mark
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.

Snapshot is better at raw damage than Volley and provides much more flexibility thanks to its 0 delay.

Ranged weapons:
  • Crossbow
  • Shurikens; when using them, open up synergies with wands of:
    • Lightning
    • Frost
    • Prismatic Light
  • Tipped darts, especially Sleep and Blinding darts

Rings:

  • Sharpshooting
  • Furor
  • Accuracy

Enchants:

  • Elastic
  • Grim
  • Blazing
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).

Enchantments:
  • Grim
  • Blazing
  • Elastic
  • Unstable

Thrown weapons:

  • Shurikens

Wands:

  • Blast Wave
  • Prismatic Light

Rings:

  • Furor
  • Haste
  • Accuracy
Damage Sniper Shot: Fire an arrow that deals 1.2×1.125distance (capping at distance=8 tiles) damage and cannot miss. Takes 2 turns to fire. Before deciding to go this route, make sure that you have a distancing method synergy and a thrown 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, either directly or through a ring of sharpshooting.

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.

Missile weapons:

  • Boomerangs
  • Tomahawks
  • Tridents
  • Kunai

Distance:

  • Ethereal Chains
  • Timekeeper's Hourglass
  • Ring of haste
  • Bolas

Rings:

  • Sharpshooting
  • Haste

Enchantments:

  • Kinetic
  • Grim
  • Corrupting
  • Unstable
  • Blazing

Warden[edit | edit source]

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).

Warden-exclusive trample effects
Plant Effect
Furrowed grass Grants level+5 barkskin that degrades by 1 every turn.
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.
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.
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.
Swifthistle In addition to granting 5 turns of time bubble, grants 5 turns of haste, allowing easy kiting of enemies.

Talents[edit | edit source]

Tier 1[edit | edit source]

Invigorating Meal
+1: The Huntress can find 4 berries hidden in tall grass as she explores the earlier stages of the dungeon.

+2: The Huntress can find 6 berries hidden in tall grass as she explores the earlier stages of the dungeon.


Survivalist's Intuition.png
Survivalist's Intuition
+1: The Huntress identifies all equipment 1.75x faster.

+2: The Huntress identifies all equipment 2.5x faster.

Followup Strike.png
Followup Strike
+1: When the Huntress hits an enemy with her bow or a thrown weapon, her next melee attack against that enemy deals 2 bonus damage.

+2: When the Huntress hits an enemy with her bow or a thrown weapon, her next melee attack against that enemy deals 3 bonus damage.

Nature's Aid.png
Nature's Aid
+1:The Huntress gains 2 armor of barkskin for 4 turns when a plant is trampled in her vision.

+2: The Huntress gains 2 armor of barkskin for 6 turns when a plant is trampled in her vision.


Tier 2[edit | edit source]

Invigorating Meal.png
Invigorating Meal
+1: Eating food takes the Huntress 1 turn (berries are eaten instantly) and grants her 1 turn of haste.

+2: Eating food takes the Huntress 1 turn (berries are eaten instantly) and grants her 3 turn of haste.


Restored Nature
+1: Drinking a potion of healing spawns up to 5 grass around the Huntress, and roots adjacent enemies for 2 turns.

+2: spawns up to 8 grass around the Huntress, and roots adjacent enemies for 3 turns.

This talent also triggers when drinking potions or elixirs based on potions of healing.


Rejuvenating Steps
+1: When the huntress steps on short grass or embers, they spring up into tall grass which the huntress immediately furrows. This has a 10 turn cooldown.

+2: When the huntress steps on short grass or embers, they spring up into tall grass which the huntress immediately furrows. This has a 5 turn cooldown.


Heightened Senses
+1: The Huntress gains mind vision on any enemy within 2 tiles of her position

+2: The Huntress gains mind vision on any enemy within 3 tiles of her position


Durable Projectiles
+1: Thrown weapons have +50% durability when used by the Huntress.

+2: Thrown weapons have +75% durability when used by the Huntress.


Tier 3[edit | edit source]

Any subclass

Point Blank
+1: When the Huntress uses a thrown weapon at melee range it has -30% accuracy, instead of -50%.
+2: When the Huntress uses a thrown weapon at melee range it has -10% accuracy, instead of -50%.
+3: When the Huntress uses a thrown weapon at melee range it has +10% accuracy, instead of -50%.

Note that thrown weapons always have +50% accuracy when used at a distance.


Seer Shot
+1: When the huntress fires an arrow at the ground, it grants vision in a 3*3 area around it for 5 turns.
+2: When the huntress fires an arrow at the ground, it grants vision in a 3*3 area around it for 10 turns.
+3: When the huntress fires an arrow at the ground, it grants vision in a 3*3 area around it for 15 turns.

This has a 20 turn cooldown.


Sniper

Farsight
+1: The Sniper's vision range is increased by 25%.
+2: The Sniper's vision range is increased by 50%.
+3: The Sniper's vision range is increased by 75%.


Shared Enchantment
+1: Thrown weapons have a 33% chance to use the enchantment on the Sniper's bow.
+2: Thrown weapons have a 66% chance to use the enchantment on the Sniper's bow.
+3: Thrown weapons have a 100% chance to use the enchantment on the Sniper's bow.


Shared Upgrades
+1: When the Sniper attacks with an upgraded thrown weapon, each level increases the duration of sniper's mark by 1 turn and the damage of her special attack by 7%
+2: When the Sniper attacks with an upgraded thrown weapon, each level increases the duration of sniper's mark by 1 turn and the damage of her special attack by 13%
+3: When the Sniper attacks with an upgraded thrown weapon, each level increases the duration of sniper's mark by 1 turn and the damage of her special attack by 20%


Warden

Durable Tips
+1: Tipped darts have 2x durability when the Warden uses them.
+2: Tipped darts have 3x durability when the Warden uses them.
+3: Tipped darts have 4x durability when the Warden uses them.


Barkskin
+1: When stepping in grass, the Warden gains barkskin equivalent to her level for 1 turn.
+2: When stepping in grass, the Warden gains barkskin equivalent to her level for 2 turns.
+3: When stepping in grass, the Warden gains barkskin equivalent to her level for 3 turns.


Shielding Dew
+1: Dewdrops can shield the Warden for up to 20% of her max HP.
+2: Dewdrops can shield the Warden for up to 40% of her max HP.
+3: Dewdrops can shield the Warden for up to 60% of her max HP.


Tier 4[edit | edit source]

Will be implemented in a future version.

Change history[edit | edit source]

Update Change
v0.9.1 TODO
v0.9.0 Tier 1 talents added, many class perks converted to talents.
  • Warrior:
    • Innate on-eat effect removed, replaced by Hearty Meal talent.
    • Base warrior shield decreased from 2 to 1 to compensate for Iron Will Talent.
  • Mage
    • Innate on-eat effect removed, replaced by Energizing Meal talent.
    • Partial wand identification removed, related talent added.
  • Studded gloves damage down to 1-5 from 1-6 to compensate for follow-up strike talent.
v0.8.1
  • Assassin:
    • highest preparation level removed.
    • bonus damage based on prior damage removed.
    • Bonus damage from preparation increased across the board.
    • Assassin can now instantly kill wounded enemies if they fall into preparation's KO threshold.
  • Sniper
    • Sniper's mark now lasts 4 turns, up from 2.
    • Sniper shot damage scaling with distance increased, cap increased to 3x from 2.5x.
v0.7.4
  • Warlock soul mark healing increased by 21%
  • Warlock soul mark effects now 40% effective when damage dealer is not the hero.
  • Berserker rate of rage loss over time increased by 33%
  • Freerunner bonus evasion from momentum reduced by 20%.
v0.7.3
  • Berserker rate of rage loss reduced by 50%.
  • Using items no longer resets Gladiator combo.
  • Thrown weapons now can build combo.
  • Slam now deals damage based on DR instead of simply increasing damage.
  • Warrior shielding regeneration scaling removed. Now flat 1 shield/30 turns.
v0.7.2
  • Sniper's mark now lasts for 2 turns.
  • Battlemage Staff of Regrowth now procs Blooming.
v0.7.1
  • Huntress Boomerang replaced with Spirit Bow.
  • Huntress now furrows grass instead of trampling.
  • Sniper can now see 50% further and can penetrate armor with ranged attacks.
  • Sniper's mark reworked. Instead of previous mechanics, now allows Sniper to use a special attack from her bow on the target marked. Spirit Bow cannot apply Sniper's mark.
  • Warden can now see through grass and gains a variety of bonuses to plant interaction.
  • Warden no longer gets bonus healing from dew, and barkskin from grass reduced.
  • Warlock soul mark base chance increased by 50%, but scaling reduced to compensate.
  • Warlock soul mark hunger restoration doubled.
  • Warlock soul mark health restoration increased by 33%.
  • Warrior shielding regen scaling reduced by ~15%.
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