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The journal contains useful information about the game. When opened during a run, it also shows information related to the current run.

Badges[]

Main article: Shattered PD - Badges

Contains a list of the game's badges, both obtained and unobtained. For multi-tier badges, only the highest obtained and lowest unobtained tier are showed. Opening this section during a run lets you also see badges obtained in the current run.

Dungeon Guide[]

Also called Tome of Dungeon Mastery.

Tome of Dungeon Mastery
An adventurer's guidebook, left here by someone who decided adventuring wasn't for them! This particular book is magical, and can prompt adventurers to read a page at the right moment.
Despite that functionality, the book is most popular because of the big words "Don't Panic!" written in large friendly letters on the cover.

The tome of dungeon mastery spawns in the starting room on floor 1. This guide contains useful tips for beginners. The tome has a total of 14 entries; the first 6 entries are available since the beginning, the rest must be unlocked by collecting guidebook pages in the Sewers.

Torn Guidebook Page
A torn page from an adventuring guidebook.
Most of the text is too small to read at a distance, but you can make out the title of the page:Title

The contents of each page are written below.

Introduction[]

Introduction
Greetings Adventurer, you are reading the Tome of Dungeon Mastery! This book is full of tips and tricks to help budding adventurers survive and excel!

This guide is best used as a reference, and will magically let you know when is the best time to read each page! Of course, you can still read it all at once if you prefer.

(Whenever the journal icon at the top-right blinks, the guidebook has something to tell you! Some pages seem to be ripped out of the book though, perhaps you can find them in the dungeon?)

Examining[]

Examining
Rushing into enemies is almost never the best way to deal with them. It's important to take your time and study your opponents and surroundings so that you can learn how best to defeat them!

Examining things also takes no time, so it's best to get in the habit of doing it to everything new you encounter.

(You can examine something by tapping on the magnifying glass button, and then on the thing you want to examine. You can also examine buffs or debuffs by tapping on their icons.)

This page flashes whenever you encounter a Sewer Snake for the first time.

Surprise Attacks[]

Surprise Attacks
You're guaranteed to hit an enemy if you surprise them by attacking from outside of their view, or right as you enter their view. Even the most evasive of enemies can't dodge a surprise attack, which makes them very useful against enemies like wraiths and snakes.

One of the most common parts of the environment you can use to surprise enemies is a door, if an enemy chases you through one you can turn around as they enter and catch them by surprise!

This page flashes whenever you miss when attacking a Sewer Snake more than twice.

Identifying Items[]

Identifying Items
You won't know all of the properties of some items when you first find them.

The color of each potion and symbol of each scroll is different in each dungeon. Unidentified equipment can be upgraded or enchanted if you're lucky, or it might be cursed!

Scrolls of identify, upgrade, or remove curse are very useful if you want to reduce the risk of using unidentified items.

(You can find a list of all the items you've identified in the items tab of your journal)

This page flashes whenever you pick up an unidentified item for the first time.

Dealing with Hunger[]

Dealing with Hunger
Rationing food effectively is one of the best things you can do to improve your odds of survival. It's best to think of health and hunger as resources that need to be managed, rather than being kept full at all times.

Starving hurts, and being full slowly heals you. If you have full health though, the health regeneration you get from being full will be wasted.

If you pace out when you eat based on how your health is doing, your food should last much longer.

This page flashes when you go hungry for the first time.

Alchemy & Trinkets[]

Alchemy & Trinkets
If you don't find a certain consumable item useful, you can use it as an ingredient at an alchemy pot instead! Items can be used in specific recipes, or turned into all-purpose alchemical energy. Energizing potions and scrolls also identifies them!

Trinkets are the only piece of equipment that can be made using alchemy. They produce a variety of helpful effects and can be made with just a bit of alchemical energy and a magical catalyst. Trinkets can be upgraded with more energy to make their effect more powerful.

(You can find the first alchemy pot on the 3rd or 4th floor of the dungeon. You can find pages of an alchemy recipe book near these pots as well.)

Handling Defeat[]

Handling Defeat
Unfortunately, dungeoneering is a very dangerous profession and most adventurers will eventually meet their demise. While luck can definitely play a role, the best adventurers are the ones who use every little trick to improve their odds of success.

(Don't be dissuaded if you are dying a lot. You shouldn't expect to get very far in your first few tries, this game is hard! Focus on learning the game and steadily improving, don't focus on winning right away.)

This page flashes when you come back after dying for the first time.

Searching[]

Searching
Dungeons are full of secret doorways and traps which appear invisible at first glance. Searching takes time, but is very useful if you suspect something is hidden.

Search near walls if you suspect a door is hidden, or around floors if you suspect a trap is hidden.

(You can search all the tiles around you by double-tapping on the magnifying glass button. Anything that's hidden in these tiles will be revealed.)

Strength[]

Strength
There won't be any time to train with weapons and armor you find in the dungeon, so you'll need brute strength to use them effectively.

Potions of Strength directly enhance your physical might and are the most effective way to meet the requirements of heavier, higher tier gear.

It's important to work towards heavier, high tier items, but don't completely ignore equipment you can use sooner as well. Once you're deep enough in the dungeon you'll need high tier gear to survive, but you have to survive long enough to equip it first!

Upgrades[]

Upgrades
The deeper you go into a dungeon, the more important it is that you're using magically enhanced gear.

Higher tier weapons and armor gain more power from upgrades, but you'll also need the strength to use them properly. Wands, rings, and artifacts don't need strength, but have limited usages or don't help as directly in combat.

Making good choices about what you upgrade is one of the most important ways to set yourself up for success later in the dungeon. The most successful adventurers will end their dungeon runs with highly upgraded high tier gear.

Effective Looting[]

Effective Looting
Specific rooms will often contain better loot. Some of these rooms will be behind locked doors, or will contain obstacles which must be overcome.

Whenever an obstacle blocks your progress, look for a solution nearby. Whether it's a key or something more crafty, you can usually find an item to help you on the same floor.

Potions of strength and scrolls of upgrade are an excellent benchmark of how well you're exploring and looting. You will be able to find 2 potions of strength and 3 scrolls of upgrade in each five floor dungeon region.

(You can see a list of important landmarks and unused keys in the notes tab of the journal window.)

Gaining Experience[]

Gaining Experience
Your experience level boosts your accuracy, evasion, health, and awards talent points. All of these can make a big difference in combat. It's best to have at least one level for each floor of the dungeon.

It can be tempting to rush through a dungeon, avoiding exploration and combat, but doing so will deprive you of both supplies and experience.

(You can see information about your hero, including exp, on the status pane at the top of the game interface. Tap on your hero portrait to get even more info.)

Positioning[]

Positioning
Effectively fighting enemies depends on good strategy as well as strong equipment. Bad situations like getting surrounded are often preventable with good positioning.

For instance, most dungeons have thin corridors, which are excellent at forcing enemies to fight you one at a time. These corridors often have doorways too, which can be used for surprise attacks!

There are lots of little ways to use environmental features like grass, water, or traps to your advantage as well.

Magical Attacks[]

Magical Attacks
Magical attacks cut right through armor and are extremely difficult to dodge. This means that your wands will be very reliable, but also makes magical enemies extremely dangerous!

Magical attacks always have a drawback though. In the case of wands it's their limited charges, but magic that enemies use will always have some form of weakness as well.

When facing enemies that use magic it is extremely important to figure out how to evade their magic, rather than just eating the damage from it.

Alchemy Guide[]

This section provides the necessary information about alchemy. Each entry contains basic information about a category of items the player can craft and crafting recipes for those items. There are 9 entries: Intro and Potions, Creating Runestones, Energy and Food, Exotic Potions, Exotic Scrolls, Enhanced Bombs, Enhancing Weapons, Brews and Elixirs, and Spells. The guide has no entry dedicated to trinkets; You can find information about them in the Dungeon Guide (entry Alchemy & Trinkets) instead.

Torn Alchemy Book Page
A torn page from a guidebook on alchemy.
Most of the text is too small to read at a distance, but you can make out the title of the page:Title

All entries must be unlocked by collecting alchemy guidebook pages that appear in laboratory rooms. Each laboratory contains up to 1 page in Sewers, 2 pages in Prison, 3 in Caves, etc. You can find the first 4 pages in Sewers, while the rest will appear only in later chapters. Check the article about alchemy to see the content of individual entries.

Notes[]

Contains a list of important places and characters the player has seen during current run.

It also shows a list of keys in player's possession as those no longer show in inventory.

Catalogs[]

Catalogs show the list of items, creatures, and other things the player has encountered in the dungeon as well as the number of times entries still left to find. In total, there are 459 entries for the player to find. Each entry also shows related statistics. For example, the number of times has the player used a given item.

The Equipment section contains the list of all equipment items as well as enchantments and glyphs, including curse ones (159 entries). An item or any enchantment/glyph on said item appears in the journal once the player has identified it or picked it up if it is already identified. Enchantments and glyphs also appear in the journal once the player has applied them onto an identified item. Each item entry shows the number of times the player has upgraded said item across all runs.

The Consumables section contains the list of all consumable items (160 entries). A consumable item appears in the journal once the player has identified it or picked it up if it does not require identification. It also keeps track of the number of times the player has used each item and the amount of gold and alchemical energy they have spent across all runs. When opened during a run, it shows which potions and scrolls have been identified.

The Bestiary section contains the list of all creatures, traps, and plants (140 entries). Creatures appear in the journal once the Hero sees them, plants and traps must only appear once the player examines them. It also keeps track of the number of times each creature has been defeated, trap triggered, and plant trampled across all runs.

The Lore section contains all documents the player has collected and introductions to all regions they visited (36 entries), allowing them to read the texts whenever they want.

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