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Thrown weapons allow the Hero to make ranged physical attacks. Unlike melee weapons, these don't have to be equipped and you instead use them by throwing them from the inventory. You can target any tile with the throw, including unseen tiles and friendly creatures. A thrown weapon use the same collison logic as any other thrown item. As such, it's often possible to hit a target behind the corner by targeting a different tile than the one the target is on (check this page for more detailed information about targeting). If however is a weapon effected by Projecting enchantment, the weapon always hits the target tile regardless of anything in the way as long as the target is within 4 tiles of the attacker (multiplied by enchantment power).

Unlike other equipment items, thrown weapons have a limited durability.

Thrown weapons can be upgraded. Upgrading a thrown weapon will increase its damage, typically by +2/+tier, as well as triple its durability. If a thrown weapon's durability will make it last over 100 uses, the durability mechanic is disabled and the thrown weapon in question will never break. Upgrading a weapon in a stack results in only one weapon in the stack being upgraded.

All thrown weapons have a 1.5x accuracy modifier when used on a non-adjacent enemy, but a 0.5x accuracy modifier when used on adjacent enemies. They all also have a 1 turn attack delay, except for shuriken, which can be thrown instantaneously after moving.

Thrown weapons don't have to be identified as they can't generate upgraded, or cursed. Thrown weapons can't be enchanted, but many of them have an innate on-hit effect. They can also use the enchantment applied on the Spirit Bow if Shared Enchantmens talent is active.

Stat Comparison[]

Weapon Required STR Damage (avg.) Scaling (avg.) Number of uses Gets stuck On-hit effect
Throwing Knife 9 4 1.5 5 yes none
Throwing Stone 9 3.5 1.5 15 no none
Dart 9 1.5 1.5* infinite yes none
Dart with Crossbow 9 8 2 infinite yes crossbow enchantment
Throwing Spike 9 3.5 1.5 10 yes none
Fishing Spear 11 7 2 10 yes deals extra damage to Piranhas
Throwing Club 11 6 2 15 no none
Shuriken 11 6 2 5 yes none
Tipped Dart 11 1.5 1.5 2 yes depends on tip
Throwing Spear 13 10.5 2.5 10 yes none
Kunai 13 10.5 2.5 5 yes none
Bolas 13 7.5 2.5 5 yes inflicts crippled
Javelin 15 14 3 10 yes none
Tomahawk 15 14 3 10 yes inflicts bleeding
Heavy Boomerang 15 12 3 10 yes returns to thrower
Spike 17 17.5 3.5 10 yes none
Throwing Hammer 17 15 3.5 10 no none
Force Cube 17 17.5 3.5 5 no none

Tier-1[]

These weapons are weapons the Hero takes into the dungeon with them; they will not drop or spawn elsewhere. They usually are for tutorial purposes, and this is exemplified by their low durability and poor damage outputs. However, they are still ranged weapons, and thus are worth using in the first depths of the Dungeon.

They typically sell for 6 gold and require 9 strength to use effectively. When upgraded, they will gain +1/+2 damage.

Throwing Knife[]

Throwing Knife
These lightweight knives are balanced to arc through the air right into their target. They are most effective against unaware enemies.

This tier-1 thrown weapon deals 2-6 damage and requires 9 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Thrown weapons will wear out and break as they are used. This stack of weapons has 5 uses left before one breaks.

For its tier, the throwing knife is actually quite useful, much to the joy of the Rogue, who starts with them. In fact, it deals above-average damage for its tier (which should be 2-5 damage), something made even more clear given that it deals extremely consistent damage on surprise attacks. These should not be overlooked in the Sewers, but will fall off later on.

When surprise attacking, they deal 75% towards their max damage, giving them an effective damage roll of 5-6 with +1.75/+2 scaling, rounded half up. This usually translates to them doing one less damage at minimum than their maximum roll, as shown below.

Damage Roll by upgrades
+0 +1 +2 +3 +4
Standard Damage Roll 2 - 6 3 - 8 4 - 10 5 - 12 6 - 14
Surprise Attack Damage Roll 5 - 6 7 - 8 9 - 10 11 - 12 12 - 14
Min Damage before rounding 5 6.75 8.5 10.25 12

Throwing Stone[]

Throwing Stone
These stones are sanded down to make them able to be thrown with more power than a regular stone. Despite the craftsmanship, they still aren't a very reliable weapon.

This tier-1 thrown weapon deals 2-5 damage and requires 9 strength to use properly

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Missile weapons will wear out and break as they are used. This stack of weapons has 5 uses left before one breaks.

A simple weapon, originally brought to the dungeon by the Warrior. The best use for them is starting a fight from afar or weakening a monster before it gets close, but not they're not too useful for much otherwise.

Dart[]

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

This tier-1 thrown weapon deals 1-2 damage and requires 9 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also 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.

While these don't deal too much damage by themselves, they can be enhanced by either by using them with a crossbow or by tipping them with seeds to create a tipped dart which have additional effects.

Darts cannot be upgraded, however they still benefit from rings of sharpshooting, gaining +1/+2 per level of the ring just like other tier-1 thrown weapons, and making their tips harder to wear off by use. Using them with a crossbow instead will make darts deal 4-12 damage, scaling by +1/+3 per level of the crossbow.

The tip can be added or removed at will directly from the inventory, at the cost of 1 seed per 1 or 2 darts tipped.

Darts cannot be found naturally; the only way to find darts is to buy tipped darts from a shop in stacks of 2, resulting in a maximum amount of 8 per run.

Tier-2[]

These weapons are intended to be used mainly in the Sewers and can be sold for 12 gold each. They require at least 11 strength to use effectively. Their damage scaling with upgrades is +2/+2.

Fishing Spear[]

Fishing Spear
Tiny throwing spears designed for fishing. They work well as an improvised weapon too.

This tier-2 thrown weapon deals 4-10 damage and requires 11 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Thrown weapons will wear out and break as they are used. This stack of weapons has 10 uses left before one breaks.

There is more to the fishing spear than meets the eye; not only is it the damage-oriented missile weapon of its tier, but it also has a special property. When it hits a piranha, the game will check if the piranha's current health is double the damage the fishing spear is going to inflict, and will inflict half of the piranha's current health as damage instead if that is the case.

Aside from that special property, these weapons do very good and consistent damage in the Sewers. However, they become less effective in the Prison, with prison guards being able to block up to 8 damage.

Throwing Club[]

Throwing Club
A fairly simple thrown weapon, essentially a large rock fastened to a stick. While they are a bit lacking in damage, their solid stone head means they are quite durable, and won't stick to enemies.

This tier-2 thrown weapon deals 4-8 damage and requires 11 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Thrown weapons will wear out and break as they are used. This stack of weapons has 15 uses left before one breaks.

Indeed, one of the most straightforward thrown weapons. Their main advantage is their innate increased durability, letting them become unbreakable at just 2nd upgrade level. They're still held back by their relatively low damage, which cause them to become less effective in later stages.

Shuriken[]

Shuriken
Star-shaped pieces of metal with razor-sharp blades. They are lightweight and easy to use on the move. A single shuriken can be thrown instantly after moving.

This tier-2 thrown weapon deals 4-8 damage and requires 11 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Missile weapons will wear out and break as they are used. This stack of weapons has 5 uses left before one breaks.

These are not, as they were in vanilla, faster than other missile weapons. However, if a shuriken is thrown directly after moving, the action will usually take no turns. This unique property allows them to be used without any risk of punishment, so there is no reason not to use them as an opening shot on a discovered enemy. In particular, shuriken can be useful for the Sniper due to their ability to instantly activate Sniper's Mark, allowing her to often be able to surprise attack with her special attacks. This is most useful with Volley, as all three shots will surprise attack if the shuriken surprise attacked; however, Snapshot also benefits from this, since the sniper will be able to follow up the snapshot with another attack of her choice.

Tipped Dart[]

Tipped Dart
This tier-2 weapon deals 1-2 damage and requires 11 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Tipped darts will lose their tips and become regular darts when used.

See also: Thrown Weapons/Tipped Darts

These are effectively darts that apply an additional effect. They gain a reduced +1/+2 per level from rings of sharpshooting (exactly the same as a regular dart), but they do benefit from durability boosts. A crossbow will apply its damage modifiers to tipped darts just like regular ones, but will not boost their durability.

Boosting the durability of a tipped dart will give it extra uses before it reverts to a regular dart. They have an internal durability of 0.65.

These can be bought at every shop in stacks of two, resulting in a maximum of 8 per game.

If the Hero is wielding a crossbow (usually enhancing thrown dart damage), then darts with a beneficial tip, (e.g. adrenaline, healing or holy) will not deal any damage to allies.

Tier-3[]

These weapons require 13 strength to throw properly and can be sold for 18 gold. They have a +2/+3 damage scaling when upgraded. A random stack of these can be bought on the depth 11 shop.

Throwing Spear[]

Throwing Spear
These lightweight spears have thin frames which are clearly designed to be thrown, and not thrusted.

This tier-3 thrown weapon deals 6-15 damage and requires 13 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Thrown weapons will wear out and break as they are used. This stack of weapons has 10 uses left before one breaks.

A reliable damage source with no strings attached. However, it loses relevance quickly once the player enters the Caves due to the introduction of Gnoll brutes thanks to their high armor value.

Kunai[]

Kunai
These small knives are very powerful in the hands of a skilled user. They are most effective against unaware enemies.

This tier-3 thrown weapon deals 6-15 damage and requires 13 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Thrown weapons will wear out and break as they are used. This stack of weapons has 5 uses left before one breaks.

On surprise attacks, deals min+.6(max−min) to max damage, rounded half up and before strength boosts. This gives it an effective +2.6/+3 damage scaling on surprise attacks (see below table)

Damage Roll by upgrades
+0 +1 +2 +3 +4
Standard Damage Roll 6 - 15 8 - 18 10 - 21 12 - 24 14 - 27
Surprise Attack Damage Roll 11 - 15 14 - 18 17 - 21 19 - 24 22 - 27
Min Damage before rounding 11.4 14 16.6 19.2 21.8

Bolas[]

Bolas
These unusual ranged weapons aren't very damaging, but they do an excellent job of slowing their targets.

This tier-3 thrown weapon deals 6-9 damage and requires 13 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Thrown weapons will wear out and break as they are used. This stack of weapons has 5 uses left before one breaks.

These weapons are good at crippling their targets, and this functionality can be especially useful when used with a whip or other ranged options. A successful hit will cause the target to become crippled for 10 turns.

Tier-4[]

These weapons are intended for use in the Caves, and can be sold for 24 gold each. They require 15 strength to throw effectively and gain +2/+4 damage scaling when upgraded.

Javelin[]

Javelin
These larger throwing spears are weighted to keep the spike at their tip foremost as they sail through the air.

This tier-4 thrown weapon deals 8-20 damage and requires 15 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Thrown weapons will wear out and break as they are used. This stack of weapons has 10 uses left before one breaks.

These deal pretty consistent damage if used near the middle floors of the dungeon, and can even be used in the Dwarven Metropolis with decent results as well.

Tomahawk[]

Tomahawk
These throwing axes have a serrated edge that makes them a bit tricky to use. However, a solid blow with this weapon will cause an enemy to bleed.

This tier-4 thrown weapon deals 6-15 damage and requires 15 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Thrown weapons will wear out and break as they are used. This stack of weapons has 5 uses left before one breaks.

On a successful hit, these weapons inflict bleeding upon the target, setting the initial damage value to 60% of the damage they actually inflict. Something to note is that this cannot stack. The bleeding is useful nonetheless, potentially allowing a tomahawk to do way more damage than expected.

Heavy Boomerang[]

Heavy Boomerang
This large boomerang is difficult to wield effectively, but will deal considerable damage. After a few turns, it will fly back to the location it was thrown from.

This tier-4 thrown weapon deals 8-16 damage and requires 15 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Thrown weapons will wear out and break as they are used. This stack of weapons has 10 uses left before one breaks.

When thrown at an enemy, this throwing weapon will return to the spot it was thrown from after 3 turns. If the Hero is in that spot, the boomerang will be caught, and if an enemy is in that spot, the boomerang will hit the enemy again before dropping.

Tier-5[]

These weapons are intended for use in the Dwarven Metropolis, and can be sold for 30 gold. However, they can easily be used in the Demon Halls as well. They require 17 strength to throw properly and gain +2/+5 scaling damage per level.

Trident[]

Trident
Massive throwing spears with three deadly prongs on the end. They are powerful, but quite heavy.

This tier-5 thrown weapon deals 10-25 damage and requires 17 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Thrown weapons will wear out and break as they are used. This stack of weapons has 10 uses left before one breaks.

Reliably high damage, even when used against the Yog-Dzewa's rotting fist.

Throwing Hammer[]

Throwing Hammer
These hefty hammers are designed to be thrown at an enemy. While they are a bit lacking in damage, their smooth all-metal construction means they are quite durable, and won't stick to enemies.

This tier-5 thrown weapon deals 10-20 damage and requires 17 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Thrown weapons will wear out and break as they are used. This stack of weapons has 15 uses left before one breaks.

These are indeed durable, in stark contrast to the throwing stones that share their unique property of not sticking to enemies. Consequently, throwing hammers can also set off traps enemies are standing on even after hitting them, except that the player might not want to throw these on explosive traps or disintegration traps. These hammers are great for being the primary end-game thrown weapons due to their ease of retrieval and longevity.

Force Cube[]

Force Cube
This oddly-shaped weapon is small enough to hold in your hand, but is incredibly heavy. When thrown, it will spread the force of its impact over a small area, damaging everything in the blast.

This tier-5 thrown weapon deals 10-25 damage and requires 17 strength to use properly.

This weapon is designed to be used at a distance, it is more accurate against distant enemies, but also much less accurate at melee range.

Thrown weapons will wear out and break as they are used. This stack of weapons has 5 uses left before one breaks.

A fairly unique thrown weapon due to the fact that it can attack multiple enemies at once. The force cube will damage anything, even the Hero, in a 3x3 tiles area around the impact site. Similarly to other blunt thrown weapons, they will not stick to enemies.

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