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Stats are variables that affect the gameplay in different ways, and can themselves be modified by various items, debuffs, interactions and other factors.

Entity stats[]

The following stats exist for every creature, even though they may be unused (like attack damage for an enemy which can't attack).

Accuracy[]

Accuracy [Acc/A] (named as attack skill in code) is used to determine the chance to land a hit on enemy.

The Hero starts out with 10 Acc and gains 1 point with each level up, thus, the formula to calculate the Hero's current (unmodified) accuracy is level+9. It is worth noting that 1 point of accuracy does not translate to 1% chance of hitting. Standard enemies have fixed accuracy, non-standard ones typically have it determined by the floor they spawn in.

Any accuracy of at least 1,000,000 is considered infinite accuracy. Attacks with infinite accuracy can't miss unless the target has infinite evasion.

Accuracy modifiers (apply in order in which they are mentioned):

  • Ring of accuracy
  • Blessed buff
  • Hexed debuff
  • Weapon accuracy modifier (if a creature attacks with a weapon)
  • Thrown weapons have a 50% accuracy penalty when used on enemies adjacent to the Hero, and a 50% bonus to accuracy otherwise
  • The Hero receives a significant accuracy penalty for attacking with a weapon which is too heavy

Armor[]

Also called blocking or damage reduction (referred to as DRroll in code).

Reduces the amount of physical damage taken. The Hero and other armor-wearing creatures have damage reduction determined by worn armor, which normally provides item lvl to (2 + item lvl) * tier damage reduction. Standard enemies have fixed armor, non-standard ones typically have it determined by the floor they spawn in. Damage reduction is calculated using a symmetric triangular distribution.

Armor applies to:

  • Physical attacks (melee and projectiles)
  • Explosions
  • Skeleton bone explosion (twice as effectively)
  • Chalice of blood
  • Worn dart, poison dart, gripping, flashing and rockfall trap (for poison dart trap, only reduces initial damage)

Armor modifiers (apply in order in which they are mentioned):

  • Weapon blocking - increases by weapon damage reduction (quarterstaff, round shield, and greatshield have DR)
  • Hold fast buff - increases by 0-talentLevel
  • Barkskin buff
  • Blocking buff - increases by 0-talentLevel

Note: herbal armor buff and rock armor buff do reduce damage from physical attacks, but not from other sources of physical damage like explosions.

Attack damage[]

Attack damage (named damageRoll in code) is used to determine damage dealt by physical attack.

Attack damage modifiers (apply in order in which they are mentioned):

  • Ring of force - increases by ringLevel + 1, for melee attacks only

Attack delay[]

Inverse of attack speed.

Indicates the number of turns a character spends when attacking. Can be a fractional number.

Evasion[]

Evasion [Eva/E] (named as defense skill in code) is used to determine the chance to dodge enemy attacks.

The chance to be hit by a given attack from an enemy with acc accuracy at a given evasion eva is { acc2×eva if eva ≥ acc; otherwise 1 − eva2×acc}. Magical attacks like shaman's and warlock's bolts have their accuracy doubled, so they are much harder to evade.

The Hero starts with 5 Eva and gains 1 point with each level up, thus, the formula to calculate the Hero's current (unmodified) evasion is level+4. It is worth noting that 1 point of evasion does not translate to 1% chance of dodging.

Any evasion of at least 1,000,000 is considered infinite evasion. Creatures with infinite evasion will evade any attack, including attacks which otherwise can't miss.

Evasion modifiers (apply in order in which they are mentioned):

  • Ring of evasion
  • Blessed buff
  • Hexed debuff
  • The Hero receives a significant evasion penalty for wearing armor which is too heavy

Maximum Health[]

Also known as max hit points (HP), called HT in code.

The Hero starts out with 20 HP and gains 5 max with each level up, thus, the formula to calculate the Hero's current (unmodified) max HP is 5(level+3). Standard enemies have fixed maximum health, non-standard ones typically have it determined by the floor they spawn in. Allies can have their health determined by Hero level or the level of the item that summoned them.

The Hero, when not starving, restores 1 HP per 10 turns, but natural regeneration can be sped up with the Chalice of Blood. Most other creatures don't replenish health on their own.

Maximum health modifiers (apply in order in which they are mentioned):

Movement Speed[]

Also known as simply speed, called baseSpeed in code.

Determines how many tiles can be traversed per turn.

Speed modifiers (apply in order in which they are mentioned):

  • Crippled debuff - divides by 2
  • Stamina buff - multiplies by 1.5
  • Adrenaline buff - multiplies by 2, the Hero can never get this buff
  • Haste buff - multiplies by 3
  • Ring of Haste - multiplies by 65N+1 , where N is the current ring level
  • Wearing armor with inadequate strength -
  • Glyph of swiftness - multiplies by 1.2 + (0.04 × armorLevel) when there is no enemy within 2 tiles distance
  • Glyph of flow - multiplies by 1.2 + (0.04 × armorLevel) when standing in water
  • Curse of bulk - divides by 3 when moving through doors
  • Freerunner's momentum - multiplies by 2
  • Nature's power buff - multiplies by 2 + (0.25 × L), where L is level of growing power talent
  • Speed is further modified by effects which modify speed of all actions (chilled, slowed)

Stealth[]

This stat determines the likelihood of being noticed by an enemy character. The chance of being noticed by an enemy is determined as follows:

Sleeping: chance = 1 / (distance + stealth), Awake: chance = 1 / ((distance / 2) + stealth)

This only affects non-player entities; the Hero always notices an enemy within their FoV. This stat is mostly unused, with all characters having a default of 0.

Stealth modifiers (apply in order in which they are mentioned):

  • Glyph of obfuscation - increases by 1 + (armorLevel / 3)

View distance[]

The amount of tiles that any entity can see in a straight line, or a radius of a circle. Most characters have a view distance of 8.

Modified by:

  • Into darkness challenge - sets view distance to 2, only affects the Hero
  • Demon halls darkness - caps view distance at 26 - depth, only affects the Hero
  • Dark level feeling - divides by 2, only affects the Hero
  • Farsight talent - multiplies by 1 + (0.25 × talentLevel)
  • Illuminated or light debuff - Sets view distance to 6 if lower
  • Blinded debuff - Sets view distance to 1

Hero stats[]

The following stats exist only for the Hero (strength also exists for Sad Ghost, although it works a bit differently).

Level[]

Level is the Hero's current experience level. Level determines the Hero's evasion (4 + level), accuracy (9 + level) and health (15 + 5 × level). Levelling up instantly regenerates 5 HP and grants the Hero 1 talent point (tier based on level reached). The Hero starts the game at level 1 and levels up by gathering enough experience points or drinking a Potion of Experience.

Experience points are gathered by killing enemies, however, all non-boss enemies stop dropping XP when the EXP level cap is reached to prevent farming(the cap is shown is based on the the enemy). At level 27, only Scorpios grant XP when killed and at level 28 even they stop providing it. During Ascension, all enemies grant XP when killed regardless of Hero level making it possible to reach level 30 without using a Potion of Experience. The table below lists Hero stats and talent points at each level as well as the amount of XP needed to reach that level.

Level Base health Base evasion Base accuracy Talent points Required XP (from previous level) Required XP (cumulated)
1 20 5 10 0/0/0/0 0 0
2 25 6 11 1/0/0/0 10 10
3 30 7 12 2/0/0/0 15 25
4 35 8 13 3/0/0/0 20 45
5 40 9 14 4/0/0/0 25 70
6 45 10 15 5/0/0/0 30 100
7 50 11 16 5/1/0/0 35 135
8 55 12 17 5/2/0/0 40 175
9 60 13 18 5/3/0/0 45 220
10 65 14 19 5/4/0/0 50 270
11 70 15 20 5/5/0/0 55 325
12 75 16 21 5/6/0/0 60 385
13 80 17 22 5/6/1/0 65 450
14 85 18 23 5/6/2/0 70 520
15 90 19 24 5/6/3/0 75 595
16 95 20 25 5/6/4/0 80 675
17 100 21 26 5/6/5/0 85 760
18 105 22 27 5/6/6/0 90 850
19 110 23 28 5/6/7/0 95 945
20 115 24 29 5/6/8/0 100 1045
21 120 25 30 5/6/8/1 105 1150
22 125 26 31 5/6/8/2 110 1260
23 130 27 32 5/6/8/3 115 1375
24 135 28 33 5/6/8/4 120 1495
25 140 29 34 5/6/8/5 125 1620
26 145 30 35 5/6/8/6 130 1750
27 150 31 36 5/6/8/7 135 1885
28 155 32 37 5/6/8/8 140 2025
29 160 33 38 5/6/8/9 145 2170
30 165 34 39 5/6/8/10 150 2320

There are no temporary effects which can alter Hero level.

Strength[]

Strength is essential for game progression; it governs what kind (tier) of gear can be used use without penalties. It also determines the Hero's unarmed damage and increases damage if they wield a weapon requiring less strength than they have. It only exists for the Hero and Sad Ghost, who, unlike the Hero, can't equip too heavy gear at all. The Hero can increase their strength by drinking a Potion of Strength (2 of which can be found in each chapter) or an Elixir of Might created from it using alchemy, permanently raising it by 1. Thus, the highest unmodified strength the Hero can normally obtain is 20. However, it is possible to get an additional point by cooking a Blandfruit with a Seed of Rotberry obtained from the Wandmaker's quest.

A piece of equipment normally requires 8 + 2*tier strength to be used without penalty, 7 + 2*tier for missile weapons. Nevertheless, you can reduce the strength requirement by upgrading the item. Effects which change item level only temporarily don't count. You can also turn a Potion of Strength into a Potion of Mastery, which reduces the strength requirement on a chosen item by 2, although this can be done only once per item.

Strength modifiers (apply in order in which they are mentioned):

  • Strongman talent - multiplies by 1.03 + 0.05 × talentLevel
  • Ring of Might - increases by 1 + ringLevel
  • Adrenaline Surge
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