Someone should probably take a look at the babbling lunacy I posted below. It's missing some data and cobbled together from what I've manage to find in the forums.
-Orision, the man who the login system does not like...
I’ve found myself calculating this stuff often, and hunting through the forum for information, and cursing the fact that you can’t actually run a search on the forum, as well as cursing that I can’t seem to log in to the account I just created }8^ [ So, I figured if I really wanted to see a fully expanded section on upgrading, so would many other people and I should probably put something hopefully useful in this here wiki, and I also figured the parts I don’t know and haven’t yet gleaned are probably known by others, and so can be filled in by them. Since I love the site I’ll reference it: TVTropes refers to this effect as “Wiki Magic”. Some people will refer to this effect as “lazy” and this here paragraph as “inappropriate for a wiki” and “unprofessional”… well that’s okay, those same complainy-pants will then polish it to THEIR standards, which are likely beyond mine in the first place.
Effects of Upgrading Various Game Items (maybe make this its own page called “Upgrade Effects”? I know I shouldn’t post notes like this in the main article, but I’m tired, don’t want figure that out, am not a huge fan of letting rules get in the way inappropriately, and this wiki is, while awesome and immensely helpful, still a work in progress, and there are sections which really need someone who knows better than I to check it, and in some cases, to write anything useful other than speculation at all):
For all melee weapons, for every level of upgrade, strength requirement decreases by 1 strength, increases base weapon damage by (1+tier)/2, and improves the enchantment on enchanted weapons. By decreasing the strength requirement of the weapon by 1, you increase the average strength bonus by 0.5 (strength bonus is a random (random, not normally-distributed, right?) number between 0 and the difference between the hero’s strength and the weapon's current strength requirement, so the average bonus will be the half of the maximum bonus). Neither speed nor accuracy improve with weapon level.
Upgrading enchanted weapons beyond level 2 carries substantial risk ( ( current level – 1 ) / current level ) of breaking that enchantment. An upgraded shortsword can be reforged to upgrade an enchanted weapon beyond level 2, as can a scroll of weapon upgrade (can be obtained by throwing a scroll of upgrade into a well of transmutation). Only one level will be transferred to the other weapon when reforging the short sword; if more than one scroll of upgrade has been used on the shortsword, the effects of all but one will be permanently lost.
The formulae which calculate damage take level of weapon into account as follows, and the effects of level are shown in the attached table jpg.
Also NOTE that the battle axe, and maybe the War Hammer, may be subject to a “rounding bug” of some sort. It may be that the damage stated when examining the item, is not always correct.
1 The strength requirement of the boomerang does not decrease with each level, but Huntresses will obtain a strength bonus, as well as a further +1 bonus.
For every level of an enchanted weapon, the enchantment will become more effective as follows (the damage done by the weapon will also increase in the same manner as a non-enchanted weapon):
Blazing: Increases probability of enchantment activating upon successful hit.
Chance of Activation: (level+1)/(level+3)
Chance of Enflaming: Every successful trigger has a 50% chance to light the enemy on fire
Venomous: Increases probability of enchantment activating upon successful hit and duration of poisoning.
Chance of Activation: (level+1)/(level+3)
Duration of Poisoning: Unknown function of level, possibly level + 1 moves.
Grim: Increases probability of enchantment activating upon successful hit.
Chance of Activation: Exact effect of leveling grim weapons is currently unknown.
Stunning: Increases probability of enchantment activating upon successful hit and duration of paralysis.
Chance of Activation: (level+1)/(level+8)
Vampiric: Increases how much of the damage dealt to the enemy heals the hero.
Chance of Activation: Unknown
Chilling: Increases probability of enchantment activating upon successful hit and duration of enemy slowing.
Chance of Activation: (level+1)/(level+4)
Wild: Increases probability of enchantment activating upon successful hit.
Chance of Activation: (level+1)/(level+4)
Piercing: Increases probability of enchantment activating upon successful hit.
Chance of Activation: (level+1)/(level+4)
Unstable: For the random enchantment applied, see that random enchantment. No data on whether or not increasing the level increases the probability of applying a random enchantment.
Eldritch: Increases probability of enchantment activating upon successful hit.
Chance of Activation: (level+1)/(level+5)
The maximum damage armor will absorb, increases with the level of the armor. The rogue's bonus to dodge is the difference between the hero/ine's current strength, and the current strength requirement of the armor; so, upgrading armor will increase a rogue's dodge by 1.
Armor Base Base Max Increase
Strength Absorption per Level
This table shows the effects of ugprading armor
Max Damage Absorption
Absorption Increase per Level
Every upgrade of a wand increases the number of charges by 1. Data tables for wands wielded as melee exist, but the precise formulae are not known, and analysis of existing data tables, while successful, yields convoluted algorithms. Wands do not receive the strength bonus on their melee damage.
This is the second-most powerful wand in the game, and the most powerful wand that can harm fire elementals. The exact effects of hitting multiple enemies and the interaction of that effect with wand level are unknown.
Damage: Between level and level² / 3 + 8
Wand of Firebolt: Upgrading this wand increases the number of charges and the damage done per charge.
This quickly becomes the most powerful wand in the game.
Damage: Between 1 and 7 + level²
Wand of Lightning: Upgrading this wand increases the number of charges and the damage done per charge.
Regular Damage: Between 2 and 9 + level
Damage when Striking Monster that is on Water: Between 3 and (9 + level)×1.5
Wand of Magic Missile: Upgrading this wand increases the number of charges; and it is unknown if it increases the damage. An upgraded Wand of Magic Missile can be disenchanted to upgrade another wand, but only 1 level of upgrade will be transferred when doing so, meaning that the use of more than one scroll of upgrade will result in the excess upgrades being permanently lost.
Wand of Poison: Upgrading increases the number of charges and the duration of poisoning.
Damage per turn is 2 for most enemies, 1 for bosses, animated statues, and giant piranhas.
Duration of Poisoning = 1 + 2 × 1.5 ^ level, rounded down
Wand of Amok: Upgrading only increases the number of charges.
Wand of Blink: Upgrading increases the number of charges and may increase maximum distance of teleport.
Wand of Flock: Upgrading increases the number of charges and may increase the number of sheep generated.
REMOVED - Wand of Telekinesis: Upgrading increases the number of charges and the damage done when enemies are pushed into walls.
Damage: 4 + level – distance of monster from wand
Note that for the purposes of this section, total ring level is considered; that is, 1 ring of level 6 is equivalent to 2 rings of level 3.
If one is having trouble understanding the effects of leveled rings using the formulae, they might want to consider:
What is the game like without the ring?
What does the stat you don’t understand normally have, and what is its value with the ring on?
For example, a dodge of 10 (level 6 hero) won’t likely mean too much to many people, but a ring of evasion level 1 (if this formula is right) will multiply that by 1.4 times: 10 × 1.4 = 14, so you’ll dodge 40% better than a regular level 6.
Level 15 hero without ring: Dodge = 19
Level 15 hero with a ring of evasion level 5: Dodge = 19 × 1.4 ^ 5 = 18 × 5.4 = 102
Compare what your experience tells you a level 15 hero is like in regards to dodging, then think about how much larger 102 is than 19. Then check out the (currently non-existent) page on dodging, and realize that hero dodge = hero level + 4, and realize that a level 15 hero with a +5 ring of evasion will dodge like a level 98!
Also note that unless the great Ethaniel has posted otherwise and I’ve encountered that post, the most logical interpretation of the ring’s article has been used and a note made about the assumption.
Ring of Detection: Expands the range of the heroes detection by 1 per level (eg: from 1 ring around the hero to 2 would make the detection range go from 3×3 to 5×5, and a +4 ring of detection would expand the range from 3×3 to 9×9). This is the range in which a hero can detect traps and secret door when running around or when searching. The visual effect displayed when searching also increases to match the new detection range. The hero is much more likely to detect a trap before reaching it because, while moving towards the trap, instead of the trap being inside the detection range for only 1 turn before getting triggered if not detected, the trap will be inside the range for 1 + level turns (usually; the trap might be near a ladder, though); the trap is in the field of detection for more turns, thus there are more “rolls” (chances to detect) the trap before being upon it.
Ring of Cleansing: Suspected to reduce the number of turns for which one is ‘unclean’ by the level of the ring. If anyone knows better, please fix this entry.
Ring of Resistance: Each level of this ring adds a new type of protection:
Level 1: Burning
Level 2: Level 1 and Toxic Gas
Level 3: Level 2 and Poisoned
Level 4: Level 3 and Lightning Trap
Level 5: Dwarf Warlock, Evil Eye, and Burning First.
If you upgrade the ring above level 5, the level 5 resistances disappear, making a +6 ring equivalent to a +4 ring.
Ring of Evasion: Each level of this ring increases your chance to dodge an attack (physical or magical) by 140%. A high-level Ring of Evasion is a game-winner, very arguably the best item in the game, and its rarity reflects this. Combined with a lightly-upgraded plate armour to absorb the few hits that make it through, a high-level ring will make the wearer wonder why watabou released something so pathetically easy.
hero’s base dodge stat = hero’s level + 4 + rogue’s bonus (if a rogue)
rogue’s bonus = hero’s strength – armour’s current strength requirement
When encumbered (wearing armour that is too heavy), dodge will be decreased as follows:
hero’s dodge stat = hero’s base dodge stat / 1.5 ^ encumbrance
Suspected but not confirmed: hero’s dodge stat = hero base × 1.4 ^ evasion level
Ring of Haste: Each level of this ring makes the hero move faster. This includes walking, attacking, using items, etc.
hero’s speed = hero’s base speed × 1.1 ^ haste level
Freerunners will move at 1.6 × regular walking speed when unencumbered, so for freerunners running around with a ring of haste:
unencumbered freerunner’s walking speed = regular walking speed × 1.6 × 1.1 ^ haste level
A +10 ring of haste will allow a regular hero to outrun sewer crabs and vampire bats. A +12 ring will allow a regular hero to attack 3 times for every normal monster’s one attack.
Ring of Mending: Each level of this ring increases the rate at which the hero regenerates health (when not starving). Heroes regenerate health at a rate of 1 HP every (10 × 1.4 ^ mending level) turns. It is unknown if the hero will regain more than 1 HP per turn once the number of turns falls below 1 (+7 Ring of Mending).
Ring of Power | Ring of Energy: Each level of this ring increases the recharge rate of all wands. [REPLACED]
Ring of Satiety: Each level of this ring increases the amount of time for which the hero may go without food. A +10 Ring of Satiety makes heroes immune to hunger, and levels above 10 are useless.
Hunger works as a counter. Every certain number of turns the counter is increased by (10 – satiety level). When this counter reaches 300, you being to starve, and the counter stops increasing (220 points is when you start being hungry). For reference, a soul nourishes a warlock by 10 points, mystery meat, chargrilled meat, and overprice food rations from that jerk shopkeeper by 80 points, ration of food by 220, and Pasty’s and Wells of Health by 300 points (you cannot have negative points).
The number of turns between counter iterations is:
For most heroes: 10
For Rogues: 12
Shadowmelded: hero number of turns × 1.5
The number of turns to go from full to starving is: 300 × hero / (10 - satiety)
Ring of Shadows: Each level of this ring reduces the change that an enemy will notice you. No clue how this actually works.
Ring of Haggler: Upgrading this ring has no effect; regardless of this rings level, you will only ever get a 50% discount from shopkeepers.
Ring of Thorns: Upgrading this ring has no effect; when the hero is hit for damage, this ring will inflict between 0% and 100% of that damage upon the monster that that dealt it, regardless of level of the ring. The monster can never dodge or reduce this damage.
No data found for recharge rate of wands. Wands might recharge at a number of turns per charge, or maybe a number of turns to recharge the whole wand, which would mean higher level wands will generate a new charge in fewer turns than lower level wands; given that Pixel Dungeon is based on Brogue and Brogue recharges a wand completely in a set number of turns, regardless of how many shots are in that wand, this is more likely how Pixel Dungeon works, and perhaps the Ring of Energy reduces the number of turns required to charge the wand completely by level turns.
Perhaps a section detailing the normal recharge rate, mage recharge rate, and effect of ring of energy power could be added to the wands article?
If anyone knows, please replace this description with something more useful than a request for more information.
A summary of upgrading rings:
¹ Very much a guess
² There are two separate, useful metrics for this ring, and both are shown.
³ Healing rates greater than 1 per turn are unconfirmed.
[ End of New Update ... needs work ... it's 10:30 am... time for sleep... and feedback and such
- Orision, a.k.a. "He Who Shall Not Pass (into the logged-in state)" ]
Hey, I'm the OP. I finally managed to get registration to work for me. In retrospect, that first entry was a little long ... >.>
Couple of ideas: •Maybe we should have an article titled, "Upgrading", which would contain the effects of upgrading each item? or •Each item gets it's own "Upgrading" or "Item Level Effects" section, which will detail the effects of upgrading the item, and the article on the Scroll of Upgrade will have a very short entry for each type of upgradeable (Weapons, Armours, Wands, and Rings), as well as a table similar to the ones posted above (there are links to three pictures off-site, since I couldn't put them in before).
I'll add a much more concise starting point for the short summary in scroll/details in each weapon article if I can (when I finally take the time to) figure out how.
Sorry about the length of the O.P. :( ... I'd say sorry for babbling too much in the OP as well, but I'm really not >.>
When read, the Scroll of Upgrade will upgrade weapons, armors, wands, and rings by one level, and the scroll will be consumed. The upgrade will improve the quality of the item by one level, in addition to removing any curse that may be on the item. If an enchanted weapon of level 2 or higher is upgraded, there is a high chance that its enchantment will be removed.
Following are the effects of the Scroll of Upgrade on: •Non-Enchanted Weapons •Enchanted Weapon •Armors •Wands as Melee Weapons (mages) •Wands when Fired •Rings
Upgrading Weapons – Non-Enchanted Each weapon level: •has no effect on weapon accuracy •has no effect on weapon speed •decreases the required strength of a melee weapon by 1 •increases the minimum damage of a hit by 1 •increases the maximum damage of a hit by 1×tier of weapon •increases the maximum strength bonus by 1, if strength requirement was met before upgrade Therefore, each weapon level increases the average damage of a hit by: • 0.5 + tier/2 • 1.0 + tier/2 if strength bonus applies
This table shows the effects of upgrading a weapon
The melee damage of a wand when wielded by a non-master mage or a warlock (mages can wield wands as melee weapons) advances according to the following table. Formula is unknown. Wands do not receive the strength bonus.
Effect of Wand Level on Non-Battlemage Melee Damage
1 — 5 (3 ±1.06)
1 — 6 (3.5 ±1.26)
1 — 7 (4 ±1.46)
2 — 9 (5.5 ±1.66)
2 — 10 (6 ±1.86)
2 — 11 (6.5 ±2.06)
3 — 14 (8.5 ±2.47)
3 — 15 (9 ±2.67)
3 — 16 (9.5 ±2.87)
4 — 20 (12 ±3.48)
4 — 21 (12.5 ±3.69)
4 — 22 (13 ±3.89)
5 — 27 (16 ±4.7)
5 — 28 (16.5 ±4.91)
5 — 29 (17 ±5.11)
6 — 35 (20.5 ±6.13)
The melee damage of a wand when wielded by a battlemage advances according to the following table. Formula is unknown.
Upgrading Wands - Magic
Every upgrade of a wand increases:
• the number of charges by 1, up to a maximum of 9, for every wand
• the damage of each shot, for many wands (see table)
• the duration of each shot effect, for many wands (see table)
• effect of wand level on recharge rate is currently unknown
• See the wands article for more details
Effect of Level on Wand Shots (NOTE: L = Wand Level, nL = Wand Level after Upgrade)
Every level of most rings increases the effectiveness of that ring. The total level of each type of ring is used to determine effects, meaning that wearing 1 level 5 ring is equivalent to wearing a level 3 ring with a level 2 ring (except for Detection, Elements, Herbalism, Power, Haggler, & Thorns). The Ring of Haggler and the Ring of Thorns are not affected by level.
Accuracy: Multiplies hero's accuracy by 1.4^(ring level)
Detection: Expands the detection range by (ring level), making the area of detection a square with width = 3 + (ring level) × 2
Evasion: Multiplies hero’s dodge by 1.4^(ring level) (hero’s dodge also includes rogue’s armor bonus)
Haste: Increases hero speed by 1.1^(ring level), which reduces turns required by (1/1.1)^(ring level)
Mending: Turns to generate 1 HP = 10 / 1.4 ^ (ring level), which makes for a healing rate of 1.4^(ring level) / 10
[Does this stack with haste? Can you heal at more than 1 hp per turn using a ring of mending level 8 or higher?]
Satiety: Each level decreases the rate at which hero gets hungry. Most heroes go from completely full to hungry in 300 × 10 / (10 – satiety) turns, rogues in 300 × 12 / (10-satiety) turns. See hunger article for more details. Shadows: Each level reduces the chance than an enemy will detect a hero/ine when that hero/ine moves. Formula is unknown.
Haggler: Regardless of ring level, the shopkeeper will only offer a 50% discount.
Thorns: Regardless of ring level, this ring will still inflict between 0% and 100% of the damage a hero takes back at the monster that deals it.
Elements: (Replaced Cleansing & Resistance)
Power: (Replaced Energy)
Well, that should break up the data so it's a bit more readable now. And suggestions for what should be added to which articles, and how? Also, if anyone knows the effect of level on the likelyhood of a grim weapon apply the grim effect, please let me know!
Orision3 wrote: Also NOTE that the battle axe, and maybe the War Hammer, may be subject to a “rounding bug” of some sort. It may be that the damage stated when examining the item, is not always correct.
Is this still the case (never was?), or has this been fixed??
It never was the case for the battle axe: In fact, OP is wrong because s/he didn’t take into account the fact that the max damage is effectively rounded down if necessary (consequently for dagger, mace and battle axe), which then affects the displayed average damage (which is only visually rounded down, but not “effectively” as one cannot bend the rules of probabilities :p).
I can vouch for the Wand of Regrowth... increasing its power increases the amount of grass it generates. My last game I had a +2 regrowth and a +6 Ring of Power, giving my regrowth an effective enchantment level of +8. With that, I was generating 5x2 patches of grass in wide open areas, and patches of varying size in smaller rooms.
If you're curious about regrowth and how it works, it was explained in this thread .
Do as you feel the best thing to do! =)
I reckon that I’m too technical while a bug report should be more functional.
However the inaccuracy is not only on the displayed damage, as the actual max damage is 24 instead of 30/1.2=25 as one should expect.