Pixel Dungeon

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submitted 1 day ago* (last edited 18 hours ago) by PlumBrake to c/pixeldungeon
 
 

S-Tier

Fireblast. Deals decent damage, and upgraded it becomes even better for crowd control! It helps survivability in 9 challenge and it's one of the only wands worth upgrading even for non-mages. It has a dangerous downside of burning scrolls and grass however, making it unusable in some scenarios, and the Battlemage's blazing hit can be detrimental.

Blast Wave. Movement options are always important to survive in the dungeon, and blast allows chasm kills and fishing! Not necessary to upgrade, and the Battlemage's elastic melee is redundant.

Corrosion. Deals good AOE damage, and unlike Fireblast it doesn't burn everything. Overall worth using, but the Elemental Blast effect deals terrible damage-over-time, without any extra effects or immediate damage. The Battlemage's caustic hit is unreliable as it doesn't last forever, and water cures it.

A-tier

Warding. Gives ranged damage and vision, good for darkness challenge. Upgraded it allows burst damage with wards but requires high costs in SoU, charges, and turns. The Elemental Blast is very very bad, it only heals nearby sentries and deals no damage or effect.

Lightning. Decent DPS that hits multiple targets especially in water, just don't get close. Battlemage hit effect is awful due to the staff's low melee damage, but it has great Elemental Blast effect as it stuns and deals full damage.

Displacing Dart. Helps a bit with crowd control on 9 challenge, but the fact that it can miss makes it too inconsistent.

Paralytic Dart. Same as above, but this has an awful duration. In a pinch it can help prevent ranged attacks, create some distance, but it's inconsistent.

B-tier

(IMO it's usually not worth upgrading wands past this point due to the high opportunity costs)

Prismatic Light. Good for sight with darkness challenge, and can rarely reveal hidden rooms. Prevents ranged attacks with blind. Damage is mediocre, and it's only passable against undead and demons. Battlemage's cripple-hit duration is way too short, it's extremely difficult to make distance using cripple at close range. Elemental Blast's search effect needs more range.

Disintegration. Good hallway damage against multiple enemies, it can destroy barricades but also grass. Battlemage melee effect is mediocre as it's just a little extra reach, using this staff to do kiting kills on 9 challenge can be difficult due to the low melee power.

Frost. Cooks meat and saves potions on fire rooms. Crowd control with chill is passable but not great. DPS is mediocre as it deals less damage to chill enemies, but it has a great Elemental Blast effect, dealing full damage + freezing.

Incendiary Dart. Decent source of damage that can burn rooms.

Blinding Dart. Prevents ranged attacks and allows surprise attacks to the target.

C-tier

Corruption. Requires too much SoUs + damage for reliable corruption, the opportunity costs are dangerous especially with forbidden runes challenge. And spending one charge + turn to give one random debuff is generally not worth it, as you need luck to find the right debuffs for the current situation. Weakened for example is not useful against mages, and Amok is not useful against single targets. I feel it needs to be a good debuffer in the first few hits before it corrupts? If the shot fails corruption it should give one debuff plus 20% chance for another one. Upgrading increase this chance by +5% each, capping at 50%.

Regrowth. You can get extra seeds, but it's better to farm with RoW as Regrowth requires too much SoU to be viable. Regrowth is especially useless in barren lands... it's a terrible challenge that removes all the fun stuff like dews and plants. The Elemental Blast and Rooted duration is too short for crowd control, and it doesn't deal damage. The Battlemage melee is good as it gives herbal healing on hit, but you unfortunately need to move and make distance on 9 challenge.

Living Earth. Only useful in the sewers. In general, minion builds in this game are very weak especially with challenges. The opportunity costs to upgrade and take care of your summons put players in a worse position. No-armor challenge destroys this wand completely. Elemental Blast is weak as it only deals half damage, and the effect only heals an already-summoned golem. It could instead either heal the golem or summon the golem if we don't have one.

Transfusion. Only useful for the charm to prevent ranged attacks. Sacrificing 5% health to heal allies is a horrible idea, more so with challenges! Almost every ally in the game have low HP and armor (spirit hawk, wraiths, elementals, earth guardian, wards, decoy, sad ghost without highly-upgraded armor). The only exception is prismatic image and shadow rogue as they use your armor, but the opportunity cost of spending one turn + 5% HP to give them measly heals is awful. We can use that turn for so much more, such as killing the offending enemy. No-armor challenge ruins minion builds even more, as it strips their already-frail defense...

Magic Missile. Low DPS but high ammo. Only useful to charge your other wands, and the effect is small.

Chilling Dart. 6 turns of chill (10 only on water) is not enough for crowd control. Frost wand deals more damage, doesn't miss, and is "free". Darts have a seed and gold cost, and the low-tier darts are too weak to be viable options. They need more bang for the buck!

Poison Dart. Poison damage is worse compared to incendiary, with many immunities.

D-tier

Healing Dart. Same reason as Transfusion; the opportunity cost to spend turns and resources to help allies is terrible as they die quickly. Sungrass seed in particular is valuable for "food" and safely dropping into chasm wells.

Cleansing Dart. Spending turns and seeds to clear ally debuffs is even worse! 10 turns status immunity for dumb allies is too small, and not worth using the seed as Mageroyal is also valuable for "food" with cleansing potion, and curing bleed on chasm wells. I've tried the dart forget effect on enemies but it's unreliable, and enemies never utilize buffs to remove. The only two mobs that use buffs is monk focused (which blocks an attack so cleansing dart is useless), and gnoll brute. I wonder if this works on gnoll? Though it'll still be useless as it's a dying buff from a single enemy in the game. Crystal Spire and Gnoll Geomancer's weapon immunity could be a buff instead, and if you remove it, you can attack them with regular weapons!

Adrenaline Dart. 5 turns of crippled is far worse than 6 turns of chilled, as the former only affects movement. It needs much more turns. Giving 10 turns of adrenaline is also too short for allies; most of them have poor DPS to make use of it. It's better to spend your turn whacking enemies manually. Not worth using the haste seed!

Holy Dart. The damage to undead is very low, and the blessed status duration is too short and unviable for frail allies. Starflower is another valuable seed for blandfruit and exp potion, and it's never worth crafting this dart.

Shocking Dart. It ignores armor, but the damage is extremely low. The electricity also doesn't do AOE like Lightning wand. Most enemies in the game have low armor anyway, the thrown weapons you find early on will deal more damage, and doesn't use up a seed.

Rotberry Dart. Low amount of uses, and extremely high opportunity cost, it doesn't justify giving up an upgraded wand from wandmaker, even if the wand is low-tier.

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RLX-SJG-GNK

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Cleric Feedback (lemmy.world)
submitted 1 week ago by janomike to c/pixeldungeon
 
 

Hello everybody, first of all i have to say that i love this game. I just finished my first Cleric run and overall im really happy with the character - thanx @00_[email protected]

Tier 1 and 2 spells are great - i love the recall inscription spell!!! In Tier 3, cleanse and holy lance are my favs, cant see value in the other spells, i tried hallowed ground but havent found it usefull so far.

Tier 4 - Divine intervention is nice especially in critical situations and in the final level. But i mostly used Tier 2 spells up to the end.

The balance seems fine to me, wasnt any harder or easier to win the game - as with all chars it greatly depends on luck to find a decent armor and rings asap. I still find the first 8 lvls the hardest to survive - afterwards it gets easier.

Already looking forward to the the other classes.

2 ideas concerning future updates:

What abaout a necro char? Would be great to raise enemies to fight with you.
Let us hire sellswords from the vendor, would also make healing spells like hallowed ground or bless more usefull.

Keep up the great work - Thanx

Mike

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Is it just me, or does it feel like Succubus' Charm is proccing at insane rates this build? It feels like over 50% of their hits Charm playing as a Cleric, making fighting them more drawn out than fighting an Evil Eye.

Is it a bug, are Clerics naturally weak to Charm after a life of celibacy, anyone else notice this, or am I just super unlucky lately?

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submitted 1 week ago* (last edited 1 week ago) by Vencedor to c/pixeldungeon
 
 

I've actually have the collections maxed near its release. Honestly, just breaking this 6 day-postless streak.

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submitted 2 weeks ago* (last edited 2 weeks ago) by polyduekes to c/pixeldungeon
 
 

cleric is great, really so at supporting allies which i guess was the main goal for cleric? but early game long range damage feels kinda lacking, i think that the character being dependant on solely holy tome is a double edged sword, but overall cleric is my 2nd fav now after huntress

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Spoiler

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I was waiting for cleric release since there was only rumors and today I finally updated the game to try the beta version. Aaaaaaand they're nonbinary! As a nonbinary person I feel Seen and it's a strangely comforting feeling like I can't even describe it. It's so personal and important for me to see a nonbinary adventurer. Also I like their gameplay so far more than any other hero! And their lore is so cool! Sorry I just really need to tell someone about this. Now the only thing I'm worried about is Russian translation because I have little faith in translators in relation to they/them pronouns but I hope that they get it right.

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Hey Dungeoneers, v3.0.0 and the Cleric are finally ready for beta!

In this blog post I’m going to share more details about the Cleric! Just as with the Duelist, I’m releasing the Cleric’s beta a little early. There’s still one subclass and two armor abilities to implement before the Cleric is content-complete and ready for release.

Read The Full Post Here!

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Hey Dungeoneers, if all goes well there will be an early beta for for Shattered Pixel Dungeon v3.0.0 tomorrow, just in time for the holidays!

The beta includes the new Cleric hero, with a fully implemented base class, 1/2 subclasses, and 1/3 lategame armor abilities. I'll be taking a bit of a break over the holidays, so expect the hero to be filled in and released through January and February.

Here's a look at the Cleric's full splash art! Expect a blog post tomorrow too.

(Image Description: Full detail splash art for the Cleric hero.)

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turns question (lemmy.world)
submitted 2 weeks ago by p0479 to c/pixeldungeon
 
 

I just had a near near experience

i calculated my turns while under the effect of a levitation potion, and i had 1.17 turns of levitation. I moved and the potion wore off and i was only saved from disintegration by a ring of elements.

I had nothing slowing me down, and have a +5 amour of swiftness, so I'm not really clear why the potion wore off? Screenshot of equipment attached...

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Sorry for asking a question for clearing the doubts regarding the calculation of total % when 2 rings are equipped, especially, ring of wealth

For example (screenshot):

I have two RoW equipped - RoW+1 and RoW+5

what's the combined total level (%)?

Is it RoW+6 +1 = RoW+7? Or +6?

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"Avoidable attacks"

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A bless spell is a fantasy Cleric stable, so of course Shattered Pixel Dungeon's upcoming Cleric hero needs one.

This tier 2 talent/spell grants bonus accuracy, evasion, and shielding when the Cleric casts it on themselves. It's much more potent on allies though, granting a longer bless buff and healing instead of shielding! You can even use it to overheal frail allies like mirror images!

Look out for more posts soon, fingers crossed I'll be ready to release a beta on Wednesday or Thursday this coming week!

(Image Description: A short GIF demonstrating the bless spell. Two characters are fighting each other and it's unclear which will win. The Cleric uses the bless spell to turn the odds so that one of them wins easily.)

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New to alchemy in general, apologies if I say something incorrect.

I used a Cursed Infusion on a +5 Bow (might have been +4?) and it didn't upgrade it at all.

After drinking 4 Potions of Experience to get to Level 30, the Bow only levelled up to +6 and stayed there after I removed the curse.

I've seen people get to +8 so I must have done something wrong.

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Big 500 (lemmy.world)
submitted 3 weeks ago by The_Snail to c/pixeldungeon
 
 

My archive of Pixel Dungeon apk's is now at 500 mods.

https://lemmy.world/post/21471267

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Colored numbers (lemmy.world)
submitted 3 weeks ago by Midgetearmuffs to c/pixeldungeon
 
 

What is the meaning of the yellow numbers above the battle ax? I can't find the answer anywhere that I've researched.

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Brawler stance scaling (self.pixeldungeon)
submitted 3 weeks ago by Ozin07 to c/pixeldungeon
 
 

I noticed that when using Brawlers Stance the ROF does more damage.

I also noticed that the scaling isn't consistent: for example with one strength, a +0 ring does 5-14 damage with and a +1 ring deals 9-20 damage gaining 4-6 scaling. But a +2 ring only deals 10-22 with 1-2 scaling even though I was at 1 strength the whole time.

Does anyone know how RoF scales with brawler stance? I couldn't find anything on the wiki.

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the ascension changes actually gave ascension some meaning which was great, but it could still be improved and spiced up more. one thing i saw in another game was that during ascension, you forget the layout of the floors, this would be a nice change IMO.

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Hoping to finally win with six challenges. Wandmaker has a choice of blast or corruption. My default would be blast wave because its got so many benefits, for paralysis, knocking in pits, setting off traps, and blasting yourself out of a tight spot (although chains should cover that here!)

Another question is what to imbue the want with, its currently magic missile. I've not imbued with regrowth before but if i do that i could root / chill / blast and then smack enemies with the spear (should i augment for speed?)

All the weapons in the inventory survived being thrown onto explosion traps. No trinket, i must have missed it somewhere!!!

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