Pixel Dungeon

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Just yesterday I released another beta round for Shattered Pixel Dungeon that added the Cleric's 2nd lategame armor ability!

Trinity is a supremely flexible ability that lets you access the effects of equipment you've found previously in your run. It is currently a little buggy though, I expect to be fixing that shortly.

I hope to get the 3rd ability online this coming week, and then v3.0 will finally be content-complete!

(Image Description: An interface screenshot showing Trinity being used with three different effects imbued into it. There are three large buttons with icons and text that let the player choose which of the three effects to apply. )

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If you shoot an empty wand at a mimic, it will show an hp-bar above its head without "waking it up"

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I was thinking, how will the bosses be defeated easily, especially on the black mimic?

!Do you think that the wand at the bottom was added in the base version?!<

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The current wording for LoH's description says it can stack up to a maximum of three casts worth of shielding. With LoH+2, I casted Bless+2, followed by 2 LoH, thinking I could cast a third, but this simply resulted in a used charge while I remained at 45 shielding. A slight tweak in the wording—something like, "Lay on Hands can be cast repeatedly, applying up to a maximum of three times the shielding"—would be helpful I think. I remembered the "three cast" part so I was confused initially.

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(Experienced Pixel Dungeon)

Yeah, winning SPD is cool, but so is seeing the big number go up

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Cleanse+Viscosity (self.pixeldungeon)
submitted 3 days ago by sirxdaemon to c/[email protected]
 
 

You may be surprised to know that Cleanse will remove all stacked viscosity damage, or at least I was when I found out. That's quite a boon for the common Viscosity and something to consider the next time you get that enchantment. It can be particularly useful if you play with the Faith is my armor challenge.

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Priest bashing (self.pixeldungeon)
submitted 4 days ago by sirxdaemon to c/[email protected]
 
 

Thought I'd make a post with my criticisms for the priest, to be fair to the pally. I still think priest is superior at this point in time.

Holy Lance needs to be rebalanced to 3 charges. There's just so many better and cheaper options. Even at 3, I don't know if I would use it much to justify taking.

I wouldn't mind a nerf to Hallowed Ground. I'd still take it to +3 at 3/4/5, as opposed to the current 3/5/7 area of effect. Even without a sandals of nature, it's worthwhile.

Mnemonic Prayer is very versatile but I would rather invest in Cleanse. I will use Cleanse much less often but the value proposition is, to me, better. The main value I've seen is with scrolls of mystical energy and targeting enemies.

Radiance is okay I guess. I rarely use it but there was a usage bump in the halls, mostly as a supplementary light source than an emergency escape.

I forget to use the free Guiding Light the vast majority of the time. The damage scales and in some ways it's better than the paladin's exclusive, but I like the paladin's more.

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Recall Inscription nerf? (self.pixeldungeon)
submitted 5 days ago* (last edited 5 days ago) by sirxdaemon to c/[email protected]
 
 

How would you feel if Recall Inscription's inability to work on upgrade scrolls was extended to enchantment stones?

I think some nerfs to certain spells would make the cleric more in line with other classes. I wouldn't say the spells are broken, but the number and variety of spells gives the class a versatility and survivability that, in my opinion, currently leads the other classes.

You're generally going to get an enchantment stone at least once a run, provided you're checking for secret rooms. Probably 2 or 3 if you get a ring of wealth, or lucky weapon. Having 4 or 6 enchantment stones is a luxury only the cleric can have fairly easily.

EDIT: This spell is kinda bonkers with a scroll of mystical energy. Even at Recall Inscription+1, the 9 turns of recharging gives ~~enough~~ 2 charges to your tome that you can use RI to eke out more charging ~~for free~~. Optimally, you'd have RI+2 and use it after mystical energy has ended.

Heck, I wouldn't mind if RI had a special clause against recharging your tome; like the thief's Mystical Meal talent.

EDIT2: You can also use Mnemonic Prayer to eke out a bit more; provided you're a priest and invested in the spell.

I think I would just hard nerf RI to just runes and rule out stone of enchantment. But then many will probably complain.

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Did it! (lemmy.sdf.org)
submitted 1 week ago by [email protected] to c/[email protected]
 
 
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Hey folks,

The beta for v3.0 contines, and the Cleric is inching closer to release. I've also made some improvements to in-game visuals recently too! Here's a look at Shattered Pixel Dungeon's new title graphic that I just added to the beta a couple days ago!

Just like the splash arts, this title is made by Aleksandar Komitov, and is an attempt to improve the title quality while keeping true to the original design. There's still a 3 line version for portrait users too.

(Image Description: Shattered Pixel Dungeon's new title graphic in an animated GIF. The text has glowing etches in it, and two green pixellated flame effects on either side.)

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I just walked past a Prison Guard who was in deep sleep from a while ago. Out of the shadows came another Prison Guard, so I cast Sunray on him and then threw a spear by double-tapping the quickslot, assuming it would target the one I had just targeted with a spell, but I instead turned around and threw it at the sleeping one.

This is very counterintuitive. Casting a targetted spell at any enemy should make them my current target for other spells, wands, and throwables.

I have the same issue with Guiding Light.

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A man can dream...

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The priest's description says the Guiding Light debuff can also be triggered by allies, wands, and some artifacts but I haven't seen any wands or allies triggering the debuff on mobs. Is this a bug?

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submitted 1 week ago* (last edited 1 week ago) by sirxdaemon to c/[email protected]
 
 

I walked in on a gas filled chamber with Cleanse and the gas was chipping down my shield 2 ticks a turn while the Cleanse effect was up. The tooltip for the effect said it prevents all negative effects so I'm wondering if this particular scenario is working as intended. If environmental effects aren't included, maybe the description for Cleanse's effect could be more verbose?

EDIT: On v3.0beta2.3

EDIT2: I'll piggyback this as well since they're also priest mechanic questions. Radiance currently affects mobs within normally vision range but may not be targetable due to level darkness. I was able to hit two mobs on floor 22, despite them not being "visible" to my character; per the spell's description.

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In 2020 and 2022, the Pixel Dungeon Discord server held events called Scavenger Hunts: a set of goals with points earned depending on their difficulty or complexity. The top players during such event would win some prizes like a copy of PD on steam.

In this year, I want to revisit this concept again... but not just on Discord and with community's help! That's right, you get to see potential rules revisions, new tasks or you can submit your own prizes, that can be given to winners.

Click the link below and begin pondering with everyone else! https://docs.google.com/document/d/1v1grlH-CGvaF0b5SyyCFLqWF7EWuf-nwzzUEchvw8Xs/edit?usp=sharing

This brainstorming event will last from January 29th to February 12th, with all suggestions and prizes being examined for true event later.

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You can't miss, so you benefit from the heavy War Scythe damage with no drawback. And look at that range!

It's also excellent with Sunray's blind effect for two surprise attacks! Once when they are two spaces away and again when they are adjacent.

I found it as +2, used a stone, and got Projecting. I feel lucky. I'm actually a Wand of Living Earth build because I wanted to try all the ally buffs, but this War Scythe let's me safely do some serious melee damage.

And it's even better when my Golem is distracting an enemy. I can blind the enemy from 2 tiles away and get up to 6 surprise attacks. This is truly an excellent combination on a Paladin.

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It is a mod of Shattered Pixel Dungeon that displays how much damage did the Ring of Tenacity prevent you from taking. I got the idea off a dumb Discord conversation.

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Paladin or Priest? (self.pixeldungeon)
submitted 1 week ago* (last edited 1 week ago) by sirxdaemon to c/[email protected]
 
 

Who do you prefer at the moment?

Personally, it's the priest for me. Why? In short, the skills are better, in my opinion. As a fan of metamorphisizing to get rejuvenating steps, Hallowed Ground is my jam. Holy Lance looks spiffy as well. I haven't even used it yet because I've spent more time playing the paladin—to try and understand how to leverage their skills, since I expected this to be the worse counterpart at the moment.

I'll outline my beef with paladin talents. Lay on Hands is redundant because Bless+2 mostly outclasses it. And I presume many already invested 2 in to Bless, so why spend 2 or 3 on LoH? Yes, you can stack LoH up to 3 times for major shielding but alternatively, those 1 or 2 charges over a Bless could be used to help finish the boss/champion. LoH also doesn't give the bless buff which increases accuracy and evasion.

Aura of Protection is nice but again, I tend to defer to Bless; when fighting with a guardian or ghost. You should be avoiding situations where you're engaging more than one mob at a time and once your companion has the enemy's attention, you typically don't need a buff at the same time. You probably have Bless at +2 already and it only costs 1 charge, limiting AoP's attractiveness.

My main problem with Wall of Light is its cost. It should be buffed to 2. I would opt to use WoL when I can knock a mob down a chasm, but why would I when 2 Sunrays typically do the job for 2 charge? Yes, you can also use the wall to block off an escape but the skill is still very situational—you also can't control its placement—that I think the charge should be reduced to 2.

And lastly, Smite. I kinda feel like if this was rebalanced to a 1 charge skill, paladin would be much more competitive with the priest. It's often a 1HKO with heavier weapons, but I find it's more consistent with Sunrays, or Bless for weaker mobs. Smite shines if you have something like a lucky or projecting weapon, but those are few and far in between.

As a priest, Holy Weapon and Holy Armor are pretty much obsolete, but they're retained and fairly useful as a paladin. Nevertheless, I'm still squarely team priest, presently.

EDIT: Forgot to mention the challenges I play with, which plays a role in my valuation of different aspects. Hostile champions, badder bosses, on diet, swarm intelligence, forbidden runes.

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submitted 2 weeks ago* (last edited 3 days ago) by [email protected] to c/[email protected]
 
 

Was feeling frisky and decided to attempt to get the Doom Slayer achievement (Defeat the final boss with all demon spawners alive and Badder Bosses challenge enabled).

Been attempting it for a week or so and rarely make it past the 1st boss (I've gotten too used to fighting normal bosses - these challenge bosses keep hanging me up).

Mis-fired a caustic potion at Yog while one of the fists was still up. If I hadn't wasted that potion, I'm pretty sure I would've won this fight.

First time actually making it to the final boss fight with Badder Bosses on, so I feel really accomplished to have made it this close.

Edit:

A week and half a dozen tries later, finally made it!
And with TWO challenges on (ran with Swarm Intelligence on as well).
(Please ignore how much of a one trick pony I am)

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I started playing the beta test for the Cleric about 2 weeks ago, here's my take:

I feel like the character has a lot going on with his tome, he basically has a wand like the wizard and shielding spells like the warrior

I just think the ally based spells would be great on him if that's his whole schtick he focuses on that

Maybe give him a summon spell like a golem/familiar/ghost so there would be a target for his heals on tier 2 and 3

Also sidenote: while testing him out, I feel like swarm intelligence challenge has a bit more aggro on him unlike other characters, maybe it's a bug idk

First 5 champions, 2-3 enemies come at you Cleric, the whole floor comes at you at times. Full on 4-6 enemies it's hard when it happens

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submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/[email protected]
 
 

The run was going awesome! +2 Blazing Hand Axe on a statue, +1 Leather from the Ghost, and wand of Lightning just sitting on the floor (cursed but also a Scroll of Remove Curse) All on floor 2. Then I died a minute later...

I jumped into a well room and spawned the wraith. Rather than hit it with my Cleric spell, I stupidly zapped it with my Wand of Lightning at point blank range while at 3 HP. ☠️ Literally killed myself. Could have drank my water after jumping. Didn't. Could have passed a few turns to digest. Didn't.

The seed was such a good start that decided to copy the seed and try again. (DNK-CWK-VJR, btw)

And then I died a second time within 6 tiles of my first death! I was at 2 HP and starving put me at 1, so I ate food. Why use my water when I can heal from food, right? Well, I forgot how long it takes to eat food and the snake in the room reached me and killed me.

Time for a third try! It was such a great start. I want to see how the rest of the seed turns out.

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submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/[email protected]
 
 

Hey Folks, I've just released another beta which adds the Cleric's Paladin subclass!

With this things have lurched quite a distance toward release. I'm hoping to get the Cleric content-complete in about another two weeks.

Here's a little GIF of one of their spells: Wall of Light

(Image Description: A short GIF of the Cleric casting the wall of light spell toward three enemies. The enemies are knocked away and momentarily stunned, and a large diagonal white wall appears between them and the Cleric.)

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I vaguely heard about the concept of RoF runs, but this was my first time actually getting one! It was pretty fun, the ring was doing 18-123 damage at the end :o

I also totally had to do the "No weapons in his presence" achievement - it just felt fitting with the theme haha

The seed is

RTP-DMM-YFH
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Hey folks, apologies for the delay on new Cleric content so far, but the Paladin subclass is almost ready to release to beta.

The Paladin gains a variety of new and upgraded spells that emphasize melee combat and synergy with weapons and armor. In addition to the four new spells below, they also get empowered versions of holy weapon and holy ward!

(Image Description: An interface screenshot showing a brief description of each of the Paladins four spells: "Smite: The Paladin infuses a melee strike with righteous destructive power." "Lay on Hands: The Paladin channels holy energy through their hands, healing or protecting whatever they touch." "Aura of Protection: The Paladin begins radiating protective energy for 20 turns." "Wall of Light: The Paladin creates a wall of solid light directly in front of themselves that's 1 tile thick, 7 tiles wide, and lasts for 20 turns.")

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