Pixel Dungeon

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submitted 11 hours ago* (last edited 3 hours 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 4 days ago* (last edited 4 days 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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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.

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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 1 week ago* (last edited 1 week 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 1 week ago* (last edited 1 week 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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So, if you put three points in it would you still get the 75% more energy for any +2 equipment you use?

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After I beat tengu I waited for hundreds of turns and this fire on the floor never went out. I'm not sure what caused it in the first place. However, when I reloaded the game the fire was gone.

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

I completed a 4-chal ascension a while back, and I thought I was done with challenges, but recently I got the itch to complete a five-chal run. I just wanted to prove that I could ascend with more than half of the challenges active.

It took me 25 or 30 tries, but I finally did it! (I like to play random seeds and let fate decide what equipment I get). I also had to find a combination of challenges that was feasible for me; for example, combining Pharma and Barren Land is brutal. Respect to those who can win with those challenges active!

One funny thing is that I ended up with a lot of food (that's the sniper at the foot of the stairs leading up out of the dungeon):

It turns out I could have eaten a lot more food! (I also had five potions of cleansing, believe it or not.) I spent almost the entire game with 20-40% health. Other equipment notes:

  • I spent most of the game with a +2 Sickle I got from the ghost. This seed has very few upgraded weapons.
  • I got a lousy wand of prismatic light +1 from the wizard, which was used along with a +0 wand of corrosion to upgrade the wand of disintegration to +3. I didn't find any more wands.
  • I found the chains early on, but they were cursed. I was unable to equip them until the early jail levels. Still, a lifesaver for sure.
  • The armor is Scale +1, reforged and with three SoU.
  • The RoH was found at +0 in the sewers, upgraded with the game's last three SoU.
  • The RoSS was found at +1 somewhere in the jail.
  • The shuriken has a troll upgrade plus reforge, and the remaining two SoU.
  • (Edited to add that I played without any ankhs, given the discussion on ankhs in the comments.)

The sniper is awesome, and I don't know if I could complete five challenges with other classes. Dispatching a scorpion in one round, without spending any charges or energy or anything, is amazing.

I'm pretty sure I won't do six or more challenges, as the game gets so hard it's no longer much fun. But I'm happy to have gotten good enough at this game to do five challenges!

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I'm trying to buy a support tier on the Google Play version of Shattered PD. I have two Google Accounts linked to my phone. Account A, which I used to install the game and is linked as a Google Play Games Account to the game (and that has Google Play credits available) and a second one - Account B - with no Play store credits, which shouldn't be used with or be connected to the game in any way.

When I hit the IAP of one of the support tiers, it always opens up the payment method selection of Account B. I already tried to uninstall the game and install it with the correct account (which helps for other apps in this case) and also reconnected Google Play Games to make sure it's also tied to account A. But the only way to pay is account B. there's no Account selection in the payment dialog.

Has anybody an idea, how I can get the game to use Account A for IAP?!

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Much appreciated!

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Hey Rat Punchers, happy new year once again!

After a bit of a holiday break, I'm back to work on Shattered Pixel Dungeon, which includes laying out some plans for the coming year! This post starts with a year in review, and then lists the major changes and additions that I have planned for Shattered Pixel Dungeon in 2025 and beyond.

Read The Full Post Here!

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

(After winning all classes in all challenges, this tierlist takes challenges into account, as well as 0 challenge play!)

S-Tier

Rogue. Best character for both beginners and advanced players, get-out-of-jail card in invisibility can be used for everything, from evading champions, evading ranged enemies, taking a breather, even getting free invis potion on piranha rooms. Assassin and freerunner are both good, but the latter is a bit better for evade-tanking and kiting in 9 challenge. Smoke bomb is the best crown upgrade by a long shot, the blink and crowd control gives so much momentum. Death mark is awful dealing only 25% damage and lasting 5 turns, and cannot kill enemies. Shadow clone is too frail and useless especially with no-armor challenge. In general minion builds should be avoided in this game, due to the high opportunity costs putting players in a worse position.

Cleric. It's too early to say, but after testing, the recent buffs made it very easy for cleric to win in high challenges, as it patched the cleric's only weakness of being weak without tome charges. Some notable skills are cleanse which gets rid of poison, burn, bleed etc. Scroll duping to get more tome charges among other things. Hallowed ground giving crowd control. High shields in ascended form, bless, hallowed, and the future paladin. Cleric has everything for any situation, from tanking to damage to movement control. Ascended's tome charge usage is irrelevant if you have scrolls, and the cleric can keep firing spells that are highly effective against demon halls enemies. On paper, the other crown upgrades are inferior compared to ascended form. While 9 challenge is still difficult, these S-rank characters have the most consistent wins, though cleric has some early-game difficulties.

A-Tier

(There's little difference between A and S, these characters are still good)

Mage. While early game is a bit difficult compared to rogue, once you get tengu's mask the cannibal grandpa starts to shine with soul eater. He's the only character that can comfortably live in the dungeon on high challenges and without items like RoW. High-rank wands like fireblast and lightning are worth slotting into the staff, but avoid the weaker ones. Use warlock, battlemage is an inferior choice due to the staff's low base power, and that the melee effects aren't impactful enough to justify using it over warlock. For crown upgrades, beacon is good for movement (but avoid telefrag at all costs as it actively kills you, it's NOT an upgrade). If I have lightning or frost, I'll take element burst over beacon due to the AoE damage + crowd control. Wild magic is the least useful and requires specific builds and unupgraded wands, but it's not as horrible as death mark etc.

Hunter. Would be almost as good as rogue, if it weren't for the fact that barren lands eliminates most of her warden kit. The fact that she's still A-tier is proof that her kit and bow is strong. Unfortunately she requires RNG to perform well, such as vampiric or sharpshooting, making her require a lot more resets. For crown upgrades, nature power is the best pick as it saves turns by moving fast and dealing more damage, it has more DPS and duration compared to death mark and can kill multiple enemies, with only a +10% cost compared to death mark. Spectral blades is inferior but still usable depending on your melee. Spirit hawk vision is redundant with the huntress's vision perks, and it's too weak and frail for combat and dart usage. The guaranteed evasion skill lets it survive better, but at best it's a small distraction before it dies. Not worth the opportunity cost over nature power!

B-Tier

Duelist. Bad early game, with FIMA and her having so many close-ranged skills she cannot use most of her weapon abilities. But gets better once you find the right weapons such as shields, spear, dagger etc. Champion needs specific weapons to work and it's an unreliable pick. Monk however has every ability you need from chasm kills, healing, parrying eye beams. Pick "challenge" for her crown upgrades, freezing most enemies is great and she heals afterwards. Elemental strike is a much worse option compared to challenge, don't pick it except if you have a shocking weapon. Feint is the worst movement ability in the entire game with high cost and poor movement, it's not worth it and you can just use challenge to reposition.

D-Tier

Warrior. The butt of jokes in high-level play, comparing him to S-tiers is like comparing Meta Knight to Ganondorf in Smash Brawl! The difference is huge, and yet again he gets completely outclassed by new heroes. You can still win with Ganondorf but that doesn't make him good, we can't compare him in a vacuum. He's the worst tank in practice; he doesn't have heals like mage and duelist, he doesn't have dodge like rogue, he doesn't have parry charges to keep like duelist, he doesn't have big shields like cleric and mage. His effective HP is the lowest in the game and he's the frailest character, and yet his kit encourages tanking for some reason. Unlike the above characters he needs Pharma, Barren, and FIMA turned off to heal. With FIMA his entire kit and armor seal is destroyed, and the few ways to play him is with kiting + movement or vampiric, which other classes can do better. Berserker is awful as it requires you to take hits and die, and warrior has no heals to offset this. Gladiator is better, but with decaying combo and poor skills it's just a worse monk. He doesn't have more armor compared to other characters, except very specific circumstances like waiting which kills. The only crown upgrade worth getting is leap, which is a cheaper smoke bomb. Shockwave is a passable crowd control when upgraded, but endure is the worst crown upgrade in the game. Very expensive charge, for 50% damage cut for 3 turns, and whatever HP you've lost is not worth the extra damage. It doesn't even null damage like duelist's skills, the opportunity cost is extreme. Additionally, he's one of the hardest character to use for newbies as they don't understand armor seal. Rogue's button tap is friendlier and more useful.

(These are usually my best picks for the highest winrate with many challenges! Taking the weaker options consistently decreases my winrate, whereas the powerful stuff increases it. Challenges in this game are horrible compared to other games and roguelikes, because Barren, Pharma, and FIMA removes entire builds like warden, warrior. That's not fun and they really need to be tweaked.)

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Idk how to read it

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The equipped great shield is not cursed and has a vampiric enchantment. As soon as I stepped on the trap I started scanning the map for where it sent my weapon only to realize I still had it. Did the mechanic for the disarming trap change to not disarm highly upgraded or enchanted weapons? The wiki still says only cursed weapons will be spared.

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I found that Recall Inscription is not using tome charges and Light Reading is not allowing use of the unequipped tome.

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how does one leave feedback for the beta testing?

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