Shattered Pixel Dungeon retains the same classes as the original vanilla Pixel Dungeon, but many of the classes have received balance overhauls, some minor, and some very major. This page contains the new or modified traits unique to the classes in Shattered PD... for the rest of the information about certain classes, it may still be beneficial to also view the corresponding "Hero/ine" page to see the traits of each class being carried over from Pixel Dungeon.
Rogues now start with the Cloak of Shadows instead of a Ring of Shadows (which has been removed from the game). While they no longer have boosted satiety, their runs will now have on average an extra three secret rooms spawn.
Assassins no longer get bonus damage from surprise attacks, instead "preparing an attack" while invisible. This Preparation gives him bonus damage, increasing based on how long the Assassin is invisible. In addition, given enough time to Prepare, the assassin will be able to teleport to the target in order to attack, additional bonus damage will be awarded for prior damage on the target, and multiple damage rolls will be made, with the highest one being used. With maximum Preparation, the attack will instantly kill all non-bosses!
|Turns Invisible||Base Damage Bonus||Blink Distance||Rolls||Wounded Enemy Bonus Damage||Can Instant-Kill?|
The Freerunner no longer gets instantaneous speed and evasion boosts while moving, instead gaining Momentum while moving (+10% per tile moved), and losing it rapidly (-10% per turn) when not moving. At 100% Momentum, the Freerunner gets +33% movement speed and 10 bonus evasion, along with an additional 2.5 evasion per point of excess strength for his armor. When not at full momentum, these boosts are multiplied by the momentum that the Freerunner has at the moment, so a Freerunner with 90% Momentum will get 90% of the boosted amount.
|Staff of Magic Missile|
| Crafted by the mage himself, this staff is a unique magical weapon.
Rather than having innate magical power in it, this staff is instead imbued with magical energy from a wand.
The staff can be imbued with the powers of any identified wand the Mage has in his possession, which provides the Mage's staff with the magical bolts of the imbued wand. When imbued, the staff will emit particles at the end that align with the wand that is imbued, and will grant the wand one extra charge.
However, while this lets the Mage focus upgrades on his staff, allowing flexibility by indirectly applying those charges to wands found later in the dungeon, the wand that is imbued will be destroyed in the process. Also, the staff is treated as a tier-1 melee weapon with poor base stats (1-8 damage), making it a poor solution for a majority of the Mage's damage.
Imbuing wands into their staff will add special effects to its melee properties (often imitating the enchantments on weapons). Battlemages also still gain charges into their staff via melee attacks; every three melee attacks using the staff will restore one charge. Since the staff is classified as a melee weapon, it can be enchanted by a Scroll of Magical Infusion or a Stone of Enchantment, allowing for two effects to proc on each hit.
|Imbue||Melee Effect||Proc Chance|
|Blast Wave||Repulsion glyph|
|Corrosion||Inflict Caustic Ooze on target|
|Corruption||Inflict Amok on target for |
|Frost||Freeze target||Target is Chilled|
|Magic Missile||Apply Recharging buff to user for ||100%|
|Prismatic Light||Cripple target for ||100%|
|Regrowth||Apply less than or equal to ||100%|
|Transfusion||Next zap will not deplete user's health||100%|
Instead of consuming a soul for hunger and HP, a Warlock will need to soul mark a target by damaging it with a wand or casting a spell from the staff with a
1-0.9level+1 chance. Once marked, an enemy will restore the Warlock's hunger by up to 50% of the damage inflicted and HP up to 25% of the damage inflicted from taking physical damage from the Warlock, Mirror Images, or other enemies for
level+10 turns. This can stack, but the game will only show the initial soul mark.
While Warriors can no longer reforge their Shortsword (now a Worn Shortsword), they now start with a Broken Seal that can be affixed to armor, starting out on the Cloth Armor that the Warrior starts with.
| A wax seal, affixed to armor as a symbol of valor. All the markings on the seal have worn off with age and it is broken in half down the middle.
A memento from his home, the seal helps the warrior persevere. While wearing the seal the warrior will slowly generate shielding on top of his health based on the quality of his armor.
The seal can be affixed to armor, and moved between armors. It can carry a single upgrade with it.
The Broken Seal gives shielding, which is essentially bonus health, based directly on the level and tier of the armor it is affixed to (as in a +1 tier-2 armor will cause the Broken Seal to grant a maximum of 3 shielding). It can transfer a single upgrade, so it is highly recommended that the Warrior's first Scroll of Upgrade is used on the Cloth Armor. The Broken Seal can only be affixed to identified armor, and that armor cannot be cursed when affixing the Broken Seal; however, it will still work if the armor becomes cursed while it is attached.
Warriors now start with the Potion of Healing identified, rather than the Potion of Strength.
Instead of getting bonus damage with combos, Gladiators now get combo finishers, which normally use up your combo to deal a guaranteed-hit attack with special effects. This combo is always lost if the Gladiator misses twice in a row, but the Gladiator now always has four turns to hit the target before losing his Combo, barring the aforementioned missing. If the Gladiator misses and does not lose his combo from that, the four turns is reset.
|Finisher Move||Combo||Damage Multiplier||Damage Rolls||Additional effects|
|Clobber||2||60%||1||Knocks back enemy one space, and inflicts 1-4 turns of Vertigo to it.|
|Cleave||4||150%||1||If this kills the enemy, Combo is increased by one, and the user now has ten turns until the combo is lost, rather than four.|
|Slam||6||160%||2||Gladiator gains shielding equal to half of the damage dealt.|
|Fury||10||60%||Combo||Every single damage roll is applied to the target.|
The Berserker has been completely reworked, now gaining Rage as he takes damage. Rage gained is based off of the damage that would be dealt before armor is applied, so having that +6 Plate Armor will help instead of hurt the Berserker. He loses Rage over time, but having lower health will cause it to decrease much slower. Having 100% Rage or higher will cause the Berserker to deal 50% bonus damage, and lower amounts of Rage will multiply this boost by their percentage (i.e. 90% Rage will deal 90% of 50% bonus damage).
If at 100% Rage when killed, the Berserker will temporarily refuse death and go Berserk, causing him to gain 10 times his regular maximum shielding amount determined by his Broken Seal while giving all of his attacks 50% bonus damage. This shielding will decrease by 10% per turn while the Berserker is Berserking, and when the Berserker runs out of shielding, he will die. If the Berserker is healed by any means while Berserking, he will stop Berserking and lose all of his shielding. The Berserker will have to recover after Berserking, and will be unable to gain Rage until he gains the equivalent of two levels in experience. Something to note is that Berserking outprioritizes Blessed Anhks, sharply limiting the Blessed Anhk's synergy with the subclass. Also, the Berserker cannot Heroic Leap while Berserking.
The Huntress now starts with 20 Health rather than 15 Health and a Knuckleduster instead of a Dagger, does not gain bonus health from Dewdrops, and her missile weapons have their durability multiplied by
4 . Aside from that, she is otherwise identical to her Vanilla counterpart.