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Overview Edit

Weapons are an essential part of Pixel Dungeon; without one, you will become easy prey for those hungry Marsupial Rats who love to roam the sewers in search of prey. Try to make sure you equip weapons that are at your strength level. Equipping too light a weapon will often mean that the hero will not do enough damage to make it through the stage, while too heavy weapons will cause the hero to suffer massive combat penalties. If a weapon is too heavy, its strength requirement can be brought down using Scrolls of Upgrade and Scrolls of Magical Infusion. Weapons can be identified either by a Scroll of Identify, Well of Knowledge, or by achieving 20 hits with the weapon.

Upgrading Edit

When a Scroll of Upgrade is used on a weapon, the following will happen:

  • the damage increases, typically by +1/+(tier+1).
  • the strength requirement decreases by 1 at levels +1, +3, +6, +10, and +15
  • If the weapon is cursed, the curse will be weakened, allowing the weapon to be unequipped. There is a chance to remove the curse effect as well.
  • Enchantments may be destroyed with a 1-1/level chance

A Scroll of Magical Infusion is very similar to this, but will also add an enchantment to the weapon. If an enchantment already exists, it will never remove the enchantment.

Augmentation Edit

Stone-YNGVI
Stone of Augmentation
This runestone possesses potent magic which can augment equipment to enhance one property at the cost of another.

Using on a weapon will allow you to enhance either speed or damage.

Using on armor will allow you to enhance either defense or evasion.

This can be bought at any shop, and is stored in the Velvet Pouch. When used on a weapon, it will ask you if you want to augment for speed or damage:

  • Speed
    • 70% damage
    • ~149% attack speed
      • this means that Glaives and Spears augmented for speed will have a tiny change (about 0.5%) to cause the user to lose a turn.
  • Damage
    • 150% Damage
    • ~59.8% attack speed

Suggested Use Edit

It is recommended that the hero not augment their weapon unless it will be directly beneficial to them. Some examples of benefical augmentations are:

  • Augmenting a Spear or Glaive for speed basically eliminates their reduced attack speeds (2/3 attacks per turn --> 0.995 attacks per turn).
  • Augmenting an enchanted weapon for speed unless it is Projecting.
  • Assassin or Berserker augmenting their weapon for damage.
    • The Assassin is all about massive damage in one hit, so the damage bonus from the augmentation is very beneficial, and the speed penalty is almost meaningless if the enemy never gets a chance to attack back. This is especially true for the Assassin's Blade, for its special damage boost from surprise attacks is much more effective when there is a bigger range of damage possible from the weapon.
    • The Berserker tends to invest into his armor, so the bonus damage caused by the combination of the augmentation and rage helps make up for the fact that he can't invest into his weapon as much as other classes. Even the reduced attack speed helps the berserker, as taking hits will boost his Rage.
  • Gladiator augmenting their weapon, especially accurate weapons, for speed. If the Gladiator has a Ring of Accuracy, his weapon should be augmented for speed for maximum effect.
  • Sniper augmenting the Boomerang for speed. This allows the Sniper to potentially attack three times per turn with the Boomerang, assuming it hits every time.
  • Battlemage augmenting their staff for speed. This lets them get the most out of the bonus effects that using the staff as a melee weapon as a Battlemage provides. The only time a Battlemage should be augmenting for damage is when he has a Staff of Frost.

Encumbrance Edit

Equipping weapons that are too heavy will cause the following penalties to be imposed upon the user:

  • Attack speed is multiplied by 1.2^[ - (encumbrance) ]
    • A +0 shortsword (12 strength) equipped by a hero with 11 strength will have its attack speed multiplied by 0.833.
    • A +0 shortsword equipped by a hero with 10 strength will have its attack speed multiplied by 0.694
  • Accuracy is multiplied by 1.5^[ - (encumbrance) ]
    • A +0 shortsword (12 strength) equipped by a hero with 11 strength will have its accuracy cut by 1/3
    • A +0 shortsword equipped by a hero with 10 strength with have its accuracy multiplied by 0.444
  • If the weapon blocks damage, it will block two less damage per point of encumbrance, but never less than 0. This is identical to the behavior of armor that is too heavy.

Selling Edit

A weapon can be sold for 20(level+1)×tier gold, but cursed weapons will have their prices halved. An enchanted weapon is worth 50% more than an equivalent weapon.

Tier-1 Edit

Tier-1 weapons do the least amount of damage but are the lightest weapons.

Worn Shortsword Edit

Worn Shortsword
Worn Shortsword
A quite short sword, worn down trough heavy use. It is both weaker and a bit lighter than a shortsword in better condition.

This tier-1 melee weapon typically deals 1-10 damage and requires 10 strength to use properly.

This weapon is the standard starting weapon for the Warrior.

Dagger Edit

Dagger
Dagger
A simple iron dagger with a worn wooden handle.

This tier-1 melee weapon typically deals 1-8 damage and requires 10 strength to use properly.

This weapon is stronger against unaware enemies.

When landing a surprise attack, you deal damage at a minimum of 3/4 the max damage.

This weapon is the standard starting weapon for the Rogue.

Knuckleduster Edit

Knuckleduster
Knuckleduster
A piece of iron shaped to fit araound the knuckles. Keeps the hands free, yet allows for better attacks than an empty fist.

This tier-1 melee weapon typically deals 1-6 damage and requires 10 strength to use properly.

This is a very fast weapon.

This weapon attacks 100% faster (0.5 turns per attack).

This weapon is the standard starting melee weapon for the Huntress.

Mage's Staff Edit

Staff
Mage's Staff
Crafted by the mage himself, this staff is a one of a kind magical weapon. Rather than having an innate magic in it, this staff is instead imbued with magical energy from a wand, granting it new power.

This tier-1 melee weapon typically deals 1-8 damage and requires 10 strength to use properly.

When imbuing the staff with a wand, the staff will take the properties of the wand. The staff recharges twice as quickly than wands and can hold one additional charge. If the wand being imbued is the same level or higher as the staff, the staff will take the level of the wand and one of its own upgrades, if it has any.

This weapon is the standard starting weapon for the Mage, and starts as being imbued with a Wand of Magic Missile.

Tier-2 Edit

Tier-2 weapons do around 2-15 damage at +0 and typically require 12 strength to use properly. They typically gain +1/+3 damage upon being upgraded.

Shortsword Edit

Shortsword
Shortsword
A quite short sword, only a few inches longer than a dagger.

This tier-2 melee weapon typically deals 2-15 damage and requires 12 strength to use properly.


Hand Axe Edit

Handaxe
Hand Axe
A light axe, most commonly used for felling trees. The wide blade works well against foes as well.

This tier-2 melee weapon typically deals 2-12 damage and requires 12 strength to use properly.

This is a rather accurate weapon.

This weapon has 1.32x accuracy.

Dirk Edit

Dirk
Dirk
A longer thrusting dagger, gives bit more steel to plunge into foes.

Typically this tier-2 melee weapon deals 2-12 damage and requires 12 strength to use properly.

This weapon is stronger against unaware enemies.

When landing a surprise attack, you will deal damage at a minimum of 2/3 of the max damage.

Quarterstaff Edit

Quarterstaff
Quarterstaff
A staff of hardwood, its ends are shod with iron.

This tier-2 melee weapon typically deals 2-12 damage and requires 12 strength to use properly.

This weapon blocks some damage.


Spear Edit

Spear
Spear
A slender wooden rod tipped with sharpend iron.

This tier-2 melee weapon typically deals 2-20 damage and requires 12 strength to use properly.

This is a rather slow weapon.

This weapon has extra reach.

This weapon attacks 33% slower (1.5 turns per attack), but can reach an enemy an extra tile away and gets a boosted +1/+4 per upgrade.

Tier-3 Edit

Tier-3 weapons typically deal around 3-20 damage at +0, require 14 strength to use properly, and gain +1/+4 damage per upgrade.

Sword Edit

ShatteredSword
Sword
A nicely balanced sword. Not too large, but still notably longer than a shortsword.

This tier-3 melee weapon typically deals 3-20 damage and requires 14 strength to use properly.


Mace Edit

Mace
Mace
The large iron head of this weapon inflicts substantial damage.

This tier-3 weapon typically deals 3-16 damage and requires 14 strength to use properly.

This is a rather accurate weapon.

This weapon has 1.28x accuracy.

Scimitar Edit

Scimitar
Scimitar
A thick curved blade. Its shape allows for faster, yet less powerful attacks.

Typically this tier-3 melee weapon deals 3-16 damage and requires 14 strength to use properly.

This is a rather fast weapon.

This weapon attacks 25% faster than a regular weapon.

Sai Edit

Sai
Sai
Two thin blades meant to be wielded in one hand each. Excellent for parrying and swift cuts alike.

Typically this tier-3 melee weapon deals 3-10 damage and requires 14 strength to use properly.

This is a very fast weapon.

This weapon blocks some damage.

This weapon attacks twice per turn and blocks 3 damage, but only gains +1/+2 damage per level.

Round Shield Edit

RoundShield
Round Shield
This large shield effectively blocks attacks and makes a decent weapon in a pinch.

This tier-3 melee weapon typically deals 3-12 damage and requires 14 strength to use properly.

This weapon blocks a significant amount of damage, which scales with upgrades.

This weapon can block up to 5+2×level damage, but only gains +1/+2 damage per level rather than +1/+4.

Whip Edit

Whip
Whip
While the barbed length of rope at the end of this weapon deals poor damage, its reach cannot be matched.

Typically this tier-3 melee weapon typically deals 3-12 damage and requires 14 strength to use properly.

This weapon has tremendous reach.

This weapon can attack an enemy that is three tiles away from the Hero, but gains a reduced +1/+3 damage per level.

Tier-4 Edit

Tier-4 weapons typically deal 3-25 damage and require 16 strength to use properly at +0. They usually gain +1/+5 damage per upgrade.

Longsword Edit

Longsword-0
Longsword
This sword's long razor-sharp steel blade shines reassuringly, though its size does make it quite heavy.

Typically this tier-4 melee weapon deals 4-25 damage and requires 16 strength to use properly.


Battle Axe Edit

Battle axe
Battle Axe
The enormous steel head of this battle axe puts considerable heft behind each wide stroke.

Typically this tier-4 melee weapon deals 4-20 damage and requires 16 strength to use properly.

This is a rather accurate weapon.

This weapon has 1.24x accuracy.

Assassin's Blade Edit

Assassin's Blade
Assassin's Blade
A small wavy blade made of obsidian, difficult to use despite being lightweight, but deadly if it finds the right mark.

This tier-4 melee weapon typically deals 3-20 damage and requires 16 strength to use properly.

This weapon is stronger against unaware enemies.

When landing a surprise attack, you will deal damage at a minimum of 1/2 of the max damage.

Runic Blade Edit

Runic Blade
Runic Blade
A mysterious weapon from a distant land, with a bright blue blade.

This tier-4 melee weapon deals 3-20 damage and requires 16 strength to use properly.

This weapon benefits more from upgrades.

This weapon has tier-5 damage scaling. This means that it will out-damage an equivalently-upgraded Longsword at +5 and approach, but never surpass, the damage of an equivalently-upgraded Greatsword.

Flail Edit

Flail
Flail
A spiked ball attached to a handle by a length of chain. Very unwieldy, but devastating if it lands a solid hit.

This tier-4 melee weapon deals 4-35 damage and requires 16 strength to use properly.

This is a slightly inaccurate weapon.

This weapon cannot surprise attack.

This weapon is 10% less accurate than normal, but its damage increases by +1/+8 per level instead of +1/+5. This massive damage scaling, which is unique to it and the Glaive, lets it do tremendous amounts of damage after only a few upgrades, especially when supported by a Ring of Accuracy.

This weapon is not recommended if playing as the Assassin, as it cannot surprise attack, making the subclass useless.

Crossbow Edit

Crossbow
Crossbow
A fairly intricate weapon which shoots bolts at exceptional speeds. While it isn't designed for it, this crossbow's heft and sturdy construction make it a decent melee weapon as well.

This weapon enhances the damage of thrown darts when equipped, and will even grant its enchantment to them.

Typically this tier-4 weapon deals 4-20 damage and requires 16 strength to use properly.

In exchange for causing all thrown darts to deal 4-12 damage, scaling by +1/+3 as the Crossbow is upgraded, the Crossbow has a reduced scaling of +1/+4, making it effectively a tier-3 weapon with a tier-4 strength requirement (this phenomenon is extremely similar to that of the Pickaxe, which has a tier-3 strength requirement, but tier-2 stats). It is worth noting that the Stone of Augmentation only applies to the weapon itself, rather than thrown darts.

Tier-5 Edit

Tier-5 weapons do the most damage and are the heaviest weapons. They typically gain +1/+6 damage per level.

Greatsword Edit

Greatsword
Greatsword
This towering blade inflicts heavy damage by investing its heft into every swing.

This tier-5 melee weapon typically deals 5-30 damage and requires 18 strength to use properly.


War Hammer Edit

War hammer
War Hammer
Few creatures can withstand the crushing blow of this towering mass of lead and steel, but it takes great strength to use effectively.

This tier-5 melee weapon deals 5-24 damage and requires 18 strength to use properly.

This is a rather accurate weapon.

This weapon has 1.2x accuracy.

Glaive Edit

Glaive
Glaive
A massive polearm consisting of a sword blade on the end of a pole.

This tier-5 melee weapon deals 5-40 damage and requires 18 strength to use properly.

This is a rather slow weapon.

This weapon has extra reach.

A Spear on steroids, the Glaive attacks 33% slower (1.5 turns per attack), but gains +1/+8 damage per level rather than the +1/+6 tier-5 weapons normally get and can attack enemies that are two tiles away from the Hero. This scaling means that it gets the highest damage scaling in the game, a title shared only by the Flail; beginning at +3, it will have the highest raw damage in the game for its upgrade level, passing the Greataxe.

Greataxe Edit

Greataxe
Greataxe
Meant to be wielded over the shoulder, this titanic axe is a powerful as it is heavy.

This tier-5 melee weapon deals 5-50 damage and requires 20 strength to use properly.

This weapon is incredibly heavy.

This weapon does massive damage, and has an amazing damage output at the cost of requiring 20 strength. This strength requirement means that the hero has to either drink every strength potion in the game or upgrade the Greataxe to +3 so that it will be at 18 strength like every other Tier-5 Weapon. A +3 Greataxe will take down almost every enemy in the game in three hits or less.

Greatshield Edit

Greatshield
Greatshield
More like a mobile wall than a shield, this gigantic mass of metal aids defense, but doesn't leave much room for attacking.

This tier-5 melee weapon deals 5-15 damage and requires 18 strength to use properly.

This weapon blocks a tremendous amount of damage, which scales with upgrades.

This weapon can block up to 10+3×level damage, but its damage only increases by +1/+3 per level instead of +1/+6.

Stone Gauntlet Edit

Gauntlet
Stone Gauntlet
This massive gauntlet is made of crimson fabric with heavy magical stone layered on top. The fabric tightens around you, making the thick stone plates almost like a second skin. Swinging such a heavy weapon requires strength, but adds tremendous force to your blows.

This tier-5 melee weapon typically deals 5-15 damage and require 18 strength to use properly.

This is a very fast weapon.

This weapon blocks some damage.

This weapon can attack two times per turn and block up to 5 damage, but only gains +1/+3 damage per level.

History Edit

Version Changelog
v0.6.3 Buffs:
  • Flail accuracy penalty reduced by 10%
  • Handaxe accuracy bonus increased by 9.5%
  • Mace accuracy bonus increased by 8%
  • Battleaxe accuracy bonus increased by 6.5%
  • War Hammer accuracy bonus increased by 5%
  • Boomerang
    • Base damage increased to 1-6, from 1-5
    • Base Strength requirement reduced from 10 to 9

Nerfs:

  • Knuckleduster damage reduced from 1-6 to 1-5
v0.6.4 New weapons:
  • Crossbow added
  • Gauntlet added