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Mod-Yet Another Pixel Dungeon/Equipment

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Melee weapons Edit

One-handed light weapons Edit

These weapons are very special because they are the only melee weapons which you can equip as off-hand weapons - at the cost of increased strength requirement for this weapon.

While dual-wielding weapons, one of your equipped weapons is selected at random for every attack. Most importantly, such attacks are 50% faster than usual.

Weapon Str Req Base dmg Bonus dmg Weight penalty Chapter Special
knuckleduster 8 2-7 1-1 0% Sewers +33% attack speed, can't be knocked out, increased durability
dagger 9 3-9 1-2 0% Sewers +100% damage on surprise attacks
shortsword 11 4-12 1-3 10% Prison -

One-handed heavy weapons Edit

This category of weapons does not have any notable features, except they can be used both with shields and off-hand weapons without any strength requirement penalties.

Mind that quarterstaff affects your battle wands, halving their chance of miscast and doubling their chance of squeezing additional charge when used while empty.

Weapon Str Req Base damage Bonus damage Weight penalty Chapter Special
quarterstaff 10 3-11 1-2 0% Sewers less wand miscasts, higher chance to squeeze additional charge
mace 12 4-16 1-3 10% Prison -
broadsword 14 5-21 1-4 20% Caverns -

Two-handed light weapons Edit

In other words, a polearms. Their main feature is that they are not suited to be dual wielded, and therefore will receive strength requirement penalties if used with another melee weapon.

However, they are probably your best option if you want to use shields given that their damage is higher than damage of any other weapon category except heavy two-handed weapons.

Weapon Str Req Base damage Bonus damage Weight penalty Chapter Special
spear 13 4-18 1-3 10% Prison -
glaive 15 5-23 1-4 20% Caverns -
halberd 17 6-28 1-5 30% Metropolis -

Two-handed heavy weapons Edit

Here we have some real heavy weapons. These instruments of death require highest amounts of strength and have the highest accuracy/stealth penalties compared with any other weapon category, but their damage is nothing to sneeze at.

Heavy two-handed weapons receive strength requirement penalties if used with shields or while dual-wielded, so you better limit yourself to throwing weapons or wands if you want to use these.

Weapon Str Req Base damage Bonus damage Weight penalty Chapter Special
battleaxe 16 5-27 1-4 20% Caverns -
greatsword 18 6-30 1-5 30% Metropolis -
warhammer 20 7-32 1-6 40% Metropolis -

Ranged weapons Edit

Missile ranged weapons Edit

Missile weapons are unwieldy, requiring both of your hands to use - one to hold the weapon, and other to hold ammunition for it. However, they offer you both the reach of throwing weapons and the ability to be upgraded of melee weapons.

Weapon Str Req Base damage Bonus damage Weight penalty Chapter Special
sling 8 3-8 1-1 0% Sewers requires bullets to be used
shortbow 12 4-16 1-2 10% Prison requires arrows to be used
arbalest 16 5-24 1-3 20% Caverns requires quarrels to be used

Flintlock ranged weapons Edit

Flintlock weapons are stronger than missile weapons, but are even more problematic to use. On the one hand, they alert other enemies on use, require bullets to shoot and gunpowder to reload, and every reload will spend half of a turn. On the other hand, they deal damage comparable with those of melee weapons, ignore distance penalties and armor class, and it is possible to reload them in advance.

Weapon Str Req Base damage Bonus damage Weight penalty Chapter Special
handgun 10 5-14 1-2 20% Prison requires 1 measure of gunpowder to reload
arquebuse 14 6-21 1-3 30% Caverns requires 2 measures of gunpowder to reload
musketon 18 7-28 1-4 40% Metropolis requires 3 measures of gunpowder to reload

Edit

Throwing weapons Edit

Heavy throwing weapons Edit

These babies are heavier than any other throwing weapon, but they also deal more damage, thus more than making up for their increased penalties and strength requirements.

Harpoons are unique in that they will pull your target toward you or you toward your target, depending on your strength value and target's maximim damage (because mobs don't have strength value). Also, they always return to your hands after being thrown.

Weapon Str Req Base damage Base amount Weight penalty Chapter Special
javelins 12 4-11 4 20% Prison -
tomahawks 14 5-14 3 30% Caverns -
harpoons 16 6-17 2 40% Metropolis pulls you or your target

Light throwing weapons Edit

The most generic of throwing weapons, the do not offer anything special besides being, well, throwing and, uhm, weapons.

Mind that these chakrams will return to your hands after being thrown, provided that they hit their target.

Weapon Str Req Base damage Base amount Weight penalty Chapter Special
throwing knives 9 2-6 5 0% Sewers -
shurikens 11 3-9 4 20% Prison -
chakrams 15 4-14 3 30% Metropolis -

Special throwing weapons Edit

Special throwing weapons are... special, you guessed it. They deal the least amount of damage, but they may apply some additional effects on hit.

Also, boomerangs will return to your hands if they miss their target.

Weapon Str Req Base damage Base amount Weight penalty Chapter Special
poison darts 8 1-5 6 0% Sewers applies poison to their target
bolas 10 2-8 4 10% Sewers can ensnare their target
boomerangs 13 3-12 3 20% Caverns can stun their target

Armors & Shields Edit

Cloth armor Edit

This armor is available from the start for most of the classes, and you can easily find it the sewers. It is certainly notpowerful and is mostly used a placeholder. But it is still better than nothing and it provides additional bonuses while you are sleeping.

Note: By default, magic power and detection are halved while you are sleeping

Armor Str Req Base AC Bonus AC Weight penalty Chapter Special
mystic robe 9 3 1 0% Sewers increases your magic power by 5-20%
rogue garb 9 3 1 0% Sewers increases your stealth by 5-20%
elven cloak 9 3 1 0% Sewers increases your detection by 5-20%

Light armor Edit

Light armor is considered a go-to armor for thoes who value stealthier approach, allowing you to stay protected without hindering your dexterity and stealth much... Well, at least too much.

Armor Str Req Base AC Bonus AC Weight penalty Chapter Special
studded armor 11 7 1 10% Prison -
mail armor 15 14 2 20% Caverns -
scale armor 19 21 3 30% Metropolis -

Heavy armor Edit

Heavy armor is more powerful, but it has greater strength requirements and inflicts heavier penalties to your dexterity and stealth.

Armor Str Req Base AC Bonus AC Weight penalty Chapter Special
disc armor 13 9 2 20% Prison -
splint armor 17 16 3 30% Caverns -
plate armor 21 23 4 40% Metropolis -

Shields Edit

Shields allow you to increase your armor class even further but you have to equip them in your off-hand to benefit from them. They also allow you to block and are generally better than melee weapons at that.

When using both armor and shield, one of them is selected on every hit to determine which one will have its durability decreased and which one will have its enchantment procced.

Armor Str Req Base AC Bonus AC Weight penalty Chapter Special
round shield 10 7 1 0% Prison -
kite shield 14 9 2 20% Caverns -
tower shield 18 11 3 40% Metropolis -

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