Pixel Dungeon

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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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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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(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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how does one leave feedback for the beta testing?

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

S-Tier

Fireblast. Deals decent damage, and upgraded it becomes even better for crowd control! It helps survivability in 9 challenge and it's one of the only wands worth upgrading even for non-mages. It has a dangerous downside of burning scrolls and grass however, making it unusable in some scenarios, and the Battlemage's blazing hit can be detrimental.

Blast Wave. Movement options are always important to survive in the dungeon, and blast allows chasm kills and fishing! Not necessary to upgrade, and the Battlemage's elastic melee is redundant.

Corrosion. Deals good AOE damage, and unlike Fireblast it doesn't burn everything. Overall worth using, but the Elemental Blast effect deals terrible damage-over-time, without any extra effects or immediate damage. The Battlemage's caustic hit is unreliable as it doesn't last forever, and water cures it.

A-tier

Warding. Gives ranged damage and vision, good for darkness challenge. Upgraded it allows burst damage with wards but requires high costs in SoU, charges, and turns. The Elemental Blast is very very bad, it only heals nearby sentries and deals no damage or effect.

Lightning. Decent DPS that hits multiple targets especially in water, just don't get close. Battlemage hit effect is awful due to the staff's low melee damage, but it has great Elemental Blast effect as it stuns and deals full damage.

Displacing Dart. Helps a bit with crowd control on 9 challenge, but the fact that it can miss makes it too inconsistent.

Paralytic Dart. Same as above, but this has an awful duration. In a pinch it can help prevent ranged attacks, create some distance, but it's inconsistent.

B-tier

(IMO it's usually not worth upgrading wands past this point due to the high opportunity costs)

Prismatic Light. Good for sight with darkness challenge, and can rarely reveal hidden rooms. Prevents ranged attacks with blind. Damage is mediocre, and it's only passable against undead and demons. Battlemage's cripple-hit duration is way too short, it's extremely difficult to make distance using cripple at close range. Elemental Blast's search effect needs more range.

Disintegration. Good hallway damage against multiple enemies, it can destroy barricades but also grass. Battlemage melee effect is mediocre as it's just a little extra reach, using this staff to do kiting kills on 9 challenge can be difficult due to the low melee power.

Frost. Cooks meat and saves potions on fire rooms. Crowd control with chill is passable but not great. DPS is mediocre as it deals less damage to chill enemies, but it has a great Elemental Blast effect, dealing full damage + freezing.

Incendiary Dart. Decent source of damage that can burn rooms.

Blinding Dart. Prevents ranged attacks and allows surprise attacks to the target.

C-tier

Corruption. Requires too much SoUs + damage for reliable corruption, the opportunity costs are dangerous especially with forbidden runes challenge. And spending one charge + turn to give one random debuff is generally not worth it, as you need luck to find the right debuffs for the current situation. Weakened for example is not useful against mages, and Amok is not useful against single targets. I feel it needs to be a good debuffer in the first few hits before it corrupts? If the shot fails corruption it should give one debuff plus 20% chance for another one. Upgrading increase this chance by +5% each, capping at 50%.

Regrowth. You can get extra seeds, but it's better to farm with RoW as Regrowth requires too much SoU to be viable. Regrowth is especially useless in barren lands... it's a terrible challenge that removes all the fun stuff like dews and plants. The Elemental Blast and Rooted duration is too short for crowd control, and it doesn't deal damage. The Battlemage melee is good as it gives herbal healing on hit, but you unfortunately need to move and make distance on 9 challenge.

Living Earth. Only useful in the sewers. In general, minion builds in this game are very weak especially with challenges. The opportunity costs to upgrade and take care of your summons put players in a worse position. No-armor challenge destroys this wand completely. Elemental Blast is weak as it only deals half damage, and the effect only heals an already-summoned golem. It could instead either heal the golem or summon the golem if we don't have one.

Transfusion. Only useful for the charm to prevent ranged attacks. Sacrificing 5% health to heal allies is a horrible idea, more so with challenges! Almost every ally in the game have low HP and armor (spirit hawk, wraiths, elementals, earth guardian, wards, decoy, sad ghost without highly-upgraded armor). The only exception is prismatic image and shadow rogue as they use your armor, but the opportunity cost of spending one turn + 5% HP to give them measly heals is awful. We can use that turn for so much more, such as killing the offending enemy. No-armor challenge ruins minion builds even more, as it strips their already-frail defense...

Magic Missile. Low DPS but high ammo. Only useful to charge your other wands, and the effect is small.

Chilling Dart. 6 turns of chill (10 only on water) is not enough for crowd control. Frost wand deals more damage, doesn't miss, and is "free". Darts have a seed and gold cost, and the low-tier darts are too weak to be viable options. They need more bang for the buck!

Poison Dart. Poison damage is worse compared to incendiary, with many immunities.

D-tier

Healing Dart. Same reason as Transfusion; the opportunity cost to spend turns and resources to help allies is terrible as they die quickly. Sungrass seed in particular is valuable for "food" and safely dropping into chasm wells.

Cleansing Dart. Spending turns and seeds to clear ally debuffs is even worse! 10 turns status immunity for dumb allies is too small, and not worth using the seed as Mageroyal is also valuable for "food" with cleansing potion, and curing bleed on chasm wells. I've tried the dart forget effect on enemies but it's unreliable, and enemies never utilize buffs to remove. The only two mobs that use buffs is monk focused (which blocks an attack so cleansing dart is useless), and gnoll brute. I wonder if this works on gnoll? Though it'll still be useless as it's a dying buff from a single enemy in the game. Crystal Spire and Gnoll Geomancer's weapon immunity could be a buff instead, and if you remove it, you can attack them with regular weapons!

Adrenaline Dart. 5 turns of crippled is far worse than 6 turns of chilled, as the former only affects movement. It needs much more turns. Giving 10 turns of adrenaline is also too short for allies; most of them have poor DPS to make use of it. It's better to spend your turn whacking enemies manually. Not worth using the haste seed!

Holy Dart. The damage to undead is very low, and the blessed status duration is too short and unviable for frail allies. Starflower is another valuable seed for blandfruit and exp potion, and it's never worth crafting this dart.

Shocking Dart. It ignores armor, but the damage is extremely low. The electricity also doesn't do AOE like Lightning wand. Most enemies in the game have low armor anyway, the thrown weapons you find early on will deal more damage, and doesn't use up a seed.

Rotberry Dart. Low amount of uses, and extremely high opportunity cost, it doesn't justify giving up an upgraded wand from wandmaker, even if the wand is low-tier.

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RLX-SJG-GNK

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Hello everybody, first of all i have to say that i love this game. I just finished my first Cleric run and overall im really happy with the character - thanx @00_[email protected]

Tier 1 and 2 spells are great - i love the recall inscription spell!!! In Tier 3, cleanse and holy lance are my favs, cant see value in the other spells, i tried hallowed ground but havent found it usefull so far.

Tier 4 - Divine intervention is nice especially in critical situations and in the final level. But i mostly used Tier 2 spells up to the end.

The balance seems fine to me, wasnt any harder or easier to win the game - as with all chars it greatly depends on luck to find a decent armor and rings asap. I still find the first 8 lvls the hardest to survive - afterwards it gets easier.

Already looking forward to the the other classes.

2 ideas concerning future updates:

What abaout a necro char? Would be great to raise enemies to fight with you.
Let us hire sellswords from the vendor, would also make healing spells like hallowed ground or bless more usefull.

Keep up the great work - Thanx

Mike

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Is it just me, or does it feel like Succubus' Charm is proccing at insane rates this build? It feels like over 50% of their hits Charm playing as a Cleric, making fighting them more drawn out than fighting an Evil Eye.

Is it a bug, are Clerics naturally weak to Charm after a life of celibacy, anyone else notice this, or am I just super unlucky lately?

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

I've actually have the collections maxed near its release. Honestly, just breaking this 6 day-postless streak.

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

cleric is great, really so at supporting allies which i guess was the main goal for cleric? but early game long range damage feels kinda lacking, i think that the character being dependant on solely holy tome is a double edged sword, but overall cleric is my 2nd fav now after huntress

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Spoiler

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I was waiting for cleric release since there was only rumors and today I finally updated the game to try the beta version. Aaaaaaand they're nonbinary! As a nonbinary person I feel Seen and it's a strangely comforting feeling like I can't even describe it. It's so personal and important for me to see a nonbinary adventurer. Also I like their gameplay so far more than any other hero! And their lore is so cool! Sorry I just really need to tell someone about this. Now the only thing I'm worried about is Russian translation because I have little faith in translators in relation to they/them pronouns but I hope that they get it right.

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Hey Dungeoneers, v3.0.0 and the Cleric are finally ready for beta!

In this blog post I’m going to share more details about the Cleric! Just as with the Duelist, I’m releasing the Cleric’s beta a little early. There’s still one subclass and two armor abilities to implement before the Cleric is content-complete and ready for release.

Read The Full Post Here!

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Hey Dungeoneers, if all goes well there will be an early beta for for Shattered Pixel Dungeon v3.0.0 tomorrow, just in time for the holidays!

The beta includes the new Cleric hero, with a fully implemented base class, 1/2 subclasses, and 1/3 lategame armor abilities. I'll be taking a bit of a break over the holidays, so expect the hero to be filled in and released through January and February.

Here's a look at the Cleric's full splash art! Expect a blog post tomorrow too.

(Image Description: Full detail splash art for the Cleric hero.)

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I just had a near near experience

i calculated my turns while under the effect of a levitation potion, and i had 1.17 turns of levitation. I moved and the potion wore off and i was only saved from disintegration by a ring of elements.

I had nothing slowing me down, and have a +5 amour of swiftness, so I'm not really clear why the potion wore off? Screenshot of equipment attached...

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Sorry for asking a question for clearing the doubts regarding the calculation of total % when 2 rings are equipped, especially, ring of wealth

For example (screenshot):

I have two RoW equipped - RoW+1 and RoW+5

what's the combined total level (%)?

Is it RoW+6 +1 = RoW+7? Or +6?

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