Shattered Pixel Dungeon Classes
Last updated : 11/7/2022 (This page will no longer be updated)
Introduction
These are the list of classes available in Shattered Pixel Dungeon. Covers usability (personal thoughts) & their perks.
Subclasses & Epic armor are available after defeating the 2nd & 4th bosses, respectively.
For more details, a community-maintained wiki section will be provided for each classes' sections. Wiki
Base Class
These are the 4 classes available in the game.
Shared starting gear for all classes :
- Cloth Armor
T1 armor. The Warrior will have his broken seal on it.
- Velvet Pouch
Storage for seeds, runestones, & other "small" items that would otherwise overpopulate the inventory pre-0.9.3.
- Waterskin
Dew Vial from 0.9.2 & older, just more thematically fitting for the character since he/she brings it instead of having to search for it in 1F.
Warrior
Unlocked from the start. Easy to use from the get go & could be the best starting class, but may get boring pretty quickly, especially when using Berserker subclass. Thankfully the Gladiator's able to offer a different experience on top of Warrior's innards.
Wiki
Starting gear:
- Worn Shortsword
The strongest starter melee weapon for damage (1-10), & the most boringly straightforward.
- Broken Seal attached on the starting armor
The broken seal essentially functions as a transferrable +1 upgrade as soon as a scroll of upgrade is applied to an armor that has the seal.
- 3x throwing stones
Deals 2-5 damage, can be used 5 times per stack (to a total of 15 times, since there's 3) before it breaks, & doesn't stick to the enemy it hits. When used correctly (1 stone per enemy), this can be used to unlock the Huntress (if you haven't unlocked her yet) without having to find another throwing weapon.
T1 Talents (Lv 1 - 6):
- Hearty Meal : Eating heals Warrior for (2/3) HP when below 50% health, & (3/5) HP when below 25% health.
- Armsmaster's Intuition : The Warrior identifies weapons & armor 2x faster (immediate identification in +2).
- Test Subject : Heals the Warrior for (2/3) HP whenever he identifies an item.
- Iron Will : Increase max shielding cap from Warrior's seal by (1/2). Will grant shielding if obtained by other heroes.
T2 Talents (Lv 7 - 12):
- Iron Stomach : Reduce eating time to 1 turn & grants Warrior (75/100)% damage resistance while eating.
The damage resistance also applies to magical attacks such as Evil Eye's deathgazes & Dwarf Warlock's degrading shadow bolts.
- Restored Willpower : Consuming a potion of healing (or PoH-based potion / elixir) recharges (67/100)% broken seal shielding
- Runic Transference : Allows the Warrior's broken seal to transfer regular (powerful & cursed ones as well at +2) glyphs the same way it transfers an upgrade.
- Lethal Momentum : The Warrior has a (67/100)% chance of getting a free turn after killing an enemy with a physical weapon.
- Improvised Projectiles : The Warrior can blind an enemy for (2/3) turns by throwing any item that's not a thrown weapon at them. Has a 50 turn cooldown after use.
T3 Talents (Lv 13 - 20; shared between Berserker & Gladiator):
- Hold Fast : The Warrior gains 0-(2/4/6) armor when waiting, until he moves.
- Strongman : Increases strength by (8/13/18)%, rounded down.
Epic armor ability :
Mage
Unlocked by using 1 scroll of upgrade (2 if below 0.9.0). Early game (at least in 1F and 2F with some luck), the Mage hits hard, though he falls off pretty quickly without an upgraded wand / staff.
Wiki
Starting gear:
- Mage's Staff (imbued with Magic Missile)
Deals 1-6 melee damage, & 2-8 damage from the Magic Missile. The staff recharges faster & has an extra charge. The staff can be imbued with any wand found in the dungeon, & will inherit the wand's upgrade level if the wand is at a higher level than the staff. If imbued with a wand of similar type & level, the staff will be upgraded.
The centerpoint of the Mage's playstyle, it can be found in his weapons slot / inventory (never the magical holster). Upgrading it on early game can be a tricky issue that may lead to defeat, as you'll eventually get an upgraded wand from the Wandmaker that can be imbued into the staff for its upgrades (which may cause a loss in upgrade opportunity if you have spent most / all of scroll of upgrades you found into your staff).
T1 Talents (Lv 1 - 6):
- Empowering Meal : Eating food grants the Mage (2/3) bonus damage on his next 3 wand zaps.
- Scholar's Intuition : The Mage identifies wands 3x faster (immediate identification after usage in +2).
- Tested Hypothesis : The Mage gains (2/3) turns of wand recharging whenever he identifies an item.
- Backup Barrier : The Mage gains (3/5) shielding whenever he spends the last charge in his staff.
T2 Talents (Lv 7 - 12):
- Energizing Meal : Reduce eating time to 1 turn & grants the Mage (5/8) turns of wand recharging.
- Energizing Upgrade : Using a scroll of upgrade instantly recharges the Mage's staff for (4/6) charges - this can put it above its current charging cap.
- Wand Preservation : When the Mage imbues a new wand into his staff, the old wand has a (67/100)% chance of being returned at +0. This talent can preserve a wand up to 5 times. If the old wand isn't preserved, it will grant 1 arcane resin instead.
- Arcane Vision : When the Mage zaps an enemy, he gains mind vision on them for (10/15) turns.
- Shield Battery : The Mage can self-target with a wand to convert all of his charges into shielding at a rate of (5/7.5)% max HP per charge.
T3 Talents (Lv 13 - 20; shared between Battlemage & Warlock):
- Empowering Scrolls : When the Mage reads a scroll, his next 2 wand zaps will get +(1/2/3) level(s).
- Ally Warp : The Mage can tap an ally to instantly swap places with them, with a (2/4/6) tile range. Cannot be used on immobile allies.
Epic armor ability :
Rogue
Unlocked by doing 10 surprise attacks in a single run. The strongest base class possible, starting with 5x5 search, decent starting weapons that inflicts increased damage on unaware enemies, & Cloak of Shadows, an artifact that allows the Rogue to go invisible.
Wiki
Starting gear:
- Dagger
Deals alright melee damage similar to the Mage's staff before v1.0.0 (1-8), but will consistently deal damage within that upper limit to an unaware enemy.
- 3x throwing knives
Basically similar to the Warrior's throwing stones, but a bit stronger, especially against unaware enemies.
- Cloak of Shadows
The Rogue's bread & butter, it will always be found in either his artifact slot, or his inventory if he has to spare a room for other artifacts and/or rings, if and only if he has invested into Light Cloak.
T1 Talents (Lv 1 - 6):
- Cached Rations : The Rogue can find (4/6) small rations placed in chests while he explores the earlier stages of the dungeon.
- Thief's Intuition : The Rogue identifies rings (2x faster / when he equips them), & identifies the type of a ring when he (equips them / picks them up).
- Sucker Punch : The Rogue deals (1-2 / 2) bonus damage the first time he surprise attacks an enemy.
- Protective Shadows : The Rogue gains one shielding (every other / every) turn his cloak is activated, to a max of (3/5).
T2 Talents (Lv 7 - 12):
- Energizing Meal : Reduce eating time to 1 turn & grants the Rogue (3/5) turns of artifact recharging. This talent cannot be used to let the horn of plenty recharge itself.
- Mystical Upgrade : Using a scroll of upgrade instantly recharges the Rogue's cloak for (2/3) charges - this can put it above its current charging cap.
- Wide Search : Increase the Rogue's search radius from 5x5 to 7x7 (circle/square).
- Silent Steps : The Rogue will not wake lightly sleeping enemies when he's (up to 3 tiles from / not adjacent to) them
- Rogue's Foresight : The Rogue has a (50/75)% chance of noticing that the level contains a secret.
T3 Talents (Lv 13 - 20; shared between Assassin & Freerunner):
- Enhanced Rings : The Rogue's rings gain +1 upgrade for (3/6/9) turns when he uses an artifact.
- Light Cloak : Allows the Rogue to use his Cloak without equipping it, but it recharges at (25/50/75)% speed. If this talent is obtained by other heroes, it will instead increase the charging speed of all artifacts by (7/13/20)% at =(1/2/3).
Epic armor ability :
Huntress
Unlocked by hitting 10 different enemies with thrown weapons in a single run. Will furrow tall grass instead of trampling them.
Wiki
Starting gear:
- Studded Gloves
The worst melee weapon you'd like to start with (and get stuck with if you're unlucky enough to get stuck with these beyond 3F). Fast attacks with extremely low (1-5) starting damage. If you ever come across a scroll of transmutation (or identified them with use) & this is your only melee weapon at the moment, don't hesitate to use it on the gloves.
- Spirit Bow
Basically a limitless supply of ranged damage, though at the cost of dealing less damage than other ranged weapons, not counting Sniper's special bow attacks. Cannot be upgraded directly - it upgrades itself as the Huntress levels up, getting a +1 every 5 levels. Thanks to this upgrade mechanism, enchantments / curses on the bow will last until it's explicitly changed.
T1 Talents (Lv 1 - 6):
- Nature's Bounty : The Huntress can find (4/6) berries hidden in tall grass while she explores the earlier stages of the dungeon.
- Survivalist's Intuition : The Huntress identifies all equipment (1.75/2.5)x faster
- Followup Strike : When the Huntress hits an enemy with a ranged weapon, her next melee attack against that enemy deals (2/3) bonus damage.
- Nature's Aid : The Huntress gains 2 barkskin which fades every (3/5) turns when a plant's effect is activated in her sights.
T2 Talents (Lv 7 - 12):
- Invigorating Meal : Reduce eating time to 1 turn (berries are eaten instantly) & grants the Huntress (1/2) turns haste.
- Restored Nature : Drinking a potion of healing spawns up to (5/8) grass around the Huntress & roots adjacent enemies for (2/3) turns.
- Rejuvenating Steps : When the Huntress steps on short grass / embers, they spring up into tall grass which the Huntress immediately furrows (if she's not levitating). This has a (10/5) turn cooldown. Will produce furrowed grass if passive regeneration is disabled / the hero hasn't gained exp in a long time.
- Heightened Senses : The Huntress gains mind vision on any enemy within (2/3) tiles of her position.
- Durable Projectiles : Thrown weapons have +(50/75)% durability when used by the Huntress.
T3 Talents (Lv 13 - 20; shared between Sniper & Warden):
- Point Blank : Thrown weapon at melee range has (-30/-10/+10)% accuracy instead of -50%.
- Seer Shot : When the Huntress fires an arrow at the ground, it grants vision in a 3x3 area around it for (5/10/15) turns. This has a 20 turn cooldown. If obtained by other heroes, triggers with any thrown weapon.
Epic armor ability :
Subclass
These classes can be unlocked after using Tengu's Mask (which is dropped by Tengu, the 2nd boss). For each character, they have 2 subclasses they can choose; one that emphasizes their base class' abilities & one that adds a new mechanism somewhat unrelated to their class, which may also change their playstyle.
Berserker
A Warrior subclass that emphasizes the Warrior's ease of use by adding in the "Rage" mechanism.
Wiki
Subclass perk : Rage
As the Berserker tanks physical damage, he gives them back in the form of increased damage, up to +50%. If his HP reaches 0 while having 100% Rage & higher, Berserker will gain the Berserking buff, granting him some time of taking down his enemies with him. Rage steadily expires over time after not taking damage for 2 turns, but fades slower the lower Berserker's HP is
T3 Talents (Lv 13 - 20; Berserker exclusive):
- Endless Rage : Increase maximum rage cap to (110/120/130)%. However, rage above 100% will not grant more than +50% damage.
- Berserking Stamina : Gains (25/50/75)% more shielding when Berserking & Berserking cooldown reduced to (1.67/1.33/1) level(s) from 2.
- Enraged Catalyst : Enchantments & curses on Berserker's weapon are more likely to trigger the more rage he has, up to (15/30/45)% at 100% rage & above.
Gladiator
A Warrior subclass that gives him the "Combo" mechanism.
Wiki
Subclass perk : Combo
As the Gladiator lands successful physical attacks (melee / projectile), he gains a Combo counter. As he builds the counter up, he unlocks combo moves - special attacks that won't miss, but may reset the Combo counter, depending on the move. Taking too long (by default, 5 turns of not hitting anything) will also reset the counter.
Combo moves :
- Clobber : Unlocked in 2 hits. Knocks back an enemy by 2 tile (but not into a pit). Does not inflict any damage, but does not reset combo.
- Slam : Unlocked in 4 hits & resets combo after usage. Inflicts (combo * 20) of your blocking power as bonus damage to a single enemy.
- Parry : Unlocked in 6 hits. The Gladiator parries a physical attack & hits back the attacker if they're within his melee range. Resets combo if there's no attack to retaliate.
- Crush : Unlocked in 8 hits & resets combo after usage. Inflicts (combo * 25) of your melee damage to a single enemy & half of that inflicted damage to enemies within a 7x7 radius.
- Fury : Unlocked in 10 hits. Hits as many times as your current combo count at 60% damage & may also trigger enchantment. Resets combo after usage.
T3 Talents (Lv 13 - 20; Gladiator exclusive):
- Cleave : Extends combo cooldown for next hit to (15/30/45) turns after killing an enemy.
- Lethal Defense : Regain (33/67/100)% of broken seal shielding when an enemy is killed with a combo move.
- Enhanced Combo :
- +1 : When combo is >7, Clobber knockback range increases to 3, inflicts vertigo on hit, & may knock enemy into pits.
- +2 : In addition to +1, Parry works on multiple attacks within the same turn when combo is >9.
- +3 : In addition to +1 & +2, Gladiator can leap up to combo/3 when using Slam / Crush / Fury.
Battlemage
A Mage subclass focused on making his staff more useful as a melee weapon.
Wiki
Subclass perk : Staff Buffs (not sure if this is the official name)
When using the staff for melee attacks, the Battlemage may also gain staff magic charges. Depending on the imbued wand, will also trigger additional effects (more on that in the Wiki).
T3 Talents (Lv 13 - 20; Battlemage exclusive):
- Empowered Strike : The Battlemage's first melee strike with his staff after zapping it deals +(25/50/75)% damage.
- Mystical Charge : Striking with his staff grants the Battlemage (0.5/1/1.5) turn(s) worth of artifact recharging.
- Excess Charge : When the Battlemage's staff is fully charged, he has a (20/40/60)% chance to gain 2 shielding per level of the staff when he strikes with it.
Warlock
A Mage subclass focused on marking an enemy, & taking their life force via physical attacks.
Subclass perk : Marked Soul
When a wand / staff magic hits an enemy, there's a chance to inflict this debuff. For the enemy, anytime it takes physical damage, the Warlock gets healed. He also receives more healing if the Marked enemy receives physical damage from anyone else other than the Warlock himself.
Wiki
T3 Talents (Lv 13 - 20; Warlock exclusive):
- Soul Eater : Soul mark grants (0.33/0.67/1) turn(s) of satiety for each physical damage dealt. Soul marked enemies have a (10/20/30)% chance to trigger on-eat effects when they die.
- Soul Siphon : Melee damage dealt by other characters trigger the Warlock's soul mark at (13/27/40)% effectiveness.
- Necromancer's Minions : When a soul marked enemy dies, the Warlock has a (13/27/40)% chance to raise them as a corrupted wraith.
Assassin
A Rogue subclass emphasizing his core mechanism - stealth attacks. Or, when compared to the Freerunner, the "hit" in hit 'n run.
Wiki
Subclass perk : Preparation
As the Assassin spends his time being invisible, his surprise attack gets stronger, & he can also teleport to bring the damage (after some turns). Said surprise attack may also immediately kill the enemy, depending on how low their HP was before the attack.
T3 Talents (Lv 13 - 20; Assassin exclusive):
- Enhanced Lethality : Allows the Assassin to instantly kill enemies below ([4/13/27/67]% / [5/17/30/83]% / [6/20/40/100]%) health per preparation level, up from [3/10/20/50]%.
- Assassin's Reach : Increase blink range per preparation level to ([1/3/4/6] / [2/4/6/8] / [2/5/7/10]) from [1/2/3/4].
- Bounty Hunter : When Assassin kills an enemy with a prepared strike, they have a 25/50/75/100% chance to drop (15/30/45) extra gold per level of preparation.
Freerunner
A Rogue subclass focusing on the Rogue's hit 'n run ability - specifically the "run" one. Also the least fun one.
Wiki
Subclass perk : Momentum / Freerunning
- Momentum : As the Freerunner moves from tile to tile, he gains up to 10 momentum that can be used for freerunning.
- Freerunning : Once the Freerunner starts freerunning, he moves at 2x speed & gains bonus evasion in proportion to his level. Freerunning duration lasts for 2 turns per point of momentum. Once freerunning ends, there is a cooldown before momentum can be built again.
T3 Talents (Lv 13 - 20; Freerunner exclusive):
- Evasive Armor : Gain +(1/2/3) evasion per excess point of strength on equipped armor while freerunning.
- Projectile Momentum : Gain (20/40/60)% accuracy & (15/30/45)% damage with thrown weapon while freerunning.
- Speedy Stealth :
- +1 : Gains 2 momentum/turn while invisible
- +2 : In addition to +1, freerunning countdown paused while invisible
- +3 : In addition to +1 & +2, Freerunner moves at 2x speed while invisible, even when not freerunning
Sniper
A Huntress subclass that emphasizes her long range abilities. While this class doesn't really change the Huntress' core gameplay, it's also the more limiting one, as she'll need another throwing weapon in addition to her bow, & also a Ring of Sharpshooting, especially if upgrading ranged weapons and/or a crossbow is not ideal.
Wiki
Subclass perk : Sniper's mark
Long range weapons ignore armor. After using a thrown weapon (not a bow), the Sniper gain the Sniper's Mark buff, allowing her to inflict a special Bow attack on the last enemy hit by the thrown weapon (attack depends on the bow's augmentation, listed below).
- Snapshot (no augmentation) : Instantly fires an arrow that does 66.7% of its regular damage.
- Volley (speed augmented) : Rapidly fires 3 arrows within 1 turn. Each arrow deals 50% damage & may proc the bow's enchantment on hit.
- Sniper Shot (damage augmented) : Fires an arrow that deals (1.25 x [1.125 x distance, up to 8 tiles]) damage & cannot miss. Takes 2 turns to fire.
T3 Talents (Lv 13 - 20; Sniper exclusive):
- Farsight : The Sniper's vision range is increased by (25/50/75)%
- Shared Enchantment : Thrown weapons have a (33/67/100)% chance to use the enchantment on the Sniper's bow. Does not apply to darts shot from an enchanted crossbow as they already trigger the crossbow's enchantment.
- Shared Upgrades : When the Sniper attacks with an upgraded thrown weapon, each level increases the duration of sniper's mark by 1 turn & the damage of her special attack by (10/20/30)%
Warden
A plant-focused Huntress subclass, & the strongest one if you can get plenty of seeds. In a nutshell, it's a Warrior with different plant effects & a limitless supply of ranged damage (courtesy of the Huntress' bow), & less innate defense ability.
Wiki
Subclass perk : Nature's Optimizations (not sure if this is the official name)
- When the Warden plants a seed, furrowed grass will sprout on a 3x3 area around the plant.
- Plant effect on trampling changes for the Warden, granting her additional buffs.
- The Warden can see through tall grass, regardless of whether they've been furrowed or not.
T3 Talents (Lv 13 - 20; Warden exclusive):
- Durable Tips : Tipped darts have (2/3/4)x durability when the Warden uses them.
- Barkskin : When stepping in grass, the Warden gains barkskin equivalent to (50/100/150)% of her level which fades every turn.
- Shielding Dew : Dewdrops can shield the Warden when her health is full up to (20/40/60)% of her max HP.
Unique Armor Ability
Starting with 0.9.3, the armor kit is replaced by the Dwarf King's crown, which transforms the armor you're wearing into an unique epic armor with special abilities. The epic armor itself retains all of its properties from the old armor.
Shared T4 talent (Lv 20-30, unique armor required) for all class :
- Heroic Energy (renamed to Ratroic Energy if using Ratmogrify) : Reduce armor ability charge cost by (13/24/34/43)%
The Warrior leaps toward a targeted location, going over anything but walls / other solid terrain.
Charge cost : 35
T4 Talent (Lv 20 - 30; Heroic Leap)
- Body Slam : When the Warrior lands after jumping, all adjacent enemies take (1-4/2-8/3-12/4-16) + (25/50/75/100)% of his damage blocking power in damage.
- Impact Wave : When the Warrior lands after jumping, all adjacent enemies are knocked (2/3/4/5) tiles back & have a (25/50/75/100)% chance of becoming vulnerable for 5 turns.
- Double Jump : If the Warrior performs a second leap within 3 turns, that leap has a (20/36/50/60)% reduced charge cost.
The Warrior slams the ground, producing a shockwave that travels up to 5 tiles in a 60 degree cone. Enemies caught in the shockwave are crippled for 5 turns & take 5-10 damage plus an additional 1-2 damage for every point of strength the Warrior has above 10.
Charge cost : 35
T4 Talent (Lv 20 - 30; Shockwave)
- Expanding Wave : Shockwave's range is increased to (6/7/8/9) tiles from 5 & its width is increased to (75/90/105/120) degrees from 60.
- Striking Wave : Damage from shockwave has a (30/60/90/100)% chance to also trigger on-hit effects like enchantments & combo. On +4, enchantments will trigger 20% more often.
- Shock Force : Shockwave deals (20/40/60/80)% more damage & has a (25/50/75/100)% chance to stun instead of cripple.
The Warrior endures for 3 turns, taking half damage from all sources, with the reduction applied before damage resisting effects like armor. After enduring, the Warrior's next hit within 10 turns gains bonus damage equal to 1/4 of all the damage inflicted on him while enduring, before any damage reduction effects were applied. If the Warrior has any combo, this ability increases its remaining time by 3 turns.
Charge cost : 50
T4 Talent (Lv 20 - 30; Endure)
- Sustained Retribution : The Warrior deals (115/130/145/160)% bonus damage spread over (2/3/4/5) hits instead of 100% bonus damage in 1 hit.
- Shrug It Off : The Warrior can't take more than (67/45/30/20)% of his max HP in damage while enduring.
- Even The Odds : The Warrior deals an additional (5/10/15/20)% bonus damage for every enemy within 2 tiles when enduring ends.
Mage : Elemental Blast
The Mage emits a blast of magic which covers a circular region up to 4 tiles away & deals 10-20 damage. The specific effect of elemental blast varies by the wand imbued in the Mage's staff. The effect of elemental blast will be similar to the effect of the wand when zapped at an enemy or ally.
Charge cost : 35
T4 Talent (Lv 20 - 30; Elemental Blast)
- Blast Radius : Increase elemental blast radius to (5/6/7/8) tiles from 4.
- Elemental Power : Increase elemental blast power by (25/50/75/100)%.
- Reactive Barrier : The Mage gains (2.5/5/7.5/10) shielding for every character affected by elemental blast, to a max of (5/6/7/8) characters.
Mage : Wild Magic
The Mage unleashes the power in his wands, randomly firing them up to 4 times in a single turn. The Mage's staff isn't included in this effect. Each wand will receive +1 boost (and more if invested on Wild Power). This talent consumes wand charges & no one wand can be fired more than 2 times.
Charge cost : 25
T4 Talent (Lv 20 - 30; Wild Magic)
- Wild Power : Wands will be boosted by ([either +2 / +3, up to +4 ] / +3, up to +5 / [either, +3 / +4, up to +6] / +4, up to +7) when using Wild Magic.
- Fire Everything : Wild Magic fires up to (5/6/7/8) times from 4 & each wand has a (25/50/75/100)% chance to be usable 3 times.
- Conserved Magic : Each zap from wild magic uses (0.67/0.45/0.3/0.2) charges instead of 1. Wild Magic has a (25/50/75/100)% chance to not spend a turn.
Mage : Warping Beacon
The Mage places a beacon, which can then be warped to at will. Placing a beacon takes 1 turn, but warping to it is instantaneous. The Mage cannot warp between floors by default, or use the beacon to reach inaccessible places such as locked rooms. The Mage can teleport into enemies, which will push them aside.
Charge cost : 35
T4 Talent (Lv 20 - 30; Warping Beacon)
- Telefrag : If the Mage warps into another character he deals ([10-15] / [20-30] / [30-45] / [40/60]) damage to it but also takes (5/10/15/20) damage. The hero can't be killed by this talent & the self damage can be reduced by magic resisting effects.
- Remote Beacon : The Mage can place a beacon at any location within (4/8/12/16) tiles, as long as it's accessible.
- Longrange Warp : The Mage can now warp between floors at (150/117/83/50)% charge cost. Cannot be used to leave a locked floor.
Rogue : Smoke Bomb
The Rogue throws down a smoke bomb & blinks up to 10 tiles away. He can blink through enemies & hazards, but not through solid terrain like walls. Enemies adjacent to the Rogue's old location will be blinded for 5 turns.
Charge cost : 50
T4 Talent (Lv 20 - 30; Smoke Bomb)
- Hasty Retreat : The Rogue gains (1/2/3/4) turn(s) of haste & invisibility after blinking.
- Body Replacement : After blinking, the Rogue leaves a wooden decoy behind that has (20/40/60/80) HP & ([1-3] / [2-6] / [3-9] / [4-12]) armor.
- Shadow Step : If the Rogue uses a smoke bomb while invisible, it occurs instantly & has a (20/36/50/60)% reduced cost but it doesn't blind enemies / trigger other talents.
Rogue : Death Mark
The Rogue places a mark on a chosen enemy, causing them to take 25% extra damage but prevents them from dying until the mark ends. The mark is applied instantly & lasts for 5 turns.
Charge cost : 25
T4 Talent (Lv 20 - 30; Death Mark)
- Fear The Reaper : When a death marked enemy reaches 0 HP, they become (crippled / feared & crippled). At +3 / +4, enemies within 3 tiles also become (crippled / feared & crippled).
- Deathly Durability : Enemies killed by death mark grants the Rogue shielding equal to (13/25/38/50)% of their HP when they were marked.
- Double Mark : Marking a second target at the same time as the 1st one has a (30/50/65/75)% reduced charge cost.
Rogue : Shadow Clone
The Rogue summons a shadowy mimic of himself which can be directed to aid him in combat. Directing the clone doesn't cost any charge. The clone has 80 HP, no armor, & deals 10-20 damage; all of which could be improved with talents.
Charge cost : 50
T4 Talent (Lv 20 - 30; Shadow Clone)
- Shadow Blade : The shadow clone gains (8/16/24/32)% of the hero's damage per turn & has a (25/50/75/100)% chance to use the enchantment on the hero's weapon.
- Cloned Armor : The shadow clone gains (12/24/36/48)% of the hero's armor value & has a (25/50/75/100)% chance to use the glyph on the hero's armor.
- Perfect Copy : The shadow clone gains (10/20/30/40)% of the hero's max HP & can instantly swap places with the hero up to (1/2/3/4) tile(s) away.
Huntress : Spectral Blades
The Huntress throws out a spectral blade at an enemy, which acts like a ranged strike from her melee weapon. Every normal effects of her weapon will activate, including enchantments.
Charge cost : 25
T4 Talent (Lv 20 - 30; Spectral Blades)
- Fan of Blades : Spectral blades can hit up to (1/2/3/4) additional target for 50% damage, as long as the target(s) are visible & within a (30/60/90/120) degree cone AOE.
- Projecting Blades : Spectral blades has a +(25/50/75/100)% accuracy & can penetrate up to (2/4/6/8) solid tiles.
- Spirit Blades : Spectral blades has a (30/60/90/100)% chance to also use the enchantment on the spirit bow. On +4, each enchantment will trigger 10% more often.
Huntress : Nature's Power
The Huntress temporarily empowers herself & her bow with the power of nature for 8 turns. In that time, the Huntress moves at 2x speed & attacks 33% faster with her bow. Bonus bow effects don't trigger if the Sniper is using her special attacks.
Charge cost : 35
T4 Talent (Lv 20 - 30; Nature's Power)
- Growing Power : The attack & movespeed boosts from nature's power are increased to ([38% & 125%] / [42% & 150%] / [46% & 150%] / [50% & 200%]) from [33% & 100%]
- Nature's Wrath : While nature's power is active, shots from the spirit bow have (8/17/25/33)% chance to trigger a random harmful plant (blindweed, firebloom, icecap, stormvine, sorrowmoss) effect.
- Wild Momentum : Killing an enemy with the spirit bow prolongs the duration of nature's power by (1/2/3/4) turn(s). The duration can be extended by a max of (2/4/6/8) turns.
The Huntress summons a spirit hawk familiar which can be directed by using the ability again while it's summoned. The hawk lasts for 100 turns & directing it doesn't cost any charge.
The hawk has minimal HP & damage, but is fast (moves at 2x speed), evasive, & accurate. It shares its entire field of vision with the Huntress at all times. It's immune to all area-bound effects such as fire & poison gas. it will not attack unless specifically directed to.
Charge cost : 35
T4 Talent (Lv 20 - 30; Spirit Hawk)
- Eagle Eye : The spirit hawk's vision range is increased to (7/8/9/10) tiles from 6. At +3 / +4, the hawk also gets (2/3) tiles of mind vision.
- Go For The Eyes : Attacks from the hawk blind enemies for (2/5) turns. At +3 / +4, will also cripple for (2/5) turns
- Swift Spirit : The spirit hawk's movement speed is increased to (2.5/3/3.5/4) tiles from 2 & is guaranteed to dodge the first (2/4/6/8) attacks made against it.
Ratmogrify
This ability can only be unlocked by any hero by bringing the Dwarf King's crown to the Rat King in 5F, who'd trade it for this ability.
The hero transforms an enemy into a rat for 6 turns. Bosses, allies, & rats can't be ratmogrified. Ratmogrified enemies retain their original stats, but don't have any abilities (champions will have their buffs removed as well). Marsupial rats found in the Sewers will not be hostile toward you.
Charge cost : 50
T4 Talent (Lv 20 - 30; Ratmogrify)
- Ratsistance : Hostile ratmogrified enemies deal -(10/19/27/35)% damage.
- Ratlomacy : Using ratmogrify on an already ratmogrified enemy makes them permanently friendly, & makes the transformation permanent. +(2/3/4) will also grant (2/4/6) turns of adrenaline to said ratmogrified being.
- Ratforcements : Using ratmogrify on yourself spawns (1/2/3/4) ally marsupial rat(s) next to you. These rats are pretty much the same from the ones in Sewers.
Shattered Pixel Dungeon
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