Pip
Robbed the Tallyman eleven times, then signed his ledger. Extra strikes and gold that turns into damage.
Skill: Payday
Deal damage equal to 12% of your
gold. Your gold is not spent.
12% of the gold you carry, ignoring armor. Nothing is spent, so the richer the run, the harder it hits. Like every skill it costs mana only: it has no cooldown and does not end your turn.
Passive: Pickpocket
Every strike that lands pockets
gold, half as often while the Tally is owed.
Each strike pockets 5% of the floor's standard gold (at least 1). While a depth's Tally is still owed only every second strike pays, so settle it early.
Specialization: Fence
Sell for 60% of the price. Refreshing the market costs 25% less.
Selling pays 60% of the price instead of 40%. With the Coin Mimic's Tongue it reaches 75%, the most selling can pay.
A specialization replaces the passive; you play one or the other. Pip's opens when Pip's own best floor is 20 or deeper, and you switch it in the hero's details at hero select. The Daily Descent and the Season Descent always use the base passive.
Base stats
Pip starts every run with +16
health, +2
armor, +1
power, +1
strikes, +8%
crit chance, +50%
crit damage, +15%
gold find, +3
mana, a Rusty Shortsword and 30 gold (more with the Endurance trial or the Pilfered Crown). Everything else comes from gear. What each number does is on the stats page.
Good with
Hero select names three sets that suit Pip. Any hero can wear any set; these are a starting point.
Gilded Money is power.
- 2+30%
gold find. - 3Gain
power equal to 2% of your gold. - 5Strikes have a 25% chance to mint a coin: gold, and a bonus hit.
Stormcall Strike again and again.
- 2+1
strike. - 3Strikes arc to another enemy for 40% damage.
- 5Every 3rd strike calls lightning on all enemies.
Duskfang One perfect cut.
- 2+15%
crit chance. - 3+100%
crit damage. - 5Crits execute enemies below 20% health.
What the bosses say
Each boss has one line kept for Pip, said once, at the start of a fight.
Unlocking Pip
While locked, hero select says: "Defeat Mother Brine on floor 20 to unlock." End a run past floor 20, so with Mother Brine beaten and floor 21 reached, or win a run. Floors past 10 are part of the full game. The check runs when a run ends, and a Daily Descent or a seed-code run does not count.
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.