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Overview[]

Chancel Pixel Dungeon is a mod of Shattered PD, based on its 0.6.5c version (stated explicitly in-game). It is being developed by reddit user Noodlemire and was first released in Novembe 27th, 2018. It implements many changes to Shattered PD, with the most important being:

  • Major game balance changes
  • Strength & hunger systems overhauled
  • New potions and scrolls
  • New potion and scroll existence system
  • Visual changes, new sprites for many items
  • New scroll shouting system
  • Dynamic Strength system
  • New plants
  • 3 Choice Level Up system
  • Mob Permadeath system

For additions and changes in Shattered PD up to version 0.6.5 you can visit this link.

Alchemy[]

Alchemy, while based on Shattered's pre 0.7.0 version, has still been heavily reworked in Chancel PD. 

Runestone Crafting[]

Runestones can be made by putting a single scroll in an alchemy pot, just like in Shattered PD. However, unlike Shattered, three runestones are always created from this process. Additionally, most runestones can be made from one of two different scrolls.

  • Scrolls of Upgrade create Stones of Preservation
  • Scrolls of Blessing create Stones of Augmentation
  • Scrolls of Identify create Stones of Intuition
  • Scrolls of Cleansing create Stones of Binding
  • Scrolls of Teleportation and Transmutation create Stones of Distortion
  • Scrolls of Lullaby and Charm create Stones of Hypnotism
  • Scrolls of Supernova and Recharging create Stones of Shock
  • Scrolls of Necromancy and Reflection create Stones of Flock
  • Scrolls of Rage and Taunt create Stones of Challenge
  • Scrolls of Insulation and Balance create Stones of Equity
  • Scrolls of Magma and Rot create Stones of Blast
  • Scrolls of Terror and Darkness create Stones of Illusion

Seed Preferences[]

Seeds have three different preferences for what potions they can make. (See Potion and Scroll Existence Systems for more information)

  • Preference 1 will be chosen in any game where that particular potion exists, regardless of what others exist.
  • Preference 2 will only be chosen if it exists, but preference 1 potion doesn't.
  • Preference 3 is one of the four potions that exist in every game (healing, hydrocombustion, invisibility, levitation), and is chosen if no other preferred potion exists.
  • Cooked blandfruits will always give the effect of a seed's first preference.

Foliage Rework[]

Plants/seeds with less details displayed are the same with those in Shattered PD in the details omitted.

  • Deathnettle Seed/Plant, Deadfruit (New)
    • Very rare drop from high grass.
    • When eaten works like a potion of might (temporary +1 strength and +25% to HP for 300 turns), when thrown doesn't shatter and has no effect.
    • When stepped on: 50% current HP loss, grants invisibility, mind vision and might buffs of a duration equal to health lost
    • Alchemy's preferences: 
    1. potion of might
    2. potion of telepathy
    3. potion of levitation
    • Demon Dart: Same effect as stepping on the plant
  • Rotberry Seed/Plant, Rotfruit (heavily changed)
    • It can drop rather commonly from tall grass but doesn't drop from the Rot Heart in the Old Wandmaker's quest anymore.
    • When eaten: gives imbued with corrosion buff.
    • When thrown or stepped on spawns corrosion and enticement gas.
    • Alchemy's preferences: 
      1. potion of corrosivity
      2. potion of enticement
      3. potion of hydrocombustion
    • Rot dart: 5 turns of corrosion
  • Starflower Seed/Plant, Starfruit
    • They are removed and in consequence brewing a potion of experience, cooking a starfruit, tipping a holy dart or getting the blessed buff are also removed.
  • Blandfruit Seed/Plant, Metafruit 
    • Rare drop from high grass.
    • When eaten: provides a well fed buff, when thrown doesn't shatter and has no effect. 
    • When stepped on: drops a blandfruit. 
    • Alchemy's preference: potion of placebo; If this doesn't exist, give up and make a random potion.
    • Heavy dart: double damage 
  • Blindweed Seed/Plant, Blindfruit
    • When eaten works as a potion of invisibility, when thrown doesn't shatter and has no effect.
    • Alchemy's preference: potion of invisibility
  • Dreamfoil Seed/Plant, Dreamfruit
    • When eaten works as a potion of expulsion, when thrown doesn't shatter and has no effect.
    • Alchemy's preferences: 
      1. potion of expulsion
      2. potion of purity
      3. potion of healing
  • Earthroot Seed/Plant, Earthfruit
    • When eaten works as a potion of shielding, when thrown doesn't shatter and has no effect.
    • Alchemy's preferred option:
    • Alchemy's preferences: 
      1. potion of shielding
      2. potion of overgrowth
      3. potion of healing
  • Fadeleaf Seed/Plant, Fadefruit
    • When eaten works like a potion of repulsion, when thrown doesn't shatter and has no effect.
    • Alchemy's preferences: 
      1. potion of repulsion
      2. potion of haste
      3. potion of invisibility
  • Firebloom Seed/Plant, Firefruit
    • When eaten gives the imbued with fire buff, when thrown works like a potion of hydrocombustion.
    • Alchemy's preference: potion of hydrocombustion.
  • Icecap Seed/Plant, Icefruit
    • When eaten gives the barkskin buff, when thrown works like a potion of frost.
    • Alchemy's preferences: 
      1. potion of frost
      2. potion of thunderstorm
      3. potion of levitation
  • Sorrowmoss Seed/Plant, Sorrowfruit
    • When eaten gives the imbued with toxicity buff, when thrown works like a potion of toxicity.
    • Alchemy's preferences: 
      1. potion of toxicity
      2. potion of shockwave
      3. potion of hydrocombustion
  • Stormvine and Sungrass Seed/Plant: Unchanged

Classes[]

  • For Gladiators, when their Combo buff is active, the combo level/10 becomes their dynamic strength. This means that a first hit is free, then gladiators will graduallty build up power through combos, before each consecutive hit deals max damage. This is in addition to using their usual finishers.
  • The spirit bow, studded gloves and the subclasses of Huntress from Shattered PD have been included. Nevertheless, the Huntress does not furrow grass in Chancel PD but instead collects seeds of grass. These can be used to plant grass on an empty tile, make grass regrow or root an enemy. Huntress now identifies scrolls of identify and not potions of telepathy (mind vision). The studded gloves have been given the bonus attribute of increasing the Bow's accuracy.

Dynamic Strength[]

It is a totally new gameplay mechanic. Damage dealt by each hit is now influenced by this stat. While dynamic strength is at max, the hero will deal maximum damage. However, this decreases with each attack and increases with any action other than dealing direct damage or moving, including the use of any other consumable item. As long as the player doesn't move or attack, dynamic strength will never need more than 4 turns to be replenished to 100%.

Over the fist in the player's avatar there is an icon that ranges in color according to the hero's current dynamic strength: red at maximum, yellow at medium, and invisible at minimum. Additionally, when the player gains dynamic strength, their character's sprite will flash the same color as the icon.

Maximum Dynamic Strength is determined by the formula (7 + 2.1 * level), and attacking will reduce it by the amount of damage you deal before armor is calculated, multiplied by the delay of your weapon and its augment if it has any. This means that fast weapons will only reduce your Dynamic by a little, while slow weapons will almost always reduce it to 0. And, over time you will find that an old weapon will consume less and less Dynamic as your maximum increases with each level up.

For the sake of convenience, if no enemies are in sight for 5 turns in a row, the player's dynamic strength will automatically be replenished to 100%.

Critical Hits[]

Triggered by any attack at 100% Dynamic Strength, these are special effects that vary by the weapon or wand used. The player will know when their attack was a crit if stars fly out of the enemy.

Weapon(s) Crit Effect
Worn Shortsword, Shortsword, Sword, Longsword, Boardsword, Runic Blade, Flail, Greataxe, Throwing Stone, Fishing Spear, Throwing Spear, Javelin, Trident, Kpinga, Wand of Lightning 25% extra damage
Hand Axe, Mace, Battle Axe, War Hammer Guaranteed hit
Dagger, Dirt, Assassin's Blade, Throwing Knife Enemy is blinded for 2 turns
Studded Gloves, Scimitar, Sai, Stone Guantlet Attack will not take time
Round Shield, Pavise Grants shielding up to a maximum of the damage dealt
Quarterstaff Grants shielding up to a maximum of [tier + level]
Spear, Glaive Pushes enemy back 1 tile
Whip Pushes enemy back 2 tiles
Mage's Staff No bonus on melee; imbued wand gets 25% extra damage on crit
Crossbow No bonus on melee; While equipped, thrown darts get 25% extra damage on crit
Dart (any kind) Tip lasts twice as long
Knobkerry, Throwing Hammer Enemy is stunned for 2 turns
Bolas Enemy is rooted for 2 turns
Boomerang Returns to the user, which normally doesn't happen if it hits the enemy
Kunai No durability loss
Shuriken Pierces the enemy's armor
Tomahawk Causes the enemy to bleed (no longer happens on non-crit attacks)
Spirit Bow Higher enchantment proc chance
Wand of Blast Wave Double damage and stun duration to enemies thrown into walls
Wand of Disintegration Doubled damage boost from piercing objects
Wand of Fireblast Consumes 1 less charge than usual if it would have otherwise consumed more than 1
Wand of Frost Deals full damage to chilled and frozen enemies
Wand of Magic Missile User gains 1 turn of Recharge for their wands and artifacts
Wand of Prismatic Light Chance to blind enemy becomes 100%
Wand of Corrosion, Wand of Corruption, Wand of Regrowth, Wand of Transfusion N/A (cannot perform critical hits)

Enemies - Mob Permadeath[]

Individual enemies can now appear in a variety of levels, which you can find out by inspecting their description. Each mob will drop EXP equal to their level, and in most cases, only their weakest form shares similar stats to their previous form. Most bosses have also had their max HP increased: Tengu has now 200 HP up from 120, and each boss afterwards gains +100 HP. Goo's HP remains unchanged.

The chance for some mobs to be mutated into stronger versions has been removed, as has the chance for certain mobs to appear in an earlier chapter than they're meant to. Instead, in the fourth floor of every chapter, it's guaranteed to find one of these rare mobs. For example, in the fourth floor of the sewers, one of the enemies will either be an albino rat, a skeleton, or a crazy thief.

Most importantly, after some time spend killing mobs on one floor, they will no longer spawn. Although they tend to be stronger in general, it's pretty common to be able to catch a break afterwards, as an empty floor is not much of a threat to players. Still, lingering for a long time isn't too possible under the threat of starvation.

Levelling Up - 3 Choice System[]

The starflower plant (so also the ability to brew potions with its seed) and the level cap of 30 have both been removed. Nevertheless, due to the new starvation mechanic (see Starvation section below) and mob permadeath mechanic, it is nearly impossible to farm/grind for XP, without luck in finding potions of experience.

Upon a level up, the player will be presented with three different options: +5 maximum HP, +1 strength, or +1 misc slot. While the player is limited to an absolute max of 21 misc slots, there is no such limit for the other two options. The player no longer passively gains HP or Strength on each level up, so it's important to not be overzealous with gaining strength and misc slots, or else the player's HP will remain dangerously low against enemies that can do a lot of damage at once.

Misc slots are also more important now, because all wands now count as Misc Equipment, and need to be equipped to be used. It's also important to watch out for cursed wands, because they will lock themselves into your misc slots if you equip them.

In order to not absolutely weaken the player, level ups are now more readily available. In addition to EXP requirements per level being reduced to [4 + level * 4], most mobs give considerably higher EXP than before. On average, one can expect their run to end after reaching at least level 40, but this can vary a lot.

In addition, all caps to the amount of EXP and loot mobs can give have been removed. Although mobs will eventually stop respawning, the mobs you do find can all be killed for as much EXP as possible. Anything that boosts your EXP intake, such as Scrolls of Taunt or Summoning Traps, may give you a much more lasting impact. The same can be true for chasms, however, as they halve the EXP that mobs give.

Goo Rework[]

The first boss of the game has received a new first phase. It is invincible, and can use the water in the level as an extra means to track you. Its invincibility is powered by three "Gooey Orbs", which have 40 HP each and are spread throught the massive level. Upon destroying all three, the second phase begins, letting the rest of the fight play out as normal.

The Goo has a lot of interesting quirks to its AI that you should keep in mind. While it is asleep, interacting with it directly will never wake it up. Even if you try to attack it, your efforts will prove fruitless. However, if you step in water or hit a Gooey Orb, it will immediately wake up to start hunting you down.

Standing in water will lead it to your location, but it's not just you. Any non-flying creature you can bring to the floor will grab its attention. Hitting a Gooey Orb does something similar, but different; Goo will be so focused on protecting its orbs, it will ignore any distractions that don't directly block its path until it reaches its destination. It won't even care if it passes you, so long as it can reach the location of the orb.

With this in mind, surviving the first phase is a matter of playing intelligently, in order to manipulate Goo's AI in your favor. As long as you aren't caught off-guard, it's not hard to manipulate its movement by carefully timing when you step in water or attack Gooey Orbs. Of course, it can also be useful to hold on to items that can let you avoid stepping in water, such as potions of levitation or scrolls of magma, so you can keep Goo off of your trail for as long as possible.

Item generation[]

The amount of randomly generated rings and wands is tracked and there is a limit to the amount of upgraded wings or wands found per chapter. The limit is increased with each new chapter and is not reset, so bad luck in the first chapters will probably mean better luck in later chapters. Note that the limit is only to randomly upgraded wands and rings; quest rewards don't effect the limit, nor do +0 wands and rings.

Potions[]

Potions now have "throw" as their default action if they are harmful and identified. Throwing a potion always identifies it.

Changed[]

  • Potion of might: Gives a temporary might buff (+1 Strength and +25% to HP for 300 turns) and not a permanent stat increase.
  • Potion of purity: In addition to its usual behavior, it will disable nearby geysers for 100 turns upon being shattered.

New[]

  • Potion of corrosivity: Creates a cloud of corrosive gas (borrowed from Shattered PD's new alchemy)
  • Potion of enticement: Produces a gas that repeatedly lures the enemies of the depth, sort of a potion equivalent to a scroll of rage. It is highly effective with other gases and thunderstorm. It does not work on boss depths (even minions are immune to it).
  • Potion of expulsion: Removes a wide variety of buffs and debuffs (excluding bleeding and crippled) and also creates a different enviromental effect around the drinker, depending on the types and durations of the buffs it removed. See below for a list of all possible effects.
  • Potion of placebo: Mimics the effect of another potion in the player's inventory
  • Potion of shielding: Creates a magic shield around the hero (borrowed from Shattered PD's new alchemy). However, the shielding drains very quickly, so players have to be more careful
  • Potion of overgrowth: Creates high grass around the tile on which it is shattered.
  • Potion of repulsion: It covers the target character in a bouncy substance that deflects some damage onto the attacker and pushes them away.
  • Potion of shockwave: Creates an avalanche of rocks that paralyzes every character in a large radius (5 tiles) around the tile it is shattered on. As the potion of paralytic gas has been removed from Chancel PD, this potion is the most close to its former function.
  • Potion of thunderstorm: Creates water tiles with random thunder bolts around the tile on which it is shattered. The clouds prefer to zap "metallic" items, which includes most weapons and armors, and all wands and rings, as well as any hero or statue with these kinds of items equipped.

Renamed[]

  • Potion of hydrocombustion: The potion of liquid flame from Shattered PD renamed. Exists in every run.
  • Potion of telepathy: Renamed potion of mind vision from Shattered PD.
  • Potion of toxicity: Renamed potion of toxic gas from Shattered PD.

Removed[]

  • Potion of paralytic gas
  • Potion of strength: See also "Strength progresion" section.

Unchanged[]

  • Potion of experience (rare even in the runs where it exists)
  • Potion of frost
  • Potion of healing: Exists in every run
  • Potion of invisibility: Exists in every run
  • Potion of levitation: Exists in every run

Specific effects of potions of expulsion[]

Removed Buff Created Enivronmental Effect Notes
Herbal Healing Regrowth Buff from Seeds of Sungrass
Healing Sunlight Buff from Potions of Healing
Invisibility Darkness
Blindness Darkness Darkness itself can cause blindness, but only a tiny amount.
Cloak Darkness Drains the rest of the Cloak of Shadow's charges.
Shadowmelded Darkness Buff from garden rooms
Vertigo Confusion Gas Confusion Gas itself cause vertigo
Levitation Confusion Gas
Burning Fire Fire itself causes burning
Imbued with Fire Fire
Corrosion Corrosive Gas Corrosive Gas itself causes Corrosion
Caustic Ooze Coats nearby enemies in Caustic Ooze once
Chilled Frigid Air Frigid Air itself causes the chilled debuff
Frozen Frigid Air Only by technicality, as you cannot drink potions of expulsion while frozen.
Imbued with Frost Frigid Air
Rooted Root Clouds Root Clouds are a new blob that looks like a brown Regrowth effect, and roots creatures in the same way, without growing anything.
Imbued with Earth Root Clouds
Herbal Armor Root Clouds Buff from Seeds of Earthroot
Purification Barrier Clears nearby area-bound effects Only clears area-bound effects that existed before the expulsion. Newly created ones will still exist.
Magic Immunity Clears nearby area-bound effects
Magic Shield Clears nearby area-bound effects
Repulsive Pushes away nearby mobs Works like Wand of Blastwave's knockback. If several enemies are in a line, only the farthest enemy will be knocked back.
Paralysis Paralytic Gas Only by technicality, as you cannot drink potions of expulsion while paralyzed.
Poisoned Toxic Gas
Imbued with Poison Toxic Gas
Drowsy Nearby mobs become drowsy
Magical Sleep Nearby mobs become drowsy Only by technicality, as you cannot drink potions of expulsion while sleeping.
Recharging Electricity
Charmed Enticement Gas
Slowed Freezes time Works like Timekeeper's Hourglass
Hasty Puts user in stasis Works like Timekeeper's Hourglass

Potions and Scroll Existence Systems[]

While 20 types of potions and 20 types of scrolls exist in the game code itself, only 12 of each will be obtainable in a run, while the other 8 will be impossible to obtain through normal means. Among these obtainable 12 potions, there will always be potions of healing, hydrocombustion, invisibility and levitation. Similarly, amoug the 12 existing scrolls, there will always be scrolls of upgrade, identify, cleansing, and blessing.

However, the items left out won't actually be entirely unobtainable. Hero's remains can drop one if a previous run's scroll or potion doesn't exist within the current one. Also, Secret Laboratories and Secret Libraries choose from all 20 of potions and scrolls, respectivley, that exist within code. Regardless of sources, non-existent items will be shown as "Unstable Potions" and "Mystery Scrolls". All unstable potions are represented as a translucent rainbow potion sprite, and cannot be identified ever or stacked. Mystery scrolls are translucent, have a question mark in place of a rune, and also can't be identified or stacked.

Rings[]

Identified rings have been given their unique identification icons from Shattered PD.

New[]

  • Ring of Aptitude: Multiplies experience gain by 1.15^RingBonus from all sources, including the Potion of Experience
  • Ring of Volatility: Mimics a random ring of the same level for 300 turns at a time, until it chooses a different random ring. The ring's effect can only be checked once it has been fully identified.

Removed[]

  • Ring of Force (Replaced by Bracelet of Force)

Artifacts[]

New[]

  • Bracelet of Force: An artifact that can be used to instantly replenish all of the player's dynamic strength. It is charged by performing critical hits (see Critical Hits section above), and upgraded by giving it weapons to absorb. It can be upgraded up to five times, gaining +2 per level up.
  • Each level up requires lvl / 2 + 1 weapons to be absorbed, and each must be tier lvl / 2 + 1 or higher.
  • The amount of critical hits required to charge it to full is equal to 8 - lvl / 2, capping at 3 crits once it reaches +10.

Quests[]

The Rot Heart now produces a mixture of corrosive and enticement gas, just like the rotberry seed when stepped on. Nevertheless, enticement gas has been adjusted and its range of effect is reduced in lower quantites, as in the case of the rot heart.

All quest rewards have been also somewhat changed to have a fixed value:

  • Sad Ghost gives a weapon or armor that is either +1 or +2. If the item is +1, it will also have a chance to either be enchanted or augmented, though it cannot be both.
  • Old Wandmaker gives a +2 wand.
  • Ambitious Imp gives a +4 cursed ring.

Runestones[]

Runestones have been added, but with many differences from Shattered PD. They are found in the dungeon, sold in shops, and made by inputting scrolls into alchemy pots. Four are exclusive to the four constant scrolls. The rest can be made by putting a single scroll in an alchemy pot. (See Alchemy - Ruenstone Crafting)

Changed[]

  • Stone of intuition: If the guessed item doesn't exist in the current run, this stone will tell you. Additionally, the option of the non-existent potion won't appear again in the list, making all future guesses more likely to be correct. This will also make confirmed non-existent potion effects show up in the catalog with the corresponding rainbow potion or ? scroll sprites.

New[]

  • Stone of hypnotism: Thrown at a target to charm it. The player also gets charmed by the target, but for a shorter duration.
  • Stone of challenge: Thrown at a spot to give targets in a 3x3 area a debuff which causes them to charge at the player in the most direct path possible. This causes affected creatures to run into chasms and onto traps if any happen to be within that direct path.
  • Stone of binding: Temporarily disables an item's curse and/or enchantment. This won't allow it to be unequipped, but it can be used a certain number of times as if it were uncursed and without any enchantment, before the binding wears off. Rings and the Chalice of Blood will instead last 200 turns, and other artifacts wear out their binding upon activation of their active abilities. Passive abilities of artifacts can be freely used infinitely, without the binding wearing off. It also lets you check if an unidentified item is cursed or enchanted.
  • Stone of distortion: Scrambles a large section of the terrain around where it is thrown, creating a completley random assortment of tiles. This can block any pathway except for the last remaining path between the two staircases of a level. This can also be used to break into barricaded/locked rooms, and create lots of singular pillars for sneak attacks. However, it can only affect tiles it can "see", so it will do less to hallways and tiny rooms.
  • Stone of illusion: Thrown at a target to temporarily blind it and cause it vertigo.
  • Stone of linkage: Thrown at a target to create a link between it and the player that lasts 20 turns. While linked, the player and target will split healing and damage from all sources evenly, always rounding down when necessary. It can be used to protect and heal any ally, or to defend against an attacking enemy if there's no better way to fight back.
  • Stone of preservation: Enables a selected weapon or armor to be upgraded once per stone used without risk of erasing its enchantment. Items can carry an indefinite amount of preservations for an indefinite amount of time, so it doesn't matter when they are used before scrolls of upgrade.

Unchanged from Shattered[]

  • Stone of flock
  • Stone of blast
  • Stone of augmentation
  • Stone of shock

Scrolls[]

Scrolls now have the option to be shouted out loud. This often allows using the scroll's effect at a distance, but some scrolls have a different effect when shouted (identify, cleansing, transmutation), while others have the same effect (rage, supernova), and some have no effect at all (balance, charm, lullaby, upgrade). Because of the inclusion of scrolls of upgrade in the last group of scrolls, it is not a good idea to shout unidentfied scrolls, unless Upgrade is already identified. Scrolls will have "Shout" as their default action if they are identified and meant to always be shouted.

Changed[]

  • Scroll of teleportationAlso affects items on the ground, unless they're in a container such as a chest or bone pile.

New[]

  • Scroll of darkness'Creates a cloud of darkness that no creature can see thorugh. It will also blind the player once inside, which prevents reading. Being illuminated, such as by using a torch, will prevent the blindness debuff and allow reading. However, no light can allow actually seeing through the darkness. Can be considered a fusion between Scrolls of Darkness from YAPD and Potions of Shrowding Fog from Shattered PD.
  • Scroll of decay: Severely harms and weakens all nearby living creatures, while granting the Might buff to undead creatures and turning flammable terrain into embers.
  • Scroll of magma: Creates a cloud of red gas that prevents fires from being extinguished. Water and Dewdrops will evaporate after a few turns inside this gas.
  • Scroll of necromancy: Summons a couple corrupted wraiths at the player's side. This number will be increased by nearby items/containers that contain wraiths. Nearby graves add two wraiths each, bone piles with cursed loot inside add one wraith each, and Corpse Dust will add four wraiths if it's nearby or within the player's inventory.
  • Scroll of sunlight Creates a large amount of sunlight at the reader's location. This sunlight will spread out like a gas, healing organic creatures and damaging undead ones. Inorganic creatures won't be affected. It also will destroy clouds of Darkness if there are any nearby.
  • Scroll of taunt: Enemies within sight when this is read will permanently deal double damage and drop double EXP. If the Goo is affected, it will instantly begin to pump up unless it was already doing so.

Removed[]

  • Scroll of mirror image
  • Scroll of magic mapping

Renamed[]

Unchanged[]

Scroll Shouting Effects[]

Absolutely Nothing (Wasted):[]

  • Scroll of Upgrade
  • Scroll of Charm
  • Scroll of Lullaby

​​​​​Exact ​​Same as Reading[]

  • Scroll of Blessing
  • Scroll of Rage
  • Scroll of Supernova

Effect Becomes Ranged[]

  • Scroll of Cleansing: Except directly targeted mob will be severely damaged and weakened if it is demonic or undead. Only weakens bosses instead.
  • Scroll of Darkness
  • Scroll of Decay: Except directly targeted non-boss mob will be doomed instead of weakened
  • Scroll of Insulation
  • Scroll of Magma
  • Scroll of Necromancy: Except directly targeted non-boss mob will be corrupted unless it's a boss
  • Scroll of Reflection
  • Scroll of Teleportation
  • Scroll of Terror: Except directly targeted mob will be paralyzed instead of terrified.

Effect is Completely Different[]

  • Scroll of Identify: For a turn, grants doubled vision range that is not blocked by any terrain or darkness. All secrets within this area are revealed. This effect replaces Magic Mapping scrolls.
  • Scroll of Sunlight: Creates quintuple the amount of sunlight, allowing it to last for an incredibly long time in a small room or spread much further in a large area.
  • Scroll of Taunt: All enemies on the floor are affected, instead of only those within sight.
  • Scroll of Transmutation: Re-rolls the entire floor, as if the player stepped on a Distortion Trap. This will completely restock a shop on the affected floor, and can allow another bag to be purchased early.

Starvation[]

It is far more punishing than in any other version of PD. At start, it doesn't harm the Hero at all, but as time goes by, its damage constantly increases. Eventually it can even surpass the speed at which potions of healing restore HP, easily killing the hero, if they do not eat.

Moreover, even after the hero has eaten, the starvation damage remains for some turns, as the new "Recovering from Starvation" debuff. Food is not scarce, but also not plenty in Chancel PD: monks don't drop food rations anymore, and also crabs, cave spinners, scorpions etc. are not generous in their meat drops either - only piranhas retain a guaranteed meat drop. As a rule of thumb, after the hero starts losing 2 HP from starving, he/she should better eat, to avoid further culmination of hunger damage. Because of this change, farming/grinding is rather discouraged by the game, because food is rather limited and the hero can end up starving to death by losing time by stalling.

Strength Progression[]

Potions of strength and the familiar rotfruit effect from Shattered PD have both been removed, whereas the potion of might now gives only a temporary strength buff for 300 turns, but with also +25% to maximum HP and can be found rather commonly in the dungeon, if it exists in the specific run. The hero's strength now increases almost solely by leveling up whenever the player chooses to gain +1 strength for that level (See Levelling Up section above). The only other medium for a "permanent" strength increase that is left in Chancel PD is equipping a ring of might.

Thrown weapons[]

Following the thrown weapon rework in Shattered PD, they now show their tier and can be upgraded. Some new missiles have been added, one for each tier except tier 1:

  • Kunai: tier-2, extra durability 
  • Boomerang: tier-3, they return to the user when they miss, but fall to the ground otherwise
  • Knobkerry: tier-4, extra durability, don't stick to their targets
  • Kpinga: tier-5, high damage & accuracy, low durability, high strength requirement

Forceful missile removal[]

When standing next to an enemy, a button will appear at the side of the screen. After tapping it and selecting the specific enemy, the hero will rip the missile out of the enemy, as long as this doesn't miss (the same factors with a melee attack apply also to this). Missile removal costs a point of the missile's durability.

Geysers[]

Geysers are a brand new type of obstacle that can be found in various normal rooms. Their main purpose is to spew a specific kind of "blob" (aka gas or area bound effect). Most geysers, known as "manual geysers", will tend to only spew upon being hit by a melee or missile weapon. They may randomly create a small puff of blob, but this only happens every 50-100 turns. Some geysers exclusive to the 4th and 5th geysers will instead constantly spew blobs regardless of how often they are hit, or even if they are never hit, and are often capable of filling entire rooms.

Geyser health is always equal to 40 * 2 ^ (chapter - 1). This means that each geyser has 40 health at any floor in the Sewers, but a whopping 640 health at any floor in the Demon Halls. That being said, they don't drop any loot or EXP upon being destroyed, so it's usually better to just walk around them.

Although Geysers are immobile, missile weapons always bounce off of them onto an adjacent tile, even when they would normally stick.

Each chapter introduces four new types of geysers. There's always a chance for a previous chapter's geyser to appear in the current chapter, but it's never possible for a future chapter's geyser to appear early.

Sewer Geysers[]

  • Mirage Geyser: Manual Confusion Gas
  • Earthen Geyser: Manual Root Cloud
  • Fetid Geyser: Manual Fetid Rat's Stench Gas
  • Magma Geyser: Manual Magma

Prison Geysers[]

  • Flame Geyser: Manual Fire; Flammable terrain in a 5x5 area centered around it will be turned into embers upon spawning to prevent the level from burning down.
  • Snow Geyser: Manual Frigid Air
  • Toxin Geyser: Manual Toxic Gas
  • Thunder Geyser: Manual Thundercloud

Cave Geysers[]

  • Paralytic Geyser: Manual Paralytic Gas
  • Corrosion Geyser: Manual Corrosive Gas
  • Enticing Geyser: Manual Enticement Gas
  • Spark Geyser: Manual Electricity

City Geysers[]

  • Hallucination Geyser: Auto Confusion Gas
  • Infernal Geyser: Auto Fire (Turns surrounding flammable terrain into embers, just like Flame Geysers)
  • Pollutant Geyser: Auto Toxic Gas
  • Eruption Geyser: Auto Magma

Hall Geysers[]

  • Blizzard Geyser: Auto Frigid Air
  • Lightning Geyser: Auto Thundercloud
  • Electric Geyser: Auto Electricity
  • Meltdown Geyser: Auto Corrosive Gas

Class Armor[]

Instead of costing the player's health, using the class armor's ability will require and drain 100% of the player's dynamic strength. Additionally, DM-300 now drops the Armor Kit instead of the King of Dwarves, granting much earlier and easier access to these abilities. This is important, because combined with reworks to Mage's and Huntress's abilities, it provides a consistent way for players to traverse rooms filled with harmful gasses by the new geysers. However, because it typically leaves you at 0% dynamic strength, these abilities can't be used recklessly or frequently in combat.

Molten Earth - Mage Armor[]

The Mage will now choose a location to teleport to. Upon doing so, he will root and ignite enemies in his field of view, and will now also surround them in magma so that some damage will be dealt to enemies standing in water.

Spectral Blades - Huntress Armor[]

The Huntress will jump to a selected location. Afterwards, she will deal damage to enemies within her sight based on her melee weapon, as usual.

Other changes[]

Some of the following were ported from later Shattered PD's versions.

  • Arcane Styli now rewrite (re-roll) scrolls and do not inscribe glyphs anymore. Also they are no longer sold in stores, rather 1 is found per chapter.
  • Armor now needs 1 strength less to be used properly compared to Shattered PD.
  • Armors and weapons (unless they are special rewards) can spawn with +1 level max, and only when they are not augmented or enchanted, but they can also be pre-augmented.
  • All randomly-generated equipment now has a 50% chance to be cursed.
  • Blessed buff has been removed.
  • Buff to bolas was imported from Shattered PD.
  • Bolas will remove the crippled debuff from the enemy upon forceful removal.
  • Bonus damage from excess strength has been removed.
  • Color scheme of UI has been changed.
  • Dropping items now takes a whole turn.
  • Enchantments are hidden by default on unidentified items.
  • Explosion radius of bombs has been doubled.
  • Food can now be quickslotted.
  • Greatsword has been renamed to broadsword and greatshield to pavise.
  • Items can't be thrown under Yog-Dzewa anymore and they bounce off instead.
  • Locked alchemy rooms are guaranteed to spawn once per chapter.
  • Thrown weapons and wand zaps now travel through foliage, instead of being stopped by it.
  • Monks don't drop food rations anymore.
  • Partial turn indicator has been added.
  • Potions and scrolls dispelling invisibility now occurs only when throwing potions and shouting scrolls.
  • Recharging buff now also applies to artifacts.
  • Rogue now identifies potions of invisibility, instead of magic mapping
  • Huntress now identified scrolls of identify, instead of telepathy
  • Rot heart from the Old Wandmaker's quest now drops a rotberry core and not a rotberry seed.
  • Succubi drop stones of hypnotism and not scrolls of lullaby.
  • Many potions, scrolls, weapons, runestones, thrown weapons and other items have received new sprites. 
  • Unidentified but uncursed items have a blue background.
  • Wand of transfusion no longer self-harms generally but only when healing allies, and now grants a mild self-shield instead. Charm duration no loger scales with level and also damage to undead enemies is reduced.
  • Wells of transmutation have been removed, but wells of exchange have been added. They have a more limited function: they transmute scrolls of upgrade to scrolls of blessing and vice versa, they switch the augments of items, and heroes can also drink from them to change their subclass. As one scrolls of blessing spawns per chapter, a few extra scrolls of upgrade in a run are thus possiible.
  • Unblessed Ankhs won't erase quickslotted items upon resurrection.
  • Players and mobs will now attempt to move around harmful blobs in their paths. This won't occur if the character is already in that blob, or if they're right behind their target.
  • Many sound effects now raise or lower their volume based on the player's proximity to them. They can also be heard through walls.
  • A shop now spawns on the first floor, selling only consumables. You're also given an initial budget of 300 gold, so you can always buy something to help you survive the Sewers.
  • Sometimes, an item will spawn inside an Amphora. These are large, fragile vases that make lots of noise once you destroy them. You can use them to help you set traps, but if you destroy them carelessly, you might find yourself unexpectedly ambushed by a lot of mobs.
  • Warrior now starts with 11 points of Strength, like in vanilla. Rogue starts with an artifact-only slot for his cloak, Mage has a wand-only slot, and Huntress has a ring-only slot.
  • You can sometimes find Litmus Paper, which can be used to check if a potion is safe to drink, or if you should throw it instead.
  • The floor lock buff no longer controls the rate that you heal, become hungry, or recharge your wands and artifacts.
  • Surprise attack weapons now apply a percent damage increase, rather than raising the weapon's minimum damage to be similar to the maximum.
  • Mobs are now better at navigating around pillars and corners. They can keep following the player's path up to 6 turns after losing sight of them. Additionally, the enemy will start forming its own path after the first 4 turns. This means it may try to go the other way around a pillar, or cut a shortcut through grass if that's what's between it and its enemy.
  • Healing buff's icon and description imported from Shattered PD
  • Random tips are now shown on each loading screen, similar to YAPD. The same tip won't be chosen twice unless there are no more tips to show, or the game is closed and re-opened.

Gallery[]

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