Pixel Dungeon Wiki
Advertisement

Changelog for the new version 0.6.0[]

Darkest Pixel Dungeon has received recently a new update, numbered 0.6.0. The main text of this wiki page has not been updated yet with these changes and refers to the just previous version 0.5.0-fix1212, but below follows the changelog of version 0.6.0 as featured in-game, copied and pasted from the game's github. Some supplementary notes have been added to the changelog by the wiki after consultation of the game's code, and these supplementary notes have been fact-checked by the game's developer Egoal, and so their chance to contain even minor inaccuracies is low (the original translation of the changelog from Chinese to English has been checked and approved by Egoal as well). The wiki's additions are inside brackets and in italics [like that], while the changelog is displayed in plain text. Also, the wiki's infobox has been updated as well and now leads to a download link for version 0.6.0. You can read Egoal's announcement for version 0.6.0 in reddit here.

MAIN FEATURES

  • Enchantments and inscriptions for weapons
  • Reworked save slots
  • Miscellaneous additions and balance tweaks

NEW CONTENT

  • Weapons can now hold one enchantment and one inscription. Inscription is a new name for old enchantment. Enchantment will fade but inscription won't. Seeds and Potions can enchant weapons and each pair of seed and potion now has corresponding enchantment. [In a more detailed and hopefully also clearer way, the old enchantment function of Darkest PD is now renamed to inscription. A weapon inscription is almost totally permanent, with the only exceptions to this being those that were applying to the former enchantments as well: upgrading still has a big but not 100% sure chance to erase an enchantment aka inscription, and an inscription can only get overwritten by another inscription, when using a stylus (the exact same applies to armors as well) - note though that there is a minor bug currently in v.0.6.0, and when a weapon inscription is erased by upgrading there is no in-game message about that (there is still for armors though). This is another related set of changes in this version, which are mentioned also later in the original changelog itself: the scroll of Enchanting is totally withdrawn, and styli now inscribe both amors and weapons. Note also that styli inherit part of the previous function of scrolls of Enchanting: they can't be applied to fully cursed items, but if an item is partly cursed (still with a curse effect but unequippable - with the curse weakened), they can get applied to it, overwriting the curse effect and turning the item to fully normal. What is now named enchantment in Darkest PD is more akin to the imbuing of Shattered PD: seeds, plants when a weapon is thrown on them, potions and few enemies when hit with a weapon can add to it a temporary enchantment (new Poison option in the seed and potion game windows, with plants you just throw the weapon on them) that fades away after some hits. The duration of the enchantment effect is for most enchantments 8 hits for the enemy enchantment, 10 hits for the plant/seed enchantment, 24 hits for the potion enchantment and 40 hits for the strengthened potion enchantment, but two enchantments get spent slower (Seeking/Tracking and Sophisticated), so all the aforementioned durations are doubled specifically for them. Like incriptions, an enchantment can get overwritten by another enchantment - note also that the much longer in duration potion enchantments get replaced with a shorter in duration enemy/plant/seed enchantment and the weapon doesn't "inherit" the more potion enchantment turns if they remain more than 8-10. An inscription and an enchantment will coexist in the same weapon as similar but not same features. Lastly, in case some players get confused because "enchantment" and "glyph" are sometimes used as synonyms regarding armors: seeds, plants, potions and enemies hitting the hero have no enchanting effect on armors in Darkest PD v.0.6.0, so armors can't generally get enchanted, in contrast to weapons. Armors can only be inscribed by styli or by the transferral of an inscription by using an Enchantment Table. The same confusion should be avoided with the Enchantment Table: despite its name it applies and replaces inscriptions now, and has no effect on enchantments. Note also a visual differentiation between inscribed and/or enchanted weapons and inscribed armors that has started appearing from this version: inscribed armors retain the familiar colored hues as indications of a glyph - inscription, but hues in weapons now indicate temporary enchantments, while the permanent incriptions in them are indicated by different symbols under the weapon, similarly to those of potions and scrolls. Thrown expendable weapons can't get enchanted at all, while the Boomerang can't be enchanted by getting thrown at a plant, as it can't get thrown at the ground generally, it gets poisoned normally with seeds though.]
  • [Now as for the potion / plant / seed / hit enemy > enchantment associations: potion of Experience / plant & seed of Starflower > Sophisticated, potion of Frost / plant & seed of Icecap > Chilling, potion of Healing / plant & seed of Sungrass > Healing, potion of Invisibility, plant & seed of Blindweed > Blinding, potion of Levitation / plant & seed of Stormvine > Shocking, potion of Liquid Flame / plant & seed of Firebloom / Fire Elemental hit > Blazing, potion of Magical Fog / plant & seed of Corrodebrake > Magical, potion of Might & Strength / only seed of Rotberry > Bashing, potion of Mind Vision / plant & seed of Fadeleaf > Seeking or Tracking (both names are used), potion of Paralytic Gas / plant & seed of Earthroot > Stunning, potion of Physique & Purity / only plant of Dreamfoil & seeds of Blandfruit & Dreamfoil > Unstable, potion of Toxic Gas / plant & seed of Sorrowmoss / Glow Worm hit > Poisonous or Venomous (both names are used). As a side note, there is also a weapon-specific enchantment named Bloodcoil, but that can only be encountered in the Sacrificial Blade and it is only obtained by the hero using its "Prick" option for self harming (bleeding damage). Obviously using some potions (Might, Physique, Strength) or seeds (Blandfruit, Rotberry) for a temporary enchantment is in most cases a total waste of resources. Lastly there are five new weapon enchantments added in this version of Darkest PD: Bashing - "Bashing enchantment improves damage of weapon and power of crits, making weapons much more offensive against enemies." (damage dealt by weapons with this enchantment is increased very much, even in regular hits), Bloodcoil - "Bloodcoil enchantment deals extra damage on hit, and has a significant extra critical chance. This kind of powerful enchantment usually needs more sacrifice however." (despite what its name might imply, this enchantment's increased damage to enemies is plain, and not from a bleeding debuff; as mentioned above, this enchantment is only available to the sacrificial blade weapon, and the only way to get it is the hero to harm him/herself with the blade's "prick" option that causes bleeding; note also that self pricking with the blade does not relieve pressure like with the ceremonial dagger does and only grants the enchantment, but also its bleeding damage does not scale up based on previous uses), Healing - "A unique enchantment that heals most enemies on hit, but it is much more efficient against undead, demonic or decayed enemies." (note that its healing effect on regular enemies is not that significant to negate the weapon's damage, still this is obviousy no help to the fighting hero; it is useful only on depths that are populated exclusively or mostly by demonic and/or undead enemies, as otherwise it will be healing the rest of the enemies; against demonic and undead enemies it adds +25% to the damage roll), Magical - "Magical enchantment can upgrade damage given from normal to magical." (magical damage is increased because magical hits have double accuracy and also ignore physical armor), Sophisticated - "This weapon enhances the confidence of the wielder, making hits more effective. Offers extra crit chance." (note that even if a critical does not proc, this enchantment grants by default a slight bonus to regular damage, an eighth of the specific damage roll plus), Seeking/Tracking: "Tracking enchantment can track the position of target on hit for a short time. More effective for weapons with a long range." (this enchantment applies the Viewmark debuff, which makes the target visible evan at a very long distance). Note also that weapon enchantments and weapon inscriptions are different in current Darkest PD. The permanent inscriptions are: Dazzling, Eldritch, Grim, Holy, Lucky, Projecting, Storming, Stunning, Suppress, Vampiric, Vorpal. The temporary enchantments are: Bashing, Blazing, Blinding, Bloodcoil, Chilling, Healing, Magical, Poisonous/Venomous (appears with both names), Seeking/Tracking (appears with both names), Shocking, Sophisticated, Unstable.]
  • A new plant Corrodebrake and everything related are added. [This new plant when stepped on causes the Vulnerable debuff to any character, which decreases magical resistance > increases damage or harm by magic by +20% for 10-15 turns. The plant's sprite has three pointed light blue leaves and its seed has a light blue color (its color name in the code is "cyan"). Be careful not to confuse its seed with the Icecap seed, which retains its familiar medium blue color. Its seeds brew potions of Magic Fog and cooked with a blandfruit it produces a Magic fruit. The potion's in-game description is: "The bottle contains an unstable magic substance which will release a deadly white fog when shattered. Any creature caught in the white fog will be corroded gradually." This fog causes constant Corrosion damage to any character inside its blob (its strengthened - reinforced version makes the blob last longer and the damage bigger, but causes no extra effect). Note that this is not a debuff but a direct damage type with a specific name, so the magic fog damage stops as soon as the character gets out of its blob. Obviously this is not a potion that the hero should drink, but only throw at enemies from a safe distance. Now, if the Magic fruit gets thrown, it has the same effect with the strengthened potion, but if it gets eaten, it grants the Imbued with Magic Fog buff to the hero. This buff's in-game description is: "You are imbued with energy of magic fog! Magic fog will spread around you to damage enemies and you are immune to magic fog until this effect expires." (note that it has the same buff symbol with the Immune to Gases buff, but does not grant general immunity, only to the Magic Fog blob). The potion of Magic Fog is not sold in the dungeon shops and can not be found as loot; it can only be brewed with seeds in an alchemy pot or extraction flask. Its enchanting temporary effect on weapons has been already described in the bullet above.]
  • Two new NPCs: Barterman and the Forgotten Spirit. [1) The Barterman is a new vendor NPC, who appears as often and randomly as the rest of them, vanishes when threatened etc. His distinguishing features are two: a) His shop's merchandise resembles more that of the regular dungeon shops, as he can be offering melee weapons (but not armors), styli, sacrificial daggers, potions and scrolls. b) He is not selling these goods, but he exchanges them with an item of the same type from the hero's inventory, one for one: for example the hero can take from the Barterman a scroll of Magic Mapping in exchange for a scroll of Psionic Blast from their inventory. The Barterman's items still display gold prices below them like those of all other vendors, but in this case the gold price info is only indirectly relevant, as the hero can only exchange items from the inventory with the Barterman's items that he/she can "afford" their price. The items from the hero's inventory that are exchangable with each specific item of the Barterman retain their regular color, but all the other turn greyish and don't allow getting selected. Note that there are also the peculiarities that specifically the Barterman's weapons, which are always unidentified, can only be exchanged with weapons of the same tier from the hero's inventory and not with any other tier (so for example a Barterman's glaive only with a hero's lance, warhammer etc.), and for that reason the Barterman's sacricifial dagger which is supposed to be a tier 2 thrown weapon only with tier 2 hero's thrown weapons. 2) The Forgotten Spirit's in-game description is: "An evil spirit full of resentment is often left by adventurers who have deep obsessions and excellent skills. This spirit may be the end of any adventurer, including you. Help clear evil spirits is a redemption for an adventurer." This NPC was intended to spawn from hero's remains, when that hero had died deeper than depth 5: in this case there would be a chance that a Forgotten Spirit would spawn to chase the current hero. That said, in the version in its current form this NPC does not seem to be spawning at all.
  • New weapon[s], perk, glyph, food and headwear are added. [1) New weapon a: Ceremonial Blade: "A long blade made of pure metal, often used by guards in occult activities. The single-sided blade is usually used for wide slash and is not suitable for flexible attacks. This weapon is a bit slow. Sacrifice with this sword can enchant it with bloodcoil enchantment for a short time." - tier 2 melee weapon with str. req 13, dam. 2-18 at L0, scaling +1/+3.5, 1.25 delay that in addition to what is mentioned in its game description it also gives the option of pricking oneself like a sacrificial dagger (this "Prick" option is always available in the weapon, even with it unidentified, unequipped or cursed, and does not get spent with one use like the sacrificial dagger; note also that the self harming of the hero also enchants the weapon with the Blodcoil enchantment for 10 turns, in the same way that hitting enemies with it does). New Weapon b: Firey Butterfly - "Canned powder with relatively high flammability, usually used to ignite torches. Sprinkle this powder on enemies can make them more flammable, but people who do this are a bad guy, right? Begin exposed to firey butterfly will reduce fire resistance." - thrown weapon that increases fire damage of the target by 25% but does not damage by itself. It is dropped occasionally (instead of a Liquid Flame potion) by Fire Elementals but it is not found laying as loot or get sold. New Weapon c: Phosphor - "The powder extracted from wings of glowworm has lost its fluorescent effect and poisonous ability, so you should use it with poison to reactivate its power. Being exposed to this powder will reduce poison resistance." - thrown weapon that increases poison damage of the target by 25% but does not damage by itself. It is dropped as loot with 20% chance by Glow Worms but it is not found laying as loot or get sold. 2) New Perk: Ease - "You have a 50% chance to only reveal the trap instead of triggering it when stepping on a hidden trap". Note also that a) The Sorceress now also has Good Appetite as a starting perk, but in her case it gives no buff or healing, but just makes food satisfy her more (for example a piece of chargrilled meat will satisfy her fully). b) There is a chance when the hero drinks specifically the 4th / 9th / 15th potion of Healing, the Efficient Potion of Healing perk will be obtained automatically (this is not guaranteed to happen though, and if the perk has already been chosen in the regular way, it can't get "upgraded" by this way). 3) New Glyph: Tough - "This powerful glyph increases tenacity of the wearer, thus provides protection of debuffs  from enemies. Resist debuffs when attacked." 4) New Food: Orchid Root - "The root of orchid has a bitter skin but a subtle sweetness when chewed. It is a snack for poor people. It is said to have a low toxicity, but a small mouthful of food is safe absolutely, and, who doesn't want this taste to last longer? Relief pressure continously when chewing orchid root." - It is sold in dungeon shops or found laying in the dungon and has almost zero nutritional value, but when eaten it grants the Relieve buff for 60 turns, which decreases pressure slowly and gradually but considerably (it has no fixed total relief value, but it is around -20, randomly a bit more or less) with no negative side effects at all, unlike almost all the other items that relieve pressure considerably (the only other similar item is the much rarer Humanity). 5) New Headwear: Gilded Mantilla - "A light mantilla decorated with gold, usually fits heroines more. This mantilla does nothing to combat. You have a chance to ignore mental damage when wearing mantilla."]
  • Saveslot change:
Darkest PD saveslots empty.jpg

Overhaul the scene of selecting hero. Now you can name your hero and select a gift for the beginning of game.

Darkest PD hero selection.jpg

[Pressing the first blue button opens a text insertion window in which the player can write the name of choice.

Pressing the second blue button opens a class selection window from which the player can pick any class.

Pressing the third blue button opens a gift selection window from which the player can pick an item/items that will be in the hero's inventory from the start of the run. The gift options offered to the player in the hero selection screen are in this order: Reagent of Healing / Orchid root / Some food (overpriced food ration or raw meat) / Some seeds (random) / Gold (50-120 randomly) / No thanks / Whatever (torch or humanity or nothing or any of the aforementioned gifts randomly)] Add stories for each hero [The backstory for each hero class is very detailed and if they were all copied and pasted here the size of the changelog would almost get doubled just by them, but if you want to read them outside of the game, you can follow this link to the game's github, and read lines: 342 for warrior, 348 for mage, 354 for rogue, 361 for huntress, 368 for sorceress, 375 for exile.

Pressing the fourth blue button starts the run.

After the run has started the player will be seeing in the saveslots screen the heroes with their name of choice each.]

Darkest PD saveslots written.jpg


And remove requirements to unlock them [Put in more detailed manner: All classes are available from the first game. Beating Tengu does not unlock the huntress anymore, beating DM-300 does not unlock the sorceress anymore, beating the Dwarf King does not unlock the exile anymore.]

CHANGES

  • Soceress won't fail when brewing potions and weapons might be also inscribed in addition to getting enchanted when brewing potions with it. The more the extraction flask has been already used, the longer its enchantment's duration will be. [An extra change not mentioned at all in the changelog, perhaps because it was considered self evident: the starting weapon Sorceress's Staff of the sorceress class has now a temporary Unstable enchantment, as all enchantments are temporary anyway. It is rather durable in comparison though, as it lasts for 30 hits.]
  • Buff natural regeneration and related perks [The regeneration speed has not been buffed - become quicker by itself, but its amount of HP increase per level up has. Now it is +0.03 per level up for most classes (from +0.025), and +0.04 for the Sorceress (from +0.03). The HP gains from the perks related with regeneration have also been somewhat increased, but since these changed details are a handful but minor, they will just be updated in the Perks page when time comes.] Shield now fades by time. [This refers to almost all shield buffs that are displayed as a grey bar in the HP bar covering part of the red bar. The only exception is the shield buff granted by the Broken Seal of the warrior, which remains stable - gets decreased only by the warrior receiving damage. The other "non grey" shield buffs like that from Herbal Armor, Riemannian Manifold shield etc. are unaffected by this change.]
  • Scroll of enchantment [Enchanting] removed. Stylus can now work on weapons. [See New Content - First bullet > Wiki note above for more details.]
  • Now relief of pressure after a crit from wand. Buffed Dragon Squama [Due to the changes in this artifact being minor but many, to avoid confusion they have already been added to the artifact's bullet in the main text.] and Mask of Madness [the changes in this item are more straightforward and all positive: its negative effect on physical damage taken and pressure accumulation has been decreased, its positive effect on damage dealt by the hero has been increased, and it now levels up quicker].
  • [Despite this being an important change it is not mentioned in the changelog at all: Torches are not encountered in the hero's inventory anymore and can be neiter dropped or sold. All classes start with 1 torch, which is displayed as a separate button at the left top corner of the screen, under the hero's avatar. If the player taps/clicks once on this button, the torch get lighted, and if the button is tapped/clicked again, the torch is snuffed (another important detail changed, "traditional" torches can't be snuffed and can't remain in the inventory semi-spent after that). Each torch takes 200 turns to get totally burned - fully spent. Torches found or bought in the dungeon just raise the torch button counter. Be careful not to forget a torch lighted when you don't need it anymore, because when a torch is burned out another automatically gets lighted, so the hero can waste a handful of them if the player is absent minded. Players familiar with Yet Another PD will recognize in this a function and use very similar to Yet Another PD's Oil Lantern (this feature also exists in the less known mods No Name Yet PD and Survival PD).]
  • [A second change not mentioned anywhere in the changelog, which is important, but not as much as the first, is that 3 totally new badges have been added in this version: Mighty blow, Breathtaking bash, and ONE PUNCH! (in the code they are named "high damage 1, 2, 3").]
  • [This is a third change not mentioned at all in the original changelog, but it is minor in comparison to the two above: the quest giver Sad Ghost NPC now names the weapon and armor rewards that it offers (but still does not mention their upgrade status), similarly to what it does in current Shattered PD. To give an example, after the hero has killed the requested mini boss, the player will have to choose between a tulwar and a scale armor, but the Sad Ghost won't mention that the tulwar is of +1 level but the scale armor unupgraded.]
  • [Fourth change not mentioned at all in the original changelog, and also related to an NPC and minor: the item drops from the NPC Yvette after helping her have been somewhat changed, but not drastically. 1) If the hero kills her, she still drops her Broken Long Magic Bow, the Iron Key for the hidden room of depth 20, her Posthumous Papers, the Ranger's Headband, and a random melee weapon, while the hero also receives mental damage (this scenario has remained the same with before). 2) If the hero gives her only the scroll of Teleportation, Yvette still drops a random potion/scroll, a random melee weapon, sometimes but not always an artifact/ring, and then vanishes, while the hero recoves some sanity, but not very much. If the hero gives her also food along with the scroll of Teleportation (but not a potion of Healing), Yvette has the same aforementioned drops, there is the same sanity benefit, but she also teaches the Intended Teleportation perk to the hero (this scenario has also remained the same with before in both cases). 3) If the hero gives her also a potion of Healing along with the scroll of Teleportation (with or without food) Yvette now offers only her intact Long Magic Bow. If the hero accepts it, she drops only that, and the hero recovers some sanity like before. If the hero declines her offer though, Yvette now does not drop anything other than the Iron Key to the hidden room of depth 20. Nevertheless, the sanity benefit to the hero in the last case of declining the offer is up to +150% more and very considerable (this scenario has been somewhat changed). Also the skeletal remains of Yvette seem to have stopped spawning generally in this version. Simply talking to Yvette with a scroll of Teleportation in the inventory but unidentified still automatically identifies it.]
  • [Lastly, a fifth change not mentioned in the changelog and also minor like the two previous ones: the Wand Guard familiar enemy does not spawn exclusiely in locked rooms anymore (it still does,just not exclusively) but rarely in any spatious dungeon room or corridor. In this case it will always have at least 2 tiles distance from any neighboring wall, so it moft spawns in the center of unlocked rooms)]

MISCS

  • Catalogs now contain rings and artifacts.
  • Miscellaneous fixes and improvements.

["BUGS"

This section is an original addition of the wiki and does not exist in the changelog. The word "bug" is inside quotes since only one of them has a negative effect on the gameplay (and this minor, since it is only a visual bug), unlike regular bugs.

  • The first one is actually a broken promise made by the changelog: while the Forgotten Spirit NPC is coded with details in the game's github, it does not seem to spawn currently in-game. The developer has been informed about this issue.
  • The second is in its most part a deliberate change that the developer has just forgotten to include in his changelog, and a bug only in a minor detail, an inaccurate game message. In any case the general change is positive for the players: the Dwarf Monks and Golems in the Metropolis start dropping tokens from the first time that the hero encounters them, they just do that with a 30% chance until the hero accepts the Ambitious Imp's quest, and afterwards their token drops become 100% guaranteed (if the Ambitious Imp is located at depth 19, the hero might meet it even with the amount of tokens that will be requested already in the inventory). Expectedly, after the quest is completed, both enemies stop dropping tokens generally. Now, the minor bug is that the Ambitious Imp seems to be offering only the Golem token quest, while code-wise the quest is now "dwarf monk and golem tokens combined" in all runs and the requirement is always for 8 of them, regardless of the enemy they were dropped from (actually the message bug is half, because if the hero talks to the Imp again before he/she has finished the quest, it will say "Be careful of these monks and golems."
  • The third is a full bug, but minor, since it is only visual: when upgrading erases an inscription from a weapon, there is no game message about this having just happened, and the player will notice it only by the inscription symbol under the weapon having disappeared. Armors still have a regular game message about losing their glyph - inscription though.
  • Lastly, it seems that for an unknown reason the Dried Rose artifact does not spawn in the new version at all, even though it still exists normally in the current game code. The Sad Ghost NPC appears aways as expected though and without any issue.]

Overview[]

Darkest Pixel Dungeon (Darkest PD) is a Pixel Dungeon mod created by Egoal and first released on December 5th, 2017.

The mod's name is a tribute to the roguelike videogame Darkest Dungeon, as the developer of the mod, Egoal, has been inspired by it and has borrowed some of its game elements, among which the most notable is the pressure mechanic.

Apart from the Darkest Dungeon influence, the game is based on Shattered Pixel Dungeon (Shattered PD) of version 0.4.2b, so almost the last 2D version. For an overview of additions and changes in Shattered PD up to this version you can visit this link, but as you will see in the main text of this page many subsection links lead to Original PD's pages because the source material of older Shattered PD still contained many identical features with Original PD.

There are a lot of new features and items added to Darkest PD, but the most important additions are:

  • a big group of new NPCs, with some of them being essential or crucial to the hero's progress,
  • a big group of new Artifacts,
  • a new class, the Sorceress, with her two subclasses, the Stargazer and Witch,
  • the 56 hero "perks", which grant a permanent special skill or ability and some of them get assigned by the player in each run,
  • the "pressure/stress" stat, which affects the hero's survivability as much as the hero's health.

It should also be noted that Darkest PD is among the few mods with Chinese origin that are fully available in English (the other four are Easier Sprouted PD, Easier Vanilla PD, Fushigi No PD, and SPecial Surprise PD). Each one of these mods makes very different and considerably original choices regarding the modifications applied to their source material, but Darkest PD, Fushigi No PD and SPecial Surprise PD share some common NPCs, who are unique to these mods and who all refer to actual members of the PD Chinese community.

Alchemy - Plants[]

The plants of Darkest PD are those of older Shattered PD (Blindweed, Dreamfoil, Earthroot, Fadeleaf, Firebloom, Icecap, Sorrowmoss, Starflower, Stormvine, Sungrass) with their familiar effects upon stepping them, along with the Blandfruit, Dewcatcher, Rotberry, Seedpod plants with their familiar drops. The newer additions to Shattered PD of the Golden Lotus and Swiftthistle plants don't exist in Darkest PD. A minor deviation in the expected effects of plants is that stepping on the Icecap plant does not freeze the bottles of Brown Ale, Reagent of Healing, and Wine/Grog (new potion-like items that you can read about them in the Potions and Pressure sections below).

The new alchemy of Shattered PD is not implemented at all so there are no exotic potions and exotic scrolls, no spells, no brews and elixirs, no runestones crafted by scrolls, no alchemical energy is needed etc. The three familiar features only existing are the old alchemy of just seeds getting combined > brewed to potions along with the cooked Blandfruit recipes from early Shattered PD (you can read the recipes for both potions and blandfruits in the Potions section below, but note in advance that the potion and cooked blandfruit associations of the blandfruit seed are different than those of current Shattered PD), and also the option to cook stewed meat in an alchemy pot from more recent Shattered PD (note that raw meats can't be cooked in bulk, but only one at a time - also cooking meat pies is not available in Darkest PD). Nevertheless, there are some new additions and changes:

  • The new class Sorceress can exclusively use her extraction flask to brew potions with two seeds anywhere in the dungeon ("Refine" option), but not to cook Blandfruits or stew meat, and her subclass Witch in addition can enhance most of the existing potion types and strengthen their effects ("Strengthen" option, only available in the flask after the choice of this subclass). For more details about its use read the Sorceress section in the Darkest PD Classes page. Also, apart from the Witch being consistently able to enhance potions, all heroes will be able to do that randomly, if the relevant perk is chosen (but only in that case).
  • The new potion of Physique has been added, which increases the hero's max HP, while the potion of Healing can become more efficient if the relevant perk is chosen. For more details read Potions section below.
  • Because of the addition of the strengthened potion variants most Blandfruit effects are somewhat different than in current Shattered PD. For more details about these see Potions section below, and for any strengthened potion effect read also "associated blandfruit effect".
  • Fishbones (dropped by piranhas) can be cooked with raw meat to get Kebab, which recovers more sanity than normal cooked meat when eaten. Note that the alchemy pot generally accepts only raw meat, so although it would be reasonable in irl cooking, you can't cook kebab with chargrilled meat/frozen carpaccio + a fishbone.

A new feature of Darkest PD not related with potions is that the hero will find in every alchemy room an Enchantment Table, which he/she can use to transfer enchantments (but not upgrades) from an identified enchanted uncursed item to another identified uncursed item of the same type (that is from weapon to weapon or from armor to armor). If the second item is already enchanted, the enchantment it already has will be replaced. Keep in mind that the first enchanted item is destroyed in the process and does not just lose its enchantment. Note also that:

  • A positive bug of previous versions of Darkest PD has been fixed and the table neither accepts fully cursed identified items and lifts curses from them in the second slot anymore, nor accepts enchanted unequippable cursed identified items in its first slot, so it currently has the same limitations in accepting items with the Troll Blacksmith when he transfers upgrades.
  • But the table does accept partly cursed items in the version of them being still with a curse effect but unequippable in its second slot, and in this case the transferred enchantment from the first slot overwrites the curse effect. As a side note, this also applies to the Troll Blacksmith, as he accepts this version of partly cursed items in both of his slots.

Allies[]

The feature of game characters that are allies to the hero and fight with him/her is well known to many players from Shattered PD, and Darkest PD is very similar with it as:

  • There is also in Darkest PD the familiar Sad Ghost ally that gets summoned by the Dried Rose artifact, it is just different in its details (its attack is ranged, can't equip weapon and armor, and it vanishes after some amount of turns, even with no damage taken). Mirror images generated by the scroll of the same name can also be considered ally characters, and exist in Darkest PD as well.
  • Almost any regular (non boss) enemy can become an ally to the player, after getting corrupted by the wand of Corruption (very few regular enemies are very resistant to this effect though, and practically immune to it, with the most notable difference being Wraiths, see wand of Corruption later for more details) and also by by the Dementage skill of the warlock (some enemies are also immune to that though, the Ashed Skull, Skeleton, Skeleton Knight, and Wraith). Corrupted enemies by the wand of Corruption also lose health by default in Darkest PD even with no damage taken, but very slowly. Corrupted enemies by Dementage don't.

That said, there are two original additions in the allies of Darkest PD:

  • There is the Abyss Hero ally added that gets summoned by the Handle of Abyss also new artifact. He is basically a melee attacking version of the Sad Ghost ally, with the two main differences from it being that he is hostile on its first encounter with the hero and that summoning it always causes a bit of pressure damage, unlike the Sad Ghost. See artifact section a little below for more details about him.
  • One case of ally characters, these corrupted by the wand of Corruption or by warlock's Dementage (but not the Abyss Hero, Sad Ghost, and mirror images) when tapped on/clicked on offer three command options to the player: Swap places, Ask it to follow, Tell it just to go freely (the Abyss Hero, Sad Ghost and mirror images offer no option and just display their game description window with their HP and resistance statuses - corrupted enemies also do that, but offer the aforementioned options as well). The only state of the Abyss Hero and Sad Ghost is following the hero + hunting and of the mirror images wandering freely + hunting (when not given a command corrupted enemies also wander freely). Note that whatever the moving behavior of the allly is, it will follow the hero to the next depth, even when it is far away from him/her at the moment of ascension or descension.

The game description window of corrupted enemies, the Abyss Hero, the Mirror Image and the Sad Ghost allies is the same with any other non-hero character, enemy or NPC, but since most of its parts are only images without a word title, here is just the order of display of info in the game description window, in case a player gets confused:

HP bar (without a numerical value)

Elemental resistance:

Fire: Poison: Ice:
Light(ning): Shadow: Holy:

Magical resistance:

Note that mirror images do have a game description window, but all resistances are 0% and HP is 1.

Armors[]

Darkest PD's armors are the same with the Armors of Original PD, just one rare armor type has been also added, which is more a novelty than an actually useful armor, as it belongs to tier 0 and offers as much defense as the cloth armor. The Epic Armors are also the same, with only the addition of the "Queen Crimson" epic armor for the new Sorceress class, which has the "Tides of Scarlet" special skill and applies the Poison and Terror debuffs to enemies. They all still spend HP to apply their effect, unlike current Shattered PD. A specific difference in the familiar epic armors of Darkest PD is that the epic armor of Mage can get reinforced with the Great Blueprint item and gain extra magical defense and a secondary special skill that consumes no HP (see Enemies section: Dwarf King for details). Like in most mods armors are not transmutable.

[DR = Damage Reduction, Scaling = Defense Scaling with each upgrade]

Name DR Scaling
Ragged Coat1 0 - 1 +1 / +1
Cloth Armor 0 - 2 +1 / +1
Leather armor 0 - 4 +1 / +2
Mail armor 0 - 6 +1 / +3
Scale armor 0 - 8 +1 / +4
Plate armor 0 - 10 +1 / +5

1 This is a new armor item, which has been rather recently added. Note that it gets dropped rarely and exclusively by Madmen, as it can't get found as loot and can't get dropped by Prison Guards. It thas also the peculiarities of being a tier 0 armor and having a strength requirement of 5.

Also, armors now provide magical resistance, which increases with tier and level, while the hero's base magical resistance has been reduced to 8% (and the Sorceress's to 10%). To give a few more details, at level 0 the tier 1 cloth armor gives 5% magical resistance, the tier 2 leather armor 6%, the tier 3 mail armor 7% etc., so +1% starting magical resistance as the tiers increase. Note also the peculiarity that the rare armor drop by Madmen, Ragged Cloth, gives at level 0 the same magical resistance with the tier 5 plate armor, 9%. Levelling up an armor also increases its magical resistance, but following a general fomula that basically correlates the magical resistance gain with the armor's tier and the armor's level. As this formula is rather complicated, there is no point in mentioning it here, nevertheless curious readers can visit the armor file of the game code and read line 193. Casual players should just have in mind that the highest the armor's tier, the biggest the armor's gain is in magical resistance with levels, and as a rule of thumb for low tier armors (cloth and leather) the gain is appr. +2% magical resistance per upgrade, while from mail armor and above the magical resistance gain is appr. +3% per upgrade. Applying the armor kit to any armor regardless of tier gives an extra +1% of magical resistance.

Generally in a regular run it is reasonable to use some of the scrolls of Upgrade on a Scale or Plate armor, which offer the best defense scaling, as the late game enemies can deal a lot of damage with just a few hits, and also increased defense will protect the hero from some pressure damage as well. That said, if the hero finds an already upgraded Mail armor (at least to +2), that would also be a good candidate for using scrolls of Upgrade on it, but as the amount of these scrolls are limited in Darkest PD, they should not get wasted on an unupgraded Mail armor (or an armor of even lower tier), because of the low defense scaling it offers. The only deviation in this is the Talented challenge, in which items generally can't get upgraded: the hero will just have to equip the armor that he/she has found and offers the best defense among the available armors of the inventory regardless of tier, as he/she won't be able to upgrade items.

The armor glyphs of Darkest PD are the same with those of earlier Shattered PD (Affection, Anti-magic, Brimstone, Camouflage, Entanglement, Flow, Obfuscation, Potential, Repulsion, Stone, Swiftness, Thorns, Viscosity), but they are applied with arcane styli and scrolls of Enchanting, while the scroll of Magical Infusion does not exist in Darkest PD. The armor curses of Darkest PD are similar with those of older Shattered PD (Anti-entropy, Corrosion, Displacement, Metabolism, Multiplicity, Stench), so the curses of Bulk and Overgrowth do not exist. Note also that in Darkest PD cursed armors can't have negative levels, and as a matter of fact they are even found upgraded sometimes. Only the scroll of Remove Curse or stepping into a Well of Health with the cursed armor equipped/throwing the armor in it will uncurse an armor fully, while applying a scroll of Upgrade will make always the cursed armor unequippable again, but it won't necessarily lift the curse fully, and the armor might still be applying its negative curse effect.

Artifacts[]

Half of the mod's artifacts (12) are similar with those of Shattered PD before its artifact rework; Goo still drops occasionally the Lloyd's Beacon (but DM-300 not the Cape of Thorns), and Crazy Thieves and Bandits still drop the Master Thieves' Armband exclusively. Moreover, 13 new artifacts have been added, with one of them (Eyeball of the Elder) having 3 variants.

Familiar artifacts from Shattered PD available to all classes[]

  • Cape of Thorns (slightly changed): Similar but not identical with its old version in Shattered PD, it gets randomly found in the dungeon like other regular artifacts but can not be a probable drop of DM-300 (it now drops always the Tome of Retrain), gets charged by the hero receiving damage and has a shielding + Thorns effect, which is activated automatically when its charges become 100%. Its basic difference in Darkest PD is that it has no effect when the hero's Strength is below 16 (it is equippable but useless). When cursed it has no negative effect but it is still non unequippable and useless.
  • Chalice of Blood (changed): In Darkest PD it is a unique probable drop when the hero chooses to make a Sacrifice to the statue of the Devil. Unlike its Shattered PD version it is charged by killing enemies and consumes this energy to heal the hero directly by using its "Drink" option (this has to be chosen, and otherwise this artifact has no passive beneficial effect in regeneration), gains XP also by killing enemies and not by the hero's self-harm and gets upgraded once XP is enough. Note that the new artifact Heart of Satan is much more similar in its actual features to current Shattered PD's Chalice.

Note also that this artifact is one off the exceptions that its cursed version is not harmful to the hero but more powerful instead (this is one of the cases that the scroll of Curse becomes useful).

  • Dried Rose (changed): Like in Shattered PD, it spawns a Sad Ghost ally and gets upgraded by finding and adding rose petals to it (10 petals are needed for it to reach max level +10). It has many secondary differences from its equivalent in Shattered though: the Sad Ghost has a ranged magical instead of a melee physical attack, does not equip armors or weapons, also heals the hero's wounds, and even when it is not damaged, it vanishes after a while (the higher its level, the longer it will last, see below). Its max HP are 10 + 5 per level (so 60 max HP at evel +10). It does not have a game description window displaying resistances (only its current HP), but it is immune to Toxic Gas, Venom Gas, Burning, Charm and scroll of Psionic Blast. Its other stats are: Evasion (hero's level + 4) * 2, Accuracy Number of evasion/2 + 5, damage min. artifact's level/2, max. 5 + artifact's level. Its default behavior is following the hero, but also hunting, so when an enemy becomes visible to it, it moves to that direction. Like the abyss hero, even if the Sad Ghost is not heavily damaged, it vanishes after a while (the higher its level, the longer it will last, as the duration is calculated by 30 turns per level + 60, which means that it starts with 60 turns duration at level 0 of the artifact, but it ends up with 360 turns at level +10). Its default behavior is following the hero, but also hunting, so when an enemy becomes visible to it, it moves to the enemy's direction. Unlike the abyss hero, even at high levels its attack and endurance are not remarkable, so it is useful for the hero mostly for its ramdom healing and for distracting enemies. When cursed this artifact is also different than in Shattered PD, as it hinders the hero's regeneration instead of spawning wraiths and is also non-unequippable.
  • Ethereal Chains (same with older version): Almost the same with their current version in Shattered PD, they pull enemies to the hero or the hero to a target location in sight, but they work also for unaccessible areas that are visible after the depth gets mapped and can get the hero through walls, even into locked rooms when their interior is visible (this is actually the same with is its older version in Shattered PD). Adding charges to it eventually levels it up. When cursed it randomly cripples the hero and is also non-unequippable.
  • Horn of Plenty (slightly changed): Very similar with its current version in Shattered PD, it generates food for the hero and gets upgraded by feeding it with food items. A minor difference of it is that even when it is not upgraded at all, it generates food rather quicker and satisfies more hunger in comparison to the unupgraded Horn of Shattered PD. It can accept any food item for consumption, granted that the food item is edible by the hero, so the only exception is uncooked blandfruits. 1 charge of it equals +50 Satiety at any level, so eating from it with 1 charge it subtracts -50 hunger, with 2 charges -100, with 5 charges -250 etc and with 10 charges (full) it subtracts -500 hunger like a pasty.When cursed it makes food items satisfy less hunger than they would normally do and is also non-unequippable.
  • Lloyd's Beacon (same with withdrawn version): While it was still available in Shattered PD it was functioning like it currently does in Darkest PD. It is dropped occasionally by Goo and allows the hero: a) to set a location and teleport back there (it does not need charges or to be equipped for that) and b) to teleport enemies to another random place on the depth (it needs to be equipped and have charges for that). Its self-teleporting function can't work when the hero is in one-tile distance from an enemy or NPC and also has the same limitations with the scroll of Teleportation (it can't be used on boss depths etc.). It gains levels and max charges at once each time the hero kills a chapter boss: Goo L0 ch. 3/3, Tengu L3 ch. 4/4, DM-300 L7 ch. 5/5, Dwarf King L10 ch. 6/6). It never spawns cursed, but when cursed by a cursing trap it has no negative effect and it just becomes non unequippable and useless.
  • Master Thieves' Armband (same with older version): It still gets dropped occasionally by Crazy Thieves and Bandits. It allows the hero to steal from shops (regular or vendor shops spawned randomly in the dungeon) with very little up to 100% chance of success, gets charged by selling items or picking up gold (charges increase the chance of success), and gets upgraded by stealing succssfuy. Like in Shattered PD if the hero gets caught stealing by the shokeepers, they vanish along with their merchandise. When cursed it has no negative effect but it is still non unequippable and useless.
  • Sandals of Nature (same): Same with its current version in Shattered PD, they increase the drops of seeds and dewdrops from high grass, get upgraded by feeding them different seeds (the levels increase with jumps to +3 Shoes, +6 Boots, and +10 Greaves)and also have a secondary Herbal Armor function ("Root"). When cursed they have the opposite effect and prevent trampled high grass from dropping anything and are also non-unequippable.
  • Talisman of Foresight (same with older version): Like it used to do until recently in Shattered PD, it warns the hero for hidden traps, gets upgraded by the hero noticing hidden doors and traps, and also has a secondary Loot Display function ("Scry"). When cursed it makes the hero spend more time in searching and is also non-unequippable.
  • Timekeeper's Hourglass (changed): Like in Shattered PD, it gets upgraded by adding to it bags of sand sold in shops, but only offers to the hero the power to freeze time around him/her with its option "Activate". A minor extra difference of it is that the hero might find more than 1 bags of sand sold in the next shop after he/she finds the artifact, even if he/she finds it from early on. It used to be even more different than its equivalent from Shattered in previous versions of Darkest PD, but it is not anymore: it does not have fewer charges and levels but the regular 10 now, and the hero's attacks do disrupt the time freeze of the Hourglass now. When cursed it makes the hero randomly lose turns and it is also non-unequippable.
  • Unstable Spellbook (same with older version): Like it used to do in a much older version of Shattered PD, it will cast randomly any of the game's scrolls apart from the scroll of Upgrade, and upgrading it just adds max charges to it and increases its recharging speed, but doesn't give the option of enhanced/exotic scrolls. It gets upgraded by feeding it requested scrolls. Note that the Spellbook of Darkest PD asks to get fed with and casts randomly also the new scrolls of this mod (Curse, Enchanting, Light). Blindness or high pressure makes the hero also unable to use the Spellbook similarly to the inability of reading scrolls. When cursed it makes the hero unable to read any scroll other than that of Remove Curse (which will eventually uncurse it and make it useful) and is also non-unequippable.

Note also that the Alchemist's Toolkit doesn't spawn currently in neither regular nor cursed form, although it exists in the game code among the other normally generated artifacts. Nevertheless, the Extraction Flask of the Sorceress class works very similarly with the Alchemist's Toolkit of current Shattered PD, as it functions also like a portable alchemy pot (that said, they are very different in the details of their use and the Extraction Flask isn't considered an artifact by the game, while it is exclusive to the Sorceress class and doesn't spawn for the other classes).

New artifacts of Darkest PD available to all classes[]

  • Cloak of Sheep: It allows the hero to "Blink" to any nearby area in sight (works also for unaccessible areas that are visible after the depth gets mapped) and creates a sheep in the tile that the hero blinked from. This blinking can also enrage nearby enemies. When cursed it spawns randomly sheep around the hero, as if he/she stepped on a Flock trap and is also non unequippable. It gets upgraded by using it and levelling up increases its blinking range (at level 0 its range is 5 tiles and gains +1 tile per level).
  • Cracked Coin: It gives two options, "Shield" and "Shell". With its "Shield" option It offers a strong Shield buff that always absorbs 50% of the damage dealt to the hero but in exchange for gold: at level 0 of the coin 0.5 damage absorbed costs 1 gold and at its final +5 level 1.5 damage costs 1 gold (levelling up the Coin makes it more cost-effective). Unlike most artifacts its max level is at +5. While the shield absorbs damage it also charges the coin. However, when the coin gets 100% charged, the Shield buff has no effect temporarily, until a lightning is zapped to a specific target with the Coin's "Shell" option to consume the stored energy,and for the Coin to start getting charged and offering its shield again. Expectedly he Shield buff has also no effect temporarily, when the hero has no gold in the inventory. The lightning's damage scales also with the levels of the Coin, but as enemies also get stronger it never deals more than moderate damage proportionally - it also paralyses the target from 1 turn at level 0 to 4 turns at level +5, and if the target is standing in front of a barricade, it destroys that as well. Note also that despite it zapping lightnings, these do not have a shocking effect to the hero when he/she uses it to zap from melee range. It is upgraded by zapping lightnings. When cursed it consumes gold randomly without having any beneficial effect and it is also non-unequippable. This is a peculiar artifact as far as its usefulness is concerned: when the hero has still a weak armor, the Shield buff will be very helpful for the hero's survival as it practically halves any damage dealt to the hero, as long as he/she has the necessary gold. With a good armor equipped though it won't be offering something crucial to the hero that the armor would not be offering instead, but it will be costing a lot of gold, especially in late and end-game that all enemies deal a lot of damage (so a lot of gold will be needed for 50% of that to get absorbed from each enemy's attack). As its offensive function is infrequently available and weak, it should be equipped or not judging only by how useful its defensive function will be for the hero. Note also that despite its fewer levels the Coin gets level ups very slowly, and for it to get to level +5 the hero should have it equipped and activated constantly from early game for the Coin to be getting charged, and he/she should use its "Shell" option as soon as it becomes available.
  • Dragon's Squama: it ignites and shocks enemies in an area of effect around the hero, after its "Tap" option is selected (the effect's name is "Super Nova"). It gets upgraded with use and levelling up increases its area and power of effect - at level 0 of the artifact its area of effect is a 5X5 fire square with the hero at its center, and its radius to each direction is calculated by 3 + (Level / 3), so its square of effect will be 7X7 at level 3, 11X11 at level 6 and 13/13 at level 9. The "Tap" option's charging is rather slow though, so unless the hero finds it very early and uses it constantly, the 11X11 square is the wider that the artifact will be able to reach (which is already huge anyway). It also grants a passive buff to the hero of extra resistance against fire (+60% flat) and extra chance to block critical hits (+12% with +1% added per level), but when it is cursed it makes the hero in contrast unable to block critical hits (without causing increasd vulnerability to fire though). Note also that its effect both ignites flammable tiles and burns - destroys barricades.
  • Eyeball(s) of the Elder: They spawn in two versions, as Left and Right Eyeball, and also have a third variant when joined. Note that instead of not working/having a negative effect the eyeballs are more powerful when cursed (this is one of the cases that the scroll of Curse becomes useful).
    • Left: It has the power of destruction. It zaps randomly a Death Ray to a specific enemy each time without the hero having an option for when this will happen and is upgraded by it zapping rays and killing enemies (but rather slowly, only if the hero had found it and equipped it at an early depth it can reach level +10, and this will happen by the end of the run). Its rays don't break invisibility.
    • Right: It has the power of void. By default all enemies in the hero's line of sight will get the Vulnerable debuff and will be getting incresed magical damage because of that. It also has the active skill "Gaze", which disarms the target enemy for a short time, basically making it unable to attack. The Right Eyeball cannot get upgraded.
    • Combined: If the hero finds both of them, they are combined automatically, visually into a pair of eyeballs, but named just Eyeball of the Elder without a "right" or "left" specification anymore. If the left eyeball was already upgraded with use, it trasfers all of its upgrades to the new pair of eyeballs, which subsequently gets upgraded with use just like the separate left eyeball. The pair is completely out of the player's control and performs randomly one of these effects: a) zaps death rays to all enemies in sight, b) weakens all enemies' resistance to magical damage with the Vulnerable debuff, same as the single right eyeball but with more power, c) disarms all enemies in sight (and rarely also the hero, making him/her unable to attack with melee weapons), or d) kills a random enemy instantly.

Note that this artifact(s) is among the exceptions that its cursed version(s) is not harmful to the hero in its primary function but more powerful instead.

  • Gold Plated Statue: It gets upgraded by the hero investing gold to it and it adds bonus gold to every gold pile that the hero picks up and to every sale by using the Hand of Midas, +10% for each level up (so +20% at level 2, +30% at level 3 etc. and +100% at level 10, which means basically double the amount of gold earned generally). The gold needed for the first level up are 100 pieces, but each level up needs more and in higher levels investing will require hundreds of gold pieces (L2 127, L3 161, L4 204, L5 260, L6 330, L7 419, L8 532, L9 676, L10 859), but you should not avoid it, as the bonus gold returned will be thousands of gold pieces and will justify fully the investment. In the Evil Greed challenge it affects in the same way the Evil Greed hand which replaces the Hand of Midas, so it also grants increased gold from transformed enemies. When cursed it consumes gold randomly without having any beneficial effect and it is also non-unequippable.
  • Hand of the Elder: It allows the hero to Root enemies with the "Finger of Death" option. It is upgraded by equipping rings to it (+1 level per +0 ring and +1 level per upgrade of the ring, capped at +10), making the Finger of Death also apply related debuffs on hit (ring debuffs: Arcane > Unbalance, Critical > Weakness, Evasion > Shock, Force> Amok, Furor> Slowness, Haste> Slowness, Health> Vertigo, Might> Weakness, Resistance > Chilled, Sharpshooting> Blindness, Wealth> Charm). Like the eyeballs instead of being useless/applying a negative effect its abilities are more powerful if it remains/gets cursed (this is one of the cases that the scroll of Curse becomes useful). Keep in mind that the Hand consumes the rings (the effect of ring will be displayed in the Hand), and you can't equip them to it and then change your mind and unequip them, once the ring is worn by the hand it is lost. Apart from getting found in the dungeon as loot, it is also dropped rarely by Skeletons and Skeleton Knights.

Note that this artifact is also among the exceptions that its cursed version is not harmful to the hero but more powerful instead.

  • Handle of Abyss: It is similar but not identical to the Dried Rose artifact. It is first identified as "Broken Abyss Sword" and on its first use it spawns an Abyss Warrior close to the hero, who is hostile and rather strong, because he will be having the same level with the hero. After the Abyss Warrior gets defeated, he becomes an ally to the hero named Abyss Hero, very similar to the Sad Ghost and that can be summoned after some time passes and the handle gets charged. Like the sad ghost, when the Abyss Hero is tapped on/clicked on, he displays his game description window with his HP and resistance statuses, which are max HP 20 + 5 per level (so 70 max HP at evel +10 - there is no numerical value displayed in the window), most resistances are 0%, but Light resistance +50% and Shadow resistance +125% (they remain unchanged with level ups). His other, non displayed in the window, stats are: Accuracy 10 + 2 per level, Evasion 10 + 2 per level, damage min. 1 + level, max. 5 + 8 * level. His default behavior is following the hero, but also hunting, so when an enemy becomes visible to him, he moves to its direction. The Abyss Hero has a melee and not ranged attack unlike the sad ghost and the handle is upgraded by getting used/summoning the Abyss Hero but also by the Abyss Hero killing enemies, so if you find this artifact in late game, don't worry that there will be no time for upgrading it, because with almost each enemy killed the Abyss Hero will be gaining a level due to the big amount of XP that late game enemies give. Like the sad ghost, even if the Abyss Hero is not heavily damaged, he vanishes after a while (the higher his level, the longer he will last, as the duration is calculated by 20 turns + 50 additional turns per level, which means that he starts with only 20 turns duration at level 0 of the artifact, but he ends up with 520 turns at level +10). Note that early levels he is very weak, but at high levels and especially at +10 he has very high damage, accuracy and evasion and his shadow resistance is very strong (quite useful in late game), so at late levels he usually just vanishes after some time and after having destroyed a handful of enemies (if the hero has no pressure management issues, it is certainly worth it to summon him often, in order to get him quickly to level +10). When cursed the Handle randomly spawns an always hostile Abyss Warrior, very similar in power to the non-cursed version that spawns normally the first time it is used, and it is also non-unequippable. Because both the initially hostile warrior of the uncursed version and the always hostile of the cursed version are somewhat strong, it is not wise to equip an unidentified Handle of Abyss while the hero is still at a very early level, because if it is cursed, one of the hostile warrior that will randomly spawn from time to time might even end up killing him/her. For the same reason it is not wise to activate the uncursed artifact by summoning the initially hostile warrior at very early levels. Note that even when the artifact is uncursed, each time the hero summons the Abyss Hero, there is a slight increase in the hero's pressure (at level 0 the pressure increase is +1, and it scales up with the levels of the artifact, so max pressure increase is +11 at level 10 of the artifact).
  • Heart of Satan: It is a sinister in its title version of Shattered PD's Chalice of Blood, but with the same function and very similar features when it gets upgraded. It offers quicker regeneration, gets upgraded by the hero's self-harm, and to get upgraded at most to level +9 and to max +10 level an Ankh needs to get spent, or the hero's HP to exceed their max limit, after the hero drinks a strengthened potion of Healing. If the hero is before Demon Halls and so their level is not at its highest, this might also be necessary and in previous level ups of the Heart. To be more specific, the Heart's damage is calculated by 3 X level X level, so it is 0 damage at the first upgrade, 3 damage at the second, 12 at the third etc. but 108 damage from level 6 to 7, 147 damage from level 7 to 8, 192 damage from level 8 to 9, and 243 from level 9 to 10. The hero's max HP at level 10 is 70, at level 20 is 120 and at level 26 which the usual hero's level when reaching Yog is 150. Obviously the armor will absorb some damage and an Earthroot plant will be very helpful as well, but as Ankhs are not plenty in Darkest PD, generally avoid upgrading the Heart from level 8 and on without drinking a strengthened potion of Healing first and planting an Earthroot. Unlike the Chalice of Darkest PD, it is a random drop (occasionally also from the statue of Devil) and not a unique drop. When cursed it hinders the hero's regeneration instead of increasing its rate, can even deal damage to him/her randomly, and it is also non-unequippable.
  • Radiance of Goddess: This artifact can only be obtained randomly after praying to the Statue of the Goddess. Its primary benefit is that it helps the hero occasionally to avoid mental damage, but it can also offer the Illuminated buff on demand for 10 turns at level 0 (the turns increase gradually with higher levels by +3 turns per level, reaching 40 turns at level +10 of the artifact) along with effect of the scroll of Light to enemies: blinding, shocking and knocking them back. Activating leads to a cooldown of this option, but very short in comparison to most other artifact cooldowns. It gets upgraded slowly by its functions getting activated, but it can gain more "XP" at once by using its "Bless" option that will empty the Dew Vial for this purpose. Its XP gain with that is not impressive, and the dew vial loses all of its drops, even when it is full, so this way of upgrading is not very worthwhile.
  • Riemannian Manifold Shield: This powerful shield offers to the hero the ability to withstand any damage, periodically providing a Shielded buff that allows the hero to resist any damage (from enemies, traps, falling etc.) once, and the Shielded buff remains active until damage is taken. Note that despite their very similar name, the Shield buff of the cracked coin previously and the Shielded buff of the riemannian shield here have somewhat different ways of activation and absorb different amounts of damage (they also have symbols of different color: coin - yellow, riemannian shield - purple). It is upgraded by getting used - the shield buff getting spent and the artifact reactivating it. When cursed it decreases considerably all of the hero's resistances and is also non-unequippable.

Note that the Ηand of Midas is not actually an artifact, although it is named as one in its game description, and is described as a relic in the game code so it cannot be upgraded. It turns items to gold, practically replacing the selling option from shopkeepers and vendors and making this option available everywhere in the dungeon. In the Evil Greed challenge it is replaced by an Evil Greed variant with the same shape but orange color, that can also transform enemies to gold. It is by default a starting item of all heroes as it is always one of the cat's gifts on depth 0. This item can not become cursed, dropped or upgraded (but its gold gains can be enhanced by the Greedy Midas perk).

The artifacts that not only function but are in fact stronger when cursed (Chalice of Blood, Elder's Eyeballs and Hand), in their cursed version they increase pressure the first time they get equipped and either cursed or uncursed each time they get upgraded. Using them generally does not increase pressure. In contrast, summonning the Abyss Warrior with the Handle of Abyss in its uncursed version always increases pressure with each use, from just +1 at level 0 of the artifact, to max +11 at level 10 of the artifact. (so, if it gets used often, these small damages will add up gradually to considerable pressure damage).

Artifacts unique to a class / subclass[]

None of these three artifacts can spawn as loot in the dungeon randomly and are only generated for a specific class or subclass under certain circumstances (for this reason they also never spawn cursed). All of them can get transmuted to a regular - non unique artifact (not that there is much purpose in a player transmuting unique class/subclass items, nevertheless it is possible), but expectedly they can never be an outcome of transmuting a regular artifact, even for the class/subclass that has access to them.

Familiar

  • Cloak of Shadows: It is unique starting item of the Rogue class, while it is very similar with its version in Shattered PD before the Rogue rework. It also offers invisibility on demand but its starting amount of max charges at level 0 are 6/6 instead of 3/3, its max charges at level +10 are 20/20 instead of 10/10 (so in some "level ups", it gains only an additional charge and not an extra level, making the "level ups" 14 in sum, with only 10 of them granting actually an extra level to it) and also its rate of recharging is a little different than in current Shattered PD - in all these it is more or less rather similar with Sprouted PD's Cloak of Shadows, a mod also based on an old version of Shattered PD. It can also get reinforced with the Great Blueprint, which will increase the Rogue's evasion generally while he is wearing the Cloak (see Enemies section: Dwarf King for details). It is a starting item, so it never spawns cursed, but when cursed by a cursing trap it has no negative effect and it just becomes non unequippable and useless.

New

  • Astrolabe: It is unique to the the Stargazer subclass of the Sorceress and is only generated if the Sorceress chooses the specific subclass. It randomly offers various buffs and special actions to her upon activation, but occasionally also debuffs. Each time the Stargazer triggers the astrolabe and "Invokes", if this is positive, a skill is generated and cached in the astrolabe (for details about its use, see Sorceress section in the Darkest PD Classes page. It does not get upgraded. It never spawns cursed, but when cursed by a cursing trap it has no negative effect and it just becomes non unequippable and useless.
  • Urn of Shadow: It is unique to the Warlock subclass of the Mage and is only generated if the Mage chooses the specific subclass. When equipped, the Urn of Shadow automatically siphons the souls of the nearby dead, and the warlock then can use the charges to cast evil magic (for details about its use, see Mage section in the Darkest PD Classes page). Using the Urn of Shadow is the only way that Warlocks can apply the subclass special skills in Darkest PD. It is upgraded only by Sacrificing to the statue of the Devil, which makes most of its skills more powerful as it increases their damage and decreases their soul costs (its top skill, dementage, is unaffected by its levelling up though). It never spawns cursed, but when cursed by a cursing trap it has no negative effect and it just becomes non unequippable and useless.

Badges[]

[Note: this section specifically remains to get fact-checked by Egoal.]

Darkest PD's badges are mostly the same with those in current Shattered PD with a few differences:

  • "15 monsters killed at nighttime" badge is retained
  • "10/100/500/2000 games played" badge is retained
  • "Death by glyph" badge is retained
  • In all the class-related and subclass-related badges the Sorceress, Stargazer and Witch are added (new badges).

To give more details, as of version 0.4.3 the badges of Darkest PD are (for economy of space related badges are groupped together):

  • 10 / 50 / 150 / 250 enemies slain.
  • 500 / 1,000 / 3,000 / 10,000 gold collected.
  • Level 6 / 12 / 18 / 24 reached.
  • 13 / 15 / 17 / 19 points of Strength attained.
  • 10 / 20 / 30 / 40 pieces of food eaten.
  • 3 / 6 / 9 / 12 potions cooked.
  • 6 piranhas killed.
  • Item of level 3 / 6 / 9 / 12 acquired.
  • All potions / scrolls / rings / wands identified > Superbadge: All potions, scrolls, rings & wands identified.
  • Seed Pouch / Scroll Holder / Potion Bandolier / Wand Holster bought > Superbadge: All bags bought.
  • Death from fire / poison / toxic gas / hunger / a glyph / falling down > Superbadge: Death from fire, poison, toxic gas & hunger.
  • You cannot kill me! (suicide) [This is a new badge, that is obtained when the hero kills himself, for example intentionally by using a ceremonial dagger, or unintentionally by stepping on a pitfall trap and falling to death.]
  • 1st boss slain by Warrior / Mage / Rogue / Huntress / Sorceress / Exile > Superbadge: 1st boss slain by all classes. [Note that in the game's code there is also a badge for the forthcoming Exile classs, but it is not currently implemented in 0.4.3]
  • 2nd boss slain.
  • 3d boss slain by Gladiator / Berserker / Batttlemage / Warlock / Freerunner / Assassin / Sniper / Warden / Stargazer / Witch / Lancer / Winebibber > Superbadge: 3d boss slain by all subclasses.
  • 4th boss slain.
  • Mastery obtained by Warrior / Mage / Rogue / Huntress / Sorceress / Exile.
  • 10-hit combo.
  • Albino Rat / Crazy Bandit / Shielded Brute / Senior Monk / Acidic Scorpio / Quick Firing Gun killed > Suberbadge: All rare monsters slain.
  • Amulet of Yendor obtained by Warrior / Mage / Rogue / Huntress / Sorceress > Superbadge: Amulet of Yendor obtained by all classes.
  • Tutorial by Warrior / Mage [WIP]
  • Level completed without killing any monsters.
  • Monster killed by a Grim weapon.
  • 15 monsters killed at nighttime.
  • 10 / 100 / 500 / 2,000 games played.
  • 3 / 6 / 9 perks gained.
  • Clear the game without learning any perks.
  • Clear the game without any perks. [This means that the player should also "clear" all the hero's initial perks as well, in addition to not choosing any perk.]
  • Challenge won. [Note that the "Lasting Quiet" challenge doesn't count as a challenge, and the player has to choose one of the other available challenges to obtain this badge.]
  • Happy end
  • The "Thanks for your support!" badge has rather recently become practically available as the game has started offering a "Donate" option, which wasn't a feature of it from the beginning.

The badges that have [WIP] in their bullet is not certain that they are currently available in Darkest PD, they are mentioned in its game code though.

Bombs (not existing)[]

The bomb item is removed in any form from Darkest PD. The only way for the hero to get a bomb-like item is by getting access to a strengthened potion of Liquid Flame:

  • If she is a Witch, by strengthening a potion of Liquid Flame.
  • If he/she belongs to any class and has chosen the Brew Enhanced Potions perk, by producing a strengthened potion of Liquid Flame randomly.
  • If he/she belongs to any class, by finding very rarely and buying a strengthened potion of Liquid Flame from a shop (it appears with a + symbol at its top left).

Challenges[]

Challenges are overhauled in current Darkest PD, and now a challenge is enabled only by interacting with the Monument of the Dungeon on depth 0 at the beginning of the run, which opens a window with the game's available challenges, of which the player can Activate one. Most of the challenges still become available only after the player completes the game once with any hero class, but the Lasting Quiet "challenge" is available already from the first run. Also now only one challenge can be chosen per run, and after this choice its name gets displayed at the top of the hero's window in the main tab. There is no challenge selection option in the game's main screen and also the Monument of the Dungeon offers no options anymore after the player activates a challenge (so there is no way back after the activation of a challenge in an active run).

The available challlenges of the game are (they are displayed in the order of the in-game window and the text of the main bullets is the only one that appears in-game):

  1. Lasting Quiet: Stress doesn't grow naturally (for beginners).
    • It is actually a "mock challenge", as it makes the game easier. Note that "Stress doesn't grow naturally." doesn't mean that the pressure mechanic is entirely abolished, but only that pressure accumulation is significantly lower and slower, and so its management is easier. Its "mock challenge" character is also apparent in it being available from the first run unlike all the other challenges, and in the player having to choose any of the other available challenges in order to obtain the "Challenge won" badge.
  2. Talented: You now gain a perk every 3 levels, choosing from 5 random perks. Scroll of Upgrade cannot be used.
    • In a regular run perks are offered every 4 levels and the choice is between 3 specific perks and 1 randomly assigned. In contrast, after this challenge gets activated the hero obtains automatically the "Extra Perk Choice" perk and will be getting offered 5 perks (4 specific and 1 randomly assigned) every 3 levels. This means that while in a completed regular run the player will be able to apply/reapply perks from 6 up to 7 times and once more by using the Tome of Perk dropped by Tengu, so 7-8 times in sum (6th time by levelling up at level 22 and 7th time at level 26 + the perk level increase by using the Tome of Upgrade), in a completed Talented challenge run the perk applications by levelling up will happen from 8 to 9 times (8th time by levelling up at level 23 and 9th time at level 26) and with the Tome of Perk the perk applications will add up to 9-10. Two more perks with increased available choices in exchange for the ability of upgrading is certainly not a bargain, but this challenge is what it is.
    • The only way to "upgrade" items in this challenge is to have the Troll Blacksmith forge together two same items, if he is the NPC that will spawn in the Caves instead of Yvette. As (with the exception of the Blacksmith's forge) upgrading is generally unavailable in this challenge, choosing the Bared Swiftness perk when it is offered and going with no armor at all is probably better, because an unupgraded armor, even of high tier, will not offer much defense anyway in end-game. To do better in this challenge an approach that can be helpful but demands patience is to repeat runs until the hero gets from the Sad Ghost a weapon or armor of high tier that is upgraded (patience will be needed because the combination of high tier + upgraded in the Ghost's rewards is certainly not common). This is one of the the most difficult challenges of the game, as even with increased amount of perks unupgraded armors and weapons are rather weak for end-game and so the hero is almost destined to suffer in it.
  3. Immortality: Restore HP by killing, increase max HP by +1 for every 5 kills. Regeneration and max HP increasing on level up are both removed.
    • After this challenge gets activated the hero obtains automatically the "Feast" permanent buff which is unique to this challenge and grants the effects described in the first sentence of the game description. Note that this buff's health sapping effect is much weaker than the vampiric enchantment's effect, and a minor healing (+1 HP always regardless of the enemy's XP) occurs only once, after the enemy gets killed. Apart from killing enemies the hero has a) stepping on Sungrass plants or Wells of Health, b) drinking reagents / potions of Healing or from the Dew Vial, and c) reading scrolls of Lullaby as other means of replenishing HP in this challenge. Also, the Warrior class still gets regeneration by eating. Due to the limited access to regeneration this is one of the the most difficult challenges of the game. On the other hand enemies are plenty in amount in Darkest PD, so if the hero survives early and mid game, the +1 HP every 5 kills can end up granting almost equal max HP to the hero by the end of the run in comparison to a non-challenge game, as from mid-game and on levelling up becomes much slower but the max HP added from killed enemies remain stable.
  4. Evil Greed: The golden claw can now target characters, which is the only way for you to get gold.
    • In this challenge the yellow Hand of Midas is replaced by an orange Evil Greed hand, that gives two options instead of having a default action automatically: a) "Transform an item", which is the familiar function of the regular Hand of Midas to transform items of the inventory to gold, and b) "Transform items", which has an inaccurate title as it allows it to be targetted to any regular enemy to insta-kill it and transform it to gold. Note that the Sad Ghost quest's mini-bosses, the Rotberry Plant, Undead Dwarves, both Yog Fists, Yog-Dzewa and all chapter bosses and NPCs are immune to its effect. The gold loot from the transformed enemy starts from 33 gold and scales up following the killed enemy's XP (the XP granted by the Evil Greed's killing are also increased in comparison to those that would be granted by a regular killing). The Evil Greed has also a cooldown after it is used, which starts from 26 turns and also scales up following the just previously killed enemy's XP. In this challenge gold still spawns in the dungeon but "disappears" when the hero picks it up and is never added to the inventory, but the gold from items transformed by the hand's first familiar option gets added to the inventory normally (in other words only transformed gold is added to the inventory and never dropped or found gold). The gold transformed from enemies in the first three chapters is of a good amount and actually better in comparison to the gold loot that the dungeon would offer in a regular run without loot-enhancing items equipped (Gold Plated Statue, ring of Wealth), but after the cooldown of the Evil Greed becomes very long in late chapters the gold generated by enemies ends up less in comparison. That said, if the player doesn't constantly forget to use the Evil Greed hand, the hero will certainly be able to buy all the very necessary items from the dungeon shops, and if the player remembers to use it often, the hero will be able to buy much more than the necessary items (all in all the gold generated in a regular run and the gold from transformed enemies in a run with this challenge activated can be more or less the same in amount, achieving that in the challenge will just need the player to be more mindful). Note also that the enemies killed and transformed by the Evil Greed hand drop no other loot: a Swarm of Flies will drop only gold and never a potion of Healing, a Dwarf Monk only gold and never a food ration etc., so never use the Evil Greed hand against enemies that have a guaranteed drop that you are interested in it like Animated Statues - in contrast its use is highly advised with enemies that their loot is gold anyway, but have only a chance to drop it, like Gnoll Scouts or Brutes. Be also extra careful with Crazy Thieves and Bandits that have stolen an item from the hero: the item won't survive either if the thief or bandit is transformed by the Evil Greed hand (also, the token dropping enemies of the Ambitious Imp quest don't drop tokens either when transformed). As the Evil Greed hand always insta-kills enemies non immune to it, it is also very handy for instantly getting rid of enemies that are either very evasive (Dwarf Monks etc.), quick and with a ranged attack (Scorpions), or dealing a lot of pressure damage (Ashed Skulls, Madmen). It is also a good option for getting rid of enemies with an obnoxious after-death effect (Animated Statue in corridors, Ashed Skull, Glow Worm), as the after-death effect is never triggered by the hand's trnsformation. This challenge is in a middle position between an actual challenge and a "mock challenge" like the Lasting Quiet, because it offers at the same time advantages and drawbacks. Nevertheless, it is considered a challenge by the game unlike Lasting Quiet, so players who want to obtain more easily the "Challenge won" badge should probably try doing that with runs of this challenge.
  5. Master of Casting: Coins can be used to upgrade items. You get all containers, but there are no merchants in the dungeon. Scrolls of Upgrade cannot be used.
    • Scrolls of Upgrade still spawn in this challenge in their regular amount, but like dropped gold in the Evil Greed challenge just before, when the hero tries reading one, the scroll disappears (this only happens with scrolls of Upgrade, not with any other scroll), so after the first scroll gets identified, it is wiser to sell them, because reading them will just waste them. Upgrading is available by choosing the inventory gold, that opens a window (not available in a regular run or in any other challenge), which window gives the option to "Smelt". After this is chosen, the player will select an item to upgrade. What makes this more challenging than using scrolls of Upgrade is that the more highly an item gets upgraded, the more gold will be needed: 100 gold from level 0 to +1, 220 from level +1 to +2, 340 from level +2 to +3, 820 from level +3 to +4, 1,060 from level +4 to +5, 1,300 from level +5 to +6, 2,260 from level +6 to +7, 2,620 from level +7 to +8, 2,980 from level +8 to +9, 4,420 from level +9 to +10 etc. (the type of upgradeable item has no effect on the prices). Upgrades by "Smelting" have all the features of upgrading with scrolls of Upgrade in a regular run, as they can also uncurse items partially or fully and can erase enchantments. The existence of other gold enhancing items and/or favorable RNG regarding gold will make this challenge more or less difficult to handle, as with a ring of Wealth / Gold Plated Statue equipped, the Hand of Midas perk, or generally favorable RNG in the generation of rooms containing treasure chests or gold piles (Questioner room, Treasury, room filled with traps and gold piles etc.), the gold obtained will be plenty and the hero will be able to uprade items even more than it would be possible in a regular run with the fixed 10 scrolls of Upgrade available, but without these items and enough of these rooms, upgrading items might be a bit less performed in comparison to the 10 times of a regular run, and in the best case scenario the times will be 10, because a lot of gold will be needing to get collected for the upgrades to +4 and +5. Note also that the Battlemage subclass is sort of benefitted by this challenge, because a Mage meant to become a Battlemage starts the run with his end-game weapon, his staff, so he can start upgrading it to higher level from depth 1 of the sewers, and have it reach the "end-game level" of 5-6 already from the prison, if he is lucky with the gold loot. Another nuisance of this challenge is that the availability of necessary consumables like potions of Healing, scrolls of Remove Curse, Brown Ale and Wine/Grog is totally RNG-dependent, because there are no shops in the dungeon, and also that Ankhs just don't exist, because they are only sold in shops in Darkest PD ("saving" potions of Healing by letting the hero's HP reach very low level is hence not a wise idea in this challenge, a resurrection is practically unavailable). Due to RNG being much more important in this challenge in comparison to a regular run or to other challenges, its difficulty can scale from a bit more difficult than a regular run (Ankhs will just be unavailable), to very difficult (less gold > less upgrades, no shops > little alcohol, few potions of Healing, few scrolls of Remove Curse, no Ankhs).
  6. Faith is my Armor: Gain a blessed Ankh on level up, but max HP increasing on level up is removed.
    • It shares only the name with the familiar challenge of Original PD and Shattered PD, as armors spawn and get equipped normally in this challenge of Darkest PD. The very high difficulty of this challenge is obviously in the hero having to survive a whole run in the dungeon with their original 20-25 max HP, unless he/she finds potions of Physique (but this potion never spawns in big amounts, and in some runs it might not spawn even once) or sacrifices to the Statue of the Devil (also rare). The blessed Ankh that spawns with each level up (this happens automatically without any game message) is certainly a relief, but these Ankhs are not enough to counter the easiness with which the hero can die in this challenge. Because of these reasons, this is one of the most difficult challenges of the game.

There is also the "Spartan" challenge mentioned in the game code (Weapons will upgrade while using. Scrolls cannot be used.) but it is not offered currently in Darkest PD.

So in terms of actual difficulty, the challenges of Darkest PD can be ranked as:

  • Easier than a regular run: Lasting Quiet
  • As difficult as a regular run, but in a different way: Evil Greed
  • With varying difficulty, depending on RNG: Master of Casting
  • Very Difficult: Faith is my Armor, Immortality, Talented

In case it is not totally clear, almost no familiar challenge from Shattered PD remains in Darkest PD, with the only "exception" being Faith is my Armor, which is nevertheless totally different and just retains its original name. Note also another difference from Shattered PD that challenges can't be combined (only one challenge can be active per run) and can neither be chosen/unchosen during an active run from depth 1 and on.

Classes familiar and new[]

Main article: Darkest PD – Classes

- Darkest PD has kept all the familiar classes and subclasses of its parent, Shattered PD, but with many secondary (and occasionally primary) differences in them:

  • Huntress has still the Boomerang as her starting item, while the Spirit Bow doesn't exist in general in Darkest PD (its closer equivalent is the very RNG-dependent Yvette's Long Bow). Moreover, she doesn't create furrowed grass by stepping on high grass. As for her subclasses, the Sniper gets not a Sniper's Mark buff but a Viewmark buff, that inreases ranged accuracy, and Warden gets the familiar from Original PD Barkskin buff by stepping on high grass, and seeds by stepping on plants.
  • Mage starts very similarly to that of Shattered PD (has a unique Mage's Staff that can imbue wands to it etc.). Battlemage is a bit different in the sense that he has access to a somewhat different group of wands in comparison to Shattered PD (Abel, Hypnosis, Venom), while some of the familiar wands have different melee hit effects from their equivalents in Shattered PD. The most important change is in the Warlock though: he doesn't Soul Mark enemies automatically anymore, but only when he uses his unique Urn of Shadow artifact, which gives also access to some additional abilities (Soul Siphon, Soul Burn, Dementage) along with the familiar Soul Mark.
  • Rogue starts also similarly to that of Shattered PD, but his Cloak of Shadows has more charges, and gets charged at a different rate than that of current Shattered PD. Both the Assassin and the Freerunner subclasses are much closer to those of Original PD: the Assassin gets just increased damage by surprise attacking without special moves, and Freerunner gets just increased speed and evasion without special abilities.
  • Warrior is the most similar to that of Shattered PD (starts with a Broken Seal etc.). His subclasses are also very similar, with just the secondary differences of the Gladiator still getting increased attack speed, but having access only to two special combo moves, Cleave and Fury.

All the familiar classes also start with a couple of perks by default, that may or may not reflect class abilities that exist in Shattered PD or Original PD as well.

Moreover, two totally new classes have been added in Darkest PD, the Sorceress some versions ago, and the Exile in the current version 0.5.0-fix1212. Making a very long story short:

  • The Sorceress is basically an alchemist class having a unique Extraction Flask that she can use as a portable alchemy pot, with two subclasses, the Stargazer who has the ability of castng unique spells (invocations) with her unique artifact Astrolabe, and the Witch who is an even more powerful Alchemist.
  • The Exile is basically a polearm (reach 2 weapons) master who has a high tolerance of alcohol, with two subclasses, the Lancer, who is an even more proficient polearm master, and the Winebibber who has an even higher benefit from alcohol, but also receives easier pressure damage.

You can read many more details about the familiar classes and the Sorceress and Exile new classes by following the page link just above.

Cursed items and Uncursing them[]

The behavior of cursed items in Darkest PD is somewhat different than in both Original PD and current Shattered PD, and there are also two more available ways of uncursing, so players should take into cosideration the details mentioned below. The general picture is more similar to current Shattered PD than to Original PD though.

  • Armors, artifacts, head gear, rings, wands and weapons can be found cursed, or can become cursed by stepping on a cursing trap, using a cursed wand, or by reading a scroll of Curse.
  • Artifacts, head gear, rings and wands have only 1 "combined curse form", meaning that they are either cursed (non-unequippable and probably with a negative effect) or uncursed. Armors and weapons can have 2 "curse forms", that are usually combined but are also encountered separately: the "non-unequippable curse" and the "curse with specific effect". Also cursed rings can have negative levels, down to -3, but all al the other item types can't. In contrast, cursed armors and weapons can have positive levels / get found upgraded. Lastly specifically four artifacts, the Chalice of Blood, the Left and Right Eyeball of the Elder (separate or in their joined version) and the Hand of the Elder are more powerful when cursed and you might decide not to uncurse them or even use a scroll of Curse to them (they have no specific negative effect, apart from adding some pressure when upgraded, but they are non-unequippable). These details are important, because different items used for uncursing will have different results to them:
  1. Artifacts and Head gear can be uncursed only by a scroll of Remove Curse, or stepping into a Well of Health with them equipped/throwing them into the well (scrolls of Enchanting can't be generally used for them). As mentioned before, both item types can't have two separate curse forms or negative levels and need only one uncursing.
  2. Rings are the only items in Darkest PD that they can have negative levels when cursed. Negative levels of a ring can be only reversed to positive by a scroll of Remove Curse, or stepping in a Well of Health with the ring equipped/throwing it into the well (in this case the reversal is almost full, as the uncursed ring's negative levels will become positive, for example a -2 ring of Might will become +1 and add 1 strength point). The scroll of Upgrade will just reduce the negative levels by +1 (so the aforementioned -2 ring will just become -1) and no other item can be used for this purpose. Nevertheless, in the specific case of the cursed ring from the Ambitious Imp, which is always upgraded and already beneficial, using a scroll of Upgrade to uncurse it won't have any waste drawback. Scrolls of Enchanting can't be generally used for rings, so they also can't uncurse them. Cursed rings have a specific curse effect, which is their bonus becoming deficiency, but it is not considered a separate curse form by the game, and so they need only one uncursing. Note that unlike other mods the Ambitious Imp cursed ring reward although it has positive levels might still apply mild penalties to the hero in some cases and will need to get uncursed in order to become fully beneficial (this happens basically because the ring's actual levels are lower, so a +1 cursed Imp's ring will be mildly negative, but a +4 cursed ring will just be weaker in its benefits than it is supposed to be).
  3. Wands can be uncused by almost all the uncursing options with the same result (scroll of Remove Curse and Upgrade, well of Health), but not by the scroll of Enchanting as it can't be used on them anyway. Cursed wands have specific effects occurring randomly upon zapping (note also that the rare cursed wand effects of Shattered PD are very rare in Darkest PD), but these are not considered separate curse forms by the game, and so wands also need only one uncursing. As mentioned before, cursed wands can't have negative levels.
  4. Weapons and armors are more complicated, because of their two possible curse forms.
    • The scroll of Remove Curse and Well of Health remove curses from weapons and armors fully.
    • Scrolls of Enchanting always replace the "curse with specific effect" with an enchantment, but never erase the "non-unequippable curse".
    • Scrolls of Upgrade sometimes erase the "non-unequippable curse" and/or the "curse with specific effect", but have only a chance to do that (this is a change of v.0.4.3, until recently they were always removing the "non-unequippable curse").
    • The Enchantment Table can't apply an enchantment to them anymore (like it used to previously) and gives the same message with the Troll Blacksmith, who refuses to work with fully cursed items. That said, the table does accept partly cursed items in the version of them being still with a curse effect but unequippable in its second slot, and in this case the transferred enchantment from the first slot overwrites the curse effect and makes the item fully normal. As a side note, this also applies to the Troll Blacksmith, as he accepts this specific variant of cursed items as well in both of his slots.
    • For cursed weapons and armors that you are sure that you want to upgrade them, when you have no scroll of Remove Curse, but have a scroll of Echanting and Upgrade, you can use a combination of these scrolls, as they will lead to the same end result with a scroll of Remove Curse. Note that just enchanting a cursed weapon, even if there are are no scrolls of Upgrade available, will still erase the "curse with specific effect" and will make the weapon or armor totally safe for use, with the only drawback in it that it will be non-unequippable. In high levels apply the scroll(s) of Upgrade first as there will be a chance for the enchantment to get erased by an upgrade.
  • Most items that trigger a specific negative effect randomly (armors, artifacts, weapons) increase the hero's pressure each time they do that, but cursed items don't increase it by just being unequippable or applying a debuff permanently (head gear, rings). Also cursed wand effects don't increase pressure.
  • Note that styli can't replace the curse of an armor with an enchantment, as they can't be used on cursed armors, unlike the scrolls of Enchanting.

Damage types[]

Copied from the in-game guide: "The damage resistance and damage resolving in DPD is slightly different. Knowing some of the mechanisms will be of great advantage for your adventure. Damage is divided into three types: normal, magic, and spirit. The type of damage can be distinguished by the color. Normal attacks are the most common type of attack, shown in GREY color, magic attacks can penetrate defense directly and are extremely difficult to dodge, shown in BLUE, mental attacks also ignore defense and usually increase your pressure, shown in BLACK. Some damage has elements: fire, poison, ice, lightning, shadow, and light [Note: In the hero's tab, the subtab "Details" shows all current degrees of the hero's resistances.]. For adventurers, weapon enchantment is the most common way to give elemental damage. Different creatures have different elemental resistances. Note that elemental resistance and magical resistance are separately resolved. Finally, damage can be attributed to: precise, critical, etc. Combat mechanism: dodge determination -> armor defense -> attacker correction -> defender correction -> resistance resolving -> type determination -> final settlement."

It is not mentioned in the guide that magical damage ignores physical defense / normal armor, but also that most classes start with 8% magical resistance and the Sorceress with 10%.

Also, to make the guide text clearer and ass a bit to it as well, different types of damage are displayed with different colors above the hero and enemies:

  • Grey: plain physical damage,
  • Black: pressure damage (hero-exclusive),
  • Blue: debuff damage or wand damage, magic damage in short. [Specifically for the code readers: damage from thrown weapons is never displayed as blue, even though blue colored damage in the game code has the name "ranged".]
  • Red: critical or pure damage.

Day and Night - Hero's vision[]

The change from day to night and back and the changes in the hero's vision are not determined like in Original PD and most mods by the device's clock, but by an in-game clock, which counts time much quicker, as each hero's turn makes one game clock minute pass, so the hero "spends" many days and nights in the dungeon.

Following that in-game timer a single day is split into three phases: Day, Night, Midnight. This affects some aspects of the dungeon:

  • Character and Enemy Traits: Huntress gets +1 bonus view distance at Night or Midnight, bats deal more damage at Night or Midnight.
  • Character Vision: The timer affects the characters' vision, as it is wider during the Day (6 tiles), narrow during the Night (3 tiles), and even narrower at Midnight (2 tiles). Note that some enemies are not affected by this (Tengu, Bat, etc).
  • Enemy Generation: the Glow Worm (see enemies) only spawns at Night or Midnight.

Note that sometimes rooms have lamps on their walls, and in this case the whole room is lighted and visible, regardless of the time of day or night and the hero's available range of vision. The same applies when the hero lights a torch, which increases their range of vision drastically, similarly to having the Sharp Vision buff (appr. 8 tiles) and also increases much their detection ability.

Depth generation[]

The room layout in Darkest PD has always been very compact: rooms are just adjacent, with no lane or tunel connecting them like in most Shattered PD mods. However, from recent versions and on there are chances that the rooms can be "loose" (actually, there are still no tunnels in Darkest PD, but rooms that are very "thin" are in the same concept), and the depths can be bigger than in Shattered PD and very often square-ish. Try not to lose time on these depths, as the generation of food rations is still 1 per depth in them, but exploring them will take more by default.

Dew Vial - Revival[]

This is a secondary but also important change of Darkest PD. The Dew vial's capacity is increased to 30 drops, and apart from the familiar options to "Sip" (minor healing which consumes up to 5 drops), to "Drink" (as much healing is needed but also as much the amount of dew drops allows) and to "Bless" the Ankh with 20 drops (the blessed Ankh allows to keep all the items in the inventory, in addition to the equipped ones), it also gives the "Wash" option, which extinguishes fire and washes off caustic ooze with 5 drops. The "Wash" option becomes available in the vial after 5 dewdrops are gathered and the "Bless" option starts getting displayed in the Ankh and not the dew vial after 20 dewdrops are gathered in it.

A note should be also written about the Ankhs in Darkest PD: unlike many mods, they are neither commonly sold in the dungeon shops nor found in general in skeletal remains, and only 1 is guaranteed to spawn per run, in the shop of the first prison depth. So after you reach that depth, definitely buy and bless that Ankh, as it might be the only one you find in that run. Keep in mind also that Ankhs do not revive the hero in full health, but with 25% of their max HP, similarly to current Shattered PD.

Because of their possible availability only in shops the Master of Casting challenge that has the removal of shops as one of its features, also has no Ankhs available as a side effect. The Faith is my Armor challenge is the total opposite, as one blessed Ankh spawns in the inventory with each level up, as a counter measure for the hero not inreasing their max HP with level ups.

Also, filling an empty dew vial in a well of health always inscribes a rune to it, and sacrificial chambers, that exist in Darkest PD but with a different behavior, also drop a random rune and gold and never a scroll of Wipe Out. The dew vial afterwards gains a specific glow, unique to each rune, and gives the "Apply the Rune" option. The effect starts after applying the rune, it is temporary and the rune gets spent in this way. Unfortunately, before applying the rune, drinking and washing from the dew vial becomes impossible, but Ankhs can still be blessed from it. Most names of the different runes are almost self-explanatory, and also have in-game descriptions, but a few details are good to be also mentioned here:

  • Brightness: "Rune of brightness can give you advantage of view over other creatures during a period of time." - Moonnight and Sharp Vision buffs for 100 turns
  • Critical: "Rune of critical can greatly reinforce your fight skills, making all of your blows critical during a short period of time." - guaranteed Critical hits for 20 turns
  • Haste: "Rune of haste allows you to move at an incridible speed during a short period of time." - Haste buff for 40 turns
  • Mending: "Rune of mending can temporately boost life restoration greatly." - Recovery buff for 200 HP
  • Regeneration: "Rune of regeneration can permantely boost the regeneration of the consumer." - permanent +10% bonus to Regeneration speed
  • Wealth: "Rune of wealth provides you with direct financial support." - it generates automatically in the inventory an amount of gold that would get normally generated as a gold pile on that depth but multiplied by from *2.5 up to *4 times. Obviously the deeper in the dungeon this rune gets activated, the better for the hero (for example if it gets activated on Yog's depth, it will generate for sure more than 1,000 gold pieces).

There is also the Blood rune ("Rune of blood can boost your max HP. During its effect, killing any creatures increase your max HP permanently."), which needs more detailed explanation: If the hero chooses to Blaspheme against the statue of Goddess, it drops the Unholy Blood item. This can be used either to "Smear" the Demonic Skull (see Equipment slots and Head gear section) or to "Inject" the dew vial. This will give the Dew Vial the rune of Blood, which is gained exclusively by injecting it with Unholy Blood and cannot be obtained otherwise: applying the rune grants the "Bloodsuck" buff and while it is active killing each enemy increases max HP by +4, and the rune also grants the temporary "Stamina Overload" buff, which is +50 HP that slowly decrease, until the hero's HP return to normal. This rune can be used with the most advantage when the hero is surrounded by many enemies, so it is a good combination with a scroll of Rage when first entering a depth, or in the Dwarf King fight, in which Undead Dwarf minions spawn constantly.

Another minor difference of sacrificial fires in Darkest PD is that they apply their Marked for Sacrifice buff for many turns and the hero can wander around the depth sacrificing enemies, but when the sacrifices become enough, the rune will be generated in the fire tile (or dropped by the last needed to get sacrificed enemy as of v.0.6.0). So after you kill some enemies with this buff active, always return to the sacrificial fire chamber, to see if there is a rune to collect in the vial. This will also become sort of evident by the Marked for Sacrifice buff disappearing immediately after the last needed enemy gets killed. Note also that enemies killed by a finishing wand zap are not considered sacrifices by the game, but only those killed by a finishing melee or thrown weapon hit.

Enemies: regular and bosses[]

The familiar enemies of Darkest PD are mostly the same with those in Shattered PD in their type of attack and in the chapter that they occur. Nevertheless, 7 new enemies are addded (+1 rare variant) and there are also some changes in the familiar regular or special enemies and in the chapter bosses:

New[]

  • Ashed Skull: It appears only in the Caves from depth 11 to 14. This is a very weak enemy with only 20 HP. When it notices the hero, it will jump next to him/her in one turn (deals magical damage and also pressure damage if the hero is surprised). Upon its death it always causes pressure damage. In previous versions it used to have night vision capability but it does not have that anymore.
  • Ballista: It appears in the Caves and Metropolis from depth 13 to 19 (with the exception of 15, which is the DM-300 depth), has a ranged attack that needs one turn to get charged - reloaded, and has a chance to knock back the hero (possibly stunning him/her if he/she hits on a wall). Its range of vision is much better than the hero's so if you are in a chapter that spawns ballistas and you get surprised while not seing any enemy, the enemy has a very high chance to be a balllista (as surprise attacks increase always pressure and the ballista might be far away, it is advised to light a torch to at least avoid the pressure damage from the surprise attacks). It often drops thrown weapons of higher tier upon death and rarely a ceremonial dagger. A rare variant of the Ballista, the Quick Firing Gun, can also spawn, with very similar but stronger & quicker attack, and with the same sprite shape - the Firing Gun just has a greenish hue instead of the red and black of ballistas.
  • Devil Ghost: It appears only when the hero Defiles the statue of the Devil, sometimes in a group of 2, with the first ghost always dropping a Demonic Skull and the second ghost gold. It is basically a wraith with different sprite (that of a sheep-headed demon), so it is very evasive with regular attacks, but it will get destroyed easily with a surprise attack. Without defiling of the statue, it will never appear by itself in the dungeon.
  • Glow Worm: It appears in all game chapters at night and midnight apart from the Demon Halls, and it is much more dangerous after it dies, as it applies always the Poison debuff to the hero and also releases a non-persistent cloud of Toxic Gas. It also grants the Illuminated buff upon death.
  • Madman: He appears in all game chapters, but not in every depth of each chapter (for example only in depth 4 of Sewers, only in depths 7 and 8 of Prison etc.) and has a ranged and melee mental attack that both cause always pressure damage (unlike all the other enemies that their attacks might cause pressure, the attacks from Madmen always do), and he is also very evasive, almost equally to dwarf monks. He has a limited chance to drop the Humanity consumable item, which relieves considerably the hero's pressure, without applying any debuffs to the hero like the Brown Ale or Wine/Grog and also heals a bit. There is also some chance for him to drop a tier 0 Ragged Coat armor.
  • Sewer Worm: It is more evasive and with higher armor than other enemies of the early Sewers (it appears in all depths of them though), but is very vulnerable to magical attacks.
  • Skeleton Knight: He appears in all Caves (from depth 11 to 14), has a strong melee attack and can also counter attack (get minimal damage and attack back instead) and create combos. He rarely drops Brown Ale or Wine/Grog and very rarely the Hand of the Elder artifact (also the familiar Skeletons have this small chance).
  • Wand Guard: It appears in special rooms in all game chapters and there is always only one per room. It is similar in concept to the Animated Statues, as it zaps bolts of a specific combat wand type and always drops the relevant wand upon defeat (like the weapons of Animated Statues, this wand is never cursed). It is also immune to all types of magical damage. Depending on their equipped wand, Wand Guards can be from almost harmless to lethal, so always check their equipped wand before entering deeper in their room (as a rule of thumb, in early levels, if it is a wand of fireblast, lightning or magic missile, leave visiting the room for some time later after the hero gets stronger).
  • Witch Doctor: She spawns in Prison (but only in depths 8-9) and in all Caves. She has a ranged magical attack and a melee attack with reach 2. She causes the Decayed debuff with her ranged attacks, which makes a) healing by any means other than from dew drops on the floor, directly from the dew vial, from stepping into a Well of Health, from stepping on a Sungrass plant harmful, (in the specific case of the Warrior healing by eating also remains harmless), and b) allows the Witch Doctor to self heal with her ranged attacks against the hero. She has a chance to drop a Reagent of Healing, a Ceremonial Dagger, or a random potion (the first is her commoner and the last her rarer drop). Note also that a) the Decayed debuff turns healing from potions and reagents harmful, even when the healing is already active from before, and b) that this debuff is also ocasionally available to the hero, as a possible effect to enemies when zapped by the wand of Corruption, but in this case it is only a DoT debuff with no vampiric benefit for the hero.

Changed[]

  • Animated Statue/Guardian: They are almost the same with those in Shatttered PD (greyish animated statue in a special room weilding an enchanted and probably upgraded weapon, purple guardian only spawning after a gurdian trap is activated and weilding a regular unupgraded weapon), unless the greyish animated statue spawns in an always hidden corridor guarding a chest. In this case it is also named Animated Statue and is greyish but it wields a regular unupgraded weapon and upon its death it also releases a very persistent cloud of Toxic Gas or sets the hero on fire. Keep in mind that in early levels Animated Statues wielding a high tier enchanted weapon can even two-shot a hero in full health, so always check their equipped weapon and without harmful seeds or potions available it is better to leave fighting the strong ones for later.
  • Cave Spinner: it can rarely now drop also a Spider Gland (it is basically a thrown weapon that deals no direct damage, but roots and releases toxic gas in its area of effect).
  • Crazy Thief: this is not an actual change, but a similarity with older Shattered PD, as him and the Crazy Bandit still drop rarely the Master Thieves' Armband like they used to do. Other changes is his loot drops are that he can now also drop considerable gold loot upon death, from 80 to 200 pieces, apart from the familiar 1 gold piece that he drops on hit while he is chased, and also a Red Handle Dagger (for details see the weapons section below)
  • Dwarf Warlock: His shadow ranged attack (but not his melee attack) can often cause pressure damage. In all the rest he is the same with Original PD and Shattered PD until recently.
  • Giant Piranha: It can now drop also a Fish Bone (one fish bone combined with one raw meat in an alchemy pot produces Kebab, which reduces half hunger like a chargrilled meat, but also relieves +5 pressure, so more than plain food items).
  • Gnoll Shaman: It now also has the ability of an Enraged buff like Gnoll Brutes, and if there are enemies around it applies it to them, but if it is alone, it applies the buff to itself. Its lightning ranged attack (but not its melee attack) can cause pressure damage.
  • Mimic: It is the same with that in Original PD, it just appears rather rarely in most places of the dungeon in comparison. Mimics are encountered in contrast very often inside Questioner rooms. Because its first attack is almost always a surprise attack unless it is awoken by a scroll of Rage or an alarm/guardian trap, its first attack always causes pressure damage.
  • Prison Guard: He can now drop also a head gear item, the Guard Helmet, which increases a bit all of the hero's elemental resistances and magical resistance. He is the only enemy that can drop this item, but the item can also be found autonomously as loot.
  • Rot Lasher: In Shattered PD it spawns only as a minion of the Rot Heart in the Old Wandmaker's rotberry quest, but in Darkest PD it appears in all overgrown depths and also in the Rotberry seed quest. In the rest it is the same in its behavior with the Rot Lasher of Shattered PD, as it is stationary, regenerates its health and cripples the hero, and drops always a seed.
  • Swarm of Flies: Their attacks can also cause pressure damage very often. In all the rest they are the same with Shattered PD, with a minor difference that their potion of Healing drops get auto-identified the first time they get dropped by them and picked up by the hero (it was the obvious identification anyway, but Darkest PD does it automatiically for the player).
  • Vampire Bat: Its attack can also cause pressure damage and also appears in late Prison (depth 9). In all the rest it is the same with Shattered PD.
  • Wraith: It is similar with that in Shattered PD, with two differences: a) tombstones have only a chance to spawn wraiths and b) wraiths are still evasive, but not extremely evasive, and can be destroyed without the need of a surprise attack or an offensive wand after some failed attempts. Nevertheless, attacking them with a slow or inaccurate weapon or remaining surrounded by them are still bad ideas. Their spawning and first attack immediately afterwards often causes pressure damage.
  • DM-300: In most of its basic features it retains its form from Original PD (no invulnerability phase with pylons getting activated like in current Shattered PD etc.). It now can bump to a distant target position (a red square always appears on DM-300's tile of destination 1 turn earlier), and has a chance to knock back the hero, stunning him/her if he/she hits on a wall. In lower health it gets the "Overload" buff, with higher attack speed but lower defense (stepping on an eartroot plant can be useful from before but especially during this phase of the fight, and like in Original PD drinking a potion of Purification). It drops the blue Tome of Retrain, which gives the hero one chance to erase one of their perks and attain a new one, but no longer drops the Cape of Thorns artifact.
  • Dwarf King: He was similar to that in Shattered PD until recently, but now he is more similar to that of Original PD but still rather changed. His depth is slightly bigger than that of Original PD and contains two small hidden rooms, with the left being in some cases very important (in contrast visiting the room at the right is useless). He now also accumulates anger after being hurt and either creates a Life-Link with his undead dwarf servants (transfers his damage to them) or resurrects them. Another difference is that in the Dwarf King depth Undead Dwarves now start spawning from inside the statues even before the King appears (only Undead Dwarves are spawned by him, unlike current Shattered PD). Apart from dropping the Armor Kit, he always drops also the Crown of Dwarf, and an orange Tome of Upgrade, which lets the hero upgrade one of his or her already obtained positive and upgradeable perks. In the rare case that the hero has no upgradable perks currently, there will be a message: "You can't understand the Tome yet.".
    • The Crown of Dwarf is only theoretically a piece of head gear, as it can be worn by the hero but has no positive or negative effect, so he/she can either sell it for 500 gold or he/she can put it on the Statue of the Dwarf King that is inside the left room hidden behind the bookcases near the depth's exit, in order to get the Great Blueprint (option "Wear crown to it", with the other bing "It's not worth it."). Note that if the hero hasn't met and either healed or killed Yvette previously or hasn't found her remains, he/she won't have access to this room, as the iron key that opens its door is a unique drop from Yvette, unless the hero has the Ethereal Chains or the Cloak of Sheep artifacts, uses a scroll of Magic Mapping to make the interior of the room visible, and pulls him/herself into it with the chains or blinks there with the cloak. The Great Blueprint is an item used to enhance: a) the Boomerang of the huntress, making it capable of bouncing once to hit nearby targets, b) the Broken Seal of the warrior, making it offer more shielding, c) the Cloak of Shadows of the rogue, granting more evasion to the rogue while he is wearing the cloak, d) the Epic Amor of the mage, by giving it extra magic resistance and the Skim secondary ability, flying and blinking to a tile in sight without consuming HP, e) the Extraction Flask of the sorceress, making it able to purify the dirty water collected from the dungeon floor and to turn it into 4 clean dews, for them to be added into the dew vial, (the flask's other functions cannot be used while the flask is purifying the water), and f) the Gourd of the exile making it relieve more pressure with the same amount of alcohol).
  • Goo: Similar to that of Shattered PD, but in a much bigger and differently shaped depth (basically in a regular square-ish depth of Darkest PD with many rooms and no thin corridors), while it now also always applies after a few turns the Vulnerable debuff to the hero (gets increased magical damage, stepping on an earthroot plant can be very useful while this debuff is active). It still drops occasionally the Lloyd's Beacon. Its depth is also very often overgrown with randomly spawned rot lashers. The Rat King's chests in its depth always contain gold and never other items.
  • Tengu: The layout of his depth is an original feature of Darkest PD, as he spawns in a big square depth, at first in the center, surrounded by gripping traps (the hero must first pass through a long corridor and find an iron key inside one of its small rooms, to open the door to this big area of the depth - in these small rooms before the entrance to Tengu's big room he/she will also find always two torches and the diary of Warden Smith). He still has a ranged attack, but also decreases the hero's vision with the Moonnight debuff, occasionally also Blinds him/her for a short while, and after he receives some damage he teleports to a random corner of the depth. He also applies upon entering his room and for the whole duration of the fight the Ignorant debuff to the hero which is supposed to hide from him/her the enemy's values related with combat, meaning that Tengu's game window should be displaying no resistance info and his current HP should not be visible. Nevertheless, this debuff has no actual effect currently, and all Tengu's stats are displayed, but in case the debuff starts being effective in a following update his stats are: HP: 150, Fire, Light(ning), Shadow, Holy 0%, Ice -0.25%, Poison +20%, Magical +0.25% His range of vision is much better than the hero's and he deals a lot of pressure damage with ranged surprise attacks from afar, so when he is out of sight it is better to light a torch, even when the hero has a good armor equipped, in order to avoid pressure damage. Below half of his max HP he also creates phantoms of himself that surround the hero, but only one of them is real and receives damage. Upon defeat he does not drop the Tome of Mastery anymore but the red Tome of Perk, which grants a perk as if the hero has just levelled up, and also always drops the Moonstone item, which grants the Moonnight debuff once and gets spent in this way. Moonnight turns the time of the dungeon to nighttime, which affects both the hero's and enemies' range of vision, but it can be used to the hero's advantage by using a potion of Mind Vision and ranged attacks. There is no Tome of Mastery anymore in general in Darkest PD and all heroes get to choose automatically their subclass by reaching level 12 (they can also "Decide later" and the option remains in the hero's tab as "Advance").
  • Yog-Dzewa: There is only one minor addition, that immediately after the square walls collapse, the hero gets the "Viewmark" debuff, which makes him/her always visible to all enemies of the depth and which the hero retains until Yog is killed (not to be confused with the debuff with the same name that snipers apply). Note that like in mny other mods as well magical attacks by wands don't make Yog release larvae.

Also, some enemies now have a chance to deal critical damage to the hero: Dwarf Monk with his combos, Goo and Gnoll Brute when enraged, and the Abyss Hero when he firsts spawns as a hostile character from an uncursed artifact, or in all cases from a cursed artifact. The Abyss Hero keeps this ability also in his ally form.

As mentioned before, generally all characters (hero, NPCs, enemies) have now a detailed information panel, which displays the various elemental resistances and the magic resistance of each character (this information can be very useful when the hero encounters strong enemies or bosses and wants to use various types of elemental attacks). When the value displayed for the resistance is negative, that means that it is actually vulnerability to the specific type of attack. Since most of the parts of their game description window are only images without a word title, here is just the order of display of info in the game description window, in case a player gets confused:

HP bar (without a numerical value)

Elemental resistance:

Fire: Poison: Ice:
Light(ning): Shadow: Holy:

Magical resistance:

Apart from the enemies that their attacks can cause pressure damage by default, all surpise attacks from all enemies cause always pressure damage. Enemies with a ranged attack that are out of the hero's line of sight will perform successive surprise attacks and will increase pressure much, so in the cases that you receive pressure damage successively, it is better to light a torch in order to find from where the attacks are coming from and more importantly to at least avoid pressure damage.

In the game's github there is a detailed table with the stats of all the game's enemies. Unlike other github pages this table is very reader-friendly, so you might want to have a look at it.

Equipment slots and Head gear[]

One basic change in the hero's inventory in Darkest PD is that the slots available for equipping artifacts or rings are 3 and not 2. There is also an extra Head slot added which is filled with head gear (so the equipment slots are 2 more than in Shattered PD and 6 in total: 1 weapon, 1 armor, 1 head, 3 artifacts/rings). Most of the following items are sold in shops or are rarely found in the dungeon, but three of them are unique or almost unique drops (these are mentioned last in the table). All head gear is unupgradeable. Some types of head gear have the opposite effect if cursed, but some other are just non-unequippable and useless while cursed.

Name Effect
Apprentice Hood Increases damage of wands
Barbarian Helmet In low HP (>max HP/2) it increases the hero's damage by +25%
Crusader Helmet Increased chance to block a ranged attack, otherwise decreases its damage by -20%

decreases view range by 1

Emerald Circlet Slightly decreases the rate pressure/stress build up.
Guard Helmet Increases all elemental resistances by +6% as well as magical resistance by +9%.
Mask of Clown Chance appr. 10% to add the "Pure" attribute to damage, which ignores any resistance.
Mask of Horror Increases accuracy appr. by +10%
Mask of Rider +1 range of vision
Regeneration Headdress Increases regeneration
Small Pail Increase physical defence from +0 to +3
Straw Hat It decreases the accumulation of pressure
Turtle Scarf Increases magical resistance by +20%
Wizard Hat Increases recharging of wands
Crown of Dwarf Drops always drom the Dwarf King, has no effect on the hero, but it is

sold for 500 gold and can also be used to exchange it with the Great

Blueprint in the hidden room of depth 20 after the Statue wears it.

Mask of Madness1 Crafted by combining the unique drops Demonic Skull and Unholy Blood.

Increases the hero's damage but also stress/pressure, both significantly. See more below

Ranger's Headband2 Drops always from killed Yvette and probably by saved Yvette, gets sold very rarely

in shops or is found as loot. It increases the hero's ranged damage. See more below.

1 The Mask of Madness is the most difficult item of these to obtain, as the hero creates it with the combination of two items that are both unique drops by statues that the hero encounters rarely: Unholy Blood obtained after blaspheming against the statue of Goddess, and the Demonic Skull obtained after defiling the statue of Devil and defeating the Devil Ghosts that spawn immediately afterwards. With both of the items in the inventory, he/she can Smear the blood to the skull and create the mask. The Mask increases considerably the damage that the hero deals and this scales with the level of the mask (its max level is 10 like an artifact), which gets upgraded by killing enemies, but it also increases physical damage and pressure that the hero takes a lot as well, which also scales up with level. In addition, it can't get unequipped by any means once equipped (not by uncursing, stepping into a well of Health etc.). So, especially with few wine/grog and humanity items in the inventory, without good armor or very early in the game, it is not a very wise choice to equip it, since you can't change your mind afterwards.

2 The Ranger's Headband is always a drop from the NPC Yvette, if either the player decides to kill her instead of helping her (always), while saved Yvette has also a chance to drop it, instead of a ring or artifact, in the case that the hero declines her Magic Long Bow reward. Nevertheless, 100% chance of getting the headband can be only achieved by killing Yvette and this is obviously unethical, while all classes and subclasses apart from the Sniper will do just fine without the Ranger's Headband (Yvette after being saved also has a chance to drop the headband and will drop an artifact or ring otherwise, and if she is also fed and/or healed by the hero, she will teach to him/her in addition the "Intended Transportation" perk and give some item rewards or her Magic Long Bow, which is also very useful for snipers, so saving her has also its benefits apart from its ethical merit). The headband also spawns as probable loot in Yvette's skeletal remains, if the hero had killed her in a previous run (not necessarily in the immediately previous run), and it is very rarely sold in the the dungeon shops or found as separate loot.

Food - Hunger[]

A general change from previous versions of Darkest PD is that the max value of Hunger has gone up to 500 from 450, so the hero becomes Hungry at 350 hunger and Starving at 500 hunger. The food items of Darkest PD are mostly the same with those of Original PD (mystery meat, chargrilled meat, overpriced food ration sold in shops, regular food ration and pasty found as loot), while the holiday versions of pasty pumpkin pie and candy cane are also added from current Shattered PD along with stewed meat (cooked also in alchemy pots), but not the meat pie. Nevertheless four new consumable items are added, that three of them are basically used to relieve pressure/stress and don't actually satisfy hunger at all (Brown Ale, Grog/Wine and Humanity) and one also relieves pressure/stress but also satisfies equal hunger with a chargrilled meat (Kebab). Note that consuming any regular food item relieves a bit of pressure as well. See Pressure section for details about the items with pressure relieving effect.

The nutritional values of Darkest PD's food items are:

  • Chargrilled Meat, Frozen Carpaccio, Kebab, Raw Meat, Stewed Meat (in short any meat) -150 hunger
  • Overpriced Food Ration -200 hunger
  • Cooked Blandfruit -250 hunger
  • Food Ration -350 hunger
  • Full Horn of Plenty artifact, Pasty and its holiday versions -500 hunger (The full Horn does that even from level 0, at low levels it just fills itself slowly. 1 charge of it equals +50 Satiety at any level, so with 1 charge it subtracts -50 hunger, with 2 charges -100, with 5 charges -250 etc.)

Other items that are consumed and would perhaps be expected to have even a little nutritional value, if they were not mentioned in the bullet list above, they don't. Actually the alcoholic beverages Brown Ale and Grog Wine increase hunger in contrast.

Interface[]

  • The Catalogs and Hero's Journal panels have now a slider bar. Note that the Hero's Journal is now displayed after selecting the button next to the menu button at the top right of the screen and also shows vendors.
  • There are no Challenges option in the main game screen anymore and this option is available only in-game by interacting with the Monument of Dungeon on depth 0.
  • ]The heroes now randomly say things to themselves, which are comments on things happenning in-game (for example "My weapon is bad" after a failed attack, "What about food?" when the hero is starving, or "What?!" after getting hit by surprise).
  • A "Donate" button has been added in the main screen.
  • You can now see the default - starting perks of each class when selecting a hero.
  • The Rankings screen can now hold 30 rankings and the player can see lower ranking by scrolling down.
  • There are now two new available language, Russian and Traditional Chinese, along with the original English and Mandarin Chinese.

NPCs[]

Depth 0[]

Unlike most other mods in Darkest PD the hero spawns on depth 0 and not on depth 1, which contains some new friendly NPC characters. The hero spawns specifically in front of the depth entrance at the south of the depth, from which if he/she tries to ascend at the start of the run he/she will get the familiar from Original PD "What are you doing here?" message and will be blocked, but at the end of the run after having obtained the Amulet ascending from there is the way for him/her to get the Happy Ending badge. Some of these NPCs are only interesting for the novelty factor, but two of them are very important for the hero's progress in the dungeon and one other for the difficulty of the run (these three are mentioned first in the bullet list). Note also that none of the NPCs of depth 0 can get threatened by any of the hero's actions and disappear like the skopkeepers in the dungeon do, and even if the hero attacks an NPC of depth 0 with a missile weapon, the weapon attack will get always dodged, and the NPC will keep on interacting calmly with the hero, as if nothing had happened.

  • Egoal the Cat: [Egoal is the nickname that the mod's developer uses generally for his online interactions in the West.] It is the first NPC that the hero encounters and asks him/her if Egoal is a good guy. Whatever is the player's answer ("Without a doubt!" or "I don't think so.") the cat wil give to the hero a box, a "Cat's gift" which always contains a skeleton key for the depth's exit, a food ration and a random scroll, the cat will just be expectedly happier with the "Without a doubt" answer. After this first interaction Egoal the Cat starts teleporting around the depth, but does not offer anything else to the hero in their next interactions, and just says that it is happy to see the hero again, does not know why it is teleporting itself around and that E**** will help hm/her. As a side note, a cat with the same name appears in Special Surprise PD's Dolya Town area and asks similar questions, which serves basically as a courteous shoutout to Egoal's mod by a fellow Chinese developer, Hmdzl001.
  • Elder Alchemist: He has a sore throat and needs some dew in order to make a medicine, so he gives the Dew Vial to the hero. By talking with the Elder Alchemist the hero can get the dew vial in advance on depth 0, but he/she will still find a dew vial on depth 1, if you forget to interact with him. The hero can trample the tiles of high grass of the depth and ignore the Alchemist's request in order to save the dew for later, or he/she can return to the Alchemist and give him the dew drops (keep in mind that from recent versions and on hunger starts accumulating from depth 0, so trampling all high grass tiles of the depth is probably not the best idea). In this case the Alchemist will give to the hero Potion Testpapers (they are used in determining generally if an unidentified potion is harmful or not, note that the potion of Frost is not cosidered harmful by the testpaper) and gold, both amounts depending on the dew drops given: one testpaper for every 5 drops (due to the limitations of high grass on the depth, practically he will never give more than 3 testpapers though) and gold pieces calculated by the formula: (5, 15) * amount of drops + 20, so for 1 drop from 25 to 35 gold pieces, for 10 drops from 70 to 170 gold pieces etc. He can randomly also give 1 or 2 Reagents of Healing. The dilemma for the player is basically: "Some dew or some gold and possibly reagents of healing already from depth 0?".
  • Monument of Dungeon: It has been added on depth 0 from version 0.4.2 and on. Challenges are overhauled in current Darkest PD, and now a challenge is enabled only by interacting with the Monument at the beginning of the run. For more details about the available challenges of the game read the relevant section above.
  • Dark Rawberry: Unless the hero has meat in their bag, each time the hero tries to interact with it, it will teleport away. This means that it will never talk to him/her in the beginning of the run, and if only he/she returns to depth 0 after getting the Amulet, he/she will have a chance to talk to it and receive its congratulations (no effect to the hero's progress).
  • Frost Battlemage: He gives some good advice about life in general to the hero when he introduces himself and also tells him/her about managing hunger and the different types of rooms in the dungeon when asked for advice (no effect to the hero's progress). After the hero obtains the Amulet of Yendor, if he/she returns to depth 0, the Battlemage gives no advice to the hero at all, as the hero does not need it anymore and just congratulates him/her.
  • Jessica: In the beginning, she says she is very worried about her friend Cally and asks the hero to look for him in the dungeon, a request that the hero can accept or not. After the hero obtains the Amulet of Yendor, if he/she returns to depth 0, Jessica has different reactions if the hero had accepted her quest in the beginning and talks to her in the end a) without having Cally's diary at all, so he/she will tell her that Cally was nowhere to be found, b) while having Cally's diary and deciding to tell her the truth about his death, and c) while having Cally's diary but deciding to lie and pretend that he/she has no idea about Cally's death. Jessica's reaction in all cases is expectedly sad, but she has the most composed reaction when she learns the truth. Note that unlike the previous versions, now if the hero has found but not kept the diary, he/she can't inform Jessica about Cally's death, even when he/she has read the diary before selling or dropping it, and her reaction is always a) in this case. In the case that the hero still carries the diary with him/her, Jessica takes it. Note that Cally's Diary with its accompanying ring only spawns if the hero has talked to her before entering the dungeon. Whatever Jessica's reaction is, it has no consequence on the hero's progress. As a side note, even if the player does not actually want to bother with informing Jessica, the hero should still accept her quest, as the diary always spawns along with a ring, often cursed but also often upgraded, in one of the skeletal remains of the prison.
  • Kostis the Seeker: According to the developer she is one of the seekers who travel around the world to investigate and research dungeons, and the hero can ask to read her materials. This will offer two options that will lead the player either to Pixel Dungeon wiki's main page or to the page you are now reading (no effect on the hero's progress, but generally useful to the player for some last freshening up of info, before the hero descends to the dungeon). The addition of this NPC is a tribute of the developer to the wiki community, as it has been explicitly stated by himself.
  • Minstrel Teller: He is blue, misses the canned beef of his hometown and also the hero can order a song from him (no effect on the hero's progress). He stays on depth 0 for around 8,000 turns, so in most cases players will find him having disappeared after the hero obtains the Amulet of Yendor and returns on depth 0.
  • Mystery Scholar: He says nothing (no effect on the hero's progress).
  • Passerby: He just adds to the storyline and has no effect on the hero's progress. He talks with most hero classes about the magic of friendship and wants them to become friends but asks mages about their past in the mage college and why they left, because he is now the new intern there and is curious. Eventually in the first case he assures heroes that he will be a powerful magician one day and will protect them, and he apologizes to mages if they felt uncomfortable because of his curiosity. When the hero returns with the Amulet on depth 0 he has no different reaction.
  • Sodan: An extremely pessimist knight, who has given up all hope in life in general and specifically in the possibility of finding the Amulet of Yendor (no effect on the hero's progress). After the hero obtains the Amulet, Sodan becomes dumbfounded.
  • Yvette: She only appears in the endthe run near the depth's exit, if she has spawned in the caves and the hero has saved her, by offering her a scroll of Teleportation. She tells the hero that she is now fine because the Elder Alchemist has cured her, and not to worry about her anymore. The hero in the end can also return to Yvette her Magic Long Bow if he/she has accepted it as a reward in the Caves (see below part), but the hero can also decide no to, by just expressing their happiness that Yvette is safe and telling her goodbye. Whatever the hero's decision is regarding the bow, it has no effect on the game's progress, Yvette just gives a long thankful speech if her bow is returned to her.

After the hero first descends from depth 0, he/she can't return back to it, until he/she obtains the Amulet of Yendor, and if he/she tries to ascend from the ladder on depth 1, the familiar "One does not simply leave Pixel Dungeon." message appears.

Rest of the dungeon[]

From the familiar NPCs of Shattered PD, the Sad Ghost, the Rat King, the Old Wandmaker, the Troll Blacksmith (but the NPC Yvette might spawn instead of him, only one of them spawns in the Caves in each run) and the Ambitious Imp remain in Darkest PD with the same or very similar behavior and quest rewards and in the same locations. Note also that all these already familiar NPCs are never threatened by the hero's actions, even when he/she "attacks" them with a missile weapon, as the weapon attack will always get dodged, and the NPCc will continue to communicate with the hero, as if nothing had happened (the only partial exception in that is the Ambitious Imp at its shop, where it acts like the other shopkeepers). The familiar shopkeepers also spawn on each first depth after a chapter boss fight. Shopkeepers and Vendors now generally don't buy items, but the hero can use anytime the Hand of Midas "artifact" for this purpose instead. There are some more NPCs added though, part of them being vendors that spawn randomly in the dungeon before the Demon Halls, and part of them being similar to the NPCs of depth 0. A list of the NPCs with changed features and of the new NPCs follows.

  • Abyss Hero: He starts as a hostile NPC and becomes an ally similar to the Dried Rose Ghost for the rest of the game. He spawns from the arftifact Abyss Handler and never appears randomly (see New Artifacts section above for details). He can get harmed by the hero's actions even in his ally form, but he is never threatened by them.
  • Ambitious Imp/Sad Ghost: They are almost the same with the familiar NPCs from Shattered PD with the two minor differences that the Sad Ghost's reward is almost always upgraded and very often a tier 1 or 2 weapon and a tier 2 armor, and the Ambitious Imp's ring reward is still cursed but can be highly upgraded, up to level +5. For their ability to get threatened or not see first paragraph.
  • The Arch Demon NPCs have been added and appear from mid Caves until early Demon Halls, but always stand on a tile with chasm tiles around it, so to interact each time with the demon a potion of Levitation is necessary. They don't spawn in a fixed rate and sometimes only 1 will spawn in a whole run and sometimes 2 or even 3, but they are never common. They can never get threatened by the hero's actions, like the familiar NPCs from Original PD. The Arch Demon offers two options to modify the hero's perks, but with heavy costs each. A) In the case that hero chooses to "Get rid of a perk", after the player deletes an already obtained perk the Demon offers a new perk in exchange (note that you can also just abort, so refuse to sacrifice and end this process, in the rare case that you want only to get rid of a perk):
    • for 10% of max HP there is an about 50% chance for the hero to gain a random perk, however if this fails you'll get nothing but the Demon's taunt for being greedy and your hero will have just lost max HP,
    • for 20% of max HP the Demon gives a random perk,
    • for 30% of max HP and only in this case the perk selection window appears and the player can choose a perk.
  • B) In the case that the hero chooses to "Improve existing capabilities" the perk selection screen appears with the perks of the hero that can be levelled up further and the player can choose one of them. Afterwards the Demon asks what will the hero sacrifice for the improved perk he/she got (if the player exits this dialogue window by using the menu button the whole process is aborted, so in this case a sacrifice has to be made to get any result):
    • constitution: it may decrease some of the hero's 1) regeneration speed, 2) resistances ("decrease" meaning that they might reach even negative values) or 3) max HP (15% ~ 25%)
    • a random perk (the perk removed might be a very useful perk, so this option can end up better than the first option or equally bad)
  • C) All the sacrifices demanded by the Arch Demons are more or less heavy (with the only exception of the first one, which has a high chance to fail though), so choose wisely and have in mind that accepting their offer is not in any way necessary to complete the game fully.
  • Questioner: Rarely on random depths of the dungeon the player might notice a wall with a head as one of its tiles, and if he/she examines the tile, he/she will read the description "It looks like a wall with a face. No one knows whether it is a living thing or not." The hero can interact with the head, and it will ask a question that seems like a riddle, but whatever of the two possible answers the hero will give, the head will vanish, the hero will gain access to a room with good loot, but will also have his pressure/stress increased randomly from +2 to +6 (none of these is affected by the hero's answer, different answers will just spawn different items randomly). Alternatively, the player can choose the third option, and have the hero just destroy the head. In this case, there will be no added pressure/stress, the head will also vanish, but in addition a rockfall trap will get activated, damaging and stunning the hero and alarming all nearby enemies (this choice will also spawn different items). When the hero has very low pressure/stress it is probably better to answer the question, but with high pressure/stress it is more reasonable to clear all neighbouring rooms from enemies, be sure that their HP is not too low and then destroy the head. The chests inside the Questioner's room have an increased chance to be mimics, especially if the hero has destroyed the Questioner (so in one way or the other, getting into the Questioner's room will almost always increase pressure, because mimics almost always cause mental damage by their first surprise attack, unless they get previously revealed by a scroll of Rage or stepping on an Alarm or Guardian trap). Note also that if the hero has either the Cloak of Sheep or the Ethereal Chains artifact equipped, soteleportation inside the room is possible without interacting with the Questioner, the room will be empty: the hero has to interact with the Questioner in one way or the other for the roomto generate loot. It is basically a hostile NPC, but it is unfazed by the hero's actions that are not directed specifically towards it.
  • Ren B2: He is located near the exit of depth 15 and gives only incoherent answers to the hero's questions (reacting with him or not has no effect on the hero's progress). He is always unthreatened by the hero's actions.
  • Troll Blacksmith (probable): Either he or Yvette will spawn in the Caves. He appears in his familar room almost always in early Caves (rarely later in caves) and also in all the rest his behavior is the same with that of Original PD's Blacksmith (he asks either for bat blood on the pickaxe or for 12 dark gold pieces). Keep in mind that: a) he forges only same and not similar items (for example not an assassin's blade and a flail, which are both tier 4 weapons, but only two flails or two blades), b) he can forge two items of 0 level to an item of +1 level, but he doesn't transfer more than +1 level from a highly upgraded item, and c) he doesn't accept in his slots identified cursed non unequippable items (red hue), but he accepts identified unquippable items with just a curse effect (blueish hue). He is always unthreatened by the hero's actions.
  • Undead Shopkeeper: He spawns rarely and randomly in all dungeon chapters and sells two or three rare items (mostly artifacts or rings, and very rarely also a Tome of Perk) in high prices regardless of depth. Nevertheless, the hero has always to pay first, in order to be able to see his merchandise. Note that he might not spawn even once in a run, and he is also always inside a hidden room, so he might spawn but not get found.
  • Vendors: They spawn randomly from depth 1 to depth 19, and their merchandise is more specific and less in amount than that of the regular shopkeepers, from 5 to 9 items. Alchemists and Plague Doctors sell potions, seeds and potion testpapers and Arcanists sell mostly scrolls, but also less often wands and styli. Arcanists can also uncurse a hero's item once for a price much higher than that of the scroll of Remove Curse when it is sold in that chapter (after the Arcanist uncurses one item, this option stops being available for the specific Arcanist). There is also a fun option with all vendors to switch tiles with them, and if this is used many times these NPCs can be even moved to the opposite side of the depth. These specific NPCs and the Undead Shopkeeper vanish just like the familiar shopkeepers, when they are threatened or after they receive any type of damage.
  • Yvette (probable): She is always inside a barricaded rectangular room, usually in late caves, but she might spawn earlier more rarely. She is wounded and exhausted and at her first interaction with the hero she asks from him/her to help her and give her a scroll of Teleportation (at this point, the Scroll of Teleportation would be automatically identified) in order to get back home and possibly also some supplies. The hero has two choices:
    1. "Tell her to calm down first and you will help." (in the subsequent interactions with her this changes to "Tell her to wait for your effort"), which opens the inventory, in order to offer her one of the things she asks. From version 0.4.3 and on, she accepts three kinds of items (only once for each type): a potion of Healing, any kind of Food, and a scroll of Teleportation. With the scroll offered, she will teleport to safety (to the village exit actually). Other than some sanity increase, she also gives rewards to the here before leaving, with the rewards depending on the offered previously items: a) If a potion of Healing was also offered, she will give to the hero her heirloom: Yvette's Magic Long Bow, a unique weapon of the dungeon (see Weapons Melee). But the hero can also choose to decline the bow, and in this case Yvette will give to the hero the iron key to 20th depth's locked room instead, along with a random weapon, a random potion/scroll, and a Ranger's Headband, or sometimes an arifact/ring (these items but not the key are the "default rewards'.of Yvette, when she receives just the scroll of Teleportation from the hero). The hero also recovers some more sanity after this additional offering. b) Besides that, if any kind of Food was offered, she teaches the "Intended Transportation" perk to the hero, which is the only way to obtain that perk.
    2. "Take advantage of her.", which leads to the hero killing her, adds 5 pressure, but Yvette also always drops all of these items: the Ranger's Headband, her Broken Magic Long Bow (unlike its unbroken version above, this is not equippable generally, and can get only sold), her Posthumous Papers (her diary) and an Iron key that opens the door to the left hidden room of depth 20. Both her diary and broken long bow have no effect on the run and are only elements of the game's lore, so the hero should better sell them to free space in the inventory. No matter what was the way of obtaining them, the Iron key to depth 20 gives access to the Statue of the Dwarf King, which will always drop the Great Blueprint after the hero puts the crown on it, and the Ranger's Headband is a very useful item that enhances ranged damage, so it is especially valuable for Snipers.
  • More rarely, Yvette does not spawn alive, if a hero had killed her in a previous run, but only her remains, a pile of skeletal remains that contains more often some and rarely even all the aforementioned items of 2), but it always contains the Iron key for depth 20. Alive Yvette is always unthreatened by any other of the hero's actions, and the only way to harm her is the hero to choose option 2 above.

Note about diary items: The "Diary of Warden Smith" is also always found in a small room on Tengu's depth, but Warden Smith doesn't exist as an NPC in the game, nor any existing NPC mentions him. It serves as a rather obscure reference to a "Warden Smith" signature on a letter that used to get found in Tengu's depth in an older version of Shattered PD. The letter was later removed, but Darkest PD still incorporates Warden Smith in its lore. After the hero has obtained the Amulet of Yendor and it is possible for him/her to revisit depth 0, no NPC differentiates their behavior when the hero interacts with them and either the Diary of Warden Smith or Yvette's Posthumous Papers are inside the inventory. The only diary that has an effect on an NPC's reaction (but still no effect on the run) is Cally's Diary on Jessica, who will get deeply sad for Cally's loss when the hero carries the item and so he/she can inform Jessica about what happened to Cally.

Perks[]

Main article: Darkest PD – Perks

Perks are effects that passively and permanently affect the hero's stats or abilities and their high degree of implementation is a unique distinguishing feature of Darkest PD. Heroes can obtain them in several ways:

  • Classes start with some of them, different in each case;
  • One can be learned when advancing to the 2nd experience level (and every 4th level onwards), which lets the player choose between several perks;
  • By the tomes dropped by Tengu (of Perk, red), DM-300 (of Retrain, blue), and Dwarf King (of Upgrade, orange - this tome specifically upgrades an already existing perk).
  • In more unique ways during the journey through the dungeon.

For details about all the available perks of Darkest PD (59 in total) and their effects you can visit the page link just above.

Potions[]

The potions of Original PD are kept (Experience, Frost, Invisibility, Healing - but much changed, see below, Levitation, Might, Mind Vision, Paralytic Gas, Purification, Strength, Toxic Gas), but the potion of Physique has been added, which adds permanently from +5 to +12 to the hero's max HP and it also heals slightly the hero by the amount of max HP it adds. Note that this potion has like any other potion a "seed only" recipe with 3 Blandfruit seeds (or 2 in the extraction flask of the Sorceress), and also a Mightfruit equivalent which has by default a strengtened effect and can get cooked by the combination of a Blandfruit seed and a Blandfruit (players who come from other mods should take care not to get confused though: unlike the Mightyfruit of other mods that is the equivalent of the potion of Might, Darkest PD's Mightfruit is equivalent to a strengthened potion of Physique, while the potion of Might does not have a corresponding cooked Blandfruit in Darkest PD, despite its name similarity with the Mightfruit). Like they do in Shattered PD, after potions get identified, they display a distinguishing symbol at their bottom right.

Shattered PD's exotic alchemy has not been implemented, so there are no exotic potions, brews etc. and the potion of Strength still gets transmuted to the potion of Might (with an upgraded ring of Wealth this may also spawn as loot in the dungeon in the place of a potion of Strength). Also, most potions can have their effects strengthened when they are reinforced by the Witch (this process does not consume dew like when brewing potions with the extraction flask and just needs one random seed as ingredient, while it also does not have a chance to fail):

  • Experience: strengthened version provides extra XP.
  • Frost: strengthened version instanttly freezes the targets. A minor detail that is different than expected in Darkest PD is that both versions of Frost potions (regular and strengthened) never shatter the bottles of alcoholic beverages Brown Ale and Wine/Grog, although they are liquids irl and are stored in glass container sprites. The Reagent of Healing (see description below) is also immune to freezing, despite being a liquid and getting stored in a glass container sprite as well.
  • Healing: The regular version is also changed with these changes mentioned first. It grants a regeneration effect instead of instant healing and also cures the Bleeding debuff, while the strengthened version offers instant healing, lets HP exceed the upper limit and cures almost all debuffs (it is very similar to the potion of Life in Sprouted PD). To give a few more details: the non-strengthened version recovers about (max HP/3+50) in total, which means that if the hero's max HP is appr. > 60 and close to dying, then a single potion may not recover him/her to full, while the strengthened potion adds the hero's max HP to their current HP, so the HP gained will always exceed the HP bar's upper limit for a small or big amount and with full HP, it will double the HP points. So, after drinking a strengthened potion of Healing, in higher hero's levels it can be safe to upgrade the Heart of Satan to +10 even when the hero doesn't have a Ankh. An extra secondary change in this potion is that when it is first dropped by Swarms of Flies it gets auto-identified (note that if a hero was very unlucky with potion drops by swarms of flies, but very lucky in not needing to consume a potion of Healing until the Prison or even Caves, potions dropped by Prison Guards or Vampire Bats will not be getting auto-identified, and this is a feature exclusive to the swarm drops). There is also a perk related with this potion (Efficient Potion of Healing) that when it is chosen increases the potion's healing effect, but does not make it instant like in its strengtened version. It used to be the already identified item for the Warrior class but it is not anymore, as it is now for all classes, and the potion of Strength has become that instead for the Warrior.
  • Liquid Flame: strengthened version causes explosion (as there are no bombs in Darkest PD, this is the only way to get a bomb-like effect from an item).
  • Mind Vision: strengthened version provides the Sharp Vision buff, which expands the hero's vision, maximizing view distance (8 tiles usually). It is the already identified item for the Huntress class.
  • Physique: strengthened version increases max HP more. It is an already identified item for the Sorceress class.
  • Purification: double duration when strengthened.
  • Toxic Gas: strengthened version no longer creates gas, but directly poisons targets. It is an already identified item for the Sorceress class. and one is also among her startng items.
  • Potions of Invisibility, Levitation, Might, Paralytic Gas and Strength can't get reinforced - strengthened.

All strengthened potions always display a + symbol at their top left, even when the type of potion is not yet identified and does not display a distinguishing symbol at the bottom right. They are never found as loot in the dungeon, but they are rarely sold in shops, displaying also a + symbol and at a higher price than their regular counterparts. For the ease of readers a table with all the seed to potion / seed to cooked blandfruit associations follows (remember that when a potion has a strengthened version, the blandfruit associated to it will be by default having the strengthened effect and will be getting noted in italics in the table).

Seed Potion Cooked Blandfruit Potion always gets transmuted to
Blandfruit Physique Mightfruit -
Blindweed Invisibility Blindfruit -
Dreamfoil Purification Dreamfruit -
Earthroot Paralytic Gas Earthfruit -
Fadeleaf Mind Vision Fadefruit -
Firebloom Liquid Flame Firefruit -
Icebloom Frost Icefruit -
Rotberry [Strength but only with 33%

chance as only 1 seed can

spawn per game.]

Rotfruit

[Much better option as the

1 seed has guarantted

result in this case.]

Might
Sorrowmoss Toxic Gas Sorrowfruit -
Starflower Experience Starfruit -
Stormvine Levitation Stormfruit -
Sungrass Healing Sunfruit -
  • Also, a new potion-like item has been added as well, the Reagent of Healing (heals instantly without a lasting regeneration effect from little to very much depending on the hero's current HP, and its most benefit is with the hero in very low health). It is randomly sold by Plague Doctors and is also a reward of the Elder Alchemist if the hero brings back to him a dew vial with a lot of dewdrops (it is interchangeable with the potion testpaper as a reward and is not granted separately). Note that this item is potion-like but not exactly a potion as a) neither versions of Frost potions (regular and strengthened), nor the effect of an Icecap plant or Frost trap, ever shatter its bottle, b) when thrown its bottle doesn't break, and c) it does not get stored in the Potion Bandolier.

Also, from recent versions and on when brewing potions with all three of the same seed, the related potion must be generated & identified. For the Sorceress's extraction flask, even with two same seeds, if the associated potion is brewed, it would also be identified. Neverteless for the Sorcerees this process might still "fail" and brew a potion of Toxic Gas instead.

Lastly, the instant identification of potions pre-known to a specific class (Mind Vision for huntress, Physique for sorceress), or of the potion of Healing for all classes, works only if the hero is in Confident or Normal state. Otherwise (in Nervous or ready to Collapse state) the potion will remain unidentified, untill the hero gets calmer. As the potion of Toxic Gas is already identified for the sorceress from depth, this can't practically happen for her with it.

Pressure/Stress[]

Along with the added NPCs and the hero perks it is the most important innovation of Darkest PD in the PD context, but as a mechanic it is borrowed from the roguelike Darkest Dungeon that has preceded Darkest PD and influenced it. The game uses both words for this hero's stat, but it is basically referring to what people call in everyday English stress or anxiety. Let's start with the information displayed in the in-game guide: "Expeditions will affect your psychology, and stress will slowly accumulate in your adventures. Compared to hunger, stress has more frequent influences on your adventure. Don't worry, this effect is not always negative. Your psychology will affect your behavior. Conversely, your behavior will also affect your psychology. A precise attack, a hard victory, etc. will make you more confident and relieve your stress. Things like being attacked by surprise will have the opposite effect. Gradually accumulated stress will eventually affect your health. Please note that unlike hunger, the loss of health will increase rapidly. Once you start losing your health because of excessive stress, be sure to find an immediate way to get rid of it."

Below the hero's HP bar, there is also a thinner purple bar, which shows the current pressure/stress, which is also displayed numerically in the hero's tab. All heroes in the beginning of their adventure start with the "Confident" buff, which basically shows that the "Pressure counter" in the hero "Stats" tab is 0/100 and the hero has increased accuracy (+15%) as well as damage (+10%) and +7% critical chance. The hero will retain this buff until the Pressure counter hits 30/100. Afterwards their state will become "Normal" which is named as such in the game code, but it has no in-game display. Being in normal state keeps the hero's stats normal, as expected. From 70/100 Pressure and on, the hero becomes "Nervous" which is displayed by a debuff icon and also affects the hero's accuracy (-20%) and evasion (-20%) and makes him/her unable to read scrolls (also the Unstable Spelbook or any other game book or tome) and drink unidentified potions. This is also a warning signal to the player, to do something for the hero's pressure/stress soon. At 100/100 Pressure the hero becomes ready to Collapse, which is also displayed by a debuff icon, and also affects the hero's stats drastically, as accuracy gets decreased by -80% and evasion becomes 0. The hero at that point also starts to get damage from Pressure, and this pure damage ignores armor and increases exponentially (practically the hero dies after a short while, if this state is not cured).

Fortunately there are some ways to avoid pressure and some other ways to relieve accumulated pressure, which are described with some details in the section below, but the pressure-relieving items should be mentioned beforehand:

  • Brown Ale - Wine / Grog: they are common, as they are found as loot in the dungeon and sold in its shops (they are also dropped rarely by Skeleton Knights), and they have the weakest effect in comparison to Humanity (Pressure relief: 10~22.5 for Brown Ale, 15~30 for Wine/Grog) and also apply the Drunk debuff, that is similar to Vertigo but also prevents the hero from reading scrolls and also somewhat increases their satiety loss, but not drastically. The Warrior class has no negative side effects and recovers more pressure from drinking Brown Ale or Wine/Grog and also all hero classes can have this ability if the player was offered and chose the Drunkard perk. Note also that both versions of Frost potions (regular and strengthened), the Icecap plant, and the effect of the Frost trap never shatter their bottles, although they are liquids and are stored in glass container sprites. Moreover their bottles don't break when thrown. They are also not stored in the Potion Bandolier (basically both deviations indicate that the game does not consider them potions). The second alcoholic beverage is named Wine/Grog throughout this page because the game uses both names for it as alternative variants, but uses only one of them each time (its file name in the game code is Wine though).
  • Humanity: it is only dropped infrequently by Madmen and as a consequence it is much rarer, has the strongest positive effect among the three (Pressure relief: 50%) and applies no debuffs, while it also heals the hero up to 25% of their max HP.
  • Kebab: giant piranhas can now drop also a Fish Bone, and one of them combined with one raw meat in an alchemy pot produces Kebab, which reduces half hunger like a chargrilled meat, but also relieves +5 pressure. Eating any other food item relieves a bit of pressure as well, but less than Kebab.
  • The pressure relief item Ceremonial Dagger can be used by the hero to prick himself/herself in order to release pressure in exchange for some bleeding damage. The pressure relief this item grants is high, but its damage from bleeding increases with each use, so it can even spend all the hero's HP after some uses, if its bleeding is not cured or its damage healed. Note that although it looks like a weapon this is its sole use. When used in moderation and not very often, so the hero has gained some max HP with level ups, it can be used about up to 6 or 7 times before the prick damage gets too high and takes the hero's life at full health. In any case be sure to cure the bleeding in the last few uses.
    • To be more specific and to give some examples, the dagger's direct damage is calculated by hero's max HP / 10 + hero's max HP / 10 * ceremonial daggers already used, while the dagger's bleeding damage by hero's max HP / 20 * ceremonial daggers already used, so with a hero at level 16 and with 100 max HP, its first use will deal 20 direct + no bleeding damage, its second use 20 direct + 5 bleeding damage, its third 40 direct + 10 bleeding damage etc. and its fifth use will either need an Ankh or having decent armor, drinking a healing potion and stepping on a dreamfoil plant, as it will be 100 direct + 25 bleeding damage. Heroes most often will be reaching 26 level by the time they encounter Yog-Dzewa, which will give 150 max HP to all non-warrior classes without any potions of Physique drunk, and using a sixth dagger in this case will deal 150 direct damage and 38 bleeding damage, and a seventh dagger 180 direct damage and 45 bleeding damage. Armor always absorbs some damage, a dreamfoil plant stops bleeding, and the hero can drink a Healing potion, but still Ankhs are not plenty in Darkest PD, so better use the dagger in moderation. Like with the Heart of Satan, when using the ceremonial dagger has the danger to be fatal, there is a game window that warns the player.

It should be also noted that from version 0.4.1 and on pressure fluctuates more in the game: it tends to vary much more, and the hero may get from confident to nerpus in a short period of time, and then back to confident by drinking wine/grog or for another reason very quickly. Most new players of Darkest PD find the pressure/stress mechanic the most difficult to handle, so some additional advice follows.

Surviving pressure for longer in Darkest PD[]

Note that all these tips apply to a regular run. Players who just don't like the pressure mechanic in Darkest PD can just choose the Lasting Qiuet "challenge" from the Monument of the Dungeon on depth 0 and will bother with pressure less by default.

  • Pressure increases basically from starvation and from some enemy attacks, those that have a mental effect, and also from surprise attacks by all enemies, so don't let your hero starve and either prefer a defense build to have less damage or a ranged build to avoid some damage (in chapters with enemies having a ranged attack, also light a torch when you receive successive surprise attacks and don't see an enemy nearby). "All upgrades to the main weapon" builds that are familiar from other mods work badly in Darkest PD, and players should divide the 10 available scrolls of Upgrade of each run more or less equally between the weapon and armor. Stepping on hidden traps also increases pressure, but there is no way for damage control over that, and also the activation of a curse's effect increases it, so don't leave cursed items with a specific curse as they are for long, if you have a choice ("generally" cursed items without a specific curse don't increase pressure in contrast, as they activate no effect). Pressure decreases most often by eating any food item, killing enemies and also by gaining levels, but this is often not enough to keep it under control, and the humanity, kebab, wine/grog and brown ale items are not plenty, so damage control > pressure control is also necessary.
  • The problem is that Darkest PD is ungenerous in its armor drops, and upgrading a leather or cloth armor won't offer much to pressure management. Nevertheless, it will be reasonable to put a few upgrades to a mail armor after the Prison, if you hadn't found an upgraded one already, and if you find a scale or plate armor after Prison don't even think about it and just put all needed upgrades to it, until it is equippable without penalties. Alternatively to upgrading a mailor scale armor, you can do the best and hope for the best with the mediocre amor that the hero has, wait to reach the Imp Shop, and buy & upgrade the plate armor that always spawns there. It should be noted though that a mail armor upgraded above +3 can be totally fine for completing the game, it will be just worse compared to a scale or plate armor, and the hero wlll also have no problem with the weakening debuff of the Dwarf Warlocks.
  • Weapons are more tricky, as upgrading a lot a low tier weapon will get you fine until the Metropolis (easy kills > less pressure), but you will suffer from there and on. Darkest PD is even more ungenerous in its tier 5 weapons drops, so any tier 3 weapon that deals decent damage and is not slow (mace, sword, scimitar etc.) is fine to get some upgrades and have the hero equip it for end-game, if the hero hasn't found a better weapon, and don't even think about upgrading or not a tier 4 weapon or a ring of Force as soon as you find them. For the DM-300 fight and on you will need an upgraded good weapon, so make your choice before that.
  • There is only one case that you can "find" rather easily a tier 5-like weapon early on, and that is to join 2 tier 3 swords (not crystal, long etc. specifically two of the plain type). They become a tier 5-like (if upgraded properly, for details see the weapons section) pair of swords, which pair can't get upgraded by itself, but you instead split the pair, upgrade one of the swords, and join them again.
  • The Humanity and Ceremonial Dagger drops/finds are random but Brown Ale and Grog are sold often in shops, so be sure to check carefully the merchandise, as these items relieve the hero from pressure and are very important for the hero to have. The access to Kebab is also very RNG-dependant, as in some runs many flooded vaults spawn and their piranhas drop fish bones often, and in other runs both happen rarely in contrast. Also check your pressure and right before it gets too high and prevents you from reading scrolls, sleep with a scroll of Lullaby, it decreases pressure much in addition to healing you (remember to not be hungry for long when you do that, as starving stops its effect). If you have a Humanity item, you can wait a little and let pressure build up some more, as it relieves a lot of it and has no limitations in its use. Eating any other food item also decreases a little pressure, so in the rare case you have a lot of food, you can also try comfort eating when your pressure gets high, even if you are not starving. Be also careful with the Ceremonial Dagger, on the one hand it relieves from a lot of pressure and has no limitations in order to get used, but its bleeding damage increases with each use. Secondary/rarer additional means of relieving pressure is also using scrolls of Upgrade, drinking from a Well of Health and praying to the Statue of the Goddess.
  • Picking the Drunkard, Optimistic and Pressure Relief perks when they are offered can also be of help.
  • Lastly, in addition to all the rest of ways that pressure gets increased, stressful interactions like answering to the Questioner or opening its room's mimic chests, and acts of unkindness like blaspheming against the Statue of the Goddess or killing Yvette also increase pressure/stress. You should weigh the advantages and disadvantages between the loot gained and the pressure/stress added and have in mind that no loot will be of any use, if the hero collapses from pressure/stress and dies. In contrast, acts of kindness like praying to the Statue of the Goddess or saving Yvette relieve pressure/stress.

Rings[]

A few of the rings of Shattered PD (Furor, Haste, Might) have been kept the same, but also many changes to familiar rings and additions of new rings have been made:

  • The ring of Accuracy according to the developer has become the new ring of Arcane, which increases wand accuracy and recharging speed, and also critical stike chance for battle wands. Game description: "This ring improves your attention, improves your wand accuracy as well as its charge speed. For battle wands, it's possible to have a critical strike. A degraded ring will make it hard for you to aim the target and reduce the damage of the staff."
  • The new ring of Critical grants increased critical chance to the hero: 1.15^ boost per level to the hero's current critical chance. Game description: "This ring boosts the dexterity of the wearer, making it easier to hit fatal weaknesses of opponents. A degraded ring will in turn decrease the possibility of critical hit."
  • There is no ring of Energy in Darkest PD (nevertheless its function is replaced by the Wizard Hat and the ring of Arcane above).
  • The ring of Evasion no longer provides stealth but only bonus evasion (extra dodge probability, besides the defense skill). Game description: "This ring improves your dexterity and chance to dodge. A degraded ring has the opposite effect."
  • The ring of Force has remained, but considers the hero unarmed, when he/she has the Battle Gloves weapon equipped (it is the only case when melee hits with the ring of Force can have an enchantment effect and the gloves also grant by default quicker attack speed). Note that in this case the most benefit is in upgrading the ring and not the gloves. Also, although its damage bonus to melee weapons is insignificant like in Shattered PD, it is rather considerable in missile weapons, the boomerang and the shots of Yvette's long bow (no considerable effect to its melee hits though), and it practically functions as a weaker version of the ring of Sharpshooting for them, especially when it gets much upgraded. Game description: "This ring enhances the force of the wearer's blows. This extra power is fairly weak when wielding weapons, but an unarmed attack will be made much stronger. A degraded ring will instead weaken the wearer's blows. When unarmed, at your current strength, typically this ring will deal X-Y damage." You can read details about the damage aspects of this ring in the first table of the Weapons section.
  • The ring of Furor has remained and is unchanged by itself, but it is affected by a related change to the hero's abilities in Darkest PD, as the hero's delay can't be lower than 0.25, that is 4 attacks per turn. Game description: "This ring grants the wearer an inner fury, allowing them to attack more rapidly. This fury works best in large bursts, so slow weapons benefit far more than fast ones. A degraded ring will instead slow the wearer's speed of attack."
  • The ring of Haste has remained with no change in the function it has in Shattered PD. Game description: "This ring reduces the stress of movement on the wearer, allowing them to run at superhuman speeds. A degraded ring will instead weigh the wearer down."
  • The ring of Tenacity has become the new ring of Health, which increases max HP by a certain percentage and also slightly the hero's regeneration rate. Unlike the ring of Might which adds a flat +5 to max HP per ring's level, the ring of Heath scales up with its own levels and with the hero's max HP, so with the hero's levels as well. To make this more clear with some numbers, its bonus to max HP is +9.36% (rounded up at the last decimal) per ring's level, so at level +1 of the ring the bonus to max HP will be +9.3%, at level +2 of the ring +18.6% etc. but for a hero at level 1 with 20 max HP this will mean appr. +2 bonus HP per ring's level, for a hero at level 10 with 70 max HP it will mean appr. +6 bonus HP per ring's level, for a hero at level 20 with 120 max HP it will mean appr. +11 bonus HP per ring's level etc. (note that because the HP bonuses are very often not integer numbers and so they are rounded, the ring's bonus might occasionally appear as a bit higher or lower than +9.36%). Long story short, as the hero proceeds in the dungeon and gains level ups, this ring becomes more and more useful. Game description: "This ring can improve the wearer's physique, increase their max health point and slightly improve regeneration speed. A degraded ring will make it easier for enemies to kill the wearer."
  • The ring of Might has remained with no change in the function it has in Shattered PD. Game description: "This ring enhances the physical traits of the wearer, granting them greater physical strength and constitution. A degraded ring will weaken the wearer."
  • The ring of Elements has become the new similar ring of Resistance, which affects the hero's six elemental resistance stats and magical resistance. Game description: "This ring increases your resistance to elements and magic. It also reduces the duration of some of the negative effects."
  • The ring of Sharpshooting has remained, but with a new additional feature, that it affects positively also the accuracy and damage of missile spell bolts, as wands can miscast - miss in Darkest PD (missile spels are those from the wands ofAbel, Blast Wave, Frost, Magic Missile and Venom). Game description: "This ring enhances the wearer's precision and aim, which will make all projectile weapons and missile spells more accurate and damaging. A degraded ring will have the opposite effect."
  • The ring of Wealth has also remained, but an upgraded ring apart from increasing the drop rate of regular loot in general also makes potions of Might spawn as loot in the dungeon in the place of potions of Strength and makes non-gold-dropping enemies drop gold in addition to their regular loot. In contrast to current Shattered PD, it does not make chests or enemies drop rare items as loot. Game description: "It's not clear what this ring does exactly, good luck may influence the life of an adventurer in many subtle ways. Naturally a degraded ring would give bad luck."

Rings generally have the peculiarity of being the only type of item on Darkest PD that aren't generated at level 0. They can have negative levels down to -3 when they are cursed, but when they get uncursed they jump to +1 level, and in their uncursed regular form they always get found from level +1 and above. Practically the only way to get a level 0 ring in Darkest PD is to upgrade one of -1 level. Also, occasionally shopkeepers and vendors might sell to the hero an unidentified ring of -1 level (not lower), but this is never cursed, the player just has an unpleasant surprise when the ring eventually gets identified through use.

Also, unlike Shattered PD the Ambitious Imp might give as a quest reward a highly upgraded ring, even up to +5 level.

Scrolls[]

Most of the scrolls of Original PD are kept (Identify, Lullaby, Magic Mapping, Mirror Image, Psionic Blast, Rage - renamed from Challenge like in Shattered PD, Recharging, Remove Curse, Teleportation, Terror, Upgrade - only this is somewhat changed, see below), but also some new scrolls are added (Curse, Enchanting, Light). As mentioned previously Shattered PD's new alchemy has not been implemented, so there are no exotic variants of scrolls, no spells, no new stones etc. and the scroll of Magical Infusion does not exist generally either as a product of Alchemy or transmutation.

The scroll of Wipe Out is removed, although there are still Sacrificial Chambers in Darkest PD (they drop runes for the Dew Vial instead of a scroll of Wipe Out as a reward, in addition to gold). Like they do in Shattered PD, after scrolls get identified, they display a distinguishing symbol at their bottom right. The new scrolls of Darkest PD are:

  • Scroll of Curse: It curses an item of the hero's choice. It seems totally useless, but four artifacts in Darkest PD are stronger when cursed (Chalice of Blood, the two Eyeballs and the Hand of the Elder), and the scroll can also make the equipped weapon unknockable by Dwarf Monks. Note that the scroll of Curse does not apply a specific curse to armors or weapons, but a "general" curse, so there will be no other negative effect on the hero (or pressure increase due to a curse effect getting activated), other than the item being non-unequippable.
  • Scroll of Enchanting: Very similar to the scroll of Enchantment of Original PD, it does not get transmuted to a scroll of Upgrade though, but to any other common scroll (don't transmute it, with the hope of getting a scroll of Upgrade, you won't). Note that like in Original PD, the scroll does not lift fully curses from items and just replaces the curse effect with the enchantment effect, while the item remains non-unequippable (nevertheless, if the cursed armor or weapon has become again unequippable, after the application of a scroll of Upgrade, enchanting will replace the curse with an enchantment and will complete the process). Also, it is a rare scroll but with no guaranteed spawns like the scroll of Upgrade.
  • Scroll of Light: It illuminates the entire room, grants a short Illuminated buff to the hero and shocks and knocks back all characters in sight. Shopkeepers and vendors are also threatened by it and vanish.

Also the scroll of Upgrade can't get transmuted at all (in the case you wanted to enchant a weapon with a scroll of Enchanting, don't have one, and found a well of transmutation, or think that the scroll of Magical Infusion still exists in Darkest PD). In current Darkest PD only 2 scrolls of Upgrade are generated per chapter, so most probably you would not try to transmute this scroll anyway. There are also two extra secondary additions/changes regarding this scroll: a) using it relieves a little pressure and b) its has only a chance now to remove either of the two curse types and does not remove by default the "non-unequippable" curse.

Scrolls of Magic Mapping and scrolls of Upgrade are still the already identified items for the Rogue and Mage class. Note that the instant identification of these scrolls works only if the hero is in Confident or Normal state. Otherwise (in Nervous or ready to Collapse state) the scroll will remain unidentified, untill the hero gets calmer.

Shops[]

Shops are very similar with those in Original PD, their layout is just different (their merchandise is displayed only in the shopkeepr's window and not on the dungeon's floor, and is from 16 items in prison to 25 items in the Imp's shop before the hero starts buying items) and most importantly they are not located by default near the depth's entrance - as a matter of fact they very rarely spawn near the depth's entance, with the only exception of the Imp's shop, which is located in a small depth so it is close to both the entrance and exit. Apart from the famiilar items from Original PD, Shattered PD and all the other new items of Darkest PD, it should be noted that they also often sell Brown Ale and Wine/Grog, and rarely Ceremonial Daggers (but never Humanity) which are all very important for the management of the hero's pressure/stress, so be sure you have checked all of their merchandise and at least buy these consumable items. The Vendors that might spawn from depth 0 to depth 19 have already been described in the NPCs section.

Statues[]

This is another secondary but also important new feature of Darkest PD. On random depths of the dungeon the hero will come across three different statues, and will have two different options with each one.

  • Statue of Devil: the "Sacrifice" option will damage the hero by a random amount of HP (if it has a chance to kill him/her the game will not all the sacrifice though), but also: a) it might add max HP to him/her, b) it might drop the Chalice of Blood artifact, c) it might add XP and grant a level up or d) it might give a Vampiric enchantment to the hero's equipped weapon. The "Defile" option will generate 1-2 Devil Ghosts, which always drop a Demonic Skull and if they are two the second one drops also gold. For the use of Demonic Skull see the Equipment slots and Head gear section above.
  • Statue of Goddess: the "Pray" option relieves 30% pressure/stress, offers shielding if pressure is not that high, and it is also probable to give a Holy enchantment to the hero's equipped weapon, which is only obtained this way, while the "Blaspheme" option curses equipped item(s) and drops the Unholy Blood item (just unequip all items before blaspheming, the only other negative consequence is a little pressure added). Note that the Holy enchantment is very useful from the Metropolis and on, as it deals increased damage to all demonic enemies (so even if the weapon enchanted by the Goddess was of a low tier, keeping it to transfer its enchantmment to your end-game weapon by using an enchantment table is rather recommended). For the use of Unholy Blood see the Equipment slots and Head gear section and also the Dew Vial section above. Also, there is a small chance that praying to the Goddess will have the opposite effect and will increase the hero's pressure instead - this happens randomly, and the low chance of it happening is not affected either positively or negatively by the hero's previous actions. 
  • Statue of Monster: the "Offer" option needs 100 gold each time, giving the chance that the statue will drop an armor or weapon, which is sometimes cursed but also identified as such if it is, or a stack of a missile weapons type (the probability of a drop increases with the total offered gold, which is 500 at most, but it's rare to get nothing until 500). The "Despise" option erases the level map, but does not respawn it, so already explored areas have not anymore already picked up loot but their already discovered hidden traps are shown etc., and also drops an armor or weapon, always cursed and identified as such, or a stack of a missile type. Obviously, despising the statue is much more cost-efficient. The equipment dropped is always upgraded and its curse is sometimes the general curse that the scroll of Curse also applies, and so it will have no negative effect on the hero, apart from the item being non-unequippable.

Stones[]

Only the stone of Augmentation is available in Darkest PD, partly with a similar function that the weighstone has in Original PD, which is to increase the speed of damage of a weapon at the cost of the other stat. Nevertheless it now also affects weapon strength requirements, with lightened weapons requiring -1 strength and heavier +1 strength, and it can also be used to return a weapon to its normal weight (this also means that if you turn a weapon to lighter or heavier, and then change completely your mind, you will need two additional weightstones to bring it to the other end). This is also a way for the hero to start using a higher tier weapon earlier without strength penalties: make it lighter for the -1 str. req. decrease, and later turn it back to normal with a second weightstone, when he/she has become stronger (this is especially useful for the Greataxe with its 19 str. req). Wightstones can balance any melee weapon with the only exception of the battle gloves. Lastly, there is a minor bug when a weapon gets balanced and upgraded while still unidentified: when it finally gets identified it will have the levels it should have, but it will be unbalanced (so avoid wasting a weightstone this way).

As mentioned before Shattered PD's new alchemy doesn't exist in Darkest PD, so runestones can't be crafted by scrolls in general.

Traps[]

Most traps in Darkest PD are very similar to those of Shattered PD with a few exceptions:

  • Rockfall trap (changed): it also attracts nearby enemies apart from stunning the hero (with many enemies around, these function as almost as deadly as grim traps).
  • Freaking trap (new): it always deals pressure damage to the hero, even after it has been revealed, but has no other harmful effect. Note that they have in all chapters a very similar sprite to that of the caves Alarm trap of Original PD, round red and striped.
  • Treasury "trap" (new): it spawns item loot as separate items, skeletal remains or treasure chests after getting triggered (chests also have a chance to be mimics) and is always hidden. In regards to pressure it is almost the total opposite of the previous trap and this trap very rarely increases it, despite of it being hidden. Note that they also have in all chapters a very similar sprite to that of the city Poison dart trap of Original PD, square and purple.

A minor deviation from what would be expected is that the familiar Frost traps don't shatter the bottles of Brown Ale, Reagent of Healing and Wine/Grog (they are always unprotected, as they don't get stored in the Potion Bandolier). All hidden traps (with the only exception of the treasury trap) when triggered by the hero cause pressure damage, even when they are not damaging physically like flock traps, but even when revealed they might also cause pressure damage, so always avoid triggering by stepping on them even whey are not physically damaging.

Wands[]

The wands of Darkest PD are similar to those of version 0.4.2 of Shattered PD, so there are no wands of Living Earth and Warding, and the wand of Venom still exists instead of the wand of Corrosion, but almost all the rest of the wands of Shattered PD with their melee hit effects for Battlemages exist also in Darkest PD. They almost all have 2 available charges at level 0, with the exceptions of the wands of Magic Missile (3 at level 0) and Hypnosis (1 at level 0). The damage type of wands is always magical.

Their melee effects for Battlemages are in most cases but not always similar is to those of Shattered PD, when a wand is shared between the two mods (the wand of Regrowth is an exception in this). Unlike rings, cursed wands can't have negative levels.

Darkest PD's wands are:

Similar to current Shattered PD[]

[Note: Wands that have the 0.5 decimal in their scaling don't get half a damage point per upgrade, but a full extra damage point every second upgrade.]

  • Blast Wave: Dam. 2-8, useful mostly for knocking back enemies and possibly stunning them if they knock on a solid surface, also useful for opening distant doors and triggering traps, scaling +1/+3.5 with each upgrade. It is not an elemental wand. Elastic enchantment when imbued to the staff and used by a battlemage.
  • Disintegration: Dam. 3-9, Range 4, it is similar to that of Shattered PD, as it pierces through enemies and obstacles and deals bonus damage for each enemy or obstacle it penetrates, but its damage also has the "Pure" attribute, which ignores armor. It is also useful in destroying barricades. It is not an elemental wand. Scaling +1/+4.5, and also + 2 Range with each upgrade. Projecting enchantment when imbued to the staff and used by a battlemage.
  • Fireblast: Dam. "2-8" (but read the whole bullet), it creates a cone of fire initially with 4 tiles length and width at its ends and often applies the burning debuff to enemies (also useful for turning meat into chargrilled meat). The damage it deals dpes not have a linear scaling as at level 0 it deals base Dam. 2-8 with scaling +1/+3.5 but each charge used multiplies the damage by 1.5, so its actual damage at L0 is 3-12 with one charge used, and at higher levels when 3 charges start getting used its damage becomes huge. The length and width of its cone is based on how many of its charges are spent: 1 charge > 4 tiles, 2 charges > 6 tiles, 3 charges > 8 tiles. As 3 charges are the most that this wand can spend, 8 tiles are its max range. Moreover with 2 charges spent it can also apply the Crippled debuff and with 3 charges spent the Paralysis debuff. Its element is Fire. Blazing enchantment when imbued to the staff and used by a battlemage.
  • Frost: Dam. 3-9 (to non chilled or frozen targets, but less or no damage at all to chilled and frozen enemies), chills and potentially freezes its targets (more vulnerable to that when standing on water tiles), also useful for turning meat into frozen carpaccio, scaling +1/+5.5 with each upgrade, which also increases the chance to apply its debuffs. Its element is Ice. Chilling enchantment when imbued to the staff and used by a battlemage.
  • Lightning: Dam. 6-12 (double damage to enemies on water, chain effect), scaling +1/+5 with each upgrade. Its element is Light. Shocking enchantment when imbued to the staff and used by a battlemage. Its damage is also accurate.

Changed or withdrawn from current Shattered PD[]

  • Corruption: It deals no damage but has a chance to corrupt enemies and turn them to pemanent allies for the hero until they die. Enemies with low HP are corrupted much easier and if it does not corrupt the enemy, it will apply a random debuff (Amok / Blindness / Charm / Chill or Frost / Cripple / Decayed / Paralysis / Rooted / Slowness / Soul Mark / Terror / Vertigo / Weakness). Note that from all these debuffs only the Decayed debuff causes damage, but unlike its version caused to the hero by the Witch Doctor, it has no healing effect on the hero. Bosses can't get corrupted in any case and are only debuffed, but can get also the Vulnerable debuff which makes them take increased magical damage. The power of its effects increases with upgrades but almost none of its effects deals damage, with the only exception of the Decayed debuff. Note also that a wand of Corruption of level 0 will be too weak to corrupt any enemy other than marsupial rats, even when they are at very low HP and so it will just be applying debuffs. It is not an elemental wand. It causes Amok on hit when imbued to the staff and used by a battlemage. Its major difference from Shattered PD is that some corruptable enemies are very resistant to its corrupting effect in Darkest PD (Larvae, Mimics, Piranhas, Swarms of Flies, Wraiths) and its inability practically to corrupt Wraiths makes a Necromancer build with an upgraded wand of Corruption and the Corpse Dust in the inevntory impossible in Darkest PD - that said, a "Corrupting run" is totally viable in Darkest PD, it will just not rely on the corpse dust and wraiths, but on regular enemies. Mechanical enemies like Ballistas and Golems are also immune to corruption.
  • Magic Missile: Dam. 3-12, no special effect, scaling +2/+3 with each upgrade. It is not an elemental wand. Recharging buff to the hero on hit when imbued to the staff and used by a battlemage. It is also the only wand with 3 available charges at level 0. Note that it does not have the effect of empowering other wands like it does in current Shattered PD.
  • Prismatic Light: Dam. 2-9 with Light element, which harms demonic and undead enemies more (+25%), it can also blind its targets, reveals hidden areas and traps in the area that its beam passes from and grants the Illuminated buff to the hero for a short while, scaling +2/+3 with each upgrade. An extra attribute of this wand in comparison to that of Shattered PD is that it also applies the Viewmark debuff, which increases accuracy of ranged hits to the specific target (this is also the unique attribute of the Sniper subclass, who applies it with every successful ranged hit). Cripples enemies on hit when imbued to the staff and used by a battlemage.
  • Regrowth: Like in Shattered PD it grows vegetation in a cone-like area, of which the size and the chances of plants (random regular, Dewcatcher, Seedpod, Starflower) spawning in it increase with upgrades, but in Darkest PD this wand neither gets degraded after many uses like in current Shattered PD nor it spawns a Golden Lotus plant (this plant does not exist generally in Darkest PD). It always spends all of its available charges with one zap. It deals no damage with its bolts but roots characters in its area of effect. It is not an elemental wand. Herbal Healing effect when imbued to the staff and used by a battlemage.
  • Transfusion: It was removed in version 0.4.1 of Darkest PD.
  • Venom: It is rather similar to the old wand of Shattered PD as it creates a venomous gas blob, which lasts more with upgrades, but it also deals direct damage to a specific target with its bolts, like the wand of Poison of Original PD. Dam. 2-8 with Poison element, scaling +1/+2.5 with each upgrade. Although its direct damage scaling with upgrades its low, the duration and as a consequence the damage of its blob increases considerably with upgrades and at high levels it can deal a lot of damage in its area of effect. The only enemy that is immune to its blob is the Glow Worm (even mechanical enemies can get poisoned). Venomous enchantment when imbued to the staff and used by a battlemage.

New[]

  • Abel: Dam. 3-9 with Shadow element, it switches the position of caster and target (the target can be an enemy, NPC or even an item on the floor), stuns the enemy shortly in its new position and also deals some damage to it, scaling +1/+3 with each upgrade. It is reasonable for it to get used even with an enemy at melee range, because of the 1 turn of Paralysis it will most probably cause. It is also useful for switching places with single giant piranhas and killing them by getting them to dry land (it is not recommended for the hero to switch places with one piranha and meet the remaining two inside the flooded vault though). Plant enemies (Lasher, Rotberry Plant) are immune to its effect. Stunning enchantment when imbued to staff and used by a battlemage. Note: its name is a reference to the "Abelian Group", by mathematician Niels Henrik Abel.
  • Hypnosis: it deals no damage, but puts a specific enemy (including most bosses) into permanent Deep Sleep, and also releases a confusing gas blob in its area of effect. Even at level 0 it always put enemies to permanent sleep successfully (with the only exception of Succubi and mechanical enemies like Ballistas, Golems, and DM-300 which are immune to its effect - the only other bosses immune to its effect are those on the Yog-Dzewa depth, Yog and its Fists). The sleeping enemy receives extra damage (by ratio, magical with Shadow element) when damaged, but it wakes up once it receives damage and will be having the Terror debuff for a short while directly afterwards. The enemy put to sleep by the wand of Hypnosis never wakes up by itself, if it does not receive damage. Upgrading it increases the duration of confusing gas blob, max charges, and the extra damage on awakening. This wand is the opposite of the wand of Magic Missile and at level 0 it has only 1 available charge. Its battlemage effect on hit is Vertigo.

Stats comparison of wands[]

[Missile = whether its zaps are considered missiles by the game or not (this detail is important because the Wand Piercing perk only affects missile zaps)]

Name Damage Range Element Battlemage effect

with melee hits

Damage

Scaling

Missile
Corruption - default - Amoked - X
Hypnosis - default - Vertigo - X
Regrowth - 3 at L0

(scales)2

- Rooted For range

see note.

X
Venom1 2 - 8 default Poison Poisoned +1 / +2.5
Fireblast2 "2 - 8" but

see note

below

4 at L0

(scales)

Fire Burning +1 / +3

For range

see note.

X
Abel 3 - 9 default Shadow Stunned +1 / +3
Prismatic Light 2 - 9 default Light Crippled +2 / +3 X
Magic Missile 3 - 12 default - Recharging buff +2 / +3
Blast Wave 2 - 8 default - Knocked Back +1 / +3.5
Disintegration 3 - 9 4 at L0

(scales)

[Pure]3 No effect technically.

Battlem. bonus is

+1 melee reach.

+1 / +4.5

-

Range +2

X
Lightning4 6 - 12 default Light(ning) Shock damage +1 / +5 X
Frost5 3 - 9 default Ice Chilled > Frozen +1 / +5.5

The wands were ordered from first to last based on their max damage scaling with upgrades. Magical damage ignores physical defense, so wands can deal more damage in many circumstances. Wands that have the 0.5 decimal in their scaling don't get hallf a damage point per upgrade, but a full extra damage point every second upgrade.

1 The wand of Venom deals additional damage with the venomous gas blob it creates, the duration of which also increases with upgrades.

2 The wand of Fireblast is more complicated in its damage as it deals base Dam. 2-8 with +1/+3.5 but each charge used multiplies the damage by 1.5, so its actual damage at L0 is 3-12 with one charge used, and at higher levels when 3 charges start getting used its damage becomes huge - it also increases the range of its cone with upgrades. It also deals often additional damage with the Burning debuff it applies to enemies. The length and width of its cone is based on how many of its charges are spent: 1 charge > 4 tiles, 2 charges > 6 tiles, 3 charges > 8 tiles. As 3 charges are the most that this wand can spend, 8 tiles are its max range. Moreover with 2 charges spent it can also apply the Crippled debuff and with 3 charges spent the Paralysis debuff.

  • A length and width upgrading of similar rationale also applies to the cone of the wand of Regrowth (with the basic difference that this wand spends all of its available charges at once: its cone has a max length
  • of 1.2+0.8*charges, rounded to the nearest whole number, so at level 0 it is 1.2+(0.8*2) = 2.8 => 3 tiles max, at level 1 3.6 => 4 tiles max, at level 2 4.4 => 4 tiles max etc. and in the highly improbable case that a hero will spend all 10 of their available scrolls of Upgrade only in this wand, it will create a cone of 10.8 => 11 tiles max length and width.

3 The wand of Disintegration is not elemental but deals Pure damage that ignores armor, and the wand also gets bonus damage with piercing enemies or obstacles.

4 The damage of the wand of Lightning gets doubled against targets standing on water tiles and also deals addtional (but weaker than the initial) damage to neighboring enemies with its chain effect.

5 The damage displayed for the wand of Frost is that against non chilled / non frozen targets, which are even more vulnerable to its debuffs (but not to its damage) when standing on water tiles, while in contrast its damage is less to chilled and none to frozen, so with successive hits to the same target its average damage is actually much lower. That said, with some wand-damage-enhancing perks or equipped items, the wand will be able to be dealing decent damage in the subsequent zaps from the first as well.

The element stats are important because each enemy in Darkest PD has different degrees of resistance/vulnerability to the game's six elements. Especially when fighting bosses their information panel about their resistances will be very useful in order to decide which wands you will primarily use.

The hero's Pressure state also affects the wand's recharging speed (the lower the pressure, the higher the speed). Wands which deal damage have also a chance to miss a hit - miscast. The hit rate of wands is affected by the wand/staff's level, the zap distance, by a ring of Arcane being equipped etc. Miscasting affects only their direct damage, which is not dealt, but not their secondary effects when they have those, so a wand of Prismatic Light that miscasts still lights the area, a wand of Venon still releases a poisonous cloud etc.

Cursed wands have the same effects with current Shattered PD and in the same degree of rarity:

  • common effects are Anti-Entropy, Confusion/Paralytic/Toxic gas blob at target tile, random in-depth Teleportation, Regrowth.
  • uncommon effects are bomb-like Explosion at target tile, Health Transfer, random Plant, Shock and Recharging.
  • rare effects are Cursing of equipped items, Polymorph, Summoning enemies, inter-depth Teleportation (sometimes many depths before).
  • very rare effects are Forest Fire, Super Mimic, wand Transmogrification. Note that this last group of effects are literally very rare, and players can do dozens of runs before they encounter any of these effects even once, and there is no "Mock game crash" in Darkest PD.

Weapons Melee[]

In general the weapon system of Darkest PD is the same with that of Original and Shattered PD, as there are 5 weapon tiers, with the weapons in the higher tiers being most often of better quality than those of lower tiers. Nevertheless, in comparison to Shattered PD 8 new weapons have been added in all tiers, some familiar weapons are changed, and the whole picture is pretty original in comparison to its parent mod. Darkest PD's melee weapons are:

No tier and Tier 1[]

[Scaling = Damage Scaling with each upgrade]

Name STR Damage Properties Scaling
Battle Gloves (new)1 8 1 - 3 Delay starts from 0.85 and decreases even more with level ups. Note though that the gloves can not be balanced by a weightstone, either for lighter or for heavier. Despite what would be perhaps expected, the gloves can get knocked off by Dwarf Monks. +1 / +2
Dagger 10 0 - 9 Effective against unaware enemies +1 / +2
Knuckleduster 10 2 - 6 Delay 0.5 (double attack speed). The only equippable weapon which can't get knocked off by Dwarf Monks +1 / +1
Mage's Staff 10 1 - 8 Unique to the Mage class, imbuable with wands, can't get disenchanted +1 / +2
Red Handle Dagger (new)2 10 1 - 10 30% chance to cause crippling on a surprise attack. Can get dropped by thieves and bandits. but is not found autonomously as loot. +1 / +2
Ring of Force1 - See -> Until hero's Str. 18 its damage is of a ½(str−8) tier weapon and its upgrades add damage according to that tier. After Str. 18 the tier is instead calculated by ½ + ¼ * Str.

In a nutshell based on the hero's expected strength its damage will resemble that of a tier 1 weapon if the hero finds the ring on depth 1, of a tier 2-3 weapon in prison etc and of a tier 5 weapon in late-game: for example with Str. 20 and at level +6 its damage will be of a +4 Glaive, 12-72. That said, if the hero upgrades it and uses it as the end-game "weapon", it will be relatively weak for the enemies of the Caves because of the hero still low strength. Due to its damage getting calculated likewise obviously the ring has very good synergy with a ring of Might also equipped, and is benefitted by the hero choosing the Extra Strength perk when offered.

When equipping specifically the Battle Gloves weapon, the ring considers the hero unarmed (but not when equipping the knuckleduster).

<- See
Shortspear 10 2 - 8 Starting item of the Exile class, with reach 2 but not slow. +1 / +1
Sorceress' Staff (new) 9 2 - 7 Unique to the Sorceress class, by default with the Unstable enchantment +1 / +2
Worn Shortsword 10 1 - 10 Starting weapon of the Warrior class, can't get reforged. Nevertheless, unlike the unique mage's and sorceress' staves and the huntress' boomerang, it can be found as loot in hero's remains or dropped by skeletons and animated statues. +1 / +2

1 Obviously a run based on upgrading a ring of Force will be in most of the cases barehanded and will not rely on a regular weapon. Nevertheless there are two side notes in that: a) When equipping specifically the Battle Gloves, the ring considers the hero unarmed (but only them among all mele weapons). Having them equipped in a build based on an upgraded ring of Force adds two extra elements which are very useful, quicker attacks and the availability of enchantments, while keeping the superior damage output of the ring. It is advised to keep and not sell a pair of gloves, if you find them, until you get sure that your end-game build will not be based on a ring of Force. b) A much upgraded ring of Force will be also extra useful in a Sniper run, as it affects positively the damage of all missile weapons and that of the boomerang and the shots of Yvette's long bow (not of its melee hits though), and practically it will be functioning as a weaker "variant" of the ring of Sharpshooting.

2 The Red Handle Dagger is more a game novelty than an actually useful weapon, because of the chapter it starts having a chance to get dropped, the Prison. Being a tier 1 weapon, if it was a drop of any of the Sewers enemies, it would be very useful, but at the Prison the hero will be already able to equip more powerful weapons, tier 2 from the start and tier 3 by the end of it.

Tier 2[]

Name STR Damage Properties Scaling
Dirk 12 2 - 12 Effective against unaware enemies +1 / +3
Dried Leg (new)1 12 4 - 20 Slows, Stuns, Can't surprise attack +1.3 / +4
Hand Axe2 12 2 - 12 Accuracy +22.5% +1 / +3
Quarterstaff 12 2 - 12 +2 defense (no scaling) +1 / +3
Shortsword 11 2 - 15 - +1 / +3
Sickle (new)3 13 2 - 15 Deals 30% splash damage +1 / +3
Spear 12 2 - 20 Delay 1.5, Reach 2 +1 / +3
Tulwar 12 2 - 12 it can cause Bleeding +1 / +3
Yvette's Long Magic Bow (new)4 12 1 - 12 Can both Shoot and get used in melee

Delay 1.5 at melee range, Normal for farther

Enchantable and balanceable like any other

melee weapon

+1 / +3

1 The Dried Leg is the stronger in damage tier 2 weapon, as it it deals the same damage with a spear at level 0 (as a matter of fact It deals +2 more minimal damage than it), and has a scaling of a tier 3 weapon. Although it should certainly not be the first choice to get highly upgraded for end-game, it can practically be as effective as a tier 3 weapon, despite its tier assignment.

2 Due to its higher accuracy the Hand Axe can be equipped without a problem while still requiring +1 more strength, as the accuracy penalty applied because of the missing strength is "corrected" by its default higher accuracy, it will be just a little slower.

3 The Sickle gives also the "Harvest" option in its game window, which takes down nearby surrounding grass tiles. This option is availaable with the weapon just being in the inventory and does not need to get equipped, in order to harvest (this option is also available when the weapon is cursed, without any negative side effect, as long as the weapon remains unequipped). The grass tiles drop nothing if they are already trampled, but this can give more access to throwing weapons, wand bolts etc.

4 Yvette's Long Magic Bow is a unique weapon that the hero can only get from alive Yvette after he/she helps her (see NPC section for details). It has generally regular attack values including regular attack delay in shooting, but an attack delay of 1.5 specifically in melee range. The hero can use it to "Shoot" magic arrows when equipped, which is its main attack. On shot, it acts like a ranged weapon, but deals magical ranged damage, and the damage value is same with melee (note again that its ranged shots have a regular attack delay of 1, so its average damage per shot is practically higher in longer fights in comparison to its melee hits, because it doesn't lose shots like in melee by the 1.5 delay). When put in a quickslot its default action from a distance is shooting, and a melee hit from melee range, but the player can also make the hero shoot from melee range by choosing this option from the inventory Still, the hero will get the "unbalanced" debuff when shooting an adjacent enemy at melee range like with any other regular missile or thrown weapon (so the player may better let the hero use its normal melee attack at this range, which doesn't anyway need to get chosen at melee range and gets performe automatically). By the current code implementation, the shot attack does not benefit from ranged perks, neither from some melee perks. The ring of Furor and some other effects which increase attack speed affect its speed, and can trigger its enchantment easier. Its shots are obviously benefitted by the ring of Sharspshooting, but also to a lesser degree by the ring of Force (not its melee hits though). Lastly, since the shooting deals magical damage, it is hard to get evaded (accuracy for magical damage is doubled). In a nutshell, the Magic Long Bow it is the only tier 2 weapon that is actually a rather good choice for end-game for all classes, and an exceptional choice specifically for Snipers.

More generally note that neither the tier 4 Crossbow nor the unique Spirit Bow from Shattered PD exist in Darkest PD and for increased ranged damage from a non expendable missile + melee weapon Snipers will have to rely only on the Long Magic Bow of Yvette, which despite its low tier and damage scaling is exceptional for their subclass when highly upgraded, due to the magical (=increased) damage of its shots, and also of its good synergy with Sniper's Viewmark buff. It is also the only weapon of Darkest PD that can be used both from distance and at melee range without penalties (if the hero avoids shooting from melee range), and so it is te closer equivalent of Shattered PD's crossbow in Darkest PD, but with many differences in its details (this melee + range without penalties combination was also the reason it has been described here and not in the ranged weapons section below).

Tier 3[]

Name STR Damage Properties Scaling
Crystal Sword (new) 14 3 - 16 Increased chance for critical hits and crit. damage +1 / +3
Dagger Axe (new) 14 3 - 27 Delay 1.5, Reach 2, chance (0.1-0.35) to knock

enemy back, less accuracy (0.4) at melee range

+1 / +5
Invisible Blade (new)1 14 3 - 15 +25% accuracy, chance (0.2+0.04*level) to deal pure damage +1 / +3
Mace2 14 3 - 16 +20% accuracy +1 / +4
Round Shield 14 3 - 12 +5 defense (+2 per level) +1 / +2
Sai2 14 3 -10 Delay 0.5 (double attack speed),

Defense +3 (no scaling)

+1 / +2
Scimitar2 14 3 - 16 Delay 0.8 +1 / +4
Sword 14 3 - 20 Joining two of them creates a Pair of Swords +1 / +4
Whip 14 3 - 12 Reach 3 +1 / +3

1 The Invisible Blade's increased accuracy and chance of pure damage makes it also more suitable for end-game in comparison to the other tier 3 weapons, it is still objectively weaker than the higher tier weapons though.

2 Due to its higher accuracy the Mace can be equipped without a problem while still requiring +1 more strength, as the accuracy penalty applied because of the missing strength is "corrected" by its default higher accuracy, it will be just a little slower. This also applies to delay penalties and the Sai and Scimitar, as the speed penalties are "corrected" by these weapons' default higher attack speed, but the reduced accuracy penalty which will remain is a somewhat bigger drawback.

Although the tier 3 weapons are because of their generally lower damage scaling with upgrades rather weak to be a first choice for getting highly upgraded and becoming the end-game main weapons, with some unfavorable RNG they might be the higher tier weapons that the hero has available before facing DM-300, in which case a stronger weapon will be essential, so he/she will have to upgrade whatever tier 3 weapon he/she has. That said, some subclasses can benefit much by equipping and upgrading a specific tier 3 weapon for end-game: the Berserker a round shield if the higher tier shields are not available, the Gladiator a sai or scimitar (no tier 4 or 5 weapon is quick), and the Freerunner a whip (it has the longest reach among all weapons - the dagger axe has also long reach, but it is inaccurate by default, so not good enough for late gameand its evasive enemies).

Tier 4[]

Name STR Damage Properties Scaling
Assassin's Blade 16 4 - 20 Effective against unaware enemies +1 / +5
Battle Axe1 16 4 - 20 +17.5% Accuracy +1 / +5
Enhanced Pitchfork (new)2 16 4 - 33 Delay 1.25, Reach 2, chance to cause bleeding +1 / +6.5
Flail3 16 4 - 32 Delay 1.25, Can't surprise attack +2 / +7
Halberd 17 4 - 37 Delay 1.5, Reach 2, Accuracy 0.75

chance to deal splash damage

+1 / +7.5
Longsword 16 4 - 25 - +1 / +5
Runic Blade 15 4 - 20 Benefits more from upgrades +1 / +6
Spike Shield (new)4 17 4 - 15 Delay 1.5, Defense 4 (+2 per level)

Thorns effect (Rebound)

+1 / +4

Note: "+6.5 / +7.5'" means that there is +1 more damage added every second upgrade.

1 The higher accuracy of the Battle Axe makes it rather preferrable for end-game in comparison to the other tier 4 weapons (with the exception of Assassins and the Assassin's Blade, Berserkers and the Spike Shield etc., the Flail is also a generally good tier 4 weapon for other reasons), as all enemies in the last two chapters are very evasive. Due to its higher accuracy it can also be equipped without a problem while still requiring +1 more strength, as the accuracy penalty applied because of the missing strength is "corrected" by its default higher accuracy, it will be just a little slower.

2 The Enhanced Pitchfork has a playstyle very similar to that of the Glaive, and in late game it is probably better to balance it to become lighter for its attack speed to become more suitable against the quick in attack Dwarf Monks, like you would probably also do with a Glaive. Note also that unbalaned in neither ways it deals damage equal with a flail at level 0 and has a damage scaling of a tier 5 weapon like the flail.

3 By players of Shattered PD and most of its mods the Flail is considered a rather controversial weapon, because of its lower accuracy and inability to surprise attack. In Darkest PD it is slower but not inaccurate, but it also can't surprise attack and these are both drawbacks. Nevertheless, because in Darkest PD all enemies after the Sewers are somewhat buffed, especially in Demon Halls, and the scrolls of Upgrade are less, the flail in this mod is a very useful weapon, as its damage scaling with upgrades is the second best after the glaive and it can also be equipped without strength penalties earlier than the glaive (obviously it is useful for all subclasses apart from the Assassin).

4 The Spike Shield's damage seems low in comparison to the other tier 4 weapons, but its Thorns - Rebound effect is activated very often and so in many fights it makes the shield deal actually equal or even more damage in sum than all the other tier 4 weapons (with the exception of the flail), its 1.5 delay is still an issue though. For this reason it would be perhaps better for the hero to get it balanced lighter until the Metropolis, in order to be ablle to keep up with the attack speed of the Dwarf Monks (in Demon Halls it can get balanced back to normal, if there is a second weightstone available). Note also that its additional defense is active only when it rebounds, which happens often but not always, so keep in mind that its guaranteed defense is only the "leather armor-like" 4+(Level*2) and upgrade rather well also a higher tier armor for late-game. That said, a division of scrolls of Upgrade with a bit (1-2) more applied to Spike Shield instead of the armor can be reasonable, especially if the hero has selected evasion-related perks.

Tier 5[]

Name STR Damage Properties Scaling
Claymore (new) 18 5 - 30 - +1 / +6
Glaive1 18 5 - 40 Delay 1.5, Reach 2 +1 / +8
Great Axe1 19 5 - 40 50% splash damage +1 / +6
Great Shield2 18 5 - 12 Defense 8 (+3 per level) +1 / +3
Lance (new)3 18 5 - 35 Delay 1.25, Reach 2 +1 / +6
Pair of Swords (new) 16 3 - 35 Read details below4 Read below.
War Hammer5 18 5 - 24 +15% Accuracy +1 / +6

1 In late game it is probably better to balance a Glaive to become lighter for its attack speed to become more suitable against the quick in attack Dwarf Monks of the Metropolis, and then balance back to normal for Demon Halls. The same advice applies to the Great Axe but for another reason, its increased strength requirment of 19: balanced lighter it will have a regular strength requirement of 18, and still a good damage output because of its orginal very high damage, so with +5 levels it will end end upwith a strength requirement of 15, and will be able to get equipped without strength penalties already by mid-Caves, like allthe other tier 5 weapons.

2 You shouldn't be transferring your experience from Shattered PD's and other mods' similar items, and use the Spike Shield or the Great Shield for both damage and defense, by putting all or most upgrades to them, as their defense level and scaling is that of a leather (Spike shield) and mail armor (Great shield), which the first is simply inadequate for Darkest PD and the second mediocre. In addition the Spike Shield's additional defense by its Rebound effect is only active when the shield actually rebounds, which happens often but not always, and otherwise the Spike Shield offers a somewhat low 4+(Level*2) defense. Nevertheless, if you haven't found a scale or plate armor until DM-300, putting many upgrades on a Great Shield will be obviously better than dividing upgrades between the Great Shield and a mail armor, which offers equal defense but obviously not damage. A build based on the Spike Shield can also have more upgrades on the shield and less on the armor (say, 1-2 more), especially if the hero has selected evasion-related perks. Lastly, it should be noted that the combination of upgraded Great Shield and upgraded Plate armor is ideal for receiving very low both regular and pressure damage, and is an optimal build for Berserkers.

3 The Lance can't be used in surprise attacks, and also the hero's movement speed affects its damage, so it is lower if the hero is slowed, and higher if he/she is faster/hastened. Obviously it is combined perfectly with an upgraded ring of Haste, and is perhaps the best weapon for a Freerunner, especially if he also has a ring of Haste equipped.

4 The Pair of Swords is never found as loot and is only created by joining two tier 3 Swords (not crystal, long etc. only two "plain" tier 3 swords). Note that the pair is listed among the tier 5 weapons, because with the proper upgrading it can reach their quality, but this is not always the case. The damage displayed in the table is for both swords at level 0, and will be affected by both levels of the sword, as its max damage is based on the higher level sword and then corrected by level difference. Generally speaking, its damage can be similar to a normal tier 5 weapon (the higher level of both swords) with level difference 1, which is even more powerful with level difference 0: for example a pair of swords with both of them at level +3 will deal 12-56 damage, when a +6 tier 5 claymore deals 11-66 damage, a +6 tier 5 war hammer deals 11-60 damage, and a +6 tier 4 battle axe deals 10-50 damage. Also the pair of swords has higher accuracy if the swords' level difference is below 2. The pair of swords has in the beginning a +16 strength requirement, which gets reduced when both swords have their requirement reduced (15 strength with both at +1, 14 strength with both at +3) and the pair can have two enchantments, one in each sword. The pair can't get upgraded by itself, but the hero must split the swords, get one or both of them upgraded, and then join them again (when joined, it does not display its level). In contrast, the pair can get enchanted when the swords are joined, with the unenchanted sword getting the enchantment, and if they are both already enchanted, with the left sword changing its enchantment. The swords of the pair should get better upgraded equally, as the swords' damage is based on the higher level one, fixed by the level difference between the two components. To be precise, their multiplier is with 0 level difference +75%, with 1 difference +50%, with 2 difference +25% and with 3 difference -20%, so when the level difference equals to 0 or 1, the pair is similar to a tier 5 weapon with the same level as the higher one (and with 0 difference similar to the high damage-dealing tier 5 weapons). Keeping them equal boosts also their accuracy, as the pair will be more accurate with a level difference less than 2. Note also that the Pair of Swords can get balanced by a weightstone as a unit, which does not change its strength requirement like it does with all the other melee weapons, and just increases the pair's damage at the expense of speed, or its speed at the expense of damage. That said, when separated each sword will not retain the pair's balance, and also an already balanced sword will not "inherit" its balance to the pair it gets joined to. Lastly, when split and rejoined the pair will return to normal balance, if it was balanced as a pair (so, if you prefer your pair lighter or heavier, first finish with its separate sword upgrading, and then balance it, unless you have many weightstones available).

5 Due to its higher accuracy the War Hammer can be equipped without a problem while still requiring +1 more strength, as the accuracy penalty applied because of the missing strength is "corrected" by its default higher accuracy, it will be just a little slower.

In conclusion all tier 4 and tier 5 weapons can be very suitable for end-game (and also the tier 3 sword in the form of the pair of swords) if they are used correctly, which is the reason that the detailed notes just above have been written. On the other hand due to low amount of scrolls of Upgrade and the need of armors to get also decently upgraded in Darkest PD, weapons lower than tier 4 will probably not deal enough damage to enemies for the hero to survive easily the Metropolis and Demon Halls unless they synergize very well with a specific subclass (Gladiator with battle gloves/ knuckleduster/ sai/ scimitar, Berserker with round shield, Assassin with dirk, Freerunner with whip), with the sole exception of tier 2 Yvette's Long Magic Bow, for reasons already explained in the tier 2 section above. That said, because RNG is not always favorable, as a rule of thumb the lower the damage of your weapon and the defense of your armor are, the quicker you should pass through Metropolis and Demon Halls.

The only deviation in this is the Talented challenge, in which items generally can't get upgraded: the hero will just have to equip the weapon that he/she has found and offers the best damage output among the available weapons of the inventory regardless of tier, as he/she won't be able to upgrade items.

Enchantments and Curses[]

Some weapon enchantments of Darkest PD are the same with some of those remaining in Shattered PD (Blazing, Chilling, Projecting, Grim, Shocking, Unstable, Vampiric) while some others are the same with those previously removed from Shattered PD (Dazzling, Eldritch Grim, Stunning, Venomous, Vorpal). The Lucky enchantment retains its old function from Shattered PD ("With this enchantment a weapon will either deal its maximum or minimum damage, never an amount in between.") and does not increase the hero's luck at all. Note also that the Projecting enchantment affects all weapons with extra range as well, so with that enchantment a spear will have +2 range (from +1), a whip +3 range (from +2) etc. Almost all enchantments (with the sole exception of the Holy enchantment) are applied with scrolls of Enchanting or by using Enchantment Tables, while the scroll of Magical Infusion does not exist in Darkest PD. The Vampiric enchantment is normally available from the scroll of Enchanting, but it can also get randomly applied to the hero's equipped weapon after a sacrifice to the statue of the Devil.

Some new weapon enchantments have been added as well:

  • "Holy weapons can more effectively fight the undead and demons, and at the same time have a certain chance to give a critical hit. Attaching light to the weapon damage." The Holy enchantment can only be gained from the Statue of Goddess, and it is never applied by a scroll of Enchanting. This enchantment is very useful in late-game as most enemies are demonic, so if the goddess has enchanted a low tier weapon, you should better keep it and transfer its enchantment to your end-game weapon by using an enchantment table.
  • "Suppress weapons can deal extra damage based on the lost health of enemies."
  • "A Storming weapon can deal more and more extra damage when attacking the same target, so it's usually more powerful on fast weapons." It deals increased damage the more hits the weapon deals to the same target.

Some of the weapon curses of Darkest PD are similar with those of Shattered PD (Annoying, Displacing, Exhausting, Fragile, Sacrificial, Wayward), but the Friendly and Polarized curse do not exist, while three new curses have been added:

  • "Arrogant weapon taunts the attack of the weilder, making the weilder feel uneasy if falied to make a perfect attack." Unsuccessful hits increase the hero's pressure/stress.
  • "Created by wizard Fohn, Bloodthirsty weapons are much more powerful, and will claim the life of the victim during an attack. However, if this does not satisfy it, it will in turn claim the life of the holder." A rather peculiar curse and more similar to some glyphs of Original PD, as it can both be beneficial - deal increased damage to enemies and harmful - damage the hero.
  • "Provocation curse does nothing to the weapon itself but may enrage the target." It is similar but not identical with the Annoying curse, as it enrages only the specific target that is hit by the weapon.

The activation of a curse's effect also increases the hero's pressure ("generally" cursed items with no specific effect do not increase pressure though). Note also that in Darkest PD cursed weapons can't have negative levels. A scroll of Upgrade will often (but not always, like it was happening in previous versions) weaken a curse, making the item again unequippable, but will not necessarily erase the curse fully, and the "semi-cursed" weapon will still cause its negative effect. Only the scroll of Remove Curse (or stepping in a Well of Health with the cursed weapon equipped) are guaranteed to uncurse the weapon fully.

Weapons Missile and Thrown[]

The missile and thrown weapons of Darkest PD are somewhat similar with those of Shattered PD, but with many of Shattered PD's thrown weapons missing (bolas, fishing spear, force cube, heavy boomerang, kunai, tipped dart, throwing club, throwing hammer, throwing knife, throwing spear, throwing stone, trident), 4 new thrown weapons added and also with a new penalty applied when they are used at melee range: the hero gets the "Unbalanced" debuff, which is inability to dodge attacks for one or more turns. All missiles' strength requirement is 10 (strength requirement for thrown weapons is not mentioned in-game, and basically all spawn ready to get used without penalties), with differences in damage depending on the tier and the hero's extra strength. None of these weapons is transmutable, and only the Boomerang in enchantable and upgradeable (this applies also to Yvette's Magic Long Bow, but that is also a melee weapon and not only missile). The currently withdrawn from Shattered PD "plain" Boomerang still exists in Darkest PD like in Original PD, and there is also a new unique "joint melee and missile" weapon added, Yvette's Long Magic Bow, which has been already described in the melee weapons section above (in its joint melee and missile general character it is similar to Shattered PD's Crossbow, but is different in almost all of its details from it). Moreover, note that the Ceremonial Dagger item is categorized as a thrown weapon by the game game code, but it is is actually a pressure relieving item that can't damage enemies (or even just get aimed at them and hit them), and can only cause direct (from the first application) and additional bleeding damage (from the second application) to the hero, in exchange for a significant relief of pressure. For this reason it has been already described with details in the Pressure/Stress section above. Lastly, in comparison to most other mods and Shattered PD the drop chance of thrown weapons is much improved in Darkest PD and their damage output is good for all classes, very good for Huntresses and exceptional for Snipers. The missile and thrown weapons of Darkest PD are:

Tier - Name Damage Properties - Comments
(1) Boomerang1 1 - 5 Unique to the Huntress, Enchantable, Upgradeable,

Scaling +1 / +2

(1) Dart 1 - 6 They can't get tipped and the Crossbow weapon

doesn't exist in Darkest PD.

(1) Smokesparks (new) 1 - 6 Blinds
(2) Curare Dart 2 - 8 Stuns
(2) Incendiary Dart 2 - 8 Ignites
(2) Shuriken 2 - 6 Delay 0.5 (double attack speed)
(2) Swallow-tailed darts (new) 2 - 9 +25% Accuracy
(3) Dart no.7 (new) 2 - 8 causes Bleeding
(3) Flycutter (new) 2 - 10 -
(4) Javelin 3 - 10 Cripples
(5) Tomahawk 3 - 12 causes Bleeding

1 In contrast to most other mods, the Boomerang in Darkest PD can't fall and always returns to the hands of the Huntress (it can get dropped deliberately though, by selecting the "Drop" option from its game window).

As has been already noted previously, apart from the wellknown benefit of the ring of Sharpshootng to missile and thrown weapons, the ring of Force also benefits signinficantly the damage of the above weapons along with the shots of Yvette's long bow (but its melee hits only to a minor degree), and acts basically as a weaker version of the ring of Sharpshooting.

General weapons comparison[]

A table with all the upgradeable weapons' basic stats follows, and with their order based on their max damage at level 0 (which is not their only important stat though).

Name STR Damage Properties Scaling
Ring of Force - See -> Until hero's Str. 18 its damage is of a ½(str−8) tier weapon and its upgrades add damage similarly to that tier. After Str. 18 the tier is instead calculated by ½ + ¼ * Str.

In a nutshell its damage will resemble that of a tier 1 weapon if the hero finds the ring on depth 1, and of a tier 5 weapon in late-game (this does not have to with depth number per se, but with expected strength).

<- See
Battle Gloves 8 1 - 3 Delay 0.85, which decreases with level ups, str. req. also decreases with level ups. Despite what would be perhaps expected, the gloves can get knocked off by Dwarf Monks. +1 / +2
Boomerang - 1 - 5 The only upgradeable and ennchantable ranged weapon +1/ +2
Knuckleduster 10 2 - 6 Delay 0.5, the only equippable weapon which can't get knocked off by Dwarf Monks. +1 / +1
Sorceress' Staff 9 2 - 7 By default Unstable enchantment +1 / +2
Mage's Staff 10 1 - 8 Imbuable with wands +1 / +2
Shortspear 10 2 - 8 Reach 2 but not slow +1 / +1
Dagger 10 0 - 9 Effective against unaware enemies +1 / +2
Red Handle Dagger 10 1 - 10 30% chance to cause crippling on a surprise attack. +1 / +2
Worn Shortsword 10 1 - 10 - +1 / +2
Sai 14 3 -10 Delay 0.5, Defense +3 (no scaling) +1 / +2
Yvette's Long Magic Bow 12 1 - 12 Can both Shoot and get used in melee. Delay 1.5 at melee range, Normal for farther. +1 / +3
Dirk 12 2 - 12 Effective against unaware enemies +1 / +3
Hand Axe 12 2 - 12 Accuracy +22.5% +1 / +3
Quarterstaff 12 2 - 12 +2 defense (no scaling) +1 / +3
Tulwar 12 2 - 12 Can cause Bleeding +1 / +3
Round Shield 14 3 - 12 +5 defense (+2 per level) +1 / +2
Whip 14 3 - 12 Reach 3 +1 / +3
Great Shield 18 5 - 12 Defense 8 (+3 per level) +1 / +3
Shortsword 11 2 - 15 - +1 / +3
Sickle 13 2-15 30% splash damage, harvests +1 / +3
Spike Shield 17 4 - 15 Delay 1.5, Defense 4 (+2 per level), Thorns effect +1 / +4
Crystal Sword 14 3 - 16 Increased chance for critical hits and crit. damage +1 / +3
Mace 14 3 - 16 +20% accuracy +1 / +4
Scimitar 14 3 - 16 Delay 0.8 +1 / +4
Spear 12 2 - 20 Delay 1.5, Reach 2 +1 / +3
Sword 14 3 - 20 Joining two of them creates a Pair of Swords +1 / +4
Assassin's Blade 16 4 - 20 Effective against unaware enemies +1 / +5
Battle Axe 16 4 - 20 +17.5% Accuracy +1 / +5
Runic Blade 15 4 - 20 Benefits more from upgrades +1 / +6
War Hammer 18 5 - 24 +15% Accuracy +1 / +6
Longsword 16 4 - 25 - +1 / +5
Dagger Axe 14 3 - 27 Delay 1.5, Reach 2, knocks enemy back, less accuracy (0.4) at melee range +1 / +5
Claymore 18 5 - 30 - +1 / +6
Flail 16 4 - 32 Delay 1.25, Can't surprise attack +2 / +7
Pair of Swords 16 3 - 35 Read details above. Read above
Lance 18 5 - 35 Delay 1.25, Reach 2, Can't surprise attact, damage affected by hero's movement speed +1 / +6
Halberd 17 4 - 37 1.5 delay & 2 reach, but also with 0.75 accuracy, it can also deal splash damage like the Greataxe +1/+7.5
Glaive 18 5 - 40 Delay 1.5, Reach 2 +1 / +8
Great Axe 19 5 - 40 50% splash damage +1 / +6

Completing the game - Amulet of Yendor[]

Like in Original PD and most mods the hero's end objective is to defeat Yog and obtain the Amulet of Yendor. If the hero ends the game immediately with the Amulet, the player will just get to the familiar Rankings screen. Note also that upon obtaining the Amulet to hero's pressuse gets increased drastically and gets always to Confident, sometimes even to 0 (this also makes easier the decision to ascend back to the surface). Nevertheless, if the player has the patience to ascend back to depth 1 and from its ladder to depth 0, it will be interesting to watch the different reactions of some NPCs that the hero had met in the beginning before descending to the dungeon, he/she will meet Yvette if he/she had saved her previously, and will also be able to get the Happy Ending badge, by returning to their spawn point at the village, to the tile named "Depth entrance" - unlike most other mods this badge is obtained by "ascending" from depth 0 to the "higher" surface, and not from depth 1 to the surface of depth 0. Players should also note that that no ladder is generated in the village's depth entrance, and the hero just has to get there. On a side note, at the beginning of the run the hero can't ascend from there, and if he/she tries, he/she is blocked and the familiar from Orginal PD "What are you doing here?" message appears.

Advertisement