|Darkest Pixel Dungeon|
|#66 Released mod|
|Download||APK on GitHub|
The mod's name is a tribute to the rogue-like videogame Darkest Dungeon, as the developer of the mod, egoal, has been inspired by it and has borrowed some of its game elements. Apart from the Darkest Dungeon influence, the game is based on Shattered Pixel Dungeon version 0.4.2b, so almost the last 2D version.
There are a lot of new features and items added to Darkest Pixel Dungeon, 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 40 hero "perks", which grant a special skill or ability,
- the "pressure/stress" stat, which affects the hero's survivability as much as the hero's health.
Darkest PD's "seeds" alchemy is the same with the Alchemy of Original PD, with the addition of the Blandfruit recipes from Shattered PD (no other new element of Shattered PD's alchemy is implemented). There are two rather important differences in the Blandfruit recipes though: Mightyfruit has the effect of the new potion of Physique, and all cooked Blandfruits that their corresponding potion can be strengthened/reinforced will grant the strengthened effect to the hero, so Starfruit gives a lot of XP, Sunfruit a lot of HP etc. (for details see Potions section below). The new class Sorceress can exclusively also use her extraction flask to brew potions with two seeds anywhere in the dungeon, but not not to cook Blandfruits, and her subclass Witch in addition can enhance already existing potions and strengthen their effects (for details see Potions section below).
A new feature of Darkest PD 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 item to another identified item of the same type (weapon to weapon etc.). If the second item is already enchanted, the enchantment it already has will be replaced. If a cursed item is identified, this is also an alternative way to uncurse it, as this way of enchanting erases fully the curse in contrast to using a scroll of Enchanting, which only replaces the curse effect with the enchantment and does not lift the curse fully. Keep in mind that the first enchanted item is destroyed in the process and does not just lose its enchantment.
Darkest PD's armors are the same with the Armors of Original PD. 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. Another difference in the 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). Armors are not transmutable.
[DR = Damage Reduction, Scaling = Defense Scaling with each upgrade]
|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|
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 Shattered PD (Anti-entropy, Corrosion, Displacement, Metabolism, Multiplicity, Stench), but the curses of Bulk and Overgrowth do not exist. Note also that in Darkest PD cursed armors can't have negative levels. Only the scroll of Remove Curse (or stepping in a Well of Health with the cursed weapon equipped) 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 will still apply its negative curse effect.
Half of the mod's artifacts are similar with those of Shattered PD before its artifact rework; Goo and DM-300 still drop occasionally the Lloyd's Beacon and the Cape of Thorns, and Crazy Thieves and Bandits still drop the Master Thieves' Armband exclusively. Nevertheless, many new artifacts are added.
Familiar artifacts from Shattered PD Edit
The artifacts unique to a specific class are mentioned last.
- Alchemist's Toolkit: It doesn't spawn currently, although it exists in the game code.
- Cape of Thorns: Same with its old version in Shattered PD, it drops occasionally from DM-300, gets charged by the hero receiving damage and has a Thorns effect, which is activated automatically when its charges become 100%.
- 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 auto charged by killing enemies and consumes this energy to heal the hero directly, gains XP also by killing enemies and not by the hero's self-harm and gets upgraded once XP is enough. [The new artifact Heart of Satan is much more similar in its features to Shattered PD's Chalice.]
- 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 though: the Sad Ghost has a ranged attack, does not equip armors or weapons, also heals the hero's wounds, and even if it is not heavily damaged, it vanishes after a while (the higher its level, the longer it will last).
- Ethereal Chains: 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.
- Horn of Plenty: 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.
- Lloyd's Beacon: Same with its old version in Shattered PD, it drops occasionally from Goo and allows the hero to set a location and teleport back there (it does not need charges or to be equipped for that) and to teleport enemies to another random place on the depth (it needs to be equipped and have charges for that). It gains levels and max charges each time the hero kills a chapter boss.
- Master Thieves' Armband: Same with its older version in Shattered PD, as it still drops occasionally from Crazy Thieves and Bandits. It allows the hero to steal from shops, gets charged by picking up gold and gets upgraded by stealing.
- Sandals of Nature: Same with its current version in Shattered PD, it increases the drops of seeds and dew drops from high grass, gets upgraded by feeding it different seeds, and also has a secondary Herbal Armor function ("Root").
- Talisman of Foresight: Same with its current version 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").
- 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, and has fewer charges (from 2/2 up to 5/5) and levels (max +6). A minor extra difference of it is that the hero will find many bags of sand sold in the next shop after he/she finds and equips the artifact. Note also that attacks will not disrupt the time freeze of the Hourglass, a reason why it has a lower charge number.
- Unstable Spellbook: Similar with its version in older 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 scrolls. It gets upgraded by feeding it requested scrolls. Note that the Spellbook of Darkest PD casts randomly also the new scrolls of this mod (Curse, Enchanting, Light).
- Cloak of Shadows: It is unique to the Rogue class and 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).
New artifacts of Darkest PD Edit
The unique artifacts to a specific subclass are mentioned last.
- 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.
- Eyeball(s) of the Elder: They spawn in two versions, as Left and Right Eyeball. They 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 Death Rays without the hero having an option for when this will happen and is upgraded by getting used (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).
- Right: It has the power of void. By default all enemies in its line of sight will get the "Vulnerability" debuff (not the same with the Goo's "Vulnerable" debuff, but with the same icon) and will have lower resistance against magical damage. It also has the active skill "Gaze", which disarms the target enemy for a shot time. The Right Eyeball cannot get upgraded. It also spawns far less often than the Left Eyeball.
- Combined: If the hero gets both of them, they are combined automatically into a pair of eyeballs, named just Eyeball of the Elder without a "right" or "left" spefication anymore. 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' magical resistance, same as the single right one but with more power, c) disarms all enemies in sight (it sometimes applies the Disarm debuff also to the hero), or d) kills a random enemy instantly.
- Gold Plated Statue: It gets upgraded by the hero investing gold to it (more for each level) and it adds bonus gold to every gold pile that the hero picks up, also more as it gets upgraded. In higher levels investing will require hundreds of gold pieces, but you should not avoid it, as the bonus gold returned will be thousands of gold pieces and will justify fully the investment.
- 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, capped at +10 or at 5 rings added), making the Finger of Death also apply related debuffs on hit (ring debuffs: Accuracy > Unbalance, Critical > Weakness, Elements > Chilling, Evasion > Shock, Force> Amok, Furor> Slow, Haste> Slow, Might> Weakness, Sharpshooting> Blindness, Tenacity> Vertigo, Wealth> Charm). 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 and then change your mind and unequip them. Apart from getting found in the dungeon as loot, it is also dropped rarely by Skeletons and Skeleton Knights.
- 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 (have rather high HP, a potion of Healing in the inventory and no enemies around the first time you will use it). After the Abyss Warrior gets defeated, he becomes an ally to the hero very similar to the Sad Ghost and can be summoned after some time passes and the handle gets charged. The Abyss Warrior has a melee attack and the handle is upgraded by getting used/summoning the Abyss Warrior. Like the Sad Ghost, even if the Abyss Warrior is not heavily damaged, he vanishes after a while (the higher his level, the longer he will last). When cursed the Handle randomly spawns an always hostile Abyss Warrior, but very much nerfed in comparison to its non-cursed version that spawns normally the first time it is used. Note that even uncursed, each time the hero summons the Abyss Warrior, there is a slight increase in the hero's pressure (most of the times +1)
- Heart of Satan: It is a sinister 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 to max +10 level an Ankh needs to get spent, or the hero's HP to exceed their max limit, after drinking a reinforced potion of Healing. Unlike the Chalice of Darkest PD, it is a random from the statue of Devil and not a unique drop.
- Riemannian Manifold Shield: This powerful shield offers to the hero the ability to withstand any damage, periodically providing a buff to resist any damage once (the buff is active until damage is taken). It is upgraded by getting used.
- Astrolabe: It is unique to the the Stargazer subclass of the Sorceress and never spawns as random loot in the Dungeon. It randomly offers various buffs and special actions to her upon activation. Each time the Stargazer triggers the astrolabe and "Invokes", if this is positive, a skill is generated and cached in the astrolabe. The cached skills (2 at most) can then be used at any time, unless a negative invocation is triggered and a negative effect is directly applied to her. Current invocations are (the positive displayed first, and the negative last):
- Faith: It is the reward of loyalty, it reduces a little pressure and reduces the next charge delay.
- Foresight: You have already foreseen your opponent's moves and death and you are bound to dodge the next attack.
- Guide: One of the feats of the grand magus Rubick. This skill lifts the enemy into the air for a short time and then slams it on the ground. You hit the target back and deal some damage.
- Life-link: Temporarily manipulates destiny. All the received damage is transferred to the enemy.
- Luck: Destiny decides. It restores some health and grants immunity to the next negative effect of the astrolabe.
- Pardon: Crime and punishment. It restores some health for your enemy but also applies the Vulnerability debuff (increased damage).
- Purgation: Cleanses all debuffs on the target. It also deals pure damage based on the losing health of your enemy.
- Overload: Overload yourself to cast powerful spells. You deal more magical damage at the cost of a little health.
- Prophecy: You can perceive nearby energy flows and lead them to converge. You daze nearby enemies.
- Sun strike: One of the great feats of Carl the Invoker. You summon catastrophic heat from heaven to deal a lot of damage to enemies in a certain area. Casting takes 3 turns of chanting and triggers in a delay of 2 turns.
- Confine: negative, increases the cooldown before the next invocation.
- Divine Wrath: negative, you take physical damage.
- Feedback: negative, you take mental damage.
- Vanity: negative, the Vertigo and Weakness debuffs are applied.
- Urn of Shadow: It is unique to the Warlock subclass of the Mage, and never spawns as random loot in the Dungeon. 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 Classes section). Using the Urn of Shadow is the only way that Warlocks can apply the subclass special skills in Darkest PD. It is upgraded by Sacrificing to the statue of the Devil.
The artifacts that not only function but are in fact stronger when cursed (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. Also, summonning the Abyss Warrior with the Handle of Abyss in its uncursed version always increases pressure but only in a small amount, usually by +1.
Badges & Challenges Edit
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).
- None of Shattered PD's badges mentioned in its page above as new are added.
The mod's challenges are basically very similar with those in Original PD. Nevertheless, the "Faith is my armor" and "Forbidden runes" challenges are inherited already changed from Shattered PD, as heroes start with a cloth armor instead of being naked but armors still don't spawn, and scrolls spawn generally but the amount of scrolls of Upgrade is halved.
Also, the "Into darkness" challenge is renamed to "Long Night" and changed in its details, in order to correspond to the changes made in Darkest PD regarding the cycle of day and night and the light available in the dungeon: in this challenge there is never daytime, but only nightime and midnight, so the hero's vision has almost always 3 tiles range, apart from during the midnight, during which it has 2 tiles range. Glow Worms still spawn only during the hours that are considered nightime in the regular game though and torches stil provide a drastically increased range of vision.
Bombs (not existing) Edit
The bomb item is removed in any form from Darkest PD. The only three ways for the hero to get a bomb-like item are:
- If she is a Witch, to reinforce a potion of Liquid Flame.
- If he/she belongs to any class and has the Brew Enhanced Potions perk, to produce a reinforced potion of Liquid Flame randomly.
- If he/she belongs to any class, to find very rarely and buy a reinforced potion of Liquid Flame from a shop.
The hero classes are mostly the familiar ones from version 0.4.2b of Shattered PD, so the Warrior, Mage and Rogue are available from the first game, the Huntress class gets unlocked after Tengu is defeated, has a boomerang as a starting item and no spirit bow item exists. Note also that the classes and subclasses mostly resemble those of Shattered 0.4.2b. Some additional changes were also made to the classes and subclasses, apart from those inherited from Shattered PD:
- All classes: Regeneration and critical chance rate increases on each level up. They all have as starting items a cloth armor, one torch, one food ration and the seed pouch, and after opening the Cat's Gift they get an additional food ration and one random scroll (any scroll with the exception of the scrolll of Upgrade). Each class has also an item pre-identified and a few perks already granted by default (see just below).
- Huntress: She starts also with 20 HP like all the other classes apart from the Warrior and has +1 range of vision at night. Apart from the starting items common to al classes and unlike current Shattered PD, she starts with the familiar unique boomerang of Original PD and also with a knuckleduster, while the crossbow and spirit bow items don't exist at all in Darkest PD. Her Boomerang can also get reinforced by the Great Blueprint (see Enemies section: Dwarf King for details). She has the potion of Mind Vision pre-identified and the Night Vision and Telepathy starting perks.
- Snipers don't get the Sniper's Mark buff, but apply the Viewmark debuff after a successful ranged hit to enemies, which increases accuracy of ranged hits to the specific target (not to be confused. with the "Viewmark" debuff that is automatically applied to the hero in Yog-Dzewa's depth and makes him/her visible to all enemies) As all thrown weapons of tier 2 and higher deal considerable damage when thrown by a Sniper, especially with the Ranger's Headband equipped, there is not much point in highly upgrading the boomerang for this purpose (few scrolls of Upgrade applied to the Boomerang in early depths can help all huntresses survive though, and the boomerang will also be rather helpful during end-game). Also, players who haven't found as loot tier 2 and higher thrown weapons in Prison, should better choose the Warden subclass, unless they have already chosen/choose to put some upgrades to the Boomerang or hope for good quality drops from Ballistas later.
- Wardens are the same with Original PD: they get Herbal Armor by trampling high grass, get also more dew and seeds by trampling it, more HP and dew, and stepping on any plant also drops for them a random seed.
- Mage: Apart from the starting items common to all classes, he has his unique mage's staff and a level 0 wand of magic missile (already imbued in the mage's staff for every next run, after he first imbues the wand to the staff), the scroll of Upgrade pre-dentified and the Good Appetite and Wand Perception 1 perks(recharging by eating and instant identification of max but not of available charges). His Epic Armor can also get reinforced by the Great Blueprint (see Enemies section: Dwarf King for details).
- Battlemages after the latest update, which decreased the available scrolls of Upgrade to only 2 per chapter, can be played in the familiar manner from Shattered PD (Mage's staff much upgraded and used as the main weapon) only if the player was lucky enough to get offered and chose the Quick Zap, Wand Arcane and Wand Charger perks, which increase the attack speed, damage and recharging of wands, as the 10 available scrolls of Upgrade must be divided between the main weapon and the armor in Darkest PD, and 5 scrolls of Upgrade are really few to make a Mage's Staff deal considerable damage without at least 2 of the aformentioned perks, even when it is imbued with a wand of Lightning. Players who are determined to do a battlemage run and haven't been offered these perks, should better play their battlemage as a warrior, huntress etc. depending on the equipment they have found and the perks that were actually offered to them.Note also that the batllemage's melee hit effects are those of older Shattered PD, and some are different, while some wands of old Shattered PD still exist and its new wands don't exist in contrast and as a consequence their melee hit effects as well (see "Wands" section for details).
- Warlocks don't soul mark enemies by default anymore, but get that ability along with 3 other abilities only after equipping and using the Urn of Shadow artifact, which is unique to their class and is dropped always by the Tome of Mastery after the mage's choice to become a warlock. The warlock collects souls in it, and uses its charges to "Cast" either: a) Soul Siphon to enemies (weakens them and also heals the warlock if the enemy had also Dementage applied, 2 charges), b) Soul Burn to enemies (DoT debuff, 3 charges), c) Soul Mark to enemies (familiar effect, 5 charges), or d) Dementage to enemies (permanent corruption effect, 10 charges, which are the max charges of the Urn). The subclass has no special skill without the artifact equipped. Note that soul marking enemies works differently in comparison to most mods, and the warlock gets healed with every successful melee hit and not only upon the enemy's death, so it is better to soul mark enemies with a lot of HP (especially chapter bosses) as there will be much more HP gained. In contrast the hero's hunger is a bit satisfied and only upon the enemy's death. As in most mods, soul marked enemies that don't give XP anymore don't offer any HP or satiety to the warlock.
- Rogue: He starts with extra critical chance and increases it more with level ups. This is displayed as the Extra Critical Probability perk, and he also has the Keen Perception perk by default (better perception of hdden dungeon features) and scrolls of Magic Mapping pre-identified (he also primarily identifies any ring upon equipping it). Note that his subclass' features are those of pre-rework Shattered PD, so the Freerunner gets generally increased movement speed and the Assassin generally increased surprise attack damage, without any of the special moves added later in Shattered PD. Apart for the starting items common to all classes, he starts with a dagger, 8 darts and his unique Cloak of Shadows. Note that his Cloak of Shadows resembles the old version of the Cloak in Shattered PD and so it is somewhat similar with Sprouted PD's Cloak of Shadows, and can also get reinforced by the Great Blueprint (see Enemies section: Dwarf King and Familiar Artifacts section for details).
- Warrior: He starts with 25 HP and gains +6 HP on each level up. Apart from the starting items common to all classes, he gets his unique worn shortsword and broken seal, 3 darts and a bottle of Grog. Most of the basic changes made in Original PD by Shattered PD are implemented, so the Berserker's bonus damage scales with loss of HP and he endures death for a short time at the cost of exhaustion, and Gladiator gets no bonus damage from combos but these unlock special finisher moves. In addition to having a bottle of Grog as a starting item, he does not get the Drunk debuff or damage after drinking, and also his pressure/stress is decreased more. This is displayed as the Drunkard perk, and he also has the Good Appetite and Ravenous Appetite perks by default (gets healed by eating but also get hungry quicker) and potions of Healing pre-identified. His Broken Seal can also get reinforced by the Great Blueprint (see Enemies section: Dwarf King for details).
You can see also the section "Head Gear, Perks, and Weapons more suitable for specific classes / subclasses" at the end of the page for good synergies between items, perks and classes/subclasses.
There is also the Sorceress class added, which gets unlocked after DM-300 is defeated (like the Huntress does in Original PD and most mods). She is a totally new class, and she has no similar equivalent in any other PD mod. As you will read in her description below, she is more an Alchemist in particular than generally a Sorceress.
- Her starting items are an Unstable Sorceress' Staff (dam. 2-7, 9 Str. req., unique to the class), 6 plain darts, an identified potion of Toxic Gas, a food ration, a torch and an Extraction Flask, which is unique to her class. The Extraction Flask is practically a portable alchemy pot (see fourth bullet). It can also get reinforced by the Great Blueprint (see Enemies section: Dwarf King for details).
- She gets by default a discount when she shops (displayed also as the Discount perk, which she has by default) and gets more HP from Dew.
- She has worse evasion than the other classes but a better regeneration rate (as well as regeneration rate increase with level ups) and a higher resistance to elements, especially to toxins (poison, toxic gas etc.).
- With 4 dew drops in her dew vial she can use two seeds to create their corresponding potion (but not cook blandfruits) and if she has higher strength than the weapon she equips, she might also enchant that weapon. This process might fail though.
- Darkness and fear affect her more, but she is more resistant to mental damage (displayed as the Optimistic perk, which she has by default), so her pressure/stress increases more slowly.
- Her subclasses are the Stargazer and Witch. The Stargazer has even more tolerance to pressure (adds to the Optimistic perk automatically +1 level upon choosing her subclass) and gets the unique to the subclass Astrolabe, an artifact that when equipped provides randomly various buffs but also some debuffs to her (see New Artifacts section above for details). The Witch is actually an advanced alchemist, as she can use her extraction flask to reinforce existing potions with a seed (see potions).
Note that the Hero's Journal is located in the inventory catalogue and also shows vendors.
Cursed items and Uncursing them Edit
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 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 three artifacts, the Left and Right Eyeball of the Elder and the Hand of the Elder are more powerful when cursed and you might decide not to uncurse them (they have no 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.
- Artifacts and Head gear can be uncursed only by a scroll of Remove Curse, stepping into a Well of Health with it equipped/throwing it into the well or by succesfully zaping it with a wand of Transfusion (scrolls of Enchanting and Upgrade and the Table of Enchantment can't be generally used for them). As mentioned before, cursed head gear can not have a "curse with specific effect" or negative levels.
- Negative levels of a ring can be only reversed to positive by a scroll of Remove Curse, stepping in a Well of Health with the ring equipped/throwing it into the well or by succesfuly zapping it with the wand of Transfusion (even in this case the reversal is not complete, as the uncursed ring will become always +1, no matter how many were its negative levels). The scroll of Upgrade will just reduce the negative levels by +1 and no other item can be used for this purpose (scrolls of Enchanting and the Table of Enchantment can't be generally used for 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.
- Wands can be uncused by almost all the uncursing items with the same result (scroll of Remove Curse and Upgrade, wand of Transfusion, well of Health), but not by the scroll of Enchanting or Table of Enchantment, as they can't be used on them anyway. Cursed wands have specific effects occurring randomly upon zapping, 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.
- Weapons and armors are more complicated, because of their two possible curse forms.
- The scroll of Remove Curse, Table of Enchantment 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 always erase the "non-unequippable curse", but have only a chance to remove the "curse with specific effect". The wand of Transfusion has the same function, but it is even less powerful, as at low levels it has a moderate chance to erase the "non-unequippable curse", and a small chance to remove the "curse with specific effect".
- 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 with the same end result as a scroll of Remove Curse.
- Note that the wand of Transfusion might fail to uncurse an item, especially in low levels of the wand, and arcane styli can't replace the curse of an armor with an enchantment, unlike the scrolls of Enchanting. Only the scrolls of Enchanting and Upgrade, the Table of Enchantment and the Well of Health have a guaranteed result, more or less powerful.
Damage types Edit
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. Normal attacks are the most common type of attack; magic attacks can penetrate the shield directly and are extremely difficult to dodge; mental attacks also ignore the shield and usually increase your pressure. 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 most classes start with 15% magical resistance and the Sorceress with 20%.
Day and Night - Hero's vision Edit
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.
With the 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 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 his/her range of vision drastically, similarly to having the Sharp Vision buff (appr. 8 tiles).
Dew Vial - Revival Edit
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 (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. 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 bone piles, and only 1 is guaranteed to spawn per run, in the shop of the first prison depth. So after you reach that depth, 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 his/her max HP.
Also, filling an empty dew vial in a well of health always inscribes a rune to it (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. Most names of the different runes are self-explanatory, and also have in-game descriptions: Bright (increased vision), Critical, Haste, Mending, Regeneration, Wealth. There is also the Blood rune, which needs some more 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 wwhich Undead Dwarf minions spawn constantly.
Enemies: regular and bosses Edit
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 and there are also some changes in the familiar regular or special enemies and in the chapter bosses:
- Ashes Skull: It was added in the latest version and appears only in the Caves. 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.
- Ballista: It appears in the Caves and Metropolis, has a ranged attack that needs one turn to get charged 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.
- Devil Ghost: It appears only when the hero Defiles the statue of Devil, sometimes in a group of 2, with the first ghost always dropping a Demonic Skull and the second ghost gold.
- 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 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). 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 Grog.
- Skeleton Knight: He appears in late Prison and the Caves, has a strong melee attack and can also counter attack and create combos. He rarely drops Brown Ale or Grog and very rarely the Hand of the Elder artifact.
- 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 offensive wand type and drops the relevant wand upon defeat (like the weapons of Animated Statues, this wand is never cursed). It is also immune to all wands' 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 lightning and you have to pass from water tiles, leave visitng the room for some time later after the hero gets stronger). In some cases, after the hero leaves the depth and then revisits it, the Wand Guard will be equipping a different wand, but the wand never changes during the stay of the hero on the depth.
- Animated Statue/Guardian: They are 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 a hidden corridor guarding a chest. It is also named Animated Statue, but in this case it weilds a regular 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 weilding a high tier enchanted weapon can even two-shot a hero in full health, so without harmful seeds or potions available it is better to leave fighting them for later.
- Dwarf Warlock: His shadow ranged attack (but not his melee attack) can cause pressure damage. In all the rest he is the same with Shattered PD.
- Gnoll Shaman: Similar to that in Shattered PD, 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 it 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 more rarely. Because its first attack is almost always a surprise attack, unless it is awoken by a scroll of Rage or an alarm trap, its first attack always causes pressure damage. Mimics are encountered in contrast very often inside Questioner rooms.
- 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 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. In all the rest they are the same with Shattered PD.
- Vampire Bat: Its attack can also cause pressure damage and also appears in late Prison. In all the rest it is the same with Shattered PD.
- Wraith: It is similar with that in Original 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: It now has 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). It still drops occasionally the Cape of Thorns.
- Dwarf King: Similar to that in Shattered PD, but his depth is slightly bigger and contains two small hidden rooms, with the left being in some cases very important. He now also creates a Life-Link with his servants (transfers damage to them). Another difference is that in the Dwarf King depth Undead Dwarves start spawning from inside the statues even before the King appears. Apart from dropping the Armor Kit, he always drops also the Crown of Dwarf.
- The Crown of Dwarf has no positive effect on the hero if he/she wears it, but 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. Note that if the hero hasn't met and 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 chailns 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 (have in mind that after the armor kit is applied to the armor of choice, the seal gets fused with the armor and the blueprint can't enhance it anymore, so first use the blueprint and then the kit), 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, and 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).
- Goo: Similar to that in Shattered PD, it now applies the Vulnerable debuff to the hero (increased 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 slightly bigger than in Shattered PD and is often overgrown. The Rat King's chests in the depth always containg 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). 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 the Ignorant debuff which is supposed to hide from the hero values related to combat, nevertheless all related stats remain displayed while this debuff is active, so it seems to have no effect). His range of vision is much better than the hero's and he deals a lot of pressure damage with ranged surprise attacks, 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 some 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 still drops the Tome of Mastery (the class does not keep it for the next runs) and also always 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. In the specific cases of the Warlock and Stargazer subclasses, upon their choice by the hero the Tome also drops the unique to the subclasses artifacts, the Astrolabe and the Urn of Shadow.
- 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 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).
Skeletons and Skeleton Knights have a low chance to drop the Hand of the Elder artifact. Crazy Thieves and Bandits still drop rarely the Master Thieves' Armband like they used to in Shattered PD.
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 and are out of the 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.
Equipment slots and Head gear Edit
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 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 most are just non-unequippable and useless wgile cursed.
|Apprentice Hood||Increases damage of wands|
|Barbarian Helmet||In low HP it increases the hero's damage|
|Crusader Helmet||Increased chance to block ranged attack, decreases view range by 1|
|Emerald Circlet||Slightly decreases the rate pressure/stress build.|
|Mask of Clown||Chance to add the "Pure" attribute to damage, which ignores any resistance.|
|Mask of Horror||Increases accuracy|
|Regeneration Headdress||Increases regeneration|
|Turtle Scarf||Increases magical resistance|
|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 Madness*||Crafted by combining the unique drops Demonic Skull and Unholy Blood.
Increases the hero's damage and stress/pressure. See also below.
|Ranger's Headband**||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 also below.
* 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, which gets upgraded by killing enemies, but it also increases pressure that the hero takes a lot. In addition, it can't get unequipped once equipped. So, especially with few 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.
** The Ranger's Headband is always a drop from the dead NPC Yvette, if the player decides to kill her instead of helping her, while saved Yvette has also a chance to drop it, instead of a ring or artifact. 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 by the hero, she will teach to him/her in addition the "Intended Transportation" perk, so saving her has also its benefits apart from its ethical merit). Nevertheless, players who do a Sniper run might decide differently. 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 and Pressure-relief Consumables Edit
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, food ration and pasty found as loot) and stewed meat is also added from Shattered PD (cooked in alchemy pots). Nevertheless three new consumable items are added that are basically used to relieve pressure/stress and don't actually satisfy hunger at all:
- Brown Ale / 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 Grog) and also damage the hero by 25% of his/her max HP and apply the Drunk debuff, that is similar to Vertigo but also prevents the hero from reading scrolls. The Warrior class has no negative side effects and recovers more pressure from drinking Brown Ale or Grog and also all hero classes can have this ability if the player was offered and chose the Drunkard perk.
- Humanity: it is only droped randomly by Madmen and as a consequence it is much rarer, has the strongest positive effect among the two (Pressure relief: 50%) and applies no debuffs, while in contrast to Brown Ale or Grog it also heals the hero up to 25% of his/her max HP.
Depth 0 Edit
In Darkest PD the hero spawns on depth 0 and not on depth 1, which contains some new friendly NPC characters. Some of them are only interesting for the novelty factor, but two of them are very important for the hero's progress in the dungeon (these two are mentioned first in the bullet list).
- Egoal the Cat: [Egoal is the nickname that the mod's developer uses generally for his online interactions.] 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 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 around and that E**** will help hm/her.
- 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. In this case the Alchemist will give to the hero test papers (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 papers) and gold, both amounts depending on the dew drops given: one test paper for every 5 drops (he does not give more than 2 test papers 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. The dilemma for the player is basically: "Some dew or some gold already from depth 0?".
- Dark Rawberry: Unless the hero has meat in his/her 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 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. After the hero obtains the Amulet of Yendor, if he/she returns to depth 0 and has found Cally's Diary, which records his last days, Jessica becomes very sad for his loss. In the case that the hero still carries the diary with him/her, Jessica takes it. Note that Cally's Diary only spawns if the hero has talked to her before entering the dungeon.
- Minstrel Teller: He is blue, misses the canned beef of his hometown and also the hero can order a song from him (no effect to the hero's progress). 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 to the hero's progress).
- 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 to the hero's progress). After the hero obtains the Amulet, Sodan becomes dumbfounded.
- Yvette: She only appears in the end, if she has spawned in the caves and the hero has saved her. She tells the hero that she is fine, and not to worry about her anymore.
Rest of the dungeon Edit
From the familiar NPCs of Shattered PD, the Sad Ghost, the Rat King, the Old Wandmaker, the Troll Blacksmith (but Yvette might spawn instead of him, only one of them spanws 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. Shopkeepers also spawn on each first depth after a chapter boss fight. 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).
- 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 most often a tier 1 or 2 weapon and a tier 2 armor, and the Ambitious Imp's ring reward can be highly upgraded, up to level +5.
- 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 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 his/her 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).
- Ren B2: He is located near the exit of depth 15 and gives only incoherent answers to the hero's questions.
- 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) and b) that he can forge two items of 0 level to an item of +1 level.
- 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, if the hero hasn't sold any of his/her items to them). Alchemists and Plague Doctors sell potions, seeds and test papers and Arcanists sell mostly scrolls, but also less often wands and arcane styli. Arcanists can also uncurse a hero's item for a price much higher than that of the scroll of Remove Curse when it is sold in that chapter. Like regular shopkeepers, all vendors can also buy the hero's unwanted items and will sell them afterwards at a much higher price. These specific NPCs vanish just like the shopkeepers, when they are threatened or 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 exhausted and asks from the hero a scroll of Teleportation or food. The hero has two choices:
- "Don't worry, just leave it to me.", which opens the inventory, in order to offer her one of the things she asks - with food offered she does nothing at first, but with a scroll of Teleportation she drops the Ranger's Headband (+ ranged damage) or an artifact or a ring and a common potion or scroll, and if the hero has offered her food previously, she also teaches the "Intended Transportation" perk to him/her, which is the only way to obtain that perk (if Yvette is still hungry, she will be too weak to teach the perk, but will do all the rest), thanks him/her and vanishes. Note that any food item is fine for Yvette, and she will teleport to safety very soon anyway, so give her a food item with low nutritional value like an overpriced food ration or chargrilled meat. This act of kindness also relieves 5 pressure.
- "Perhaps I should take advantage of her.", which leads to the hero killing her, adds 5 pressure, but Yvette also always drops the Ranger's Headband, her longbow (not equippable generally, not even by snipers), her posthumous papers (her diary) and an iron key that opens the door to the left hidden room of depth 20.
- What is the ethical thing to do is obvious, but it should be noted that the Great Blueprint from depth 20 is an item very useful for for all classes, while 100% chance for the heandband to drop is only achieved by killing Yvette, and this item is very useful to Snipers. More rarely, Yvette does not spawn alive, if a hero had killed her in a previous run, but only her remains, a pile that contains more often some and rarely even all the aforementioned items, but always the key for depth 20.
Note: 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. No NPC differentiates his/her behavior when the hero interacts with him/her and either the Diary of Warden Smith or Yvette's Posthumous Papers are inside the inventory.
This was an addition of the latest update and a rather drastic change in Darkest PD's gameplay. There are now 40 perks, with the vast majority of them (36/40) available to all classes and runs, that the player will get to choose every 4 level ups (the first perk is granted in level 2 of the hero and then the "4 level ups rate" starts). It should be noted that the pool of almost all perks (38/40) is common for all classes and 3 of them are offered randomly each time, so with a bit of unfavourable RNG, a Warrior might get to choose very often between wand-related perks and a Mage in contrast never etc. As a means of game balance, the developer has also reduced the spawning of scrolls of Upgrade to the number of 2 per game chapter.
Perks have their own tab in the hero's menu and some of the class and subclass attributes are now noted as perks. Some perks can be upgraded (they display a number "1" pinned at the image corner), and if the player has already picked previously the same/similar perk or if a class/subclass gets that perk by default, the upgraded perk image will get an increased number (+2, +3 etc.), which will show that the perk has been applied more than once and it is enhanced. The titles and the descriptions of the perks outside brackets are copied and pasted from the game's github, but the titles are not displayed in-game, while the numerical values were added to the wiki by the developer and are also not displayed in-game. The perks available to all classes that get offered many times are listed first, those that get offered only once or twice are listed second, the subclass-specific or RNG-specific perks third, and the perks not yet implemented or with no effect last.
- Brew Enhanced Potions: You may get reinforced ones when brewing potions. [It can be applied many times, which increases its chance of happening. It is similar, but not the same with the Witch's ability to brew enhanced potions, as she chooses to strengthen a potion, while this perk produces them randomly. This perk can affect the Sorceress' Extraction Flask in the same way it affects alchemy pots, and the flask can produce randomly a strengthened potion, without the Witch having chosen to do that.]
- Extra Critical Probability: Additional chance for critical hits (6% for level 1). [It can be applied many times. It is also a starting perk of the Rogue.]
- Extra Dexterous: You gain additional evasion. [It can be appled many times. 3 base evasion for each level.]
- Extra Dexterous Growth: You gain more evasion on levelling up. [It can be applied many times.]
- Extra Strength Power: Additional excess strength damage bonus on melee weapon. [It can be applied many times.]
- Extra Strength: Permanently increases 1 strength. [It can be applied many times and grants another +1 Strength each time.]
- Fast Regeneration: Faster health regeneration (+0.1 for each level). [It can be applied many times.]
- Harder Criticals: Higher damage bonus for critical hits. [It can be applied many times.]
- Keen [Perception]: You gain keen perception which can help you detect hidden doors and rooms. [It also affects noticing hidden traps. It can be applied many times. It is also a starting perk of the Rogue.]
- Knowledgeable: Chance to identify properties of an equippable item [or the type of a potion or scroll] when picking it up. [It can be applied many times, which increases its chance of happening. This perk has either the chance to fully identify an equippable item or partly identify only if it is cursed or not. Don't drop and pick again an item, in case it gets eventually identified, it never works.]
- Low Health Dexterous: You become more evasive below 30% HP. [It can be applied many times.]
- Low Health Regeneration: You gain additional healing on low (25%) HP. [It can be applied many times.]
- Optimistic: "The so-called darkness is nothing to fear", you have a chance to avoid mental damage. [It can be applied many times. It is also a starting perk of the Sorceress, and by choosing the Stargazer subclass this perk gets to level +2.]
- Quick Learner: Gain additional 15% experience. [It can be applied many times but grants an additional +10% and not +15% each time it is reapplied.]
- Strong Constitution: You gain more max health on levelling up. [It can be applied many times.]
- Vampiric Criticals: Your critical hits are vampiric. [It can be applied many times, which increases its chances to happen.]
- Wand Arcane: Your wand deals more damage. [It can be applied many times.]
- Wand Charger: Your wand recharges faster. [It can be applied many times.]
Offered only once or twice Edit
- Angry Bared: You are addicted to be naked. You will gain significant bonus on attack speed (+43%) and damage (+25%) without armor. [It can be applied only once and is not reoffered. This perk can be very useful in early game while the hero still has the starting cloth armor, which absorbs minimal damage anyway, but with an upgraded ring of Evasion and increased ranged damage by a ring of Sharpshooting or Ranger's Headband it can also make not wearing an armor viable for end-game, especially for Rogues.]
- Discount: Always get a discount (-25% for each level) at the shop for whatever reason. [It can be applied twice. It is also a starting perk of the Sorceress.]
- Drunkard: Wine gets more efficient when it comes to reduce stress. Additionally, it won't get you drunk. [It is also a starting perk of the Warrior, but it is only offered to the other classes during the game and only once also to them, so the Warrior can't increase this ability even more.]
- Efficient Potion of Healing: Significantly increases overall healing amount of healing potions. [It can be applied only once and is not reoffered. Normally the potion recovers about (max HP/3+40) in total, which means that if your max HP > 60 , then a single potion may not recover you to full. With this perk, the total amount is (max HP + max HP/2), which is much more.]
- Efficient Search: You can search secrets of dungeon more efficiently. [It can be appled only once and is not reoffered. It adds +1 search range.]
- Exploded Broken Shot: Missile weapon will explode and deal considerable damage when broken. [It can be applied only once and is not reoffered.]
- Extra Perk Choice: You have 5 choices when selecting a new perk. [It can be applied only once and is not reoffered.]
- Extra Rune Regularly: Summon a random rune every half day. [It can be applied only once and is not reoffered. There is a game message displayed each time a rune is generated.]
- Fearless: You are fearless of wound on low HP. [It is also the acquired perk of the Berserker, but it is only offered to the other classes during the game and only once also to them, so the Berserker can't increase this ability even more.]
- Night Vision: Your view distance is increased by 1 tile during the night. [It is also a starting perk of the Huntress, but it is only offered to the other classes during the game and only once also to them, so the Huntress can't increase this ability even more.]
- Pressure is Power: "Pressure is power", you can give additional damage based on your pressure. [It can be applied only once and is not reoffered.]
- Pure Criticals: Your critical hits deal pure damage. [It can be applied only once and is not reoffered.]
- Pressure Relief: You feel less pain when concentrated and gain additional defense for normal damage. [It can be applied twice.]
- Quick Zap: You can cast spells much faster. [It can be applied only once and is not reoffered. Zapping with wands becomes quicker and takes 0.45 of a turn instead.]
- Telepathy: You are able to detect enemies nearby even if they are behind walls. [It is also a starting perk of the Huntress, but it is only offered to the other classes during the game and only once also to them, so the Huntress can't increase this ability even more.]
- Wand Perception: 1. You can primarily identify a wand on zapping. 2. You can know all secrets of a wand on zapping. [Max level is 2. At level 1 you can identify a wand's max charges on the first zapping (but not if it is cursed or not without zapping). This is also a starting perk of the Mage. Upgrading to level 2 lets you know both max and available charges on the first zapping.]
Class- and RNG-specific Edit
- Assassin: Deal additional damage when performing a surprise attack. [It is the unique perk of the Assassin and is neither offered to the other subclasses, nor it is offered again to the Rogue.]
- Good Appetite: You are flowing with happiness to feel satisfied from food and feel more comfortable after eating. [It is a starting perk of the Mage and Warrior, but it is not offered to the other classes. It grants healing by eating to the warrior, and recharging wands by eating to the mage.]
- Intended Transportation: You are able to select the destination when reading a scroll of teleportation. [It can be learnt only from saved Yvette and only if she is offered food before giving her the scroll of Teleportation, and is not offered otherwise.]
- Ravenous Appetite: Having a ravenous appetite isn't always good, as this can cause starvation quicker. [It is a starting "perk" of the Warrior, and it is not offered obviously as a perk to the other classes.]
Not offered or with No effect Edit
- Level Perception: You are always aware of hidden rooms when you descend to a new floor. [Currently this perk is not offered.]
- Luck from Author: Happy dungeoneering! - Egoal. [It has no effect and it is offered very rarely in current Darkest PD. It was basically added to prevent the generation of a specific game crash in future game versions, when the hero had picked already all the other perks (but in current Darkest PD picking all perks is impossible). It also does not display any unique image, just a blank black square with a number at the top right, because in theory it is reappliable.]
After they obtain the Tome of Mastery all mages and huntresses do not display any perk for their new subclass abilities. Among the other hero subclasses, the Gladiator, Freerunner and Witch also don't display any perk as a subclass (the "Brew Enhanced Potions" perk has only a chance to produce an enhanced potion and this as a random alternative, while the Witch gets a guaranteed outcome upon the player's choice).
Heroes who complete the game will be normally around 24-26 level ("normally" meaning, without a lot of luck in finding potions of Experience or cooking Starfruits and without a "Quick Learner" perk, as these can get them to level 27 or even beyond), so the player will be able to apply/reapply perks from 6 up to 7 times in a complete run. This limited number of available applications along with the general availability of almost 40 different perks gives an extra element of uniqueness to each run in Darkest PD.
|Reappliable||Offered once||Class/RNG-specific||Not offered/No effect|
|Brew Enh. Potions||Angry Bared||Assassin||Level Perception|
|Extra Critical Probability||Drunkard||Int. Transportation||Luck from Author|
Efficient P. Healing
|Extra Dexterous Growth||Efficient Search||Ravenous Appetite|
|Extra Strength Power||Exploded Broken Shot|
|Extra Strength||Extra Perk Choice|
|Fast Regeneration||Extra Rune Regularly|
|Keen Perception||Night Vision|
|Knowledgeable||Pressure is Power|
|Low Health Dexterous||Pure Criticals|
|Low Health Regeneration||Quick Zap|
|Strong Constitution||Offered twice|
|Wand Arcane||Pressure Relief|
|Wand Charger||Wand Perception|
The potions of Original PD are kept (Experience, Frost, Invisibility, Healing - somewhat changed, see below, Levitation, Might, Mind Vision, Paralytic Gas, Purification, Strength, Toxic Gas), but the potion of Physique is 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. 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:
- Experience: reinfored version provides extra XP.
- Frost: reinforced version instanttly freezes the targets.
- Healing (non-reinforced version also changed): It grants a regeneration effect instead of instant healing and also cures the Bleeding debuff, while the reinfored 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-reinforced version recovers about (max HP/3+40) in total, which means that if your max HP > 60 , then a single potion may not recover you to full, while the reinforced potion adds your max HP to your 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 reinforced potion of Healing, in higher hero's levels it can be safe to upgrade the Heart of Satan to +10 even if you dont have a Ankh.
- Liquid Flame: reinforced version causes explosion (as there are no bombs in Darkest PD, this is the only way to get a bomb-like item).
- Mind Vision: reinforced version provides the Sharp Vision buff, which expands the hero's vision, maximizing view distance (8 tiles usually).
- Physique: reinforced version increases max HP more.
- Purification: double duration when reinforced.
- Toxic Gas: reinforced version no longer creates gas, but directly poisons targets.
- Potions of Invisibility, Levitation, Might, Paralytic Gas and Strength can't get reinforced - strengthened.
All reinforced potions display an asterisk 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 an asterisk and at a higher price than their regular counterparts.
Along with the added NPCs and the hero perks it is the most important innovation of Darkest PD, and a mechanic borrowed from Darkest Dungeon. 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 (1.15) as well as damage (1.1) and 10% critical chance. The hero will retain this buff until the Pressure counter hits 30/100. Afterwards his/her 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 (0.8) and evasion (0.8) and makes him/her unable to read scrolls 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 becomes 0.2 and evasion 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). 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 Edit
- 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, 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. 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 drops are totally 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. 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 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. 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.
- 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 chests, which are often mimics, 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.
The rings of Shattered PD are mostly kept the same (Accuracy, Elements, Evasion, Force, Furor, Haste, Might, Sharpshooting, Tenacity, Wealth) with some secondary changes and additions:
- The ring of Critical is the only new addition, which grants increased critical chance to the hero (1.15^ boost per level to the hero's current critical chance).
- There is no ring of Energy in Darkest PD (neverheless its function is replaced by the Wizard Hat).
- The ring of Force 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 benefit is in upgrading the ring and not the gloves.
- An upgraded ring of Wealth 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.
- Rings generally is the only type of item on Darkest PD that can have negative levels down to -3 when cursed.
Also, unlike Shattered PD the Ambitious Imp might give as a quest reward a highly upgraded ring, even up to +5 level.
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 and the scroll of Wipe Out is removed (there are still Sacrificial Chambers in Darkest PD, but they drop runes for the Dew Vial instead of a scroll of Wipe Out as a reward in addition to gold). Also Shattered PD's exotic alchemy has not been implemented, so there are no exotic variants, no new stones etc. 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 three artifacts in Darkest PD are stronger when cursed (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 bo 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 with no guaranteed spawns like the scroll of Upgrade. Keep in mind though that in contarst the Enchantment Table in alchemy rooms does uncurse fully the items it enchants.
- Scroll of Light: It illuminates the entire room and shocks all enemies 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). 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.
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 most often 16 items, if the hero hasn't already sold any of his/her 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). A minor addition is also that the items that the hero sells are then available for purchase, but at a very higher price than that they were bought for. 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 Grog, which are very important for the management of the hero's pressure/stress, so be sure you have checked all of their merchandise. The Vendors that might spawn from depth 0 to depth 19 have already been described in the NPCs section.
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 (it has even a good chance to kill him/her with lower than half of max HP and on), 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 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 high, and it is also probable to give a Holy enchantment to 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). For the use of Unholy Blood see the Equipment slots and Head gear section and also the Dew Vial section above. Also, reading a scroll of Psionic Blast with the statue of Goddess in line of sight makes praying to it afterwards harmful and there is a rather small chance that praying will have the opposite effect anyway.
- 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 often cursed if it is not missile (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, cursed if it is not missile. Obviously, despising the staue 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.
Only the stone of Augmentation is available in Darkest PD, with the same 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.
Darkest PD's traps are very similar to those of Shattered PD, with only one important difference that Rockfall traps also attract nearby enemies apart from stunning the hero (with many enemies around, they function as almost as deadly as grim traps).
The wands of Darkest PD are similar to those of version 0.4.2 of Shattered PD, so there are no wands of Corrosion, Living Earth and Warding. Cursed wands have the same effects with those of Shattered PD and their melee effects for Battlemages are similar to those of Shattered PD. Unlike rings, cursed wands can't have negative levels.
Darkest PD's wands are (the type of damage is always magical):
Similar to current Shattered PD Edit
- Wand of Blast Wave: Dam. 1-5, useful mostly for knocking back enemies and possibly stunning them if they knock on a wall, also useful for opening distant doors and triggering traps, +1 / +3 with each upgrade. Elastic enchantment when imbued to the staff and used by a battlemage.
- Wand of Corruption: It deals no direct 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. If it does not corrupt the enemy, it wil apply a random debuff (Amok / Blindness / Cripple / Paralysis / Slowness etc.). It spends at least one charge, but it spends more charges when trying to corrupt stronger enemies. The power of its effect increases with upgrades (no damage). It causes Amok on hit when imbued to the staff and used by a battlemage.
- Wand of Disintegration: Dam. 2-6, 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. Dam +1 / +4, also + 2 Range with each upgrade. Projecting enchantment when imbued to the staff and used by a battlemage.
- Wand of Fireblast: Dam. 1-5, it creates a cone of fire and often applies the burning debuff to enemies, also useful for turning meat into chargrilled meat, +1 / +3 with each upgrade. Blazing enchantment when imbued to the staff and used by a battlemage.
- Wand of Frost: Dam. 2-8 (to non chilled or frozen targets, but less or no damage at all to chilled and frozen enemies), chills and potentially freezes its targets, also useful for turning meat into frozen carpaccio, +1 / +5 with each upgrade, which also increases the chance to apply its debuffs. Chilling enchantment when imbued to the staff and used by a battlemage.
- Wand of Lightning: Dam. 5-10 (double damage to enemies on water, chain effect) +1 / +5 with each upgrade. Shocking enchantment when imbued to the staff and used by a battlemage.
- Wand of Magic Missile: Dam. 2-8, no special effect, +2 / +2 with each upgrade. Recharging buff to the hero on hit when imbued to the staff and used by a battlemage.
Changed or withdrawn from current Shattered PD Edit
- Wand of Prismatic Light: Dam. 1-5 with Light element, which harms demonic and undead enemies more, 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, +1 / +3 with upgrades. An extra attribute of this wand in comparison to that of Shattered PD is that it applies the Viemark 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 ranged hit). Cripples enemies on hit when imbued to the staff and used by a battlemage.
- Wand of Regrowth: Like in Shattered PD it grows vegetation in a cone-like area, of which the size and the chances of plants spawning increase with upgrades, but it does not get degraded after many uses like in current Shattered PD (no damage). Blooming enchantment when imbued to the staff and used by a battlemage.
- Wand of Transfusion: Like in Shattered PD it damages the hero and either heals allies, charms temporarily living enemies, or harms undead enemies, with the power of all of these effects increasing with upgrades (direct damage only to undead). Unlike current Shattered PD it can also uncurse partly or fully an item (make it again unequippable or lift completely the curse), a function that also damages the hero. Next zap will deplete the hero's health when imbued to the staff and used by a battlemage to hit.
- Wand of Venom: It is very similar to the old wand of Shattered PD and creates a venomous cloud, which lasts more with upgrades (no direct damage to a specific target with its bolts). Venomous enchantment when imbued to the staff and used by a battlemage.
Damage comparison of wands with direct damage Edit
[Scaling = Damage Scaling with each upgrade]
|Blast Wave||1 - 5||+1 / +3|
|Prismatic Light||1 - 5 (increased against demonic & undead)||+1 / +3||Fireblast||1 - 5, also Range 4||+1 / +3, Range +2|
|Disintegration||2 - 6 (bonus with piercing)||+1 / +4|
|Magic Missile||2 - 8||+2 / +2|
|Frost||2 - 8 (to non chilled or frozen, less damage to chilled
and none to frozen)
|+1 / +5|
|Lightning||5 - 10 (double on water)||+1 / +5|
Weapons Melee Edit
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, 6 new weapons are added in all tiers apart from tier 2, some familiar weapons are changed, and the whole picture is pretty original in comparison to other mods and Original PD. Darkest PD's melee wepaons are:
No tier and Tier 1 Edit
[Scaling = Damage Scaling with each upgrade]
|Battle Gloves (new)*||9||1 - 3||Delay starts from 0.85 and decreases even more with level ups, its str. req. also decreases with each level up.||+1 / +2|
|Dagger||10||0 - 9||Effective against unaware enemies||+1 / +2|
|Knuckleduster||10||2 - 6||Delay 0.5 (double attack speed)||+1 / +1|
|Mage's Staff||10||1 - 8||Unique to the Mage class, imbuable with wands,
can't get disenchanted
|+1 / +2|
|Ring of Force*||-||See ->||Until hero's Str. 18 its damage is of a |
In a nutshell 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.
When equipping specifically the Battle Gloves weapon, the ring considers the hero unarmed (but not when equipping the knuckleduster).
|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|
* Having the Battle Gloves 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.
Tier 2 Edit
|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|
|Shortsword||11||2 - 15||-||+1 / +3|
|Spear||12||2 - 20||Delay 1.5, Reach 2||+1 / +3|
* Due to a mistake in the game code, the Dirk does not spawn currently in Darkest PD at all, but this will be corrected in the next update and the Dirk will become available again.
** 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.
Tier 3 Edit
|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|
|Mace*||14||3 - 16||+20% accuracy||+1 / +4|
|Round Shield||14||3 - 12||+5 defense (+2 per level)||+1 / +2|
|Sai||14||3 -10||Delay 0.5 (double attack speed),
Defense +3 (no scaling)
|+1 / +2|
|Scimitar||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|
** 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 apllies to delay penalties and the sai and scimitar, as the penalties are "corrected" by these weapons' default higher attack speed, but the reduced accuracy penalty which will remain is a somewhat bigger drawback.
Tier 4 Edit
|Assassin's Blade||16||4 - 20||Effective against unaware enemies||+1 / +5|
|Battle Axe*||16||4 - 20||+17.5% Accuracy||+1 / +5|
|Flail**||16||4 - 32||Delay 1.25, Can't surprise attack||+2 / +7|
|Longsword||16||4 - 25||-||+1 / +5|
|Runic Blade||15||4 - 20||Benefits more from upgrades||+1 / +6|
|Spike Shield (new)***||17||4 - 15||Delay 1.5, Defense 4 (+2 per level)
Thorns effect (Rebound)
|+1 / +4|
* 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.
** By players of Shattered PD and most of its mods the Flail is considered a rather controversial weapon, because of its delay and inability to surprise attack. 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).
*** 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.
Note that neither the tier 4 Crossbow nor the unique Spirit Bow exist in Darkest PD and for increased ranged damage Snipers will have to rely on tier 2 and higher thrown weapons or upgrade their boomerang, like they would do in Original PD.
Tier 5 Edit
|Claymore (new)||18||5 - 30||-||+1 / +6|
|Glaive||18||5 - 40||Delay 1.5, Reach 2||+1 / +8|
|Great Axe||19||5 - 40||+1 / +6|
|Great Shield||18||5 - 12||Defense 8 (+3 per level)||+1 / +3|
|Pair of Swords (new)||16||3 - 35||Read details below*.||Read below.|
|War Hammer**||18||5 - 24||+15% Accuracy||+1 / +6|
* 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 show 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.
** 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.
Also, you shouldn't transfer 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). If you haven't found a scale or plate armor until DM-300 though, putting many upgrades on a Great Shield will be obviously better than dividing upgrades between the shield and the mail armor. A build based on the Spike Shield can also have more upgrades on the shield and less on the armor.
Enchantments and Curses Edit
Some weapon enchantments of Darkest PD are the same with 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. Almost all enchantments (with the sole exception of the Holy enchantment) are applied with scrolls of Enchanting or by using Enchantment Tables, as 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.
There are two new weapon enchantments added:
- "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.
- "Suppress weapons can deal extra damage based on the lost health of enemies."
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 the Arrogant curse is 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.
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 always 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) will uncurse the weapon fully. Also, as mentioned before, transferring an enchantment by using an Enchantment Table erases fully a curse from a weapon or armor.
Weapons Missile and Thrown Edit
The missile and thrown weapons of Darkest PD are similar with those of Shattered PD, but with 4 new weapons added and also with a new penalty applied when they are used at melee range: the hero gets the "Unbalance" debuff, which is inability to dodge attacks for one or more turns. All missiles' strength requirement is 10, 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, unlike current Shattered PD. The missile and thrown weapons of Darkest PD are:
|Tier - Name||Damage||Properties - Comments|
|(1) Boomerang*||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|
* In contrast to most other mods, the boomerang in Darkest PD can't get dropped and always returns to the hands of the Huntress. Also, the Unbalance debuff should not prevent players that do a Sniper run from applying some upgrades to the boomerang, and have it as the main damage-dealing weapon of their Sniper, as the Sniper's Mark makes it very efficient, and especially with the Ranger's Headband equipped and the Great Blueprint applied to the boomerang, it becomes a weapon totally suitable for end-game. The unbalance debuff will just make upgrading a good armor even more important, and as with all other similar builds, putting all or most upgades to the boomerang and not dividing upgrades between the weapon and armor, is not considered a good idea in Darkest PD. Nevertheless, even without any upgrades applied to the boomerang, any thrown weapon from tier 2 and above will deal considerably more often damage when thrown by a Sniper.
General weapons comparison Edit
A table with all the upgradeable weapons' basic stats follows, and with their order based on their max damage (which is not their only important stat though).
|Ring of Force||-||See ->||Until hero's Str. 18 its damage is of a |
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.
|Battle Gloves||9||1 - 3||Delay 0.85, which decreases with level ups, str. req. also decreases with level ups.||+1 / +2|
|Boomerang||-||1 - 5||The only upgradeable and ennchantable ranged weapon||+1/ +2|
|Knuckleduster||10||2 - 6||Delay 0.5||+1 / +1|
|Sorceress' Staff||9||2 - 7||By default Unstable enchantment||+1 / +2|
|Mage's Staff||10||1 - 8||-||+1 / +2|
|Dagger||10||0 - 9||Effective against unaware enemies||+1 / +2|
|Worn Shortsword||10||1 - 10||-||+1 / +2|
|Sai||14||3 -10||Delay 0.5, Defense +3 (no scaling)||+1 / +2|
|Dirk||12||2 - 12||Effective against unaware enemies, Currently unavailable||+1 / +3|
|Hand Axe||12||2 - 12||Accuracy +22.5%||+1 / +3|
|Quarterstaff||12||2 - 12||+2 defense (no scaling)||+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|
|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|
|Glaive||18||5 - 40||Delay 1.5, Reach 2||+1 / +8|
|Great Axe||19||5 - 40||-||+1 / +6|
Head Gear, Perks and Weapons more suitable for specific classes / subclasses Edit
Head Gear and Perks Edit
- Mages: Apprentice Hood (+ wand damage), Wizard Hat (+ recharging speed), Quick Zap, Wand Arcane, Wand Charger, Wand Perception perks (the first three are especially helpful to Battlemages).
- Huntresses: not the Crusader Helmet (decreased view range for the chance to block ranged attacks), Exploded Broken Shot perk.
- Sniper: Ranger's Headband (also what is already mentioned generally for huntresses)
- Berserker: Barbarian Helmet (increased damage in low HP)
- Gladiator: Mask of Horror (increased accuracy)
The rings more helpful to specific classes and subclasses are the same with those of Shattered PD (Furor for gladiators, Sharpshooting for huntresses, Tenacity for berserkers etc.) but there is no ring of Energy in Darkest PD (neverheless its function is replaced by the Wizard Hat).
Note that generally tier 5 weapons are a rare drop or find and tier 4 weapons are also uncommon, while an upgraded good weapon is necessary from the DM-300 fight and on. So, if you hadn't found a tier 4 or 5 weapon until DM-300, just put some upgrades to the best weapon that the hero has available. Also, due to some weapons of current Shattered PD missing, some other weapons having been added and also some other changed, the good subclass-melee weapon synergies which are available in Darkest PD are:
- Assasin and Assassin's Blade. Honorable mention: it could have been the Dirk, but it currently does not spawn in Darkest PD. Nevertheless, any weapon with a very good damage output per hit that can surprise attack (Claymore, Glaive, Great Axe, Pair of Swords, unarmed with Ring of Force) can work very well for an Assassin, as surprise attacks are guaranteed to hit and have a damage bonus by themselves, which stacks with the already high damage of the weapon.
- Berserker and Spike Shield/Great Shield. Honorable mention: Round Shield, although it shoud be a last resort, if no tier 4 or tier 5 weapon is available for upgrading from DM-300 and on.
- Freerunner and Glaive. Honorable mention: Whip, although it shoud be a last resort etc.
- Gladiator and Battle Gloves + ring of Force (not only Battle Gloves though). Also the Battle Axe, Pair of Swords (when in equal or close level) and War Hammer with their higher accuracy will help him keep his combos stacking. Honorable mentions: Mace (accurate), Knuckleduster, Sai and Scimitar (quick), although they shoud be a last resort etc.
- Sniper and any tier 2 and above thrown weapon. The starting boomerang of the huntress can be also moderately upgraded to increase its damage.
Note that as it has already been mentioned, the need for pressure management in Darkest PD makes "all upgrades to the weapon" builds not a very good idea for reaching end-game.
Completing the game - Amulet of Yendor Edit
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. Nevertheless, if the player has the patience to ascend back 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 his/her spawn point at the village, to the tile named "Depth entrance". Players should note that that no ladder is generated in the village's depth entrance, and the hero just has to get there.