|#60 Released mod|
|Current Version||171125 Final|
As a modification of Sprouted PD based on its current non-beta version 0.4.1, but "Easier Sprouted Pixel Dungeon" is a rather simplified title for this mod. The mod is definitely easier, or to be more exact, it is a little bit easier than Sprouted PD if the player doesn't select any of the 11 options in the main menu that can make the game easier, and it is ridiculously easier if the player selects all 11 of them. Nevertheless, there are some more distinctive features added, apart from the "easy options":
- ESPD prevents the player from most grinding (and at a specific point can punish him/her for wanting to grind), even if he/she is determined to do so. Dew for upgrading equipment is more than plenty. There is no ring of Wealth (the Master Thieves' Armband has part of its function, but doesn't have an effect on scroll drops from Wraiths). The Books of Life, Heaven and Death are given by the Imp for free, so there is no need for collecting big amounts of gold. Lastly, the Book of Heaven punishes the player who wishes to repeat it: if the hero tries to fall into a chasm, a game message appears and warns the player in a "no nonsense" tone that sure death lies ahead for those who jump, and if the hero jumps, he/she dies even if he/she has 15 Ankhs.
- This mod has its own bugs, but they are minor in comparison to the infamous bugs of Sprouted PD. The Alchemist's Toolkit can reach +10 without a problem, the Sokoban puzzles don't crash the game, and the Dolyahaven mines lead always to the Stone Golem Otiluke depth with no corrupted save files or softlocking during the fight.
- There are also various specific changes in the items and pets of Sprouted PD, with the most important being that pets are easier to obtain and much stronger, while also many wands are added to those of Sprouted PD.
As a consquence, considering ESPD as just an "Easier Sprouted" would be definitely unfair. ESPD is a moderately innovative take on Sprouted PD, focused on giving to the player options to make his/her game easier while having by default a grind-free and also an almost bug-free run, as all of the bugs that it has originally "inherited" are fixed.
This page is not a guide for dachhack's Sprouted PD, as it presupposes knowledge of it, because ESPD is a fork of Sprouted PD having many similarities with its parent. If at some point you feel that you are missing something important from original Sprouted PD though, you can always go to the Sprouted category page and then visit its relevant page. The guide describes the game in its default state when first installed, without any of the "Easy options" selected, which are described in their relevant section.
It should be noted that the developer has remarked that the latest version, named "Final" by him and that to which the infobox link leads, is "a bit buggy" (see "Bugs" section in the end of the guide for details, they are all minor though), so he recommends instead versions 1709 and 1710, as they have some new features, performance improvements, and fewer bugs. That said, if you choose to download these versions instead of the latest one, which has its link in the infobox, this guide will be a lot less useful for you and the wiki Sprouted PD pages much more.
Lastly, Easier Sprouted PD is among the few mods with Chinese origin that are fully available in English (the other four are Darkest PD, Easier Vanilla PD, Fushigi No PD and SPecial Surprise PD). Each one of these mods makes very different and considerably original choices regarding the modifications applied to their source material, but Darkest PD, Fushigi No PD and SPecial Surprise PD share some common NPCs, who are unique to these mods and who all refer to actual members of the PD Chinese community, a feature which is not shared by Easier Sprouted PD and Easier Vanilla PD, both created by the same developer.
Alchemy, Berries, Mushrooms, Plants, Scrolls Edit
Little is changed from Sprouted PD:
- Plants are textured like those in Shattered PD, but retain their original effects, while their seeds brew the same potions and cook the same blandfruits like in Sprouted PD.
- Due to the absence of the ring of Wealth, no scrolls of Magical Infusion or potions of Might can be generated as loot in the dungeon and they are always a product of transmutation.
- The scroll of Regrowth is a rare drop/find and not a unique drop anymore. It is even sold rarely in shops of the regular dungeon.
- There is a minor visual bug in that the potion of Life still overfills the hero's HP, but the HP counter doesn't show that.
- Potions and Scrolls have the same effects as the potions and scrolls of Sprouted PD. Identified potions and scrolls display symbols that indicate their use, like in Shattered PD:
Potion colors and scroll runes are assigned randomly in each new run like they do in all mods - potions have a fixed color in the image above because it just makes their display more familiar.
Armor types are the same with those of Sprouted PD, with only a minor difference in their availability, because always the depth 6 shop sells a mail armor, the depth 11 shop a scale armor, and the depth 16 shop a plate armor, which can become easily equippable without strength penalties after getting upgraded with dew. Their available glyphs are the same with Sprouted PD, with a minor difference that the Stench glyph and its Immune to Gases buff doesn't protect from the Vertigo effect of the Kupua and Gullin gas anymore.
WIP: all artifacts should be tested to find out any additional effects of upgrading them with scrolls.
Artifacts are the same with Sprouted PD, with the only difference being that some can get upgraded with scrolls of Upgrade. Some artifacts get stronger while getting upgraded (unstable spellbook gets more charges), but the full list of additional features you access by upgrading them is still currently unknown. Other Minor differences are:
- They are not only found as loot but also rarely sold in shops, nevertheless at very high prices.
- The Alchemist's Toolkit has its bug fixed and never needs an egg in its mixture.
- The Horn of Plenty and the rings of Disintegration and Frost get levelled up easier, as 10 chargrilled meats get the Horn to +10 level and 210 scroll points the rings to +10 level (scrolls add the same amount of points as they do in Sprouted PD, visit the link above for details).
- The Master Thieves' Armband still drops from thieves and still allows stealing, but it also boosts the drop rate of loot from enemies (but not the item generation in depths or the scroll drops from wraiths). It is also always found inside a chest of the Otiluke's Journal Vault instead of a ring of Wealth (if the hero has already obtained it, the chest that would contain it will just have gold).
- The Sandals of Nature are nerfed as far as dew drops are concerned, as even upgraded to +3 (ESPD's equivalent of +10 max level) they make high grass drop only white dew, the chance of that happening is the only part that is improved, but they still make it drop more seeds, mushrooms, berries and nuts. They also need a somewhat different amount of seeds to get upgraded: 5 seeds to reach +1 level, 7 to +2, 9 to +3.
- The Talisman of Foresight also senses hidden doors (the message is also "you feel uneasy").
- The Timekeeeper's Hourglass gets levelled up in the same way as it does in Sprouted PD, by adding to it bags of sand bought from shops, but the numbering that shows levelling it up is somewhat different, as each bag adds +1 level and 2 charges, so it gets from 0 level and 10 charges to +5 max level and 20 charges.
- There is also a minor bug in work, as rarely using the Unstable Spellbook makes the game crash (it is most probably when the spellbook attempts to cast a scroll of Lullaby). Neverheless, if the hero has upgraded it with scrolls, the effect will sometimes be the normal Lullaby scroll effect, which in this case works normally and makes the Spellbook stable ironically. It increases charges at the same rate as normal when upgraded with scrolls, gaining a charge every two upgrades.
Badges - Challenges Edit
Both of them are features removed from ESPD.
Bags - Slots Edit
All bags are in the hero's inventory from the beginning of the run. The main bag - backpack has 4 ring / artifact slots.
Book depths Edit
Some general differences in all of them are that the books are just lying on the floor of the Imp shop and are given for free, and thus all Book depths are available before the first Yog-Dzewa fight and can all be finished by the hero before he/she is able to fight Yog-Dzewa. As a consequence a big amount of the early gold grinding of Sprouted PD is not necessary in ESPD. Also, enemies in general don’t respawn in any of the book depths. Pets don’t follow to the Book depths, unless the hero has a Pet Whistle.
Some book-specific differences from the book depths of Sprouted PD are:
- The Book of Death / Catacomb doesn't have Dwarf Liches spawning as an infrequent enemy. Like in the main dungeon, wraiths spawning from tombstones have only a 7.5% chance to drop a scroll of Upgrade and an equal 7.5% chance to drop a scroll of Magical Infusion, but which is not affected by having the Master Thieves' Armband equipped, like the ring of Wealth does in Sprouted PD. Generally, farming these scrolls is not possible in ESPD.
- The Book of Heaven doesn’t need levitation at all, as all the rooms are connected with pathways. There are phase pitchers, upgrade eaters and honey as important loot and Sentinels often drop Tier 5 weapons. There are also some Animated Statues in their familiar special rooms. As stated in the introduction, jumping into the chasms of the Book of Heaven even with a lot of Ankhs always means instant permanent death and end of the run. The game warns the player about the danger very clearly with a relevant message, but don't think "I have a lot of Ankhs, perhaps I should try it once and see what happens", you will regret the decision. As a consequence, farming phase pitchers Sprouted-style is not possible in ESPD outside of the Thief King basement.
- The Book of Life is just a little bit bigger than a regular ESPD depth, so the hero won't leave with a big amount of honeypots and Ankhs, just with some more (appr. 4-5 Ankhs and 8-10 honeypots). Generally the depth does not generate any loot other than honeypots and Ankhs. Onis are few and like the enemies in the other two book depths they don't respawn. Lastly, there is no Tinkerer there and so no dew vial mushroom quest (the Dew Vial gets upgraded automatically after the hero beats Yog-Dzewa).
Classes and subclasses Edit
Generally they are the same with those of Sprouted PD with three differences:
- Battlemages have different melee effects when equipping each type of wand, like they do in Shattered PD (but not all the same effects with Shattered PD). For a full list of these effects, see Wands section.
- Also Battlemages will often have a harder time during end-game, as all the late-game enemies (Kupuas, Gullins, Sentinels, the two end-game bosses) have very high resistance to all types of magic damage, with the sole exception of the wand of Prismatic Light, to which in contrast they are all vulnerable. It is advised to players in Battlemage runs with the combat wand as the main damage-dealing item to very highly upgrade it, unless it is a wand of Prismatic Light. Alternatively, players who do a Battlemage run, can make the hero fall repeatedly in the Thief King's basement, which spawns many wands as loot, to eventually get a wand of Prismatic Light.
- Huntress is unlocked by default.
Depth generation Edit
Unless this is changed from the game Settings, the default size of the depths in ESPD is considerably smaller in both the main dungeon and the Dolyahaven Mines and resembles more or less the size of the depths in current Shattered PD (ESPD's graphics remain the 2D graphics of Sprouted PD though). To give an example from the sewers:Hidden rooms are also more rare, apart from the "obvious hidden rooms" that their door is hidden in dead end corridors. Sometimes the depth's exit is in a room adjacent to the one with the depth's entrance, or very close to it, unlike what happens in Original PD and most mods.
Dew and Upgrades Edit
The hero starts with the Dew Vial and with a short Dew Charge from depth 1. Draw out Dew is the only option available in the beginning of the game, without the Tinkerer and his quest at all on depth 2. Also dew doesn’t evaporate when the hero goes down a depth. Apart from the first and the second depths, in all the rest of them dew charge lasts for long and also because of the smaller depths' size it is extremely easy to finish each depth within the moves goal, so items can be constantly upgraded to their level cap with the dew drops provided. As a consequence in most of the depths there will be excess dew left, so if the hero has levelled up all his/her needed equipment, he/she might level up identified equipment he/she does not need, to sell them for a much better price to shopkeepers, or just leave the dew lying on the floor for later use. As in Original PD and most other mods weapons are sold for better prices than armor, and higher tier items for better prices than lower tier: for example a tier 5 weapon at +10 is sold for 3,840 gold. This also appplies to the excess dew from Key depths.
The Dew Vial gets upgraded automatically to 300 after beating Yog-Dzewa, with Levitation added to Splash and also Water with Dew added to the vial's functions. The dew upgrade level cap of equipment is at +13 before the Yog-Dzewa fight and jumps to +16 after beating the Shadow Yogs (+1 in both caps for Mages), but by depth 2 the hero can already upgrade his/her equipment up to +5. From that point on and until Yog-Dzewa the dew upgrade cap increases rather slowly like in Sprouted PD and +1 is added to it every 3 depths: the cap becomes +6 on depth 5, +7 on depth 8 etc. Note also that the Dew Vial can't be dropped or thrown in ESPD, so it can't be refilled in a well of Health.
They are basically the same with the enemies of Sprouted PD. Apart from the secondary differences in some of the enemy details mentioned in the Book and Key sections, the only important difference is that in ESPD generally wraiths drop few scrolls of Magical Infusion and Upgrade because of the absence of the ring of Wealth and the Armband not affecting their drops, and also they have lower evasion in comparison to those of Sprouted PD, and so they can get destroyed by melee or ranged weapon hits without a ring of Accuracy or Sharpshooting equipped.
As farming scrolls from them is no longer possible, upgrading the end-game wand or tier 6 weapon will be achieved mostly with scrolls of Upgrade from the Dolyahaven shop, which restocks each time the hero visits a new depth (as it sells them for 6,000 gold each, shopping with an Armband equipped is very cost-efficient). Nevertheless, see a way for upgrade goo farming by falling repeatedly in the Thief King's basement in the Key depths section below.
Key depths Edit
In their general characteristics they are the same with the key depths of Sprouted PD. Their basic general difference is that all Key depths are revisitable and repeatable (but not their boss depths) and their portals are also found in Otiluke's Journal along with the Sokoban puzzles and the Book depths. Each key depth respawns in each new visit, so especially unique items like the Safe Room page, but also dropped dew, should get picked up before leaving. Also their counter goes back to zero every time the hero leaves with the exception of the City depth, so if the player has also the bundle of berries or the golden dungeon nut as goals, he/she should spend some time continuously on each depth. Seven more specific differences are:
- The bushes in the Forest depth when searched drop seeds, berries, mushrooms and nuts, but the Gnoll Archers don't drop gold. Once harvested, loot doesn’t grow back in the bushes during the hero's current visit, but all bushes will have bloomed again in the next visit.
- In the Battleground / Prison depth the chest contains 200 Holy Hand Grenades instead of 50.
- The availability of weapons with 2 tiles reach in ESPD (glaive, spear) makes the Forest and Caves depths a lot easier, as Gnoll Archers flee only from melee range and just stand still for the hero to hit them, when he/she has a spear or a glaive and remains at two tiles distance, while the albino pirahas can be attracted close to the beach and then get hit with a glaive or spear from a safe in-land distance.
- The Gold Thieves in the City depth drop good amounts of gold after being killed (50-100 gold each), apart from the gold stolen from the hero. They also have a moderate chance to drop the Master Thieves' Armband after 50 get killed, which becomes certainty after 100 get killed. The depth respawns its gold loot, so it is very good for gold farming by picking up gold from the ground and also dropped by the thieves killed, but the second will work only for high level heroes, as the counter in this depth does not get reset, and the Gold Thieves have more HP and evasion and deal more damage as more of them get killed.
- In the Crab King's Lair the Lightning Shell drops also a Golden Skeleton Key and each Hermit crab along with the Shell might drop two, especially when the Armband is equipped.
- The Thief King’s basement spawns many rings and also artifacts, wands, phase pitchers and upgrade eaters as loot but only infrequently gold lying on the floor or inside chests. This is the only occasion in ESPD that some moderate farming of phase pitchers and more generally of rare items and upgrade eaters can be done, nevertheless phase pitchers generate infrequently and definitely not every time the hero falls into the basement, like they do in the book of Heavens in Sprouted PD. Battlemages can also find sooner or later a wand of Prismatic Light there, which is very useful for end-game, if it has not already spawned for them in the main dungeon. Note that the Armband has no effect in item generation in this depth like the ring of Wealth has in Sprouted PD. There is also always one Shadow Bandit there, who respawns each time the hero falls down from the surface depth. This depth also allows for heavy farming of upgrades by repeatetly falling into the chasms and healing damage with the common dew catchers and regrowth farming, as well as optional healing from the Shadow Bandit with a warlock character, to farm violet upgrade dew in order to replace the lack of upgrade scroll farming, as well as getting bonus rotberry seeds occasionally. For a slightly more in-depth explaination on the strategy, you can visit to this reddit post written by reddit user Hyperlolman.
- The Golden Dungeon Nut similarly to Sprouted PD is awarded after 50 (not 100) enemies get killed in each one of the 4 key depths and the hero leaves the City key depth for doing that last (it will spawn automatically in the inventory after the 50th Gold Thief is killed). Nevertheless there is a minor bug in work here and in some runs the nut will not spawn in the inventory, even when all the requirements get fulfilled (having selected the "auto-collect" option from the main settings seems to affect positively the spawning of the nut in the inventory).
Advice about the Crab king depth that also applies to Sprouted PD: Don’t take a very high level pet with you, especially a Shadow Dragon, or take it but have it Stay it in the small room that you spawn in, until you take down the Lightning Shell: if you take it along in the main room, the Lightning Shell will get charged by the extra powerful attacks against the hermit crabs coming from the pet and will one-shot the hero repeatedly. After the Lightning Shell is beaten, it is safe for the hero to Call the pet.
Otiluke's Journal - Sokoban puzzles Edit
Otiluke‘s Journal doesn’t need to recharge at all, and all depths are always instantly available after their page is obtained. All special book and key depths have also a page in the Journal (their portal items are also all retextured to pages), and the pages when dropped all display numbers that correspond to their ordinal position in the journal and not a rune. All the Boss depths (pp. 13 - 17, 21, 22) and the Book depths (pp. 18-20) are not repeatable and their page is removed from the Journal after the hero has completed them.
- Safe Room: (p. 1) like in Sprouted PD its page drops from a Gnoll Archer in the Forest key depth.
- Sokoban Puzzles 1, 2, 3, 4: (pp. 2, 3, 4, 5) like in Sprouted PD their pages drop from the chapter bosses of depths 5, 10, 15, 20.
- Dolyahaven: (p. 6) like in Sprouted PD its page is contained in the Orb of Zot, which is dropped by the last defeated Shadow Yog.
- Vault: (p. 7) unlike Sprouted PD its page drops from a bookcase, after getting searched with the Spectacles equipped (repeated to be 100% clear, not burned, searched).
- Dragon Cave: (p. 8) unlike Sprouted PD its page drops from a bookcase, after getting searched with the Spectacles equipped (repeated to be 100% clear, not burned, searched).
- Forest, Battleground / Prison, Caves, City: (pp. 9, 10, 11, 12) like in Sprouted PD their pages drop from the Gnoll Archer on depth 4, the Moss-Covered Skeleton on depth 9, a random Giant Piranha (but not Albino) on any dungeon depth after Tengu, and from the Crazy Gold Thief on depth 19. A minor difference in them is that their portals are not keys anymore.
- First Yog / Yog-Dzewa: (p. 13) like in Sprouted PD its page drops from the Animated Statue on the pedestal of depth 24. A minor difference in it is that its portal is not a key anymore.
- Thief King: (p. 14) like in Sprouted PD its page drops from a Gold Thief in the City key depth. A minor difference in it is that its portal is not a coin anymore.
- Skeleton King: (p. 15) like in Sprouted PD its page drops from a Moss-Covered Skeleton in the Battleground / Prison key depth. A minor difference in it is that its portal is not a bone anymore.
- Crab King: (p. 16) like in Sprouted PD its page drops from an Albino Giant Piranha in the Caves key depth. A minor difference in it is that its portal is not a shell anymore.
- Tengu Hideout: (p. 17) like in Sprouted PD its page drops from Tengu on depth 10 when he is killed fast enough the second time he spawns. A minor difference in it is that its portal is not a key anymore.
- Catacomb, Life, Heaven: (pp. 18, 19, 20) unlike Sprouted PD their pages are found lying on the Imp shop floor, without needing to get bought by the hero, and can also be added to the journal before the first fight with Yog-Dzewa. A minor difference in them is that their portals are not books anymore.
- Second Yog / Shadow Yog: (p. 21) like in Sprouted PD the hero must visit the three Book depths, gather the Sanchikarah pieces and take them to the Troll Blacksmith, so he can forge the Sanchikarah - portal to Shadow Yog.
- Zot: (p. 22) like in Sprouted PD the Palantir that teleports the hero to Zot is found in the Stone Golem Otiluke depth guarded by Sentinels.
Sokoban puzzles Edit
A major difference in ESPD is that all Sokoban puzzles can get skipped and the hero will take the unique item but not the rest of the loot. Important note: the hero gets asked by the game only the first time he/she tries them (so don't try the puzzle and if you find it difficult, exit and repeat it with the hope of a new game question, you will not get offered the unique prize the second time). Before the hero can survive easily the Metropolis of the main dungeon, the use of a wand of Flock in the Sokoban puzzle depths is not advised, as the Protectors that spawn will be very strong for the hero's level. That said, their layout remains exactly the same and you will find detailed descriptions of all the Sokoban puzzles in their section of Sprouted PD's Otiluke's Journal page.
Because it is a changed feature from Sprouted PD which remains a bit similar, it should be noted again that the Dragon Cave and Vault pages are found in the dungeon bookcases, after the hero searches for them with the Spectatcles equipped. Not burns, searches.
Sokoban puzzles don’t punish with the annihilation of armor or any other equipped item but destroy unequipped items in the inventory (including unique items, so be careful) or reduce health down to 10 HP if there are no items in the inventory, and with only 10 HP to 2 HP (obviously, the third time the hero gets killed or revived by an Ankh). As a consequence, one alternative way to complete the Sokoban puzzles with poor puzzle-solving skills and without a wand of Flock is: a) to drop in the Sokoban depth's floor all items, from all the bags, apart from those being equipped, b) step on two traps that need to get deactivated so the hero reaches 2 HP, c) Heal up to a liitle above 10 HP, d) repeat the process when needed.
Lastly, Sokoban 3 is not bugged and doesn't make the game crash anymore.
Like in Sprouted PD its page is contained in the Orb of Zot, which drops from the last defeated Shadow Yog. Some minor differences that make this part of the game a bit easier without any of the "easy options" selected are that the Dolyahaven Mines' entrance is not hidden and that the already explored depths remain unchanged no matter how many times the hero returns to the surface and never respawn unexplored with new Kupuas and Gullins. It should be noted though that without any of the "easy options" selected this part of the game remains rather difficult. You can read more about Dolyahaven and its enemies in its section of Sprouted PD's Otiluke's Journal page, as their abilities are kepth the same in ESPD.
Note also that in all of the Mines' depths the floors are filled with traps while all the game's debuffs are very harsh there, as their effect generally increases with the depth number, so even if you are not fond of puzzles, just take the unique prizes from Sokoban 1 and 2: the Towel will be very useful in stopping the bleeding from the Kupua gas and the gripping traps, and the Spectacles in mapping the depths mostly for their traps, as they are unmappable without the spectacles equipped (the spectacles will also allow mind vision in the Stone Golem Otiluke and the Zoth depths). The Stone Golem Otiluke depth appears always in depth 66 after going down from the last Dolyahaven Mines depth and unlike Sprouted PD there is no randomness in its number/order of appearance. You can read more about this fight and the fight with Zot that follows it in their section of Sprouted PD's Bosses page.
Another important difference which has been already mentioned in the overview is that all the Dolyahaven bugs of Sprouted PD have been fixed and thus save files are never corrupted, the hero always encounters Stone Golem Otiluke at the end of the Dolyahaven Mines etc. Relevent to this is that visiting the Dragon Cave and the Vault journal page depths does not trigger any game bug in ESPD.
Apart from getting found in the dungeon or dropped by Dward Warlocks, eggs are sometimes also sold in shops but at a very high price (5,000 gold in prison, 7,500 gold in caves, 10,000 gold in metropolis, 12,500 gold by the Imp). In addition, eggs in ESPD have a counter that shows the amount of influences that each different pet needs in general and how many are still needed in particular, which is definitely an improvement in comparison to Sprouted PD. Influences are almost all of the same type with Sprouted PD but sometimes less elemental influences are needed in comparison to Sprouted PD and also the Bunny pet is considerably easier to obtain in comparison to Sprouted PD:
- Summoning trap: plain Fairy or Sugarplum Fairy on December - 5
- Freeze: Blue Dragon - 5
- Poison: Violet Dragon - 5
- Lightning: Green Dragon - 5
- Fire: Velocirooster - 1, Red Dragon - 30
- Turns in the backpack: Spider - 2,000, Scorpio - 10,000
- If the hero throws any regular Egg into a Phase Pitcher / Well of Transmutation, he/she gets back a "Special Egg" with iredescent color that hatches a Bunny, which is available in Sprouted PD only during March and April as a random find in the dungeon gardens. As a consequence, the Bunny is a rather easily obtained pet in ESPD.
- Finishing with the non-egg-related pet, a Steel Bee is released from a Steel Honeypot, a product of transmuting a plain Honeypot, like in Sprouted PD.
The types of pets are the same with Sprouted PD and have the same descriptions, but their attack skill (accuracy) has the same level with their defense skill (evasion) and both their skills' and HP's level up scaling is different from Sprouted, and also the amount of XP needed to level up, as displayed in the next paragraph.
All pets start with 10 XP needed for their first level up to Level 2, and the required experience to level up is: Previous XP +5 per level (+15 for L3, +20 for L4 etc.), much less than in Sprouted PD. Pets also level up endlessly without a level cap at 20, unlike Sprouted PD. As a consequence, pets end up much stronger in ESPD.
Pets don’t teleport along with the hero to the Yog-Dzewa or the Book depths without a pet whistle, but follow him/her easily to Shadow Yog, the Sokoban Puzzles, the Safe Room, the Dolyahaven Mines and the Key depths, by just being next to him/her at the time of teleporting, like they do in Sprouted PD. One additional difference from Sprouted PD's pets is that they gain XP automatically as long as they are on the same depth with the hero, and don't have to also hit the enemy, in order to get XP from its kill (which also contributes to their faster levelling up).
Specific Pets Edit
- Bunny: L1 HP 28, Skill 5, Health +7 per level, Skill +4 per level (Special attack "Fangs": Stronger Melee). Unlike Sprouted PD it is not available as a random drop in the dungeon only during March and April, but all year after throwing a regular egg into a phase pitcher plant or a well of transmutation. The hero should wait for 10 turns before he/she breaks the egg, as for the first 9 turns the Special Egg is still unhatched (you can Shake the egg to make yourself sure about that). It is the second strongest pet in the game, after the Shadow Dragon.
- most Dragons (apart from Red and Shadow): L1 HP 32, Skill 5, Health +8 per level, Skill's levelling up rate starts with +2 per level and every two levels adds +2 in that > +4, +6, +8 etc. (Special attacks "Breath weapon": Blue Dragon - Ice bolt, Green Dragon - Lightning bolt, Violet Dragon - Poison bolt). They are all very good pets like in Sprouted PD.
- Fairy: L1 HP 8, Skill 6, Health +8 per level, Skill's levelling up rate starts with + 3 and every level adds +2 in that > +5, +7, +9 etc. (Special attack "Wand Attack": Lightning bolt, the Fairy also Heals the hero). Like in Sprouted PD it has a very powerful ranged attack but is rather frail (definitely less frail than its Sprouted PD equivalent though). During November a Sugarplum Fairy is hatched instead of a plain Fairy, which is stronger in comparison to the plain variant.
- Red Dragon: L1 HP 32, Skill 1, Health +8 per level, Skill's levelling up rate starts with +2 per level and every two levels adds +2 in that > +4, +6, +8 etc. (Special attack "Breath weapon": Fire bolt). It is a good pet like in Sprouted PD, but starts with lower skill and ignites the terrain rather often, so the rest of the dragons are preferrable.
- Spider: L1 HP 28, Skill 3, Health +7 per level, Skill +2 per level (Special attack "Spinerettes": Roots). Like in Sprouted PD when compared to the Scorpion, which just needs more turns in the backpack, it is a much worse pet, as its melee attack is weak and its HP the lowest among all pets. It should better not get hatched.
- Steel Bee: L1 HP 18, Skill 3, Health +6 per level, Skill +2 per level (No Special Attack). Its stats make it a weak version of the Scorpion, with less HP and without a special attack. As wells of transmutation and phase pitchers are both rare resources in ESPD, it should better not get hatched.
- Scorpion: L1 HP 40, Skill 3, Health +10 per level, Skill +2 per level (Special attack "Stinger": Paralyses enemies, also Heals self and hero). It is a rather good pet and also easy to get hatched.
- Shadow Dragon: L1 HP 90, Skill 2, Health +15 per level, Skill's levelling up rate formula: [Number of Level * Number of Level +1], (Special attack "Shadow breath": Shadow bolt). Like in Sprouted PD it gets released only from a specific egg, which is only found in the Dragon Cave depth. All the pets' HP and Skill scaling formulas when levelling up are arithmetic progressions, but the Shadow Dragon's is a geometric progression, and a additional advantage of its is also that It doesn’t get affected by Guliins' and Kupuas’ gas. As a consequence of these and of the level cap absence in pets levelling up it is an OP pet, the strongest in ESPD and if levelled up adequately it can survive even the final Zot battle, also dealing a lot of damage.
- Velocirooster: L1 HP 21, Skill 3, Health +7 per level, Skill +2 per level (Special attack "Feathers": Stronger Melee). Like in Sprouted PD especially when compared to the Red Dragon, which just needs much more burning, it is almost a useless pet, as its melee attack is weak and its HP the second lowest from all pets, with only the Spider having even lower. It should better not get hatched.
Quests (changed) Edit
- Old Wandmaker is always located in depth 7 and gives the same quests with Sprouted PD, but with three differences:
- There is a minor difference that the Rotberry seed quest spawns always two Rotberry plants, so the hero can gain also 1 Rotfruit > +1 Str. as a bonus reward, if the player is not interested in the Adamantite Wand reward.
- The hero has the option to choose as reward between two identified wands like in Shattered PD (but not necessarily between one battle wand and one non-battle wand, the wand rewards are generated randomly in ESPD and can be both battle or non-battle wands).
- The third difference is very important: unlike Sprouted PD the Wandwaker will give to all heroes an adamantite wand as a second reward but only if the hero returns to him with both of the Rotberry seeds, or with the Corpse dust uncursed (in the case of the non-mage classes he thanks the hero for the additional effort and says he has an extra present for him/her). If the hero doesn't and returns with only one seed or with the corpse dust still cursed, the Wandmaker will just offer a regular wand as reward. In Battlemage runs returning both seeds or uncursing the corpse dust is almost obligatory, as the Battlemage's advantage is basically in equipping a wand as a main weapon, so reinforcing a wand with adamantite and highly upgrading it for end-game is crucial.
|This anvil is made of a kind of alloy and seems great for tinkering.|
- Apart from the familiar two quests from Sprouted PD (killing a bat with the pickaxe or collecting 30 pieces of dark gold), Troll blacksmith Bop has also the chance of giving a new quest that is a bit incomprehensible. In that specific quest's case at first he just says "Quest item 1" and gives to the hero a pickaxe. He then asks: “An uncursed alloy anvil. Seriously, is it dat hard?”. The needed assumption is that the hero has to find a cursed alloy anvil and uncurse it: after the quest is taken (but never before), an Ancient Tomb will spawn somewhere around the current depth (the hero should revisit already explored rooms), that can be broken only with the pickaxe and contains a cursed alloy anvil. After it's broken, a vast amount of red wraiths spawn, that can be destroyed easily with regular weapons, but battle wands will be particurarly useful – a wand of lightning kills them all at once as they crammed together, one next to the other. They also drop a lot of dew. The the hero will have to uncurse the anvil with a scroll of Remove Curse, and the quest will be finished. Note also two more minor differences of the Blacksmiths in ESPD: a) Blacksmith Bop in ESPD consumes the dark gold that the hero brings to him for his quest, like his brother Bip does, and b) he won't forge the Sanchikarah to one piece until his quest is fulfilled.
|This tomb seems to be protected very well.|
- The Imp's quest and the caves' Tinkerer's quest on depth 11 are the same, but the Goo never drops a Mr. Destructo anymore, so the Tinkerer almost always gives the first type of destructo as a reward, unless the hero had already visited the Hideout and found one green destructo there (most often the destructos in the hideout are of the red / v.2.0 type though). The Tinkerers and their quests on depth 2 and on the Book of Life depth are both removed completely from the game and the hero gets automatically Draw out Dew from depth 1, and the upgraded Dew Vial (300 dew drops, +Levitation in the Splash ability, +Water with Dew) after he/she kills Yog-Dzewa in depth 25.
Rings are very similar with those in Sprouted PD, there are some changes made though, with the most important being the removal of the ring of Wealth, and also an original minor bug ("original" meaning that it is not occurring in Sprouted PD):
- The ring of Force gives a description about its damage output exactly like weapons. Although equiping it and keeping the hero unarmed is a good choice until mid-game, when the hero has only that and not also a ring of Might, it is not advised to reinforce it and highly upgrade it for end-game, as its damage is calculated by the formula: min. Strength / 2 + level - max. (Strength * 0.5 * level) + Strength * 2, and raising the one of the two variables, the hero's strength, is much more difficult in ESPD due to the limited avalability of phase pitchers. That said, the ring of Might + Force combo still works wonders in ESPD, as +100 in both results in an average of 5,600 damage (for reference, a +200 tier 6 weapon deals 2,000 damage on average). Even with the halved damage against end-game enemies, that will still be a higher damage output than that of the tier 6 weapons, although achieving it will require more farming. Note that equipping the ring of Force does alter the damage display of melee or ranged weapons, although it still adds +1 to them per level.
- The game theoretically does not allow the ring of Haste to get upgraded above level +10, and the ring's description states that its power maxes out at 10 upgrades. In the cases of transmuting any ring with level above +10 and getting a ring of Haste as a product, the game even subtracts the upgrades from the transmuted ring and drops them as scrolls of Upgrade or Magical Infusion inside the well. Nevertheless, if a scroll of Upgrade or a Dew Upgrade are applied to the ring of Haste above level +10, it does get upgraded "silently", meaning that this is not shown in the ring's description (it remains +10) and is recognised only by the game practically as its bonus to speed is actually raised above +10. Keep in mind that the level caps of rings apply to this ring also, so even though it can have upgrades applied to it endlessly, it won't actually go beyond the max level cap if it is not reinforced. This can create a problem only if the option to Haste a pet is chosen, as the pet will stll have a speed bonus of +10, but the hero more than that. Unlike Sprouted PD this is a minor bug, as the ring above +10 does not softlock the game and does not lead the hero to death because of the repeated attacks of the enemies, like it can do in Sprouted PD.
- Equipping the ring of Magic alters the damage display of wands to include the ring's bonus.
- The ring of Wealth technically does not exist in the game, as Red Wraiths don't drop it anymore and the Otiluke's Journal's Vault depth contains a chest with always a Master Thieves' Armband and not a ring in it (only one spawns per run, so if the hero has already obtained it before the Vault, its chest will also contain gold). An upgraded and equipped Master Thieves' Armband does boost the drop rate of loot from enemies though, but not the item generation in new depths or the scroll drops from wraiths.
Settings A - Main Screen only - Options to make the game Easier Edit
In the menu which gets displayed by choosing the Badges logo (which is meaningless in ESPD as there are no badges in this mod) at the center of the main screen, and not the familiar bolt and nut button at the top left, there are three submenus with the following "Easier" options (although they are not titled in general as easier):
- Hero: a) More HP, b) Attack easier, c) Defense easier, d) More strength
- No text found: a) More shops, b) Shops cheaper, c) Unlimited dew vial, d) Valuable dew, e) Upgrade tweaks
- Actor: a) More loot, b) Quest tweaks
Most of the options have self-explanatory titles, with three exceptions: the "Valuable dew" option makes high grass drop red and violet dew drops, "Upgrade tweaks" makes upgrading with scrolls raise the level of items by +10 levels per scroll, and "Quest tweaks" make the Sad Ghost give always upgraded rewards and the Blacksmith Bop offer unlimited services. A bit of advice for the new player: each player has his/her own preferences, and they are all fine, but keep in mind that selecting all 11 options makes the game ridiculously easy.
In the hero's tab there is also an indication of the current Attack (Accuracy) and Defense (Evasion) skills, and of the percentage of Satiety instead of hunger. Also, up to 4 quickslots are available for the hero with the default amount of them being 3 (this can be changed from the top left Settings of the main screen and its Gameplay submenu).
Settings B - Main screen and in-game - Gameplay options Edit
The menu that gets displayed by either selecting the top left bolt and nut button of the main screen or the top right cyan square button in-game (the menus that appear are identical from both) is presented similarly to Shattered PD and not Sprouted PD and provide the player with an array of different gameplay options:
- General tab: UI Scale (3x to 5x), Mute Music, Mute Sound FX, System Font, Immersive Mode, System Font, Switch to landscape/portrait, Brightness Scale (-2 to +2)
- Gameplay tab: Quickslots Scale (0 to 4), Autocollect Items, Toolbar Mode (Split / Group / Center, Flip Toolbar, Flip Indicators), Map Size Scale (Small to Large).
Note that the default quickslots in-game are 3 and can go up to 4 or down to 0 by changing the relevant setting, while the default depth size of ESPD is Small, which resembles more or less the size of a current Shattered PD depth, but it can get the familiar big size of Sprouted PD also by changing the relevant setting.
The wands of ESPD are the wands of older Shattered PD and current Sprouted PD combined, along with a new one, the Unstable Wand, so they are 19 in sum. Wands are semi-identified as they have fixed sprites, like in Shattered PD, and there is no need to use them to find out their type like you would do in Sprouted PD. Keep in mind that some wands are different from both Shattered PD and Sprouted PD, with the most important differences being that in ESPD the strongest wand is practically the wand of Prismatic Light, as many enemies are vulnerable to its damage, and that the wand of Firebolt does not backfire in high levels (all these differences are noted below each wand's game description). Also any wand will get recharged when used by a Battlemage as a melee weapon like wands do in Sprouted PD and in addition most of the wands will have a bonus wand-specific melee effect like they do in Shattered PD. The wands of ESPD are [the text inside brackets has been added by the wiki and is not a part of the wand's game description]:
|Wand of Amok|
|The purple light from this wand will make the target run amok attacking random creatures in its vicinity.|
|Wand of Avalanche|
|When a discharge of this wand hits a wall (or any other solid obstacle) it causes an avalanche of stones, damaging and stunning all creatures in the affected area [At level 0 area of effect: 1 tile]. At this level, the creature which stands at the center of avalanche will be dealt with 2-11 damage. [Scaling appr.: +0/+0.5 Area of effect scaling: +0.3]|
Blast Wave Edit
|Wand of Blast Wave|
|This wand shoots a bolt which violently detonates at a target location. The force of this blast deals 0-6 damage and is strong enough to send most enemies flying. [Scaling: +0.5/+4]|
|Wand of Blink|
|This wand will allow you to teleport in the chosen direction. Creatures and inanimate obstructions will block the teleportation.|
|Wand of Disintegration|
|This wand emits a beam of destructive energy, which pierces all creatures in its way. At this level, it will deal at least 0-8 damage to the enemy. The more targets it hits, the more damage it inflicts to each of them. [Scaling: +0.5/+1 but increases with levels. Range at +0: 4. Range Scaling +1]|
The wand of Disintegration has a more complex scaling formula than most of the other wands, and as it gets upgraded its max scaling becomes gradually more, and almost immense in high levels. Already from level +30 it deals 30-308 damage and at level +50 50-841 damage, levels that can be achieved just with the scrolls of Upgrade found in the dungeon as loot and dropped by wraiths. For this reason it is the third best choice for a Battlemage, who will reinforce it with adamantite and upgrade it to very high levels. It is defined as the third best choice because the Battlemage will have to upgrade it to very high levels in order to complete the game, as all late-game enemies have very high resistance to all types of magical damage, with the exception of that from the wand of Prismatic Light, and its damage is high but still less than that of the wand of Firebolt.
|Wand of Firebolt|
|This wand unleashes bursts of magical fire. It will ignite flammable terrain, and will deal 1-8 damage and burn a creature it hits. [Scaling: see below]|
It has still the effect of Sprouted PD and damages a specific target, rather than creating a cone of fire starting from the hero's tile. Like in Sprouted PD its minimum damage is always 1 and its maximum damage gets calculated by the formula: [8 + (Number of the wand's Level * Number of the wand's Level)], so it will be 1-8 at level 0, 1-9 at level +1, 1-12 at level +2, 1-17 at level +3 etc. having the best damage scaling with upgrades and dealing the most damage among all battle wands. It is still the second best choice among battle wands for a Battlemage, as all late-game enemies have very high resistance to all types of magical damage, with the exception of that from the wand of Prismatic Light. A difference of this wand from Sprouted DP is that in ESPD it does not backfire when upgraded to very high levels.
|Wand of Flock|
|A flick of this wand summons a flock of magic sheep, creating a temporary impenetrable obstacle.|
Like in Sprouted PD it is mostly useful in completing the Sokoban puzzles while having weak puzzle-solving skills. Keep in mind that the Sokoban Protectors are buffed in ESPD and are very strong for the hero before he/she is able to survive easily in the Dwarven Metropolis, so better avoid the use of this wand in the Sokoban puzzles before that.
|Wand of Frost|
|This wand shoots blasts of icy energy toward your foes, dealing 0-8 damage and chilling, which reduces speed. The effect seems stronger in water. Chilled and frozen enemies take less damage from this wand, as they are already cold. to a target creature. [Scaling: +1/+4]|
|Wand of Lightning|
|This wand conjures forth deadly arcs of electricity, which deal damage to several creatures standing close to each other. At this level, it can deal 5-10 damage to a single creature, but the damage will be reduced if several creatures are close to each other. [Scaling +1/+5]|
Magic Missile Edit
|Wand of Magic Missile|
|This wand launches missiles of pure magical energy, dealing 3-6 damage to a target creature. [Scaling: +1/+2]|
|Wand of Poison|
|The vile blast of this twisted bit of wood will imbue its target with a deadly venom. A creature that is poisoned will suffer at most X damage [depends on depth] per turn until the effect ends. [5 turns at level 0. Duration Scaling: +2]|
Note: Not to be confused with the wand of Venom, as this wand poisons a specific target and does not create a venomous cloud.
Prismatic Light Edit
|Wand of Prismatic Light|
|This wand shoots rays of light which cut through the darkness of the dungeon, revealing hidden areas and traps. The beam can blind enemies, and deals 0-8 damage. Demonic [named "Evil" in the game code] and undead foes will burn in the bright light of the wand, taking bonus damage. [Scaling +1/+4]|
Although its damage scaling is not impressive, it is the only wand that all late-game enemies without any exception are not resistant to its damage but in contrast vulnerable to it as they are all assigned to the Demonic / Evil type (Blue Cat, Blue Wraith, Green and Grey Oni, Gullin, Kupua, Magic Eye, Mines' Animated Statues, Shadow Yog, Spectral Rat, Zot Phase, Stone Golem Otiluke & Zot) and so it is objectivey the best choice for a Battlemage to reinforce and highly upgade it for end-game.
Keep also in mind that a lot of enemies in the regular dungeon and some in special depths are also vulnerable to its damage because they are also assigned to the Demonic / Evil type: Acidic Scorpio, Crazy Thief, Demon Goo, Dwarf King, Dwarf King Tomb, Dwarf Lich, Dwarf Monk, Dwarf Warlock, Evil Eye, Fire Elemental, Fossil Skeleton, Goo, Mimic/Monster Box, Mossy Skeleton, Poison Goo, Red Wraith, Scorpio, Shadow Bandit, Skeleton, Skeleton Hands, Skeleton King, Succubus, Tengu in all forms, Thief King, Wraith, Yog-Dzewa. In short, after the Caves chapter almost all regular enemies are vulnerable to its damage.
|Wand of Regrowth|
|"When life ceases new life always begins to grow... The eternal cycle always remains!"|
It has the effect of Sprouted PD and generates vegetation around its target tile, rather than a cone of vegetation that starts from the hero's tile. As in both Sprouted PD and Shattered PD, it also roots characters in its area of effect.
|Wand of Slowness|
|This wand will cause a creature to move and attack at half its ordinary speed until the effect ends. Duration Scaling: +1|
|Wand of Telekinesis|
|Waves of magic force from this wand will affect all cells on their way triggering traps, trampling high vegetation, opening closed doors and closing open ones. They also push back monsters.|
|Wand of Teleportation|
|A blast from this wand will teleport a creature against its will to a random place on the current level.|
|Wand of Transfusion|
|This wand will do several things: allies will be healed, enemies will be temporarily charmed, and hostile undead will take considerable damage.|
Although it is not mentioned in its description: a) it has also a chance to uncurse items, with a guaranteed outcome when upgraded (it has a base 30% chance + 10% per level, so a 100% success chance above level +7), and b) if the target is an ally to be healed, a living enemy to be charmed or an undead to be damaged, the wand will also damage the hero for 10% of his/her max HP with each use, (in the case of healing, the target ally will be healed for 10% of the user's max HP). Uncursing items does not damage the hero.
|Wand of Venom|
|This wand shoots a bolt which explodes into a cloud of vile venomous gas at a targeted location. Anything caught inside this cloud will take continual damage, increasing with time.|
Not to be confused with the wand of Poison, as this wand creates a venomous cloud and does not poison a specific target.
|An unstable wand which will do a random effect when used.|
It has various effects that applies randomly: ignites, freezes, roots and grows vegetation, or releases also randomly any of all the harmful gases of the game, the Kupua gas included (bleeding, crippled & vertigo). Note that it shares the same sprite with the Adamantite Wand of ESPD.
For Mages wands also show their melee damage. Charges of wands are still identified through use but more slowly in comparison to Sprouted PD. As mentioned before, wands equipped by the Battlemage not only recharge themselves but most of them also have different melee effects just like they do in Shattered PD. That said, only six of the wands shared with current Shattered PD (Blast Wave, Firebolt, Frost, Lightning, Prismatic Light, Regrowth) have the same bonus melee effect also in ESPD. Noted also that four wands (Flock, Magic Missile, Transfusion, Venom) don't have any bonus melee effect and just get recharged. These melee effects are:
Specific bonus effects with melee hits for Battlemages - A. Same with Shattered PD
- Blast Wave - Knocks back and Stuns if the enemy hits a wall
- Firebolt - Ignites
- Frost - Chills and potentially Freezes
- Lightning - Shocks
- Prismatic Light - Cripples
- Regrowth - Herbal Healing
Specific bonus effects with melee hits for Battlemages - B. Not same or not existing in Shattered PD
- Amok - Amoks
- Avalanche - Stuns
- Blink - one tile Extra Reach
- Disintegration - Disintegration Beam with one tile reach (not one tile extra reach like in Shattered PD)
- Poison - Poisons
- Slowness - Slows
Not specific bonus effects with melee hits for Battlemages
- Telekinesis - randomly any of the other wands' effects
- Teleportation - randomly any of the other wands' effects
- Unstable - randomly any of the other wands' effects
No bonus effect at all with melee hits for Battlemages
- Magic Missile: It should be noted that it recharges only itself like all wands do by default, but not other wands like it does with its recharging buff in Shattered PD, and so it has actually no bonus effect.
Weapons - Enchantments Edit
There are no new weapons types in ESPD, but some attributes are added to existing weapons, or already existing attributes become obvious, as they are displayed in the items' descriptions like in Shattered PD. All weapons have now a description of their minimum and maximum damage and not of their average damage, and if they are enchanted, there is also a description of the enchantment's effect. For example: "Blazing dagger +1, :9. This Blazing Dagger is an upgraded Tier-1 melee weapon. Its damage is 2-6 points per hit. This is a rather acurrate weapon. It has a Blazing Enchantment. This enchantment causes flames to spit forth from a weapon, burning enemies and terain alike". The weapons' damage in ESPD goes as follows:
- (No tier) Boomerang: 1-4 Scaling +1/+2, Wand as melee: 1-5 Scaling +0/+1
- Bloodlust Chainsaw Hand: 1-6 Scaling +1/+1, Dagger: 1-8 Scaling +1/+1, Knuckleduster: 1-5 Scaling +1/+1, Spork: 3-4 Scaling +2/+4 (its scaling is of a tier 4 weapon, although it is classified by the game as tier 1, and it also gets identified through use, unlike Sprouted PD)
- Quarterstaff: 2-12 Scaling +1/+2, Spear: 2-18 Scaling +1/+2
- Mace: 2-12 Scaling +1/+3, Sword 3-16 +1/+3
- Battle Axe: 4-18 Scaling +1/+4, Longsword: 4-22 Scaling +1/+4
- Glaive: 5-30 Scaling +1/+5, War Hammer: 5-24 Scaling +1/+5
- The relic weapons of ESPD are the same with those of Sprouted PD, have the same stats and are crafted in the same way.
The attributes of weapons in ESPD are:
- Battle Axe, Bloodlust Chainsaw, Dagger, Spork and War Hammer are acurrate (all accuracy*1.2).
- Bloodlust chainsaw, Knuckleduster, Mace and Spork are more or less faster in comparison (mace delay 0.8, chainsaw 0.75, knuckleduster 0.5 - two attacks in the same turn, spork 0.25 - four attacks in the same turn). When fueled with dew the chainsaw attacks endlessly, so its delay turns into 0.
- Glaive and Spear have 1 tile extra reach (new attribute). Unlike other mods the glaive is not slower in comparison, but the spear is (delay 1.5).
- Spork still drops from the Shadow Bandit on depth 9, after the hero first visits depth 11 and then goes back and talks to the Rat King (but without having opened his chests). In previous versions of ESPD the Rat King changed it to the Royal Spork, when the hero visited him again with it, but not in the last versions.
- Like in Sprouted PD the Chainsaw Hand and the Spork deal quadruple maximum damage against the Dolyahaven and Zot depth enemies, which are not resistant to their damage. In addition the Spork deals quadruple damage against all evil/demonic enemies in general, so also against the Blue Wraith, Green and Grey Oni, Shadow Yog and Spectral Rat in late-game (for a full list of evil/demonic enemies see wand of Prismatic Light above). Along with the tier 6 weapons these are objectively the only viable melee weapon choices for end-game (the Spork much more than the Chainsaw Hand though) and they are both also much easier to acquire than the tier 6 weapons.
Their enchantments are the same with those of Sprouted PD. Like in Sprouted PD weightstones and scrolls of Magical Infusion cannot be used neither on wands equipped by the Battlemage nor on Tier 6 weapons (another advantage of the Spork, which can have both of them applied to it).
Yog - Dzewa and completing the game Edit
The Yog-Dzewa fight on depth 26 is the only part of the early game that is sort of difficult without the "Easy options" selected and the Rotting fist is a bit OP. Be sure the hero takes a lot of Mending and Healing potions with him/her if you are doing a "no easy options selected" run.
A major difference of completing the game in ESPD is that the Amulet of Yendor on the pedestal of depth 26 is “An amulet”, and is apparently fake, as it breaks when the hero tries to use it. The real Amulet of Yendor will be given to the hero by Otiluke in the end of the game (there is no pudding cup in ESPD) after he/she beats the Shadow Yogs, goes down the Dolyahaven Mines, defeats Stone Golem Otiluke and finally Zot, in the same order and manner as in Sprouted PD. In a nutshell, completing ESPD becomes possible only after beating Zot, unlike Sprouted PD.
By the end of the game, without having grinded for XP, the hero will have reached approximately level 65-70 and will have 19 Strength (if he/she had found all the potions of Strength in the dungeon but not cooked any Mightyfruits).
Known Bugs Edit
It should be noted that these five minor bugs are the only ones encountered in Easier Sprouted PD as all the game-crashing bugs of regular Sprouted PD (corrupted save files in the Dolyahaven Mines, Dolyahaven shop not restocking, softlocking in the Stone Golem Otiluke depth or caused by the +10 ring of Haste, Sokoban puzzles crashing the game etc.) have been fixed and never occur in Easier Sprouted PD.
- The Golden Dungeon Nut reward in some runs might not spawn in the inventory, even when the requirements get fulfilled. Having selected the "auto-collect" option from the main settings seems to affect positively the spawning of the nut in the inventory when the 50th Gold Thief gets killed in the City key depth though.
- The ring of Haste is not supposed to get upgraded above level +10 but it does and as a consequence pets can't follow the hero because their speed bonus can't get higher than +10 (see Rings section for details). Unlike Sprouted PD this is a minor bug, as the ring above +10 does not softlock the game and does not lead the hero to death because of the repeated attacks of the enemies.
- The Troll Blacksmith Bop when he gives the "Cursed alloy anvil" quest says nothing in his first message, which would normally give directions to the hero about the quest.
- Using the Unstable Spellbook rarely makes the game crash (most probably casting the scroll of Lullaby with the spellbook is bugged, but only the "enhanced" version, as the normal version has no crashing effect).
- When enemies are knocked to chasms they don’t fall down but freeze permanently in the chasm tile. They can still get killed by ranged attacks, but they don't seem to drop any loot in the depth below.
Miscellaneous changes Edit
- Ankhs are stacked in the inventory and occupy only one item slot.
- Bookcases are searchable like in Yet Another PD and either drop common scrolls or the Sokoban Pages "Vault" and "Dragon cave", but these pages only if the hero has the Spectacles equipped while searching them. Burning the bookscases with the Spectacles equipped Sprouted-style just destroys them.
- Bosses have all an HP bar displayed during the fight with them like in Shattered PD. Shadow bandits all have HP bars but not the Thief King, which is most probably a minor bug caused by the bandits also being a miniboss of the Rat King's quest.
- Cursed items are rare and also red wraiths spawn rarely from skeletal remains.
- DM-300 has also a lightning ranged attack that deals moderate damage.
- Goo might drop a Lloyd’s Beacon instead of a Mr. Destructo (this is still given by the Tinkerer in depth 12, found in the Tengu's Hideout, and sold in Dolyahaven - in the Hideout and Dolyahaven most often in its upgraded to 2.0 version) but still might drop the Chainsaw Hand. The Lloyd’s beacon teleports the hero to the exit of any previously visited depth, and also teleports to a preset destination in the dungeon like the beacon does in Original PD and teleports enemies like the currently withdrawn beacon used to do in Shattered PD. Note that it teleports the hero to all previously visited boss depths but does not teleport the hero from them.
- The Rat King's chests in depth 5 contain good amounts of gold (from 200 to 450 gold pieces) but not equipment - taking the gold before finishing the Rat King side quest is still a bad idea though, unless you are totally sure you will not use the Spork. The chests in the Hideout contain similar items with Sprouted PD and equally good amounts of gold, and like Sprouted PD they can be opened even if the hero hasn't completed yet the Spork side quest.
- Wells of Knowledge show all loot on the depth but sometimes the loot does not remain visible after the hero steps off the well. The same applies also sometimes to the "Scry" ability of the Talisman of Foresight.