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No Name Yet Pixel Dungeon
Ic launcher-1546908638
#91 Released mod
Developer(s)RavenWolf
DownloadGitLab
Source CodeGitLab
Current Version0.3

Preface - Changelog of version 0.3 Edit

No Name Yet Pixel Dungeon has been recently updated with a new version, numbered 0.3 (the download link inside the infobox leads to this new version). The wiki page's main text will be sooner or later updated fully with the changes of the new version, but for the time being there are discrepancies between the changelog below and the information displayed in the rest of the page, mostly in the Enemies, Subchapters, Wands, and Tips sections. You can read the presentation by RavenWolf of the new version in reddit here (note that the changelog displayed in the wiki is more detailed than the changelog in reddit, and has been derived from the game's gitlab). On a side note have in mind that if the game file is dowloaded from the infobox download link as .zip, you may need to rename it as .apk by using your device's file manager, in some devices it will get downloaded and named as an .apk file anyway though.

Buffs and Debuffs Edit

  • Visual indicators for the Banished, Blinded and Tormented debuffs have been added.
  • Chilling no longer deals damage, but can freeze enemies.
  • Crippled no longer extends when moving.
  • The new Frenzy buff has been added, replacing the Enraged buff of YAPD. It increases damage based on the duration of the buff (max bonus is limited to 100%), and received damage increases the buff's duration. Eating the Sorrowmoss herb and reading the scroll of Challenge now grant the Frenzy instead of the Enraged buff to the hero.
  • Shocked no longer deals additional damage, but Stun duration is based on the debuff's power and on enemy Health.

Consumables Edit

  • The scroll of Darkness has been removed.
  • The scroll of Recharging has been added, which causes a Rechaarging buff like that of Shattered PD, and not an instant recharging of wands like the scroll of Original PD.
  • The scroll of Phase Warp no longer dazes the hero.
  • Whirlvine's effect when eaten has been reworked: instead of increasing magical damage, it will Recharge the hero's wands, but it will also cause the Dazed debuff for the same duration.

Enemies Edit

Familiar Changed Edit

  • Blackguards have been Reworked and no longer have a ranged attack. They wield a high tier weapon: damage, accuracy, range and on hit effects depend on weapon wielded. They always drop their weapon after getting defeated. They are no longer resistant to energy damage.
  • Blazing Elementals have been replaced with Fell Elementals, which inflict the Fell Fire debuff when they receive damage from melee distance, and deal energy damage. These elementals are immune to fire and frost.
  • Giant Spiders are now limited to the prison graveyard subchapter.
  • Golems can now summon damaging fell Runes to prevent heroes from kiting them.
  • Piranhas are now invisible. When not attacking, piranhas can’t be seen or targetted - attacked. Nevertheless, they can still be revealed with potions of Mind Vision, and Sparkling Dust potions still harm them even while invisible.
  • Yog Fists respawn faster when Yog receives damage. They are no longer immune to Body effects, but are still resistant.

New Edit

  • Devil: it spawns generally in Demon Halls and is a ranged attacker that its attacks bypass enemies. It can blink outside of melee range and summons Imps.
  • Frost Elemental: it spawns generally in Metropolis, can chill on attack, and is vulnerable to fire.
  • Gnoll Witch Doctor: it spawns generally in Caves and is a rare variant of Shamans. It can support other gnolls with mending and attacks with poison bolts.
  • Haunted Armor: It can spawn in any chapter and can appear hidden even in regular armor drops, but it mostly appears in special rooms. Haunted Armor wears always an enchanted armor, which grants to it the relevant defense bonus and glyph effect. It always drops this armor after getting defeated. For the time being, this is limited to metal armors, which are all the higher tier armors, but not the starting armors of the cloth and leather type.
  • Skeleton Warrior: it spawns generally in Prison and is a rare variant of regular skeletons. It wields a low tier weapon: damage, accuracy, range and on hit effects depend on weapon wielded. It always drops this equipped weapon after getting defeated.
  • Plague Doctor: he spawns generally in Prison, throws miasma potions at targets and tries to avoid melee combat. His miasma blob harms all characters, even himself. He drops occasionally a random regular potion.
  • Prison Guard: he spawns specifically in the High Security Cell Blocks subchapter of the Prison. Even though he is a ranged enemy, he can entangle his targets with a charged attack.
  • [Note that although the Animated Statues of YAPD and NNYPD do not have armors or weapons equipped, Haunted Armors wear armors while Blackguards and Skeleton Warriors wield weapons, so they are more of less equivalent to the Armored Statues and Animated Statues of Original PD and Shattered PD. Other similarities they have with the animated statues elsewhere is that their stats increase following the dungeon depth and their dropped equipment are never cursed: note that because unlike Original and Shattered PD these items are not already identified, they just have by default the blue hue of uncursed items.]

New Subchapters Edit

  • The Prison chapter is forked in two different subchapters at depth 9 (one of the subchapters may be randomly blocked in some runs)
  • The High Security Cell Blocks subchapter features the familiar Tengu boss but has a new enemy added (Prison Guard).
  • The Prison Graveyard subchapter features a new boss battle with the Necromancer and his Abomination minion.

Tome of Mastery Edit

  • It is reintroduced and it now allows the hero to pick one of two skills with each use. Skills are powerful abilities limited by cooldown, and 3 are available in general for each class. Original PD's class armor abilities have been reworked and are reintroduced as one of these three Skills. Note also that unlike Orginal PD the skills of NNYPD don't consume any HP and just have an extended cooldown before they can be used again.
  • The Tome is dropped twice, by the Prison and Metropolis bosses, and heroes can pick one skill from each tome: the Tome dropped by Tengu/Necromancer will offer randomly two of the three skills, and the Tome dropped later by the King of Dwarves will offer the skill not chosen previously and the remaining one skill. As a result heroes in rather successful runs can pick 2 skills out of the 3 that are available in total for their class. The skill options for each class are: WIP
    • Acolyte: Spectral Blades (familiar skill from Original PD) or Thorn Spitter (summons a stationary Thornvines-plant-like ally but with a poisonous ranged instead of a melee attack, its power is based on current chapter and the hero's level and gains extra HP when it is summoned on grass tiles) or Valkyrie (Guard stance for 2 turns, Levitation and Shield for many turns, also knocks back enemies). As a side note, if we compare the two new class skills with Original PD's subclasses both skills are more Warden-like, athough they are not equivalent to any specific perk of the Wanrden in Original PD.
    • Brigand: Cloak of Shadows (Cloak of Shadows buff, a fog which blocks enemies' vision but not the brigand's, protects from ranged attacks, and facilitates surprise attacks) or Shadow Strike (all enemies in sight receive damage up to max HP/2) or Smoke Bomb (familiar skill from Original PD). As a side note, the first skill is an obvious reference to the artifact of Shattered PD, nevertheless with a somewhat different effect.
    • Scholar: Arcane Orb (summons a moving orb ally that chases enemies and releases energy waves against them at melee range, its power is based on current chapter and the hero's level) or Molten Earth (familiar skill from Original PD) or Overload (Overloaded buff, increases recharging rate and power of wands, charms and rings).
    • Warrior: Heroic Leap (familiar skill from Original PD) or Relentless Assault (series of successive guaranteed hits that their damage is also affected by the equipped weapon having a strength penalty or not) or War Cry (Frenzy buff with increased damage against enemies which its duration gets further increased with damage taken by the hero, it also alerts nearby enemies). Note that the two new class skills of the warrior in NNYPD emulate more or less the Combo and Fury mechanics of Original PD's subclasses Berserker and Gladiator.

Visuals Edit

  • Apart from the expected new sprites and tiles for the new enemies, subchapters, wands etc. the Prison and Caves shopkeepers have also had their sprites changed.

Wands a - Combat Wands Edit

Generally there are 8 combat wands and 8 charms (former utility wands) in total.

  1. Acid Blast: It is now a combat wand that deals Acid damage by creating a corrosive blob.
  2. Avalanche: same with its previous version in NNYPD, it creates an avalache of stones at the target tile etc. (for details see Wand section in the main page text).
  3. Disintegration: same with its previous version in NNYPD, it pierces and damages all enemies that can reach with its range etc. (for details see Wand section in the main page text).
  4. Disruption Field: same with its previous version in NNYPD, it creates a magical field that bursts out energy damage etc. (for details see Wand section in the main page text).
  5. Firebrand (former Fireblast): It has been borrowed from current YAPD and can create fiery runes when aimed at the ground, but an additional cast on a rune will make the rune explode with increased damage in a bomb-like manner (the rune is also triggered by throwing an item on it). When aimed at enemies it still deals direct fire damage to them.
  6. Frost (former Freezing): It is now a combat wand that deals frost damage and chills enemies (it can even freeze if the enemy is chilled enough).
  7. Lightning: same with its previous version in NNYPD, it deals electricity damage and has a chain effect etc. (for details see Wand section in the main page text).
  8. Magic Missile: same with its previous version in NNYPD, it deals plain magical damage and has no extra effect etc. (for details see Wand section in the main page text).

Wands b - Charms (former utility wands) Edit

  • Utility wands have been generally replaced with Charms. Charms work like the former utility wands, spending all of their charges when zapped. Their power is affected by the user's magic skill, but it mainly depends on their current charges. Charms recharge faster the more charges they currently have.
  1. Blink: The hero Blinks to a target position damaging any enemy passed by.
  2. Blast Wave: It creates an sound wave at the target itle that deals damage and Knocks Back any enemy in a 3x3 area.
  3. Decay: It inflicts a powerful Curse on the enemy (Decay debuff) that deals increasing Unholy damage over time and reduces the enemy's resistances and damage against targets. When aimed to the ground it will create a miasma blob.
  4. Domination: It Corrupts the target enemy but also reduces its combat capabilities.
  5. Sanctuary: It blesses a 3x3 area granting Shield to the hero and Disrupts / Banishes magical enemies.
  6. Shadows: It damages enemies in a 3x3 area and creates a Darkness blob that can blind enemies inside it.
  7. Thorns: It summons a stationary Thornvine plant ally that attacks enemies in melee range and can be recalled to the charm to restore some charges. The former wand of Thornvines has been reworked into this charm.
  8. Warding: It summons a stationary Jade Warden ally that attacks with lazer bolts all enemies in its range and can be recalled to the charm to restore some charges.

It should also be noted that already from the previous version 0.2 combat wands have been reworked to grow in power based on the hero's Magic Skill, and no longer have a chance to miss. In NNYPD there are two magic-related stats: Willpower affects the recharging rate of wands and the chance of the hero noticing cursed items before he/she equips them, while Magic Skill affects the power of combat wands and the effectiveness of some scrolls. Also all wands now have fixed and not random sprites, in most cases similar to the sprites of YAPD.

Fixes Edit

  • Darkness curse now causes blinding as it was supposed to be doing.
  • The Eldritch enchantment is now properly available as it was supposed to be.
  • Charmed Shamans don't cast shield to enemies anymore.
  • Ring of Sharpshooting's description has been fixed.
  • The Tutorial has been updated, adding info about Crossbows and removing Flintlock information.

Overview Edit

No Name Yet Pixel Dungeon (NNYPD) is a fork in development of Yet Another Pixel Dungeon (YAPD), based on its 0.3.1j version and first released in January of 2019 by reddit user RavenWolf. This guide presupposes that the readers know the basic characteristics of YAPD, on which NNYPD is based, so if something is missing from the NNYPD wiki pages, there is a 99% chance that it will be found in the YAPD wiki pages. You can read the detailed changelogs written by NNYPD's developer RavenWolf here (1.1) , here (0.2) and here (0.3) but the NNYPD wiki pages contain also many additions about items, especially weapons, and gameplay details not available in the changelog (they have also been edited by the mod's developer).

Alchemy - Herbs Edit

[Note: this section is 100% valid for the current version of NNYPD, 0.3.]

Due to NNYPD being based on the directly previous than the current version of YAPD, in which many changes were made in the alchemy mechanic, players already familiar with YAPD should not take their knowledge of alchemy for granted in NNYPD (it is still much more similar to YAPD's alchemy than to any other mod's though). The most important differences from current YAPD are that potions in NNYPD still need 3 herbs to get brewed and that mixing different herbs still creates randomly a potion corresponding to one of the herbs mixed and not an unstable potion (which is not an item exiting in NNYPD). Also there is not any alechemy window interface like in YAPD and the hero still interacts directly with the alchemy pot like in Original PD, many brewing recipes have become different after the last YAPD update and empty potion bottles don't exist as items in NNYPD, so obviously they can not be needed in brewing. Nevertheless, still in both mods seeds are replaced by herbs in alchemy and mixing the same herbs always has a specific potion result (also in both mods when only same herbs get mixed, but the brewed potion outcome is yet unknown, it gets instantly identified). Moving to NNYPD's additions and changes, apart from their use in brewing potions, herbs when eaten have an effect, but not always the same with YAPD, which is either only beneficial, or sometimes harmful and beneficial at the same time (but never only harmful). Eating them also satisfies a little hunger, apart from the Earthroot herb, which has the same nutritional value with a chargrilled meat.

Note that the herbs' game descriptions are all more or less different than those in current YAPD, three of NNYPD's herbs (Dreamweed, Fadeleaf, Stormvine) don't exist in YAPD, in constrast two of the new YAPD herbs don't exist in NNYPD (Dreamfoil, Feyleaf), and most of the brewing recipes are different from current YAPD.

Dreamweed NNYPD
Dreamweed herb
Folks say that chewing Dreamweed herbs greatly helps to connect with your surroundings, making you sense any near critter, but causing blindness as well. Such herbs are also used to brew potions of Mind Vision.
  • Dreamweed causes Mind Vision but also Blindness when eaten, both for the duration of 6 turns. It can be used to brew potions of Mind Vision. It does not exist in current YAPD.
Earthroot YAPD
Earthroot herb
Certain tribes use these roots as food, but they actually have great magical capabilities. Consuming it, will clear any harmful effect instantly, and will provide decent satiation.
  • Earthroot satisfies Hunger like a chargrilled meat and Clears debuffs when eaten. It can be used to brew potions of Overgrowth.
Fadeleaf YAPD
Fadeleaf herb
It is said that eating Fadeleafs will make you fade to black, making you almost unnoticeable, but also very weak. Such herbs are used to brew potions of Invisibility.
  • Fadeleaf causes Invisibility but also Weakness when eaten. It can be used to brew potions of Invisibility. It does not exist in current YAPD.
Firebloom YAPD
Firebloom
Northern tribes sometimes use Firebloom herbs as food to shortly warm themselves in ewxtreme situations. Such herbs are also used to brew potions of Liquid Flame.
  • Firebloom causes Resistance against fire and cold. It can be used to brew potions of Liquid Flame.
Icecap YAPD
Icecap herb
Icecap herbs feel cold to the touch and have some numbing capabilities. Eating it will slow down your metabolism, increasing resistance against chemicals and body affections. They are also used to brew potions of Frigid Vapours.
  • Icecap causes Resistance against acid and negative body effects (green Improved Resistance buff) for 80 turns when eaten. It can be used to brew potions of Frigid Vapours.
Sorrowmoss YAPD
Sorrowmoss herb
Sorrowmoss herbs are coated with a deadly venom but they also possess some hallucionogenic properties that may induce a berserker rage for a short time. This herb may be used to brew potions of Corrosive Gas.
  • Sorrowmoss causes the Frenzy debuff (increases damage and gets renewed with every kill) but also Poisons when eaten. It can be used to brew potions of Corrosive Gas.
Stormvine NNYPD
Stormvine herb
This herb seems to store some static electricity on the top of its tendrils. Eating it will make you more resistant to electricity and energy damage. Such herbs are used to brew potions of Lighting. [The game description refers to potions of Sparkling Dust.]
  • Stormvine causes Resistance against electricity and energy (blue Improved Resistance buff) for 80 turns when eaten. It can be used to brew potions of Sparkling Dust. It is an addition of NNYPD to the herbs of YAPD.
Sungrass YAPD
Sungrass herb
Sungrass has great healing properties, that can be heavily increased when combined with Whirlvine herbs. Such herbs are used to brew potions of Mending.
  • Sungrass causes a minor Mending effect (gradual healing) when eaten. It can be used to brew potions of Mending.
Whirlvine YAPD
Whirlvine herb
This herb possesses great magical properties and eating it will increase your magical power and mental reistance for a while. Such herbs are usually used to brew potions of Levitation.
  • Whirlvine causes the Recharging buff but also the Dazed debuff when eaten, both for the same duration of 6 turns. It can be used to brew potions of Levitation.
Wyrmflower YAPD
Wyrmflower herb
A very rare herb, it is often sought by alchemists for its powerful alchemical properties. It says that eating one wil grant unnatural toughness. It's also used to brew potions of Strength.
  • Wyrmflower is very rare, as usually even in complete runs only 1 or none spawns (the deviations will be 2 or 3 wyrmflower herbs to spawn in a complete run, but never many). It causes Resistance against physical damage when eaten and also increases HP by 2 permanently and heals for 1/4 of max HP. It can be used to brew a potion of Strength (as 3 herbs are needed to brew any potion for sure, the plural "potions" would not have much meaning for Wyrmflower herbs).

Alchemy - Potions Edit

[Note: this section is 100% valid for the current version of NNYPD, 0.3.]

Due to the changes in YAPD's alchemy in its last update some of the old potions of YAPD still exist in NNYPD (Corrosive Gas, Overgrowth), some other have their old function (Blessing), some new potions of YAPD don't exist (Caustic Ooze, Confusion Gas, Rage, Shield, Toxic Gas, Unstable, Webbing), and also YAPD's potion of Thunderstorm is replaced with the potion of Sparkling Dust. Note that in NNYPD potions are still brewed with 3 herbs and not 2, mixing different herbs still creates randomly a potion corresponding to one of the herbs mixed and not an unstable potion, potion bottles are not needed in brewing, and also many brewing recipes have become different after YAPD's alchemy rework. NNYPD's potions are:

Potion of Blessing NNYPD
Potion of Blessing
This potion is imbued with great positive energy. Consuming it will create a temporary force field around you, giving you both improved physical protection and resistance to most sources of magical damage.
  • It increases Armor Class and gives Resistance to fire, frost, acid, lightning, energy and unholy damage. It can't be brewed from herbs and is a rare potion as a consequence. Unlike YAPD it will neither uncurse items lying on the floor when thrown on them, nor items in the inventory when the hero drinks it.
Potion of Corrosive Gas NNYPD
Potion of Corrosive Gas
Uncorking or shattering this pressurized glass will cause its contents to explode into a deadly cloud of flammable toxic gas, which will poison whoever happens to inhale it. You might choose to fling this potion to distant enemies instead of uncorking it by hand.
  • It creates a big blob of flammable Corrosive gas. It is brewed by Sorrowmoss herbs. It is removed from current YAPD.
Potion of Frigid Vapours NNYPD
Potion of Frigid Vapours
Upon exposure to open air, this chemical will evaporate into a freezing cloud, causing any creature that touches it to be frozen in place, unable to act or move.
  • It aways Freezes target tiles and random adjacent tiles, while duration on water is doubled. It is brewed with Icecap herbs.
Potion of Invisibility NNYPD
Potion of Invisibility
Drinking this potion will render you temporarily invisible. While invisible, enemies will be unable to see you, but they can try to find you nevertheless. Attacking an enemy, as well as using a wand or a scroll before enemy's eyes, will dispel the effect.
  • It applies the Invisibility effect, which can be dispelled by attacking, throwing, using an item or being stumbled into. One always spawns in depths with two Animated Statues guarding an item (but not generally in overgrown depths with Animated Statues spawning randomly). It is brewed with Fadeleaf herbs.
Potion of Levitation NNYPD
Potion of Levitation
Drinking this curious liquid will cause you to hover in the air, moving faster and stealthier. This state also allows drifting over traps or chasms and seeing over the high grass. Flames and gases fill the air, however, and cannot be bypassed while airborne.
  • It allows Levitation, so floating over chasms and traps and seeing over high grass, Increases movement speed and stealth, removes the Ensnared effect and can be used to jump into chasms safely. It is brewed with Whirlvine herbs.
Potion of Liquid Flame NNYPD
Potion of Liquid Flame
This flask contains an unstable compound which will burst violently into flame upon exposure to open air.
  • It creates Fire on the target tile and on adjacent flammable tiles. It is brewed with Firebloom herbs.
Potion of Mending NNYPD
Potion of Mending
When imbibed, this elixir will vastly improve imbiber's natural regeneration and cure any physical ailments as well.
  • It applies the Mending effect, which heals roughly 4% of max health per turn and cures the Bleeding, Crippled, Poisoned and Withered debuffs. It is brewed with Sungrass herbs. Note also that this is the only potion with a 100% chance to be getting sold in all dungeon shops.
Potion of Mind Vision NNYPD
Potion of Mind Vision
After drinking this, your mind will become attuned to the psychic signature of distant creatures, enabling you to sense everyone on current floor through walls. Also this potion will negate most of the disadvantages of blindness.
  • It applies the Mind Vision effect, which reveals all enemies on the current depth (and in the previous or next depth if the hero is close enough to the stairs and ascends or descends), partially counters the Blinded effect and reveals hidden mimics out of field of vision and also all skeletal remains (not loot in general, only remains). It does not reveaI Animated Statues that are not awakened. It is brewed with Dreamweed herbs.
Potion of Overgrowth NNYPD
Potion of Overgrowth
This wondrous concoction fills the air around it with magical fumes, forcing roots, grass and plants in its area of effect to grow at a greatly accelerated rate. Apart from creating an instant cover, it can be thrown at your enemies to stop them in their tracks or to re-decorate your garden.
  • In empty tiles that allow grass to grow on them it Grows grass, and in tiles already covered with grass it has a chance to make a random herb grow. It also Roots any character in its area of effect and the covering effect of grass makes it is especially useful on the Medusa depth, as it can protect the hero from her petrification gaze attack. It is brewed with Earthroot herbs. It is removed from current YAPD.
Potion of Sparkling Dust NNYPD
Potion of Sparkling Dust
The dust stored in this flask is heavily charged with electricity, and upon exposure with air it will create an electric field that it will spread instantly over water and will shocjk any creature that comes into contact with it.
  • It creates a blob of Sparkling Dust that deals shock damage, can cause electrocution and much heavier damage to characters on water tiles, and quickly spreads over water. Have in mind that in depths with a piranha vault this potion is the guaranteed to get spawned, and not a potion of Invisibility, as it always clears the piranhas from the pond by electrocuting them after thrown in their pond. Potions of Invisibility will spawn in a depth with animated statues guarding weapons instead. It is brewed with Stormvine herbs. It does not exist in YAPD and its equivalent potion is that of Thunderstorm.
Potion of Strength NNYPD
Potion of Strength
This powerful liquid will course through your muscles, permanently increasing your physical and magical powers, as well as fully restoring your health.
  • It fully Restores the character's health and increases Strength by one point. It also increases max health depending on the class and removes the Withered debuff. 2 potions of Strength are guaranteed to spawn per chapter, but there is no hard cap for them, and one more might also spawn as loot or as shop merchandise in a chapter (the Imp has the highest chance of selling one). Due to its instant full healing effect, which is otherwise not available in NNYPD, it is reasonable to save one for boss fights, unless there is just 1 strength missing for a wanted item to be equipped without strength penalties,
Potion of Wisdom NNYPD
Potion of Wisdom
The stored experiences of multitudes of lifetimes reduced to liquid form, this draught will instantly raise your experience level.
  • It gives XP equal to the total amount of XP required for the hero to level up, so unless the hero drinks it with 0 XP, it always adds an fraction of the XP needed for the next level. 1 potion of Wisdom is guaranteed to spawn per chapter, but there is also no hard cap for them, and one more might also spawn as loot or as shop merchandise in a chapter (the Imp has the highest chance of selling one)

Note that along with potions of Corrosive Gas and Liquid Flame, potions of Sparkling Dust can be generally very helpful with rooms that are crowded with enemies, Sparkling Dust especially in depths with flooded terrain, and Liquid Flame with overgrown terrain. Be careful when using specifically the potion of Sparkling Dust, as it can two-shot the hero in early levels if he/she stands also in water and gets caught in the sparkles. For the same reason be careful with potions of Corrosive Gas, as they will also catch fire when thrown near an active fire or a fire elemental, and reversely with potions of Liquid Flame, when thrown at a cloud of corrosive gas or at vegetation tiles. Lastly, players more familar with Shattered PD should have in mind that YAPD and NNYPD are generally different in many ways, and in particular throwing a potion of Levitation won't create a blob of confusing gas.

Also a note about potions as loot drops from enemies: Plague Doctors and Succubi have a 20% base chance to drop any potion. "Any" potion means that they even have the chance to drop a potion of Experience or Strength, they will just do that very rarely. Highly upgrading a ring of Fortune will certainly increase the chance of potion drops from them (a +5 ring will add +30% so their chance to drop loot will become 50%), and a potion of Experience or Strength might end up getting generated more easily, but highly upgrading the ring for this purpose is risky, as the hero will certainly end up with many more potions than usual, but there is a rather good chance none of the them to be of Experience or Strength.

Armors Edit

[Note: this section is 100% valid for the current version of NNYPD, 0.3.]

The armor types of NNYPD are the same as in YAPD but they don't degrade just like weapons (degradation is generally removed), and require 1 less Str. point to get equipped. These are:

Tier 1 Edit

Light cloth Edit

Huntress armor
Elven cloak
Elven cloaks are usually valued because elven fabric reacts negatively at everything touched by dark magicks or evil intentions. This effect is hardly noticeable for anyone except the wearer of the cloak, but in a dungeon like this it certainly comes in handy.
  • Defense: 0-4, Perception +5%, Strength req. 8
Mage armor
Mystic Robe
Combination of intricate magicks and rare materials sewn into fabric of this robe allow it to ease your ability to concentrate, basically increasing your willpower.
  • Defense: 0-4, Willpower +5%, Strength req. 8
Rogue armor
Rogue Garb
This lightweight armor offers more protection from cold than from enemy blows. However, its dark coloration makes it much more difficult to notice its wearer in the darkness of the dungeon.
  • Defense: 0-4, Stealth +5%, Strength req. 8

Light cloth armor has no stealth and dexterity penalties and when upgraded each bonus to stats gets +5% per upgrade.

Light Leather Edit

Studded Armor YAPD
Studded armor
Armor made from tanned monster hide, reinforced with metal rivets. Not as light as cloth armor but provides better protection.
  • Defense: 0-6, Strength req. 10, without strength penalties decreases Stealth and Dexterity by 10%.

Upgrading tier 1 light armor (all Cloth and Leather) increases its defense by +1 / +1.

Heavy Edit

Disc armor NNYPD
Disc armor
This armor is made of a metal disc sewn on top of a cloth (hence the name). It's pretty durable, but bulky.
  • Defense: 2-8, Strength req. 12, without strength penalties decreases Stealth and Dexterity by 20%.

Upgrading tier 1 heavy armor increases its defense by +1 / +2.

Tier 2 Edit

Light Edit

Mail armor NNYPD
Mail armor
Interlocking metal links make for a tough but flexible suit of armor.
  • Defense: 1-10, Strength req. 14, without strength penalties decreases Stealth and Dexterity by 15%.

Heavy Edit

Scale armor
Splint armor
The metal stripes sewn together to create a flexible, yet effective armor.
  • Defense: 3-12, Strength req. 16, without strength penalties decreases Stealth and Dexterity by 30%.

Upgrading tier 2 light armor increases its defense by +1 / +2 and tier 2 heavy armor by +1 / +3.

Tier 3 Edit

Light Edit

Scale armor NNYPD
Scale armor
This armor miraculously combines protection of heavy armors and mobility of light armors. Truly a work of a master.
  • Defense: 2-14, Strength req. 18, without strength penalties decreases Stealth and Dexterity by 20%.

Heavy Edit

Plate armor YAPD
Plate armor
Enormous plates of metal are joined together into a suit that provides unmatched protection to any adventurer strong enough to bear its staggering weight.
  • Defense: 4-16, Strength req. 20, without strength penalties decreases Stealth and Dexterity by 40%.

Upgrading tier 3 light armor increases its defense by +1/ +3 and tier 3 heavy armor by +1 / +4.

Note that Dexterity and Stealth penalties get reduced by surpassing their strength requirement by -2.5% per excess Str. point, but stop decreasing after reaching half of the base penalty. The opposite applies to falling behind the strength requirement (penalties increase by +2.5% per inadequate strength point and have also a negative effect in movement speed).

Tier

Cloth Light Heavy
1 Elven Cloak (d. 0-4)

Mystic Robe (d. 0-4)

Rogue Garb (d. 0-4)

Studded armor (d. 0-6) Disc armor (d. 2-8)
2 Mail armor (d. 1-10) Splint ar. (d. 3-12)
3 Scale armor (d. 2-14) Plate ar. (d. 4-16)

Badges & Difficulties Edit

[Note: this section is 100% valid for the current version of NNYPD, 0.3.]

The badges of NNYPD are the same with YAPD. Normal and Hardcore difficulties are also the same, but Easy and Impossible difficulties are currently unavailable.

Blocking / Guarding / Parrying - Shields Edit

[Note: this section is 100% valid for the current version of NNYPD, 0.3.]

This mechanic is very similar with YAPD's mechanic so mostly NNYPD's changes will be mentioned here. A new attribute is added to shields and melee weapons, named Defensive Power, which replaces the plain defense bonus of shields in YAPD. This new attribute represents the chance of blocking an incoming attack. Strength also increases the value of defensive power. Guarding will grant an amount of blocking instances (an amount fixed for each shield and weapon) and moving or being hit will consume one instance. After all instances are lost, Guard stance is lost. Guarding with shields will provide more instances than weapons but will reduce dodge chance at half. On a successful block there is a chance to leave the enemy Exposed. That chance is no longer constant, and it depends on equipment (shield/weapons), self awareness and enemy awareness.

Two new shields are added in NNYPD, the tier 2 War Shield and the tier 3 Great Shield, which don't exist in YAPD. The types of shield in NNYPD are:

Tier 1 Edit

Round shield NNYPD
Round shield
Simple yet very sturdily made shield.
  • Def. Power: 6, def. Turns: 3, Strength req: 10, without strength penalties (Huntress) decreases Stealth and Dexterity by 10%.

Tier 2 Edit

Kite shield NNYPD
Kite shield
This shield gives you a moderate amount of protection in exchange for an occupied hand.
  • Def. Power: 10, def. Turns: 3, Strength req: 14, without strength penalties decreases Stealth and Dexterity by 20%.
War shield NNYPD
War shield
This shield has scooped indentations at both sides, offering more maneuverability while blocking and allowing to react better for a counter attack.
  • Def. Power: 8, def. Turns: 3, Strength req: 14, decreases Stealth and Dexterity by 20%, also offers better counter attack.

Tier 3 Edit

Great shield NNYPD
Great shield
This great shield is quite heavy but provides strong defense. It allows to maintain a solid defensive stance for an additional turn.
  • Def. Power: 12, def. Turns: 4, Strength req: 18, without strength penalties decreases Stealth and Dexterity by 40%.
Tower shield NNYPD
Tower shield
Size of this shield allows to cover your whole body behind it.
  • Def. Power: 14, def. Turns: 3, Strength req: 18, decreases Stealth and Dexterity by 40%.

Upgrading a shield increases its Defensive Power, but does not affect the amount of Blocking Instances - turns, which remain always the same with level 0. The amount of Defenisive Power increase is directly related to tier, so the round shield gets +1 per level, the kite and war shields +2 per level, and tower shield gets + 3 per level. The only exception is the great shield, that scales like a tier 2 shield and gets +2 per level.

Tier Type Scaling Distinguishing features
1 Round Shield (def. 6, turns 3, Str. 10) def. +1 -
2 Kite Shield (def. 10, turns 3, Str. 14)

War Shield (def. 8, turns 3, Str. 14)

def. +2

def. +2

-Less Def. Power, better counter attack
3 Great Shield (def. 12, turns 4, Str. 18)

Tower Shield (def. 14, turns 3, Str. 18)

def. +2

def. +3

Less Def. Power, more blocking instances

-

Note that Dexterity and Stealth penalties get reduced by surpassing their strength requirement, by -2.5% per excess Str. point, but stop decreasing after reaching half of the base penalty. The opposite applies for falling behind the strength requirement (penalties increase by +2.5% per inadequate strength point).

Loot spawn rates for all armors and shields are similar to the melee weapons' tier spawn rates: in the sewers almost only tier 1 equipment spawn as loot, but as the hero proceeds in the dungeon, higher tier armors and shields become more common loot. Nevertheless, even in demon halls tier 3 armors are uncommon loot and tier 3 shields very rare (in some complete runs no tier 3 shields will spawn at all). In contrast their shop availability is random, but when they are available, they follow roughly the same pattern.

Enchantments - Curses Edit

[Note: this section is in its most part valid for the current version of NNYPD, 0.3, but details about the Petrification, Protection, Shadow Ward glyphs and the Disrupting, Eldritch and Unstable weapon enchantments, and also about the synergy of weapon enchantments with wands and charms remain to be added.]

Weapon enchantments and armor/shield glyphs are somewhat similar with YAPD, but with many dfferences existing:

  • the addition of the armor and shield glyph of Repulsion
  • the replacement of the Durability, Featherfall, Revival and Tenacity glyphs with the Holy Light, Petrification, Protection, and Shadow Ward glyphs
  • the replacement of the Ethereal, Heroic, Tempered and Vorpal weapon enchantments with the Disrupting, Eldritch, Unholy and Unstable weapon enchantments

A list of NNYPD's glyphs and weapon enchantments follows:

Glyphs Edit

Acid ward glyph NNYPD
[Armor type] of acid ward
This armor seems to be enchanted to cover your enemies in caustic ooze on hit and decrease damage from acids.
  • It is the same with the glyph of YAPD.
Deflection glyph NNYPD
[Armor type] of deflection
This armor seems to be enchanted to reflect non-physical damage back to it's source and make you more resistant to energy damage.
  • It is the same with the glyph of YAPD.
Flame ward glyph NNYPD
[Armor type] of flame ward
This armor seems to be enchanted to burn your enemies on hit and decrease damage from fire.
  • It is the same with the glyph of YAPD.
Frost ward glyph NNYPD
[Armor type] of frost ward
This armor seems to be enchanted to freeze your enemies on hit and make you resistant to frost.
  • It is the same with the glyph of YAPD.
Holy light glyph NNYPD
[Armor type] of holy light
This armor seems to be enchanted to banish any evil magical creature and make you more resistant to unholy damage.
  • New glyph. Its banishing of magical creatures causes Dispel damage and Terror to them, which is permanent until they get attacked. Resistance to unholy damage is a similarity of this glyph with the Revival glyph of YAPD that it replaces.
[Armor type] of Petrification
WIP
  • New glyph. It temporarily petrifies - stuns enemes. WIP
[Armor type] of Protection
WIP
  • New glyph. It creates a shield for the hero. WIP
Repulsion glyph NNYPD
[Armor type] of repulsion
This armor seems to be enchanted to rebound force against attackers, sending them flying back.
  • It knocks back enemies, and probably dazes and stuns them if they knock on a wall.
Repulsion glyph NNYPD
[Armor type] of retribution
This armor seems to be enchanted to reflect meleee damage back to the attacker and increase your physical resilience.
  • It is the same with the glyph of YAPD. Note that the glyphs of retribution and repulsion have the same color.
[Armor type] of Shadow Ward
WIP
  • New glyph. It creates a darkness blob that protects the hero from ranged hits and can blind enemies inside it. WIP
Storm ward glyph NNYPD
[Armor type] of storm ward
This armor seems to be enchanted to shock your enemies on hit and give you lightning resistance.
  • It is the same with the glyph of YAPD.

The colors of the glyphs that are also used in YAPD are the same. WIP

Weapon enchantments Edit

Note that most of the weapon enchantments increase the damage of a certain type of combat wand or the recharging of a certain type of charm, a feature that was changed in YAPD recently. For the current version 0.3 this part of the weapons' game descriptions might be more or less inaccurate. WIP

Arcane enchantment NNYPD
Arcane [Weapon type]
This weapon seems to be enchanted to recharge your wands when attacking and increase the damage dealt by wands of Disintegration.
  • It is the same with the enchantment of YAPD.
Blazing enchantment NNYPD
Blazing [Weapon type]
This weapon seems to be enchanted to burn your enemies on hit and increase damage dealt by wands of Firebolt.
  • It is the same with the enchantment of YAPD.
Caustic enchantment NNYPD
Caustic [Weapon type]
This weapon seems to be enchanted to cover your enemies in caustic ooze on hit and increase damage dealt by wands of Avalanche.
  • It is the same with the enchantment of YAPD.
Disrupting [Weapon type]
WIP
  • It deals Disrupting damage to enemies. WIP
Eldritch [Weapon type]
WIP
  • It is similar but not identical with the enchantment of the same name in Original PD. It causes the Tormented debuff to enemies which makes them unable to attack but also deals damage to them. Hitting the enemy might disrupt the inability to attack. WIP.
Freezing enchantment NNYPD
Freezing [Weapon type]
This weapon seems to be enchanted to freeze enemies on hit and to increases the recharge rate of wands of Freezing,
  • It is the same with the enchantment of YAPD.
Shocking enchantment NNYPD
Shocking [Weapon type]
This weapon seems to be enchanted to shock your enemies on hit and increase damage dealt by wands of Lightning.
  • It is the same with the enchantment of YAPD.
Unholy enchantment NNYPD
Unholy [Weapon type]
This weapon seems to be enchanted to deal unholy damage to enemies, with the damage increased the lower the health of the enemy is.
  • Its unholy damage increases the lower the health of the enemy is.
Unstable [Weapon type]
WIP
  • It causes to enemies randomly any of the other weapon enchantments and is the same with the enchantment of the same name in Original PD. WIP.

The colors of the weapon enchantments that are also used in YAPD are the same. WIP

Armor/shield and weapon Curses Edit

Cursed items don't have negative levels but they may cause harmful effects on use. Armor / shield / weapon curses have the function of an enchantment turned negative, the one which glows with the same color as them, and usually cause the negative effect of the enchantment to the hero instead of enemies, or less often reverse its beneficial effect:

  • Acid Ward glyph/Caustic enchantment > Acidic/Corrosion curse: cover the hero in caustic ooze (green)
  • Arcane enchantment/Deflection glyph > Discharge/Negating curses: deflects non physical damage back to hero / discharges all wands when attacking (purple)
  • Blazing enchantment/Flame Ward glyph > Burning/Combustion curses: burn the hero on hit (orange)
  • Disrupting echantment > Blinding curse: releases flashing energy on hit - New
  • Eldritch enchantment > Horrific curse: torments on hit - New
  • Freezing enchantment/Frost Ward glyph > Chilling/Glaciers curse: freeze the hero while attacking (blue)
  • Petrification glyph > Paralyzation curse: temporarily turns the wearer into stone - New
  • Protection glyph > Weakening curse: surrounds with a weakening energy - New
  • Repulsion enchantment> Bounce curse: knocks back hero (red)
  • Shadow Ward glyph > Darkness curse: releases a blinding cloud of darkness - New
  • Shocking enchantment/Storm Ward glyph > Potential/Sparkling curses: shock hero on hit (bright white)
  • Unholy enchantment/glyph > Damned curse: deals unholy damage to hero, damage increased the lower the hero's health (gray)
  • Unstable enchanment: Chaotic curse: acts as a different curse with each hit - New
  • Vampiric enchantment/Retribution glyph > Malicious/Mercy curses: damages hero on hit / heals the attacker on hit (red)

Note that In NNYPD, scrolls of Upgrade dont remove/reverse curses form items like they do in YAPD, but scrolls of Remove Curse or Enchantment can be used for uncursing instead.

Cursed rings have the opposite effect from the uncursed ones, and cursed wands can miscast and damage the hero with their effect, but often they work normally with their basic harmful effect being that they cannot get unequipped. Like in YAPD items that are guarded by piranhas in vaults or by animated statues are very rarely cursed, but items that are found in trap vaults might be, with more chances to be uncursed though. Unlike other mods, items found in skeletal remains that spawn a wraith are not necessarily cursed, neither are necessarily cursed items that drop from tombstones. Cursed items become much more common as loot in later chapters of the game, but they are found as early as the first depth of the Sewers (another minor difference with YAPD). The hero infrequently realizes that an item is cursed right before equipping and doesn't equip it. In this case, the item afterwards will display the red hue of cursed items while still unidentified.

Have in mind that cursed items resist transmutation, so avoid using a scroll of Transmutation on an unidentified item that you are not almost sure that it is uncursed (i.e. not an item previously guarded by animated statues or piranhas), as the scroll will get wasted this way: the scroll's only "effect" will be that the item afterwards will have the red hue of cursed items, as it will be indentified as cursed.

Enemies Edit

[Note: this section of the wiki about NNYPD's enemies is very outdated and readers should certainly also see the changelog displayed at the top of the page.]

The enemies of NNYPD are basically the same with the enemies of YAPD, with three regular enemy additions in the cave subchapters (Giant Frog, Sentry Robot, Medusa subchapter boss), which are described in the "New depths" section a little below, and four more rare enemy additions recently introduced in version 0.2, which are described here. Apart from the caves subchapters' new enemies, these are the other differences from YAPD's enemies:

  • Evil Eyes in the caves don't cause amok to other enemies against them when they hit them with their death rays while aiming at the hero.
  • Giant Spiders have their old YAPD sprite and description, but retain the same behavior and depth of spawning.
Cave Spinner gif2
Giant spider
These greenish furry cave spiders try to avoid direct combat, preferring to wait in the distance while their victim, entangled in the spinner's excreted cobweb, slowly dies from their poisonous bite.
  • Gnoll Brutes now use blocking, and Gnoll Shamans can support another gnoll or themselves with a shielding spell.
  • New rarer enemy variants have been (re)introduced: Albino Rat (sewers, causes bleeding), Hermit Crab (sewers, can block and counter attack), Bandit (prison, cripples in addition to stealing - note that in NNYPD this debuff reduces speed by 50% and causes heavy bleeding), Gnoll Berserker (both caves chapters, gets enraged and causes bleeding), Shadow Bat (both caves chapters, always takes distance to avoid melee combat), Blazing Elemental (metropolis, immune to chilling and deals splash damage on hit). All these enemies are also much rarer and a hero might probably not encounter some ot them even once during a specific run, like the rare enemies of Original PD.

Food items and hunger Edit

[Note: this section is 100% valid for the current version of NNYPD, 0.3.]

In NNYPD the Starvation damage phase starts faster and mystery meat drops have been reduced. Nevertheless, Dwarf Monks in the Dwarven Metropolis retain their generous drops of food rations, even without a ring of Fortune equipped, and generally the player will have to waste a lot of time or to be very unlucky with food items spawning often in hidden rooms, in order to end up without food items in the inventory, as depths in NNYPD are relatively small like in YAPD and at least one ration-like item spawns in every depth.There are also some minor changes/differences from YAPD in the food items of NNYPD.

  • Eating herbs is possible in both mods, but eating most of them in NNYPD applies a different effect to the hero in comparison to YAPD. The most important difference that is related to hunger is that eating an Eathroot herb satisfies hunger as much as eating a chargrilled meat, while eating herbs in YAPD satisfies 5% satiety with no exception.
  • Raw monster meat when eaten still has a chance to apply debuffs in NNYPD and so it should better be eaten burned or frozen as chargrilled meat or frozen carpaccio. Note that putting raw meat in fire still turns it into chargrilled meat and not in low quality burned meat like it does in current YAPD, while freezing raw meat still turns it into frozen carpaccio. Also, raw meat can't be cooked with herbs in NNYPD at all and can't be chosen from the inventory when the hero interacts with the alchemy pot.
  • "Overpriced food rations" don't exist either in NNYPD or YAPD. The similarly sized Small Ration in both mods is much rarer and is mostly dropped by Dwarf Monks, and is also slightly retextured in NNYPD. It satisfies the same amount of satiety, 50%.
  • Like in YAPD the dungeon shops always sell pasties, while regular and small rations can be found as loot in the dungeon (small rations are also dropped often by Dwarf Monks).

Miscellaneous info about Items and Depth features Edit

[Note: this section is 100% valid for the current version of NNYPD, 0.3.]

  • Getting revived by an Ankh in the current version sometimes uncurses the inventory.
  • Βombs need two turns before exploding and don't explode instantly after the hero throws them, like they do in YAPD.
  • Containers spawn in shops in a fixed order, like in YAPD and unlike other mods, and the amount of items in the main inventory outside containers has no effect on which container will spawn. The seed pouch always spanws in the sewers shop, the potion bandolier in the prison shop, the scroll holder in the caves shop and the wand holster in the metropolis shop.
  • Every character starts with a new container, the heavy quiver, that can hold throwing weapons, missiles and ammunition, and provides an additional slot to equip those weapons.
Heavy quiver NNYPD
Heavy quiver
This leather quiver allows you to store any number of ammunition as some small throwing weapons like knives. Very convenient.
  • Item degradation is removed and the upgrade limit is increased to level 5. Still, the guaranteed scrolls of Upgrade that will spawn per chapter remain 2, so the change of the upgrade limit mostly makes also available builds based on two highly upgraded items, instead of the "equal upgrades to most items" approach familiar from YAPD.
  • Items in shops are all identified even when the hero has not yet identified them like in YAPD, so checking every potion, ring, and scroll in shops is a convenient way to identify some unknown items that are already in the inventory or are to be found later in the dungeon. Like in YAPD and unlike other mods a scroll of Upgrade and/or a potion of Strength might be on sale in dungeon shops, with the Imp's shop having the highest chance to sell one of these. Also like in YAPD shops always sell at least one scroll of identify and one potion of healing. An important difference with YAPD is also that stealing is not an option at all in the shops of NNYPD.
  • The oil lantern no longer reveals automatically hidden traps, but only secret doors. Still the hero's Perception becomes much better with the lantern lighted, so hidden traps are noticed much easier, more or less like when lighting a torch in Original PD.
  • Potions and scrolls that are identified are distinguished by symbols at their bottom right like in Shattered PD, and not by an acronym like in YAPD. Wands and rings still have a distingushing acronym at their top right.
  • Water wells are now restricted in two per chapter.

New depths Edit

[Note: this section of the wiki about NNYPD's enemies is very outdated and readers should certainly also see the changelog displayed at the top of the page. In a nutshell two new subchapters have been added in the Prison, the High Security Cell Blocks with Tengu as the familiar boss and the Prison Graveyard with the Necromancer new boss and his Abomination minion.]

In the second depth of the mining caves (14) the hero encounters a new enemy, the Sentry Robot, which guards two depth entrances. All sentry robots have a ranged beam attack and might self-explode but specifically this robot when it is almost defeated it very often starts a self destruction procedure and eventually explodes, if the hero hadn't managed to destroy it previously - the explosion deals considerable damage, so better just run when it starts counting, and have in mind that the explosion will attract enemies that are close.

Sentry Robot Paths NNYPD

Afterwards the hero will have to choose between two paths, that each one leads to a different subchapter of the mining caves. One leads to the Abandoned Mine, that its unique enemies are Sentry Robots that explode rarely upon defeat, unlike the guardian robot, and the familiar Scorpions of YAPD, and the other leads to the Dark Cave, which looks the same, but has Giant Frogs and the familiar Evil Eyes from YAPD as its unique enemies. Gnoll Brutes [rare variant: Gnoll Berserker in version 0.2], Hunters, Shamans and Vampire Bats [rare variant: Shadow Bat in version 0.2] spawn in both subchapters and are the only enemies encountered before the two depth entrances. The doors don't display the path that they are leading to when examined, but when the hero tries to unlock each one, there is a comfirmation window that warns the player that he/she can open only one door with the key, and mentions the path that the specific door leads to. [Note: In version 0.2 there is a random chance that one of the paths will be blocked for that run, forcing the player to take the available path]

The Giant Frog is the second new enemy of NNYPD, along with the Sentry Robot. It has a ranged attack and can pull the hero to melee range with its tongue.

Giant frog NNYPD
Giant frog [Dark cave only]
These amphibian creatures often hunt bats and other medium animals. Giant frogs like this one can also feed from large animals, or even humans.
Sentry robot NNYPD
Sentry robot [Abandoned mine only]
Created by the dwarves several centuries ago, machines like this were used to protect the mines from external menaces. some of them still roam the abandoned mine trying to accomplish their purpose.

The Abandoned Mine path leads to the familiar from YAPD DM-300, but the Dark Cave path leads to a new chapter boss, Medusa.

The fight with Medusa is probably the most complicated in the game in its details, so some detailed tips about this battle can be found in the "General gameplay tips" section below. It should be noted that all three new enemies (Sentry Robot, Giant Frog, Medusa) are very well designed and animated.

Medusa NNYPD
Medusa [Dark cave subchapter boss only]
There has been much speculation as to what exactly this critter is, and several theories were propagated over the years. Legends have recounted stories of an ancient priestess punished in horrible ways for her vanity, a creature created as a result of forbidden rituals, and some even have it the Medusa is th eoffspring of mankind and demons. While probably none of these stories is true, her very existence is a perversion of nature.

Note: The part of the game message about the legend of Medusa being an ancient priestess punished for her vanity is wrong. The Ancient Greek myth that details her transformation goes in a nutshell as follows, according to Ovidius: Poseidon raped the beautiful priestess in Athena's temple, Athena got mad with Medusa for desecrating her temple and not at all with Poseidon (!!!), and transformed her into this frightening creature that turned men into stone, so that she will not be able to incite the desire for rape to noone anymore. The rhetoric that rape victims are asking for it because they have a sexy appearance is apparently not recent. You can read more info about the mythological Medusa here.

NPCs Edit

[Note: this section is 100% valid for the current version of NNYPD, 0.3.]

Their behavior is almost the same with current YAPD, but the Sad Ghost and Old Wandmaker appear in their old locations, and the Ambitious Imp gives slightly different rewards:

  • The Sad Ghost appears in the sewers from depth 2 and on, offers only the dried rose quest, and gives to the hero the choice between a weapon or an armor/shield as rewards, which are sometimes upgraded.
  • The Old Wandmaker appears in the prison from depth 8 and on, offers only the corpse dust quest, and gives to the hero the choice between a combat or an utility wand as rewards, which are often upgraded.
  • The Troll Blacksmith appears in early caves, offers only the 15 dark gold pieces quest and his familiar reforging reward.
  • The Ambitious Imps appears in the metropolis from depth 20 and on, offers only the dwarf token quest and gives the same class-specific rewards with its version in YAPD, with the only difference that it will offer to Acolytes either a ring of Accuracy, a ring of Awareness, or a ring of Sharpshooting (the last reward replaces the ring of Durability reward of YAPD). In NNYPD it also does not open its shop if its quest is not completed, but its ring reward is not cursed by default.
  • The Shopkeeper NPCs appear on the same depths with YAPD and have the same behavior, but the sprites of the Prison and Caves shopkeepers are new.

Rings Edit

[Note: this section is 100% valid for the current version of NNYPD, 0.3.]

Like in YAPD, the type and curse status of all rings gets instantly identified upon equipping for all classes, and only their levels remain to to be identified after having the rings equipped for some time. Idenitified rings display an acronym on their top right to get easily distinguished in the inventory.

There have been some changes made in the rings of YAPD after its last update and NNYPD has made anyway also some changes in the rings of YAPD, so like with alchemy players of YAPD should not take their knowledge of rings for granted in NNYPD. Nevertheless, like in Alchemy, the rings of NNYPD are still much more similar to the rings of YAPD than to any other mod's, and when the ring is the same in its effects with YAPD, it is noted below its game description. The rings of NNYPD are:

Fading rings
Ring of Accuracy [Ac]
This ring improves your combat skills when worn, increasing your chance to hit the enemy with melee or ranged weapons and increasing the bonus damage from series of combo attacks.
  • The effects of this ring are the same with YAPD.
Fading rings
Ring of Awareness [Aw]
This ring boosts your alertness when worn, improving your perception and increasing the bonus damage inflicted by your counterattacks. Useful for those who prefer a defensive aproach.
  • The effects of this ring are the same with YAPD.
Fading rings
Ring of Concentration [Co]
This ring was enchanted to improve the mental fortitude of its wearer. Rings of this kind are often used by spellcasters of all kinds, since greter willpower helps recharge magical wands much more efficiently. Additionally, it offers a minor benefit of making it easier to shrug off all kinds of mental debuffs.
  • This ring does not exist anymore in current YAPD and has been replaced by the similar in its effects ring of Willpower.
Fading rings
Ring of Evasion [Ev]
This ring improves your reflexes, making it easier to dodge any incoming attacks when equipped - especially if its wearer is on the move.
  • The effects of this ring are the same with YAPD.
Fading rings
Ring of Fortune [Fo]
This ring blesses its wearer with greater luck, increasing amount of loot dropped from enemies when equipped.
  • The effects of this ring are generally the same with YAPD. Note that it increases the chance of loot drop by 5% and by an extra 5% with each upgrade, but even upgraded to +5 obviously +30% does not guarantee item drops from enemies: for example Dwarf Monks have a base chance of 10% to drop a small ration, so upgrading the ring to +5 will make the drop chance 40%, which is much better than the base chance but still very far from 100%.
Fading rings
Ring of Knowledge [Kn]
This ring increases the amount of experience gained from combat when it is equipped, as well as decreases the amount of time it takes to identify items.
  • The effects of this ring are the same with YAPD.
Fading rings
Ring of Protection [Pr]
This ring greatly boosts your survivability by allowing you to occasionally resist different elemental threats such as fire, frost, electricity, acid, energy or withering. It also increases your armor class by an amount depending on your physical strength.
  • The effects of this ring are the same with YAPD.
Fading rings
Ring of Satiety [Sa]
This ring optimizes digestive mechanisms of your body, making it possible to go without food longer and making you absorb better the beneficial properties of consumed herbs.
  • The effects of this ring are the same with YAPD.
Fading rings
Ring of Shadows [Sh]
This ring makes it harder for enemies to notice you when you are wearing it and increases damage dealt to unaware opponents.
  • The effects of this ring are the same with YAPD.
Fading rings
Ring of Sharpshooting [Ss]
This ring improves your precision and aim of ranged weapons, especially with throwing ones, increasing damage and reducing ranged penalties.
  • New ring of NNYPD, but already existing for years in Shattered PD. At level 0 it increases damage with ranged weapons by +5%, and by an extra +5% with each upgrade (especially for throwing ones) and also reduces ranged penalties by +5%, and by an extra +5% with each upgrade (but even upgraded to level 5 it doesn't abolish them). It does not add to the Accuracy or Perception stats.
Fading rings
Ring of Sorcery [So]
This ring improves your magic skills, increasing your accuracy with your combat wands. Besides, this ring also improves reliability of your enchanted equipment, increasing their chances to be activated.
  • This ring does not exist anymore in current YAPD and has been replaced by the similar in its effects ring of Mysticism.
Fading rings
Ring of Vitality [Vi]
This ring increases the body's regenerative properties, augmenting effects of all sources of healing, and increasing your resistance to negative effects affecting your body.
  • The effects of this ring are the same with YAPD.

As a result of the removal of degradation, the ring of Durability is removed.

A general difference of the ring of NNYPD from YAPD is that all rings at level 0 add to their related stat +5% and an extra +5% with each upgrade.

With the exception of the ring of Durability, which is replaced as a reward by the ring of Sharpshooting, the Ambitious Imp gives the same ring rewards to the different classes as it does in YAPD.

  • Acolytes will get either a ring of Accuracy, a ring of Awareness, or a ring of Sharpshooting.
  • Brigands will get either a ring of Evasion, a ring of Shadows, or a ring of Fortune.
  • Scholars will get either a ring of Knowledge, a ring of Mysticism, or a ring of Willpower.
  • Warriors will get either a ring of Protection, a ring of Satiety, or a ring of Vitality.

The ring reward is always upgraded and unlike other mods never cursed.

Scrolls Edit

[Note: this section is mostly valid for the current version of NNYPD, 0.3, but some details remain to be added.]

The scroll types of NNYPD and their effects are similar to those of YAPD, so for more details for the scrolls shared between the two mods you can also visit the YAPD link above (but read their descriptions here first, three shared scrolls have minor differences from YAPD). That said, two scrolls of YAPD have been removed from NNYPD (Darkness, Transmutation), two scrolls have been added (Recharging, Remove Curse), and three scrolls of YAPD have received minor changes in their effects (Challenge, Phase Warp, Upgrade). A few game descriptions are also changed from those of YAPD, even when the scroll retains very similar function. Note also that unlike YAPD all scrolls display a distinguishing symbol on their bottom right after they get identified. The scrolls of NNYPD are:

Scroll of Banishment
The incantation on this scroll will attempt to banish any evil magics that might happen to exist near the reader, banishing nearby creatures of magical origin and even dispelling some malicious effects.
  • Unlike YAPD it does not uncurse items anymore, but only retains the ability to banish magical creatures and disrupt the King of Dwarves ritual.
Scroll of Challenge NNYPD
Scroll of Challenge
When read aloud, this scroll will bless you with an unholy wrath, significantly increasing strength of your blows for a limited time. However, it will also aggravate all creatures on the level and reveal your position to them.
  • Unlike YAPD it causes the Frenzy buff for 20 turns, which is similar to the Rage buff of the parent mod, but it increases damage based on the duration of the buff (less damage bonus for less turns, starts from 50% at 20 turns, max bonus is limited to 100%), while received damage increases the buff's duration.
Scroll of Clairvoyance
Scroll of Clairvoyance
Once this scroll is read, an image of crystal clarity will be etched into your memory, alerting you to the precise layout of the floor and revealing all of the treasures it keeps. The locations of traps and creatures will remain unknown.
  • Scrolls of Clairvoyance are a rather rare drop, and there are few hidden rooms in NNYPD (totally hidden, and not "semi hidden" in dead ends), while they rarely contain important loot like scrolls of Upgrade/Enchantment or potions of Strength/Experience, so the hero should better save these scrolls for Demon Halls. If a player thinks that a depth must definitely have a hidden room (the hero has an unused key or hasn't found the depth exit), the hidden room path is more probable to be adjacent to the depth entrance or exit room, and if the hidden room contains the exit, it will be far away from the depth entrance. The hero can also eat a Dreamweed herb for a short period of Mind Vision, which will probably reveal hidden rooms, when they contain enemies.

Note: the scroll of Darkness of YAPD has been removed from NNYPD.

Scroll of Enchantment
Scroll of Enchantment
This scroll is able to imbue unenchanted weapon or armor with random enchantment. Wands and rings wil be transmuted instead. If used on a cursed item, it will completely dispel the curse.
  • Scrolls of Enchantment, instead of upgrading non enchantable equipment (wands, rings etc.) like they do in YAPD, they work like the removed scroll of Transmutation on them instead. They can also remove a curse from a specific cursed item, either enchantable or not (in this case they do not also transmute the non-enchantable item, but only uncurse it). As scrolls of Remove Curse are not common, the guaranteed 1 per chapter scroll of Enchantment can be used as an alternative to the scroll of Remove Curse.
Scroll of Identify
Scroll of Identify
Incantation etched on this scroll can bestow its reader with ability to perceive the very nature of things, revealing their purposes and qualities. However, duration of this spell is really short, so it is possible to assess only a single item with its help.
  • It is the same with the scroll of YAPD. Note that this is the only scroll with a 100% chance to be getting sold in all dungeon shops.
Scroll of Phase Warp NNYPD
Scroll of Phase Warp
The spell on this parchment instantly transports the reader to a random location on the dungeon level. It can be used to escape a dangerous situation, but this method of transportation can be harmful for the mind of its user.
  • It is almost the same with the scroll of YAPD, but unlike YAPD it does not Daze the hero.
Scroll of Raise dead
Scroll of Raise Dead
Malicious magics hidden within this scroll allow its reader to commune with unspeakable, giving him or her an ability to summon a lost soul from the underworld, and even control them for a short period. However, these phantasms would happily tear their master to pieces once control over them is lost.
  • It is the same with the scroll of YAPD.
Scroll of Recharging
The raw magical power bound in this parchment will charge up all the user's wands over time when released.
  • The new (for YAPD) scroll of Recharging has been added, which causes a Recharging buff similar to that of Shattered PD (increased recharging rate for all wands and charms in the inventory) for 17 turns with Magic Skill 10, and not an instant recharging of wands like the scroll of Original PD. Note that the hero's increased Magic Skill will add a bit of more turns: for example a ring of Sorcery of level +1 will make the turns 18, but the regular duration for a hero with Magic Skill 10 (Acolyte and Warrior at level 1) will be 17. WIP
Scroll of Banishment
Scroll of Remove Curse
The incantation on this scroll will instantly strip any curse from a single weapon, ring, wand or armor.
  • The new (for YAPD) scroll of Remove curse has been added, which removes a curse from one specific item with each use like in Shattered PD, while the scroll of Upgrade does not remove curses anymore but only upgrades items. WIP
Scroll of Sunlight
Scroll of Sunlight
Reading this scroll will light the area with a bright sunlight. Here deep in the dungeon, sunlight can mean much more than simple illumination. Everything that lives which is touched by this light, will be rejuvenated in mere moments. Everything unnatural, on the contrary, will become disoriented and more susceptible to attacks.
  • As the game description is a bit vague, it should be noted that this scroll heals all living characters in its area of effect and also makes grass grow herbs randomly (no effect on empty tiles). In contrast it is harmful to undead and magical enemies. It can work just like a potion of Mending for the hero, but make sure that there are no enemies around, as most of them will be also healed.
Scroll of Torment NNYPD
Scroll of Torment
Upon reading this parchment, mind-tearing flash of pain will affect all the present creatures in the field of view, harming them and making them flee. The user of this scroll is only partially affected by this effect, and higher magic skill allows to diminish this backlash even further.
  • It is the same with the scroll of YAPD.

Note: the scroll of Transmutation of YAPD has been removed from NNYPD.

Scroll of Upgrade
Scroll of Upgrade
This scroll will upgrade a single item, improving its quality. A wand will increase in power and in number of charges; a weapon will inflict more damage or find its mark more frequently; a suit of armor will deflect additional blows; the effect of a ring on its wearer will intensify. Weapons and armor will also require less strength to use.
  • Scrolls of Upgrade can upgrade a cursed item but don't reverse its curse to an equivalent enchantment like they do in YAPD, but like in YAPD upgrading never erases already existing enchantments. For the purpose of uncursing there is now the new scroll of Remove Curse.

Note that bookcases are searchable like in YAPD and can drop scrolls with a default 5% chance and +5% added to the chance per chapter, so the hero should have searching them in mind even more, as he/she progresses in the dungeon as the chance reaches 25% in demon halls. Scrolls of Upgrade or other rare scrolls like Banishment, Enchantment and Transmutation don't drop usually from bookcases, but in later depths their chance to drop from boockases seems also to be increased, most probably due to the increased chance of scrolls dropping in general.

Also a note about scrolls as loot drops from enemies: Gnoll Shamans and Fiends have a 20% base chance to drop any scroll. "Any" scroll means that they even have the chance to drop a scroll of Enchantment or Upgrade, they will just do that very rarely. Highly upgrading a ring of Fortune will certainly increase the chance of scroll drops from them (a +5 ring will add +30% so their chance to drop loot will become 50%), and a scroll of Enchantment or Upgrade might end up getting generated more easily, but highly upgrading the ring for this purpose is risky, as the hero will certainly end up with many more scrolls than usual, but there is a rather good chance none of the them to be of Enchantment or Upgrade.

Visuals Edit

[Note: this section is mostly valid for the current version of NNYPD, 0.3, but some details remain to be added.]

  • Sleeping sprites are added for all enemies.
  • Very well designed graphics are added for equipped weapons/shields and also different animations for attacking (thrust, swing, pistol shot, bow, rifle shot).
  • Two new regular enemies (Giant frog, Sentry Robot) and a new chapter boss (Medusa) are added in the Caves subchapters with very well designed graphics and animations. [Note: in versions 0.2 and 0.3 some new enemies with new sprites have also been added.]

Wands Edit

[Note: this section of the wiki about NNYPD's enemies is seriously outdated and readers should certainly see the changelog displayed at the top of the page. Also, readers should ignore the random wand sprites that follow, as in the current version of NNYPD all wands and charms have a fixed sprite.]

The wands of NNYPD are:

Combat wandsEdit

All combat wands at 0 level have 2 max charges and spend 1 charge with each zap.

Fading wands
Wand of Avalanche [Av]
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.

The rockfall effect of the wand of Avalanche also attracts all nearby enemies and functions as a weak scroll of Challenge. Also it dazes and damages the hero as well if he/she zaps an enemy in closer than two tiles range and shatters potion bottles in its area of effect if they lay on the floor. It has been removed from current YAPD.

Fading wands
Wand of Disintegration [Di]
This wand emits a beam of destructive energy, which pierces all creatures in its way The more targets it hits, the less damage it inflicts to each of them. The distance of the wand is limited, however.

Unlike the wand of Disintegration of current YAPD, its beams don't bounce when they hit solid obstacles like walls and the wand deals less damage when it hits many enemies.

Fading wands
Wand of Disruption Field [DF]
The magical blast of this wand will initiate a field of disruptive energy that will spread to nearby spaces. After spreading, the field will burst into a magical fire, causing energy damage and disrupting evil entities. Castig another bolt on the starting point of the field will increase the power of the burst.

It has replaced the old wand of Phasing of YAPD.

Fading wands
Wand of Firebolt [Fi]
This wand unleashes bursts of magical fire. It will ignite flammable terrain and will damage and burn a creature it hits.

The wand of Firebolt has been changed to the wand of Firebrand in current YAPD, that retains a similar function though.

Fading wands
Wand of Freezing [Fr]
This wand will freeze everything in its wake, buying its user a chance to deliver a shattering blow to a defenseless foe or escape a menacing threat. Also, you can make some delicious carpaccio with it.

The wand of Freezing has been changed to the wand of Ice Barrier in current YAPD, that has a related element but not a similar function.

Fading wands
Wand of Lightning
This wand conjures forth deadly arcs of electricity, which deal damage to several creatures standing close to each other.

Unlike the current wand of Lightning of YAPD, the wand of NNYPD still has a chain effect and applies the Electrified debuff, but doesn't deal increased damage to enemies standing over water.

Wand of Magic Missile
Wand of Magic Missile [Ma]
This wand's effect is quite simple, as it just launches bolts of pure magical energy. However, its main caveat is that its power heavily depends on the arcane skils of the user, making this wand a quite fearsome weapon in the hads of a sufficiently skilled spellcaster.

Note that unlike current YAPD all combat wands can miss.

Utility wandsEdit

All utility wands at 0 level have 3 max charges and spend all charges with each zap.

Fading wands
Wand of Blink [bl]
This wand will turn your body into radiant energy that will wil blind any near critter and allow you to instantly teleport in the chosen direction. Inanimate obstructions will block your path.

Its blinding effect almost guarantees the success of a surprise attack.

Fading wands
Wand of Charm [Ch]
The purple light from this wand will hypnotize the target, forcing it to violently protect you against other enemies for a while.
Fading wands
Wand of Decay [De]
The unholy energy from this wand will inflict a powerful curse on the target, making it to slowly decay. The curse will grow in power as it remains on the target. Severely wounded enemies will suffer from weakness as well.

It causes the Decay debuff on the target, dealing unholy damage every turn that increases over time. If the target has less than half health, it will be also Withered (weakened). It has replaced the old wand of Harm of YAPD.

Fading wands
Wand of Entanglement [En]
This wand possesses the mystical force of shooting missiles of a very thick cobweb, trapping its target in place. It is used mainly by city guards to catch criminals... Or by criminals to catch their victims.

Note that unlike current YAPD all utility wands can't miscast. Also, the wand of Flock is removed (it was also removed later from YAPD).

Weapons Edit

Many new weapons have been added and some mechanics have been also changed. For details see section: Weapons

General gameplay tips Edit

[This section is more or less valid for the current version of NNYPD, 0.3, but a handful of details remain to be added for the enemies and subchapters that have been recently added.

The tips are suitable mostly for a Normal Difficulty run, but can also be useful for a Hardcore run, as its only difference is that enemies have more HP.]

On specific Chapters Edit

Sewers Edit

The Goo retains its old behavior from YAPD and chases the hero while it is enraged, so the hero should run around the corners of the depth to avoid getting inside its miasma cloud and like in YAPD should certainly not try to fight it while it is enraged.

Goo NNYPD

Prison Edit

Tengu's behavior is slightly changed: he still has a ranged attack and teleports around the room, but he also has a secondary ranged attack that can daze the hero, and after he gets some damage, he will also create two doppelgangers that teleport along with him around the room very rapidly and the hero can't get close to them in melee range, although they keep attacking the hero.

Tengu NNYPD

The hero must have combat wands, a melee weapon with extra reach, a ranged weapon or many throwing weapons with him/her in order to hit the doppelgangers or Tengu (note that hitting the doppelgangers doesn't harm Tengu, but after hitting one of them, the doppelganger becomes transparent, so the chances to hit the real Tengu become better). If none of these means of hitting are available, the hero will just have to chase the doppelgangers around the room, he/she will never be able to catch them and hit them in melee range, but after some chasing around Tengu will eventually return to being just one and will start allowing the hero engage with him in melee again. This sequence is repeated two times before Tengu will get enraged instead (drinking a potion of Invisibility or eating a Fadeleaf herb will save the hero from a lot of damage during his enraged last phase).

Abandoned Mine / Dark Cave Edit

The rare variant of the vampire bat Shadow Bat in both subchapters behaves differently than regular vampire bats and are as a consequence more annoying. Instead of staying in melee range, it hits and moves one tile back repeatedly, keeping always a one tile distance with the hero. Shadow bats are also very quick, so it is impossible to get into melee range with them, or get away from them, if they have noticed the hero, and if he/she does not have a melee weapon with extra reach, or an upgraded battle wand / ranged weapon, his/her HP will suffer. Getting in guard/parry mode might block them and get them exposed in melee range, but this is effective half of the times or less, especially with lower than tier 3 unupgraded weapons. Tier 2 and 3 Shields are rather effective in exposing them though. Bolas can also be very useful, as they immobilize them most of the times and thus become available for melee hits. Also, if the hero was lucky enough to find harpoons as loot before the caves, they are excellent with them, as they pull them into melee range, damage them and the bats retreat one tile back, without hitting the hero. Evil Eyes have also this "hit and keep distance" tactic after they get some damage but they are fortunately a little slower and after a little chasing they can get in melee range.

The DM-300 fight is almost the same with YAPD, with the only difference that the floor is full of corrosion traps. Having the lantern lighted while the hero runs around the depth avoiding the enraged DM-300 will be very helpful, as they will often appear in a one-tile radius around him/her (so he/she should better run one step at a time). Note that in the current version of NNYPD lighting the lantern does not reveal automatically hidden traps anymore, but it still increases much the hero's Perception so lighting the lantern is still certainly better that not lighting it.

DM-300 NNYPD

In the Medusa depth there are 6 statues (2 Gnoll Brutes, 2 Gnoll Shamans and 2 Giant Frogs). When Medusa is damaged enough, she will start charging her petrification gaze attack. While charging this attack, her eyes will glow in a horrifying look and any attack dealt directly to her will cause the Tormented debuff to the hero (inability to attack). After 3 turns Medusa will turn to stone any creature that is looking at her (i.e. she will paralize the hero) and she will go to a random statue, consuming its life essence (restoring some life and grant her a buff based on what kind of statue she had consumed: Enraged for gnoll brutes, Blessed for gnoll shamans, Mending - Regeneration for giant frogs). Medusa will cast her petrification attack 6 times in the whole battle (and will attempt to consume one statue after each cast). The hero can prevent her from reaching a statue if he/she ensnares her for some turns and statues can also be blown with bombs (one plain bomb stick is enough for one statue). Overgrowth potions are also great to create cover areas and hide from her petrification attack (even if she is also in the high grass area, moving one tile away hides the hero completely from her gaze).

Medusa depth NNYPD

[The Dwarf King and Yog boss fights are the same with YAPD.]

From the Caves and on Edit

[Note: the advices that follow from this specific paragraph until the end of the page are directed to casual players with common gameplay habits and regular luck. Nevertheless, players who enjoy more unconventional runs, like for example a Scholar with a highly upgraded knuckleduster or an Acolyte with a highly upgraded wand, should certainly follow their preferences, as games are primarily meant for having fun with them, and not for following wiki guides.]

Generally in NNYPD (as also in the orginal YAPD) unupgraded tier 1 weapons are strong enough only for the Sewers, unupgraded tier 2 only for the Prison etc. (but upgraded tier 3 and higher weapons are strong enough for Demon Halls and Yog) and no class can survive the Mine/Cave, and especially their subchapter bosses, unless the hero invests one or two scrolls of Upgrade on his/her combat equipment, if he/she was not lucky enough to get a tier 3 or higher weapon as loot in the first two chapters or early in the third chapter, no matter if these are end-game equipment or not (the player should have in mind that scrolls of Upgrade are 10 in each run, 2 for each chapter, but the hero might get lucky with the bookcase scroll drops, which happens rarely though). From the Dwarven Metropolis and on all heroes from all classes will need an upgraded tier 3 - 5 melee weapon to survive (with the very rare exceptions of a skilled Scholar with a battle wand and rings of Concentration and Sorcery all highly upgraded and a skilled Acolyte with an Arbalest and a ring of Sharpshooting both highly upgraded). The Cave/Mine shop at depth 15 often sells a good tier 3 melee weapon and the Dwarven Metropolis shop at depth 20 almost always sells an enchanted tier 5 weapon and might sell a tier 4 melee weapon as well and the Imp at depth 25 always sells one scroll of Upgrade and a potion of Strength, all of them at very high prices, so better save some gold saved for these shops (depth 5 and 10 shops sell accordingly tier 1 and 2 melee weapons at accordingly high prices also). Have in mind that although tier 3 and 4 weapons deal lower damage than tier 5 weapons, they also have lower stealth and accuracy penalties due to their lower strength requirement, so especially the tier 4 weapons end up almost as effective as the tier 5 weapons. It should be noted though that some of the tier 3 weapons will be rather weak for demon halls even when upgraded to the max, so upgrading a tier 4 or 5 weapon for the Metropolis and on should be preferred, if the hero has or can buy one. All that having been said, very skilled players can complete the game even with a tier 1 weapon suitable for their character class and helpful rings equipped, for example a Brigand with a highly upgraded dagger and an upgraded ring of Shadows.

Without a potion brewed with Wyrmflower herbs or bought from the Imp shop and also without missing potions inside hidden rooms, the hero will have +10 Strength by the end of the game, and if he/she was clearing the depths from all their initial enemies, he/she will be around 29 level.

On specific Classes Edit

Acolyte Edit

Due to the heavy accuracy penalty for using all ranged weapons at melee range, an Acolyte run based on a highly upgraded ranged weapon is viable from the Metropolis and on only with an upgraded ring of Sharpshooting and a highly upgraded tier 3 Arbalest (the ring will lessen very much but will not abolish the accuracy penalty). This is the only strong enough ranged weapon for these chapters, but it comes with its drawbacks: it is generally rather weak in its damage in comparison to the tier 4 and 5 melee weapons and does low damage to enemies with high defense or evasion, but its most important drawback is that it relies on consumables, quarrels, which get lost little by little by shooting them, while their renewal depends solely on RNG, so the Acolyte might end up at some point in the final two chapters without ammunition, and just die. Therefore, as the ranged build demands very favorable RNG (many quarrels + arbalest + ring of Sharpshooting) to work, a "Warden" melee build with an upgraded tier 3 - 5 melee weapon equipped for the steady damage output and just extended use of throwing weapons will be most of the times the only viable for the Acolyte in late-game NNYPD.

As Accuracy will be her basic advantage in both a melee and a ranged based run, and her lower strength will be her basic drawback, the Acolyte should wait similarly to the Brigand for weapons to have lower or no accuracy penalties due to excess strength or/and upgrading before equipping them, but conversely to the Brigand should upgrade a Plate Armor if she has it available, to compensate her lower HP with higher defense (her stealth and dexterity are mediocre, so she has nothing much to lose by the stealth and dexterity armor penalties, as she wouldn't dodge much or sneak much anyway). In a melee build she should also prefer to upgrade for end-game either the Greatsword or Flail, if she has a choice, as they both have the lowest accuracy penalties than all the other tier 4 and tier 5 weapons (the Sacrificial Blades have also a low accuracy penalty, but also low base damage, and the Acolyte does not benefit much from their effectiveness against unaware enemies due to her low stealth). Lastly, apart from the obviously helpful rings of Sharpshooting and Accuracy, in a ranged build the ring of Awareness will be also helpful as it will boost the Acolyte's already strong Perception (which gives much longer range of vision, very important for ranged attacks). The Ambitious Imp will give her as a reward an upgraded ring of Awareness, Accuracy or Sharpshooting, each of which boost one of her strong stats.

Brigand Edit

A combination of an upgraded ring of Shadows with an effective against unaware enemies/light weapon or even a heavy weapon that dazes/stuns, as it gets the enemies in unaware state, can give very good results in a Brigand run until the Cave/Mine, but after that point and until Yog, enemies' awareness and perception is high even if a highly upgraded ring of Shadows is equipped (the high stealth penalties of most higher tier weapons and armors without excess strength don't help either), and all the other light or effective against unaware enemies weapons apart from the Sacrificial Blades (Dagger, Assassin's Blade) are lower than tier 4 and too weak for later game, so unsuitable to be highly upgraded (a skilled Brigand could possibly manage the Metropolis and Demon Halls with a +5 Assasssin's Blade though). A combination of an upgraded ring of Shadows with tier 4 Sacrificial Blades (very effective against unaware enemies) or even with a tier 5 Greatsword (lowest stealth penalty) can be considered the best for end-game. The flail dazes and stuns, so its seems to be also a good choice for a Brigand, but it would in practice nullify all the backstab bonus damage due to its -100% base backstab modifier instead of the usual +10% base for heavy weapons. All the other tier 4/5 weapons are both heavy and two handed with high stealth penalties, therefore they are not at all suitable for sneak attacks, but as finding the aforementioned 2 weapons has less chances to happen than to not happen, in most of the runs a Brigand will have to turn into mostly a Warrior in his tactics in late game, with mostly direct attacks, if he wants to reach Yog. As a rule of thumb, taking into consideration: a) that some heroes might need to upgrade their existing equipment to survive the Mine/Cave, and b) that the guaranteed tier 4/5 weapons in the depth 20 shop will need 3 to 5 Scrolls of Upgrade to lower their Strength requirement, so that the hero would be able to use to them without penalties in a good part of the Dwarven Metropolis, a Brigand should not use on his ring of Shadows more than 1 from the 6 guaranteed scrolls of Upgrade that spawn in the first three chapters. An alternative approach to retain high stealth in the whole game which is being used with very good results by some YAPD players, is for the hero to invest some scrolls of Upgrade also on the starting armor, which has as its basic attribute that it enhances Stealth as much as a ring of Shadows (+5% at 0 level and +5% for each level up) and has no stealth penalties to begin with. The obvious drawback is that the hero will have to survive the dungeon and especially the Metropolis and the Demon Halls with very low defense, while the +5 level cap in NNYPD allows armors to have even lower stealth penalties than in YAPD. It is a riskier choice, but it is probably worth trying.

A more middle of the road approach to retain his stealth and also his dexterity/evasion as high as possible until end-game would be for the Brigand to wait for armors and weapons to have lower or no stealth penalties due to excess strength or/and upgrading before equipping them, use only one-handed weapons (first light, second heavy) for the same reason, if he has a choice, and highly upgrade only a tier 3 light scale armor in late game which along with excess strength can reach down to only -10% for stealth and dexterity, while also prefer first the Sacrificial Blades, and then the Greatsword, if he has a choice. After all of his basic equipments' stealth penalties are reduced to the minimum possible, he can then spend some extra upgrades on the ring of Shadows, if he has any scrolls of Upgrade left (and if he has enough food rations to go back to the mine/cave, he can also reforge the upgraded ring of Shadows that the Ambitious Imp will probably give him with his original one in the Troll Blacksmith). By doing that, he will be able to perform some sneak attacks in the Metropolis and the Demon Halls, but will still get often noticed. Apart from the ring of Shadows, an upgraded ring of Evasion will also help much, by boosting his already strong Dexterity - the Ambitious Imp will give him as a reward either an upgraded Ring of Evasion, Fortune, or Shadows. Lastly, the Brigand should also take advantage of the charm of Blink's bonus effect to blind enemies when it used next to them, as they get in unaware state and are almost guaranteed to be surprised by an attack, and also use throwing weapons that daze/stun as much as possible for the same reason.

Scholar Edit

If the player chooses the Scholar class, he/she should have also in mind that without an upgraded ring of Concentration wands and charms recharge very slowly, and still rather slowly even with a +5 ring of Concentration equipped, while the scroll of Recharging is a rather rare find, and the Whirlvine's recharging buff after getting eaten doesn't last long. Combat wands also deal low damage to enemies with high defense to magic like Animated Statues, Golems, and the Yog Fists, even with a +5 ring of Sorcery equipped, so using the scrolls of Upgrade only on wands/magic related rings and not also on a melee weapon will be a recipe for disaster for the Scholar after the Mine/Cave. The closest one Scholar can get to a "Battlemage" build in NNYPD while also managing to reach and beat Yog, is to divide upgrades among a tier 3-5 weapon for steady damage output, a combat wand with high damage and not harmful side effects like the wands of Disintegration or Firebolt, and a ring of Concentration first, a ring of Sorcery second (the Ambitious Imp gives to him as a reward one of these rings, or a ring of Knowledge). Have in mind though that a +5 tier 4/5 weapon will give twice or thrice the damage of a +5 wand of Firebolt. An alternative approach to achieve quick recharging of wands which is being used by some YAPD players and does not rely at all to RNG, is for the hero to invest some scrolls of Upgrade on the starting armor, which has as its basic attribute the quicker recharging of wands and it enhances Willpower as much as a ring of Concentration (+5% at 0 level and +5% for each level up). The obvious drawback is the hero will have to survive the dungeon with very low defense, which will become a problem already from the Cave/Mine, and he will probably not survive at all (also frequent wand use by the Scholar in NNYPD is less game-changing than Brigand's high stealth with upgrading his starting armor). Have also in mind that the Scholar's stealth is horrible and his dexterity mediocre, so he does not lose much by equipping heavier armors like Splint or Plate, as he wouldn't sneak or dodge anyway. Thus, without a ring of Contentration available, a "Warrior Mage" melee build with a highly upgraded tier 3-5 weapon equipped and just extended use of wands will be the only viable in NNYPD for the Scholar from Dwarven Metropolis and until Yog.

Warrior Edit

Warrior is a straightforward class in both YAPD and NNYPD and does not need any detailed advice apart from the rather obvious, to keep some scrolls of Upgrade for the end-game tier 3-5 weapon and armor. His low Dexterity and Stealth oblige him to avoid few battles, but as he is by default stronger than all the other character classes, he will be able to equip higher tier equipment earlier and he will also suffer from less accuracy, dexterity and stealth penalties and will have them reduced earlier, when he equips heavy armors or heavy two handed weapons, which absorb and deal the most damage. The Ambitious Imp will give him as a reward an upgraded ring of Protection, Satiety or Vitality, which will boost either his already high defense from equipping high tier weapons and heavy armors or his already quick regeneration.

Appendix: In-game tutorial Edit

I. Edit

  • [Image of an orange hand] Almost all the actions in the game are performed via tapping a desired tile. You tap to move, tap to attack, tap to pick up items and tap to interact with NPCs and dungeon features.
  • [Image of the character avatar] If you tap the character avatar on the top left of the screen, you'll be able to see the stats and buffs your character currently has. If one of the stats is affected by an unidentified item, its power will be displayed as "??".
  • [Image of the clock button] You can skip a turn by tapping this button on the bottom left of the screen. Press and hold this button to rest - this allows to skip time much faster and significantly increases your health regeneration.
  • [Image of the magnifying glass button] Depending on your settings, this button can be tapped or pressed to make your character search nearby tiles, revealing traps and secret doors. Alternatively, it allows you to examine anything you meet in the dungeon to read its description.
  • [Image of the bag button] On the bottom right of the screen you can see this button. Tap it to open your inventory (you have probably guessed it by now). Long press it to show your keys available at the moment.
  • [Image of a waterskin] To the left of the inventory button you can see three quickslots. You can use some items from there without need to open your inventory. You can add items for the quickslots by pressing and holding them.
  • [Image of a wooden shield] There are some action button on the right of the screen. These buttons are block (only available with shields and melee weapons equipped, long tap to use your shield to slam enemies), ranged attack (only available with throwing weapons or missile weapon with their corresponding ammo equipped), and wand attack (only available if you have a wand equipped).
  • [Image of the visible enemies indicator] There are also several buttons which are probably hidden at the moment. These are danger indicator, attack button, pickup button and resume button. Danger indicator shows the number of currently visible enemies.
  • [Image of a marsupial rat] Selecting the enemy by clicking the danger indicator and tapping the attack button allows you to attack an enemy without tapping the tile. Also, pressing and holding the attack button will show target's description.
  • [Image of a food ration] Pickup button is shown only when there are items on the tile on which your character is standing right now. Tapping the pickup button allows you to pick up these items without the need to click on the character.
  • [Image of an arrow] Below your character avatar you can see a button which allows you to drink from one of your waterskins without having to open your inventory. Or you can long press this button to pour water from your waterskin instead.
  • Also there is another button which allows you to interact with your lantern. It is kinda smart one - tap it to light, snuff or refill your lantern. Long pressing it allows you to use your spare oil flasks to ignite nearby tiles.

II. Edit

  • [Image of the deferred damage debuff] Most actions in the game spend one turn when performed, which means that one attack spend just as much time as one tile travelled, and that almost everyone moves with the same speed. Keep in mind that actions take their effect the moment they are performed and make the character wait after that.
  • [Image of the mind vision buff] Enemies have a certain chance to notice you. It depends on their Perception power and your Stealth power. It also depends on the distance between you and the mob, but the mobs who are already on the hunt will have 100% chance to notice you if they can see you at all.
  • [Image of the invisibility buff] However, as enemy loses sight of you, they can lose track of you and become open to a sneak attack. The chance of this to happen mostly depends on your Stealth. You can (and should) utilize corners, doors or high grass for this tactic. Don't forget that flying creatures can see over high grass.
  • [Image of the enraged buff] When you are attacking or being attacked, the first thing to be determined is whether this attack was a hit or miss. In general, the chance to hit depends on the attacker's Accuracy power and the defender's Dexterity power. Different characters and even mobs have different growth rates for these values.
  • [Image of a double arrow] Dexterity power of the defender is decreased by 1/16 of its power for every occupied or impassable tile near it. This means that you should lure your enemies to narrow corridors if you want to miss less often, and you'll want to stick to the open areas if you want to dodge more reliably.
  • [Image of the sniper's mark buff] All ranged attacks consider attacker's Accuracy to be decreased by 1/8 of its power for every tile of distance. The only exception for this rule are combat wands. Also, combat wands use your wand skill to determine your chance to hit with them.
  • [Image of the combo buff] For the player character (and some late-game mobs), every melee consecutive hit after the second one slightly increases damage done by the attack. This is shown by the "combo" message over your character and can significantly improve your effectiveness against packs of mobs.
  • [Image of the illuminated buff] Your Perception attribute affects your chances to find a trap or a secret door by walking near it, as well as your chance to hear an enemy through the wall. Mind that secrets become more difficult to find as you descend further into the dungeon.
  • [Image of the blinded debuff] High grass is extremely useful for setting up ambushes, as it both blocks field of view and makes you stealthier. However, water is noisy and will decrease your stealth when you are standing in it.
  • [Image of the satiated buff] Sleeping is the most readily available source of recovery. While you are sleeping, your regeneration rate is tripled. However, sleeping in the water denies this advantage, but you still can do that to skip turns quickly if needed.
  • [Image of the burning debuff] Searching or lighting your lantern guarantees that all secrets on nearby tiles (such as traps or hidden doors) will be revealed to you. Keep in mind that lit lantern also makes it guaranteed that enemies will notice you when they can, however.
  • [Image of the decay debuff] Your Willpower very significantly affects wands recharge rate, and also determines chance to prevent equipping cursed item when it is unidentified. Magic skill determines your accuracy with combat wands and also affects effectiveness of certain offensive scrolls.

III. Edit

Note: the part of the tutorial relevant to NNYPD's weapons is displayed in the Weapons' page. 

  • [Image of a disc armor] Always have at least some kind of armor equipped. Proper armor will greatly increase your chances of survival, decreasing damage from most sources. It will not protect from non-physical damage though, such as fire, lightning or disintegration.
  • [Image of an elven cloak] Cloth armors offer very little protection but they can enhance one of your secondary attributes - Stealth, Detection or Willpower. This bonus can be increased by upgrading the armor, and can lead to some powerful (but risky) character builds.
  • [Image of a kite shield] Shields occupy your offhand slot, but they allow you to enter a defencive stance increasing your armor class for some turns and providing a chance to complete negate enemy blows. When successfully blocking or parrying, you have a chance to leave your enemy open to a counter attack, which will be a guaranteed hit. Shields can also be used to slam your target, dealing some damage with chances to daze and knockback your target (granted on exposed enemies),
  • [Image of a charm of frost] Magical trinkets such as wands and charms can be very powerful, but you need to equip them and they have a limited number of charges. Wands are a very reliable source of ranged damage, and their power is tied to the user's magical aptitude. Carms spend all of their charges on use, and their effect mainly depends on amount of charges used.

IV. Edit

  • [Image of an ankh] Most equipment can be upgraded. Upgraded items are much more powerful than common ones, they deal more damage, offer better protection, require less strength, have higher amount of charges and recharge faster. However, items cannot be upgraded more than five times. Keep that in mind.
  • [Image of an arcane stylus] Weapons and armors can be enchanted. Enchantments provide some unique effects such as bonus fire damage or resistance to acid, but chance of them working significantly depends on the upgrade level of your weapon. Also, cursed items reverse the effects of their enchantments, turning them against you.
  • [Image of a fetid rat skull] Some items may happen to be cursed, which means that you will be unable to unequip them until curse is removed (with help of certain scrolls). Cursed items offer the same damage/protection as non-cursed ones. Items which are too good for the current chapter have a much higher chance of being cursed.
  • [Image of a ruby ring] Rings are rare trinkets which can greatly help you when equipped. They are not really powerful by themselves, but effects of similar rings stack with each other. Cursed rings will hinder your abilities instead.
  • [Image of a food ration] Your character needs food to survive. There is always at least one ration at every floor; you can also find some food in shops or dropped from certain mobs. Your regeneration rate is increased when your satiety is over 75% and halved when it is 25% or lower. When your satiety hits 0%, it will cause periodical damage from starvation.
  • [Image of a waterskin] Your most readily available source of healing are your waterskins. When used, waterskin recovers part of your missing health, and can be refilled in occasional water fountains. There is always at least one fountain per chapter.
  • [Image of oil lantern] In the darkness of the dungeon, ambient lighting is barely noticeable, limiting your field of vision. To counter this, you can use lantern you start with. It basically nullifies your Stealth though, so use it wisely.
  • [Image of a bomb stick] If you have some spare gunpowder, you can use it to craft makeshift bombs. These bombs can be dismantled back to give you some of the gunpowder spent on them, and they can be combined into even more powerful bomb bundles. [Note: although this tip still exists in this form in the current version of NNYPD, the gunpowder item has been currently removed.]
  • [Image of a scroll with the kaunan rune] Scrolls can be very powerful when used correctly. Some of them can lead to your quick demise if used incorrectly. There is no way to know which scroll is which, unless you try to read it or find one in the shop.
  • [Image of a potion with indigo color] On your quest, you can find randomly colored potions. Some of them are beneficial and some of them are harmful. Beneficial potions buff you when used, and harmful potions are better to be thrown into your enemies.
  • [Image of a sorrowmoss herb] Sometimes in the high grass you can find alchemical herbs. These herbs can be consumed to absorb some nutrients and part of their magical powers. Mix them into an alchemy pot to brew a potion. Type of the potion will depend on the herbs you used (order in which herbs are thrown into the pot is not important).
  • [Image of a herb pouch] If you find inventory to be too limiting, consider buying bags in the shops. A bag unlocks separate inventories for herbs, potions, scrolls or wands. Additionally, it will protect these items from harmful effects (like fire).

V. Edit

  • [Image of a marsupial rat] As you explore this dungeon, you'll meet many adversaries on your path. Defeating your enemies is the main source of experience to level up your character, but you'll need the level of threat of your opponents to be appropriate to see any improvements.
  • [Image of a gnoll scout] Dungeon is filled with monsters to the brim, and even as you kill them, it will always spawn more to get you. Some mobs can even drop something useful on death. Be careful not to rely on that too much though. Each time the dungeon spawns another creature, respawn time on the current floor is increased a bit.
  • [Image of a vampire bat] Every denizen of this dungeon possesses some special abilities, but in general all of them can be separated into several categories. Most common enemies like rats and flies usually have higher dexterity and stealth, but their attacks are weaker and they can't take a good hit without, you know, dying horribly.
  • [Image of a crazy thief] A bit less common enemies like muggers, skeletons or brutes usually do not have any significant drawbacks or advantages. Some of them can even try to attack you from short distance, but these attacks are usually weaker and limited.
  • [Image of a gnoll shaman] Some enemies possess proper ranged attacks though, and they will use them whenever possible. Even worse is that most of these enemies also deal non-physical damage which ignores your armor class. On the other hand, some of them also need to spend a turn to charge their attack before that.
  • [image of a sewer crab] There are also some mobs which are a much greater threat than others, being strong, durable, and pretty accurate as well. Their only weakness is their very low dexterity. They are also more susceptible to be ambushed and are much easier to be heard.
  • [Image of a wraith] While in general, most enemies belong to certain chapter and will never spawn out of it, some enemies can be encountered in any part of the dungeon. They grow in strength to always represent adequate threat for the current floor. Most of them also have some kind of weakness which makes dealing with them much easier.
  • [Image of the king of dwarves] However, bosses take the cake for being the greatest threat in this dungeon. All of them are very powerful, durable and possess unique abilities. Worst of all, you can't evade the fight with them and you have to defeat them to descend deeper into the dungeon. They require preparation and attention to be defeated, but some of them also possess certain tricks to make fight with them easier.
  • [Image of the old wandmaker] But keep in mind that not everything in this dungeon wants you dead. Some denizens of this dungeon are quite friendly and can even give you a short quest to complete. Obviously, doing what they ask will net you a proper reward, but they can be simply ignored if you want, it will have almost no effect on your future progress.
  • [Image of a shopkeeper] Some of these NPCs do not want anything from you... except for your gold. There will be small shop on every fifth floor where you can sell your surplus items and buy something in return. Assortment and quality of items in these shops depends on the current chapter, but some of the items are guaranteed to be sold.
  • [Image of an animated statue] Finally, keep in mind that some of the enemies in this dungeon are of magical, unnatural origin, and thus can be immune to some effects which require living flesh and thinking mind to be affected. But this also makes them susceptible to some other effects which do not affect natural, living creatures.
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