[The developer has recently released a new, updated version of his mod: "Part 4 - Chaos war in city" (follow the link for details and a download link of the new version). Until the new update gets finalized, the wiki pages will contain descriptions of the former releases "Epic Battle 3: Time Cave" and "2019 Spring Festival".]
|Special Surprise Pixel Dungeon|
|Current Version||2019 Spring Festival|
Although most of SPS-PD's wiki sections are rather extensive, they presuppose knowledge of the items and mechanics of Sprouted Pixel Dungeon, on which SPS-PD is basically based (yes, they contain mostly SPS-PD's innovations and changes), so if details about a mechanic or class of items/characters are missing, that means that they are exactly the same with Sprouted. So, when a reader thinks that some information about SPS-PD that he/she needs is missing, he/she should search for it in the Sprouted pages of the wiki and there is a 99% chance he/she will find it there. Also, whenever a feature, item etc. is described in the wiki sections as “new”, that means “new compared to Sprouted”, or else a more detailed expression is used (“totally new” / “new compared to all other mods” or something similar). Lastly, there is a good amount of spelling and expression mistakes in the game messages and even in the name of items, that are mostly put in correct form in the wiki sections, occasionally with also a mention to the game’s initial language form.
Alchemy and Potions Edit
Alchemy in SPS-PD seems based on a combination of Sprouted's and Shattered's alchemies before the great alchemy rework in Shattered, with a major innovation in the new cooking mechanic that is implemented. The Alchemy interface is changed and resembles that of Shattered before the rework (no alchemical energy needed, no exotic variants, no alchemical scrolls and bombs produced etc.), but there is a huge change made in that alchemy pots are now mostly useful for cooking and can create 40 different food or consumable items. The Alchemist's Toolkit is also drastically changed and makes cooking of more complex recipes possible, without its familiar function to brew potions with less seeds like it does in Sprouted (it is practically a Culinary Toolkit in SPS-PD, although it is not renamed). Seeds have the same effects and brew the same potions with Sprouted (with some exceptions), but Blandfruits have almost the same effects with Shattered, apart from not leaving chunks when thrown. Lastly, potions have mostly their familiar effects from Sprouted but also some new effects are added, as additional side effects to the familiar ones, and also each one has a distinguishing symbol, after it gets identified.
- Main article: Armor
Tier 6 armors are added, and each armor tier now includes three different types of armor: light (less defense and lower strength requirement, more stealth and dexterity), heavy (more defense and higher strength requirement, less stealth and dexterity), and normal (the more balanced in their stats). As a consequence, SPS-PD has 18 different types of armor available, with 12 of them new. There are also 12 new armor glyphs.
3 new artifacts (Ethereal Chains, Glass Totem, Robot D.M.T.) have been added to those of Sprouted, and from the familiar ones, only the Chalice of Blood, Talisman of Foresight and Timekeeper’s Hourglass haven't received any changes in their function. The Ring of Disintegration has been removed, and all artifacts have now become rare instead of unique drops.
Awareness of enemies and awareness indication in them Edit
When the hero is followed by a pet, an enemy will decide to attack either him/her or the pet. That means that the enemy will ignore the non-focused character, even when the non-focused character (either hero or pet) is attacking the enemy, and will try to attack the focused-on character, even chasing a pet around the dungeon floor. Sometimes enemies have also speech balloons with punctuation marks or letters above their head, like they do in YAPD and some other mods.
- "!" means that they have seen the hero or the pet and are ready to attack / dodge / chase them. It is increased awareness, as enemies can be aware of the hero without the "!" balloon.
- "?" means that they have lost sight of the hero or the pet, that they were seeing until recently, they are unaware, and they will get surprised by an attack, as long as they continue to have the "?" balloon above them at the time of the attack. Enemies can get surprised by an attack without having the "?" balloon above them though.
- "Zz" means they are sleeping, unaware, and will get surprised by an attack, as long as they continue to have the "Zz" balloon above them at the time of the attack.
Pets have the same focus mechanic with enemies, also chase focused-on enemies, and can also have the "!" and "?" balloons, with the same meaning that they have for enemies, but they never sleep. The hero will also have the "Zz" balloon above him/her, while he/she is resting or sleeping, but has no other awareness indications displayed.
Bombs destroying walls Edit
Unlike most other mods and also unlike Sprouted, regular bombs (named just "bomb" by the game, or "two bombs" when a couple of them is found/bought) don't have a mostly offensive function, as they do little damage, but are very useful in destroying walls, and are available for all classes, unlike the Performer's Shovel, which has the same function, but it is a unique class item (the bomb's game description doesn't mention explicitly their basic new function at all).
|A fairly hefty black powder bomb. An explosion from this would certainly do damage to anything nearby, It looks like the fuse will take a couple rounds to burn down once it is lit.|
|A stack of two hefty black powder bombs, looks like you get one for free!|
They are also a common find in the dungeon, are dropped often by Dwarf Musketeers, and are sold commonly in all the dungeon shops (all the other types of bombs apart from the plain seeking bomb don't destroy walls, they all don't spawn in the regular dungeon and are only sold by the Fruit Cat in Dolya Town or found randomly in the Rat King chests in the Tengu Hideout). Regular bombs and the Shovel can't destroy few things in SPS-PD: a) air walls, which block the entrance/exit to pit rooms (but destroy without a problem the walls around them), b) specially colored walls or decorative tiles like gold veins, bookcases or statues, c) locked doors (but destroy without a problem the walls around them), d) Sokoban sheep and Sokoban boxes, e) traps. As mentioned also in the bugs section afterwards, don't use regular bombs or the Shovel in outer walls, create void space and step on it, because the game will crash and the save file will be probably corrupted (this is the only major bug in the game that can happen in almost any floor).
For a list of SPS-PD's offensive bombs that can't destroy walls visit the weapons section.
- Main article: Bosses
The main bosses remain the same with Sprouted, but Shadow Yog and Zot have mostly different minions, and also some special skills are added to enemies and some other are removed.
BossRush Challenge Edit
- Main article: BossRush Challenge
The Dolyahaven Mines have been removed from SPS-PD but their entrance hasn't. A new enemy is located there, a violet dragon named Dungeon Guard, which after it gets defeated, gives the option to the hero to visit a new floor crowded with mini-bosses and their minions and with two unique rewards (one of which is an awesome weapon, the Overload Handcannon). This is the BossRush Challenge.
Buffs and Debuffs Edit
- Main article: Buffs and Debuffs
12 new buffs are added to those of Sprouted, 3 class - specific (Blood Imbue, Echo, Rhythm) and 9 available to all heroes (Arcane, Attack Up, Defense Up, Extract, Glass Shield, Magic Shield, Muscle, Strength, Treasure Search). 14 new debuffs are also added, most of them available both to enemies against the hero and to the hero against enemies (Armor Break, Attack Down, Cold, Dead Raise, Demon Blood, Disarm, Dry, Electrostatic Turbulene, Hot, Leech Seed, Locked, Silence, Tar, Wet).
Challenge (formerly Key) floors Edit
- Main article: Challenges
The Key floors from Sprouted are renamed to Challenge floors, are all stored in the Challenge Book and have received various changes in their drops and rewards, but retain their main function as dew farming floors. The ones with regular enemies are all now repeatable, but not their boss floors. A new mini-boss floor is added to them, the Treasure Map, with the Gnoll King and his minions as enemies.
From all the familiar challenges from other mods and Vanilla, only the "Into Darkness" challenge is kept in SPS-PD (also having been changed in its details), and they all now have also an advantage added apart from the expected disadvantages. There is also one challenge that has only advantages, the Test Time "challenge". Here is a list of SPS-PD's challenges:
- Abrasion: Weapons gets destroyed by the hero using them. On a positive note, the hero starts with one Scroll of Upgrade and one of Magical Infusion.
- Dew Rejection: Less dew is dropped from high grass and enemies and more dew is spent when using the Dew Vial. On a positive note, the hero starts with 2 Dewcatcher seeds.
- Energy Lost: Eating food satisfies less hunger and wands have lower max charges. On a positive note, the hero also starts with a Pasty.
- Item Phobia: The hero spends more time in drinking potions, and gets damaged and silenced (unable to read scrolls or use wands for some turns) after reading scrolls. On a positive note, he/she starts with 1000 gold.
- Into Darkness: The map does not get recorded and vision is always in "night mode" (see light and darkness section). On a positive note, the hero starts with 2 Scrolls of Magic Mapping.
- Listless: The hero earns less HP by leveling up. On a positive note, he/she starts with 2 Potions of Might.
- Nightmare Virus: Any enemy that dies creates a nightmare virus, an enemy named "!!Data Delete!!" with a null item sprite that produces Demon Blood Gas. On a positive note, the hero starts with an Ankh.
- Test Time: It is the opposite of a challenge, as the hero starts with 10000 gold, 199 Scrolls of Upgrade, 199 Scrolls of Magical Infusion, 199 Potions of Experience, a Skill Kit etc.
Classes and Subclasses Edit
Classes have all been buffed very much in comparison to Sprouted, with many new abilities added to all of them, and boasting much more versatile starting equipment and higher stats. This greatly reduces the initial difficulty of the Sewers, which are sometimes nearly impossible in Sprouted without the help of an early lucky weapon drop. A new class, the Performer, with its two subclasses, the Superstar and the Joker, have also been added.
All Classes Edit
- Start with 30 HP, 10 Strength, 10 Accuracy (ACU in he hero's tab), 5 Dexterity (DEX in the hero's tab) and 0 Magic Power (apart from the Mage, who starts with 3 Magic Power, this stat increases the wands' damage by 5% for each point - MIG in the her's tab). The players should have in mind that although in other RPGs and roguelikes Dexterity can affect movement speed and attack speed, in SPS-PD it only affects Evasion.
- Gain 4 HP, 1 Accuracy, and 1 Dexterity on each level up (but not Magic Power, even the Mage doesn't). HP are increased only by leveling up and not by Potions of Strength/Strength increasing. Apart from the first one, from L1 to L2, each new level up requires 6 more XP points than the previous one (L2:10, L3:16, L4:22, L5:28, L6:34 and so on). Leveling up also fill the hero's HP bar and satisfies a little hunger (+10).
- Start with a Random Soul which they can use to summon their first pet, something that most probably will need to deal with some of the Sewers' stronger regular enemies (even the game advises the player to do so, in the Floor 1 sign message).
- They all also start with a Lantern of Soul Collect, that can be used to store any pet by throwing the lantern at it (it can be used only once, but lanterns are sold often in all regular dungeon shop and also randomly in Dolya Town). The lantern's game description is inaccurate in the part that it also describes the lantern's damage - the lantern can not be used as a thrown weapon though, nevertheless it gets stored in the weapon's bag (Portable Scarecrow), after it becomes available. Lastly, the Lantern of Soul Collect, when it contains a pet, cannot get dropped, and when it is thrown it will release the pet and get spent.
|Lantern of Soul Collect|
|An empty lantern that can collect your pet.|
- Have a bag of Pet Food, which can give a pet several level ups immediately after hatching, as it instantly adds 120 XP to it. It offers enough experience to boost any level 1 pet to level 7.
|Every pet loves it, that is why it is called pet food.|
- Get Jump Shoes, which are used to jump from two up to five tiles away (depending on the class) even above holes and chasms, and come with class-specific bonuses in addition to slightly more or less charges, although the charge differences offer no serious impact on the gameplay. The Jump Shoes fill a main inventory slot, but cannot get dropped or thrown away.
|Jump Shoes of [class]|
- Receive an Ankh Shield, which can get used twice in a row when fully charged (125 + 125 = 250 charges, without any variation between the classes) and is used to deal 5 damage to enemies and basically to stun every enemy in sight for 5 turns (it also deals the same amount of damage to pets but does not stun them). This is exceedingly useful throughout the entire game. From mobs that run away like Gnoll Archers, the Gnoll Trickster, and Crazy Thieves, to evasive mobs like Wraiths and the Giant Crab, and even extra difficult mobs for the hero’s level when he/she first encounters them, like Living Mosses and Troll Warriors, the stun effect of this is one of the strongest in the game as long as it has enough charges to be used when needed. Despite being called a shield, the Ankh shield can’t be upgraded and doesn’t block damage like a regular shield in other mods would do (SPS-PD does not have equippable shields in general). The Ankh Shield fills a main inventory slot, but like the Jump Shoes cannot get dropped or thrown. [Note: STG is an abbreviation for shoot-em-up games.]
|A powerful item that works like a bomb in STG games. It was created by the developer.|
- Are able to equip a third Ring or Artifact (but still can't equip a second artifact twice).
- No longer keep the Tome of Mastery for their class after beating one of the second mini-bosses once. Instead, it is always received from the defeated second mini-boss.
- Like Sprouted, a Ration of Food, a tier 1 armor and a weapon (both different for each class), and also a Key Ring are all included in the hero's starting items.
Also two new bags are available to all heroes after they spend some time in the dungeon:
- A Portable Scarecrow that the hero gets from destroying the Clockwork Scarecrow or the Test Mob in Dolya Town (formerly Dolyahaven), which is a bag that holds up to 22 different weapons, melee, missile or thrown.
|A portable scarecrow which can hold some weapons.|
- A Shopping Cart that can be found only in a garden, and is used for storing all of the game's numerous edible consumable items, from berries to meat rolls and from beverages to pills, up to 24 different items. A shopping cart in a garden always spawns in each run, and usually by the end of the prison one will have already been spawned, but rarely this can happen in caves and even as late as the metropolis or demon halls and even the Power Trial (formerly Book of the Living floor). If by the time the hero reaches the Power Trial he/she hasn’t found one yet, it would be useful to go back to the previous regular dungeon floors and search for them extensively / map the floors, until he/she finds the hidden garden.
|A modern trolley. You can put food in it.|
| Warrior starts with a short sword.
When Warrior equips armor, he ignores 2 strength to use it.
Warrior starts with a shield, which can be used for defense or to stun someone.
Warrior gains more health after eating anything.
Potions of Strength are identified from the beginning.
A succesful attack with a melee weapon allows the Gladiator to start a combo, in which every next succesful hit inflicts more damage.
When severely wounded, the Berserker enters a state of wild fury significantly increasing his damage output and reduces some damage when getting hurt.
Warrior has become even more oriented to defense and has two extra stunning abilities (apart from the Ankh Shield, which is available to all classes), when using his Jump Shoes of Warrior and his Wooden shield.
- His Short Sword can't be reforged anymore. Instead, it has the "rupture" weapon attribute which causes bleeding and although it is a tier 1 weapon, it has an excellent upgrade scaling, making it still useful as a melee weapon as far as just before the end of the Mining Caves (but not for the DM-300/Spider Queen mini-boss fights or after).
- Now has a Wooden Shield, which can either be thrown like a boomerang to Stun an enemy for two turns (but it does not also damage them, like the Ankh shied does), or can be used to switch to "Defense mode", that increases the Warrior's defense by 50% but decreases his attack by 25% for 4 turns. The Wooden Shield can be thrown 5 times in a row, as it spends 2 out of its 10 charges with each use, but only once when used to switch to "Defense" mode, as its spends all its charges, and also needs 5 turns to get fully recharged. Like the Ankh Shield, the Wooden Shield can’t be upgraded or equipped, and doesn’t block damage by itself, like a regular equippable shield would do in other mods or roguelikes in general.
|A simple wooden shield. Can be thrown. You can use it to reduce damage.|
- Requires 2 less strength to use armors, instead of having +1 Strength in general. This is represented in-game as an armor's strength requirement dropping by 2 points when it's equipped, but showing its regular strength requirement otherwise.
- His Jump Shoes can get him five tiles away and have a high chance to Stun enemies adjacent to the tile where he lands. Fully charged his jumps shoes have 2 jumps in a row available (32+33=55 charges in sum).
|Jump shoes of Warrior|
|Warrior can use a charge to stun an enemy he is touching or close the distance quickly.|
- No longer starts with any darts (simple darts are removed from SPS-PD in general).
- Like Sprouted, he gets more HP by eating.
- Like Sprouted, Potions of Strength are automatically identified.
- His subclasses are almost identical with Sprouted: a) Gladiator gains the Combo buff, which grants bonus damage with each successive successful hit, ranging from +20% bonus damage with a 3-hit combo to +120% bonus damage with a 8-hit combo (after that, the combo counter starts counting again, also a 2-hit combo has no damage bonus but only starts the combo build-up), b) Berserker gains the Furious buff, when his HP are below 60% of max HP, and retains it as long as he stays below 60% of max HP, getting his physical damage increased by 25% and the damage dealt to him reduced by 25% (but does not get resurrected, like he does in Shattered).
- From all the available items he can equip, he is the only class with ease to equip heavy armors from earlier levels due to the -2 strength requirement. When he chooses the Gladiator subclass, he is benefited very much by a Ring of Accuracy (as it helps the Combo buff remain active), a Ring of Furor (as it helps the Combo bonuses get more quickly added) and also by the Ring of Force, due to its bonus damage modifier which stacks with the Combo damage modifier (Ring of Force is changed in SPS-PD and enhances generally weapon damage, and unarmed damage only to a lesser degree). Apparently quick weapons (delay < 1) like the Spork are very good for the Gladiator, and in contrast slow weapons (delay > 1) should be avoided by him. Berserker will be benefited much by a Ring of Tenacity and by wearing heavy armors, as they will work well with his tanky character and his effort to retain relatively low health for the subclass bonuses and at the same time not to die.
| Mage starts with a Magebook.
Mage spends less time when using wands and gains +3 magic power.
Mage gains one charge after eating anything.
Mage has higher limit when using dew upgrade.
Scrolls of Identify are identified from the beginning.
Battlemage spends less time when using wands and gains more magic power.
After using the wand to attack an enemy, the Warlock will consume his soul. It heals his wounds and satisfies his hunger.
Mage is now focused around the new Magic Power stat (MIG), which increases damage dealt by wands by 5% for each point.
- Starts with a Magic Book instead of the Knuckledusters. The Magic Book can stun enemies with its "blunt" attribute, and it's also one of a few weapons to have its strength requirement decreased by upgrades having bonus damage from excess strength as a consequence.
- Attacks with wands twice as fast compared to the other classes (i.e. can attack twice with a wand in the same turn), but has the same recharging rate of wands with them (55 turns for 1 charge).
- Starts with 3 Magic Power instead of 0, but does not have it increase with upgrades. Increasing it is only possible by a) choosing the Battlemage subclass [+5], b) equipping a Ring of Magic [+1 per ring level], or c) reading a "Learn to Use Magic" scroll bought from Trainer Rain in Dolya Town [+1 per scroll] (this specific increase is available to all classes).
- His starting Wand of Magic Missile can no longer be disenchanted. Instead, it has 1 higher max charge than the rest of the wands.
- Also gets a Wand of Disintegration from start.
- His Jump Shoes can take him only two tiles away, but allow him to teleport through enemies (similarly to the Blink ability of other RPGs and roguelikes), and have a chance of giving the Arcane buff to increase his Magic Power by 10 for 10 turns. Fully charged they have 3 jumps in a row available (3Χ14 + 8 residual = 50 charges in sum).
|Jump shoes of Mage|
|Mage was studying in the Tower, so he can use blink instead of jump, and improve his magic power sometimes.|
- Like Sprouted, he gains a wand charge after eating, has +1 to his limit of upgrading equipment, and automatically identifies Scrolls of Identify.
- His subclasses are somewhat similar to Sprouted, but with many differences, especially for the Battlemage: A) Warlock can "Soul Mark" enemies with a successful wand hit, and from that point on he will be slightly Healed with any successful melee hit to them. After the enemy's death he's slightly healed again and also his Hunger is slightly Satisfied (usually for +10). Soul marked enemies have a dark aura around them and also a skull sign next to their sprite in their window when examined. After some turns, the soul mark can get erased from the enemy, if no successful wand hit is repeated.
- B) Battlemage doesn't equip wands anymore. Instead, choosing this subclass allows him to have even higher attack speed with wands (three wand attacks in the same turn) and also deal even more damage, as the subclass gains also +5 Magic Power (the recharging rate remains the same with all the other classes though). The absence of the subclass ability to equip wands and therefore to recharge them quickly by using them as melee, makes familiar Battlemage builds from Sprouted with very highly upgraded wands lose some of their advantage in SPS-PD, unless the Battlemage has a Ring of Energy available, which boosts the wands' recharging rate by appr. 16,9% per level. On the other hand, even without a Ring of Energy, a highly upgraded ring of Magic can make this build viable, as all wands will do tremendous damage and require very few zaps to defeat enemies. Important note: a highly upgraded Wand of Firebolt is SPS-PD doesn’t backfire, so it is probably the best choice for a highly upgraded wand due to its damage output. By end-game a Mage that has obtained either a Ring of Energy, a Ring of Magic, or both, should first reinforce them and invest all his available Scrolls of Upgrade on them to make them reach their +30 level cap (as they will make more powerful and quicker in recharging all wands), and then use the remaining Scrolls of Upgrade on a wand to make it have more damage output.
- From all the available items he can equip, Rings of Magic (wand damage +5% for each level) and Energy (recharging rate +16,875% for each level) apparently benefit all mages very much and can make a Battlemage OP when highly upgraded, as all the Battlemage bonuses (class bonus magic damage + subclass bonus magic damage + Ring of Magic bonus damage + Ring of Energy bonus recharging rate + class and subclass bonus magic attack speed) stack or complement each other. The Ring of Furor doesn't affect magic attack speed but only melee attack speed. Lastly, the Electricweb glyph randomly grants a Recharging buff. Warlock is not benefited in particular by any other item.
- The Book of Heavens / Wisdom Trial is still repeatable but Phase Pitchers are generally a rare resource in SPS-PD and spawn rather randomly there, so transmuting all the Scrolls of Magical Infusion to Scrolls of Upgrade and putting almost all of them on a wand Sprouted-style, is much more difficult in SPS-PD. The only other way than visiting numerous times the Wisdom Trial to achieve this, but demanding also a lot of patience, is the Mage to visit repeatedly Dolya Town and buy the Phase Pitcher seeds that are randomly on sale in the west shop, but as there might be only one or even none on sale in each hero's visit, and the Dolya Slate needs 500 charges to allow a visit to Dolya Town, this method of obtaining Phase Pitchers will involve also a lot of patience. Without patience, the closest a Mage can get to the forementioned Sprouted build, is to use all of his/her Scrolls of Upgrade in one reinforced wand (but first on a Ring of Magic and/or Energy to get them to the +30 cap, if they are available, to get all his wands having more damage and/or quicker recharging rate) and use the Scrolls of Magical Infusion on his/her end-game weapon and armor (as his most damage will be from wands, it is probably better to put most or even all of his Scrolls of Magical Infusion in his armor).
| Rogue starts with a dagger.
Rogue has a unique Cloak of Shadows.
When Rogue equips a weapon, he ignores 2 strength to use it.
Rogue is more proficient in detecting hiden doors or traps.
Scrolls of Magic Mapping are identified from the beginning.
The Freerunner moves faster when unencumbered and not starving, and if he is invisible, this speed boos ti increased.
When performing a surprise attack, the Assassin inflicts additional damage to the target.
Rogue is now very much about good weapons and not at all about bombs, in addition to having even more Invisibility & sneak attack - related techniques.
- Instead of having high accuracy, his starting Dagger has “puncture” to hit enemies with a second, weaker attack with each successful swing.
- Has 10 Throwing Knives instead of 10 Darts (plain darts are removed in general from SPS-PD).
- Requires 2 less strength to use weapons. This is shown in the game as a weapon's strength requirement being lowered by 2 when equipped, but showing its regular strength requirement otherwise.
- His Cloak of Shadows has been altered to work more like Shattered's current version of it, and it only starts with 3 max charges, but each individual charge lasts 5 turns. An upgraded Cloak of Shadows doesn't give more turns with each charge, but has more charges available, up to 10 when fully upgraded (that is 50 turns of Invisibility in a row with all 10 charges available).
- No longer starts with a bomb or can create different kinds of bombs in higher levels. Finding more bombs in the dungeon is a characteristic of the Performer in SPS-PD and not of the Rogue anymore.
- No longer lasts longer without food, gains more evasion from equipping light armor, or instantly identifies equipped rings.
- His jumping range with the Jump Shoes is only 2 tiles, but he gets 2 turns of Levitation right after jumping (i.e. starting before he lands, so he can jump on a trap or a chasm tile without any unpleasant effect), effectively allowing flight-on-demand that offers a flight distance of about 10 tiles when started with the shoes at full charge. There is also a chance to become invisible for 5 turns after jumping. Fully charged his Jump Shoes have 4 jumps in a row available (4X10=40 charges in sum).
|Jump shoes of Rogue|
|Without training, Rogue can't jump far away, but he can hide his body after jumping and can also hover in the air.|
- Like Sprouted, he is more proficient as detecting traps and identifies automatically Scrolls of Magic Mapping.
- His subclasses are identical with Sprouted: a) Freerunner is very quick, when unencumbered and not starving, and although the game does not display a speed stat or a speed buff with a description, he gains one extra turn every two turns, and he can be almost as quick as a cave vampire bat, b) Assassin inflicts additional damage, when he performs a surprise attack (SPS-PD has the peculiarity though, that among its 21 new weapon attributes there is not an "effective against unaware enemies").
- From all the available items he can equip, when he chooses the Assassin subclass, he should prefer light armors, as they have the highest stealth stats, and should avoid at all costs heavy armors, as some high tier ones even have stealth penalties and can make a surprise attack miss. Apart from the Ankh Shield, all blunt weapons by stunning the enemy provide the Assassin with extra surprise attacks, so they should also be preferred. When he chooses the Freerunner subclass he is benefited very much by a Ring of Haste as its bonus speed (+1 turn for every +10 levels) stacks with the subclass bonus (+1 turn every two turns). Both subclasses are not pet-friendly, as the pets make both the subclass special abilities get wasted: a) when an Assasin gets in Stealth mode while the pet is attacking the same enemy, the enemy remains aware, and won't be surprised by the attack and b) pets don't get a speed bonus along with the Freerunner, so he has to run for a short while and then wait for the pet to catch up with him. In short, after the Rogue gets a subclass, he should dismiss his pet.
| Huntress starts with a knuckleduster.
Huntress has a boomerang, and gets bonus damage from excess strength when using missile weapons. [The second part does not apply in SPS-PD]
Huntress has a chance to recover a used missile weapon.
Huntress senses neighboring monsters, even if they are hidden behind obstacles, and gains more health from dewdrops.
Potions of Mind Vision are identified from the beginning.
The Sniper is able to detect weak points in an enemy's armor, effectively ignoring it when using a missile weapon.
Having a strong connection with forces of nature allows the Warden to gain additional health from dew, seeds and dew from plants, and to hide when trampling grass.
Out of all the classes, she is changed the least, as she retains all her basic characteristics and most of her class-specific bonuses from Sprouted, with some minor changes in the subclasses' special abilites (which also remain basically the same).
- Starts with a Knuckleduster that can cripple enemies, instead of a dagger.
- Like Sprouted, she starts with a Boomerang, can recover more often a used missile weapon from enemies, gets more dew drops and seeds when she tramples high grass and gains double HP from dew drops on the floor (2 HP from one white dew drop, 10 HP from one yellow etc. but not when drinking from the Dew Vial), senses mobs behind walls, and identifies automatically Potions of Mind Vision. The HP she gets from Dew on the flloor is actually 5% of her max HP in integer numbers, so in early levels the amount is as mentioned before, but in later levels it becomes even more (the same goes with the Warden, who gets 10% of her max HP). She no longer gets bonus damage from excess strength with missile weapons, although the game states so in its introductory screen. She also doesn't have any extra attack speed with missile or thrown weapons from the beginning.
- When jumping with her Jump Shoes, she can move two tiles away and has a very high chance to throw Spectral Blades at all visible enemies (the pet also seems to get hit, but very rarely takes any damage), dealing extra damage based on her strength and the attributes of her melee weapon (for example if she has a shocking blunt weapon equipped, spectral blades will have also a chance to shock and/or stun enemies). Fully charged her Jump Shoes have 3 jumps in a row available (3Χ14 + 8 residual = 50 charges in sum).
|Jump shoes of Huntress|
|With guidance from nature, huntress can attack some mobs when jumping.|
- No longer gets unlocked after a hero first beats DM-300. Instead, she is unlocked only after killing 10 monsters, so she is practically available after spending 5 to 10 minutes in the first one or two floors with any other class.
- Her subclasses are very similar to Sprouted; a) Warden gets even more seeds and dew drops from trampling high grass (approximately as if she was having a +3 Shoes of Nature equipped), gets 4 times the regular HP from dew drops on the floor (4 HP from one white dew drop, 20 HP from one yellow etc., but not when drinking from the Dew Vial) and instead of the Barkskin buff she gets Invisibility for 2 turns for each tile of high grass that she tramples, b) Sniper gets the Sniper's Mark buff after each successful hit with a missile or thrown weapon (but loses it after an unsuccesful hit, if she switches targets, stops attacking, or the target dies), which grants quicker attack speed with missile and thrown weapons (one extra attack every second turn) and armor penetration with them.
- From all the available items she can equip, when she chooses the Warden subclass, she is benefited much by also equipping the Sandals of Nature artifact, as the two bonuses when trampling high grass stack. When she chooses the Sniper subclass she is benefited by the ring of Accuracy as its bonus accuracy helps the Sniper's Mark buff remain active, by the Ring of Sharpshooting as it increases her ranged damage output and by the Ring of Furor, as its bonus attack speed stacks with the Sniper Mark's attack speed bonus.
| Performer starts with a triangolo.
Performer starts with a shovel, which can be used to break walls.
Performer finds bombs more easily.
After killing enemies or levelling up the Performer will gain the Rhythm buff, which upgrades his accuracy and dexterity for a limited time.
After levelling up the Performer will gain the Glass Shield buff, which can reduce the damage he takes for 10 turns.
Super-Star is much more powerful in music. He can upgrade his Rhythm buff to Echo and Rhythm buff.
Joker is good at battle. He can attack an enemy with +1 range and knock it back.
A completely new class focused around the Rhythm and Echo buffs of defeating enemies to gain temporary Accuracy and Evasion bonuses, the Glass Shield buff that grants much higher Defense, and the ability of Breaking almost every dungeon wall by using his shovel or the excess amount of bombs he can find (as a Performer, he sure makes a lot of noise).
- Starts with a Triangolo, a new weapon with the "resonance" mechanic that lets attacks hit enemies (but also pets) that are in adjacent tiles to the target.
- Gets a unique class item, the Shovel, that can be used to destroy any regular wall, even those that belong to pit rooms and locked rooms (it is only unable to destroy specially colored or decorative tiles like gold veins, bookcases or statues, the air walls of pit rooms and locked doors, but has no problem with the walls around them). It can be used 3 times in a row when fully charged (3X50 = 150 charges in sum). The Shovel fills a main inventory slot, but cannot get dropped or thrown, or used in any other way apart from creating holes in the dungeon walls (surprisingly for a shovel, it can break, but it can't dig). The player should be very careful when using the shovel in an outer dungeon wall, as it can cause the only major bug in the game that can happen in almost any floor: if a hole is created that does not lead to another wall tile but to the void space, if the hero or a pet step on this void "tile", the game will crash and the save file will probably be corrupted (this is the death the game message is talking about). Don't do it.
|Shovel can be used to break walls. It will cost some charge. Breaking edge walls will cause death.|
- Finds bombs more often.
- Gains the Rhythm buff, which grants Accuracy X 3 and Dexterity (Evasion) X 1.5 after levelling up (for 100 turns), killing monsters (for 10 turns), or using his Jumps Shoes (for 5 turns). If more than one enemies are killed or the Performer jumps again, the buff doesn't just get renewed, but 10 turns are added to those already existing.
- Leveling up or using his Jump Shoes also provide the Glass Shield buff, which reduces damage by about 80% for 10 turns. Currently there is a happy bug concerning the Glass Shield, as from floor 1 to floor 7 or 8 in many runs it does not wear off at all, making the Performer OP during this period. The Glass Shield doesn't last for specific turns, but goes away after some damage is taken.
- His Jump Shoes can move him three tiles away and provide both the Glass Shield and Rhythm buffs (and also the Echo buffs, if he has chosen the Superstar subclass). Fully charged his jumps shoes have 2 jumps in a row available (10+10=20 charges in sum).
|Jump shoes of Performer|
|To become an a idol, performer has spent lots of time training in dance. It allowed him to immerse in his own rhythm and have a chance to reduce the next damage he takes.|
- If he chooses the Superstar subclass it grants him the Echo buff after killing enemies, which increases his Speed by 20% for 10 turns (if more than one enemies are killed, the buff doesn't just get renewed, but 10 turns are added to those already existing). If he chooses the Joker subclass, his attack range is increased by +1 and also knocks back enemies.
- He is not benefited permanently from any ring or artifact like the other classes, but the Rings of Accuracy, Evasion, and Haste effects all stack with one of the Performer class or Superstar subclass temporary buffs. If he chooses the Joker subclass, melee weapons with extra range and also the +1 range for every 10 upgrades of the Ring of Accuracy will stack with the bonus range of the subclass.
Cursed Items Edit
Cursed armors, weapons and rings are all not unequippable and can have negative levels down to -3, but most often from -2 to 0 (for example a cursed Cloth Armor can be –1), but not cursed wands, that generally function exactly the same with non-cursed wands. The ring reward from the Ambitious Imp still is upgraded and cursed, but functions like being upgraded and is just not unequippable, like it does in Sprouted. Cursed artifacts have a very mixed behavior: a few of them work as if they are not cursed and are just not unequippable (Cape of Thorns, Cloak of Shadows), some don't work but don't have any negative effects (Alchemist's Toolkit, Eye of Skadi, Glass Totem, Master Thieves' Armband, Robot D.M.T), and some other have also negative effects (Chalice of Blood, Dried Rose, Ethereal Chains, Horn of Plenty, Sandals of Nature, Talisman of Foresight, Timekeeper's Hourglass, Unstable Spellbook). Scrolls of Remove Curse always also reverse the negative stats of a cursed item (e.g. from -1 to +1) apart from uncursing it, and any form of upgrading can also reverse the negative stat to positive but always decreases it. Accurate upgrading with dew doesn't uncurse items, but only upgrades them (they function with upgraded stats but can't get unequipped). In contrast, random upgrading with dew, Scrolls of Upgrade and Magical Infusion uncurse also the item they upgrade. Lastly, items that spawn in bone piles that release a Chaos Wraith (formerly Red Wraith) after being searched, are not necessarily cursed.
Dew Vial and Dew / Upgrading Edit
As if Sprouted's version wasn't already strong enough, the Dew Vial now has even more features packed into it. Most notably, the Dew Vial's choice between Draw Out Dew and Water With Dew after the completion of the Tinkerer’s quest in Sprouted has been replaced by a relatively new choice: "Accurate Upgrade", which imitates the Upgrade behavior of “Draw Out Dew” from Sprouted, or "Random Upgrade", which offers similar Upgrades to those of “Water with Dew”. Heroes who choose Accurate Upgrade can identify their items through upgrades from the Dew Vial, and can choose a single item to upgrade - when the item is cursed, the negative stat will sometimes get reversed to positive or more often just get decreased by +1/+2 (e.g. from -2 to -1) but the curse will not be removed. For example a cursed -1 weapon will become +1 with an accurate upgrade, but will remain not unequippable until a scroll of Remove Curse is used. Accurate upgrade can also randomly give +2 upgrades to an item (very rarely even +3), even surpassing the floor dew level cap by +1, based on luck and dungeon depth. Random Upgrades uncurse the player's inventory as a whole, but randomly choose any amount of items to upgrade and do not identify the items they upgrade (rarely they do not upgrade anything at all, but just uncurse). The amount of items upgraded is displayed in how many times the upgrade message gets repeated, as the Random Upgrade does not identify the items it upgrades. The only upgading mechanism in SPS-PD that is guaranteed, accurate and also uncurses is reading a Scroll of Upgrade or Magical Infusion. Lastly, unlike Sprouted, this choice wil follow the hero until the end of the game, as the Dew Developer in the Power Trial (formerly Book of the Living) floor will not change random upgrading with accurate upgrading, as he does in Sprouted.
The Dew Vial also starts with 120 max drops, instead of 100, and has its familiar healing ability from the beginning (“Drink”, +1 HP per dew drop when the hero is in good health, but "Drink" can never consume more than 40 dew drops from the Dew Vial to fully heal the hero, even when the hero has very low health and a lot of HP points missing due to his/her high level). When the Dew Vial is full and the hero without full health, stepping on 1 white dew drop heals 1 HP, 1 yellow dew drop heals 5 HP, and 1 red but also 1 violet dew drop heal 10 HP - while starving the amount of healing might seem slightly less because of the simultaneous loss of HP (all Huntresses have a +100% bonus and Wardens a +300% bonus from getting healed by dew drops on the floor though). The HP all classes get from Dew on the floor is actually 2.5% of their max HP in integer numbers, so in early levels the amount is as mentioned before, but in later levels it becomes even more. Whatever option of Upgrade the hero chooses, he/she will start each new floor with a Dew Drop buff (the Dew Charge buff of Sprouted renamed).
Initially items can get upgraded with dew up to +2 until floor 2 (and by the Mage up to +3) and up to +3 in floor 3 (again, by the Mage up to +4), but from that point on 1 extra Dew Upgrade is possible only every 3 floors, with a level cap at +10, in other words it is possible for the hero's equipment to reach 10 upgrades (or 11 if he is a Mage) by the Dew Vial only by floor 24 (on the other hand, Scrolls of Upgrade and Magical Infusion don’t have any floor limit, apart from the general level cap at +15 for equipment that are not reinforced). Upgrades do not lower the Strength requirement for all armor and almost all weapons at all. By the end of the game, once the player has defeated Shadow Yog, the upgrade cap jumps up to +13 (+14 for mages). Although the game warns the player about the contrary, dew drops are not evaporated when the hero goes down a floor, and remain available for later use. Dew drops are also not evaporated by fire, even the white ones that drop from high grass like in most other mods, and can’t be destroyed by bombs. Lastly, compared to Sprouted, Yellow dew is now worth 5 dew, up from 2, and Red dew is now worth 10 dew, up from 5. White and Violet dew drops remain at 1 and 50, like Sprouted. Items can be found in the dungon upgraded up to +3, and apart from wands with negative upgrades down to -3 (although most of the times they range from -2 to +2).
New Abilities Available From The Beginning on Floor 1 Edit
- Drink: The familiar Healing ability from Sprouted. When the hero is in good health it consumes 1 dew drop for each HP point, but it never consumes more than 40 dew drops from the Dew Vial to fully heal a hero, even when the hero has only 1 HP point left and very high max HP due to his/her high level.
- Light: Grants Invisibility for 20 turns and Light (longer range of vision and better detecting) for 80 turns at the cost of 10 dew drops. Each new use adds turns to the previous ones and doesn't just renew the buff. Can't be used if there are less than 30 dew drop in the Vial.
- Peek: At the cost of 5 dew drops, players get 2 turns of Mind Vision and get to see where the floor's exit is. Can't be used if there are less than 30 dew drops in the Vial.
- Refine: For 10 dew drops, the player creates 1 drop of Clean Water which is needed for many cooking recipes. Can't be used if there are less than 30 dew drops in the Vial.
- In previous versions of SPS-PD there was also the Escape ability available, that allowed the hero to leave all Challenge and Trial floors and repeat them, but it has been removed from SPS-PD in the two latest versions. Challenge and Trial floors are now repeatable anyways.
As the hero proceeds in the dungeon he/she will meet three NPC's, that after they receive a Dew Mushroom (Sprouted's Toadstool Mushroom) from the hero, they will upgrade or enhance his/her Dew Vial.
|A toadstool mushroom! Growing here in the dark dungeon! Who would have imagined such a thing!|
Abilities Unlocked by the Dew Developer (formerly Sprouted’s Tinkerer) on Floor 2 Edit
The abilities will be unlocked, only if the hero meets the Dew Developer with the Dew Vial and the Dew Mushroom both in the inventory, otherwise with only the Dew Mushroom the Dew Developer will just say: "It is a great place here", and with only the Dew Vial he will ask the hero if he has found anything interesting on the floor. No matter what option the heroes choose (Accurate vs. Random Ugrade), they will always get the Draw Out Dew from Sprouted as the Dew Drop buff, and to a lesser extent, the Water With Dew from Sprouted, as the "Plant" ability of the Dew Vial.
- Plant: The equivalent to “Water” in Sprouted, but nearly impossible to infinitely farm due to now costing 15 dew drops, up from 2 in Sprouted. Generally, farming with "Plant" is only possible with a +10 Ring of Haste and at least upgraded to +3 Shoes of Nature both equipped, or with +10 Greaves of Nature inside of a 3x3 room. It's still only usable with a minimum of 50 dew drops in the Dew Vial.
- Upgread (i.e. Upgrade): Same as “Bless” in Sprouted, but it costs 70 dew drops, if the hero chooses Accurate Upgrade, or 60 dew drops, if he/she chooses Random Upgrade. Their different behaviors have been described in the first paragraph. Both upgrades are only usable with 100 or more dew drops in the Vial.
Abilities Unlocked by Rune Scholar Lynn (formerly Sprouted’s Tinkerer) on Floor 12 Edit
The abilities will be unlocked, only if the hero meets Rune Scholar Lynn with the Dew Mushroom in the inventory, otherwise Lynn will say: "I think there must be a connection between different types of Magic... Maybe something can help me...". These new abilities are:
- Clean: Costs 5 dew drops, extinguishes Fire, and washes off Tar and Caustic Ooze. Only when it washes off Caustic Ooze it can also grant the Bless buff. Can't be used if there are less than 30 dew drops in the Vial.
- Speed: Costs 15 dew drops and grants the Haste buff for 10 turns (similar to the "Splash" of Sprouted but without invisibility, which is now part of the Light ability). Each new use adds turns to the previous ones and doesn't just renew the buff. Can't be used if there are less than 30 dew drops in the Vial.
Abilities Enhanced by the Dew Developer on the Power Trial floor (formerly Tinkerer on the Book of the Living floor) Edit
Again the abilities will be unlocked, only if the hero meets the Dew Developer with the Dew Vial and the Dew Mushroom both in the inventory, otherwise with only the Dew Mushroom the Dew Developer will just say: "It is a great place here." (yes, with all those Bokoblins around), and with only the Dew Vial he will ask the hero if he/she has found anything interesting on the floor.
- The Dew Vial's max dew capacity will be increased to 350 after this upgrade, up from the usual amount of 300 in Sprouted.
- Speed will grant Levitation for 20 turns in addition to Haste.
- Although it is not mentioned by the game at all (neither in the Developer's nor in the Dew Vial's messages), upgrades with Dew now will grant consistently +2 levels to the item they upgrade.
- The heroes who had chosen Random Upgrade won't have it changed to Accurate Upgrade, as it happens in Sprouted, and will continue to upgrade equipment randomly.
Dolya Town (formerly Dolyahaven) Edit
- Main article: Dolyahaven/Dolya Town
Dolyahaven is renamed to Dolya Town, its journal page is sold at the floor 11 shop, and this floor now contains almost 40 new NPCs, 4 new enemies, 3 new sidequests (Challenge Book, Cnoll Clothes, Reimus Goei), 4 new shops and a portal to a new challenge, the Bossrush Challenge. Its altar is still used for the crafting of T6 weapons with Magic Stones (formerly Norn Stones). Also, the Dolyahaven Mines with their Kupuas and Gullins have been removed from the game.
End-game weapons, different tiers and different classes Edit
SPS-PD is a mod of Sprouted and among the most famous (or infamous) characteristics of Sprouted Pixel Dungeon is its grindiness. A part of its grindiness is related with the T6 weapons: when the hero reaches the Dolyahaven Mines he/she must farm Norn Stones from Gullins, then create a T6 weapon in the Dolyahaven altar, and then put as many Scrolls of Upgrade on the weapon it is possible (Scrolls of Magical Infusion can't upgrade them), in order to guarantee his/her survival until the end of the Dolyahaven Mines and especially in the end boss fights. To gather the most Scrolls of Upgrade, he/she should have already: grinded Red Wraiths until they dropped a Ring of Wealth / burned Bookshelves with the Spectacles until they dropped the Vault Sokoban page for the second Ring of Wealth / upgraded both of them to +14 and grind tomb Wraiths for Scrolls of Upgrade and Magical Infusion / grinded the Book of Heavens floor for an equal number of Phase Pitchers to the Scrolls of Magical Infusion / dropped all the Scrolls of Magical infusion one by one to Phase Pitcher wells of transmutation. After all that he/she will be finally able to invest all the newly acquired Scrolls of Upgrade and those that he/she already had gathered on his/her Tier 6 weapon. This whole procedure is absolutely not needed in SPS-PD (and parts of it are only randomly available, like grinding for Phase Pitchers in the Wisdom Trial floor - formerly Book of Heavens), as there are no enemies in the game with high resistance to lower than T6 weapons, and both final boss stages can be completed with a higly upgraded T5 weapon without a problem (apart from needing only Scrolls of Upgrade to get upgraded, T6 weapons have the extra disadvantage that the upgrade scaling of all of them has a +1/+3 rate, almost the half compared to all T5 weapons, so the hero gets worse results from the same amount of scrolls). You can read more about the (limited) possibility of grinding in SPS-PD here.
To give a few more details, the first boss battle that needs a highly upgraded weapon is against Shadow Yog, which has almost exactly the same difficulty with the next two final battles, against Mirror Otiluke and Zot. All these three battles are absolutely not manageable with just a +10 weapon. Any T5 weapon when highly upgraded will be just fine in these battles, with the exception of the Runic Blade, which is not bad, but its minimum damage is always 0, even when it gets upgraded above +100, so its damage is very inconsistent, as it can have a range from 0 damage to 600 for example. T6 weapons can't get upgraded with Scrolls of Magical Infusion, so the hero who wants to use a T6 weapon but also doesn't want to bother with transmuting Scrolls of Magical Infusion Sprouted-style, will go for a defense-oriented build, with all the Scrolls of Upgrade invested on the weapon, and all the Scrolls of Magical Infusion on the armor. T6 weapons are all fine, just worse in their damage output compared to the T5 weapons, as their damage upgrade scaling is almost half compared to the T5 weapons, and also the special abilities of most of them (Flood, Shadow, Shield) aren't related to dealing any extra damage. There are two exceptions though, one very good and one even worse: a) When the hero has a highly upgraded T6 Drawing Extract Long Sword equipped, and the HP overfilling from its "Extract" vampiric effect reaches an upper limit, the vampiric effect will not stop, but the game will crash instead. The save file doesn't get corrupted, but until the hero returns to a more "normal" HP amount, the game will crash again and again, which can be rather annoying. Practically, because of this bug, upgrading to a high degree the Drawing Extract Long Sword has the consequence that the player will just abandon the run, as he/she will have to constantly open the game apk again, kill an enemy, watch the game crash, open the apk again etc. b) The T6 Horror Rock Chakram when highly upgraded deals mediocre melee damage, like all the other T6 weapons, but its "Rock" special ability deals tremendous damage to all enemies present in the level (not just visible, present), and insta-kills all the minions in the boss levels (Animated Steels in the energy core might need one extra "Rock" hit or two, but only them). The only drawback to its OP ability, is its anti-climactic function: the hero most probably would have had some difficult times in the dungeon earlier, but he/she will just obliterate everything in a few turns in all the final boss floors.
All that having been said, there is one exception that a player might want to spend some time accumulating Phase Pitcher seeds, either by buying when he/she finds one or two of them in the Dolya Town shop or by revisiting many times the Wisdom Trial floor, in order to transmute the more Scrolls of Magical Infusion possible, but this has to do with a missile T1 weapon, and not a T6 weapon, the Toy Gun (yes, the T1 Toy Gun), which is sold at the floor 1 shop, is already reinforced and can only be upgraded with Scrolls of Upgrade. If the player is doing a Huntress run and has chosen the Sniper's subclass, a highly upgraded Toy Gun up to +100 equipped by a Sniper can one-shot Fiends and two-shot Bokoblins in the Shadow Yog boss fight without any damage-enhancing item equipped and it is much better than the Boomerang, as it is quicker and has a better damage upgrade scaling (+1/+3 instead of +1/+2). The player who is doing a Sniper run, but finds boring the procedure of visiting and revisiting the Wisdom Trial or Dolya Town in order to gather as many Phase Pitcher seeds possible, can just simply use the Toy Gun in a defense-oriented build, like a T6 weapon, or highly uprade a reinforced Boomerang Sprouted-style with most of the Scrolls of Upgrade and Magical Infusion (the Boomerang has no problem with any of them). In this case both the Toy Gun and the Boomerang will deal equally good damage, but the Toy Gun with less upgrades and also along with a rather highly upgraded armor, so this build (upgraded with Scrolls of Upgrade Toy Gun + upgraded with Scrolls of Magical Infusion armor) is better than the other one (only highly upgraded Boomerang).
Apart from these two missile weapons, the only other non-T5/T6 weapon which is end-game material for a specific subclass is the Spork for the Gladiator, as its very quick attack speed complements very well the Gladiator's Combo buff, but this a well known Gladiator tactic from Sprouted and also this weapon doesn't need specifically Scrolls of Upgrade, so there is no need for further discussion. All the other subclasses will do fine in the end-game by highly upgrading any T5 weapon they like (or a wand if they are Mages), and possibly also one or two available rings that complement the subclass' special characteristics (the Gladiator a Ring of Accuracy and/or Furor, the Berserker a Ring of Tenacity, the Mage a Ring of Energy and/or Magic etc.).
- Main article: Enemies
In comparison to Sprouted 3 new enemies are added in the Sewers (Dust Element, Leech Seed, Patrol UAV), 3 in the Prison (Armor Skeleton, Troll Warrior, Zombie), 1 in the Caves (Sand Mob), 2 in the Metropolis (Dwarf Musketeer, Spider Bot), 3 in the Demon Halls (Demon Flower, Sufferer, Thief Imp), 10 in the mini-boss floors (Plague Doctor, Sewer Heart, Sewer Lasher, Prison Warden, Spider Golder, Spider Jumper, Spider Minder, Spider Queen, Spider Worker, Tank), 2 in the Challenge/Key floors (Gnoll Keeper, Gnoll King), 1 in the boss floors (Fiend), 3 in Dolya Town/Dolyahaven (Clockwork Scarecrow, Gurdian Dragon, Test Mob), and there is also a new BossRush challenge with 2 new mini-bosses and 4 new minions (Earth/Fire/Ice/Shock Goo, Ice Corps, Shadow of Amulet), that is 34 in sum. Some more are duplicated or retextured with different name and abilities in other floors and/or have the floor they appear changed, and most of the familiar enemies have their stats rebalanced and skills more or less changed.
Food and Hunger Edit
- Main article: Food
The hunger mechanic is slightly changed but most importantly, a new cooking system is added with 40 new consumable item recipes (apart from "proper food items", these can also also produce minerals, pills and beverages), with various degrees of hunger fulfilment, and many of them also offering buffs. Also 5 new holiday variants items are added to the pasty, which are available only during a specific time of the year each.
Main article: Grinding
Special Surprise Pixel Dungeon is based on Sprouted Pixel Dungeon, which is famous (or infamous) for its grinding nature. Although some parts of farming and grinding are kept (mostly related with dew collecting for upgrading), grinding for many other resources like phase pitchers, upgrade eaters, norn/magic stones etc. has either become unnecessary in SPS-PD, nerfed (in the Wisdom Trial - formerly Book of Heavens) or is simply prohibited (like falling from the Thief King's main floor).
Light and Darkness Edit
- Main article: Light & Darkness - Hero's Vision
A unique characteristic of SPS-PD is that game time affects the hero's vision in a more complicated manner than it does in all the other mods, being much closer to what happens in the real world. The hero's range of vision will vary from 2 tiles up to 7 tiles, but generally it will be better during the game day, and worse during the game night, with a "deep night" phase also occurring randomly in the regular dungeon floors.
Limited Saving Edit
Rarely, the player can find rooms that are always hidden and are listed as Fire of Memory in the hero's Journal, but have the same appearance as Vanilla's sacrificial chambers.
They allow the player to create a single save point (up to the number of 5 for each class): this save point can be used only once, and the save file persists for each class even after a run is complete. Each pedestal can also be used only once, and that only if it's found (be careful not to check on the pedestal but decide to leave saving for later, as the game considers the save point used and deactivates it). A similar save point is offered with the Chocolate Pudding Cup item that is found after beating Yog-Dzewa in the same place that the Amulet of Yendor is normally found in most other mods, and with the new Robot D.M.T. artifact when it gets upgraded to +10 and the option "determination" is activated. Due to their limited nature, it's best to use them after important milestones, or before attempting something very risky.
- Main article: Mini-Bosses
5 new mini-bosses with their mostly new minions are added in the regular dungeon along with the old ones: 2 + 2 minions in Sewers (Plague Doctor with Shadow Rats, Sewer Heart with Sewer Lashers), 2 in Prison (Prison Warden, TANK), and 1 + 5 minions in the Mining Caves (Spider Queen with Spider Eggs, Golders, Jumpers, Minders, Workers).
[Only NPC's that the hero meets in the regular dungeon and the Trial (formerly Book) floors are mentioned here. The almost 40 NPCs of the Dolya Town are presented in the Sokoban and Dolya Town section.]
Ambitious Imp Edit
|Imps are lesser demons. They are notable for neither their strength nor their magic talent, but they are quite smart and sociable. Many imps prefer to live among non-demons.|
Appears either on floor 17, 18 or 19. Its quest and reward is the same with Sprouted and gives always an upgraded to +3 cursed ring. To open its shop on floor 21, its quest must be first fulfilled, again just like Sprouted.
Dew Developers Edit
|He seems to be waiting for something. / It looks like he is still waiting for something.|
Two of the Sprouted’s Tinkerers, those in Floor 2 (first message) and in the Power Trial (formerly Book of the Living floor, second message), are renamed to Dew Developers, but their interactions with the hero remain very similar and have already been described in the Dew Vial section above. The Tinkerer of floor 12 has transitioned to Rune Scholar Lynn.
Old Wandmaker Edit
|This old but hale gentleman wears a slightly confused expression. He is protected by a magic shield.|
He always appears in the entrance room of Floor 7 and gives an Adamant (Sprouted's Adamantite) Wand to all classes, and not only to the Mage. He has either the Rotberry Seed or Corpse Dust quests available, like he does in Sprouted.
On the option to choose between a battle and a non-battle wand, the player should take into account that the game makes the distinction between battle and non-battle wands rather randomly because most of its wands are offensive, and the Wandmaker will give as a battle wand reward a Wand of Acid / Blood / Disintegration / Firebolt / Freeze / Light / Lightning, but as a non-battle wand reward a Wand of Charm / Flock / Flow / Meteorite / Poison / Thundercloud (with most of these wands, apart from the wands of Charm and Flock, being also offensive). The reward wand is always upgraded and rarely cursed (which doesn't affect the wand's function in any way). Stepping on the Rotberry plant to pick up its seed will release a cloud of Toxic Gas and Root the hero (breaking the plant by throwing any item on it, while keeping a safe distance, will save the hero from getting damaged and rooted), but picking up the seed will not function as an alarm trap.
Rat King Edit
|This rat is a little bigger than a regular marsupial rat and it's wearing a tiny crown on its head.|
He is the same with Sprouted's Rat King (sleeps in a hidden room at floor 5, after the hero visits the caves and comes back to meet him, if he/she has not opened his chests, he gives the Spork quest etc.), with a slightly different message than that of Sprouted, which is inaccurate though. The Life Bandit, who drops the Spork, does not hide close to to the floor 9 exit, but spawns after some regular enemies get killed and wanders constantly around the floor, like the Shadow Bandit does in Sprouted.
Rune Scholar Lynn Edit
|Rune Scholar Lynn|
|A scholar who lived in Dolyahaven. She has a lot of knowledge about Magic Stones.|
She is SPS-PD's equivalent of Sprouted’s Tinkerer on Floor 12. Apart from the Dew Vial upgrade, she also gives a Mr. Destructo or a better version of it (Mr. Destructo 2.0), if the hero has already one from Goo, exactly like the Tinkerer in Sprouted. After the hero interacts with her on floor 12 for the first time, he/she will be finding Lynn in Dolya Town for the rest of the game, with her saying that she had fixed the altar and and the hero can use it now (it is the altar that the T6 weapons are crafted on).
|This stout guy looks more appropriate for a trade district in some large city than for a dungeon. His prices explain why he prefers to do business here.|
Their only interaction with the hero is by selling items to him/her or buying items from him/her like in almost all other mods. They also sell the Dolya Slate (formerly Sokoban Journal) on floor 1, the Sweet Home (formerly Safe Room) page on floor 6, and the Hometown (formerly Dolyahaven) page on floor 11. They are now also invincible, don't care if anything tries to harm or debuff them, and never leave their shop with their goods, unless the hero tries unsuccessfully to steal from them.
Troll Blacksmith & Troll Welder Edit
|Troll Blacksmith / Troll Welder|
|This troll blacksmith / welder looks like all trolls look: he is tall and lean, his skin resembles stone in both color and texture. The troll blacksmith / welder is tinkering with unproportonionally small tools.|
The two Trolls, the Blacksmith and the Welder (renamed from Bip and Bop) are always found on floor 11. Adamantite weapon/armor/wand/rings are now renamed to Adamant weapon/armor/wand/rings, without any change to their function, and both Trolls still need vampire bat's blood on the pickaxe or dark gold before they do anything.
Some minor changes to the reinforcement of items are that all classes and not only the Mage get by default the Adamant Wand, after they finish the Old Wandmaker's quest, and that there is one extra Adamant Ring, that always drops from the Gnoll King in the Treasure Map challenge floor, as there are 3 ring/artifact slots in SPS-PD.
- Main article: Pets
A distinction is added between the weak Random Soul pets, that the hero starts in floor 1 with the item to hatch them immediately, and the almost all stronger Soul of Mobs pets, that the hero must get hatched from a Soul of Mobs after he/she finds or buys one in the dungeon. 8 new pets in sum are added to those existing already in Sprouted, 6 of them being weak Random Soul pets (Fly, Gentle Crab, Metal Klik, Ribbon Rat, Snake, Spidersilk Klik) and the 2 other being strong Soul of Mobs pets (Chaos Elemental, Gold Dragon). Also most of the familiar Sprouted's pets have been renamed and besides that, stats, leveling up, special skills, eating habits in all familiar pets have more or less changed.
One new ring, the Ring of Energy, has been added (it increases recharging rate by +16.875% per level) and almost all the familiar rings from Sprouted (apart from the Ring of Evasion), have received specific minor or major changes, with a common change being that the abilities of most of them have a level up cap at +30.
Scrolls remain basically the same with Sprouted, with some minor changes, mostly in additional side effects and 2 scroll-like items that work more like potions and in that each scroll has a distinguishing symbol, after it gets identified.
Strength and Strength Requirements Edit
There are many changes to how the game handles the hero's Strength, and to what equipment can be used as a consequence. No longer it is possible, at all, to decrease almost all items’ strength requirement through upgrades. Additionally, Potions of Strength spawn in a specific number (9) and equipping a Lucky Badge doesn't affect it positively, while Potions of Might give only +15 max HP and no additional Strength, instead of +5 max HP and +1 Strength like they do in Sprouted, and they also no longer always transmute into Potions of Strength. The only other items that give additional strength points permanently without heavy consequences is a) the second Scroll of Sacrifice, a unique drop in the Challenge floors (it adds +1 Str. but the first one gives only +15 HP, and the third and fourth scrolls subtract permanently a lot of HP while adding +1 Str. - follow the scrolls' link just above for details), b) the Golden Nut Bless by the Developer, a unique reward item, that the hero receives after killing 100 enemies in all 4 challenge floors and gives either +1 Str. and 60 HP or +2 Str. and 30 HP and c) the Rotberry seed from the Old Wandmaker's quest. when it is not used for the quest reward and instead gets cooked with a Blandfruit to become a Rotfruit (a Rotberry seed is also a rare drop from the Sewer Heart mini-boss on floor 5). The Ring of Might also adds Strength points when equipped, but only +1 every 5 upgrades (it adds +10 HP with each upgrade though).
Effectively, this means that methods of gaining strength are few and far in between or RNG-dependant, so all heroes will be switching to higher tier weapons and armors at a much slower rate (with the exceptions of the Rogue for weapons and of the Warrior for armors), even possibly as late in the game as the Demon Halls. All heroes will reach Yog-Dzewa with 19 Strength, if they have found all the spawned Potions of Strength, and they can also add surely +2/+3 to their Strength without heavy consequences by reading the second Scroll of Sacrifice and eating the Golden Nut Bless by Developer after killing 100 enemies in all four challenges. Before that, apart from the Warrior all the other classes without a Ring of Might or a lucky Rotberry seed drop will be only able to equip up to the T5 heavy and the T6 light armors, as the normal and heavy T6 armors have a +20 and +21 strength requirement, and apart from the Rogue all the other classes will be able to equip only T5 weapons, as all the T6 weapons have a +20 strength requirement (T5 weapons are as good as them, or actually better, though).
- Main article: Sokoban and Dolya Town (Dolyahaven)
The Sokoban Journal is renamed to Dolya Stale (i.e. Dolya Slate), 2 of its pages are sold in dungeon shops and not dropped by enemies anymore (Sweet Home and Dolya Town), Scrolls of Magic Mapping and Blue berries work in the Sokoban floors now, the Vault and the Dragon Cave floors have both been removed (so with all these changes the Spectacles unique item from Sokoban 2 has become useless in SPS-PD), the Spring Festival Town floor is added, Dolyahaven is renamed to Dolya Town (a small RPG town indeed, being inhabited by 37 NPCs and 5 enemies), and many more particular changes and sprite retexturings are made to all Sokoban floors and puzzles, which have become much more easy to solve, due to the existence of the Jump Shoes and of the wall-breaking bombs and as they can be all mapped without any problem.
Traps new and changed Edit
- Alarm, Blazing, Chilling (don't shatter potions, unless the hero steps on water afterwards), Confusion Gas (they cause also the Locked debuff), Cursing, Disarming, Disintegration, Flashing, Freezing (rarely shatter potions), Gripping, Guardian, Lightning, Ooze, Paralytic Gas, Pitfall, Poison, Rockfall, Shock, Spear, Summoning, Teleportation, Toxic Gas, Venom Gas and Weakening traps exist all in the game, borrowed from Shattered or Sprouted and exactly the same in function, with some minor differences already stated.
- Distortion and Grim traps exist also in the SPS-PD code but are rare and sometimes happily bugged, as they don’t seem to work at all. When Distortion traps do work, they restart the floor, and the hero doesn't keep the items he/she had found and already put in his/her backpack.
- Explosive traps sometimes are happily bugged and don't deal any damage.
- Fire traps when activated create a fire cloud like those in Shattered and not a single-tile fire explosion like those in Sprouted.
- Hidden traps in general are not revealed by Blue Berries and Scrolls of Magic Mapping, and when they are not deactivated by stepping on them once (like Gripping traps for example), they still remain hidden, and the hero must specifically search their tile, for them to become visible.
- Storm traps create a cloud that paralyses and deals electricity damage.
- Trap tiles in general can’t be destroyed by bombs or activated when bombs are thrown next to them and not on them.
- Warping traps teleport the hero to a previous dungeon floor without unidentifying their floor, like they used to do previously in Shattered. The pet is also teleported along with the hero (but not when the hero steps on a regular teleportation trap and is teleported somewhere on the same floor). All pets fly, so they won't activate any trap and will just hover above them.
Trial (formerly Book) floors Edit
- Main article: Trial (formerly Book) Floors
The Book floors from Sprouted are renamed to Courage / Power / Wisdom Trial floors, and have also received various changes (with the Book of Heavens / Wisdom Trial being the most changed). All the Trial floors are now repeatable and have become an option in the Challenge along with the challenges, but only the Wisdom Trial (formerly Book of Heavens) respawns its loot in a new floor arrangement, with the other two only respawning their enemies in the previously visited floor.
Along with armor and weapons it is the class of items that has received the most changes. 8 new wands have been added to Sprouted's Wands (Wands of Acid, Blood, Charm, Error, Flow, Freeze, Light, Thundercloud), 6 familiar wands have been removed (Amok, Blink, Regrowth, Slowness, Teleportation, Telekinesis) and all the familiar ones that remain have received minor or major changes (Wands of Disintegration, Firebolt, Flock, Lightning, Magic Missile, Meteorite - formerly Avalanche, Poison). All wands have now a specific permanent sprite, and not a random sprite that will change in each game, like they do in Sprouted.
- Main article: Weapons
20 regular weapons in all tiers, 5 unique drop weapons, 7 holiday weapons and 5 thrown weapons are added to those already existing in Sprouted (that is 37 in sum), and they almost all have a regular, enhanced or holiday attribute. The T6 weapons have all been renamed and have received minor or major changes. Also 11 new weapon enchantments are added.
Weather Rooms / Buffs and Debuffs to the climate Edit
- Main article: Weather Rooms - Buffs and Debuffs due to the Climate
In the dungeon the hero might encounter rooms with a special climate, that either buffs or debuffs any character that is located inside them.
- The Well of Health now fills the whole Dew Vial, even when it is upgraded to the capacity of 350.
- The Well of Transmutation, like the Phase Pitcher plant, no longer necessarily drops the same tier weapon, and due to the artifacts not being unique drops anymore, the well can rarely drop back the same artifact (some unique items like the Boomerang or the Cloak of Shadows either cannot get transmuted at all, or they can get transmuted, but are never the product of a transmutation - not that there is any reason to transmute a Boomerang or a Cloak of Shadows). Perhaps due to the nerfing of the Phase Pitcher seed drops, Wells of Transmutation are much more common in SPS-PD than they are in Sprouted.
- The Well of Awareness, unlike the Scrolls of Magic Mapping and Blue berries, shows loot and keys inside hidden rooms and generally all loot without any omission.
- All wells are noted in the hero's journal until he/she has used them, but Wells of Health stll remain noted afterwards, due to a minor bug.
Miscellaneous changes and differences from SproutedEdit
In rooms that contain bookcases in a row covering one of the walls but that do not contain scrolls, there are instead always hidden bone piles behind the bookcases, that always contain items or gold and also always spawn Chaos Wraiths (formerly Red Wraiths), unless the hero searches in the bone pile while standing on it (in this case he/she loses 50% of his/her HP, but a Chaos Wraith will not spawn).
The hero has to burn the bookcases to get to them, like he/she would do in YAPD, and if there is a room like that in a floor, a Potion of Liquid Flame will always spawn, but not generally in floors with bookshelves (so having a Potion of Liquid Flame spawn in the same floor which also has bookcases on it is a good indicator for the existence of bone piles) . All bookcases can also drop regular scrolls after getting burnt (but not Sokoban pages like they do Sprouted, nor rare scrolls like Regrowth, Upgrade and Magical Infusion).
Hidden Doors and Hidden Traps Edit
They are both not revealed by Blue berries and Scrolls of Magic Mapping, but only by the Well of Awareness. Blue berries show all loot and keys in a floor though, as they activate the Treasure Search buff, even those inside hidden rooms, while the Scrolls of Magic Mapping don't. Hidden traps specifically, when they are not deactivated by stepping on them once (like Gripping traps for example), they still remain hidden, and the hero must specifically search their tile, for them to become visible.
Monsters' special abilities Edit
Many special abilities are added with the new monsters in SPS-PD and also some of the familiar monsters from Sprouted have their special abilities more or less changed (for example the Albino Rat doesn't cause Bleeding with bites anymore, but produces Demon Blood Gas, that causes Bleeding, Crippled and Vertigo debuffs at the same time). Moreover, very few monsters’ special abilities (like the Gnoll and Shielded Brutes' rage), have sometimes a “No text found” message displayed instead of a relevant message by the game. Thus, when the hero sees a “No text found” message during a fight, he/she should expect a special attack or skill activated by the enemy.
Pit Rooms Edit
They have two major differences from all other PD mods: a) Their walls can be destroyed by bombs or the shovel, so the hero doesn’t have to jump into pits any more, if he/she has either of these two items available, b) they don’t have a locked entrance, but an “air wall” which cannot be unlocked or destroyed by any means.
Without the "More QuickSlot" option selected, there are two quickslots at the bottom of the screen and one at the right side, under the menu button. With the "More QuickSlots" option selected, one is added at the bottom of the screen and two are added below the one next to the menu button.
All walls in general can be destroyed by bombs or the Shovel. The only walls that the shovel and bombs can't destroy are a) special colored walls or decorative tiles (dark gold veins, bookcases, statues etc.), b) the pit room air wall and locked doors (but they destroy without a problem the walls just next to them).
And lastly, some Bugs Edit
Special Surprise Pixel Dungeon is still in development, so the existence of bugs is rather expected and to a major degree forgiven. The following list doesn’t intend to shame the developer or the mod, but only to compile a list that will be useful for the new player, who might already be struggling with the huge amount of changes and novelties in SPS-PD that do work. Anyways, these bugs can be considered few for a mod still in development and with a ton of new content.
Major bugs Edit
- When using the shovel or a bomb in the outer walls of a dungeon floor, that have no wall afterwards but only void space, If the hero destroys that wall and he/she or a pet steps on the "void tile" that is opened, the game will crash and the save file will always get corrupted. Don't do it.
- When the hero tries to teleport specifically to the Wisdom Trian floor, and either his/her pet is standing next to him/her, or he is carrying a Lantern with some Soul in the backpack, the game will crash, and the save file will always get corrupted. Be careful.
- When using a highly upgraded T6 Drawing Extract Long Sword, and the HP overfilling from its vampiric effect reaches an upper limit, the effect will not stop, but the game will crash instead. The save file doesn't get corrupted, but until the hero returns to a more "normal" HP amount, the game will crash again and again, which can be rather annoying.
Minor bugs Edit
- The Dried Rose artifact has four minor bugs related to it. a) When summoned along with a pet, it can disappear when the hero goes down a floor with the Sad Ghost but without a pet and comes back to get the pet. b) It can also make the game crash if summoned along with a pet in a Challenge floor. c) If the Dried Rose is found before the Sad Ghost quest, it can get equipped and summon a ghost without a problem. d) The hero might stop finding rose petals before the Dried Rose gets fully upgraded.
- Ethereal Chains sometimes can't get upgraded or their upgrading stops midways.
- Fire traps very rarely spawn into walls, have a proper trap description when the hero examines them, but don't function as traps, as they can't be stepped on, and are just red colored wall tiles. Also a deactivated trap tile of floor 15 can spawn in the same tile with the floor 15 ladder. These are actually an element of flawed map generation, and not proper bugs, as they do not affect in any way the gameplay.
- Honey Waters recipe is bugged and produces garbage.
- Hunter Instinct, the special skill of the Huntress, when it specifically activates Regeneration, healing wears off instantly. All its other effects work fine though.
- Shadow Dragon, when it is ready to get hatched, nothing relevant to a Shadow Dragon will be heard from inside the Soul Mob.
- Wells of Health remain noted in the hero's journal even after the hero has used them.