Currently some of the wiki pages' main sections about SPecial Surprise PD still describe the just previous than the current version, which was named "Halloween 2019". Nevertheless, the developer has very recently released a new version, named "0.9.4 Year Hunter", as a tribute to the Chinese New Year and the related Spring Festival celebrations, and all wiki pages have already been updated with the additional features of this version, either having the new features already immersed in their main text, or having them temporarily as "introductions about the new version" displayed in their beginning (some images are also currently missing, along with some fine details about specific items and game characters, and wiki readers will have to be patient for the full completion of the wiki's update, especially for the addition of all fine details). It should be noted that these additions to the wiki have also been corrected/edited by the developer hmdzl001 himself. The bullets below include only the new features that will be later immersed with the text of the main page here and readers are advised to at least have also a look at the Classes, Subclasses & Skins and the Melee Weapons subpages, as the most changes have been implemented in these two aspects of the game in the new version.
- There are already many bug reports that turning the device's screen off and on or moving between device applications while a game run is still active can sometimes make the the game's save file get corrupted/deleted, so players are advised to avoid these actions. Unfortunately the same thing also happens occasionally upon entering a boss depth or during a boss fight in the main dungeon (the game crashes out of a sudden and the save file gets deleted/corrupted), without any apparent reason (the wiki will be very grateful to readers who have found out the instances that trigger this specific bug and will write about them in the comments here). This is the most serious bug of this version.
- Two more serious, but easily avoidable bugs, is that a) when the player chooses "System font" from the in-game Settings menu, no change happens in the game's font, but the hero loses appr. 40% of his/her max HP, and b) when the player chooses a specific run to be displayed from the Rankings screen, the game crashes (this does not corrupt or delete save files).
- There is also a fourth but rather minor bug, related specifically with the Builder and Merchant follower skins, as they have 14 strength from the beginning, but start finding potions of Strength from the Metropolis and on, instead of the Caves, where they are supposed to start spawning, like they do for the mage Explorer skin. Nevertheless, the amount of potions spawning is increased from the Metropolis and on, so Builders and Merchants will end up having the same 20 points of Strength as all the other skins by the time they reach Yog-Dzewa. Players who choose these two skins might find useful to complete the "50 enemies killed" goal in two challenge depths for the second scroll of Sacrifice reward, in order to catch up a bit with +1 Strength while they are still in the Caves, unless they were lucky to find/buy a ring of Might and upgrade it to +5 with dew or +10 also with scrolls of Upgrade. This bug does not happen to any other skin with increased by default starting strength, including the new Spring Festival skins, and potions of Strength start spawning for them in the expected chapter (prison for +2 starting strength and caves for +4).
For the new version's bug reports or for any other SPS-PD related issue you can message directly the developer in his profile page hmdzl001 in reddit or in the main Pixel Dungeon discord channel where you will also find him with the same username. Note that the developer is Chinese, and as China grants limited access to both of these sites, he will most probably not respond immediately, but in any case it will be rather soon.
The SPS-PD wiki pages will be all sooner or later fully updated with the changes of the new version (because the fine details of the new additions are many and the new version might receive some additional bugfixes and secondary changes by the developer, this will certainly not happen completely very soon for all pages), but this page's infobox already provides a link to the new version and as mentioned above the changelogs added already to each wiki page has been approved by the developer as being accurate and giving a full general picture.
|#54 Released mod|
|Current Version||0.9.4 Year Hunter|
- The Alchemy mechanic is much enriched and completely reworked:
- 18 new different types of enhancing ammunition for ranged weapons, named Ammo, are added, which are all craftable in alchemy pots.
- 13 new different types of Bombs with regular or special effects are available, with the only bomb item that keeps its name from Sprouted PD being the regular bomb (but still, not the same sprite), while 9 of them are totally new. Almost all are also craftable in alchemy pots.
- 44 new different types of Edible or Consumable Items are added, which almost all have secondary beneficial effects (and a very few of them negative) and almost all are cooked in alchemy pots. This makes the total amount of SPS-PD's edible or consumable items 64, or 78 if we count separately all the different blandfruit types (43, or 57 with the different blandfruits, can be cooked in an alchemy pot).
- Armors of all tiers apart from 0 now come in three variants, Light, Normal, and Heavy, while two extra tiers, 0 and 6, are added. This makes the total amount SPS-PD's different armor types 20.
- None of Sprouted PD's Armor Glyphs exists with the same name in SPS-PD, while all 12 of SPS-PD glyphs are totally new, in the sense that even the most similar to Sprouted PD's glyphs have just one of Sprouted PD's effects in addition to new ones.
- 4 new Artifacts are added, whiile none of the 12 familiar Sprouted PD's artifacts has remained unchanged. Also all artifacts now provide a secondary ability after they get upgraded.
Buffs and Debuffs
- 26 new Buffs, some class-specific (11) and some available to al classes (15), and 15 new Debuffs are added. This makes the total of SPS-PD's buffs, familiar (with the same name or renamed) and new, 54, and of its familiar and new debuffs 34. Also, few of the familiar buffs and debuffs of Sprouted PD have remained completely unchanged in their effects and have retained their original name.
Completing the game / Endless Mode
- SPS-PD is the only mod of Sprouted PD that offers to the player two totally different alternative options for completing the game fully. The first option is very similar to that of Sprouted PD: the hero has to defeat the final boss Zot, rescue Otiluke and then meet him in Dolya Town, where he/she will obtain finally the Amulet of Yendor and complete the game with it. The second option can be available even before defeating Yog-Dzewa, by adding 5 Magic Stones of different colors to the Power Hand unique item, which can only be obtained by completing the Bossrush Challenge. This item also gives access to an Endless Mode.
- 4 new abilities are added to the Dew Vial (Clean, Light, Peek, Refine), with the 3 of them being already accessible from depth 2. The hero now has to choose between Accurate Upgrade and Random Bless, while the Dew Drop buff is activated for all heroes in each new depth regardless of their choice for upgrading.
- Sprouted PD's Otiluke's Journal is renamed to Dolya Slate, with some of its depths also having been renamed, and two of Sprouted PD's journal's depths removed (Dragon Cave, Vault).
- Sprouted PD's Dolyhaven is now renamed to Dolya Town, and includes 52 NPCs (with 47 of them being new), 10 shops and 5 enemies.
- Sokoban puzzles are now much easier to complete due to the availability of the Jump Shoes and of wall-breaking items. Also mapping these depths is no longer prohibited.
- An optional Bossrush challenge is added with 8 new bosses, 4 new minions and unique rewards. An item reward of this challenge, the Power Hand, also gives access to an Endless mode and to completing the game much earlier.
- 8 new Chapter Bosses have been added with 14 new minions and now in the end of each chapter the hero has the chance to fight one of 3 possible bosses. Also the Skill Kit now is dropped by the Prison chapter boss and the Tome of Mastery by the Caves chapter boss.
- A new "key" depth, the Treasure Map, is added, with 1 new boss and 1 new minion. Also, former Key depths are now renamed to Challenges, former Book depths to Trials, and all of them have received primary or secondary changes, with the most important being that all non-boss depths are now revisitable. 1 new enemy is added to the Power Trial (formerly Book of Life) replacing the familiar one. Many of these depths' familiar enemies are also renamed and a few of them retextured.
- The Shadow Yogs fight now features 2 new minions, with the previous minions 1 removed and 1 relocated.
- 13 new Regular enemies are added in all chapters of the main dungeon and 2 new Rare enemies can also spawn in the main dungeon under specific circumstances.
- If we add the numbers of all the previous bullets to the enemies already existing in Sprouted PD, SPS-PD features 162 (!) different types of enemies.
- 2 new classes with their subclasses, the Performer (subclasses Joker & Surperstar) and Soldier (subclasses Agent & Leader), have been added. This makes the total number of SPS-PD's classes 6.
- All classes have now three options for their starting items and stats named Skins, the familiar from before option, named Classic, and the new Birthday and Halloween skins. Each skin also has a different sprite, just keeping the face and the general body outline of its class and is chosen in the beginning of the run. This makes the available options to the player in the run's beggining 18 (6 classes * 3 skins each).
- Also all classes now have 4 Special Skills, the one familiar from before, and 3 new for each class. There is no application of the Armor Kit to the armor anymore for the skills to become available, but a separate item named Skill Kit, which does not reduce the hero's HP but needs recharging.
- Moreover, all classes and skins have a Stuning item called the Ankh Shield and a Jumping item called the Jump Shoes, which in addition to jumping provides class-specific bonus effects (the only exception to this is the Plumber soldier skin, who also has shoes, but his Plumber's Shoes only damage considerably enemies).
Potions and Scrolls
- Almost all Potions and Scrolls now have secondary effects, most of the times being beneficial but also in a few cases harmful.
- 1 new Scroll and 3 new Scroll-like items are added, with all of them granting different permanent increases to the hero's stats (the scroll also decreases HP after its first two uses).
Pets and Allies
- 3 of Sprouted PD's pets are changed to temporary expendable Allies and 6 new allies are also added to those already existing in Sprouted PD. 10 new pet types are added as well, and there is now a distinction between the weaker Random Soul pets and the stronger Soul of Mobs pets. In addition, the Leader subclass of the Soldier summons enhanced versions of all the game's alllies he has access to. This makes the total number of allies available in SPS-PD 14 and of pets 19.
- 2 new Seeds with their respective Plants are added, and 6 plants now drop items when trampled, which are either edible and have positive effects or used for transmuting and upgrading.
- The ring of Energy which speeds up the recharging of wands is added and the ring of Wealth is replaced with the Lucky Badge item, which has similar function but can't guarantee 100% drops, even when upgraded to max level. All familiar rings are also more or less changed in their details in comparison to Sprouted PD.
- No longer it is possible, at all, to decrease almost all items’ strength requirement through upgrades.As a result most 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, who have a +2 Strength bonus when equipping armors - warrior and weapons - rogue).
- 10 new Wands are added, 8 common, 1 rare, and 1 only available to a specific skin, while 6 familiar wands of Sprouted PD are withdrawn. This makes the total number of wands available in SPS-PD 16. All familiar wands are also more or less changed in their details in comparison to Sprouted PD.
- 13 new Missile weapons and 11 Thrown weapons are added, making the total number of SPS-PD's ranged weapons 28 (or 41 if we also count bombs). Also, missile weapons can now be enhanced with different types of ammo, which are crafted in alchemy pots.
- 26 new Melee weapons are added, along with a new category that some of them are assigned to, the Holiday weapons. This makes the total amount of SPS-PD's melee weapons, familiar and new, 49. Apart from their other stat differences, melee weapons are now also differentiated by the existence of Attributes, which are similar to enchantments in their effects, but are permanent characteristics of weapons and can't be changed.
- SPS-PD's Weapon Enchantments all refer to one of 7 different Elements, and each element governs two enchantments (making the weapon enchantments 14 in total), with the same element couples having somewhat similar but not same effects. None of Sprouted PD's enchantments exists with the same name in SPS-PD, while 10 out of 14 are totally new.
- Some dungeon rooms now have a specific Climate that in most of the cases (5) is negative and debuffs all characters inside it, but in 1 case is positive and only blesses the hero.
It should also be noted that SPecial Surprise PD is among the few mods with Chinese origin that are fully available in English (the other four are Darkest PD, Easier Sprouted PD, Easier Vanilla PD and Fushigi No PD). Each one of these mods makes very different and considerably original choices regarding the modifications applied to their source material, but Darkest PD, Fushigi No PD and SPecial Surprise PD share some common NPCs, who are unique to these mods and who all refer to actual members of the PD Chinese community.
Note that the use of word "some" for SPS-PD's added features and changes that were mentioned above was not a typo, these are just the important ones. SPS-PD is worth a shot to any and all that don't mind its unfinished state, occasional (but nevertheless few) bugs, or its somewhat frequent language mistakes and few “No text found” game messages.
Although most of SPS-PD's wiki sections are rather extensive, they presuppose knowledge of the items and mechanics of Sprouted PD, on which SPS-PD is 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 PD. 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 PD 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 SPS-PD's wiki pages as “new”, that means “new compared to Sprouted PD”, 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 names 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.
[Note: Due to the very big number of SPS-PD's features, an alphabetical order with small separate sections for each subject was preferred here, to avoid mixing subjects and confusing the readers. For a presentation with more subjects displayed in each of its sections, you can visit the SPecial Surprise Pixel Dungeon category page.]
Alchemy generally Edit
Alchemy in SPS-PD was originally based on a combination of Sprouted PD's and Shattered PD's alchemies, but its parents can almost no longer be recognized with all the new features added to it. The Alchemy interface is changed and mostly resembles that of Shattered PD before the rework (no alchemical energy is needed, no exotic potions & scrolls, brews, elixirs and spells are produced etc. but special bombs and ammuniton do get crafted), and there is also a huge change made in that alchemy pots are now mostly useful for cooking and crafting and can create a wide array of ammunition, bombs, consumable and edible items (read the sections just below for a few more details, and visit the links of each section for more details). 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 PD (it is practically a Crafting and Culinary Toolkit in SPS-PD, although it is not renamed).
Alchemy and Ammo Edit
- Main article: Alchemy - Ammunition, Bombs, Potions
Ammo is a novelty of SPS-PD and is way to enhance - add a permanent feature to a missile weapon, which either increases the damage of its shots or adds a special effect to them. Ammos are not sold, dropped or found in the dungeon, but can only be crafted in alchemy pots, most often by the combination of a stone ore and seed or of just two stone ores. For details about the effects of each different type of ammo and the combinations that craft them follow the link above.
Alchemy and Bombs / Destroying walls Edit
- Main article: Alchemy - Ammunition, Bombs, Potions
SPS-PD has added 9 new craftable bomb items (Acid, Build, Dark, Huge, Fire, Ice, Mini, Storm, Two bombs), while also keeping but renaming the Dumbling (> Fishing bomb) and Holy Hand Grenade (> Holy bomb) bomb items from Sprouted PD, which have also become craftable. The first step in crafting is making a Build bomb, and the second is adding two seeds to the Build Bomb, in order to get any of the special bombs as a random outcome. The Soldier class by using one of his special skills has also the ability to summon one extra bomb type, the Bombing Robot, which is not available to any other class.
Unlike most other mods and also unlike Sprouted PD two bomb types, the Huge bomb and the Two Bombs, apart from having a very good offensive function, are also useful in destroying walls, and both are available for all classes to craft, unlike the Classic Performer's Shovel or the Vtuber Performer's Button, which have the same function, but are unique skin items. The regular Bomb of previous SPS-PD versions has also become craftable, but does not destroy walls anymore. Players should note that after the Two Bombs item is put into the hero's inventory, it gets separated to 2 bombs with the sprite and name of the regular bomb, and the only way to distinguish between the two identical in appearance and name bomb items is to pay attention to their game description, as the "previously Two" bomb item will also include "and destroy walls" to its description:
| 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.
|Bomb [separated from a stack of Two Bombs]|
| A fairly hefty black powder bomb. An explosion from this would certainly do damage to anything nearby, and destroy walls.
It looks like the fuse will take a couple rounds to burn down once it is lit.
Bombs either regular or separated from a stack of two bombs (but not a stack of Two Bombs itself) are also a more common find in the dungeon, are dropped often by Dwarf Musketeers, and are sold randomly in all the dungeon shops. All the other special bombs spawn rarely in the regular dungeon, are also randomly sold at its shops or found in the Rat King chests in the Tengu Hideout, but are regularly sold by the Fruit Cat in Dolya Town and can also get crafted by the hero in alchemy pots. Huge bombs, Two Bombs and the Button/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, bookshelves or statues, c) locked doors (but destroy without a problem the walls around them), d) sheep and Sokoban puzzle boxes, e) traps. For details about the effects of each different type of bomb and for the combinations that craft them follow the link above.
Alchemy and Food / Hunger Edit
- Main article: Alchemy - Cooking Food
The hunger mechanic in SPS-PD is somewhat changed, as being overfed has a positive effect, while being hungry a negative effect, but most importantly, a new cooking system and 44 new different types of edible or consumable items are added, which almost all have secondary beneficial effects (and a very few of them negative) and many of them can get cooked in alchemy pots. This makes the total amount of SPS-PD's edible or consumable items 64, or 78 if we count separately all the different blandfruit types (43, or 57 with the different blandfruits, can be cooked in an alchemy pot). Apart from "proper food items", these recipes 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 are added to the pasty, which are available only during a specific time of the year each and all offer buffs, unlike the plain pasty. For details about the effects of each different type of edible or consumable item and the recipes to cook them follow the link above.
Alchemy and Potions Edit
- Main article: Alchemy - Ammunition, Bombs, Potions
Seeds have the same effects and brew the same potions with Sprouted PD (with some exceptions) with only the Seed Pod plant from Shattered added, but Blandfruits have almost the same effects with Shattered PD (also with some exceptions), apart from not leaving chunks when thrown. Lastly, potions have mostly their familiar effects from Sprouted PD but also some new effects are added, as additional secondary effects to the primary ones, and also each one has a distinguishing symbol, after it gets identified. For details about the effects of each different type of potion and the seeds that brew them follow the main article link above.
- Main article: Armors
Two new tiers of armor have been added in SPS-PD, 0 and 6, and each armor tier (with the exception of tier 0) 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 20 different types of armor available, with 15 of them being new. Also, none of Sprouted PD's Armor Glyphs exists with the same name in SPS-PD, while all 12 of SPS-PD glyphs are totally new, in the sense that even the most similar to Sprouted PD's glyphs have just one of Sprouted PD's effects in addition to new ones. For details about the different types of armor and their glyps follow the link above.
- Main article: Artifacts
4 new artifacts (Alien Shoulder Bag, Ethereal Chains, Glass Totem, Robot HEART) have been added to those of Sprouted, but also all the familiar ones have been changed in their details, with a common change that also applies to the new artifacts being that all artifacts now give a secondary option after they get upgraded. The Ring of Disintegration has been removed, and all artifacts have now become rare instead of unique drops. For details about the function of each artifact follow the main article link above.
Awareness of enemies and AI in them Edit
Like in Original PD the general chance of the hero to get noticed by a sleeping enemy is 1/(distance+stealth level) and by a wandering enemy 1/(distance/2+stealth level). You can read more details about the Stealth stat of SPS-PD here. When the hero is followed by a pet or an ally and an enemy notices them, it will choose to attack either him/her or the pet/ally. That means that the enemy will ignore the non-focused-on character, even when the non-focused-on character is attacking the enemy, and will try to attack the focused-on character, even chasing a pet or ally around the dungeon depth. 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.
- "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.
- Enemies without a speech baloon above their head that are distant from the hero will be sometimes also unaware of the hero's presence and will be surprised by an attack. Distant enemies being surprised or not by an attack depends on their field of view, which is different for each enemy.
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 have the "Zz" baloon above them, even when thay are put to sleep by a scroll of Lullaby. 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.
- Main article: Badges
SPS-PD's badges are very similar to those of Sprouted PD but not identical. As in Sprouted PD and Original PD, in many cases a higher rank badge replaces the lower rank badge, or a superbadge replaces a group of specific badges, once they all get obtained. Unlike Sprouted PD the appearance of certain NPCs in Dolya Town depends exlusively on obtaining a specific badge in the current run. For details about the Badges of SPS-PD follow the main article link above.
- Main article: Bosses
The main bosses remain the same with Sprouted PD, but Shadow Yogs now have 2 different minions, with the old minions 1 withdrawn and 1 relocated, and also some special attacks are added to enemies and some other special attacks are removed. For details about all the different bosses of SPS-PD and their minions follow the link above.
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 blue dragon named Dungeon Guard, which after it gets defeated, gives the option to the hero to visit a new depth crowded with bosses and their minions and with four unique rewards, one of which is a very good weapon with extra reach, the Overload Handcannon, and another, the Power Hand, gives to the player the option of an Endless Run. This is the BossRush Challenge and for details about it vilsit the link above.
Buffs and Debuffs Edit
- Main article: Buffs and Debuffs
26 new Buffs, some class-specific (11) and some available to al classes (15), and 15 new Debuffs have been added. This makes the total of SPS-PD's buffs, familiar (with the same name or renamed) and new 54, and of its familiar and new debuffs 34.
The new Buffs (not those just renamed) are:
- Arcane, Attack Up, Blood Angry, Defence Up, Feed, Fushigi No Bless, Imbued with Ice, Muscle, Notice, Overfed, Treasure Search (all the aforementioned are available to all classes)
- Accompaniment, Alien Shield, Blood Imbue, Climb Higher, Drive MECH, Gold Touch, Echo, Fighter Combo, Forever Shadow, Glass Shield, Needling, Rhythm, Target Shoot, Star, War Groove, Wisdom Reflection (all the aforementioned are available only to specific skins, classes or subclasses)
The new Debuffs (not tthose just renamed) are:
- Armor Break, Attack Down, Cold, Dead Raise, Disarm, Dry, Electrostatic Turbulence, Hot, Hungry (has a negative effect now), Leech Seed, Locked, Shield Block, Silent, Tar, Wet
Also, very few of the familiar buffs or debuffs of Sprouted PD have remained completely unchanged in their effects and only some have retained their original name. For details about the buffs and debuffs of SPS-PD follow the link above.
Challenge Depths Edit
- Main article: Challenge Depths
The Key depths from Sprouted PD are renamed to Challenge depths, 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 depths and their familiar enemies. Those with regular enemies are all now revisitable, but not their respective boss depths. A new challenge boss depth is added to them, the Treasure Map, with the Gnoll King and his Gnoll Keeper minions as enemies. For details about the Challenge depths of SPS-PD follow the link above.
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 a minor 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 1,000 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 10,000 gold, 199 scrolls of Upgrade, 199 scrolls of Magical Infusion, 199 potions of Experience, a Skill Kit etc.
Chapter Bosses Edit
- Main article: Chapter Bosses
8 new Chapter Bosses have been added with 14 new minions and now in the end of each chapter the hero has the chance to fight one of 3 possible bosses:
- Sewers: Sewer Goo with Poison Goo / Plague Doctor with Shadow Rat / Sewer Heart with Sewer Lasher
- Prison: Prison Warden / TANK / Tengu
- Caves: DM-300 with Old Production and Broken Robot / Hybrid with Hybrid Clone / Spider Queen with Spider Egg, Golder, Jumper, Minder, Worker
- Metropolis: Elder Avatar with Obelisk, The Hunter, The Mech, The Monk, The Warlock / King of Dwarves with Eternal Tomb, Dwarf Lich, Undead Dwarf / Lich Dancer with Dwarf Lich, Necro Battery
Also the Skill Kit now is dropped by the Prison chapter boss and the Tome of Mastery by the Caves chapter boss. For details about the Chapter Bosses of SPS-PD follow the link above.
Classes, Subclasses and Skins Edit
- Main article: Classes, Subclasses and Skins
This is the part of SPS-PD that has received the most drastic changes in the last two updates (Happy Birthday and the current one, Halloween). Already from previous updates 2 new classes with their subclasses, the Performer (subclasses Joker & Surperstar) and Soldier (subclasses Agent & Leader), had been added making total number of SPS-PD's available classes 6.
Also, all classes have now three options for their starting items and stats named Skins, the familiar from before option, named Classic, and the new Birthday and Halloween skins. Each skin also has a different sprite, just keeping the face and the general body outline of the class and is chosen in the beginning of the run. This makes the available options to the player in the run's beggining 18. The available skins of current SPS-PD are (Birthday skins are mentioned second, and Halloween skins third):
- Classic Warrior, Fighter, Demon
- Classic Mage, Explorer, Gnoll
- Classic Rogue, Ninja, Undead
- Classic Huntress, Maid, Taurcen
- Classic Performer, Vtuber, Slime
- Classic Soldier, Plumber, Mech
Moreover, all classes now have 4 Special Skills, the one familiar from before, and 3 new for each class. There is no application of the Armor Kit to the armor anymore for the skills to become available, or an Armor Kit item whatsoever, but a separate item named Skill Kit that produces a special class item with the sprite of the epic armor, but which is not an equippable armor, does not reduce the hero's HP, and only needs recharging. The special skills of each class in SPS-PD in the order displayed in each special class item are:
- Warrior: Source Power, Fighting Arena, Lay on hands, Surprise attack
- Mage: Molten Earth, Arcane Bombing, Ice Storm, Lightning Arrester
- Rogue: Shadow Bless, Steal Gold, Silent Killing, Falling Attack
- Huntress: Hunter Instinct, Prepare Hunting, Fairy in Bottle, Living Root
- Performer: Special Dance, Curtain Call, Magic Tricks, Fans Accompaniment
- Soldier: Mirror Army, Summon Mech, Moving Bomb, Air Drop
In addition to all of these changes, all classes have been buffed very much in comparison to Sprouted PD, with many new abilities added by defult to all of them, and with much more versatile starting equipment and higher stats. For details about the different classes, subclasses, skins and class special skills of SPS-PD follow the link above.
Completing the Game / Endless Mode Edit
- Main article: BossRush Challenge
Special Surprise Pixel Dungeon is the only mod of Sprouted PD* that offers to the player two totally different alternative options for completing the game fully and also with one of the alternatives not including the Amulet of Yendor as a prerequisite.
- The first option is very similar to that of Sprouted PD: the hero defeats the Shadow Yogs and gets the journal page that will teleport him/her to the Stone Golem Otiluke depth named "Energy Core", there he/she defeats Corrupted Otiluke Mirror Image and gets the Palantir that will teleport him/her to Zot, and after Zot is defeated the real Otiluke is finally free and the hero can meet him in Dolya Town, obtain from him the Amulet of Yendor and complete the game with it.
- The second option can be available even before defeating Yog-Dzewa, by adding 5 Magic Stones of different colors to the Power Hand unique item, which can only be obtained by completing the Bossrush Challenge. This item also gives access to an Endless Mode and details about this mode and the alternative way of completing the game follow immediately afterwards.
- Note that an additional difference of SPS-PD from Sprouted PD is that heroes can't complete the game early after just killing Yog-Dzewa, by using the "End Game" option of the Amulet, because there is no Amulet of Yendor at all in depth 26. The hero finds on the pedestal there a pudding cup, which can serve as a portable save point, and that's it. As mentioned already in the first bullet, the Amulet of Yendor will be obtained after many more fights with enemies and after killing the end boss Zot, by the rescued Otiluke in Dolya Town. The only way for a game to get completed earlier in SPS-PD has been described in the second bullet, by completeing the Bossrush Challenge.
Unlike other mods like Goblins PD or Unleashed PD, SPS-PD's Endless Mode is not available in the beginning of the run, but is accessible only by using a specific item which is one of the rewards in the Bossrush Challenge and gets dropped by the Original Yog Boss in it. It has a very similar sprite with Shattered PD's Stone Gauntlet, but a totally different function.
[After the first stone is put in, the game description starts including also an "It has 1/2/3 etc. stones now" message.]
"Ending the game" will complete the run and get the player to the Rankings screen, while "Keep searching" will not take the hero back to the dungeon, but to a totally new depth with the number 85. A game message will appear, saying: "Can you hear me? I am Ada, from the assassin home. You must wake up, this world is just an illusion. Trust me, we don't have much time." This new depth is filled with hidden distortion traps, which regenerate the depth upon stepping on them and can't get revealed by scrolls of Magic Mapping or Blue Berries, but only by searching, and all all the enemies from the regular dungeon occuring randomly (approximately 10-13 spawn with each depth generation). An example of a depth 85 follows just below.
It is extremely hard to fully explore the depth without stepping on a distortion trap and reentering a new depth 85, but even if the hero manages that by searching - stepping one tile forward - searching again, there are no stairs leading up or down, and he/she will eventually step on a distortion trap in order to regenerate the depth. This is essentially SPS-PD's version of an Endless Mode, so players should choose "Keep searching" only if they feel that they have completed anything else that they wanted to do in that hero's run, because there is no way out of this depth back to the regular dungeon. The only three ways out of depth 85 is the hero to refill the hand with Magic Stones of different colors and choose its End Game option, use the Amulet of Yendor if he/she has it to end the game, or just to die. Note also that regardless of if the hero has already obtained the Amulet of Yendor or not, when he/she uses the "End Game" option of the Power Hand, his/her ranking will display the Amulet but will have the title: "Escaped?". In the screesnshot image below the hero in the first place ended the run with the Power Hand and with the Amulet in the inventory, while the hero in the third position without the Amulet in the inventory, but as you see the runs' descriptions are exactly the same, and the only hero who "Found the Amulet" is the one that completed the game by choosing the Amulet's End Game option. For details about obtaining the Power Hand you can visit the link above.
* Note: If we zoom out and talk generally about all Pixel Dungeon mods, Youritaru Touhou PD, a mod available currently only in the Chinese language, also allows players to complete the game without the Amulet of Yendor. Furthermore, in Chernog FOTMA and Pioneer, two "mods" of Pixel Dungeon that have no resemblance with it in their gameplay but which use many of its image assets, there is no Amulet of Yendor item in general, neither at the end nor anywhere else, and the amulet's sprite is used for a projectile weapon instead.
Cursed Items Edit
Cursed armors, weapons and rings are all non-unequippable and can have negative levels down to -3, but most often from -2 to 0, but not cursed wands, that generally function in exactly the same way with non-cursed wands. The ring reward from the Ambitious Imp still is upgraded and cursed, but functions like being upgraded and is just non-unequippable, like it does in Sprouted PD. Cursed artifacts have a very mixed behavior: a few of them work as if they are not cursed and are just non-unequippable, some don't work but don't have any negative effects, and some other have also negative effects. 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 has a chance to 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 scrolls of Magical Infusion uncurse also the item they upgrade. Lastly, items that spawn in skeletal remains that release a Chaos Wraith (formerly Red Wraith) or in tombstones are not necessarily cursed.
Depth Feelings, Terrain, Light and Darkness Edit
- Main article: Terrain and Depth Feelings
Like in Original PD there are three distinctive types of terrain apart from the regular one (Chasm, Flooded, Vegetation) and five different depth feelings (Echo, Nighttime, Secrets, Vegetation, Water), but the special terrain types appear in more occasions than in Original PD. For details about them follow the link above.
- 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. There is an in-game clock which determines the part of the in-game day and night (which is not determined by the device's clock like in Original PD and most other mods). The hero's range of vision will vary accordingly 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 dungeon depths during nighttime. For details about them follow the link above.
Dew Vial Edit
- Main article: Dew Vial
SPS-PD's Dew Vial is inspired from Sprouted PD's dew vial but many new functions are added to it and also some of its familiar functions are changed. From the beginning on depth 1 the Drink (healing), Light (invisibility and illumination), Peek (short term mind vision), and Refine (creates 1 drop of Clean Water which is needed in many cooking recipes) abilities are available. A little later, on depth 2, after the hero meets the first Dew Developer NPC the Plant (equivalent to “Water” in Sprouted) and Upgrade abilities become available, and the hero has also to choose between Accurate Upgrading (upgrades and identifies a specific item) or Random Blessing (uncurses the whole inventory and ugrades randomly items). Whatever option of upgrading the hero chooses, he/she will get anyway the Dew Dop buff upon entering in each new depth of the regular dungeon. On depth 12 the Rune Scholar Lynn NPC will grant the Clean (extinguishes fire and washes off tar and caustic ooze) and Speed (haste) abilities. Finally, the second Dew Developer NPC in the Power Trial (formerly Book of Life) depth wil increase the Dew Vial's max dew capacity to 350, and also will add levitation to Speed. For details about all these abilities and functions you can visit the link above.
Dolya Slate (formerly Otiluke's Journal) Edit
- Main article: Sweet Home & Sokoban puzzles
There are many important changes implemented in SPS-PD, which are related with this item:
- Otiluke's Journal is renamed to Dolya Slate, and 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 now work in all Dolya Slate depths
- The Vault and the Dragon Cave depths have both been removed (so with all these changes the Spectacles unique reward from Sokoban 2 puzzle has become useless in SPS-PD). Also, the Corrupted Otiluke depth has now a separate page, the Energy Core.
- Dolyahaven is also drastically changed, and you can read the second paragraph for some of the details.
Many more secondary changes and sprite retexturings are also made to all Dolya Slate depths. Also, Sokoban puzzles have become now much more easy to solve, due to the existence of the Jump Shoes and of the wall-breaking bombs and unique skin items, while they can be all mapped without any problem. For details about the Sokoban puzzle depths you can visit the link above.
- Main article: Dolya Town
Dolyahaven is renamed to Dolya Town (a small RPG town indeed, that could also be a real world village, being now inhabited by 52 NPCs). Its journal page is sold at the depth 11 shop, and this depth now contains 52 new NPCs, 5 new enemies, 3 new sidequests (Challenge Book, Cnoll Clothes, Reimus Goei), 10 new shops and a portal to a new challenge, the Bossrush Challenge. Its altar is still used for the crafting of Tier 6 weapons with Magic Stones (formerly Norn Stones), but the Dolyahaven Mines with their Kupuas and Gullins have been removed from the game. For more details about Dolya Town you can visit the link above.
Hero's quickslots Edit
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 right, making the max amount of quickslot available 6.
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 depth though, as they activate the Treasure Search buff, even those inside hidden rooms, while the scrolls of Magic Mapping don't, but still can show random parts of the depth's loot. Hidden traps which are not deactivated by stepping on them once (like Gripping traps for example) still remain hidden, and the hero must specifically search their tile, for them to become visible. There is a happy bug in SPS-PD as when the hero is asked to move to any place of the depth he/she will avoid hidden trap tiles and will make a circle around them to get to to his/her destination, or will just not go, if the path is completely blocked by a hidden trap.
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 very similar appearance to Original PD's sacrificial chambers, with their only visual difference that a green flame burns on the pedestal instead of a blue one.
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 but portable 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 randomly with the Robot HEART artifact when it gets upgraded to +10 and its secondary option "Determination" is activated. Due to their limited nature, it's best to use them after important milestones, or before attempting something very risky.
Miscellaneous Items Edit
- Main article: Miscellaneous Items
The Ankh and Pickaxe items have remained similar with Sprouted PD, with the Ankh's only differences being that isn't stored in the key ring anymore, but in the main inventory, while also being stackable and having the sprite of YAPD's Ankh. The pickaxe is now upgradeable and also functions as if it is is enchanted, so it can also be used as a decent tier 3 weapon by the hero. The Honeypot, Mr. Destructo, and Weightstone items have received some secondary changes (there is no Steel Honeypot item anymore, Mr. Destructo 2.0 is available only to the Leader subclass, and the Weightstone enchants and does not balance weapons anymore). The transmuting function of the Phase Pitcher plants has been replaced by the use of Transmutation Items, which are dropped by trampling Phase Pitcher plants. Norn Stones, Dwarf Demon Hammers and Upgrade Goos are just renamed to Magic Stones, Magic Hammers and Upgrade Items. Also, the Ghost Elevator transporting item is added. For details about these miscellaneous items of SPS-PD you can visit the link above.
[Only NPC's that the hero meets in the regular dungeon and the Trial (formerly Book) depths are mentioned here. The 53 NPCs of the Dolya Town are presented in SPS-PD's Dolya Town page.]
|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.|
It appears either on depth 17, 18 or 19. Its quest and reward is the same with those of Sprouted PD and gives always an upgraded to +3 or higher cursed ring (the ring provides bonuses as if it is uncursed, it is just non-unequippable). To open its shop on depth 21, its quest must be first fulfilled, again just like in Sprouted PD.
|He seems to be waiting for something. / It looks like he is still waiting for something.|
Two of Sprouted PD’s Tinkerers, those in depth 2 (first message to the right) and in the Power Trial (formerly Book of Life depth, second message to the left), 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 depth 12 has reassigned her gender and has become Rune Scholar Lynn.
|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 depth 7 and gives an Adamant (Sprouted PD's Adamantite) Wand to all classes, and not only to the Mage. He has either the Corpse Dust or Rotberry Seed quests available, like he does in Sprouted PD.
On the option to choose between a battle and a non-battle wand, note that the game makes the distinction between battle and non-battle wands rather randomly because most of its wands are combat wands, 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 related with combat). 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.
|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 depth 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 PD, which is inaccurate though: "Well, as a reward for your loyalty, I allow you to kill a thief, who stole one of my Forks, and I think he is hidding close to the exit of the prison. If you do that, I will give you that Fork as a reward.." The Life Bandit, who drops the Spork and not the Fork, does not hide close to to the depth 9 exit, but spawns after some regular enemies get killed and wanders constantly around the depth, like the Shadow Bandit does in Sprouted PD. Also SPS-PD's Rat King is less materiallist, because if the hero steals from his chests, he now says: "They're all worthless things. I don't care about these." (he still cares a bit though, as he dos not offer the Spork quest to the hero anymore).
Rune Scholar Lynn
|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 PD’s Tinkerer on depth 12, but with her gender reassigned. Apart from the Dew Vial upgrade, she also gives the hero the option to choose between a Mr. Destructo, a Control Mobile or a Fairy Card as a bonus quest reward for providing a Dew Mushroom to her. After the hero interacts with her on depth 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 Tier 6 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 depth 1, the Sweet Home (formerly Safe Room) page on depth 6, and the Hometown (formerly Dolyahaven) page on depth 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. Due to the change in the Master Thieves' Armband's function, the hero can no longer steal from them, but can only buy items at a discounted price with the Armband equipped (although this is still named "stealing" by the game) and as the hero can neither steal successfully nor unsuccessfully from them, they also never vanish for this reason.
Troll Blacksmith & Troll Welder
|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 depth 11. Like in Sprouted PD the Blacksmith transfers upgrades between similar items via reforging, while the Welder reinforces items with adamantite. Adamantite weapon/armor/wand/rings are now renamed to Adamant weapon/armor/wand/rings (displayed in the same order in the image below), 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 complete 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 depth, as there are now 3 ring/artifact slots in SPS-PD.
Pets and Allies Edit
- Main article: Pets and Allies
Although some of them exist also in Sprouted PD, SPS-PD has created a full category of summoned, temporary and expendable Allies with 3 of Sprouted PD's pets getting transfered into this category and with 5 new allies also added. This makes the total number of allies available in SPS-PD 14. The Leader subclass of the soldier almost always summons an enhanced version of all the allies he has access to. SPS-PD's allies are (the default version first, the Leader's version second):
- Fairy & Warlock Fairy
- Golden Bee & Steel Bee
- Little Tree from the special skill of the Huntress
- Mobile Sattelite & Ex Mobile Sattelite
- Mr. Destructo & Mr. Destructo 2.0
- Sad Ghost from the Dried Rose
- Sheep from the wand of Flock (now aggros enemies and functions as a distraction) & Baba
- Thundercloud from the wand of Thundercloud & KEKE
8 new pet types are added as well, and there is now a distinction between the weaker Random Soul pets and the stronger Soul of Mobs pets. This makes the total number of pets available in SPS-PD 19 (6 random +13 of mobs) with 10 of them being totally new. SPS-PD's currently available pets are:
Random Soul pets
- Fly (new)
- Gentle Crab (new)
- Metal Klik (new)
- Ribbon Rat (new)
- Snake (new)
- Spidersilk Klik (new)
Soul of Mobs pets
- Blood Scorpion
- Blue Dragon
- Bug Dragon (new, variant of Gold Dragon that spawns only during September)
- Bunny of Easter Egg (spawns only during April and May)
- Chaos Elemental (new)
- Gold Dragon (new)
- Green Dragon
- Light Dragon (new)
- Red Dragon
- Shadow Dragon
- Violet Dragon
- Web Spider
Random Soul pets, apart from being generally weaker, get instantly released from Random Souls, which are a starting item for all Classic skins. The almost all stronger Soul of Mobs pets have to get hatched in a Soul of Mobs after the hero finds or buys one in the dungeon, like the hero would do with eggs in Sprouted PD. Also most of the familiar Sprouted PD's pets have been renamed and besides that, stats, leveling up, special skills, eating habits in all familiar pets have been more or less changed. For details about the pets and allies of SPS-PD you can visit the link above.
Plants and Seeds Edit
- Main article: Plants and Seeds
2 new Seeds with their respective Plants are added (Eatable Nut Plant and Seed Pod), and 6 plants now drop items when trampled (Dreamfoil, Eatable Nut Plant, Phase Pitcher, Starflower, Sungrass, Upgrade Eater) which are either edible and have positive effects or are used for transmuting and upgrading. Phase Pitchers and Upgrade Eaters do not trasmute or transform items anymore, but the items they drop (Transmutation Item and Upgrade Eater item) still do. For details about the plants and seeds of SPS-PD you can visit the link above.
- Main article: Rings & Lucky Badge
One new ring, the ring of Energy, has been added (it increases recharging rate by +5% per level, with the amount of improvement increasing as it gets upgraded to higher levels) and almost all the familiar rings from Sprouted PD have received specific changes, with a common change being that the abilities of some of them have a level up cap at +30. Also, the ring of Wealth is replaced with the Lucky Badge item, which has similar function but can't guarantee 100% drops, even when upgraded to max level. For details about the rings and the Lucky Badge of SPS-PD follow the link above.
Regular & Rare Enemies Edit
- Main article: Regular Enemies
12 regular enemies have been added in all game chapters:
- Sewers: Dust Element, Leech Seed, Patrol UAV
- Prison: Armor Skeleton, Troll Warrior, Zombie
- Caves: Sand Mob
- Metropolis: Dwarf Musketeer, Spider Bot
- Demon Halls: Demon Flower, Sufferer, Thief Imp
- Any chapter, Unique or Rare: !!!Data Delete!!! (only spawns in the Nightmare Virus challenge, but constantly there), Level Chacker (spawns only when the player exploits levelling up)
Some more are duplicated or retextured and appear with different name and abilities in other depths / as chapter boss minions or have the depth they appear changed, and most of the familiar enemies have their stats rebalanced and their special attacks more or less changed. If we add to the aforementioned enemies the chapter boss and challenge depths enemies already mentioned, the trial depth enemies, and the enemies already existing in Sprouted PD, SPS-PD features 162 (!) different types of enemies. For details about the regular and rare enemies of SPS-PD follow the link above.
Room types added or changed - Walls Edit
Hidden skeletal remains
Rooms that: a) contain a row of bookshelves covering one of the walls, b) do not contain scrolls but c) only a chest, do not belong to the Library type. Instead there are always hidden skeletal remains behind the bookshelves like in YAPD, 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 (this is generally unadvisable, as with a single use of the Ankh Shield and one or two weapon hits all chaos wraiths get defeated). The hero has to burn the bookshelves to get to them, like he/she would do in YAPD, and if there is a room like that in a depth, a potion of Liquid Flame will always spawn, but not generally in depths with bookshelves (so having a potion of Liquid Flame spawn in the same depth which also has a row of bookshelves in one of its rooms is an extra indicator for the existence of hidden skeletal remains, apart from the room not containing scrolls inside).
They have two differences with pit rooms of almost all other PD mods, and with the first being major: a) Their walls can be destroyed by Huge bombs, Two Bombs or the Vtuber's Effect Button/Shovel, so the hero doesn’t have to jump into pit chasms any more, if he/she has any 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.
Rooms with specific effects
- Main article: Rooms with specific effects
In the dungeon the hero might encounter rooms that either buff only the hero, debuff any character that is located inside them or spawn constantly Skeletons, with 5 of them being totally new (Cold, Dead Raise, Dry, Garden, Hot, Quiet, Wet). For details about them visit the link above.
All walls in general can be destroyed by Huge bombs, Two Bombs or the Vtuber's Effect Button/the Shovel. The only walls that these bombs and items can't destroy are: 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, bookshelves or statues, c) locked doors (but destroy without a problem the walls around them).
- Main article: Scrolls
The familiar scrolls from Sprouted PD remain basically the same, with some minor changes (mostly extra side effects added to their primary function), but 4 new scroll-like items have been added that work more like potions by changing permanently the hero's stats (most of the times only increasing them, but sometimes also decreasing another stat): the scroll of Sacrifice, and the "Learn how to Attack / Dodge / Use Magic" items. Also each scroll now has a distinguishing symbol after it gets identified. For details about these changes follow the link above.
Also, all bookshelves can now also drop regular scrolls after getting burnt, like they do in YAPD after getting seached, (but never Sokoban pages like they do in Sprouted PD, and never rare scrolls like Regrowth, Upgrade and Magical Infusion like they do in YAPD with its equivalent rare scrolls).
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 this 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 PD, and they also no longer 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 depths (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.), b) the Golden Nut Bless by the Developer, a unique reward item, that the hero receives after killing 100 enemies in all 4 challenge depths 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 depth 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 most 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 who have a +2 Strength bonus when equipping armors - warrior and weapons - rogue), 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 challenge depths. 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 tier 5 heavy and the tier 6 light armors, as the normal and heavy tier 6 armors have a +20 and +21 strength requirement, and apart from the Rogue all the other classes will be able to equip only tier 5 weapons, as all the tier 6 weapons have a +20 strength requirement (tier 5 weapons are as good as them, or actually better for most types of gameplay, though).
Tips for End-Game Edit
- Main article: Tips for End-Game
SPS-PD is a mod of Sprouted PD and among the most famous (or infamous) characteristics of its parent is grindiness. Nevertheless, in SPS-PD most of Sprouted PD's grinding isn't actually needed (apart from the occasional dew farming in the challenge depths for upgrading equipment), as upgrading a tier 6 weapon with transmuted scrolls of Magical Infusion is absolutely not needed and the game can be completed easily with more than half of its available weapons when highly upgraded. Players who want to make the best out of the game's resources or want detailed advice about SPS-PD's end-game can visit the link above.
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, Explosive (deal releatively low damage), Fire (create a fire blob), Flashing, Freezing (rarely shatter potions), Grim, Gripping, Guardian, Lightning, Ooze, Paralytic Gas, Pitfall, Poison, Rockfall, Shock, Spear, Summoning, Teleportation, Toxic Gas, Venom Gas, Weakening and Worn Out traps exist all in the game, are borrowed from either Shattered PD or Sprouted PD and are mostly the same in function and frequence, with some minor differences from Sprouted PD already mentioned.
- Changing depths due to a trap, either downstairs by stepping on a Pitfall trap, or upstairs by stepping on a Warping trap, makes the dew counter of the goal moves stop for this depth, and it will start counting again when the hero goes back to the depth, so stepping on either one of these traps won't prevent the hero from completing the depth within the goal moves.
- Distortion traps are very rare (almost non-existing) in the regular dungeon but extremely common in SPS-PD's Endless Mode. In SPS-PD they restart the depth, and in the regular dungeon the hero won't keep the items he/she had found and already put in his/her backpack while exploring the depth.
- 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 Spear and Gripping traps for example), they still remain hidden, and the hero must specifically search their tile, for them to become visible. There is a happy bug in SPS-PD, as when the hero is asked to move to any place of the depth, he/she will avoid hidden trap tiles and will make a circle around them to get to to his/her destination, or will just not go, if the path is completely blocked by a trap, hidden or not.
- Storm traps create a blob 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 depth without unidentifying their depth, like they used to do previously in Shattered PD (they are also rare). 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 depth). All pets fly, so they won't activate any trap and will just hover above them.
Trial Depths Edit
- Main article: Trial Depths
The Book depths from Sprouted PD are renamed to Courage / Power / Wisdom Trial depths, and have also received various changes (with the Book of Heavens / Wisdom Trial being the most changed, as it does not allow falling anymore). All the Trial depths are now revisitable and have become an option in the Challenge book along with the challenges, but only the Wisdom Trial (formerly Book of Heavens) respawns its loot in a new depth arrangement, with the other two only respawning their enemies in the previously visited depth. For details about these changes follow the link above.
- Main article: Wands
10 new wands have been added to Sprouted's wands (Acid, Blood, Charm, Error, Flow, Freeze, Light, Metorite, Rainbow Cannon, Thundercloud), 6 familiar wands have been removed (Amok, Blink, Regrowth, Slowness, Teleportation, Telekinesis) and all the familiar wands that remain have received minor or major changes (Disintegration, Firebolt, Flock, Lightning, Magic Missile). Also, all wands have now a specific permanent sprite, and not a random sprite that will change in each game, like they do in Shattered PD (some of their sprites are different though). The total amount of SPS-PD's wands are now 16. You can follow the link above for details about all these changes.
Weapons - Bombs, Guns, Missile, Thrown Edit
- Main article: Weapons - Bombs, Guns, Missile, Thrown
14 new Gun and Missile weapons and 14 Thrown weapons are added, making the total number of SPS-PD's ranged weapons 28 (or 41 if we also count the 13 bombs). Also, misisle and gun weapons can now be enhanced with different types of ammo, which are crafted in alchemy pots (for the different types of ammo visit the Alchemy - Ammo section link above).
- A full array of Tier 0 to Tier 5 guns has been added in SPS-PD: Sling, Toy Gun, Gunslinger Pistol, Pistol, Blunderbuss, Fusil, Mortar with also the addition of the Pulse Pistol that has a special effect. Also, 5 more missile weapons have been added along with the Booomerang: Centaur Bow, Lzayoi's Thousand Knives, Mini Moai, Ryu's Hadoken, Wooden Shield (the centaur bow and thousand knives deal exceptional damage when upgraded, but the wooden shield and hadoken are basically debuffing items that deal some damage). This makes the total of missile weapons and guns of SPS-PD 14.
- 11 Thrown weapons have been added: EMP Bola, Empty Bomb, Error Ammo, Escape Knife, Huge Shuriken, Poison Dart, Rice Ball, Skull, Smoke, Shatttered Ammo, Wave, and almost all the thrown weapones that have remained from Sprouted PD have their stats, sprites and names somewhat changed. This makes the total of thrown weapons of SPS-PD, familiar and new, 14.
- 9 bomb items have been added (Acid, Build, Dark, Fire, Huge, Ice, Mini, Storm, Two Bombs), which have unique special effects, are all craftable and can be also found/sold in the dungeon. Two other familiar bombs of Sprouted PD, the Dumbling Bomb and the Holy Hand Grenade, are renamed to Holy Bomb and Fishing Bomb and are changed in some of their details. The Soldier class also has the option to summon Bombing Robots by using one of his special skils. This makes the total bomb items of SPS-PD 13.
For details about all of them visit the link above.
Weapons - Melee Edit
- Main article: Weapons - Melee
Many new melee weapons have been added in SPS-PD:
- 18 Regular weapons in all tiers: Assassin's Blade, Blood Harp, Club, Dual Sword, Fight Gloves, Flute, Greatsword, Halberd, Hand Axe, Lance, Mage Book, Nunchakus, Rapier, Scimitar, Triangolo, Trumpet Resonance, War Drum, Whip
- 8 Unique Drop or Rare weapons: Error Weapon, Example Wooden Hammer, Legend of Hyrule, Overload Handcannon, Reimus Goei, Runic Blade, Tekkokagi, Wraith Breath
- 8 Holiday weapons: Brick, Christmas Tree, Firecracker, Hook and Ham, Lollipop, Pumpkin Lamp, Sing jump rap play with basketball and play music, Test Weapon
Adding these to the already existing weapons from Sprouted PD (of which the tier 6 Relic weapons are all more or less renamed), we have a total amount of 49 melee weapons in SPS-PD. Moreover they almost all have a regular, enhanced or holiday attribute, which are similar to enchantments in their effects, but are permanent characteristics of weapons and can't be changed.
SPS-PD's Weapon Enchantments all refer to one of 7 different Elements, and each element governs two enchantments (making them 14 in total), with the couples having somewhat similar but not same effects. None of Sprouted PD's enchantments exists with the same name in SPS-PD, while 10 out of 14 are totally new:
- Dark element: Dark & Weakness
- Earth element: Acid & Earth
- Electricity element: Electric & Shock
- Energy element: Dance & Energy
- Fire element: Fire & Tar
- Light element: Light & Shining
- Water element: Coldwave & Ice
For details about the melee weapons and the weapons enchantments of SPS-PD visit the link above.
All wells have received an important general change in the last update of SPS-PD as now in all well rooms a rare plant also spawns always (Blandfruit, Phase Pitcher or Upgrade Eater). Note that in the Wisdom Trial depth a rare plant spawns in every well room, no matter if the well is active or not, so this depth is totally suitable for farming Blandfruits, Transmutation Items and Upgrade Eater items. All types of wells are also much more common in SPS-PD than they are in Sprouted PD, as in some runs a well might spawn in almost every depth of the regular dungeon (but never more than one on the same depth). There are also some more changes implemented in specific well types:
- The well of Health now fills the whole Dew Vial, even when the vial is upgraded to the capacity of 350.
- The well of Transmutation, like the Transmutation Item, does not necessarily drop the same tier armor or weapon (or an armor of the same weight), and due to the artifacts not being unique drops anymore, the well can rarely drop back the same artifact. Note that wells of Transmutation can transmute potions and scrolls (which is mostly useful for transmuting scrolls of Magical Infusion to scrolls of Upgrade), while Transmutation Items can't.
- The well of Awareness, unlike the scrolls of Magic Mapping and Blue berries, shows hidden doors and hidden traps, loot and keys inside hidden rooms and generally all loot without any omission.
Known Bugs Edit
Special Surprise Pixel Dungeon is still in development, so the existence of bugs is rather expected and in 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. Anyway, these bugs can be considered few for a mod still in development and with a huge amount of new content.
Major bugs Edit
- Fighting with specifically the Lich Dancer chapter boss on depth 20 occasionally makes the game softlock. The save file does not get corrupted, but softlocking might be permanent, meaning that the player can exit the specific run, reenter it, and keep finding the game softlocked. Unfortunately there is no legitimate way around this specific bug, apart from the cheat of force-closing the game's application, which generally deletes the progress on the current depth, and so if the Lich Dancer is the chapter boss that spawns on depth 20, the player can use this way to make the other two chapter bosses spawn instead, when he/she reopens the game's application.
- Sleeping in the Dolya Town hotel room occasionally triggers a game-crashing bug that also corrupts or deletes the run's save file, so better do not take your chances by letting the hero sleep in the hotel room.
Minor bugs Edit
- The Dolya Slate (formerly Otiluke's Journal) when it is used specifically for teleporting the hero to Dolya Town, it can make the game crash and move the player to the main screen. This never corrupts the save file or creates any other big problem, just 50% of the Slate's charges get lost.
- The Dried Rose artifact has four bugs related to it: a) When summoned along with a pet or ally, the ghost can disappear when the hero goes down a depth with the pet/ally but without the ghost and comes back to get it. b) It can also make the game crash if summoned along with a pet in a Challenge depth (the save file might get corrupted). c) The hero might stop finding rose petals before the Dried Rose gets fully upgraded. d) Taking a Sad Ghost along to the Wisdom Trial depth might crash the game (the save file might get corrupted). Note: these bugs existed in previous versions, but they all seem to have become less common in the current version. In any case, you can make good use of this bullet when having the hero equip this artifact.
- 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 orange colored wall tiles. A triggered trap can also spawn specifically on the same tile with the depth 15 ladder making it less recognizable. These are actually elements of flawed map generation and not proper bugs, as they do not affect in any way the gameplay negatively, apart from creating a bit of visual confusion.
- The Rankings screen shows the details of the last run when the player selects any other run, so practically, after a run is completed, only its details are available in the rankings, they are just repeated many times. The only pieces of information available for the other runs are those displayed in the collective screen: run completed with the Amulet or not, manner of completing the game/ending the run, depth of death, hero's level and class.
Happy Bug - Exploit Edit
- In most runs of the Performer class after the Glass Shield buff is first granted, it doesn't wear off at all and it lasts until depth 8, making the Performer's defense constantly high.
- When Playing Rouge class, you can use the Falling attack ability, to charge your damage, simply sit and wait by a wall until it reaches 1000 charges, use your steal gold ability, then attack an enemy (Piranhas and the scarecrow are good choices) this will deal an insane amount of damage to the enemy, and grant you more gold then you'll probably ever need.