[This wiki page describes the recently released version "0.9.3 Halloween". No important change was made in the game messages and depth conditions, apart from the removal of the Arcane climate, but the depth spawning of some important game items like the Skill Kit and the Tome of Mastery has been reshuffled, none of them has been removed though.]
Depth messages, NPCs, Unique items Edit
As the reader will see, most of Sprouted PD's messages in the depths' signposts have been changed, to inform the player about the new unique features of SPS-PD.
1-5: Sewers Edit
|Sewers chapter message|
| The Dungeon lies right beneath the City, its upper levels actually constitute the City's sewer system.
As dark energy has crept up from below the usually harmless sewer creatures have become more and more dangerous. The city sends guard patrols down here to try and maintain safety for those above, but they are slowly failing.
This place is dangerous, but at least the evil magic at work here is weak.
|Depth 1 signpost|
|Welcome to this world. I'm your guide. If this is your first time playing this game, you should open your backpack and use that Random Soul. Pet is strong at the game start, but there are other stronger pets. Try to summon them and feed pet food to them.|
The second part of the mesage means that Random Soul pets are good for the beginning of the game but they are weaker in comparison to the Mob Soul pets.
- First Shopkeeper: Dolya Slate (formerly Sokoban journal).
|Depth 2 signpost|
|The world is based on magic and time. Check your time and survive in the evening.|
The second part of the message is referring to the cycle of night and day in the dungeon, which affects the hero's vision and also the rate of enemies' spawning (lower during the day, higher during the night).
- First Dew Developer: Dew Vial’s first extra abilities, Dew Upgrade Cap +2 (+3 for mages)
|Depth 3 signpost|
|You can create delicious foods by cooking in alchemy. Just make sure you add right number of meat, vegetable, ration, fruit and water.|
- No NPC. Dew Upgrade Cap +3 (+4 for mages)
|Depth 4 signpost|
|Differently with the other worlds, upgrading items won't make them lighter.|
The message means that upgrading most weapons and all types of armor does not lower their strength requirement, like it does in the world of Sprouted PD and the world of other mods.
- No NPC
|Depth 5 signpost|
| Note to all sewer maintenance & cleaning crews: TURN BACK NOW. Some sort of sludge monster has made its home here and several have been lost trying to deal with it.
Approval has been given to seal off the lower sewers, this area has been condemned, LEAVE NOW.
Note that Sewer Goo is one of the three possible chapter bosses and not the only one appearing.
- First Chapter Bosses: Plague Doctor / Sewer Goo / Sewer Heart > Sokoban 1 journal page - portal to depth 51).
6-10: Abandoned Prison Edit
|Abandoned Prison chapter message|
| Many years ago a prison was built here to house dangerous criminals. Tightly regulated and secure, convicts from all over the land were brought here to serve time.
But soon dark miasma started to creep from below, twisting the minds of guard and prisoner alike.
In response to the mounting chaos, the city sealed off the entire prison. Nobody knows what became of those who were left for dead within these walls...
|Depth 6 signpost|
|Pixel-Mart - all you need for succesful adventure. Also a Sweet Home is on sell now.|
- Second Shopkeeper: Sweet Home journal page (formerly Safe Room) - Portal to depth 50. Dew Upgrade Cap +4 (+5 for mages)
|Depth 7 signpost|
|Some test types made by tower are sold in each shop. You can combine two stone ores in the alchemy pot to create a heavy ammo. Also you can try to combine seeds with stone ore.|
This message refers to the type A, B, C etc. guns that are sold in each dungeon shop and to the new alchemy combinations that have become available in SPS-PD and allow the hero to craft special bombs and enhancing ammo for guns.
- Old Wandmaker: Battle or Non-Battle Wand and also Adamant Wand as quest rewards for all classes.
|Depth 8 signpost|
|Being hungry doesn't hurt, but starving does hurt and will reduce your power.|
- No NPC
|Depth 9 signpost|
|There are lots of hidden doors, traps and bad weather in this dungeon. Be careful.|
- No NPC. Dew Upgrade Cap +5 (+6 for mages)
|Depth 10 signpost|
|Warning, here is a military forbidden zone!|
The message refers to TANK, one of the three possible chapter bosses of this depth.
- Second Chapter Bosses: Prison Warden / TANK / Tengu > Skill Kit, Sokoban 2 journal and Tengu challenge pages - Portals to depths 36 and 52. These chapter bosses do not drop the Tome of Mastery anymore.
11-15: Mining Caves Edit
|Mining Caves chapter message|
|The caves, which stretch down under the abandoned prison, are sparcely populated. They lie too deep to be exploited by the City and they are too poor in minerals to interest the dwarves. In the past there was a trade outpost somewhere here on the route between these two states, but it has perished since the decline of Dwarven Metropolis. Only omnipresent gnolls and subterranean animals dwell here now.|
|Depth 11 signpost|
|Pixel-Mart. Spend money, live longer. Also buy a ticket.|
- Third Shopkeeper: Invitation from Town journal page (Dolya Town, formerly Dolyahaven) - Portal to depth 55
- Troll Blacksmiths: Reinforcing and reforging
|Depth 12 signpost|
|Weapons are different. Find one you like and put all upgrades into it. There are three types of armor: light armor, heavy armor, and normal armor.|
- Rune Scholar Lynn: Dew vial’s second extra abilities, Mr. Destructo, Control mobile or Fairy Card also as a reward for the dew mushroom. Dew Upgrade Cap +6
|Depth 13 signpost|
|Make sure you have more buffs and less debuffs.|
- No NPC
|Depth 14 signpost|
|Bombs and darts can only be used once. Use them wisely.|
- No NPC
|Depth 15 signpost|
|DANGER! Heavy machinery can cause injury, loss of limbs or death!|
The message refers to DM-300, but there are two other possible bosses, the Spider Queen and the Hybrid.
- Third Chapter Bosses: DM-300 / Spider Queen / Hybrid > Tome of Mastery, Sokoban 3 journal page - Portal to depth 53. Dew upgrade cap +7 (+8 for mages)
16-20: Dwarven Metropolis Edit
|Dwarven Metropolis chapter message|
|Dwarven Metropolis was once the greatest of dwarven city-states. In its heyday the mechanized army of dwarves has successfully repelled the invasion of the old god and his demon army. But it is said, that the returning warriors have brought seeds of corruption with them, and that victory was the beginning of the end for the underground kingdom.|
|Depth 16 signpost|
|Pixel-Mart. A safer life in dungeon.|
- Fourth Shopkeeper (no unique items sold)
- Imp in either depth 17, 18 or 19: Upgraded ring as reward, Imp's shop at depth 21 becomes available after completing its quest.
|Depth 17 signpost|
|There are more than 30 easter eggs in this game. Try to find them and collect 16 of them.|
|Depth 18 signpost|
|I will add a doctor mob in the next version, if I remember this.|
This addition has been made, it's the Plague Doctor chapter boss on depth 5.
- Dew upgrade cap +8 (+9 for mages)
|Depth 19 signpost|
|As your adventure proceeds, there will be more and more people joining the Downtown.|
The message means that Dolya Town gets more and more populated with NPCs as the hero proceeds further in the game.
|Depth 20 signpost|
|No weapons allowed in the presence of His Majesty!|
The message refers to the King of Dwarves, but in current SPS-PD two more possible chapter bosses have been added to the this depth, the Elder Avatar and the Lich Dancer.
- Fourth Chapter Bosses: Dwarf King / Elder Avatar / Lich Dancer > Sokoban 4 journal page - portal to depth 54. These chapter bosses do not drop the Skill Kit anymore.
21-24: Demon Halls Edit
|Demon Halls chapter message|
|In the past these levels were the outskirts of Metropolis. After the costly victory in the war with the old god dwarves were too weakened to clear them of remaining demons. Gradually demons have tightened their grip on this place and now it's called Demon Halls. Very few adventurers have ever descended this far...|
|Depth 21 signpost|
|Pixel-Mart. Special prices for demon hunters!|
- Imp shop: Trial Books - Portals to depths 31-34. Dew Upgrade Cap +9 (+10 for mages)
|Depth 22 signpost|
As you try to read the sign it bursts into greenish flames.
- No NPC
|Depth 23 signpost|
As you try to read the sign it bursts into greenish flames.
- No NPC
|Depth 24 signpost|
As you try to read the sign it bursts into greenish flames.
- No NPC. Dew Upgrade Cap +10 (+11 for mages)
25-26: First Boss Fight Edit
25. Yog-Dzewa > Ghost Elevator
26. Chocolate Pudding Cup
27-30: Challenge (former Key) depths Edit
27. Forest: Treasure Map - portal to depth 43
28. Prison: Bone - portal to depth 37
29. Caves: Conch shell - portal to depth 38
30. City: Ancient Coin - portal to depth 40
31-33: Trial (former Book) depths Edit
31. Courage Trial: Triforce 1/3, part of portal to depth 35
32. Power Trial: Triforce 1/3, part of portal to depth 35. Second Dew Developer: Dew Vial’s enhanced abilities.
33. Wisdom Trial: Triforce 1/3, part of portal to depth 35
35: Second Boss Fight Edit
35. Shadow Yogs > Orb of Zot - portal to depth 67. Dew Upgrade Cap +13 (+14 for mages)
36-43: Challenge (former Key) Bosses’ depths Edit
36. Tengu Hideout > Adamant Ring
37. Skeleton King > Adamant Weapon
38. Crab King > Adamant Armor
40. Thief King’s Lair > Adamant Ring
43. Treasure Map - Gnoll King > Adamant Ring, Gnoll Clothes
50-55: Otiluke's Journal's depths Edit
50. Sweet Home (former Safe Room)
51. Sokoban puzzle 1 (unique item: Towel)
52: Sokoban puzzle 2 (unique item: Spectacles)
53: Sokoban puzzle 3 (unique item: Auto potion)
54: Sokoban puzzle 4 (unique item: Whistle)
55: Dolya Town (formerly Dolyahaven) - Many NPCs, BossRush Challenge Book > portal to depth 71
[66. Spring Festival Land. This depth is currently removed, but it is planned to be a recurring depth, around the date of the Chinese New Year - Spring Festival celebration.]
67: First Final Battle (also a Sokoban depth) Edit
67. Energy Core - Corrupted Otiluke Mirror > Palantir - portal to depth 99
71, 85: BossRush Challenge Edit
71. BossRush: Many bosses > Four Leaf Mint Necklace, Overload Handcannon, Player Icon, Power Hand - portal to depth 85
85. Endless mode
99: Last Final Battle Edit
99. Zot > Soul Collect Stone - fully completes the game
Note 1: Most of the depth messages that are new in relation to Sprouted PD have many language mistakes that can make comprehension difficult, so they were all edited. Pit Rooms have the same message with Sprouted PD: Note to self: Always leave a teleport scroll in the vault.
Note 2: Depths 1-26 are in succession, with ladders or doorways connecting them with each other. Depths from 27 and on are isolated or connected only thematically and with portals.
Terrain and Depth Feelings Edit
Terrain types Edit
Like in Original PD there are three distinctive types of terrain apart from the regular one and five different depth feelings.
- Chasm depth: Rooms are connected by pathways, made of special flooring. All other tiles sourrounding the rooms and the pathways are chasm tiles.
- Flooded depth: Hallways and rooms are filled with water tiles.
- Vegetation depth: Hallways and rooms are filled with vegetation.
Depth Feelings Edit
Depth Feelings alert the player to special characteristics of the depth's layout. When entering a special depth for the first time, the player will get a text at the bottom-left corner of the screen announcing it. If the player does not receive a depth feeling, the depth will be a regular depth.
- Echo: Your steps echo across the dungeon. This message appears on the Chasm depth.
- Nighttime: You can hear enemies moving in the darkness... The enemies' spawn rates are significantly higher and the hero's vision gets worse. For details about the hero's vision see section just below.
- Secrets: The atmosphere hints that this floor hides many secrets. This message appears at every regular depth (i.e. non-boss) that has more hidden doors/rooms, hidden traps and mimics, independently of the depth's terrain.
- Vegetation: The smell of vegetation is thick in the air. This message appears on the Vegetation depth.
- Water: You hear water splashing around you. This message appears on the Flooded depth.
The Echo, Vegetation and Water depth feelings are mutually exclusive, as they refer to different types of terrain, but the Nighttime and Secrets feelings can coexist with any other feeling (an example to showcase this, even though it will occur very rarely, is that the player can receive the Echo, Nighttime and Secrets feelings one after the other when the hero enters a new depth).
Challenge, Boss and Trial depths always have a specific type of terrain by default, which sometimes resembles one the aforementioned terrains (the Forest Challenge, Prison Challenge and the Power Trial are always vegetation depths, Wisdom Trial is always a chasm depth etc.) but the player never receives a depth feeling message about them.
Light and Darkness / Hero's Vision Edit
Hero's vision is affected by the game clock in the hero's tab (not the device's clock, unlike what is happening in other mods) and it resembles real world vision: from 0:00 to 6:00 (deep night) it will have two tiles range, from 6:00 am to 10:00 (morning) it will have 7 tiles range, from 10:00 to 18:00 (midday and afternoon) 6 tiles range, and from 18:00 to 00:00 (early night) 3 tiles range. 1 turn is 1 game minute, so deep night lasts for 360 turns, morning for 240 turns, midday and afternoon for 480 turns, and early night for 360 turns. A 24-hour game day will take 1440 turns.
Also from 20:00 to 6:00 there is a chance that the dungeon will turn into a "Deep Darkness phase" which is very similar with the "Into Darkness" challenge, when the hero visits a new depth (but not during the hero's stay in a depth already visited). Vision will be anyways restricted to 3 tiles (or 2 tiles after the in-game midnight) but the explored parts of the dungeon will also remain unmapped (reading a scroll of Magic Mapping or eating a Blue Berry is almost obligatory during this phase). The Darkness phase lasts for 600 turns - that is for no more than two depths, unless the hero for an unknown reason is speedrunning while visiting new depths.
Rooms with specific effects - Debuffs due to the Weather Edit
In non-boss and non-challenge depths it is common for some rooms to cause by default a specific effect, and those five of them that are named "weather" by the game debuff every character inside, whether they may be enemy, ally, or the hero. A minor positive side effect of the negative climates is that each of them also removes another harmful debuff, most often considered opposite by common sense. Among the harmful climates, the only really dangerous (and that only in early hero levels) is the Raise Dead climate. This game feature is borrowed from the science fiction RPG "Pioneer" (not a fork, but a sci-fi spinoff of Original PD).
On the other hand there are also two types of room with a permanent positive effect, one familiar and one new: Gardens like in Original PD and many mods grant the Shadowmelded buff, and there is also a new type of room causing a positive effect, the Quiet room that blesses. These rooms do not affect positively enemies. These are the 7 different "climates" of SPS-PD, with the two positive mentioned first, and all the other which are negative afterwards:
- Garden: grants the Shadowmelded buff - decreases hunger rate and makes the hero Invisible, very useful for healing by resting in early hero's levels, when healing items are not yet available or plenty. Game description: "Shafts of light pierce the gloom of the underground garden."
- Quiet: grants the Bless buff - increases by +20% Accuracy and Evasion. Game description: "It's very quiet here."
- Cold: causes the Cold debuff - reduces movement and attack Speed by -10%. This climate also removes the Hot debuff. Game description: "This room is incredibly cold, cold enough to swirl snow into the air while the low temperature slows everyone down."
- Dead Raise: causes the Dead Raise debuff with Summoned Skeletons spawning next to the hero. It happens almost always in rooms with tombstones, and is mostly dangerous in the Sewers and Prison chapters because the skeletons that spawn are similar to those normally found in the Caves (apart from not causing the Silence debuff) and are OP for a hero stil in low level. Conversely, in the depths after the Caves this debuff can turn to a "buff" and be used to farm dew, if the Dew Drop buff is active, as the skeletons remain similar to the Caves’ type, but now the hero is OP for them. In the Courage Trial depth, which is filled with tombstones, this climate as expected can occur often. This climate also removes the Hot debuff. Game description: "Ghosts raise here." This room's debuff is the only among the climate debuffs that can not be obtained in any other way than being inside a room.
- Dry: causes the Dry debuff - reduces Damage caused by the hero by -20%. This climate also removes the Wet debuff. Game description: "The air here is littered with particles of dust, drying out anyone within and reducing their damage."
- Hot: causes the Hot debuff - reduces Defense, allowing +20% more damage to be taken by the hero. This climate also removes the Cold debuff. Game description: "Harsh sunlight beams down within this room, making everything unbearably hot while also reducing the effectiveness of armor."
- Wet: causes the Wet debuff - reduces Accuracy and Evasion both by -10%. This climate also removes the Dry debuff. Game description: "Rain is pouring endlessly here, reducing any creatures' ability to attack or dodge."
All debuffs and the Bless buff last as long as the hero stays inside the room, but fade away 5 turns maximum after he/she exits the room. The only exception is the Shadowmelded buff which lasts for quite a while after the hero leaves the garden.
Note: in previous versions of SPS-PD there was also the Arcane climate, which was granting the Arcane buff, but it has been removed from current SPS-PD.