Pixel Dungeon Wiki
Register
Advertisement

[This wiki page describes the current version "0.9.4 Testers' Party - The Start". 6 new melee weapons have been added in this version, but only two of them, the Key Message holiday weapon and the Empty Bottle unique starting weapon of the Slime Performer skin are easily available in every run. The other four either become available only after the hero defeats Zot (Goblin Shield, Shadow Eater, Special Knuckles) or are a unique drop in the Bossrush challenge (Tengu's Katana). Moreover 4 new religion-themed melee weapons (the Wooden Staff, Holy Water, Prayer Wheel and Stone Cross) have been added in the directly previous version, "Year Hunter". Another secondary change was in the crafting of the tier 6 weapons that now need only 2 magic stones to get spawned and that they don't have a fixed unique enchantment anymore, but a random regular enchantment assigned to them with each generation. Many in-game typos have also been fixed. The ranged weapons of SPS-PD are described in their separate page.]

Melee weapons in general[]

Familiar Stats

  • While they are still unidentified melee weapons show only their Tier assignment (like in Sprouted PD, there is a tier 6, but a tier 0 has also been added in SPS-PD), their Strength Requirement, their expected Min. - Max. Damage, and their Attributes (for this last stat see next subsection below).
  • Like armors, most weapons don't lower their strength requirement at all with upgrades. The Rogue and the Artisan subclass of the follower can equip weapons with a +2 Strength requirement above their current strength though, which is shown when these heroes equip them, and not when the weapons are just available in his backpack. Generally, equipping weapons of higher strength requirement limits attack speed and accuracy in a cosiderable degree and can be very punishing in depths with evasive and quick enemies like the Dwarven Metropolis, even if the weapon is just +1 higher. Don't do it, and if you get debuffed by a Dwarf Warlock get cured immediately by drinking a potion of Mending or by using the Clean option of the dew vial. On the other hand, each point of the hero's excess strength adds +1 to the equipped weapon's max. damage like in Original PD.
  • As a side note, in SPS-PD the damage range of the hero is almost always equal to the damage range of their equipped weapon (which also gets +1 bonus damage per point of excess Strength like in Original PD) or of their equipped ring of Force if the hero is unarmed, unless he/she is unarmed without a ring of Force equipped. In that specific case the damage dealt by the hero will be always a flat 1-7, regardless of current strength. In regular runs no hero will remain unarmed for long without a ring of Force equipped obviously, but this bullet's info is specifically useful for players who will decide to do an "Abrasion Challenge" run, in which all melee weapons get self-destroyed after 100 hits.
  • After melee weapons get identified they also show their Accuracy, Delay and Range. Most hero skins start with Accuracy 10, which increases by 1 with each level up, and in any case the Weapon's Accuracy functions as a multiplier for the hero's current accuracy (so a weapon with an accuracy of 0.8 will turn an accuracy of 10 to 8, and with an accuracy of 1.2 to 12). On the other hand, all hero skins without any exception for a skin or a subclass have an Attack Speed of 1, and the Weapon's Delay also functions as a multiplier for that (so a weapon with an delay of 0.8 will turn an attack speed of 1 to 0.8, and with a delay of 1.2 to 1.2). When the hero's attack speed ends up having decimal digits, there are no half or quarter attacks dealt obviously, but attack turns get skipped or extra turns added. For example a weapon with delay of 0.5 will allow the hero to attack twice in every attack turn, and a weapon with delay 1.5 will make the hero skip an attack turn after two successive hits. Lastly, all hero skins and classes start with an attack range of 1 (the Joker subclass of the performer gets +1 range though), and the Weapon's Range functions as a multiplier for that as well (so weapon with range 2 will turn the hero's range to 2).

Attributes

  • Melee weapons in SPS-PD are also differentiated by the existence of attributes, which are displayed as single words under a weapon's description. All regulars weapon have one of the six available tier 1, 2, 4, 5 plain attributes or the six available tier 3 enhanced attributes and there are also many extra attributes in rare, unique and holiday weapons. Lastly, 11 new weapon enchantments are added and all the familiar enchantments of Original PD and Sprouted PD have been removed as far as their exact function is concerned, but very few of them still remain with their name and some of their functions' details changed. Note also that it is now impossible to identify a weapon through use. Weightstones have been changed and enchant (without upgrading) weapons rather than balancing them, and cannot be used on armors. They can't also be used on tier 6 weapons and guns, and in that part they have the same limitations as the scroll of Magical Infusion.

Damage scaling and tiers, other stats scaling

  • Melee weapon upgrades in SPS-PD are rather chaotic and work differently than all the other mods: a weapon’s tier will not determine a fixed degree of damage scaling for all the weapons of the same tier, but rather each weapon has its own specific damage scaling, meaning that its scaling is just probable to be better, if it belongs to a higher tier (for example the tier 1 Short Sword has a better damage scaling with upgrades than all the tier 1, 2 and 3 weapons and even than some of the tier 4 and 5, while all tier 6 weapons have a mediocre damage scaling).
  • Additionally, melee stats like Accuracy, Attack Delay and Range of some weapons improve with upgrades, but for most of the melee weapons they don’t, and although generally upgrades don’t lower the strength requirement for a weapon, in three cases they do (Magic Book, Hand Axe, Runic Blade). That being said, generally all tier 1 weapons are good enough for the Sewers and some of them for further on, all tier 2 weapons for the Prison and some of them for further on etc. In SPS-PD tier 5 weapons are as good as tier 6 weapons for end-game though, and they can be considered even better than them, in the sense that they get upgraded more easlily, as both the scrolls of Magical Infusion and Upgrade can be used on them.
  • A note about the three weapons that their Strength Requirement is lowered with upgrades (Hand Axe, Magic Book, Runic Blade): due to a minor bug, the game description window doesn't take that into account and always mentions the excess strength based on the original strength requirement. For example in the case of the Magic Book this is rather misleading, as a hero with 18 Strength and a Magic Book capped with dew at +10 - so with a Str. req. of 1 from an original 10, will be getting a +17 damage bonus instead of the +8 mentioned in the game description.

Types

  • The melee weapons of SPS-PD are 64 in total with 40 of them being new, in the sense that they don't exist in Sprouted PD (some of them are borrowed from other mods, but many of them are totally original for the PD context). They are divided in four big categories: a) 34 Regular weapons, which spawn regularly as loot and are sold randomly in the shops of the main dungeon, b) 16 Rare or unique weapons which are either unique quest rewards, unique enemy drops, available only to a specific hero skin, sold only in Dolya Town or rare drops from a specific item, c) 5 Relic weapons, which are all adaptations of Sprouted PD's tier 6 relic weapons, and d) 9 Holiday weapons, that deal low damage and basically pay tribute to different world cultures or holidays.
  • Wells of Transmutation and Transmutation Items (they function like Phase Pitchers did previously) give back a weapon of a random tier and not necessarily of the same tier, but never a holiday weapon or a unique weapon like the Reimus Goei, Tekkokagi, Wraith Breath or the Runic Blade, even if another holiday/unique weapon is transmuted. Also, most unique weapons like the Boomerang, Centaur Bow etc., guns and the tier 6 weapons cannot get transmuted at all.
  • All melee weapons are stored in the main inventory or in the Portable Scarecrow container, after the hero obtains it, with the only exception of the pickaxe, which is considered mostly a mining item and is always stored in the main inventory.
  • A wand cannot be equipped by Battlemages anymore, so it is absent from the following lists.

Tier 1 weapons - Str. 10[]

[Note: All weapon attributes are described near the end of this page, apart from tier 3 enhanced attributes, which are weapon-specific and so they are described for each weapon in particular. Also, only melee weapons that are starting items of specific skins have been mentioned below. For the ranged weapons which are starting items of specific skins you can visit SPS-PD's Ranged Weapons page.

Dagger[]

Dagger
Dagger
A simple iron dagger with a well worn wooden handle. Watabou

[Level 0] Damage: 1-7 | Damage scaling: +2 / +2

Attribute: Puncture | Accuracy, Delay, Range: 1 | Stat scaling: +0.2 Accuracy per level, Other two None

It is the starting melee weapon of the Classic rogue, Gnoll mage, Archer & Maid huntress, Undead rogue, and Protoss follower skins (Maid starts with a +1 dagger, and Protoss with a +2). Its Accuracy stat increases by +0.2 per upgrade but stops increasing at 4. Keep in mind that unlike Shattered PD it is not a weapon more effective against unaware enemies.

Knuckleduster[]

Knuckleduster
Knuckleduster
A piece of iron shaped to fit around the knuckles. Watabou

[Level 0] Damage: 1-10 | Damage scaling: +2 / +2

Attribute: Cripple | Accuracy, Delay, Range: 1 | Stat scaling: -0.05 Delay, +1 Range per level, Accuracy None

It is the starting melee weapon of the Classic and Taurcen huntress skins. Its Attack Delay stat decreases by -0.05 per upgrade but stops decreasing at 0.4. Keep in mind that unlike most mods when unupgraded it is not a quicker weapon but a tier 1 weapon with just higher max damage, and it becomes the melee weapon with the highest attack speed in SPS-PD only when highly upgraded.

Magic Book[]

Magic Book
Magic Book
A magic book from tower. It is hard to read. Coconut

[Level 0] Damage: 1-6 | Damage scaling: +1 / +1

Attribute: Blunt | Accuracy, Delay, Range: 1 | Stat scaling: None of these, but -1 Str. req. per level

It is the Classic Mage's starting weapon. It has the interesting extra feature that its Strength requirement decreases by 1 per level and caps at 1 Str. Due to a minor bug, the game description window doesn't take that into account and always mentions the excess strength based on the original strength requirement, which can be from a little to rather misleading, as a hero with 18 Strength and a Magic Book capped with dew at +10 - so with a Str. req. of 1 from an original 10, will be getting a +17 damage bonus instead of the +8 mentioned in the game description.

Short Sword[]

Short Sword (YAPD)
Short Sword
It is indeed quite short, just a few inches longer, than a dagger. Watabou

[Level 0] Damage: 1-10 | Damage scaling: +5 / +5

Attribute: Rupture | Accuracy, Delay, Range: 1 | Stat scaling: None

It is the starting weapon of the Classic warrior skin. It has a remarkable for a tier 1 weapon scaling of +5/+5 per level, higher than the damage scaling of all tier 1, 2, 3 weapons and even than some of the tier 4 and 5 weapons. As a consequence, unlike all the other tier 1 weapons, it can be very efficient against enemies even in end-game.

Triangolo[]

Triangolo
Triangolo
A percussion instrument made of thin steel bars bent into a triangle. A crisp and melodious sound is produced when struck with a metal bar. ??

[Level 0] Damage: 1-10 | Damage scaling: +2 / +2

Attribute: Resonance | Accuracy, Delay, Range: 1 | Stat scaling: Range +1 per level, Other two None

It is the starting weapon of the Classic & Lion Dancer Performer skins. Its Range stat increases by +1 per upgrade but stops increasing at 4.

Wooden Staff[]

Short staff NNYPD
Wooden Staff
A staff carved from special wood that can be enchanted. Dachhack

[Level 0] Damage: 1-10 | Damage scaling: +2 / +2 | Charges 8

Attribute: Accumulate | Accuracy: 0.8, Delay, Range: 1 | Stat scaling: Accuracy +0.05 per level, Delay -0.05 per level

It is the starting weapon of the Classic Follower and Emcee Mage skins. Accuracy starts low but gains +0.05 per level and caps at 1.2. Attack Delay decreases by -0.05 per level, but only after accuracy is capped, and caps at 0.8.

Tier 2 weapons - Str. 12[]

Dual Sword[]

Dual Sword
Dual sword
Two razor sharp blades for more damage. Bilboldev

[Level 0] Damage: 2-12 | Damage scaling: +3 / +3

Attribute: Puncture | Accuracy, Delay, Range: 1 | Stat scaling: All (see below)

This weapon has the interesting feature that all its basic stats improve with upgrades, while these improvements are codependent. Accuracy gains +0.05 per level and caps at 1.2. Attack Delay decreases by -0.05 per level, but only after accuracy is capped, and caps at 0.8. Range increases by +1 per level, but only after delay is capped, and caps at 2.

Fight Gloves[]

Fight Gloves
Fight Gloves
Such a weapon was formed by simple leather and metal tips. Juh9870

[Level 0] Damage: 2-12 | Damage scaling: +1 / +1

Attribute: Blunt | Accuracy, Delay, Range: 1 | Stat scaling: Accuracy & Range (see below)

Its Accuracy stat gains +0.05 per level and caps at 2. Range also gains +1 per level, but only after accuracy reaches 1.45, and caps at 2.

Flute[]

Pet Whistle
Flute
The flute is a family of musical instruments in the woodwind group. Wikipedia

[Level 0] Damage: 2-9 | Damage scaling: +1 / +2

Attribute: Resonance | Accuracy, Delay: 1, Range: 2 | Stat scaling: All (see below)

This weapon has also the interesting feature that all its basic stats improve with upgrades, while these improvements are codependent. Accuracy gains +0.05 per level and caps at 1.1. Attack Delay decreases by -0.05 per level, but only after accuracy is capped, and caps at 0.9. Range decreases by +1 per level, but only after delay is capped, and caps at 3.

Hand Axe[]

Handaxe
Hand Axe
A light axe, most commonly used for felling trees. The wide blade works well against foes as well. 00-Evan

[Level 0] Damage: 2-12 | Damage scaling: +4 / +5

Attribute: Rupture | Accuracy, Delay, Range: 1 | Stat scaling: Accuracy +0.1, also -1 Str. req. per level

Its Accuracy stat gains +0.1 per level and caps at 1.5. Strength Requirement also starts decreasing by -1 per level, but only after accuracy caps, to a minimum of 10. Due to a minor bug, the game description window doesn't take that into account and always mentions the excess strength based on the original strength requirement, but in the case of this weapon it isn't very misleading, because the hidden excess strength bonus can be 2 at most.

Mace[]

Mace
Mace
The iron head of this weapon inflicts substantial damage. Watabou

[Level 0] Damage: 2-15 | Damage scaling: +3 / +3 | Charges 11

Attribute: Accumulate | Accuracy: 0.8, Delay, Range: 1 | Stat scaling: Accuracy +0.05 per level, Delay -0.05, per level, Delay +1 once

Like the Dual Sword and Flute, all its basic stats improve with upgrades, while these improvements are codependent. Accuracy starts low but gains +0.05 per level and caps at 1.2. Attack Delay decreases by -0.05 per level, but only after accuracy is capped, and caps at 0.8. Range increases by +1 per level, but only after delay is capped, and caps at 2. Players should note that although this weapon exists in Original PD and many other mods, none of its stats, including its tier (it is 3 in Original PD and most other mods), has remained the same in SPS-PD.

Spear[]

Shattered-Spear
Spear
A slender wooden rod tipped with sharpened iron. Watabou

[Level 0] Damage: 2-12 | Damage scaling: +3 / +5

Attribute: Cripple | Accuracy: 1, Delay: 1.5, Range: 2 | Stat scaling: Delay -0.05, Range +1

It is the starting weapon of the Heavy Infantry Warior skin. Its Attack Delay stat decreases by -0.05 per level and caps at 1.2. Range also increases by +1 per level, but only after delay is capped, and caps at 3.

Tier 3 weapons - Str. 14[]

Holy Water[]

Holy Water
A potion of blessed water. ???

[Level 0] Damage: 3-20 | Damage scaling: +3 / +4 | Charges 14

Attribute: Accumulate | Accuracy: 0.8, Delay, Range: 1 | Stat scaling: Accuracy +0.05 per level, Delay -0.05 per level

Accuracy starts low but gains +0.05 per level and caps at 1.2. Attack Delay decreases by -0.05 per level, but only after accuracy is capped, and caps at 0.8. The Accumulate+ attribute heals instead of dealing higher damage when the weapon gets fully charged after 14 successful hits and can even overfill the hero's max HP. 

Nunchakus[]

Nunchakus
Nunchakus
The nunchakus are characterized in that the nunchakus also include a connection section connected with the connection rope. Hmdzl001

[Level 0] Damage: 3-16 | Damage scaling: +2 / +4

Attribute: Blunt+ | Accuracy, Delay, Range: 1 | Stat scaling: Delay -0.05, Other two None

Its Attack Delay stat decreases by -0.05 per level and caps at 0.75. The Blunt+ attribute causes the Holy Stun debuff for 2 turns to enemies instead of the regular Stun of blunt weapons, from which enemies cannot break out of prematurely by receiving damage or for any other reason. This attribute is unique to the Nunchakus.

Rapier[]

Rapier
Rapier
A thin, long and sharp weapon. Snof33

[Level 0] Damage: 3-14 | Damage scaling: +3 / +3

Attribute: Puncture+ | Accuracy, Delay: 1, Range: 2 | Stat scaling: None

It is the starting weapon of the Merchant follower skin. Its Puncture+ attribute pulls the hero towards the target when attacking with the Rapier, in addition to dealing bonus damage. This attribute is unique to the Rapier.

Scimitar[]

Scimitar
Scimitar
A thick curved blade. Its shape allows for faster, yet less powerful attacks. 00-Evan

[Level 0] Damage: 3-16 | Damage scaling: +3 / +4

Attribute: Rupture+ | Accuracy, Delay, Range: 1 | Stat scaling: Accuracy: +0.025, Delay: -0.05

Its Accuracy stat is increased by +0.025 per level and caps at 1.5. Attack Delay is also decreased by -0.05 per level and caps at 0.8. Note that these stat improvements aren't codependent like it happens in most other cases, but the increases happen simultaneously. Its Rupture+ attribute causes 30% Armor Break for 5 turns in addition to Bleeding and is unique to the Scimitar.

War Drum[]

War Durm
War Drum
The drum is a member of the percussion group of musical instuments. Wikipedia

[Level 0] Damage: 3-13 | Damage scaling: +3 / +5

Attribute: Resonance+ | Accuracy, Delay: 1, Range: 2 | Stat scaling: None

With the Resonance+ attribute damage Resonates through up to Two enemies, instead of only those that are right next to the target. In other words, damage hits enemies that are adjacent to enemies that are adjacent to the target. It can also cause Vertigo to the adjacent enemies. This attribute is unique to the War Drum.

Whip[]

Whip
Whip
While the barbed length of rope at the end of this weapon deals poor damage, its reach cannot be matched. 00-Evan

[Level 0] Damage: 3-13 | Damage scaling: +3 / +4

Attribute: Cripple+ | Accuracy, Delay: 1, Range: 2 | Stat scaling: Accuracy + 0.05, Range +1

It is the starting weapon of the Explorer mage skin (upgraded to +2). The Cripple+ attribute causes Rooting for 1 turn instead of crippling and this is unique to the Whip. The Accuracy stat is increased by +0.05 per level and caps at 1.3. Range is increased by +1 per level, but only after accuracy caps, with its max at 3.

Tier 4 weapons - Str. 16[]

Assassin's Blade[]

Assassin's Blade
Assassin's Blade
A small wavy blade made of obsidian, difficult to use despite being lightweight, but deadly if it finds the right mark. 00-Evan

[Level 0] Damage: 4-22 | Damage scaling: +3 / +5

Attribute: Puncture | Accuracy, Delay, Range: 1 | Stat scaling: None

Despite that its name and sprite are borrowed from Shattered PD, keep in mind that it is not a weapon more effective against unaware enemies. Instead it has a random chance to deal Extra Damage between a fourth and a half of its current damage. 

Battle Axe[]

Battle Axe (SPS-PD)
Battle Axe
A small wavy blade made of obsidian, difficult to use despite being lightweight, but deadly if it finds the right mark. 00-Evan

[Level 0] Damage: 4-22 | Damage scaling: +1 / +7

Attribute: Rupture | Accuracy, Delay, Range: 1 | Stat scaling: Accuracy +0.05, Delay -0.05

Its Accuracy stat gains +0.05 per level and caps at 1.2. Attack Delay is also decreased by -0.05 per level, but only after accuracy caps, with its max decrease at 0.9.

Club[]

Club
Club
A simple heavy wooden weapon. Snof33

[Level 0] Damage: 4-22 | Damage scaling: +2 / +5

Attribute: Blunt | Accuracy, Delay, Range: 1 | Stat scaling: Accuracy +0.05, Other two None

Its Accuracy stat gains +0.05 per level and caps at 1.5.

Glaive[]

Glaive
Glaive
A polearm consisting of a sword blade on the end of a pole. Watabou

[Level 0] Damage: 4-22 | Damage scaling: +1 / +8

Attribute: Cripple | Accuracy: 1, Delay: 1.75, Range: 2 | Stat scaling: Delay -0.05, Other two None

It is the starting weapon of the Samurai rogue skin (all rogues have the strength requirement of weapons decreased by -2 by default, and the Samurai specifically starts with 14 strength). Its Attack Delay stat decreases by -0.05 and caps at 1.4.

Prayer Wheel[]

Prayer Wheel
A simple prayer wheel.  ???

[Level 0] Damage: 4-27 | Damage scaling: +3 / +6 | Charges 17

Attribute: Accumulate | Accuracy: 0.8, Delay, Range: 1 | Stat scaling: Accuracy +0.05 per level, Delay -0.05 per level

[Note: A prayer wheel is a cylindrical wheel on a spindle made from various types of material and is a religious item mostly used by Tibetan Buddhists. You can read more details about it here.]

Accuracy starts low but gains +0.05 per level and caps at 1.2. Attack Delay decreases by -0.05 per level, but only after accuracy is capped, and caps at 0.8.

Trumpet[]

Trumpet Resonance
Trumpet
A trumpet is a brass instrument commonly used in classical and jazz ensembles. Wikipedia

[Level 0] Damage: 4-18 | Damage scaling: +2 / +7

Attribute: Resonance | Accuracy, Delay: 1, Range: 2 | Stat scaling: None

No other info than the stats already displayed in the game description box are relevant for this weapon.

Tier 5 weapons - Str. 18[]

Harp[]

Blood Harp
Harp
The harp is a stringed musical instrument that has a number of individual strings running at an angle to its soundboard; the strings are plucked with the fingers. Wikipedia

[Level 0] Damage: 5-24 | Damage scaling: +3 / +6

Attribute: Resonance | Accuracy, Delay: 1, Range: 2 | Stat scaling: None

This weapon was recently retextured and slightly renamed (it lost the "Blood" first part that it used to have).

Greatsword[]

Greatsword (SPS-PD)
Greatsword
This towering blade inflicts heavy damage by investing its heft into every swing. 00-Evan

[Level 0] Damage: 5-30 | Damage scaling: +4 / +5

Attribute: Rupture | Accuracy, Delay, Range: 1 | Stat scaling: None

No other info than the stats already displayed in the game description box are relevant for this weapon.

Halberd[]

Halberd YAPD
Halberd
Some day, someone had a brilliant idea about combining reach of the spear with brutality of an axe. Consideredhamster

[Level 0] Damage: 5-49 | Damage scaling: +5 / +5

Attribute: Cripple | Accuracy: 1, Delay: 2, Range: 2 | Stat scaling: Delay -0.05, Other two None

The Attack Delay stat decreases by -0.05 and caps at 1.5.

Lance[]

Lance
Lance
The stout iron bars are connected to the huge cones, forming such a weapon. Hmdz001

[Level 0] Damage: 5-30 | Damage scaling: +3 / +5

Attribute: Puncture | Accuracy, Delay, Range: 1 | Stat scaling: None

No other info than the stats already displayed in the game description box are relevant for this weapon.

Stone Cross[]

Stone Cross
A huge cross made by stone. Coconut

[Level 0] Damage: 5-37 | Damage scaling: +2 / +7 | Charges 20

Attribute: Accumulate | Accuracy: 0.8, Delay, Range: 1 | Stat scaling: Accuracy +0.05 per level, Delay -0.05 per level

[Note: A stone cross is usually a bulky Christian monument of Central Europe, that is almost always hewn from a single block of stone. You can read more details about it here.]

Accuracy starts low but gains +0.05 per level and caps at 1.2. Attack Delay decreases by -0.05 per level, but only after accuracy is capped, and caps at 0.8.

War Hammer[]

War hammer
War Hammer
Few creatures can withstand the crushing blow of this towering mass of lead and steel, but only the strongest of adventurers can use it effectively. Watabou

[Level 0] Damage: 5-30 | Damage scaling: +3 / +6

Attribute: Blunt | Accuracy, Delay, Range: 1 | Stat scaling: Accuracy +0.05, Other two None

Its Accuracy stat gains +0.1 per level and caps at 2.

Rare or Unique weapons - Various tiers and str. req.[]

The weapons of this section are neither sold, found or dropped as loot by regural enemies on depths 1-24, and are either unique rewards, unique enemy drops, unique skin items or rare drops from a specific item.

Tier 0, Str. 0 - Error Weapon[]

Error weapon
Error Weapon
It is an error...

error

This tier-0 melee weapon deals 0-0 damage and requires 0 strength to use properly.

This is a very rare weapon. It is available as a probable drop only after the "Chaos error" message is randomly displayed by the Robot HEART artifact and only at level +10 of the artifact. The Error Weapon doesn't deal steadily direct melee damage even after getting highly upgraded, but applies consistently with each hit randomly one of the Bleeding / Caustic Ooze / Charmed / Crippled / Paralysis / Rooting / Vertigo debuffs (for those that have a fixed duration, all for 3 turns), and also has the Grim attibute, although it is not named as such in the game description, meaning that after some no direct damage hits it insta-kills all regular enemies and deals very heavy damage to all Bosses and Minibosses, from 12.5% up to 25% of their max HP (in this sense the game description is slightly inaccurate). It might not seem suitable due to its lack of steady direct damage, but it is a solid choice against all chapter bosses with few or no minions. It is not very suitable against big bosses or chapter bosses with many minions though, as its "Grim" attribute doesn't proc often enough for the many minions that spawn in these fights. To be exact, the Grim attribute of the weapon is named by the game, but only after first insta-killing an enemy with this weapon, as it grants the "Killed by a Grim weapon" badge.

Tier 0, Str. 8 - Empty Bottle[]

Empty bottle SPS-PD
Empty Bottle
An empty bottle. ???

[Level 0] Damage: 0-10 | Damage scaling: +1 / +1

Attribute: Resonance, Fragile - Critical | Accuracy, Delay, Range: 1 | Stat scaling: None

It is the starting melee weapon of the Slime Performer skin and can not be obtained by any other class or skin. Its Fragile attribute means that approximately after 100 hits / one depth is completed it gets self-destroyed (it also gives a warning that it is about to break at approximately 80 hits). Its attribute of it getting self-destroyed makes the Slime skin even more difficult to survive in very early game, as this is the only weapon item that the Slime skin has available by default.

Tier 0, Str. 8 - Example Wooden Hammer[]

Example Wooden Hammer SPS-PD
Example Wooden Hammer
A simple wooden hammer. Luigi

[Level 0] Damage: 1-10 | Damage scaling: +1 / +1 [gains 2 levels per upgrade]

Attribute: Blunt, Fragile - Critical | Accuracy, Delay, Range: 1 | Stat scaling: None

This is also a rather rare weapon. It is available as a random drop only to the Plumber Soldier skin when he uses the "Hit" option of his unique "Mushroom Kingdom's ? Box". It has the fragile attribute, meaning that it gets self-destroyed after a finite amount of hits (approximately after one depth is completed / 100 hits), and also deals minimal damage, so it is more an Easter Egg - reference to the Mario Brothers game than an actually useful weapon.

Tier 1, Str. 10 - Legend of Hyrule[]

Legend of Hyrule SPS-PD
Legend of Hyrule
Legendary weapon in Hyrule.

[Level 0] Damage: 1-10 | Scaling: +2 / +4

Attribute: None | Accuracy, Delay: 1, Range: 1 or 4 (for details see below) | Stat scaling: None

It is the starting melee weapon of the Ninja Rogue skin and can not be obtained by any other class or skin. It has no weapon attibute but with each hit it can randomly: a) cause Bleeding, Cripple or Stun enemies, b) make them drop sometimes thrown weapons and less often various bomb types in addition to their regular loot (but not any other uncommon loot), c) harm also adjacent enemies or d) grant the Alien Shield buff to the hero (100% damage absorption for 1 enemy hit). Its range is rather peculiar as it can either be 1, when the Ninja is not in full health, or 4 when he has his HP full. It also has a weak ranged attack, the Courage Boomerang, that can cause Vertigo to enemies, which is mostly useful not because of its minimal damage but because of the vertigo effect, as the Ninja can hit the dazed wandering enemy from afar, when the 4 tiles range of his weapon are available. Also with each turn the weapon gets 1 charge and when almost fully charged (25 or more of 30 max charges) it gives the option of "Wisdom Protect" which grants the Wisdom Reflection buff for 2 turns, which deflects to the attacker any received damage, and also the Illuminated buff for 2 turns. This weapon is also already reinforced with adamantite, and is enchantable with weightstones unlike other unique starting weapons. Players who like its variety of effects can even consider using it as an end-game weapon in a Ninja Rogue run, as its damage scaling of +2/+4 is decent, but certainly there are alternatives with better damage scaling for end-game.

[Note: Although it is listed here because it is unique to the Ninja Rogue skin, unlike all the other weapons of this list it is very easily available, by the player just starting a Ninja Rogue run. The weapon's name is most probably a reference to the Land of Hyrule, the kingdom that serves as the general setting for the majority of games in the Zelda series, and its sprite most probably an abstract depiction of the Link Hylian sword and shield in the same game series.]

Tier 1, Str. 10 - Special Knuckles[]

Knuckleduster
Special Knuckles
A powerful knuckleduster blessed by the Knuckles sect. [Its actual sprite in-game is a bit darker.]

[Level 0] Damage: 1-10 | Scaling: +2 / +3

Attribute: Blunt, Block | Accuracy: 2, Delay: 0.5, Range: 2 | Stat scaling: None

It only becomes available after Zot is defeated as a random gift by the Shower NPC in Dolya Town. Although it is a buffed version of the plain Knuckleduster, at the time that the hero will start having access to it, all meaningful fighting in the dungeon will be essentially over.

Tier 1, Str. 10 - Tekkokagi[]

Tekkokagi
Tekkokagi
A ninja weapon. It looks like the claws from wolverine. TypedScroll

[Level 0] Damage: 1-10 | Damage scaling: +1 / +1

Attribute: Deadly | Accuracy, Delay, Range: 1 | Stat scaling: None

It is a unique weapon only obtainable from the 100th Ninja Assassin killed throughout the game. Its Deadly attribute has a 30% chance to deal damage from 25% to 50% of the enemy's max HP, but this seems to happen less often than the 30% chance described in the game code and otherwise the weapon will deal its regular low damage. Due to the high number of Ninja Assassins needed, if the player wants the hero to obtain this weapon, this can be only practically achieved by farming ninjas in Tengu's Hideout. At the point that hero will be able to do that, this weapon won't be really useful though. Killing an enemy with this weapon also grants the "Killed by a Grim weapon" badge, although it does not insta-kill enemies, but only deals very high damage to them.

Tier 2, Str. 12 - Tengu's Katana[]

Weapons tier 2 Fushigi No
Tengu's Katana
Tengu's Katana

[Level 0] Damage: 2-8 | Damage scaling: +2 / +4

Attribute: Rupture, Block | Accuracy: 1.2, Delay: 0.8, Range: 1 | Stat scaling: None

It is a unique drop by the Young Tengu boss in the bossrush challenge. Its stats are very nice for a tier 2 weapon, but the hero will most probably have already started having access to weapons of higher tier and better damage output by the time he/she will be fightning Young Tengu.

Tier 2, Str. 12 - Wraith Breath[]

Wraith Breath
Wraith Breath
..................-- .

....

[Level 0] Damage: 2-10 | Damage scaling: +3 / +4

Attribute: None | Accuracy: 0.75, Delay: 1, Range: 4 | Stat scaling: None

A unique weapon with an impressive range but low accuracy, only obtainable as a drop by the Dried Rose's Sad Ghost after dying. It may cause the Vertigo and Terror debuffs on its target, and is generally imitating a Wraith's attack. Not to be confused with the Wave thrown weapon, with which they share the same sprite.

Tier 0, Str. 14 - Pickaxe[]

Pickaxe
Pickaxe
This is a large and sturdy tool for breaking rocks. Probably it can be used as a weapon.

[Level 0] Damage: 10-22 | Damage scaling: +3 / +3

Attribute: "Acid/Venomous enchantment" or "Rupture" | Accuracy: 1, Delay: 1, Range: 1 | Stat scaling: None

A unique item and weapon only obtainable from the Troll Blacksmith on depth 11 after the hero takes up his quest. It is mostly useful for the Troll Blacksmith's quest but due to it stats it can also serve as a weapon for the Caves. It is now upgradeable and similar to a tier 3 weapon, as it has a strength requirement of 14, deals 10-22 base damage, and has a damage scaling of +3/+3 with upgrades. Nevertheless by the game it is still considered mostly a mining item, so it is stored in the main inventory and not in the portable scarecrow container.

After some hits it functions as permanently having either the Rupture attribute by causing enemies to Bleed on hit, the Acid enchantment by applying Caustic Ooze to them, or as having the otherwise unobtainable Venomous enchantment by Poisoning them on hit. This becomes evident in-game while using the pickaxe in battle, but it is not shown in the game description, as the only stat the Pickaxe's game description shows is its strength requirement and its current level. Note also that after any of these attributes first procs it will become the permanent attribute of the pickaxe, and the other two debuffs won't be getting applied at all. Moreover, in comparison to the other weapons with the same strength requirement, the tier 3 weapons, it deals more base damage than all of them at level 0 and has the same damage scaling as the Rapier, but worse than the Nunchakus, Scimitar, War Drum and the Whip, so it is an equally good choice to be used as a main weapon, if the hero was unlucky enough with the weapon drops until he/she meets the Troll Blacksmith to have only low tier and low damage weapons already available.

Tier 3, Str. 14, - Goblin Shield[]

Goblin Shield
A shield from a goblin.

[Level 0] Damage: 3-16 | Damage scaling: +2 / +4

Attribute: Block, Wonder | Accuracy: 1, Delay: 1, Range: 1 | Stat scaling: None

[Note: the Goblin Shield's image will be soon uploaded to the wiki.]

It only becomes available after Zot is defeated as a random purchase by the Shield Goblin NPC in Dolya Town for 3,000 gold. It has the very interesting Wonder attribute that it gets charged with melee hits to the max of 10/10 charges and then applies randomly one of many game debuffs, or produces one of some harmful blobs, or deals increased damage, or grants the Recharging buff (so its attribute could be also named "very Unstable"). That said, like the Special Knuckles at the time that the hero will start having access to it, all meaningful fighting in the dungeon will be essentially over, and unlike the Special Knuckles it also costs 3,000 gold for being basically unnecessary.

Tier 3, Str. 14 - Reimus Goei[]

Reimus Goei
Reimus Goei
A new Goei. You can perform with it an exorcism. Ren evil killer

[Level 0] Damage: 4-15 | Damage scaling: +1 / +3

Attribute: Accumulate | Accuracy, Delay: 1, Range: 2 | Stat scaling: None

A unique quest reward given by Ren in Dolya Town, when the hero interacts with him after having obtained all four challenge reward bags (the fact of whether they had been opened already or not is irrelevant, all four of them just have to be already generated). It has an automatic special attack that deals extra damage to Demonic and Undead enemies (the exorcism the game message is talking about) and also decreases their damage in the specific turn it procs by 75%, but it needs 30 hits>charges in order to proc, while also the weapon is not very strong in its regular damage, so by the time the hero will be able to get it from Ren, the Reimus Goei will most probably not be particularly useful. Although it existed long before the addition of the religiously inspired weapons, it now belongs to their group, as it shares with them the Accumulate attribute (but unlike all of them it has no real world equivalent with the same name).

Tier 3, Str. 14 - Spork[]

Spork (SPS-PD)
Spork
Is it a spoon? Is it a fork? It is neither and it is both. Mobs better respect! Dachhack

[Level 0] Damage: 3-12 | Damage scaling: +2 / +3

Attribute: Binge | Accuracy, Range: 1, Delay: 0.8 | Stat scaling: None

A unique quest reward obtained from the Rat King on depth 5 after the hero kills the Life Bandit on depth 9. In comparison to its Sprouted PD equivalent it has the extra attribute of Binge, which heals the hero in a minor degree but consistently with each hit, and also it is much slower, having an Attack Delay of 0.8 in SPS-PD, (it is still rather quick though). Although its sprite is that of the currently withdrawn from Sprouted PD Royal Spork, like in Sprouted PD there is no option to change the Spork into a better alternative by meeting the Rat King while having the Spork. Unlike Sprouted PD it isn't already reinforced. It is still a good end-game choice for all classes due to its healing attribute that procs constantly, but as in SPS-PD the end-game enemies don't have any general resistance to weapons other than those of tier 6 and the spork, it has lost its most important advantage in using it for end-game.

Tier 3, Str. 14, - Steve's Diamond Pickaxe[]

Steve's Diamond Pickaxe
A diamond pickaxe.

[Level 0] Damage: 2-8 | Damage scaling: +2 / +4

Attribute: Efficiency, Looting, Sharpness, Silk Touch, Smite, Unbreaking | Accuracy: 2, Delay: 0.5, Range: 2 | Stat scaling: None

[Note: This weapon is a direct reference to the Minecraft pickaxe item and to one of the two default player skins of the game, Steve. The Diamond Pickaxe's image will be soon uploaded to the wiki.]

It is the starting weapon of the Builder follower skin (it is also unique to this skin), and while its other stats are exceptional, its damage is rather low and does not benefit much from upgrades. Nevertheless, it has also a special ability to "Mine" = destroy walls or other obstructing tiles similarly to a shovel, but it has four differences from it, that mining is always available and needs no charges, takes more time than digging with the shovel, has also the effect of setting an alarm for all nearby enemies and that by this action each destroyed tile is turned to a "[name of tile] block" thrown weapon, which deals minimal damage against enemies but can also be used to create a new wall tile, when thrown on an empty tile and not to an enemy. Because of this special ability, although it is not a very good candidate for keeping it as a main weapon, it is a very useful item to be kept in the hero's inventory in general. Note that all of its attributes with the only exception of Looting don't have any specific meaning and have just been added by the developer as Minecraft references.

Tier 4, Str. 15 - Shadow Eater[]

Shadow Eater
A cursed weapon built by all testers. Uncursing will remove its power.

[Level 0] Damage: 4-22 | Damage scaling: +1 / +4

Attribute: Asleep-Cost, Whisper | Accuracy: 1, Delay: 1, Range: 1 | Stat scaling: None

[Note: the Shadow Eater's image will be soon uploaded to the wiki.]

It is the third and last weapon of this list that becomes available after the hero defeats Zot, but it is the most bothersome to get obtained. After the hero obtains the "No text found!" - [Chaos Pack], [Cursed Blood] and [Tengu's Sword] items by the Honey Poot, Mercenary, and Said by Sun NPCs in Dolya Town, he/she can take these to the Troll Blacksmith in the caves and have him craft this Shadow Eater weapon, which is currently just an Easter Egg in SPS-PD, but will have a specific purpose in an extended playtesters' storyline of a forthcoming version. That said, in the current version of SPS-PD like the Goblin Shield and Special Knuckles before, at the time that the hero will start having access to it, all meaningful fighting in the dungeon will be essentially over, so players that will get into the trouble of gathering all the needed materials for crafting it should have in mind that they are doing it only for the novelty factor.

To give a few details about its features, it gets charged with successful hits, with the charges stored increasing little by little its damage (the max charges of it are 20, but there is no actual cap, and charges keep getting stored above 20). Alternatively the charges can get spent by choosing its "Awake" option, which becomes available at 20/20 charges, for a very strong 300% Attack Up buff for 30 turns but also heavy Bleding for 10 turns. It also randomly apples to the hero the the Bleeding and Charmed debuffs for a little while. Its Asleep attribute refers to the Awake option it gives and the Cost and Whisper attributes to the debuffs its applies. It gives also an "Uncurse" option that does not seem to have any effect. It is already reinforced.

Tier 4, Str. 16 - Overload Handcannon[]

Hand Cannon (SPS-PD)
Overload Handcannon
While initially flintlock weapons were a human invention, dwarves quickly adapted and improved the concept. Handcannons are heavy and require lots of gunpowder to use, but they are far more deadly than any other firearm. ConsideredHamster

[Level 0] Damage: 4-28 | Damage scaling: +1 / +4

Attribute: None | Accuracy: 0.7, Delay: 2, Range: 7 | Stat scaling: None

It is only dropped by the Void Goo boss in the BossRush challenge. Although it has no attribute, its unique Overload enchantment acts similarly to the Bloodlust enchantment of the chainsaw hand from Sprouted PD (which is also dropped by the Goo, in Sprouted PD on depth 5), allowing it to be "turned on" or "off" so that dew causes it to hit endlessly (the exact opposite of its regular delay of 2) until the enemy is killed or dew runs out, while also dealing up to double of its regular damage. This enchantment cannot be overwritten by a scroll of Magical Infusion (it only upgrades the weapon), but it can be overwritten by a Weightstone. When the "overload" function is on, it is OP and can even three-shot a Yog Fist, but that requires dew constantly, so it can't be used as a primary main weapon, due to its mediocre stats without the Overload option turned on, but only in boss fights with few minions, like against Yog-Dzewa or in the BossRush challenge itself, after the Void Goo drops it.

Tier 5, Str. 18 - Runic Blade[]

Runic Blade (SPS-PD)
Runic Blade
A mysterious weapon from a distant land, with a bright blue blade. 00-Evan

[Level 0] Damage: 0-35 | Damage scaling: +0 / +10

Attribute: Refining | Accuracy, Delay, Range: 1 | Stat scaling: None of these, but Str. -1 per level

It is sold only in the bottom Dolya Town shop and it is never found or dropped as loot in the regular dungeon. Another peculiarity of this weapon is that its min. damage is always 0, no matter how highly it gets upgraded, and so the more it gets upgraded its damage also becomes more random (a level +10 Runic Blade will have a damage range of 0 to 350, and damage lower than 10 has the same chances to get dealt as damage higher than 340). Its Strength requirement is decreased by 1 per level but caps at 1. Due to a minor bug, the game description window doesn't take that into account and always mentions the excess strength based on the original strength requirement, which can be from a little to rather misleading, as a hero with 18 Strength and a Runic Blade capped with dew at +10 - so with a Str. req. of 1 from an original 10, will be getting a +17 damage bonus instead of the +8 mentioned in the game description. Its Refining attribute allows it to be reforged and tranfer its upgrades like the Shortsword does in Original PD and many other mods.

It transfers upgrades only to other melee weapons from tier 1 to tier 5 and specifically to the Boomerang, but not to any other missile weapon, gun or tier 6 melee weapons (on a positive note, for melee weapons it works like a scroll of Magical Infusion and continues to transfer upgrades above level +15). It expectedly also can't transfer upgrades to armors, rings and wands. Be careful because after its "Reforge" option is chosen, the upgrades have to be transferred to another weapon, and if they don't, they will get lost and the Runic Blade will get wasted (in other words, changing your mind and not applying the upgrade is not an option, like it is with a scroll of Upgrade). Players should note that although this weapon is not sold in the Dolya Town shop every time, it does get sold regularly, so an alternative approach to upgrading their end-game weapon which is much more cost-efficient, is the hero to buy Runic Blades from the Dolya Town shop for 2,500 gold, upgrade them to the max with dew in a challenge depth and then reforge them to their weapon of choice, as it will pass randomly at least 5 upgrades to the target weapon and with a bit of favorable RNG even all of its upgrades, so it will function as buying many scrolls of Upgrade at a very lower price.

Tier 6 Relic Weapons - Str. 20[]

Apart from the changes implemented to each one in comparison to their Sprouted's equivalents, a common difference from all their tier 6 equivalents from Sprouted PD is that they don't deal increased damage against end-game enemies anymore. Another very related change is that also end-game enemies don't have any kind of resistance against tier 1 to tier 5 weapons anymore. As a consequence and because tier 6 weapons also have a worse damage scaling than most of the tier 5 melee weapons and also of the tier 4 and 5 guns, the unique ranged weapons of the Huntress skins etc. they are actually worst choices for end-game in comparison to those (also tier 5 melee weapons and the unique to the huntress skins ranged weapons can get upgraded by scrolls of Magical Infusion, while tier 6 weapons can't). Nevertheless, a highly upgraded tier 6 weapon can still be efficient against the end-game enemies and bosses and each tier 6 weapon comes with unique special abilities and attributes that players might like, they will just have to spend some time in gathering money to buy extra scrolls of Upgrade, in order to get the tier 6 weapon to +100 and not struggle with the end-game bosses.

Two other additional recent changes in the tier 6 weapons of SPS-PD are that a) now only 2 magic stones are needed for them to get crafted, and not 3 anymore like they do in Sprouted PD or in previous versions of SPS-PD, and b) they don't spawn by default with their unique enchantments anymore like they used to do in previous versions of SPS-PD, but in each generation of a tier 6 weapon either a random regular enchantment will be assigned to it or its unique enchantment. As a result of b) all unique enchantment titles have been removed from the weapons' names below, as they do not appear by default anymore. Note also that even though tier 6 weapons can now spawn with a regular enchantment, they still can't have weighstones or scrolls of magical infusion applied to them.

All tier 6 weapons' special abilites get charged more quickly, last for more turns, and are most of the times more effective as they get upgraded. The charges gained per turn will be those of the weapon's level * 2, so they will be 0 at level 0 (the special ability won't get charged at all), 2 at level +1, 4 at level +2 etc. and they will reach a very good recharging rate when the weapon is highly upgraded. When a weapon causes an effect with duration and not an instant one, the duration will again follow the weapon's level (1 turn at level +1, 2 turns at +2 etc.), so it will be very short in low levels and it will reach a good number of turns when the weapon is highly upgraded. Weapons with an instant effect sometimes increase its radius with upgrades, but that is described in the separate weapons' sections when it happens.

Extract Long Sword[]

[Note that all tier 6 weapons are now crafted by using the magic stone that has the same color with their sprite, unlike the previous versions of SPS-PD, in which the assignments of stones to weapons was almost completely random.]

SproutedPD-AresSword
[Name of enchantment] Extract Long Sword
This sword's long razor--sharp steelblade shines reassuringly, though its size does make it quite heavy. 00-Evan

With the power of the violet magic stone, this weapon can extract life energy from others. Lynn

It is enchanted to [randomly assigned enchantment].

[Level 0] Damage: 6-40 | Damage scaling per level: +1 / +3

"Attribute": Extract (Vampiric) | Accuracy, Delay, Range: 1 | Stat scaling: None

It is functionally very similar to its Sprouted PD version of the Drawing Ares' Sword, but with different stats and a somewhat different name (neverteless, its Extract atribute/buff has a very similar vampiric effect with Sprouted PD's Drawing enchantment, and they both cause slow healing on hit). Its special ability is "Heal", which grants the Regeneration buff (+2 turns per level). Upgrading the sword does not increase the healing amount of the Extract buff, but only the turns of its Heal special buff, and also as expected its damage.

This weapon can now be crafted by using two violet Magic Stones in the Dolya Town altar and is one of the two probable outcomes when a violet magic stone is used with any other stone in the altar. It is already reinforced.

When it spawns with its unique enchantment, it is named Drawing Extract Long Sword, and the description of the Drawing enchantment in-game is: "It is enchanted to heal you slowly." (so this enchantment is practically doubling the vampiric effect that Extract attribute of the weapon already causes by default). Note that the weapon will often spawn with another regular enchantment randomly assigned to it, but the Drawing enchantment can never appear in any other melee weapon, not even in another tier 6 weapon.

Note: The Extract Long Sword does not overfill the hero's HP bar anymore with its Extract buff, like it used to do in previous versions of SPS-PD, as that feature had been sometimes reported to lead to game crashes, and so it was removed.

Rock Chakram[]

Chakram (SPS-PD)
[Name of enchantment] Rock Chakram
This razor-edged missile is made in such curious way that skilled user returns to the hands of the thrower on successful hit. ConsideredHamster

With the power of the yellow magic stone, this weapon can crate rock to fall in the target place. --Lynn

It is enchanted to [randomly assigned enchantment].

[Level 0] Damage: 6-25 | Damage scaling per level: +1 / +3

"Attribute": Rock | Accuracy, Delay: 1, Range: 4 | Stat scaling: None

It is very different from Sprouted PD's Horrifying Jupiter's Wrath that it replaces (it also borrows the sprite of YAPD's chakram), as it is not a missile weapon anymore, but a melee weapon with a very long range of 4 ties. Its special ability is renamed to "Rock", and causes an Avalanche of rocks around the hero that damages and also Stuns enemies for 1 turn, with a radius that increases by 2 tiles every 3 levels: it has no radius until level +2, gains a 3X3 radius at level +3, a 5X5 radius at level +6, 9X9 at level +9, 11X11 at level +12 etc., and with the biggest boss depths covering a 40X40 surface maximum, a level +27 Rock Chakram can cover the whole of their surface when the hero is located in the depth's center and a +57 Chakram even when he/she is located at one of its corners. From that point and on only the ability's damage gets a meaningful increase with upgrades, as the even more increased radius has no extra surface to cover, and the Paralysis debuff is applied for a flat 1 turn regardless of levels. This special ability is very strong in Sprouted PD and used to be OP in earlier versions of SPS-PD, as it was one-shotting all non-boss enemies, but currently it deals decent damage only when the Chackram is very highly upgraded, and unless the player spends a very significant amount of time farming/buying scrolls of Upgrade it will never one-shot end-game minions.

It can now get crafted by using two yellow Magic Stones and is one of the two probable outcomes when one yellow magic stone is combined with any other stone in the altar. Unlike Sprouted's Jupiter's Wrath, any class can craft it, not just the Huntress, as all the classes can get a yellow magic stone drop in SPS-PD. It is already reinforced.

When it spawns with its unique enchantment, it is named Horror Rock Chakram, and the description of the Horror enchantment in-game is: "It is enchanted: horror will threaten the target." (it is basically the familiar Eldritch enchantment of Original PD, that causes Terror to enemies, just renamed). Note that the weapon will often spawn with another regular enchantment randomly assigned to it, but the Horror enchantment can never appear in any other melee weapon, not even in another tier 6 weapon.

Mince Great Axe[]

Cromcruach Axe (SPS-PD)
[Name of enchantment] Mince Great Axe
Meant to be wielded over the shoulder, this titanic axe is as powerful as it is heavy. 00-Evan. 

With the power of orange magic stone, this weapon can crate shield to defence magic. Lynn

It is enchanted to [randomly assigned enchantment].

[Level 0] Damage: 6-33 | Damage scaling per level: +1 / +3

Attribute: None | Accuracy: 1.2, Delay, Range: 1 | Stat scaling: None

It is functionally very similar to its Sprouted PD version of Lucky Crom Cruach Axe, but with different stats and an almost totally different name. Its special ability is also renamed to "Shield" and it is a Magic Shield that grants temporary immunity not only against some types of damage and debuffs, but also to some enemy attacks: Burning, Electricity, Lightning, and Poison damage - Confusion, Demon Blood, Paralytic, Stench, and Toxic gases - Broken Robots', Burning Fist's, Evil Eyes' and Warlocks' attacks. Its duration depends on the weapon's level and is calculated by 2 * (Level/10), so it will last for very little at low weapon's levels (1 turn at level +5, 2 at +10), but will offer considerable protection at high levels against most of the game's most dangerous debuffs. Although it can be derived from the weapon's name, it doesn't cause Bleeding on hit.

It can now get crafted by using two orange Magic stones and is one of two the probable outcomes when an orange magic stone is combined with any other stone in the altar. It is already reinforced.

When it spawns with its unique enchantment, it is named Lucky Mince Great Axe, and the description of the Lucky enchantment in-game is: "It is enchanted to deal another damaging hit." Note that the weapon will often spawn with another regular enchantment randomly assigned to it, but the Lucky enchantment can never appear in any other melee weapon, not even in another tier 6 weapon.

Shadow Flail[]

SproutedPD-LokisFlail
[Name of enchantment] Shadow Flail
A spiked ball attached to a handle by a length of chain. Very unwieldy but devastating if it lands a solid hit. 00--Evan.

With the power of green magic stone, this weapon can hide the user in shadow. Lynn

It is enchanted to [randomly assigned enchantment].

[Level 0] Damage: 6-50 | Damage scaling per level: +1 / +3

"Attribute": Shadow | Accuracy: 0.8, Delay: 1.2, Range: 2 | Stat scaling: None

It is somewhat different from its Sprouted PD version of the Pestilent Loki's Flail, with different stats, an almost totally different name, and a special ability "Shadow" that doesn't grant Invisibility anymore but the Shadowmelded buff (flat 10 turns). It can now get crafted by using two green Magic Stones and is one of the two probable outcomes when a green magic stone is combined with any other stone in the altar. It is already reinforced.

When it spawns with its unique enchantment, it is named Loki's Poison Shadow Flail, and the description of the Loki's Poison enchantment in-game is: "It is enchanted to poison the target." (it is basically the familiar Venomous enchantment of Original PD just renamed). Note that the weapon will often spawn with another regular enchantment randomly assigned to it, but the Loki's Poison enchantment can never appear in any other melee weapon, not even in another tier 6 weapon.

Water Trident[]

SproutedPD-NeptunusTrident
[Name of enchantment] Water Trident
A trident is a three-pronged spear. It is used for spear fishing and historically as a polearm. Wikipedia

With the power of blue magic stone , it can change the ground into water. Lynn

It is enchanted to [randomly assigned enchantment].

[Level 0] Damage: 6-33 | Damage scaling per level: +1 / +3

"Attribute": Water | Accuracy, Delay: 1, Range: 2 | Stat scaling: None

it is functionally sort of similar to its Sprouted PD version of Grand Shocking Neptune's Trident. Its special ability is "Rain", which creates water tiles in a 3X3 radius around the hero and Slows enemies that will get into these water tiles (they remain Slowed as long as they stay in these water tiles), but doesn't flood the whole depth anymore and its radius does not even increase with upgrades. It can now get crafted by using two blue Magic Stones and is one of the two probable outcomes when a blue magic stone is combined with any other stone in the altar. It is already reinforced.

When it spawns with its unique enchantment, it is named Neptune's Shock Water Trident, and the description of the Neptune's Shock enchantment in-game is: "It is enchanted: Neptune will deal damage to many targets." It is the only enchantment of the tier 6 weapons that is not actually unique, as the regular Electric enchantment causes exactly the same chain lightning effect and damages many targets, and more those standing on water. Note that the weapon will often spawn with another regular enchantment randomly assigned to it, but the Neptune's Shock enchantment can never appear in any other tier 6 weapon (in its version of Electric enchantment it can be assigned randomly to any melee weapon though).

Magic Stone combinations > Tier 6 weapon outcomes[]

Tier 6 weapons are crafted now by using two Magic Stones (formerly three Norn Stones) in the Dolya Town altar (formerly Dolyahaven), and while they are more or less renamed, they still appear according to the familiar colors of the stones that were placed on the altar, like they do in Sprouted PD. If the player remembers the color of a tier 6 weapon, he/she will now be able to easily figure out the the weapon that will get crafted by each magic stone (unfortunately the magic stones do not include this info in their description), as two blue magic stones will craft a (blue) Water Trident, two violet magic stones a (violet) Extract Long Sword etc. It should be emphasised that all tier 6 weapons are now crafted by using the magic stone that has the same color with their sprite, unlike all the previous versions of SPS-PD, in which the assignments of magic stones to specific relic weapons was almost completely random. When two magic stones of different colors are placed in the altar the chance of the corresponding weapons to spawn are now equal, unlike what was happening in previous versions of SPS-PD (the last placed stone would most probably determine the outcome). Also note that a weapon of non-corresponding color to the stones placed in the altar will never spawn on it, which is a similaritywith Sprouted PD. Be careful not to drop more than two Magic Stones on the altar at the same time, as they will all get consumed.

Nornstones
[Color] Magic Stone
A [name of color] magic stone from Dolya Town.
Color Weapon
Blue Water Trident
Green Shadow Flail
Orange Mince Great Axe
Purple Extract Long Sword
Yellow Rock Chakram

Tier 1 Holiday Weapons - Str. 10[]

This is a peculiar category of weapons, which is unique to SPS-PD among all Pixel Dungeon mods. When SPS-PD gets completed a different type of holiday weapon will be sold in the depth 1 shop in each season or even in each different month, following the year's celebrations and holidays. The developer should be applauded for including weapons inspired from many countries around the world and from many different cultures, giving in this way a multicultural flair to his mod, and all holiday weapons are interesting novelties for sure. That said, they are also almost all tier 1 weapons with worse stats and damage scaling, even in comparison to their regular tier 1 counterparts.

The only holiday weapon that is an actual exception to this is not listed here, because it is a ranged thrown weapon, the Red Packet, which can even insta-kill boss enemies if the hero has enough gold in the inventory, because the Red Packet can deal the damage needed to one-shot an enemy, but that only is the gold available in the inventory is at least equal to the damage points needed (otherwise it will deal as much damage as the available gold). A second exception (sort of) is the also ranged Toy Gun, but as it is out of season it gets sold only in Dolya Town at a price of 2,500 gold, and when compared to the regular guns that deal equivalent damage to it and are available to the hero by then, they are cheaper and more easily available, as they are always sold in the regular dungeon shops and are not randomly available in the shop of Oldnewswist and only after his quest is completed. Holiday weapons also all have some unique attributes, which are never encountered in the regular tier 1 - tier 5 or the relic tier 6 weapons.

In the current version of SPS-PD the only holiday weapon found in the regular dungeon is the Key Message (always sold in the shop of depth 1 and randomly by Oldnewstwist in Dolya Town), which is described just below, and all the other holiday weapons are only sold randomly by Oldnewstwist in his Dolya Town shop, all for 2,500 gold each.

The holiiday weapons' attributes will be described all together in the next section, along with the regular weapons' attributes.

Brick[]

Brick SPSPD
Brick
A common brick made of clay. Celebrating International Workers' Day!

[Level 0] Damage: 1-10 | Damage scaling: +1 / +1

Attributes: Blunt+, Fragile-Reward | Accuracy, Delay, Range: 1 | Stat scaling: None

It is meant to be sold around the 1st of May in the depth 1 shop in honor of the International Workers' Day but currently it is only sold randomly by Oldnewstwist in Dolya Town. It is also a holiday weapon with a Tier 3 weapon attribute, Blunt+, which causes the Holy Stun debuff to enemies, a paralysis debuff that can't stop prematurely. This weapon was recently retexured.

Christmas Tree[]

Christmas Tree
Christmas Tree
Merry Christmas!

[Level 0] Damage: 1-5 | Damage scaling: +1 / +1

Attributes: Gift, Sputter, Weak | Accuracy, Delay, Range: 1 | Stat scaling: None

It is meant to be sold during the Christmas season in the depth 1 shop but currently it is only sold randomly by Oldnewstwist in Dolya Town.

Firecracker[]

Firecrackers
Firecracker
The traditional 800 sounded firecrackers. Happy Spring Festival!

[Level 0] Damage:1-5 | Damage scaling: +1 / +1

Attributes: Blowout, Igniting, Intimidating, Noisy | Accuracy, Delay: 1, Range: 2 | Stat scaling: None

It is meant to be sold during the Chinese New Year - Spring Festival season (late January - early February) in the depth 1 shop but currently it is only sold randomly by Oldnewstwist in Dolya Town. It also has the unique feature (not displayed as an attribute), that when it is equipped by the hero in any time of the year and gets used for hitting the Year Beast "miniboss" in the Yog-Dzewa depth, this makes it drop the Spring Festival Land dolya slate page if it is killed within 1,000 game turns and not within 5 turns which is the regular duration during most of the year (it basically turns the Year Beast's counter to "Spring Festival time", as 1,000 turns is the amount needed normally only from late January to early February).

Hook and Ham[]

Hook and Ham
Hook and Ham
It is time to have fun. Let's try pirates cosplay. Happy summer vacation!

[Level 0] Damage: 1-5 | Damage scaling per level: +1 / +1

Attributes: Gift, Recovery, Rupture | Accuracy, Delay, Range: 1 | Stat Scaling: None

It is meant to be sold during the Summer Holidays in the depth 1 shop but currently it is only sold randomly by Oldnewstwist in Dolya Town. This weapon was recently retexured.

Key Message[]

Ancient caves key Sprouted PD
Key Message
Stay at home, keep distance with strangers, and make sure you are healthy. A message from former epidemic area.

[Level 0] Damage: 1-10 | Damage scaling per level: +1 / +1

Attributes: Blunt, Puncture, Warn | Accuracy, Delay, Range: 1 | Stat Scaling: None

It is the only holiday weapon that is currently available at the depth 1 shop at the price od 400 gold, and the developer has drawn inspiration from the current Corona Virus pandemic in creating it, as it becomes almost obvious from its message. Two of its three attributes are regular weapon attributes, Blunt and Puncture.

Lollipop[]

Lollipop SPS-PD
Lollipop
This is a weapon, not food! Happy Children's Day!

[Level 0] Damage: 50-50 | Damage scaling per level: +1 / +1

Attributes: Charming, Fragile-Lost, Sticky | Accuracy, Delay, Range: 1 | Stat Scaling: None

It is meant to be sold around the date of Children's Day in late November but currently it is only sold randomly by Oldnewstwist in Dolya Town. This weapon seems to be worth buying and getting equipped in early levels due to its high damage, as long as the player don't know the meaning of the Fragile-Lost attribute: after getting used for some turns the weapon will get self-destroyed and will apply the Weakness (20 turns) and Holy Stun (5 turns) debuffs to the hero and will also subtract 1 max HP.

Pumpkin Lamp[]

Pumpkin Lamp
Pumpkin Lamp
Happy Halloween!

[Level 0] Damage: 1-5 | Damage scaling per level: +1 / +1

Attributes: Dessert, Iginition, Intimidation, Lighting | Accuracy, Delay, Range: 1 | Stat Scaling: None

It is meant to be sold during the Halloween season in late October at the depth 1 shop, but currently it is only sold randomly by Oldnewstwist in Dolya Town.

Sing, jump, rap, play basketball and music[]

Sing, jump, rap etc. SPS-PD
Sing, jump, rap, play basketball and music
Famous joker's clothes in China in 2019. Happy 2019 summer!

[Level 0] Damage: 3-6 | Damage scaling per level: +1 / +1

Attributes: Charm, Noise, Puncture+, Resonance | Accuracy, Delay:1, Range: 2 | Stat Scaling: None

This weapon's title is edited to a more cohesive version (its actual title in-game is "Song, Jump, Rap. Basketball, and play music"). It is meant to be sold around the date of Children's Day in late November but currently it is only sold randomly by Oldnewstwist in Dolya Town. It is also a holiday weapon with a tier 3 weapon attribute, Puncture+ (pulls the hero towards the target when attacking), and a regular weapon attribute, Resonance (damage to adacent enemies).

Test Weapon[]

Strengthening Part Weapon
Test Weapon
Test Weapon

[Level 0] Damage: 10-10 | Damage scaling: +1 / +1

Attribute: Deadly | Accuracy, Delay, Range: 1 | Stat scaling: None

It does not refer to any holiday, but It is also only sold randomly by Oldnewstwist in his shop in Dolya Town and it is never found or dropped as loot in the whole dungeon, so the most apropriate place for it to get listed is here. Its min. damage always matches its max. damage. Its used to test damage improve or reduce by developer.

Note: There are also two more holiday weapon is SPS-PD, the Red Packet and Toy Gun, but they are listed along with the other ranged weapons in their separate page.

Attributes[]

As mentioned before, weapons in SPS-PD often have various attributes listed in their description, which further distinguish them from other weapons. A lot of these effects are similar to what one might expect from an enchantment, except that their effects always stack with actual enchantments and proc often even in low levels.

Regular (tier-1, 2, 4, and 5) weapon Attributes[]

  1. Accumulate: makes the weapon after 8-20 successful hits (the number depends on each weapon's max charges, which one get added with each successful hit) to deal 5 Times its regular damage. The weapons with this attribute, including its + version, are all associated with a religion (they deal no increased damage against demonic or undead enemies though, and this is just a part of game lore).
  2. Blunt: Stuns enemies. Most regular weapons with this attribute, including its + version, in real life they also damage enemies with blunt force, but not the t2 Fight Gloves.
  3. Cripple: Cripples enemies to slow their movement speed. Polearm type weapons all have this attribute, but also weapons that don't belong to this type (t1 Knuckleduster, t3 Whip).
  4. Puncture: attacks Hit enemies Twice. The second hit deals half as much damage as the first, rounded down.
  5. Resonance: Adjacent enemies to the target are also hit by a random amount of damage. Until rather recently resonance was damaging also pets apart from enemies, if the pet was adjacent to the target, but this does not happen anymore (the pet seems to receive damage, but it is always 0). Weapons with this attribute have been all inspired by musical instruments or items asociated with music.
  6. Rupture: causes enemies to Bleed.

Enhanced tier 3 weapon attributes[]

Each enhanced attribute is unique to a specific tier 3 weapon and is a new take on the regular attribute with the same name without +.

  1. Accumulate+ - Holy Water: instead of dealing higher damage like the regular Accumulate, when the Holy Water gets fully charged it heals the hero and can even overfill max HP
  2. Blunt+ - Nunchakus: it causes the Holy Stun debuff for 2 turns, from which enemies cannot break out of prematurely by receiving damage or for any other reason
  3. Cripple+ - Whip: Rootis for 1 turn
  4. Puncture+ - Rapier: pulls the hero towards the target in addition to dealing bonus damage
  5. Resonance+ - War Drum: damage resonates through Up to Two enemies, instead of only those that are right next to the target and it can also cause Vertigo to the adjacent enemies
  6. Rupture+ - Scimitar: 30% Armor Break for 5 turns in addition to Bleeding

Weapons with the above attributes

Tier 0 Tier 1 Tier 2 Tier 3 (+) Tier 4 Tier 5
Accumulate Wooden Staff Mace Holy Water Prayer Wheel Stone Cross
Blunt Ex. Hammer Magic Book

Key Message

Sp. Knuckles

Fight Gloves Nunchakus

Brick

Club War Hammer
Cripple Knuckleduster Spear Whip Glaive Halberd
Puncture Dagger

Key Message

Dual Sword Rapier

Sing, Jump etc

Assassin's Blade Lance
Resonance Empty Bottle Triangolo

Sing, Jump etc

Flute War Drum Trumpet Harp
Rupture Short Sword

Hook & Ham

Hand Axe

Tengu Katana

Scimitar Battle Axe Greatsword

Holiday/Special/Unique weapon Attributes[]

  1. Asleep-Cost, Whisper: They are both attributes of the Shadow Eater unique weapon. The Alseep attribute refers to its Awake option that gives a 300% Attack Up buff but also heavy Bleeding, and the Cost and Whisper attributes to the Bleeding and Charmed debuffs that it also applies randomly.
  2. Binge / Dessert / Recovery: Heals on hit.
  3. Block: grants the Alien Shield buff to the hero
  4. Blowout: target Explodes on hit.
  5. Charm / Charming: Charms enemies.
  6. Deadly: the weapon has a 30% chance to deal damage from 25% to 50% of the enemy's max HP (killing an enemy with a weapon having this attribute also grants the "Killed by a Grim weapon" badge)
  7. Efficiency, Sharpness, Silk Touch, Smite, Unbreaking: these are all attributes of Steve's Diamond Pickaxe that don't have any specific meaning and have just been added by the developer as Minecraft references.
  8. Fragile: All weapons with the Fragile attribute get self-destroyed after approximately 100 hits and give a warning that the weapon is about to get broken after approximately 80 hits. Also they all combine the Fragile attribute with another attribute.
    • -Critical: This is a pleasant combination, as the Critical attribute deals double the weapon's regular damage.
    • -Lost: The second part of this combination is also unpleasant, as after the weapon gets self-destroyed it will also cause to the hero the Weakness debuff for 20 turns, the Holy Stun debuff for 5 rurns, and will also subtract 1 max HP.
    • -Reward: Also a pleasant combination, as it makes the enemies drop extra loot just like the Gifts and Looting attributes do.
  9. Gifts / Looting: defeated enemies drop Extra Loot when they are hit, including items they normally wouldn't drop.
  10. Ignition / Igniting: sets target on Fire.
  11. Intimidation / Intimidating: It is supposed to Terrify targets, but the terror always wears off instantly with the target swearing, a sign that the damage dealt always cancels it out.
  12. Lighting: Makes user Illuminated after attacking for a very long time, over 800 turns.
  13. Noise / Noisy: attracts enemies in the depth to the hero’s position.
  14. Refining: can be Reforged to transfer its upgrades to another weapon.
  15. Sputter: applies the Dry debuff on hit.
  16. Sticky: applies the Tar debuff on hit.
  17. Warn: causes Amok, Charm and Terror to target
  18. Weak: applies the Hot debuff on hit.
  19. Whisper:
  20. Wonder: it applies randomly one of the Amok, Blindness, Burning, Drowsy, Frozen, Leech Seed, Paralysis, Terrror debuffs to the target or produces randomly one of the Confusion gas, Paralytic gas, Tar gas, Toxic gas blobs, or deals increased damage, and it can also grant the Recharging buff to the hero.

Enchantments[]

There are many new weapon enchantments added to SPS-PD, as well as some old ones under different names, but most of the enchantments of all other PD mods and Original PD are either absent from SPS-PD or encountered very rarely in their original form. Enchantments can be applied by Weightstones and scrolls of Magical Infusion to all melee weapons from tier 1 to tier 5, but not to tier 6 weapons. Guns or thrown weapons can't get enchanted, but ranged weapons like the Bomerang, Centaur Bow, Thousand Knives and the Sling can. Like in Original PD and Sprouted PD the chance of an enchantment to proc is increased with the weapon's upgrades, but the amount of increase also depends on the specific enchantment, and if the hero has the Four-leaf clover necklace equipped, which is one of the rewards of the Bossrush challenge, the chance of all enchantments to proc gets increased. Also, many enemies, especially bosses and minibosses, have resistance or immunity to specific elements and in the case of resistance the enchantment of the weapon will deal less damage/apply rarely its debuff, and of immunity the weapon will funtion as if it is unenchanted.

In the list that follows the basic enchantments of SPS-PD are sorted by color, as there are always in couples of exactly the same hue that involve the same element but have different effects, in order to distinguish them more clearly. Enchantments of Original PD and Shattered PD that their effects exist also in SPS-PD but are encountered more rarely are positioned in the section of the regular enchantment couple most similar to them.

Dark element - Black[]

Dark [Eldritch][]

Dark Element SPS-PD
Dark [name of weapon]
This enchantment strikes fear [Terror] into enemies, causing them to flee from the attacker. It also will deal some Dark damage.

It is very similar to the Eldritch enhantment of Original PD as it causes Terror to enemies. but it also deals extra damage with a weak extra hit, which is equal to 1/6 of the first hit's damage and is a Dark elemental attack. Many enemies and almost all chapter bosses and bosses are resistant or immune to Dark elemental damage, so practically this is the least effective enchantment among all of them in its damage.

Weakness[]

Dark Element SPS-PD
Weakness [name of weapon]
This enchantment can reduce the target's melee attack.

It applies to enemies a 50% Attack Down debuff for 5 turns, which becomes (5 + weapon's Level)% if this is more, obviously only from highly upgraded weapons.

[Horror - Eldritch][]

Unlike most of the other tier 6 weapon enchantments, this is just a rare variant of the common Dark enchantment above, which also applies the Terror debuff and is similar to Original PD's Eldritch enchantment, but unlike the Dark enchanment Horror does not deal extra damage. That said, with this name it is only encountered in one case, the tier 6 Rock Chakram in its Horror Rock Chakram version, which can be randomly generated instead of a Rock Chakram with a regular enchantment, and which is rather common as well. The game description of the Horror enchantment is:

Horror [Rock Chackram]
It is enchanted: horror will threaten the target.


Earth element - Brown[]

Acid[]

Earh element SPS-PD
Acid [name of weapon]
This enchantment can apply caustic ooze to the target.

It applies Caustic Ooze to enemies and also Roots them for 5 turns.

Earth [quasi-Vampiric][]

Earh element SPS-PD
Earth [name of weapon]
This enchantment plants seeds into enemies, healing other life near that target. It will also deal some earth damage.

It causes the Leech Seed debuff to enemies for damage over time that heals nearby characters, which can also include other enemies. It also deals extra damage with a weak extra hit, which is equal to 1/6 of the first hit's damage and is an Earth elemental attack.

[Drawing - Vampiric][]

The familiar Vampiric enchantment of Original PD that has a sapping effect similar to the Earth enchantment does not exist with that name in SPS-PD and is rarely encountered in general. The only one case that a weapon can cause a vampiric effect to enemies is the tier 6 Extract Long Sword in its Drawing Extract Long Sword version, which can be randomly generated instead of a Extract Long Sword with a regular enchantment, the chance of which is rather common as well. The game description of the Drawing enchantment is:

Drawing [Extract Long Sword]
It is enchanted to heal you slowly.


[Loki's Poison - Venomous][]

The familiar Venomous enchantment of Original PD that has a similar DoT effect with the Acid enchantment does not exist with that name in SPS-PD and is rarely encountered in general. The only two cases that a weapon can apply the Poisoned debuff to enemies is: a) the Pickaxe, which has poisoning as one among three options for its melee hits (not all at the same time though, for each pickaxe either Bleeding, Caustic Ooze or Poisoning will be assigned as its effect), and b), the tier 6 Shadow Flail in its Loki's Poison Shadow Flail version, which can be randomly generated instead of a Shadow Flail with a regular enchantment, the chance of which is rather common as well. The game description of Loki's Poison enchantment is:

Loki's Poison [Shadow Flail]
It is enchanted to poison the target.


Electricity element - Green[]

Electric [Shocking][]

Electricity element SPS-PD
Electric [name of weapon]
This enchantment is dealing extra damage to all nearby enemies. It will also deal some storm damage.

It zaps enemies with Electricity dealing double damage to enemies standing on water or having the Wet debuff and can also have a chain lightning effect which deals half the damage of the hit against the first enemy. It also deals extra damage with a weak extra hit, which is equal to half of the first hit's damage and is an Electricity elemental attack. It is SPS-PD's equivalent of most mods’ Shocking enchantment and works in the same way.

Shock[]

Electricity element SPS-PD
Shock [name of weapon]
This enchantment can add static electricity to the target.

It causes Electrostatic Turbulence on enemies for 2 turns, which will Paralyze them if they are standing in water and deal damage based on their max HP, and can also cause the extra Disarm debuff, which for enemies is total inability to attack for 5 turns. Electrostatic Turbulence can't paralyze an enemy that is flying above water, but it does work against any enemy with the Wet debuff. Note that despite its name this enchantment does not deal Shock damage and does not have a chain lightning effect (both of which are effects of the just previous Electric enchantment - the devoleper might consider switching names between these two enchantments in a future update).

[Neptune's Shock - Shocking][]

Unlike most of the other tier 6 weapon enchantments, this is just a rare variant of the common Electric enchantment above and applies exactly same effects. Nevertheless, with this name it is only encountered in the tier 6 Water Trident in its Neptune's Shock Water Trident version, which can be randomly generated instead of a Water Trident with a regular enchantment, the chance of which is rather common as well. The game description of Neptune's Shock enchantment is:

Neptune's Shock [Water Trident]
It is enchanted: Neptune will deal damage to many targets.


Energy element - Grey[]

Dance [Blocking][]

Energy element SPS-PD
Dance [name of weapon]
This enchantment can improve the user's defense.

It grants a 30% Defense Up buff to the hero for 30 turns, which becomes (1 + weapon's Level)% if this is more, obviously only from highly upgraded weapons. It is similar but not identical with the Blocking enchantment of Shattered PD.

Energy [Kinetic][]

Energy element SPS-PD
Energy [name of weapon]
This enchantment has a chance to improve the user's attack. It will also deal some physical damage.

It grants a +15% Attack Up buff to the hero after attacking for 10 turns, which doesn't increase with the weapon's upgrades, but can get renewed with the following hits. It also deals extra damage with a weak extra hit, which is equal to 1/6 of the first hit's damage and is an Energy elemental attack. It is similar but not identical with the Kinetic enchantment of Shattered PD.

Fire element - Red[]

Fire [Blazing][]

Fire element SPS-PD
Fire [name of weapon]
This enchantment causes flames to spit forth from a weapon, burning enemies and terrain alike. It will also deal some fire damage.

It is SPS-PD's equivalent of most mods’ Blazing enchantment and works in the same way, by applying the Burning debuff. It also deals extra damage with a weak extra hit, which is equal to 1/6 of the first hit's damage and is a Fire elemental attack.

Tar[]

Fire element SPS-PD
Tar [weapon]
This enchantment can add tar to the target.

It debuffs enemies by coating them in Tar (causes Slowness, while Burning does not get way by itself as long as the hero remains tarred, and both last until the the character steps in water) and making them Hot (taking increased damage). The Hot debuff lasts for 30 turns, which becomes (1 + weapon's Level)% if this is more, obviously only from highly upgraded weapons.

Light element - Yellow[]

Light[]

Light element SPS-PD
Light [name of weapon]
This enchantment strike light into enemies, causing much more damage to evil mobs. It will also deal some light damage.

Apart from dealing extra damage against Demonic and Undead enemies,it also reduces their damage by 50% also deals extra damage with a weak extra hit, which is equal to half of the first hit's damage and is an Electricity elemental attack.

Shining [Dazzling][]

Light element SPS-PD
Shining [name of weapon]
This enchantment can blind the target.

It is SPS-PD's equivalent of Shattered PD’s Dazzling enchantment and works in a very similar way. It Blinds enemies for 50 turns which becomes (5 + weapon's Level) turns if this is more, obviously only from highly upgraded weapons. Blinded enemies will wander around aimlessly and won't bother with the hero.

Water element - Blue[]

Coldwave [quasi-Chilling][]

Water element SPS-PD
Coldwave [name of weapon]
This enchantment can apply the cold and wet debuffs to the target.

It has a part of Original PD's and most mods’ Chilling enchantment, as it causes the Wet debuff (decreased accuracy and evasion), and the Cold debuff (slowness) both for 30 turns which become (2 + weapon's Level) turns if these are more, obviously only from highly upgraded weapons. Note that this enchantment does not also freeze enemies like the Ice enchantment below does.

Ice [quasi-Chilling][]

Water element SPS-PD
Ice [name of weapon]
This enchantment slows the enemy's movement and attacks. It will also deal some ice damage.

It has a part of Original PD's and most mods’ Chilling enchantment, as it Freezes the target from to 2 to 4 turns, which is another version of stunning them (a very good enchantment for Assassins, as it offers extra susrpise attacks to them, without the need of a cloak use). Note that this enchantment does not also chill enemies like the Coldwave enchantment above sort of does. It also deals extra damage with a weak extra hit, which is equal to 1/6 of the first hit's damage and is a Frost elemental attack. The duration of the Frozen debuff does not increase with upgrades.

[Enchantments from Original or Shattered PD with only their effects existing also in SPS-PD][]

[Grim][]

The familiar Grim enchantment of Original PD with its insta-killing effect is not encountered with that name at all in SPS-PD or as an enchantment in general, and it is only a possible effect against regular enemies (not Minibosses and Bosses) of the very rare Error Weapon. That said, the badge "Killed by a Grim weapon" still exists in SPS-PD and can be obtained in more cases than killing an enemy with an Error Weapon, as it can get also obtained by killing an enemy with a Tekkokagi or a Test weapon, which both have the Deadly attribute (this attribute deals increased damage and does not insta-kill though).

[Lucky][]

The familiar Lucky enchantment of Original PD with its double hitting effect is encountered rarely in SPS-PD as an enchantment, but its effect is very common in the Puncture and Puncture+ melee weapon attributes (note that the second hit of puncture is always weaker though). As an enchantment it is encountered in only two cases: a) as the default effect of the Lucky Throwing Knife thrown weapon, and b) as a possible enchantment of the tier 6 Mince Great Axe. In contrast to the puncture attribute the Lucky enchantment makes the weapon deal up to double its regular max damage (the second hit of a puncture weapon is always weaker). In the case of the Mince Great Axe the game description of the Lucky enchantment is:

Lucky [Mince Great Axe]
It is enchanted to deal another damaging hit.


[Stunning][]

This is a very peculiar case among the familiar enchantments fom Original PD. As an echantment it does not exist at all in SPS-PD, but its effect is very common, because it is applied by the Blunt and Blunt+ weapon attributes, while enemies can get stunned for a variety of other reasons (Breakrock and Electricweb glyphs, Ankh Shield, Wooden Shield, Avalanche effect etc.)

[Vorpal][]

The familiar Vorpal enchantment of Shattered PD with its Bleeding effect is not encountered as an enchantment at all in SPS-PD, but its effect is very common in the Rupture and Rupture+ melee weapon attributes, along with their double hitting effect. Another case that a weapon can apply the Bleeding debuff to enemies is the Pickaxe, which has bleeding as one among three options for its melee hits (not all at the same time though, for each pickaxe either Bleeding, Caustic Ooze or Poisoning will be assigned as its effect).

[Unstable][]

As an enchantment (avalable in both Original PD and Shattered PD) it also does not exist at all in SPS-PD, but in contrast to other enchantment effects above this feature is very rarely encountered in SPS-PD's weapons. The only two weapons that apply randomly a variety of effects in SPS-PD are the Error Weapon and the Goblin Shield (Wonders attribute), which are both very rare.

Non-existing[]

The Blooming, Corrupting, Elastic, Precise, Projecting, Swift, and Tempered enchantments exist neither as enchantments nor as effects in any weapon of SPS-PD.

Advertisement