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[This wiki page describes the recently released version "Halloween 2019". No significant changes were made to the mechanics of melee combat in this version. Minor changes include the addition of the Example Wooden Hammer and Legend of Hyrule unique weapons, some retexturings of already existing weapons, and the rationalization of the tier 6 weapons' descriptions to match the Magic Stones that craft each one of them. The ranged weapons of SPS-PD are described in their separate page.]

Melee weapons in general Edit

  • The melee weapons of SPS-PD are 43 in total with 26 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) 25 Regular weapons, which spawn regularly as loot and are sold randomly in the shops of the main dungeon, b) 10 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) 8 Holiday weapons, that deal low damage and basically pay tribute to different world cultures or holidays.
  • Apart from their other stat differences, melee weapons are now 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 5 available tier 1, 2, 4, 5 plain attributes or the 5 available tier 3 enhanced attributes and there are also many extra attributes in rare and holiday weapons. Lastly, 11 new weapon enchantments are added and all the familiar enchantments of Original PD and Sprouted PD have been removed, but very few of them 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 chnaged 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.
  • Like armors, most weapons don't lower their strength requirement at all with upgrades. The Rogue can equip weapons with a +2 Strength requirement above his current strength though, which is shown when he equips them, and not when they 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.
  • 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 damagae scaling for all the weapons of the same tier, but rather each weapon has its own specific damage scaling, that it 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). 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 (Mage 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 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.
  • 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.
  • A Wand cannot be equipped by the Battlemage anymore, so it is absent from the following lists.

Tier 1 weapons - Str. 10 Edit

[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.]

Dagger Edit

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 weapon of the Classic Rogue, Maid Huntress and Undead Rogue skins (Maid starts with a +1 dagger). 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 Edit

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 Huntress, Slime Performer 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 higher max damage in comparison, and it becomes the weapon with the highest attack speed in SPS-PD only when highly upgraded.

Mage BookEdit

Magic Book
Mage 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., which increases as a consequernce its rather low damage due to the excess strength. Nevertheless, its damage scaling is too low for it to be kept equipped after the Prison.

Short SwordEdit

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 and Gnoll Mage skins. 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. As a consequence, unlike all the other tier 1 weapons, it can be very efficient against enemies even in end-game.

Triangolo Edit

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 Performer skin. Its Range stat increases by +1 per upgrade but stops increasing at 4.

Note: Only melee weapons that are starting items of specific skins have been mentioned here. For the ranged weapons which are starting items of specific skins you can visit SPS-PD's Ranged Weapons page.

Tier 2 weapons - Str. 12 Edit

Dual SwordEdit

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 Edit

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.

FluteEdit

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 AxeEdit

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.

SpearEdit

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

The 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 Edit

NunchakusEdit

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 Shield Block debuff for 2 turns to enemies instead of the regular Stun of blunt weapons, from which enemies cannot break out of prematurely. This attribute is unique to the Nunchakus.

RapierEdit

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

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 Edit

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. Its Rupture+ attribute causes +30% Armor Break for 5 turns in addition to Bleeding and is unique to the Scimitar.

War Drum Edit

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

Due to a typo, this weapon's in-game name is "War Durm". 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.

WhipEdit

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 Edit

Assassin's BladeEdit

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 half of its current damage and a fourth of its current damage. 

Battle AxeEdit

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.

ClubEdit

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.

GlaiveEdit

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

Its Attack Delay stat decreases by -0.05 and caps at 1.4.

Trumpet ResonanceEdit

Trumpet Resonance
Trumpet Resonance
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

Due to a typo, "Resonance" is part of this weapon's name.

Tier 5 weapons - Str. 18 Edit

Blood HarpEdit

Blood Harp
Blood 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.

GreatswordEdit

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


LanceEdit

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


HalberdEdit

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.

War HammerEdit

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. Edit

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

Tier 0, Str. 0 - Error Weapon Edit

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 - Example Wooden Hammer Edit

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, Critical, Fragile | 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, 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 Edit

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 but 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 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.

Tier 1, Str. 10 - Tekkokagi Edit

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 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 - Wraith Breath Edit

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 Edit

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" 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.

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. 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.

Tier 3, Str. 14 - Reimus Goei Edit

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: None | 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 (whether they had been opened already or not). 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 100 turns/charges in order to proc and is also not very strong damage-wise, so by the time the hero will be able to get it from Ren, this weapon will most probably not be very useful.

Tier 3, Str. 14 - Spork Edit

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, but it is still a very good end-game choice for all classes due to its healing attribute that procs constantly.

Tier 4, Str. 16 - Overload Handcannon Edit

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 Edit

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. 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). 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 his/her 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 Edit

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. In addition end-game enemies don't have any kind of resistance against tier 1 to tier 5 weapons .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 gun, 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 skin 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.

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.

Drawing Extract Long Sword Edit

[Note 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 stones to weapons was almost completely random.]

SproutedPD-AresSword
Drawing 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 heal you slowly.

[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, 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 is 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 three violet Magic Stones in the Dolya Town altar and is the most probable outcome when two violet magic stones with any other stone are used in the altar. It is already reinforced.

Note: In previous versions of SPS-PD when a highly upgraded Drawing Extract Long Sword was being used, its vampiric effect overfilled the hero's HP and when it reached an upper limit, the effect would not stop, but the game would crash instead, and would keep crashing until the hero went back to a more "normal" amount of HP. This serious bug has been completely fixed in current SPS-PD, but the Extract Long Sword also does not overfill the hero's HP bar anymore.

Horror Rock ChakramEdit

Chakram (SPS-PD)
Horror 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: horror will threaten the target.

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

"Attribute": Horror (Eldritch) | 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 Horror Rock Chakram can cover the whole of their surface when the hero is located in the depth's center and a +57 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 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 wil never one-shot end-game minions. Although it is mentioned in the weapon's name, this weapon doesn't cause Terror on hit.

It can now be made by using three yellow Magic Stones and is the most probable outcome when two yellow magic stones with any other stone are combined in the altar. Unlike Sprouted's Jupiter's Wrath, any class can make it, not just the Huntress. It is already reinforced. Due to a typo, it's dispayed as Horrorrock Chakram.

Lucky Mince Great AxeEdit

Cromcruach Axe (SPS-PD)
Lucky 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 deal extra damage.

[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 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 and is also mentioned in the game description, it doesn't cause Bleeding on hit or function like a Luky enchanted weapon.

It can now be crafted by using three orange Magic stones and is the most probable outcome when two orange magic stones with any other stone are combined in the altar. It is already reinforced. Due to a typo, it's displayed as Luckymince Great Axe.

Loki's Poison Shadow FlailEdit

SproutedPD-LokisFlail
Loki's Poison 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 poison its target.

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

Attribute: None | 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, a somewhat different name, and a special ability "Shadow" that doesn't grant Invisibility anymore but the Shadowmelded buff (flat 10 turns). Although it is mentioned in the weapon's name and the game description, it doesn't seem to Poison on hit. It can now get crafted by using three green Magic Stones and is the most probable outcome when two green magic stones with any other stone are combined in the altar. It is already reinforced. Due to a typo, it's displayed as Lokispoisonshadow Flail.

Neptune Shockwater TridentEdit

SproutedPD-NeptunusTrident
Neptune Shock 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: Neptune will deal damage to many targets.

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

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

it is functionally very similar to its Sprouted PD version of Grand Shocking Neptune's Trident. It shocks on hit, can cause a chain lightning effect to adjacent enemies, and 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 three blue Magic Stones and is the most probable outcome when two blue magic stones with any other stone are used in the altar. It is already reinforced. Due to typos, it's displayed as Neptuneshockwater Trident.

Magic Stone combinations > Tier 6 weapon outcomes Edit

Tier 6 weapons are still crafted by using three Magic Stones (formerly 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 three blue magic stones will craft a (blue) Shock Water Trident, three violet magic stones a (violet) Extract Long Sword etc. It should be underlined 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. Also two magic stones of the same color combined with any other one will most probably spawn their corresponding weapon, and when three magic stones that have all different colors are placed on the altar, the most probable weapon to spawn is the one that corresponds to the last stone placed on the altar. Conversely, a weapon of non-corresponding color to the stones placed on the altar will never spawn on it. Be careful not to drop more than three 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 Neptune Shockwater Trident
Green Loki's Poison Shadow Flail
Orange Lucky Mince Great Axe
Purple Drawing Extract Long Sword
Yellow Horror Rock Chakram

Tier 1 Holiday Weapons - Str. 10 Edit

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 each season or even 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, all holiday weapons are interesting novelties for sure. Nevertheless, 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 sort of an exception is the ranged Toy Gun, but as it out of season it gets sold only in Dolya Town at a very high price in comparison to the regular guns that deal equivalent damge). 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 Pumpkin Lamp (always sold in the shop of depth 1 and randomly by Oldnewstwist in Dolya Town), as this version has Halloween as its name, and all the other holiday weapons are only sold randomly by Oldnewstwist in his Dolya Town shop, all sold for 2,500 gold.

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

Brick Edit

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 honour 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 Shield Block debuff to enemies. This weapon was recently retexured.

Christmas Tree Edit

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 Edit

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..

Hook and Ham Edit

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.

Lollipop Edit

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 debuff to the hero.

Pumpkin Lamp Edit

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, and is currently also sold always in the depth 1 shop for 500 gold. It is also sold randomly by Oldnewstwist in Dolya Town, but for 2,500 gold there.

Sing, jump, rap, play with basketball and play music Edit

Sing, jump, rap etc. SPS-PD
Sing, jump, rap, play with basketball and play 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. 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 Edit

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. Its min. damage always matches its max. damage. Its Deadly attribute gives 30% chance on hit to randomly deal Extra Damage between half the target's max HP and a fourth of the target's max HP, but this seems to happen less often. It is only practically useful against the Dolya Town Test Mob, as it deals increased damage against it, nevertheless the easiness of defeating the Test Mob does not justify spending the 2,500 gold needed for buying it.

Note: There is also one more holiday weapon is SPS-PD, the Toy Gun, but it is listed along with the other guns in their separate page.

Attributes Edit

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 AttributesEdit

  1. Blunt: Stuns enemies.
  2. Cripple: Cripples enemies to slow their movement speed.
  3. Puncture: Attacks hit enemies Twice. The second hit deals half as much damage as the first, rounded down.
  4. Resonance: Adjacent characters to the target are also hit by a random amount of damage. Unfortunately it damages also pets apart from the enemies.
  5. Rupture: Causes enemies to bleed.

Holiday/Special Weapon AttributesEdit

  1. Binge/Dessert/Recovery: Heals on hit.
  2. Blowout: Target Explodes on hit.
  3. Charm/Charming: Charms enemies.
  4. Fragile - Critical: All weapons with the Fragile attribute get destroyed after a finite amount of hits. Also they all have the Fragile attribute combined with another one. This is a positive combination, as the Critical attribute deals double the weapon's regular damage.
  5. Fragile - Lost: The extra attribute of this combination is rather unpleasant, as after the weapon gets self-destroyed it will also cause the Weakness debuff for 20 turns and will subtract 1 max HP.
  6. Fragile - Reward: In this combination will also make the enemies drop extra loot just like the Gifts attribute.
  7. Gifts: Defeated enemies drop Extra Loot when they are hit, including items they normally wouldn't drop.
  8. Ignition/Igniting: Sets target on Fire.
  9. 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.
  10. Lighting: Makes user Illuminated after attacking for a very long time, over 800 turns.
  11. Noise/Noisy: Attracts enemies in the depth to the hero’s position.
  12. Refining: Can be Reforged to transfer its upgrades to another weapon.
  13. Sputter: Causes target to be Dry on hit.
  14. Sticky: Applies the Tar debuff.
  15. Weak: Causes target to be Hot on hit.

Note: The enhanced Tier 3 attributes were decribed in each weapon's part because they are weapon-specific. This happened also for the Deadly attribute of the Tekkokagi and Test Weapon, because this contributed to the weapons' better description.

EnchantmentsEdit

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 Vanilla are absent from SPS-PD. 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 differents enchantments 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.

Dark element - Black Edit

Dark Edit

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 causes Terror to enemies and 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.

Weakness Edit

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.

Earth element - Brown Edit

Acid Edit

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 Edit

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.

Electricity element - Green Edit

Electric Edit

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 Edit

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).

Energy element - Grey Edit

Dance Edit

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.

Energy Edit

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.

Fire element - Red Edit

Fire Edit

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 Edit

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

It debuffs enemies by coating them in Tar (causes Slowness and Burning 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 Edit

Light Edit

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 Edit

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 Edit

Coldwave Edit

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

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.

Ice Edit

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 is SPS-PD's equivalent of most mods’ Chilling enchantment and works in the same way. 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). 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.

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