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(Dolya Slate (formerly Otiluke's Journal): Another attempt oto fix the link)
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== Dolya Slate (formerly Otiluke's Journal) ==
 
== Dolya Slate (formerly Otiluke's Journal) ==
 
{{Main|/Dolya Slate - Sweet Home & Sokoban puzzles|Sweet Home & Sokoban puzzles}}
 
{{Main|/Dolya Slate - Sweet Home & Sokoban puzzles|Sweet Home & Sokoban puzzles}}
 
 
There are many important changes implemented in SPS-PD, which are related with this item:
 
There are many important changes implemented in SPS-PD, which are related with this item:
 
* Otiluke's Journal is renamed to Dolya Slate, and 2 of its pages are sold in dungeon shops and not dropped by enemies anymore (Sweet Home and Dolya Town).
 
* Otiluke's Journal is renamed to Dolya Slate, and 2 of its pages are sold in dungeon shops and not dropped by enemies anymore (Sweet Home and Dolya Town).

Revision as of 17:11, December 7, 2019

[This wiki page describes the recently released version "Halloween 2019". The most important added feature of this version is that all classes have now three options for their starting items and stats, the familiar from before option, named Classic skin, and the new Birthday and Halloween skins.]

Overview

Special Surprise Pixel Dungeon
Ic launcher (SPS-PD)
#54 Released mod
Developer(s)Hmdzl001 (reddit)
Download(github)
Source Code(github)
Current VersionHalloween 2019
SPecial Surprise Pixel Dungeon (formerly Special Sprouted Pixel Dungeon), commonly referred to as SPS-PD, is an in-development fork of Sprouted Pixel Dungeon, based on its current non-beta version 0.4.1, but with a huge amount of innovations, and also some specific elements, especially items, borrowed from Shattered Pixel Dungeon, Yet Another Pixel Dungeon, and a few other mods. Its current version is named "Halloween 2019" and was released in late October of 2019. It is being developed by Reddit user hmdzl001.  This mod aims to add several improvements to the overall gameplay, while still retaining a small part of the grindiness of Sprouted PD. Like its parent, it allows players to farm stat boosts to a high degree, and grants access to items of very high levels. However, the gameplay of killing all of the enemies on the depth as fast as possible, something that had been an optional choice in Sprouted PD, has become the front and center of SPS-PD's gameplay, whereas grinding for rare resources like scrolls of Magical Infusion or Norn Stones, while still possible, has lost much of its importance. These, among many other rebalances, make gameplay much more fast-paced, less grindy and up the challenge to a relatively constant level. Some of SPS-PD's added features or changes in comparison to Sprouted PD are:

Alchemy

  • The Alchemy mechanic is much enriched and completely reworked:
    • 18 new different types of enhancing ammunition for ranged weapons, named Ammo, are added, which are all craftable in alchemy pots.
    • 13 new different types of Bombs with regular or special effects are added, while the only bomb item which is kept with the same name from Sprouted PD is the regular bomb, while 9 of them are totally new. Almost all are also craftable in alchemy pots.
    • 44 new different types of Edible or Consumable Items are added, which almost all have secondary beneficial effects (and a very few of them negative) and almost all are cooked in alchemy pots. This makes the total amount of SPS-PD's edible or consumable items 64, or 78 if we count separately all the different blandfruit types (43, or 57 with the different blandfruits, can be cooked in an alchemy pot).

Armors

  • Armors of all tiers apart from 0 now come in three variants, Light, Normal, and Heavy, while two extra tiers, 0 and 6, are added. This makes the total amount SPS-PD's different armor types 20.
  • None of Sprouted PD's Armor Glyphs exists with the same name in SPS-PD, while all 12 of SPS-PD glyphs are totally new, in the sense that even the most similar to Sprouted PD's glyphs have just one of Sprouted PD's effects in addition to new ones.

Buffs and Debuffs

  • 26 new Buffs, some class-specific (11) and some available to al classes (15), and 15 new Debuffs are added. This makes the total of SPS-PD's buffs, familiar (with the same name or renamed) and new, 54, and of its familiar and new debuffs 34. Also, few of the familiar buffs and debuffs of Sprouted PD have remained completely unchanged in their effects and have retained their original name.

Dew Vial

  • 4 new abilities are added to the Dew Vial, with the 3 of them being already accessible from depth 2. The hero now has to choose between Accurate Upgrade and Random Bless, while the Dew Drop buff is activated for all heroes in each new depth regardless of their choice for upgrading.

Dolya Slate

  • Sprouted PD's Otiluke's Journal is renamed to Dolya Slate, with some of its depths also having been renamed.
  • Sprouted PD's Dolyhaven is now renamed to Dolya Town, and includes 52 NPCs (with 47 of them being new), 10 shops and 5 enemies.
  • Sokoban puzzles are now much easier to complete due to the availability of the Jump Shoes and of wall-breaking items. Also mapping these depths is no longer prohibited.

Enemies

  • An optional Bossrush challenge is added with 8 new bosses, 4 new minions and unique rewards.
  • 8 new Chapter Bosses have been added with 14 new minions and now in the end of each chapter the hero has the chance to fight one of 3 possible bosses. Also the Skill Kit now is dropped by the Prison chapter boss and the Tome of Mastery by the Caves chapter boss.
  • A new "key" depth, the Treasure Map, is added, with 1 new boss and 1 new minion. Also, former Key depths are now renamed to Challenges, former Book depths to Trials, and all of them have received primary or secondary changes, with the most important being that all non-boss depths are constantly revisitable. 1 new enemy is added to the Power Trial (formerly Book of Life) replacing the familiar one. Many of these depths' familiar enemies are also renamed and a few of them retextured.
  • The Shadow Yogs fight now features 2 new minions, with the previous minions removed.
  • 13 new Regular enemies are added in all regular depths and 2 new Rare enemies can also spawn in them.
  • If we add the numbers of all the previous bullets to the enemies already existingin Sprouted PD, SPS-PD features 162 (!) different types of enemies.

Hero classes

  • 2 new classes with their subclasses, the Performer (subclasses Joker & Surperstar) and Soldier (subclasses Agent & Leader), have been added. This makes the total number of SPS-PD's classes 6.
  • All classes have now three options for their starting items and stats named Skins, the familiar from before option, named Classic, and the new Birthday and Halloween skins. Each skin also has a different sprite, just keeping the face and the general body outline of the class and is chosen in the beginning of the run. This makes the available options to the player in the run's beggining 18.
  • Also all classes now have 4 Special Skills, the one familiar from before, and 3 new for each class. There is no application of the Armor Kit to the armor anymore for the skills to become available, but a separate item named Skill Kit, which does not reduce the hero's HP but needs recharging.

Items

  • 4 new Artifacts, whiile none of the 12 familiar Sprouted PD's artifacts has remained unchanged. Also all artifacts now provide a secondary ability after they get upgraded.
  • Almost all Potions and Scrolls now have secondary effects, most of the times beneficial but also in a few cases negative.
  • 1 new Scroll 3 new Scroll-like items are added, with all of them granting different permanent increases to the hero's stats.
  • The ring of Energy is added and the ring of Wealth is replaced with the Lucky Badge item, which has similar function but can't guarantee 100% drops, even when upgraded to max level. All familiar rings are also more or less changed in their details in comparison to Sprouted PD.
  • 10 new Wands are added, 8 common, 1 rare, and 1 only available to a specific skin, while 6 familiar wands of Sprouted Pd are withdrawn. This makes the total number of wands available in SPS-PD 16. All familiar wands are also more or less changed in their details in comparison to Sprouted PD.

Pets and Allies

  • 3 of Sprouted PD's pets are changed to temporary expendable Allies and 5 new allies are also added to those already existing in Sprouted PD. 8 new pet types are added as well, and there is now a distinction between the weaker Random Soul pets and the stronger Soul of Mobs pets. In addition, the Leader subclass of the Soldier summons enhanced versions of all the game's alllies. This makes the total number of allies available in SPS-PD 13 and of pets 18.

Plants

  • 2 new Seeds with their respective Plants are added, and 6 plants now drop items when trampled, which are either edible and have positive effects or used for transmuting and upgrading.

Weapons

  • 13 new Missile weapons and 11 Thrown weapons are added, making the total number of SPS-PD's ranged weapons 28 (or 41 if we also count bombs). Also, misisle weapons can now be enhanced with different types of ammo, which are crafted in alchemy pots.
  • 26 new Melee weapons are added, along with a new category that some of them are assigned to, the Holiday weapons. Apart from their other stat differences, melee weapons are now also differentiated by the existence of Attributes, which are similar to enchantments in their effects, but are permanent characteristics of weapons and can't be changed.
  • SPS-PD Weapon Enchantments all refer to one of 7 different Elements, and each element governs two enchantments (making them 14 in total), with the couples having somewhat similar but not same effects. None of Sprouted PD's enchantments exists with the same name in SPS-PD, while 10 out of 14 are totally new.

Weather

  • Some dungeon rooms now have a specific Climate that in most of the cases (5) is negative and debuffs all characters inside it, but in 1 case is positive and only blesses the hero.

Note that the use of word "some" for SPS-PD's added features and changes that were mentioned above was not a typo, these are just the important ones. SPS-PD is worth a shot to any and all that don't mind its unfinished state, occasional (but nevertheless few) bugs, or its somewhat frequent language mistakes and few “No text found” game messages.

Although most of SPS-PD's wiki sections are rather extensive, they presuppose knowledge of the items and mechanics of Sprouted PD, on which SPS-PD is based (yes, they contain mostly SPS-PD's innovations and changes), so if details about a mechanic or class of items/characters are missing, that means that they are exactly the same with Sprouted PD. So, when a reader thinks that some information about SPS-PD that he/she needs is missing, he/she should search for it in the Sprouted PD pages of the wiki and there is a 99% chance he/she will find it there. Also, whenever a feature, item etc. is described in the SPS-PD's wiki pages as “new”, that means “new compared to Sprouted PD”, or else a more detailed expression is used (“totally new” / “new compared to all other mods” or something similar). Lastly, there is a good amount of spelling and expression mistakes in the game messages and even in the name of items, that are mostly put in correct form in the wiki sections, occasionally with also a mention to the game’s initial language form.

[Note: Due to the big number of SPS-PD's changes, an alphabetical order with small separate sections for each subject was preferred here. For a thematical order with bigger sections, you can visit the SPecial Surprise Pixel Dungeon category page.]

Alchemy generally

Alchemy in SPS-PD seems that was originally based on a combination of Sprouted PD's and Shattered PD's alchemies, but its parents can no longer be recognized with all the new features added to it. The Alchemy interface is changed and mostly resembles that of Shattered PD before the rework (no alchemical energy needed, no exotic variants, no alchemical scrolls produced etc. but special bombs and ammuniton do get crafted), and there is also a huge change made in that alchemy pots are now mostly useful for cooking and crafting and can create a wide array of ammunition, bombs, consumable and edible items (read the sections just below for a few more details, and visit the links of each section for more details). The Alchemist's Toolkit is also drastically changed and makes cooking of more complex recipes possible, without its familiar function to brew potions with less seeds like it does in Sprouted PD (it is practically a Crafting and Culinary Toolkit in SPS-PD, although it is not renamed).

Alchemy and Ammo

Main article: Alchemy - Ammunition, Bombs, Potions

Ammo is a novelty of SPS-PD and is way to "enchant" - add a permanent feature to a missile weapon, which either increases the damage of its shots or adds a special effect to them. Ammos are not sold, dropped or found in the dungeon, but can only be crafted in alchemy pots most often by the combination of a stone ore and seed or of just two stone ores. For details about the effects of each different type of ammo ant the combinations that craft them follow the link above.

Alchemy and Bombs / Destroying walls

Main article: Alchemy - Ammunition, Bombs, Potions

SPS-PD has added 10 new craftable bomb items (Acid, Build, Dark, Huge, Fire, Ice, Mini, Storm, Two bombs), while also keeping but renaming the Dumbling (> Fishing bomb) and Holy Hand Grenade (> Holy bomb) bomb items from Sprouted PD, which have also become craftable. The Soldier class by using one of his special skills has also the ability to summon one extra bomb type, the Bombing Robot, which is not available to any other class.

Unlike most other mods and also unlike Sprouted PD two bomb types, the Huge bomb and the Two Bombs, apart from having a very good offensive function, are also useful in destroying walls, and both are available for all classes to craft, unlike the Classic Performer's Shovel or the Vtuber Performer's Button, which have the same function, but are unique skin items. The regular Bomb of previous SPS-PD versions has also become craftable, but does not destroy walls anymore.

Regular bombs (not Two Bombs) are also a more common find in the dungeon, are dropped often by Dwarf Musketeers, and are sold randomly in all the dungeon shops. All the other special bombs spawn rarely in the regular dungeon, are also randomly sold at its shops or found in the Rat King chests in the Tengu Hideout, but are regularly sold by the Fruit Cat in Dolya Town and can also get crafted by the hero in Alchemy Pots (for their recipes follow the link above). Huge bombs, Two Bombs and the Button/Shovel can't destroy few things in SPS-PD: a) air walls, which block the entrance/exit to pit rooms (but destroy without a problem the walls around them), b) specially colored walls or decorative tiles like gold veins, bookshelves or statues, c) locked doors (but destroy without a problem the walls around them), d) Sokoban sheep and Sokoban boxes, e) traps. For details about the effects of each different type of bomb and for the combinations that craft them follow the link above.

Alchemy and Food / Hunger

Main article: Alchemy - Cooking Food

The hunger mechanic in SPS-PD is somewhat changed, as being overfed has a positive effect, while being hungry a negative effect, but most importantly, a new cooking system and 44 new different types of edible or consumable Items are added, which almost all have secondary beneficial effects (and a very few of them negative) and almost all are cooked in alchemy pots. This makes the total amount of SPS-PD's edible or consumable items 64, or 78 if we count separately all the different blandfruit types (43, or 57 with the different blandfruits, can be cooked in an alchemy pot). Apart from "proper food items", these recipes can also also produce minerals, pills and beverages, with various degrees of hunger fulfilment, and many of them also offering buffs. Also 5 new holiday variants are added to the pasty, which are available only during a specific time of the year each. For details about the effects of each different type of edible or consumable item and the recipes to cook them follow the link above.

Alchemy and Potions

Main article: Alchemy - Ammunition, Bombs, Potions

Seeds have the same effects and brew the same potions with Sprouted PD (with some exceptions) with only the Seed Pod plant from Shattered added, but Blandfruits have almost the same effects with Shattered (also with some exceptions), apart from not leaving chunks when thrown. Lastly, potions have mostly their familiar effects from Sprouted PD but also some new effects are added, as additional secondary effects to the primary ones, and also each one has a distinguishing symbol, after it gets identified. For details about the effects of each different type of potion and the seeds that brew them follow the link above.

Armors

Main article: Armors

Two new tiers of armor have been added in SPS-PD, 0 and 6, and each armor tier (with the exception of tier 0) now includes three different types of armor: Light (less defense and lower strength requirement, more stealth and dexterity), Heavy (more defense and higher strength requirement, less stealth and dexterity), and Normal (the more balanced in their stats). As a consequence, SPS-PD has 20 different types of armor available, with 15 of them being new. Also, none of Sprouted PD's Armor Glyphs exists with the same name in SPS-PD, while all 12 of SPS-PD glyphs are totally new, in the sense that even the most similar to Sprouted PD's glyphs have just one of Sprouted PD's effects in addition to new ones. For details about the different types of armor and their glyps follow the link above.

Artifacts

Main article: Artifacts

4 new artifacts (Alien Shoulder Bag, Ethereal Chains, Glass Totem, Robot HEART) have been added to those of Sprouted, but also all the familiar ones have been changed in their details, with a common change that also applies to the new artifacts being that all artifacts now give a secondary option after they get upgraded. The Ring of Disintegration has been removed, and all artifacts have now become rare instead of unique drops. For details about the function of each artifact follow the link above.

Awareness of enemies and AI in them

When the hero is followed by a pet, an enemy will decide to attack either him/her or the pet. That means that the enemy will ignore the non-focused-on character, even when the non-focused-on character (either hero or pet) is attacking the enemy, and will try to attack the focused-on character, even chasing a pet around the dungeon depth. Sometimes enemies have also speech balloons with punctuation marks or letters above their head, like they do in YAPD and some other mods.

  • "!" means that they have seen the hero or the pet and are ready to attack / dodge / chase them. It is increased awareness, as enemies can be aware of the hero without the "!" balloon.
  • "?" means that they have lost sight of the hero or the pet, that they were seeing until recently, they are unaware, and they will get surprised by an attack, as long as they continue to have the "?" balloon above them at the time of the attack.
  • "Zz" means they are sleeping, unaware, and will get surprised by an attack, as long as they continue to have the "Zz" balloon above them at the time of the attack.
  • Enemies without a speech baloon above their head that are distant from the hero will be most of the times also unaware of the hero's presence and will be surprised by an attack. Distant enemies being surprised or not by an attack depends on their field of view, which is different for each enemy.

Pets have the same focus mechanic with enemies, also chase focused-on enemies, and can also have the "!" and "?" balloons, with the same meaning that they have for enemies, but they never have the "Zz" baloon above them, even when thay are put to sleep by a scroll of Lullaby. The hero will also have the "Zz" balloon above him/her, while he/she is resting or sleeping, but has no other awareness indications displayed.

Badges

SPS-PD's badges are very similar to those of Sprouted PD but not identical. As in Sprouted PD and Original PD, in many cases a higher rank badge replaces the lower rank badge, or a super badge replaces a group of specific badges, once they all get obtained. Unlike Sprouted PD the appearance of certain NPCs in Dolya Town depends exlusively on obtaining a specific badge in the current run. A full list of SPS-PD's badges follows:

Familar badges

[For economy of space, when badges are merged in a superbadge, only its symbol is displayed before their description]

250es
  • 10 enemies slain > 50 enemies slain > 150 enemies slain > 250 enemies slain.
7500gc
  • 100 gold collected > 500 gold collected > 2,500 gold collected > 7,500 gold collected
L24r
  • Level 10 reached > Level 20 reached > Level 30 reached > Level 40 reached.
Abb
  • All bags bought
Api
  • All potions identified
Asi
  • All scrolls identified
Ari
  • All rings identified
Awi
  • All wands identified (All potions, scrolls, rings & wands identified suberbadge does not exist)
Dall
  • Death from fire, Death from poison, Death from toxic gas, Death from hunger, Death from a glyph, Death from falling > Death from fire, poison, toxic gas & hunger
1eswmr
  • 1st boss slain > 1st boss slain by Warrior, Mage, Performer, Soldier, Rogue & Huntress (changed badge)
2bs
  • 2nd boss slain
3eswmr
  • 3rd boss slain > 3rd boss slain by Gladiator, Berserker, Warlock, Battlemage, Freerunner, Assassin, Sniper, Warden, Joker & Superstar - not the Soldier subclasses (changed badge)
4bs
  • 4th boss slain.
19psa
  • 13 points of Strength attained > 15 points of Strength attained > 17 points of Strength attained > 19 points of Strength attained
40poe
  • 10 pieces of food eaten > 20 pieces of food eaten > 30 pieces of food eaten > 40 pieces of food eaten.
Iocl4
  • Item of level 3 acquired > Item of level 6 acquired > Item of level 9 acquired > Item of level 12 acquired.
Arms
  • All rare monsters slain
7hc
  • 10-hit combo (changed badge)
12pc
  • 3 potions cooked > 6 potions cooked > 9 potions cooked > 12 potions cooked.
Lcwkam
  • Level completed without killing any monsters
Mkbgw
  • Monster killed by a Grim weapon (the Grim enchantment doesn't exist technically in SPS-PD but using the Error Wand or Weapon, a weapon with the Deadly attribute or a ranged weapon enhanced with Star Ammo can award this badge, as they are all able to insta-kill enemies).
Piranha
  • 6 piranhas killed
Nighttime Badge
  • 15 monsters killed at nighttime
2000 games played
  • 10 games played > 100 games played > 500 games played > 2,000 games played
Ayowmrh
  • Amulet of Yendor obtained > Amulet of Yendor obtained by Warrior, Mage, Rogue, Huntress & Performer (changed badge)
Happy end
  • Happy end
Challenge won
  • Challenge won
Orb of Zot badge SPS-PD
  • Orb of Zot obtained!
Otiluke rescued badge SPS-PD
  • Otiluke rescued!

New badges

  • [No badge symbol displayed] Found the Triforce! (it is obtained by having the Troll Blacksmith forge the three Triforce pieces into one piece).
Pets badge SPS-PD
  • Summoned 1 pet! > Summoned 3 pets! > Summoned 5 pets! (it is obtained by releasing pets and unlike previous versions of SPS-PD, not by just using Soul of Mobs items by just wasting them).

Bosses

Main article: Bosses

The main bosses remain the same with Sprouted PD, but Shadow Yogs now have different minions, and also some special skills are added to enemies and some other are removed. For details about all the different bossses of SPS-PD follow the link above.

BossRush Challenge

Main article: BossRush Challenge

The Dolyahaven Mines have been removed from SPS-PD but their entrance hasn't. A new enemy is located there, a blue dragon named Dungeon Guard, which after it gets defeated, gives the option to the hero to visit a new depth crowded with bosses and their minions and with four unique rewards, one of which is a very good weapon with extra reach, the Overload Handcannon, and another, the Power Hand, gives to the player the option of an Endless Run. This is the BossRush Challenge and for details about it vilsit the link above.

Buffs and Debuffs

Main article: Buffs and Debuffs

26 new Buffs, some class-specific (11) and some available to al classes (15), and 15 new Debuffs have been added. This makes the total of SPS-PD's buffs, familiar (with the same name or renamed) and new 54, and of its familiar and new debuffs 34.

The new Buffs (not those just renamed) are:

  • Arcane, Attack Up, Blood Angry, Defence Up, Feed, Fushigi No Bless, Imbued with Ice, Muscle, Notice, Overfed, Treasure Search (all the aforementioned are available to all classes)
  • Accompaniment, Alien Shield, Blood Imbue, Climb Higher, Drive MECH, Gold Touch, Echo, Fighter Combo, Forever Shadow, Glass Shield, Needling, Rhythm, Target Shoot, Star, War Groove, Wisdom Reflection (all the aforementioned are available only to specific skins, classes or subclasses)

The new Debuffs (not tthose just renamed) are:

  • Armor Break, Attack Down, Cold, Dead Raise, Disarm, Dry, Electrostatic Turbulence, Hot, Hungry (has a negative effect now), Leech Seed, Locked, Shield Block, Silent, Tar, Wet

Also, very few of the familiar buffs or debuffs of Sprouted PD have remained completely unchanged in their effects and only some have retained their original name. For details about the buffs and debuffs of SPS-PD follow the link above.

Challenge Depths

Main article: Challenge Book

The Key depths from Sprouted PD are renamed to Challenge depths, are all stored in the Challenge Book and have received various changes in their drops and rewards, but retain their main function as dew farming depths and their familiar enemies. The ones with regular enemies are all now repeatable, but not their boss depths. A new challenge boss depth is added to them, the Treasure Map, with the Gnoll King and his Gnoll Keeper minions as enemies. For details about the Challenge depths of SPS-PD follow the link above.

Challenges

From all the familiar challenges from other mods and Vanilla, only the "Into Darkness" challenge is kept in SPS-PD (also having been changed in its details), and they all now have also a minor advantage added apart from the expected disadvantages. There is also one challenge that has only advantages, the Test Time "challenge". Here is a list of SPS-PD's challenges:

  • Abrasion: Weapons gets destroyed by the hero using them. On a positive note, the hero starts with one scroll of Upgrade and one of Magical Infusion.
  • Dew Rejection: Less dew is dropped from high grass and enemies and more dew is spent when using the Dew Vial. On a positive note, the hero starts with 2 Dewcatcher seeds.
  • Energy Lost: Eating food satisfies less hunger and wands have lower max charges. On a positive note, the hero also starts with a Pasty.
  • Item Phobia: The hero spends more time in drinking potions, and gets damaged and silenced (unable to read scrolls or use wands for some turns) after reading scrolls. On a positive note, he/she starts with 1,000 gold.
  • Into Darkness: The map does not get recorded and vision is always in "night mode" (see light and darkness section). On a positive note, the hero starts with 2 scrolls of Magic Mapping.
  • Listless: The hero earns less HP by leveling up. On a positive note, he/she starts with 2 potions of Might.
  • Nightmare Virus: Any enemy that dies creates a nightmare virus, an enemy named "!!Data Delete!!" with a null item sprite that produces Demon Blood Gas. On a positive note, the hero starts with an Ankh.
  • Test Time: It is the opposite of a challenge, as the hero starts with 10,000 gold, 199 scrolls of Upgrade, 199 scrolls of Magical Infusion, 199 potions of Experience, a Skill Kit etc.
Challenges SPS-PD

Chapter Bosses

Main article: Chapter Bosses

8 new Chapter Bosses have been added with 14 new minions and now in the end of each chapter the hero has the chance to fight one of 3 possible bosses:

  • Sewers: Sewer Goo with Poison Goo / Plague Doctor with Shadow Rat / Sewer Heart with Sewer Lasher
  • Prison: Prison Warden / TANK / Tengu
  • Caves: DM-300 with Old Production and Broken Robot / Hybrid with Hybrid Clone / Spider Queen with Spider Egg, Golder, Jumper, Minder, Worker
  • Metropolis: Elder Avatar with Obelisk, The Hunter, The Mech, The Monk, The Warlock / King of Dwarves with Eternal Tomb, Dwarf Lich, Undead Dwarf / Lich Dancer with Dwarf Lich, Necro Battery

Also the Skill Kit now is dropped by the Prison chapter boss and the Tome of Mastery by the Caves chapter boss. For details about the Chapter Bosses of SPS-PD follow the link above.

Classes, Subclasses and Skins

Main article: Classes, Subclasses and Skins

This is the part of SPS-PD that has received the most drastic changes in the last two updates (Happy Birthday and the current one, Halloween). Already fom before 2 new classes with their subclasses, the Performer (subclasses Joker & Surperstar) and Soldier (subclasses Agent & Leader), have been added making total number of SPS-PD's available classes 6. 

Also, all classes have now three options for their starting items and stats named Skins, the familiar from before option, named Classic, and the new Birthday and Halloween skins. Each skin also has a different sprite, just keeping the face and the general body outline of the class and is chosen in the beginning of the run. This makes the available options to the player in the run's beggining 18. The available skins of current SPS-PD are (Classic skin is mentioned first, Birthday second, and Halloween third): 

  • Classic Warrior, Fighter, Demon
  • Classic Mage, Explorer, Gnoll
  • Classic Rogue, Ninja, Undead
  • Classic Huntress, Maid, Taurcen
  • Classic Performer, Vtuber, Slime
  • Classic Soldier, Plumber, Mech

Moreover, all classes now have 4 Special Skills, the one familiar from before, and 3 new for each class. There is no application of the Armor Kit to the armor anymore for the skills to become available, but a separate item named Skill Kit, which does not reduce the hero's HP but needs recharging. In addition to all of these changes, all classes have been buffed very much in comparison to Sprouted PD, with many new abilities added to all of them, and boasting much more versatile starting equipment and higher stats. For details about the different classes, subclasses and skins of SPS-PD follow the link above.

Cursed Items

Cursed armors, weapons and rings are all non-unequippable and can have negative levels down to -3, but most often from -2 to 0, but not cursed wands, that generally function exactly the same with non-cursed wands. The ring reward from the Ambitious Imp still is upgraded and cursed, but functions like being upgraded and is just non-unequippable, like it does in Sprouted PD. Cursed artifacts have a very mixed behavior: a few of them work as if they are not cursed and are just non-unequippable, some don't work but don't have any negative effects, and some other have also negative effects. Scrolls of Remove Curse always also reverse the negative stats of a cursed item (e.g. from -1 to +1) apart from uncursing it, and any form of upgrading has a chance to reverse the negative stat to positive but always decreases it. Accurate upgrading with dew doesn't uncurse items, but only upgrades them (they function with upgraded stats but can't get unequipped). In contrast, random upgrading with dew, scrolls of Upgrade and scrolls of Magical Infusion uncurse also the item they upgrade. Lastly, items that spawn in skeletal remains that release a Chaos Wraith (formerly Red Wraith) or in tombstones are not necessarily cursed.

Depth Feelings, Terrain, Light and Darkness

Main article: Terrain and Depth Feelings

Like in Original PD there are three distinctive types of terrain apart from the regular one (Chasm, Flooded, Vegetation) and five different depth feelings (Echo, Nighttime, Secrets, Vegetation, Water). For details about them follow the link above.

Main article: Light & Darkness - Hero's Vision

A unique characteristic of SPS-PD is that game time affects the hero's vision in a more complicated manner than it does in all the other mods, being much closer to what happens in the real world. There is an in-game clock which determines the part of the in-game day and night (which is not determined by the device's clock like in Original PD and most other mods). The hero's range of vision will vary accordingly from 2 tiles up to 7 tiles, but generally it will be better during the game day, and worse during the game night, with a "deep night" phase also occurring randomly in the dungeon depths during nighttime. For details about them follow the link above.

Dew Vial

Main article: Dew Vial

SPS-PD's Dew Vial is inspired from Sprouted PD's dew vial but many new functions are added to it and also some of its familiar functions are changed. From the beginning on depth 1 the Drink (healing), Light (invisibility and illumination), Peek (short mind vision), and Refine (creates 1 drop of Clean Water which is needed for cooking recipes) abilities are available. A little later, on depth 2, after the hero meets the first Tinkerer NPC the Plant (equivalent to “Water” in Sprouted) and Upgrade abilities become available, and the hero has also to choose between Accurate Upgrading (upgrades and identifies a specific item) or Random Blessing (uncurses the whole inventory and ugrades ranndomly items). On depth 12 the Rune Scholar Lynn NPC will grant the Clean (extinguishes Fire and washes off Tar and Caustic Ooze) and Speed (Haste) abilities. Finally, the second Tinkerer NPC in the Power Trial (formerly Book of Life) depth wil increase the Dew Vial's max dew capacity to 350, and also will add Levitation to Speed. For details about all these abilities and functions you can visit the link above.

Dolya Slate (formerly Otiluke's Journal)

Main article: Sweet Home & Sokoban puzzles

There are many important changes implemented in SPS-PD, which are related with this item:

  • Otiluke's Journal is renamed to Dolya Slate, and 2 of its pages are sold in dungeon shops and not dropped by enemies anymore (Sweet Home and Dolya Town).
  • Scrolls of Magic Mapping and Blue Berries now work in all Dolya Slate depths
  • The Vault and the Dragon Cave depths have both been removed (so with all these changes the Spectacles unique item from Sokoban 2 has become useless in SPS-PD). Also, the Corrupted Otiluke depth has now a separate page, the Energy Core.
  • Dolyahaven is renamed to Dolya Town (a small town indeed, being inhabited by 52 NPCs and 5 enemies).

Many more secondary changes and sprite retexturings are also made to all Dolya Slate depths. Also, Sokoban puzzles have become now much more easy to solve, due to the existence of the Jump Shoes and of the wall-breaking bombs and items, while they can be all mapped without any problem. For details about the Sokoban puzzle depths you can visit the link above.

Dolya Town

Main article: Dolya Town

Dolyahaven is renamed to Dolya Town, its journal page is sold at the depth 11 shop, and this depth now contains 52 new NPCs, 5 new enemies, 3 new sidequests (Challenge Book, Cnoll Clothes, Reimus Goei), 10 new shops and a portal to a new challenge, the Bossrush Challenge. Its altar is still used for the crafting of Tier 6 weapons with Magic Stones (formerly Norn Stones), but the Dolyahaven Mines with their Kupuas and Gullins have been removed from the game. For details about Dolya Town you can visit the link above.

Enemies

Main article: Enemies

In comparison to Sprouted 3 new enemies are added in the Sewers (Dust Element, Leech Seed, Patrol UAV), 3 in the Prison (Armor Skeleton, Troll Warrior, Zombie), 1 in the Caves (Sand Mob), 2 in the Metropolis (Dwarf Musketeer, Spider Bot), 3 in the Demon Halls (Demon Flower, Sufferer, Thief Imp), 13 in the chapter boss depths (Elder Avatar, Hybrid, Obelisk, Plague Doctor, Sewer Heart, Sewer Lasher, Prison Warden, Spider Golder, Spider Jumper, Spider Minder, Spider Queen, Spider Worker, Tank), 2 in the Challenge depths (Gnoll Keeper, Gnoll King), 1 in the boss depths (Fiend), 3 in Dolya Town (Clockwork Scarecrow, Gurdian Dragon, Test Mob), and there is also a new BossRush challenge with 2 new mini-bosses and 4 new minions (Earth/Fire/Ice/Shock Goo, Ice Corps, Shadow of Amulet), that is 37 in sum. Some more are duplicated or retextured with different name and abilities in other depths and/or have the depth they appear changed, and most of the familiar enemies have their stats rebalanced and skills more or less changed.

Grinding and End-Game

Main article: Grinding and End-Game

SPS-PD is a mod of Sprouted and among the most famous (or infamous) characteristics of Sprouted Pixel Dungeon is its grindiness. Nevertheless, in SPS-PD most of Sprouted's grinding isn't actually needed (apart from the occasional dew farming in the challenge depths for upgrading equipment), as upgrading a Tier 6 weapon with transmuted Scrolls of Magical Infusion is absolutely not needed and the game can be completed easily with more than half of its available weapons when highly upgraded. Players who want to make the best out of the game's resources or want detailed advice about SPS-PD's end-game can vist the above link though.

Limited Saving

Rarely, the player can find rooms that are always hidden and are listed as Fire of Memory in the hero's Journal, but have the same appearance as Vanilla's sacrificial chambers.

They allow the player to create a single save point (up to the number of 5 for each class): this save point can be used only once, and the save file persists for each class even after a run is complete. Each pedestal can also be used only once, and that only if it's found (be careful not to check on the pedestal but decide to leave saving for later, as the game considers the save point used and deactivates it). A similar save point is offered with the Chocolate Pudding Cup item that is found after beating Yog-Dzewa in the same place that the Amulet of Yendor is normally found in most other mods, and with the new Robot D.M.T. artifact when it gets upgraded to +10 and the option "determination" is activated. Due to their limited nature, it's best to use them after important milestones, or before attempting something very risky.

Miscellaneous Items

Main article: Miscellaneous Items

The Ankh and Pickaxe items have remained similar with Sprouted, with the Ankh's only differences being that isn't stored int key ring anymore, but in the main inventory, while also being stackable and retextured. The pickaxe is now upgradeable and already enchanted and can function as a decent Tier 3 weapon. The Honeypot, Mr. Destructo, and Weightstone have received some secondary changes (there is no Steel Honeypot item anymore, Mr. Destructo 2.0 is available only to the Leader subclass, and the Weightstone enchants and does not balance weapons anymore). Norn Stones, Dwarf Demon Hammers and Upgrade Goos are just renamed to Magic Stones, Magic Hammers and Upgrade Items. Also, the Ghost Elevator transporting item is added.

NPCs

[Only NPC's that the hero meets in the regular dungeon and the Trial (formerly Book) depths are mentioned here. The 40 NPCs of the Dolya Town are presented in the Sokoban and Dolya Town section.]

Ambitious Imp

Ambitious Imp
Imps are lesser demons. They are notable for neither their strength nor their magic talent, but they are quite smart and sociable. Many imps prefer to live among non-demons.

It appears either on depth 17, 18 or 19. Its quest and reward is the same with Sprouted and gives always an upgraded to +3 cursed ring. To open its shop on depth 21, its quest must be first fulfilled, again just like Sprouted.

Dew Developers

Dew Developer
He seems to be waiting for something. / It looks like he is still waiting for something.

Two of the Sprouted’s Tinkerers, those in depth 2 (first message to the right) and in the Power Trial (formerly Book of the Living depth, second message to the left), are renamed to Dew Developers, but their interactions with the hero remain very similar and have already been described in the Dew Vial section above. The Tinkerer of depth 12 has reassigned her gender and has become Rune Scholar Lynn.

Old Wandmaker

Old Wandmaker
This old but hale gentleman wears a slightly confused expression. He is protected by a magic shield.

He always appears in the entrance room of depth 7 and gives an Adamant (Sprouted's Adamantite) Wand to all classes, and not only to the Mage. He has either the Rotberry Seed or Corpse Dust quests available, like he does in Sprouted.

On the option to choose between a battle and a non-battle wand, the player should take into account that the game makes the distinction between battle and non-battle wands rather randomly because most of its wands are offensive, and the Wandmaker will give as a battle wand reward a Wand of Acid / Blood / Disintegration / Firebolt / Freeze / Light / Lightning, but as a non-battle wand reward a Wand of Charm / Flock / Flow / Meteorite / Poison / Thundercloud (with most of these wands, apart from the wands of Charm and Flock, being also offensive). The reward wand is always upgraded and rarely cursed (which doesn't affect the wand's function in any way). Stepping on the Rotberry plant to pick up its seed will release a cloud of Toxic Gas and Root the hero (breaking the plant by throwing any item on it, while keeping a safe distance, will save the hero from getting damaged and rooted), but picking up the seed will not function as an alarm trap.

Rat King

Rat king gif
Rat King
This rat is a little bigger than a regular marsupial rat and it's wearing a tiny crown on its head.

He is the same with Sprouted's Rat King (sleeps in a hidden room at depth 5, after the hero visits the caves and comes back to meet him, if he/she has not opened his chests, he gives the Spork quest etc.), with a slightly different message than that of Sprouted, which is inaccurate though. The Life Bandit, who drops the Spork, does not hide close to to the depth 9 exit, but spawns after some regular enemies get killed and wanders constantly around the depth, like the Shadow Bandit does in Sprouted.

Rune Scholar Lynn

Rune Scholar Lynn
A scholar who lived in Dolyahaven. She has a lot of knowledge about Magic Stones.

She is SPS-PD's equivalent of Sprouted’s Tinkerer on depth 12, but with her gender reassigned. Apart from the Dew Vial upgrade, she also gives the hero the option to choose between a Mr. Destructo, a Control Mobile or a Fairy Card as quest rewards. After the hero interacts with her on depth 12 for the first time, he/she will be finding Lynn in Dolya Town for the rest of the game, with her saying that she had fixed the altar and and the hero can use it now (it is the altar that the Tier 6 weapons are crafted on).

Shopkeepers

Shopkeeper
Shopkeeper
This stout guy looks more appropriate for a trade district in some large city than for a dungeon. His prices explain why he prefers to do business here.

Their only interaction with the hero is by selling items to him/her or buying items from him/her like in almost all other mods. They also sell the Dolya Slate (formerly Sokoban Journal) on depth 1, the Sweet Home (formerly Safe Room) page on depth 6, and the Hometown (formerly Dolyahaven) page on depth 11. They are now also invincible, don't care if anything tries to harm or debuff them, and never leave their shop with their goods, unless the hero tries unsuccessfully to steal from them.

Troll Blacksmith & Troll Welder

Troll Blacksmith / Troll Welder
This troll blacksmith / welder looks like all trolls look: he is tall and lean, his skin resembles stone in both color and texture. The troll blacksmith / welder is tinkering with unproportonionally small tools.

The two Trolls, the Blacksmith and the Welder (renamed from Bip and Bop) are always found on depth 11. Adamantite weapon/armor/wand/rings are now renamed to Adamant weapon/armor/wand/rings, without any change to their function, and both Trolls still need vampire bat's blood on the pickaxe or dark gold before they do anything.

Some minor changes to the reinforcement of items are that all classes and not only the Mage get by default the Adamant Wand, after they finish the Old Wandmaker's quest, and that there is one extra Adamant Ring, that always drops from the Gnoll King in the Treasure Map challenge depth, as there are 3 ring/artifact slots in SPS-PD.

Pets and Allies

Main article: Pets and Allies

A distinction is added between the weak Random Soul pets, that the hero starts in depth 1 with the item to hatch them immediately available, and the almost all stronger Soul of Mobs pets, that the hero must get hatched from a Soul of Mobs after he/she finds or buys one in the dungeon. 8 new pets in sum are added to those existing already in Sprouted, 6 of them being weak Random Soul pets (Fly, Gentle Crab, Metal Klik, Ribbon Rat, Snake, Spidersilk Klik) and the 2 other being strong Soul of Mobs pets (Chaos Elemental, Gold Dragon). Also most of the familiar Sprouted's pets have been renamed and besides that, stats, leveling up, special skills, eating habits in all familiar pets have more or less changed.

In SPS-PD's recent update two more non-pet allies to the hero were implemented, in addition the Dried Rose's Sad Ghost, while the Honeypot and Mr. Destructo items were also changed. In short all hero classes now have the option of three different temporary allies (Fairy, Mobile Sattelite, Mr. Destructo), while the Leader subclass in particular has exlusive access to the stronger versions of these three and also to the Steel Bee ally.

Rings

Main article: Rings

One new ring, the Ring of Energy, has been added (it increases recharging rate by +5% per level, with the amount of improvement increasing as it gets upgraded to higher levels) and almost all the familiar rings from Sprouted have received specific changes (follow link above about them), with a common change being that the abilities of most of them have a level up cap at +30.

Plants and Seeds

Main article: Plants and Seeds

The effects of plants and the function of seeds in SPS-PD is perhaps the only part of Sprouted that has remained almost unchanged in SPS-PD. The only important differences from Sprouted is that now potions of Healing can get brewed from Sungrass seeds and that the Seed Pod plant is added, borrowed from Shattered.

Scrolls

Main article: Scrolls

Scrolls remain basically the same with Sprouted, with some minor changes, mostly in additional side effects and 2 scroll-like items that work more like potions. Also each scroll now has a distinguishing symbol, after it gets identified (for details about the changes follow the link above).

Strength and Strength Requirements

There are many changes to how the game handles the hero's Strength, and to what equipment can be used as a consequence. No longer it is possible, at all, to decrease almost all items’ strength requirement through upgrades. Additionally, Potions of Strength spawn in a specific number (9) and equipping a Lucky Badge doesn't affect this positively, while Potions of Might give only +15 max HP and no additional Strength, instead of +5 max HP and +1 Strength like they do in Sprouted, and they also no longer transmute into Potions of Strength. The only other items that give additional strength points permanently without heavy consequences is a) the second Scroll of Sacrifice, a unique drop in the Challenge depths (it adds +1 Str. but the first one gives only +15 HP, and the third and fourth scrolls subtract permanently a lot of HP while adding +1 Str.), b) the Golden Nut Bless by the Developer, a unique reward item, that the hero receives after killing 100 enemies in all 4 challenge depths and gives either +1 Str. and 60 HP or +2 Str. and 30 HP and c) the Rotberry seed from the Old Wandmaker's quest, when it is not used for the quest reward and instead gets cooked with a Blandfruit to become a Rotfruit (a Rotberry seed is also a rare drop from the Sewer Heart mini-boss on depth 5). The Ring of Might also adds Strength points when equipped, but only +1 every 5 upgrades (it adds +10 HP with each upgrade though).

Effectively, this means that methods of gaining strength are few and far in between or RNG-dependant, so all heroes will be switching to higher tier weapons and armors at a much slower rate (with the exceptions of the Rogue for weapons and of the Warrior for armors), even possibly as late in the game as the Demon Halls. All heroes will reach Yog-Dzewa with 19 Strength, if they have found all the spawned Potions of Strength, and they can also add surely +2/+3 to their Strength without heavy consequences by reading the second Scroll of Sacrifice and eating the Golden Nut Bless by Developer after killing 100 enemies in all four challenges. Before that, apart from the Warrior all the other classes without a Ring of Might or a lucky Rotberry seed drop will be only able to equip up to the Tier 5 heavy and the Tier 6 light armors, as the normal and heavy Tier 6 armors have a +20 and +21 strength requirement, and apart from the Rogue all the other classes will be able to equip only Tier 5 weapons, as all the Tier 6 weapons have a +20 strength requirement (Tier 5 weapons are as good as them, or actually better for some types of gameplay, though).

Traps new and changed

  • Air, Alarm, Blazing, Chilling (don't shatter potions, unless the hero steps on water afterwards), Confusion Gas (they cause also the Locked debuff), Cursing, Disarming, Disintegration, Flashing, Freezing (rarely shatter potions), Grim, Gripping, Guardian, Lightning, Ooze, Paralytic Gas, Pitfall, Poison, Rockfall, Shock, Spear, Summoning, Teleportation, Toxic Gas, Venom Gas and Weakening traps exist all in the game, borrowed from Shattered or Sprouted and exactly the same in function and frequence, with some minor differences already stated.
  • Changing depths due to a trap, either downstairs by stepping on a Pitfall trap, or upstairs by stepping on a Warping trap, makes the dew counter of the goal moves stop for this depth, and it will start counting again when the hero goes back to the depth, so stepping on either one of these traps won't prevent the hero from completing the depth within the goal moves.
  • Distortion traps exist also in the SPS-PD code but are rare and sometimes happily bugged, as sometimes they don’t seem to work at all. When Distortion traps do work, they restart the depth, and the hero doesn't keep the items he/she had found and already put in his/her backpack.
  • Explosive traps sometimes are also happily bugged and don't deal any damage.
  • Fire traps when activated create a fire cloud like those in Shattered and not a single-tile fire explosion like those in Sprouted.
  • Hidden traps in general are not revealed by Blue Berries and Scrolls of Magic Mapping, and when they are not deactivated by stepping on them once (like Spear and Gripping traps for example), they still remain hidden, and the hero must specifically search their tile, for them to become visible. There is a happy bug in SPS-PD as when the hero is asked to move to any place of the depth he/she will avoid hidden trap tiles and will make a circle around them to get to to his/her destination, or will just not go, if the path is completely blocked by a trap.
  • Storm traps create a cloud that paralyses and deals electricity damage.
  • Trap tiles in general can’t be destroyed by bombs or activated when bombs are thrown next to them and not on them.
  • Warping traps teleport the hero to a previous dungeon depth without unidentifying their depth, like they used to do previously in Shattered (they are also rare). The pet is also teleported along with the hero (but not when the hero steps on a regular teleportation trap and is teleported somewhere on the same depth). All pets fly, so they won't activate any trap and will just hover above them.

Trial Depths

Main article: Trial (formerly Book) Depths

The Book depths from Sprouted are renamed to Courage / Power / Wisdom Trial depths, and have also received various changes (with the Book of Heavens / Wisdom Trial being the most changed, as it does not allow falling anymore). All the Trial depths are now repeatable and have become an option in the Challenge book along with the challenges, but only the Wisdom Trial (formerly Book of Heavens) respawns its loot in a new depth arrangement, with the other two only respawning their enemies in the previously visited depth.

Wands

Main article: Wands

Along with armor and weapons it is the class of items that has received the most changes. 8 new wands have been added to Sprouted's Wands (Wands of Acid, Blood, Charm, Error, Flow, Freeze, Light, Thundercloud), 6 familiar wands have been removed (Amok, Blink, Regrowth, Slowness, Teleportation, Telekinesis) and all the familiar ones that remain have received minor or major changes (Wands of Disintegration, Firebolt, Flock, Lightning, Magic Missile, Meteorite - formerly Avalanche, Poison). You can follow the link above for details about all these changes. Also, all wands have now a specific permanent sprite, and not a random sprite that will change in each game, like they do in Sprouted.

Weapons - Bombs, Guns, Missile, Thrown

Main article: Weapons - Bombs, Guns, Missile, Thrown

Along with the addition of the Soldier class, this was the other major change of the latest SPS-PD version.

  • A full array of Tier 0 to Tier 5 guns was added in SPS-PD (Sling, Gunslinger Pistol, Pistol, Blunderbuss, Fusil, Mortar), that is 6 in sum.
  • 5 new thrown weapons were added (Huge Shuriken, Skull, Shattered Ammo, Rice Ball, Wave) and almost all the thrown weapones that have remained from the previous version have their stats and names changed.
  • 9 bomb items were added (Acid, Build, Dark, Empty, Fire, Huge, Ice, Mini, Storm), which have unique effects, are all craftable and can be also found/sold in the dungeon.
  • Missile weapons and guns can also have a permanent feature added to them by using an ammo item (for details, read Ammo section above).

Weapons - Melee

Main article: Weapons - Melee

17 regular weapons in all tiers, 7 unique drop weapons and 6 holiday weapons are added to those melee weapons already existing in Sprouted (that is 30 in sum), and they almost all have a regular, enhanced or holiday attribute. The Tier 6 weapons have all been renamed and have received minor or major changes. Also 14 weapon enchantments are added, with the familiar enchantments of Original PD and Sprouted PD all either removed or redesigned.

Weather Rooms / Buffs and Debuffs to the climate

Main article: Weather Rooms - Buffs and Debuffs due to the Climate

In the dungeon the hero might encounter rooms with a special climate, that either buffs or debuffs any character that is located inside them. For details visit the link above.

Wells

  • The Well of Health now fills the whole Dew Vial, even when it is upgraded to the capacity of 350.
  • The Well of Transmutation, like the Phase Pitcher plant, no longer necessarily drops the same tier weapon, and due to the artifacts not being unique drops anymore, the well can rarely drop back the same artifact (some unique items like the Boomerang or the Cloak of Shadows either cannot get transmuted at all, or they can get transmuted, but are never the product of a transmutation - not that there is any reason to transmute a Boomerang or a Cloak of Shadows). Perhaps due to the nerfing of the Phase Pitcher seed drops, Wells of Transmutation are much more common in SPS-PD than they are in Sprouted.
  • The Well of Awareness, unlike the Scrolls of Magic Mapping and Blue berries, shows hidden doors and hidden traps, loot and keys inside hidden rooms and generally all loot without any omission.Miscellaneous changes and differences from Sprouted

Miscellaneous changes and differences from Sprouted

Bookshelves

All bookshelves can also drop regular scrolls after getting burnt, like they do in YAPD after getting seached, (but never Sokoban pages like they do in Sprouted, and never rare scrolls like Regrowth, Upgrade and Magical Infusion like they do in YAPD with its equivalent rare scrolls).

In rooms that contain bookshelves in a row covering one of the walls but that do not contain scrolls, there are instead always hidden bone piles behind the bookshelves also like in YAPD, that always contain items or gold and also always spawn Chaos Wraiths (formerly Red Wraiths), unless the hero searches in the bone pile while standing on it. In this case he/she loses 50% of his/her HP, but a Chaos Wraith will not spawn (this is advisable only in early levels, when the hero hasn't yet found a batlle wand, and wants to avoid melee fighting with a highly evasive wraith, but with a use of the Ankh Shield and a pet along all wraiths eventually get defeated).

The hero has to burn the bookcshelves to get to them, like he/she would do in YAPD, and if there is a room like that in a depth, a Potion of Liquid Flame will always spawn, but not generally in depths with bookshelves (so having a Potion of Liquid Flame spawn in the same depth which also has bookshelves on it is a good indicator for the existence of bone piles) .

Hidden Doors and Hidden Traps

They are both not revealed by Blue berries and Scrolls of Magic Mapping, but only by the Well of Awareness. Blue berries show all loot and keys in a depth though, as they activate the Treasure Search buff, even those inside hidden rooms, while the Scrolls of Magic Mapping don't, but still can show random parts of the depth's loot. Hidden traps which specifically are not deactivated by stepping on them once (like Gripping traps for example) still remain hidden, and the hero must specifically search their tile, for them to become visible. There is a happy bug in SPS-PD as when the hero is asked to move to any place of the depth he/she will avoid hidden trap tiles and will make a circle around them to get to to his/her destination, or will just not go, if the path is completely blocked by a trap.

Pit Rooms

They have two major differences from all other PD mods: a) Their walls can be destroyed by Huge bombs, Two Bombs bombs or the Shovel, so the hero doesn’t have to jump into pits any more, if he/she has either of these two items available, b) they don’t have a locked entrance, but an “air wall” which cannot be unlocked or destroyed by any means.

Quickslots

Without the "More QuickSlot" option selected, there are two quickslots at the bottom of the screen and one at the right side, under the menu button. With the "More QuickSlots" option selected, one is added at the bottom of the screen and two are added below the one next to the menu button.

Walls

All walls in general can be destroyed by Huge bombs, Two Bombs or the Shovel. The only walls that these bombs can't destroy are a) special colored walls or decorative tiles (dark gold veins, bookshelves, statues etc.), b) the pit room air wall and locked doors (but they destroy without a problem the walls just next to them).

Known Bugs

Special Surprise Pixel Dungeon is still in development, so the existence of bugs is rather expected and to a major degree forgiven. The following list doesn’t intend to shame the developer or the mod, but only to compile a list that will be useful for the new player, who might already be struggling with the huge amount of changes and novelties in SPS-PD that do work. Anyways, these bugs can be considered few for a mod still in development and with a ton of new content.

Major bugs

  • When the hero tries to teleport specifically to the Power Trial depth, and either his/her pet is standing next to him/her, he/she is carrying a Lantern with some Soul in the backpack, or is followed by a Sad Ghost, the game will sometimes crash, and the part of save file related with the Wisdom Trial will always get corrupted. So, better not take pets or lanterns along in the Power Trial. Note: This bug can also get triggered, but more rarely, by the Soldier class visiting the Power Trial.
  • Using an Ankh Shield or a bomb item on the chapter 20 boss depth after the battle has started, or leaving the game for the main menu while the battle with the chapter boss has already started, have all a chance to softlock the game (freeze it permanently on this depth). Using these items or going to the main menu don't always have this effect, but better avoid them on this depth.

Minor bugs

  • The Dolya Slate (formerly Otiluke's Journal) when it is used specifically on a ladder tile to take the hero to Dolya Town, it can make the game crash and move the player to the main screen. This never corrupts the save file or creates any other big problem, just the 50% charge of the Slate gets lost. This can also happen very rarely, when the hero tries to teleport to Dolya Town from any other tile.
  • The Dried Rose artifact has four minor bugs related to it. a) When summoned along with a pet, it can disappear when the hero goes down a depth with the Sad Ghost but without a pet and comes back to get the pet. b) It can also make the game crash if summoned along with a pet in a Challenge depth. c) If the Dried Rose is found before the Sad Ghost quest, it can get equipped and summon a ghost without a problem. d) The hero might stop finding rose petals before the Dried Rose gets fully upgraded, and e) taking a Sad Ghost along to the Wisdom Trial depth might crash the game [Note: these bugs existed in previous versions, but they all seem to have been fixed or at least to have become far less common in this version.]
  • Fire traps very rarely spawn into walls, have a proper trap description when the hero examines them, but don't function as traps, as they can't be stepped on, and are just red colored wall tiles. Also the ascending ladder of depth 15 might appear to be on a tile of a disarmed trap and so become amost unnoticeacle. These are actually elements of flawed map generation, and not proper bugs, as they do not affect in any way the gameplay (the ladder is in a well known position in the center of the depth and always works, and the fire traps in the walls never function as traps).
  • Both the Mage and the Soldier can use their Jump Shoes to teleport through enemies, similar to the Blink ability of other roguelikes. Nevertheless they can also use their jumps shoes to teleport "into enemies", that is to land on the same tile with an enemy. In this case they can't attack the enemy, and the enemy can't attack them with melee hits, but it can still hit them with ranged attacks. This bug is rather unimportant, as the hero can just move to the next tile and there is no other consequence like softlocking, crashing etc.
  • Sometimes the Rankings screen gets bugged, and when the player tries to check a specific run (but not when he/she just enters the screen) the game crashes. This does not have any effect on the rest of the game though. Alternatively, all specific runs when checked display the run that has ended last.

Happy Bug - Exploit

  • In some runs of the Performer after the Glass Shield is first granted, it doesn't wear off at all and it lasts until depth 8, making the Performer's damage endurance constantly high.
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