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[This wiki page is updated with the changes from the developer's latest release "[https://github.com/hmdzl001/SPS-PD/releases/tag/0.9.2part4-A Epic Battle (4): City's Chaos War A]" (link to the latest apk).]
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{{DISPLAYTITLE:SPecial Surprise Pixel Dungeon}}
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[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 ==
 
== Overview ==
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| image = [[File:Ic_launcher_(SPS-PD).png|thumb]]
 
| image = [[File:Ic_launcher_(SPS-PD).png|thumb]]
 
| developer = [https://www.reddit.com/user/hmdzl001 Hmdzl001 (reddit)]
 
| developer = [https://www.reddit.com/user/hmdzl001 Hmdzl001 (reddit)]
| download = [https://github.com/hmdzl001/SPS-PD/releases/tag/0.9.2part4-A]
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| download = [https://github.com/hmdzl001/SPS-PD/releases/download/2019Halloween/sps2019Halloweenfix2.apk (github)]
| version = 2019 Spring Festival
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| version = Halloween 2019
 
| source = [https://github.com/hmdzl001/SPS-PD (github)]
 
| source = [https://github.com/hmdzl001/SPS-PD (github)]
}}SPecial Surprise Pixel Dungeon (formerly Special Sprouted Pixel Dungeon), commonly referred to as SPS-PD, is an in-development fork of Sprouted Pixel Dungeon, 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 "Epic Battle (4): City's Chaos War" and was released in [https://www.reddit.com/r/PixelDungeon/comments/btv6re/spspd_092_part_4_a_have_been_upload_on_github/ late May of 2019]. It was created by Reddit user [https://www.reddit.com/user/hmdzl001 hmdzl001].  This mod aims to add several improvements to the overall gameplay, while still retaining a small part of the grindiness of Sprouted. Like its predecessor, 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 mobs 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 Phase Pitchers, 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. There are new chapter bosses and a boss rush, new depths, a whole lot of new items, two whole new hero classes with their two subclasses, and much more added to the already sizable Sprouted package. It's worth a shot to any and all that don't mind its unfinished state or its occasional language mistakes and “No text found” game messages.
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|header = {{color|2DDF44|#54 Released mod}}}}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 [https://www.reddit.com/r/PixelDungeon/comments/doe8ls/special_halloween_version_of_spspd_have_been/ late October of 2019]. It is being developed by Reddit user [https://www.reddit.com/user/hmdzl001 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:
   
Although most of SPS-PD's wiki sections are rather extensive, they presuppose knowledge of the items and mechanics of Sprouted Pixel Dungeon, on which SPS-PD is basically 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. 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 [[:Category:Sprouted Pixel Dungeon|Sprouted 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 wiki sections as “new”, that means “new compared to Sprouted”, 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.
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'''Alchemy'''
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* The ''Alchemy mechanic'' is much enriched and completely reworked:
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** 18 new different types of enhancing ammunition for ranged weapons, named ''Ammo'', are added, which are all craftable in alchemy pots.
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** 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.
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** 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).
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'''Armors'''
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* ''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.
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* 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.
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'''Artifacts'''
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* 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.
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'''Buffs and Debuffs'''
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* 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.
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'''Dew Vial'''
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* 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.
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'''Dolya Slate'''
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* Sprouted PD's Otiluke's Journal is renamed to ''Dolya Slate, ''with some of its depths also having been renamed.
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* 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''.
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* 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.
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'''Enemies'''
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* An optional ''Bossrush'' challenge is added with 8 new bosses, 4 new minions and unique rewards.
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* 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.
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* 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.
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* The ''Shadow Yogs'' fight now features 2 new minions, with the previous minions removed.
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* 13 new ''Regular'' enemies are added in all regular depths and 2 new ''Rare'' enemies can also spawn in them.
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* If we add the numbers of all the previous bullets to the enemies already existing in Sprouted PD, SPS-PD features 162 (!) different types of enemies.
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'''Hero classes'''
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* 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.
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* 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.
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* 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.
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'''Potions and Scrolls'''
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* Almost all ''Potions'' and ''Scrolls'' now have secondary effects, most of the times beneficial but also in a few cases negative.
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* 1 new ''Scroll'' 3 new ''Scroll-like items ''are added, with all of them granting different permanent increases to the hero's stats.
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'''Pets and Allies'''
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* 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. 9 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.
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'''Plants'''
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* 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.
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'''Rings'''
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* 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.
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'''Wands'''
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* 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.'''Weapons'''
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'''Weapons'''
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* 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.
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* 26 new ''Melee weapons ''are added, along with a new category that some of them are assigned to, the ''Holiday weapons. ''This makes the total amount of SPS-PD's melee weapons, familiar and new, 49. Apart from their other stat differences, melee weapons are now also differentiated by the existence of Attributes, which are similar to enchantments in their effects, but are permanent characteristics of weapons and can't be changed.
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* SPS-PD's ''Weapon Enchantments'' all refer to one of 7 different ''Elements'', and each element governs two enchantments (making them 14 in total), with the couples having somewhat similar but not same effects. None of Sprouted PD's enchantments exists with the same name in SPS-PD, while 10 out of 14 are totally new.
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'''Weather'''
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* 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.
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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.
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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 [[:Category:Sprouted Pixel Dungeon|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 [[:Category:SPecial Surprise Pixel Dungeon|SPecial Surprise Pixel Dungeon category page]].]
 
[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 [[:Category:SPecial Surprise Pixel Dungeon|SPecial Surprise Pixel Dungeon category page]].]
   
== Alchemy and Potions ==
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== Alchemy generally ==
{{Main|/Alchemy - Ammunition, Bombs, Potions|Alchemy - Ammunition, Bombs, Potions}}
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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 [[Mod-SPecial Surprise Pixel Dungeon/Artifacts#Alchemist.27s toolkit|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 in SPS-PD seems based on a combination of Sprouted's and Shattered's alchemies, with also a major innovation in the new cooking mechanic that is implemented. The Alchemy interface is changed and mostly resembles that of Shattered 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 [[Mod-SPecial Surprise Pixel Dungeon/Alchemy - Cooking Food|40 different food or consumable items]] and a wide array of special bombs and ammunition (visit main article link for details). The [[Mod-SPecial Surprise Pixel Dungeon/Artifacts#Alchemist.27s toolkit|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 (it is practically a Culinary Toolkit in SPS-PD, although it is not renamed). Seeds have the same effects and brew the same potions with Sprouted (with [[Mod-SPecial Surprise Pixel Dungeon/Plants and Seeds#Plants and Seeds|some exceptions]]) with only the Seed Pod plant from Shattered added, but Blandfruits have almost the same effects with Shattered (also with [[Mod-SPecial Surprise Pixel Dungeon/Alchemy - Cooking Food#Blandfruit cooked|some exceptions]]), apart from not leaving chunks when thrown. Lastly, potions have mostly their familiar effects from Sprouted but also some [[Mod-SPecial Surprise Pixel Dungeon/Alchemy - Ammunition, Bombs, Potions#Potions|new effects are added]], as additional side effects to the familiar ones, and also each one has a distinguishing symbol, after it gets identified.
 
   
== Ammo ==
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== Alchemy and Ammo ==
 
{{Main|/Alchemy - Ammunition, Bombs, Potions#Ammo|Alchemy - Ammunition, Bombs, Potions}}
 
{{Main|/Alchemy - Ammunition, Bombs, Potions#Ammo|Alchemy - Ammunition, Bombs, Potions}}
Ammo is a novelty of SPS-PD, which was introduced in the latest update. They are way to "enchant" - add a permanent feature to a Boomerang or gun 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
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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.
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== Alchemy and Bombs / Destroying walls ==
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{{Main|/Alchemy - Ammunition, Bombs, Potions#Bombs|Alchemy - Ammunition, Bombs, Potions}}
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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.
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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.
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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.
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== Alchemy and Food / Hunger ==
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{{Main|/Alchemy - Cooking Food#Food items and Recipes|Alchemy - Cooking Food}}
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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.
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== Alchemy and Potions ==
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{{Main|/Alchemy - Ammunition, Bombs, Potions#Potions|Alchemy - Ammunition, Bombs, Potions}}
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Seeds have the same effects and brew the same potions with Sprouted PD (with [[Mod-SPecial Surprise Pixel Dungeon/Plants and Seeds#Plants & Seeds|some exceptions]]) with only the Seed Pod plant from Shattered added, but Blandfruits have almost the same effects with Shattered (also with [[Mod-SPecial Surprise Pixel Dungeon/Alchemy - Cooking Food#Blandfruit cooked|some exceptions]]), apart from not leaving chunks when thrown. Lastly, potions have mostly their familiar effects from Sprouted PD but also some [[Mod-SPecial Surprise Pixel Dungeon/Alchemy - Ammunition, Bombs, Potions#Potions|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.
   
== Armor ==
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== Armors ==
{{Main|/Armor|Armor}}
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{{Main|/Armors|Armors}}
   
Tier 6 armors are added, and each armor tier 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 18 different types of armor available, with 12 of them new. There are also 12 new armor glyphs, with all the familiar glyphs of Original PD or Sprouted either withdrawn or totally redesigned.
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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 ==
 
== Artifacts ==
 
{{Main|/Artifacts|Artifacts}}
 
{{Main|/Artifacts|Artifacts}}
4 new artifacts (Alien Shoulder Bag, Ethereal Chains, Glass Totem, Robot D.M.T.) [[Mod-SPecial Surprise Pixel Dungeon/Artifacts#New Artifacts - new in relation to Sprouted|have been added]] to those of Sprouted, and from the familiar ones, only the Chalice of Blood, Talisman of Foresight and Timekeeper’s Hourglass haven't received any major [[Mod-SPecial Surprise Pixel Dungeon/Artifacts#Changed Artifacts - changed from Sprouted|changes in their function]] (but they are also changed in their details). The Ring of Disintegration has been removed, and all artifacts have now become rare instead of unique drops.
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4 new artifacts (Alien Shoulder Bag, Ethereal Chains, Glass Totem, Robot HEART) [[Mod-SPecial Surprise Pixel Dungeon/Artifacts#New Artifacts - new in relation to Sprouted PD|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 ==
 
== 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 character, even when the non-focused 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.
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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 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.
 
* "?" 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.
 
* "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.
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* 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.
 
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 ==
 
== 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 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:
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{{Main|/Tips for End-Game & Badges#Badges|Badges}}
* 10 enemies slain > 50 enemies slain > 150 enemies slain > 250 enemies slain.
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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 [https://pixeldungeon.fandom.com/wiki/Mod-SPecial_Surprise_Pixel_Dungeon/Dolya_Slate_-_Dolya_Town#NPCs.2FEnemies_appearing_.3C-.3E_Badges_obtained.2FQuests_completed obtaining a specific badge in the current run]''. For details about the Badges of SPS-PD follow the link above.
** The ''Fruit Cat'' NPC in Dolya Town appears and opens his store only after the "250 enemies" badge is obtained.
 
* 100 gold collected > 500 gold collected > 2,500 gold collected > 7,500 gold collected
 
* Level 10 reached > Level 20 reached > Level 30 reached > Level 40 reached.
 
** The ''Trainer Rain'' NPC in Dolya Town appears along with his scarecrows and opens his store only after the "Level 40 reached" badge is obtained.
 
* All potions identified, All scrolls identified, All rings identified, All wands identified > All potions, scrolls, rings & wands identified.
 
** The ''Treasure Hunter S.M.R.'' NPC in Dolya Town appears and opens his store only after the "Al rings identified" badge is obtained.
 
* All bags bought
 
* 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
 
* 1st boss slain > 1st boss slain by Warrior, Mage, Rogue & Huntress
 
* 2nd boss slain
 
* 3rd boss slain > 3rd boss slain by Gladiator, Berserker, Warlock, Battlemage, Freerunner, Assassin, Sniper & Warden.
 
** The ''two Piranhas'' in the Dolya Town pond only appear after the "3rd boss slain" is obtained.
 
* 4th boss slain.
 
** The ''Watabou'' and ''White Ghost'' NPCs and also the ''Tombstone'' in Dolya Town appear only after the "4th boss slain" badge is obtained.
 
* 13 points of Strength attained > 15 points of Strength attained > 17 points of Strength attained > 19 points of Strength attained
 
* 10 pieces of food eaten > 20 pieces of food eaten > 30 pieces of food eaten > 40 pieces of food eaten.
 
** The ''Cooker M.O.S.'' NPC in Dolya Town appears and opens his store only after the "40 pieces of food eaten" badge is obtained.
 
* Item of level 3 acquired > Item of level 6 acquired > Item of level 9 acquired > Item of level 12 acquired.
 
** Both of the ''Shopkeepers'' NPCs in Dolya Town open their store only after the "Item of level 12 is acquired" badge is obtained.
 
* All rare monsters slain
 
* 10-hit combo (changed badge)
 
* 3 potions cooked > 6 potions cooked > 9 potions cooked > 12 potions cooked.
 
** The ''Real Man'' NPC in Dolya Town appears and starts his experiments only after the "3 potions cooked" badge is obtained.
 
* Level completed without killing any monsters
 
* Monster killed by a Grim weapon (the Grim enchantment doesn't exist technically in SPS-PD but using the Star Ammo or the Error Weapon can award this badge, as they are able to insta-kill enemies).
 
* 6 piranhas killed
 
* 15 monsters killed at nighttime
 
* 10 games played > 100 games played > 500 games played > 2,000 games played
 
* Amulet of Yendor obtained > Amulet of Yendor obtained by Warrior, Mage, Rogue & Huntress
 
* Happy end
 
* Challenge won
 
* Orb of Zot obtained!
 
* Otiluke rescued!
 
** The ''Uncle S.'' NPC in Dolya Town appears and opens his store only after the "Otiluke rescued!" badge is obtained.
 
New badges
 
* Found the Triforce! (it is obtained by having the Troll Blacksmith forge the three Triforce pieces into one piece).
 
* 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).
 
** The ''Pet Dealer Lery'' NPC in Dolya Town only appears and opens his shop after the "Summoned 5 pets!" badge is obtained.
 
 
== Bombs ==
 
{{Main|/Weapons - Bombs, Guns, Missile, Thrown#Bombs|Bombs}}
 
 
In its latest update SPS-PD has added 9 new craftable bomb items (Acid, Build, Dark, Huge, Fire, Ice, Mini, Storm bombs) while keeping but renaming only the Dumbling (> Fishing bomb) and Holy Hand Grenade (> Holy bomb) bomb items from Sprouted, which have also become craftable. The regular Bomb and the Two Bombs of previous versions were also kept. Unlike most other mods and also unlike Sprouted 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 are available for all classes to craft, unlike the Performer's Shovel, which has the same function, but it is a unique class item. The regular Bomb of previous SPS-PD versions is kept, it has also become craftable, but does not destroy walls anymore.
 
 
{{Game description|A fairly hefty black powder bomb. An explosion from this would certainly do damage to anything nearby, It looks like the fuse will take a couple rounds to burn down once it is lit.|width = 100%|image = Poisoned.jpg|heading = Bomb}}
 
{{Game description|A stack of two hefty black powder bombs, looks like you get one for free!|width = 100%|heading = Two bombs|image = Two bombs.jpg}}
 
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 [[Mod-SPecial Surprise Pixel Dungeon/Alchemy - Ammunition, Bombs, Potions#Bombs|Alchemy Pots]]. Huge bombs, Two Bombs and the 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.
 
   
 
== Bosses ==
 
== Bosses ==
 
{{Main|/Bosses|Bosses}}
 
{{Main|/Bosses|Bosses}}
   
The main bosses remain the same with Sprouted, but Shadow Yog and Zot have mostly different minions, and also some special skills are added to enemies and some other are removed.
+
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 akilla are removed. For details about all the different bossses of SPS-PD follow the link above.
   
 
== BossRush Challenge ==
 
== BossRush Challenge ==
 
{{Main|/BossRush Challenge|BossRush Challenge}}
 
{{Main|/BossRush Challenge|BossRush Challenge}}
   
The Dolyahaven Mines have been removed from SPS-PD but their entrance hasn't. A new enemy is located there, a violet dragon named Dungeon Guard, which after it gets defeated, gives the option to the hero to visit a new depth crowded with mini-bosses and their minions and with three unique rewards (one of which is an very good weapon with extra reach, the Overload Handcannon). This is the 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 ==
 
== Buffs and Debuffs ==
 
{{Main|/Buffs and Debuffs|Buffs and Debuffs}}
 
{{Main|/Buffs and Debuffs|Buffs and Debuffs}}
   
20 new buffs are added to those of Sprouted, 3 unique to specific classes (Blood Imbue, Echo, War Groove) and 17 available to all heroes under certain cisrcumastances (either by consuming items or using artifacts) while some of them are also always available to a specific class or subclass: Alien Shield, Arcane, Attack Up, Blood Angry, Defense Up, Feed, Forever Shadow, Glass Shield, Gold Touch, Muscle, Needling, Notice, Rhythm, Overfed, Strength, Target Shoot, Treasure Search. Some of Sprouted's buffs have also been renamed and their function has been somewhat changed.
+
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.
   
13 new debuffs are also added, most of them available both to enemies against the hero and to the hero against enemies: Armor Break, Attack Down, Cold, Dead Raise, Disarm, Dry, Electrostatic Turbulence, Hot, Leech Seed, Locked, Silence, Tar, Wet.
+
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 (formerly Key) depths ==
+
== Challenge Depths ==
{{Main|/Challenge Book|Challenge Book}}
+
{{Main|/Challenge Book#Overview - Challenge depths|Challenge Depths}}
   
The Key depths from Sprouted 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. 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 minions as enemies.
+
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 ==
 
== 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 an 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:
+
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.
+
* ''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.
 
* ''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.
 
* ''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.
 
* ''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.
+
* ''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.
+
* ''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.
 
* ''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 10000 gold, 199 Scrolls of Upgrade, 199 Scrolls of Magical Infusion, 199 Potions of Experience, a Skill Kit etc.
+
* ''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.
[[File:Challenges.jpg|centre|thumb|333x333px]]
+
[[File:Challenges SPS-PD.png|center|258x258px]]
   
 
== Chapter Bosses ==
 
== Chapter Bosses ==
 
{{Main|/Chapter Bosses|Chapter Bosses}}
 
{{Main|/Chapter Bosses|Chapter Bosses}}
   
7 new chapter bosses with their mostly new minions are added in the regular dungeon along with the old ones: 2 + 2 minions in Sewers (Plague Doctor boss with Shadow Rats, Sewer Heart boss with Sewer Lashers), 2 in Prison (Prison Warden, TANK), 2 + 5 minions in the Mining Caves (Hybrid, Spider Queen chpter bosses with Spider Eggs, Golders, Jumpers, Minders, Workers minons) and 2 in the Metropolis (Elder Avatar boss and Obelisk minion).
+
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 and Subclasses ==
+
== Classes, Subclasses and Skins ==
{{Main|/Classes and Subclasses|Classes and Subclasses}}
+
{{Main|/Classes, Subclasses and Skins|Classes, Subclasses and Skins}}
Classes have all been buffed very much in comparison to Sprouted, with many new abilities added to all of them, and boasting much more versatile starting equipment and higher stats. This greatly reduces the initial difficulty of the Sewers, which are sometimes nearly impossible in Sprouted without the help of an early lucky weapon drop. Two new classes have also been added: a) the Performer, with its two subclasses, the Superstar and the Joker, and b) the Soldier, with its two subclasses, the Agent and Leader
+
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 Items ==
Cursed armors, weapons and rings are all not 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 not unequippable, like it does in Sprouted. Cursed artifacts have a very mixed behavior: a few of them work as if they are not cursed and are just not 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 Magical Infusion uncurse also the item they upgrade. Lastly, items that spawn in bone piles that release a Chaos Wraith (formerly Red Wraith) after being searched, are not necessarily cursed.
+
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|/Dungeon Depths and Conditions#Terrain and Depth Feelings|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|/Dungeon Depths and Conditions#Light and Darkness / Hero's Vision|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 ==
 
== Dew Vial ==
 
{{Main|/Dew Vial|Dew Vial}}
 
{{Main|/Dew Vial|Dew Vial}}
SPS-PD's Dew Vial is inspired from Sprouted'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. On depth 12 the 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.
+
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) ==
 
== Dolya Slate (formerly Otiluke's Journal) ==
{{Main|/Sokoban and Dolya Town|Sokoban and Dolya Town}}
+
{{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:
  +
* 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.
   
There are many important changes implemented in SPS-PD, which are related to this item:
+
== 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),
 
* Scrolls of Magic Mapping and Blue berries work in the Sokoban depths now,
 
* 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),
 
* the Spring Festival Town depth was recently added (it is curently unavailable, but it will eventually become a recurring feature),
 
* Dolyahaven is renamed to Dolya Town (a small RPG town indeed, being inhabited by 40 NPCs and 5 enemies).
 
Many more secondary changes and sprite retexturings are also made to all Sokoban depths and puzzles, which have become much more easy to solve, due to the existence of the Jump Shoes and of the wall-breaking bombs and as they can be all mapped without any problem.
 
 
== Dolya Town (formerly Dolyahaven) ==
 
 
{{Main|/Sokoban and Dolya Town#Dolya_Town_.28formerly_Dolyahaven.C2.A0-_depth.C2.A055.29|Dolya Town}}
 
{{Main|/Sokoban and Dolya Town#Dolya_Town_.28formerly_Dolyahaven.C2.A0-_depth.C2.A055.29|Dolya Town}}
   
Dolyahaven is renamed to Dolya Town, its journal page is sold at the depth 11 shop, and this depth now contains 40 new NPCs, 4 new enemies, 3 new sidequests (Challenge Book, Cnoll Clothes, Reimus Goei), 5 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). Also, the Dolyahaven Mines with their Kupuas and Gullins have been removed from the game.
+
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 ==
+
== Endless Mode ==
{{Main|/Enemies|Enemies}}
+
{{Main|/BossRush Challenge#Original.C2.A0Yog|BossRush Challenge}}
   
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.
+
Unlike other mods like Goblins PD or Unleashed PD, SPS-PD's Endless Mode is not available in the beginning of the run, but is accessible only by using a specific item which is one of the rewards in the Bossrush Challenge and gets dropped by the Original Yog Boss. It has a very similar sprite with Shattered PD's Stone Gauntlet, but a totally different function.
   
== Food and Hunger ==
+
{{Game description|??????????
{{Main|/Alchemy - Cooking Food|Alchemy - Cooking Food}}
 
   
The hunger mechanic is slightly changed but most importantly, a new cooking system is added with 40 new consumable item recipes (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 items are added to the pasty, which are available only during a specific time of the year each.
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[After the first stone is put in, the game description starts including also a: "It has 1/2/3 etc.stones now" message.]|width = 100%|image = Power Hand SPS-PD.png|heading = Power Hand}}
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Its option to "Add stone" asks from the hero to add Norn Stones, not stone ore and also not in bulk, but one of each available color (blue, green, orange, purple, yellow). After all 5 stone types are put in, the hero can finally use the Power Hand and a game window appears asking the player if he/she wants to finish the game or continue with it.[[File:Power hand game window SPS-PD.png|centre|thumb|220x220px|link=https://pixeldungeon.fandom.com/wiki/File:Power_hand_game_window_SPS-PD.png]]"Ending the game" will complete the run and get the player to the Rankings screen, while "Keep searching" will ''not'' take the hero back to the dungeon, but to a totally new depth with the number 85 and filled with distrortion traps that can't get revealed by scrolls of Magic Mapping or Blue Bewrries and regenerate the depth. This is essentially SPS-PD's version of an endless mode, as ''there is no way down, up, or out of there to the regular dungeon'', so players should choose "Keep searching" only if they feel that they have completed anything else that they wanted to do in that hero's run. The only three ways out of depth 85 is the hero to refill the hand with Norn Stones and choose its End Game option, use the Amulet of Yendor if he/she has it to end the game, or just to die. Note also that if the hero has obtained the Amulet of Yendor and uses the "End Game" option with it in the inventory, his/her ranking will display the Amulet but will have the title: "Escaped?", as it would also do with the the hero not having the Amulet. For details about obtaining the Power Hand you can visit the link above.
   
== Grinding and End-Game ==
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== Hero's quickslots ==
{{Main|/Grinding and End-Game|Grinding and End-Game}}
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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.
 
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 a highly upgraded Tier 5 weapon. 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.
 
 
== Light and Darkness ==
 
{{Main|/Dungeon Depths and Conditions#Light and Darkness / Hero's Vision|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 pc's or mobile'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 regular dungeon depths.
 
   
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== Hidden Doors and Hidden Traps ==
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They are both not revealed by Blue berries and scrolls of Magic Mapping, but only by the well of Awareness. Blue Berries show all loot and keys in a depth though, as they activate the Treasure Search buff, even those inside hidden rooms, while the scrolls of Magic Mapping don't, but still can show random parts of the depth's loot. Hidden traps which are not deactivated by stepping on them once (like Gripping traps for example) still remain hidden, and the hero must specifically search their tile, for them to become visible. There is a happy bug in SPS-PD as when the hero is asked to move to any place of the depth he/she will avoid hidden trap tiles and will make a circle around them to get to to his/her destination, or will just not go, if the path is completely blocked by a hidden trap.
 
== Limited Saving ==
 
== 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.
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Rarely, the player can find rooms that are always hidden and are listed as Fire of Memory in the hero's Journal, but have very similar appearance to Original PD's sacrificial chambers, with only difference that a green flame burns on the pedestal.
[[File:Memory of Fire.jpg|centre|thumb|91x91px]]
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[[File:Halberd.png|center]]
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.
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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 HEART 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 ==
 
== Miscellaneous Items ==
 
{{Main|/Miscellaneous Items|Miscellaneous Items}}
 
{{Main|/Miscellaneous Items|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.
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The Ankh and Pickaxe items have remained similar with Sprouted PD, 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 having the sprite of YAPD's Ankh. The pickaxe is now upgradeable and already enchanted and can function as a decent Tier 3 weapon. The Honeypot, Mr. Destructo, and Weightstone items have received some secondary changes (there is no Steel Honeypot item anymore, Mr. Destructo 2.0 is available only to the Leader subclass, and the Weightstone enchants and does not balance weapons anymore). The transmuting function of the Phase Pitcher plants has been replaced by the use of Transmutation Items, which are dropped by trampling Phase Pitcher plants. Norn Stones, Dwarf Demon Hammers and Upgrade Goos are just renamed to Magic Stones, Magic Hammers and Upgrade Items. Also, the Ghost Elevator transporting item is added. For details about the miscellaneous items of SPS-PD you can visit the link above.
   
 
== NPCs ==
 
== 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 [[Mod-SPecial Surprise Pixel Dungeon/Sokoban and Dolya Town#Dolya Town .28formerly Dolyahaven.C2.A0- depth.C2.A055.29|Sokoban and Dolya Town section]].]
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[Only NPC's that the hero meets in the regular dungeon and the Trial (formerly Book) depths are mentioned here. The 53 NPCs of the Dolya Town are presented in the [[Mod-SPecial Surprise Pixel Dungeon/Dolya Slate - Dolya Town|Sokoban and Dolya Town section]].]
   
 
=== ''Ambitious Imp'' ===
 
=== ''Ambitious Imp'' ===
{{Game description|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. |width = 100%|image = Ambitious Imp.jpg|heading = Ambitious Imp}}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.
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{{Game description|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. |width = 100%|image = Demon gif.gif|heading = Ambitious Imp}}
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It appears either on depth 17, 18 or 19. Its quest and reward is the same with those of Sprouted PD and gives always an upgraded to +3 or higher cursed ring (the ring provides bonuses as if it is uncursed, it is just non-unequippable). To open its shop on depth 21, its quest must be first fulfilled, again just like in Sprouted PD.
   
 
=== ''Dew Developers'' ===
 
=== ''Dew Developers'' ===
{{Game description|He seems to be waiting for something. / It looks like he is still waiting for something.|width = 100%|image = Dew Developer.jpg|heading = Dew Developer}}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.
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{{Game description|He seems to be waiting for something. / It looks like he is still waiting for something.|width = 100%|image = Dew developer SPS-PD.png|heading = Dew Developer}}
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Two of Sprouted PD’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'' ===
{{Game description|This old but hale gentleman wears a slightly confused expression. He is protected by a magic shield.|width = 100%|image = Old Wandmaker.jpg|heading = Old Wandmaker}}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.
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{{Game description|This old but hale gentleman wears a slightly confused expression. He is protected by a magic shield.|width = 100%|image = Wandmaker gif.gif|heading = Old Wandmaker}}
[[File:Wandmaker quest.jpg|centre|thumb|220x220px]]
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He always appears in the entrance room of depth 7 and gives an Adamant (Sprouted PD's Adamantite) Wand to all classes, and not only to the Mage. He has either the Rotberry Seed or Corpse Dust quests available, like he does in Sprouted PD.
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.
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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 combat wands, and the Wandmaker will give as a battle wand reward a Wand of Acid / Blood / Disintegration / Firebolt / Freeze / Light / Lightning, but as a non-battle wand reward a Wand of Charm / Flock / Flow / Meteorite / Poison / Thundercloud (with most of these wands, apart from the wands of Charm and Flock, being also related with combat). The reward wand is always upgraded and rarely cursed (which doesn't affect the wand's function in any way). Stepping on the Rotberry plant to pick up its seed will release a cloud of Toxic Gas and Root the hero (breaking the plant by throwing any item on it, while keeping a safe distance, will save the hero from getting damaged and rooted), but picking up the seed will not function as an alarm trap.
   
 
=== ''Rat King'' ===
 
=== ''Rat King'' ===
{{Game description|This rat is a little bigger than a regular marsupial rat and it's wearing a tiny crown on its head.|width = 100%|image = Rat King.jpg|heading = Rat King}}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.
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{{Game description|This rat is a little bigger than a regular marsupial rat and it's wearing a tiny crown on its head.|width = 100%|image = Rat king gif.gif|heading = Rat King}}
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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: "Well, as a reward for your loyalty, I allow you to kill a thief, who stole one of my Forks, and I think he is hidding close to the exit of the prison. If you do that, I will give you that fork as a reward.." The Life Bandit, who drops the Spork, does not hide close to to the depth 9 exit, but spawns after some regular enemies get killed and wanders constantly around the depth, like the Shadow Bandit does in Sprouted PD. Also SPS-PD's Rat King is less materiallist, because if the hero steals from his chests, he now says: "They're all worthless things. I don't care about these." (he still cares a bit though, as he dos not offer the Spork quest to the hero anymore).
   
 
=== ''Rune Scholar Lynn '' ===
 
=== ''Rune Scholar Lynn '' ===
{{Game description|A scholar who lived in Dolyahaven. She has a lot of knowledge about Magic Stones.|width = 100%|image = Lynn.jpg|heading = Rune Scholar Lynn}}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).
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{{Game description|A scholar who lived in Dolyahaven. She has a lot of knowledge about Magic Stones.|width = 100%|image = Rune Scholar Lynn SPS-PD.png|heading = Rune Scholar Lynn}}
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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'' ===
 
=== ''Shopkeepers'' ===
{{Game description|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.|width = 100%|heading = Shopkeeper|image = Shopkeeper.jpg}}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.
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{{Game description|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.|width = 100%|heading = Shopkeeper|image = Shopkeeper.gif}}
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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'' ===
{{Game description|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.|width = 100%|image = Troll Blacksmits.jpg|heading = Troll Blacksmith / Troll Welder}}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.
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{{Game description|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.|width = 100%|image = Troll NPCs SPS-PD.png|heading = Troll Blacksmith / Troll Welder}}
[[File:Adamant items.jpg|centre|thumb|220x220px]]
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The two Trolls, the Blacksmith and the Welder (renamed from Bip and Bop) are always found on depth 11. Like in Sprouted PD the Blacksmith transfers upgrades between similar items via reforging, while the Welder reinforces items with adamantite. Adamantite weapon/armor/wand/rings are now renamed to Adamant weapon/armor/wand/rings (displayed in the same order in the image below), without any change to their function, and both Trolls still need vampire bat's blood on the pickaxe or dark gold before they do anything.
Some minor changes to the reinforcement of items are that all classes and not only the Mage get by default the Adamant Wand, after they 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.
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[[File:Adamant items SPS-PD.png|center|276x276px]]
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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 ==
 
== Pets and Allies ==
{{Main|/Pets|Pets}}
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{{Main|/Pets and Allies|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.
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Although some of them exist also in Sprouted PD, SPS-PD has created a full category of summoned, temporary and expendable Allies with 3 of Sprouted PD's pets getting transfered into this category and with 5 new allies also added. This makes the total number of allies available in SPS-PD 13. The Leader subclass of the soldier almost always summons an enhanced version of each ally. SPS-PD's allies are (the default version first, the Leader's version second):
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* Fairy & Warlock Fairy
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* Golden Bee & Steel Bee
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* Mobile Sattelite & Ex Mobile Sattelite
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* Mr. Destructo & Mr. Destructo 2.0
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* Sad Ghost from the Dried Rose
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* Sheep from the wand of Flock & Baba
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* Thundercloud from the wand of Thundercloud & KEKE
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8 new pet types are added as well, and there is now a distinction between the weaker ''Random Soul ''pets and the stronger ''Soul of Mobs ''pets. This makes the total number of pets available in SPS-PD 18 (6 +12) with 9 of them being totally new. SPS-PD's pets are:
   
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.
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''Random Soul pets''
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* Fly (new)
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* Gentle Crab (new)
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* Metal Klik (new)
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* Ribbon Rat (new)
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* Snake (new)
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* Spidersilk Klik (new)
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''Soul of Mobs pets''
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* Blood Scorpion
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* Blue Dragon
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* Bunny of Easter Egg
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* Chaos Elemental (new)
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* Gold Dragon (new)
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* Green Dragon
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* Light Dragon (new)
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* Red Dragon
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* Shadow Dragon
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* Velocirooster
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* Violet Dragon
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* Web Spider
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Random Soul pets, apart from being generally weaker, get instantly released from Random Souls, which are a starting item for all Classic skins. The almost all stronger Soul of Mobs pets have to get hatched from a Soul of Mobs after he/she finds or buys one in the dungeon, like the hero would do with eggs in Sprouted PD. Also most of the familiar Sprouted PD's pets have been renamed and besides that, stats, leveling up, special skills, eating habits in all familiar pets have been more or less changed. For details about the pets and allies of SPS-PD you can visit the link above.
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== Plants and Seeds ==
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{{Main|/Plants and Seeds|Plants and Seeds}}
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2 new Seeds with their respective Plants are added (Eatable Nut Plant and Seed Pod), and 6 plants now drop items when trampled (Dreamfoil, Eatable Nut Plant, Phase Pitcher, Starflower, Sungrass, Upgrade Eater) which are either edible and have positive effects or are used for transmuting and upgrading. Phase Pitchers and Upgrade Eaters do not trasmute or transform items anymore, but the items they drop (Transmutation Item and Upgrade Eater item) still do. For details about the plants and seeds of SPS-PD you can visit the link above.
   
 
== Rings ==
 
== Rings ==
 
{{Main|/Rings|Rings}}
 
{{Main|/Rings|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.
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One new ring, the Ring of Energy, has been added (it increases recharging rate by +5% per level, with the amount of improvement increasing as it gets upgraded to higher levels) and almost all the familiar rings from Sprouted PD have received specific changes, with a common change being that the abilities of some of them have a level up cap at +30. Also, the ring of Wealth is replaced with the ''Lucky Badge'' item, which has similar function but can't guarantee 100% drops, even when upgraded to max level. For details about the rings and the Lucky Badge of SPS-PD follow the link above.
   
== Plants and Seeds ==
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== Regular & Rare Enemies ==
{{Main|/Plants and Seeds|Plants and Seeds}}
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{{Main|/Regular Enemies|Regular Enemies}}
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.
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12 regular enemies have been added in all game chapters:
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* ''Sewers'': Dust Element, Leech Seed, Patrol UAV
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* ''Prison'': Armor Skeleton, Troll Warrior, Zombie
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* ''Caves'': Sand Mob
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* ''Metropolis'': Dwarf Musketeer, Spider Bot
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* ''Demon Halls'': Demon Flower, Sufferer, Thief Imp
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* ''Any chapter, Unique or Rare'': !!!Data Delete!!! (only spawns in the Nightmare Virus challenge, but constantly there), Level Chacker (spawns only when the player exploits levelling up)
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Some more are duplicated or retextured and appear 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. If we add to those enemies the chapter boss and challenge depths enemies already mentioned, the trial depth enemies, and the enemies already existing in Sprouted PD, SPS-PD features 162 (!) different types of enemies. For details about the regular and rare enemies of SPS-PD follow the link above.
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== Room types added or changed - Walls ==
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''Hidden skeletal remains''
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[[File:Hidden skeletal remains SPS-PD.png|centre|thumb|211x211px]]
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Rooms that a) contain a row of bookshelves covering one of the walls, b) do not contain scrolls but c) only a chest, do not belong to the Library type. Instead there are always hidden skeletal remains behind the bookshelves like in YAPD, that always contain items or gold and also always spawn Chaos Wraiths (formerly Red Wraiths), unless the hero searches in the bone pile while standing on it. In this case he/she loses 50% of his/her HP, but a Chaos Wraith will not spawn (this is generally unadvisable, as with a single use of the Ankh Shield and one or two weapon hits all chaos wraiths get defeated). The hero has to burn the 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 a row of bookshelves in one of its rooms is a good indicator for the existence of hidden skeletal remains).
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''Pit Rooms''
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[[File:Pit Room SPS-PD.png|centre|thumb]]
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They have two differences with pit rooms of almost all other PD mods, and with the first being major: a) Their walls can be destroyed by Huge bombs, Two Bombs or the Vtuber's Effect Button/Shovel, so the hero doesn’t have to jump into pit chasms any more, if he/she has any of these two items available, b) they don’t have a locked entrance, but an “air wall” which cannot be unlocked or destroyed by any means.
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''Rooms with specific effects''{{Main|/Dungeon Depths and Conditions#Rooms with specific effects - Debuffs due to the Weather|Rooms with specific effects}}
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In the dungeon the hero might encounter rooms that either buff only the hero, debuff any character that is located inside them or spawn constantly Skeletons, with 5 of them being totally new (Cold, Dead Raise, Dry, Garden, Hot, Quiet, Wet). For details visit the link above.
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''Walls''
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All walls in general can be destroyed by Huge bombs, Two Bombs or the Vtuber's Effect Button/Shovel. The only walls that these bombs and items can't destroy are: a) air walls, which block the entrance/exit to pit rooms (but destroy without a problem the walls around them), b) specially colored walls or decorative tiles like gold veins, bookshelves or statues, c) locked doors (but destroy without a problem the walls around them).
   
 
== Scrolls ==
 
== Scrolls ==
 
{{Main|/Scrolls|Scrolls}}
 
{{Main|/Scrolls|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).
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Scrolls remain basically the same with Sprouted, with some minor changes, mostly in additional side effects and 4 scroll-like items that work more like potions by changing permanently the hero's stats (most of the times only increasing them, but sometimes also decreasing another stat) the scroll of Sacrifice, and the "Learn how to Attack / Dodge / Use Magic" items. Also each scroll now has a distinguishing symbol after it gets identified. For details about these changes follow the link above.
  +
  +
Also, all bookshelves can now also drop regular scrolls after getting burnt, like they do in YAPD after getting seached, (but never Sokoban pages like they do in Sprouted PD, and never rare scrolls like Regrowth, Upgrade and Magical Infusion like they do in YAPD with its equivalent rare scrolls).
   
 
== Strength and Strength Requirements ==
 
== 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).
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There are many changes to how the game handles the hero's Strength, and to what equipment can be used as a consequence. No longer it is possible, at all, to decrease almost all items’ strength requirement through upgrades. Additionally, potions of Strength spawn in a specific number (9) and equipping a Lucky Badge doesn't affect this positively, while potions of Might give only +15 max HP and no additional Strength, instead of +5 max HP and +1 Strength like they do in Sprouted PD, and they also no longer transmute into potions of Strength. The only other items that give additional strength points permanently without heavy consequences is a) the second Scroll of Sacrifice, a unique drop in the Challenge depths (it adds +1 Str. but the first one gives only +15 HP, and the third and fourth scrolls subtract permanently a lot of HP while adding +1 Str.), b) the Golden Nut Bless by the Developer, a unique reward item, that the hero receives after killing 100 enemies in all 4 challenge depths and gives either +1 Str. and 60 HP or +2 Str. and 30 HP and c) the Rotberry seed from the Old Wandmaker's quest, when it is not used for the quest reward and instead gets cooked with a Blandfruit to become a Rotfruit (a Rotberry seed is also a rare drop from the Sewer Heart mini-boss on depth 5). The Ring of Might also adds Strength points when equipped, but only +1 every 5 upgrades (it adds +10 HP with each upgrade though).
  +
  +
Effectively, this means that methods of gaining strength are few and far in between or RNG-dependant, so 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 challenge depths. Before that, apart from the Warrior all the other classes without a ring of Might or a lucky Rotberry seed drop will be only able to equip up to the Tier 5 heavy and the Tier 6 light armors, as the normal and heavy Tier 6 armors have a +20 and +21 strength requirement, and apart from the Rogue all the other classes will be able to equip only Tier 5 weapons, as all the Tier 6 weapons have a +20 strength requirement (Tier 5 weapons are as good as them, or actually better for some types of gameplay, though).
  +
  +
== Tips for End-Game ==
  +
{{Main|/Tips for End-Game & Badges|Tips for End-Game}}
   
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).
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SPS-PD is a mod of Sprouted PD and among the most famous (or infamous) characteristics of its parent is grindiness. Nevertheless, in SPS-PD most of Sprouted PD's grinding isn't actually needed (apart from the occasional dew farming in the challenge depths for upgrading equipment), as upgrading a Tier 6 weapon with transmuted scrolls of Magical Infusion is absolutely not needed and the game can be completed easily with more than half of its available weapons when highly upgraded. Players who want to make the best out of the game's resources or want detailed advice about SPS-PD's end-game can visit the link above.
   
 
== Traps new and changed ==
 
== 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), 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, with some minor differences already stated.
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* Alarm, Blazing, Chilling (don't shatter potions, unless the hero steps on water afterwards), Confusion Gas (they cause also the Locked debuff), Cursing, Disarming, Disintegration, Explosive (deal releatively low damage), Fire (create a fire blob), Flashing, Freezing (rarely shatter potions), Grim, Gripping, Guardian, Lightning, Ooze, Paralytic Gas, Pitfall, Poison, Rockfall, Shock, Spear, Summoning, Teleportation, Toxic Gas, Venom Gas, Weakening and Worn Out traps exist all in the game, are borrowed from either Shattered PD or Sprouted PD and are mostly the same in function and frequence, with some minor differences 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.
 
* 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 and Grim 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.
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* Distortion traps are very rare (almost non-existing) in the regular dungeon but extremely common in SPS-PD's Endless Mode. In SPS-PD they restart the depth, and 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.
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* 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.
* Fire traps when activated create a fire cloud like those in Shattered and not a single-tile fire explosion like those in Sprouted.
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* Storm traps create a blob that paralyses and deals electricity damage.
* 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.
 
* 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.
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* 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 (formerly Book) depths ==
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== Trial Depths ==
{{Main|/Challenge Book#Trial (formerly Book) Depths|Trial (formerly Book) Depths}}
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{{Main|/Challenge Book#Challenge Book#Overview - Trial depths|Trial 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.
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The Book depths from Sprouted PD are renamed to Courage / Power / Wisdom Trial depths, and have also received various changes (with the Book of Heavens / Wisdom Trial being the most changed, as it does not allow falling anymore). All the Trial depths are now 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. For details about these changes follow the link above.
   
 
== Wands ==
 
== Wands ==
 
{{Main|/Wands|Wands}}
 
{{Main|/Wands|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.
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Along with armors and weapons it is the class of items that has received the most changes. 10 new wands have been added to Sprouted's Wands (Wands of Acid, Blood, Charm, Error, Flow, Freeze, Light, Metorite, Rainbow Cannon, Thundercloud), 6 familiar wands have been removed (Amok, Blink, Regrowth, Slowness, Teleportation, Telekinesis) and all the familiar ones that remain have received minor or major changes (Wands of Disintegration, Firebolt, Flock, Lightning, Magic Missile). Also, all wands have now a specific permanent sprite, and not a random sprite that will change in each game, like they do in Sprouted PD. The total amount of SPS-PD's wands are now 16. You can follow the link above for details about all these changes.
   
 
== Weapons - Bombs, Guns, Missile, Thrown ==
 
== Weapons - Bombs, Guns, Missile, Thrown ==
 
{{Main|/Weapons - Bombs, Guns, Missile, Thrown|Weapons - Bombs, Guns, Missile, Thrown}}
 
{{Main|/Weapons - Bombs, Guns, Missile, Thrown|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.
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14 new Gun and Missile weapons and 14 Thrown weapons are added, making the total number of SPS-PD's ranged weapons 28 (or 41 if we also count the 13 bombs). Also, misisle weapons can now be enhanced with different types of ammo, which are crafted in alchemy pots (for the different types of ammo read the Alchemy - Ammo section above).
* 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.
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* A full array of Tier 0 to Tier 5 guns has been added in SPS-PD: Sling, Toy Gun, Gunslinger Pistol, Pistol, Blunderbuss, Fusil, Mortar with also the addition of the special Pulse Pistol. Also, 5 more missile weapons have been added to the the Booomerang: Centaur Bow, Lzayoi's Thousand Knives, Mini Moai, Ryu's Hadoken, Wooden Shield (the centaur bow and thousand knives deal exceptional damage when upgraded, but the wooden shield and hadoken are basically debuffing items). This makes the total of missile weapons and guns of SPS-PD 14.
* 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.
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* 11 Thrown weapons have been added: EMP Bola, Empty Bomb, Error Ammo, Escape Knife, Huge Shuriken, Poison dart, Rice ball, Skull, Smoke, Shatttered Ammo, Wave, and almost all the thrown weapones that have remained from Sprouted PD have their stats, sprites and names somewhat changed. This makes the total of thrown weapons of SPS-PD, familiar and new, 14.
* 9 bomb items 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.
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* 9 bomb items have been added (Acid, Build, Dark, Fire, Huge, Ice, Mini, Storm, Two Bombs), which have unique effects, are all craftable and can be also found/sold in the dungeon. The Soldier class also has the option to summon Bombing Robots by using one of his special skils. This makes the total bomb items of SPS-PD 13.
* Missile weapons and guns can also have a permanent feature added to them by using an ammo item (for details, read Ammo section above).
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For details about all of them visit the link above.
   
== Weapons Melee ==
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== Weapons - Melee ==
 
{{Main|/Weapons - Melee|Weapons - Melee}}
 
{{Main|/Weapons - Melee|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.
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Many new melee weapons have been added in SPS-PD:
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* 18 Regular weapons in all tiers: Assassin's Blade, Blood Harp, Club, Dual Sword, Fight Gloves, Flute, Greatsword, Halberd, Hand Axe, Lance, Mage Book, Nunchakus, Rapier, Scimitar, Triangolo, Trumpet Resonance, War Drum, Whip
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* 8 Unique Drop or Rare weapons: Error Weapon, Example Wooden Hammer, Legend of Hyrule, Overload Handcannon, Reimus Goei, Runic Blade, Tekkokagi, Wraith Breath
  +
* 8 Holiday weapons: Brick, Christmas Tree, Firecracker, Hook and Ham, Lollipop, Pumpkin Lamp, Sing jump rap play with basketball and play music, Test Weapon
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Adding these to the already existing weapons from Sprouted PD (of which the tier 6 Relic weapons are all more or less renamed), we have a total amount of 49 melee weapons in SPS-Pd. In addition they almost all have a regular, enhanced or holiday attribute, which are similar to enchantments in their effects, but are permanent characteristics of weapons and can't be changed.
   
== Weather Rooms / Buffs and Debuffs to the climate ==
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SPS-PD's Weapon Enchantments all refer to one of 7 different ''Elements'', and each element governs two enchantments (making them 14 in total), with the couples having somewhat similar but not same effects. None of Sprouted PD's enchantments exists with the same name in SPS-PD, while 10 out of 14 are totally new:
{{Main|/Dungeon Depths and Conditions#Weather Rooms - Buffs and Debuffs due to the Climate|Weather Rooms - Buffs and Debuffs due to the Climate}}
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* Dark element: Dark & Weakness
   
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.
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* Earth element: Acid & Earth
   
== Wells ==
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* Electricity element: Electric & Shock
* 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 ==
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* Energy element: Dance & Energy
   
=== ''Bookshelves'' ===
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* Fire element: Fire & Tar
All bookshelves can also drop regular scrolls after getting burnt, like they do in YAPD after getting seached, (but not Sokoban pages like they do in Sprouted, nor rare scrolls like Regrowth, Upgrade and Magical Infusion like they do in YAPD).
 
   
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).
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* Light element: Light & Shining
[[File:Bookcase.jpg|centre|thumb|220x220px]]
 
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'' ===
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* Water element: Coldwave & Ice
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.
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For details about the melee weapons and the weapons enchantments of SPS-PD visit the link above.
   
=== ''Pit Rooms'' ===
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== Wells ==
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.
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All wells have received an important general change in the last update of SPS-PD as now in all well rooms a ''rare plant also spawns always'' (Blandfruit, Phase Pitcher or Upgrade Eater). Note that in the Wisdom Trial depth a rare plant spawns in ''every'' well room, no matter if the well is active or not. All types are also much more common in SPS-PD than they are in Sprouted PD, as in some runs a well might spawn in almost every depth of the regular dungeon (but never more than one on the same depth). There are also some more changes implemented in specific well types:
[[File:Pit Room.jpg|centre|thumb|219x219px]]
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* The ''well of Health'' now fills the whole Dew Vial, even when it is upgraded to the capacity of 350.
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* The ''well of Transmutation'', like the Transmutation Item, does not necessarily drop the same tier armor or weapon (or an armor of the same weight), and due to the artifacts not being unique drops anymore, the well can rarely drop back the same artifact. Note that wells of Transmutation can transmute potions and scrolls (which is mostly useful for transmuting scrolls of Magical Infusion to scrolls of Upgrade), while Transmutation Items can't.
=== ''Quickslots'' ===
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* 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.
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).
 
   
== And lastly, some Bugs ==
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== 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.
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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. Anyway, these bugs can be considered few for a mod still in development and with a huge amount of new content.
   
=== ''Major bugs'' ===
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=== ''Major bug'' ===
* 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.
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* '''''Sleeping in the Dolya Town hotel room occasionally triggers a game-crashing bug that also corrupts the run's save file, so better do not take your chances by letting the hero sleep there'''''. 
* 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'' ===
 
=== ''Minor bugs'' ===
* The ''Dolya Slate ''(formerly Otiluke's Journal) when it is used specifically on a ladder tile to take the hero to Dolaya Town, it can make the game crash and move the player to the main screen. This never corrupts the save file or create 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.
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* The ''Bug Dragon ''pet, which is supposed to get released instead of a Gold Dragon during November, never spawns.
* 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.]
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* The ''Dolya Slate ''(formerly Otiluke's Journal) when it is used specifically for teleporting the hero to Dolya Town, it can make the game crash and move the player to the main screen. This never corrupts the save file or creates any other big problem, just the 50% charge of the Slate gets lost.
* ''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).
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* The ''Dried Rose'' artifact has three minor bugs related to it. a) When summoned along with a pet, the pet 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 (the save file does not get corrupted). c) The hero might stop finding rose petals before the Dried Rose gets fully upgraded, and d) taking a Sad Ghost along to the Wisdom Trial depth might crash the game (the save file does not get corrupted). [Note: these bugs existed in previous versions, but they all seem to have become less common in the current version.]
* 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.
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* ''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. This is actually an element of flawed map generation, and not proper bugs, as it does not affect in any way the gameplay.
* 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.
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* The regeneration effect of the Lich Dancer chapter boss on depth 20 occasionally makes the game crash (the save file does not get corrupted).
   
 
=== ''Happy Bug - Exploit'' ===
 
=== ''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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* In most runs of the Performer class after the Glass Shield is first granted, it doesn't wear off at all and it lasts until depth 8, making the Performer's defense constantly high.
 
[[Category:SPecial Surprise Pixel Dungeon]]
 
[[Category:SPecial Surprise Pixel Dungeon]]
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[[Category:Mods]]

Revision as of 05:31, December 8, 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.

Artifacts

  • 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.

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 existing in 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.

Potions and Scrolls

  • 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.

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. 9 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.

Rings

  • 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.

Wands

  • 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.Weapons

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. This makes the total amount of SPS-PD's melee weapons, familiar and new, 49. Apart from their other stat differences, melee weapons are now also differentiated by the existence of Attributes, which are similar to enchantments in their effects, but are permanent characteristics of weapons and can't be changed.
  • SPS-PD's Weapon Enchantments all refer to one of 7 different Elements, and each element governs two enchantments (making 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

Main article: Badges

SPS-PD's badges are very similar to those of Sprouted PD but not identical. As in Sprouted PD and Original PD, in many cases a higher rank badge replaces the lower rank badge, or a 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. For details about the Badges of SPS-PD follow the link above.

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 akilla 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 Depths

The Key depths from Sprouted PD are renamed to Challenge depths, are all stored in the Challenge Book and have received various changes in their drops and rewards, but retain their main function as dew farming depths and their familiar enemies. 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.

Endless Mode

Main article: BossRush Challenge

Unlike other mods like Goblins PD or Unleashed PD, SPS-PD's Endless Mode is not available in the beginning of the run, but is accessible only by using a specific item which is one of the rewards in the Bossrush Challenge and gets dropped by the Original Yog Boss. It has a very similar sprite with Shattered PD's Stone Gauntlet, but a totally different function.

Power Hand SPS-PD
Power Hand
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[After the first stone is put in, the game description starts including also a: "It has 1/2/3 etc.stones now" message.]

Its option to "Add stone" asks from the hero to add Norn Stones, not stone ore and also not in bulk, but one of each available color (blue, green, orange, purple, yellow). After all 5 stone types are put in, the hero can finally use the Power Hand and a game window appears asking the player if he/she wants to finish the game or continue with it.
Power hand game window SPS-PD
"Ending the game" will complete the run and get the player to the Rankings screen, while "Keep searching" will not take the hero back to the dungeon, but to a totally new depth with the number 85 and filled with distrortion traps that can't get revealed by scrolls of Magic Mapping or Blue Bewrries and regenerate the depth. This is essentially SPS-PD's version of an endless mode, as there is no way down, up, or out of there to the regular dungeon, so players should choose "Keep searching" only if they feel that they have completed anything else that they wanted to do in that hero's run. The only three ways out of depth 85 is the hero to refill the hand with Norn Stones and choose its End Game option, use the Amulet of Yendor if he/she has it to end the game, or just to die. Note also that if the hero has obtained the Amulet of Yendor and uses the "End Game" option with it in the inventory, his/her ranking will display the Amulet but will have the title: "Escaped?", as it would also do with the the hero not having the Amulet. For details about obtaining the Power Hand you can visit the link above.

Hero's 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.

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 are not deactivated by stepping on them once (like Gripping traps for example) still remain hidden, and the hero must specifically search their tile, for them to become visible. There is a happy bug in SPS-PD as when the hero is asked to move to any place of the depth he/she will avoid hidden trap tiles and will make a circle around them to get to to his/her destination, or will just not go, if the path is completely blocked by a hidden trap.

Limited Saving

Rarely, the player can find rooms that are always hidden and are listed as Fire of Memory in the hero's Journal, but have very similar appearance to Original PD's sacrificial chambers, with only difference that a green flame burns on the pedestal.

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 HEART 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 PD, 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 having the sprite of YAPD's Ankh. The pickaxe is now upgradeable and already enchanted and can function as a decent Tier 3 weapon. The Honeypot, Mr. Destructo, and Weightstone items have received some secondary changes (there is no Steel Honeypot item anymore, Mr. Destructo 2.0 is available only to the Leader subclass, and the Weightstone enchants and does not balance weapons anymore). The transmuting function of the Phase Pitcher plants has been replaced by the use of Transmutation Items, which are dropped by trampling Phase Pitcher plants. Norn Stones, Dwarf Demon Hammers and Upgrade Goos are just renamed to Magic Stones, Magic Hammers and Upgrade Items. Also, the Ghost Elevator transporting item is added. For details about the miscellaneous items of SPS-PD you can visit the link above.

NPCs

[Only NPC's that the hero meets in the regular dungeon and the Trial (formerly Book) depths are mentioned here. The 53 NPCs of the Dolya Town are presented in the Sokoban and Dolya Town section.]

Ambitious Imp

Demon gif
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 those of Sprouted PD and gives always an upgraded to +3 or higher cursed ring (the ring provides bonuses as if it is uncursed, it is just non-unequippable). To open its shop on depth 21, its quest must be first fulfilled, again just like in Sprouted PD.

Dew Developers

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

Two of Sprouted PD’s Tinkerers, those in depth 2 (first message to the right) and in the Power Trial (formerly Book of 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

Wandmaker gif
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 PD'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 PD.

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

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: "Well, as a reward for your loyalty, I allow you to kill a thief, who stole one of my Forks, and I think he is hidding close to the exit of the prison. If you do that, I will give you that fork as a reward.." The Life Bandit, who drops the Spork, does not hide close to to the depth 9 exit, but spawns after some regular enemies get killed and wanders constantly around the depth, like the Shadow Bandit does in Sprouted PD. Also SPS-PD's Rat King is less materiallist, because if the hero steals from his chests, he now says: "They're all worthless things. I don't care about these." (he still cares a bit though, as he dos not offer the Spork quest to the hero anymore).

Rune Scholar Lynn

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

The two Trolls, the Blacksmith and the Welder (renamed from Bip and Bop) are always found on depth 11. Like in Sprouted PD the Blacksmith transfers upgrades between similar items via reforging, while the Welder reinforces items with adamantite. Adamantite weapon/armor/wand/rings are now renamed to Adamant weapon/armor/wand/rings (displayed in the same order in the image below), without any change to their function, and both Trolls still need vampire bat's blood on the pickaxe or dark gold before they do anything.

Adamant items SPS-PD

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

Although some of them exist also in Sprouted PD, SPS-PD has created a full category of summoned, temporary and expendable Allies with 3 of Sprouted PD's pets getting transfered into this category and with 5 new allies also added. This makes the total number of allies available in SPS-PD 13. The Leader subclass of the soldier almost always summons an enhanced version of each ally. SPS-PD's allies are (the default version first, the Leader's version second):

  • Fairy & Warlock Fairy
  • Golden Bee & Steel Bee
  • Mobile Sattelite & Ex Mobile Sattelite
  • Mr. Destructo & Mr. Destructo 2.0
  • Sad Ghost from the Dried Rose
  • Sheep from the wand of Flock & Baba
  • Thundercloud from the wand of Thundercloud & KEKE

8 new pet types are added as well, and there is now a distinction between the weaker Random Soul pets and the stronger Soul of Mobs pets. This makes the total number of pets available in SPS-PD 18 (6 +12) with 9 of them being totally new. SPS-PD's pets are:

Random Soul pets

  • Fly (new)
  • Gentle Crab (new)
  • Metal Klik (new)
  • Ribbon Rat (new)
  • Snake (new)
  • Spidersilk Klik (new)

Soul of Mobs pets

  • Blood Scorpion
  • Blue Dragon
  • Bunny of Easter Egg
  • Chaos Elemental (new)
  • Gold Dragon (new)
  • Green Dragon
  • Light Dragon (new)
  • Red Dragon
  • Shadow Dragon
  • Velocirooster
  • Violet Dragon
  • Web Spider

Random Soul pets, apart from being generally weaker, get instantly released from Random Souls, which are a starting item for all Classic skins. The almost all stronger Soul of Mobs pets have to get hatched from a Soul of Mobs after he/she finds or buys one in the dungeon, like the hero would do with eggs in Sprouted PD. Also most of the familiar Sprouted PD's pets have been renamed and besides that, stats, leveling up, special skills, eating habits in all familiar pets have been more or less changed. For details about the pets and allies of SPS-PD you can visit the link above.

Plants and Seeds

Main article: Plants and Seeds

2 new Seeds with their respective Plants are added (Eatable Nut Plant and Seed Pod), and 6 plants now drop items when trampled (Dreamfoil, Eatable Nut Plant, Phase Pitcher, Starflower, Sungrass, Upgrade Eater) which are either edible and have positive effects or are used for transmuting and upgrading. Phase Pitchers and Upgrade Eaters do not trasmute or transform items anymore, but the items they drop (Transmutation Item and Upgrade Eater item) still do. For details about the plants and seeds of SPS-PD you can visit the link above.

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 PD have received specific changes, with a common change being that the abilities of some of them have a level up cap at +30. Also, the ring of Wealth is replaced with the Lucky Badge item, which has similar function but can't guarantee 100% drops, even when upgraded to max level. For details about the rings and the Lucky Badge of SPS-PD follow the link above.

Regular & Rare Enemies

Main article: Regular Enemies

12 regular enemies have been added in all game chapters:

  • Sewers: Dust Element, Leech Seed, Patrol UAV
  • Prison: Armor Skeleton, Troll Warrior, Zombie
  • Caves: Sand Mob
  • Metropolis: Dwarf Musketeer, Spider Bot
  • Demon Halls: Demon Flower, Sufferer, Thief Imp
  • Any chapter, Unique or Rare: !!!Data Delete!!! (only spawns in the Nightmare Virus challenge, but constantly there), Level Chacker (spawns only when the player exploits levelling up)

Some more are duplicated or retextured and appear with different name and abilities in other depths and/or have the depth they appear changed, and most of the familiar enemies have their stats rebalanced and skills more or less changed. If we add to those enemies the chapter boss and challenge depths enemies already mentioned, the trial depth enemies, and the enemies already existing in Sprouted PD, SPS-PD features 162 (!) different types of enemies. For details about the regular and rare enemies of SPS-PD follow the link above.

Room types added or changed - Walls

Hidden skeletal remains

Hidden skeletal remains SPS-PD

Rooms that a) contain a row of bookshelves covering one of the walls, b) do not contain scrolls but c) only a chest, do not belong to the Library type. Instead there are always hidden skeletal remains behind the bookshelves like in YAPD, that always contain items or gold and also always spawn Chaos Wraiths (formerly Red Wraiths), unless the hero searches in the bone pile while standing on it. In this case he/she loses 50% of his/her HP, but a Chaos Wraith will not spawn (this is generally unadvisable, as with a single use of the Ankh Shield and one or two weapon hits all chaos wraiths get defeated). The hero has to burn the 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 a row of bookshelves in one of its rooms is a good indicator for the existence of hidden skeletal remains).

Pit Rooms

Pit Room SPS-PD

They have two differences with pit rooms of almost all other PD mods, and with the first being major: a) Their walls can be destroyed by Huge bombs, Two Bombs or the Vtuber's Effect Button/Shovel, so the hero doesn’t have to jump into pit chasms any more, if he/she has any of these two items available, b) they don’t have a locked entrance, but an “air wall” which cannot be unlocked or destroyed by any means.

Rooms with specific effects

Main article: Rooms with specific effects

In the dungeon the hero might encounter rooms that either buff only the hero, debuff any character that is located inside them or spawn constantly Skeletons, with 5 of them being totally new (Cold, Dead Raise, Dry, Garden, Hot, Quiet, Wet). For details visit the link above.

Walls

All walls in general can be destroyed by Huge bombs, Two Bombs or the Vtuber's Effect Button/Shovel. The only walls that these bombs and items can't destroy are: a) air walls, which block the entrance/exit to pit rooms (but destroy without a problem the walls around them), b) specially colored walls or decorative tiles like gold veins, bookshelves or statues, c) locked doors (but destroy without a problem the walls around them).

Scrolls

Main article: Scrolls

Scrolls remain basically the same with Sprouted, with some minor changes, mostly in additional side effects and 4 scroll-like items that work more like potions by changing permanently the hero's stats (most of the times only increasing them, but sometimes also decreasing another stat) the scroll of Sacrifice, and the "Learn how to Attack / Dodge / Use Magic" items. Also each scroll now has a distinguishing symbol after it gets identified. For details about these changes follow the link above.

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

Strength and Strength Requirements

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

Effectively, this means that methods of gaining strength are few and far in between or RNG-dependant, so 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 challenge depths. Before that, apart from the Warrior all the other classes without a ring of Might or a lucky Rotberry seed drop will be only able to equip up to the Tier 5 heavy and the Tier 6 light armors, as the normal and heavy Tier 6 armors have a +20 and +21 strength requirement, and apart from the Rogue all the other classes will be able to equip only Tier 5 weapons, as all the Tier 6 weapons have a +20 strength requirement (Tier 5 weapons are as good as them, or actually better for some types of gameplay, though).

Tips for End-Game

Main article: Tips for End-Game

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

Traps new and changed

  • Alarm, Blazing, Chilling (don't shatter potions, unless the hero steps on water afterwards), Confusion Gas (they cause also the Locked debuff), Cursing, Disarming, Disintegration, Explosive (deal releatively low damage), Fire (create a fire blob), Flashing, Freezing (rarely shatter potions), Grim, Gripping, Guardian, Lightning, Ooze, Paralytic Gas, Pitfall, Poison, Rockfall, Shock, Spear, Summoning, Teleportation, Toxic Gas, Venom Gas, Weakening and Worn Out traps exist all in the game, are borrowed from either Shattered PD or Sprouted PD and are mostly the same in function and frequence, with some minor differences 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 are very rare (almost non-existing) in the regular dungeon but extremely common in SPS-PD's Endless Mode. In SPS-PD they restart the depth, and the hero doesn't keep the items he/she had found and already put in his/her backpack.
  • 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 blob that paralyses and deals electricity damage.
  • Trap tiles in general can’t be destroyed by bombs or activated when bombs are thrown next to them and not on them.
  • Warping traps teleport the hero to a previous dungeon depth without unidentifying their depth, like they used to do previously in Shattered (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 Depths

The Book depths from Sprouted PD are renamed to Courage / Power / Wisdom Trial depths, and have also received various changes (with the Book of Heavens / Wisdom Trial being the most changed, as it does not allow falling anymore). All the Trial depths are now 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. For details about these changes follow the link above.

Wands

Main article: Wands

Along with armors and weapons it is the class of items that has received the most changes. 10 new wands have been added to Sprouted's Wands (Wands of Acid, Blood, Charm, Error, Flow, Freeze, Light, Metorite, Rainbow Cannon, Thundercloud), 6 familiar wands have been removed (Amok, Blink, Regrowth, Slowness, Teleportation, Telekinesis) and all the familiar ones that remain have received minor or major changes (Wands of Disintegration, Firebolt, Flock, Lightning, Magic Missile). Also, all wands have now a specific permanent sprite, and not a random sprite that will change in each game, like they do in Sprouted PD. The total amount of SPS-PD's wands are now 16. You can follow the link above for details about all these changes.

Weapons - Bombs, Guns, Missile, Thrown

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

14 new Gun and Missile weapons and 14 Thrown weapons are added, making the total number of SPS-PD's ranged weapons 28 (or 41 if we also count the 13 bombs). Also, misisle weapons can now be enhanced with different types of ammo, which are crafted in alchemy pots (for the different types of ammo read the Alchemy - Ammo section above).

  • A full array of Tier 0 to Tier 5 guns has been added in SPS-PD: Sling, Toy Gun, Gunslinger Pistol, Pistol, Blunderbuss, Fusil, Mortar with also the addition of the special Pulse Pistol. Also, 5 more missile weapons have been added to the the Booomerang: Centaur Bow, Lzayoi's Thousand Knives, Mini Moai, Ryu's Hadoken, Wooden Shield (the centaur bow and thousand knives deal exceptional damage when upgraded, but the wooden shield and hadoken are basically debuffing items). This makes the total of missile weapons and guns of SPS-PD 14.
  • 11 Thrown weapons have been added: EMP Bola, Empty Bomb, Error Ammo, Escape Knife, Huge Shuriken, Poison dart, Rice ball, Skull, Smoke, Shatttered Ammo, Wave, and almost all the thrown weapones that have remained from Sprouted PD have their stats, sprites and names somewhat changed. This makes the total of thrown weapons of SPS-PD, familiar and new, 14.
  • 9 bomb items have been added (Acid, Build, Dark, Fire, Huge, Ice, Mini, Storm, Two Bombs), which have unique effects, are all craftable and can be also found/sold in the dungeon. The Soldier class also has the option to summon Bombing Robots by using one of his special skils. This makes the total bomb items of SPS-PD 13.

For details about all of them visit the link above.

Weapons - Melee

Main article: Weapons - Melee

Many new melee weapons have been added in SPS-PD:

  • 18 Regular weapons in all tiers: Assassin's Blade, Blood Harp, Club, Dual Sword, Fight Gloves, Flute, Greatsword, Halberd, Hand Axe, Lance, Mage Book, Nunchakus, Rapier, Scimitar, Triangolo, Trumpet Resonance, War Drum, Whip
  • 8 Unique Drop or Rare weapons: Error Weapon, Example Wooden Hammer, Legend of Hyrule, Overload Handcannon, Reimus Goei, Runic Blade, Tekkokagi, Wraith Breath
  • 8 Holiday weapons: Brick, Christmas Tree, Firecracker, Hook and Ham, Lollipop, Pumpkin Lamp, Sing jump rap play with basketball and play music, Test Weapon

Adding these to the already existing weapons from Sprouted PD (of which the tier 6 Relic weapons are all more or less renamed), we have a total amount of 49 melee weapons in SPS-Pd. In addition they almost all have a regular, enhanced or holiday attribute, which are similar to enchantments in their effects, but are permanent characteristics of weapons and can't be changed.

SPS-PD's Weapon Enchantments all refer to one of 7 different Elements, and each element governs two enchantments (making them 14 in total), with the couples having somewhat similar but not same effects. None of Sprouted PD's enchantments exists with the same name in SPS-PD, while 10 out of 14 are totally new:

  • Dark element: Dark & Weakness
  • Earth element: Acid & Earth
  • Electricity element: Electric & Shock
  • Energy element: Dance & Energy
  • Fire element: Fire & Tar
  • Light element: Light & Shining
  • Water element: Coldwave & Ice

For details about the melee weapons and the weapons enchantments of SPS-PD visit the link above.

Wells

All wells have received an important general change in the last update of SPS-PD as now in all well rooms a rare plant also spawns always (Blandfruit, Phase Pitcher or Upgrade Eater). Note that in the Wisdom Trial depth a rare plant spawns in every well room, no matter if the well is active or not. All types are also much more common in SPS-PD than they are in Sprouted PD, as in some runs a well might spawn in almost every depth of the regular dungeon (but never more than one on the same depth). There are also some more changes implemented in specific well types:

  • The well of Health now fills the whole Dew Vial, even when it is upgraded to the capacity of 350.
  • The well of Transmutation, like the Transmutation Item, does not necessarily drop the same tier armor or weapon (or an armor of the same weight), and due to the artifacts not being unique drops anymore, the well can rarely drop back the same artifact. Note that wells of Transmutation can transmute potions and scrolls (which is mostly useful for transmuting scrolls of Magical Infusion to scrolls of Upgrade), while Transmutation Items can't.
  • The well of Awareness, unlike the Scrolls of Magic Mapping and Blue berries, shows hidden doors and hidden traps, loot and keys inside hidden rooms and generally all loot without any omission.

Known Bugs

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. Anyway, these bugs can be considered few for a mod still in development and with a huge amount of new content.

Major bug

  • Sleeping in the Dolya Town hotel room occasionally triggers a game-crashing bug that also corrupts the run's save file, so better do not take your chances by letting the hero sleep there

Minor bugs

  • The Bug Dragon pet, which is supposed to get released instead of a Gold Dragon during November, never spawns.
  • The Dolya Slate (formerly Otiluke's Journal) when it is used specifically for teleporting the hero to Dolya Town, it can make the game crash and move the player to the main screen. This never corrupts the save file or creates any other big problem, just the 50% charge of the Slate gets lost.
  • The Dried Rose artifact has three minor bugs related to it. a) When summoned along with a pet, the pet 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 (the save file does not get corrupted). c) The hero might stop finding rose petals before the Dried Rose gets fully upgraded, and d) taking a Sad Ghost along to the Wisdom Trial depth might crash the game (the save file does not get corrupted). [Note: these bugs existed in previous versions, but they all seem to have become less common in the current 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. This is actually an element of flawed map generation, and not proper bugs, as it does not affect in any way the gameplay.
  • The regeneration effect of the Lich Dancer chapter boss on depth 20 occasionally makes the game crash (the save file does not get corrupted).

Happy Bug - Exploit

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