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{{DISPLAYTITLE:SPecial Surprise Pixel Dungeon}}
[This wiki page is updated with the changes from the developer's latest releases "Epic Battle 3: Time Cave" and [https://github.com/hmdzl001/SPS-PD/releases/download/2019Spring/SPS2019SpringFestival.apk "2019 Spring Festival"] (link to the latest apk).]
 
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[All wiki pages about SPecial Surprise PD describe the just previous than the current version, which was named "Halloween 2019". Nevertheless, the developer has very recently released a new version, named "0.9.4 Year Hunter", as a tribute to the Chinese New Year and the related Spring Festival celebrations. According to the short changelog written by the developer in [https://www.reddit.com/r/PixelDungeon/comments/ercf3f/new_version_of_spspd_sps_094_year_hunter_had_been/ reddit] (with some extra details added to it by the wiki):
== '''Overview''' ==
 
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* A new hero class is added, the Follower, who gets by default a discount in buying all items and also has a chance to use items for free - not actually spend them. Like all other classes he has the option of a Classic skin (unique item sign box), a Builder birthday gift skin (unique item Steve's diamond pickaxe), a Protoss halloween skin (attacks ignore enemy's armor, unique item small pylon), and a Merchant spring festival skin (unique items sign box and small pylon).
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* His two subclasses are the Pastor (faster regeneration, higher health limit, charms enemies after each attack) and the Artisan (needs -2 strength to equip items, has a chance to get extra non-default drops form enemies).
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* His special skill item is named Follower's Overcoat and gives also 4 options like all the other special skill items: "''Pray'': Stand and start praying [Pray buff, increases damage to and reduces damage from enemies, movement cancels it], ''Fund raising'': collect gold from enemies [spawns gold when enemies are around], ''Language trap'': Frighten enemy [blinds] and improve your movement speed [haste buff], ''Bless spell'': Upgrade an item." The last option is particularly useful, as this spell is identical to using a scroll of Upgrade but also is regularly available, and items don't have any other restrictions in the spell getting applied to them, apart from being reinforced or not.
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* All other hero classes have also now a fourth "Spring Festival skin": Heavy Infantry (warrior, unique items wooden shield and savage helmet), Emcee (mage, unique items shaman mask and wonder flask), Samurai (rogue, unique item horse totem), Archer (huntress, unique items centaur bow and throwing weapon bag), Lion Dancer (performer, unique items shovel and learn lion dance), Doctor (soldier, unique items pulse pistol and medical box).
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* New regular and boss enemies have also been introduced: Lucifer (Prison), Huge Skull (Metropolis), Year Beast (mini-Boss on the Yog depth).
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* A new pet, named Year Pet, has been added.
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* Some new items have been also included, which are mostly weapons: two special weapons named Diamond Pickaxe and Red Packet, and a full tier series of religion-themed regular weapons (Wooden Staff - tier 1, Mace - tier 2 [already existing, but relocated from tier 3], Holy Water - tier 3, Prayer Wheel - tier 4, Stone Cross - tier 5).
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The SPS-PD wiki pages will be all sooner or later updated with the changes of the new version (because the new additions are many, this will certainly ''not happen very soon for all pages''), but this page's infobox already provides a link to the new version.]
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== Overview ==
 
{{Infobox mod
 
{{Infobox mod
| title = Special Surprise Pixel Dungeon
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| title = <center>Special Surprise Pixel Dungeon</center>
| image = [[File:Ic_launcher_(SPS-PD).png|thumb]]
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| image = [[File:Ic_launcher_(SPS-PD).png|thumb|192px|center]]
| developer = [https://www.reddit.com/user/hmdzl001 Hmdzl001 (reddit)]
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| developer = [https://www.reddit.com/user/hmdzl001 '''Hmdzl001''' (reddit)]
| download = [https://github.com/hmdzl001/SPS-PD/releases/download/2019Spring/SPS2019SpringFestival.apk]
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| download = [https://github.com/hmdzl001/SPS-PD/releases/download/0.9.4/sps0.9.4Year-Hunter.apk GitHub]
| version = 2019 Spring Festival
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| version = 0.9.4 Year Hunter
| source = [https://github.com/hmdzl001/SPS-PD (github)]
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| source = [https://github.com/hmdzl001/SPS-PD/releases/tag/0.9.4 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 many innovations, and some specific elements, especially items, borrowed from Shattered Pixel Dungeon, Yet Another Pixel Dungeon, and a few other mods. Its current version, "2019 Spring Festival" takes its name from [https://en.wikipedia.org/wiki/Chinese_New_Year the celebration of the new year in China]. 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 floor as fast as possible, something that before had been an optional choice, 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 items, new bosses and a boss rush, new floors, a whole lot of new items, a whole new hero class with its 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 [[Mod-Sprouted Pixel Dungeon|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:
   
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'''Alchemy'''
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 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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* 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 available, with the only bomb item that keeps its name from Sprouted PD being the regular bomb (but still, not the same sprite), 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 ''are added, 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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'''Completing the game / Endless Mode'''
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* SPS-PD is perhaps the only mod available in English that ''offers to the player two totally different alternative options for completing the game''. The first option is very similar to that of Sprouted PD: the hero has to defeat the final boss Zot, rescue Otiluke and then meet him in Dolya Town, where he/she will obtain finally the Amulet of Yendor and complete the game with it. The second option can be available even before defeating Yog-Dzewa, by adding 5 Magic Stones of different colors to the Power Hand unique item, which can only be obtained by completing the Bossrush Challenge. This item also gives access to an Endless Mode.
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'''Dew Vial'''
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* 4 ''new abilities'' are added to the Dew Vial (Clean, Light, Peek, Refine), 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, and two of Sprouted PD's journal's depths removed (Dragon Cave, Vault).
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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. An item reward of this challenge, the Power Hand, also gives access to an Endless mode and to completing the game much earlier.
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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 now ''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 1 removed and 1 relocated.
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* 13 new ''Regular'' enemies are added in all chapters of the main dungeon and 2 new ''Rare'' enemies can also spawn in the main dungeon under specific circumstances.
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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 its class and is chosen in the beginning of the run. This makes the available options to the player in the run's beggining 18 (6 classes * 3 skins each).
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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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* Moreover, all classes and skins have a Stuning item called the Ankh Shield and a Jumping item called the Jump Shoes, which in addition to jumping provides class-specific bonus effects (the only exception to this is the Plumber soldier skin, who also has shoes, but his Plumber's Shoes only damage considerably enemies).
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'''Potions and Scrolls'''
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* Almost all ''Potions'' and ''Scrolls'' now have secondary effects, most of the times being beneficial but also in a few cases harmful.
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* 1 new ''Scroll'' and 3 new ''Scroll-like items ''are added, with all of them granting different permanent increases to the hero's stats (the scroll also decreases HP after its first two uses).
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'''Pets and Allies'''
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* 3 of Sprouted PD's pets are changed to temporary expendable ''Allies'' and 6 new allies are also added to those already existing in Sprouted PD. 10 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 he has access to. This makes the total number of allies available in SPS-PD 14 and of pets 19.
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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'' which speeds up the recharging of wands 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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'''Strength requirements'''
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* No longer it is possible, at all, to decrease almost all items’ strength requirement through upgrades.As a result most 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, who have a +2 Strength bonus when equipping armors - warrior and weapons - rogue).
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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.
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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, missile 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 the weapon enchantments 14 in total), with the same element 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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It should also be noted that SPecial Surprise PD is among the few mods with Chinese origin that are fully available in English (the other four are Darkest PD, Easier Sprouted PD, Easier Vanilla PD and Fushigi No PD). Each one of these mods makes very different and considerably original choices regarding the modifications applied to their source material, but Darkest PD, Fushigi No PD and SPecial Surprise PD share some common NPCs, who are unique to these mods and who all refer to actual members of the PD Chinese community.
   
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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.
== Alchemy and Potions ==
 
Alchemy in SPS-PD seems based on a combination of Sprouted's and Shattered's alchemies before the great alchemy rework in Shattered, with a major innovation in the new cooking mechanic that is implemented. The Alchemy interface is changed and resembles that of Shattered before the rework (no alchemical energy needed, no exotic variants, no alchemical scrolls and bombs produced etc.), but there is a huge change made in that alchemy pots are now mostly useful for cooking and can create [[Mod-SPecial_Surprise_Pixel_Dungeon/Food|40 different food or consumable items]]. The [[Mod-SPecial_Surprise_Pixel_Dungeon/Items#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 [[Mod-Sprouted_Pixel_Dungeon/Produce#Varieties|same potions with Sprouted]] (with [[Mod-SPecial_Surprise_Pixel_Dungeon/Items#Potions_.28changes_from_Sprouted.29|some exceptions]]), but Blandfruits have almost the [[Mod-SPecial_Surprise_Pixel_Dungeon/Food#Cooked_Blandfruit|same effects with Shattered]], apart from not leaving chunks when thrown. Lastly, potions have mostly their [[Mod-Sprouted_Pixel_Dungeon/Potions|familiar effects from Sprouted]] but also some [[Mod-SPecial_Surprise_Pixel_Dungeon/Items#Potions_and_Scrolls_.28changes_from_Sprouted.29|new effects are added]], as additional side effects to the familar ones, and also each one has a distinguishing symbol, after it gets identified.
 
   
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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 names 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.
== Armor ==
 
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.
 
   
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[Note: Due to the very big number of SPS-PD's features, an alphabetical order with small separate sections for each subject was preferred here, to avoid mixing subjects and confusing the readers. For a presentation with more subjects displayed in each of its sections, you can visit the [[:Category:SPecial Surprise Pixel Dungeon|SPecial Surprise Pixel Dungeon category page]].]
''Main article:'' [[Mod-Special_Surprise_Pixel_Dungeon/Armor|''Armor'']]
 
   
== Artifacts ==
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== Alchemy generally ==
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Alchemy in SPS-PD was originally based on a combination of Sprouted PD's and Shattered PD's alchemies, but its parents can almost 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 is needed, no exotic potions & scrolls, brews, elixirs and spells are 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).
3 new artifacts (Ethereal Chains, Glass Totem, Robot D.M.T.) [[Mod-SPecial_Surprise_Pixel_Dungeon/Items#List_of_New_Artifacts_.28new_in_relation_to_Sprouted.29|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 [[Mod-SPecial_Surprise_Pixel_Dungeon/Items#List_of_Changed_Artifacts|changes in their function]]. The Ring of Disintegration has been removed, and all artifacts have now become rare instead of unique drops.
 
   
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== Alchemy and Ammo ==
== Awareness of enemies and awareness indication in them ==
 
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{{Main|/Alchemy - Ammunition, Bombs, Potions#Ammo|Alchemy - Ammunition, Bombs, Potions}}
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 floor. 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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Ammo is a novelty of SPS-PD and is way to enhance - 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 and the combinations that craft them follow the link above.
* "!" 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 sightof 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.
 
Pets have the same focus mechanic with enemies, and can also have the "!" and "?" balloons, with the same meaning that they have for enemies, but they never sleep. 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.
 
   
== Bombs destroying walls ==
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== Alchemy and Bombs / Destroying walls ==
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{{Main|/Alchemy - Ammunition, Bombs, Potions#Bombs|Alchemy - Ammunition, Bombs, Potions}}
Unlike most other mods and also unlike Sprouted, regular bombs (named just "bomb" by the game, or "two bombs" when a couple of them is found/bought) don't have a mostly offensive function, as they do little damage, but are very useful in destoying walls, and are available for all classes, unlike the Performer's Shovel, which has the same function, but it is a unique class item (the bomb's game description doen't mention explicitly their basic new function at all).
 
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SPS-PD has added 9 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 first step in crafting is making a Build bomb, and the second is adding two seeds to the Build Bomb, in order to get any of the special bombs as a random outcome. 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. Players should note that after the Two Bombs item is put into the hero's inventory, it gets separated to 2 bombs with the sprite and name of the regular bomb, and the only way to distinguish between the two identical in appearance and name bomb items is to pay attention to their game description, as the "previously Two" bomb item will also include "and destroy walls" to its description:{{Game description|A fairly hefty black powder bomb. An explosion from this would certainly do damage to anything nearby.
{{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}}
 
They are also a common find in the dungeon, are dropped often by Dwarf Musketeers, and are sold commonly in all the dungeon shops (all the other types of bombs apart from the plain seeking bomb don't destroy walls, they all don't spawn in the regular dungeon and are only sold by the Fruit Cat in Dolya Town). Regular 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 or statues, c) locked doors (but destroy without a problem the walls around them), d) Sokoban sheep and Sokoban boxes, e) traps. As mentioned also in the bugs section afterwards, ''don't use regular bombs or the Shovel in outer walls, create void space and step on it, because the game wil crash and the save file will be probably corrupted'' (this is the only major bug of the game).
 
   
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It looks like the fuse will take a couple rounds to burn down once it is lit.|width = 100%|image = Bomb SPSPD.png|heading = Bomb [regular]}}{{Game description|A fairly hefty black powder bomb. An explosion from this would certainly do damage to anything nearby, {{Color|FFFF44|and destroy walls}}.
For a list of SPS-PD's offensive bombs that can;t destroy walls visit the [[Mod-SPecial_Surprise_Pixel_Dungeon/Weapons#Offensive_bombs|''weapons section'']].
 
   
  +
It looks like the fuse will take a couple rounds to burn down once it is lit.|width = 100%|image = Bomb SPSPD.png|heading = Bomb [separated from a stack of Two Bombs]}}Bombs either regular or separated from a stack of two bombs (but not a stack of Two Bombs itself) 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. 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) sheep and Sokoban puzzle 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.
== 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.
 
   
  +
== Alchemy and Food / Hunger ==
''Main article: [[Mod-Special_Surprise_Pixel_Dungeon/Bosses|Bosses]]''
 
  +
{{Main|/Alchemy - Cooking Food#Food items and Recipes|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 many of them can get 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 and all offer buffs, unlike the plain pasty. For details about the effects of each different type of edible or consumable item and the recipes to cook them follow the link above.
== 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 floor crowded with mini-bosses and their minions and with two unique rewards (one of which is an awesome weapon, the Overload Handcannon). This is the BossRush Challenge.
 
   
  +
== Alchemy and Potions ==
''Main article: [[Mod-Special_Surprise_Pixel_Dungeon/BossRush_Challenge|BossRush Challenge]]''
 
  +
{{Main|/Alchemy - Ammunition, Bombs, Potions#Potions|Alchemy - Ammunition, Bombs, Potions}}
  +
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 PD (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 main article link above.
   
== Buffs and Debuffs ==
+
== Armors ==
  +
{{Main|/Armors|Armors}}
12 new buffs are added to those of Sprouted, 3 class - specific (Blood Imbue, Echo, Rhythm) and 9 available to all heroes (Arcane, Attack Up, Defense Up, Extract, Glass Shield, Magic Shield, Muscle, Strength, Treasure Search). 14 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, Demon Blood, Disarm, Dry, Electrostatic Turbulene, Hot, Leech Seed, Locked, Silence, Tar, Wet).
 
   
  +
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.
''Main article: [[Mod-Special_Surprise_Pixel_Dungeon/Buffs_and_Debuffs|Buffs and Debuffs]]''
 
   
  +
== Artifacts ==
== Challenge (formerly Key) floors ==
 
  +
{{Main|/Artifacts|Artifacts}}
The Key floors from Sprouted are renamed to Challenge floors, and have received various changes in their drops and rewards, but retain their main function as dew farming floors. The ones with regulas enemies are all now repeatable, but not their boss floors. A new mini-boss floor is added to them, the Treasure Map, with the Gnoll King and his minions as enemies.
 
  +
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 main article link above.
   
  +
== Awareness of enemies and AI in them ==
''Main article: [[Mod-Special_Surprise_Pixel_Dungeon/Challenges_&_Trials#Challenge_.28formerly_Key.29_Floors|Challenge (formerly Key) Floors]]''
 
  +
When the hero is followed by a pet or an ally, an enemy will choose to attack either him/her or the pet/ally. That means that the enemy will ignore the non-focused-on character, even when the non-focused-on character is attacking the enemy, and will try to attack the focused-on character, even chasing a pet or ally 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 sometimes 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.
   
== Challenges ==
+
== Badges ==
  +
{{Main|/Tips for End-Game & Badges#Badges|Badges}}
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:
 
  +
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 superbadge 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 main article link above.
* ''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 1000 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 10000 gold, 199 Scrolls of Upgrade, 199 Scrolls of Magical Infusion, 199 Potions of Experience, a Skill Kit etc.
 
[[File:Challenges.jpg|centre|thumb|333x333px]]
 
   
== Classes and Subclasses ==
+
== Bosses ==
  +
{{Main|/Bosses|Bosses}}
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. A new class, the Performer, with its two subclasses, the Superstar and the Joker, have also been added. 
 
   
  +
The main bosses remain the same with Sprouted PD, but Shadow Yogs now have 2 different minions, with the old minions 1 withdrawn and 1 relocated, and also some special attacks are added to enemies and some other special attacks are removed. For details about all the different bosses of SPS-PD and their minions follow the link above.
=== All Classes ===
 
* Start with 30 HP, 10 Strength, 10 Accuracy (ACU in he hero's tab), 5 Dexterity (DEX in the hero's tab) and 0 Magic Power (apart from the Mage, who starts with 3 Magic Power, this stat increases the wands' damage by 5% for each point - MIG in the her's tab). The players should have in mind that although in other RPGs and roguelikes Dexterity can affect movement speed and attack speed, in SPS-PD it only affects Evasion. 
 
* Gain 4 HP, 1 Accuracy, and 1 Dexterity on each level up (but not Magic Power, even the Mage doesn't). HP are increased only by levelling up and not by Potions of Strength/Strength increasing. Apart from the first one, from L1 to L2, each new level up requires 6 more XP points than the previous one (L2:10, L3:16, L4:22, L5:28, L6:34 and so on). Leveling up also fill the hero's HP bar and satisfies a little hunger (+10).  
 
* Start with a Random Soul which they can use to summon their first pet, something that most probably will need to deal with some of the Sewers' stronger regular enemies (even the game advises the player to do so, in the Floor 1 sign message). 
 
[[File:Random.jpg|centre|thumb|220x220px]]
 
* They all also start with a Lantern of Soul Collect, that can be used to store any pet by throwing the lantern at it (it can be used only once, but lanterns are sold often in all regular dungeon shop and also randomly in Dolya Town). The lantern's game description is inaccurate in the part that it also describes the lantern's damage - the lantern can not be used as a thrown weapon though, nevertheless it gets stored in the weapon's bag (Portable Scarecrow), after it becomes available. Lastly, the Lantern of Soul Collect, when it contains a pet, cannot get dropped, and when it is thrown it will release the pet and get spent.
 
   
  +
== BossRush Challenge ==
{{Game description|An empty lantern that can collect your pet.|width = 100%|heading = Lantern of Soul Collect|image = Lantern of Soul Collect.jpg}}
 
  +
{{Main|/BossRush Challenge|BossRush Challenge}}
* Have a bag of Pet Food, which can give a pet several level ups immediately after hatching, as it instantly adds 120 XP to it. It offers enough experience to boost any level 1 pet to level 7. 
 
   
  +
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.
{{Game description|Every pet loves it, that is why it is called pet food.|width = 100%|image = Pet Food.png|heading = Pet Food}}
 
* Get Jump Shoes, which are used to jump from two up to five tiles away (depending on the class) even aboves holes and chasms, and come with class-specific bonuses in addition to slightly more or less charges, although the charge differences offer no serious impact on the gameplay. The Jump Shoes fill a main inventory slot, but cannot get dropped or thrown away.  {{Game description|...|width = 100%|image = Jump shoes.jpg|heading = Jump Shoes of [class]}}
 
* Receive an Ankh Shield, which can get used twice in a row when fully charged (125 + 125 = 250 charges, without any variation between the classes) and is used to deal 5 damage to enemies and basically to stun every enemy in sight for 5 turns (it also deals the same amount of damage to pets but does not stun them). This is exceedingly useful throughout the entire game. From mobs that run away like Gnoll Archers, the Gnoll Trickster, and Crazy Thieves, to evasive mobs like Wraiths and the Giant Crab, and even extra difficult mobs for the hero’s level when he/she first encounters them, like Living Mosses and Troll Warriors, the stun effect of this is one of the strongest in the game as long as it has enough charges to be used when needed. Despite being called a shield, the Ankh shield can’t be upgraded and doesn’t block damage like a regular shield in other mods would do (SPS-PD does not have equippable shields in general). The Ankh Shield fills a main inventory slot, but like the Jump Shoes cannot get dropped or thrown. [Note: STG is an abbreviation for shoot-em-up games.]{{Game description|A powerful item that works like a bomb in STG games. It was created by the developer.|width = 100%|heading = Ankh Shield|image = Ankh shield.jpg}}
 
* Are able to equip a third Ring or Artifact (but still can't equip a second artifact twice). 
 
* No longer keep the Tome of Mastery for their class after beating one of the second mini-bosses once. Instead, it is always received from the defeated second mini-boss. 
 
* Like Sprouted, a Ration of Food, a tier 1 armor and a weapon (both different for each class), and also a Key Ring are all included in the hero's starting items. 
 
Also two new bags are available to all heroes after they spend some time in the dungeon:
 
* A Portable Scarecrow that the hero gets from destroying the Clockwork Scarecrow or the Test Mob in Dolya Town (formerly Dolyahaven), which is a bag that holds up to 22 different weapons, melee, missile or thrown.
 
   
  +
== Buffs and Debuffs ==
{{Game description|A portable scarecrow which can hold some weapons.|width = 100%|heading = Portable Scarecrow|image = Scarecrow.jpg}}
 
  +
{{Main|/Buffs and Debuffs|Buffs and Debuffs}}
* A Shopping Cart that can be found only in a garden, and is used for storing all of the game's numerous edible consumable items, from berries to meat rolls and from beverages to pills, up to 24 different items. A shopping cart in a garden always spawns in each run, and usually by the end of the prison one will have already been spawned, but rarely this can happen in caves and even as late as the metropolis or demon halls. If by the time the hero reaches floor 24 he/she hasn’t found one yet, it would be useful to go back to the previous floors and search for them extensively / map the floors, until he/she finds the hidden garden.
 
   
  +
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.
{{Game description|A modern trolley. You can put food in it.|width = 100%|heading = Shopping cart|image = Shopping cart.jpg}}
 
   
  +
The new Buffs (not those just renamed) are:
=== Warrior ===
 
  +
* 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)
{{Game description|Warrior starts with a short sword.
 
  +
* 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 ==
When Warrior equips armor, he ignores 2 strength to use it.
 
  +
{{Main|/Challenge Book#Overview - Challenge depths|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. Those with regular enemies are all now revisitable, but not their respective 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.
Warrior starts with a shield, which can be used for defense or to stun someone.
 
   
  +
== Challenges ==
Warrior gains more health after eating anything.
 
  +
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.
  +
[[File:Challenges SPS-PD.png|center|258x258px]]
   
  +
== Chapter Bosses ==
Potions of Strength are identified from the beginning.
 
  +
{{Main|/Chapter Bosses|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|/Classes, Subclasses and Skins|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 from previous updates 2 new classes with their subclasses, the Performer (subclasses Joker & Surperstar) and Soldier (subclasses Agent & Leader), had 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 (Birthday skins are mentioned second, and Halloween skins third): 
Mastery
 
  +
* 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, or an Armor Kit item whatsoever, but a separate item named ''Skill Kit'' that produces a special class item with the sprite of the epic armor, but which is not an equippable armor, does not reduce the hero's HP, and only needs recharging. The special skills of each class in SPS-PD in the order displayed in each special class item are:
  +
* <em>Warrior:</em> Source Power, Fighting Arena, Lay on hands, Surprise attack
  +
* <em>Mage</em>: Molten Earth, Arcane Bombing, Ice Storm, Lightning Arrester
  +
* <em>Rogue</em>: Shadow Bless, Steal Gold, Silent Killing, Falling Attack
  +
* <em>Huntress</em>: Hunter Instinct, Prepare Hunting, Fairy in Bottle, Living Root
  +
* <em>Performer</em>: Special Dance, Curtain Call, Magic Tricks, Fans Accompaniment
  +
* <em>Soldier</em>: Mirror Army, Summon Mech, Moving Bomb, Air Drop
  +
In addition to all of these changes, all classes have been buffed very much in comparison to Sprouted PD, with many new abilities added by defult to all of them, and with much more versatile starting equipment and higher stats. For details about the different classes, subclasses, skins and class special skills of SPS-PD follow the link above.
   
  +
== Completing the Game / Endless Mode ==
A succesful attack with a melee weapon allows the Gladiator to start a combo, in which every next succesful hit inflicts more damage.
 
  +
{{Main|/BossRush Challenge#Original.C2.A0Yog|BossRush Challenge}}
   
  +
Special Surprise Pixel Dungeon is perhaps the only mod available in English* that offers to the player two totally different alternative options for completing the game (not linearly, one earlier and another later like in Sprouted PD, but two totally different alternatives) and also with one of the alternatives not including the Amulet of Yendor as a prerequisite.
When severely wounded, the Berserker enters a state of wild fury significantly increasing his damage output and reduces some damage when getting hurt.|width = 100%|heading = Warrior|image = Warrior-0.jpg}}Warrior has become even more oriented to defense and has two extra stunning abilities (apart from the Ankh Shield, which is available to all classes), when using his Jump Shoes of Warrior and his Wooden shield.
 
  +
* The first option is very similar to that of Sprouted PD: the hero defeats the Shadow Yogs and gets the journal page that will teleport him/her to the Stone Golem Otiluke depth named "Energy Core", there he/she defeats Corrupted Otiluke Mirror Image and gets the Palantir that will teleport him/her to Zot, and after Zot is defeated the real Otiluke is finally free and the hero can meet him in Dolya Town, obtain from him the Amulet of Yendor and complete the game with it.
* His Short Sword can't be reforged anymore. Instead, it has the "rupture" weapon attribute which causes bleeding and although it is a tier 1 weapon, it has an excellent upgrade scaling, making it still useful as a melee weapon as far as just before the end of the Mining Caves (but not for the DM-300/Spider Queen mini-boss fights or after). 
 
  +
* The second option can be available even before defeating Yog-Dzewa, by adding 5 Magic Stones of different colors to the Power Hand unique item, which can only be obtained by completing the Bossrush Challenge. This item also gives access to an Endless Mode and details about this mode and the alternative way of completing the game follow immediately afterwards.
* Now has a Wooden Shield, which can either be thrown like a boomerang to Stun an enemy for two turns (but it does not also damage them, like the Ankh shied does), or can be used to switch to "Defense mode", that increases the Warrior's defense by 50% but decreases his attack by 25% for 4 turns. The Wooden Shield can be thrown 5 times in a row, as it spends 2 out of its 10 charges with each use, but only once when used to switch to "Defense" mode, as its spends all its charges, and also needs 5 turns to get fully reacharged. Like the Ankh Shield, the Wooden Shield can’t be upgraded or equipped, and doesn’t block damage by itself, like a regular equppable shield would do in other mods or roguelikes in general. {{Game description|A simple wooden shield. Can be thrown. You can use it to reduce damage.|width = 100%|heading = Wooden shield|image = Wooden shield.jpg}}
 
  +
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 in it. It has a very similar sprite with Shattered PD's Stone Gauntlet, but a totally different function.
* Requires 2 less strength to use armors, instead of having +1 Strength in general. This is represented in-game as an armor's strength requirement dropping by 2 points when it's equipped, but showing its regular strength requirement otherwise. 
 
   
  +
{{Game description|??????????
* His Jump Shoes can get him five tiles away and have a high chance to Stun enemies adjacent to the tile where he lands. Fully charged his jumps shoes have 2 jumps in a row available (32+33=55 charges in sum).
 
   
  +
[After the first stone is put in, the game description starts including also an "It has 1/2/3 etc. stones now" message.]|width = 100%|image = Power Hand SPS-PD.png|heading = Power Hand}}
{{Game description|Warrior can use a charge to stun an enemy he is touching or close the distance quickly.|width = 100%|heading = Jump shoes of Warrior|image = Jump shoes.jpg}}
 
  +
Its option to "Add stone" asks from the hero to add Magic Stones, not stone ore and also not in bulk, but one of each available color (blue, green, orange, purple, yellow). After the first stone is put into it, the Power Hand's game description starts including also an "It has 1/2/3 etc.stones now" message, but it still can't get used. After all 5 stone colors 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]]
* No longer starts with any darts (simple darts are removed from SPS-PD in general). 
 
  +
"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. A game message will appear, saying: "Can you hear me? I am Ada, from the assassin home. You must wake up, this world is just an illusion. Trust me, we don't have much time." This new depth is filled with hidden distortion traps, which regenerate the depth upon stepping on them and can't get revealed by scrolls of Magic Mapping or Blue Berries, but only by searching, and all all the enemies from the regular dungeon occuring randomly (approximately 10-13 spawn with each depth generation). An example of a depth 85 follows just below.
* Like Sprouted, he gets more HP by eating. 
 
  +
[[File:Endless mode SPS-PD.png|centre|thumb|220x220px|link=https://pixeldungeon.fandom.com/wiki/File:Endless_mode_SPS-PD.png]]
* Like Sprouted, Potions of Strength are automatically identified. 
 
  +
It is extremely hard to fully explore the depth without stepping on a distortion trap and reentering a new depth 85, but even if the hero manages that by searching - stepping one tile forward - searching again, there are no stairs leading up or down, and he/she will eventually step on a distortion trap in order to regenerate the depth. This is essentially SPS-PD's version of an Endless Mode, 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, because there is ''no way out of this depth back to the regular dungeon''. The only three ways out of depth 85 is the hero to refill the hand with Magic Stones of different colors 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 regardless of if the hero has already obtained the Amulet of Yendor or not, when he/she uses the "End Game" option of the Power Hand, his/her ranking will display the Amulet but will have the title: "Escaped?". In the screesnshot image below the hero in the first place ended the run with the Power Hand and with the Amulet in the inventory, while the hero in the third position without the Amulet in the inventory, but as you see the runs' descriptions are exactly the same, and the only hero who "Found the Amulet" is the one that completed the game by choosing the Amulet's End Game option. For details about obtaining the Power Hand you can visit the link above.
* His subclasses are almost identical with Sprouted: a) Gladiator gains the Combo buff, which grants bonus damage with each successive succesful hit, ranging from +20% bonus damage with a 3-hit combo to +120% bonus damage with a 8-hit combo (after that, the combo counter starts counting again, also a 2-hit combo has no damage bonus but only starts the combo build-up), b) Berserker gains the Furious buff, when his HP are below 60% of max HP, and retains it as long as he stays below 60% of max HP, getting his physical damage increased by 25% and the damage dealt to him reduced by 25% (but does not get resurrected, like he does in Shattered). 
 
  +
[[File:Rankings SPS-PD.png|centre|thumb|220x220px]]
* From all the available items he can equip, he is the only class with ease to equip heavy armors from earliel levels due to the -2 strength requirement. When he chooses the Gladiator subclass, he is benefited very much by a Ring of Accuracy (as it helps the Combo buff remain active), a Ring of Furor (as it helps the Combo bonuses get more quickly added) and also by the Ring of Force, due to its bonus damage modifier which stacks with the Combo damage modifier (Ring of Force is changed in SPS-PD and enhances generally weapon damage, and unarmed damage only to a lesser degree). Apparently quick weapons (delay < 1) like the Spork are very good good the the Gladiator, and in contrast slow weapons (delay > 1) should be avoided by him. Berserker will be benefited much by a Ring of Tenacity and by wearing heavy armors, as they will work well with his tanky character and his effort to retain relatively low health for the subclass bonuses and at the same time not to die. 
 
  +
<nowiki>*</nowiki> Note: Youritaru Touhou PD, a mod available currently only in the Chinese language, also allows players to complete the game without the Amulet of Yendor. Furthermore, in Chernog FOTMA and Pioneer, two "mods" of Pixel Dungeon that have no resemblance with it in their gameplay but which use many of its image assets, there's no Amulet of Yendor item in general, neither at the end nor anywhere else, and the amulet's sprite is used for a projectile weapon instead.
   
=== Mage ===
+
== 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 in exactly the same way 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.
{{Game description|Mage starts with a Magebook.
 
   
  +
== Depth Feelings, Terrain, Light and Darkness ==
Mage spends less time when using wands and gains +3 magic power.
 
  +
{{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), but the special terrain types appear in more occasions than in Original PD. For details about them follow the link above.
Mage gains one charge after eating anything.
 
   
  +
{{Main|/Dungeon Depths and Conditions#Light and Darkness / Hero's Vision|Light & Darkness - Hero's Vision}}
Mage has higher limit when using dew upgrade.
 
   
  +
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.
Scrolls of Identify are identified from the beginning.
 
   
  +
== Dew Vial ==
  +
{{Main|/Dew Vial|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 term mind vision), and Refine (creates 1 drop of Clean Water which is needed in many cooking recipes) abilities are available. A little later, on depth 2, after the hero meets the first Dew Developer 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 randomly items). Whatever option of upgrading the hero chooses, he/she will get anyway the Dew Dop buff upon entering in each new depth of the regular dungeon. 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 Dew Developer 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|/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 reward from Sokoban 2 puzzle has become useless in SPS-PD). Also, the Corrupted Otiluke depth has now a separate page, the Energy Core.
  +
* Dolyahaven is also drastically changed, and you can read the second paragraph for some of the details.
  +
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 unique skin items, while they can be all mapped without any problem. For details about the Sokoban puzzle depths you can visit the link above.
   
  +
{{Main|/Sokoban and Dolya Town#Dolya_Town_.28formerly_Dolyahaven.C2.A0-_depth.C2.A055.29|Dolya Town}}
Mastery
 
   
  +
Dolyahaven is renamed to Dolya Town (a small RPG town indeed, that could also be a real world village, being now inhabited by 52 NPCs). 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 more details about Dolya Town you can visit the link above.
Battlemage spends less time when using wands and gains more magic power.
 
   
  +
== Hero's quickslots ==
After using the wand to attack an enemy, the Warlock will consume his soul. It heals his wounds and satisfies his hunger.|width = 100%|heading = Mage|image = Mage.jpg}}Mage is now focused around the new Magic Power stat (MIG), which increases damage dealt by wands by 5% for each point.
 
  +
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 right, making the max amount of quickslot available 6.
* Starts with a Magic Book instead of the Knuckledusters. The Magic Book can stun enemies with its "blunt" attribute, and it's also one of a few weapons to have its strength requirement decreased by upgrades having bonus damage from excess strength as a consequence. 
 
* Attacks with wands twice as fast compared to the other classes (i.e. can attack twice with a wand in the same turn), but has the same recharging rate of wands with them (55 turns for 1 charge). 
 
* Starts with 3 Magic Power instead of 0, but does not have it increase with upgrades. Increasing it is only possible by a) choosing the Battlemage subclass [+5], b) equipping a Ring of Magic [+1 per ring level], or c) reading a "Learn to Use Magic" scroll bought from Trainer Rain in Dolya Town [+1 per scroll] (this specific increase is available to all classes). 
 
* His starting Wand of Magic Missile can no longer be disenchanted. Instead, it has 1 higher max charge than the rest of the wands. 
 
* Also gets a Wand of Disintegration from start. 
 
* His Jump Shoes can take him only two tiles away, but allow him to teleport through enemies (similarly to the Blink ability of other RPGs and roguelikes), and have a chance of giving the Arcane buff to increase his Magic Power by 10 for 10 turns. Fully charged they have 3 jumps in a row available (3Χ14 + 8 residual = 50 charges in sum). {{Game description|Mage was studying in the Tower, so he can use blink instead of jump, and improve his magic power sometimes.|width = 100%|heading = Jump shoes of Mage|image = Jump shoes.jpg}}
 
* Like Sprouted, he gains a wand charge after eating, has +1 to his limit of upgrading equipment, and automatically identifies Scrolls of Identify. 
 
* His subclasses are somewhat similar to Sprouted, but with many differences, especially for the Battlemage: A) Warlock can "Soul Mark" enemies with a succesful wand hit, and from that point on he will be slightly Healed with any succeful melee hit to them. After the enemy's death he's slightly healed again and also his Hunger is slightly Satisifed (usually for +10). Soul marked enemies have a dark aura around them and also a skull sign next to their sprite in their window when examined. After some turns, the soul mark can get erased from the enemy, if no succesful wand hit is repeated. 
 
* B) Battlemage doesn't equip wands anymore. Instead, choosing this subclass allows him to have even higher attack speed with wands (three wand attacks in the same turn) and also deal even more damage, as the subclass gains also +5 Magic Power (the recharging rate remains the same with all the other classes though). The absence of the subclass ability to equip wands and therefore to recharge them quickly by using them as melee, makes familiar Battlemage builds from Sprouted with very highly upgraded wands lose some of their advantage in SPS-PD, unless the Battlemage has a Ring of Energy available, which boosts the wands' recharging rate by appr. 16,9% per level. On the other hand, even without a Ring of Energy, a highly upgraded ring of Magic can make this build viable, as all wands will do tremendous damage and require very few zaps to defeat enemies. Important note: a highly upgraded Wand of Firebolt is SPS-PD doesn’t backfire, so it is probably the best choice for a highly upgraded wand due to its damage output. By end-game a Mage that has obtained either a Ring of Energy, a Ring of Magic, or both, should first reinforce them and invest all his available Scrolls of Upgrade on them to make them reach their +30 level cap (as they will make more powerful and quicker in recharging all wands), and then use the remaining Scrolls of Upgrade on a wand to make it have more damage output. 
 
*  From all the available items he can equip, Rings of Magic (wand damage +5% for each level) and Energy (recharging rate +16,875% for each level) apparently benefit all mages very much and can make a Battlemage OP when highly upgraded, as all the Battlemage bonuses (class bonus magic damage + subclass bonus magic damage + Ring of Magic bonus damage + Ring of Energy bonus recharging rate + class and subclass bonus magic attack speed) stack or complement each other. The Ring of Furor doesn't affect magic attack speed but only melee attack speed. Lastly, the Electricweb glyph randomly grants a Recharging buff. Warlock is not benefited in particular by any other item.
 
*  The Book of Heavens / Wisdom Trial is still repeatable but Phase Pitchers are generally a rare resource in SPS-PD and spawn rather randomly there, so transmuting all the Scrolls of Magical Infusion to Scrolls of Upgrade and putting almost all of them on a wand Sprouted-style, is much more difficult in SPS-PD. The only other way than visiting numerous times the Wisdom Trial to achieve this, but demanding also a lot of patience, is the Mage to visit repeatedly Dolya Town and buy the Phase Pitcher seeds that are randomly on sale in the west shop, but as there might be only one or even none on sale in each hero's visit, and the Dolya Slate needs 500 charges to allow a visit to Dolya Town, this method of obtaining Phase Pitchers will involve also a lot of patience. Without patience, the closest a Mage can get to the forementioned Sprouted build, is to use all of his/her Scrolls of Upgrade in one reinforced wand (but first on a Ring of Magic and/or Energy to get them to the +30 cap, if they are available, to get all his wands having more damage and/or quicker recharging rate) and use the Scrolls of Magical Infusion on his/her end-game weapon and armor (as his most damage will be from wands, it is probably better to put most or even all of his Scrolls of Magical Infusion in his armor).
 
   
  +
== Hidden Doors and Hidden Traps ==
=== Rogue ===
 
  +
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.
{{Game description|Rogue starts with a dagger.
 
  +
== 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 their only visual difference that a green flame burns on the pedestal instead of a blue one.
  +
[[File:Memory of Fire SPS-PD.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 but portable 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 randomly with the Robot HEART artifact when it gets upgraded to +10 and its secondary 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 ==
Rogue has a unique Cloak of Shadows.
 
  +
{{Main|/Miscellaneous Items|Miscellaneous Items}}
   
  +
The Ankh and Pickaxe items have remained similar with Sprouted PD, with the Ankh's only differences being that isn't stored in the 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 also functions as if it is is enchanted, so it can also be used as a decent tier 3 weapon by the hero. 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 these miscellaneous items of SPS-PD you can visit the link above.
When Rogue equips a weapon, he ignores 2 strength to use it.
 
   
  +
== NPCs ==
Rogue is more proficient in detecting hiden doors or traps.
 
  +
[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 SPS-PD's [[Mod-SPecial Surprise Pixel Dungeon/Dolya Slate - Dolya Town|Dolya Town page]].]
   
  +
''Ambitious Imp''
Scrolls of Magic Mapping are identified from the beginning.
 
   
  +
{{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}}
  +
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''
   
  +
{{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}}
Mastery
 
  +
Two of Sprouted PD’s Tinkerers, those in depth 2 (first message to the right) and in the Power Trial (formerly Book of Life 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''
The Freerunner moves faster when unencumbered and not starving, and if he is invisible, this speed boos ti increased.
 
   
  +
{{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}}
When performing a surprise attack, the Assassin inflicts additional damage to the target.|width = 100%|heading = Rogue|image = Rogue.jpg}}Rogue is now very much about good weapons, in addition to even more Invisibility & sneak attack - related techniques.
 
  +
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 Corpse Dust or Rotberry Seed quests available, like he does in Sprouted PD.
* Instead of having high accuracy, his starting Dagger has “puncture” to hit enemies with a second, weaker attack with each successful swing. 
 
* Has 10 Throwing Knives instead of 10 Darts (plain darts are removed in general from SPS-PD). 
 
* Requires 2 less strength to use weapons. This is shown in the game as a weapon's strength requirement being lowered by 2 when equipped, but showing its regular strength requirement otherwise. 
 
* His Cloak of Shadows has been altered to work more like Shattered's current version of it, and it only starts with 3 max charges, but each individual charge lasts 5 turns. An upgraded Cloak of Shadows doesn't give more turns with each charge, but has more charges available, up to 10 when fully upgraded (that is 50 turns of Invisibility in a row with all 10 charges available). 
 
* No longer starts with a bomb or can create different kinds of bombs in higher levels. 
 
* No longer lasts longer without food, gains more evasion from equipping light armor, or instantly identifies equipped rings. 
 
* His jumping range with the Jump Shoes is only 2 tiles, but he gets 2 turns of Levitation right after jumping (i.e. starting before he lands, so he can jump on a trap or a chasm tile without any unpleasant effect), effectively allowing flight-on-demand that offers a flight distance of about 10 tiles when started with the shoes at full charge. There is also a chance to become invisible for 5 turns after jumping. Fully charged his Jump Shoes have 4 jumps in a row available (4X10=40 charges in sum). {{Game description|Without training, Rogue can't jump far away, but he can hide his body after jumping and can also hover in the air.|width = 100%|heading = Jump shoes of Rogue|image = Jump shoes.jpg}}
 
* Like Sprouted, he is more proficient as detecting traps and identifies automatically Scrolls of Magic Mapping. 
 
* His subclasses are identical with Sprouted: a) Freerunner is very quick, when unencumbered and not starving, and although the game does not display a speed stat or a speed buff with a description, he gains one extra turn every two turns, and he can be almost as quick as a cave vampire bat, b) Assassin inflicts additional damage, when he performs a surprise attack (SPS-PD has the pequliarity though, that among its 21 new weapon attributes there is not an "effective against unaware enemies"). 
 
* From all the available items he can equip, when he chooses the Assassin subclass, he should prefer light armors, as they have the highest stealth stats, and should avoid at all costs heavy armors, as some high tier ones even have stealth penalties and can make a surprise attack miss. Apart from the Ankh Shield, all blunt weapons by stunning the enemy provide the Assassin with extra surprise attacks, so they should also be preferred. When he chooses the Freerunner subclass he is benefited very much by a Ring of Haste as its bonus speed (+1 turn for every +10 levels) stacks with the subclass bonus (+1 turn every two turns). Both subclasses are not pet-friendly, as the pets make both the subclass special abilities get wasted: a) when an Assasin gets in Stealth mode while the pet is attacking the same enemy, the enemy remains aware, and won't be surprised by the attack and b) pets don't get a speed bonus along with the Freerunner, so he has to run for a short while and then wait for the pet to catch up with him. In short, after the Rogue gets a subclass, he should dismiss his pet.  
 
   
  +
On the option to choose between a battle and a non-battle wand, note 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.
=== Huntress ===
 
{{Game description|Huntress starts with a knuckleduster.
 
   
  +
''Rat King''
Huntress has a boomerang, and gets bonus damage from excess strength when using missile weapons. [The second part does not apply in SPS-PD]
 
   
  +
{{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}}
Huntress has a chance to recover a used missile weapon.
 
  +
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 PD, 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 and not the Fork, 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 ''
Huntress senses neighboring monsters, even if they are hidden behind obstacles, and gains more health from dewdrops.
 
   
  +
{{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}}
Potions of Mind Vision are identified from the beginning.
 
  +
She is SPS-PD's equivalent of Sprouted PD’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 a bonus quest reward for providing a Dew Mushroom to her. 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''
   
  +
{{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}}
  +
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. Due to the change in the Master Thieves' Armband's function, the hero can no longer steal from them, but can only buy items at a discounted price with the Armband equipped (although this is still named "stealing" by the game) and as the hero can neither steal successfully nor unsuccessfully from them, they also never vanish for this reason.
   
  +
''Troll Blacksmith & Troll Welder''
Mastery
 
   
  +
{{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}}
The Sniper is able to detect weak points in an enemy's armor, effectively ignoring it when using a missile weapon.
 
  +
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.
  +
[[File:Adamant items SPS-PD.png|center|276x276px]]
  +
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 complete 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 now 3 ring/artifact slots in SPS-PD.
   
  +
== Pets and Allies ==
Having a strong connection with forces of nature allows the Warden to gain additional health from dew, seeds and dew from plants, and to hide when trampling grass.|width = 100%|heading = Huntress|image = Huntress.jpg}}Out of all the classes, she is changed the least, as she retains all her basic characteristics and most of her class-specific bonuses from Sprouted, with some minor changes in the subclasses' special abilites (which also remain basically the same). 
 
  +
{{Main|/Pets and Allies|Pets and Allies}}
* Starts with a Knuckleduster that can cripple enemies, instead of a dagger. 
 
* Like Sprouted, she starts with a Boomerang, can recover more often a used missile weapon from enemies, gets more dew drops and seeds when she tramples high grass and gains double HP from dew drops on the floor (2 HP from one white dew drop, 10 HP from one yellow etc. but not when drinking from the Dew Vial), senses mobs behind walls, and identifies automatically Potions of Mind Vision. She no longer gets bonus damage from excess strength with missile weapons, although the game states so in its introductory screen. She also doesn't have any extra attack speed with missile or thrown weapons from the beginning. 
 
   
  +
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 14. The Leader subclass of the soldier almost always summons an enhanced version of all the allies he has access to. SPS-PD's allies are (the default version first, the Leader's version second):
* When jumping with her Jump Shoes, she can move two tiles away and has a very high chance to throw Spectral Blades at all visible enemies (the pet also seems to get hit, but very rarely takes any damage), dealing extra damage based on her strength and the attributes of her melee weapon (for example if she has a shocking blunt weapon equipped, spectral blades will have also a chance to shock and/or stun enemies). Fully charged her Jump Shoes have 3 jumps in a row available (3Χ14 + 8 residual = 50 charges in sum).
 
  +
* Fairy & Warlock Fairy
  +
* Golden Bee & Steel Bee
  +
* Little Tree from the special skill of the Huntress
  +
* Mobile Sattelite & Ex Mobile Sattelite
  +
* Mr. Destructo & Mr. Destructo 2.0
  +
* Sad Ghost from the Dried Rose
  +
* Sheep from the wand of Flock (now aggros enemies and functions as a distraction) & 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 19 (6 random +13 of mobs) with 10 of them being totally new. SPS-PD's currently available pets are:
   
  +
''Random Soul pets''
{{Game description|With guidance from nature, huntress can attack some mobs when jumping.|width = 100%|heading = Jump shoes of Huntress|image = Jump shoes.jpg}}
 
  +
* Fly (new)
* No longer gets unlocked after a hero first beats DM-300. Instead, she is unlocked only after killing 10 monsters, so she is practically available after spending 5 to 10 minutes in the first one or two floors with any other class.
 
  +
* Gentle Crab (new)
* Her subclasses are very similar to Sprouted; a) Warden gets even more seeds and dew drops from trampling high grass (approximately as if she was having a +3 Shoes of Nature equipped), gets 4 times the regular HP from dew drops on the floor (4 HP from one white dew drop, 20 HP from one yellow etc., but not when drinking from the Dew Vial) and instead of the Barkskin buff she gets Invisibility for 2 turns for each tile of high grass that she tramples, b) Sniper gets the Sniper's Mark buff after each successful hit with a missile or thrown weapon (but loses it after an unsuccesful hit, if she switches targets, stops attacking, or the target dies), which grants quicker attack speed with missile and thrown weapons (one extra attack every second turn) and armor penetration with them. 
 
  +
* Metal Klik (new)
* From all the available items she can equip, when she chooses the Warden subclass, she is benefited much by also equipping the Sandals of Nature artifact, as the two bonuses when trampling high grass stack. When she chooses the Sniper subclass she is benefited by the ring of Accuracy as its bonus accuracy helps the Sniper's Mark buff remain active, by the Ring of Sharpshooting as it increases her ranged damage output and by the Ring of Furor, as its bonus attack speed stacks with the Sniper Mark's attack speed bonus. 
 
  +
* Ribbon Rat (new)
  +
* Snake (new)
  +
* Spidersilk Klik (new)
  +
''Soul of Mobs pets''
  +
* Blood Scorpion
  +
* Blue Dragon
  +
* Bug Dragon (new, variant of Gold Dragon that spawns only during September)
  +
* Bunny of Easter Egg (spawns only during April and May)
  +
* 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 in a Soul of Mobs after the hero 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.
   
=== Performer ===
+
== Plants and Seeds ==
  +
{{Main|/Plants and Seeds|Plants and Seeds}}
{{Game description|Performer starts with a triangolo.
 
  +
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 ==
Performer starts with a shovel, which can be used to break walls.
 
  +
{{Main|/Rings & Lucky Badge|Rings & Lucky Badge}}
  +
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 ==
Performer finds bombs more easily.
 
  +
{{Main|/Regular Enemies|Regular Enemies}}
   
  +
12 regular enemies have been added in all game chapters:
After killing enemies or levelling up the Performer will gain the Rhythm buff, which upgrades his accuracy and dexterity for a limited time.
 
  +
* ''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 / as chapter boss minions or have the depth they appear changed, and most of the familiar enemies have their stats rebalanced and their special attacks more or less changed. If we add to the aforementioned 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 ==
After levelling up the Performer will gain the Glass Shield buff, which can reduce the damage he takes for 10 turns.
 
  +
''Hidden skeletal remains''
  +
[[File:Hidden skeletal remains SPS-PD.png|centre|thumb|211x211px]]
  +
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 bookshelves 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 an extra indicator for the existence of hidden skeletal remains, apart from the room not containing scrolls inside).
   
  +
''Pit Rooms''
  +
[[File:Pit Room SPS-PD.png|centre|thumb]]
  +
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|/Dungeon Depths and Conditions#Rooms with specific effects - Debuffs due to the Weather|Rooms with specific effects}}
Mastery
 
   
  +
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 about them visit the link above.
Super-Star is much more powerful in music. He can upgrade his Rhythm buff to Echo and Rhythm buff.
 
   
  +
''Walls''
Joker is good at battle. He can attack an enemy with +1 range and knock it back.|width = 100%|heading = Performer|image = Performer-0.jpg}}A completely new class focused around the Rhythm and Echo buffs of defeating enemies to gain temporary accuracy and evasion bonuses, the Glass Shield buff that grants much higher defense, and the ability of breaking almost every dungeon wall by using his shovel or the excess amount of bombs he can find (as a Performer, he sure makes a lot of noise). 
 
* Starts with a Triangolo, a new weapon with the "resonance" mechanic that lets attacks hit enemies (but also pets) that are in adjacent tiles to the target. 
 
   
  +
All walls in general can be destroyed by Huge bombs, Two Bombs or the Vtuber's Effect Button/the 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).
* Gets a unique class item, the Shovel, that can be used to destroy any regular wall, even those that belong to pit rooms and locked rooms (it is only unable to destroy specially colored or decorative tiles like gold veins or statues, the air walls of pit rooms and locked doors, but has no problem with the walls around them). It can be used 3 times in a row when fully charged (3X50 = 150 charges in sum). The Shovel fills a main inventory slot, but cannot get dropped or thrown, or used in any other way apart from creating holes in the dungeon walls (surprisingly for a shovel, it can break, but it can't dig). ''The player should be very careful when using the shovel in an outer dungeon wall, as it can cause the only major bug in the game: if a hole is created that does not lead to another wall tile but to the void space, if the hero or a pet step on this void "tile", the game will crash and the save file will probably be corrupted (this is the death the game message is talking about). Don't do it.''
 
   
  +
== Scrolls ==
{{Game description|Shovel can be used to break walls. It will cost some charge. Breaking edge walls will cause death.|heading = Shovel|width = 100%|image = Shovel.jpg}}
 
  +
{{Main|/Scrolls|Scrolls}}
* Finds bombs more often.
 
  +
The familiar scrolls from Sprouted PD remain basically the same, with some minor changes (mostly extra side effects added to their primary function), but 4 new scroll-like items have been added 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).
* Gains the Rhythm buff, which grants Accuracy X 3 and Dexterity (Evasion) X 1.5 after levelling up (for 100 turns), killing monsters (for 10 turns), or using his Jumps Shoes (for 5 turns). 
 
* Leveling up or using his Jump Shoes also provide the Glass Shield buff, which reduces damage by about 80% for 10 turns. Currently there is a happy bug concerning the Glass Shield, as from floor 1 to floor 7 or 8 in many runs it does not wear off at all, making the Performer OP during this period. The Glass Shield doesn't last for specific turns, but goes away after some damage is taken. 
 
* His Jump Shoes can move him three tiles away and provide both the Glass Shield and Rhythm buffs. Fully charged his jumps shoes have 2 jumps in a row available (10+10=20 charges in sum). {{Game description|To become an a idol, performer has spent lots of time training in dance. It allowed him to immerse in his own rhythm and have a chance to reduce the next damage he takes.|width = 100%|heading = Jump shoes of Performer|image = Jump shoes.jpg}}
 
* If he chooses the Superstar subclass it grants him the Echo buff after killing enemies, which increases his Speed by 20% for 10 turns. If he chooses the Joker subclass, his attack range is increased by +1 and also knocks back enemies. 
 
* He is not benefited permanently from any ring or artifact like the other classes, but the Rings of Accuracy, Evasion, and Haste effects all stack with one of the Performer class or Superstar subclass temporary buffs. If he chooses the Joker subclass, melee weapons with extra range and also the +1 range for every 10 upgrades of the Ring of Accuracy will stack with the bonus range of the subclass. 
 
   
  +
== Strength and Strength Requirements ==
=== End-game weapons, different tiers and different classes ===
 
  +
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).
SPS-PD is a mod of Sprouted and among the most famous (or infamous) characteristics of Sprouted Pixel Dungeon is its grindiness. A part of its grindininess is related with the T6 weapons: when the hero reaches the Dolyahaven Mines he/she must farm Norn Stones from Gullins, then create a T6 weapon in the Dolyahaven altar, and then put as many Scrolls of Upgrade on the weapon it is possible (Scrolls of Magical Infusion can't upgrade them), in order to guarantee his/her survival until the end of the Dolyahaven Mines and especially in the end boss fights. To gather the most Scrolls of Upgrade, he/she should have already: grinded Red Wraiths until they dropped a Ring of Wealth / burned Bookshelves with the Spectacles until they dropped the Vault Sokoban page for the second Ring of Wealth / upgraded both of them to +14 and grind grave Wraiths for Scrolls of Upgrade and Magical Infusion / grinded the Book of Heavens floor for an equal number of Phase Pitchers to the Scrolls of Magic Infusion / dropped all the Scrolls of Magical infusion one by one to Phase Pitcher wells of transmutation. After all that he/she will be finally able to invest all the newly acquired Scrolls of Upgrade and those that he/she already had gathered to his/her Tier 6 weapon. This whole procedure is absolutely not needed in SPS-PD (and parts of it is only randomly available, like grinding for Phase Pitchers in the Wisdom Trial floor - formerly Book of Heavens), as there are no enemies in the game with high resistance to lower than T6 weapons, and both final boss stages can be completed with a higly upgraded T5 weapon without a problem (apart from needing only Scrolls of Upgrade to get upgraded, T6 weapons have the extra disadvantage that the upgrade scaling of all of them has a +1/+3 rate, almost the half compared to all T5 weapons, so the hero gets worse results from the same amount of scrolls). You can read more about the (limited) possibility of grinding in SPS-PD [[Mod-SPecial_Surprise_Pixel_Dungeon/Items#When_Grinding_is_not_needed_and_also_is_not_possible|here]].
 
   
  +
Effectively, this means that methods of gaining strength are few and far in between or RNG-dependant, so most 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 who have a +2 Strength bonus when equipping armors - warrior and weapons - rogue), 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 most types of gameplay, though).
That having been said, there is one exception that a player might want to spend some time accumulating Phase Pitcher seeds by buying them from the Dolya Town shop/revisiting countless times the Wisdom Trial floor, in order to transmute the more Scrolls of Magical Infusion possible, but this has to do with a missile T1 weapon, and not a T6 weapon, the [[Mod-SPecial_Surprise_Pixel_Dungeon/Weapons#Toy_Gun|Toy Gun]] (yes, the ''T1'' ''Toy'' Gun), which is sold at the floor 1 shop, is already reinforced and can only be upgraded with Scrolls of Upgrade. If the player is doing a Huntress run and has chosen the Sniper's subclass, a highly upgraded Toy Gun up to +100 equipped by a Sniper can one-shot Fiends and two-shot Bokoblins in the Shadow Yog boss fight and is much better than the Boomerang, as it is much quicker and has better upgrade scaling. The player who is doing a Sniper run, but finds boring the procedure of visiting and revisiting the Wisdom Trial or Dolya Town in order to gather as many Phase Pitcher seeds possible, can just simply highly uprade the Sniper's Boomerang Sprouted-style with most of the Scrolls of Upgrade and Magical Infusion (the Boomerang has no problem with any of them), with somewhat worse results but also much less repititiveness in the gameplay.
 
 
The other non-T5 weapon which is end-game material for a specific subclass is the [[Mod-SPecial_Surprise_Pixel_Dungeon/Weapons#Spork|Spork]] for the Gladiator, as its very quick attack speed complements very well the Gladiator's Combo buff, but this a well known Gladiator tactic from Sprouted and this weapon doesn't need specifically Scrolls of Upgrade, so there is no need for further discussion. All the other subclasses will do fine in the end-game by highly upgrading any T5 weapon they like (or a wand if they are Mages), and possibly also one or two available rings that complement the subclass' special characteristics (the Gladiator a Ring of Accuracy and/or Furor, the Berserker a Ring of Tenacity, the Mage a Ring of Energy and/or Magic etc.).
 
 
== 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 (for example a cursed Cloth Armor can be –1), 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 (Cape of Thorns, Cloak of Shadows), some don't work but don't have any negative effects (Alchemist's Toolkit, Eye of Skadi, Glass Totem, Master Thieves' Armband, Robot D.M.T), and some other have also negative effects (Chalice of Blood, Dried Rose, Ethereal Chains, Horn of Plenty, Sandals of Nature, Talisman of Foresight, Timekeeper's Hourglass, Unstable Spellbook). 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 can also 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.
 
 
== Dew Vial and Dew / Upgrading ==
 
As if Sprouted's version wasn't already strong enough, the Dew Vial now has even more features packed into it. Most notably, the Dew Vial's choice between Draw Out Dew and Water With Dew after the completion of the Tinkerer’s quest in Sprouted has been replaced by a relatively new choice: "Accurate Upgrade", which imitates the Upgrade behavior of “Draw Out Dew” from Sprouted, or "Random Upgrade", which offers similar Upgrades to those of “Water with Dew”. Heroes who choose Accurate Upgrade can identify their items through upgrades from the Dew Vial, and can choose a single item to upgrade - when the item is cursed, the negative stat will sometimes get reversed to positive or more often just get decreased by +1/+2 (e.g. from -2 to -1) but the curse will not be removed. For example a cursed -1 weapon will become +1 with an accurate upgrade, but will remain not unequippable until a scroll of Remove Curse is used. Accurate upgrade can also randomly give +2 upgrades to an item (very rarely even +3), even surpassing the floor dew level cap by +1, based on luck and dungeon depth. Random Upgrades uncurse the player's inventory as a whole, but randomly choose any amount of items to upgrade and do not identify the items they upgrade (rarely they do not upgrade anything at all, but just uncurse). The amount of items upgraded is displayed in how many times the upgrade message gets repeated, as the Random Upgrade does not identify the items it upgrades. The only upgading mechanism in SPS-PD that is guaranteed, accurate and also uncurses is reading a Scroll of Upgrade or Magical Infusion. Lastly, unlike Sprouted, this choice wil follow the hero until the end of the game, as the Dew Developer in the Power Trial (formerly Book of the Living) floor will not change random upgrading with accurate upgrading, as he does in Sprouted.
 
 
The Dew Vial also starts with 120 max drops, instead of 100, and has its familiar healing ability from the beginning (“Drink”, +1 HP per dew drop when the hero is in good health, but "Drink" can never consume more than 40 dew drops from the Dew Vial to fully heal the hero, even when the hero has very low health and a lot of HP points missing due to his/her high level). When the Dew Vial is full and the hero without full health, stepping on 1 white dew drop heals 1 HP, 1 yellow dew drop heals 5 HP, and 1 red but also 1 violet dew drop heal 10 HP - while starving the amount of healing might seem slightly less because of the simultaneous loss of HP (all Huntresses have a +100% bonus and Wardens a +300% bonus from getting healed by dew drops on the floor though). Whatever option of Upgrade the hero chooses, he/she will start each new floor with a Dew Drop buff (the Dew Charge buff of Sprouted renamed).
 
[[File:Upgrades.jpg|centre|thumb|220x220px]]
 
Initially items can get upgraded with dew up to +2 until floor 2 (and by the Mage up to +3) and up to +3 in floor 3 (again, by the Mage up to +4), but from that point on 1 extra Dew Upgrade is possible only every 3 floors, with a level cap at +10, in other words it is possible for the hero's equipment to reach 10 upgrades (or 11 if he is a Mage) by the Dew Vial only by floor 24 (on the other hand, Scrolls of Upgrade and Magical Infusion don’t have any floor limit, apart from the general level cap at +15 for equipment that are not reinforced). Upgrades do not lower the Strength requirement for all armor and almost all weapons at all. By the end of the game, once the player has defeated Shadow Yog, the upgrade cap jumps up to +13 (+14 for mages). Although the game warns the player about the contrary, dew drops are not evaporated when the hero goes down a floor, and remain available for later use. Dew drops are also not evaporated by fire, even the white ones that drop from high grass like in most other mods, and can’t be destroyed by bombs. Lastly, compared to Sprouted, Yellow dew is now worth 5 dew, up from 2, and Red dew is now worth 10 dew, up from 5. White and Violet dew drops remain at 1 and 50, like Sprouted. Items can be found in the dungon upgraded up to +3, and apart from wands with negative upgrades down to -3 (although most of the times they range from -2 to +2).
 
 
=== New Abilities Available From The Beginning on Floor 1 ===
 
* ''Drink'': The familiar Healing ability from Sprouted. When the hero is in good health it consumes 1 dew drop for each HP point, but it never consumes more than 40 dew drops from the Dew Vial to fully heal a hero, even when the hero has only 1 HP point left and very high max HP due to his/her high level.
 
* ''Light'': Grants Invisibility for 20 turns and Light (longer range of vision and better detecting) for 80 turns at the cost of 10 dew drops. Can't be used if there are less than 30 dew drop in the Vial.
 
* ''Peek'': At the cost of 5 dew drops, players get 2 turns of Mind Vision and get to see where the floor's exit is. Can't be used if there are less than 30 dew drops in the Vial.
 
* ''Refine'': For 10 dew drops, the player creates 1 drop of Clean Water which is needed for many cooking recipes. Can't be used if there are less than 30 dew drops in the Vial.
 
* In previous versions of SPS-PD there was also the Escape ability available, that allowed the hero to leave all Challenge and Trial floors and repeat them, but it has been removed from SPS-PD in the two latest versions. Challenge and Trial floors are now repeatable anyways.
 
As the hero proceeds in the dungeon he/she will meet three NPC's, that after they receive a Dew Mushroom (Sprouted's Toadstool Mushroom) from the hero, they will upgrade or enhance his/her Dew Vial.
 
 
{{Game description|A toadstool mushroom! Growing here in the dark dungeon! Who would have imagined such a thing!|width = 100%|heading = Dew Mushroom|image = Dew Mushroom.jpg}}
 
 
=== Abilities Unlocked by the Dew Developer (formerly Sprouted’s Tinkerer) on Floor 2 ===
 
The abilities will be unlocked, only if the hero meets the Dew Developer with the Dew Vial and the Dew Mushroom both in the inventory, otherwise with only the Dew Mushroom the Dew Developer will just say: "It is a great place here", and with only the Dew Vial he will ask the hero if he has found anything interesting on the floor. No matter what option the heroes choose (Accurate vs. Random Ugrade), they will always get the Draw Out Dew from Sprouted as the Dew Drop buff, and to a lesser extent, the Water With Dew from Sprouted, as the "Plant" ability of the Dew Vial.
 
* ''Plant'': The equivalent to “Water” in Sprouted, but nearly impossible to infinitely farm due to now costing 15 dew drops, up from 2 in Sprouted. Generally, farming with "Plant" is only possible with a +10 Ring of Haste and at least upgraded to +3 Shoes of Nature both equipped, or with +10 Greaves of Nature inside of a 3x3 room. It's still only usable with a minimum of 50 dew drops in the Dew Vial.
 
* ''Upgread (i.e. Upgrade)'': Same as “Bless” in Sprouted, but it costs 70 dew drops, if the hero chooses Accurate Upgrade, or 60 dew drops, if he/she chooses Random Upgrade. Their different behaviors have been described in the first paragraph. Both upgrades are only usable with 100 or more dew drops in the Vial.
 
 
=== Abilities Unlocked by Rune Scholar Lynn (formerly Sprouted’s Tinkerer) on Floor 12 ===
 
The abilities will be unlocked, only if the hero meets Rune Scholar Lynn with the Dew Mushroom in the inventory, otherwise Lynn will say: "I think there must be a connection between different types of Magic... Maybe something can help me...". These new abilities are:
 
* ''Clean'': Costs 5 dew drops, extinguishes Fire, and washes off Tar and Caustic Ooze. Only in the Demon Halls it can randomly also grant the Bless buff. Can't be used if there are less than 30 dew drops in the Vial.
 
* ''Speed'': Costs 15 dew drops and grants the Haste buff for 10 turns (similar to the "Splash" of Sprouted but without invisibility, which is now part of the Light ability). Can't be used if there are less than 30 dew drops in the Vial.
 
 
=== Abilities Enhanced by the Dew Developer on the Power Trial floor (formerly Tinkerer on the Book of the Living floor) ===
 
Again the abilities will be unlocked, only if the hero meets the Dew Developer with the Dew Vial and the Dew Mushroom both in the inventory, otherwise with only the Dew Mushroom the Dew Developer will just say: "It is a great place here." (yes, with all those Bokoblins around), and with only the Dew Vial he will ask the hero if he/she has found anything interesting on the floor.
 
* The Dew Vial's max dew capacity will be increased to 350 after this upgrade, up from the usual amount of 300 in Sprouted.
 
 
* Speed will grant Levitation for 20 turns in addition to Haste.
 
* The heroes who had chosen Random Upgrade won't have it changed to Accurate Upgrade, as it happens in Sprouted, and will continue to upgrade equipment randomly.
 
[[File:Gnoll-1549043758.jpg|centre|thumb|247x247px]]
 
 
== Dolya Town (formerly Dolyahaven) ==
 
Dolyahaven is renamed to Dolya Town, its journal page is sold at the floor 11 shop, and this floor now contains almost 40 new NPCs, 4 new enemies, 3 new sidequests (Challenge Book, Cnoll Clothes, Reimus Goei), 4 new shops and a portal to a new challenge, the Boshrush Challenge. Its altar is still used for the crafting of T6 weapons with Magic Stones (formerly Norn Stones). Also, the Dolyahaven Mines with their Kupuas and Gullins have been removed from the game.
 
 
''Main article'': [[Mod-SPecial_Surprise_Pixel_Dungeon/Sokoban_and_Dolya_Town_(Dolyahaven)|''Dolyahaven / Dolya Town'']]
 
 
== Enemies ==
 
In comparison to Sprouted 3 new enemies are added in the Sewers (Dust Element, Leech Seed, Patrol UAV), 3 in the Prison (Armor Skeleton, Troll Warrior, Zombie), 1 in the Caves (Sand Mob), 2 in the Metropolis (Dwarf Musketeer, Spider Bot), 3 in the Demon Halls (Demon Flower, Sufferer, Thief Imp), 10 in the mini-boss floors (Plague Doctor, Sewer Heart, Sewer Lasher, Prison Warden, Spider Golder, Spider Jumper, Spider Minder, Spider Queen, Spider Worker, Tank), 2 in the Challenge/Key floors (Gnoll Keeper, Gnoll King), 1 in the boss floors (Fiend), 3 in Dolya Town/Dolyahaven (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 34 in sum. Some more are duplicated or retextured with different name and abilities in other floors and/or have the floor they appear changed, and most of the familiar enemies have their stats rebalanced and skills more or less changed.
 
 
{{Main|/Enemies|Enemies}}
 
 
== Food and Hunger ==
 
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 can also also produce minerals, pills and beverages), with various degrees of hunger fulfiment, 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.
 
 
{{Main|/Food|Food}}
 
 
== Grinding ==
 
Special Surprise Pixel Dungeon is based on Sprouted Pixel Dungeon, which is famous (or infamous) for its grinding nature. Although some parts of farming and grinding are kept (mostly related with dew collecting for upgrading), grinding for many other resources like phase pitchers, upgrade eaters, norn/magic stones etc. has either become unnecessary in SPS-PD, nerfed (in the Wisdom Trial - formerly Book of Heavens) or is simply prohibited (like falling from the Thief King's main floor).
 
 
''Main article:'' [[Mod-SPecial_Surprise_Pixel_Dungeon/Items#When_Grinding_is_not_needed_and_also_is_not_possible|''Grinding'']]'' ''
 
 
== Light and Darkness ==
 
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. The hero's range of vision will vary 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 occuring randomly in the regular dungeon floors.
 
 
''Main article: [[Mod-SPecial_Surprise_Pixel_Dungeon/Dungeon_Depths_-_Climates_-_Light_&_Darkness#Light_and_Darkness_.2F_Hero.27s_Vision|Light &amp; Darkness - Hero's Vision]]''
 
 
== 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.
 
[[File:Memory of Fire.jpg|centre|thumb|91x91px]]
 
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.
 
 
== Mini-Bosses ==
 
5 new mini-bosses with their mostly new minions are added in the regular dungeon along with the old ones: 2 + 2 minions in Sewers (Plague Doctor with Shadow Rats, Sewer Heart with Sewer Lashers), 2 in Prison (Prison Warden, TANK), and 1 + 5 minions in the Mining Caves (Spider Queen with Spider Eggs, Golders, Jumpers, Minders, Workers).
 
 
''Main article:'' [[Mod-Special_Surprise_Pixel_Dungeon/Mini-Bosses|''Mini-Bosses'']]
 
 
== NPCs ==
 
[Only NPC's that the hero meets in the regular dungeon and the Book/Trial floors are mentioned here. The almost 40 NPCs of the Dolya Town are presented in the [[Mod-SPecial_Surprise_Pixel_Dungeon/Sokoban#NPCS|Sokoban and Dolya Town section]].]
 
 
=== ''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}}Appears either on floor 17, 18 or 19. Its quest and reward is the same with Sprouted and gives always an upgraded cursed ring. To open its shop on floor 21, its quest must be first fulfilled, again just like Sprouted.
 
 
=== ''Dew Developers'' ===
 
{{Game description|He seems to be waiting for something.|width = 100%|image = Dew Developer.jpg|heading = Dew Developer}}Two of the Sprouted’s Tinkerers (those in Floor 2 and in the Power Trial / formerly Book of the Living floor) 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 floor 12 has transitioned to Rune Scholar Lynn.
 
 
=== ''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 entance room of Floor 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.
 
[[File:Wandmaker quest.jpg|centre|thumb|220x220px]]
 
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 Wandamker will give as a battle wand reward a Wand of Acid / Blood / Disintegration / Firebolt / Freeze / Light / Lightning, but as a non-battle wand reward a Wand of Charm / Flock / Flow / Meteorite / Poison / Thundercloud (with most of these wands, apart from the wands of Charm and Flock, being also offensive). The reward wand is always upgraded and rarely cursed (which doesn't affect the wand's function in any way). Stepping on the Rotberry plant to pick up its seed will release a cloud of Toxic Gas and Root the hero (breaking the plant by throwing any item on it, while keeping a safe distance, will save the hero from getting damaged and rooted), but picking up the seed will not function as an alarm trap.
 
 
=== ''Rat King'' ===
 
{{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 floor 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 floor 9 exit, but spawns after some regular enemies get killed and wanders constantly around the floor, like the Shadow Bandit does in Sprouted.
 
 
=== ''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 Floor 12. Apart from the Dew Vial upgrade, she also gives a Mr. Destructo or a better version of it (Mr. Destructo 2.0), if the hero has already one from Goo, exactly like the Tinkerer in Sprouted. After the hero interacts with her in floor 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 T6 weapons are crafted).
 
 
=== ''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 seelling 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) in floor 1, the Sweet Home (formerly Safe Room) page in floor 6, and the Hometown (formerly Dolyahaven) page in floor 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 unsuccesfully to steal from them.
 
 
=== ''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 located at floor 11. Adamantite weapon/armor/wand/rings are now renamed to Adamant weapon/armor/wand/rings, without any change to their function, and both Trolls stil 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 the Adamant Wand, after they finish the Old Wandmaker's quest, and there is one extra Adamant Ring, that drops from the Gnoll King in the Treasure Map challenge floor, as there are 3 ring/artifact slots in SPS-PD.
 
== Pets ==
 
A distinction is added between the weak Random Soul pets, that the hero starts in floor 1 with the item to hatch them immediately, and the almost all stronger Mob Soul pets, that the hero must get hatched from a Mob Soul 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 Mob Soul pets (Chaos Elemental, Gold Dragon). Also most of the familiar Sprouted's pets have been renamed and besides that, stats, leveling up, special skils, eating habits in all familiar pets have more or less changed.
 
 
{{Main|/Pets|Pets}}
 
 
== Rings ==
 
One new ring, the Ring of Energy, has been added (it increases recharging rate by +16.875% per level) and almost all the familiar rings from Sprouted (apart from the Ring of Evasion), have received specific [[Mod-SPecial_Surprise_Pixel_Dungeon/Items#Rings_.28new_or_changed.29|minor or major changes]], with a common change being that the abilities of most of them have a level up cap at +30.
 
 
== Scrolls ==
 
Scrolls remain basicaly the [[Mod-Sprouted_Pixel_Dungeon/Scrolls|same with Sprouted]], with some minor changes, mostly in [[Mod-SPecial_Surprise_Pixel_Dungeon/Items#Scrolls_.28changes_from_Sprouted.29|additional side effects and 2 scroll-like items that work more like potions]] and in that each scroll has a distinguishing symbol, after it gets identified.
 
 
== 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 Might give +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 always transmute into Potions of Strength. The only other items that give an additional strength point without heavy consequences is a) the second Scroll of Sacrifice, a unique drop in the Challenge floors (but the first gives only +15 HP, and the third and fourth scrolls subtract permanently a lot of HP while adding +1 strength - follow the scrolls' link just above for details) and b) 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 floor 5). Effectively, this means that methods of gaining strength are few and far in between, 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.
 
   
== Sokoban ==
+
== Tips for End-Game ==
  +
{{Main|/Tips for End-Game & Badges|Tips for End-Game}}
The Sokoban Journal is renamed to Dolya Stale (i.e. Dolya Slate), 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 floors now, the Vault and the Dragon Cave floors 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 floor is added, Dolyahaven is renamed to Dolya Town (a small RPG town indeed, being inhabited by 37 NPCs and 5 enemies), and many more particular changes and sprite retexturings are made to all Sokoban flloors and puzzles, which have become much more easy to solve, due to the existence of the Jumb Shoes and of the wall-breaking bombs and as they can be all mapped without any problem.
 
   
  +
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.
''Main article: [[Mod-SPecial_Surprise_Pixel_Dungeon/Sokoban_and_Dolya_Town_(Dolyahaven)|Sokoban and Dolya Town (Dolyahaven)]]''
 
   
 
== Traps new and changed ==
 
== 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, 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.
+
* 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 from Sprouted PD already mentioned.
  +
* 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 they don’t seem to work at all. When Distortion traps do work, they restart the floor, and the hero doesn't keep the items he/she had found and already put in his/her backpack.
 
  +
* 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 in the regular dungeon the hero won't keep the items he/she had found and already put in his/her backpack while exploring the depth.
* Explosive traps sometimes are happily bugged and don't deal any 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, hidden or not.
* Fire traps when activated create a fire cloud like those in Shattered and not a single-tile fire explosion like those in Sprouted.
 
* Storm traps create a cloud that paralyses and deals electricity damage.
+
* 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.
 
* 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 floor without unidentifying their floor, like they used to do previously in Shattered. 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 floor). All pets fly, so they won't activate any trap and will just hover above them.
+
* Warping traps teleport the hero to a previous dungeon depth without unidentifying their depth, like they used to do previously in Shattered PD (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) floors ==
+
== Trial Depths ==
  +
{{Main|/Challenge Book#Challenge Book#Overview - Trial depths|Trial Depths}}
The Book floors from Sprouted are renamed to Courage / Power / Wisdom Trial floors, and have also received various changes (with the Book of Heavens / Wisdom Trial being the most changed). All of the Trial floors are now repeatable, but only the Wisdom Trial (formerly Book of Heavens) respawns its loot in a new floor arrangement, with the other two only respawning their enemies in the previously visited floor.
 
   
  +
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 revisitable 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.
''Main article: [[Mod-Special_Surprise_Pixel_Dungeon/Challenges_&_Trials#Trial_.28formerly_Book.29_Floors|Trial (formerly Book) Floors]]''
 
   
 
== Wands ==
 
== Wands ==
  +
{{Main|/Wands|Wands}}
Along with armor and weapons it is the class of items that has received the most changes. 7 new wands [[Mod-SPecial_Surprise_Pixel_Dungeon/Items#List_of_New_Wands_.28new_in_relation_to_Sprouted.29|have been added]] to Sprouted's Wands (Wands of Acid, Blood, Charm, 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 [[Mod-SPecial_Surprise_Pixel_Dungeon/Items#List_of_New_Wands_.28new_in_relation_to_Sprouted.29|minor or major changes]] (Wands of Disintegration, Firebolt, Flock, Lightning, Magic Missile, Meteorite - formerly Avalanche, Poison). All wands have now a specific permanent sprite, and not a random sprite that will change in each game, like they do in Sprouted.
 
  +
10 new wands have been added to Sprouted's wands (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 wands that remain have received minor or major changes (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 Shattered PD (some of their sprites are different though). The total amount of SPS-PD's wands are now 16. You can follow the link above for details about all these changes.
   
== Weapons ==
+
== Weapons - Bombs, Guns, Missile, Thrown ==
  +
{{Main|/Weapons - Bombs, Guns, Missile, Thrown|Weapons - Bombs, Guns, Missile, Thrown}}
20 regular weapons in all tiers, 4 unique weapons, 7 holiday weapons and 3 thrown weapons are added to those already existing in Sprouted (that is 34 in sum), and they almost all have a regular, enhanced or holiday attribute. The T6 weapons have all been renamed and have received minor or major chaanges. Also 11 new weapon enchantments are added.
 
  +
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 and gun weapons can now be enhanced with different types of ammo, which are crafted in alchemy pots (for the different types of ammo visit the Alchemy - Ammo section link 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 Pulse Pistol that has a special effect. Also, 5 more missile weapons have been added along with 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 that deal some damage). 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 special effects, are all craftable and can be also found/sold in the dungeon. Two other familiar bombs of Sprouted PD, the Dumbling Bomb and the Holy Hand Grenade, are renamed to Holy Bomb and Fishing Bomb and are changed in some of their details. 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.
   
{{Main|/Weapons|Weapons}}
+
== Weapons - Melee ==
  +
{{Main|/Weapons - Melee|Weapons - Melee}}
== Weather Rooms / Buffs and Debuffs to the climate ==
 
In the dungeon the hero might encounter rooms with a special climate, that either buffs or debuffs any character that is located inside them.
 
   
  +
Many new melee weapons have been added in SPS-PD:
''Main article: [[Mod-SPecial_Surprise_Pixel_Dungeon/Dungeon_Depths_-_Climates_-_Light_&_Darkness#Weather_Rooms_-_Buffs_and_Debuffs_due_to_the_Climate|Weather Rooms - Buffs and Debuffs due to the Climate]]''
 
  +
* 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. Moreover 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:
== Wells ==
 
  +
* Dark element: Dark & Weakness
* 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 loot and keys inside hidden rooms and generally all loot without any omission.
 
* All wells are noted in the hero's journal until he/she has used them, but Wells of Health stll remain noted afterwards, due to a minor bug.
 
   
  +
* Earth element: Acid & Earth
==Miscellaneous changes and differences from Sprouted==
 
   
  +
* Electricity element: Electric & Shock
=== ''Bookcases''/''Bookshelves'' ===
 
In rooms that contain bookcases in a row covering one of the walls but that do not contain scrolls, there are instead always hidden bone piles behind the bookcases, 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 wil not spawn).
 
[[File:Bookcase.jpg|centre|thumb|220x220px]]
 
The hero has to burn the bookcases to get to them, like he/she would do in YAPD, and if there is a room like that in a floor, a Potion of Liquid Flame will always spawn, but not generally in floors with bookshelves (so having a Potion of Liquid Flame spawn in the same floor which also has bookcases on it is a good indicator for the existence of bone piles) . All bookcases can also drop regular scrolls after getting burnt (but not Sokoban pages like they do Sprouted, nor rare scrolls like Regrowth, Upgrade and Magical Infusion).
 
   
  +
* Energy element: Dance & Energy
=== ''Monsters' special abilities'' ===
 
Many special abilities are added with the new monsters in SPS-PD and also some of the familiar mosters from Sprouted have their special abilites more or less changed (for example the Albino Rat doesn't cause Bleeding with bites anymore, but produces Demon Blood Gas, that causes Bleeding, Crippled and Vertigo debuffs at the same time). Moreover, very few monsters’ special abilities (like the Gnoll and Shielded Brutes' rage), have a “No text found” message displayed instead of a relevant message by the game. Thus, when the hero sees a “No text found” message during a fight, he/she should expect a special attack or skill activated by the enemy.
 
   
  +
* Fire element: Fire & Tar
=== ''Pit Rooms'' ===
 
They have two major differences from all other PD mods: a) Their walls can be destroyed by 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.
 
[[File:Pit Room.jpg|centre|thumb|219x219px]]
 
   
  +
* Light element: Light & Shining
=== ''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.
 
   
  +
* Water element: Coldwave & Ice
=== ''Walls'' ===
 
  +
For details about the melee weapons and the weapons enchantments of SPS-PD visit the link above.
All walls in general can be destroyed by bombs or the Shovel. The only walls that the shovel and bombs can't destroy are a) special colored walls or decorative tiles (dark gold veins, 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 ==
+
== 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, so this depth is totally suitable for farming Blandfruits, Transmutation Items and Upgrade Eater items. All types of wells 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:
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 very few for a mod still in development and with a ton of new content.
 
  +
* The ''well of Health'' now fills the whole Dew Vial, even when the vial 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 in 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'' ===
 
=== ''Major bugs'' ===
  +
# ''Fighting with specifically the'' ''Lich Dancer'' ''chapter boss'' on depth 20 occasionally makes the game softlock. The save file does not get corrupted, but softlocking might be permanent, meaning that the player can exit the specific run, reenter it, and keep finding the game softlocked. Unfortunately there is no legitimate way around this specific bug, '''''apart from the cheat of force-closing the game's application''''', which generally deletes the progress on the current depth, and so if the Lich Dancer is the chapter boss that spawns on depth 20, the player can use this way to make the other two chapter bosses spawn instead, when he/she reopens the game's application. 
* When using the shovel or a bomb in the outer walls of a dungeon floor, that have no wall afterwards but only void space, If the hero destroys that wall and he/she or a pet steps on the "void tile" that is opened, the game will crash and the save file will be possibly corrupted. Don't do it.
 
  +
# ''Sleeping in the Dolya Town hotel room ''occasionally triggers a game-crashing bug that also corrupts or deletes the run's save file'', '''so better do not take your chances by letting the hero sleep in the hotel room'''''. 
* When using a highly upgraded T6 Drawing Extract Long Sword, and the HP overfilling from its vampiric effect reaches an upper limit, the effect will not stop, but the game will crash instead. The save file doesn't get corrupted, but until the hero returns to a more "normal" HP amount, the game will crash again and again, which can be rather annoying.
 
   
 
=== ''Minor bugs'' ===
 
=== ''Minor bugs'' ===
  +
* 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 50% of the Slate's charges get lost.
* 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 floor 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 floor. 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.
 
  +
* The ''Dried Rose'' artifact has four bugs related to it: a) When summoned along with a pet or ally, the ghost can disappear when the hero goes down a depth with the pet/ally but without the ghost and comes back to get it. b) It can also make the game crash if summoned along with a pet in a Challenge depth (the save file might get corrupted). c) The hero might stop finding rose petals before the Dried Rose gets fully upgraded. d) Taking a Sad Ghost along to the Wisdom Trial depth might crash the game (the save file might get corrupted). Note: these bugs existed in previous versions, but they all seem to have become less common in the current version. In any case, you can make good use of this bullet when having the hero equip this artifact.
* ''Ethereal Chains'' sometimes can't get upgraded or their upgrading stops midways.
 
* ''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 more an element of flawed map generation, than an actual bug, as it does not affect in any way the gameplay.
+
* ''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 orange colored wall tiles. A ''triggered trap ''can also spawn specifically on the same tile with the depth 15 ladder making it less recognizable. These are actually elements of flawed map generation and not proper bugs, as they do not affect in any way the gameplay negatively, apart from creating a bit of visual confusion.
  +
* The ''Rankings ''screen shows the details of the last run when the player selects any other run, so practically, after a run is completed, only its details are available in the rankings, they are just repeated many times. The only pieces of information available for the other runs are those displayed in the collective screen: run completed with the Amulet or not, manner of completing the game/ending the run, depth of death, hero's level and class.
* ''Honey Water''<nowiki/>'s recipe is bugged and produces garbage.
 
  +
* ''Hunter Instict'', the special skill of the Huntress, when it specifically activates Regeneration, healing wears off instantly. All its other effects work fine though.
 
  +
=== ''Happy Bug - Exploit'' ===
* ''Shadow Dragon'', when it is ready to get hatched, nothing relevant to a Shadow Dragon will be heard from inside the Soul Mob.
 
  +
* In most runs of the Performer class after the Glass Shield buff is first granted, it doesn't wear off at all and it lasts until depth 8, making the Performer's defense constantly high.
* ''Wells of Health'' remain noted in the hero's journal even after the hero has used them.
 
  +
* When Playing Rouge class, you can use the Falling attack ability, to charge your damage, simply sit and wait by a wall until it reaches 1000 charges, use your steal gold ability, then attack an enemy (Piranhas and the scarecrow are good choices) this will deal an insane amount of damage to the enemy, and grant you more gold then you'll probably ever need.
 
[[Category:SPecial Surprise Pixel Dungeon]]
 
[[Category:SPecial Surprise Pixel Dungeon]]
  +
[[Category:Mods]]

Revision as of 15:58, 28 January 2020


[All wiki pages about SPecial Surprise PD describe the just previous than the current version, which was named "Halloween 2019". Nevertheless, the developer has very recently released a new version, named "0.9.4 Year Hunter", as a tribute to the Chinese New Year and the related Spring Festival celebrations. According to the short changelog written by the developer in reddit (with some extra details added to it by the wiki):

  • A new hero class is added, the Follower, who gets by default a discount in buying all items and also has a chance to use items for free - not actually spend them. Like all other classes he has the option of a Classic skin (unique item sign box), a Builder birthday gift skin (unique item Steve's diamond pickaxe), a Protoss halloween skin (attacks ignore enemy's armor, unique item small pylon), and a Merchant spring festival skin (unique items sign box and small pylon).
  • His two subclasses are the Pastor (faster regeneration, higher health limit, charms enemies after each attack) and the Artisan (needs -2 strength to equip items, has a chance to get extra non-default drops form enemies).
  • His special skill item is named Follower's Overcoat and gives also 4 options like all the other special skill items: "Pray: Stand and start praying [Pray buff, increases damage to and reduces damage from enemies, movement cancels it], Fund raising: collect gold from enemies [spawns gold when enemies are around], Language trap: Frighten enemy [blinds] and improve your movement speed [haste buff], Bless spell: Upgrade an item." The last option is particularly useful, as this spell is identical to using a scroll of Upgrade but also is regularly available, and items don't have any other restrictions in the spell getting applied to them, apart from being reinforced or not.
  • All other hero classes have also now a fourth "Spring Festival skin": Heavy Infantry (warrior, unique items wooden shield and savage helmet), Emcee (mage, unique items shaman mask and wonder flask), Samurai (rogue, unique item horse totem), Archer (huntress, unique items centaur bow and throwing weapon bag), Lion Dancer (performer, unique items shovel and learn lion dance), Doctor (soldier, unique items pulse pistol and medical box).
  • New regular and boss enemies have also been introduced: Lucifer (Prison), Huge Skull (Metropolis), Year Beast (mini-Boss on the Yog depth).
  • A new pet, named Year Pet, has been added.
  • Some new items have been also included, which are mostly weapons: two special weapons named Diamond Pickaxe and Red Packet, and a full tier series of religion-themed regular weapons (Wooden Staff - tier 1, Mace - tier 2 [already existing, but relocated from tier 3], Holy Water - tier 3, Prayer Wheel - tier 4, Stone Cross - tier 5).

The SPS-PD wiki pages will be all sooner or later updated with the changes of the new version (because the new additions are many, this will certainly not happen very soon for all pages), but this page's infobox already provides a link to the new version.]

Overview

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 available, with the only bomb item that keeps its name from Sprouted PD being the regular bomb (but still, not the same sprite), 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 are added, 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.

Completing the game / Endless Mode

  • SPS-PD is perhaps the only mod available in English that offers to the player two totally different alternative options for completing the game. The first option is very similar to that of Sprouted PD: the hero has to defeat the final boss Zot, rescue Otiluke and then meet him in Dolya Town, where he/she will obtain finally the Amulet of Yendor and complete the game with it. The second option can be available even before defeating Yog-Dzewa, by adding 5 Magic Stones of different colors to the Power Hand unique item, which can only be obtained by completing the Bossrush Challenge. This item also gives access to an Endless Mode.

Dew Vial

  • 4 new abilities are added to the Dew Vial (Clean, Light, Peek, Refine), 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, and two of Sprouted PD's journal's depths removed (Dragon Cave, Vault).
  • 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. An item reward of this challenge, the Power Hand, also gives access to an Endless mode and to completing the game much earlier.
  • 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 now 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 1 removed and 1 relocated.
  • 13 new Regular enemies are added in all chapters of the main dungeon and 2 new Rare enemies can also spawn in the main dungeon under specific circumstances.
  • 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 its class and is chosen in the beginning of the run. This makes the available options to the player in the run's beggining 18 (6 classes * 3 skins each).
  • 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.
  • Moreover, all classes and skins have a Stuning item called the Ankh Shield and a Jumping item called the Jump Shoes, which in addition to jumping provides class-specific bonus effects (the only exception to this is the Plumber soldier skin, who also has shoes, but his Plumber's Shoes only damage considerably enemies).

Potions and Scrolls

  • Almost all Potions and Scrolls now have secondary effects, most of the times being beneficial but also in a few cases harmful.
  • 1 new Scroll and 3 new Scroll-like items are added, with all of them granting different permanent increases to the hero's stats (the scroll also decreases HP after its first two uses).

Pets and Allies

  • 3 of Sprouted PD's pets are changed to temporary expendable Allies and 6 new allies are also added to those already existing in Sprouted PD. 10 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 he has access to. This makes the total number of allies available in SPS-PD 14 and of pets 19.

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 which speeds up the recharging of wands 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.

Strength requirements

  • No longer it is possible, at all, to decrease almost all items’ strength requirement through upgrades.As a result most 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, who have a +2 Strength bonus when equipping armors - warrior and weapons - rogue).

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

  • 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, missile 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 the weapon enchantments 14 in total), with the same element 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.

It should also be noted that SPecial Surprise PD is among the few mods with Chinese origin that are fully available in English (the other four are Darkest PD, Easier Sprouted PD, Easier Vanilla PD and Fushigi No PD). Each one of these mods makes very different and considerably original choices regarding the modifications applied to their source material, but Darkest PD, Fushigi No PD and SPecial Surprise PD share some common NPCs, who are unique to these mods and who all refer to actual members of the PD Chinese community.

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 names 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 very big number of SPS-PD's features, an alphabetical order with small separate sections for each subject was preferred here, to avoid mixing subjects and confusing the readers. For a presentation with more subjects displayed in each of its sections, you can visit the SPecial Surprise Pixel Dungeon category page.]

Alchemy generally

Alchemy in SPS-PD was originally based on a combination of Sprouted PD's and Shattered PD's alchemies, but its parents can almost 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 is needed, no exotic potions & scrolls, brews, elixirs and spells are 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 enhance - 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 and the combinations that craft them follow the link above.

Alchemy and Bombs / Destroying walls

Main article: Alchemy - Ammunition, Bombs, Potions

SPS-PD has added 9 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 first step in crafting is making a Build bomb, and the second is adding two seeds to the Build Bomb, in order to get any of the special bombs as a random outcome. 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. Players should note that after the Two Bombs item is put into the hero's inventory, it gets separated to 2 bombs with the sprite and name of the regular bomb, and the only way to distinguish between the two identical in appearance and name bomb items is to pay attention to their game description, as the "previously Two" bomb item will also include "and destroy walls" to its description:

Bomb SPSPD
Bomb [regular]
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.

Bomb SPSPD
Bomb [separated from a stack of Two Bombs]
A fairly hefty black powder bomb. An explosion from this would certainly do damage to anything nearby, and destroy walls.

It looks like the fuse will take a couple rounds to burn down once it is lit.

Bombs either regular or separated from a stack of two bombs (but not a stack of Two Bombs itself) 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. 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) sheep and Sokoban puzzle 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 many of them can get 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 and all offer buffs, unlike the plain pasty. 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 PD (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 main article 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 main article link above.

Awareness of enemies and AI in them

When the hero is followed by a pet or an ally, an enemy will choose to attack either him/her or the pet/ally. That means that the enemy will ignore the non-focused-on character, even when the non-focused-on character is attacking the enemy, and will try to attack the focused-on character, even chasing a pet or ally 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 sometimes 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 superbadge 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 main article link above.

Bosses

Main article: Bosses

The main bosses remain the same with Sprouted PD, but Shadow Yogs now have 2 different minions, with the old minions 1 withdrawn and 1 relocated, and also some special attacks are added to enemies and some other special attacks are removed. For details about all the different bosses of SPS-PD and their minions 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. Those with regular enemies are all now revisitable, but not their respective 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 from previous updates 2 new classes with their subclasses, the Performer (subclasses Joker & Surperstar) and Soldier (subclasses Agent & Leader), had 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 (Birthday skins are mentioned second, and Halloween skins 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, or an Armor Kit item whatsoever, but a separate item named Skill Kit that produces a special class item with the sprite of the epic armor, but which is not an equippable armor, does not reduce the hero's HP, and only needs recharging. The special skills of each class in SPS-PD in the order displayed in each special class item are:

  • Warrior: Source Power, Fighting Arena, Lay on hands, Surprise attack
  • Mage: Molten Earth, Arcane Bombing, Ice Storm, Lightning Arrester
  • Rogue: Shadow Bless, Steal Gold, Silent Killing, Falling Attack
  • Huntress: Hunter Instinct, Prepare Hunting, Fairy in Bottle, Living Root
  • Performer: Special Dance, Curtain Call, Magic Tricks, Fans Accompaniment
  • Soldier: Mirror Army, Summon Mech, Moving Bomb, Air Drop

In addition to all of these changes, all classes have been buffed very much in comparison to Sprouted PD, with many new abilities added by defult to all of them, and with much more versatile starting equipment and higher stats. For details about the different classes, subclasses, skins and class special skills of SPS-PD follow the link above.

Completing the Game / Endless Mode

Main article: BossRush Challenge

Special Surprise Pixel Dungeon is perhaps the only mod available in English* that offers to the player two totally different alternative options for completing the game (not linearly, one earlier and another later like in Sprouted PD, but two totally different alternatives) and also with one of the alternatives not including the Amulet of Yendor as a prerequisite.

  • The first option is very similar to that of Sprouted PD: the hero defeats the Shadow Yogs and gets the journal page that will teleport him/her to the Stone Golem Otiluke depth named "Energy Core", there he/she defeats Corrupted Otiluke Mirror Image and gets the Palantir that will teleport him/her to Zot, and after Zot is defeated the real Otiluke is finally free and the hero can meet him in Dolya Town, obtain from him the Amulet of Yendor and complete the game with it.
  • The second option can be available even before defeating Yog-Dzewa, by adding 5 Magic Stones of different colors to the Power Hand unique item, which can only be obtained by completing the Bossrush Challenge. This item also gives access to an Endless Mode and details about this mode and the alternative way of completing the game follow immediately afterwards.

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 in it. It has a very similar sprite with Shattered PD's Stone Gauntlet, but a totally different function.

Power Hand SPS-PD
Power Hand
??????????

[After the first stone is put in, the game description starts including also an "It has 1/2/3 etc. stones now" message.]

Its option to "Add stone" asks from the hero to add Magic Stones, not stone ore and also not in bulk, but one of each available color (blue, green, orange, purple, yellow). After the first stone is put into it, the Power Hand's game description starts including also an "It has 1/2/3 etc.stones now" message, but it still can't get used. After all 5 stone colors 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. A game message will appear, saying: "Can you hear me? I am Ada, from the assassin home. You must wake up, this world is just an illusion. Trust me, we don't have much time." This new depth is filled with hidden distortion traps, which regenerate the depth upon stepping on them and can't get revealed by scrolls of Magic Mapping or Blue Berries, but only by searching, and all all the enemies from the regular dungeon occuring randomly (approximately 10-13 spawn with each depth generation). An example of a depth 85 follows just below.

Endless mode SPS-PD

It is extremely hard to fully explore the depth without stepping on a distortion trap and reentering a new depth 85, but even if the hero manages that by searching - stepping one tile forward - searching again, there are no stairs leading up or down, and he/she will eventually step on a distortion trap in order to regenerate the depth. This is essentially SPS-PD's version of an Endless Mode, 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, because there is no way out of this depth back to the regular dungeon. The only three ways out of depth 85 is the hero to refill the hand with Magic Stones of different colors 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 regardless of if the hero has already obtained the Amulet of Yendor or not, when he/she uses the "End Game" option of the Power Hand, his/her ranking will display the Amulet but will have the title: "Escaped?". In the screesnshot image below the hero in the first place ended the run with the Power Hand and with the Amulet in the inventory, while the hero in the third position without the Amulet in the inventory, but as you see the runs' descriptions are exactly the same, and the only hero who "Found the Amulet" is the one that completed the game by choosing the Amulet's End Game option. For details about obtaining the Power Hand you can visit the link above.

Rankings SPS-PD

* Note: Youritaru Touhou PD, a mod available currently only in the Chinese language, also allows players to complete the game without the Amulet of Yendor. Furthermore, in Chernog FOTMA and Pioneer, two "mods" of Pixel Dungeon that have no resemblance with it in their gameplay but which use many of its image assets, there's no Amulet of Yendor item in general, neither at the end nor anywhere else, and the amulet's sprite is used for a projectile weapon instead.

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 in exactly the same way 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), but the special terrain types appear in more occasions than in Original PD. 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 term mind vision), and Refine (creates 1 drop of Clean Water which is needed in many cooking recipes) abilities are available. A little later, on depth 2, after the hero meets the first Dew Developer 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 randomly items). Whatever option of upgrading the hero chooses, he/she will get anyway the Dew Dop buff upon entering in each new depth of the regular dungeon. 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 Dew Developer 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 reward from Sokoban 2 puzzle has become useless in SPS-PD). Also, the Corrupted Otiluke depth has now a separate page, the Energy Core.
  • Dolyahaven is also drastically changed, and you can read the second paragraph for some of the details.

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 unique skin items, while they can be all mapped without any problem. For details about the Sokoban puzzle depths you can visit the link above.

Main article: Dolya Town

Dolyahaven is renamed to Dolya Town (a small RPG town indeed, that could also be a real world village, being now inhabited by 52 NPCs). 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 more details about Dolya Town 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 right, making the max amount of quickslot available 6.

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 their only visual difference that a green flame burns on the pedestal instead of a blue one.

Memory of Fire SPS-PD

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 but portable 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 randomly with the Robot HEART artifact when it gets upgraded to +10 and its secondary 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 in the 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 also functions as if it is is enchanted, so it can also be used as a decent tier 3 weapon by the hero. 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 these 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 SPS-PD's Dolya Town page.]

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 Life 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 Corpse Dust or Rotberry Seed quests available, like he does in Sprouted PD.

On the option to choose between a battle and a non-battle wand, note 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 PD, 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 and not the Fork, 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 PD’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 a bonus quest reward for providing a Dew Mushroom to her. 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. Due to the change in the Master Thieves' Armband's function, the hero can no longer steal from them, but can only buy items at a discounted price with the Armband equipped (although this is still named "stealing" by the game) and as the hero can neither steal successfully nor unsuccessfully from them, they also never vanish for this reason.

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 complete 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 now 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 14. The Leader subclass of the soldier almost always summons an enhanced version of all the allies he has access to. SPS-PD's allies are (the default version first, the Leader's version second):

  • Fairy & Warlock Fairy
  • Golden Bee & Steel Bee
  • Little Tree from the special skill of the Huntress
  • Mobile Sattelite & Ex Mobile Sattelite
  • Mr. Destructo & Mr. Destructo 2.0
  • Sad Ghost from the Dried Rose
  • Sheep from the wand of Flock (now aggros enemies and functions as a distraction) & 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 19 (6 random +13 of mobs) with 10 of them being totally new. SPS-PD's currently available 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
  • Bug Dragon (new, variant of Gold Dragon that spawns only during September)
  • Bunny of Easter Egg (spawns only during April and May)
  • 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 in a Soul of Mobs after the hero 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 & Lucky Badge

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 / as chapter boss minions or have the depth they appear changed, and most of the familiar enemies have their stats rebalanced and their special attacks more or less changed. If we add to the aforementioned 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 bookshelves 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 an extra indicator for the existence of hidden skeletal remains, apart from the room not containing scrolls inside).

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 about them visit the link above.

Walls

All walls in general can be destroyed by Huge bombs, Two Bombs or the Vtuber's Effect Button/the 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

The familiar scrolls from Sprouted PD remain basically the same, with some minor changes (mostly extra side effects added to their primary function), but 4 new scroll-like items have been added 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 most 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 who have a +2 Strength bonus when equipping armors - warrior and weapons - rogue), 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 most 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 from Sprouted PD already mentioned.
  • 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 in the regular dungeon the hero won't keep the items he/she had found and already put in his/her backpack while exploring the depth.
  • 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, hidden or not.
  • 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 PD (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 revisitable 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

10 new wands have been added to Sprouted's wands (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 wands that remain have received minor or major changes (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 Shattered PD (some of their sprites are different though). 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 and gun weapons can now be enhanced with different types of ammo, which are crafted in alchemy pots (for the different types of ammo visit the Alchemy - Ammo section link 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 Pulse Pistol that has a special effect. Also, 5 more missile weapons have been added along with 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 that deal some damage). 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 special effects, are all craftable and can be also found/sold in the dungeon. Two other familiar bombs of Sprouted PD, the Dumbling Bomb and the Holy Hand Grenade, are renamed to Holy Bomb and Fishing Bomb and are changed in some of their details. 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. Moreover 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, so this depth is totally suitable for farming Blandfruits, Transmutation Items and Upgrade Eater items. All types of wells 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 the vial 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 in 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

  1. Fighting with specifically the Lich Dancer chapter boss on depth 20 occasionally makes the game softlock. The save file does not get corrupted, but softlocking might be permanent, meaning that the player can exit the specific run, reenter it, and keep finding the game softlocked. Unfortunately there is no legitimate way around this specific bug, apart from the cheat of force-closing the game's application, which generally deletes the progress on the current depth, and so if the Lich Dancer is the chapter boss that spawns on depth 20, the player can use this way to make the other two chapter bosses spawn instead, when he/she reopens the game's application. 
  2. Sleeping in the Dolya Town hotel room occasionally triggers a game-crashing bug that also corrupts or deletes the run's save file, so better do not take your chances by letting the hero sleep in the hotel room

Minor bugs

  • 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 50% of the Slate's charges get lost.
  • The Dried Rose artifact has four bugs related to it: a) When summoned along with a pet or ally, the ghost can disappear when the hero goes down a depth with the pet/ally but without the ghost and comes back to get it. b) It can also make the game crash if summoned along with a pet in a Challenge depth (the save file might get corrupted). c) The hero might stop finding rose petals before the Dried Rose gets fully upgraded. d) Taking a Sad Ghost along to the Wisdom Trial depth might crash the game (the save file might get corrupted). Note: these bugs existed in previous versions, but they all seem to have become less common in the current version. In any case, you can make good use of this bullet when having the hero equip this artifact.
  • 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 orange colored wall tiles. A triggered trap can also spawn specifically on the same tile with the depth 15 ladder making it less recognizable. These are actually elements of flawed map generation and not proper bugs, as they do not affect in any way the gameplay negatively, apart from creating a bit of visual confusion.
  • The Rankings screen shows the details of the last run when the player selects any other run, so practically, after a run is completed, only its details are available in the rankings, they are just repeated many times. The only pieces of information available for the other runs are those displayed in the collective screen: run completed with the Amulet or not, manner of completing the game/ending the run, depth of death, hero's level and class.

Happy Bug - Exploit

  • In most runs of the Performer class after the Glass Shield buff is first granted, it doesn't wear off at all and it lasts until depth 8, making the Performer's defense constantly high.
  • When Playing Rouge class, you can use the Falling attack ability, to charge your damage, simply sit and wait by a wall until it reaches 1000 charges, use your steal gold ability, then attack an enemy (Piranhas and the scarecrow are good choices) this will deal an insane amount of damage to the enemy, and grant you more gold then you'll probably ever need.