|Skillful Pixel Dungeon|
|#20 Released mod|
|Current Version||0.4.5 (Build 100)|
Skillful Pixel Dungeon is a mod directly based on Original PD v.1.9.1. It was first released in March 28th, 2015 by reddit user Bibloldev and is one of the very few early mods that are still in active development. More particularly, Skillful PD is the only mod that remain in this state of the whole 2015. This mod adds features to Original PD like:
- Difficulty settings
- New enemies
- New scrolls & potions
- New weapons
- Skill System
- Storage that holds up to 5 items that persist if resurrected by Ankh
Badges, Challenges, Difficulty settings Edit
The Badges and Challenges of Skillful PD are the same with those in Original PD (follow the links for details). Moreover, to increase replayability value, Skillful PD introduces a difficulty system.
- Easy difficulty is suitable for any player having a hard time playing the game especially in terms of starvation. You start with 2 extra rations as well as 2 healing potions, 200 Gold and 2 Soul Crystals. There is a bonus in the ability of discovering hidden doors and traps. The champion spawn rate is set to 10% only. Enemies have the Weak prefix: they do 25% less damage, take 10% more damage and have 15% less HP.
- Normal difficulty is the closest to Original PD in terms of enemy strength. Champion spawn rate is set to 20%.
- Hell difficulty is where things get hard. Healing potions only heal 50% of max HP and the champion spawn rate is set to 40%. Enemies have the Immortal prefix: they do 25% more damage, take 20% less damage and have 35% more HP. Moreover, the hero starts with 4 less max HP and gains 1 less max HP when levelling up. Hero starts with 4 Skill points.
Campaign mode, Optional boss - withdrawn Edit
For two years, from early 2017 to early 2019, Skillful PD had also an optional boss added to the regular game, the Cold Girl, that the hero could meet after teleporting to her lair by using the scroll of Frost dropped by Tengu. This feature is currently withdrawn.
Moreover, a parallel campaign mode is also in development, with two optional parallel depths/scenarios already available as separate mini-games, that you can choose to play them by pressing the arrow to the right in the hero selection screen. A new hero selection screen will appear with only the Hatsune character available for selection and three missions/scenarios displayed for her, the "First Wave" and "Betrayal", which are currently available for playing, and the "Soul Fury" which is not available yet. Both of the scenarios are described as taking place 10 years ago, and Hatsune has to defend the city gates from waves of skeletons. Her skills are fully developed, but you can't choose them and they get instead activated automatically. The "First Wave" is very easy to get completed, but in the second scenario Hatsune has to hire mercenaries with the gold that the Skeletons drop, or else it is sure that she will die before the "100 skeletons killed" goal is reached. A basic tip is that in both of the scenarios it is better for Hatsune to stand at a wall corner, to allow only up to 3 skeletons to surround her, as the skeletons very often spawn in massive amounts. You can read the developer's plans about the whole campaign mode here.
One of the most original features of Skillful Pixel Dungeon is the introduction of champions. Enemies are no longer static spawns but can spawn as one of four types of champions. Champion spawn rate depends on difficulty. They provide 50% more experience than their non-champion counterparts and always drop an item, making them a worthy hunt. On the other hand, especially in early levels a champion can kill the hero within a very few turns, especially in Hell difficulty. The champions' halo is always visible from any part of the depth, but not their specific sprite - enemy type.
Chief champions can be recognized by their whitish halo and the prefix "Chief". They have 100% more HP and 50% more defense when compared to their non-champion variant. They have no special effect when attacking.
Cursed champions can be recognized by their greyish halo and the prefix "Cursed". They have 50% more HP and 15% more defense when compared to their non-champion variant. They weaken the hero if they land a successful hit.
Foul champions can be recognized by their yellowish halo and the prefix "Foul". They have 50% more hitpoints and 20% more defense when compared to their non-champion variant. They poison the hero if they land a successful hit.
Vampiric champions can be recognized by their reddish halo and the prefix "Vampiric". They have 50% more HP and 10% more defense when compared to their non-champion variant. They also regenerate when doing damage.
The classes and subclasses of Skillful PD are the same with those of Original PD, but the Huntress does not need unlocking, and they all have Mana in order to use their skills. They also have more starting items in comparison to Original PD (for their starting stats and available skills see Skills section). Their starting items are:
- Warrior: Short sword, Cloth armor, plain Bow, 15 arrows, a potion of Mana, a food ration, a Soul Crystal with a captured rat. Note: the Warrior's starting short sword is displayed as having the Barbaric attribute, which gives a 20% chance per hit of casting level 1 Smite (a more powerful hit) to the target. This attribute used to be a general weapon enchantment, but is currently withdrawn from Skillful PD and does not spawn when enchanting weapons, so it has become a weapon-specific attribute.
- Mage: Knuckleduster, Cloth armor, wand of Magic Missile, plain Bow, 15 arrows, a potion of Mana, a food ration, a Soul Crystal with a captured rat
- Rogue: Dagger, Cloth armor, ring of Shadows +1, plain Bow, 15 arrows, a potion of Mana, a food ration, a Soul Crystal with a captured rat
- Huntress: Dagger, Cloth armor, plain Bow +1, 30 arrows, Boomerang, a potion of Mana, a food ration, a Soul Crystal with a captured rat
This small section is not about a feature added, but about a feature missing, as in contrast to many other mods, Skillful PD has not included a Potion Bandolier, following Original PD in that. Using the storage chest or even selling unnecessary potions (for example potions of Purification after DM-300) might help you in item management.
Item Degradation Edit
Given how many dislike the item degradation feature in Original PD, an option to disable item degradation from the in-game settings has been added. It can be disabled and enabled at any time should you like the challenge.
The potions of Skillful PD are basically the same in type and function and are brewed in the same way with the potions of Original PD, with only the potion of Mana added, that fully restores the hero's mana, like the potion of Healing does with the hero's HP. The potion of Mana cant be brewed in an alchemy pot and can be only bought or found as loot.
Players should note that Skillful PD follows also Original PD in the aspect of the hero's revival: getting revived without losing any items can be accomplished only by the full dew vial, while Ankhs can't be blessed and revive the hero only with his/her equipped items.
In contrast, the scrolls of Skillful PD have received many additions. The familiar scrolls from Original PD are the same in type and function. Keep in mind that like in Original PD and unlike most mods, Psionic Blast does not deal any damage to the hero. Also the scroll of Wipe Out is renamed to "Scroll of ..." but it is obtained in the same way and has the same sprite and function as its equivalent in Original PD. Nevertheless, 4 new scrolls are added (5 with the one that has been withdrawn), all of them being rare and having a different color than white (rare meaning that often some of them don't spawn even once in a whole run).
- Scroll of Bloody Ritual (red): It damages heavily all enemies in sight, fully heals the hero but also reduces the hero's max HP permanently by 20%. Some players might find this drawback more important than its benefits.
- Scroll of Frost (blue, withdrawn): It was dropped by Tengu and used to teleport the hero to the lair of the Cold Girl. It is still displayed in the scroll catalogue.
- Scroll of Refuge (purple): It teleports the hero back to the depth's entrance. It has no negative side effect.
- Scroll of Sacrifice (red): It adds +1 strength permanenty, but also reduces the hero's max HP by -3.
- Scroll of Skill (purple): It adds 1 available skill point. It has no negative side effect.
Players are also reminded that the scroll of Enchantment in Skillful PD works in the same way with that of Original PD, so it does not upgrade weapons and armors, but it can remove curses from them in addition to enchanting them.
Apart from the familiar shops appearing on depth 6, 11 etc. there is always one shop also on depth 1 near the depth's entrance. Like the other dungeon shops it sells overpriced food rations, potions, scrols and an Ankh, but it also sells always a pair of Dual Swords, a Necroblade and a Soul Crystal. Note that as Skillful PD's Ankh is the same with that of Original PD's there is absoultely no point in the hero carrying more than one, as the extra Ankhs will get lost after the revival.
The distinguishing and defining feature of this mod is the addition of skills, from which it also takes its name. Each class gets 9 unique skills, 6 passive and 3 active that are divided into 3 branches. Active skills cost Mana to use. Skills can be tier 1, tier 2 or tier 3 and higher tiers get unlocked only when the lower tier of their branch gets filled with skill points. Tier 1 skills cost 1 skill point to level up, tier 2 requires 2 skill points and tier 3 requires 3 skill points. Each skill can be upgraded 3 times before moving onto the next tier. You start with 2 skill points and gain 2 per level. You can also gain one extra skill point by reading a scroll of Skill.
Keep in mind that a little before the hero reaches Yog-Dzewa, he/she will most probably have gathered all or almost all of the 54 skill points necessary to fully level up all skills from all tiers. The difference between gathering all and almost all skill points will basically depend on the RNG of the specific run, and how many scrolls of Skill and potions of Experience the hero will find, as just by levelling up the hero will have to reach level 26 to gather all the necessary skill points (2 + 26 * 2 = 54), and without finding potions of Experience heroes might complete the game in lower levels (but surely above 20). As a consequence, the difference in gameplay between the different distributions of skill points for each class will be evident mostly from early game until mid-game.
As a rule of thumb, a player who prefers to max out each skill branch before proceeding to the next one, will be able to max out the first skill branch of choice approximately by late prison, and the second skill branch by late metropolis (for the reasons mentioned above, the last skill branch of choice may never get maxed out).
Warriors are trained to deliver extreme damage and withstand punishment.
Warrior branch Edit
- Endurance: Gives the Warrior +5 maximum HP with each level.
- Regeneration: Increases passive regeneration.
- Toughness: Reduces damage taken from enemy attacks by 10% with each level.
Melee branch Edit
- Firm Hand: Increases accuracy by +2 per level with melee weapons.
- Aggression: Increases damage done in melee attacks by 10% with each level.
- Mastery: Equipped melee weapons act as if upgraded by a scroll of Upgrade, so they are stronger and have lower strength requirement. "Upgrading" adds +1 level per skill point.
Note: maxing out this skill branch will end up with the warrior having a -3 strength requirement for all weapons, and this can prove very useful for him from late prison and on, when he will most probably be able to max out the the third tier, if he has spent all skill points to it. With the expected 15 points of strength he will be having by then, with one skill point in the Mastery tree he will be able to equip an unupgraded tier 4 weapon without strength penalties, and with three skill points an unupgraded tier 5 weapon without strength penalties.
Skills branch Edit
[All these skills are active.]
- Smash: When active, melee attacks will deal extra damage with each level.
- Knockback: When active, you'll deal 10% extra melee damage per level and your attacks will knock back opponents.
- Rampage: When active, on top of dealing damage to the enemies you hit, you will also deal damage to all mobs around you. Damage done to nearby enemies increases with each level.
Warriors in Normal Difficulty start with 11 Strength, 20 Mana and 20 Health (Keep in mind that difficulty affects your starting health)
Mages have spent decades mastering their inner power and their ability to cast spells.
Mage branch Edit
- Spirituality: Increases total Mana by 5 with each level.
- Meditation: Increases passive Mana regeneration.
- Spirit Armor: When activated, 10% of all damage done per level is taken from Mana instead of health.
Magic branch Edit
- Wizard: Increases the rate your wands recharge by 10% with each level.
- Sorcerer: Increases damage done by wands by 10% with each level.
- Summoner: Increases the amount of minions spawned by the Mage's active skills by 1 per level. [The third tier of the Magic branch works essentially as a "bonus tier" of the Summoning branch.]
Summoning branch Edit
[All these skills are active.]
- Summon Rat: Summons a rat minion that goes after enemies.
- Spark: Hurls a ball of concetrated energy. Damage increases with each level. It might be influenced by the equipped weapon. [This is actually a ranged magic attack and not summoning an allly per se. As the spark ball has no HP stat, upgrading this skill increases only the spark ball's damage.]
- Summon Skeleton: Summons a skeleton to go after your enemies.
Levelling up your summoning skills will give your allies more health and they'll deal more damage. All summoned allies lose health in every turn.
Mages in Normal Difficulty start with 40 Mana, 10 Strength and 20 Health. (Keep in mind that difficulty affects your starting health)
Rogues are sneaky and agile bandits that are experts in ninja arts. They prefer attacking unsuspecting victims and using underhanded tactics.
Rogue branch Edit
- Bandit: Increases the amount of gold you pick up by 10% with each level. From the first level this makes you also immune to the Mimic's gold steal ability.
- Stealth: Reduces the chance of an enemy detecting you. This gets more effective as you level it up.
- Lock Smith: After getting this skill, you have a 33% chance to disable a trap you walk on. Level 3 of this will make you immune to traps.
Note: like in Original PD the general chance of the hero to get noticed by a sleeping enemy is 1/(distance+stealth level) and by a wandering enemy 1/(distance/2+stealth level). Stealth level is increased by +1 per upgrade of the ring of Shadows, so it is +1 by default for rogues and 0 for all other classes in both Original PD and Skillful PD, and in Skilful PD it is also increased by +1 with every skill point added to the Stealth tier of this branch. Practically a maxed out Stealth tier in Skillful PD is equal in its effect with a +3 ring of Shadows (actually a +4 ring, as rogues spawn with a ring already upgraded to +1).
Assassin branch Edit
- Venom: Gives you a chance to poison an enemy on hit. Chance of poisoning increases with each level.
- Scorpion: Increases the damage poison does to your enemies. Damage increases also with each level.
- Silent Death: Every level of this skill gives you a 10% chance to instantly kill a sleeping enemy (but not a surprised one). [Because of the existence of this specific skill, maxing out the Stealth skill of the Rogue branch along with moderately upgrading their ring of Shadows can offer all rogues many insta-kills, as many enemies will remain asleep, even when the rogue is at one-tile distance from them.]
Note: all three of these skills increase very much by default the damage of Rogues, and especially an Assassin with these skills maxed out can complete the game easily even with an upgraded tier 1 weapon. Freerunner's damage is worse though, due to the absence of the surprise attack perk, so finishing the game with an upgraded tier 1 or 2 weapon will not be that easy for him.
Ninjitsu branch Edit
[All these skills are active.]
- Double Strike: Double attack with the equipped melee weapon.
- Ninja Bomb: Puts targets to sleep, does not work on bosses. Good synergy with Silent Death.
- Shadow Clone: Summons a shadow clone that fights for you. The amount of clones summoned increases with each level. While their strength also increases with each level, it mostly depends on your weapon. Shadow Clones cannot be attacked, but they disappear after hitting enemies a certain amount of times.
Rogues in Normal Difficulty start with 30 Mana, 10 Strength and 20 Health. (Keep in mind that difficulty affects your starting health)
Huntress branch Edit
- Fletching: Creates "plain" arrows with time. At level 1 of the skill one arrow is created appr. every 100 turns, and levelling up the skill decreases the turns needed by -10. Levelling up the skill does not increase the amount of arrows generated each time.
- Awareness: 10% chance per level to dodge a ranged attack.
- Hunting: Creates pieces of food (raw meat) with time. At level 1 of the skill one piece of raw meat is created appr. every 90 turns, and levelling up the skill decreases the turns needed by -10 (but not always, and some meat generations will still be happening at 90 turns even at level 3 of the skill). Levelling up the skill does not increase the amount of meat generated each time.
Ranged branch Edit
- Accuracy: Increases accuracy with a ranged weapon by 10% with each level.
- Knee Spot: Aims for weak spots crippling targets.
- Iron Tip: Arrows continue their path through their targets.
Note: all three of these skills increase by default very much the ranged damage of Huntresses and especially if the subclass chosen is Sniper, these skills should be maxed out early on. In the case of this branch being maxed out, upgrading the boomerang much and using it as a main weapon for end-game is totally suitable for a Sniper. On the other hand, doing the same with the bow instead of the boomerang is not an equally good idea, as the bow benefits less from upgrades than the boomerang and also relies on arrows for tis shots, which will get quickly spent, if it gets used as the main attacking weapon.
Archery branch Edit
[All these skills are active.]
- Aimed Shot: Stronger ranged attack that never misses.
- Double Shot: Two arrows shot at the same time.
- Bombvoyage: Attaches a bomb to a standard arrow. Bomb arrows also stun enemies, in addition to dealing increased damage. Levelling up this skill increases both the arrows' damage and its mana cost.
Huntresses in Normal Difficulty start with 35 Mana, 10 Strength and 15 Health. (Keep in mind that difficulty affects your starting health)
Even if you are resurrected by an Ankh, you tend to find yourself stripped form everything you had, including any scrolls or extra weapons you had saved for later. Skillful PD introduces the concept of Storage.
A chest spawns in each depth near the entrance and the chest stores up to 5 items that are not lost if you are resurrected by an Ankh. This also means that you get 5 extra storage spaces for those items you don't want to drop!To use it, stand on the same tile as Storage chest and click on it. There is a minor bug related with storage in Skillful PD, as in some boss depths the chest might not be working for taking items out of it, so better have all the items you consider necessary in the inventory before you engage with the boss fight.
User Interface - Added Features Edit
Skillful PD's User Interface in-game is rather unique in comparison to all other mods. At the bottom left, next to the clock there is no "Examine" button, but a "Skills" button, that takes the player to the skill points distribution window (for the different windows depending on the class see images above). To the right there is the "Examine" button retextured and also two new buttons, that lead to two new features added to Skillful PD.
The top right button, which displays the faces of the four heroes, gives the option to the player to hire four types of mercenaries: Archer (huntress equivalent), Brute (warrior equivalent), Thief (rogue equivalent) and Archer Maiden (buffed Archer, unlocked only for donators). Mercenaries have the same level with the hero and level up their stats following his/her level. They can also equip items and carry healing potions, which they consume when they are about to die. Their stats are:
- Archer: HP = 15 + Level * 2, Strength = 11 + Level * 0.25, Speed Fast, Skill Knee Shot, Attacks from a distance, Cost 90 gold + 20 per level
- Archer Maiden: HP = 17 + Level * 2, Strength = 12 + Level * 0.25, Speed Fast, Skills Knee Shot and Keen Eye, Attacks from a distance and uses both skills, Cost 90 gold + 25 per level
- Brute: HP = 20 + Level * 3, Strength = 13 + Level * 0.33, Speed Slow, Skill Endurance, Can equip any item in carry slot, Cost 100 gold + 25 per level
- Thief: HP = 15 + Level * 2, Strength = 13 + Level * 0.25, Speed Very Fast, Skill Poison, Poisons enemies, Cost 70 gold + 15 per level
The bottom right button, which displays the Rat King, gives to the player three different options:
- To increase the spawn rate of Champions from the default rate of the chosen difficulty (10% for Easy, 20% for Normal etc.). Decreasing the spawn rate is not available. There is also the option displayed to disable specific types of champion enemies but currenty this option is unavailable.
- To increase the enemies' stats (HP, Attack, Defense) from the default percentage of the chosen difficutly and again decreasing them is unavailable. The player can also choose if the dungeon will keep the day and night cycle, or if it will have only day or only night.
- To pay the Rat King 80 gold for a random food item (mystery meat, frozen carpaccio, food ration etc.)
- As expected, with all these new duties the Rat King does not always sleep in the Goo''s depth and might not have a hidden room in it anymore. When he has one, the items in his chests are never cursed, but they might have negative levels / be of very low quality.
Lastly it should also be noted that in the top left of game's main screen there is a "discord button" that if the player selects it and has an active internet connection, he/she will be redirected to Skillful PD's discord channel.
The wands of Skillful PD are the same with those of Original PD. For the ease of readers the damage stats of the combat wands of Original PD that can be used as main wands by mages (wand of Disintegration, Firebolt, Lightining, Magic Missile) in Skillful PD are copied below:
|0||0 to 8 (4)||1 to 8 (4.5)||5 to 10 (7.5)||1 to 6 (3.5)|
|1||1 to 8 (4.5)||1 to 9 (5)||5.5 to 11 (8.3)||1 to 8 (4.5)|
|2||2 to 9 (5.5)||1 to 12 (6.5)||6 to 12 (9)||1 to 10 (5.5)|
|3||3 to 11 (7)||1 to 17 (9)||6.5 to 13 (9.8)||1 to 12 (6.5)|
|4||4 to 13 (8.5)||1 to 24 (12.5)||7 to 14 (10.5)||1 to 14 (8.5)|
|5||5 to 16 (10.5)||1 to 33 (17)||7.5 to 15 (11.3)||1 to 18 (10.5)|
|6||6 to 20 (13)||1 to 44 (22.5)||8 to 16 (12)||1 to 20 (12.5)|
|7||7 to 24 (15.5)||1 to 57 (29)||8.5 to 17 (12.8)||1 to 22 (14.5)|
|8||8 to 29 (18.5)||1 to 72 (36.5)||9 to 18 (13.5)||1 to 24 (16.5)|
|9||9 to 35 (22)||1 to 89 (45)||9.5 to 19 (14.3)||1 to 26 (18.5)|
|10||10 to 41 (25.5)||1 to 108 (54)||10 to 20 (15)||1 to 28 (20.5)|
*Power: Level + hit Enemies
**Damage in water: 10+Level/2*2 (damage double than that of the table)
Note that although in Original PD the wands of Lightning and Magic Missile are not often used as main wands by mages due to their low damage (which is equally low in Skillful PD), the Sorcerer skill in Skillful PD increases all wands' damage by 30% when maxed out and makes these two wands also sort of suitable for end-game. Still they are weaker than the wands of Disintegration and Firebolt, as the Sorcerer skill obviously applies also to them, and makes the latter wands even more powerful. Nevertheless, if a mage (especially a Battlemage) has not found a good enough weapon or wand to upgrade until Tengu, it will be better for him to put some upgrades to his starting wand of Magic Missile and max out the Sorcerer skill, in order to have a chance of surviving the Caves.
The armors of Skillful PD are exactly the same in their types and stats with those of Original PD. Nevertheless, some new weapons have been added, both melee and missile, to the familiar melee and missile weapons from Original PD. These are:
a) Dual Swords - tier 1 Edit
They deal more damage (average 8 in level 0, +1 per upgrade level) in comparison to the other weapons of their tier but they are 40% less accurate. Balancing it with a weightstone for accuracy makes its accuracy stat almost regular as it becomes 0.6 * 1.5 = 0.9. One pair is always sold in the depth 1 shop.
b) Necroblade - tier 1 Edit
The necroblade consumes the souls of the enemies it kills and gets charged by its kills (1 charge per kill). The energy adds max damage to the necroblade (calculated by "current charges/8", so it can reach +12 max damage when it has full charges) and can also be used to Heal the hero when it reaches 25 charges, Summon a Skeleton when it reaches 55 charges, but also when it reaches 100/100 charges, they can be Consumed to upgrade the necroblade by +1, until level +5 of the necroblade. From level +5 and on, its Consume option changes to Dark Bolt, which is a special magical attack that insta-kills all non boss enemies (including champions) by turning them into a Wraith ally (it has the weak stats of a Wraith and not of the just killed enemy though). It deals 7 average damage at level 0 (+1 per upgrade level), but is also 30% less accurate - note that balancing it with a weightstone for accuracy makes its accuracy stat totally regular, as it becomes 0.7 * 1.5 = 1.05.
It is the only tier 1 weapon that can be totally suitable for end-game because it gets a lot of bonus damage from both the hero's excess strength and the charges stored, and in a good case scenario with +8 excess strength and 100/100 charges its bonus max damage becomes 8 + 12 = 20 and so an unupgraded necroblade's average damage would be then equal with that of a +4 war hammer's, 27, (but still without any excess strength the 12 points of the 100/100 charges bonus damage makes its unupgraded 19 resulting points of average damage higher than that of an unupgraded glaive). Its actual max damage would be in end-game even higher, as the hero who has it as a main weapon will also have invested some upgrades on it, increasing its max damage by default, and also as a consequence of the increased lowering of its strength requirement with upgrades. For these reasons in late-game it is apparently better not to spend its charges at all, in order to maximize its possible damage, but doing that from the beginning is also a reasonable choice, in order to manage champions or the other difficult enemies of early-game.
One is always sold in the depth 1 shop (already fully charged at 100/100, so with its maximum possible damage available), and there is also a small chance that these enemies and NPC will drop one: the Skeleton has a 3 % chance to drop one when you destroy it, the Sad Ghost has a 10% chance of giving you one when you complete its quest and the Animated Statue has the greatest chance of dropping one, a 20% chance, with a 99 % chance of it coming with an enchantment.
Comparative table for all melee weapons Edit
To give a more general picture of the available options in weapons in Skillful PD, at level 0 they have these characteristics:
|Tier||Average Damage||+ per
|-||Equipp. wand||3*||fluct.*||1||1||Only equippable by Mages|
|1||Knuckleduster||3||+1||0.5||1||Note that due to its 0.5 speed, its damage per turn is actually double.|
|1||Necroblade||7||+1||1||0.7||Heal, Summon, Consume/Dark Bolt
Current charges/8 = bonus damage
|1||Short Sword||6||+1||1||1||Barbaric attribute: 20% chance of level 1 Smite, Reforgable|
* Like in Original PD equipped wands by mages generally do not receive a fixed benefit to their average melee damage, because this ranges from +0.5 per level to +3.5 per level, especially as the levels get higher (but even in higher levels not in a consistent way, as for example from level 12 to 13 the benefit is just +0.5, while it is +3 from 11 to 12, and +3.5 from 14 to 15). Moreover battlemages deal more damage with wielded wands (the additional damage is equal to the current number of charges in the wielded wand and ignores armor).
Note that with the expected exceptions of the two new melee weapons, all the other familiar weapons have exactly the same stats with Original PD (the short sword has just the Barbaric attribute added, while keeping all its other stats same). Also like in Original PD melee weapons can get balanced for speed or accuracy with a weightstone, and not for speed or damage like in other mods.
c) Missile: Bows and Arrows, Soul Crystal Edit
All heroes have an additional quickslot for a bow and spawn with one already equipped and 15 plain arrows on depth 1 (the Huntress with a +1 bow and 30 arrows). There are also two rare enchanted variants of the bow, the Flame Bow and the Frost Bow. The Scorpion poisoning skill of the rogue is also applied to bow shots. All three types of bows have a strength requirement of 10 and unlike the boomerang bows can't get balanced for speed or accuracy.
There are also various types of arrows added, with the "plain" arrow being very common loot in the dungeon and the other two variants being rare (all need bows equipped to get shot):
- Bomb arrow: deals Bomb-like damage and also Stuns for 1 turn
- Cupid arrow: Charms and does not damage
- "Plain" arrow: its base damage is 3-5 but also increases with the level of the equipped bow
There is also a special type of thrown weapon added, the Soul Crystal. This is expendable like the arrows, darts etc. while its function is not to damage but to corrupt an enemy and get its soul stored inside the crystal. When the hero needs the corrupted enemy, he/she can throw the crystal again and release the ally. Soul crystals have a high chance to fail when thrown at enemies in full health and always fail when thrown at strong enemies (chapter bosses and champions).
Note that the Boomerang of the huntress is the same with that of Original PD in its stats: it deals 2 average damage and gets +1.5 average damage per level. Also like in Original PD it is reasonable for Snipers to invest some scrolls of Upgrade in their boomerang, especially when the Accuracy and Knee Spot skills of the Ranged branch are maxed out. In the specific case that a Sniper has eitther found wands of Blink or has an upgraded ring of Haste (so she can create easily distance with the enemies), it will even reasonable to invest many of the scrolls of Upgrade to the boomerang instead of a melee weapon, as the damage that a highly upgraded boomerang will be doing from a distance in synergy with the relevant Ranged skills and the Sniper's Mark will be equal to the damage of a tier 5 weapon. As it was already mentioned before, doing the same with the bow instead of the boomerang is not an equally good idea, as the bow benefits less from upgrades than the boomerang and also relies on arrows for tis shots, which will get quickly spent, if it gets used as the main attacking weapon.
The weapon enchantments of Skillful PD are the same with those of Original PD with the Temepered enchantment occuring even when degradation is turned off, but it has no alternative effect in this case, and the weapon functions as if it is unenchanted. The same applies to the armor glyphs and to the Auto-Repair glyph.
Although Skillful PD is one of the first developed mods of Original PD, until very recently it had not a mod of its own. This changed in late 2019, as Kyle Chatman released Pixel Dungeon Echo, which is is a rework of Skillful PD mostly to the direction of "quality of life" changes that can also make the game easier than original Skillful PD. Moreover, some features like the mercenaries, rat king customization, and story mode missions have been removed. You can read more details about Pixel Dungeon Echo by following the link just above.