- New enemies
- New weapons
- New scrolls & potions
- Storage that holds up to 5 items that persist if resurrected by ankh
- Skill System
Given how many dislike the item degradation feature in vanilla PD, an option to disable item degradation in game has been added. It can be disabled and enabled at any time should you like the challenge
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 Pixel Dungeon introduces the concept of Storage.
A chest that spawns in each level near the entrance. 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: Stand on the same tile as Storage chest and click on it.
Known Bugs: Chest sometimes overlaps with sign or stairs preventing its use properly
To increase replay-ability value, Skillful Pixel Dungeon 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. Healing potions are identified from the start and the champion spawn rate is set to 10% only. Mobs have Weak prefix, do 25% less damage and have 15% less HP.
Normal difficulty is the closest to vanilla in terms of mob strength. Champion spawn rate is set to 20%.
Hard difficulty is where things get interesting. Healing potions only heal 75% of max HP and the champion spawn rate is set to 30%. Mobs have Strong prefix, do 10% more damage and have 20% more HP.
Hell difficulty is where things get hard. Healing potions only heal 50% of max HP and the champion spawn rate is set to 40%. Mobs have Immortal prefix, do 25% more damage and have 35% more HP. Moreover, the hero starts with 4 less max HP and gains 1 less maxHP when leveling up.
Suicide difficulty is suicide. Healing potions only heal 25% of max HP and the champion spawn rate is set to 50%. Mobs have Goldlike prefix, do 45% more damage and have 60% more HP. Moreover, the hero starts with 8 less max HP and gains 3 less maxHP when leveling up. Good luck...
One of the best features of Skillful Pixel Dungeon is the introduction of champions. Mobs 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 minion-counter parts and always drop an item making them a worthy hunt.
Vampiric champions can be recognized by their reddish halo and the prefix "Vampiric". They gain 50% more hitpoints and 10% more defense when compared to their minions. They also regenerate when doing damage.
Chief champions can be recognized by their whitish halo and the prefix "Chief". They gain 100% more hitpoints and 50% more defense when compared to their minions. They have no special effect when attacking.
Cursed champions can be recognized by their blackish halo and the prefix "Cursed". They gain 50% more hitpoints and 15% more defense when compared to their minions. They weaken the hero if they land a successful hit.
Foul champions can be recognized by their yellowish halo and the prefix "Foul". They gain 50% more hitpoints and 20% more defense when compared to their minions. They poison the hero if they land a successful hit.
Known Bugs: Small delay till champ-buff shows glow.
The defining feature of this mod is the presence of skills. Each class gets unique 6 passive skills and 3 active ones that are divided into 3 branches. Active skills cost Mana to use. Skills can be tier 1, tier 2 or tier 3. 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 also gain one extra skill point by reading a Scroll of Skill.
Warriors are trained to deliver extreme damage and withstand punishment. (Format - Branch : Tier 1, Tier 2 and Tier 3)
Warrior: Endurance, Regeneration and Toughness
Endurance: Gives the Warrior +5 maximum health with each level. Regeneration: Increases passive regeneration. Toughness: Reduces damage taken from enemy attacks.
Melee: Firm Hand, Aggression and Master
Firm Hand: Increases accuracy with melee weapons. Aggression: Increases damage done with melee attacks by 10% every level. Master: Equipped melee weapons act as if upgraded by a Scroll of Upgrade. Additional upgrades depend on the level of the skill.
Skills: Smash, Knockback and Rampage
Smash: When active, melee attacks will deal extra damage. Damage done increases with every level. Knockback: When active, you'll deal extra melee damage and your attacks will knock back opponents. Damage done increases with every level. Rampage: When active, on top of dealing damage to the monsters you hit, you will deal damage to all mobs around you. Damage done to nearby mobs increases with each level.
Warriors start with 11 Strength, 20 Mana and 20 Health (Keep in mind that difficulty affects your starting health)
Mages spent decades mastering their inner power and their ability to cast spells.
Mage: Spirituality, Meditation and Spirit Armor
Spirituality: Increases total Mana by 5 every level. Meditation: Increases passive Mana regeneration. Spirit Armor: When activated, 10% of all damage done is taken from Mana instead of health.
Magic: Wizard, Sorcerer and Summoner
Wizard: Increases the rate your wands recharge. Sorcerer: Increases damage done by wands. Summoner: Increases the amount of minions spawned by the Mage's active skills.
Summoning: Summon Rat, Spark and Summon Skeleton
Summon Rat: Summons a rat minion that goes after enemies. Spark: Hurls a ball of concetrated energy. Damage increases each level. Might be based on weapon. Summon Skeleton: Summons a skeleton to go after your enemies. Levelling up your summoning skills will give your pets more health and they'll deal more damage. All summoned pets lose health every turn.
Mages 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 expert in ninja arts. They prefer attacking unsuspecting victims and using underhanded tactics.
Rogue: Bandit, Stealth and Lock Smith
Bandit: Increases the amount of gold you pick up by 10% every level. First level of this makes you 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.
Assassin: Venom, Scorpion and Silent Death
Venom: Gives you a chance to poison an enemy on hit. Chance of poisoning increases with every level. Scorpion: Increases the damage poison does to your enemies. Damage increases with every level. Silent Death: Every level of this skill gives you a 10% chance to instantly kill a sleeping enemy.
Ninjitsu: Smoke Bomb, Dead Eye and Shadow Clone Smoke Bomb: Makes you invisible for some time. The duration increases with every level. Dead Eye: Once activated, every thrown shuriken will deal its normal damage and takes away 10% of the target's health. Each level increases the health taken by 10%. Shadow Clone: Summons a shadow clone that fights for you. The amount of clones summoned increases with each level. While their strength also increase with each level, their strength mostly depend on your weapon. Shadow Clones cannot be attacked, but they disappear after hitting enemies a certain times.
Rogues start with 30 Mana, 10 Strength and 20 Health. (Keep in mind that difficulty affects your starting health)
The necroblade consumes the souls of the mobs it kills. The energy can be used to heal the Hero/ine. There is a small chance that these mobs will drop one.
This mob has a 3 % chance to drop one when you kill it.
The Sad Ghost
This NPC has a 10 % chance of giving you one when you complete its quest.
The Animated Statue
This has the greatest chance of dropping one, a whopping 20 % chance, with a 99 % chance of it coming with an enchantment.
Too be continued...