FANDOM


Apart from the fact that weapons do not degrade in Sprouted, the familiar ones from Orgininal PD are mostly identical to those in the Original and lower their stength requirement by -1 with each upgrade. Two new unique melee weapons are added (Chainsaw Hand, Spork), and also five Tier-6 weapons (Drawing Ares Sword, Grand Shocking Neptunus Trident, Horrifying Jupiter's Wrath, Lucky Crom Cruach Axe, Pestilent Loki's Flail) with all of these new weapons being the only weapons that Dolyahaven evemies are not resistant to them and that deal double damage against these enemies (Jupiter's Wrath deals quadruple). Melee weapons, the boomerang and Jupiter's Wrath missile weapons can, of course, be upgraded to much higher levels than is possible in other forks, like all upgradable items can in Sprouted. Sprouted also features several new missile weapons and bombs.

  • The minimum and maximum damage for all weapons is calculated by the formula: min (Number of Tier) - max [(Number of Tier * Number of Tier) - Number of Tier] + 10 / Accuracy * Attack Delay.
  • Most weapons' accuracy and attack delay is 1.
  • Their damage scaling is calculated by the formula: min +1 - max +[Number of Tier]
  • Weapons can get transmuted to other weapons of the same tier (for example a quarterstaff to a spear and vice versa), with the exceptions of the Chainsaw Hand, the Spork and all the Tier-6 weapons.

Melee Weapons Edit

Tier 1 Edit

Dagger Edit

Dagger
Dagger
A simple iron dagger with a well worn wooden handle.
  • Reinforced: No.
  • Base Strength: 10
  • Damage: 1-8
  • Accuracy: 1.2
  • Attack delay: 1
  • Damage scaling with each upgrade: min +1 - max +1

Like the Original PD, it is the starting melee weapon of the Rogue and the Huntress classes.

Knuckleduster Edit

Knuckleduster
Knuckleduster
A piece of iron shaped to fit around the knuckles.
  • Reinforced: No.
  • Base Strength: 10
  • Damage: 1-5
  • Accuracy: 1
  • Attack delay: 0.5 (2 attacks per turn)
  • Damage scaling with each upgrade: min +1 - max +1

Like the Original PD, it is the starting melee weapon of the Mage class.

Short Sword Edit

Shortsword
Short Sword
It is indeed quite short, just a few inches longer than a dagger.
  • Reinforced: No.
  • Base Strength: 11
  • Damage: 1-10
  • Accuracy: 1
  • Attack delay: 1
  • Damage scaling with each upgrade: min +1 - max +1

Like the Original PD, it is the starting melee weapon of the Warrior class and can be reforged to transfer its upgrades to another weapon.

Bloodlust Chainsaw Hand (unique weapon) Edit

Originally intended in version 0.3.0 to be a special item only for the Halloween season, the Bloodlust Chainsaw Hand can still occasionally be obtained as a drop from the Goo on Depth 5 (Goo has a 50% chance to drop it). It has the Bloodlust enchantment, which is unique and unobtainable in any other way, just like the Chainsaw Hand.

The Bloodlust Chainsaw Hand is already reinforced, so it needs no Adamantite. However, it is permanently cursed - it can never be uncursed and once equipped, can never be unequipped. If the player decides for the hero to use it, he/she should have in mind that the hero will keep it equipped until end-game, and he/she will not be able to even try another weapon. For the same reason the hero should upgrade it somewhat before equipping it. Nevertheless, considering that the Bloodlust Chainsaw Hand is a Tier-1 weapon that is benefited only with +1 damage by each upgrade, equipping it will be a very risky decision for end-game, even though it is one of the few weapons that the Dolyahaven Mines and Zot depths enemies are not resistant to its damage.

To give some more details about its damage against the Dolyahaven Mines and the Zot depths enemies, both the Chainsaw Hand and the Spork are different than the Tier-6 melee weapons, which have a fixed Damage*2 modifier against these enemies. The Chainsaw Hand and the Spork deal randomly min Damage * 1 - max Damage * 4, so their average damage modifier is Damage * 2.5, but the actual damage dealt can be lower or higher than that and generally more random. Still, none of these enemies is resistant to their damage so if we don't count the enemies' armor and evasion (which also affect the Tier-6 weapons' damage), the damage of the Chainsaw Hand and the Spork can be never lower than Damage * 1.

SproutedPD chainsaw
Bloodlust Chainsaw Hand
Happy Halloween! [currently removed from its description]

This dwarven device attaches to your arm and cannot be removed. Its Bloodlust enchantment is fueled by dew from your vial.

  • Reinforced: Yes, no need for Adamantite. Also end-game enemies are not resistant to its damage.
  • Base Strength: 10
  • Damage: 1-6
  • Accuracy: 1.2
  • Attack Delay: When "turned off" 0.75 (1 attack per turn, with an extra attack every fourth turn). When "turned on", it attacks continuously in the same turn, until it runs out of dew or an attack fails.
  • Damage scaling with each upgrade: min +1 - max +1

The Bloodlust enchantment uses dew from the Dew Vial to power the Chainsaw Hand; when properly upgraded and fueled, the Hand should be able to one-shot almost any non-boss enemy in the regular dungeon (and even in the Dolyahaven Mines). It can't get transmuted.

Sprouted Bloodlust Chainsaw

For the hero to use it, the player should select the Bloodlust Chainsaw Hand, and choose "Turn on". The hero will get a message saying, "The chainsaw roars to life!" From that point on, when the hero strikes an enemy with the Bloodlust Chainsaw Hand, it will make continuous attacks (all in the same turn, and with the message "Vrrrrrr! Vrrrrrr! Vrrrrrr!" displayed) until the enemy dies, or the Dew Vial runs dry, or an attack roll is failed. Each attack will do little damage, but the cumulative effect is very powerful. Each attack consumes a small amount of dew. The hero may turn the Chainsaw Hand off if the player wishes to conserve dew, but the Chainsaw Hand with Bloodlust turned off is rather weak, dealing damage similar to Tier-1 weapons. Leaving it on when not attacking will not consume any dew.

The biggest challenge of wielding the Bloodlust Chainsaw Hand is keeping it fueled. Those who Water with Dew should manage quite well, except possibly in boss fights, but those who Draw out Dew may have more difficulty. It is wise for the hero to have an alternate form of offense, such as a Boomerang or upgraded battle wands, for those times when the player would want to conserve dew. Seeds of Dewcatcher are very useful for emergency refueling and should be saved for that purpose if at all possible.

Tier 2 Edit

Quarterstaff Edit

Quarterstaff
Quarterstaff
A staff of hardwood, its ends are shod with iron.
  • Reinforced: No.
  • Base Strength: 12
  • Damage: 2-12
  • Accuracy: 1
  • Attack delay: 1
  • Damage scaling with each upgrade: min +1 - max +2

Spear Edit

Spear
Spear
A slender wooden rod tipped with sharpened iron.
  • Reinforced: No.
  • Base Strength: 12
  • Damage: 2-18
  • Accuracy: 1
  • Attack delay: 1.5 (the hero loses 1 attack turn every second turn)
  • Damage scaling with each upgrade: min +1 - max +2

Tier 3 Edit

Mace Edit

Mace
Mace
The iron head of this weapon inflicts substantial damage.
  • Reinforced: No.
  • Base Strength: 14
  • Average Damage: 3-12
  • Accuracy: 1
  • Attack delay: 0.8 (the hero attacks twice turn every fifth turn)
  • Damage scaling with each upgrade: min +1 - max +3

Sword Edit

Sword
Sword
The razor-sharp length of steel blade shines reassuringly.
  • Reinforced: No.
  • Base Strength: 14
  • Average Damage: 3-16
  • Accuracy: 1
  • Attack delay: 1
  • Damage scaling with each upgrade: min +1 - max +3

Spork (unique weapon) Edit

The Spork is a bit of an Easter egg. To obtain it...

The hero must not even touch any of the Rat King's chests inside the hidden room on Depth 5 (the ones inside the hidden room on Tengu's Hideout depth don't matter, as the Rat King most probably thinks that those chests belong to Tengu and not to him). The player should not even tap/click on the chests and open them, because the Rat King will consider that an attempt of stealing from him, and will not give the quest, even when the hero has not touched the loot.

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.

After the hero reaches Depth 11 (returning before depth 11 will have no effect), he/she should return to Depth 5 and interact with the Rat King. If it is the first time that the hero interacts with him, he will say: "I am not sleping! Please don't take my treasures!", and if the chests are untouched, when the hero interacts with him again he will say: "Thank you for not stealing my treasures! You can have my Spork if you can kill the Shadow Bandit who took it from me." The King's second answer is the one that gives the quest to the hero. Afterwards the hero should go to Depth 9 and kill enemies until the Shadow Bandit appears. This may take some time, as he only has a 3 % chance of being the next spawn. The Shadow Bandit of depth 9 always drops the Spork upon defeat.

ShadowBandit
Shadow Bandit
Deeper levels of the dungeon have always been a hiding place for all kinds of criminals. Not all of them could keep a clear mind during their extended periods so far from daylight. Long ago, these crazy thieves and bandits have forgotten who they are and why they steal.

Upon dropping the Spork: "Fine, take it back!" Shadow Bandit dissolves away. "Doh! Dropped my Spork"

SproutedPD spork
Spork
Is it a spoon? Is it a fork? It is neither and it is both. Mobs better respect!
  • Reinforced: Yes, no need for Adamantite. Also end-game enemies are not resistant to its damage.
  • Base Strength: 14
  • Damage per attack: 3-5,5 (see Attack Delay though)
  • Accuracy: 1.2
  • Attack Delay: 0.25 (4 attacks per turn)
  • Damage scaling with each upgrade: min +1 - max +3

The Spork's base damage is less than impressive for a Tier-3 weapon. Against that, it hits 4 times per turn and is the most accurate weapon in Sprouted PD, along with the Chainsaw Hand, the Battle Axe and the War Hammer. A +100 Spork, which is readily achievable, will deal 103-392 damage per hit (103-305 base damage and adding also the bonus of +0-87 damage due to excess strength), which multiplied by 4 becomes 412-1297 damage per turn without even adding the combo bonuses if the hero is a Gladiator, but assuming perfect accuracy and no armor. Of course, most enemies do dodge and have armor, which means that some damage reduction will likely apply to each hit. This is the major drawback of all fast weapons, but it would be mitigated by the "Lucky" enchantment. The Spork also can't get transmuted.

The Spork has also the peculiarity of being the only weapon that seems not to get identified through use, no matter how many turns the hero has it equipped. There is a minor bug in work here, as either after many turns have passed with it equiipped, the Spork will get eventually identified (much more than the 20 needed for the rest of the weapons though), or will just gut never identified through use and the hero will have to use a Scroll of Identify to have its damage and level displayed. This probably happens because the Spork hits 4 times in one turn, dealing decent damage by each, so it gets often used for less than a full turn (weapons are supposed to get indentified through succesful hits though). Also, In the current version of Sprouted, if the hero returns to the Rat King with the Spork equipped and interacts with him, the Rat King will just say: "You found my spork! Have fun sporking!" and will not give a Royal Spork (this weapon has been removed from Sprouted in general).

Its 4 attacks per turn and its high accuracy makes the Spork the only melee weapon that can be successfully used agaist all Wraiths without a Ring of Accuracy equipped, as some turns of it will miss apparently, but it will manage to take down the Wraiths after a short while. It is also one of the only two non-relic weapons that the Dolyahaven Mines and Zot depth enemies are not resistant to its damage, along with the Bloodlust Chainsaw Hand. Unlike the Tier-6 relic weapons it can get upgraded with both Scrolls of Upgrade and Magical Infusion though, it can also get obtained much more easily and safely (there is no comparison between killing the Shadow Bandit once and at least three Gullins), and unlike the Bloodlust Chainsaw Hand it has a decent damage scaling with upgrades and does not rely to dew for its damage. All these characteristics make it perhaps the best candidate for getting highly upgraded and used as an end-game weapon against the enemies of the Stone Golem Otiluke and Zot depths, especially for Gladiators but also heroes in general that have found both rings of Accuracy and Furor (and also for players who are not fond of grinding Phase Pitchers from the Book of Heavens).

To give some more details about its damage against the Dolyahaven Mines and the Zot depths enemies, both the Chainsaw Hand and the Spork are different than the Tier-6 melee weapons, which have a fixed Damage*2 modifier against these enemies. The Chainsaw Hand and the Spork deal randomly min Damage * 1 - max Damage * 4, so their average damage modifier is Damage * 2.5, but the actual damage dealt can be lower or higher than that and generally more random. Still, none of these enemies is resistant to their damage so if we don't count the enemies' armor and evasion (which also affect the Tier-6 weapons' damage), the damage of the Chainsaw Hand and the Spork can be never lower than Damage * 1.

The Gladiator in particular can make good use of the Spork's speed and accuracy, building combos for massive damage bonuses. If he also has a highly upgraded Ring of Furor, few non-final boss enemies will stand against him for long (and these will also receive decent damage if the Spork is reinforced and highly upgraded, as they are not resistant to its damage). In contrast, when the Spork is not highly upgraded, the Assassin benefits the least from it, as his damage bonus applied to surpise attacks will work only for the first hit of the four attacks that the Spork deals per turn and will be rather low as a consequence. Apparently the aforementioned +100 Spork will deal decent damage for a Assassin even with the first hit of the four. In general all heroes apart from the Gladiator (who gains a big damage bonus from increased attack speed) might better balance the Spork for damage as with 60% speed it will stll hit approximately 2.5 times per turn (2 times the first turn, 3 times the second turn), and will deal 150% damage.

Royal Spork (removed weapon)Edit

Important: Currently Unobtainable!

The Royal Spork used to be an alternative to the regular spork, obtained by talking to Rat King with the regular Spork equipped (he used to say: "You found my spork! Here, trade me for this old one.", but the old one was better than the new one).

SproutedPD-RoyalSpork-1458746073
Royal Spork
Is it a spoon? Is it a fork? It is neither and it is both. This Spork is golden and lined with jewels. Truly special. Mobs better respect!

  • Reinforced: Yes, no need for Adamantite
  • Tier: 1
  • Base Strength: 10
  • Accuracy: 1
  • Attack Delay: 0.15 (6 attacks per turn, plus 1 extra attack every 3 turns)
  • Base Damage: 1-2

The Royal Spork's base damage was fairly minimum, even for a tier-1 weapon. However, it was hitting 6-7 times per turn. Unlike the spork, it had no extra accuracy. A +50 Royal Spork would do 51-52 damage per hit or an average of 309 damage per turn, assuming perfect accuracy and no armor. This made it rather poor overall, but because it dealt 8x damage to Dolyahaven enemies, it was not a weaker Spork, but a weapon suitable even for the final battle with Zot.

Tier 4 Edit

Battle Axe Edit

Battle axe
Battle axe
The enormous steel head of this battle axe puts considerable heft behind each stroke.
  • Reinforced: No.
  • Base Strength: 16
  • Damage: 4-18
  • Accuracy: 1.2
  • Attack Delay: 1
  • Damage scaling with each upgrade: min +1 - max +4

Longsword Edit

Longsword
Longsword
This towering blade inflicts heavy damage by investing its heft into every cut.
  • Reinforced: No.
  • Base Strength: 16
  • Damage: 4-22
  • Accuracy: 1
  • Attack Delay: 1
  • Damage scaling with each upgrade: min +1 - max +4

Tier 5 Edit

Glaive Edit

Glaive
Glaive
A polearm consisting of a sword blade on the end of a pole.
  • Reinforced: No.
  • Base Strength: 18
  • Damage: 5-30
  • Accuracy: 1
  • Attack Delay: 1
  • Damage scaling with each upgrade: min +1 - max +5

War Hammer Edit

War hammer
War Hammer
Few creatures can withstand the crushing blow of this towering mass of lead and steel, but only the strongest of adventurers can use it effectively.
  • Reinforced: No.
  • Base Strength: 18
  • Damage: 5-25
  • Accuracy: 1.2
  • Attack Delay: 1
  • Damage scaling with each upgrade: min +1 - max +5

Tier 6 Edit

[All the Tier-6 melee weapons are already reinforced, have the same stats, but differ in their enchantments and special abilities. None of them can get transmuted to another Tier-6 weapon.]

Drawing Ares Sword Edit

The Ares Sword is one of five Relic weapons in the game. It can be obtained by combining three Blue Norn Stones on the Dolyahaven altar. Like all Tier-6 melee weapons, it deals double damage against Dolyahaven enemies, but cannot be reenchanted / get its enchantment changed.

SproutedPD-AresSword
Drawing Ares Sword
This Ares Sword is an upgraded tier-6 melee weapon.
  • Reinforced: Yes, no need for Adamantite
  • Base Strength: 20
  • Damage: 6-40
  • Accuracy: 1
  • Attack Delay: 1
  • Damage scaling with each upgrade: min +1 - max +6
  • Max Charge: 1000

The Ares Sword comes with a special ability. After 1000 turns, it grants the same regeneration that a Black Berry would grant. This effect lasts for (Number of Level/2) turns. The recharge time is reduced with upgrades, as the exact charge it gains is equal to its current level.

The Ares Sword contains the unique built-in Drawing Enchantment, which part of it is similar to the Vampiric enchantment of T1-T5 weapons. It has a chance to deal damage to any amount of enemies withing the disctance of (1+Number of Level/2) tiles to the hero, heal the hero by the damage dealt to a single enemy, and gain charges for every point of damage dealt.

Grand Shocking Neptunus Trident Edit

The Neptunus Trident is one of five Relic weapons in the game. It can be obtained by combining three Yellow Norn Stones on the Dolyahaven altar. Like all Tier-6 melee weapons, it deals double damage against Dolyahaven enemies, but cannot be reenchanted / get its enchantment changed.

SproutedPD-NeptunusTrident
Grand Shocking Neptunus Trident
This Neptunus Trident is an upgraded tier-6 melee weapon.
  • Reinforced: Yes, no need for Adamantite
  • Base Strength: 20
  • Damage: 6-40
  • Accuracy: 1
  • Attack Delay: 1
  • Damage scaling with each upgrade: min +1 - max +6
  • Max Charge: 1000

The Neptunus Trident comes with a special ability. After 1000 turns, it will flood every floor tile. Enemies standing on affected tiles will be slowed for (3 + Number of Level) turns. The recharge time is reduced with upgrades, as the exact charge it gains is equal to its current level.

The Neptunus Trident comes with a special Grand Shocking enchantment, which part of it is similar to the Shocking enchantment of T1-T5 weapons. On hit, at the cost of 10 charges, this enchantment will zap every enemy within a range of (1+Number of Level*2). This will deal damage but will always leave enemies at a minimum of 2 HP. If it would normally deal fatal damage, it instead paralyzes enemies for a random amount between 1 and (1.5+Number of Level) turns.

Lucky Crom Cruach Axe Edit

The Crom Cruach Axe is one of five Relic weapons in the game. It can be obtained by combining three Orange Norn Stones on the Dolyahaven altar. Like all Tier-6 melee weapons, it deals double damage against Dolyahaven enemies, but cannot be reenchanted / get its enchantment changed.

SproutedPD-CromCruachAxe
Lucky Crom Cruach Axe
This Crom Cruach Axe is an upgraded tier-6 melee weapon.
  • Reinforced: Yes, no need for Adamantite
  • Base Strength: 20
  • Damage: 6-40
  • Accuracy: 1
  • Attack Delay: 1
  • Damage scaling with each upgrade: min +1 - max +6
  • Max Charge: 1000

The Crom Cruach Axe comes with a special ability. After 1000 turns, it grants the unique Magic Dispel buff, which provides complete Immunity to all Harmful Gases, Magic Attacks, and the Poison and Burning debuffs (it is the only buff that offers protection against all the Kupua gas debuffs). The recharge time is reduced with upgrades, as the exact charge it gains is equal to its current level.

One should note that its Dispel ability is only truly usable at high levels, as it lasts for 2(Number of Level/10) turns. This means that if its level is too low, the effect will only last for a single turn.

The Crom Cruach Axe has a built-in Lucky enchantment, which is the same enchantment that T1-T5 weapons can have.

Pestilent Loki's Flail Edit

The Loki's Flail is one of five Relic weapons in the game. It can be obtained by combining three Purple Norn Stones on the Dolyahaven altar. Like all Tier-6 melee weapons, it deals double damage against Dolyahaven enemies, but cannot be reenchanted / get its enchantment changed.

SproutedPD-LokisFlail
Pestilent Loki's Flail
This Loki's Flail is an upgraded tier-6 melee weapon.
  • Reinforced: Yes, no need for Adamantite
  • Base Strength: 20
  • Damage: 6-40
  • Accuracy: 1
  • Attack Delay: 1
  • Damage scaling with each upgrade: min +1 - max +6
  • Max Charge: 1000

The Loki's Flail comes with a special ability. After 1000 turns, it grants Invisibility. This effect lasts the same as invisibility from a Potion of Invisibility, meaning that it lasts for 15 turns. Unlike other Tier-6 weapons, the buff itself is not affected by upgrades at all. However the recharge time is still reduced with upgrades, as the exact charge it gains is equal to its current level.

The Loki's flail comes with a built-in Pestilent enchantment, which is the Venomous enchantment of T1-T5 weapons renamed.

No Tier Edit

Pickaxe Edit

  • Base Strength: 14
  • Damage: 10-22

It can't get upgraded, it has the strength requirement of a Tier-3 weapon, and it is reasonable for the hero to equip it as a melee weapon only a) to kill a Vampire Bat for the Troll Blacksmith's quest and b) to destroy the Dwarf King Tomb with 4 hits.

Wand Edit

It can be equipped as melee weapon only by the Mage class and deals additional damage when it is equipped by the Battlemage subclass (it also adds 1 charge to wands with each hit by the Battlemage). It doesn't belong explicitly to a specific tier, but its damage scaling with upgrades resembles those of Tier-1 weapons.

  • Reinforced: No.
  • Base Strength: Not required
  • Damage with 2 charges: 1-2 (at Level 1 almost all wands have 2 charges, but the Wand of Magic Missile has 3 charges and deals 1-3 points of damage)
  • Accuracy: 1
  • Attack Delay: 1
  • Damage scaling with each upgrade: +1 - +1

Enchantments Edit

Sprouted's enchantments for non-relic / T1-T5 weapons have all the same names, colors and functions with the Enchantments of Original PD (Blazing, Chilling, Eldritch, Grim, Lucky, Shocking, Stunning, Unstable, Vampiric, Venomous) with the sole exception of the Tempered enchantment, which is removed from Sprouted, as there is no degradation in it, and the addition of the Bloodlust enchantment in Sprouted, which is unique to the Chaisnaw Hand and doesn't exist in Original PD.

Like Original PD, all enchantments' chance of activation improves with upgrades, and when a weapon is highly upgraded its enchantment will get activated from very often to almost always (depending on the enchantment, as each one has a different way of its activation chance to get calculated, follow just previous link for details). That means that a +100 Vampiric weapon will provide almost constant healing, a +100 Grim weapon will insta-kill most enemies that are not resistant to this enchantment etc. The Assassin is benefited the most by the Chilling and Stunning enchantments, as they offer him bonus surprise attacks to frozen/stunned enemies, without having to use his Cloak of Shadows, and both ranged-focused classes (Huntresses and Mages) by the Eldritch enchantment, as it offers them bonus distance from enemies for more missile weapon or wand attacks. The Shocking enchantment can destroy all 4 Wraiths that spawn from a Tomb at the same attack turn, and the Vampiric enchantment has a great synergy with the Spectral Blades of the Huntress.

Enchantments are also applied in a similar way as they do in Original PD, by applying a Scroll of Magical Infusion to a weapon (Scroll of Enchantment in the Original, which only enchants and does not upgrade). Enchantments are never erased by any form of upgrade in Sprouted, unlike Original PD, but they will be replaced by another enchantment when a new Scroll of Magical Infusion is applied to the weapon (there is a small chance that the same enchantment will get reapplied though). Weapons can be also found in the dungeon or get dropped by enemies already enchanted (Skeletons have a small chance to do that, but Animated Statues always drop an enchanted weapon upon defeat, with the exception of the Sokoban Puzzles Statues). No missile weapon can be/become enchanted, with the two exceptions of the Boomerang and the Horrifying Jupiter's Wrath. Shattered PD has made many changes in its weapon enchantments since v. 0.2.4 and has kept with the same function only the Blazing, Chilling, Grim, Shocking, and Vampiric enchantments, removing some and adding new ones. All relic / Tier-6 weapons are generated already enchanted, with two of them having T1-T5 enchantments just renamed (Horrifying - Eldritch, Pestilent - Venomous), two of them having similar but not identical enchantments (Grand Shocking - Shocking, Drawing - Vampiric), and one having also a T1-T5 enchantment (Lucky). A full list of Sprouted's weapon enchantments follows:

Non-relic / T1 - T5 weapons' enchantments Edit

  • Blazing: Applies the Burning debuff to enemies, dealing immediate and also DoT damage for some turns.
  • Bloodlust: Uses dew to land successive attacks to enemies. It is exclusive to the Chainsaw Hand and can't get applied to any other weapon.
  • Chilling: Applies the Slowed debuff to enemies for some turns, cutting their Speed in half.
  • Eldritch: Applies the Terror debuff to enemies for some turns, making them Flee. More useful for Mages and Huntresses. Its effect is also caused by the built-in enchantment of the Tier-6 Horrifying Jupiter's Wrath.
  • Grim: Insta-Kills regular enemies, or deals Double Damage to boss enemies not immune to it.
  • Lucky: Pierces part of the enemy's Armor and lands a Second Hit. It is also the built-in enchantment of the Tier-6 Crom Cruach Axe.
  • Shocking: Deals Electricity/Lighnting damage to enemies, which can Chain to enemies in adjacent tiles. Deals double damage to enemies standing on water. Its effect is also part of the built-in enchantment of the Tier-6 Grand Shocking Neptunus Trident.
  • Stunning: Applies the Paralyzed debuff to enemies for some turns.
  • Unstable: Applies to enemies randomly the effect of any other enchantment, apart from the Bloodlust enchanntment.
  • Vampiric: Heals the hero for part of the damage dealt to enemies. Its synergy with th Spectral Blades of the Huntress is awesome. Its effect is also part of the built-in enchantment of the Tier-6 Drawing Ares Sword.
  • Venomous: Applies the Poisoned debuff to enemies, dealing DoT damage for some turns. Its effect is also caused by the built-in enchantment of the Tier-6 Pestilent Loki's Flail.

You can read details about the duration and chances of the forementioned enchantments by visiting the Enchantment page of the Original PD.

Relic / T6 weapons' enchantments Edit

  • Drawing: Similar but not identically same with the Vampiric enchantment, as it has also an area of efect. It Heals the hero by a portion of the damage dealt to enemies. It is exclusive to the Ares' Sword and can't get applied to any other weapon.
  • Grand Shocking: Similar but not identically same with the Shocking enchantment, as it has also an area of effect and can also Paralyze. It deals Electricity damage to enemies. It is exclusive to the Neptunus Trident and can't get applied to any other weapon.
  • Horrifying: It is the Eldritch enchantment renamed. It is exclusive to the Jupiter's Wrath and can't get applied to any other weapon.
  • Lucky: Same with the Lucky enchantment of the T1-T5 weapons, it is the built-in enchantment of the Crom Cruach Axe.
  • Pestilent: It is the Venomous enchantment renamed. It is exclusive to the Loki's Flail and can't get applied to any other weapon.

Weightstone Edit

Weightstone
Weightstone
Using a weightstone, you can balance your melee weapon to make it lighter or heavier, increasing either speed or damage at the expense of the other.

It is different from the Weightstone of Original PD, which balances weapons to increase speed or accuracy, and instead it either increases attack speed or damage at the expense of the other stat: "Lighter" makes attack speed 150% and damage 70%, and "Heavier" makes attack speed 60% and damage 150%. Weightstones can also be applied to all the new Tier-6 weapons of Sprouted (both missile and melee) and like Original PD also to the Boomerang. Weitghstones can never be applied to wands, not even in a Mage run, in which the specific class can equip wands as melee weapons.

Sprouted Balancing

Players should have in mind that although weightstones can rebalance a weapon many times, they will never give the option of the "normal" balance between speed and damage, and this version will be lost forever for the balanced weapon.

Missile Weapons Edit

Curare darts, Darts, Incendiary darts, Javelins, Shurikens and Tomahawks are the same in function with those in Original PD.

Boomerang Edit

Boomerang
Boomerang
Thrown to the enemy, this flat curved wooden missile will return to the hands of its thrower.
  • Reinforced: No.
  • Base Strength: 10
  • Damage: 1-4
  • Accuracy: 1
  • Attack Delay: 1
  • Damage scaling with each upgrade: min +1 - max +2

Like Original PD, it is the starting missile weapon of the Huntress class and always returns to the Huntress after it gets thrown to an enemy, but not when it is thrown at an empty tile, and ends up in the next depth, when it is thrown into a chasm tile. It doesn't belong explicitly to a specific tier, but its damage scaling with upgrades resembles those of Tier-2 weapons. It can also be equipped as a melee weapon, with an accuracy penalty applied when used in melee range.

Horrifying Jupiter's Wrath Edit

The Jupiter's Wrath is one of five Relic weapons in the game, and the only Relic missile weapon. It can be found by combining three Green Norn Stones on the Dolyahaven altar (green stones can be found only by the Huntress and are not dropped by Gullins for any other class). Unlike the other Tier-6 weapons, it deals quadruple damage against Dolyahaven enemies, but it also cannot be reenchanted / get its enchantment changed. It can be upgraded at the same rate as a Tier-6 weapon, and will return to the hands of its thrower like the Boomerang. It can also be equipped as a melee weapon, with an accuracy penalty applied when used in melee range.

SproutedPD-JupitersWraith
Horrifying Jupiter's Wrath
This thrown weapon is the incarnation of Jupiter's wrath.

[The weapon is misspelled as "Jupiter's Wraith" by the game.]

  • Reinforced: Yes, no need for Adamantite
  • Base Strength: 10
  • Base Damage: 4-8
  • Accuracy: 1
  • Attack Delay: 1
  • Damage scaling with each upgrade: min +1 - max +6
  • Max Charge: 1000

The Jupiter's Wrath comes with a special ability. After 1000 turns, it allows the user to make the depth explode. This explosion will not affect the Hero, but is stronger and more consistant near its center. The recharge time is reduced with upgrades, as the exact charge it gains is equal to its current level.

The Jupiter's Wrath comes with a built-in Horrifying enchantment, which is the Eldritch enchantment renamed.

Bomb Edit

Bomb
Bomb
A fairly hefty black powder bomb. An explosion from this would certainly do damage to anything nearby.

Bombs are randomly available at every dungeon shop and they can also be often found by the Rogue in any room generally but more often in rooms that also contain weapons and armors as loot (the Rogue can also use bombs to craft special bombs as he levels up, see following section). They detonate in a 3x3 radius after two turns have passed (all bomb-like items need two turns to pass before exploding, apart from the bombs with the Seeking attribute), dealing damage to any enemy within its radius. Doors, signposts, grass and bushes will be replaced with embers, but items like scrolls, potions or food will not be destroyed.

Dumpling Bomb Edit

Dumbling bomb
Dumbling Bomb
[In the Caves floor] A weighty bundle of dumblings smashed together, used for catching fish.

[Produced from the Magic Rice] A weighty bundle of dumblings smashed together. Anything that eats it would gladly take a dumbling.

Dumpling Bombs can be found on the Ancient Caves key depth inside a chest. These dumpling bombs are extremely useful for killing the Albino Giant Piranhas, as the explosion teleports them to dry land killing them instantly. To use the dumpling bomb, "agitate" the bomb to activate it and throw (it explodes after two turns). It explodes in a 5x5 radius but does not teleport Flying Protectors. The Dumpling bombs from the Ancient Caves cannot be brought back with the hero when he/she returns, but the Grain of Magic Rice seed from the Book of the Living depth can manufacture a finite amount of either 200 Dumpling Bombs or Rice Dumplings (the second of these function as a missile weapon and not a bomb, but both have the same effect). Both of these items have a different effect from the Caves' Dumbling bombs though: they teleport enemies to a random place in the same dungeon depth and not specifically to dry land, they have a chance to make them sleep, and also do not work against fish in particular (they are practically defense items and not actual bombs). It can be especially useful on the Dolyahaven Mines depths, when the hero gets surrounded by enemies and there is no escape path left for him/her.

Grain of Magic Rice

Forest Dart Edit

Forest Dart
Forest Dart
These legendary hunting darts are specifically designed to put down beasts that linger in the shadows.

Forest Darts are dropped by Gnoll Archers on the Ancient Sewers key depth. Gnoll Archers drop many and all of those cannot be taken back to the main Dungeon; however, if the hero slays at least 100 of the Gnoll Archers, he/she will get 30 Forest Darts to keep when he/she returns. Although it is not stated in their name but is only somewhat implied by their color, they function as having the Lucky enchantment, piercing armor and dealing an extra weaker hit after the first one. The damage of Forest Darts is a mere 4-10, but they do considerable extra damage to the following types of enemies:

  • Crazy Thieves and Crazy Gold Thieves
  • Gnolls (all types)
  • Marsupial Rats, Rat Bosses, and Spectral Rats
  • Poison Goo
  • Shinobi
  • Vampire Bats

Holy Hand Grenade Edit

Holy Hand Grenade
Holy Hand Grenade
The power of the heavens concentrates in the Holy Hand Grenade. It will rip apart the dead and undead mobs when it explodes. It disdains being on top of other items and will bounce off them when thrown. It is glowing with power and could explode at any moment!

Pulling the pin would set it off.

The Holy Hand Grenade is a thrown explosive (its name is also most probably a reference to the Rabbit of Caerbannog scene in the film "Monty Pyhon and the Holy Grail"). After pulling the pin and waiting for two turns, it detonates in a 5x5 radius dealing tremendous damage (75-155) to any Moss Covered Skeletons in the radius, with a guarenteed chance to frighten the affected enemies, if they remain undefeated. The hero can find a stack of 200 in a chest on the Ancient Prison key depth, and are extremely useful for fighting the Moss Covered Skeletons on the depth, especially after some have already have been defeated and the speed and evasion of the newly spawned becomes high. If the hero slays at least 100 of the Skeletons, he/she will get 20 Holy Hand Grenades to keep when he/she returns from the Ancient Prison. Unfortunately Holy Hand Grenades do not deal damage against most enemies in the regular dungeon, but they still frighten and deal termendous damage to some enemies: the Dwarf King and all of his minions including his Tomb, all Wraiths (Black, Blue and Red), Dwarf Warlocks, Spectral Rats and Skeletons (but do not deal any damage to Fossil Skeletons). As their amount is limited (20), the hero should better keep them for the Dwarf King fight, as 10-15 of them can destroy the Dwarf King, all his minions, including the Dwarf Liches, and his Tomb within a few turns.

Honeypot Edit

Honeypot
Honeypot
This large honeypot is only really lined with honey, instead it houses a giant bee! These sorts of massive bees usually stay in their hives, perhaps the pot is some sort of specialized trapper's cage? The bee seems pretty content inside the pot with its honey, and buzzes at you warily when you look at it.

The behavior of the released from the Honeypot Golden Bee is generally hostile against all characters and will attack the one who is most close to the tile it spawns, so the Honeypot can be considered a bomb-like weapon, when it is thrown at a safe distance away from the hero. If the hero does not throw it, but shatters it by choosing this option while the honeypot is in the inventory, the Golden Bee will always attack the hero, even when enemies are present on an adjacent tile. In contarast, when Thieves/Bandits steal a honeypot from the hero, it gets immediately shattered and the Golden Bee attacks the Thief/Bandit.

Golden bee
Golden Bee
Despite their small size, golden bees tend to protect their home fiercely. This one is very mad, better keep your distance.
  • HP: (2 + Number of Level) * 4
  • Damage: min HP/10 - max HP/4
  • Accuracy: 9 + Number of Level
  • Evasion: 9 + Number of Level
  • Immune to: Amok, Poison
  • XP: 0

Rice Dumpling Edit

Rice Dumbling
Rice Dumpling
A satisfying dumpling lovingly crafted from magic rice. Anything that eats it would gladly take a dumbling.

The Rice Dumpling acts similarly to the Dumpling bomb in the Ancient Caves key depth, but is not an explosive and gets activated instantly after being thrown at an enemy. When it is thrown at enemies, it will teleport them away somewhere on the same depth and has also a chance to make them sleep. It does not deal any damage (although there is a game message about 1 point per hit) and is practically a defense item and not an actual bomb. All NPCs and some enemies are immune to its effect (Black, Blue and Red Wraiths, Flying Protectors, Animated Statues, Golems, Skeletons, Dwarf Liches, Spectral Rats, Yog bosses) and remain totally unaffected by it. It is produced by the the Grain of Magic Rice, that can manufacture a finite amount of 200 Rice Dumplings or Dumpling Bombs. It can be especially useful on the Dolyahaven Mines depths, when the hero gets surrounded by enemies and there is no escape path left for him/her.

Rogue Bombs Edit

Rogue bomb menu

As of v.0.2.6 Rogue got a buff of more bombs generated on depths for him plus the ability to turn ordinary bombs into more powerful bombs as he gains levels:

Dizzy Bombs Edit

Dizzy Bomb
Dizzy Bomb
A black powder bomb infused with confusion gas. An explosion from this damages things nearby and confuses anyone caught in the blast.

At level 5 he can create Dizzy bombs. These deal little damage but also cause the Vertigo debuff to enemies not resistant to it, and not to the hero. They explode in a 3X3 radius. Doors, signposts, grass and bushes will be replaced with embers, but items like scrolls, potions or food will not be destroyed.

Smart bombs Edit

Samrt Bomb
Smart Bomb
A black powder bomb designed to only damage specific enemies. The blast from this bomb is more powerful, but only damages mobs.

At level 10 he can create Smart bombs. They deal similar damage with regular bombs but damage only enemies and not the hero or any items that are within its radius. They explode in a 3X3 radius. Doors, signposts, grass and bushes will be replaced with embers, but items like scrolls, potions or food will not be destroyed.

Seeking Bombs Edit

Seeking Bomb
Seeking Bomb
A bomb with internal magic machinery. Releasing it will send it after enemies.

At level 15 he can create Seeking bombs. They deal similar damage and have the same radius and effects with regular bombs but follow enemies instead of staying in the tile they were thrown and explode only when they reach them. When they finally reach an enemy and explode a "KA-BOOM!!!" message is displayed. They explode in a 3X3 radius. Doors, signposts, grass and bushes will be replaced with embers, but items like scrolls, potions or food will not be destroyed.

Cluster Bombs Edit

Cluster Bomb
Cluster Bomb
A tightly wound cluster bomb. An explosion from this would certainly do damage to anything nearby.

At level 20 he can create Cluster bombs. These bombs have a 5X5 radius and deal heavy damage against all characters inside their radius. They also destroy scrolls and food items, but don't shatter potions.

Seeking Cluster Bombs Edit

Seeking Cluster Bomb
Seeking Cluster Bomb
A destructive powerful bomb with internal magic machinery. Releasing it will send it after enemies.

At level 30 he can create Seeking Cluster bombs. These bombs are a combination of the two previous bombs: they follow enemies, have a 5X5 radius and deal heavy damage against all characters inside their radius. They also destroy scrolls and food items, but don't shatter potions. When they eventually reach an enemy and explode a "KA-BOOM!!!" message is displayed.

All the other classes can have access only to the Seeking Cluster bombs (and not to any other of the Rogue Bombs) by finding them randomly in chests of Tengu's Hideout or the Dolyahaven surface chests (but not in chests elsewhere), or buying them from the northwest shop in Dolyahaven (they are also randomly available there and not always).

Weapons' Damage against Dolyahaven Mines and Zot depths enemies Edit

It has been already mentioned that the Bloodlust Chainsaw Hand, the Spork, and all Tier-6 weapons deal heavier damage against the Dolyahaven Mines and Zot depths enemies, and that these enemies are also resistant to all the other weapons' damage, but here is a more detailed description:

All battle wands Edit

  • Deal their regular damage against all the Dolyahaven Mines and Zot depths enemies.

All these enemies also reduce their damage based on their armor and elemental resistances without any extra modifier applied.

All melee and missile weapons from Tier-1 to Tier-5, apart from the Chainsaw Hand and the Spork Edit

  • Deal 50% of their regular damage against Kupuas.
  • Deal 25% of their regular damage against Gullins, Stone Golem Otiluke Animated Statues, Stone Golem Otiluke, Zot Phases and Zot.
  • Deal their regular damage against Enchanted Evil Eyes (Zot depth).

The resistant enemies also block/dodge their entire damage much more often.

All Tier-6 (Relic) melee weapons Edit

  • Deal double (200%) damage against Kupuas, Gullins, Stone Golem Otiluke Animated Statues, Stone Golem Otiluke, Zot Phases and Zot.
  • Deal their regular damage against Enchanted Evil Eyes (Zot depth).

All these enemies also block/dodge/reduce their damage based on their armor and evasion without any extra modifier applied.

The Horrifying Jupiiter's Wrath Tier-6 (Relic) missile weapon Edit

  • Deals quadruple (400%) damage against Kupuas, Gullins, Stone Golem Otiluke Animated Statues, Stone Golem Otiluke, Zot Phases and Zot.
  • Deals its regular damage against Enchanted Evil Eyes (Zot depth).

All these enemies also block/dodge/reduce its damage based on their armor and evasion without any extra modifier applied.

The Bloodlust Chainsaw Hand and the Spork Edit

  • Deal randomly min Damage * 1 - max Damage * 4 against Kupuas, Gullins, Stone Golem Otiluke Animated Statues, Stone Golem Otiluke, Zot Phases and Zot.
  • Their Average and Median damage modifier is Damage * 2.5, but the actual damage dealt can be lower or higher than that and generally much more random than that of the Tier-6 weapons. Still, none of these enemies is resistant to their damage so if we don't count the enemies' armor and evasion (which also affect the Tier-6 weapons' damage), the damage of the Chainsaw Hand and the Spork can be never lower than Damage * 1.
  • Deal their regular damage against Enchanted Evil Eyes (Zot depth).

All these enemies also block/dodge/reduce their damage based on their armor and evasion without any extra modifier applied.

In conclusion, apparently all weapons from Tier-1 to Tier-5 apart from the Bloodlust Chainsaw Hand and the Spork are much worse options to get highly upgraded for end-game in comparison to the Tier-6 weapons, Battle Wands, the Spork and the Bloodlust Chainsaw Hand. In addition, although there is no enemies' resistance against the Bloodlust Chainsaw Hand and the wands of Avalanche, Lightning, Magic Missile and Poison, their low damage benefit from upgrades (and also the Chainsaw Hand's reliance on dew for it to deal decent damage in general) make them also much worse options to get highly upgraded for end-game.

Norn Stones Edit

Nornstones
Norn Stone
A powerful gem.

Norn stones are items that sometimes drop when killing Gullins in the Dolyahaven mines. It is possible to find up to 5 Norn Stones per game. They come in up to five colors: orange, yellow, green, blue, and purple (green stones can be found only by the Huntress and are not dropped by Gullins for any other class). While they sell for a sizeable 1000 gold each, their primary use lies within the Dolyahaven Village Altar, on which they should be dropped or thrown for a Tier-6 weapon to get crafted (as the hero can't craft two relic weapons with the only 5 stones that are available, it is reasonable to sell the remaining two, after he/she has crafted a Tier-6 weapon). 

When at altars, players combine three Norn Stones of their choice by throwing or dropping the said stones onto the altar. The result is one of the five Relic Melee Weapons. If three stones of the same type are thrown, then the result is guaranteed to be the one related to the stone's color. If different stones are thrown in, however, then the result will be randomly selected between the selected colors. Note that the color that is thrown last will be the most likely one to be selected.

Possible ResultsEdit

  • Green: Horrifying Jupiter's Wrath (Only available to Huntresses)
  • Blue: Drawing Ares Sword
  • Orange: Lucky Crom Cruach Axe
  • Purple: Pestilent Loki's Flail
  • Yellow: Grand Shocking Neptunus Trident
Community content is available under CC-BY-SA unless otherwise noted.