|Survival Pixel Dungeon|
|#80 Released mod|
It is also heavily inspired by the PS4 game Bloodborne by FromSoftware and by "The Mound" short novel by H.P. Lovecraft. Lore is implied in the items' and characters' game descriptions (a feature from the Soulborne games) and also is displayed in most of the game’s dialogues of the hero with NPCs.
Survival PD has fairly larger depths in comparison to Overgrown PD. Unlike Original Pixel Dungeon and other mods, Survival PD isn't a race against time before resources run out. This mod slows everything down and players can have more time grinding for the best possible gear while unraveling its lore.
Overgrown PD's page curently describes both versions 0.0.2a and 0.0.3 of it, but because Survival PD was based on the directly previous version than 0.0.2a (plain 0.0.2 without a), some secondary details are different between the parent and the child mod, so you better rely only on this page for the features of Survival PD. Its base on an older version of Overgrown PD makes this mod also missing a lot of recent developments in Shattered PD, mostly in the field of new enemy additions and changes in familliar enemies in v.0.8.0, as anything added to Shattered PD after v. 0.7.1 was missing from Overgrown PD v.0.0.2 and as a consequence also from current Survival PD. There is no changelog available in Survival PD for its original features, so all of the notes below are derived from the game's github and the in-game messages.
It should be also noted that assigning Survival Pixel Dungeon to v.0.7.1 of Shattered PD is not explicitly stated in-game, but it becomes very evident by in-game clues: the general mechanic of alchemy and the huntress class appear in their reworked version (changes that happened in version 0.7.1 of Shattered PD), but the Frigid, Frost Fire, Wicked brews and the elixirs of Restoration and Vitality still exist, alchemical recipes still require identified items, and identifying items just needs time and not gaining XP (changes all of version 0.7.2 of Shattered PD).
Here is an image catalogue of all the available seeds of Overgrown PD version 0.0.2a, which is also displayed in its page. Familiar seeds from Shattered PD are displayed at first and then the new seeds follow. Following the 0.0.2 version of Overgrown PD 24 new Plants with their corresponding Seeds have been added in Survival PD to those of Shattered PD.
|Aprico Bush||Blackhole Flower||Butter Lion|
|Chandelier tail||Chilli Snapper||Crimson Pepper|
|Firefox Glove||Frost Corn||Muscle Moss|
|Nightshade Onion||Parasite Shrub||Snow Hedge|
|Steam Weed||Sun Bloom||Tomato Bush|
|Water Weed||Willow Cane||Wither Fennel|
|Grass Lilly||Kiwi Vetch||Peanut Petal|
|Rose||Sun Carnivore||Venus Flytrap|
The Blandfruit, Dewcatcher and Seed pod Seeds are located at the end because the plants exist in current Shattered PD but not their seeds. Be careful not to confuse seeds with almost identical color hues, especially Blandfruit - Fadelead, Starflower - Blackhole Flower, Swiftthistle - Sun Bloom, and Parasite Shrub - Venus Fytrap. Fortunately every plant has a different sprite and can't be confused easily.
Plants - Seeds - Blandfruits Edit
A) All plants found in the dungeon might become living when trampled and then attack the hero, applying in most cases but not all the effect that they have when trampled, and after getting defeated they often drop their seed. Those planted by the hero can also come to life. The hero is always the first target for them, and they attack other enemies only when they get trampled and the hero is not around/noticed. Fighting living plants has all the features of fighting other enemies of the game, so they can get debuffed by enchanted weapons, lose sight of the hero when in invisibility/stealth mode etc. They are also rather evasive and quick, and their evasion scales up with dungeon depth, but not their HP which is always low.
B) Enemies trampling a harmful plant get also its debuff. With beneficial or neutral plants they don't get the effect, but by trampling it they create a water tile instead.
C) Melee weapons can get poisoned with seeds, and in this case for 5 hits they apply the same effect with the equivalent tipped darts, but when an effect is beneficial the weapon does not apply it to enemies, and because allies can't be hit with melee weapons, the seed gets wasted this way. Be careful that poisoning a weapon with some seeds can be uncomfortable or even harmful to the hero, with the most notable example being the Water Weed seed which will often generate water tiles with piranhas next to the enemy and so also next to the hero.
D) The effects for the Warden are the same with Shattered PD for the familiar plants, and for most of the new plants there are no different effects than the regular effect for the rest of the subclasses (the only exception is the Frost Corn).
E) Some of the new plants when they are used for brewing potions produce a potion with a similar effect to them when they are trampled, but some other plants produce a potion with a totallly or mostly irrelevant effect, for example the Venus Flytrap when trampled applies caustic ooze and causes vertigo but its associated potion of Secretion heals and causes vertigo, so for some of them you will have to learn the effects of their associated potions and not assume them by their effect when trampled by the hero. Like in Shattered PD the cooked blandfruits of the new plants have the same effects with the associated potion when consumed and when thrown.
F) Familar seeds from Shattered PD spawn much more often than the new seeds, with the only exceptions of the Blandfruit, Rotberry and Starflower seeds, which retain their uniqueness / rarity from current or older Shattered PD. That means that unless the hero farms seeds with an upgraded wand of Regrowth and the Greaves of Nature artifact equipped, he/she will not get some of the game's new seeds even once in a complete run.
The old and new plants are:
- Familiar from Shattered PD (only the differences from Shattered PD are mentioned): Blandfruit bush (living plant's attacks apply no effect, it drops rarely its seed but this is useless in alchemy, as it has no associated potion or cooked blandfruit and does not tip darts, so its only actual use is to get planted for a blandfruit), Blindweed (living plant's attacks' proc blinds), Dewcatcher (brews plain Blood Vials - healing potions, cooks Sunfruits, tips Dew darts, living plant's attacks apply no effect), Dreamfoil (living plant's attacks apply no effect), Earthroot (living plant's attacks' proc roots), Fadeleaf (living plant's attacks' proc teleports), Firebloom (living plant's attacks' proc ignites), Icecap (living plant's attacks' proc freezes), Rotberry (is already a living plant, same with Shattered PD), Seed Pod (living plant's attacks apply no effect, brews potions of Plants, cooks Faunafruits), Sorrowmoss (living plant's attacks' proc poisons), Starflower (living plant's attacks apply no effect), Stormvine (living plant's attacks' proc causes vertigo), Sungrass (living plant's attacks apply no effect), Swiftthistle (it is bugged and its Time Bubble buff fades away instantly, living pant's attacks apply no effect). Plants that poison, when they have something thrown on them alternatively spawn a hostile grass lasher. All familiar plants have no difference in effects for Warden in comparison to Shattered PD. Also, the cooked versions of blandfruits are the same with Shattered and apply the same effects.
- Aprico Bush: Heals a moderate amount of HP and satisfies a little hunger. Living plant's attacks' proc heals. Brews potions of Health and cooks Healthfruits.
- Blackhole Flower: Teleports to the entrance of the previous depth and occasionally deals some damage by doing that (it has the same limitations with the scroll of Teleportation). Living plant's attacks' proc teleports in the same way. Brews potions of Teleportation and cooks Teleportfruits.
- Butter Lion: deals Avalanche damage to the hero and all neighboring characters which seems to be increasing with the hero's level and not with depth. Living plant's attacks' proc causes avalanch damage. Brews potions of Eruption and cooks Earthquakeruits.
- Chandellier Tail: causes the Glowing debuff, making the character visible from everywhere on the depth (for the hero this effect is similar to reading a scroll of Rage without the amoking of enemies). Living plant's attacks' proc causes the same debuff. Brews potions of Glowing and cooks Glowingfruits.
- Chilli Snapper: Ignites, with a big Fire blob that lasts for 1 turn. Living plant's attacks proc ignites but with no blob. Brews potions of Light and cooks Lightfruits.
- Crimson Pepper: causes the Dehydrated debuff which slows. Living plant's attacks' proc dehydrates. Brews potions of Heat and cooks Heatfruits.
- Firefox Glove: ignites and might cause a Fire explosion with a 3X3 fire blob. Living plant's attacks' proc ignites with no explosion or blob. Brews potions of Fire Storm and cooks Firestormfruits.
- Frost Corn: Freezes. Living plant's attacks' proc freezes. Brews potions of Ice and cooks Icefruits. Imbued with Frost buff for Warden.
- Grass Lilly: Mimics other plants' effects. Living plant's attacks mimic other plants attacks. Brews potions of Plants and cooks Faunafruits.
- Kiwivetch: grows high Grass around it and Roots. Living plant's attacks' proc roots. Brews potions of Regrowth and cooks Regrowthfruits.
- Muscle Moss: Knocks Back and might Stun. Living plant's attacks' proc knocks back. Brews potions of Muscle and cooks Musclefruits.
- Nightshade Onion: creates Smoke Screen (darkness) gas blob that limits vision. Living plant's attacks' proc blinds. Brews potions of Darkness and cooks Darkruits.
- Parasite Shrub: causes the Infested debuff, which applies the Caustic Ooze debuff after 4 turns pass. Living plant's attacks' proc applies the same debuff. Brews potions of Spores and cooks Sporesfruits.
- Peanut Petal: drops a Peanut food item that satifies half hunger. Living plant's attacks' proc applies the Mark of the Nut buff/debuff that increases accuracy but decreases speed (the sleeping plant always drops a peanut, while the living plant occasionally a seed and never a peanut). Brews potions of Food and cooks Foodfruits.
- Rose: heals fully. The living plant's attacks' proc heals. Brews potions of Spirit and cooks Spiritfruits.
- Snow Hedge: causes various Disease debuffs randomly (Aids - DoT, Black Death - slows & lower accuracy and evasion, Cholera - paralysis randomly, Cordyceps - vertigo randomly, Ebola - slows, Influenza - slows, Herpes - slows, Leprosy, Ligma - slows, Malaria - slows, Narcolepsy - puts to sleep randomly, Polio - paralysis randomly, Rabies - vertigo randomly, Slow Fever - lower accuracy and evasion, Small Pox - slows, Spanish Flu - lower accuracy and evasion) all for 1,000 turns so don't step on it, but searching in bookshelves might display a cure in the combination of two seeds, and also all diseases get cured by drinking any potion that causes Healing or stepping into a well of Health. Specifically in Survival PD it seems to cause in most of the cases the Ebola disease. Note that stepping on the plant again while a disease debuff is active applies a second disease. Living plant's attacks' proc causes the same disease debuffs randomly. Brews potions of Disease and cooks Illfruits.
- Steam Weed: creates a Storm Cloud blob that turns a 9X9 area into water tiles. Living plant's attacks' proc causes the same debuff. Brews potions of Steam and cooks Steamfruits.
- Sunbloom: causes Weakness and Blindness. Living plant's attacks have the same effect. Brews potions of Sunlight and cooks Sunlightfruits.
- Sun Carnivore: causes Herbal Armor and Herbal Healing, while it Corrupts and Heals enemies that step on it (don't poison your weapon with this seed, because you weapon will be spawning very often piranhas around the hero). Living plant's attacks' proc heals. Brews potions of Sunlight and cooks Sunlightfruits.
- Tomato Bush: rather strong tomato explosion but with small 3X3 radius. Living plant's attacks' proc deals explosive damage. Brews potions of Explosion and cooks Explosionfruits.
- Venus Flytrap: applies Caustic Ooze and causes Vertigo. Living plant's attacks' proc has the same effect. Brews potions of Secretion and cooks Secretionfruits.
- Water Weed: creates Water tiles in a 3X3 area around its tile, sometimes with giant piranhas spawned inside. Living plant's attacks have no extra effect. Brews potions of Rain and cooks Rainfruits.
- Willow Cane: causes Slowness. Living plant's attacks' proc slows. Brews potions of Time and cooks Timefruits.
- Wither Fennel: causes the Wither debuff, which decreases damage against enemies. Living plant's attacks' proc causes the same debuff. Brews potions of Power and cooks Powerfruits.
Keep in mind that almost all plants have a working effect when stepped on, but the Swiftthistle plant is bugged and its Time Bubble buff fades away instantly. As a matter of fact, the Time Bubble buff is more generally bugged, because also the potions that involve it don't work either.
Potions, Brews & Elixirs Edit
Note that a new cooking mechanic has also been added as an original feature to Survival PD (see Cooking section below) but alchemy pots are useless to this mechanic and so it is not related with Alchemy at all, but stewed meat and meat pies still get prepared in alchemy pots like they do in Shattered PD.
All the regular potions from Shatttered PD along with their recipes remain, one is just renamed:
- Experience, Frost, Haste, Healing (renamed to Blood Vial with the extra difference that it decreases sanity), Invisibility, Levitation, Liquid Flame, Mind Vision, Paralytic Gas, Purity, Strength, Toxic Gas
Have in mind that the Blood Vial (healing potion) is always a red liquid and is always pre-identified for all classes, as it displays its name when it is first picked, although before it gets drunk for the first time it still has the pink hue of unidentified consumables. The Oil Urn is also a potion-like item, an always grey liquid in a regular potion bottle which can get frozen and shatter, also with its name already displayed, but it has mostly a different purpose than potions have, which is described in the Light section below, and can't be used in any alchemical recipe.
The new potions of Survival PD are same in number with Overgrown PD v.0.0.2a, 23. These are:
- [Blood Vial a (plain) - red cross symbol: It is not a new potion but just the potion of Healing renamed, it is mentioned here because they share names with the potion in the bullet just below but are a bit different in their effects. This blood vial is brewed with Sungrass seeds and has a red cross as symbol, like in Shattered PD. Its healing and curing effect is the same with Shattered PD but in Survival PD it also decreases sanity.]
- Blood Vial b (potion of Health) - green cross symbol: it has in-game the same name with the blood vial above, but a green and not a red cross as symbol and its name in Survial PD's game code is potion of Health (its actual name in Overgrown PD), it also heals fully and cures debuffs, but it has two positive differences, that it satisfies half hunger (plain blood vial has no effect in that) and does not decrease sanity like the plain blood vial, so it is certainly a much better alternative. It gets brewed with Aprico Bush seeds. Blandfruit equivalent Healthfruit.
- Darkness: creates a Smoke Screen gas blob with a rather big radius, that limits vision to all characters inside it. It gets brewed by Nightshade Onion seeds. Blandfruit equivalent Darkfruit.
- Disease: creates a Disease Gas blob with long duration that causes randomly various types of disease for 1,000 turns to all characters inside it (for the various types of diseases see Snow Hedge plant above). It gets brewed by Snow Hedge seeds. Blandfruit equivalent Illfruit.
- Eruption: strong Avalanche effect that also harms much the hero when drunk (flying enemies are not affected when thrown). It gets brewed by Butter Lion seeds. Blandfruit equivalent Earthquakefruit.
- Explosion: strong tomato Explosion that can also harm the hero if close, very similar to a plain bomb. It gets brewed with Tomato Bush seeds. Blandfruit equivalent Explosionfruit.
- Fire Storm: when drunk the hero emits once a fire cone with a 4 tiles range to the direction of visible enemies, when thrown it creates a 4X4 Fire Inferno blob with some duration that ignites all characters inside it. Be careful that when there are no visible enemies and the hero drinks it the burning debuff is applied to the hero instead. It gets brewed by Firefox Glove seeds. Blandfruit equivalent Firestormfruit.
- Food: satisfies hunger fully and gives also a very short regeneration effect. It gets brewed by Peanut Petal seeds. Blandfruit equivalent Foodfruit.
- Glowing: when drunk it causes the Glowing debuff for 7 turns, which makes the hero visible from everywhere on the depth (when the hero drinks it it is basically a potion version of the scroll of Rage but without making enemies also attack each other). It has no effect when thrown at enemies. It gets brewed by Chandelier Tail seeds. Blandfruit equivalent Glowingfruit.
- Heat: when drunk causes an Imbued with Fire-like buff for 25 turns which either Ignites or causes to immune targets Dehydration > slows, but applies only the Dehydrated debuff when thrown at an enemy (it also creates a permanent dehydration tile that continues to apply the effect to characters that step on it). It gets brewed by Crimson Pepper seeds. Blandfruit equivalent Heatfruit.
- Ice: creates an Ice Gas blob with a 5X5 radius that Chills and potentially Freezes, and the effect remains permanently in a 3X3 area. It gets brewed by Frost Corn seeds. Blandfruit equivalent Frostfruit.
- Light: grants the Illuminated buff for 300 turns, but does not light an area when thrown. It gets brewed by Chilli Snapper seeds. Blandfruit equivalent Lightfruit.
- Muscle: it knocks back the hero to a random direction, but it has no effect to enemies when thrown (it also might not work when the hero is next to a chasm and the random knocking would be into the chasm). It gets brewed by Muscle Moss seeds. Blandfruit equivalent Musclefruit.
- Plants: causes a Regrowth effect with a high chance of plants to spawn in a 3X3 area, either around the hero when drunk or at the tile it was thrown. It gets brewed by Grass Lilly and Seed Pod seeds. Blandfruit equivalent Faunafruit.
- Power: gives regeneration with medium duration and also the Strength Boost buff (+1 Strength) for 100 turns, but which is followed by the Exhaustion debuff (-1 Strength) for 50 turns when the buff ends. It gets brewed by Wither Fennel seeds. Blandfruit equivalent Powerfruit.
- Rain: creates a Rain Cloud blob with a 10X10 radius that creates water tiles around the hero or target in all of its area of effect. It gets brewed by Water Weed seeds. Blandfruit equivalent Rainfruit.
- Regrowth: causes a regrowth effect in 3X3 without plants spawning. It gets brewed by Kiwi Vetch seeds. Blandfruit equivalent Regrowthfruit.
- Secretion: causes Regeneration with medium duration but also Vertigo for 10 turns. It gets brewed by Venus Flytrap seeds. Blandfruit equivalent Secretionfruit.
- Spirit: spawns a pinkish Friendly Wraith ally, which is very evasive but despawns after a while and also doesn't follow the hero to other depths. It gets brewed by Rose seeds. Blandfruit equivalent Spiritfruit.
- Spores: creates a Spores blob with a big radius and rather long duration that causes the Infested debuff which then applies Caustic Ooze. It gets brewed by Parasite Shrub seeds. Blandfruit equivalent Sporesfruit.
- Steam: creates a Steam Gas blob with a 10X10 radius that causes long lasting Levitation and Vertigo to all characters inside but does not create water tiles. It gets brewed by Steam Weed seeds. Blandfruit equivalent Steamfruit.
- Sunlight: when thrown creates a Sunlight blob with short duration that gives a long Regeneration buff to all characters inside it, when drunk it applies this effect only to the hero and gives the Illuminated buff for 300 turns. It gets brewed by both Sunbloom & Sun Carnivore seeds. Blandfruit equivalent Sunlightfruit.
- Teleportation: when drunk it teleports like a scroll of Teleportation, but does not teleport the target when thrown. It gets brewed with Blackhole Flower seeds. Blandfruit equivalent Teleportfruit.
- Time: causes the Time Bubble buff like stepping on a Swiftthistle, but it fades away instantly, so better not brew it. It gets brewed with Willow Cane seeds. Blandfruit equivalent Timefruit.
Also the exotic potions of Shattered PD v.0.7.1 have all been kept:
- Adrenaline Surge, Cleansing, Corrosive Gas, Dragon's Breath, Earthen Armor, Holy Furor, Magical Sight, Shielding (gets brewed with a Blood Vial, which has replaced the potion of healing), Shrouding Fog, Snap Freeze, Stamina, Storm Clouds.
The new exotic variants of Survival PD are equal in number with the new regular potions, so 23 have been added as well (1 of which has an unavailable effect, so the actually working are 22). All exotic potions are brewed with a regular potion + two random seeds.
Many of the new potions when they are used for brewing their exotic equivalent produce a potion with a similar effect to the regular potion's, but a few other potions produce an exotic potion with a totallly or mostly irrelevant effect, for example the potion of Regrowth causes a mild regrowth effect but its associated exotic potion of Nature spawns a lasher ally, so for a few of them you will have to consult the in-game catalogue that includes all exotic potions, familiar and new, and not assume the exotic potion's effect from the regular potion.
- Biomass: causes a Regrowth effect with a 100% chance of plants to spawn in a 3X3 area, either around the hero or at the tile it was thrown. It gets brewed with a potion of Plants.
- Blizzard: it also creates an Ice Gas blob with a 5X5 radius that Chills and potentially Freezes like the regular potion, but when thrown at an enemy it also causes Weakness for 3,500 turns and Slowness for 800 turns. It doesn't leave a permanent area of effect like the regular potion. It gets brewed with a potion of Ice.
- Cataclysm: creates a very strong Fire chain explosion with a 7X7 radius that its fire lasts for many turns. It gets brewed with a potion of Explosion.
- Earthquake: it is supposed to cause an even stronger Avalanche effect with more damage than the regular potion's, but don't brew it because it always crashes the game when both drunk and thrown. It gets brewed with a potion of Eruption.
- Eternal Darkness: when drunk all visible enemies are Blinded for a short while, when thrown it has no effect. It gets brewed with a potion of Darkness.
- Fasting: it gives a long lasting Fasting buff that restores constantly health and intelligenge, but only if the hero remains starving (this is the healing buff with the longest duration in the game, as long as the hero avoids eating, but in that case it immediately fades away). It gets brewed with a potion of Food.
- Hell Storm: strong explosion at the tile where it is thrown along with a Fire Inferno blob with a huge radius and long duration (drinking it causes the same effect and the hero doesn't emit a bigger fire cone like with the associated regular potion so avoid this). It gets brewed with a potion of Fire Storm.
- Hot Steam: creates a Steam Gas blob with a 10X10 radius that causes long lasting Dehydration, Levitation and Vertigo to all characters inside but does not create water tiles. It gets brewed with a potion of Steam.
- Infernal Heat: It gets brewed with a potion of Heat but has exactly the same effects for the same duration with the regular potion, so there in not much point in brewing it.
- Inner Glow: causes Mind Vision for 40 turns but also the Glowing debuff for 7 turns (don't get confused by its symbol, it doesn't map depths). It has no effect when thrown. It gets brewed with a potion of Glowing.
- Mutation: it is supposed to cause mutations but the game description warns with capitals that this feature is not available and that it is better to not brew/drink this potion. Despite this emphasized warning the potion does not crash the game and just has no effect, but there is still no point in brewing it. It gets brewed with a potion of Spores.
- Nature: when thrown it spawns a friendly to the hero Lasher, but when drank a seed just gets dropped (the lasher is also rather weak, so better not brew it in general). It gets brewed with a potion of Regrowth.
- Numbness: gives a very strong Shielding buff that protects from all direct damage (but not from debuffs, they just last less) with 30 charges but also Vertigo for 10 turns. It gets brewed with a potion of Secretion.
- Rain Storm: Heavy Storm Cloud blob with a 10X10 radius that slows every character inside it. It gets brewed with a potion of Rain.
- Retribution: light flash explosion with effects similar to the scroll of Retribution (weakness and bllindness to hero, some damage to enemies) but it does not damage the hero at all unlike the scroll. It gets brewed with a potion of Light.
- Space: when drunk causes the Imbued with Space Powers buff for 50 turns that teleports away enemies with melee hits and also makes the hero immune to teleporting, when thrown it creates a Teleporting Gas blob that teleports all characters inside it. It gets brewed with a potion of Teleportation.
- Super Bug: creates a Disease Gas blob with long duration that causes randomly various types of disease for 1,000 turns to all characters inside it and also Paralyzes (the hero gets the same Disease debuff when inside the blob but does not get paralyzed). It gets brewed with a potion of Disease.
- Super Health: heals fully and satisfies hunger fully while it also does not decrease sanity. It gets brewed with a potion of Health.
- Super Power: gives regeneration with medium duration and also the Strength Boost buff (+1 Strength) for 25 turns, but which is followed by the Exhaustion debuff (-1 Strength) for 50 turns when the debuff ends. This potion is practically bugged, because its buff lasts for 1/4 of the duration of the regular potion, but its debuff lasts as long as the regular potion's, so there is no point in brewing it. It gets brewed with a potion of Power.
- Super Strength: gives the Super Strength buff for 100 turns that knocks back enemies to a long distance with each hit by the hero, similarly to a highly upgraded wand of Blast Wave. It gets brewed with a potion of Muscle.
- Time Stop: causes the Time Stop buff but it fades away instantly, so better not brew it. It gets brewed with a potion of Time.
- Torment: it is supposed to insta-kill all enemies in sight with the exception of wraiths, but don't brew it because it crashes the game when drunk and has no effect when thrown.. It gets brewed with a potion of Spirit.
- Ultra Violet Light: when thrown it creates an Unfiltered Sunlight blob with short duration that Blinds any character inside it, when drunk it gives the Illuminated buff for 300 turns like the regular potion but its regeneration effect has double duration. It gets brewed with a potion of Sunlight. Blandfruit equivalent Ultrafruit.
The current brews of Shattered PD remain but there are a few more available:
- Familiar from Shattered PD: Blizzard, Caustic, Infernal, Shocking
- Frigid: it combines the effects of Ice Gas and of Storm Cloud blobs, creating at the same time a 9X9 area of water tiles and chilling/potentially freezing enemies in its area of effect. It is brewed with a potion of Frost + Storm Clouds, energy 2.
- Frost Fire: its name is a bit inaccurate because there is no freezing involved in its effects, but only in its recipe, it creates a Fire blob with 3X3 radius that also roots characters inside it for 10 turns. It is brewed with a potion of Snap Freeze + Liquid Flame, energy 8.
- Wicked: it creates both Paralytic & Toxic Gas blobs in a 9X9 area and is brewed with their regular potions, energy 1.
Note that these three extra brews have existed also in Shattered PD until v.0.7.1 but were subsequently removed, so their recipes are useful to be getting displayed here but are not original additions of Survival PD or Overgrown PD.
Most of the current elixirs of Shattered PD remain but there are a few more available and one is changed:
- Shattered: Aquatic Rejuvanation, Dragon's Blood, Honeyed Healing, Icy Touch, Toxic Essence
- Beast: it is an adaptation of the elixir of Might from Shattered PD and it adds +1 Strength and +5 max HP both permanently (the added HP do not fade away like in Shattered PD). It gets brewed with a Blood Vial + a potion of Strength, energy 10.
- Restoration: it combines the effects of healing and cleansing, it cures most debuffs, gives regeneration with medium duration and satisfies hunger fully. It gets brewed with a plain Blood Vial + a potion of Cleansing, energy 1.
- Vitality: it combines the effects of healing and shielding, it gives regeneration with medium duration and the Barrier buff which is shielding against all physical damage (but not some debuffs, they just last less) with 20 charges. It gets brewed with a plain Blood Vial + a potion of Shielding, energy 2.
Like the extra brews previously, the elixirs of Restoration and Vitality have also existed in Shattered PD until v.0.7.1 but were subsequently removed, so their recipes again are useful to be getting displayed here but are not original additions of Survival PD or Overgrown PD.
Because of the base on version 0.7.1 of Shattered PD, potions still need to get first identified to become suitable for new combinations and brew exotic potions, brews and elixirs.
A "positive" bug of Overgrown PD that exists also in Survival PD is that alchemy pots work as having unlimited alchemical energy for all the potions associated with the new plants, for all the exotic potions and all the potions brewed with more than one type of familiar seeds, but require energy for the familiar potions brewed with 3 same seeds, brews, catalysts, elixirs, bombs, cooking, and for scrolls and spells in general. Note also that charging the Alchemist's Toolkit in an alchemy pot consumes all of its energy and it can't be used anymore for the "free recipes", while charging the Alchemist's Toolkit this way is also futile anyway, because the Alchemist's Toolkit is (negatively) bugged too in this version of Overgrown PD and doesn't get charged by the hero gaining XP and can't brew anything. So even if you charge it this way it will still be unable to brew anything and the game will be saying that the toolkit is still not ready, which is an obvious waste of resources.
The bugs related with potions are unfortunately not only that positive one. Some of the regular and exotic potions have either no effect/make the game crash, a same or worse exotic effect with that of the regular potion's or their effect fades away instantly, so in all of these cases there is no point in brewing them. These bugged potions are:
- Regular: Time
- Exotic: Earthquake, Infernal Heat, Mutation, Super Power, Time Stop, Torment
There is also one more minor bug related to the new potions: sometimes there are inaccurate warnings for throwing a beneficial potion or drinking a harmful potion, although the actual effect is the opposite. That said, all the brews and elixirs of Survival PD, familiar and new, work fine.
Tipped darts Edit
Shattered PD's tipped darts remain and some new types have been added (25), following the plants and potion additions. Like with the potions before, the effect of a plant when trampled is not always the effect of the tipped dart (for example the dart tipped with Sun Carnivore corrupts and does not heal), so for a few of them you will have to consult the in-game catalogue that includes all tipped darts, familiar and new, and not assume the dart's effect from the plant. Also have in mind that Survival PD follows the older version of Shattered PD's alchemy and darts still need an alchemy pot to get tipped.
- Shattered: Adrenaline, Blinding, Chilling, Displacing, Healing, Holy, Incendiary, Paralytic, Poison, Rot, Shocking, Sleep
- Chaos dart: applies randomly any other dart's effect. Gets tipped with Grass Lilly seeds.
- Confusing dart: causes Vertigo to the target. Gets tipped with Venus Flytrap seeds.
- Corruption dart: corrupts the target. Gets tipped with Sun Carnivore seeds.
- Dew dart: target drops dew. Gets tipped with Dewcatcher seeds.
- Disease dart: causes the Disease debuff for 1,000 turns. Gets tipped with Snow Hedge seeds.
- Earthquake dart: creates an avalanche at the target's tile. Gets tipped with Butter Lion seeds.
- Firefox dart: ignites the target like stepping on a Firefox Glove plant. Gets tipped with Firefox Glove seeds.
- Freezing dart: freezes the target. Gets tipped with Frost Corn seeds.
- Health dart: heals target (suitable for alies). Gets tipped with Aprico Bush seeds.
- Heat dart: ignites like if the target had stepped on a Chilli Snapper plant. Gets tipped with Chilli Snapper seeds.
- Parasitic dart: causes the Parasitic Infection debuff to the target, which applies Caustic Ooze after some turns pass. Gets tipped with Parasite Shrub seeds.
- Peanut Mark dart: applies the Peanut Mark buff/debuff to the target, which increases accuracy but decreases speed (suitable for allies). Gets tipped with Peanut Petal seeds.
- Pushing dart: knocks target back. Gets tipped with Muscle Moss seeds.
- Rooting dart: roots the target. Gets tipped with Kiwi Vetch seeds.
- Slowness dart: slows the target. Gets tipped with Willow Cane seeds.
- Smoking dart: creates a Smoke Screen blob around the target, which decreases vision. Gets tipped with Nightshade Onion seeds.
- Spicy dart: causes the Dehydrated debuff to the target which slows. Gets tipped with Crimsom Pepper seeds.
- Storm dart: causes the Steam effect to the target with levitation, dehydration and vertigo. Gets tipped with Steam Weed seeds.
- Sun dart: weakens and blinds the target. Gets tipped with Sunbloom seeds.
- Teleporting dart: teleports the target away. Gets tipped with Blakhole Flower seeds.
- Tomato dart: explodes on the target, similarly to stepping on a Tomato Bush plant. Gets tipped with Tomato Bush seeds.
- Tracking dart: applies the Glowing debuff making the target visible from everywhere on the depth. Gets tipped with Chandelier Tail seeds.
- Water dart: creates water tiles under the target. Gets tipped with Water Weed seeds.
- Wither dart: causes the Wither debuff to the target, which decreases damage against opponents. Gets tipped with Wither Fennel seeds.
- Wraith dart: spawns wraith allies around the target. Gets tipped with Rose seeds.
The tipped darts with beneficial effects do not apply them to enemies.Tipping darts is also positively bugged and doesn't consume alchemical energy.
New Seed - Regular potion - Exotic potion - Blandfruit - Tipped dart associations table
Note: The Sungrass seed is obviously not new, but it is displayed for comparison with the Dewcatcher
|Seed||Regular potion||Exotic potion||Blandfruit||Tipped dart|
|Aprico Bush||Blood Vial b||Super Health||Healthfruit||Health dart|
|Blackhole Flower||Teleportation||Space||Teleportfruit||Teleporting dart|
|Butter Lion||Eruption||Earthquake1||Earthquakefruit||Earthquake dart|
|Chandelier Tail||Glowing||Inner Glow||Glowingfruit||Tracking dart|
|Chilli Snapper||Light||Retribution||Lightfruit||Heat dart2|
|Crimson Pepper||Heat2||Infernal Heat2||Heatfruit2||Spicy dart|
|Dewcatcher||Blood Vial a3||Shielding3||Sunfruit3||Dew dart|
|Firefox Glove||Fire Storm||Hell Storm||Firestormfruit||Firefox dart|
|Frost Corn||Ice||Blizzard||Icefruit||Freezing dart|
|Grass Lilly||Plants||Biomass4||Faunafruit4||Seed Chaos dart4|
|Muscle Moss||Muscle||Super Strength||Musclefruit||Pushing dart|
|Nightshade Onion||Darkness||Eternal Darkness||Darkfruit||Smoking dart|
|Parasite Shrub||Spores||Mutation1||Sporesfruit||Parasitic dart|
|Peanut Petal||Food||Fasting||Foodfruit||Peanut Mark dart|
|Seed Pod||Plants4||Biomass4||Faunafruit4||Sed Chaos dart4|
|Snowhedge||Disease||Super Bug||Illfruit||Disease dart|
|Steam weed||Steam||Hot Steam||Steamfruit||Storm dart|
|Sun Bloom||Sunlight3||Ultra Violet Light3||Sunlightfruit3||Sun dart|
|Sun Carnivore||Sunlight3||Ultra Violet Light3||Sunlightfruit3||Corruption dart|
|Sungrass||Blood Vial a3||Shielding3||Sunfruit3||Healing dart|
|Tomato Bush||Explosion||Cataclysm||Explosionfruit||Tomato dart|
|Venus Flytrap||Secretion||Numbness||Secretionfruit||Confusing dart|
|Water Weed||Rain||Rain Storm||Rainfruit||Water dart|
|Willow Cane||Time1||Time Stop1||Timefruit||Slowness dart|
|Wither Fennel||Power||Super Power*||Powerfruit||Wither dart|
1 Potions that are game crashing, bugged, useless or worse than their regular potion equivalent.
2 Not a typo but a confusing naming decision by the game, the Chilli Snapper plant tips Heat darts, while the Crimson Pepper plant brews regular potions of Heat and cooks Heatfruits.
3 The couples of a) Dewcatcher & Sungrass plants and b) Sun Bloom & Sun Carnivore plants share the same alchemical products with the exception of tipped darts.
4 The Grass Lilly and Seed Pod plants have exactly the same alchemical products.
All the bombs from current Shatttered PD along with their recipes remain: Arcane bomb, plain Bomb, Fire bomb, Flashbang bomb, Frost bomb, Holy bomb, Noisemaker bomb, Regrowth bomb, Shock bomb, Sharpnel bomb, Woolly bomb. No new bombs have been added.
Scrolls - Spells - Runestones Edit
All the regular & exotic scrolls and the stones of Shattered PD remain the same:
- Regular: Identify, Lullaby, Magic Mapping, Mirror Image, Rage, Recharging, Remove Curse, Retribution, Teleportation, Terror, Transmutation, Upgrade
- Exotic: Affection, Anti-Magic, Confusion, Divination, Enchantment, Foresight, Mystical Energy, Passage, Petrification, Polymorph, Prismatic Image, Psionic Blast
- Stones: Affection, Aggression, Augmentation, Blast, Blink, Clairvoyance, Deepened Sleep, Disarming, Enchantment, Flock, Intuition, Shock
All the spells of Shattered PD v.0.7.1 remain but also 10 new spells have been added:
- Shattered: Alchemize, Aqua Blast, Arcane Catalyst, Beacon of Returning, Curse Infusion, Feather Fall, Magical Infusion, Magical Porter, Phase Shift, Reclaim Trap, Recycle
- Crimson Epithat: scroll of teleportation variant, gets the hero to a location of choice, but there must be a straight line free of obstacles from the starting point to the destination, otherwise the hero will stop at the first obstacle. The spell works practically like a wand of Blink from Original PD with very high level. 6 spells get crafted with a scroll of Magic Mapping + Teleportation, energy 3.
- Doom Call: insta-kills a random enemy on the depth regardless of field of vision (bosses and minibosses are unaffected). 6 get crafted with a scroll of Rage + Terror, energy 3
- Enchantment Infusion: allows the player to enchant a weapon or armor with an enchantment among the 6 specific options offered by the spell. It is basically a better spell version of Shattered's scroll of enchantment, which exists also in this mod and offers only 2 specific options + 1 random. 2 spells get crafted with a scroll of Enchantment + Identify, energy 2.
- Force Field: grants the Magical Shield buff that protects from all damage for 50 turns. 2 get crafted with a potion of Shielding + a scroll of Recharging, energy 4.
- Force Push: the caster pushes enemies away by selecting the area they are located. 16 get crafted with a scroll of Psionic Blast + a potion of Explosion, energy 8.
- Holy Blast: uncurses all items in the inventory (unidentidied items get a blue hue). 4 get crafted with a scroll of Remove Curse + a stone of Detect Curse, energy 2.
- Nature's Lullaby: puts all living plants in view to sleep. 6 get crafted with a scroll of Lullaby + a potion of Regrowth, energy 3.
- Plant Summon: wakes up all plants in sight (it is mostly beneficial with many enemies also around, because the plants' first target is most often the hero). 6 get crafted with a scroll of Rage + a potion of Regrowth, energy 3.
- Season Change: makes all the plants wither and drop their seeds. 4 get crafted with a scroll of Magic Mapping + a potion of Plants, energy 2.
- Spontaneous Combustion: sets the caster on fire (it doesn't seem to have any difference from the hero drinking a potion of liquid flame, so there is really no point in crafting it). 8 get crafted with a scroll of Recharging + a potion of Fire Storm, energy 8.
Unlike the potions of Survival PD which are positively bugged and don't spent energy when brewed, the exotic scrolls and the spells of Survival PD spend alchemical energy in the expected way. The only relevant crafting that doesn't spend alchemical energy is the crafting of stones from scrolls.
All the armor types of Shattered PD and Overgrown PD exist also in Survival while the Gambeson cloth armor, the Riveted mail armor and the Joust and Munition plate armors are added as well, but they aren't dropped by enemies and can only be bought in a specific dungeon shop each. Most of these new armors have also adjusted stats, but are mostly added for the sake of item variety and storytelling, because their descriptions include additional lore. Their stats are:
- [Gambeson] No text found! cloth armor: str. req. 10, def. 2-4, +1/+1. It is always sold in the depth 1 shop.
- Riveted mail armor: str. req. 14, def. 3-9, +1/+3. It is often sold in the caves shop.
- Joust plate armor: str. req. 18, def. 0-10, +1/+5. It is sometimes sold in the Imp shop.
- Munition plate armor: str. req. 18, def. 5-15, +1/+5. It is sometimes sold in the Imp shop.
The armor glyphs and curses are the same with those of Shattered PD combined with those of Overgrown PD:
- Same with Shattered PD: Affection, Anti-magic, Brimstone, Camouflage, Entanglement, Flow, Obfuscation, Potential, Repulsion, Stone, Swiftness, Thorns, Viscosity
- Aqua: increases defense while standing on water
- Chaos: equivalent to the Unstable enchantment, calls a random glyph
- Cloning: creates a mirror image
- Evasion: increases evasion
- Explosion: randomly explodes damaging all nearby enemies and not the hero, but it might destroy nearby items vulnerable to explosions
- Fauna: regenerates health when trampling high grass
The armor curses are the same with those of Shattered (Anti-entropy, Bulk, Corrosion, Displacement, Metabolism, Mutliplicity, Overgrowth, Stench).
Artifacts are the same with current Shattered PD (Alchemist's Toolkit, Chalice of Blood, Cloak of Shadows, Dried Rose, Ethereal Chains, Horn of Plenty, Master Thieves' Armband, Footwear of Nature, Talisman of Foresight, Timekeeper's Hourglass, Unstable Spellbook) with two minor differences, two of which are bugs:
- Footwear of Nature are available to all heroes in every run, being the quest reward from the Gardener NPC on depth 1, if the hero gives him 10 different seeds. Have in mind that generally the tinders dropped from high grass are interchanged with dew and seeds, so equipping and upgrading this artifact will increase much the seed and dew drops, but will also decrease a bit the tinder drops. So if you use the frying pan often, it is better not to have this artifact always equipped. Also the artifact's secondary ability "Root" is bugged, can't get charged by stepping on high grass, and can't get used (otherwise this artifact works properly).
- Horn of Plenty doesn't get charged by having it equipped and so doesn't generate food at all.
- Master Thieves' Armband is bugged and doesn't get charged - allow the hero to steal.
- Unstable Spellbook very rarely might drop from a searched bookshelf.
- The Alchemist's Toolkit is bugged in this version and doesn't get charged by the hero gaining XP and can't brew anything.
Classes - Hero stats and starting items Edit
Like in Overgrown PD all hero classes are available from the first run and their subclasses have most of the features of current Shattered, but they have much more starting items in their inventory. Apart from the class-specific familiar items, all hero classes start on depth 1 also with:
- an Oil Lantern and 3 Oil Urns, mostly useful during the deep night phases and when the hero starts receiving sanity damage from darkness
- an Old Hunter Lantern wand that has 2/2 available beams dealing moderate damage (an advantage of this item is that its beams work exactly like a wand zap, so it is also effective against very evasive enemies like wraiths) and also having a high chance to create an "Old Hunter Spirit" minion with the sprite of a caves Hunter that will attack the target after it gets summoned (subsequent zaps heal the minion if it is still active and don't create a second one). This minion is very weak but is a good distraction for enemies. Although this item doesn't look at all like a wand, it is considered one by the game and so it gets stored in the wand holster, can be upgraded, be a reward of the Old Wandmaker, get imbued to a mage's staff and transmuted to a regular wand. It is also found rarely as loot in the dungeon. For some more details see Wands section.
- a Food Bag, a container for the various food items of the game that has the same sprite with the seed pouch
- a Frying Pan with 15 tinders that light a fire for it to cook (charges from a wand of Fireblast can be also used for this purpose)
- 10 Medical Kits that offer minor healing (+25% of max HP), increase sanity by +2, and also cure caustic ooze and bleeding
- a Shovel, mostly useful for digging
- 750 Gold pieces
- the Rogue specifically has also 5 "Final Caress" throwing blades, which don't break invisibility
The frying pan and the shovel can also be equipped as weapons (they have strength requirements of 9 and 14) but they don't display their stats and the frying pan deals minimal damage and can't get upgraded. For details about them see Weapons section.
The hero's window in Survival PD displays some more stats in comparison to most other mods and also to its parent, Overgrown PD. Some of these stats are also different for each class from the beginning of the run:
1 Covenant does not seem to have any effect on the hero currently and remains None during the whole run.
2 Skill increases melee / ranged / unarmed damage.
3 Arcane increases wand damage (its effect on wands has been recently buffed).
4 Sanity is decreased when the hero feels Stress, and when it becomes much less the hero's Affiliation changes and he/she starts experiencing negative effects. See "Sanity" section below for details.
Cooking Skill affects the ability of the hero to cook more nutritiional food items, and with very high cooking skill food items that can also heal Sanity and apply buffs/cure debuffs in addition to being more nutritional. For details see "Cooking" section below.
There is also a hidden stat named Intelligence that gets decreased by the hero starving or having low HP for many turns. Having low intelligence can make scrolls other than Upgrade get miscasted, so that they don't apply their effect and cause a minor debuff instead (knock back, glowing etc. but never more serious debuffs like poisoning or burning). Enemies also spawn by default with high or low intelligence (see "Enemies" section below for details).
Moving to class details, the Huntress now has a chance to insta-kill an enemy with a ranged Head Shot from her spirit bow, chance which increases with Skill. Also all classes have now a chance for a melee or ranged Quick Strike with increased damage, chance which also increases with Skill.
Also the heroes don't have a level cap at 30 anymore and continue levelling up after that level. If the hero hasn't skipped the Caves depths because of their difficulty and kills all the enemies encountered there, level will be approximately 30 already by the start of the Metropolis.
Cooking & New Food Items Edit
All heroes spawn on depth 1 with a frying pan and 15 tinders in their inventory, which are both necessary for the new cooking mechanic. As mentioned before, the depths in Survival are much bigger, but the generation rate of food rations remains the familiar from Shattered PD, one per depth, while the living plants inherited from Overgrown do not apply their effect when awakened but only in their attacks, so throwing meat on a Firebloom or an Icecap plant does not have a guaranteed outcome anymore, and only a non-living plant will aplly it. As a result the hero has to use the frying pan and spend tinders or a charge from a wand of Fireblast in order to cook many of the raw materiald found in the dungeon, in order to complement the food rations. Tinders get spent and the hero starts with only 15 in the inventory, but they are dropped very often from trampled high grass and are also found occasionally by digging (they can't be crafted from potions of Liquid Flame anymore like they used to do in previous versions of Survival PD). Have in mind that the hero will use the wand of Fireblast instead of tinders only when there are no tinders in the inventory, so if these are both available but you want to use the wand to save tinders, you must first drop them to prevent the hero from using them, because the default action is for the hero to use tinders, and the game does not ask about the player's preference or give separate options in the frying pan. Another thing to have in mind is that tinders seem to interchange with seeds and dew as a possible drop from high grass, so equipping the Footwear of Nature artifact will increase very much the amount of seeds and dew dropped from high grass, but will also decrease a bit the amount of tinders, so basically you will have to choose the type of drops from high grass you prefer and then equip/unequip the artifact.
A food bag is also added to the starting items in Survival. Apart from the familiar food items of Shattered PD, the hero also finds some new raw food items by digging with the shovel or by having them dropped by enemies, which all are considered as level 1 food items by the game. All of these food items can be eaten raw, but their nutritional value is most of the times very low in comparison to their cooked counterparts and a few also apply debuffs when raw, so it is much better to have them cooked. Related to this is the addition of the new cooking skill, which is displayed in the hero’s window. Cooking Skill is increased by +1 each time the hero cooks food in the frying pan (but not when the hero turns raw items into cooked food by throwing them to ice and fire traps, firebloom and icecap plants or uses the alchemy pot for preparing food items). At first the food items cooked by the frying pan are all level 2 items, better in nutritional value than the raw materials used for them but without any bonus effect, but from a cooking skill point and on level 3 improved versions of each food item start becoming available and replace the level 2 items as outcomes. Both the level 2 and 3 variants always have a bigger or much bigger nutritional value than their raw materials, and specifically the level 3 items also cure debuffs or heal the hero, and also increase sanity.
All food items list Edit
A list of all the food items of Survival PD follows, familiar and new, with their attributes and also their recipe when they have one (the satiety satisfaction numbers are drawn from the game code, 700 is the maximum, so 350 is half satifaction > from starving to hungry by eating only one, and anything less than that will not prevent the hero from starving again for long, if only one is eaten). The main bullets list the level 1 items and the subbullets below them the level 2 and 3 items, in that order. When there are less or more than two subbullets the levels of the food items are specifically mentioned (CS is Cooking Skill involved):
- Blandfruit: satisfies hunger fully and has the same effects and recipes with Shattered.
- Blood Red Berries / Wild (Blue) Berries: Raw, foraged from shrubs, uncookable. Wild berries drop often from high grass, but never red berries. 1 Blood red berry satisfies 1/6 of satiety, so 6 need to get eaten for the hero to go from starving to full, but 1 Wild blue berry only 1/22 so 22 are needed for the same result (the amount needed for full satiety is eaten automatically once for red berries and twice for blue berries, or all currently available if reaching full satiety is not possible). Red berries heal a bit all classes, but blue berries give just the effect of any other food item: minor healing to warriors, minor recharging to mages, and no effect to the other two classes.
- Burdock Root: Raw, found by digging, Satiety: 25, no bonus effect (it is named mistakenly as "ration of food" by the game, but still has the burdock sprite and when it gets cooked it starts having its proper names).
- Fried Burdock Root: Fried, CS < 50, Satiety: 215, no bonus effect
- Spiced Sautee Burdock Root: Fried, CS > 50, Satiety: 275, grants Invisibility, Sanity +3
- Chicory Root: Raw, found by digging, Satiety: 425, no bonus effect
- Fried Chicory Root: Fried, CS < 95, Satiety: 700, no bonus effect
- Baked Chicory with Herbs: Fried, CS > 95, Satiety 700, Heals a random amount above 25% of max HP, Cures bleeding, crippled, drowsy, poisoned, slowed, weakness, vertigo debuffs (unlike the Frozen Carpaccio, it causes both the healing and curing effect at the same time), Sanity +8
- Dead Rat: Raw, dropped by rat enemies, Satiety: 10, might cause the paralysis / poison / slowness debuffs [When thrown to fire the dead rat becomes Chargrilled meat and when thrown to ice Frozen Carpaccio, regradless of the hero's cooking skill.]
- Tailed Cutlet: Fried, CS < 25, Satiety: 100 > satisfies half hunger, no bonus effect
- Slow Roasted Rat: Fried, CS > 25, Satiety: 150, Minor healing, Sanity +1
- Fatback: It has the sprite of raw mystery meat. When eaten it has exactly the same effects with raw meat and it can also get turned to chargrilled meat, frozen carpaccio etc. by burning, cooking and freezing but it gets wasted this way, as it is mostly useful for turning it into an oil urn by choosing its "Render Fat" option (so you should better avoid burning or freezing to death enemies that drop it). It is dropped occasionaly by both types of Huntsman's Dogs and Scourge / Rancid Beasts in the Caves.
- Giant Puffball: Raw, found by digging, uncookable, Satiety: 700. Currently it does not seem to spawn from digging, although it exists in the game code.
- Hunter Soup: Sold by the stew shop on depth 2, uncookable, Satiety: 125, it also reduces Sanity by -10, so it can be considered a level -1, negative food item. Don't eat it.
- Mandrake: Raw, found by digging, uncookable, Satiety: 15 and no bonus effect but is sold for 125 gold, when dug out it sets off an alarm and heavily poisons the hero. Its nutritional value is minimal, so its basic purpose is to get sold.
- Mystery Meat: Raw, dropped by various enemies, satisfies less than half satiety, it might cause the Burning / Poisoned/ Rooted / Slowed debuffs
- Chargrilled Meat: Burned or Fried, CS has no effect, Satiety: 225 > satisfies almost half satiety, no bonus effect
- Frozen Carpaccio: Frozen, CS has no effect, Satiety: 125 > satisfies much less than half satiety, Heals a random amount above 25% of max HP / Cures bleeding, crippled, drowsy, poisoned, slowed, weakness, vertigo debuffs / grants Invisibility / grants Barkskin. It is also considered a level 2 food item and despite its various beneficial effects it does not heal sanity.
- Stewed Meat: prepared in an Alchemy Pot (energy 2 for one stewed meat), CS has no effect, satisfies half satiety. It is also considered a level 2 food item.
- Meat Pie: prepared in an Alchemy Pot (1 food ration + 1 pasty + 1 mystery meat), CS has no effect, fully satisfies hunger even when starving and also grants the Well Fed buff for 450 turns, which increases regeneration rate and stops hunger accumulation. Sanity +10, so it is a level 3 food item. It is the food item most beneficial to sanity in Survival, but its consumption of alchemical energy is high, 9 for each pie.
- Overpiced Food Ration: Sold in dungeon shops, uncookable, Satiety: 275 > satisfies a bit less than half hunger. Although in Survival it is as common as the plain food ration, it is displayed first because it is a level 1 food item. It is the only ration-like food item sold in the regular dungeon shops (for only 50 gold in the sewers and for a low price generally).
- Food Ration: Found in dungeon depths or sold in a specific shop, uncookable, fully satisfies hunger even when starving. Although it is a level 2 item, it is the most common loot of its type. It is also sold in stacks of 5 by the Fox-morf Innkeeper in depth 1 for 250 gold (so for 50 gold each).
- Pasty: Found in dungeon depths or sold in a specific shop, uncookable, fully satisfies hunger even when starving, Sanity +1. It is the only uncookable food item that also heals sanity, and so it is considered a level 3 food item by the game. It is sold by the Fox-morf Innkeeper in depth 1 for 100 gold.
- Meat Pie: prepared in an Alchemy Pot (1 food ration + 1 pasty + 1 mystery meat), CS has no effect, fully satisfies hunger even when starving and also grants the Well Fed buff for 450 turns, which increases regeneration rate and stops hunger accumulation. Sanity +10, so it is also a level 3 food item. It is the food item most beneficial to sanity in Survival, but its consumption of alchemical energy is high, 9 for each pie.
- Peanut: Raw, dropped by the Peanut Petal plant, satisfies half satiety, no bonus effect
- Truffle: Raw, found by digging, uncookable, Satiety: 10 and no bonus effect but is sold for 500 gold. Like the mandrake its nutritional value is minimal, so its basic purpose is to get sold.
- Wild Carrot: Raw, found by digging, Satiety: 225, no bonus effect
- Fried Carrot: Fried, CS < 50, Satiety: 255, no bonus effect
- Tender Roasted Baby Carrots: Fried, CS > 50, Satiety: 275, grants Barkskin, Sanity +4
The Horn of Plenty at full charges satisfies full satiety but does not increase sanity, so it works more or less like a level 2 food item.
Only food items beneficial for sanity list Edit
The food items that increase sanity and need cooking skill of some level in order to get cooked are:
More than 25
- Slow Roasted Rat (Satiety: 150, Minor healing, Sanity +1)
More than 50
- Spiced Sautee Burdock Root (Satiety: 275, grants Invisibility, Sanity +3)
- Tender Roasted Baby Carrots (Satiety: 275, grants Barkskin, Sanity +4)
More than 95
- Baked Chicory with Herbs (Satiety 700, healing, cures varous debuffs, Sanity +8)
The food items that increase sanity but don't need cooking skill at all are:
- Pasty (fully satisfies hunger even when starving, Sanity +1)
- Meat Pie: (prepared in an Alchemy Pot, fully satisfies hunger even when starving, Well Fed buff for 450 turns, Sanity +10, consumes 9 alchemical energy)
Depth & terrain features Edit
Some features of Overgrown v.0.0.2 still exist in this mod, while some other depth elements are originally encountered in Survival.
From Overgrown PD
- A visual feature that is one of the reasons that gave this mod its name is that dungeon walls are covered by plants.
- Bookshelves are searchable, and occasionally a book title is mentioned when the hero searches in them or a random common scroll drops, very similarly to what bookshelves do in YAPD. Note that rare scrolls like the scroll of Transmutation might also drop from bookshelves, but never scrolls of Upgrade or exotic scrolls in general. Very rarely the Unstable Spellbook artifact might also drop once from a searched bookshelf. In addition, searching in bookshelves might sometimes raise randomly one of the hero's skill stats. The book titles refer to books that are either fictional but part of H. P. Lovecraft's lore or titles of actual books that all belong to the occult genre. For a full list of the book titles in the bookshelves you can read the Overgrown PD's github.
- All non-boss depths are more than quadruple in size in comparison to current Shattered & Overgrown PDs and expectedly with more enemies and loot. After the originally spawned enemies get killed, enemies respawn a bit more slowly, but their total amount always remains big and their respawning always remains somewhat fast in its rate.
- The much bigger size in combination with other added features creates some extra differences in depth generation. In each depth of the the sewers approximately 4 NPCs have been added inside square locked houses that their doors never open, so these NPCs talk to the hero always from behind the locked door (see NPCs section for details about them). As a collateral consequence the "regular" locked rooms with an iron key that unlocks them are less in comparison to Shattered PD and Overgrown PD, and sometimes a laboratory with an alchemy pot doesn't spawn even once in the whole Sewers chapter. Note that the bug of the hero getting teleported inside one of the locked houses of the Sewers after reading a scroll of Teleportation has been fixed in the current version.
- In the Prison afterwards there are no NPCs locked inside houses anymore so the regular locked rooms become common again, but a bug starts getting in work there and the iron keys spawning are far less than the locked rooms of the depth or even none at all (see Bugs section for details). Finally in the caves the locked rooms - iron keys ratio becomes regular and stays this way for the rest of the game.
- A new type of Vegetation tile is added, the Shrub (its sprite is borrowed from Sprouted PD). There are two variants of it: Blooming Shrub (green with cyan details) and Berries-bearing Shrub (green with red details). Each Garden room now has from 1 to 2 Berries-bearing Shrubs which can be foraged for food (they drop randomly a red Blood Berry or a blue Wild Berry, but the visual details of the shrubs are always red) and immediately afterwards they become a plain green Shrub. After a while, the Shrub blooms and then regrows into a Berries-bearing Shrub. The Shrub is flammable and cannot be replanted by any means, so avoid fighting in gardens with fire-enchanted weapons or stepping on igniting plants inside gardens.
Another starting item for all heroes is the shovel, which can be used for digging in tiles of high or furrowed grass (both grass tiles become trampled afterwards). Because furrowed grass is also diggable, the huntress should first step on the grass to collect dew and seeds, and then use the shovel to dig in it. By digging the hero might find raw edible items, and also mandrakes and truffles among them, which are edible but satisfy little hunger, nevertheless they are sold for 125 and 500 gold each. The hero rarely can also find tinders by digging, but far less in comparison to those dropped by trampled high grass.
Digging can also make a prison Skeleton or a non evasive Wraith spawn, very often asleep. Note that: A) Because skeletons can spawn even in very early depths and hero levels, digging before the hero finds a decent armor and weapon is not recommended. B) Because Wraiths can deal sanity damage, digging is also not recommended at low sanity levels. Also when mandrakes get dug out they set off an alarm and heavily poison the hero.
Shattered PD's older familiar enemies are kept, but the depths that many of them spawn in the dungeon are reshuffled in relation to older Shattered and current Shattered (when an enemy is not mentioned with details below, it is still located in its familiar depth and keeps the same features). On the other hand none of Shattered PD's recently added enemies (demon spawner, DM-100, dwarf ghoul, slime, snake, necromancer, ripper demon etc.) exist in this mod, and in short the familar enemies are only those of Overgrown PD 0.0.2, so of Shattered before v. 0.7.2. Moreover, there are some new enemies added, especially in the Caves (note that the Flame-B01 new enemy of Overgrown PD has not been kept). Regular enemies are stronger in this mod, especially from the Caves and on, so additional scrolls of Upgrade are sold at the dungeon shops.
On the other hand bosses keep their familiar difficulty from older Shattered PD, so they end up easy, because heroes will have previously upgraded much their gear for the regular enemies of each chapter. Their base on older Shattered means also that the Goo depth is smaller, Tengu does not create trap puzzles and does not throw bombs in his second and third phase, DM-300 does not become invulnerable and charged by pylons that need to get dectivated, Dwarf King spawns only Undead Dwarves and Yog has only its familiar fists and larvas from Vanilla as minions.
Also, the distinction between clever and dumb enemies from previous Overgrown has been kept in Survival. Almost all enemy types can spawn as either of these two types, but an enemy that spawns as dumb will be following an enemy that has spawned as clever and will have a chance to step on a harmful plant, while clever enemies might spawn and wander alone and will have a chance to step on a beneficial or neutral plant but not a harmful one. Bosses are always clever and minions are always dumb.
|Basically flying rats, these bats inhabit the dungeon and venture outside when it's dark. Bats and rats are staple foods of the denizens here, but eating bats is considered taboo on the surface.|
- Brown Bat: familiar from other mods but not existing in Shattered, it appears in depths 1 and 2, it is quick and also very evasive in melee range, and occasionally blinds the hero and flees. Sometimes on death it alerts nearby enemies. It drops nothing.
|These short, green demi-human have the height and strength of a human child. But don't let them fool you. They infest the city sewers, festering and inbreeding, and often kidnap cattle and maiden to eat and breed. They are infamous for coating their daggers with feces and poisonous herbs.|
- Goblin: Goblins are weak enemies but capable of inflicting poison on hit. They appear in all depths of the sewers and have a 33% chance to drop a dagger (possibly enchanted) as loot, and after the Goblin Captain's quest on depth 1 gets obtained, with each kill they also always drop 1 Goblin's Left Ear quest item, which the captain buys for 24 gold each.
|From antiquity leeces were used to treat all kinds of ailments. It's a common belief that blood, phlegm, black bile and yellow bile need to be kept in balance. Bloodletting and leeches were used to keep this inner balance. When the plague of blood and beast struck Loran, the demand of leeches in medical treatments quadrupled and thus leech collectors became a common sight in the wet area of the city. Poor and old women often work as leech collectors, using their own blood to attract the blood-thirsty vermins. But every now and then, the city guards would find a pale, bloodless body of a leech collector after they were sucked dry. On some rare, wicked occasions, the leeches make their way deep through their orificies, and reanimate it to seek newer prey.|
|From antiquity leeces were used to treat all kinds of ailments. The doctors believe that leeches will suck out the bad blood, and allow the new healthy blood to replace it. So they would apply leeches to the inside og their patients' throat, or even make the patients swallow the leeches whole. Little do the doctors or the patients know, that the leeches once inside a human body multiply, slowly turning the patient into a walking nest of leeches. If the victim starts to vomit live leeches, then it is too late.|
- Leech Collector: she appears from depth 4 of sewers and also in the first depths of prison and spawns a leech minion with each melee or ranged hit against her (but not with wand zaps). These leech minions are very evasive and both the collector and them sap the hero's HP with their attacks, so be careful not to get surrounded by many of them. She always drops gold but the leech minions nothing.
|This is a rare breed of marsupial rat, with pure white fur and jagged teeth.|
- Albino Rat: it has become a rather common regular enemy but is unchanged in all the rest (causes bleeding etc.). Like plain marsupial rats it also has a 75% chance to drop Dead Rat cookable meat.
| Though these inmates roam free of their cells, this place is still their prison. Over time, this place has taken their minds as well as their freedom. Long ago, these crazy thieves and bandits have forgotten who they are and why they steal.
These enemies are more likely to steal and run than they are to fight. Make sure to keep them in sight, or you might never see your stolen item again.
- Crazy Thief: he is now encountered in depths 2 - 4 of Sewers and not in prison. The Crazy Bandit remains his rare variant. He still has a 1% chance to drop either a ring or an artifact (the bandit a 50% chance), but normally he just drops bits of gold while fleeing and the item he stole on death.
|Marsupial Rat (actually Fetid Rat)|
|Marsupial rats are aggressive but rather weak denizens of the sewers. They have a nasty bite, but are only life threatening in large numbers.|
|Sewer Crab (actually Giant Crab)|
|These huge crabs are at the top of the food chain in the sewers. They are extremely fast and their thick carapace can withstand heavy blows.|
- Fetid Rat & Giant Crab: they remain mini-bosses in the Sad Ghost quest but they appear also as regular enemies, the Fetid Rat mostly in the first two depths and the Giant Crab in the last two depths & in early prison. Their attacks and behaviors as regular enemies are totally the same with their mini-boss version, they are just weaker in attack power, with less HP and also with increased food drops. Keep in mind that the regular fetid rat and giant crab enemies have the fetid rat and giant crab sprites and characteristics but they are named Marsupial Rat and Sewer Crab and share game descriptions with the regular rat and crab. Fetid rats also have a 75% chance to drop Dead Rat meat like regular marsupial rats, but giant crabs have a 90% chance to drop mystery meat, like sewer crabs but more often.
|Marsupial rats are aggressive but rather weak denizens of the sewers. They have a nasty bite, but are only life threatening in large numbers.|
- Marsupial Rat: Only changed from Shattered in its drops, as it now has a 75% chance to drop Dead Rat cookable meat.
|Swarm of Flies|
|The deadly swarm of flies buzzes angrily. Every non-magical attack will split it into two smaller but equally dangerous swarms.|
- Swarm of flies: a minor change is that they drop plain Blood Vials (healing potions renamed) more rarely, which in the game code is described as 16%.
- Gnoll Scout, Sewer Crab (regular), Gnoll Trickster (mini-boss, depth 3 as part of the Sad Ghost quest). They also keep their familiar drops: Gnoll Scout - 25% gold, Gnoll Trickster - always a random thrown weapon, Sewer Crab - 50% mystery meat.
|Gnoll Shaman Chief|
|The most savage and cunning gnoll, often found leading the tribe. He dons a human skull as mask to intimidate his foes.|
- Gnoll Shaman Chief: it appears in depths 8 and 9, has a lightning ranged attack like regular shamans, but is stronger in HP and melee damage and can also burn or poison on hit. It also has a 33% chance to drop a regular scroll like plain shamans.
|These greenish furry cave spiders try to avoid direct combat, preferring to wait in the distance while their victim, entangled in the spinner's excreted cobweb, slowly dies from their poisonous bite.|
- Cave Spinner: it is first encountered now in the last two depths of prison but still appears also in caves like in Shattered. It is also unchanged in its attack and behavior in relation to older Shattered (does not shoot webs) and also in its drops (12,5% chance of mystery meat).
|The most intelligent gnolls can master shamanistic magic. Gnoll shamans prefer battle spells to compensate for lack of might, not hesitating to use them on those who question their status in a tribe.|
- Gnoll Shaman: it is changed in relation to current Shattered, is still encountered in prison and appears only in its familiar red version. In all the rest it remains same with older Shattered (it doesn't have variations in the debuffs it applies and in the appearance of its mask etc.) and has a 33% chance to drop a regular scroll.
|Brutes are the largest, strongest and toughest of all gnolls. When severely wounded, they go berserk, inflicting even more damage to their enemies.|
|These brisk and tenacious inhabitants of cave domes may defeat much larger opponents by replenishing their health with each successful attack.|
- Gnoll Brute & Vampire Bat: they have been moved to this chapter and are not encountered in the caves anymore. The Vampire Bat now can sometimes also cause the Ebola debuff (slowness for 1,000 turns). The Gnoll Brute is unchanged in its attack and behavior in relation to older Shattered (does not lose HP while enraged) and both keep their familiar drops. In the game code the Shielded Brute is still considered a rare variant of the Gnoll Brute. The Gnoll Brute has a 50% chance to drop gold and the Vampire Bat a 36% chance to drop a plain Blood Vial.
|Once keepers of the prison, these guards have long since become no different than the inmates. They shamble like zombies, brainlessly roaming through the halls in search of anything out of place, like you! They carry chains around their hip, possibly used to pull in enemies to close range.|
- Prison Guard: a minor change in them is that they drop armors rather rarely now and these are most often mail armors but still have a 5% chance to drop a plain Blood Vial.
|Skeletons are composed of corpses bones from unlucky adventurers and inhabitants of the dungeon, animated by emanations of evil magic from the depths below. After they have been damaged enough, they disintegrate in an explosion of bones.|
- Skeleton: a minor change in it is that it now can spawn occasionally on any depth, but only when the hero is digging with the Shovel (it has the same stats everywhere, so it is totally not a threat in later depths, but in the sewers better avoid digging before you get a decent weapon and armor, in case you encounter a skeleton). It still has a 20% chance to drop a weapon as loot.
Almost all the enemies of the caves are new and are heavily inspired by the Bloodborne game. All the new enemies also have considerably high stats and deal very high damage. Almost none of the familiar older enemies of Shattered remains in the Caves, with the only exception of the Cave Spinner, but which first appears in the prison.
Early caves (depths 11-12)
The huntsmen below are mostly encountered in the first two depths of the caves along with their dogs. They are differentiated by their game descriptions and moderately by their sprites (they are all human-like wearing the same clothes, but their right hand holds different items) but all have the same name in their game windows, "Huntsman".
|On the nights of the hunt, the citizens of Loran form parties and roam the streets to hunt werewolves and monsters. Unbeknown to them, the hunters themselves were infected with the plague. They show signs of their inevitable transformation into beasts, such as an imposing height, cataracts afflicted eyes, and hair that covers their entire face. Perhaps through their murky, infected eyes, humans are seen as the true beasts.|
- These unarmed huntsmen always run away avoiding melee range and inflict a poison debuff with ranged attacks. They have a 5% chance to drop a plain Blood Vial.
|Huntsman (with pitchfork)|
|Poorly armed with farming tools and inappropriate weapons to hunt beasts, the huntsmen use their sheer number to slay beasts, an advantage they are losing over time, for each one of the huntsmen were unknowingly infected with the beast plague themselves. Perhaps because of their infection, they are unable to tell the difference between men and beasts.|
- These huntsmen will inflict a bleeding debuff on-hit and their attack can extend through 2 tiles, much like the spear and glaive in Shattered. These specific huntsmen with pitchforks existed in previous versions but don't seem to spawn currently.
|Huntsman (with shield)|
|On the moonlit nights, werewolves roamed the streets of Loran and thus its citizens formed hunting parties to slay beasts. Lacking proper training and poorly armed, the only advantage the mob held against the beasts were their sheer number, an advantage they soon lost as the hunt progressed. Unbeknown to the huntsmen, they were afflicted themselves and soon turned into the creatures they hunted.|
- These huntsmen carry a shield which makes them have very high evasion and that they can use also to stun the hero. They have a 15% chance to drop a plain Blood Vial.
|Huntsman (with sword)|
|On moonlit nights, when the scourge of beast is at its worst, the great bell of Loran tolls and its citizen gather for a fiery, gruesome werewolf purge. Drunk with blood and driven mad by the intoxication of the hunt, the mobs were slowly transformed into the creature they hunted. Perhaps through their murky, infected eyes, humans are seen as the true beasts.|
- These huntsmen will inflict a burning debuff on-hit and have higher attack speed in comparison to their other comrades. These have a 5% chance to drop a crossbow.
|Huntsman (with torch)|
|Huntsmen are inhabitants of Loran who have been infected by the plague, though they are in the early stages of the infection. They show signs of their inevitable transformation into beasts, such as an imposing height, cataracts afflicted eyes, and hair that covers their entire face. When night falls, citizens of Loran form hunting parties in order to hunt werewolves and outsiders alike. Perhaps because of their infection, they are unable to tell the difference between men and beasts.|
- These huntsmen will inflict a burning debuff with melee hits. In later caves they switch to huntsmen holding molotov bombs but with the same game description and drops. These have a 5% chance to drop a crossbow.
|Canine companion of Loran's huntsman. They were first deployed to track down those who were infected with the curse of blood and beast. Like their masters, they were unknowingly infected themselves and developed a taste for human flesh.|
- A more rare enemy in these first two depths is the Huntsman's Dog that ignites and poisons, and gets enraged when in low HP. It drops occasionaly fatback or mystery meat and has a 5% chance to drop a plain Blood Vial.
|Walking Mushroom (purple)|
|These fungal bipeds thrive on body fluid and rotting meat of those who were unlucky enough to encounter them. On death these mushrooms release a cloud of spores, which when inhaled in high dose causes a prolonged, painful death. In the second stage of infestation the victims forget who they are and eventually venture into the colony where they slowly become food.|
- In the first two depths of the caves there is also a Walking Mushroom enemy added that releases Toxic Gas upon death. it is also added in the first depths of the Metropolis but there it is occasionally also red and releases Corrosive Gas on death in its red version. Both mushrooms drop no loot.
Later caves (depths 13-14)
|Huntsman (with molotov bomb)|
|Huntsmen are inhabitants of Loran who have been infected by the plague, though they are in the early stages of the infection. They show signs of their inevitable transformation into beasts, such as an imposing height, cataracts afflicted eyes, and hair that covers their entire face. When night falls, citizens of Loran form hunting parties in order to hunt werewolves and outsiders alike. Perhaps because of their infection, they are unable to tell the difference between men and beasts.|
- This is a much more dangerous version of the Huntsman with torch from early caves. These throw rapidly molotov fire bombs with a big explosion radius (the sprite is also holding a molotov bomb and not a torch, but the game description is shared with the huntsman with torch). These have a 5% chance to drop a crossbow like the huntsmen with torch.
|Large Huntsman (with sword)|
|Large Huntsmen are inhabitants of Loran who have begun their transformation into Werewolves. Although they still retain some degree of their humanity, their appearance has become much more bestial and they started to avoid their former comrades, indicating the onset of the scourge of beasts.|
- This huntsman has a different beast-like sprite, while he behaves similarly to the Huntsman with sword mentioned before, but deals more damage and has more HP. He has a 5% chance to drop a plain Blood Vial.
|Infected Huntsman's Dog|
|Canine companion of Loran's huntsman. These hounds have been infected by the plague and are covered in a thin layer of miasma.|
- It has a very similar sprite with the plain Huntsman's dog, but it causes bleeding, applies caustic ooze and releases stench gas (the greenish hue of the stench gas is its basic difference in appearance from the plain dog). It also has a 5% chance to drop a Blood Vial and occasionally drops fatback or mystery meat.
|Rancid Beast / Scourge Beast|
| On moonlit nights the inflicted, who were in the last stage of the plague, turned into werewolves. On these accursed nights, the gunfire, the screams of folks, the snarls of beasts aren't too strange to the citizens of Loran. And when the morning comes, the blood-drenched streets are littered with half-eaten, headless corpses of huntsmen and bound, burning bodies of beasts on pyres.
Rancid Beast continues: This foul beast is surrounded by a cloud of miasma. Its fetid stench is unbearable.
Scourge Beast continues: Occasionally, bodies whose skin and fless were mostly stripped off revealing the raw tendons and viscera underneath, are found dumped into the canal.
- The Rancid Beast and Scourge Beast have very similar sprites and descriptions, Scourge Beast is strong and gets enraged in low HP, while the Rancid Beast in addition to getting enraged stuns for many turns, causes bleeding and applies caustic ooze, and also releases stench gas (the greenish hue is also its basic difference in appearance from the Scourge beast). They both also drop occasionally fatback and have a 5% chance to drop a plain Blood Vial.
Also Fetid Rats and Prison Guards reappear in late caves but with only slightly increased stats, so they are by far the easiest enemies in the caves. The Cave Spinner continues to appear in the caves after prison and in comparison to the other enemies of the caves it is moderately dangerous, mostly because of its poisoning.
Dwarven Metropolis & Demon Halls Edit
In the Metropolis the Dwarf Monks are renamed to K'-nyan Slaves and the Dwarf Warlocks to K'-nyan Warlocks, while their game descriptions remain the same but just replace "Dward" with "K'nyan" (this name is a reference to H.P. Lovecraft's work). Senior monks retain their regular name though. Apart from this renaming they have no difference in their attacks, behaviors and drops in relation to older Shattered (warlocks apply only their old weakness debuff - drop a random potion with a 83% chance, monks don't have a focused buff - drop a food ration with a 83% chance). The Walking Mushroom from the early caves reappears in early Metropolis, but it is now occasionally red instead of purple and in this version releases corrosive gas on death instead of toxic gas (it also drops nothing). So apart from the two renamings and the Walking Mushroom that reappears here, enemies in the Metropolis remain basically the same with older Shattered: K'nyan (dwarf) Monk [rare var. Senior Monk], K'nyan (dwarf) Warlock, Fire Elemental, Golem. The Fire Elemental and Golem retain their older features as well (there are no elemental variants, golem does not teleport etc.) and the Fire Elemental has a 10% chance to drop a potion of Liquid Flame while the Golem drops nothing.
Demon Halls have kept the same enemies from older Shattered PD with their old attack features: Evil Eye, Scorpio (rare var. Acidic Scorpio), Succubus. These enemies also keep their familiar drops: Evil Eye - 50% dewdrop, Scorpio - 20% plain Blood Vial, Succubus - 5% scroll of Lullaby. Like in the other chapters none of the recently added enemies in Shattered PD exists here.
Any chapter Edit
Animated Statues, Piranhas and Wraiths are mostly kept unchanged, so only the differences from older Shattered are mentioned below, which most of them are in the settings that they appear and not in the enemies themselves.
|These carnivorous fish are not natural inhabitants of underground pools. They were bred specifically to protect flooded treasure vaults.|
Piranha vaults most of the times have an extra visible pedestal (named pressure plate) next to the familiar pedestal with loot, that when pressed it either dries the vault and kills all piranhas or makes the water proceed one tile further. It is better for the hero to try stepping on it with invisibility and not press the vault permanently by throwing something over it, because the chance for the positive outcome is only 50%, and in the "more water tiles" outcome the pedestal remains pressed, so the vault can't get back to its previous position. This feature exists also in Overgrown PD 0.0.2a. Sometimes giant piranhas also spawn in the water tiles of the Water Weed plant's area of effect. All piranhas still always drop mystery meat.
|You would think that it's just another one of this dungeon's inanimate statues, but its red glowing eyes give it away. While the statue itself is made of stone, the <enchanted weapon> it's wielding looks real.|
Pressure plates also exist rarely in treasury rooms with a decorative statue tile but this plates is always disguised as a regular dungeon tile and gets conveyed only if the plate tile is inspected. In treasury rooms stepping on it generates invisiible gold piles and also the decorative statue becomes an awakened Animated Statue always carrying a weapon (possibly enchanted) that it will drop as loot on death, so it is same with the other animated statues in familiar special rooms. This feature exists also in Overgrown PD 0.0.2a.
|Wraith / Poltergeist|
|A wraith is a vengeful spirit of a sinner, whose grave or tomb was disturbed. Being an ethereal entity, it is very hard to hit with a regular weapon.|
Wraiths are similar in their combat features to Shattered PD's wraiths, but with five minor differences:
- They very often cause sanity damage with their hits, so you should avoid at all costs to get surrounded by them without means to insta-kill them upon spawning or escape to a safer tile/turn invisible.
- Occasionally one also spawns when the hero is digging with the shovel. This specific wraith is not evasive at all, and sometimes even spawns sleeping, but it still deals sanity damage (so when in low sainty levels, better stop digging).
- If the Paranormal Investigator Jonathan's quest on depth 1 has been taken they always drop an Ectoplasm, which can be sold for 35 gold each to Jonathan (if the quest has not been taken, they never drop this).
- They have a rare variant named "Poltergeist" in the game code, but which is named also "Wraith" in-game and has the same sprite. It might spawn along with plain wraiths from tombstones or alone from skeletal remains and its basic difference from plain wraiths is that its HP also scales up with depth, so it might need two or even three hits to get destroyed (its health is calculated by 10 + depth number, so they are still weak in HP anyways, but they are surely stronger than the plain wraiths that have only 1 HP in any depth). Their damage, accuracy and evasion is the same with those of plain wraiths which scales with depth.
- Speficially on depth 1 when the hero talks to the Delapore Family Descendant NPC and only at the specific doorstep 2-3 Exham Priory's Rats will spawn, which have the sprite of a marsupial rat turned transparent, but exactly the same combat features and possible drops with wraiths. These ghost rats spawn nowhere else in the dungeon.
All loot-dropping enemies in all chapters drop loot regardless of character level. Also, almost all of the enemies' stats in the chapters from the Prison and on are much higher in comparison to those of Shattered PD, but the new enemies of the Caves have very high stats for the hero's level at the time of their first encounter, so the hero can't survive there without at least a very highly upgraded tier 4 or 5 weapon and a decent armor. Because DM-300 and the enemies of the Metropolis are much easier than the enemies of the Caves, if you find it difficult to survive in the caves even with your gear highly upgraded, a reasonable tactic would be to map the caves depths and rush to the stairs, and leave fighting them possibly for later, when the hero will have levelled up more and increased max HP in the Metropolis. Have also in mind that Fadeleaf plants don't teleport necessarily to hidden rooms but instead very often to rooms filled with enemies.
Items changed and new Edit
Generally some of the items' descriptions now reveal part of the lore. Also there are some totally new items added:
- The new Frying Pan, Tinder, Shovel and Old Hunter Lantern items have already been described in the Class, Cooking, and Digging sections.
- The Spirit Bow of the huntress has now a chance for a Head Shot which insta-kills enemies and alternatively also a Quick Strike with much increased damage like the rest of the hero classes. Both chances depend on the Skill of the Huntress.
- The new Madman's Knowlege item that looks like a skull can be occasionaly found as loot in the dungeon, especially in the sewers. By choosing its "No text found!" option it increases the Arcane Skill by +1 but also decreases Sanity by -15 with each use. Especially when the hero's sanity is already low using it is probably not recommended.
- The Medical Kit item is added that offers minor healing (25% of max. HP) but is much cheaper than a Blood Vial (potion of Healing renamed) and also increases sanity by +2 and cures Bleeding and Caustic Ooze, but not poison. There is a minor bug in this item and the "Throw" option in it makes one kit disappear instead of getting thrown, without any effect to the hero.
- 7 new melee weapons (Club, Katana Knife Glove, Knife on a Stick, Old Hunter's Scythe, Rapier, Scythe) and 5 new ranged weapons (Arbalest, Bow Gun, Dragon Slayer, Heavy Crossbow, Mini Catapult) have been added to the weapons of Shattered. Most of the new melee weapons are loans from previous Overgrown (only the Hunter's Sword isn't) but all the new ranged weapons are original additions. The new "Final Caress" throwing knives are also among the starting items of the Rogue class. These have the unique attribute that they can be thrown without the Rogue breaking his invisibility. For details about the new weapons see Weapons section below.
- Scrolls of Upgrade are also sold at every regular shop but at a price that scales up by +250 with each chapter (they are sold for 250 gold in the sewers' shops, 500 in the prison's shop, 750 in the caves' shop etc.), so consider making detours to visit the shops you encountered earlier to buy some extra scrolls of Upgrade at a much better price. If the hero isn't a mage who has them already pre-identified, a trick to buy them even cheaper in the sewers is to see which unidentified scroll is sold most often in all four of these shops, because that will be for sure the scroll of Upgrade, and buy as many as you can before you first use them, because their price will still be that of the unidentified scrolls, 150 gold.
- Reading the Tome of Mastery now increases also a the stats of each class, similarly to the way of the Blood Minister NPC (by reading it Warriors get +2 Strength, Mages +2 Arcane, Rogues +3 Skill, Huntresses +1 Strength & +1 Skill).
Light – Hero’s Oil Lantern Edit
Sometimes the dungeon already from depths 2 & 3 enters a Deep Night phase with the hero having a field of vision with only 1-tile range and always from depth 4 and on the dungeon becomes generally darker, and from that point on this reduces constantly the hero's sanity apart from the field of vision. In both of these cases the hero will find useful to use the new Oil Lantern item, which is borrowed from Yet Another PD and similarly to this mod it can light the surroundings increasing the hero's field of vision and can also burn flammable tiles. The lantern gets filled with oil urns, which are slowly spent by keeping the lantern "Lighted" but one gets spent at once by "Burning" flammable tiles. Each hero spawns with 3 of them in the inventory, and 15 more (in stacks of 3 for 150 gold each) are sold in Doctor Io's clinic on depth 1. An oil urn might also spawn from time to time as loot in the dungeon, but this does not happen often.
Note that filling/refilling the lantern is a bit difficult to understand at first, because the oil urn has a "No text found!" game description and its most important option also has a "No text found!" name. The "No text found!" name/description are not such a big problem for recognizing it because the oil urn is always a potion bottle with a grey liquid, has the "Oil Urn" name and the hero always spawns with 3 of them in the inventory so their purpose is obvious. So, to fill the oil lantern, the player must first choose the "No text found!" option from the oil urn, which will increase the oil lantern's spare flask counter, and when the player wants to actually refill the lantern, then the "Refill" option of the lantern will have to be chosen. Finally, after the lantern is refilled, the "Light" option will be able to light the lantern. Don't bother with the "Drink" option of the oil urn, it consumes the urn without any effect other than dealing 2 HP damage to the hero. Oil urns can also be "Thrown" at enemies to damage them a bit and drench them in oil, which makes them receive double fire damage, but because oil urns are essential for avoiding sanity damage in most of the dungeon by keeping the lantern lighted, it is better to throw them only in boss fights and with many fire damaging items in the inventory (but with the bosses in this mod being rather easy, even in boss fights using oil urns this way is rather wasteful). Lastly in the Caves the two types of Huntsman's dogs and the Rancid/Scourge Beast enemies drop occasionaly fatback, a food item with low nutritional value and similar side effects with raw meat, but that its "Render Fat" unique option turns it to an Oil Urn.
To be protected from sanity damage from depths 4 and heroes will mostly have to light the oil lantern and keep it constantly lighted, so this item is very essential to their survival. Have also in mind that the oil urn can't burn flammable tiles when thrown at them and just gets wasted this way, and for the oil lantern to burn a flammable tile it must have an oil urn as a spare flask put into it but not get refilled with it. Anyways oil urns should better not get spent for burning flammable tiles, when there are potions of liquid flame, bombs and igniting seeds easily available.
Several more NPCs are added to the mod, all of them in the first four sewers depths. A few of these NPCs are quest givers and reward the hero in various ways (one of them even without a quest).
[For the NPCs that are locked inside houses, their name is displayed by selecting the door tile or by talking to them, but most of them are named just "Dwellers", so in the following bullets the parts inside brackets are not displayed in the game window, but are derived from the game's github and are written to distinguish the NPCs more easily. Some NPCs will change their behavior if the hero has a negative affiliation - sanity below 100. You can read all the messages of the NPCs locked inside houses in the game's github.]
Depth 1 Edit
- Blood Minister: He asks for 5 plain Blood Vials (healing potions) from the hero. When the hero returns with them, he will ask heroes what is their past and depending on the hero's answer, he will raise a different stat: Military Veteran +2 Strength and +2 Skill, Street Urchin +1 Strength and +4 Skill, Practicer of Arcane Art +5 Arcane Skill, Bush Ranger +5 HP, +1 Strength and +1 Skill. After he raises the hero's stats, he disappears.
- Gardener: Inherited from previous Overgrown, he offers the Footwear of Nature artifact in exchange for 10 different seeds.
- Guard Captain: He asks from the hero to collect goblin ears for a gold reward (he buys them for 24 gold each). Note that goblin ears have the same sprite with raw mystery meat, but they are stored in the main inventory and not in the food bag. In the current version after the hero finishes 5 goblin-slaying trips, the Guard Captain will now give an additional much harder quest, to kill hunter Jackson that has gone mad (the hero can still hunt goblins during and after that quest).
- Paranormal Investigator Jonathan: He asks from the hero to bring him whatever remains of ghosts from Lower Loran can be found for a reward. This is rather vague, but what he actually means is that Exham Priory's rats in depth 1 and wraiths everywhere in the dungeon will always drop Ectoplasm after his quest has been accepted (it looks exactly like a dewdrop but has a different name and game description and is stored in the inventory as an item), and the hero can take the ectoplasms back to Investigator Jonathan for a reward of 35 gold each.
With a Shop
- Doctor Io: She has a shop-clinic that sells plain Blood Vials (healing potions) in stacks of 5 for 750 gold, Medical Kits in stacks of 5 for 175 gold, Oil Uns in stacks of 3 for 150 gold, No text Found - Sedatives in stacks of 3 for 1,500 gold, and a wand of Transfusion for 375 gold. This is the cheapest place that you can buy Blood Vials and the only place to buy Medical Kits and Sedatives in the whole dungeon. In addition she offers to heal the hero for 500 gold, but this is obviously more expensive than buying blood vials and has no extra effect like increasing sanity.
- Fox-morph Innkeeper: They talk with a heavy German accent and are a shopkeeper that sells regular food rations in stacks of 5 for 250 gold and pasties for 100 gold each. This is the only shop in the dungeon that the hero can buy these two food items (regular shops sell only overpriced food rations) and at a very good price. By talking with them about the various subjects they offer for discussion you will get some elements of the game lore, but no quest.
- Delapore Family Descendant: In all interactions they have a delirium seeing rats on the walls and two Exham Priory's Rats are summoned at each side of the hero with every interaction with this inhabitant (three if there is an extra tile, because the house door has spawned close to a door, which gives an extra free tile). These are extremely evasive in melee attacks but get destroyed easily by surprise attacks and wands (including the hunter's lantern) just like wraiths, and each rat drops 2 ectoplasms, which can be sold for 35 gold each to Paranormal investigator Jonathan. If your hero isn't a rogue/mage or doesn't have a combat wand/has dropped/sold the lantern don't talk to this NPC, you will get trapped between the two rats and die, because they are unkillable with melee or ranged weapon attacks.
- Dweller [Gasscoigne family]: She asks from the hero to look for her mother and father in the city of Loran and gives details about the appearance of her father and grandfather. This quest is supposed to be completed with the hero returning to this house after the Goo is killed, finding the girl's father home, and if the quest had been accepted previously, getting a potion of Beast as reward (if the quest has been refused earlier the father is supposed to talk with the hero but give nothing). Unfortunately killing Goo does not seem to have any effect to the inhabitants of the house, so this quest can't be completed.
- Dweller [Hungry folks]: He asks from the hero for 5 food rations, and gives back a random regular scroll and always a scroll of Upgrade as rewards. He sometimes doesn't even take the rations and 5 food rations anyways have the same price with a scroll of Upgrade on depth 1, so completing this quest is rather reasonable. Unfortunately he sometimes also does not recognize that the hero has 5 rations and this quest can't be completed.
- [Rude] Old Male Dweller: He is located inside one of the locked houses. He asks from the hero to go away and if the hero insists on interacting with him, he sets of an alarm the third time.
From the quests of this depth only those of Investigator Jonathan and the Captain Guard can be repeated.
Depth 2 Edit
- Silver Rank Adventurer: He makes various random remarks about goblins, which are the topic he is mostly interested in. Very often he also gives to the hero 5 poisoned darts. These can be only offered once.
- Dweller - Loran [Yharnam] Brothel: At first she thinks that the hero is an angry housewife, so she tells the hero that their husband is not there, and afterwards says she is not working during the nights of the hunt.
- Dweller [Pot Shop]: At first they either chant to Yog Sothoth or say that they are still preparing their soup, but then they offer to sell soup to the hero and are available to talk about the soup and the hunt. Soup costs 15 gold and satisfies hunger by 125 but also reduces sanity by -10 (better not buy it or at least not eat it). If the hero has no money they still give soup, but ask the hero to bring some meat the next time as an exchange. Heroes can buy soup many times, but they shouldn't.
- Dweller [Unnamed male 1 with sword]: At first he refuses to open the door and swears the hero, but in the second interaraction he expresses sympathy for the hero wandering outside during the hunt and offers a t3 sword in order to help, uncursed and always upgraded up to +3, without asking anything back, so always remember to complete this quest. This can be only offered once.
- Old Female Dweller: She expresses her sympathy, but refuses to help or talk to the hero.
Depth 3 Edit
- Dweller [Unnamed male 2 polite]: He apologizes every time the hero talks to him but says he can't offer any help.
- Dweller [Unnamed male 2 rude]: He wishes death to the hero.
- Dweller [Unnamed male 3 German]: He says in German that nobody is ill inside the house and then talks about the Church of Good Blood.
- Dweller [Deceiver]: She asks for Blood Vials from the hero and promises that when she gets them, she will let the hero in, but if the hero has already or returns with 5 vials she just laughs and does nothing (fortunately she doesn't take the vials).
Depth 4 Edit
- The Sad Skeleton that was offering a game-crashing quest in the previous version has been totally removed from the current version.
With a Shop
- Old Loran Hunter: He sells different types of bows and crossbows (arbalest for 500 gold, bow gun for 200 gold, crossbow and heavy crossbow both for 400 gold, mini catapult for 500 gold and dragon slayer for 2,500 gold), darts in stacks of 10 for 300 gold and javelins in stacks of 10 for 1,200 gold. This is a very useful shop for huntresses and the only place in the ungeon that they can find/buy ranged weapons other than a t4 crossbow.
- Dweller [Deutsch Gentleman]: He is located inside one of the locked houses. He speaks in half English and half German, at first he asks from the hero just to to leave and then says that he gave to the hero something in order to leave, but nothing appears in the inventory (in the game code the gift is supposed to be 3 throwing knives). If the hero has gained at least two levels in their next interaction, a dialogue window will open with three subjects of discussion. If the "Help him move" option is chosen, he will ask for 3 scrolls of Teleportation, in order to get back to the surface (the other two topics, the Blood Healing and the Scourge trigger no quest). In the code the reward described for this quest is a +5 Mini Catapult and 500 gold pieces, but 3 scrolls of Teleportation are very hard to get gathered until very later than the sewers in the game, in which case there will be no point in making all this distance back for the rewards, so this quest will be getting rarely completed by players.
- Dweller [Female 1 Rude]: She refuses to speak to the heroes and wishes to them to get lost.
- Dweller [Female with no quest 2 German]: They are located inside one of the locked houses. She speaks German at first and then chants for Cthulu.
- Dweller [Rude archer]: He initally swears and refuses to speak to the hero and if the hero insists he first threatens to shoot and then poisons and causes bleeding with a dart. A minor positive in this is that the hero gets 1 free dart drop.
The Sad Ghost appears in the same depths and offers the same quests and rewards as it does in Shattered.
The Old Wandmaker appears in the same depths and offers the same quests and rewards as he does in Shattered PD, but because of the bug of the less keys spawning in prison his rotberry seed and ceremonial candles quests might not be able to get completed, because the rotberry plant and the candles spawn inside locked rooms. His only quest that is always possible to get completed is the corpse dust quest, because this item spawns inside a barricaded and not a locked room. There are no added NPCs in the Prison.
The Troll Blacksmith appears in the same depths and gives the same quests and rewards as he does in Shattered PD. There are no added NPCs in the Caves.
Dwarven Metropolis Edit
The Ambitious Imp appears in the same depths and gives the same quests and rewards as it does in Shattered PD. There are no added NPCs in the Metropolis.
Demon Halls Edit
There are no added NPCs in the Demon Halls.
NPCS with quests in all chapters Edit
Only those that their quests actually work are mentioned (but also those that there is not much point in completing it):
- Blood Minister (depth 1): he asks for 5 plain Blood Vials and raises different hero stats based on the answer he was given about the hero's past.
- Dweller [Deutsch Gentleman] (depth 4): after the hero has gained at least two levels from their last interaction, there is a dialogue option and if the "Help him move" option is chosen, he asks for 3 scrolls of Teleportation, in exchange for a +5 Mini Catapult and 500 gold pieces.
- Dweller [Hungry folks] (depth 1): he asks from the hero for 5 food rations in exchange for a random regular scroll and always a scroll of Upgrade as rewards.
- Dweller [Unnamed male 1 with sword]: almost not a quest, as the hero just has to talk to him twice, in order to offer a +3 t3 sword.
- Gardener (depth 1): he offers the Footwear of Nature artifact in exchange for 10 different seeds.
- Guard Captain (depth 1): he asks from the hero to collect goblin left ears for a reward of 24 gold for each ear.
- Paranormal Investigator Jonathan (depth 1): he asks from the hero to bring him ectoplasms dropped by Exham Priory's rats in depth 1 and Wraiths everywhere in the dungeon for a reward of 35 gold for each.
Prison, Caves, Metropolis
- Old Wandmaker (prison, depths 7/8/9): same with Shattered
- Troll Blacksmith: (caves, depths 12/13/14): same with Shattered
- Ambitious Imp (metropolis, depths 17/18/19): same with Shattered
NPCs with a Shop Edit
Generally about shopkeepers in Survival, in the sewers one shopkeeper with his shop is located on every depth near the depth's entrance. As expected, the first three shops sell the game's containers (on depth 1 this is always the wand holster, and from depth 2 and on they spawn based on the most items out of a container in the hero's inventory). From the prison and on the shops appear in their regular amount of one shop per chapter on the first depth of each chapter. Every shop in Survival sells 3-4 scrolls of Upgrade and 1-2 Elixirs of Beast (+1 Strength +5 HP).
Apart from the Shopkeepers of each chapter after the sewers and the Ambitious Imp, the shopkeeper NPCs of Survival are mostly located in the sewers:
- Ambitious Imp (depth 21): same with Shattered
- Doctor Io (depth 1): she sells plain Blood Vials in stacks of 5 for 750 gold, Medical Kits in stacks of 5 for 175 gold, Oil Uns in stacks of 3 for 150 gold, and a wand of Transfusion for 375 gold.
- Fox-morph Innkeeper (depth 1): they sell regular food rations in stacks of 5 for 250 gold and pasties for 100 gold each.
- No text found! Shopkeeper (depth 4): they sell different types of bows and crossbows (arbalest for 500 gold, bow gun for 200 gold, crossbow and heavy crossbow both for 400 gold, mini catapult for 500 gold and dragon slayer for 2,500 gold), darts in stacks of 10 for 300 gold and javelins in stacks of 10 for 1,200 gold.
- Shopkeepers (depths 1, 2, 3, 4, 6, 11, 16): very similar with Shattered, but one also exists in each sewers' depth and all of them sell 3-4 scrolls of Upgrade and 1-2 Elixirs of Beast (+1 Strength +5 HP).
From depth 4 and on the hero will start receiving steadily 1 sanity damage approximately every 40 turns because of the darkness around him/her, and also some enemies in general (Fetid Rats, Leeches from the leech collector, Wraiths et al.) will damage the hero's sanity as well. Moreover the use of some items also decreases the hero's sanity: reading scrolls of Magic Mapping (-1), drinking potions of Mind Vision (-1) or Blood Vials (-2), eating Soup (-10!) and most heavily using the Madman's Knowledge (-15!).
In contrast using some other items heals sanity: reading scrolls of Recharging (+1), uncursing an item with a scroll of Remove Curse (+1), using a Medical Kit (+2), and most importantly consuming a Sedative potion (+15). Eating food items of higher levels also increases Sanity: Pasty (+1), Slow Roasted Rat (+1), Spiced Sautee Burdock Root (+3), Tender Roasted Baby Carrots (+4), Baked Chicory with Herbs (+8), Meat Pie (+10).
As a result of decreased sanity the hero's affiliation will start changing from "nothing" to various negative states from 100 Sanity and below, and depending on the negative state the hero will be facing different negative consequences:
- "Fearful" and "Hopeless" cause slowness and inrease the rate of sanity damage. It is the most dangerous of the negative states, because the sanity damage rate increasing can lead rather soon to death from 0 sanity.
- "Hallucinated" and "Irrational" cause vertigo and at low sanity levels also alternatively poisoning, spawn wraiths and at very low sanity levels the unique in this affiliation enemy Dark Beast of Loran might spawn instead, which is a wraith variant in most of its combat features but deals heavier damage.
When the sanity counter reaches 0, the hero will die or will be revived by an Ankh, but still with low sanity, 50, and so with low chances of survival for a lot more. There are two ways to avoid death because of low sanity:
- To keep the Oil Lantern constantly lighted from depth 4 and on (it can be getting snuffed when the hero returns to depth 3).
- To cook and eat food items of level 3, that have the beneficial side effect to also increase sanity apart from satisfying hunger more and from their other various buffs and cures. The food items that increase sanity are in order of sanity benefit: Pasty (Loot, No CS, Sanity +1), Slow Roasted Rat (Fried, CS > 25, Sanity +1), Spiced Sautee Burdock Root (Fried, CS > 50, Sanity +3), Tender Roasted Baby Carrots (Fried, CS > 50, Sanity +4), Baked Chicory with Herbs (Fried, CS > 95, Sanity +8), Meat Pie (Alchemy Pot, energy 9, CS has no effect, Sanity +10) From these six food items only the pasty can be bought or found in the dungeon while the meat pie needs no cooking skill but only the right materials and an active alchemy pot, it consumes a lot of alchemical energy though. The other four can only be cooked, so the hero wil have to find the necessary raw materials and also have sufficient cooking skill, or else the lower level variant will be cooked instead. Be careful because there is also a food item that decreases sanity much, by -10, the Hunter's Soup served on depth 2.
- To use Medical Kits (+2) or Sedative potions (+15). Both are available for purchase only from Doctor Io's clinic on depth 1.
As by depth 4 the hero will most probably not have the cooking skill or the raw materials needed in order to cook enough high level food items, keeping the oil lantern constantly lighted will be in the beginning the only way for him/her to keep some sanity in the dungeon. It is in any case reasonable to buy all available oil urns from the depth 1 shop before proceeding for good to the latter part of the dungeon. Have also in mind that wraiths' attacks almost always decrease sanity, so when the hero's sanity is mediocre and especially when it is low, it is better not to disturb non-armory tombstones, because these contain random and often not significant loot and sometimes wraiths attack upon spawning, which is automatically -4 sanity. Digging might also spawn a wraith so at low sanity levels this should also be avoided.
Also, a detail related to sanity maintenance is that when a boss depth gets locked, apart from hunger not getting worse there is also no sanity damage even with the lantern snuffed, so you can save a bit of oil while fighting a boss.
- Most of Shattered's wands remain: Blast Wave, Corrosion, Corruption, Disintegration, Fireblast, Frost, Lightning, Magic Missile, Prismatic Light, Regrowth, Transfusion. The wands of Living Earth and Warding are mentioned in Survival PD's game code but don't spawn currently.
- The Old Hunter Lantern starting item is actually an upgradeable wand that has at 0 level 2 available zaps dealing 7-12 damage and also having a chance to create a "Old Hunter Spirit" minion with the sprite of a caves hunter that will attack the target and will be getting self-healed with its succesful hits (only one minion can be active on the same depth, and subsequent zaps with the lantern heal the active minion and don't create a second one). If the minion survives the fight and there are other enemies in its field of vision, it will attack them as well, but it will get self-destroyed when there aren't any more enemies around. At level 0 of the lantern this minion is very weak but is still a good distraction for enemies. Note that second part of the Lantenrn's game description is copied and pasted from the wand of Living Earth in Shattered PD and is slightly incaccurate. As the hunter's lantern is considered a wand by the game it gets stored in the wand holster, can be a reward of the Old Wandmaker and can get imbued to the mage's staff, which then becomes an Old Hunter Lantern staff (its scaling with upgrades is +0 / +2). Apart from the explicit increase in its damage with upgrades, its spawned minion gains also attack power and evasion with each upgrade. Successful melee hits with a staff imbued with this wand by a battlemage also heal the minion a bit. As it gets implied by the lantern's second ppart of game description, the hunter lantern is very similar to the wand of Living Earth from Shattered PD, because of the subsequent wand zaps / successful melee hits with the battlemage's staff healing the minion and of the minion's despawning when there are no more enemies around. It gets transmuted to a regular wand and rarely it can also be found as loot like the rest of the wands. This item is also rarely found as loot in the dungeon.
- Because of the very high stats of enemies in Caves and of the Mage's Staff dealing very low melee damage for them, a battlemage build with most upgrades to the imbued staff doesn't work well in Survival, even when the wands are of Disintegration/ Fireblast/ Lightning (enemies are many, charges get spent quickly, and the mage is left with only a low damage dealing staff in melee) and so it is more reasonable to put at least some upgrades also to a t4 or t5 melee weapon when you are doing a battlemage run.
Moreover, melee weapons found/dropped as loot or sold in shops can now display five different qualities (ordered from lower to higher): Worn, Used, Normal, Good, Well Crafted, which is randomly decided when weapons are dropped from enemies or generated in a shop. This affects their buying/selling price and also the damage they deal (worn has the lowest and well crafted the highest for each weapon type, but high tier weapons are most often either well crafted or of no quality). Sometimes no quality is displayed for a weapon, which is always the case for the starting weapons of each class and for most of the new weapons that have been added (the only exception is the Old Hunter's Scythe which spawns always well-crafted).
The new melee weapons of Survival are (stats are those of either no quality or of the only available quality):
- Club: t3, -speed, d. 3-16, +1/+4. It exists also in current Overgrown but with diffferent damage stats.
- Katana: t4, d. 4-18, +speed, +1/+3. It exists also in current Overgrown but with diffferent damage stats.
- Knife Glove: t2, d. 2-9, +speed, causes bleeding, +1/+2. It is basically the Claw Glove of current Overgrown but with diffferent damage stats.
- Old Hunter's Scythe (formerly Old Hunter's Sword): It has existed for some time in Survival PD, but it has been changed in the current version: it is still a tier 5 weapon, but it now has a tier 3 scaling. Damage: 6-15 (it is always sold at level +1), +1 range, -accuracy, energy stored 100/100 > d. +0 - 12, scaling +1 / +3. It is never dropped by enemies or found as loot and is only sold always in the depth 1 shop and occasionally in the other dungon shops always in well-crafted quality. This is an original addition of Survival PD to the weapons of Shattered PD/Overgrown PD (even though the Scythe exists in Overgrown PD, it has totally different features there), but it should be noted that it somewhat emulates the Necroblade of Skillful PD. While still unidentified its stats are displayed inaccurately and it does not show all of its options. The Old Hunter's Scythe with each kill stores one charge in it, and every 10 charges it gains appr. +1 max damage (with full 100 charges its bonus max. damage gets up to +12). At 25/100 charges it also starts giving the "Heal" option which heals appr. 30% of the hero's max HP and at 100/100 gives an Upgrade option which is +1 upgrade level to the scythe. As the enemies spawning in Survival PD are many and respawn often, the scythe can get many extra levels just by using this option. One is always sold at the depth 1 shop (occasionaly also in the shops of prison, caves etc. even though it is a tier 5 weapon) and because of its method of additional upgrading, it is reasonable to get bought and upgraded as a main weapon for later, if nothing better spawns in the first depths, because the Caves can't be survived without a highly upgraded weapon of a higher tier. It will also get turned to a familiar tier 5 weapon with a scroll of Transmutation.
- Knife on a stick: t2. d. 2-8, -speed, +2 reach, +1/+3. From previous Overgrown, it is not available anymore there.
- Rapier: t3. d. 3-8, ++speed, +1/+3. It exists also in current Overgrown but with diffferent damage stats.
- Scythe: t3, d. 3-16, -speed, +2 reach, +1/+4. It exists also in current Overgrown but with diffferent damage stats.
There are also two items that can be equipped as melee weapons, but this is not their main function: a) The Frying Pan does not display any stats, but in the game code it is considered a t1 weapon with a strength requirement of 9, which deals 1-2 damage. It can't get upgraded, and its minimal damage makes it totally unsuitable to be used as a weapon. b) The Shovel also does not display any stats, but in the game code it is considered a t2 weapon (it needs 14 strength to get equipped though), and is described as dealing 2-15 damage. It can get upgraded, and it is reasonable to assume that it will have a +1/+3 scaling because of its tier, but there is really no point in upgrading it, or even equipping it as a melee weapon, because all the other t3 alternatives that have a 14 str. req. have better stats.
Also five totally new ranged weapons have been added, which are all original additions (the stats of all are of no quality):
- Bow Gun: d. 2-4, shoots pebbles, +1/+1.
- "Pebbles" is Survival PD's name in its ranged weapons' descriptions for the throwing stones. They are found by using the "Search" option of the ranged weapon while the hero is over any dungeon tile but they are not sold in shops (occasionally the hero also finds a bit of gold or a thrown weapon other than pebbles while searching for them). Unlike darts throwing stones break, but the hero can search for pebbles everywhere, so this is almost never a problem, as long as the hero stop once in a while to search for pebbles, in order to avoid ending up with no ammunition. At level 5 the Bow Gun starts dealing area damage by shattering the pebbles on hit.
- Crossbow: t4, d. 4-20, shoots darts, +1/+4. It is the same in its stats with the crossbow of Shattered, and is listed here only for its secondary differences. This is the only ranged weapon that can be found as loot in the dungeon or get dropped by enemies (specifically huntsmen with swords and torches in the caves have a 5% chance to drop it). Also it is the only ranged weapon that can spawn in various qualities as loot, but in the depth 4 shop it always spawns with no quality.
- Heavy Crossbow: t4, d. 4-25, shoots darts, +1/+4. Putting the detail of base damage aside (it has +5 max. more), it is almost the same with the crossbow of Shattered (same sprite with crossbow)
- Arbalest: d. 5-34, shoots darts, +1/+5 (same sprite with crossbow)
- Dragon Slayer: d. 5-30, shoots javelins which create an explosion on hit, +1/+5.
- This seems the best among the new ranged weapons because it combines the heavy damage of the javelins with a very good damage of a t5 weapon, but unlike darts javelins break after 5 uses and 10 are sold for 1,200 gold in the depth 4 shop, so they are surely not restocked easily. As a result the only way for it to get used without spending its ammunition very soon is basically as a melee weapon and as a ranged weapon only against many enemies or in boss fights. The t5 arbalest is a much more reliable choice for a huntress in late game.
- Mini Catapult: d. 5-30, shoots pebbles, +1/+1 (same sprite with crossbow). See bow gun above about pebbles/throwing stones. Because of its very low damage scaling this is not the best choice for a huntress in late game as well.
All of these ranged weapons apart from the plain crossbow are only sold by the No text found! Shopkeeper on depth 4 and they are never found or dropped as loot. They are sold there along with javelins and darts. The plain crossbow is the only ranged weapon that can be found or dropped as loot in the dungeon (huntsmen specifically with torch or sword have a 5% chance to drop one). Moreover, the Spirit Bow of the huntress is a bit bugged, and it does not show the levels it gains with level ups, but its damage actually increases as the heroine progresses, similarly to Shattered's spirit bow. There is also the Final Caress thrown weapon added, which is unique to the Rogue class and is a throwing knife variant that doesn't break invisibility and has infinite durability (t1. d. 2-19).
The weapon enchantments of Survival are those of older Shattered (Blazing, Chilling, Dazzling, Eldritch, Grim, Lucky, Projecting, Shocking, Stunning, Unstable, Vampiric, Venomous, Vorpal) along with those added in Overgrown (Absorbing, Consumption, Disintegrating, Explosion, Flashing, Midas, Momentum, Smashing, Teleporting, Time Reset, Whirlwind). The weapon curses are those of older Shattered (Annoying, Displacing, Elastic, Exhausting, Fragile, Friendly, Sacrificial, Wayward)
Side note Edit
Survival Pixel Dungeon in its current form is a mod of Overgrown Pixel Dungeon, the developer of which Anonymous PD/Typedscroll along with all of his mods is banned from the PD subreddit due to an unfortunate decision he has made in the game features of his mod Lovecraft PD. That said, Survival Pixel Dungeon is not banned in the PD subreddit, even though it is a mod of the banned Overgrown PD mod, as Luna had no involvement in that unfortunate decision, so posts about Survival PD can be published without any issue there.
Unfortunately this mod has also six bugs, with one of them (mentioned first in the list below) being permanently game-crashing. Nevertheless it should be acknowledged to the developer of Survival PD that currently most of these bugs have been "inherited" from Overgrown PD and only those mentioned first (which is sadly the most serious among all) and third are "original features" of Survival PD. On a positive note, the bug mentioned last in the list has also positive aspects for the player.
Game-crashing and ruining the run - Metropolis
- In the Metropolis in many runs after the hero tries to descend to a new depth by either the stairs or falling into a chasm the game crashes and keeps crashing every time the player opens this run and tries descending again.
Game-crashing but not ruining the run - Pressure plates
- Examining the Pressure Plate in a flooded vault with piranhas crashes the game. Fortunately the game resumes from the point before examining the plate, so the run does not get ruined.
Not game-crashing - Flawed depth & item generation
- It is uncertain if this is a deliberate decision by the developer, a bug, or a combination of both, but in the Prison chapter progression consumables (potions of Strength and scrolls of Upgrade) start spawning in minimal amounts or don't spawn at all, and their generation becomes normal again in the Caves. A bug of the prison is for sure that locked rooms with loot spawn in this chapter but almost never keys to unlock them as well, unless the key is inside a chest or in the skeletal remains of a pit room (but in this case there will be no other locked rooms on the depth). In any case the keys in prison are most of the times either less than the locked rooms of each depth or don't exist at all. The spawning of keys also becomes normal again from the Caves and on. Anyways the hero will have to go back to the Sewers and buy as many scrolls of Upgrade and probably also a few elixirs of Beast, to be able to equip higher tier items and highly uprade them, because surviving the Caves will be otherwise impossible.
- Rarely there is a chasm room generated in a depth but not a pit room in the depth below it, so the hero only gets falling and bleeding damage from jumping into the chasm.
- Three artifacts can't get charged so they end up useless: the Alchemist's Toolkit, Horn of Plenty, and Master Thieves' Armband. Also the secondary ability "Root" of the Footwear of Nature is bugged, can't get charged by stepping on high grass, and can't get used, but otherwise this artifact works properly.
With positive aspects also - Alchemy
- A "positive" bug of Overgrown PD that exists also in Survival PD is that alchemy pots work as having unlimited alchemical energy for all the potions associated with the new plants, for all the exotic potions and all the potions brewed with more than one type of familiar seeds, but require energy for the familiar potions brewed with 3 same seeds, brews, catalysts, elixirs, bombs, cooking, and for scrolls and spells in general.
- Unfortunately the bugs related to alchemy do not end here. Some of the regular and exotic potions have either no effect/crash the game temporarily, a same or worse exotic effect with that of the regular potion's or their effect fades away instantly, so in all of these cases there is point in brewing them (Time, Earthquake, Infernal Heat, Mutation, Super Power, Time Stop, Torment). There is one more minor bug related to the new potions as sometimes there are inaccurate warnings for throwing a beneficial potion or drinikng a harmful potion, although the actual effect is the opposite.