|Yet Another Pixel Dungeon|
|#42 Released mod|
This mod is based on the source code of Pixel Dungeon v.1.7.5. It began as a small project with the goal to improve the original game here or there but has since gradually grown into something much, much bigger.
What makes this mod different from other mods is that it is mostly focused on tweaking game mechanics in order to make the game more interesting, diverse and balanced. It adds quite a few new things though, including new items, enemies and rooms. Despite all of this, it is still a tribute to the original game in its spirit, as general gameplay and visual style were left unchanged.
All that said, anyone who is familiar with the original game will have much to learn again in YAPD. It increases the game's difficulty a bit, but with enough time and experience, it is not much more difficult than the original game. Especially considering that YAPD aims at being much more honest about its mechanics, featuring more detailed item descriptions and a huge list of loading tips (descriptions of wands, rings and buffs are coming later).
- There are four difficulty options to provide an adequate challenge for every type of player.
- Character classes have been reworked and now have different strengths and weaknesses.
- There's a variety of equipment options - dual wielding, firearms, shields, and more!
- All bosses have been completely or partially reworked and are now even more epic!
- New items, enemies, traps, and interactions added between them!
- Many old enemies gained new abilities or have been moved to other parts of the dungeon.
- Loading tips and more detailed information about items and character stats.
- The user interface has been improved - auto-aiming, extended journal and other stuff.
- Both new and modified potions, scrolls, wands, rings and other items...
- Healing, stealth, wand usage and item durability systems have been reworked!
- Most enchantments on the weapons and armor now are more powerful than before.
- The environment now affects stealth and evasion, encouraging a more tactical approach.
- Seeds have been reworked: now you find herbs, not seeds, and stepping on them has no effect. Instead, they are used for brewing potions and you can also eat them to satisfy a little hunger and you'll experience secondary beneficial effects.
- Each chapter now contains six depths (for a total of 31 floors instead of 26).
- Shops are now on every fifth depth, and their assortment has become more varied.
- Even more features are coming later since this project is still in development!
- Main article: Characters
YetAnotherPD keeps the same amount of classes, but instead of perks, it makes classes be different in their starting stats and their growth rate. The main intent was to stick to the formula "everyone can do everything, but not everyone can do everything well." Perks are going to be back, but as subclass bonuses.
Important: There aren't any subclasses in the game right now, but they will be back, and they will work in a more interesting and gradual manner.
- Warrior - bonus strength and vitality, decreased dexterity and stealth
- Brigand - bonus dexterity and stealth, decreased magic power (named "magic skill" in previous versions) and attunement (formerly willpower)
- Scholar - bonus magic power (formerly magic skill) and attunement (named "willpower" in previous versions), decreased accuracy and perception
- Acolyte - bonus accuracy and perception, decreased strength and vitality
Depth Generation - Gold, Room types, Terrains and Level Feelings Edit
In YetAnotherPD gold generation per gold pile ranges from (30 + depth * 4) to (60 + depth * 8) so it will grow from 34-68 at the first depth to 150-300 at the 30th depth (gold piles are not generated on the 30th depth, but the gold loot dropped by Yog-Dzewa is calculated based on this). Regular enemies on each depth drop only a fraction of the normally expected gold from a gold pile, so their loot increases with depths but it is always lower in comparison to the gold piles of their depth.
Special Room types Edit
The special rooms of Original PD are mostly kept the same, with one important and some secondary differences:
- Both the Collapsed Floor room and the Pit room that it leads to in Original PD have been removed from YetAnotherPD. Falling into a chasm in YetAnotherPD leads always only to damage and bleeding.
- Sacrificial chambers don't exist in YetAnother PD.
- Statue rooms always contain two Animated Statues that guard an item on display on a pedestal, while Animated Statues themselves never drop anything. In depths with this type of room, a potion of Invisibility always spawns as well.
- Blocked Storage rooms are always blocked by barricades. Sometimes a barricaded storage room will contain bookshelf tiles and skeletal remains with loot, usually 2, a variant that does not exist in Original PD.
- Trapped vaults are only filled with either Summoning or Toxic Gas traps.
- Well rooms are kept but they only contain Water wells, an adaptation of the well of Health of Original PD. Wells of Knowledge and Transmutation have been removed from YetAnotherPD.
YetAnotherPD's depth generation in regards to terrain is somewhat different from that of Original PD and so are its level feelings. Apart from "normal" depths with no level feeling and no special features, there are also depths:
- Flooded: "You hear the water splashing around you." The depth is filled with water and also there is a 33% chance a piranha to be placed on a water tile instead of a regular enemy (they do not spawn in groups by default though).
- Haunted: "Eerie feeling sends shivers down your spine." There is a 20% chance that a Wraith will spawn in the place of a regular enemy either during depth generation or in enemy respawning.
- Overgrown: "The smell of vegetation is thick in the air." There is a lot more high grass and plants. Animated Statues also have a 25% chance to spawn hiding among high grass instead of a regular enemy, without guarding any item.
- Secretive: "The atmosphere hints that this floor hides many secrets." More gold loot but also more traps and mimics spawn without a specific chance determined.
There is no Night Mode in YetAnotherPD and thus no relevant level feeling, and also the Chasms terrain doesn't get introduced with a level feeling or have a higher chance of special enemies spawning. Also, a recent change in YetAnotherPD was that once an item/ a heap of items is found, it remains visible to the player, despite the fog of war.
Enemies: Regular and Special Edit
- Main article: Enemies Regular and Special
Some of the enemies have been moved to other chapters, and almost all of them have had their abilities changed in one way or another. Additionally, all of the enemies are now divided into four categories (Evasive, Accurate, Ranged and Strong/Healthy), with their stats being calculated depending on the current chapter, their XP value and category. Among the regular enemies there are also enemies which are Magical, with shared resistances and weaknesses, and a separate group of enemies which are Special, meaning that they are more dangerous and can appear in any chapter, far less often than the chapter's regular enemies though.
Enemies: Chapter Bosses and Yog-Dzewa Edit
- Main article: Chapter Bosses
Some of the bosses (Goo, Dwarf King) have been reworked to be more challenging and interesting. Other bosses are going to be reworked as well, but currently they are simply buffed somewhat.
There aren't any new chapter bosses in the game right now, but alternative bosses are planned and will be implemented sooner or later (most likely later though). The current chapter bosses of YetAnotherPD are the same with those of Original PD, but all with differences in their behavior and attacks (folow link above for details):
Yog-Dzewa is almost the same with the boss of Original PD, with its only difference being that it doesn't spawn larvae on hit. The Burning and Rotting Fist are also almost exactly the same in behavior with those of Original PD (follow links for details), with a minor difference being that the Rotting Fist also releases Corrosive gas. Lastly, an extra difference is created by the availability of the Bomb Bundle item in YetAnotherPD, as four of them can take down a Fist in Normal difficulty. As all the previous chapter bosses, Yog-Dzewa drops gold, from 1,150 up to 2,100 gold pieces.
- Main article: Mechanics
Most of the game mechanics have been changed. There are new attributes now; most of the old attributes had their effects changed (at least slightly), and there are lots of things to learn anew. It is highly recommended to get familiar with the main article for a better understanding of how the game works now.
- Dexterity (in YAPD it is synonym with evasion)
- Magic power (formerly Magic skill)
- Attunement (formerly Willpower)
Alchemy - Herbs Edit
- Main article: Alchemy - Herbs
Alchemy is redesigned as a whole in YetAnotherPD. Now you find herbs, not seeds, and stepping on them has no effect. Instead, they are used for brewing potions and you can also eat them to satisfy hunger. Until recently in YetAnotherPD sometimes you would suffer secondary effects by eating them, but eating herbs has only beneficial effects now.
- Main article: Armor & Shields
Armors have been divided into several categories. Light and heavy armors differ only in their armor class, strength requirements and weight penalties, but Cloth Armor also provides bonuses to one of the wearer's attributes (the Rogue Garb increases stealth, the Mystic Robe increases attunement - formerly named willpower, and the Elven Cloak increases perception). This bonus is equal to 5 % + 5 % per upgrade level. All types of armor can get found enchanted or cursed or they can become enchanted / get sold already enchanted.
Shields can be used in your offhand slot. They increase your armor class while wielded, but they also can be enchanted / cursed like armors, and they can be used to block attacks (weapons can be used for that as well while dual-wielded or when one hand is empty), allowing to counter attack your enemy with 100 % chance to hit and bonus damage if both block and counter checks were successful.
Important: There isn't special class armor in the game right now and most likely will never be. The sprites of the older class armor have been used for Cloth Armor.
- Cloth armors - Rogue Garb, Mystic Robe, Elven Cloak
- Light armors - Studded Armor, Mail Armor, Scale Armor
- Heavy armors - Disc Armor, Splint Armor, Plate Armor
- Shields - Round Shield, Kite Shield, Tower Shield
Like in Original PD and most other mods, there are various badges in YetAnotherPD with some of them higher in hierarchy, that replace the lower badges with a higher badge. Some badges of Original PD are missing though, and some new badges are added. The badges of YetAnotherPD are:
- 10 Enemies slain > 50 enemies slain > 150 enemies slain > 250 enemies slain
- 100 Gold collected > 500 gold collected > 2,500 gold collected > 7,500 gold collected
- Level 16 reached > Level 21 reached > Level 26 reached > Level 31 reached (this last badge is obtainable only by drinking potions of Wisdom, as at level 30 no enemy gives XP apart from Yog, whose XP is not enough for the hero to reach level 31)
- All potions identified
- All scrolls identified
- All bags bought
- 1st boss slain > 2nd boss slain > 3rd boss slain > 4th boss slain
- 1st boss slain by Warrior, Scholar, Brigand & Acolyte
- 1 potion of Strength used > 3 potions of Strength used > 6 potions of Strength used > 10 potions of Strength used
- 10 pieces of food eaten > 20 pieces of food eaten > 30 pieces of food eaten > 40 pieces of food eaten
- 1 scroll of Upgrade used > 3 scrolls of Upgrade used > 6 scrolls of Upgrade used > 10 scrolls of Upgrade used
- Amulet of Yendor obtained on Easy difficulty > Amulet of Yendor obtained on Normal difficulty > Amulet of Yendor obtained on Hardcore difficulty > Amulet of Yendor obtained on Impossible difficulty
- 3 potions cooked > 6 potions cooked > 9 potions cooked > 12 potions cooked
- Happy end
Note that many of the badges mentioned in the YetAnotherPD github are currently unobtainable in it (for example the "Monster killed by an unholy weapon" or the "All rings identified" badges), so they are missing from this list.
Also, a feature added recently was that doors in the starting room of the 2nd depth are hidden until certain badges get unlocked, as a mini-tutorial in searching for the new player, but they become visible after the any of the "1 potion of Strength used / 1 scroll of Upgrade used / 1st boss slain" badges has been obtained.
- Main article: Curses
Another difference of YetAnotherPD is in its curses. Unlike Original PD and most other mods, YAPD's armor and weapon curses are most of the times its enchantments and glyphs reversed: for example the glyph of acid ward, which covers enemies in caustic ooze on hit and decreases damage from acids, is reversed to the curse of corrosion, which covers the hero in caustic ooze on hit. This difference creates one extra difference, that when a weapon or armor gets uncursed specifically by a scroll of Upgrade, its curse is reversed to to the relevant enchantment (so the armor of corrosion of the example will become an armor of acid ward) but is not upgraded. Sometimes weapons and armors have "plain curses" without any effect though, and in this case the scroll of Upgrade will just uncurse and not enchant them as well. Cursed rings will have the opposite effect from their uncursed version (for example a cursed ring of Shadows will reduce the hero's stealth), and cursed wands will miscast or have negative effects for the hero (they sometimes work as if they are not cursed though). All cursed items are non-unequippable and might have negative levels down to -3 like in Original PD.
Generally items sold in shops, given as quest rewards, guarded by two animated statues or found inside tombstones are never cursed, and items found in skeletal remains that spawn a wraith are not necessarily cursed (the last two are the most important to keep in mind, as many mods apply the exact opposite). Items guarded by piranhas or found in trapped vaults can be cused though, still with a lower chance than the loot found in the regular dungeon rooms. Also recently in YetAnotherPD curse chances for rings/wands have become dependent on chapter rather than depth number. No cursed rings/wands (but also no upgraded rings/wands) are supposed to spawn in the Sewers, but later in the game the chance to get blessed/cursed rings/wands should grow to almost as high as 50%/50% chances. This does not apply to cursed weapons or armors though, which can spawn as early as depth 1 of the Sewers.
There is no scroll of Remove Curse in YetAnotherPD, but there are a few alternative ways of uncursing:
- The scroll of Banishment apart from disrupting evil magic and harming magical enemies will also attempt to uncurse the whole inventory, most often decreasing all negative levels to zero (but always from 1 to 3 negative levels in all items).
- Getting resurrected by an Ankh will also attempt to uncurse the whole inventory, most often decreasing all negative levels to zero (but always from 1 to 3 negative levels in all items).
- A potion of Blessing in its area of effect (either thrown or drunk by the hero, in which case its effect will also apply in the hero's inventory) will decrease the negative levels of cursed items from 1 up to 3 levels.
- Scrolls of Enchantment and Upgrade will also attempt to uncurse fully an item, very often decreasing its negative level to zero (but always from 1 to 3 negative levels). If the item has a curse with a specific effect, the scroll of Upgrade will reverse the curse to the relevant enchantment but will not upgrade it, while the scroll of Enchantment will just erase the curse and will not enchant the item as well. Cursed items with no specific effect behave differently: both the scroll of Upgrade and the scroll of Enchantment will just erase the curse and will not upgrade ot enchant the item as well.
In YetAnotherPD there are no challenges at all, like there are in Original PD and most other mods. Players who wish to challenge themselves should try instead the Hard and Impossible difficulties. There are four difficulties available in YetAnotherPD:
- Player character receives less damage.
- Bosses have 20% less health.
- Mobs have their health minimized.
- Players can't earn any badges on this difficulty,
- Player character receives normal damage.
- Bosses have normal health.
- Mobs have their health randomized.
- This difficulty has no special features.
- Player character receives normal damage.
- Bosses have 20% more health.
- Mobs have their health maximized.
- Players have to beat the game on Normal to unlock this difficulty.
- Player character receives more damage.
- Bosses have 50% more health.
- Mobs have their health maximized.
- Players have to beat the game on Hardcore to unlock this difficulty.
Eating and Food items Edit
The hunger mechanics of YetAnotherPD are not very different from Original PD and most other mods, but there are a few differences.
- Starving at first doesn't hurt the hero, but only blocks regeneration. After the passing of a good amount of turns (appr. 200) it gets abruptly damaging and afterwards very damaging (the messages are: "starving gets worse", and "starving becomes unbearable"). Before the Metropolis, where food gets plenty because of the dwarf monk drops, it is better to eat only when the damaging phase of starvation starts or when you want to rest and heal.
- Regeneration is also affected positively by the satiety of the hero: heroes with the "Satiated" buff gain +50% regeneration rate (it is named "Overfed" in other mods and is gained in YetAnotherPD by eating food items that would move the satiety counter beyond 100% if that was possible), and in contrast "Hungry" heroes lose -50% regeneration rate. Nevertheless, heroes becomes "Hungry" in YetAnother PD when the satiety counter reaches 25% and not earlier.
- Until recently YetAnotherPD's food items were basically the same with Original PD, with only the extra option of herbs being edible (but not cookable), for their beneficial effects and not their nutritional value though, as they restored very little satiety. This has been changed and raw meat is now safe to eat and it can also be cooked with herbs, to restore more satiety and also grant the herb's beneficial effect for an extended amount of turns. You can read details about these changes here.
- Eating a plain herb restores 5% satiety, burned meat 15%, cooked meat 25%, a small ration 50%, a ration of food 75%, and a dwarven pasty 100% satiety (it is the only food item that can get the hero from "Starving" directly to "Satiated"). All food items apart from plain herbs require 3 turns to get eaten.
Healing - Waterskin - Water Wells Edit
This is an innovation of YetAnotherPD which basically replaces the dew vial of Original PD and most mods. All classes start with a full waterskin containing 5 portions of water, from which the hero can Drink when in low HP to partially restore his/her health. One waterskin is sold in each dungeon shop, so the hero who reaches the Demon Halls and has bought all waterskins will have 10 portions of water available in a full waterskin. The waterskin is a part of the inventory by default and cannot get dropped or sold.
|These are a receptacles made for storing water. Quaffing from one recovers part of the lost health. They can be refilled in wells. Any additional waterskins obtained will increase the amount of water you can carry with you.|
Each game chapter spawns at least one Water Well on its fourth depth, which the hero can use to fill his/her waterskin and is a creative adaptation of Original PD's Well of Health (the hero cannot heal by just stepping in YetAnotherPD's Water Well though). Additional water wells might spawn in each chapter, but at least one, that of the fourth depth, is guaranteed. The amount of water in the wells increases from 4-8 in the first chapter to 8-12 in the last one, but that's only if the well was generated on the fourth depth of the chapter (the amount is halved otherwise).
|The water in this well looks clean and fresh. Looks like you can refill your water supplies here.|
Apart from "Drink" the waterskin gives also the option to "Pour" water, which can be used to: a) extinguish fire, b) wash off caustic ooze, and c) water tiles with low grass to make them grow high grass, and water tiles of high grass to make them grow a random herb. The wells of Awareness and Transmutation are removed from YetAnotherPD.
Recently a water well has also begun to spawn always on the 25th depth and a new feature was added to potions of Thunderstorm that now can be used to refill wells.
Items' level cap, degradation, enchanting, upgrading Edit
Upgrading items in YetAnother PD is limited to +3 level without any exception, but the items' stats are also rebalanced accordingly and a high quality +3 weapon or armor is very strong even in Impossible difficulty. Nevertheless no ring or wand can get so strong with upgrades that the hero's survival can rely mostly on them like in some other mods.
A difference with most mods and a similarity with Original PD is that armors, wands, melee and ranged weapons in YetAnotherPD degrade by getting used (but not rings); nevertheless, degradation is generally much slower than that of Original PD - in contrast to Original PD items degrade slower the more they are upgraded, an inversion of the degradation of Original PD. You can read details about the specific speed of degradation for each type and level of item in the Mechanics page.
Also there are all types of repairing items available: arcane batteries for wands, armorer's kits for shields and all armors apart from cloth, crafting kits for cloth armors and ranged weapons, whetstones for melee weapons, while upgrading repairs items as well. Generally, with a bit of occasional care for the hero's equipped items, players will never find degradation a problem in YetAnotherPD.
|Armorer's kit (X/3)|
|Using this kit of small tools and materials anybody can repair any armors (except cloth armors) or shields in a quite short amount of time. No skills in tailoring, leatherworking or blacksmithing are required, but it has enough materials for only [X] usages.|
|Arcane battery (X/3)|
|This is a narrow piece of some dark, very hard stone. Using it, you can partially recharge core of any magic wand, restoring its condition to a better level. This battery can be used [X] times more.|
|Crafting kit (X/3)|
|The instruments and materials in this toolkit cannot be used to repair a battle axe or a mail armor. However, they can be used to fix some other things, like bows, slings, flintlock weapons or cloth armors. Currently, it has enough materials for [X] usages.|
|Using a whetstone, you can repair your melee weapons, bringing them back to their former glory. This whetstone can be used [X] times more.|
[All these items repair one degradation bar of degraded equipment with each use, so for an item in horrible condition to get in perfect condition, 3 uses will be needed and the repairing item will get eventually spent. Nevertheless, most items are neither found in horrible nor in perfect condition but in the intermediate states of degradation: bad (2 bars missing) and good (1 bar missing).]
Note that the hero will find as loot in the dungeon armors, wands and weapons in various states of degradation and only rarely in perfect condition, and those in bad quality if left unrepaired will be far worse than their undegraded version and worse than items of lower quality but in better condition. The most extreme example is the cloth armor that when it is totally degraded/in horrible condition it offers no defense at all, 0. All items, identified and unidentified, display the expected state of the the item's stats because of its degradation state, so always check them before trying a new item and compare its actual stats with your current equippment's, as there might be no point in trying the new item unless you repair it.
Although the Troll Blacksmith still reforges an item and adds its levels to another similar item of choice, the Scholar's wand of Magic Missile and the Warrior's Short Sword are not disenchanted/reforged to upgrade a wand or melee weapon anymore.
Lastly, scrolls of Enchantment and Upgrade in YetAnotherPD behave differently depending on the state of the item they are applied to:
|Scr. of Enchantment||Scr. of Upgrade|
|Uncursed unenchanted armor or weapon||Enchants||Upgrades*|
|Uncursed enchanted armor or weapon||Upgrades||Upgrades|
|Cursed unenchanted** armor or weapon||Uncurses||Uncurses|
|Cursed enchanted** armor or weapon||Uncurses||Transforms curse to enchantment|
|Uncursed ring or wand||Upgrades||Upgrades|
|Cursed ring or wand||Uncurses||Uncurses|
|Unenchanted armor or weapon of +3 level***||Enchants||Repairs only or nothing|
|Enchanted armor or weapon of +3 level||Enchants||Repairs only or nothing|
|Ring or wand of +3 level||Transmutes||Repairs only or nothing|
* Upgrading items in non-perfect condition always also repairs one degradation bar in them.
** Cursed enchanted armors or weapons are named those that they have a specific malicious "enchantment" - curse, like for example the armor curse of Corrosion or the weapon curse of Mercy. These curses are transformed to their equivalent enchantments when a scroll of Upgrade is applied to the item (in the specific cases that were already mentioned the armor will get the Acid Ward enchantment and the weapon the Heroic enchantment) but they are not upgraded as well. Cursed unenchanted armors and weapons have curses with no special features and are just uncursed by the scroll of Upgrade and neither get enchanted nor upgraded.
*** To combine the two different parts of the table, an already enchanted armor or weapon from levels 0 to +2 will be upgraded by a scroll of Enchantment, but at level +3 it will get another enchantment instead.
Light - hero's Oil Lantern Edit
The Oil Lantern item has been added to YetAnotherPD, which somewhat replaces the Original PD's torches, but its functionality is more complex in comparison to them. All classes start with an oil lantern filled to 100% which can be used to "Light" the surroundings or "Burn" a tile of choice, but the second option becomes available only after the hero has a spare oil flask stored in the inventory/lantern. Lighting will increase immensely the hero's range of vision and his/her ability to detect hidden doors or traps, but it will also negate any stealth he/she has and will make him/her very easily detectable by enemies. When the hero no longer needs increased light he/she can "Snuff" the lantern.
| This lamp from a hardened glass is an indispensable item in the dungeon, which is notorious for its poor ambient lighting. Even in the darkest of dungeons, this simple device can illuminate your way, provided that you've got oil flasks to keep it alight. You have [X] oz. of oil left and [Y] spare flasks remaining.
When lighted: This small lantern shines vigorously, brighting your day.
When snuffed: This small lantern is snuffed out, waiting for its moment to shine.
The oil lantern can be filled with extra oil flasks found in the dungeon: there are always two oil flasks per chapter, plus one in every shop, and there is also a low chance to find more among the normally generated loot (so there is no hard cap, but at least 15 oil flasks per run are guaranteed to spawn).
|This container holds 10 oz of lantern oil. You can use it to refill your lantern or pour on something to burn it. [It is automatically stored in the lantern and is never displayed as a separate item in the hero's inventory.]|
The lantern will never display a percentage higher than 100% after an oil flask gets added to it, but it will have the numbers 2, 3 etc. displayed at its top right. Lighting spends 1% of the lantern's oil every 4 turns, but Burning will consume all the lantern's oil at once and it will either make it to become refilled, or with no extra oil flasks availabe to become temporary unusable. The Oil Lantern is always a part of the inventory and cannot get dropped or sold.
- Main article: Potions
Potions have been made in such a way, so they are more balanced against each other, with no potion being too powerful or too situative. Also, they became more dangerous to identify them by use, but this means that they are more useful once identified.
Additionally, potions have been designed in such a way so that there isn't an optimal way to identify all of them in a single session - for example, while the potion of Liquid Flame is much less dangerous if there is water nearby, the potion of Thunderstorm has increased damage if you are standing on a water tile.
The effect of most potions (except potions of Strength/Wisdom) depends on the amount of potions identified, so their duration/effect is usually increased by 1 turn/10 percent for every known potion (except potions of Strength/Wisdom). It is like a simplistic representation of an "Alchemy" skill.
- Potion of Blessing
- Potion of Caustic Ooze
- Potion of Confusion Gas
- Potion of Frigid Vapours
- Potion of Invisibility
- Potion of Levitation
- Potion of Liquid Flame
- Potion of Mending
- Potion of Mind Vision
- Potion of Rage
- Potion of Shield
- Potion of Strength
- Potion of Thunderstorm
- Potion of Toxic Gas
- Potion of Webbing
- Potion of Wisdom
- Unstable potion
[Players should have in mind that some potions were changed, removed or added recently in YetAnotherPD, so old players who haven't played YetAnotherPD for some time should visit the link in the beginning of the section for details.]
- Main article: Rings
Rings have their effects streamlined and more balanced against each other. All of them now have a secondary effect to make them more satisfying to use, and all of them have their effects stacked while using two rings of the same type.
Some of them can be very powerful when two maxed rings of the same type are used together.
- Ring of Accuracy
- Ring of Awareness
- Ring of Durability
- Ring of Evasion
- Ring of Fortune
- Ring of Knowledge
- Ring of Mysticism (named ring of Concentration until recently)
- Ring of Protection
- Ring of Satiety
- Ring of Shadows
- Ring of Vitality
- Ring of Willpower (named ring of Sorcery until recently)
- Main article: Scrolls
Scrolls became more dangerous as well, and some of them may even ruin your run if used recklessly. The idea is that some of them should be used while there aren't any enemies in sight, while others.. shouldn't.
Effectiveness of some of them is based on character's attunement (formerly willpower) attribute, so they may be more useful for a Scholar but not as useful for a Brigand.
- Scroll of Banishment
- Scroll of Challenge
- Scroll of Clairvoyance
- Scroll of Enchantment
- Scroll of Darkness
- Scroll of Identify
- Scroll of Phase Warp
- Scroll of Raise Dead
- Scroll of Sunlight
- Scroll of Torment
- Scroll of Transmutation
- Scroll of Upgrade
- Main article: Wands
Wands are now required to be equipped in your second hand to be used, and cannot be used from your Backpack anymore; however, their effectiveness and recharge rate was increased a bit to compensate. Also, their power can be bolstered even further by using weapons with corresponding enchantments.
- Wand of Magic Missile
- Wand of Avalanche (changed to wand of Force Blast in the recent update)
- Wand of Firebolt (changed to wand of Firebrand in the recent update)
- Wand of Disintegration
- Wand of Lightning
- Wand of Harm (removed in the recent update)
- Wand of Entanglement (removed in the recent update)
- Wand of Freezing (changed to wand of Ice Barrier in the recent update)
- Wand of Phasing (removed in the recent update)
- Wand of Blink (removed in the recent update)
- Wand of Flock (removed in the recent update)
- Wand of Charm
[Players should have in mind that some wands were changed, removed or added recently in YetAnotherPD, so old players who haven't played YetAnotherPD for some time should visit the link in the beginning of the section for details.]
The traps of YetAnotherPD are somewhat similar to those of Original PD. YetAnotherPD's types of traps are:
- Alarm trap (same)
- Blade trap (physical damage)
- Boulder trap (damages and causes Vertigo)
- Confusion gas trap (it realeases a cloud of confusion gas, which applies the Vertigo debuff)
- Fire trap (same)
- Lightning trap (same)
- Summoning trap (same)
- Toxic Gas trap (it realeases a cloud of toxic gas, which applies the Poisoned debuff).
- Trapped vaults are only filled with either Summoning or Toxic gas traps.
Weapons: Melee Edit
- Main article: Melee weapons
All melee weapons have been separated into four categories. These categories determine which combinations of equipment are allowed with these weapons. If the combination is not allowed, then strength requirement of this weapon will be increased by the amount equal to strength required by a weapon/shield in another hand.
Light one-handed weapons can be used as offhand weapons, but they will get their strength requirement increased while doing so. Light two-handed weapons can be used with shields, but cannot be dual-wielded with another melee weapon. Heavy two-handed weapons are not allowed to be used with shields and with another melee weapon, but they still can be used with throwing weapons and wands.
Important: All items in the game have their upgrade level limited to +3 with no way to increase this limit. All of the items have been rebalanced accordingly.
Also, all melee weapons can get found enchanted or cursed or they can become enchanted / get sold already enchanted.
- Light one-handed - Dagger, Knuckleduster, Shortsword
- Heavy one-handed - Quarterstaff, Mace, Broadsword
- Light two-handed - Spear, Glaive, Halberd
- Heavy two-handed - Battleaxe, Greatsword, War Hammer
Weapons: Ranged Edit
- Main article: Ranged weapons
All ranged weapons require appropriate ammunition to be equipped in your second hand to be used, effectively taking both hands to be used. The accuracy of your attacks with missile ranged weapons is decreased by 12.5 % for every tile of distance between you and your target though.
Flintlock weapons also need to be reloaded before use, (and they require half a turn and some amount of gunpowder to reload) and they may attract unwanted attention on use, but they ignore distance penalties and armor class of your target. They are still quite difficult to use properly.
- Ranged missile - Sling, Bow, Arbalest
- Ranged flintlock - Pistole, Arquebuse, Handcannon
- Ammunition - Bullets, Arrows, Quarrels
Also, all ranged missile and flintlock weapons can get found enchanted or cursed or they can become enchanted / get sold already enchanted.
Weapons: Throwing Edit
- Main article: Throwing weapons
Throwing weapons can be equipped in your second hand, and they only have a 5 % chance to be broken on use. However, most of them do not provide any special effects besides inflicting damage. Exceptions to this are Darts (poison), Bolas (ensnare), Boomerangs (stun), and Harpoons (move you or your enemy closer).
Also, Boomerangs return to your hands on misses, Chakrams return to your hands on successful hits and Harpoons return to your hands no matter what, but their secondary effect depends on your strength versus the target's max damage value.
- Special throwing - Darts, Bolas, Boomerangs
- Light throwing - Throwing Knives, Shurikens, Chakrams
- Heavy throwing - Javelins, Tomahawks, Harpoons
Important Notes Edit
- Alternative quests, subclasses, golden bees, Lloyd beacon, chasm levels and some other things were cut out for different reasons (most of it will be coming back in one way or another with later patches).
- Degradation system was kept, although reworked significantly to make it much more fair and realistic (please give it a try before complaining because it is quite an important part of the gameplay and balance without being ridiculously unfair now).
- Upgrade levels are now limited to +3 for all items (no exceptions), with all of the items rebalanced accordingly - in fact, almost everything in the mod relies on +3 being the limit, so this is not going be changed near this sector of the Multiverse.
- Wands, throwing weapons, and ammunition for ranged weapons now require being equipped to be used, so you have to mind your selection of equipment before engaging in combat.
- In general, most of the strategies you are accustomed to are not viable now or are significantly weaker, so you'll have learn and adapt anew if you want to have any success with this game.
- Worst of all, the glorious RAT KING has left for his royal vacation for some time - don't worry though, for sooner or later he will be back, and even rattier than before!
Gameplay tips and Quirks Edit
YAPD has implemented many changes that differentiate it from Original PD and most other mods. Visiting all the different pages of the YAPD category in the wiki will give the reader a detailed picture of this mod, but for the most important differences and idiosyncrasies the reader can visit the Gameplay tips and Quirks page.
Future Plans Edit
- Bring back subclasses and make them more interesting and deep, allowing you to combine their perks during the game to suit your own playing style (and the loot you've found so far).
- Not only bring back alternative quests for every NPC, but also make it possible to benefit from them in some unconventional way (besides simply receiving reward from the questgiver).
- Change most of the item/mob/chapter descriptions to partially depend on your current class to add some flavour and a bit of replayability for those who love digging in game lore as much as I do.
- Add more game endings depending on your decisions - getting the best ending will not be a simple race against the hunger clock during your stroll back to the surface!
- Give players a simple alchemy and scribing system to allow them creating scrolls and make cooking potions a bit more enjoyable. Crafting is never gonna be a big part of the game though.
- Develop a simple spellcasting system - after all, isn't it a bit unfair that even these gnolls can cast spells, but you have to rely on wands and scrolls to do the same?
- Make the dungeon look more interesting by adding new tiles, traps, obstacles, rooms and level feelings.