|No Name Yet Pixel Dungeon|
|#91 Released mod|
Preface - Changelog of version 0.3 Edit
No Name Yet Pixel Dungeon has been recently updated with a new version, numbered 0.3 (the download link inside the infobox leads to this new version). You can read the presentation by RavenWolf of the new version in reddit here (note that the changelog displayed just below or already immersed into the wiki is more detailed than the changelog in reddit, and has been derived from the game's gitlab).
On a side note have in mind that if the game file is dowloaded from the infobox download link as .zip, you may need to rename it as .apk by using your device's file manager, in some devices it will get downloaded and named as an .apk file anyway though.
Buffs and Debuffs
- Visual indicators for the Banished, Blinded and Tormented debuffs have been added.
- Chilled no longer deals damage, but can freeze characters.
- Crippled no longer extends when moving.
- The new Frenzy buff has been added, replacing the Enraged buff of YAPD. It increases damage based on the duration of the buff (max bonus is limited to 100%), and received damage increases the buff's duration. Eating the Sorrowmoss herb and reading the scroll of Challenge now grant the Frenzy instead of the Enraged buff to the hero.
- Shocked no longer deals additional damage, but Stun duration is based on the debuff's power and on enemy Health.
Charms & Wands
Due to the big amount of changes in this game feature, the info about them has already been immersed into the page about Rings, Charms and Wands. The most general change in this version was the renaming of utility wands to charms, and the addition / reworking of some charms and wands.
- The scroll of Darkness has been removed.
- The scroll of Recharging has been added, which causes a Recharging buff like that of Shattered PD, and not an instant recharging of wands like the scroll of Original PD.
- The scroll of Phase Warp no longer dazes the hero.
- Whirlvine's effect when eaten has been reworked: instead of increasing magical damage, it will Recharge the hero's wands, but it will also cause the Dazed debuff for the same duration.
Due to the big amount of changes in this game feature the info about them has already been immersed into the main page text. In a nutshell:
- 6 familiar enemies have been changed in their details in this version (Blackguard > Death Knight, Fists, Giant Piranha, Giant Spider, Golem, Scorpion)
- 8 new enemies have been added in most chapters (Devil, Fell Elemental, Frost Elemental, Gnoll Witch Doctor, Haunted Armor, Plague Doctor, Prison Guard, Skeleton Warrior)
- a new subchapter boss has been added, the Necromancer, along with his minion, the Abomination.
- The Prison chapter is forked in two different subchapters at depth 9 (one of the subchapters may be randomly blocked in some runs)
- The High Security Cell Blocks subchapter features the familiar Tengu boss but has a new enemy added (Prison Guard).
- The Prison Graveyard subchapter features a new boss battle with the Necromancer and his Abomination minion.
For more details see the New Subchapters section below.
Tome of Mastery and Skills
Due to the big amount of changes in this game feature, the info about them has already been immersed into the main page text below. In short the Tome has been reintroduced to the game, it drops twice from either one of the Prison chapter bosses and the King of Dwarves, and now gives the option of three different skills to each hero class (heroes can pich up to two, one frοm each tome).
- Apart from the expected new sprites and tiles for the newly added enemies, subchapters, wands & charms etc. the Prison and Caves shopkeepers have also had their sprites changed.
- Darkness curse now causes blinding as it was supposed to be doing.
- The Eldritch enchantment is now properly available as it was supposed to be.
- Charmed Shamans don't cast shield to enemies anymore.
- Ring of Sharpshooting's description has been fixed.
- The Tutorial has been updated, adding info about Crossbows and removing Flintlock information.
No Name Yet Pixel Dungeon (NNYPD) is a mod in development of Yet Another Pixel Dungeon (YAPD), based on its 0.3.1j version and first released in January of 2019 by reddit user RavenWolf. This and the other NNYPD pages presuppose that their readers already know the basic characteristics of YAPD, on which NNYPD is based, so if something is missing from the NNYPD wiki pages, there is a 99% chance that it will be found in the YAPD wiki pages. You can read the detailed changelogs written by NNYPD's developer RavenWolf here (v.1.1) , here (v.0.2) and here (v.0.3) but the NNYPD wiki pages contain also many additions about items, especially the weapons, and gameplay details not available in the changelogs (the wiki pages have also been edited by the mod's developer).
Armors and Shields Edit
[Note: this summary is 100% valid for the current version of NNYPD, 0.3.]
The armor types of NNYPD are the same with those of YAPD but like weapons they don't degrade (degradation is generally removed), and require 1 less Strength point to get equipped in comparison to the same armors of YAPD. In contrast two new shields have been added in NNYPD, the tier 2 War Shield and the tier 3 Great Shield, which don't exist in YAPD. For more details about both types of gear you can visit their separate page.
Badges, Challenges & Difficulties Edit
[Note: this section is 100% valid for the current version of NNYPD, 0.3.]
The badges of NNYPD are the same with YAPD, and Challenges don't exist, like they don't exist in YAPD. Normal and Hardcore difficulties also exist, but Easy and Impossible difficulties are currently unavailable. Note also that NNYPD's Normal difficutly is harder in comparison to the difficulty of the same name in YAPD, and NNYPD's Hardcore difficulty is closer to the Impossible difficulty of YAPD (so although challenges don't exist, NNYPD is by default more challenging than its parent).
[Note: this section is 100% valid for the current version of NNYPD, 0.3.]
Generally cursed items don't have negative levels (they can even be found upgraded in some cases) but they have the chance to cause harmful effects on use:
- Armor / shield / weapon curses have the function of an enchantment turned negative, the one which glows with the same color as them, and usually cause the negative effect of the enchantment to the hero instead of enemies, or less often reverse its beneficial effect. For more details about the specific armor curses you can visit this link and about the specific weapon curses this link.
- Cursed rings have the opposite effect from the uncursed ones (note that in the rare cases that a cursed ring is highly upgraded, it will have a positive effect but that will still be much weaker in comparison to the non-cursed version of the ring of the same level).
- Cursed charms and wands can miscast and damage the hero with their effect or with plain damage, but often they work normally with their basic harmful effect being that they cannot get unequipped. Note that the miscasting damage of charms and wands can be severe, so using a cursed charm or wand in early levels should generally be avoided, as its damage can even one-shot the hero (cursed charms and wands can work properly for a few times before miscasting, so don't get reassured by your good luck that they are safe to use in general).
Note that In NNYPD scrolls of Upgrade don't remove/reverse curses frrm armors/shields and weapons like they do in YAPD (they still upgrade them though), but scrolls of Remove Curse or Enchantment can be used for uncursing instead. Reversing a negative armor/shield/weapon curse to a beneficial enchantment or glyph is generally not available in NNYPD.
Like in YAPD items that are guarded by piranhas in vaults or by animated statues are rarely cursed, but items that are found in trap vaults might be, with still more chances to be non-cursed though. Unlike other mods, items found in skeletal remains that spawn a wraith are not necessarily cursed, neither are necessarily cursed items that drop from tombstones. Cursed items become much more common as loot in later chapters of the game, but they are found as early as the first depth of the Sewers (another minor difference from YAPD). The hero infrequently realizes that an item is cursed right before equipping and doesn't equip it (the chance of this happening or not is directly related to the hero's Willpower, so Scholars realize that items are cursed more often, and in contrast Brigands rarely). In this case, the item afterwards will display the red hue of cursed items while still unidentified.
[Note: this section is mostly valid for the current version of NNYPD, 0.3, but some details remain to be added.]
Some familiar enemies from YAPD remain very similar in their behavior in NNYPD while some other have received secondary or primary changes (the differences of familiar enemies are mentioned in the second subsection below), but 14 new non-boss enemies have also been added in all game chapters along with 2 new chapter bosses + 1 boss minion, while 10 familiar enemies have also received smaller or bigger changes.
Familiar Unchanged Edit
- Sewers: Carrion Eater (also in Prison), Gnoll Hunter (also in Prison and Caves), Marsupial Rat, Mugger, Sewer Crab
- Prison: Skeleton
- Caves: Vampire Bat
- Metropolis: Dwarf Monk, Dwarf Warlock, Fire Elemental
- Demon Halls: Fiend, Imp
- Any chapter: Animated Satue, Mimic, Wraith
Familiar Changed Edit
- Blackguards have been reworked, somewhat retextured and also renamed to Death Knights, and no longer have a ranged attack, but are still encountered in late Demon Halls. They wield a high tier (3 / 4 / 5) weapon: damage, accuracy, range and on hit effects depend on weapon wielded. They always drop their weapon after getting defeated, which is always non-cursed but otherwise still unidentified. Also they are no longer resistant to energy damage.
- Evil Eyes are now only encountered in the Dark Cave subchapter of Caves, but remain generally the same in their behavior and attack. A minor extra difference from YAPD is that they don't cause amok to other enemies against them when they hit them with their death rays while aiming at the hero.
- Giant Piranhas are now invisible but are still encountered in any chapter. Their invisibility has the effect that when not attacking piranhas can’t be seen and so can't get targetted - attacked. Nevertheless, they can still be revealed with potions of Mind Vision or eating a Dreamweed herb, and Sparkling Dust potions still harm them even while invisible.
- Giant Spiders have their old YAPD sprite and description, but are now limited to the Prison Graveyard subchapter of Prison. They retain totally their familiar behavior though.
- Gnoll Brutes now use blocking and can expose the hero to counter damage. They are still encountered generally in Caves.
- Gnoll Shamans can now support another gnoll or themselves with a shielding spell. They are still encountered generally in Caves.
- Golems can now summon damaging Fell Runes to prevent heroes from kiting them. They are still encountered generally in Metropolis.
- Scorpions are now only encountered in the Abandoned Mine subchapter of Caves, but remain generally the same in their behavior and attack, they just no longer release corrosive gas and leave an acid puddle after getting defeated.
- Succubi have been slightly retextured and now have also wings. They remain almost the same in their behavior though, but they drain full health instead of half the damage done. They are still encountered generally in Demon Halls.
- Yog Fists respawn much faster when Yog receives damage. They are no longer immune to Body effects, but are still resistant. A minor extra difference from YAPD is that the Rotting Fist doesn't leave an acid puddle after getting defeated.
New or Reintroduced Edit
- Albino Rat: it spawns generally in Sewers, is a rare variant of the marsupial rat, and causes Bleeding.
- Bandit: it spawns generally in Prison, is a rare variant of the mugger, Cripples and causes Bleeding in addition to stealing and fleeing (his basic difference from the crazy bandits of Original PD is that he is rather slow while fleeing). He steals a big amount of the hero's gold but drops some extra gold after getting killed, which is more than the usual gold drops by muggers.
- Devil: it spawns in late Demon Halls and is a ranged attacker that its attacks bypass enemies. It can blink away from melee range and summons Imps. It drops nothing.
- Fell Elemental: it has replaced the Blazing (not Fire) Elemental in Metropolis, and inflicts the Fell Fire debuff when it receives damage from melee distance, dealing energy damage. It is immune to fire and frost damage and drops nothing.
- Frost Elemental: it spawns generally in Metropolis, can chill on attack, is vulnerable to fire and drops nothing.
|Giant frog [Dark Cave only]|
|These amphibian creatures often hunt bats and other medium animals. Giant frogs like this one can also feed from large animals, or even humans.|
- Giant Frog: it is encountered only in the Dark Cave subchapter of Caves, it has a ranged attack and can Pull the hero to melee range with its tongue. It drops nothing.
- Gnoll Berserker: it spawns generally in Caves, is a rare variant of the gnoll brute, has a ranged attack, gets Enraged and causes Bleeding. Unlike the gnoll brutes, it drops throwing weapons of higher tier.
- Gnoll Witch Doctor: it spawns generally in Caves, is a rare variant of the gnoll shaman, can support other gnolls or itself with Mending and has a ranged strong Poison attack. It drops scrolls like gnoll shamans.
- Haunted Armor: It can spawn in any chapter and can appear hidden even in regular armor loot around the dungeon, but it mostly appears in special rooms. Haunted Armor wears always an enchanted armor, which grants to it the relevant defense bonus and glyph effect. It always drops this armor after getting defeated, which is always non-cursed but otherwise still unidetified. For the time being, this is limited to metal armors, which are all the higher tier armors, but not the starting armors of the cloth and leather type.
- Hermit Crab: rare variant of the sewer crab, it spawns in Sewers, can block and expose the hero to a counter attack. It drops meat like sewer crabs.
- Plague Doctor: he spawns generally in Prison, throws potions at targets that generate a miasma blob, and tries often to avoid melee combat. His miasma blob harms all characters, even himself. He drops occasionally a random potion (he can even drop a potion of Strength or Wisdom, but does that very rarely).
- Prison Guard: he is encountered only in the High Security Cell Blocks subchapter of Prison. He has a ranged attack, and he can also entangle his targets with a charged ranged attack. He drops nothing. A Prison Guard is always encountered guarding the pathway fork in Prison.
|Sentry robot [Abandoned mine only]|
|Created by the dwarves several centuries ago, machines like this were used to protect the mines from external menaces. some of them still roam the abandoned mine trying to accomplish their purpose.|
- Sentry Robot: it is encountered only in the Abandoned Mine subchapter of Caves, it zaps the hero with lazer beams and occasionally self-explodes when it reaches very low health. The explosion can also attract nearby enemies but does not alert the whole depth. It is immune to getting dominated and drops nothing. A Sentry Robot named "Guardian Robot" is always encountered guarding the pathway fork in Caves.
- Shadow Bat: it spawns generally in Caves, is a rare variant of the vampire bat, and always avoids melee combat by quickly attacking and fleeing (if a melee weapon with extra range, wand, missile or throwing weapon is not available, the only other way to hit it is to block and wait until it gets exposed). It drops nothing.
- Skeleton Warrior: it spawns generally in Prison and is a rare variant of the regular skeleton. It wields a low tier weapon: damage, accuracy, range and on hit effects depend on weapon wielded. It always drops this equipped weapon after getting defeated, which is always non-cursed but otherwise still unidentified.
- [Note that although the Animated Statues of YAPD and NNYPD do not have armors or weapons equipped, Haunted Armors wear armors while Death Knights (former Blackguards) and Skeleton Warriors wield weapons, so they are more of less equivalent to the Armored Statues and Animated Statues of Original PD and Shattered PD. Other similarities that they have with the animated statues elsewhere is that the stats of Haunted Armors increase following the dungeon depth and their dropped equipment are never cursed: note that because unlike Original PD and Shattered PD these items are not already identified, they just have by default the blue hue of uncursed items.]
All the enemies that were mentioned as rare variants are so rare in comparison to their regular variants that a hero might probably not encounter some ot them even once during a specific run, like it happens with the rare enemies of Original PD.
There are also 2 new (sub)chapter bosses added: in the Prison Graveyard subchapter of Prison the Necromancer with his Abomination minion (added in version 0.3), and in the Dark Cave subchapter of Caves the Medusa (already existing from version 1.1). The familiar bosses of YAPD remain, but as exclusive to the other subchapters: Tengu in the High Security Cell Blocks subchapter of Prison and DM-300 in the Abandoned Mine subchapter of Caves (they both have received secondary changes, but are still rather close to their YAPD version). You can read more details about these new bosses in the New Subchapters and Gameplay Tips sections below. Note also that the subchapter bosses of Prison and the King of Dwarves now drop one Tome of Mastery each (for details about it read the Tome of Mastery section below).
Food items and hunger Edit
[Note: this section is 100% valid for the current version of NNYPD, 0.3.]
In NNYPD the Starvation damage phase starts faster and raw meat drops have been reduced. Nevertheless, Dwarf Monks in the Dwarven Metropolis retain their generous drops of small rations, even without a ring of Fortune equipped, and generally the player will have to waste a lot of time or to be very unlucky with food items spawning often in hidden rooms, in order to end up without food items in the inventory, as depths in NNYPD are relatively small like in YAPD and at least one ration-like item spawns in every depth.
There are also some minor changes/differences from YAPD in the food items of NNYPD.
- Eating herbs is possible in both mods, but eating most of them in NNYPD applies a different effect to the hero in comparison to YAPD. The most important difference that is related to hunger satisfaction is that eating an Eathroot herb satisfies hunger as much as eating a chargrilled meat (25%), while eating herbs in YAPD satisfies 5% satiety with no exception.
- Raw monster meat when eaten still has a chance to apply debuffs in NNYPD and so it should better be eaten burned or frozen as chargrilled meat or frozen carpaccio. Note that putting raw meat in fire still turns it into chargrilled meat and not in low quality burned meat like it does in current YAPD, while freezing raw meat still turns it into frozen carpaccio. Also, raw meat can't be cooked with herbs in NNYPD at all and can't be chosen from the inventory when the hero interacts with the alchemy pot.
Some other notes:
- "Overpriced food rations" don't exist either in NNYPD or YAPD. The similarly sized Small Ration in both mods is rarer and is mostly dropped by Dwarf Monks or infrequently found as loot (never sold), and is also slightly retextured in NNYPD.
- Like in YAPD the dungeon shops always sell pasties, while regular and small rations can be found as loot in the dungeon (small rations are also dropped often by Dwarf Monks).
- Note that also like in YAPD neither Warriors get healed by eating nor Scholars get their wands recharged. Nevertheless these effects can be achieved by eating for all classes after consuming two herbs: Sungrass for the mending effect and Whirlvine for the recharging effect.
- A less known negative side effect in NNYPD of the hero being Hungry is that his/her Willpower is reduced by 25%, and by 50% when Starving. Potions that have a beneficial effect when consumed have also a little more duration when the hero is Satiated and a little less when the hero is Hungry or Staving. [This bullet is WIP and the numbers should be fact-checked by RavenWolf]
- The hunger satisfaction by NNYPD's food items is very similar to that of YAPD:
- Pasty satisfies 100% satiety and grants the Satiated buff
- Food Ration satisfies 75% satiety
- Small Ration satisfies 50% satiety
- Chargrilled Meat / Earhroot Herb / Frozen Carpaccio satisfies 25% satiety
- Raw Meat satisfies 20% satiety (it is also not safe to eat)
- any herb other than Earthroot satisfies 5% satiety (these are basically eaten for their beneficial effects and not to satisfy hunger)
[Note: this summary is 100% valid for the current version of NNYPD, 0.3.]
The most important differences from current YAPD are that potions in NNYPD still need 3 herbs to get brewed and that mixing different herbs still creates randomly a potion corresponding to one of the herbs mixed and not an unstable potion (which is generally not an item exiting in NNYPD). Also there is not any alechemy window interface like in YAPD and the hero still interacts directly with the alchemy pot like in Original PD by throwing herns in it, many brewing recipes have become different after the last YAPD update and empty potion bottles don't exist as items in NNYPD, so obviously they can not be needed in brewing. Nevertheless, still in both mods seeds are replaced by herbs in alchemy and mixing the same herbs always has a specific potion result (also in both mods when only same herbs get mixed, but the brewed potion outcome is yet unknown, it gets instantly identified).
Moving to NNYPD's additions and changes, apart from their use in brewing potions, herbs when eaten have an effect, but not always the same with YAPD, which is either only beneficial, or sometimes harmful and beneficial at the same time (but never only harmful). Three of NNYPD's herbs (Dreamweed, Fadeleaf, Stormvine) don't exist in current YAPD, in constrast two of the new YAPD's herbs don't exist in NNYPD (Dreamfoil, Feyleaf), and most of the brewing recipes are different from current YAPD. For more details about NNYPD's specific herbs you can visit their separate page.
Miscellaneous about Items and Depth features Edit
[Note: this section is 100% valid for the current version of NNYPD, 0.3.]
- Like in current YAPD one Ankh will spawn in every chapter from the Prison and on, but this will rarely happen in the Sewers. On the other hand from the Prison and on rarely two Ankhs might spawn in the same chapter. Getting revived by an Ankh in the current version sometimes uncurses the inventory, but not often.
- Βombs always need two turns before exploding and don't explode instantly after the hero throws them, like they do in YAPD. Gunpowder still can be combined to create bomb sticks, but it has become a much rarer merchandise and loot in the current version, as it is otherwise useless after the removal of flintlock weapons from the game.
- Containers spawn in shops in a fixed order, like in YAPD and unlike other mods, and the amount of items in the main inventory outside containers has no effect on which container will spawn: the herb pouch always spawns in the sewers shop, the potion bandolier in the prison shop, the scroll holder in the caves shop and the wand holster in the metropolis shop.
- Every character starts with a new container, the heavy quiver, that can hold throwing weapons, missiles and ammunition, and provides an additional slot to equip those weapons.
|This leather quiver allows you to store any number of ammunition as some small throwing weapons like knives. Very convenient.|
- Item degradation is removed and the upgrade limit is increased to level 5. Still, the guaranteed scrolls of Upgrade that will spawn per chapter remain 2 by default in chapters 1 to 4, and 3 srolls of Upgrade in demon halls (rarely, an extra scroll might spawn in a chapter or get dropped by a bookshelf), so the change of the upgrade limit mostly makes also available builds based on two highly upgraded items, instead of the "equal upgrades to most items" approach familiar from YAPD.
- Items in shops are all identified even when the hero has not yet identified them like in YAPD, so checking every potion, ring, and scroll in shops is a convenient way to identify some unknown items that are already in the inventory or are to be found later in the dungeon. Like in YAPD and unlike other mods there is low chance that a scroll of Upgrade/Enchantment or a potion of Strength/Wisdom will be on sale in the dungeon shops. If all NPC quests have been completed (sad ghost, wandmaker, blacksmith and imp) the Imp's shop will be selling a scroll of Upgrade ans potion of Strength. Like in YAPD shops always sell at least one scroll of Identify and at least one potion of Mending. An important difference with YAPD is also that stealing is never an option in the shops of NNYPD.
- The oil lantern no longer reveals automatically hidden traps, but only secret doors. Still the hero's Perception becomes much better with the lantern lighted, so hidden traps are noticed much easier, more or less like when lighting a torch in Original PD.
- Potions and scrolls that are identified are distinguished by symbols at their bottom right like in Shattered PD, and not by an acronym like in YAPD. Rings still have a distingushing acronym at their top right. Wands and charms have now a fixed sprite, so their acronyms have been removed from the game.
- Water Wells/Fountains are now restricted to two per chapter, so if you have found only one, the other one will be located inside a hidden room (this happens rarely though). Unlike current YAPD there is never a water well on the Imp shop's depth.
- If a player thinks that a depth must definitely have a hidden room (the hero has an unused key or hasn't found the depth exit), the hidden room path is more probable to be adjacent to the depth entrance or exit room, and if the hidden room contains the depth's exit, it will be far away from the depth's entrance. Apart from the obvious soluion of readding a scroll of Clairvoyance, which is unfortunately a rather rare scroll, the hero can also drink a potion or eat a Dreamweed herb for a short period of Mind Vision, which will probably reveal hidden rooms, when they contain enemies.
New Subchapters Edit
[Note: this section has still a few details missing for the subchapters added in version 0.3 (High Security Cell Blocks & Prison Graveyard) and readers should have also a look at the Enemies section above for more details about the enemies encountered in these new subchapters.]
Abandoned Prison: High Security Cell Blocks & Prison Graveyard Edit
In the third depth of the Prison chapter (9) inside a locked room the hero will always encounter a Prison Guard, who will be guarding a chest in front of one or two depth exits (in this specific instance these will be doorways and not staircases). All prison guards have a ranged attack that can entangle the hero in addition to dealing damage, and are also proficient in melee combat, but they are not more powerful than the other prison enemies, and the specific Prison Guard has no increased stats in comparison to his regular version. After the hero defeats the Prison Guard he/she will find a key in the chest and will normally have to choose between two paths, that each one leads to a different subchapter of Prison. One leads to the High Security Cell Blocks subchapter, that its unique enemy is the Prison Guard, and the other leads to the Prison Graveyard subchapter, which has the same terrain and its unique enemy is the Giant Spider. Bandits, Gnoll Hunters, Skeletons and Skeleton Warriors spawn already from depth 6 of the Prison and are encountered in both subchapters as well. The doorways don't display the path that they are leading to when examined, but when the hero tries to unlock each one, there is a comfirmation window that warns the player that he/she can open only one door with the key, and mentions the path that the specific doorway leads to. There is also a random chance that one of the paths will be blocked for a specific run, and the Prison Guard will be guarding only one depth exit, forcing the hero to take the only available path. The High Security Cell Blocks subchapter features the familiar Tengu boss without any change in his behavior from previous versions of NNYPD, but the Prison Graveyard subchapter features a new boss battle with the Necromancer and his Abomination minion (some tips for both boss battles can be found in the Gameplay Tips section below). Both bosses after getting defeated will drop the first Tome of Mastery and the hero will be able to pick his/her first skill.
Mining Caves: Abandoned Mine & Dark Cave Edit
In the second depth of the Mining Caves chapter (14) inside a locked room the hero will always encounter a second guardian, this time a Sentry Robot which will be guarding again a chest in front of one or two depth exits (again in this specific instance these will be doorways and not staircases). All sentry robots have a ranged laser attack and might self-explode but specifically this robot when it is almost defeated almost always starts a self destruction procedure and eventually explodes, if the hero hadn't managed to destroy it previously - the explosion deals considerable damage, so better just run when it starts counting, and have in mind that the explosion will attract enemies that are close.
Afterwards the hero will again have to choose between two paths, that each one leads to a different subchapter of the mining caves. One leads to the Abandoned Mine, that its unique enemies are Sentry Robots that explode sometimes upon defeat and the familiar Scorpions of YAPD, and the other leads to the Dark Cave, which looks the same, but has Giant Frogs and the familiar Evil Eyes from YAPD as its unique enemies. Gnoll Brutes, Gnoll Berserkers, Gnoll Hunters, Gnoll Shamans, Gnoll Witch Doctors, Shadow Bats and Vampire Bats spawn already from depth 13 of the Mining Caves and are encountered in both subchapters as well. Like in prison previously the doorways don't display the path that they are leading to when examined, there is a random chance that one of the paths will be blocked for that run, etc. The Abandoned Mine path leads to the familiar from YAPD DM-300, but the Dark Cave path leads to a new chapter boss, Medusa. The fight with Medusa is probably the most complicated boss fight in the whole game in its details, but also the DM-300 depth has been somewhat changed, so some detailed tips for both battles can be found in the Gameplay Tips section below.
|Medusa [Dark Cave subchapter boss only]|
|There has been much speculation as to what exactly this critter is, and several theories were propagated over the years. Legends have recounted stories of an ancient priestess punished in horrible ways for her vanity, a creature created as a result of forbidden rituals, and some even have it the Medusa is th eoffspring of mankind and demons. While probably none of these stories is true, her very existence is a perversion of nature.|
Note that the part of the game message about the legend of Medusa being an ancient priestess punished for her vanity is factually wrong. The Ancient Greek myth that details her transformation goes in a nutshell as follows, according to Ovidius: Poseidon raped the beautiful priestess in Athena's temple, Athena got mad with Medusa for desecrating her temple and not at all with Poseidon (!!!), and transformed her into this frightening creature that turned men into stone, so that she will not be able to incite the desire for rape to noone anymore. The rhetoric that rape victims are asking for it because they have a sexy appearance is apparently not recent. You can read more info about the mythological Medusa here.
[Note: this section is 100% valid for the current version of NNYPD, 0.3.]
Their behavior is almost the same with current YAPD, but the Sad Ghost and Old Wandmaker appear in their old locations, and the Ambitious Imp gives somewhat different rewards:
- The Sad Ghost appears in the sewers from depth 2 and on, offers only the dried rose quest, and gives to the hero the choice between a weapon or an armor/shield as rewards, which are sometimes upgraded.
- The Old Wandmaker appears in the prison from depth 8 and on, offers only the corpse dust quest, and gives to the hero the choice between a (combat) wand or a charm (former utility wand) as rewards, which are almost always upgraded.
- The Troll Blacksmith appears in early caves, offers only the 15 dark gold pieces quest and his familiar reforging reward.
- The Ambitious Imp appears in the metropolis from depth 20 and on, offers only the dwarf monk token quest and gives somewhat different rewards in comparison to its version in YAPD: a ring of Furor to Warriors instead of a ring of Protection, a ring of Protection to Scholars instead of a ring of Knowledge, and a ring of Sharpshooting to Acolytes instead of a ring of Durability (the other ring rewards remain the same with YAPD). In NNYPD it also does not open its shop if its quest is not completed, but its ring reward is not cursed by default.
- Note that if all NPC quests have been completed (sad ghost, wandmaker, blacksmith and imp) the Imp's shop will be selling a scroll of Upgrade and a potion of Strength.
- The Shopkeeper NPCs appear on the same depths with YAPD and have the same behavior, but the sprites of the Prison and Caves shopkeepers are new.
[Note: this summary is 100% valid for the current version of NNYPD, 0.3.]
Some of the old potions of YAPD still exist in NNYPD (Corrosive Gas, Overgrowth), another potion has a very similar name and function with its YAPD equivalent (Shielding - Shield), some new potions of YAPD don't exist (Caustic Ooze, Confusion Gas, Rage, Shield, Toxic Gas, Unstable, Webbing), and also YAPD's potion of Thunderstorm has been replaced with the potion of Sparkling Dust whiich has a rather similar function. Note that in NNYPD potions are still brewed with 3 herbs and not 2, mixing different herbs still creates randomly a potion corresponding to one of the herbs mixed and not an unstable potion, potion bottles are not needed in brewing, and also many brewing recipes have ended up being even more different after YAPD's alchemy rework. For more details about NNYPD's specific potions you can visit their separate page.
[Note: this summary is 100% valid for the current version of NNYPD, 0.3.]
Eight rings of NNYPD have the same name and from siimilar to very similar effects with the rings of current YAPD (Accuracy, Awareness, Evasion, Fortune, Protection, Satiety, Shadows, Vitality), two rings retain their old YAPD name but still have very similar effects (Concentration - Willpower, Sorcery - Mysticism), and two rings are totally new in comparison to YAPD (Furor, Sharpshooting). Moreover, two rings of YAPD (Durability, Knowledge) have been removed from NNYPD. For more details about NNYPD's specific rings you can visit their separate page.
[Note: this summary is 100% valid for the current version of NNYPD, 0.3.]
Two scrolls of YAPD have been removed from NNYPD (Darkness, Transmutation), two scrolls have been added (Recharging, Remove Curse), five scrolls of YAPD have received secondary or primary changes in their effects (Banishment, Challenge, Enchantment, Phase Warp, Upgrade), and only five scrolls remain completely the same with YAPD (Clairvoyance, Identify, Raise Dead, Sunlight, Torment). Note also that unlike YAPD all scrolls display a distinguishing symbol on their bottom right after they get identified. For more details about NNYPD's specific scrolls you can visit their separate page.
Starting Items and Stats for all classes - Stat scaling Edit
[Note: this section is most probably valid totally for the current version of NNYPD, 0.3, but it remains to get fact-checked by the mod's developer RavenWolf.]
Starting items Edit
The starting items of each class in NNYPD are similar but not identical to those of YAPD.
- Acolytes start with a +0 Short Bow, a +0 Dagger, a +0 Elven Cloak, a potion of Overgrowth, a Food Ration, and 30 plain Arrows
- Brigands start with a +0 Dagger, a +0 Rogue Garb, a +0 ring of Shadows, a Food Ration, and 6 Throwing Knives
- Scholars start with a +0 Short Staff, a +0 Mage Robe, a +0 wand of Magic Missile, a Food Ration, and a scroll of Recharging
- Warriors start with a +0 Shortsword, a +0 Round Shield, a +0 Studded Armor, and a Food Ration
Starting stats Edit
They are also similar but not identical to those of YAPD. Note that both bonuses and penalties from any worn equipment have not been taken into account in any of the tables below, and as these stats refer to naked heroes equipping nothing, the normally clothed heroes with items equipped will be having better or worse specific stats that will be different depending on the specific items equipped and the bonuses and penalties that those will be applying.
Scaling of stats Edit
The most important difference of NNYPD from YAPD is in the scaling of these stats though. Whereas in YAPD classes with a starting disadvantage in a stat don't have it growing with level ups at all, in NNYPD all stats grow for all classes, but at different rates:
- For stats with integer numbers (with the only exception being Health) classes with a starting penalty will miss a related stat gain every second level up, and in contrast classes with a starting advantage will get a related double gain every third level up. The same applies to Health but to a lesser degree in every sixth level up for the Acolyte (-1 max HP gain) and for the Warrior (+1 max HP gain). The regular gain per level up for these stats is +2 HP per level for Health, and +1 per level for all the other stats with integer numbers.
- For stats with percentage numbers classes with a starting penalty have a related stat gain every fourth level up, classes with a starting standard value have a related stat gain every third level up, and classes with a starting advantage have a related stat gain every second level up. That stat gain is in all cases +1% per level when it is applied.
To give examples for the first 10 levels (Strength was omitted, because levelling up does not affect it, but only drinking a potion of Strength): WIP
1 Heroes wil gain also +2 max HP every time they drink a potion of Strength or eat a Wyrmflower herb.
Tome of Mastery and Skills Edit
[Note: this section is 100% valid for the current version of NNYPD, 0.3.]
The Tome of Mastery has been reintroduced in version 0.3 of NNYPD and it now allows the hero to pick one of two skills with each use. Skills are powerful abilities limited by cooldown, and 3 are available in general for each class. Original PD's class armor abilities have been reworked and are reintroduced as one of these three Skills. Note also that unlike Orginal PD the skills of NNYPD don't consume any HP and just have an extended cooldown before they can be used again.
The Tome is dropped twice, by the Prison and Metropolis bosses, and heroes can pick one skill from each tome: the Tome dropped by Tengu/Necromancer will offer randomly two of the three skills, and the Tome dropped later by the King of Dwarves will offer the skill not chosen previously and the remaining one skill. As a result heroes in rather successful runs can pick 2 skills out of the 3 that are available in total for their class, and choosing all three skills in the same run is impossible. The skill options for each class are:
- Acolyte: Spectral Blades (mostly the familiar skill from Original PD, minor additions are that damage is based on the acolyte's Perception and that it causes the Withered debuff to hit enemies) or Thorn Spitter (summons a stationary Thornvines-plant-like ally but with a poisonous ranged instead of a melee attack, of which the power is based on current chapter and the hero's level and gains extra HP when it is summoned on grass tiles - note that the plant can be recalled and if it is in full health it will reduce the skill's cooldown by 1/3, or for less depending on its remaining HP) or Valkyrie (Levitation and Shield for 20 turns, also knocks back nearby enemies). As a side note, if we compare the two new class skills with Original PD's subclasses both skills are more Warden-like, athough they are not directly equivalent to any specific perk of the Warden in Original PD.
- Brigand: Cloak of Shadows (Cloak of Shadows buff, a fog which blocks enemies' vision but not the brigand's, protects from ranged attacks, and facilitates surprise attacks) or Shadow Strike (all enemies in sight receive a guaranted surprise attack with the currently equipped melee weapon) or Smoke Bomb (familiar skill from Original PD). As a side note, the first skill is an obvious reference to the artifact of Shattered PD, nevertheless with a somewhat different effect, and if we compare the two new class skills with Original PD's subclasses both skills are more Assassin-like, athough they are not directly equivalent to any specific perk of the Assassin in Original PD.
- Scholar: Arcane Orb (summons a moving Arcane Orb ally that chases enemies and releases energy waves against them at melee range, of which the power is based on current chapter and the hero's level). or Molten Earth (familiar skill from Original PD) or Overload (Overloaded buff, increases recharging rate and power of wands and charms). As a side note the new Overload skill is somewhat equivalent to the the Battlemage's perk in Original PD of recharging his equipped wand with melee hits.
- Warrior: Heroic Leap (mostly the familiar skill from Original PD, a minor addition is that it also deals damage based on warrior's max HP) or Relentless Assault (series of successive guaranteed hits that their damage is also affected by the equipped weapon having a strength penalty or not) or War Cry (Frenzy buff with increased damage against enemies which its duration gets further increased with damage taken by the hero, it also alerts nearby enemies). Note that the two new class skills of the warrior in NNYPD emulate more or less the Combo and Fury mechanics of Original PD's subclasses Berserker and Gladiator.
[Note: this section is mostly valid for the current version of NNYPD, 0.3, but some details remain to be added.]
- Sleeping sprites are added for almost all enemies.
- Very well designed graphics are added for equipped weapons/shields and also different animations for attacking (thrust, swing, pistol shot, bow, rifle shot).
- 14 new regular enemies, 2 new chapter bosses and 1 boss minion have been added in every game chapter, all with very well designed graphics and animations. Death Knights (former Blackguards) and Succubi have also been somewhat retextured.
- The sprites of the Prison and Caves shopkeepers have also been changed.
- New sprites have been added for almost all the changed or added items (charms, shields, wands etc.) and even some items shared with YAPD have been retextured as well.
Wands & Charms Edit
[Note: this summary is mostly valid for the current version of NNYPD, 0.3, but some details remain to be added.]
One of the biggest changes from version 0.2 to the current version 0.3 was the renaming of utility wands to Charms, also with various specific changes made to them. This has resulted to NNYPD being still similar with its parent mod YAPD in the general structure of its wand system, but with only four NNYPD Charms having now a direct equivalent to YAPD's utility wands (Blast Wave - Force Blast, Decay - Harm, Domination - Charm, Thorns - Thornvines), while a now [combat] Wand of NNYPD is an utility wand in YAPD (Freezing) and a now Charm of NNYPD is a combat wand in YAPD (Sanctuary - Smiting). Also, the Wands of Avalanche, Disruption Field and the Charms of Blink, Shadows, and Warding are currently unique to NNYPD in comparison to its parent mod. It should also be noted that already from the previous version 0.2 wands had been reworked to grow in power based on the hero's Magic Skill, and combat wands no longer had a chance to miss. In current NNYPD there are two magic-related stats: Willpower affects the recharging rate of wands and the chance of the hero noticing cursed items before he/she equips them, while Magic Skill affects the power of charms, wands and the effectiveness of some scrolls. To give more details about Magic Skill, charms and wands display in their game description a numerical value for expected damage / power of effect / turns or effect's duration, but this will be slowly increasing as the hero levels up and gains Magic Skill points little by little, or will increase suddenly when he/she equips a ring of Sorcery which also increases Magic Skill. Also, all charms and wands in current NNYPD have fixed and not random sprites, in some cases similar to the sprites of YAPD. For more details about NNYPD's specific wands and charms you can visit their separate page.
There have been many additions and changes in this aspect of NNYPD:
- Nine new melee weapons: t1 Short Staff, t2 Hatchet, Scimitar, t3 Assassin Blade, Moonblades, Twinblades, t4 Flail, Great Axe, Sacrificial Blades
- Three new missile weapons (t2 Long Bow, t3 Light Crossbow, t4 Composite Bow), while the existing from before Short Bow and Arbalest have been also changed.
- Three new throwing weapons: t3 Hammer, t4 Moon Glaive, Throwing Spear
- It should be also noted that already from version 0.2 the Sling, all Flintlock weapons (Pistol, Arquebuse, Handcannon), and the Bullets have all been removed from NNYPD, while the gunpowder item remains as infrequent merchandise and loot, but because of the removal of flintlock weapons it is currently only useful for combining it into bomb sticks.
Some combat mechanics have been also changed. For details about all the above you can visit their separate page.
General Gameplay Tips Edit
[This section is more or less valid for the current version of NNYPD, 0.3, but some details probably remain to be added for the new enemies and subchapters of version 0.3.
The tips are suitable mostly for a Normal Difficulty run, but can also be useful for a Hardcore run, as its basic difference is that regular enemies and bosses have more HP. That said, when a tactic is described as more risky, that is for Normal Dificulty, and it should be translated as "extremely risky for Hardcore difficulty".]
On specific Chapters Edit
The Goo retains its old behavior from YAPD and chases the hero while it is enraged, so while it is enraged the hero should run around the corners of the depth to avoid getting inside its miasma cloud and like in YAPD should certainly not try to tank it.
Abandoned Prison Edit
Necromancer & Abomination
The Necromancer is the chapter boss most recently added in NNYPD (version 0.3) and is unique to the Prison Graveyard subchapter. At first he spawns alone on his depth and just shoots shadow bolts to the hero (they apply no debuff though), but after he loses approximately 30% of his max HP, he summons his Abomination minion, which attacks the hero in melee range and also has a ranged attack that causes Bleeding and pulls the hero next to it, while the Necromancer retreats to a corner of the depth and either shoots shadow bolts to the hero or applies buffs to the Abomination (Enraged / Shield) or himself (Mending). The Necromancer occasionally also creates bone explosions in random tiles around the depth that damage the hero if he/she is located on their tile or on a nearby tile. Note that unlike all the other boss minions of the game, the Abomination will not dissolve if the Necromancer gets killed, so it is just a matter of preference which enemy the hero will kill first. Just note that if you choose to kill the Necromancer first, the hero will be often interrupted by the Abomination pulling him/her away from the Necromancer and close to it instead. After both of them get killed the internal door of the depth will get unlocked and the hero will be able to proceed (the gold loot and Tome of Mastery both drop only from the Necromancer though).
Tengu is now the boss unique to the High Security Cell Blocks subchapter in prison. His behavior is also slightly changed in comparison to YAPD: he still has a ranged attack and teleports around the room, but he also has a secondary ranged attack that can daze the hero, and after he gets some damage, he will also create two doppelgangers that teleport along with him around the room very rapidly and the hero won't be able to approach them and get in melee range, while they will keep attacking the hero.
The hero must have combat wands / a melee weapon with extra reach / a missile weapon / many throwing weapons in the inventory in order to hit the doppelgangers or Tengu (note that hitting the doppelgangers doesn't harm Tengu, but after hitting one of them, the doppelganger becomes transparent, so the chance to hit the real Tengu becomes better). If none of these means of attack are available, the hero will just have to chase the doppelgangers around the room, he/she will never be able to catch them and hit them in melee range, but after some chasing around Tengu will eventually return to being just one and will start allowing the hero to engage with him in melee combat again. This sequence is repeated twice before Tengu will get enraged instead for some turns (drinking a potion of Invisibility or eating a Fadeleaf herb will save the hero from a lot of damage during his enraged last phase).
Mining Caves Edit
DM-300The DM-300 fight is almost the same with that of YAPD, with its only two differences being that DM-300 is now the boss unique to the Abandoned Mine subchapter and that its floor has become full of hidden corrosion traps. Having the lantern lighted while the hero runs around the depth avoiding the enraged DM-300 will be very helpful, as they will often appear in a one-tile radius around him/her (so he/she should better run one step at a time). Note that in the current version of NNYPD lighting the lantern does not reveal automatically hidden traps anymore, but it still increases much the hero's Perception so lighting the lantern is still certainly better that not lighting it. Like with Tengu previously drinking a potion of Invisibility or eating a Fadeleaf herb will save the hero from a lot of damage during DM-300's enraged phases, but Brigands and Warriors with the Heroic Leap and Smoke Bomb skills available can also jump to a very long distance away, and keep running away from DM-300 while it is still enraged.
In the depth of Medusa, who is the boss unique to the Dark Cave subchapter, there are 6 statues (2 Gnoll Brutes, 2 Gnoll Shamans and 2 Giant Frogs). When Medusa is damaged enough, she will start charging her petrification gaze attack. While charging this attack, her eyes will glow in a horrifying look and any attack dealt directly to her will cause the Tormented debuff to the hero (inability to attack). After 3 turns Medusa will turn to stone any creature that is looking at her (i.e. she will paralyze the hero) and she will go to a random statue, consuming its life essence and restoring some life and grant herself a buff based on what kind of statue she has just consumed: Enraged for gnoll brutes, Blessed for gnoll shamans, Mending - Regeneration for giant frogs. Medusa will cast her petrification attack 6 times in the whole battle and will attempt to consume one statue after each cast. The hero can prevent her from reaching a statue if he/she ensnares her for some turns and statues can also be blown with bombs and so become unavailable for Medusa (one plain bomb stick is enough for each statue). Overgrowth potions are also great to create cover areas and hide from her petrification attack (even if she is also in the high grass area, moving one tile away hides the hero completely from her gaze).
From the Metropolis and on Edit
[Note: Most of the advices that follow from the paragraph below until the end of the page are directed to casual players with common gameplay habits and regular luck. Nevertheless, players who enjoy more unconventional runs, like for example a Scholar run with a highly upgraded knuckleduster or an Acolyte run with a highly upgraded wand, should certainly follow their preferences, as games are primarily meant for having fun with them, and not for following wiki guides.]
Generally in NNYPD (as also in the orginal YAPD) unupgraded tier 1 weapons are strong enough only for the Sewers, unupgraded tier 2 only for the Prison etc. (but upgraded tier 3 and higher weapons are strong enough for Demon Halls and Yog) and no class can survive the Caves, and especially their subchapter bosses, unless the hero invests at least one or two scrolls of Upgrade on his/her combat equipment, if he/she was not lucky enough to get a tier 3 or higher weapon as loot in the first two chapters or early in the third chapter, no matter if these are end-game equipment or not (the player should have in mind that scrolls of Upgrade are by default 11 in each run, 2 for each of the first four chapters and 3 for demon halls, but the hero might get lucky with the bookshelf and Gnoll Shaman/Fiend scroll drops, which happens rarely though). From the Dwarven Metropolis and on all heroes from all classes will need an upgraded tier 3 - 5 melee weapon to survive (with the very rare exceptions of a skilled Scholar with wands and rings of Concentration and Sorcery all highly upgraded and a skilled Acolyte with an Arbalest and a ring of Sharpshooting both highly upgraded). The Caves shop at depth 15 often sells a good tier 3 melee weapon and the Dwarven Metropolis shop at depth 20 always sells an enchanted tier 4 or 5 weapon and the Imp at depth 25 always sells one scroll of Upgrade and a potion of Strength if all the previous NPC quests have been completed. All of the aforementioned items are sold at very high prices, so better have some gold saved for these shops, in case your luck in finding good equipment loot has been poor (depth 5 and 10 shops sell accordingly tier 1 and 2 melee weapons at accordingly high prices also). Have in mind that although tier 3 and 4 weapons deal lower damage than tier 5 weapons, they also have lower stealth and accuracy penalties due to their lower strength requirement, so especially the tier 4 weapons end up as effective as the tier 5 weapons. It should be noted though that some of the tier 3 weapons will be rather weak for demon halls even when upgraded to the max and are certainly riskier choices for end-game, so upgrading a tier 4 or 5 weapon for the Metropolis and on should be preferred, if the hero has or can buy one (the only exception in that is the Brigand and the most effective against unaware enemies tier 3 Assassin Blade, which has a +90% backstab bonus, this is still a riskier choice for Hardcore difficulty though). All that having been said, very skilled players can complete the game even with a tier 1 weapon suitable for their character class and helpful rings equipped, for example a Brigand with a highly upgraded dagger and a highly upgraded ring of Shadows, but this will need much more skill and luck.
Note also that the King of Dwarves and Yog-Dzewa boss fights are almost the same with YAPD, with the only minor difference being that the Fists get revived much sooner in comparison to YAPD and that they have become resistant to Body effects instead of immune. Because of the quick respawning of the Fists it is probably better for the hero to save up some bomb bundles, kill both Fists in order for Yog-Dzewa to be receiving full damage, and then spam the boss with bomb bundles before the Fists respawn again.
Without a potion brewed with Wyrmflower herbs or bought from the Imp shop and also without missing progression-related potions from hidden rooms, the hero will have +10 Strength by the end of the game, and if he/she was clearing the depths from all of their initial enemies, he/she will be around 27-29 level.
On specific Classes Edit
Due to the heavy accuracy penalty for using all missile and throwing weapons at melee range, an Acolyte run based on a highly upgraded missile weapon is viable from the Metropolis and on only with an upgraded ring of Sharpshooting and a highly upgraded tier 4 Composite Bow or tier 5 Arbalest (the ring will lessen very much but will not abolish the accuracy penalty). These are the only strong enough ranged weapons for these last chapters, but they come with their drawbacks: they are generally weaker in their damage in comparison to the equivalent tier 4 and 5 melee weapons, do low damage to enemies with high defense or evasion, and they also rely on consumables, arrows (composite bow) and quarrels (arbalest), which get lost little by little by shooting them, while their renewal depends solely on RNG, so the Acolyte might end up at some point in the final two chapters without ammunition, and just die (in current NNYPD the arrow and quarrel loots are generally generous, so this specific problem is rather hard to occur). Therefore, as the ranged build demands very favorable RNG (many arrows/quarrels + compositebow/arbalest + ring of Sharpshooting) to work, a "Warden" melee build with an upgraded tier 3 - 5 melee weapon equipped for the steady damage output and just extended use of throwing weapons will be most of the times the only viable for the Acolyte in late-game NNYPD.
As Accuracy will be her basic advantage in both a melee and a ranged based run, and her lower strength and max HP will be her basic drawbacks, the Acolyte should wait similarly to the Brigand for weapons to have lower or no accuracy penalties due to excess strength or/and upgrading before equipping them, but conversely to the Brigand should upgrade a Plate Armor if she has it available, to compensate her lower HP with higher defense (her stealth and dexterity are mediocre, so she has nothing much to lose by the stealth and dexterity armor penalties, as she wouldn't dodge much or sneak much anyway). In a melee build she should also prefer to upgrade for end-game either the Greatsword or Flail, if she has a choice, as they both have the lowest accuracy penalties than all the other tier 4 and tier 5 weapons (the Sacrificial Blades have also a low accuracy penalty, but also low base damage, and the Acolyte does not benefit much from their effectiveness against unaware enemies due to her low stealth). Lastly, apart from the obviously helpful rings of Sharpshooting and Accuracy, in a ranged build the ring of Awareness will be also helpful as it will boost the Acolyte's already strong Perception (which gives much longer range of vision, very important for ranged attacks). The Ambitious Imp will give her as a reward an upgraded ring of Awareness, Accuracy or Sharpshooting, each of which boost one of her strong stats.
A combination of an upgraded ring of Shadows with an effective against unaware enemies/light weapon or even a heavy weapon that dazes/stuns, as it gets the enemies in unaware state, can give very good results in a Brigand run until the Caves, but after that point and until Yog-Dzewa enemies' awareness and perception is high even if a highly upgraded ring of Shadows is equipped (the high stealth penalties of most higher tier weapons and armors without excess strength don't help either), so a combination of an upgraded ring of Shadows with a highly upgraded Assassin Blade or Sacrificial Blades (they are both very effective against unaware enemies, but the Assassin Blade has an exceptional bacstab bonus +90% and also improved critical effects) or even with a tier 5 Greatsword (lowest stealth penalty) can be considered the best for end-game (due to its low regular base damage, the Assassin Blade is a somewhat risky choice for Hardcore difficulty though). The flail dazes and stuns, so its seems to be also a good choice for a Brigand, but it would in practice nullify all the backstab bonus damage due to its -100% base backstab modifier instead of the usual +10% base for heavy weapons. All the other tier 4/5 weapons are both heavy and two handed with high stealth penalties, therefore they are not at all suitable for sneak attacks, but as finding the aforementioned 3 weapons has less chances to happen than to not happen, in most of the runs a Brigand will have to turn into mostly a Warrior in his tactics in late game, with mostly direct attacks, if he wants to reach Yog-Dzewa. As a rule of thumb, taking into consideration: a) that some heroes might need to upgrade their existing equipment to survive the Caves, and b) that the guaranteed tier 4/5 weapons in the depth 20 shop will need 3 to 5 Scrolls of Upgrade to lower their Strength requirement, so that the hero would be able to use to them without penalties in a good part of the Dwarven Metropolis, a Brigand should not use on his ring of Shadows more than 1 from the 6 guaranteed scrolls of Upgrade that spawn in the first three chapters. An alternative approach to retain high stealth in the whole game which is being used with very good results by some YAPD players, is for the hero to invest some scrolls of Upgrade also on the starting armor, which has as its basic attribute that it enhances Stealth as much as a ring of Shadows (+5% at 0 level and +5% for each level up) and has no stealth penalties to begin with. The obvious drawback is that the hero will have to survive the dungeon and especially the Metropolis and the Demon Halls with very low defense, while the +5 level cap in NNYPD allows armors to have even lower stealth penalties than in YAPD. It is a riskier choice, but it is probably worth trying.
A more middle of the road approach to retain his stealth and also his dexterity - evasion as high as possible until end-game would be for the Brigand to wait for armors and weapons to have lower or no stealth penalties due to excess strength or/and upgrading before equipping them, use only one-handed weapons (first light, second heavy) for the same reason, if he has a choice, and highly upgrade only a tier 3 light scale armor in late game which along with excess strength can reach down to only -10% penalty for stealth and dexterity, while also prefer first the Assassin Blade/Sacrificial Blades, and then the Greatsword, if he has a choice. After all of his basic equipments' stealth penalties are reduced to the minimum possible, he can then spend some extra upgrades on the ring of Shadows, if he has any scrolls of Upgrade left (and if he has enough food rations to go back to the Caves, he can also reforge the upgraded ring of Shadows that the Ambitious Imp will probably give him with his original one in the Troll Blacksmith). By doing that, he will be able to perform some sneak attacks in the Metropolis and the Demon Halls, but will still get often noticed. Apart from the ring of Shadows, an upgraded ring of Evasion will also help much by boosting his already strong Dexterity - the Ambitious Imp will give him as a reward either an upgraded Ring of Evasion, Fortune, or Shadows. Lastly, the Brigand should also take advantage of the charm of Darkness' effect to blind enemies as they are almost guaranteed to be surprised by an attack (he should take care that he is not blinded by the darkness blob as well though), of the Cloak of Shadows and Shadow Strike skills that both result to surprise attack damage, and also of throwing weapons that daze/stun as much as possible for the same reason.
If the player chooses the Scholar class, he/she should have also in mind that without an upgraded ring of Concentration wands and charms recharge very slowly, and still rather slowly even with a +5 ring of Concentration equipped, while the scroll of Recharging is a rather rare find, and the Whirlvine's recharging buff after getting eaten doesn't last long and finding the herb is RNG dependant, so the only means of recharging that the Scholar has permanent access to is using his Overload skill. Wands and charms also deal low damage to enemies with high defense to magic like Animated Statues, Golems, and the Yog Fists, even with a +5 ring of Sorcery equipped, so using the scrolls of Upgrade only on wands/magic related rings and not also on a melee weapon will be a recipe for disaster for the Scholar after the Caves. The closest one Scholar can get to a "Battlemage" build in NNYPD while also managing to reach and beat Yog-Dzewa, is to divide upgrades among a tier 3-5 weapon for steady damage output, wands or charms with high damage, and a ring of Concentration first, a ring of Sorcery second (the Ambitious Imp gives to him as a reward one of these rings, or a ring of Protection). Have in mind though that a +5 tier 4/5 weapon will in many cases give per attack twice or even thrice the damage of a high damaging wand's zap of equal levels. An alternative approach to achieve quick recharging of wands which is being used by some YAPD players and does not rely at all on RNG, is for the hero to invest some scrolls of Upgrade on the starting armor, which has as its basic attribute the quicker recharging of wands and it enhances Willpower as much as a ring of Concentration (+5% at 0 level and +5% for each level up). The obvious drawback is the hero will have to survive the dungeon with very low defense, which will become a problem already from the Caves, and he will probably not survive at all (also frequent wand use by the Scholar in NNYPD is less game-changing than Brigand's high stealth with upgrading his starting armor). Have also in mind that the Scholar's stealth is horrible and his dexterity mediocre, so he does not lose much by equipping heavy armors like Splint or Plate, as he wouldn't sneak or dodge anyway. Thus, without a ring of Contentration available, a "Warrior Mage" melee build with a highly upgraded tier 3-5 weapon equipped and just extended use of wands and charms will be the only viable in NNYPD for the Scholar from Dwarven Metropolis and until Yog-Dzewa.
Warrior is a straightforward class in both YAPD and NNYPD and does not need any detailed advice apart from the rather obvious, to keep some scrolls of Upgrade for the end-game tier 3-5 weapon and armor. His low Dexterity and Stealth oblige him to avoid few battles, but as he is by default stronger than all the other character classes, he will be able to equip higher tier equipment earlier and he will also suffer from less accuracy, dexterity and stealth penalties and will have them reduced earlier, when he equips heavy armors or heavy two-handed weapons, which absorb and deal the most damage. The Ambitious Imp will give him as a reward an upgraded ring of Furor, Satiety or Vitality, which will boost either his attack speed or his regeneration (the ring of Satiety indirectly by keeping him not hungry for longer, and so with better regenration).
Note: Readers interested in more tips for end-game can also read this reddit post written by reddit user kostis12345, which also includes extensive advices written by the mod's developer RavenWolf in the comments. The advices in the reddit post are complementary to this wiki page and not contrasting it, but there is a low degree of overlapping between this wiki page and the reddit post, so readers who want to take all available advices for NNYPD's end-game should better read both.
Appendix: In-game tutorial Edit
- [Image of an orange hand] Almost all the actions in the game are performed via tapping a desired tile. You tap to move, tap to attack, tap to pick up items and tap to interact with NPCs and dungeon features.
- [Image of the character avatar] If you tap the character avatar on the top left of the screen, you'll be able to see the stats and buffs your character currently has. If one of the stats is affected by an unidentified item, its power will be displayed as "??".
- [Image of the clock button] You can skip a turn by tapping this button on the bottom left of the screen. Press and hold this button to rest - this allows to skip time much faster and significantly increases your health regeneration.
- [Image of the magnifying glass button] Depending on your settings, this button can be tapped or pressed to make your character search nearby tiles, revealing traps and secret doors. Alternatively, it allows you to examine anything you meet in the dungeon to read its description.
- [Image of the bag button] On the bottom right of the screen you can see this button. Tap it to open your inventory (you have probably guessed it by now). Long press it to show your keys available at the moment.
- [Image of a waterskin] To the left of the inventory button you can see three quickslots. You can use some items from there without need to open your inventory. You can add items for the quickslots by pressing and holding them.
- [Image of a wooden shield] There are some action button on the right of the screen. These buttons are block (only available with shields and melee weapons equipped, long tap to use your shield to slam enemies), ranged attack (only available with throwing weapons or missile weapon with their corresponding ammo equipped), and wand attack (only available if you have a wand equipped).
- [Image of the visible enemies indicator] There are also several buttons which are probably hidden at the moment. These are danger indicator, attack button, pickup button and resume button. Danger indicator shows the number of currently visible enemies.
- [Image of a marsupial rat] Selecting the enemy by clicking the danger indicator and tapping the attack button allows you to attack an enemy without tapping the tile. Also, pressing and holding the attack button will show target's description.
- [Image of a food ration] Pickup button is shown only when there are items on the tile on which your character is standing right now. Tapping the pickup button allows you to pick up these items without the need to click on the character.
- [Image of an arrow] Below your character avatar you can see a button which allows you to drink from one of your waterskins without having to open your inventory. Or you can long press this button to pour water from your waterskin instead.
- [Image of the oil lantern] Also there is another button which allows you to interact with your lantern. It is kinda smart one - tap it to light, snuff or refill your lantern. Long pressing it allows you to use your spare oil flasks to ignite nearby tiles.
- [Image of the deferred damage debuff] Most actions in the game spend one turn when performed, which means that one attack spend just as much time as one tile travelled, and that almost everyone moves with the same speed. Keep in mind that actions take their effect the moment they are performed and make the character wait after that.
- [Image of the mind vision buff] Enemies have a certain chance to notice you. It depends on their Perception power and your Stealth power. It also depends on the distance between you and the mob, but the mobs who are already on the hunt will have 100% chance to notice you if they can see you at all.
- [Image of the invisibility buff] However, as enemy loses sight of you, they can lose track of you and become open to a sneak attack. The chance of this to happen mostly depends on your Stealth. You can (and should) utilize corners, doors or high grass for this tactic. Don't forget that flying creatures can see over high grass.
- [Image of the enraged buff] When you are attacking or being attacked, the first thing to be determined is whether this attack was a hit or miss. In general, the chance to hit depends on the attacker's Accuracy power and the defender's Dexterity power. Different characters and even mobs have different growth rates for these values.
- [Image of a double arrow] Dexterity power of the defender is decreased by 1/16 of its power for every occupied or impassable tile near it. This means that you should lure your enemies to narrow corridors if you want to miss less often, and you'll want to stick to the open areas if you want to dodge more reliably.
- [Image of the sniper's mark buff] All ranged attacks consider attacker's Accuracy to be decreased by 1/8 of its power for every tile of distance. The only exception for this rule are combat wands. Also, combat wands use your wand skill to determine your chance to hit with them.
- [Image of the combo buff] For the player character (and some late-game mobs), every melee consecutive hit after the second one slightly increases damage done by the attack. This is shown by the "combo" message over your character and can significantly improve your effectiveness against packs of mobs.
- [Image of the illuminated buff] Your Perception attribute affects your chances to find a trap or a secret door by walking near it, as well as your chance to hear an enemy through the wall. Mind that secrets become more difficult to find as you descend further into the dungeon.
- [Image of the blinded debuff] High grass is extremely useful for setting up ambushes, as it both blocks field of view and makes you stealthier. However, water is noisy and will decrease your stealth when you are standing in it.
- [Image of the satiated buff] Sleeping is the most readily available source of recovery. While you are sleeping, your regeneration rate is tripled. However, sleeping in the water denies this advantage, but you still can do that to skip turns quickly if needed.
- [Image of the burning debuff] Searching or lighting your lantern guarantees that all secrets on nearby tiles (such as traps or hidden doors) will be revealed to you. Keep in mind that lit lantern also makes it guaranteed that enemies will notice you when they can, however.
- [Image of the decay debuff] Your Willpower very significantly affects wands recharge rate, and also determines chance to prevent equipping cursed item when it is unidentified. Magic skill determines your accuracy with combat wands and also affects effectiveness of certain offensive scrolls.
Note: the part of the tutorial relevant to NNYPD's weapons is displayed in the Weapons' page.
- [Image of a disc armor] Always have at least some kind of armor equipped. Proper armor will greatly increase your chances of survival, decreasing damage from most sources. It will not protect from non-physical damage though, such as fire, lightning or disintegration.
- [Image of an elven cloak] Cloth armors offer very little protection but they can enhance one of your secondary attributes - Stealth, Detection or Willpower. This bonus can be increased by upgrading the armor, and can lead to some powerful (but risky) character builds.
- [Image of a kite shield] Shields occupy your offhand slot, but they allow you to enter a defencive stance increasing your armor class for some turns and providing a chance to complete negate enemy blows. When successfully blocking or parrying, you have a chance to leave your enemy open to a counter attack, which will be a guaranteed hit. Shields can also be used to slam your target, dealing some damage with chances to daze and knockback your target (granted on exposed enemies),
- [Image of a charm of frost] Magical trinkets such as wands and charms can be very powerful, but you need to equip them and they have a limited number of charges. Wands are a very reliable source of ranged damage, and their power is tied to the user's magical aptitude. Carms spend all of their charges on use, and their effect mainly depends on amount of charges used.
- [Image of an ankh] Most equipment can be upgraded. Upgraded items are much more powerful than common ones, they deal more damage, offer better protection, require less strength, have higher amount of charges and recharge faster. However, items cannot be upgraded more than five times. Keep that in mind.
- [Image of an arcane stylus] Weapons and armors can be enchanted. Enchantments provide some unique effects such as bonus fire damage or resistance to acid, but chance of them working significantly depends on the upgrade level of your weapon. Also, cursed items reverse the effects of their enchantments, turning them against you.
- [Image of a fetid rat skull] Some items may happen to be cursed, which means that you will be unable to unequip them until curse is removed (with help of certain scrolls). Cursed items offer the same damage/protection as non-cursed ones. Items which are too good for the current chapter have a much higher chance of being cursed.
- [Image of a ruby ring] Rings are rare trinkets which can greatly help you when equipped. They are not really powerful by themselves, but effects of similar rings stack with each other. Cursed rings will hinder your abilities instead.
- [Image of a food ration] Your character needs food to survive. There is always at least one ration at every floor; you can also find some food in shops or dropped from certain mobs. Your regeneration rate is increased when your satiety is over 75% and halved when it is 25% or lower. When your satiety hits 0%, it will cause periodical damage from starvation.
- [Image of a waterskin] Your most readily available source of healing are your waterskins. When used, waterskin recovers part of your missing health, and can be refilled in occasional water fountains. There is always at least one fountain per chapter.
- [Image of the oil lantern] In the darkness of the dungeon, ambient lighting is barely noticeable, limiting your field of vision. To counter this, you can use lantern you start with. It basically nullifies your Stealth though, so use it wisely.
- [Image of a bomb stick] If you have some spare gunpowder, you can use it to craft makeshift bombs. These bombs can be dismantled back to give you some of the gunpowder spent on them, and they can be combined into even more powerful bomb bundles. [Note: although this tip still exists in this form in the current version of NNYPD, the gunpowder item has been currently removed.]
- [Image of a scroll with the kaunan rune] Scrolls can be very powerful when used correctly. Some of them can lead to your quick demise if used incorrectly. There is no way to know which scroll is which, unless you try to read it or find one in the shop.
- [Image of a potion with indigo color] On your quest, you can find randomly colored potions. Some of them are beneficial and some of them are harmful. Beneficial potions buff you when used, and harmful potions are better to be thrown into your enemies.
- [Image of a sorrowmoss herb] Sometimes in the high grass you can find alchemical herbs. These herbs can be consumed to absorb some nutrients and part of their magical powers. Mix them into an alchemy pot to brew a potion. Type of the potion will depend on the herbs you used (order in which herbs are thrown into the pot is not important).
- [Image of a herb pouch] If you find inventory to be too limiting, consider buying bags in the shops. A bag unlocks separate inventories for herbs, potions, scrolls or wands. Additionally, it will protect these items from harmful effects (like fire).
- [Image of a marsupial rat] As you explore this dungeon, you'll meet many adversaries on your path. Defeating your enemies is the main source of experience to level up your character, but you'll need the level of threat of your opponents to be appropriate to see any improvements.
- [Image of a gnoll scout] Dungeon is filled with monsters to the brim, and even as you kill them, it will always spawn more to get you. Some mobs can even drop something useful on death. Be careful not to rely on that too much though. Each time the dungeon spawns another creature, respawn time on the current floor is increased a bit.
- [Image of a vampire bat] Every denizen of this dungeon possesses some special abilities, but in general all of them can be separated into several categories. Most common enemies like rats and flies usually have higher dexterity and stealth, but their attacks are weaker and they can't take a good hit without, you know, dying horribly.
- [Image of a crazy thief] A bit less common enemies like muggers, skeletons or brutes usually do not have any significant drawbacks or advantages. Some of them can even try to attack you from short distance, but these attacks are usually weaker and limited.
- [Image of a gnoll shaman] Some enemies possess proper ranged attacks though, and they will use them whenever possible. Even worse is that most of these enemies also deal non-physical damage which ignores your armor class. On the other hand, some of them also need to spend a turn to charge their attack before that.
- [image of a sewer crab] There are also some mobs which are a much greater threat than others, being strong, durable, and pretty accurate as well. Their only weakness is their very low dexterity. They are also more susceptible to be ambushed and are much easier to be heard.
- [Image of a wraith] While in general, most enemies belong to certain chapter and will never spawn out of it, some enemies can be encountered in any part of the dungeon. They grow in strength to always represent adequate threat for the current floor. Most of them also have some kind of weakness which makes dealing with them much easier.
- [Image of the king of dwarves] However, bosses take the cake for being the greatest threat in this dungeon. All of them are very powerful, durable and possess unique abilities. Worst of all, you can't evade the fight with them and you have to defeat them to descend deeper into the dungeon. They require preparation and attention to be defeated, but some of them also possess certain tricks to make fight with them easier.
- [Image of the old wandmaker] But keep in mind that not everything in this dungeon wants you dead. Some denizens of this dungeon are quite friendly and can even give you a short quest to complete. Obviously, doing what they ask will net you a proper reward, but they can be simply ignored if you want, it will have almost no effect on your future progress.
- [Image of a shopkeeper] Some of these NPCs do not want anything from you... except for your gold. There will be small shop on every fifth floor where you can sell your surplus items and buy something in return. Assortment and quality of items in these shops depends on the current chapter, but some of the items are guaranteed to be sold.
- [Image of an animated statue] Finally, keep in mind that some of the enemies in this dungeon are of magical, unnatural origin, and thus can be immune to some effects which require living flesh and thinking mind to be affected. But this also makes them susceptible to some other effects which do not affect natural, living creatures.