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Note: this section is mostly valid for the current version of NNYPD, 0.3, but some details remain to be added in the sections of missile weapons and enchantments. For the other significant changes of version 0.3 you should visit the mod's main page and its other subpages.

General features[]

Some of YAPD's weapon mechanics have been more or less changed in NNYPD, so players should not always take their knowledge of weapons from YAPD for granted in NNYPD. Nevertheless, if a weapon mechanic is not mentioned in this page, that is because it remains the same with YAPD.

Blocking / Parrying[]

A new attribute is added to shields and melee weapons (but not to missile or throwing weapons), named Defensive Power, which represents the chance of blocking an incoming attack. Strength also increases the value of defensive power. Guarding will grant an amount of blocking instances (an amount fixed for each shield and weapon) and moving or being hit will consume one instance. After all instances are lost, Guard stance is lost. Guarding with shields will provide more blocking instances than weapons (from 3 to 4 for shields vs. 2 for weapons) but will reduce dodge at half. On a successful block from either a weapon or shield there is a chance for the enemy to get Exposed. That chance is no longer constant, and it depends on equipment (shield/weapon), self awareness and enemy awareness.

Every weapon can also be used to Block damage / Parry and has different modifiers each, mostly according to its tier, while shields can also be used to slam enemies, dealing some damage and having a chance to push back the enemy (long click/tap on shield to activate). Upgrading them increases defensive power in both weapons and shields. The hero can equip shields from all tiers along with all weapons, but with a strength penalty for both weapon and shield, if the weapon is heavy two-handed (from +2 for tier 1, and +3 for tier 2, up to +7 for tier 5). As a consequence, in late-game the hero will be able to equip both a weapon and a shield without a strength penalty only with the tier 4 Sacrificial Blades and Flail, and only with the tier 5 Greatsword. Ranged missile weapons cannot be equipped along with a shield and have also no defensive power.

Critical hitting and additional effects[]

Most weapons have a chance to score critical hits, dealing increased damage and applying additional effects in most cases. Critical chances are affected by both damage done (the stronger the weapon, the bigger the chance) and the hero's awareness.

The critical effect will be based on weapon type (blade, blunt, thrust). Blade weapons will have a chance to cause bleeding, while some of the heavier ones may cause serious wounds, crippling their target in addition. Blunt weapons can knock enemies on a critical hit, making them dazed and the heavier ones might even stun them.Thrust weapons will be able to strike unprotected parts of the body causing to completely ignore the target armor (pierce armor) and even causing serious bleeding in addition (apart from the melee weapons of the rhrust category, all missile weapons apply this effect as well). All the effects mentioned second for each type are named "improved critical effects" in most of the weapon in-game descriptions, when they are part of their features.

Lastly, some enemies aren't organic to be affected by bleeding or stunning, but blade and blunt weapons can still cause extra damage on criticals to some of them as well. In particular blade weapons can “slice” through ethereal bodies like wraiths and elementals, while blunt weapons can "crush" solid bodies like skeletons and statues.

Most weapons also have different bonuses:

  • Axes: greater critical chances
  • Daggers: greater backstab damage
  • Dual Weapons: better attack speed
  • Flail/Maces: will cause Stun on top of dazing enemies on criticals
  • Moonblades/Quarterstaff: better blocking modifiers
  • Polearms: one tile extra reach
  • Swords: better counter damage

Dual and Off-hand wielding[]

Dual wielding is no longer available, but with a missile weapon on the main hand the hero can equip light one-handed weapons in the offhand slot to be used when enemies get in melee range without a strength penalty and with a strength penalty for heavy one handed (from +2 for tier 1 and +3 for tier 2, up to +7 for tier 5). Dual and Two-handed weapons, either light or heavy, can't be equipped along with a missile weapon in NNYPD. There is a more extensive table below about which weapon is assigned to which type, which mentions also weapon tiers, but here is a short bullet list:

Allowing off-hand weilding

  • Light one-handed: Assassin Blade, Dagger, Hatchet, Shortsword
  • Heavy one-handed: Battle Axe, Broadsword, Flail, Greatsword, Mace, Scimitar, Short Staff

Not allowing off-hand weilding

  • Dual: Knuckledusters, Moonblades, Sacrificial Blades
  • Light two-handed: Glaive, Spear, Twinblades
  • Heavy two-handed: Quarterstaff, Great Axe, Halberd, Warhammer

Precision[]

At melee range, missile and throwing weapons have half chance to hit. Ranged attacks can still miss unaware/stunned enemies (chance based on distance). Ranged attacks don't stack combos and don't gain bonus damage from combos.

Strength penalties[]

Accuracy and Stealth penalties for all weapons get reduced by surpassing the weapons' strength requirement by -2.5% per excess Str. point, but stop decreasing after reaching half of the base penalty. The opposite applies for falling behind the strength requirement (penalties for accuracy, stealth and also attack speed apply and increase per inadequate strength points).

Surprise attacking[]

Every weapon has a Backstab bonus damage modifier, lower for heavy weapons, higher for light ones, very high for those described as effective against unaware enemies and negative instead specifically for the flail, which means that backstabbing with flail will not give a damage higher than base non-backstab damage even with a ring of Shadows and high stealth. Awareness now also affects critical chance and expose chance. Backstab / Sneak attack bonus damage is affected by the hero's current Stealth and stealth values lower than 100 will reduce/negate the base modifier from the weapon, while higher stealth will increase it. The backstab bonus is not applied if the hero doesn't see the enemy, like with throwing weapons through grass.

Transmutation[]

Note also that after the removal of the scroll of Transmutation in version 0.3 weapons generally can't get transmuted anymore in NNYPD.

Melee Weapons[]

Weapons in NNYPD are much more than those in YAPD as 9 new melee weapons have been added.

  • tier 1: Short Staff
  • tier 2: Hatchet, Scimitar
  • tier 3: Assassin Blade, Moonblades, Twinblades
  • tier 4: Flail, Great Axe, Sacrificial Blades

Also the Battle Axe has become tier 3 from 4, and the Quarterstaff tier 2 from 1 (in comparison to YAPD).

A complete list of the weapons of NNYPD follows, in which they are ordered by tier. Note that when a weapon is described as new, this means "new for YAPD", as some of the weapons added in NNYPD have already existed at least in name in Original PD or its other mods.

Tier 1[]

Dagger[]

Dagger
Dagger
A simple iron dagger with a well worn wooden handle. This weapon is very effective against unaware enemies.
  • Light one-handed, thrust type, Str. req. 8, Dam 3-8, Def. power 2, starting secondary weapon of Acolyte and starting main weapon of Brigand, very effective against unaware enemies (75% backstab bonus), pierces armor, it can't have strength penalties and so can't decrease stealth and accuracy, Dam. scaling +1/+2, Def. scaling +1

Knuckledusters[]

Knuckleduster
Knuckledusters
A piece of iron shaped to fit around the knuckles. This simple design allows attacking with this weapon as fast as with fists, while being almost impossible to knock it out of them. This is a very fast weapon.
  • Dual, blunt type, Str. req. 10, Dam. 2-6, Def. power 2, very fast, daze, without a strength penalty (this can only happen to the Acolyte, who has 9 starting strength) does not decrease stealth and accuracy, Dam. scaling +1/+1, Def. scaling +1

Short Staff[]

Short staff NNYPD
Short staff
A well-carved staff, it allows greater control over magic wands. This weapon increases wands effectiveness.
  • New weapon, heavy one-handed, blunt type, Str. req. 10, Dam. 3-10, Def. power 3, starting weapon of Scholar instead of the quarterstaff in YAPD, increases wands' effectiveness, dazes, with a strength penalty nor excess strength decreases stealth and accuracy by 5% (the strength penalty can only happen to the Acolyte, who has 9 starting strength), Dam. scaling +1/+2, Def. scaling +1

Tier 1 weapons are common loot and are always sold at the depth 5 shop.

[In the tables that follow, weapons are sorted primarily by strength requirement and for weapons with same strength requrement, first by base damage and second by damage scaling from lower to higher.]

Weapon Str. Req. Base dam.

Dam. Scal.

Blck. / Scal. Penal. Dam. Type Special
Dagger 8 3 - 8 +1 / +2 2 +1 - Thrust Backstab Bonus +75%
Knuckledusters 10 2 - 6 +1 / +1 2 +1 - Blunt Very fast
Short Staff 10 3 - 10 +1 / +2 3 +1 10% Blunt Incr. wand effect.

Tier 2[]

Hatchet[]

Hatchet
A light axe, most commonly used for felling trees, but a decent weapon after all. This weapon is great at scoring critical hits.

Note: the sprite of the hatchet will be soon uploaded to the wiki.

  • New weapon, light one-handed, blade type, Str. req. 10, Dam. 4-11, Def. power 3, great at critical hits, causes bleeding, with neither a strength penalty nor excess strength decreases stealth and accuracy by 5% (the strength penalty can only happen to the Acolyte, who has 9 starting strength), Dam. scaling +1/+2, Def. scaling +1

Mace[]

Mace
Mace
The iron head of this weapon inflicts substantial damage. This weapon will inflict improved critical effects.
  • Heavy one-handed, blunt type, Str. req. 12, Dam. 4-14, Def. power 4, improved critical effects (occasionaly Stuns in addition to Dazing), with neither strength penalties nor excess strength decreases stealth and accuracy by 10%, Dam. scaling +1/+3, Def. scaling +1

Quarterstaff[]

Quarterstaff NNYPD
Quarterstaff
A staff of hardwood, sturdy enough to efectively block attacks, but also to allow spellcasters to improve mental focus. This weapon increases wands effectiveness and have improved blocking power.
  • New weapon, heavy two-handed, blunt type, Str. req. 12, Dam. 4-12, Def. power 6, increases wands' effectiveness, dazes, with neither strength penalties nor excess strength decreases stealth and accuracy by 10%, Dam. scaling +1/+3, Def. scaling +2

Scimitar[]

Scimitar
Scimitar
A thick curved blade. This weapon is great for counter attack.
  • New weapon, heavy one-handed, blade type, Str. req. 12, Dam. 4-14, Def. power 4, great for counter attack, causes bleeding, with neither strength penalties nor excess strength decreases stealth and accuracy by 10%, Dam. scaling +1/+3, Def. scaling +1

Shortsword[]

Shortsword YAPD
Shortsword
It is indeed quite short, just a few inches longer than a dagger. This weapon is good for counter attack.
  • Light one-handed, blade type, Str. req. 10, Dam. 4-11, Def. power 3, starting weapon of Warrior, good for counter attack, causes bleeding, with neither a strength penaltiy nor excess strength decreases stealth and accuracy by 5% (the strength penalty can only happen to the Acolyte, who has 9 starting strength), Dam. scaling +1/+2, Def. scaling +1

Spear[]

Spear
Spear
A slender wooden rod tipped with sharpened iron. This weapon has extended reach.
  • Light two-handed, thrust type, Str. req. 13, Dam. 4-14, Block. power 4, extra range, pierces armor, with neither strength penalties nor excess strength decreases stealth and accuracy by 20%, Dam. scaling +1/+3, Def. scaling +1

Tier 2 weapons are regular loot and are always sold at the depth 10 shop.

Weapon Str. Req. Base dam. Dam. Scal. Blck. / Scal. Penal. Dam. Type Special
Hatchet 10 4 - 11 +1 / +2 3 +1 5% Blade Great at Crits
Shortsword 10 4 - 11 +1 / +3 4 +1 5% Blade Good Counter damage
Quarterstaff 12 4 - 12 +1 / +3 6 +2 10% Blunt Better Defense

Incr. wand effect.

Mace 12 4 - 14 +1 / +3 4 +1 10% Blunt Improved Crits
Scimitar 12 4 - 14 +1 / +3 4 +1 10% Blade Good Counter damage
Spear 13 4 - 14 +1 / +3 4 +1 20% Thrust Extra Reach

Tier 3[]

Assassin Blade[]

Assassin blade NNYPD
Assassin Blade
A finely crafted dagger, its wavy blade is great for piercing through armors, and deadly against unaware foes. This weapon will inflict improved critical effects and is very effective against unaware enemies.
  • New weapon, light one-handed, thrust type, Str. req. 12, Dam. 4-12, Def. power 4, improved critical effects (causes Bleeding in addition to armor piercing), very effective against unaware enemies (90% backstab bonus), with neither strength penalties nor excess strength decreases stealth and accuracy by 10%, Dam. scaling +1/+3, Def. scaling +1

Battle Axe[]

Battle axe NNYPD
Battle Axe
This axe is specifically designed for combat. This weapon is great at scoring critical hits.
  • New weapon, heavy one-handed, blade type, Str. req. 14, Dam. 5-18, Def. power 5, great at critical hits, causes bleeding, with neither strength penalties nor excess strength decreases stealth and accuracy by 15%, Dam. scaling +1/+4, Def. scaling +1

Broadsword[]

Broadsword
The razor-sharp length of steel blade shines reassuringly. This weapon is good for counter attack.

Note: the sprite of the broadword has been recently changed and will be soon uploaded to the wiki.

  • Heavy one-handed, blade type, Str. req. 14, Dam. 5-18, Def. power 5, good for counter attack, causes bleeding, with neither strength penalties nor excess strength decreases stealth and accuracy by 15%, Dam. scaling +1/+4, Def. scaling +1

Glaive[]

Glaive YAPD
Glaive
A polearm consisting of a sword blade on the end of a pole. Deadly and graceful. This weapon has extended reach, and is good at scoring critical hits.
  • Light two-handed, blade type, Str. req. 15, Dam. 5-18, Def. power 5, extra range, good at scoring critical hits, causes bleeding, with neither strength penalties nor excess strength decreases stealth and accuracy by 20%, Dam. scaling +1/+4, Def. scaling +1

Moonblades[]

Moon blades
Moonblades
A pair of spiked curved blades, these exotic weapons are great to parry attacks and counter attack with a quick strike. This is fast weapon, is great for counter attack and have improved blocking power.
  • New weapon, dual, blade type, Str. req. 14, Dam 4-12, Def. power 8, fast, great for counter attack, improved blocking power, cause bleeding, with neither strength penalties nor excess strength decreases stealth and accuracy by 15%, Dam. scaling +1/+3, Def. scaling +2

Twinblades[]

Twinblades NNYPD
Twinblades
Twinblades are wielded with an unusual technique, allowing to attack in every direction with a single strike. Very handy when fighting multiple opponents. This weapon will damage any nearby enemy and is great for counter attacks.
  • New weapon, light two-handed, blade type, Str. req. 14, Dam 4-12, Def. power 8, damage all nearby enemies, great for counter attack, cause bleeding, with neither strength penalties nor excess strength decrease stealth and accuracy by 20% Dam. scaling +1/+3, Def. scaling +2

Tier 3 weapons are infrequent loot but are always sold at the depth 15 shop.

Weapon Str. Req. Base Dam. Dam. Scal. Blck. / Scal. Penal. Dam. Type Special
Assassin Blade 12 4 - 12 +1/+3 4 +1 10% Thrust Backstab Bonus +90%

Improved Crits

Moonblades 14 4 - 12 +1/+3 8 +2 15% Blade Fast, Great Counter damage Improved Defense
Battle Axe 14 5 - 18 +1/+4 5 +1 15% Blade Great at Crits (x3)
Broadsword 14 5 - 18 +1/+4 5 +1 15% Blade Good Counter damage
Glaive 15 5 - 18 +1/+4 5 +1 20% Blade Extra Reach.

Good at Crits (x2)

Twinblades 15 5 - 18 +1/+4 5 +1 20% Blade Hit all nearby enemies

Great Counter damage

Tier 4[]

Flail[]

Flail NNYPD
Flail
A spiked ball attached to a handle by a length of chain. Very unwieldy, but devastating if it lands a solid hit. This weapon is good at scoring critical hits, and will inflict improved critical effects.
  • New weapon, heavy one-handed, blunt type, Str. req. 16, Dam. 8-22, Def. power 3, good at critical hits, improved critical effects (occasionally Stuns in addition to Dazing), never backstab bonus damage, with neither strength penalties nor excess strength decreases stealth and accuracy by 20%, Dam. scaling +1/+5, Def. scaling +1

Great Axe[]

Great Axe
The enormous steel head of this battle axe puts considerable heft behind each stroke. This weapon is great at scoring critical hits.

Note: the sprite of the great axe has been recently changed and will be soon uploaded to the wiki.

  • New weapon, heavy two-handed, blade type, Str. req. 16, Dam. 7-25, Def. power 6, great at critical hits, causes bleeding, with neither strength penalties nor excess strength decreases stealth and accuracy by 20%, Dam. scaling +1/+5, Def. scaling +1

Sacrificial Blades[]

Sacrificial blades NNYPD
Sacrificial Blades
A pair of curved blades made from snippets of finely chipped obsidian. Commonly used by gnolls in their sacrifice rituals, but also deadly weapons. This is a fast weapon and is very effective against unaware enemies.
  • New weapon, dual, blade type, Str. req. 16, Dam. 5-16, Def. power 6, fast, very effective against unaware enemies, cause bleeding, with neither strength penalties nor excess strength decrease stealth and accuracy by 15%, Dam. scaling +1/+4, Def. scaling +1

Tier 4 weapons are rather rare loot, but the Dwarven Metropolis shop at depth 20 always will either sell a tier 4 or a tier 5 weapon, both at a very high price.

Weapon Str. Req. Base Dam. Dam. Scal. Blck. / Scal. Penal. Dam. Type Special
Sacrificial Blades 16 5-16 +1/+4 6 +1 15% Blade Fast, Backstab Bonus +60%
Flail 16 8-22 +1/+5 3 +1 20% Blunt Never backstab bonus,

Improved Crits, Good at Crits (x2)

Great Axe 16 7-25 +1/+5 6 +1 20% Blade Great at Crits (x3)

Tier 5[]

Greatsword[]

Greatsword YAPD
Greatsword
This towering blade inflicts heavy damage by investing its heft into every cut. This weapon is good for counter attack.
  • Heavy one-handed, blade type, Str. req. 18, Dam. 7-26, Def. power 7, good for counter attack, causes bleeding, with neither strength penalties nor excess strength decreases stealth and accuracy by 25%, Dam. scaling +1/+6, Def. scaling +1

Halberd[]

Halberd YAPD
Halberd
Some day, someone had a brilliant idea about combining reach of the spear with brutality of an axe. This weapon has extended reach, and will inflict improved critical effects.
  • Heavy two-handed, blade type, Str. req. 18, Dam. 8-28, Def. power 7, extra range, improved critical effects (Cripples instead of causing bleeding), with neither strength penalties nor excess strength decreases stealth and accuracy by 30%, Dam. scaling +1/+6, Def. scaling +1

War Hammer[]

War hammer
War hammer
Few creatures can withstand the crushing blow of this towering mass of lead and steel, but only the strongest of adventurers can use it effectively. This weapon will inflict improved critical effects.
  • Heavy-two handedl, blunt type, Str. req. 18, Dam. 8-26, Def. power 7, improved critical effects (occasionally Stuns in addition to Dazing), with neither strength penalties nor excess strength decreases stealth and accuracy by 30%, Dam. scaling +1/+6, Def. scaling +1

Tier 5 weapons are rather rare loot, but the Dwarven Metropolis shop at depth 20 always will either sell a tier 5 or a tier 4 weapon, both at a very high price, and the Imp Shop at depth 26 will always sell a tier 5 weapon at a very high price.

Weapon Str. Req. Base Dam. Dam. Scal. Blck. / Scal. Penal. Dam. Type Special
Greatsword 18 7 - 26 +1 / +6 7 +1 25% Blade Good Counter damage
Halberd 18 8 - 28 +1 / +6 7 +1 30% Blade Extra Reach.

Improved Crits

Warhammer 18 8 - 26 +1 / +6 7 +1 30% Blunt Improved Crits

Generally the loot chance of weapons of each tier follows the chapter numbers: tier 1 weapons are common in chapter 1 - the sewers, tier 2 weapons in chapter 2 - the prison etc. but tier 4 and especially tier 5 weapons are infrequent loot even in demon halls.

Note also that Death Knights (former Blackguards) in demon halls and Skeleton Warriors in prison wield weapons which they always drop upon their defeat, and their dropped weapons are never cursed (because they are not already identified, they just have by default the blue hue of uncursed items). Skeleton warriors will drop eiher a tier 1 or 2 melee weapon and Death Knights a tier 3, 4 or 5 melee weapon.

Melee Weapons by type[]

T1 T2 T3 T4 T5
Dual Knuckledusters Moonblades Sacr. Blades
Light one-handed Dagger Hatchet

Shortsword

Assass. Blade
Light two-handed Spear Glaive

Twinblades

Heavy one-handed Short Staff Mace

Scimitar

Battle Axe

Broadsword

Flail Greatsword
Heavy two-handed Quarterstaff Great Axe Halberd

Warhammer

Regular Effect Improved Effect Notes
Blade Bleeding Cripple instead of Bleeding Won’t affect inorganic targets, with the exception of Ethereal enemies, that will be sliced receiving increased damage.
Blunt Daze Stun for one turn in addition to Daze Won’t affect mindless targets, with the exception of Solid enemies, that will be crushed receiving increased damage.
Thrust/

Missile

Armor Piercing Bleeding in addition to Armor Piercing Won’t affect enemies that don't have armor class

Comparative table for the damage of all melee weapons[]

Unlike what was chosen in the previous tables weapons here are sorted primarily by their base damage at level 0 and then by their base damage at level 5 from lower to higher.

Weapon Str. Req. Dam. L0 Dam. L5

Dam. Scal.

Blck. / Scal. Penal. Dam. Type
Knuckledusters1 10 2 - 6 7 - 11 +1 / +1 2 +1 - Blunt
Dagger2 8 3 - 8 8 - 18 +1 / +2 2 +1 - Thrust
Short Staff 10 3 - 10 8 - 20 +1 / +2 3 +1 10% Blunt
Hatchet 10 4 - 11 9 - 21 +1 / +2 3 +1 5% Blade
Shortsword 10 4 - 11 9 - 26 +1 / +3 4 +1 5% Blade
Assassin Blade2 12 4 - 12 9 - 27 +1 / +3 4 +1 10% Thrust
Moonblades1 14 4 - 12 9 - 27 +1 / +3 8 +2 15% Blade
Quarterstaff 12 4 - 12 9 - 27 +1 / +3 6 +2 10% Blunt
Mace 12 4 - 14 9 - 29 +1 / +3 4 +1 10% Blunt
Scimitar 12 4 - 14 9 - 29 +1 / +3 4 +1 10% Blade
Spear 13 4 - 14 9 - 29 +1 / +3 4 +1 20% Thrust
Sacrif. Blades1,2 16 5 - 16 10 - 36 +1 / +4 6 +1 15% Blade
Battle Axe 14 5 - 18 10 - 38 +1 / +4 5 +1 15% Blade
Broadsword 14 5 - 18 10 - 38 +1 / +4 5 +1 15% Blade
Glaive 15 5 - 18 10 - 38 +1 / +4 5 +1 20% Blade
Twinblades 15 5 - 18 10 - 38 +1 / +4 5 +1 20% Blade
Flail3 16 8 - 22 12 - 49 +1 / +5 3 +1 20% Blunt
Great Axe3 16 7 - 25 12 - 50 +1 / +5 6 +1 20% Blade
Greatsword3 18 7 - 26 12 - 56 +1 / +6 7 +1 25% Blade
Warhamme3 18 8 - 26 13 - 56 +1 / +6 7 +1 30% Blunt
Halberd3 18 8 - 28 13 - 58 +1 / +6 7 +1 30% Blade

1 Knuckledusters are very fast, and moonblades and sacrificial blades fast, so without speed penalties their actual damage per attack turn will be higher than that displayed in the table above.

2 Due to their high backstab bonus modifier the actual damage of the dagger (75% bonus), of the assassin blade (90% bonus) and of the sacrificial blades (60% bonus) will be much higher when they are used by a hero with high stealth (a Brigand or an Acolyte / Scholar with an upgraded ring of Shadows equipped). Note that the very high bonus of the assassin blade in combination with its improved critical effects can allow it to one shot even the tougher enemies with a critical backstab, so heroes with high stealth can totally use it as their weapon for end-game (in contrast its damage will be very low for heroes with poor stealth and these heroes should certainly not use the assasin blade in end-game). That said, an Assassin Blade is a risky choice for Hard Difficulty's end-game due to the buffed enemies and its low damage and scaling.

3 Although theoretically speaking a skilled and lucky player can achieve their hero to survive demon halls and beat Yog-Dzewa even with highly upgraded knuckledusters, the melee weapons noted in bold are the most convenient to be highly upgraded and used in end-game by all classes due to their higher damage output, so they are the best candidates for getting highly upgraded. Brigands should just avoid the flail due to its inability to deal increased damage with surprise attacks, and in contrast can also do more than fine with an upgraded assassin blade or sacrificial blades because of their high backstab bonus.

Ranged Weapons (only Missile)[]

Already from version 0.2 in order to simplify the use of ranged weapons, the Sling, all Flintlock weapons (Pistol, Arquebuse, Handcannon), and the Bullets have all been removed from NNYPD, while the gunpowder has remained in the game as infrequent loot or merchandise, but after the removal of flintlock weapons it is still useful only for creating bomb sticks (75 gunpowder items > 1 bomb stick).

On the other hand two new bows (Composite - tier 4 and Long - tier 2) and a Light Crossbow (tier 3) have been added to fill the different tiers for ranged weapons. The bow has been renamed to Short Bow, is now a tier 1 weapon and the starting weapon of the Acolyte, but retains its familiar sprite and description. In contrast the Arbalest's tier has been increased to tier 5 and has received improved effects. A new rare type of arrow that stuns, named Blunted Arrow, has also been added.

Note also the secondary change that both crossbows (Light Crossbow, Arbalest) need reloading, which according the in-game tutorial takes half turn, but practically a full attack turn will get lost after every second turn, when the hero is actively engaged in a longer fight with an enemy. In contrast in fights that will last only up to two turns reloading the crossbow won't cause any drawback.

All that having been said, in the current version of NNYPD (0.3) the available ranged weapons, which now only belong to the missile type, are:

Tier 1 - Short Bow[]

Bow YAPD
Short Bow
In the hands of a skilled archer, this weapon can be extremely effective.
  • Str. req. 9, Dam. 3-8, needs arrows, pierces armor, starting missile weapon of the Acolyte instead of the sling in YAPD, does not decrease stealth and accuracy, Dam. scaling +1/+1

Tier 2 - Long Bow[]

Long Bow
A long, strong bow carved from a single piece of wood. In trained hands, these bows are lethal weapons that can bring down a foe from afar. This weapon will inflict improved critical effects.

Note: the sprite of the long bow will be soon uploaded to the wiki.

  • Str. req. 12, Dam. 4-12, needs arrows, improved critical effects (pierces armor and causes bleeding), with neither strength penalties nor excess strength decreases stealth and accuracy by 5%, Dam. scaling +1/+2

Tier 3 - Light Crossbow[]

Arbalest YAPD
Light Crossbow
This devious mechanism allows shooting quarrels with ridiculous force. This weapon is good at scoring critical hits.

Note: the light crossbow of NNYPD uses the sprite of the arbalest from current YAPD.

  • Str. req. 14, Dam. 7-22, needs quarrels, pierces armor, good at critical hits, with neither strength penalties nor excess strength decreases stealth and accuracy by 20%, Dam. scaling +1/+3

Tier 4 - Composite Bow[]

Composite Bow
In the hands of a skilled archer, this weapon can be extremely effective. This weapon is good at scoring critical hits.

Note: the sprite of the composite bow will be soon uploaded to the wiki.

  • Str. req. 16, Dam 6-20, needs arrows, pierces armor, good at critical hits, with neither strength penalties nor excess strength decreases stealth and accuracy by 15%, Dam. scaling +1/+4

Tier 5 - Arbalest[]

Arbalest
This devious mechanism allows shooting quarrels with ridiculous force. This weapon is good at scoring critical hits and will inflict improved critical effects.

Note: the sprite of the arbalest is different from that of current YAPD and will be soon uploaded to the wiki.

  • Str. req. 18, needs quarrels, Dam. 9-32, good at critical hits and with improved critical effects (pierces armor and causes bleeding), with neither strength penalties nor excess strength decreases stealth and accuracy by 40%, Dam. scaling +1/+5

Comparative table for the damage of all missile weapons[]

Weapon Str. Req. Lv. 0 Scal. Lv. 5 Cons. Penalty Reload. Special
Short Bow 9 3 - 8 +1 / +1 8 - 13 Arrows - No -
Long Bow 12 4 - 12 +1 / +2 9 - 22 Arrows 5% No Impr. Crits
L. Crossbow1 14 7 - 22 +1 / +3 12 - 38 Quarrels 20% Yes Good at Crits
Compos. Bow 16 6 - 20 +1 / +4 11 - 40 Arrows 15% No Good at Crits
Arbalest1 18 9 - 32 +1 / +5 14 - 57 Quarrels 40% Yes Good at Crits

& Impr. Crits

1 Due to the loss of an attack turn after every second turn because of their need to get reloaded, in fights that last for more than two turns the actual damage of the Light Crossbow and Arbalest will be somewhat less, that is on average 5-15 for the Light Crossbow and 6-21 for the Arbalest at level 0 (6-20 + 6-20 + 0-0 / 3 and 9-32 + 9-32 + 0-0 / 3). Essentially in longer fights a non upgraded Light Crossbow will be dealing only a little more damage than a non ugraded Long Bow, and a non upgraded Arbalest almost exactly the same damage with a non upgraded Composite Bow. This will also apply if they get upgraded, even though the Light Crossbow has a better damage scaling than the Long Bow, and the Arbalest better than the Composite Bow, because still the average damage they will be dealing in long fights will be actually less than that displayed in their game descriptions (comparison of average damage for longer fights at level 5: Long Bow 9-22, Light Crossbow 8-25, Composite Bow 11-40, Arbalest 9-38).

Loot rates and shop availability for missile weapons follow the melee weapon tier rates. Note though that because there is only one missile weapon per tier, the Sewers shop will always sell a Short Bow, the Prison shop a Long Bow etc. while an Arbalest might be getting sold in both the Metropolis and the Imp shop.

Consumables[]

Arrow
A wooden shaft with metal tip and basic fletching. Flies fast, strikes true.

Note: the sprite of the arrow is different from that in current YAPD and will be soon uploaded to the wiki.

The Arrow gets shot by the Short Bow, Long Bow and Composite Bow. It is very common loot in the dungeon.

Blunted Arrow
Originally designed for knocking birds from the air without damaging their meat and feathers, blunted arrows quickly became a staple of thieves and thugs who preferred to take their victims down from a distance.

Note: the sprite of the blunted arrow will be soon uploaded to the wiki.

The Blunted Arrow is a rarer variant of the plain Arrow that also Dazes and potentially Stuns enemies. It gets shot by the same missile weapons as the plain Arrow. Have in mind that the Blunted Arrow has only a chance to daze and a lower chance to stun enemies, and its effect is not guaranteed (so in many cases it will function as just a plain Arrow).

Quarrel
This kind of ammunition is designed to be used with arbalests and crossbows.

Note: the sprite of the quarrel is different from that in current YAPD and will be soon uploaded to the wiki.

The Quarrel gets shot by the Light Crossbow and the Arbalest. It is common loot in the dungeon.

Note also that both types of arrows and quarrels can be thrown without any missile weapon equipped and can hit enemies as long as they are equipped in the throwing weapon inventory slot, but will all deal minimal damage if they are not shot by a missile weapon.

Enchantments - Curses[]

Weapon enchantments are somewhat similar with YAPD, but with some differences existing in the replacement of the Ethereal, Heroic, Tempered and Vorpal weapon enchantments with the Disrupting, Eldritch, Unholy and Unstable weapon enchantments. Like in YAPD both melee and missile weapons can get enchanted but not throwing weapons.

Note that most of the weapon enchantments used to increase the damage of a certain type of combat wand or the recharging of a certain type of utility wand, but this feature has been removed already from version 0.2 of NNYPD. The only enchantment that still has a positive effect on wands (but on all wands generally) is the Arcane enchantment. A list of NNYPD's weapon enchantments follows:

Arcane[]

Arcane enchantment NNYPD
Arcane [Weapon type]
This weapon seems to be enchanted to charge your wands when attacking.
  • It is the same with the enchantment of YAPD.

Blazing[]

Blazing enchantment NNYPD
Blazing [Weapon type]
This weapon seems to be enchanted to burn your enemies on hit.
  • It is the same with the enchantment of YAPD.

Caustic[]

Caustic enchantment NNYPD
Caustic [Weapon type]
This weapon seems to be enchanted to cover your enemies in caustic ooze on hit.
  • It is the same with the enchantment of YAPD.

Disrupting[]

Disrupting [Weapon type]
WIP
  • It causes two different types of debuffs: either the Disrupted debuff to magical enemies or the Withered debuff to the rest of the enemies. WIP

Eldritch[]

Eldritch [Weapon type]
This weapon seems to be enchanted to terrify your enemies on hit.
  • It is similar but not identical with the enchantment of the same name in Original PD. It still Frightens (without a Terror debuff indication) but also causes the Tormented debuff to enemies which makes them unable to attack and also deals damage to them. Hitting the enemy might disrupt the inability to attack, but the enemy will keep receiving damage from the Tormented debuff. WIP.

Freezing[]

Freezing enchantment NNYPD
Freezing [Weapon type]
This weapon seems to be enchanted to freeze your enemies on hit.
  • It is the same with the enchantment of YAPD.

Shocking[]

Shocking enchantment NNYPD
Shocking [Weapon type]
This weapon seems to be enchanted to shock your enemies on hit.
  • It is the same with the enchantment of YAPD.

Unholy[]

Unholy enchantment NNYPD
Unholy [Weapon type]
This weapon seems to be enchanted to deal unholy damage to your enemy, the more wounded the enemy the more damage done.
  • Its unholy damage gets increased the lower the health of the enemy is.

Unstable[]

Unstable [Weapon type]
This weapon seems to be enchanted to radiate unstable energy, acting as a different enchantment with each hit.
  • It causes to enemies randomly any of the other weapon enchantments and is the same with the enchantment of the same name in Original PD.

Vampiric[]

Vampiric [Weapon type]
This weapon seems to be enchanted to drain health from non-magical enemies.
  • It saps health from enemies on hit and is the same with the enchantment of the same name in Original PD.

The colors of the weapon enchantments that are also used in YAPD are the same. WIP

Armor/shield and weapon Curses[]

Armor / shield / weapon curses have generally 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. In the first part of the bullet list the weapon enchantments are mentioned along with the glyphs and the weapon curses along with the amor/shield curses in order to display the existence of enchantment and curse couples in the majority of cases (the "solitary" weapon enchantments/curses are mentioned in the second part while "solitary" glyphs/curses were omitted):

  • Acid Ward glyph/Caustic enchantment > Acidic/Corrosion curse: cover the hero in caustic ooze (green)
  • Arcane enchantment/Deflection glyph > Discharge/Negating curses: deflects non physical damage back to hero / discharges all wands when attacking (purple)
  • Blazing enchantment/Flame Ward glyph > Burning/Combustion curses: burn the hero on hit (orange)
  • Freezing enchantment/Frost Ward glyph > Chilling/Glaciers curse: freeze the hero while attacking (blue)
  • Shocking enchantment/Storm Ward glyph > Potential/Sparkling curses: shock hero on hit (bright white)
  • Unholy enchantment/glyph > Damned curse: deals unholy damage to hero, damage increased the lower the hero's health (gray)
  • Vampiric enchantment/Retribution glyph > Malicious/Mercy curses: damages hero on hit / heals the attacker on hit (red)
  • Disrupting echantment > Blinding curse: releases flashing energy on hit - New
  • Eldritch enchantment > Horrific curse: torments on hit - New
  • Repulsion enchantment> Bounce curse: knocks back hero (red)
  • Unstable enchanment: Chaotic curse: acts as a different curse with each hit - New

Throwing weapons[]

In addition to the new melee weapons, 3 new throwing weapons have been also added to those already existing from YAPD:

  • tier 3: Moon Glaive, Hammer
  • tier 4: Throwing Spear

Tier 1[]

Throwing knife[]

Throwing knife YAPD
Throwing knife
These simple metal blades are weighted to fly true and sting their prey with a flick of the wrist.
  • Light, Str. req. 9, Dam. 2-7, effective against unaware enemies, pierces armor

Javelin[]

Javelin YAPD
Javelin
These lightweight spears are weighted to keep the spike at their tip foremost as they sail through the air.
  • Heavy, Str. req. 12, Dam. 4-14, good scoring critical hits, pierces armor

Poison dart[]

Poison dart SPSPD
Poison dart
Stings of these vicious little darts are covered in some kind of toxin, poisoning their targets with a deadly venom.
  • Special, Str. req. 8, Dam. 1-5, poisons

Tier 2[]

Shuriken[]

Shuriken
Shuriken
Star-shaped pieces of metal with razor-sharp blades do significant damage when they hit a target.
  • Light, Str. req. 11, Dam. 4-10, effective against unaware enemies

Tomahawk[]

Tomahawk
Tomahawk
This throwing axe is not that heavy, but it still requires significant strength to be used effectively.
  • Heavy, Str. req. 14, Dam. 6-18, good scoring critical hits, causes bleeding

Bolas[]

EMP Bola
Bolas
Bolas are mostly used for hunting and they usually don't do much damage but they can ensnare the target, leaving it helpless and motionless for some time.
  • Special, Str. req. 10, Dam. 2-8, roots

Tier 3[]

Moon glaive[]

Moon glaive NNYPD
Moon glaive
This sharp three-bladed missile is made in such a curious way that it can hit multiple enemies and return to the hands of a skilled thrower.
  • New weapon, Light, Str. req. 13, Dam. 6-13, return to hero, hits multiple enemies, causes bleeding

Hammer[]

Throwing Hammer
Hammer
These hefty hammers are designed to be thrown at an enemy.
  • New weapon, Heavy, Str. req. 16, Dam. 8-22, improved critical hit, stuns, dazes

Boomerang[]

Boomerang
Boomerang
These flat curved wooden missiles will return to the hands of their thrower when they missed their target. Their blunt edges do not deal significant damage, but precise throw of a boomerang can stun the target.
  • Special, Str. req. 12, Dam. 3-11, returns to the hero if misses, dazes

Tier 4[]

Chakram[]

Chakram YAPD
Chakram
This razor-edged missile is made in such a curious way that it returns to the hands of a skilled thrower on succesful hit.
  • Light, Str. req. 15, Dam. 8-16, returns to the hero if not miss, effective against unaware enemies, causes bleeding

Throwing spear[]

Throwing spear NNYPD
Throwing spear
Larger throwing spears with with a deadly serrated blade at the end. They are quite heavy, but can inflict serious wounds.
  • New weapon, Heavy, Str. req. 18, Dam. 10-26, good scoring critical hits, causes bleeding, cripples

Harpoon[]

Harpoon YAPD
Harpoon
Harpoons can be used to pull your targets towards you, but only for enemies weaker than you.
  • Special, Str. req. 14, Dam. 4-14, pulls enemy to the hero, very useful in piranha vaults and with enemies that have a strong ranged attack

Loot rates and shop availability for throwing weapons follow the melee weapon tier loot rates.

Appendix: In-game tutorial[]

Only the part of the tutorial relevant to NNYPD's weapons is displayed here. For the rest of the tutorial you should visit the mod's main page.

III.[]

  • [Image of a dagger] Melee weapons are separated into different categories. The most basic of them are Light one-handed weapons which do not have any penalties and can be used as off-hand weapons without strength penalties. Offhand weapons can be used in combination with a ranged weapon on your main hand, allowing you to perform melee attacks with them instead of using a ranged weapon which have several penalties at melee range,
  • [Image of a broadsword] Heavy one-handed weapons are very similar to light one-handed weapons, but they have a Strength penalty if used as offhand weapons.
  • [Image of a glaive] Light two-handed weapons are basically different kinds of polearms, most of them have extra reach. They cannot be used as offhand weapons. However, they can be used with shields just fine.
  • [Image of a great axe] Heavy two-handed weapons are not intended to be used with shields and will require additional strength if you want to use them in this way. But those are the most powerful weapons.
  • [Image of sacrificial blades] Dual weapons are intended to be used with both hands, and attack faster than any other weapon, they can still be used with shields, but only one of them, so the attack speed bonus is negated if used this way.
  • [Image of a moon glaive] Throwing weapons can be equipped in your ammo slot. They can't be upgraded, but they allow you to attack from distance while keeping your melee weapon equipped. They have a chance to break on use (same applies for ammunition as well).
  • [Image of a composite bow] Ranged weapons require both hands to use - meaning they cannot be equipped with shields, but you still can use your offhand slot to equip a wand or a melee weapon to fight in melee range. Without ammunition, you will attack as if you had no weapon at all. Every kind of ranged weapon requires specific kind of ammunition in you ammo slot.
  • [Image of a light crossbow] Crossbows are the strongest ranged weapons, but require to reload after each attack, consuming half of a turn, but you can reload while moving for free.
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