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[This wiki page describes the current version "0.9.4 Testers' Party", in which only a new buff/debuff has been added the "Stone Ice" caused by the Stone Beetle. Nevertheless, in the directly previous version "Year Hunter" a good amount of new buffs (but not any debuffs) have been added because of the new Follower class with its special skill item and of the new Spring Festival skins with the skin-specific items that came along, and that most of them apply also some new buffs to the hero.]

Overview[]

There are many new buffs added to those of Sprouted PD:

  • 18 new class-specific or skin-specific, which are not available at all or not so easily available to all the other classes and skins (the total sum of buffs available only to specific cases, familiar and new, is 24)
  • 14 new available equally to all classes by using the dew vial, consuming food items and potions, reading scrolls, or using enchanted weapons and artifacts (the total sum of buffs available to all classes, familiar and new, is 35)

That makes the total of SPS-PD's buffs, familiar (with the same name or renamed) and new, 59.

Also 15 new debuffs have been added to SPS-PD, which makes the total of SPS-PD's debuffs, familiar and new, 34. Obviously, memorizing 93 different buffs and debuffs (with 47 of them being unique to SPS-PD) would be impossible for the casual player to achieve quickly, even if he/she unexpectedly attempted such a thing, but here they are all described with a lot of details for players who might want to learn more about one or some of them specifically, and are not capable of fully comprehending the game code. As a matter of fact, the total amount of SPS-PD's buffs and debuffs is even higher, as the rare buffs and debuffs of holiday weapons were omitted and are only mentioned in the weapons page. Casual players will just have to become regular players, in order to eventually know what each of them does, without needing to read the in-game description.

Note that for both the hero and enemies the game displays their current buffs and debuffs with a description for each of them. For the hero this is very evident as there is a whole "Buffs" tab in the hero's window, but for the enemies the player will have to open their game description window and select each buff's/debuff's icon, then its name and game description will be displayed.

The buffs and debuffs listed here are all those that are displayed on the hero's "Buffs" subtab, either familiar or new, and a few important that aren't.

Hero Buffs (all classes and skins)[]

[There are also some additional buffs that can be applied to the hero only when he/she equips a holiday weapon, but as holiday weapons are very rarely used, these buffs are only listed in SPS-PD's Weapons page. For the same reason of rarity holiday weapons are also not mentioned in the buffs' descriptions of this page.]

Arcane[]

Arcane SPS-PD
Arcane
Magical power radiates throughout your body, increasing your magic power by 10 points so that your wands deal extra damage. Turns of Arcane remaining: [X]

It is gained for all classes by reading a scroll of Recharging or consuming a Star Flower food item (both 30 turns), consuming a Magic Pill (200 turns), by all Mages also by using their Jump Shoes (10 turns), by the mage Emcee and Gnolls skin by performing the Dark Rite of their shaman masks (40 turns), by the Classic and Emcee mage skins randomly by drinking from their wonder flasks (10 turns), by the Lion Dancer performer superstar skin by using the Back option of his "Learn lion dance" unique item (20 turns, Back also gives the Recharging buff to all performers) and in all cases it provides +10 Magic Power, regardless of what caused the buff. If the buff gets reapplied while it is still active, it just gets renewed, with the exception of the Magic Pill, that will add turns with each consumption.

Attack Up[]

Attack Up SPS-PD
Attack Up
[X] turns, you gain [Y]% attack damage.

This is a very common buff, due to the many ways it can get gained:

  • 10% - by choosing the Warrior's special skill Fighting Arena when enemies are in a distance closer than 3 tiles
  • 15% - by hitting enemies with an Energy enchanted weapon equipped (10 turns)
  • 20% - as a side effect of drinking a potion of Invisibility (10 turns), randomly by the Glass Totem artifact without choosing it (5 turns), randomly by choosing the primary Simulate option the Robot Heart artifact (100 turns), or by choosing the secondary Restart option of the Timekeeper's Hourglass artifact (50 turns)
  • 25% - by eating a Star Flower food item (30 turns), from getting hit by enemies with a Firecover enchanted armor equipped (5 turns), or for the Performer by using the Special Dance option of his skill item (10 turns)
  • 30% - by the Archer and Taurcen huntress skins when shooting an EMP Bolas special arrow with their centaur bows (10 turns), for the Lion Dancer performer skin by using the Dash option of his "Learn lion dance" unique item (20 turns), and for the Performer class by choosing the Fans Accompaniment option of his skill item (100 turns)
  • 35% - for the Classic and Emcee mage skins randomly by drinking from their wonder flasks (10 turns) or by enhancing a missile weapon or gun with Battle ammo (5 turns)
  • 50% - by consuming a Smash Pill (200 turns), or for the Rogue randomly by choosing the Shadow Bless option of his skill item (15 turns)
  • 75% - by choosing the primary option of the Glass Totem artifact (200 turns)
  • 80% - for the Gnoll and Emcee mage skins by performing the Light Rite of their shaman masks (40 turns)

It provides Increased Damage in various degrees and for various turns, which were mentioned in the bullets above. If the same Attack Up buff gets reapplied while it is still active, it adds turns to the previous ones, and if a stronger Attack Up buff gets applied while it is still active, it replaces the existing one and does not add turns to it (weaker versions are ignored). Animated Steels/Statues with an Energy weapon equipped, the Plague Doctor, the Plant King and the Troll Warrior are all enemies that can have an attack up buff, also with various power degrees.

Barkskin[]

Barkskin
Barkskin
Your skin is hardened, it feels rough and solid like bark. The hardened skin increases your effective armor, allowing you to better defend against physical attack. The armor bonus will decrease by one point each turn until it expires. Your armor is currently increased by: [X]

It is gained:

  • for the Warden subclass each time she steps on a plant, but not when she steps on high grass like in Sprouted PD (the armor granted is hero's max HP/6)
  • for all heroes by eating five specific food items, which grant a different amount of armor absorption each:
    • Nut and Frozen Carpaccio (both 10 armor and also both grant it randomly)
    • Nut Vine (35 armor, always grants it)
    • Moon berry and Full Moon berry (both 70 armor and also both grant it randomly)

Note that also with each turn passing the barkskin armor is anyway reduced by half, even when the hero has not received any damage (so for example with barkskin armor from a Moon berry and without any damage dealt to the hero, with the passing of 3 turns the hero will end up with 75 > 38 > 19 > 10 armor). This paragraph is based on the game code and describes what is currently happening in-game, so the middle part of the game description above is inaccurate (it is a remnant of a previous game version).

Bless[]

Shattered-Blessing
Bless
A great burst of focus, some say it is inspired by the gods. Blessing significantly increases accuracy and evasion, making the blessed much more effective in combat. Turns of bless remaining: [X]

It is very similar to its Blessed equivalent in Original PD and other mods (+20% Accuracy and Evasion) and not with that of Sprouted PD (increased damage), but it can be obtained in many more ways than in any other mod:

  • 5 turns - by eating a Rainbow Egg (holiday version of pasty) or for the Soldier class by choosing his Mirror Army special skill
  • 10 turns - by eating Perfect Food
  • 30 turns - randomly for the Plumber performer skin when using his mushroom kingdom ? box
  • 50 turns - by drinking a potion of Experience or a Foamed Beverage, by eating Food Fans or a Starfruit, by choosing the secondary option Restart of the Timekeeper's Hourglass artifact, and randomly by activating the primary option "Simulate" of the Robot HEART artifact
  • by being inside a Quiet room (lasts as long as the hero remains inside and maximum for 5 turns afterwards)

It also grants temporary Immunity to many of the game's debuffs and harmful gases: Confusion, Demon Blood, Paralytic, Stench (Acidic Scorpio & Fetid Rat), Toxic, Venom Gas, Fire, Lightning & Shock damage, Cold, Dry, Frozen, Hot, Leech Seed, Rooting, Wet debuffs. If the buff gets reapplied while it is still active, it adds turns to the previous ones and doesn't just get renewed. Note: Stepping on the Starflower plant does not grant the Bless buff, but the Strength buff (see below).

Blood Angry[]

Blood Angry SPS-PD
Blood Angry
It makes you stronger. [X] turns left

It is only gained after the Chalice of Blood artifact gets upgraded above level +4 by activating its secondary "Bloodangry" option. It increases damage by +50% and speed by +20%. The duration of the buff is 100 turns regardless of the level of the Chalice.

Defence Up[]

Herbal armor
Defence Up [Damage Reduce]
[X] turns, reduces [Y]% damage.

Note: a) In few cases this buff is named "Damage Reduce" in the hero's buff tab, but has the same symbol and description and applies exactly the same effect. b) It has the same symbol with the Alien Shield and Herbal Armor buffs, which are similar but not identical to it.

This is a very common buff, due to the many ways it can get gained:

  • 20% - as a side effect of drinking a potion of Levitation (10 turns), from getting hit by enemies with a Breakrock enchanted armor equipped (5 turns), by using the secondary "Defense Mode" option of the Glass Totem artifact (5 turns), randomly by activating the primary option "Simulate" of the Robot HEART artifact (100 turns), or by choosing the seconday option Restart of the Timekeeper's Hourglass artifact (50 turns)
  • 25% - by eating a Star Flower food item (30 turns) or for the Performer by using the Special Dance option of his skill kit (10 turns)
  • 30% - by hitting enemies with a Dance enchanted weapon equipped (it is +30% at weapon's level 0, but scales up by +1 per level, 5 turns) or specifically for the Lion Dancer performer skin by choosing the Dash option from his "Learn lion dance" unique item (20 turns)
  • 35% - by enhanching a missile weapon or gun with Battle ammo (5 turns) or for the Classic and Emcee mage skins randomly by drinking from their wonder flasks (10 turns)
  • 50% - by consuming a Hard Pill (200 turns), for the Classic and Heavy Infantry warrior skins by using the Defense option of ther wooden shield (3 turns)
  • 80% - for the Gnoll and Emcee mage skins by performing the Light Rite of their shaman masks (40 turns)
  • by activating the primary option "Fly Mode" of the Alien Shoulder Bag artifact (the level and turns depend on the artifact's level and are both calculated by artifact's Level * 5, so at level 0 are 0)

It provides increased defense (which means decreased damage and not increased evasion), in various degress and for various turns, which were mentioned just above. If the same Defence Up buff gets reapplied while it is still active, it adds turns to the previous ones, and if a stronger Defence Up buff gets applied while it is still active, it replaces the existing one and does not add turns to it (weaker versions are ignored). Some enemies can also have a defence up buff with various degrees of defense increase (Animated Steel with a Dance enchanted weapon equipped, Gnoll Brute, Demon Flower, Plague Doctor, Spider Queen, Troll Warrior).

Deferred Damage[]

Damage deferred
Deferred Damage
While your armor's glyph has protected you from damage, it seems to be slowly paying you back for it. Damage is being dealt to you over time instead of immediately. You will take one damage per turn until there is no damage. Deferred damage remaining: [X]

It works like a buff in the long run, as it divides the damage received by the hero to only 1 per turn. It can only be gained by the hero getting hit while having a Snowhouse enchanted armor equipped (the viscosity glyph has been removed from SPS-PD). Note that it has the same symbol with the Extract buff, which applies a very different effect.

Dew Drop[]

Dew Drop SPS-PD
Dew Drop
Whenever you kill mobs, they drop dew besides them.

It is the Dew Charge buff of Sprouted PD renamed and is gained automatically by first visiting every new depth, after meeting the Dew Developer in floor 2, and makes the enemies drop dew after they get killed. Its duration in each depth depends on how quick all the initially spawned enemies in the previous depth were killed, like in Sprouted PD. It is also always active in all non-boss challenge depths. It can get also activated anytime by eating the Green Spore mushroom (100 turns), by activating the secondary option of "Soulbless" of a +2 or higher Dried Rose artifact (its duration is calculated by rose's Level * 100), and for the Undead rogue skin by Reading his undead bible (100 turns), but at the cost of -5 max HP permanently. Under the hero's HP bar the symbol displayed is of only one light blue drop in a blue background.

Drowsy[]

Shattered-Drowsy
Drowsy
A magical force is making it difficult to stay awake. The hero can resist drowsiness by taking damage or by being at full health. After a few turns, the target will fall into a deep magical sleep.

As a buff for the hero it is gained by reading a scroll of Lullaby and leads to a Magical Sleep that rapidly replenishes HP fully. It is interrupted by taking damage and negated by being in full health or starving. When enemies are around it also works for them, but as a debuff, by putting them to sleep and making them vulnerable to surpise attacks. The same effect can be applied, but only to enemies, by eating a Pixie Parasol mushroom (all enemies in field of view), and by throwing a Rice Ball to a specific enemy. It is considered a debuff by the game in all cases, so drowsiness is "cured" if the hero steps on a Dreamfoil plant, and randomly after eating a frozen carpaccio.

Extract[]

Damage deferred
Extract
While you fight, your weapon's enchantment heals you slowly. You will heal for one HP per turn until there is no healing left. Heal remaining: [X]

This buff is only available by equipping the tier 6 Extract Long Sword, but it is activated automatically and is not a weapon's ability that needs to get chosen by the player. It is a minor Healing/Vampiric buff but which gets activated consistenlty with every hit and is very reliable. The tier 3 Spork has a very similar effect with its Binge attribute, but it is not displayed as a buff in the hero's tab. Note that a) this buff has the same symbol with the Deferred Damage effect and b) that in the current version of SPS-PD this buff neither overfills the HP bar nor makes the game crash anymore.

Feed[]

Feed SPS-PD
Feed
You will gain more health limit from each mob you have killed. [X] turns left.

It is gained only after the hero uses the secondary "Feed" option of a +2 or higher Horn of Plenty artifact, and grants +1 to the hero's max HP with every enemy killed. The duration of the buff depends on the level of the horn and is calculated by current Level * 3.

Foresight[]

Shattered-Foresight
Foresight
You feel very nervous, as if there is nearby unseen danger.

It is gained by having the Talisman of Foresight artifact equipped and is automatically granted when the hero is close to a hidden trap or hidden door, warning the hero with the message "You feel uneasy". It is constantly ready to get granted, but only lasts as long as the hero is near to the trap or door. The radius of the artifact increases as it levels up, so with a highly upgraded Talisman, there might be a warning for a trap or a door which is still rather far (but not very far).

Fushigi No Bless[]

Fushigi No Bless SPS-PD
Fushigi No Bless
Fushigi-no bless improves your body and your luck. [X] turns left.

It is only available after eating the [Onigiri] Ration of Food, a unique reward of the Alfred, Abbey and Abeys NPC in Dolya Town, which can be obtained many times. It increases the hero's Luck by +5 (the effect is equal to having a +5 Lucky Badge equipped), and their Strength by +1, both for 150 turns. It does not have any of the effects of the "plain" Bless buff.

Haste[]

Haste SPS-PD
Haste
You move fast, [X] turns left.

This is a very common buff, due to the many ways it can get gained, apart from the most common, which is by using the Speed ability of the dew vial (10 turns):

  • by drinking a potion of Experience (50 turns)
  • by eating a Blue Milk mushroom (20 turns), a Cloud berry (8 turns), French Fries (50 turns), a Roast Turkey (5 turns) or Perfect Food (5 turns)
  • by the activation of the Adapt glyph but only when the hero is standing on water (5 turns)
  • for the Samurai Rogue skin by its Horse Totem unique item, randomly when it is just in the inventory, always when it is equipped, each time the rogue kills an enemy (4 turns)
  • randomly for all these cases: for the Vtuber rogue skin by using his Effect Button (5 turns), for the Rogue class when choosing the Shadow Bless option of his skill item (15 turns), for the Performer class when choosing the Fans Accompaniment option of his skill item (5 turns), and for the Huntress class when choosing the Hunter Instict option of her skill item (10 turns)

Specifically for this buff the amount of turns are those counted by the game and not real time turns, as the Haste buffs makes most of the hero's actions needing less than a game turn. Note that equipping the ring of Haste also adds a speed bonus which scales up with the ring's upgrades, but this is not displayed as a Haste buff in the hero's buffs tab or under the HP bar. The Freerunner subclass also gains extra speed, but as it is a permanent characteristic of the subclass, unless the Freerunner is starving or encumbered, it is rather a permanent bonus than a buff. It increases Speed by +250% (or haste Level * 1.00/10 if this is more) and It lasts fot various amounts of turns, which were mentioned in the bullets above. If the buff gets reapplied while it is still active, it adds turns to the previous ones and doesn't just get renewed. Apart from the enemies that always have increased speed some other can increase their speed temporarily (thieves when fleeing, Dwarf King, Plague Doctor, almost all the bosses in the BossRush challenge) and also all enemies that are terrified or in amok get hasted.

Herbal Armor[]

Herbal armor
Herbal Armor
A kind of natural, immobile armor is protecting you. The armor forms plates of bark and twine, wrapping around your body. This herbal armor will absorb [X] of all physical damage you take, until it eventually runs out of durability and collapses. The armor is also immobile, if you attempt to move it will break apart and be lost. Armor remaining: [X]

It is available in three ways: a) when stepping on an Earthroot plant, in which case it grants damage absorption equal to the hero's max HP, which can be a big amount of armor in high levels, b) when getting hit by enemies with an armor enchanted with the Breakrock glyph equipped, in which case it grants damage absorption equal to 5 * (armor's level + 1), and c) when choosing the primary option "Root" of the Sandals of Nature artifact, in which case it grants damage absorption equal to the artifact's charges (it also roots the hero for 5 turns). As mentioned in the game description, the armor remains active as long as the hero stays on the tile on which the buff was activated and the buff fades out instantly after any move by the hero. Note that it has the same symbol with the Alien Shield and Defence Up buffs, which are similar but not identical to it.

Herbal Healing[]

Herbal healing
Herbal Healing
Sungrass possesses excellent healing properties, though its not as fast as a potion of healing.

You are current slowly regenerating health from the sungrass plant. Taking damage while healing will reduce the healing effectiveness, and moving off the plant will break the healing effect. Healing remaining: [X]

Similar to Regeneration, it is a healing over time effect, when the hero steps on a Sungrass plant and stays on that tile. Even heroes of very high level with hundreds of max health points will get fully healed after remaining on the plant's tile for enough time.

High Light / Illuminated[]

Illuminated
High Light / Illuminated
Even in the Darkest Dungeon, a steady light at your side is always comforting. Light helps keep darkness at bay, allowing you to see a unreasonable distance despite the environment. Turns of illumination remaining: [X]

This buff is displayed in equal ratio with these two different names, depending on what exactly has caused the buff, but both names describe the same buff. This is also a very common buff, due to the many ways it can get gained, apart from the two most common, which are by lighting a torch (High Light 300 turns), and with shorter duration by using the Light ability of the Dew Vial (Illuminated 80 turns). It is also gained:

  • by zapping an enemy with a wand of Light, but not by just zapping the wand randomly (Illuminated turns 5 + level)
  • as a side effect of drinking a potion of Purification (High Light 10 turns)
  • randomly for the Classic mage skin by drinking from his wonder flask (High Light 10 turns)
  • by eating Food of Knowledge or Perfect Food (both High Light 50 turns)
  • but also while having the Burning debuff and for a very short while afterwards.

It increases Range of Vision to 8 tiles and lasts for various amounts of turns, which were mentioned just above. If the buff gets reapplied while it is still active, it adds turns to the previous ones and doesn't just get renewed.

Imbued with Earth[]

Imbued with Earth SPS-PD
Imbued with Earth
You are imbued with the power of earth! All physical attacks will command roots to lock the enemy in place while the effect lasts. Turns of earth imbue remaining: [X]

It is gained by eating an Earthfruit (30 turns), by the activation of the Adapt glyph but only when the hero is standing on trampled grass (5 turns), and randomly for the Huntress class when choosing the Hunter Instict option of her skill item (30 turns). It causes to enemies their attacks to Root them on hit and lasts for 2 turns per hit. It also grants Immunity to Paralysis, Slowness and Rooting. If the buff gets reapplied while it is still active, it just gets renewed.

Imbued with Fire[]

Imbued with fire SPS-PD
Imbued with Fire
You are imbued with the power of fire! All physical attacks will have a chance to light enemies ablaze. Additionally, you are completely immune to the effects of fire. Turns of fire imbue remaining: [X]

It is gained by eating a Firefruit (30 turns), by the activation of the Adapt glyph but only when the hero is standing on embers (5 turns), and randomly for both the Huntress class when choosing the Hunter Instict option of her skill item, and for the Plumber performer skin when using his mushroom kingdom ? box (both 30 turns). It grants Immunity to Fire damage and Burning, and also Ignites enemies on hit. If the buff gets reapplied while it is still active, it just gets renewed.

Imbued with Ice[]

Frozen
Imbued with Ice
You are filled with the power of cold ice! All physical attacks have the opportunity to freeze the enemy. In the meantime, you're completely immune to freezing. The force effect of residual ice that is left is: [X] turns

It is gained by eating an Icefruit or randomly for the Plumber performer skin when using his mushroom kingdom ? box (both for 50 turns). It grants Immunity to Frost damage and Freezing, and also Freezes enemies on hit. If the buff gets reapplied while it is still active, it just gets renewed.

Imbued with Toxicity[]

Imbued Toxicity SPS-PD
Imbued with Toxicity
You are imbued with poisonous energy! As you move around toxic gas will constantly billow forth from you, damaging your enemies. You are immune to toxic gas and poison for the duration of the effect. Turns of toxic imbue remaining: [X]

It is gained only by eating a Sorrowfruit, makes the hero produce Toxic Gas and also grants immuntity to poison and toxic gas (but not the more general Immune to Gases buff), and lasts for 30 turns. If the buff gets reapplied while it is still active, it just gets renewed. Note that after the buff fades out along with its immunity, the toxic gas blob remains active for some turns, so it is better for the hero to be close to an exit when the buff is ready to end.

Immune to Gases[]

ImmuneToGases
Immune to Gases
Some strange force is filtering out the air around you, it's not causing you any harm, but it blocks out everything but air so effectively you can't even smell anything! You are immune to the effects of all gasses while this buff lasts. Turns of gas immunity remaining: [X]

It is gained mostly by drinking a potion of Purification or eating a Dreamfruit (15 turns) and as a parallel effect to the production of harmful gases from the Testpaint glyph (duration equal to the the producing of gases). It grants Immunity to all Gases. If the buff gets reapplied while it is still active, it just gets renewed. Note that also the Imbued with Toxicity buff grants specifically immunity to toxic gas (30 turns). An armor with the Testpaint glyph when it starts to produce harmful gases grants also this buff.

Invisibility[]

Invisible
Invisible
You are completely blended into the surrounding terrain, making you impossible to see. While you are invisible enemies are unable to attack or follow you. Physical attacks and magical effects (such as scrolls and wands) will immediately cancel invisibility. Turns of invisibility remaining: [X]

This is a very common buff, due to the many ways it can get gained, in addition to the most common, which are by using the Light ability of the dew vial (20 turns), or drinking a potion of Invisibility (15 turns):

  • for the Rogue class by using his Cloak of Shadows (5 turns per cloak's charge) or by choosing the Shadow Bless option of his skill item (20 turns), and also randomly by using his Jump Shoes (5 turns). Note that the invisibility buff granted by the Cloak of Shadows is named Cloaked buff, and has the same icon (see below) but a different game description. This buff has almost the same advantages and limitations with the regular invisibility buff, but the Cloak of Shadows also allows the rogue to cancel his invisibility, so it grants both invisibility and visibility on demand.
  • for the Warden subclass of the huntress by stepping on high grass (1 turn per tile)
  • for the Lion Dancer performer superstar skin by using the Dash option of his "Learn lion dance" unique item (20 turns, Dash gives also the Attack Up buff to all performers)
  • by the activation of the Adapt glyph but only when the hero is standing on high grass (5 turns)
  • by choosing the primary Fly Mode option of the Alien Single Shoulder artifact (the level and turns depend on the artifact's level and are both calculated by artifact's Level * 5, so at level 0 are 0)
  • by eating a Blindfruit (15 turns)
  • randomly by activating the primary option "Simulate" of the Robot HEART artifact (50 turns) or by eating Frozen Carpaccio (15 turns)

It makes the hero undetectable by enemies for various amounts of turns, which were mentioned just above. If the buff gets reapplied while it is still active, it adds turns to the previous ones and doesn't just get renewed. Reading any scroll and using any wand cancels invisibility and obviously also attacking enemies (unlike Original PD also attacking with ranged or thrown weapons), but not eating, drinking or throwing harmful potions. Note that the buff's symbol under the hero's HP bar has the same colors but it just resembles the general outline of the symbol in the game description box.

Invisible
Cloaked
Your cloak of shadows is granting you invisibility while you are shrouded by it. While you are invisible enemies are unable to attack or follow you. Physical attacks and magical effects (such as scrolls and wands) will immediately cancel invisibility. You will remain cloaked until it is cancelled or your cloak runs out of charge.

[Note: as the Cloaked buff is essentially the Invisibility buff renamed for when it is granted specifically by the Cloak of Shadows, it did not get a separate entry.]

Levitation[]

Levitating
Levitating
A magical force is levitating you over the ground, making you feel weightless. While levitating you ignore all ground-based effects. Traps won't trigger, water won't put out fire, plants won't be trampled, roots will miss you, and you will hover right over pits. Be careful, as all these things can come into effect the second the levitation ends! Turns of levitation remaining: [X]

It is most commonly gained by drinking a potion of Levitation, eating a Stormfruit or by using the Speed option of the dew vial after it gets upgraded by the Dew Developer in the power trial depth (all three 20 turns), but is also gained:

  • by choosing the primary Fly Mode option of the Alien Single Shoulder artifact (the level and turns depend on the artifact's level and are both calculated by artifact's Level * 5, so at level 0 are 0)
  • by the activation of the Adapt glyph but only when the hero is standing next to a chasm (10 turns)
  • specifically for the Rogue class by using his Jump Shoes (2 turns)
  • for the Lion Dancer performer skin by using the Jump option of his "Learn lion dance" unique item (20 turns)
  • randomly by eating a Cloud berry (20 turns) and always a Roast Turkey or Perfect Food (both 5 turns)

Apart from its obvious use of passing over chasms safely, it is also useful for making the hero immune to rooting and able to avoid triggering traps, but it also makes him/her unable to use water tiles for putting of the burning debuff. It lasts for various amounts of turns, which were mentioned just above.

Magic Shield[]

Magic Shield SPS-PD
Magic Shield
Magic immunity can help you resist some buffs. Turns left : [X]

This buff is only available by equipping the tier 6 Mince Great Axe and activating its special ability "Shield". It is a Magic Shield that grants temporary immunity not only against some types of damage and debuffs, but also to some enemy attacks: Burning, Electricity, Lightning, and Poison damage - Confusion, Demon Blood, Paralytic, Stench, and Toxic gases - Broken Robots', Burning Fist's, Evil Eyes' and Warlocks' attacks. Its duration depends on the weapon's level and is calculated by 2 * (Level/10), so it will last for very little at low weapon's levels, for example for only two turns at level +10, but will offer considerable protection at high levels.

Mind Vision[]

Mind vision
Mind Vision
Somehow you are able to see all creatures on this floor through your mind. It's a weird feeling. All characters on this floor are visible to you as long as you have mind vision. Seeing a creature through mind vision counts as it being seen or nearby for the purposes of many magical effects. Turns of mind vision remaining: [X]

It is most commonly gained by drinking a potion of Mind Vision and eating a Fadefruit (both 40 turns) or by using the Peek option of the dew vial after it gets granted by the Dew Developer on depth 2 (2 turns). It is also granted always by eating Food of Knowledge (50 turns), and randomly in all of these cases: by eating a Black berry (40 turns), for the Vtuber performer skin by using his effect button (5 turns), or by activating the primary Simulate option of the Robot HEART artifact (80 turns). It makes visible all characters on the depth, both friendly and hostile and lasts for various amounts of turns, which were mentioned in the previous sentence. If the buff gets reapplied while it is still active, it adds turns to the previous ones and doesn't just get renewed. Note that it is a very useful ability for completing a depth within the Dew Drop goal moves, but also for semi-mapping a depth, as it shows a portion of all areas that contain enemies or any other character and it also has great synergy with all the effects that get applied to enemies in the field of view. Note that this buff has the same symbol with the Treasure Search buff, with which they often coexist, as they are both applied by the same item or skill, but their effects are rather different (when they coexist, there are two same-looking buff icons under the hero's HP bar).

Muscle[]

Blood Imbue SPS-PD
Muscle
You gain 2 Str. Left: [X] turns.

It is a +2 Strength buff for 200 turns, which is gained only after consuming a Power Pill. If the hero takes another Power Pill, he doesn't gain more strength, but turns are added to those already existing. Note that it has the same symbol with the warrior-only Blood Imbue buff, but applies a very different effect.

Notice[]

Notice SPS-PD
Notice
Notice helps you find secrets. [X] turns left.

It is gained only after the Talisman of Foresight artifact gets upgraded to +3 or more, by activating its secondary option "Notice". The duration depends on the artifact's level and is calculated by (Level + 2) * 10. In its current form this buff is rather useless, as it helps the hero notice hidden doors that lead to secret rooms, but the Talisman does that anyway by default, its noticing radius is just a bit weaker in its early levels.

Overfed[]

Shattered-Well fed
Overfed
Overfed fills you with determination and improves your damage.

Note: There is also a general game message that appears in the game description of all states of hunger different than normal, but it does not describe the buff or debuffs by themselves: "Hunger slowly increases as you spend time in the dungeon, eventually you will begin to starve. While starving you will slowly lose health instead of regenerating it. Rationing is important! If you have health to spare starving isn't a bad idea if it means there will be more food later. Effective rationing can make food last a lot longer!". It is also a bit inaccurate for SPS-PD, as you will read in the next paragraph.

In SPS-PD all states of Satiety affect the hero's damage, being hungry and starving negatively, and being overfed positively. This specific buff is gained after overeating, that is consuming food that its nutritional value surpasses the point 0 of the hunger counter. It changes the hero's damage multipliier from the default 1 (normal state of satiety, not hungry or starving) to 1.2. It does not affect regeneration rate positively like it does in other mods.

Recharging[]

Shattered-Recharging
Recharging
Energy is coursing through you, improving the rate that your wands and staffs charge. Each turn this buff will increase current charge by one quarter, in addition to regular recharge. Turns of recharging remaining: [X]

Unlike Sprouted PD, it doesn’t instantly recharge all wands to full charge, but grants a much higher rate of recharging, like in Shattered PD. It is mostly granted by scrolls of Recharging for 30 turns but also:

  • by the activation of the Adapt glyph but only when the hero is standing on a triggered trap (5 turns)
  • from getting hit by enemies with an Electricweb enchanted armor equipped (30 turns)
  • by eating a Candy Cane or Perfect Food (both 2 turns)
  • for the Mage class by choosing the Lightning Arrester option of his skill item (30 turns)
  • for the Classic and Emcee mage skins by drinking from their wonder flasks (10 turns)
  • for the Emcee and Gnoll mage skins by performing the Dark Rite of their shaman masks (40 turns)
  • for the Lion Dancer performer skin by using the Back option of his "Learn lion dance" unique item (10 turns)

It lasts for various amounts of turns, which were mentioned just above. If the buff gets reapplied while it is still active, it adds turns to the previous ones and doesn't just get renewed.

Regeneration[]

Regeneration SPS-PD
Regeneration
Regeneration makes you healthy. Turns of regeneration left: [X]

This is a very common buff, due to the many ways it can get gained, in addition to the most common, which is by drinking a potion of Mending (healing effect: hero's current HP - hero's max HP):

  • 5 turns: by eating Spring Festival Food
  • 10 turns: by eating Perfect Food
  • 20 turns: by activating the primary "Simulate" option of the Robot HEART artifact
  • current HP/2: by eating a Blue Milk or Pixie Parasol mushroom and randomly for both the Huntress class by choosing the Huntress Instict option from her skil item and for the Classic and Emcee mage skins by drinking from their wonder flasks
  • max HP/5: for the Gnoll mage skin by performing the Natural Rite of his shaman mask
  • max HP/5 - max HP: by eating Heal Grass
  • max HP/2: for the Warrior class by using the Lay on Hands option of his skill kit, which also heals fully a pet
  • max HP/2 - max HP: by eating a Black berry always
  • max HP: by the tier 6 Drawing Extract Long Sword's special ability "Heal" and also randomly by eating all the berries other than the Black berry

It refills hero's HP gradually but for various turns, which were mentioned just above, and is very similar in its effect with the Herbal Healing buff. If the buff gets reapplied while it is still active, it just gets renewed. The Slime performer skin has double regeneration speed in comparison to all the other classes and skins.

Shadowmelded[]

Shadowmelded
Shadowmelded
You are blended into the shadows around you, granting you invisibility and slowing your metabolism. While you are invisible enemies are unable to attack or follow you. Most physical attacks and magical effects (such as scrolls and wands) will immediately cancel invisibility. Additionally, while shadowmelded, your rate of hunger is slowed. You will remain shadowmelded until you leave the shadows or an enemy comes into contact with you.

It is always active as long as the hero stays in a garden and is also granted by activating the special ability Shadow of the tier 6 weapon Shadow Flail (10 turns). It grants Invisiblity and less hunger increase. Apart from leaving the garden room, it can also be interrupted by the hero getting noticed by an enemy. Good for healing through resting in very early levels, when other healing means are not available or plenty.

Strength[]

Strength buff SPS-PD
Strength
Next attack will be powerful.

It is gained mostly by stepping on a Starflower plant or eating a Moon berry / Full Moon berry and also by drinking a potion of Experience, and randomly by activating the primary "Simulate" option of the Robot Heart artifact, or for the rogue class by choosing the Shadow Bless option of his skill item. It is the Fury and the Moon Fury buffs of Sprouted PD just renamed and merged in a single buff – one (potion, Robot, rogue, Moon Berry, Starflower) or much more (Full Moon Berry) hits dealing triple the hero's regular damage. The Full Moon berry's hits were described as "much more" because their specific amount depends on a calculation based on the number of the deepest depth that the hero has visited: min. depest depth number/5 + 3 - max. depest depth number/5 + 9, but in a nutshell, after the hero visits any of the Otiluke's Journal's depths, the minimum amount of hits will be higher than 10 and has the chance of even reaching 20. Eating many Moon berries will not stack extra powerful hits but will give the buff only for the next attack. Although it has the word "Strength" as its name, it does not increase the hero's strength at all.

Treasure Search[]

Mind vision
Treasure Search
Treasure seach allows you to find every treasure in this floor. Turns of treasure search remaining: [X]

It is gained by eating a Blue Berry (10 turns), stepping on a Well of Awareness (fades away when steppin out of it), as a side effect of drinking a potion of Mind Vision (5 turns), for the Soldier class by choosing his Air Drop special skill (2 turns) and also randomly for both the Vtuber skin by using his effect button (5 turns), and for the Huntress class by choosing the Hunter Instict skill of her skill item (10 turns). Reading a scroll of Magic Mapping can have this effect partially, but is never applied on all the depth and lasts for 1 turn only (no buff icon is displayed after reading the scroll). It reveals all Loot on the depth and if activated near an entrane or exit, it can reveal loot in two depths. It lasts for various amounts of turns, which were described in the first sentence. If the buff gets reapplied while it is still active, it adds turns to the previous ones and doesn't just get renewed. Note that this buff has the same symbol with the Mind Vision buff, with which they often coexist, as they are both applied by the same item or skill (in the case that they coexist, two same-looking buff icons are displayed under the hero's HP bar).

Only or mostly Class / Subclass / Skin specific Buffs[]

Accompaniment (only Performer)[]

Accompaniment SPS-PD
Accompaniment
Your fans accompany you, making you feel safe. Left: [X] turns.

It is available only to the Performer class by choosing the "Fans Accompaniment" option of his skill item. It is always a +30% Attack Up buff that is supposed to last for 100 turns. There are two more buffs that are applied randomly by Accompaniment: if the performer has higher than 75% of his max HP, the message "I love you, Performer." might be displayed and then he will get a Haste buff for 5 turns, and if he has lower than 75%, the message "I am always behind you, Performer." might be displayed, and then he will get healed for 25% of his max HP.

Alien Shield (mostly Soldier and also Classic Warrior & Fighter, Gnoll, Ninja, Vtuber)[]

Herbal armor
Alien Shield
A kind of energy armor is protecting you. This herbal armor will absorb 100% of all damage you take, until it eventually runs out of durability and collapses. Armor remaining: [X]

It is mosty available to the Soldier class by choosing the "Summon Mech" option of his skill item but it can also be gained for all classes after the hero uses the secondary "Shield Mode" option of the Alien Single Shoulder Bag artifact. As the Vtuber skin of the performer class has this artifact as a starting item, this buff is also available to him as easily it is to the Soldier. It is also available to the Classic and Heavy Infantry warrior skins after using the Defense option of their wooden shield, to the warrior Fighter skin after using the Slam finishing move of his combos, to the mage Emcee and Gnoll skins after performing the Natural Rite of their shaman masks, to the Lion Dancer performer superstar skin by using the Stand option of his "Learn lion dance" unique item (Stand gives also the Defence Up buff to all performers), and randomly to the rogue Ninja skin when equipping his unique Legend of Hyrule weapon. Also, eating the Chocolate food item grants 150 alien shield armor, and Food Fans and French Fries 75. Among all the classes and skins it is the most powerful for the soldier, as it absorbs damage equal to soldier's current Level * 3 (for each class and skin it is calculated differently, so visit the classes and skins page for details). When it is caused by the Alien Single Shoulder Bag artifact its power depends on the artifact's level and is calculated by artifact's Level * 20. Some enemies also gain this buff (Elder Avatar, Hybrid) with exactly the same effect. Note that it has the same symbol with the Defence Up and Herbal Armor buffs, which also apply somewhat similar effects, so players will have to check the buffs subtab to read the buff's specific name in the hero's window if they get confused.

Blood Imbue (only Warrior)[]

Blood Imbue SPS-PD
Blood Imbue
Blood imbue will help you become immune to some debuffs and to improve your damage, Blood imbue left : [X] turns

It is available only to the Warrior class by choosing the "Source Power" option of his skill item. It grants Immunity to the Bleeding, Paralysis, Rooting, Slowness, Weakness debuffs and +10% Attack Up for 30 turns. Note that it has the same symbol with the available to all classes Muscle buff, but applies a very different effect.

Climb Higher (only Rogue)[]

[Note: both the Climb Higher and the Pray buffs are considered by the game code a single buff named "High Attack", so they are groupped together. That said, as you will read they are not identically same in their details.]

Climb higher SPS-PD
Climb higher
By climbing higher, you can prepare for your next attack. The more time you climb, the more damage you will deal in your next melee attack. Being away from a wall will remove this buff. Next damage bound: [X]

It is available only to the Rogue class by choosing the "Falling attack" option of his skill item. It multiplies the hero's damage by the number displayed in the buff's "Damage bound" counter, which is increased by 1 per turn, but it is only applied if the rogue is touching a wall at the time of casting and keeps increasing only while he remains adjacent to a wall. The buff has no ceiling but fades away instantly when the rogue doesn't touch a wall anymore. Note that this buff has a great synergy with the mostly available also to the rogue Gold Touch buff, as activating the Gold Touch buff directly before a hit with a much charged Climb Higher buff can lead to to hundreds or even thousands of gold pieces dropped.

Pray (only Follower)[]

Shattered-Blessing
Pray
By standing you can prepare for your battle. The more time you stand, the more damage you will deal, and less damage you will take. Moving away from this place will remove this buff. Damage bound: [X]

It is only available to the Follower class by choosing the Pray option of his skill kit: standing in the same tile and not moving increases damage by the number displayed in the buff's "Damage bound" counter by 0.4 per turn. The buff has no ceiling but fades away instantly when the follower moves from the tile of the initial casting. Note that buff's game description in the part that mentions an increase also in defense is inaccurate, as the Pray buff currently increases only the hero's damage. Not to be confused with the Bless buff, with which they share the same sprite but apply very different effects.

Combo (only Gladiator Warrior)[]

[Note: Both the Gladiator's Combo and the Fighter's Hit get gained by successive melee hits and only by warriors, but they lead to rather different damaging effects (they are also both different from Sprouted PD's combo buff, the first somewhat different and the second totally, as it is an adaptation of Shattered PD's combo effects). They also share the same buff icon. For these reasons they have been groupped together here.]

Combo
Combo
Through building momentum, the gladiator deals bonus damage. Your combo will keep building with quick attacks. The higher your combo gets, the faster your attacks will need to be. Failing to land a hit quickly enough will reset the combo.

Gladiator gains a Combo buff with successful successive melee hits, which for him grants automatically bonus damage with each successive successful hit, the bonus damage starting to get added from the 3-hit combo (a 2-hit combo has no damage bonus but only starts the combo build-up, and the damage bonus starts from +20% with the 3 hit combo and keeps increasing by +20% with each successful hit, so it is +100% with a 7 hit combo, +200% with a 14 hit combo etc.). Note that unlike Original PD and many of its mods in SPS-PD the majority of Warrior skins have no ceiling in the stacking of their combos when they become Gladiators, and with buffed accuracy when fighting against enemies with very high max HP and no evasion like the Dolya Town scarecrows they can surpass even the number 100 in their combo counter, leading to huge amounts of bonus damage. Nevertheless this does not apply specifically to the Fighter skin in any case, as his additional Fighter Hit combo buff has a ceiling at 9, which affects also the regular Combo counter and makes it to have always also a ceiling at 9, regardless of the Fighter being unarmed or not.

Fighter Hit (only Fighter Warrior)[]

Combo
Fighter Hit
The gladiator builds momentum as they land successful blows. Each attack increases the combo counter by one, but taking too long between attacks or missing twice in a row will reset the combo counter to 0.

Building combo unlocks special finisher abilities: powerful attacks that cannot miss! A different finisher is available at 2, 4, 6, and 8 combo count, and using a finisher will reset your combo.

[Specific finishinng move's name] is currently available. [Description of specific finishing move.]

After choosing the "Break Out" option of Ryu's Hadoken unique item for the first time the Fighter skin of the warrior also gains special finishing moves after successive successful hits, very similar to the Gladiator's finishing moves of Shattered PD (the first two parts of the buff's game description are also borrowed from there), that appear at the right of the game screen as swords of different colors. Note that the Fighter gets these combos only while being unarmed, and equipping a weapon will prevent the Fighter combos from developing. Unlike the Gladiator's combos in SPS-PD, the Fighter Hit combos have a ceiling at 9, and can't stack to very high numbers, and also when combo 9 is reached the combo counter goes directly afterwards to 0. This unfortunately also affects the regular combo counter, and a Fighter Gladiator can't get more than a 140% damage bonus with his regular Combo buff in any case, as the regular Combo counter also always gets reset once it reaches 9, regardless of the Fighter Hit buff being active or not. In the bullets that follow the first part inside quotation marks is displayed in the main game screen, when the player selects the sword image, while the second part after the dash is displayed in the buff's game description of the hero's tab as its last part:

Combo SPS-PD
  1. Clobber: 2-3 combo, chartreuse green sword. "Select a target to break and make it step back and faint - This move can repel an enemy and make it faint, but the attack damage will be reduced. Beating up an enemy can give you a breath in a hard battle." [A weak hit dealing damage * 0.6 but also knocking back the enemy and causing Vertigo.]
  2. Cleave: 4-5 combo, chartreuse yellow sword. "Select a target to be chopped. If this skill kills the enemy, the number of hits will be retained. - This attack deals more damage. If you succeed in killing the enemy by chopping, the serial strike count will be retained rather than reset. The number of hits can be effectively accumulated in the face of a large number of enemies." [A powerful hit dealing damage * 1.5 which also does not reset the combo counter to 0, if it kills the enemy.]
  3. Slam: 6-7 combo, yellow sword. "Select a target to hit according to your armor to decide on the damage and the added shield. - This attack deals increased damage and shields you based on the blocking power of your armor. It's great for finishing a fight, letting you carry over endurance to the next one. [A powerful hit dealing damage * 1.6 and granting the Alien Shield armor buff equal to the damage of the fighter's hit/5 (the Shield's charges get spent by receiving damage, and not by turns passing.]
  4. Crush: 8-9 combo, orange sword. "Select a target to Crush. It deals lots of damage. - This devastating attack deals massive damage very consistently. It's great for taking down a powerful opponent from high health!" [A very powerful hit dealing damage * 2.5.]

Note that the Gladiator of SPS-PD does not have these finishing moves, and just deals increased damage with his combos. Conversely, the Fighter Hit combos and their effects do not deal increased damage by default (most of the effects do, but Clobber deals less damage than a regular hit in exchange for knocking back the enemy and causing Vertigo to it, while the Fighter Hit combos by themselves just give access to different effects and grant no damage bonus wharsoever).

Counter Attack (only Heavy Infantry Warrior)[]

Attack Up SPS-PD
Counter Attack
Attack damage improvement 1

It is a buff only available to the Heavy Infantry warrior skin, and it is only granted by its Savage Helmet unique item, randomly when it is just in the inventory, always when it is equipped, each time the warrior gets hit by an enemy. It is a Damage Up buff, but this increased damage multiplier does not seem to scale up with the hero's level or strength. Not to be confused with the Attack Up buff, with which they share the same sprite and that in contrast increases accuracy and not damage.

Drive MECH (mostly Soldier)[]

Drive Mech SPS-PD
Drive MECH
You are drive MECH now. MECH's HP : [X]

It is available to the Soldier class by choosing the Summon Mech option of his skill item, and to the Vtuber skin randomly after using his unique Vtuber's Effect Button item (the button can apply randomly 6 different buffs and needs 75 turns to pass for 1 use, so this buff is not steadily available for the Vtuber). The game description is rather vague, but the buff's effects are very specific: The version of the Soldier gives the Illuminated buff and +1 weapon reach, while also increasing damage by +30% and speed for 50%, all for 250 turns. The Vtuber's version offers the same effects but has much shorter duration, 30 turns.

Echo (only Performer Surperstar)[]

Echo SPS-PD
Echo
Your echo rhythm improves your speed, attack and defense, left [X] turns.

Only the performer’s subclass Superstar can gain it after killing enemies. It is also a bonus option available to the Lion Dancer performer superstar skin by using the Spin option of his "Learn lion dance" unique item (20 turns, Spin gives also the Rhythm buff to all performers). It increases Speed by 20% and Damage by 50% for 10 turns and also grants 3 charges of Glass Shield when the hero gets hit. If another enemy is killed while the Echo buff is still active, it doesn't just get renewed, but 10 turns are added to those aready existing. Under the hero's HP bar the symbol displayed is only of the eighth note from the top right of the buff's symbol.

Faith (only Classic & Merchant Follower)[]

Faith-Balance
Balance faith reduces damage from bosses, and makes you deal more damage to them.
Faith-Demon
Demon faith reduces damage from demon mobs, and makes you deal more damage to holy mobs.
Faith-Holy
Holy faith reduces damage from holy mobs, and makes you deal more damage to demon mobs.
Faith-Mech
Mech faith reduce damage from mech[anical] mobs, and make you deal more damage to nature mobs.
Faith-Nature
Nature faith reduces damage from nature mobs, and make you deal more damage to mech[anical] mobs.

The game descriptions inside each Faith-subbuff box seem rather straightforward, but this is misleading in 4/5 of the cases, because there is more to each subbuff. For start, the damage reduce from enemies is specifically 25% for all subbuffs, and the damage increase against enemies is specifically for all subbuffs 50%. In addition, the enemy types that each subbuff refers to are more than those mentioned:

  • Faith-Balance: reduced damage from enemies of the Boss and Miniboss type, increased damage against enemies of the Boss and Miniboss type
  • Faith-Demon: reduced damage from enemies of the Demonic, and Dragon, Undead, Unknown type, increased damage against enemies of the Dwarf, Elf, Human, Orc, Troll type (there is actually no Holy category of enemies at all in SPS-PD).
  • Faith-Holy: reduced damage from enemies of the Dwarf, Elf, Human, Orc, Troll type (there is actually no Holy category of enemies at all in SPS-PD), increased damage against enemies of the Demonic, and Dragon, Undead, Unknown type.
  • Faith-Mech: reduced damage from enemies of the Mechanical and Alien, Goblin type, increased damage against enemies of the Beast, Element, Plant type (these can indeed be all considered enemies related with nature, but there is no Natural general category of enemies in SPS-PD).
  • Faith-Nature: reduced damage from enemies of the Beast, Element, Plant type (these can indeed be all considered enemies related with nature, but there is no Natural general category of enemies in SPS-PD), increased damage against enemies of the Mechanical and Alien, Goblin type.

This buff with its group of subbuffs is available only to the Classic and Merchant follower skins by using their Sign Box unique items. Players should just note that only one Faith buff can be active each time, so choosing a new Faith subbuff always replaces the previous one. Each different Faith subbuff has a different icon, displayed under the hero's HP bar and in the buffs game window, the images of which will be soon uploaded to the wiki.

Forever Shadow (Classic & Samurai Rogue)[]

Shattered-Blessing
Forever Shadow
You can't be found until the buff disappears. [X] turns left.

It is available only to the Classic and Samurai rogue skins and it is gained after the rogues use the secondary Shadow option of their +4 or higher Cloak of Shadows. It grants Invisibility that won't get cancelled by anything. The duration of the buff depends on the level of the Cloak and is calculated by Level * 10. Note that it has the same symbol with the available to all classes Bless buff, but applies a very different effect.

Furious (only Warrior Berserker)[]

Fury
Furious
You are angry, enemies won't like you when you're angry. A great rage burns within you, increasing the damage you deal with physical attacks by 25% and reducing the damage you take by 25%. This rage will last as long as you are injured below 60% health.

Note: Most of the percentages displayed inside the game description above are inaccurate. The actual percentages, which have been derived from the game code, are written in the paragraph below.

Only the warrior's subclass Berserker can gain it, when his HP are below 50% of his max HP, and retains it as long as he stays below 50% of max HP, getting his physical damage increased by +30% and the damage dealt to him reduced by -25% (the only percentage that is accurate in the game description above). The Berserker does not get resurrected and afterwards exhausted, like he does in Shattered PD, but when he dies he either gets revived by an Ankh or just dies. Gnoll Brutes and Shielded Brutes get also enraged when on low health, with similar bonuses to their damage and defense.

Note also that these damage and defense bonuses are neither increased nor decreased following the Berserker's HP below the 50% threshhold like they do in other mods, so the Berserker will be getting a stable +30% in dealing damage and -25% in receiving damage regardless of his HP being for example 1%, 25% or 49% of his max HP. Because of this fact and also of resurrection being absent as an option, it is not reasonable to let the Berserker reach very low HP in Special Surprise PD.

Glass Shield (mostly Performer)[]

Glass Shield SPS-PD
Glass Shield
This buff is some kind of bless by the god of glass, it will reduce any damage to 10 . Bless Left: [X].

It is mostly available to the Performer class, as he can gain it in many ways: after levelling up, by using his Jump Shoes, or if he has chosen the Superstar subclass also by getting hit by enemies. For the Lion Dancer performer superstar skin it is a bonus effect of using the Jump option of his "Learn lion dance" unique item (Jump also gives levitation to all performers). It is available to all classes when an armor with the Crystal glyph is equipped or when the secondary "Defense mode" option of the Glass Totem artifact is activated. It is a very strong Shield buff that reduces damage to the hero to a flat 10, no matter how strong the received hit was. It doesn't have a time duration, but gets away only after damage is taken, and when it has more than one charge, after the hero receives damage for equal times with the shield's charges.

Nevertheless, from early to mid-game this buff is happily bugged for all performer skins and does not go away (it will fade for the first time approximately somewhere between depth 6 to 8). At some point from it will obtain its regular duration though, and 1 charge will get spent with 1 hit. Some enemies can also gain a glass shield (Elder Avatar, Prison Warden, Sufferer), with exactly the same effect.

Gold Touch (mostly Rogue)[]

Gold Touch SPS-PD
Gold Touch
You wil get gold when you are attacking. [X] turns left.

It is mosty available to the Rogue class by choosing the Steal Gold option of his skill item but it can also be gained for all classes after the hero uses the secondary Gold touch option of a +2 or higher Master Thieves' Armband. It makes enemies drop Gold with each succesful melee or ranged hit. The skill's version lasts for 15 turns and the amount of gold dropping from enemies depends on the dungeon depth, while in the Armband's version the duration of the buff and the amount of gold depends on the level of the Armband. Note that this buff has a great synergy with the mostly available also to the rogue Climb Higher buff, as activating the Gold Touch buff directly before a hit with a much charged Climb Higher buff can lead to to hundreds or even thousands of gold pieces dropped.

Needling (mostly Huntress)[]

Needling SPS-PD
Needling
It will help you in battle. [X] turns left.

It is mosty available to the Huntress class by choosing the Prepare Hunting option of her skill item but it can also be gained for all classes after the Cape of Thorns artifact gets upgraded to +2, by activating its secondary Needling option, and in both cases it causes 50% Armor Break and Bleeding on hit to enemies. The duration of the Huntress buff is a flat 20 turns, but with the artifact it depends on its level, and is calculated by (Level + 1) * 10.

Rhythm (mostly Performer, also Emcee & Gnoll)[]

Rhythm SPS-PD
Rhythm
Your rhythm improves your hit skill and evade skill, left [X] turns.

Mostly the Performer class can gain it after levelling up, using his Jump Shoes or killing enemies and also the mage Emcee and Gnoll skins after performing the Natural Rite of their shaman masks. The Lion Dancer performer has a bonus access to it by using the Spin option from his "Learn lion dance" item. It is also available to all classes by consuming a Music Pill, and randomly to the Classic and Emcee mage skins after drinking from their wonder flasks. For the Performer and after drinking from the wonder flask it increases Accuracy by *3 and Evasion by 50% for 10 turns, after using the learn lion dance item for 20 turns, after using the shaman mask for 40 turns and with a music pill for 200 turns. If the Performer jumps again or kills another enemy while the buff is still active, or the hero takes another music pill, it doesn't just get renewed, but turns are added to those aready existing. While it is active the Accuracy and Dexterity stats displayed are not adjusted in the hero's tab.

Sniper's Mark (only Huntress Sniper)[]

[Note: Both the Sniper's Mark and the Target Shoot buffs have to do with ranged combat and share the same icon, they have been groupped together here. That said, they are both available only to the huntress, are gained in different ways, and have somewhat different effects (increased ranged attack speed vs. increased ranged accuracy) so players should be able to distinguish them despite their sjared icons ]

Zeroed in
Sniper's Mark
The sniper is honed in on a nearby target, gaining increased attack speed and armor penetration while attacking it. The sniper will remain honed in until she switches targets, stops attacking, or the target dies.

Only the Huntress subclass Sniper can gain it. It gets applied after a successful ranged hit, increases Attack Speed by +50% when she is attacking with a ranged weapon, and gets renewed with each new successful ranged hit while attacking the same target, but fades away with the first unsuccessful hit or when changing targets.

Target Shoot (mostly Huntress and Soldier)[]

Zeroed in
Target Shoot
Ranged weapon skill + 10. [X] turns left.

Mostly the the Classic and Mech skins of the soldier class can gain it after using their Jump Shoes (the shoes grant this buff randomly and not with every jump though, while the shoes of the Plumber soldier skin have a totally different effect and the Doctor soldier skin doesn't have jump shooes at all), and all Huntresses by choosing the Prepare Hunting option of their skill item. It is also gained for all hero classes and skins by consuming a Shoot Pill or a Star Flower food item. It grants +10 points to Ranged Weapon Accuracy and +5% to Ranged Weapon Damage for 200 turns when consuming a pill (consuming another will add turns and not extra skill points), for 30 turns when eating a flower, for 20 turns when using the "prepare hunting" option, and for 10 turns when jumping. Note that the Sniper's Mark and Target Shoot buffs have the same symbol and also apply a somewhat similar effect, so players will have to check the buffs subtab in the hero's window if they get confused, but as both buffs are class-specific this can't happen very easily.

Soul Mark (mostly Mage Warlock)[]

Corrupt-buff
Soul Mark
The warlock has tapped into the soul of this creature. He will heal and satisfy his hunger as it takes physical damage. Turns of soul mark remaining: [X]

It is the familiar Soul Mark buff of Sprouted PD with some differences in the details of the mechanic. Warlocks Soul Mark enemies with a successful wand hit, and from the point of the soul marking and on the Warlock will be getting Healed with any successful weapon hit to the enemy (the amount of healing is 25% of the number of the damage dealt) and also his Hunger will be getting Satisfied with each hit as well (the amount of hunger satisfaction is 50% of the number of the damage dealt). Note that a successful wand hit is not guaranteed to Soul Mark enemies, but the wand's amount of available charges will affect its chance to soul mark positively (so a high level wand with many available charges will be soul marking enemies rather often). The exact duration of the Soul Mark effect on the enemy depends on the wand's level, as the minimum duration is 10 turns but gets bonus turns equal to the wand's level (so for example a soul marking by a +10 level wand will last 10+10=20 turns). Just after the enemy's death the Warlock will be healed and have his hunger satisfied one last time by his final blow, but in the same degree with the previous times. Soul marked enemies have a dark aura around them and also a skull sign next to their sprite in their window when examined. After the passing of some turns, which are also displayed in the game window, the soul mark will get erased from the enemy, if no successful wand hit is repeated. A very similar effect is available to all heroes by throwing the Skull thrown weapon to enemies: the amount of healing and hunger satisfaction by weapon hits are the same, but the duration of the Skull's soul marking is always 10 turns.

As a side note, enemies with a very big amount of max HP (chapter bosses, Yog-Dzewa, Shadow Yogs, Dolya Town Dungeon Guard and Scarecrows, Yog's Fists etc.) display the pleasant irregularity to fully heal and satisfy the Warlock's hunger with only one hit after they get soul marked, even when the hero has 1 HP and is starving. This is most useful in the cases of the Yog's Fists and of the Clockwork Scarecrow and Dungeon Guard in Dolya Town, as the Warlock can stop caring for his HP after he soul marks these enemies and keeps the soul marking active (for this reason warlocks can also get access to the portable scarecrow container and the Bossrush challenge portal from much earlier, because a soul marked Clockwork Scarecrow or Dungeon Guard won't pose any threat with the constant full healing that they will be offering after each successful hit against them). The bosses of the Bossrush challenge are an intermediate case: when soul marked they heal the warlock and satisfy his hunger much more than a 25% and 50% percentage of the default 10-20 damage that they always take, but this amount of healing and hunger satisfaction is considerable, yet not full (nevertheless this healing is usually enough to counter the damage from the demon blood's bleeding).

Star (only Performer Plumber)[]

Mushroom Kingdom Box SPS-PD
Star
You're invincible. [X] turns left.

It is only available to the Plumber performer skin randomly when using his mushroom kingdom ? box, grants total invulnerability from damage and lasts for 30 turns.

Surprise Attack (only Warrior)[]

Surprise Attack SPS-PD
Surprise Attack
Deal more damage on full health enemy and low health enemy.

[Note: Not to be confused with the surprise attack available to all heroes against unaware enemies. As a matter of fact this buff does not even lead to an actual surprise attack.]

It is available only to the Warrior class by choosing the "Surprise Attack" option of his skill item. The warrior deals triple damage to a full health enemy or a low health (below 20% of max HP) enemy, regardless of the enemy's awareness (so the buff's name is more or less misleading, as this is an attack with much increased damage, but not a surprise attack). Note also that the triple damage multiplier is applied to the specific damage roll of the weapon, so in the worst case scenario the calculation will be 3 * minimum damage. It lasts for 30 turns.

War Groove (only Classic and Lion Dancer Performers)[]

War Groove SPS-PD
War Groove
It will improve your attack until your next melee attack.

It is only available to the Classic and Lion Dancer performer skins after using their Shovel. It makes the next melee hit deal +50% more damage.

Wisdom Reflection (only Rogue Ninja)[]

Wisdom Protection SPS-PD
Wisdom Reflection
The shield of wisdom protects you so that you can fully rebound the damage you receive next.

When almost fully charged (25 or more of 30 max charges) the Legend of Hyrule unique weapon of the rogue Ninja gives the option of "Wisdom Protect" which grants the Wisdom Reflection buff for 2 turns, which deflects to the attacker any received damage and also grants the Illuminated buff without displaying it in the hero's tab. 

Hero's Debuffs against enemies and also caused to the hero by enemies[]

[There are also some extra debuffs that can be caused by the hero, when he/she equips a holiday weapon, but as these holiday weapons are very rarely used, these are also only listed in SPS-PD's Weapons page. For the same reason of rarity holiday weapons are also not mentioned in the debuffs' descriptions of this page.]

Amok (to enemies only)[]

Amok
Amok
Amok causes a state of great rage and confusion in its target. When a creature is amoked, they will attack whatever is near them, whether they be friend or foe.

It is one of the exceptions among the debuffs of this list, as the hero can't get it, but can only cause it, and as a consequence its symbol will never appear in the buffs tab. Nevertheless, it is a debuff rather common for enemies, as it can get applied to them with the easily available scroll of Rage (5 turns). In addition it is available to the Performer class by choosing the Special Dance option of his skill item, and also gets caused when enemies hit the hero while having a Holy Guard enchanted armor equipped, when he/she throws to them a Wave thrown weapon (all 10 turns), and it is an additional effect of zapping then with a wand of Charm when there are other enemies around (turns: available charges + wand's level). An amoked enemy will attack the character most close to it, either hero, pet or enemy (unless amok was a side effect of charm, in which case it will attack only enemies), and if it will survive and was resting previously, it will start wandering on the depth. Note that unlike the scroll of Rage, when the hero steps on an Alarm trap, that trap does not amok enemies, but only attracts them to the trap's location. All enemies that are amoked often get also hasted for half the amount of turns.

Armor Break[]

Armor Break SPS-PD
Armor Break
[X] turns, [Y]% more damage taken.

It is a very common debuff. For the hero it is gained against enemies:

  • 10% by their Gentle Crab pet's special attack (5 turns)
  • 25% by shooting them with a Dream / Sand ammo enhanced ranged weapon (Dream ammo 6 turns, Sand 3)
  • 30% by hitting them with a Scimitar, which is a Rupture+ weapon (5 turns), by throwing to them a Shattered Ammo thrown weapon (10 turns) and also for the Explorer mage skin randomly by zapping them with his rainbow cannon wand (10 turns)
  • 35% for the Slime performer skin when he uses his slime item against boss and miniboss enemies (10 turns), for the Classic and Emcee mage skins by choosing the "Use against enemies" option of their wonder flasks (10 turns), and randomly for both the Leader subclass of the soldier when getting hit by enemies (5 turns) and for all heroes when getting hit with an Error Armor equipped (very rare drop of the Robot Heart artifact, 5 turns)
  • 40% for the Archer and Taurcen huntress skins by shooting enemies with the Armor Break special shot of their centaur bows (5 turns)
  • 50% for the Performer class by choosing the Special Dance option of his skill item (20 turns), for the Rogue by choosing the Silent Killing option of his skill item (10 turns), for the Huntress by choosing the Prepare Hunting option of her skil item (20 turns), and also by activating the secondary Needling option of the Cape of Thorns artifact (5 turns)
  • 80% by activating the primary Blast option of the Eye of Skadi artifact (turns 4 * artifact's level)

By enemies or items to the hero it is caused

  • 20% by the ranged fire attacks of a Lucifer (5 turns)
  • 25% by the ranged attacks of a Dwarf Musketeer (5 turns)
  • 30% by the Demon Flower (5 turns), the Elder Avatar (3 turns), or by an Animated Statue/Steel with a Scimitar equipped (5 turns)
  • 50% for the Fighter warrior skin by using the Break Out option of his ryu's hadoken item (100 turns)
  • 75% by activating the primary Attack Mode option the Glass Totem artifact (200 turns regardless of level)

For both the hero and enemies it is a side effect of reading a scroll of Lullaby (50% for enemies, 20% for the hero, 10 turns both).

It increases damage in various degrees, which were mentioned just above. The increased damage is calculated by damage * (Armor Break's level * 0.01+1), so for example for Armor Break 50% the damage multiplier will be *1.5. It can't get cured by any of the regular ways that cure debuffs apart from eating a Dream Leaf.

Attack Down[]

Weakened
Attack Down
[X] turns, reduces [Y]% damage.

It is a rather common debuff. For the hero it is gained against enemies:

  • 25% by shooting them with a Sand ammo enhanced ranged weapon (3 turns)
  • 30% by throwing to them a Huge Shuriken thrown weapon (10 turns), and also for the Explorer mage skin randomly by zapping them with his rainbow cannon wand (10 turns)
  • 35% for all heroes when getting hit with an Error Armor equipped (very rare drop of the Robot Heart artifact, 5 turns), for the Slime performer skin when he uses his slime item against boss and miniboss enemies (10 turns) and randomly for the Classic Mage skin by choosing the Use against enemies option of his wonder flask (10 turns)
  • 50% by hitting them with a Weakness enchanted weapon (turns 50 or level +5 if the turns with the addition are more than 50)
  • 90% by activating the secondary Locked option of the Ethereal Chains artifact (turns 4 * artifact's level)

By enemies to the hero it is caused

  • 20% by the Elder Avatar (3 turns)
  • 25% by the Plague Doctor and Shadow Rat (10 turns both)
  • 30% by the Demon Flower (5 turns)
  • 50% by an Animated Steel/Statue with a Weakness enchanted weapon equipped (turns level +5)

For both the hero and enemies it is a side effect of reading a scroll of Lullaby (50% for enemies, 20% for the hero, 10 turns both).

It Reduces Damage in various degrees, which were mentioned just above. The reduced damage is calculated by damage * (Attack Down's level * 0.01), so for example for Attack Down +50% the damage multiplier will be *0.5 and the damage dealt half. It can't get cured by any of the regular ways that cure debuffs apart from eating a Dream Leaf. Note that the debuff's symbol is the same with that of the Weakened debuff, which applies a somewhat different effect.

Bleeding[]

Bleeding
Bleeding
That wound is leaking a worrisome amount of blood. Bleeding causes damage every turn. Each turn the damage decreases by a random amount, until the bleeding eventually stops. Current bleed damage: [X].

It is a rather common debuff. For the hero it is caused against enemies:

  • by getting hit when having a Recoil enchanted armor equipped
  • by hitting them with any weapon that has the Rupture attribute (battle axe, great sword, hand axe, scimitar, short sword) and also possibly with the pickaxe
  • by shooting them with a Thorn ammo enhanced ranged weapon
  • by throwing them a Tomahawk
  • by activating the secondary Needling option of the Cape of Thorns artifact
  • for the Ninga rogue skin by hittng them with his legend of Hyrule weapon,
  • randomly by hitting them with the Error Weapon or getting hit with the Error Armor equipped (both very rare drops of the Robot Heart arifact)

To the hero it is caused by stepping on a Gripping trap, by the attacks of an Animated Steel/Statue with a Rupture or Rupture+ weapon equipped, the Plague Doctor and the Sewer Lasher, but the heaviest damage is caused by the bleeding of the Demon Blood gas which is produced by the two types of Bokoblins, the Albino Rat, the Gnoll King and almost all the bosses of the Bossrush challenge.

For both the hero and enemies it is caused by eating an Earthstar mushroom (for the hero it lasts for a very little while).

It has a damage over time effect that, with the exception of the Demon Blood bleeding, its damage is not serious and wears off after the passing of some turns, but can also be cured by the Towel, potions with a healing effect (Healing, Life, Mending), eating any food item that contains Herb, Honey, Soup or Vegetable in its title and also Foamed Beverage, randomly by Frozen Carpaccio, and by stepping on a Dreamfoil plant or eating a Dream Leaf.

Blinded[]

Blinded
Blinded
Blinding turns the surrounding world into a dark haze. While blinded, a character can't see more than one tile infront of themselves, rendering ranged attacks useless and making it very easy to lose track of distant enemies. Additionally, a blinded hero is unable to read scrolls or books. Turns of blindness remaining: [X]

The hero can cause it to enemies:

  • by hitting them with a Shining enchanted weapon (5 turns or level +5 if it is higher) and randomly with the Error Weapon (very rare drop of the Robot HEART artifact)
  • by shooting them with a Blind ammo enchaned ranged weapon (3 turns)
  • by throwing a Wave or Smoke thrown weapon or a Light Bomb to them (2, 3 and 10 turns)
  • by zapping them with the wand of Light (turns 2 + level * 0.3)
  • for the Classic and Emcee mage skin by Shattering their wonder flasks and producing darkness gas
  • for the Explorer mage skin randomly by zapping them with his rainbow cannon wand (5 turns)
  • for the Follower class by choosing the Language Trap option of his skill item (10 turns)
  • for the Rogue class by choosing the Silent Killing option of his skill item (3 turns)
  • randomly by getting hit with a Testpaint enchanted armor equipped and producing darkness gas
  • also by the special attack of the Light Dragon pet (10 turns).

It is caused to the hero:

  • by various enemies: Crazy Bandits (5-12 turns), Dust Elements (3-10 turns), Elder Avatar (3 turns), Animated Steels/Statues with a Shining enchanted weapon
  • by being in the area of effect of Darkness gas
  • by eating a Deathcap mushroom (5-7 turns)
  • by reading a scroll of Psionic Blast (6-9 turns)
  • by stepping on a Blindweed plant or a Flashing trap (turns 5-10 + dungeon depth)
  • and as a side effect of reading a scroll of Psionic Blast (6-9 turns)

Its effect is that the hero's vision is restricted to a 3X3 area and is unable to read scrolls or books like the Tome of Mastery or the Unstable Spellbook. Blinded enemies will wander around aimlessly and won't bother with the hero unless he/she attacks them and they are in melee range. It can't get cured by any of the regular ways that cure debuffs apart from eating Food of Knowledge. An armor with the Holy Guard glyph constantly and the Blood Imbue buff temporarily give immunity to this debuff while the Slime skin by default has strong resistance to this debuff.

Burning[]

Burning
Burning
Few things are more distressing than being engulfed in flames. Fire will deal damage every turn until it is put out by water or it expires. Fire can be extinquished by stepping into water, or from the splash of a shattering potion. Additionally, the fire may ignite flammable terrain or items that it comes into contact with. Turns of burning remaining: [X]

It is probably the most common game debuff, due mostly to the abundance of the traps that cause it. For the hero it can be caused against enemies:

  • by getting hit by them with a Firecover enchanted armor equipped, or while having the Imbued with Fire buff
  • by hitting them with a Fire enchanted weapon equipped
  • by shooting them with a Fire ammo enhanced ranged weapon
  • by throwing an Incendiary dart or a Fire Bomb to them
  • by zapping them with a wand of Firebolt or randomly both with a wand of Error (very rare drop of the Robot Heart artifact) and for the Explorer mage skin with his rainbow cannon wand
  • for the Demon warrior skin with each successful hit
  • for the Mage class by choosing the Molten Earth option of his skill item
  • for the Archer and Taurcen huntress skins by shooting them with a Fire special arrow of their centaur bows
  • also by their Red Dragon pet's special attack constantly and of the Chaos Elemental's randomly

Note that the hero can also remove this debuff from enemies by zapping them with a wand of Frost or by any other means that chills or freezes (but not by wetting them).

It is caused to the hero:

  • by drinking a potion of Liquid Flame or by being in its area of effect
  • by stepping on a Blazing/Fire trap or on a Firebloom plant
  • by many enemies (Burning Fist, Elder Avatar, Fire Elemental, Fire Goo, Gnoll Trickster, Hideout Tengu, Killing Machine, Lucifer, Skeleton Hand, Tengu, Young Tengu, and by an Animated Steel/Statue with a Fire enchanted weapon equipped)
  • randomly by eating raw mystery meat (not plain raw meat)

It can get caused to both the hero and enemies by eating a Jack O' Lantern mushroom. Note that enemies of the boss and miniboss type very often, and enemies related with fire always are immune to its effect, but in contrast all enemies of the plant type receive increased damage by it.

It has a damage over time effect and can destroy scrolls, when the hero doesn't have the scroll holder, but has also some "positive" side effects: it turns raw plain or mystery meat that the hero carries randomly to chargrilled meat, when he/she doesn't have the shopping cart container, gives the Illuminated buff for limited turns and also speeds up all characters having this debuff by +25%. Enemies that die from burning and have stolen or drop these items will probably have the same effects applied to their items.

Note that all pets are immune to this debuff.

Burning can be removed immediately by shattering any potion apart obviously from Liquid Flame, stepping on a water tile or on a Freezing trap, being in the area of effect of a trampled Icecap plant (but not by stepping on it, as it will get burnt before applying its effect), with the Clean function of the dew vial, by eating Ice Cream, or for the Soldier class by choosing the Mirror Army option of his skill item, but it anyway goes out by itself after some turns, unless the Tar debuff is also active, in which case it will never go out, until the hero cleans him/herself and extinguishes the fire. An armor with the Firecover glyph constantly and the Imbued with Fire and Magic Shield buff temporarily give immunity to this debuff, while the Bless buff temporary immunity to fire damage.

Caustic Ooze[]

Caustic ooze
Caustic Ooze
This sticky acid clings to flesh, slowly melting it away.\n\nOoze will deal consistent damage until it is washed off in water. Ooze does not expire on its own and must be removed with water.

For the hero, it can be caused against enemies:

  • by hitting them with an Acid enchanted weapon equipped and also possibly with the pickaxe, and randomly with the Error Weapon (very rare drop of the Robot Heart artifact)
  • by shooting them with a Rot ammo enhanced ranged weapon
  • by throwing an Earth Bomb to them
  • by zapping them with a wand of Acid and randomly both for the Explorer mage skin with a rainbow cannon wand and for all classes with a wand of Error (very rare drop of the Robot Heart artifact)
  • for the Mage class by choosing the Molten Earth option of his skill item
  • for the Archer and Taurcen huntress skin by shooting them with a Poison special arrow of her centaur bow (note that this special arrow does not poison)
  • randomly by getting with an Error Armor equipped (very rare drop of the Robot Heart artifact)
  • also by their Blood Scorpion pet's special attack

It is caused to the hero by various enemies (Animated Steel/Statue with an Acid enchanted weapon equipped, boss Goo, Demon Goo, Earth Goo, Void Goo, Rotting Fist), by stepping on Ooze traps or being in the area of effect of Stench Gas, which is produced by the Acidic Scorpio and Fetid Rat. It has a considerable damage over time effect which scales up following the dungeon depth number and can be removed only by stepping on water, using the Towel, by the Clean function of the dew vial, and for the Soldier class by choosing the Mirror Army option of his skill item. It does not wear off over time by itself and can't get cured by any of the other regular ways that cure debuffs. An armor with the Breackrock glyph gives immunity to this debuff, and also the Slime skin by default has very strong resistance to this debuff, whiich functions as an immunity on early depths.

Charmed[]

Charmed
Charmed
A charm is manipulative magic that can make enemies temporarily adore eachother. Characters affected by charm are unable to directly attack the enemy they are charmed by. Attacking other targets is still possible however. Turns of charm remaining: [X]

For the hero it can be caused against enemies by zapping them with the wand of Charm and randomly with the Wand of Error and the Error Weapon (very rare drops of the Robot Heart artifact), by getting hit with a Holy Guard armor equipped, for the Performer class by choosing the Special Dance option of his skill kit, and for the Pastor Follower subclass randomly with any hit against an enemy. It is most often caused to the hero by Succubi (3-7 turns), but can also get caused by the Elder Avatar (3-5 turns). It makes the hero unable to hit the enemy that charmed him/her with melee attacks, but can still attack it with missile/thrown weapons and wands, and can also attack with melee hits other enemies. Enemies that get charmed in addition get amoked and start attacking other enemies instead of attacking the hero. It can't get cured by any of the regular ways that cure debuffs, but it can only wear off over time. An armor with the Holy Guard glyph gives immunity to this debuff.

Chilled[]

Frozen
Chilled
Not quite frozen, but still much too cold. Chilled targets perform all actions more slowly, depending on how many turns are left in the effect. At it's worst, this is equivalent to being slowed. Turns of chill remaining: [X] Speed is reduced by: [Y]%

For the hero it can be caused against enemies:

  • by hitting them with an Ice enchanted weapon equipped
  • by getting hit with a Snowhouse enchanted armor equipped, or while having the Imbued with Ice buff
  • by throwing a potion of Frost to them
  • by zapping them with the wand of Freeze
  • by choosing the primary Blast option of the Eye of Skadi artifact (turns level * 4)
  • for the Mage class by choosing the Ice Storm option of his skill kit
  • also by their Blue Dragon pet's special attack constantly and of the Chaos Elemental's randomly

It is caused to the hero by stepping on a Chilling / Frost trap or an Icecap plant, by drinking a potion of Frost, by various enemies (Ice Goo, Killing Machine, an Animated Steel/Statue with an Ice enchanted weapon equipped) and reduces speed. If the hero steps on a water tile, or has the Wet debuff, it can turn to the Frozen debuff. It doesn't affect items in the hero's inventory by itself, but only when it leads to the hero get frozen. It can't get cured by any of the regular ways that cure debuffs and wears off over time, but only the Soldier class can remove it by choosing the Mirror Army option of his skill item. An armor with the Snowhouse glyph and the Imbued with Ice buff give immunity to this debuff.

Cold[]

Cold SPS-PD
Cold
Cold makes you move slow. Turns left: [X]

For the hero it can be caused against enemies by hitting them with a Coldwave enchanted weapon equipped (30 turns, or level + 2 if this is more) and by shooting them with an Ice ammo enhanced ranged weapon (which does not chill or freeze enemies). It is caused to the hero by the climate with the same name and Animated Statues with a Coldwave enchanted weapon equipped. It reduces the hero's movement speed by 10%. When it is caused by a room with the particular climate it is active as long as the hero stays inside the room, but wears off quickly after he/she exits. It can also get cured by the towel, but not by any other means. It doesn't make the hero get frozen when he/she steps on water or has the Wet debuff. An armor with the Snowhouse glyph gives constantly and the Bless buff temporarily immunity to this debuff.

Countdown[]

Count down SPS-PD
Countdown
After some time you will take lots of damage. Time remaining: [X]

From to hero to enemies it can only get applied by a Mage after choosing the Arcane Bombing option of his skill item. To the hero it can only get applied by the Life Bandit, who appears three times in each run, once in depth 9 and two times in the King of Thieves depth, and so it is the least common debuff in the game. It is more a vampiric attack with delayed damage than an actual debuff, as it deals damage equal to 25% of the hero's max HP after the passing of maximum 5 turns, while also healing the caster. An armor with the Shadow glyph gives immunity to this debuff. It can be removed only by the Towel.

Crippled[]

Crippled
Crippled
You're pretty sure legs aren't meant to bend that way. Crippled halves movement speed, making moving a tile usually take two turns instead of one. Turns of cripple remaining: [X]

For the hero it can be caused against enemies

  • by hitting them with a weapon with the Cripple attribute (Glaive, Halberd, Knuckleduster, Spear, all 3 turns) but not the Cripple+
  • by pulling them with the primary Cast option of the Ethereal Chains artifact (10 turns), or throwing to them an EMP Bolas thrown weapon
  • by shooting them with a Thorn ammo enchanced ranged weapon (3 turns)
  • for the Mage class by choosing the Molten Earth option of his skill item
  • for the Soldier class by choosing the Mirror Army option of his skill item
  • for the Warrior class by choosing the Source Power option of his skill item
  • randomly both by hitting them with an Error Weapon equipped (very rare drop of the Robot Heart artifact, 3 turns) and for the Ninja rogue skin by hitting them with his Legend of Hyrule weapon

It is caused by various enemies (Acidic Scorpio, Animated Steel/Statue with a Cripple weapon equipped, Armor Skeleton, Crazy Bandit, Gnoll King, Prison Warden, Scorpio, Sewer Lasher) and it is also a part of the effects of the Demon Blood gas that some enemies produce (Albino Rat, both Bokoblins, Gnoll King, almost all the boss of the Bossrush challenge), by the hero stepping on a Blindweed plant or a Flashing trap (turns 5-10 + dungeon depth) or after falling into a chasm, either intentionally or by stepping on a Pitfall trap. To both the hero and enemies it is caused by eating an Earthstar mushroom. It Reduces the hero's speed by 50%. It wears off over time but can be cured by stepping on a Dreamfoil plant, by drinking potions that heal (Mending, Healing, Life) and by any food item that contains Herb, Honey, Soup or Vegetable in its title, and also Foamed Beverage, Dream Leaf and randomly by Frozen Carpaccio.

Dead Raise (only climate)[]

Terror
Dead Raise
You feel a strong sense of resentment around you, as if something is coming. Time left: [X] turns

It is caused only to the hero and only when he/she is inside a room with the particular climate. Summoned Skeletons spawn not according to the hero's level or the current depth, but similar in HP and damage with the Skeletons in Caves, just without their silence debuff, so this climate can be lethal in early levels, but also useful in late levels for dew farming, due to the Summoned Skeletons remaining with the caves stats. It can't get cured by any of the regular ways that cure debuffs but wears off very quickly, granted that the hero has left the room, but will remain constantly active as long as he/she stays inside it. An armor with the Shadow glyph gives immunity to this debuff. Note that this debuff has the same symbol with the Terriffied debuff, which in contrast can be applied to both the hero and enemies and is anyway rather different.

Demon Blood / Stench debuff mixtures[]

These two gases do not cause a particular debuff, but always a specific combination of debuffs at the same time (Demon Blood: heavy Bleeding + Crippled + Vertigo, Stench Gas: Caustic Ooze & Paralysis) by the hero being in their area of effect. Demon Blood gas is produced by some demonic enemies (Albino Rat, Bokoblin, Gold Eye Bokoblin) and almost by all the bosses of the BossRush challenge, while Stench gas only by the Acidic Scorpio and Fetid Rat and for this reason is a very rare harmful gas. For the hero the Stench gas can be produced for the Classic and Emcee mage skins by shattering their wonder flasks and randomly by getting hit with a Testpaint enchanted armor equipped. They are not displayed in the hero's tab by any particular symbol, but by the symbols of the separate debuffs they cause. Note that the version of Bleeding that the Demon Blood causes is much heavier than the bleeding caused by any other reason. The Bless and Magic Shield buffs give temporary immunity to both of these gases. All pets are immune to Demon Blood gas.

Demon Blood SPS-PD

Disarm[]

Disarm SPS-PD
Disarm
Can't attack. Turns left: [X]

For the hero it can be caused against enemies:

  • for the Rogue class by choosing the Silent Killing option of his skill item (5 turns)
  • for the Warrior class by choosing the Fighting Arena option of his skill item (turns equal to strength)
  • randomly when the Leader subclass of the soldier gets hit

It is mostly caused to the hero as a follow-up effect of the Electrostatic Turbulence debuff (see below) but also as a negative primary effect when he is an Emcee or Gnoll mage and chooses the Dark Rite option of his shaman mask (40 turns) and by the Elder Avatar enemy. Apart from the Gnoll case, it lasts for 5 turns, unless the Electrostatic Turbulence remains active and reapplies it.

In the case of enemies it is a general inability to attack. In the case of the hero it is also an inability to attack, but which applies only to melee weapons, so it does not affect at all the boomerang, guns, thrown weapons etc. or wands. Dwarf Monks and Disarming traps don't apply this debuff but knock off/teleport away the hero's equipped weapon, so they literally disarm him/her. It can't get cured by any of the regular ways that cure debuffs but just wears off over time.

Dry[]

Dry SPS-PD
Dry
Drying makes you upset, unable to concentrate on fighting, and reduces your damage. Turns of dry remaining: [X]

For the hero it is caused against enemies by shooting them with a Sand ammo enhanced ranged weapon (3 turns). To the hero it is caused by Sand Mobs (10 turns). For both the hero and enemies it is caused by being inside a room with this climate. It Reduces Damage by 20%. It can only get cured by the Towel but also gets "cured" by the application of the Wet debuff. It most often just wears off over time, granted that the hero has left the room, when it is caused by a room with the particular climate. An armor with the Breackrock glyph gives constantly and the Bless buff temporarliy immunity to this debuff.

Electrostatic Turbulence[]

Electrostatic Turbulence SPS-PD
Electrostatic Turbulence
Lightning coarses through your body, waiting for a moment to be released, attack will discharge it, and disarm your hand. Left [X] turns

For the hero, it can be caused against enemies:

  • by hitting them with an Electric enchanted weapon equipped (2 turns)
  • by shooting them with a Storm ammo enhanced weapon (2 turns)
  • by throwing to them an EMP Bolas thrown weapon (5 turns)
  • for the Classic and Emcee mage skins by choosing the Use option of their wonder flasks (10 turns)
  • for the Mage class by choosing the Lightning Arrester option of his skill item (8 turns)
  • for the Archer and Taurcen huntress skins by shooting them with the EMP Bolas special arrow of their centaur bow (10 turns, this special arrow does not root)
  • randomly both by getting hit when equipping the Error Armor (very drop of the Robot HEART artifact) and for the Explorer mage skin by zapping them with his rainbow cannon wand (5 turns).

It is caused to the hero by Animated Steels/Statues with an Electric enchanted weapon equipped. It deals Electricity damage and often leads to the the Disarm debuff. It can't get cured by any of the regular ways that cure debuffs but just wears off over time. An armor with the Electricweb glyph gives immunity to this debuff.

Frozen[]

Frozen hero SPS-PD
Frozen
Not to be confused with freezing solid, this more benign freezing simply encases the target in ice. Freezing acts similarly to paralysis, making it impossible for the target to act. Unlike paralysis, freezing is immediately cancelled if the target takes damage, as the ice will shatter. Turns of freeze remaining: [X]

It is caused to the hero by stepping on an Freezing trap or an Icecap plant and then on water, drinking a potion of Frost and stepping on water, by the aforementioned causes and also the hero having the Wet debuff, or by an Animated Steel/Statue with an Ice enchanted weapon equipped (the only case that water is not necessarily involved). It Paralyzes the hero for 20 turns and It can also make potion bottles Shatter and turn meat that the hero carries to frozen carpaccio, if the hero has not found or bought yet their relevant containers. For the hero, it can be caused against enemies by getting hit with a Snowhouse enchanted armor equipped, by using the wand of Freeze (this chills for sure and only potentially freezes), by hitting them with an Ice enchanted weapon equipped, for the Mage class by choosing the Ice Storm option of his skill kit (this also chills for sure and only potentially freezes), and also by the Blue Dragon pet's special attack. Applying it to enemies is also helped very much by them standing on a water tile or having the Wet debuff. It is not displayed in the hero's tab by any particular symbol, but by the hero's in-game sprite getting a cyan hue and the message "Frozen" appearing shortly above their head, while the symbol of the Chilled debuff under the HP bar remains also active. An armor with the Snowhouse glyph constantly and the Bless and Imbued with Ice buffs temporarily give immunity to this debuff.

Holy Stun[]

[Note: the Holy Stun and Paralysis (Stun) debuffs are very similar, so they are groupped together.]

Holy Stun
This debuff is an upgraded stun. Turns left : [X]

[Note to wiki contributors: in the game code this debuff is named "Shield Block"]

As its game description states, this debuff is a stronger version of the Stunned debuff, because it can't end prematurely by the target receiving damage like the regular Stunned debuff can. It is also much rarer than regular Paralysis. From the hero to enemies it can get caused:

  • by using the Shield Blast option of the Ankh Shield item, which is available to all skins of all classes with the exception of the Spring Festival skins (5 turns)
  • by throwing an Escape Knife to them (4 turns)
  • by hitting them with a tier 3 Nunchakus weapon, which has the Blunt+ attribute (2 turns)

To the hero it can only get caused by an Animated Steel/Statue that has a Nunchakus equipped.

Paralysis (Stun)[]

Paralyzed
Paralysis
Oftentimes the worst thing to do is nothing at all. Paralysis completely halts all actions, forcing the target to wait until the effect wears off. The pain from taking damage can also cause characters to snap out of paralysis. Turns of paralysis remaining: [X]

For the hero Paralysis against enemies can be caused:

  • by getting hit with an Electricweb enchanted armor equipped (2 turns)
  • by a hitting them with a Blunt weapon equipped (fight gloves, mage book, war hammer, all 2 turns) or by using the special ability Rock of the tier 6 rock chakram weapon
  • by their Metal Klik pet's special attack
  • by shooting them with a Wooden Ammo enhanced ranged weapon
  • by zapping them with the wands of Meteorite (avalanche, 5 turns up to wand's level nuumber if it is more) and Thundercloud (shock blob) and also by knocking an enemy back to a wall with the wand of Flow
  • for the Warrior class by choosing the Source Power option of his skill item and by jumping with his jump shoes (enemies on adjacent tiles to the landing tile, 3 turns), for the Classic and Heavy Infantry warrior skins by using its Cast option and throwing to them their wooden shield (2 turns), and for the Classic and Emcee mage skins by shattering their wonder flasks and producing paralytic gas
  • randomly both for the Ninja rogue skin by hitting them with his Legend of Hyrule weapon (2 turns), and for all heroes with either an Error Weapon equipped (very rare drop of the Robot HEART artifact) or by getting hit with a Testpaint enchanted armor equipped and producing paralytic gas
  • randomly by creating a paralytic gas blob at a tile of choice after using the Wand of Error (very rare drop of the Robot Heart artifact)

To the hero it is caused by various enemies either with their melee or ranged hits (Animated Steel/Statue with a Blunt or Blunt+ weapon equipped, DM-300, Dwarf Lich, Senior Monk, Tengu, Undead Dwarf, Young Tengu in bossrush), or by them producing paralytic gases (Plague Doctor, Patrol UAV's shock blob after getting destroyed) and also by stepping on Paralytic gas, Rockfall and Storm traps, by the Paralytic and Stench gases, reading a scroll of Psionic Blast (4-6 turns), and randomly by eating raw mystery meat. It makes the hero Unable to React or Move. Most of the times the debuff is depicted by just a small symbol under the HP bar and not in the hero's tab, but it is obvious by all the other characters on display keeping on doing what they were doing while the hero remains still (when it is caused by dungeon effects and not by enemy hits, the message "Paralysed" is also displayed shortly above the hero's head). The Blood Imbue and Imbued with Earth buffs give temporary immunity to paralysis and the Bless and Magic Shield buffs to paralytic gas (Bless also to the paralysis caused by a shock blob).

Hot[]

Hot SPS-PD
Hot
Hot makes it easy for you to take damage. Turns of hot remaining: [X]

For the hero, it can be caused against enemies by hitting them with a Tar enchanted weapon equipped (turns 30 up to level + 1 if this is more) and for the Classic and Emcee mage skins by the Use option of their wonder flasks. To the hero it is caused by the climate with the same name or by Animated Steels/Statues with a Tar enchanted weapon equipped. It increases received damage by +20%. It can only get cured by the Towel but also gets "cured" by the application of the Cold or Dead Raise debuffs, or just wears off over time, granted that the hero has left the room, when it is caused by a room with the particular climate. Armors with the Firecover and Holy Guard glyphs give constantly and the Bless buff temporarily immunity to this debuff.

Hungry / Starving[]

Hungry
Hungry
You can feel your stomach calling out for food, but it's not too urgent yet.
Starving
Starving
You are so hungry it hurts.

Note: There is also a general game message that appears in the game description of all states of hunger different than normal, but it does not describe the buff or debuffs themselves: "Hunger slowly increases as you spend time in the dungeon, eventually you will begin to starve. While starving you will slowly lose health instead of regenerating it. Rationing is important! If you have health to spare starving isn't a bad idea if it means there will be more food later. Effective rationing can make food last a lot longer!".

In SPS-PD all states of Satiety affect the hero's damage, being hungry and starving negatively, and being overfed positively. When the hero is hungry the damage ge/she deals starts getting multiplied by *0.9 and when starving by *0.8 and so it gets reduced. In addition, when the hunger counter reachers 800, the hero stops regenerating health and starts Losing HP instead, 1% of max HP every 10 turns. The Hungry state has no negative effect in regeneration, but only to the damage that the hero deals, as mentioned previously.

Have in mind that unlike most mods resting in SPS-PD is possible even the hero is statrving, but he/she is losing health constantly during starvation. So, putting the hero to rest and then going to do something else for a short while is not a very good idea in SPS-PD, as when you go back you will most probably find him/her having spent some Ankhs due to the starvation damage, or even dead.

Leech Seed[]

Leech Seed SPS-PD
Leech Seed
You will lose health, and heal others. Left time: [X] turns

For the hero, it can be caused against enemies

  • by hitting them with an Earth enchanted weapon equipped
  • by shooting them with a Sun ammo enhanced ranged weapon
  • for the Huntress class by choosing the Living Root option of her skill item
  • randomly by getting hit with an Error Armor equipped (very rare drop of the Robot Heart artifact).

To the hero it is caused by the Living Moss, Plant King (bossrush), Sewer Lasher and by Animated Steels/Statues with an Earth enchanted weapon equipped. It causes a damage over time Vampiric effect that heals all nearby characters (compared to other debuffs, its damage is low as a number, but heavy for a hero in early levels with low max HP). It can't get cured by any means that cures other debuffs, but just wears off over time. The Bless buff gives temporary immunity to this debuff.

Locked (to the hero mostly)[]

Shattered-Locked floor
Locked
Invisible lock locked your backpack, so you can't use some items. Left [X] turns.

It can get only applied to the hero, mostly by Crazy Thieves in prison that flee immediately afterwards (20 turns), but also by Tengu (5 turns) and is also a side effect of Confusion gas and for the Emcee and Gnoll mage skins it is a negative side effect of performing the Light Rite of their shaman masks. It makes the hero Unable to Consume anything from their inventory, apart from using the dew vial. On a side note, it also seems to get applied to enemies by the hero using the secondary Locked option of the Ethereal Chains artifact and randomly when the Leader subclass of the soldier gets hit, but enemies don't have an inventory, so it charms them instead. It can't get cured by any means that cures other debuffs, but just wears off over time. An armor with the Electricweb glyph gives immunity to this debuff.

Poisoned[]

Poisoned
Poisoned
Poison works its way through the body, slowly impairing its internal functioning. Poison deals damage each turn proportional to how long until it expires. Turns of poison remaining: [X]

For the hero it is caused in SPS-PD less often against enemies in comparison to other mods, due to the absence of the venomous enchantment or an equivalent with different name. Nevertheless, it is still a very common debuff from enemies. For the hero it is caused against enemies:

  • by hitting them with the pickaxe (it is the only melee weapon in SPS-PD that applies this debuff, but this is is one of its three possible effects)
  • by shooting them with a Moss ammo enhanced ranged weapon
  • by throwing to them a Poison dart
  • by zapping them with the wand of Poison (duration increases by level * 2)
  • by choosing the secondary Curse option of the Eye of Skadi artifact (turns level * 2)
  • also by their Snake, Spider and Violet Dragon pets' special attacks constantly and of the Chaos Elemental's randomly

To the hero it is caused by various enemies (Cave Spinner, Crazy Bandit, Dungeon Guard, Hybrid, Gnoll Trickster, Infecting Fist, Killing Machine, Poison Goo, Plant King, Spider Queen, Zombie), by stepping on a Poison or Venomous gas trap or on a Sorrowmoss plant, and also randomly by eating raw plain or mystery meat (the second has a higher chance of causing it). It has a damage over time effect and with various durations depending on what caused the debuff and which also scales up following the dungeon depth (the default duration is 4 + depth number/2). It also reduces speed by 10%. It can be cured by eating any food item that contains Herb, Honey, Soup or Vegetable in its title and also Foamed Beverage, randomly by frozen carpaccio, by stepping on a Dreamfoil plant or eating a Dream Leaf, by drinking potions that have a healing effect (Healing, Life, Mending), and for the Soldier class by choosing the Mirror Army option of his skill item. If not cured, it wears off over time.

An armor with the Breackrock glyph gives constantly immunity to this debuff, and also the Slime skin by default has very strong resistance to this debuff, whiich functions practically as an immunity on early depths due to the shorter duration of the ebuff. Also the Bless, Imbued with Toxicity amnd Magic Shield buffs give temporary immuntity the first to venomous gas and the other two to poison.

Note that all pets are immune to this debuff.

Rooted[]

Rooted
Rooted
Roots (magical or natural) grab at the feet, forcing them down to the ground.\n\nRoots lock a target in place, making it impossible for them to move, but other actions are not affected. Turns of rooting remaining: [X].

For the hero, it can be caused against enemies:

  • by hitting them with a Whip or an Earth enchanted weapon equipped (5 turns) and randomly with the Error Weapon (very rare drop of the Robot Heart artifact, 3 turns)
  • by shooting them with a Rot ammo enhanced ranged weapon (3 turns)
  • by throwing to them an Earth Bomb (5 turns)
  • by eating a Golden Jelly mushroom (20 turns)
  • for the Classic and Emcee mage skin by the Use option of their wonder flasks (10 turns)
  • for the Huntress class by choosing the Living Root option of her skill item
  • for the Mage class by choosing the Molten Earth option of his skill kit
  • for the Warrior class by choosing the Source Power option of his skill item (3 turns)

To the hero it is caused by various enemies (Animated Steel/Statue with a Cripple+ or Earth enchanted weapon equipped, Cave Spinner, Dragon King, Earth Goo, Giant Hand, Gnoll King, Pinning Fist, Plant King, Poison Goo, Spider Bot, Spider Egg, Void Goo) but mostly by Web Spiders and Spider Bots and also by stepping on a Gripping trap or Roberry plant and randomly by eating raw mystery meat. It is also a temporary side effect of reading a scroll of Regrowth. Apart from getting displayed in the hero's tab, the tiles that cause it are also shown as covered by cobweb. It makes the hero Unable to Move for some turns. The hero can get him/herself free by using the Jump Shoes or a Potion of Levitation (Levitation also grants immunity to rooting while it is active). An armor with the Breackrock glyph constantly and the Bless, Blood Imbue and Imbued with Earth buff temporarily give immunity to this debuff.

Note that all pets fly so they are by default immune to this debuff.

Silent[]

Silent SPS-PD
Silent
You can't use scrolls and wands. Turns left: [X]

For all heroes against enemies it is a side effect of reading a scroll of Rage (20 turns), for the Rogue class by choosing the Silent Killing option of his skill item (in this specific case enemies remain silent until they die), for the Warrior class by choosing the Fighting Arena option of his skill item (turns equal to strength), and also by activating the secondary Locked option of the Ethereal Chains artifact (turns 4 * artifact's level). It also gets randomly applied when the Leader subclass of the soldier gets hit. To the hero it is most commonly caused by regular Skeletons in the caves when they are defeated, but not by the Summoned Skeletons spawned by the Dead Raise climate, and also by Tengu. It is also a negative side effect to the hero when the Emcee and Gnoll mage skins perform the Light Rite option of their shaman masks (40 turns). It makes the hero Unable to Read Scrolls and Use Wands. It can't get cured by any means that cures other debuffs, but just wears off over time. An armor with the Shadow glyph gives immunity to this debuff.

Slowed[]

Slowed
Slowed
Slowing magic affects the target's rate of time, to them everything is moving super-fast. A slowed character performs all actions in twice the amount of time they would normally take. Turns of slowness remaining: [X]

For the hero it is caused against enemies:

  • by shooting them with a Dream ammo enhanced ranged weapon (3 turns)
  • by choosing the special ability Rain of the Water Trident tier 6 weapon
  • by eating a Blue Milk mushroom
  • for the Mage class by choosing the Molten Earth option of his skill item
  • for the Classic and Emcee mage skins by choosing the Use option of their wonder flasks
  • for the Archer and Taurcen huntress skins by shooting them with the Ice special arrow of her centaur bow (5 turns, this special arrow does not chill or freeze)
  • by activating the secondary Locked option of the Ethereal Chains artifact (turns 4 * artifact's level)
  • randomly by zapping them with the Wand of Error (very rare drop of the Robot Heart artifact)
  • also by their Fly pet's special attack

To the hero it is caused by the hits of various enemies (Assassin Ninja, Hideout Tengu, Ice Corps, Sand Mob, Young Tengu - bossrush), by the slowing gas that the Spider Eggs produce, and randomly by eating raw mystery meat. It Reduces Speed by 33%. Note that some other debuffs also reduce speed but to a lesser degree (Chilled, Cold, Stone Ice, Tar) and the Weakened debuff often has also this side effect, as in SPS-PD upgraded items generally don't lower their strength requirements, so when the hero is weakened they become very often too heavy. It can get cured by stepping on a Dreamfoil plant, and randomly by frozzen carpaccio, but also wears off over time. The Blood Imbue and Imbued with Earth buff gives temporary immunity to this debuff.

Stone Ice[]

Stone Ice
Improve damage but slows speed. If you move you will take lots of damage. [X] turns left.

This is the latest addition to SPS-PD's debuffs. It is peculiar case because it is mostly a debuff and not only a debuff. It increases damage from the hero by 40% (buff part), decreases their speed by 20% (first debuff part), but most importantly with every hero's move (but not action in general) it deals damage equal to 1/20 of the hero's max HP (second debuff part). Note that if the hero doesn't move at all while the buff/debuff is active, he/she will receive no damage (in contrast, if he/she moves in every turn while the debuff is active for example for 10 turns, he/she will lose 10/20 = half of their max HP). It is always caused upon death by the Stone Beetle, it is a basic attack type of the Ice Corps boss in the bossrush depth (in the late phase of the fight the Ice Corps switches to causing it to itself instead of the hero), and is also caused randomly by the Clockwork Scarecrow in Dolya Town when in attck mode. The Stone Ice buff has a grey snowflake as its icon, displayed under the hero's HP bar and in the buffs game window, the image of which will be soon uploaded to the wiki.

Tar[]

Tar SPS-PD
Tar
tar makes you slower and easy to fire.

For the hero it can get caused against enemies by hitting them with a Tar enchanted weapon equipped, throwing to them a Fire Bomb, randomly aftery getting hit with a Testpaint enchanted armor equipped and producing tar gas, and for the Classic and Emcee mage skin by shattering their wonder flasks. To the hero it is caused mostly by the Tar gas of Broken Robots and Golems and also by the hits of Spider Bots and some other enemies (Animated Steel/Statue with a Tar enchanted weapon equipped, Hybrid, Killing Machine). It makes the hero Slower by 20% and also Prevents the Burning debuff from wearing off. It can be removed by stepping on water or by the Clean function of the dew vial and does not wear off over time by itself. An armor with the Firecover glyph gives immunity to this debuff.

Terror[]

Terror
Terrified
Terror is manipulative magic which forces its target into an uncontrollable panic.Terrified characters are forced to run away from their opponent, trying to put as many doors and walls between them as possible. The shock of pain is enough to break this effect, however. Turns of terror remaining: [X]

The most common way available to the hero to terrify enemies is by reading a scroll of Terror and throwing to them a Dark Bomb. It is also available by hitting them with the resonance+ War Drum, getting hit with a Holy Guard / Shadow enchanted armor equipped, randomly by hitting them with the Error Weapon, getting hit with the Error Armor equipped (very rare drops of the Robot Heart artifact), and for the Follower class by choosing the Language Trap option of his skill item. It also gets randomly applied to enemies when the Leader subclass of the soldier gets hit. To the hero It is caused by Chaos Wraiths, (Black) Wraiths and Wraith Warriors, and makes the hero Unable to Attack instead of fleeing like enemies do. It can't get cured by any means that cures other debuffs, but just wears off over time. Note that this debuff has the same symbol with the Dead Raise debuff, which is rather different.

Vertigo[]

Vertigo
Vertigo
Walking in a straight line can be difficult when the whole world is spinning. While under the effects of vertigo, characters who attempt to move will go in a random direction, instead of the one they intended to go in. Turns of vertigo remaining: [X]

For the hero, it gets caused against enemies:

  • by hitting them with the Wraith Breath or the resonance+ War Drum weapons (3 turns)
  • also by hitting them in melee range (not shooting) with any gun (3 turns)
  • shooting them with a Blind/Wooden ammo enhanced ranged weapon
  • by zapping enemies that can't be charmed with the wand of Charm
  • for the Classic and Emcee mage skins by Shattering their wonder flasks and producing confusion gas
  • for the Fighter warrior skin by using his Clobber finishing move (1-4 turns)
  • for the Slime performer skin when he uses his slime item against boss and miniboss enemies (5 turns)
  • randomly by hitting them with the Error Weapon (rare drop of the Shadow Heart artifact), for the Ninja rogue skin by hitting them with his Legend of Hyrule weapon, or by getting hit with a Testpaint enchanted armor equipped

To the hero It is caused by various enemies (Animated Steel/Statue with a war drum equipped, Black Wraith, Chaos Wraith, Lich Dancer, Prison Warden, Shadow Rat, TANK, Wraith Warrior), being in the area of effect of Confusion gas (which causes always at the same time the Locked debuff), and it is also a part of the effects of the Demon Blood gas that some enemies produce (Albino Rat, both Bokoblins, Gnoll King, almost all the boss of the Bossrush challenge), by eating a Golden Jelly or a Pixie Parasol mushroom, and by stepping on a Stormvine plant. The characters affected stop moving to the desired direction and Move Randomly around. It gets cured by using the Clean function of the dew vial, stepping on a Dreamfoil plant, eating a Dream Leaf or Food of Knowledge, and randomly by eating frozen carpaccio, but also wears off over time. An armor with the Holy Guard glyph constantly gives immunity to this debuff, while the Bless and Magic Shield buffs temporarily to confusion gas.

Weakened (to the hero only)[]

Weakened
Weakened
Your gear suddenly feels a lot heavier. Weakening magic is affecting you, reducing your effective strength by 2 points.Turns of weakness remaining: [X]

It can get caused only to the hero: by stepping on Weakening traps and by some enemies (Corrupted Otiluke Mirror, Fiend, Gnoll King, Prison Warden, Skeleton King), but most commonly by Dwarf Warlocks. It Reduces Strength by -3 and not only by -2, like this debuff does in most other mods (the game description in that part is wrong). It is also a negative side effect for the Gnoll and Emcee mage skins when they perform the Dark Rite of their shaman masks. It wears off over time and can also be cured by using the Clean function of the dew vial, drinking potions that have a healing effect (Healing, Life, Mending), by eating any food item that contains Herb, Honey, Soup or Vegetable in its title, also Foamed Beverage and Ice Cream, as a side effect of reading a scroll of Remove Curse, by stepping on a Dreamfoil plant, for the Soldier class by choosing the Mirror Army option of his skill kit, and also randomly by eating frozen carpaccio. An armor with the Shadow glyph constantly and the Blood Imbue buff temporarily give immunity to this debuff. Note that the debuff's symbol is the same with that of the Attack Down debuff, which applies a somewhat different effect.

Wet[]

Wet SPS-PD
Wet
Wet makes your body heavy, and makes for your harder to hit target and dodge attacks. Turns of wet remaining: [X]

For the hero, it is caused against enemies:

  • by hitting them with a Coldwave enchanted weapon equipped (30 turns or level + 2 if this is more)
  • shooting them with an Ice ammo enhanced ranged weapon (2 turns, it does not chill or freeze)
  • by zapping them with a wand of Flow (5 turns)
  • for the Classic and Emcee mage skins by the Use option of their wonder flasks (10 turns)
  • for the Archer and Taurcen huntress skins by shooting them with the Ice special arrow of their centaur bows (5 turns, this special arrow does not chill or freeze)

To the hero it is caused by the particular climate or Animated Steels/Statues with a Coldwave enchanted weapon equipped. It Reduces Accuracy and Evasion, both by 10%. It can also lead to the Electrostatic Turbulence or the Frozen debuffs, when it gets combined with Electricity damage or the Chilled debuff. It can only get cured by the Towel but also gets "cured" by the application of the Dry debuff, and also wears off over time, granted that the hero has left the room, when it is caused by a room with the particular climate.The Bless buff gives temporary immunity to this debuff.

General notes[]

  • The duration and as a consequence the damage of all debuffs, including the effects of the Demon Blood gas, get reduced with a ring of Elements equipped, and considerably reduced when it is highly upgraded.
  • Pets are immune to the Burning, Caustic Ooze, Poison, Rooting and Stone Ice debuffs and to Demon Blood gas, (note that they seem to get burned, but the debuff goes away from them after 1 turn without harming them), but not immune or resistant to any other debuff. Although it would be perhaps expected that the Blue Dragon would be resistant or immune to freezing, the Green Dragon to electricity etc. this is never the case.
  • Important note: For all the buffs and debuffs that were mentioned as being available to the hero after using the secondary option of an artifact, in all these cases without exception the artifact has either its levels decreased or is even completely destroyed. For details you can visit SPS-PD's Artifacts page.
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