[This wiki page describes the current version "0.9.4 Testers" Party - The start". There have been some secondary changes made in all the Challenge depths and in the Wisdom Trial in the directy previous version, "Year Hunter", with the addition of one regular enemy from the main dungeon in each: Gnoll Brutes in the forest challenge, Huge Skulls in the prison challenge, Sewer Crabs in the caves challenge, Succubi in the city challenge (they all drop their usual loot and not dew though), and Fire Elementals in the wisdom trial, and also the pets have stopped being able to follow the hero/spawn in any of the challenge book depths. That said, no important change has been made to these depths in the current "Testers' Party" version.]
Preface: the Challenge Book has nothing to do with the Challenges available in the beginning of each game Edit
The title above basically summarizes this paragraph: although all three share the same name, the Challenge Book that leads to the Challenge depths of SPecial Surprise PD has no relation to the Challenges that are an option for the players in the beginning of each game. Moreover, even when a player chooses a "Start Game Challenge", the hero will then at some point obtain the Challenge Book from Ren in Dolya Town and gain also access to "Challenge Book Challenges", which will be technically challenges inside a challenge book inside a challenge like a babuska doll. To make it even more clear a list of both challenge types follows.
Start Game Challenges: Item Phobia, Listless, Nightmare Virus, Energy Lost, Dew Rejection, Into Darkness, Abrasion, Test Time challenges
Challenge Book Challenges: Sewer, Prison, Cave, City challenges
This wiki page describes the Challenge Book Challenges. For details about the Start Game Challenges you should visit SPecial Surprise PD's main page,
As it is displayed in the image above, the Challenge Book of SPS-PD stores all the portals to the former Key and Book depths of Sprouted PD, but they are all renamed to either challenges or trials, and with the specific Book depths also having their names changed. The hero receives the Challenge Book from the NPC Ren in Dolya Town (for details see below).
While the former key depths themselves are not particularly different from Sprouted PD, there are many minor changes that have been made to them, and to the items found in them. For one, the keys have been retextured into portals, which look like posters showing the face of the depth's main enemy, as well as a logo of a key and they are also renamed to challenges. These posters drop from the familiar enemies of Sprouted PD (Gnoll Archer, Mossy Skeleton, random giant piranha after depth 10, Gold Thief), are stored in the scroll holder, but cannot be used as portals by themselves.
Any challenge portal not added to the Challenge Book
This paper has lost its magic power. You can see some word at the back of this paper: "Hello, my name is Ren. Because of the developer's time magic, a transportation item like this can't work now. Find me in Dolya Town and I will help you fix that."
The hero must first visit Dolya Town, find the NPC Ren standing near the temple, and if the hero has at least one poster portal with him/her, Ren will give him/her a Challenge Book, in which the hero will add each poster portal, so he/she will be able to visit the relevant challenge depth. It is stored in the Key Ring.
A simple notebook with some alien magic.
So here is some tutorial for you. Add that challenge paper into this book and you will be free to come and go in that place. I also want to write some other things but I can't understand your language. There is some secret reward in each challenge. If you find all of them I will give you a weapon from my East Project Pixel Dungeon.
As promised in the challenge book message, Ren gives also a unique weapon, a Reimus Goei, after the hero meets him having obtained all four special reward bags from the challenges (the hero doesn't have to keep the bags unopened and bring them all to Ren, the reward bags just need to have been all already dropped as loot). The hero can visit the challenge depths with regular enemies as many times as he/she wants (but the enemies will become a little more difficult after each kill). On the other hand challenge boss depths (Gnoll King, Skeleton King etc.) and also the Tengu depth are not repeatable, while their portals (Ancient Coin, Bone, Conch Shell, Tengu Key, Treasure Map) are stored in the key ring, can not get added in the Challenge Book and get spent after being used twice, to go to a challenge boss depth and return from it. On all non-boss challenge depths the 25th defeated enemy drops the aforementioned teleportation portals to the specific challenge's boss, the 50th a scroll of Sacrifice (which after being read adds 15 HP / 1 Str. but will also reduce the hero's HP, if it is read for the third and fourth time, visit the link for details), and the 100th a [name of challenge] reward bag, which contains a different unique reward for each challenge:
Sewers reward bag
Reward of Sewers challenge
20 Stone Ores
Prison reward bag
Reward of Prison challenge
1 Full Moon Berry
Caves reward bag
Reward of Caves challenge
10 Black, 10 Blue, 10 Cloud, and 10 Moon berries
City reward bag
Reward of City challenge
16 Crystal Nuclei (sold for 1,000 gold pieces each = 16,000 gold pieces)
Additionally, the rate of dew dropping for all enemies has been greatly increased in comparison to Sprouted PD. Instead of one or two yellow and/or one or two red dew, and only purple dew dropped from Protectors, now all enemies from these depths often drop one or two red and/or one or even two purple dew. Also, as all the non-boss challenge depths are repeatable/revisitable and the hero, when he/she goes back, finds the depth just as he/she left it, there is absolutely no reason for him/her to spend dew randomly, in order for it not to get wasted: he/she can leave the dew on the depth's floor, proceed with his/her adventure, and when he/she collects some new items that need upgrading, he/she can revisit the depth with the unused dew and upgrade these items.
Protectors in these depths have different names, with the three of them depending on the depth's general feature: Protectors in the Forest depth are named “Forest Protectors” (a lot of grass and bushes), in the Prison depth “Grave Protectors” (a lot of skeletons), in the Caves depth “Cave Protectors”, and in the City depth “Vault Protectors” (a lot of gold), but without any special characteristic to differentiate them (Forest Protectors are just weaker than Grave Protectors, which are weaker than Cave Protectors etc.), or any other difference from Sprouted PD. Pets do not follow automatically the hero when they are in a tile next to him/her, like they do for the key depths in Sprouted PD, and as a matter of fact they can't follow the hero or get released from a soul there, as even when they are stored into the Lantern of Soul Collect, they can't get released in the challenge depth, and can neither get called there by the Book of Soul (formerly whistle), which is generally non-functioning in current SPS-PD. This "general pet prohibition" is a recent change in SPS-PS, which has also the positive side effect that all of the game bugs that were related with pets being active in challenge depths have been automatically abolished from the game.
In the part of this page that follows directly afterwards the reader will find presentations in continuous form about each challenge depth along with some game tips for each one of them. Readers who are interested in more details can proceed to the last part of the page, that displays the stats for all the enemies encountered in each challenge and also for all of their respective bosses.
This is the area with the biggest amount of changes in it. Most notably, the rewards are completely different. Instead of the Safe Room page being dropped, which gets sold in the prison shop instead, a Treasure Map (for its image see next image below to the right) is dropped by the 25th dead Gnoll Archer, which can take the hero to a whole new challenge boss, who drops a third Adamant Ring. Heroes are also allowed to keep all of their Lucky Throwing Knives (renamed from Forest Darts and also retextured), instead of only 30. The Lucky Throwing Knives are enchanted by default with the Lucky enchantment (a weak second hit always), which is otherwise removed from SPecial Surprise PD, and also deal increased damage against enemies of the type Beast, Boss, Human, Gnoll, Orc and Plant everywhere in the dungeon, but deal somewhat low damage, so the hero can either keep them after finishing with this challenge depth, or sell the remaining of them for 2 gold each. Gnoll Archers also never drop any money at all, unlike their Sprouted PD version, even when an upgraded Lucky Badge is equipped, but always drop Lucky Throwing Knives in addition to dew (they drop dew very often but now always, like they do with the knives). An upgraded melee weapon with 2 or more range, an upgraded tier 2 or higher gun and also some of the unique skin-related ranged weapons (Boomerang, Centaur Bow, Thousand Knives) can be very handy in this depth, as the Gnoll Archers flee quickly only when they get in melee – one tile distance, but not when they get hit from a longer distance. But even when none of these weapons are available, the hero will just have in the beginning to chase around one or two Gnoll Archers, gather the dropped by them Lucky Throwing Knives, and then start using these knives against the archers, as they are very efficient in killing them, in many cases with just one hit but never needing more than two. Also, in a recent update Gnoll Brutes started also spawning infrequently on this depth and drop their regular loot (they are the only source of possible gold loot on this depth). Players should be careful when they visit this depth in early levels, as Gnoll Archers don't pose any serious threat, but Gnoll Brutes do, as their stats are much buffed in comparison to their Caves' regular version (espcially their evasion is considerably high, and can also deal big amounts of damage after they get enraged, being able to even insta-killi a hero with full health in early levels). All in all, it is not recommended to visit this depth directly after the hero gets the Challenge Book from Ren, and if he/she does, keeping a distance from the Gnoll Brutes and using as many thrown weapons as possible against them and/or stunning them when they get enraged with the Ankh Shield or Wooden Shield if they are available will be the more reasonable approaches. Lastly, apart from the Treasure Map dropped by the 25th Archer, the 50th defeated Gnoll Archer will drop a scroll of Sacrifice, and the 100th Gnoll Archer will drop a "Sewer reward bag", which contains 20 stone ores.
Gnoll King and Gnoll Keepers/Treasure Map (depth 43) Edit
Upon use, the Treasure Map teleports the hero to a totally new depth, which is the den of the Gnoll King, a tanky boss that can't take more than 20 damage damage per hit even from very highly upgraded weapons or wands and summons comparatively weak Gnoll Keeper minions to his side. He has a ranged and also melee attack that either Cripples, Roots or Weakens the hero and he can be also fast and runs away a lot, so the fight may be tricky to someone who isn't able to keep up with the fleeing king (very often he hides in a depth corner among the bushes, so Mind Vision becomes useful). However, once the Gnoll King is lowered to half of his health, he stops running away due to his anger, and instead secretes Demon Blood gas when he gets hit, like the Bokoblins in the Power Trial depth. This dangerous gas causes heavy Bleeding damage per turn as well as the Vertigo and Cripple debuffs to anything caught inside apart from the Gnoll King, so if a player ends up trapped within, the situation can quickly become dangerous. Fortunately, as long as the player can keep up with the damage, the fight will be over before too long. Upon defeat, the Gnoll King drops from 1,000 to 1,500 gold, an Adamant Ring, and Gnoll Clothes, that can be given to Oldnewstwist in Dolyahaven to complete his quest.
Mossy Skeletons are as strong as they are in Sprouted PD, with high resistance to physical attacks from low level heroes. The 50 Holy bombs that are available in a chest somewhere on this depth (they are the Holy Hand Grenades of Sprouted PD renamed) should be better used against them in early levels, and also offensive wands, especially Firebolt, can also be rather helpful, if the hero decides to visit this challenge depth as soon as he/she gets the Challenge Book from Ren. The Holy bombs cause Blindness and also deal increased damage against enemies of the type Boss, Demonic, Dragon, Elemental, Miniboss and Unknown everywhere in the dungeon, so the hero should better keep them after finishing with this challenge depth, but he/she can also sell the remaining of them for 20 gold each. Also, in a recent update Huge Skulls that generate regular Skeletons upon their defeat started also spawning infrequently on this depth (unlike the Gnoll Brutes in the previous challenge depth, the regular Skeletons spawning from the Huge Skulls are not more threatening than the Mossy Skeletons that are the basic enemy of the depth). The 25th destroyed Mossy Skeleton will drop a Bone that can teleport the hero to the Skeleton King boss depth, the 50th defeated Mossy Skeleton will drop a scroll of Sacrifice, and the 100th Mossy Skeleton will drop a "Prison reward bag", which contains a Full Moon berry.
All other aspects of this depth along with its boss depth, the Skeleton King depth (37), which is rather easy to complete, remain the same with Sprouted PD (players should just have in mind that all enemies in the Skeleton King depth are immune to fire damage). This challenge boss drops the Adamant Weapon and from 1,900 to 4,000 gold.
Apart from the renaming of the 50 “Dumpling bombs” to "Fishing Bombs" and of the “Flying Protectors” to “Caves Protectors”, the only important difference from Sprouted PD is the availability of the Ethereal Chains artifact and also of weapons with extra range (a +10 Ring of Accuracy also gives this attribute to all weapons), guns and of the unique skin-related missile weapons (Boomerang, Centaur Bow, Thousand Knives). If the hero has any of these items or highly upgraded combat wands, he/she can farm safely piranhas by stepping one tile in the sea, attracting piranhas, going two tiles back, and pulling them with the chains to the ground, where they die instantly, or hitting/zapping them from a safe distance with the weapon, gun or wand. The same approach will work with fishing bombs, as the piranhas don't leave, when the hero steps on land but remain close to him/her. An upgraded ring of Accuracy will also heIp much the hero to hit and not miss the piranhas with his/her melee attacks and an upgraded ring of Sharpshooting with the the hero's gun or missile weapon shots. Note that the wand of Lightning deals expectedly the most damage against them because they are inside water, but also that the wand of Freeze does not have its usual chilling or freezing effect which reduces the wand's damage in subsequent hits, and deals always its default daage against them. As piranhas get killed, almost all of their stats (max HP, Accuracy, Damage, Armor, Evasion) get increased, so killing them with a weapon will become more and more difficult, but combat wands will keep being effective in harming them, more zaps will just be needed to kill them. Without highly upgraded wands in the hero's iventory, fishing bombs or use of the ethereal chains will become almost obligatory, as the kill count aproaches 100. Also, in a recent update Sewer Crabs started also spawning infrequently on this depth,and although they have increased stats in comparison to their sewers version, they pose no threat in comparison to the piranhas of the depth. This is a good depth for farming meat (from the beginning) and to a lesser extent Nut Vines (more of them drop the more piranhas get killed, but none from the start - they start dropping somewhat regularly but still randomly appr. after the 60th to 70th piranha gets killed), especially with an upgraded Lucky Badge equipped.
All that having been said, in high hero levels (appr. above 40) even without a highly upgraded ring of Accuracy or Sharpshooting piranhas' evasion will stop being a challenge for the hero, and he/she will be able to finish this depth easily and quickly. As this is a more straightforward approach, players can just contiue with the game (finish the Trial depths, beat Shadow Yog etc.) and leave this depth for when they reach level 40 or a little earlier if the hero has suitable equipment. The 25th dead Albino Piranha will drop a Conch Shell that can teleport the hero to the Crab King boss depth, the 50th defeated Albino Piranha will drop a scroll of Sacrifice, and the 100th Albino Piranha will drop a "Caves reward bag", which contains 10 Black, 10 Blue, 10 Cloud, and 10 Moon berries.
The Crab King depth (38) remains similar to Sprouted PD, but it can be a lot easier, as the only important difference is that the Lightning Shell doesn’t electrocute back when hit by physical attacks when it gets hit from behind, and generally deals much less damage if the Hermit Crabs are left unharmed before killing it, so the hero can have this depth completed easily and with little damage dealt to him/her. This challenge boss, the Crab King, drops the Adamant Armor and from 1,900 to 4,000 gold and each of the Hermit Crab minions a Crystal Key, that can open any of the dual crystal chests left unopened in the regular dungeon. In most of the heroes' runs the chests that remain unopened will be 4 or less, which is the number of the crystal keys dropped by these crabs, but rather rarely the chests are 5 or more, so if you are not sure that their number is 4 or less in the specific run, better start with the chests that their type of items (artifact, ring etc.) interests you more.
This depth has turned from grinder’s Paradise to Hell, in comparison to Sprouted PD. Gold Thieves’ armor and evasion has been greatly increased, and they are now much more difficult to get killed. In addition they also don't drop the gold they have stolen anymore (they very rarely drop 50-100 gold as loot though, apart from the 1 gold they always drop after each succesful hit while they flee), so players that want to finish the depth Sprouted-style by killing thieves with melee attacks and earn money at the same time just can't.
From early to medium levels (appr. before 40) the only available tactic to all players for gathering and keeping gold from this depth is: a) the hero to go first on a shopping spree in every dungeon shop and as a consequence then visit this depth penniless, b) not to pick any gold at first, c) kill enough thieves for dew to be scattered all around the depth (there will be messages about thieves stealing from 100 to 300 gold, but they will practically just hit the hero for some turns and flee), d) use many times the “Light/Invisibility” ability of the Dew vial to get charged up to 200 or more, start picking up all the gold and renew the Invisibility turns with the scattered dew, when he/she sees that they are not many turns left, e) teleport away after picking up all the gold. The hero who was lucky to find an Energy enchanted weapon or a ring of Accuracy in the dungeon and has upgraded it at least to +10, or heroes with ranged weapons and a highly upgraded ring of Sharspshooting will manage to kill Gold Thieves in the beginning, but as their armor increases with each Gold Thief killed, he/she will face the same problem after the 30th Gold Thief killed or so. For the same reason this depth can take tediously long to reach the +100 kills goal apart from heroes in very high levels that their Accuracy is also in a very high level, as the thieves take minimum physical damage and run around endlessly (the only means to keep killing them rather easily till the 100th is equipping a +10 Glass Totem, which grants a 75% bonus to Accuracy, and the hero will still have some problems with their high armor after appr. the 60th gets killed, as some hits against them will be dealing less than 5 damage). But even with a +10 ring of Accuracy and Glass Totem both equipped, or in very high hero levels, heroes should not try to start picking up gold from the beginning, as the Gold Thieves will be getting killed much more easily, but they will still manage to steal gold from the hero and won't drop it after getting defeated. Also, in a recent update Succubi started also spawning infrequently on this depth, but they are just an added nuisance and not a serious threat of any kind, as long as the hero already manages the Succubi of the regular dungeon.
Many upgraded offensive wands (as their beams can’t be dodged), especially wands of Firebolt, can certainly help in this depth, but even with their help this depth will take long to finish, except from rather high level Battlemages, who can breeze through it and finish it quickly with their higher wand damage Sprouted-style. In the same way as with the Albino Giant Piranhas, heroes in high levels (appr. above 40) and especially with also a highly upgraded ring of Accuracy in the case of a melee weapon equipped or Sharpshooting in the case of a ranged weapon equipped, Gold Thieves will stop being a challenge for the hero, and he/she will be able to finish this depth easily and quickly Sprouted-style, will have few problems in killing gold thieves, as the thieves will amost always get hit and will take decent amounts of damage. Leaving this depth for much later in order to kill the gold thieves with a more straightforward approach is not as recommended as with the Caves challenge depth, because the thieves will still be able to steal from the hero and won't dropping the gold they have stolen after they get killed. So in any case / hero's level the "turn invisible > gather all gold > leave" approach of the previous paragraph is the recommended to maximize the gold loot from this depth.
The 25th dead Gold Thief will drop an Ancient Coin that can teleport the hero to the Thief King boss depth, the 50th defeated Gold Thief will drop a scroll of Sacrifice, and the 100th Gold Thief will drop a "City reward bag", which contains 16 Crystal Nuclei, an edible item without nutritional value, but that is sold for 1,000 gold each (which basically means that the City challenge reward is 16,000 gold).
Lastly, in the Thief King’s Lair (depth 40), the challenge boss depth that follows, there is no way for the hero to fall in the basement and gather loot like in Sprouted PD anymore, as the depth holes have been changed into chasm traps, that only harm the hero with bleeding damage and don't allow falling anymore. Nevertheless, if the hero manages to avoid/kill the thieves in the City depth and gather the gold that lies there without it getting stolen, along with the crystal nuclei and the gold dropped from the Thief King (1,900 - 4,000 gold pieces) he/she will leave these depths having:
from 8,000 to 9,000 City gold loot + 16,000 gold form crystal nuclei + from 1,900 to 4,000 Thief King gold loot = from 24,900 to 29,000 gold pieces. This amount of gold will alllow him/her to buy the two of the most expensive Trial Books at their discounted price without any need for gold grinding.
The Golden Dungeon Nut reward from Sprouted PD, for completing all key depths with over 100 enemy kills in each, is also given in SPS-PD, but retextured into a box with a smiling face, which is the logo that the developer uses for himself in the "About" screen of SPS-PD, and renamed to “Golden Nut Bless by Developer” (after getting eaten it adds permanently either +1 Str. and +60 HP or +2 Str. and +30 HP). It doesn't spawn in the inventory like in Sprouted PD but drops from the 100th enemy killed in the fourth challenge that the 100 enemy kills goal is fulfilled.
Note also that unlike Sprouted PD the order in which the depths are completed plays no role, and even if a player starts completing the goals with the City challenge and leaves the Sewers challege last, the hero will still get the Golden Nut reward, but it will drop from the 100th Gnoll Archer.
The former Book depths of Sprouted PD have also been given a new theme: the books themselves are renamed from Book of Life, Book of the Heavens, and Book of Death to Power Trial, Wisdom Trial, and Courage Trials respectively, while retaining their book form as items. They are still sold in the Imp shop on depth 20 at outrageous prices at first (225,000 gold each), but after the hero has defeated Yog-Dzewa they get sold for 35,000 gold in sum (the Courage Trial for 7,500, the Power Trial for 12,500 and the Wisdom Trial for 15,000 gold). They are stored in the scroll holder, but they must be also added to the Challenge Book for each trial to become accessible (as items they just display the message "This book has lost its magic power. It is Courage/Power/Wisdom Trial"). As in the Challenge depths, the hero can come and go from them as much as the player likes and whenever he/she likes, and there is no need anymore of reading books on pedestals like in Sprouted PD. The San-Chikarahs have also been renamed to Triforce pieces, specifically Triforce of Power, Triforce of Wisdom, and Triforce of Courage, but they retain their original sprite and are still found on a pedestal in each depth. Like in current Sprouted PD, the Troll Blacksmith will not need his quest fullfilled in order to forge the Triforces in one piece.
Triforce of [name of Trial]
[Name of Trial] part of the Triforce
The combined Triforce now has a sprite of its own, instead of just a glowing San-Chikarah sprite, but its functionality has not changed and it still teleports the hero to the Shadow Yogs boss depth.
The puzzle is complete. The force will open a portal to the final boss. You will be immediately transported when the portal is opened.
Note that the general pet prohibition which was already mentioned for the challenge depths applies also to all the trial depths, and there is no way for a pet to follow the hero, get released or get summoned in them anymore.
In the part of this page that follows directly afterwards the reader will find presentations in continuous form about each book depth along with some game tips for each one of them. Readers who are interested in more details can proceed to the last part of the page, that displays the stats for all the enemies encountered in each trial depth.
Blue Wraiths are now called Wraith Warriors, but this depth has no other difference with Sprouted PD, apart from the general differences of all three trial depths, nevertheless some extra differences are caused in the gameplay by the availability of specific SPS-PD's items. Combat wands apart from the wand of Firebolt is the received way from Sprouted PD to take down Black Wraiths (especially the wand of Lightning, which unlike Sprouted PD though will not destroy all 4 wraiths of this depth with one zap, even with an upgraded ring of Magic equipped), nevertheless the availability of the Ankh Shield in SPS-PD for most skins and the Wraiths' low HP allows players alternatively to break the tombs, stun the Wraiths with the Ankh Shield, and kill each one of them with one hit (the Warrior class can also use the Jumps Shoes in the same way). A highly upgraded ring of Accuracy can also make melee weapons hit Wraiths, and a highly upgraded ring of Sharpshooting can do the same for guns and the unique missile weapons of the huntress skins. As it is also stated in the Rings page of SPS-PD, the ring of Wealth is removed from SPS-PD and its equivalent "Lucky Badge" can't get upgraded above +15, so it doesn't guarantee scroll of Upgrade/Magical Infusion drops from Wraiths as two +14 or one +28 Ring of Wealth do in Sprouted PD, but grants just a 50% to 75% drop rate on average from a group of four wraiths at +15 level of the Lucky Badge (drops can be even 0% or reach 100% though). With the chance of drops of scrolls of Magical Infusion and scrolls of Upgrade from Wraiths without a Lucky Badge equipped being 6% Infusion and 9% Upgrade, the hero with a Lucky Badge equipped will leave this depth with approximately 30 new scrolls of Upgrade and 20 new scrolls of Magical Infusion (there is no fixed number of tombstones spawning on the depth and the scroll drops are somewhat random, so in specific runs the scrolls loot can be better or worse, the aforementioned numbers are just based on some players' experiences). On a side note, a high level hero that wants to farm XP or seeds can do it successfully in this Trial depth, as the Wraith Warriors grant 20 XP and with a Lucky Badge equipped they always drop a seed each.
Due to the abundance of tombstones, the Raise Dead climate has a higher chance of appearing in this depth. Also, most of the tombstones in this depth drop good amounts of gold as loot, so if a hero hasn't got the 35,000 gold needed to buy all three Trial Books from the Imp at once, he/she should start from this trial, which also needs the cheapest book from all three to become available (7,500 gold, half the price of the the most expensive trial book), as he/she will leave the depth after breaking all the tombstones approximately 12,000 to 15,000 gold richer, of which the low end is about the price of the moderately expensive trial book anfd the high end the price of the most expensive trial book. As all trial depths, this is also repeatable, but it doesn't respawn its loot, only its enemies.
This is a book / trial depth with many changes. Steel Honeypots are no longer found here as this item is removed from the game in general. All the Honeypots are simply regular Honeypots. The Grain of Magic Rice is also removed from the game, so the hero can't craft Dumpling bombs any more, and the item is also removed from the game in general.
Onis have been replaced by Bokoblins, which look like the Kupuas/Gullins from Sprouted PD and will release Demon Blood gas after taking damage, but only IF the damage of a specific hit is above 12,5% of their HP. This is a case when an upgraded to +10 Spork or +10 Extract Long Sword (but not upgraded to higher level that that) can be very useful: they deal relatively little damage per hit compared to the +10 tier 4 and tier 5 weapons, but for this exact reason they will often not make the Bokoblins release Demon Blood, and both also have vampiric abilities that heal the hero with each hit, which will be very useful as the fights with the Bokoblins will last longer with them. Besides that, a highly upgraded Mortar, Boomerang, Centaur Bow or Thousand Knives will most of the times kill the Bokoblins before they manage to get close to the hero, and will release their Demon Blood gas at a safe distance as a consequence. But even without these weapons available, several factors make Bokoblins much easier to handle than the Kupuas/Gullins of Sprouted PD: they don't resist damage from lower tier weapons, open rooms are plentiful in the Power Trial, so it's much harder to get stuck between two Bokoblins, Jump Shoes are always handy for escaping the Demon Blood area of effect, all Demon Blood debuffs are nerfed in comparison to Sprouted PD, and the Bokoblin stats are also much lower than those of the Kupuas/Gullins in Sprouted PD, so they can be fought without too much worry of suddenly taking 1,000 or so damage from just a few melee hits. If the hero has +6 Boots or +10 Greaves of Nature available, the tactic of constant “Light/Invisibility” + Refilling the Dew Vial with dew, which is necessary to gather gold from the City challenge can be also handy here, due to the abundance of high grass and in consequence of dew drops. The depth spawns many Ankhs and Honeypots as loot, but little gold and few other items, so the aforementioned poor hero, that has no gold to buy all three trial books from the Imp at once, should buy this trial's book last, as he/she will return from the depth with little gold and few items he/she will be able to sell (also due to the changes in the Book of Heavens / Wisdom Trial depth's layout, the extra Levitation ability of the Dew Vial that is acquired in this depth is no longer necessary). As all trial depths, this is also repeatable, but it doesn't respawn its loot, only Bokoblins.
It is the book / trial depth with the most changes. The most important difference in the gameplay in comparison to Sprouted PD is that falling in chasms is no more available: the empty chasms of Sprouted PD are changed into areas of chasm traps like those in the Thief King's depth, dealing some bleeding damage to the hero, if he/she steps on them, and not allowing falling (see image below). The depth is still repeatable, but by just coming and going after using the Challenge Book, and it is the only trial depth that respawns as a whole in each visit with new loot, apart from its Triforce piece, which is only obtainable once. Animated Statues are renamed to “Animated Steels” and Flying Protectors to “Wisdom Protectors”, but have no other difference from their equivalents in Sprouted PD. A secondary change in the depth's enemies is that now Fire Elementals also spawn infrequently there, but they are not much more dangerous than their regular dungeon version, considering that the hero will have gained some levels in the meantime. The general layout of the depth is very similar to that of Sprouted PD, but the rooms and chasm pathways are generally closer to each other, so with clever use of the Jump Shoes which are available to most skins, and the occasional stepping on a chasm trap there will be far less need for potions of Levitation or the upgraded Speed function of the dew vial like there would be in Sprouted PD. The depth’s item generation of artifacts / wands / rings / potions of Might / scrolls of Magical Infusion / gold chests etc. even with an upgraded to +15 Lucky Badge equipped before visiting has been extremely nerfed in comparison to Sprouted PD, and the only similarity in the loot that remains is that the hero will most probably leave with some transmutation-related items, but for a somewhat different reason. Phase Pitcher seeds as separate loot on the dungeon floor spawn randomly on the depth and there might be depth generations that won't spawn even one seed, but in current SPS-PD all wells spawn also either a Blandfruit plant, a Phase Pitcher plant, or an Upgrade Eater plant in the same room with them and this depth is always filled with wells. Even when a well on this depth is empty (like in Sprouted PD only 3 functioning wells spawn in each depth generation, 1 of Awareness, 1 of Health and 1 of Transmutation), it will always spawn either one of these plants. So if the hero visits all the wells of the depth, he/she will leave for sure with some blandfruits, upgrade eaters and transmutation items from the trampled plants.
The only guaranteed income from this depth is selling the enchanted and upgraded weapons that the Animated Steels will drop after getting defeated by the hero. Therefore, the poor hero of the previous paragraphs should buy this trial's book second, as he/she will be able to make gold repeatedly by selling the enchanted upgraded weapons and probably by finding a gold chest or two in the trial depth, but this gold most of the times won't be more than 2,000 pieces in sum after each visit.
Enemies' stats (Challenge depths, respective Boss depths, Book depths) Edit
This Gnoll is camouflaged and hidden in the foliage. He's pretty upset you are here.
First encountered on depth 4 of the dungeon, it is the basic enemy in the Sewers challenge.
HP: 25 + number of Gnoll Archers killed
Damage: 1-8 (+number of Gnoll Archers killed/10 - +number of Gnoll Archers killed/5)
Has only a ranged attack. Hits and flees very quickly, when the hero tries to get it into 1-tile melee range. Due to its increased speed, it is impossible to get it into melee range without invisibility, use of the Ankh Shield, Jump Shoes etc. Melee weapons with extra range are very useful against it, as it doesn't consider the range melee and does not flee, and also ranged missile weapons, guns, wands etc.
Drops always dew and Lucky Throwing Knives, the Treasure Map portal (25th killed), a scroll of Sacrifice (50th) and the Sewer Reward Bag (100th)
Gnol Brutes are the largest, strongest and toughest of all gnolls. When severly wounded, they go berserk, inflicting even more damage to their enemies.
It is an infrequent enemy of the Sewers challenge, which regularly appears in the dungeon Caves. Although its stats don't seem to scale up with depth in the game code, practically they are much more evasive and deal more damage here than their regular dungeon counterparts, especially during their enraged phase.
Damage (Normal): 11-36
Damage (Enraged): 26-61
Armor: 11 (gets a +70% Defense Up buff when enraged)
Attack Delay: 1.2 (it skips one attack every fifth turn)
Immune to Terror
It gets enraged when its HP fall below 25%, which increases both its damage and armor. It can now attack with throwing knives from a tile away. It is buffed in comparison to Sprouted PD and it is the strongest regular enemy of caves against heroes in early levels, especially when enraged.
Instead of meat, it has a 50% chance to drop a thrown weapon and also a 50% chance to drop gold.
It is an infrequent enemy of the Prison challenge, which regularly appears in the dungeon Metropolis. Upon defeat it spawns regular Skeletons in a cross-like shape around it, when there are empty tiles allowing it. Unlike the Gnoll Brutes in the previous challenge depth, these skeletons are not more threatening than the mossy skeletons which are the regular enemy of this depth.
The albino giant piranha living in this place have been degenerating for hundreds of years. However, their other senses are unusually sensitive, and they can feel the changes of water flow around them, and they are also very ferocious.
The basic enemy of the Caves Challenge
HP: 20 (+number of Albino Giant Piranhas killed*2)
Damage: 0-4 (+number of Albino Giant Piranhas killed/2 - +number of Albino Giant Piranhas killed)
Accuracy: 20 +number of Albino Giant Piranhas killed
Armor: 0 +number of Albino Giant Piranhas killed
Evasion: 40 (+number of Albino Giant Piranhas killed/5)
It senses the hero as soon as he/she gets into water and swims to his/her location. On the hero's first spawning all Albino Giant Piranhas are sleeping, but all the newly spawned after these get killed will be awake.
Immune to Burning, Corurption, Freezing, Paralysis, Rooting, Toxic Gas (that does not mean that it doesn't get damage from the relevant wands or enchanted weapons, just that it is immune to their debuffs or effects)
Drops always Dew, there is a 10% chance to drop meat, and a random chance to drop an Eatable Nut Plant as more piranhas are killed, but players should not expect this drop before at least the 50th is killed. Drops also the Conch Shell portal (25th killed), a scroll of Sacrifice (50th) and the Caves Reward Bag (100th)
These huge crabs are at the top of the food chain in the sewers. They are extremely fast ant their thick carapace can withstand heavy blows.
It is an infrequent enemy of the Caves challenge, which regularly appears in the dungeon Sewers. Although its stats don't seem to scale up with depth in the game code, it is more evasive, has more HP and deals more damage here than its regular dungeon counterparts, but still it is less threatening than the giant piranhas which are the regular enemy of this depth.
The lightning shell crackles with electric power. Its powerful lightning attack is drawn to all living things in the lair.
One of the two types of the Crab King's minions. This is only one.
Damage: Totally dependent on the charges.
Evasion: 0 (It is also immobile)
Attacks against the Hermit Crabs of the depth charge the Shell and then it zaps the hero with Lightning bolts, that deal damage totally dependent on the charges gathered, and give increased (1,5*) damage when the hero is standing on water. It also shocks the hero when he/she hits it in melee range. It is far easier than its Sprouted PD version as neither zapping it wands, shooting it with missile weapons or guns, nor hitting it with melee attacks from behind makes it fight back.
Resistant to the Dark Enchantment, Lightning, and Electricity. Immune to Terror and Toxic Gas.
Minions of the Crab King, these tough crabs absorb all but the weakest attacks with their shells. The damage they absorb is used to charge the lightning shell.
One of the two types of the Crab King's minions. It comes in a group of 4.
Zaps with Lightning bolts that deal increased damage (1,5*) to the hero while standing on water. It is highly advised that the hero has the Levitation buff constantly, until the Lightning Shell and all Hermit Crabs are taken down.
If it takes damage higher than 25% of its max HP, it adds chages to the Lightning Shell, making it zap lightning bolts with increased damage the more it gets charged.
Resistant to Lightning and Electricity.
Drops always a Golden Skeleton Key that opens one locked crystal chest in the regular dungeon, and has a 33% chance to drop a common berry.
Unlike other types of thieves, these only care for one specific thing: shiny, golden money. Be careful about letting them steal from you, as recovering lost gold from the tides of these like-minded thieves will be rather difficult.
He is the main enemy of the City challenge. Slightly renamed from Sprouted PD's Crazy Gold Thief.
HP: 100 +number of Gold Thieves killed
Damage; 20-30 (+number of Gold Thieves killed/2)
Attack Delay: 0.75 (two attacks every fourth turn)
Armor: 14 +(number of Gold Thieves killed+1/10)
Steals and flees
He does not drop the gold he stole, but can drop randomly 50-100 gold pieces. Drops also Dew and the Ancient Coin (25th killed), a scroll of Sacrifice (50th) and the City Reward Bag (100th).
The succubi are demons that look like seductive (in a slightly gothic way) girls. Using its magic, the succubus can charm a hero, who will become unable to attack anything unti the charm wears off.
It is an infrequent enemy of the City challenge, which regularly appears in the dungeon Demon Halls. Although its stats don't seem to scale up with depth in the game code, it is more evasive, has more HP and deals more damage here than its regular dungeon counterpart, but still it poses no serious threat to the hero.
Causes the Charmed debuff (inability of the hero to hit Succubi with melee attacks, but not other enemies). On its hit, it will heal itself by the amount of damage it deals. She can also Blink covering short distances.
Immune to Sleep.
It has a 10% chance to drop Mystery Meat and 50% to drop a scroll of Lullaby.
A wraith is a vengeful spirrit of a sinner, whose grave or tomb was disturbed. Being an ethereal entity, it is very hard to hit with a regular weapon.
Space permitting, it spawns in groups of 4 after a tombstone gets broken by the hero. It is one of the two main enemies of the Courage Trial.
Immune to Amok, Burning (not wands of Firebolt), Charm, Dark enchantment, Freezing (not wands of Frost), Paralysis, Sleep, scroll of Psionic Blast, Rooting, Terror, Toxic Gas, Vertigo.
Has a ranged attack that causes Vertigo and Terror.
Without a highly upgraded ring of Accuracy or Sharpshooting equipped, they are very evasive to get hit or shot by the hero, but a single use of the Ankh Shield will stun the 4 wraiths spawned from a grave for enough turns for the huro to take them down easily. Highly upgraded wands of Lighting due to their chain effect can also take down a group of 4 Wraiths of this depth with two zaps.
Without a Lucky Badge equipped, it has a 6% chance to drop a scroll of Magical Infusion and a 9% chance to drop a scroll of Upgrade.
A powerful wizzard sacrificed to sustain the undead Dwarf King. The wizzard calls on the power of death to damage opponents.
In the regular dungeon it is a common emey, but in this depth it spawns rarely.
Has a ranged Avalanche attack that can also Stun. It also spawns Chaos Wraiths when cornered.
Resistant to Poison
Its chances to drop a potion of Healing or a black berry are both 30%.
Has high evasion against physical attacks but not magical attacks, and because of its constant fleeing wand zaps especially from the wand of Firebolt should be prefered against it, or at least shooting it with an upgraded missile weapon or gun.
It is the Kupua/Gullin of Sprouted PD renamed, but with many differences in it stats, abilities and drops. It is the only enemy of the Power Trial.
Attack delay: 1.5 (it will skip a turn every two attacks)
Immune to Amok, Demon Blood Gas, Terror and Vertigo debuffs.
Bokoblins do the most damage by the Demon Blood that they produce, and not by physical damage. They produce this gas when the damage dealt against them is higher than 12.5% of their max HP, which is rather expected from a hero that has survived to reach their depth. Using the Jump Shoes will be essential for the hero, in order to avoid spending time in the Demon Blood area of effect. An upgraded ring of Haste and a highly upgraded gun / missile weapon / offensive wand can also be used efficiently to attack Bobkoblins while keeping a safe distance from Demon Blood.
Wandering fire elementals are a byproduct of summoning greater entities. They are too chaotic in their nature to be controlled even by the most powerful demonologist.
It is an infrequent enemy of the Wisdom Trial, which regularly appears in the dungeon Metropolis. Although its stats don't seem to scale up with depth in the game code, it is more evasive, has more HP and deals more damage here than its regular dungeon counterpart, but still it poses no serious threat to the hero.
Ignites and has now also a ranged Fire attack.
Takes increased damage from Freezing and Ice and is Immune to Fire, Burning and the wand of Firebolt.
Instead of Chargrilled Meat, it has a 2% chance to drop a wand of Firebolt and also a 10% chance to drop a potion of Liquid Flame. Freezing it to death will make the potion of Liquid Flame shatter and will probably start a fire.