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[Note: This wiki page describes the current version "0.9.4 Testers' Party - The Start", in which no significant changes have been made in this aspect of the game, but in the directly previous version "Year Hunter" many significant changes were made with the additions of the new Follower class with its 4 skins and its special skill item and of the new Spring Festival skins with their also new skin-specific items and abilities. All these new features have been immersed in the wiki's main text, with relevant images being their only part that is still missing.]

Overview Edit

New players of SPS-PD should prepare themselves for a much more complex situation regarding the hero classes in comparison to any other mod available in English. First of all, three more classes with their subclasses have been added, which do not exist in Original PD or Sprouted PD: the Follower, Performer, and Soldier. Also all classes, familiar and new, are available in 4 different versions - skins:  

  1. The "Classic Hero skin", which for the familiar classes from Original PD it more or less corresponds to their familiar characteristics from Original PD, but it is also available for the the three new classes which have been introduced in SPS-PD, the Performer, Soldier and Follower. For brevity in the rest of the page these skins will be getting named "Classic [X class] skin"  
  2. The "Happy Birthday skin", which was first introduced in a rather old version of SPS-PD, named "Happy Birthday". The Birthday skins are the Fighter (warrior), Explorer (mage), Ninja (rogue), Maid (huntress), Vtuber (performer), Plumber (soldier), and Builder (follower). For brevity in the rest of the page these skins will be getting named "Birthday [X class] skin"  
  3. The "Halloween skin", which was first introduced in a rather recent version of SPS-PD, named "Halloween 2019". The Halloween skins are the Demon (warrior), Gnoll (mage), Undead (rogue), Taurcen (huntress), Slime (performer), Mech (soldier) and Protoss (follower).  
  4. The "Spring Festival skin", which has been introduced in the directly previous version of SPS-PD, named "Year Hunter". The Spring Festival skins are the Heavy Infantry (warrior), Emcee (mage), Samurai (rogue), Archer (huntress), Lion Dancer (performer), Doctor (soldier) and Merchant (follower).  
Classic Happy Birthday Halloween Spring Festival
Warrior Fighter Demon Heavy Infantry
Mage Explorer Gnoll Emcee
Rogue Ninja Undead Samurai
Huntress Maid Taurcen Archer
Performer Vtuber Slime Lion Dancer
Soldier Plumber Mech Doctor
Follower Builder Protoss Merchant

As a side note, the Soldier class has a somewhat equivalent version in Moonshine PD's Gunslinger class, which also specializes in guns, but the Follower and Performer classes of SPS-PD are rather original as they have no direct equivalent in any other PD mod. In their general concepts these two classes certainly draw from two popular class archetypes of RPGs and roguelikes, the Bard (Performer) and the Cleric (Follower).

A similarity of all Classic skins is that they have a Random Soul and Pet Food among their starttng items, and a similarity of all Birthday and Halloween skins is that each one of them spawns with a different unique starting item (in contrast none of them has a pet-related starting item). Most Spring Festival skins have also their unique item each, but all without exception spawn with the Ethereal Chains artifact as a starting item, 7 EMP Bolas, 7 Poison Darts, 7 Smoke thrown weapons, 1 Healing potion, 1 weightstone and 1 arcane stylus (also none of these has a pet-related starting item).

Each class gives to its skins some common characteristics, which are mostly the familiar characteristics from Original PD and Sprouted PD for the classes that have a counterpart there, but each skin has a totally diferent sprite and starting items, and in some cases even different starting stats. Essentially, before they get a skill kit and choose a subclass the different skins of a class are almost different classes, as their starting items and in some cases stats make them very different in their gameplay from their classic variant. For example the Demon, which is the halloween skin of the warrior, starts with no melee weapon but with a +6 wand of Firebolt and 66/66 max HP (more than double than the classic warrior's), these fetaures making the Demon basically a spellcaster class with a lot of HP in the beginning. In contrast the Explorer, the birthday skin of the mage, starts with 14 Strength, a +2 whip, a +1 Leather armor and a rainbow cannon wand that applies debuffs, these features making the Explorer more a semi-ranged class also capable of tanking, than specifically a spellcaster.

Due to this feature, few common characteristics can be mentioned for all classes and skins. After these will be described in the directly following section, there will be descriptions for each group of skins (the warrior group, the mage group etc.) but players should keep in mind that the assignment to a group might not say much about the actual strengths and weaknesses of a specific skin, especially in early game.

All classes and skins Edit

  • Are available from the first game.  
  • Have six overt stats, which are displayed in the hero's window: a) Level, which directly affects the hero's accuracy, dexterity and maximum Health Points, because the current level's number serves as the multiplier for the base values of these, b) Strength, which affects the hero's ability to equip items without a strength penalty, and also has a minor positive effect in the melee and thrown weapons' damage, when the hero has more strength than the weapon requires, c) maximum Health Points (for brevity max HP in the rest of the page), which are also displayed in the hero's HP bar, d) Accuracy (ACU in the hero's window), with affects melee weapons' accuracy, e) Dexterity (DEX in the hero's window), which affects the hero's ability to dodge attacks and is named Evasion in other mods, and f) Magic Power (MIG in the hero's window), which affects wands' damage and wands' power of effects but not the power of scrolls' effects (all combat wands' damage or power of effect is increased by the hero's Magic Power, as this adds to their default 1 multiplier +0.1 with each point). The players should note that although in other RPGs and roguelikes Dexterity can affect movement speed and attack speed, in SPecial Surprise PD it only affects Dodge/Evasion, like it does in YAPD, while Evasion does not equal Stealth (items that offer bonus evasion tend to offer bonus stealth as well though, and vice versa, but this is a rule of thumb without a totally general application). There is great variation among the different classes and skins in the starting values of these stats, but the more common starting values for them are HP 30, Strength 10, Accuracy 10, Dexterity 5, Magic Power 0.  
  • Gain generlly 1 Accuracy and 1 Dexterity on each level up (but not Magic Power, even the Mage doesn't) and with the exception of the Soldier until level 11 they gain 4 max HP on each level up, but from level 12 and on they start gaining 5 max HP. Soldiers of all skins gain 7 max HP per level until level 11, and from level 12 and on 8 max HP (so more generally all classes gain +1 more max HP from level 12 and on). Max HP are increased only by levelling up and not by potions of Strength. Apart from the first one, from Level 1 to Level 2, each new level up requires 6 more XP points than the previous one (L2:10, L3:16, L4:22, L5:28, L6:34 and so on). Levelling up also fills the hero's HP bar and satisfies a little hunger (+10). Note that having the Four-leaf Mint Necklace item equipped at the time of levelling up gives a bonus +5 max HP and also +1 Magic Power to any class or skin in every level up (this item is a unique reward of the Bossrush challenge).  
  • Have five more "hidden" stats, named as such because they are displayed only in the game code and nowhere in-game: a) Awareness, which affects passively the ability of the hero to notice hidden doors and traps and actively the amount of turns that the hero will spend on searching (Rogues have this ability already increased at level 1, which is an advantage they keep as they also increase it more with level ups), b) Luck, which affects the hero's chances of getting loot dropped by enemies or finding rare loot in the dungeon, and with the exception of the Soldier class its base value is 1, c) [Movement] Speed, of which with the exception of the Freerunner subclass and of the Taurcen skin its base value is 1, d) Ranged Weapon Accuracy, which affects ranged weapons' accuracy, and has a base value of 1 for all classes and skins, e) Stealth, which affects the hero's ability to remain unnoticed and perform surprise attacks and has a base value of 1, with the exception of the Undead Rogue skin who has exceptional stealth by default, 8, and of the Agent subclass that gets it to 5. Note that equipping different types of armor can add up to +12 stealth or in contrast decrease it even down to -2 and make otherwise guaranteed surprise attacks fail.   
  • Have also three more "semi-hidden" stats, Armor Class, [Attack Speed]/Delay (relevant to both melee and ranged weapons, but not wands), and Melee Range which are not displayed in the hero's window either, but they have a base value of 0 (armor class) and 1 (delay, range) for all classes with only two exceptions, the Mech skin of the soldier (he has Armor Class equal to hero's level), and the Joker subclass of the performer (he gets +1 range). So for almost all classes and skins the defense and melee range that each equipped armor or weapon shows offering is basically also the armor class and melee range of the hero, and for all classes and skins the delay of the hero's equipped weapon is also his/her attack speed. As a result these three stats are only actually "hidden" when the hero does not have an armor or weapon equipped at all. All of the above having been said, the attack speed of wands is a somewhat different story: most classes have one wand zap available pet attack turn, so a "wand delay" of 1, but all Mages have 2 wand zaps per attack turn, so "delay" of 0.5, and Battlemages have 3 per attack turn, so "delay" of 0.3 (none of these different values are displayed anywhere in-game, so the "wand delay" is actually a hidden stat). Expectedly, as this mechanism is separate, the ring of Furor has no positive effect on the speed of attacking with wands. Lastly, the Ranged Weapon Range of the hero is obviously always that of his/her field of vision. The base min. - max. Melee Damage that the hero deals as a stat is also almost always equal to his/her equipped weapon's min.-max. damage (or the damage displayed in the ring of Force's game description, when the hero is unarmed and has this ring equipped), while melee weapons also gain 1 bonus damage with every point of excess Strength like in Original PD. That said, an unarmed hero without a ring of Force equipped will be always dealing a flat 1-7 damage, no matter how high is his/her strength or level. In regular runs no hero will be staying unarmed without a ring of Force for long, but this info is useful specifically for players who will do an Abrasion Challenge run, in which all weapons get self-destroyed after 100 hits. This stat can also be considered "semi-hidden", but it is also a stat that few players will be curious about. The base min. - max. Ranged Damage that the hero deals is always equal to that displayed by each missile or thrown weapon that he/she will use (thrown weapons but not missile weapons will also gain 1 bonus damage with every point of excess Strength), as unlike in melee fighting which was described just above, heroes can't shoot or throw nothing.   
  • From all the stats of the three previous bullets, only Accuracy, Awareness, Dexterity and max HP are increased with level ups by default, and all the other can only be increased either a) permanently by drinking a potion (Strength), choosing specific subclasses (Magic Power - Battlemage / Movement Speed - Freerunner / Stealth - Agent / Range - Joker), or having the Four-leaf Mint Necklace item equipped on level ups (Magic Power and also max HP), b) most of them semi-permanently by equipping a relevant ring, or c) temporarily by having various buffs applied. Note that Awareness gets increased with level ups until level 9, but reaches its cap then.  
  • Are able to equip a third Ring or Artifact (but still can't equip the same artifact twice).  
  • Have a food ration and also a Key Ring as starting items. 
  • No longer keep the Tome of Mastery for their class after beating one of the second chapter bosses once. Instead, the Tome is always received from the defeated third chapter boss.  
  • Unlike Original PD and most of its mods one of the second chapter bosses drops a skill kit, which generates a special skill item unique to each class, offering the familar function of the epic armor but giving 4 options to each class instead of just one, and is a separate item, which is not related to the armor. As a result, epic armors do not exist in SPS-PD and the fourth chapter bosses drop always only the Sokoban 4 dolya slate page and might also drop either an artifact (Dwarf King - Chalice of Blood, Elder Avatar - Alien Bag, Lich Dancer - Glass Totem) or more common loot. 

Hero stats, their default values at level 1, and classes/skins that are different

Default at level 1 Decreased Increased
(Melee) Accuracy 10 Demon warrior 6

Mech Soldier 4

Taurcen huntress 15
Awareness 0.1 (pass.) / 0.19 (act.) - all Rogues 0.15 / 0.28
Armor Class 0 or equal to armor's - Mech soldier equal

to hero's level + armor

Attack Speed 1 or equal to weapon's - -
Damage equal to weapon's or

to ring of Force's

(with neither of them

equipped, always 1-7)

- -
Dexterity 5 Mech Soldier -28 Demon warrior 6

Gnoll Mage 7

Undead rogue 8

Taurcen huntress 8

Slime performer 10

Classic soldier 7

Plumber soldier 7

Doctor soldier 7

Luck 1 - all Soldiers 5
max HP 30 Gnoll mage 20

Undead rogue 10

Taurcen huntress 20

Slime performer 20

Demon warrior 66

Mech sodlier 35

Magic Power 0 - Demon warrior 6

Classic mage 3

Explorer mage 3

Gnoll mage 6

Emcee mage 3

Undead rogue 3

Slime performer 3

Melee Range 1 or equal to weapon's - -
Movement Speed 1 - Taurcen huntress 0.5
Ranged Accuracy 1 - -
Stealth 1 - Undead rogue 8
Strength 10 - Heavy Infantry warrior 12

Explorer mage 14

Ninja rogue 11

Samurai rogue 14

Maid huntress 11

Plumber soldier 12

Mech soldier 16

Builder follower 14

Merchant follower 14

Hero stats and their possible increase

In the hero's bar / window Hidden Semi-Hidden
(Melee) Accuracy (+1 per level)1 Awareness (increases until L9)2 Armor Class (0 or equal to armor's)3
Dexterity (+1 per level)4 Luck (normally stable)5 Attack Speed / Delay(1 or equal to weapon's)6
max HP (+4 per level until L11)

(+5 per level from L12 and on)7

Movement Speed (normally stable)8 Damage (equal to weapon's or

to ring of Force's, with neither

of them equipped, always 1-7)9

Level (increases with XP)10 Ranged Accuracy (normally stable)10 Melee Range (1 or equal to weapon's)11
Magic Power (normally stable)12 Stealth (normally stable)13
Strength (increases mostly with potions)14

1 The default value for the hero's Melee Accuracy at L1 is 10, but the Demon warrior and Mech soldier skins start with decreased accuracy (Demon 6, Mech 4). In contrast the Taurcen huntress starts with increased accuracy, 15. It is one of the few stats that increases consistently with each level up by +1. For all heroes this will also change with equipping more or less accurate weapons, as the accuracy value of each is combined with the hero's default accuracy (a ring of Accuracy will also do that).

2 Hero's Awareness is calculated by a formula that produces decimal numbers with many digits already from level 2, so there is no point in writing many detailed numbers here. Readers should just know that Rogues of all skins start with increased awareness and keep it increased with all level ups, until Level 9 in which this stat caps generally: it becomes 0.4 (passive) - 0.65 (active) for all other classes, and 0.56 (passive) - 0.8 (active) for Rogues.

3 The default value for the hero's Armor Class at any level is 0, but practically it is the defense offered by the equipped armor. The Mech skin of the soldier is the only exception, that has Armor Class equal to level number. This is a bonus added to the defense of the equipped armor, but which is still active without any armor item equipped.

4 The default value for the hero's Dexterity at L1 is 5, but there is much variation in this stat among skins. The Demon warrior, Undead rogue, Taurcen Huntress, Slime performer, Classic Soldier, Plumber soldier, and Doctor soldier skins start with increased dexterity (Demon 6, Undead 8, Taurcen 7, Slime 10, all previous Soldiers 7). In contrast, specifically the Mech soldier skin starts with horrible dexterity, -28. It is one of the few stats that increases consistently with each level up by +1. For all heroes this will also increase with equipping an armor, as most armors grant a bigger or smaller bonus to dexterity, with the only exception of the tier 6 Machine Armor that doesn't (a ring of Evasion will also do that).

5 The default value for the hero's Luck at any level is 1, but all Soldiers start with Luck 5. Nevertheless, if a run is at least a little successful in its progress, all heroes will increase significantly their luck by equipping and upgrading the Lucky Badge item they will always find in the Sweet Home.

6 The default value for the hero's Attack Speed (Delay) at any level is 1, but this will change with equipping slower or faster weapons, as their delay modifier becomes equal to the hero's attack speed (a ring of Furor will also affect this stat positively). Note also that the hero's attack speed when he/she uses a wand won't be affected at all by equipping a ring of Furor (generally no item can influence that, and most heroes will have in any case 1 wand zap per attack turn, Mages before the choice of subclass and Warlocks 2 wand zaps per attack turn, and Battlemages 3 wand zaps per attck turn).

7 The default value for the hero's max HP at L1 is 30, but there is also much variation in that among skins. The Demon warrior and Mech soldier skins start with increased max HP (Demon 66, Mech 35). In contrast the Gnoll mage, Undead rogue, Taurcen huntress, Slime performer skins start with decreased max HP (Gnoll 20, Undead 10, Taurcen 20, Slime 20). It is one of the few stats that increases consistently with each level up: most hero classes get +4 until L11 and +5 from L12, while Soldiers of all skins gain consistently +7 max HP per level until L11, and +8 max HP from L12 and on. A ring of Might will also increase the hero's max HP significantly and a few consumables can do that as well (potion of Might, Mightyfruit, scroll of Sacrifice in specific circumstances, Golden Nut Bless by the Developer). Note also that all heroes when they have the Four-Leaf Mint Necklace item (dropped by the Plant King in the Bossrush) equipped when levelling up, they will get +5 HP added to their default max HP gain (so 4+5 / 5+5/ 7+5 etc.) in every level up.

8 The default value for the hero's (Movement) Speed at any level is 1. The only skin that is different in that is the the Taurcen huntress, who has a movement speed of 0.5 so 2 movements per turn (not also two attacks though). The Freerunner subclass of the rogue gets also a 50% increase in Movement Speed by default and a 150% increase when invisible (a ring of Haste will also do that).

9 The base min.-max. melee damage that the hero deals as a stat is almost always equal to his/her equipped weapon's min.-max. damage (or the damage displayed in the ring of Force's game description, when the hero is unarmed and has this ring equipped), which weapon also gains 1 bonus damage with every point of excess Strength. That said, an unarmed hero without a ring of Force equipped will be always dealing a flat 1-7 damage, no matther how high is his/her strength or level. The base min. - max. Ranged Damage that the hero deals is always equal to that displayed by each missile or thrown weapon that he/she will use (thrown but not missile weapons get also 1 bonus damage with each point of excess strength). A ring of Force will also increase much the hero's melee damage when he/she has a weapon equipped (in SPS-PD its big bonus is applied to armed combat, while for unarmed combat its bonus is mediocre), and a ring of Sharsphooting will increase much his/her damage with missile and thrown weapons (it also affects ranged accuracy).

10 There isn't any variation among classes or skins in the rate of XP gain or in the Ranged Weapon Accuracy stat (which is 1 for all classes and skins), but the ranged accuracy stat gets significantly increased for all heroes by equipping a ring of Sharpshooting (it also increases the damage of ranged weapons much).

11 All heroes have a melee range of 1 by default, so it is practically equal with the range displayed in the game window of their currently equipped weapon. The only exception is the Joker subclass of the performer who gets +1 range. Note that this +1 does not create a new multiplier for the hero's weapons, and it adds a flat +1 in all cases (so for example a level 0 whip which has normally 2 range equipped by a Joker will be having 3 range, and an upgraded whip which normally has 3 range equipped by the Joker will have it become 4). A ring of Accuracy every +10 levels also increases melee range by +1. Ranged weapons' range is always equal to the hero's field of vision.

12 The default value for the hero's Magic Power at L1 is 0, but there is again much variation in this stat among skins and also classes. Most Mages start with a Magic Power of 3, but specifically the Gnoll mage skin with double than that, 6. Moreover three other class skins, the Demon Warrior, Undead rogue and Slime performer start also with increased Magic Power (Demon 6, Undead & Slime 3). The Battlemage subclass of the mage gets a +5 bonus in Magic Power (a ring of Magic will also do that). Note also that all heroes when they have the Four-Leaf Mint Necklace item (dropped by the Plant King in the Bossrush) equipped when levelling up, they will get their Magic Power increased by +1 in every level up.

12a A stat very relevant to Magic Power, but which is directly associated with wands and not the hero is Recharging Rate. All wands need 55 turns to restore 1 charge without any exception for any class or skin. A ring of Energy will decrease the turns needed though.

13 The default value for the hero's Stealth at L1 is 1, but the Undead rogue skin starts with Stealth 8. The Agent subclass of the soldier gets a +5 bonus in Stealth (a ring of Evasion will also do that every 5 levels). For all heroes this will also change with equipping an armor, as the stealth value of each is combined with the hero's default stealth.

14 The default value for the hero's Strength when he/she first spawns in the dungeon is 10, but there is once more a lot of variation among skins in this stat. The skins that start with increased Strength are Heavy Infantry warrior, Explorer mage, Ninja rogue, Samurai rogue, Maid huntress, Plumber soldier, Mech soldier, Builder follower, Merchant follower (Heavy Infantry 12, Explorer 14, Ninja 11, Samurai 14, Maid 11, Plumber 12, Mech 16, Builder 14, Merchant 14). This is the only stat of this list that increases by drinking a potion (Strength) and in very specific circumstances also by three consumables (Golden Nut Bless by the Developer, Rotfruit, scroll of Sacrifice) and not by levelling up. The ring of Might can also do that, but moderately in SPS-PD (by +1 every 5 levels of the ring). When the hero's Strength is higher than the strength requirement of the equipped weapon's or thrown weapon's, it adds bonus damage to the weapon equal to the number of excess strength (this does not apply to missile weapons though).

Note that all the stats above (including the XP gain rate) can be temporarily increased/decreased by certain buffs/debuffs, different for each specific stat, but because in total SPS-PD's buffs are 58 and its debuffs 34 mentioning all those relevant here was out of the question. You can read more about SPS-PD's buffs and debuffs in their relevant page.

Also two new containers are available to all heroes after they spend some time in the dungeon:

  • A Portable Scarecrow that the hero gets from destroying the Clockwork Scarecrow or the Test Mob Scarecrow in Dolya Town (formerly Dolyahaven), which holds up to 25 different weapons (melee, missile or thrown) and armors, but not guns and ammo, which are stored in the Wand Holster.
Portable Scarecrow SPS-PD
Portable Scarecrow
A portable scarecrow which can hold some weapons.
  • A Shopping Cart that can be found only in a garden, and is used for storing most of the game's numerous edible items, up to 24 different items. A shopping cart in a garden always spawns in each run, and usually by the end of the Prison one will have already been spawned, but rarely this can happen in the Caves and even as late as the Metropolis or Demon Halls and even in the Power Trial (formerly Book of the Living depth). If by the time the hero reaches the Power Trial hasn’t found one yet, it would be useful to go back to the previous regular dungeon depths and search in them extensively / map the unmapped until then depths, until he/she finds the hidden garden with the shopping cart.
Shopping cart SPS-PD
Shopping cart
A modern trolley. You can put food in it.


Most classes and skins (but not the Spring Festival skins) Edit

  • Have Jump Shoes, which are used to jump from two up to five tiles away (the amount depending generally on the class and not specifically on the skin) even above holes and chasms, and come with class-specific (or even skin-specific in one case) bonuses in addition to slightly more or less charges, although the charge differences offer no serious impact on the gameplay. All jump shoes of all classes spend 1 movement turn for each jump, with the only exception being the skin-specific Plumber's Shoes that spend 2. The Jump Shoes fill a main inventory slot, but cannot get dropped or thrown.  
Jump shoes SPS-PD
Jump Shoes of [class]
[Different description depending on the class, see classes below for them.]
  • Have an Ankh Shield, which can get used twice in a row when fully charged (125 + 125 = 250 charges, without any variation between the classes or skins) and is used to deal 5 damage to enemies, but most importantly to apply the Holy Stun debuff to every enemy in sight with its "Shield Blast" option for 5 turns (it also deals the same amount of damage to pets but does not stun them). This is a very powerfull debuff, because it is a stronger version of the Stunned debuff and it can't end prematurely by the target receiving damage like the regular Stunned debuff can. This is exceedingly useful throughout the entire game. From enemies that run away like Gnoll Archers, the Gnoll Trickster, and Crazy Thieves, to evasive enemies like Wraiths, Skeletons and the Giant Crab, and even extra difficult enemies for the hero’s level when he/she first encounters them, like Living Mosses and Troll Warriors, the stun effect of this item is one of the strongest in the game as long as it has enough charges to be used when needed. Despite being called a shield, the Ankh Shield can’t be upgraded and doesn’t block damage like a regular shield in other mods would do (SPS-PD does not have equippable shields in general). The Ankh Shield fills a main inventory slot, but like the Jump Shoes cannot get dropped or thrown.
Tower shield NNYPD
Ankh Shield
A powerful item that works like a bomb in STG games. It was created by the developer.

[Note: STG is an abbreviation for shoot-em-up games.]

  • In case it has not become already clear by the title, none of the Spring Festival skins has the two items above as starting items.

All heroes with Classic skins Edit

Classic skins SPS-PD
  • Start with 10 Strength and 30 HP. With the exception of the classic Soldier they also all start with 10 Accuracy (ACU in he hero's tab), 5 Dexterity (DEX in the hero's tab) and 0 Magic Power (apart from the Mages, who start with 3 Magic Power; this stat increases wands' power of effect and damage - MIG in the hero's tab). The Soldier starts with +4 Accuracy (14), +2 Dexterity (7) but also with 0 Magic Power. The players should have in mind that although in other RPGs and roguelikes Dexterity can affect movement speed and attack speed, in SPS-PD it only affects Evasion, like it does in YAPD. 
  • Start with a Random Soul which they can use to summon their first pet, something that most probably will need to deal with some of the Sewers' stronger regular enemies (even the game advises the player to do so, in the Depth 1 signpost).  
Random Soul SPS-PD
  • They all also start with a Lantern of Soul Collect, that can be used to store any pet by throwing the lantern at it (it can be used only once, but lanterns are sold often in all regular dungeon shops and also randomly in the northwest Dolya Town shop). The lantern's game description is inaccurate in the part that it also describes the lantern's damage, as the lantern can not be used as a thrown weapon, nevertheless it gets stored in the weapon's container (Portable Scarecrow), after it becomes available. Lastly, when the Lantern contains a pet, it cannot get dropped anymore, it starts getting stored in the backpack, and when it is thrown it will release the pet and get spent.
Lantern of Soul Collect SPS-PD also Lantern YAPD
Lantern of Soul Collect
An empty lantern that can collect your pet.
Palantir SPS-PD
Lantern with some soul
A soul is lives in here. You can use it or sell it.
  • Have a bag of Pet Food, which can give a pet several level ups immediately after hatching, as it instantly adds 120 XP to it. It offers enough experience to boost any level 1 pet to level 7. 
Pet Food
Pet Food
Every pet loves it, that is why it is called pet food.
  • A tier 1 armor and weapon (both different for each class), are included in the hero's starting items.  

Warrior Edit

[In the hero selection menu all the equipment descriptions refer to heroes with classic skin, so they are more or less inaccurate for the other three skins. The class perks and the subclass descriptions still apply to all skins.]

All skins (Classic Warrior, Fighter, Demon, Heavy Infantry) Edit

Warrion main screen SPS-PD
Warrior
Warrior has a Shortsword and three different pills. [Classic skin only]

Shield is his special item. [Classic and Heavy Infantry skins only]

When Warrior equips armor, he ignores 2 strength to use it.

Warrior gains more health after eating anything.

Potions of Strength and scrolls of Upgrade are identified from the beginning.

His tanking character that already exists in Original PD becomes even stronger in SPS-PD, as he can equip higher tier armors much earlier.

  • Warrior requires 2 less strength to use armors, instead of having +1 Strength in general. This is represented in-game as an armor's strength requirement dropping by 2 points when it's equipped, but showing its regular strength requirement otherwise. 
  • His Jump Shoes can get him five tiles away and have a high chance to Stun enemies adjacent to the tile where he lands. Fully charged his jumps shoes have 2 jumps in a row available (32+33=55 charges in sum). The only exception in these is the Heavy Infantry, who doesn't have jump shoes.
Jump shoes SPS-PD
Jump shoes of Warrior
Warrior can use a charge to stun an enemy he is touching or close the distance quickly.
  • He gets more HP by eating. 
  • Potions of Strength are automatically identified and also scrolls of Upgrade. 

Classic Hero skin - Warrior Edit

Warrior classic SPS-PD
Warrior
Classic warrior starts with pet pack.

Classic Warrior has one extra stunning abilitiy in addition to those of the Ankh Shield, which is available to all classes, and of the Jump Shoes, which is available to all warrior skins, when using his Wooden Shield.

  • His starting level 0 Short Sword can't be reforged anymore. Instead, it has the "rupture" weapon attribute which causes bleeding and although it is a tier 1 weapon, it has a very good upgrade scaling (+5/+5), making it still useful as a melee weapon even in end-game. His starting armor is a level 0 heavy Wooden armor. 
  • He now starts also with a Wooden Shield, which can either be thrown like a boomerang to Stun an enemy for two turns and also damage it to a small amount like by choosing its Cast option (unlike the Ankh Shield this applies a regular Stunned debuff), or its Defense option can be used instead, that reduces the Warrior's damage by 50% for 4 turns (Damage Reduce buff) and also grants an Alien Shield armor buff that is equal to the warrior's current level. Its attack option makes it eligible for the missile weapons category, but the damage it deals is min. (1 + hero's level/6) and max. (1 + hero's level/3), so even at rather high hero's levels like level 30 it will be dealing 6-11 damage, which is an insignificant amount, so it is more an auxiliary to attacking item than an actual weapon. The Wooden Shield's Cast option can be used 5 times in a row, as it spends only 2 out of its 10 charges with each use, but its Defense option only once, as its spends all of the shield's charges. It has 10 max charges and gains 1 charge per turn, so both of its options are very easily available. Like the Ankh Shield, the Wooden Shield can’t be upgraded by dew or scrolls, can't get equipped, can't get dropped, and doesn’t block damage by itself or increase armor class, like a regular equippable shield would do in other mods or roguelikes in general.  
Round Shield YAPD
Wooden shield
A simple wooden shield. It can be thrown. You can also use it to reduce damage.
  • He no longer starts with any darts (simple darts are removed from SPS-PD in general), but with one Hard Pill, one Power Pill, and one Smash Pill (consumable items that grant: +50% Defense Up / +50% Attack Up / + 2 Str. all for 200 turns). 

Birthday skin - Fighter Edit

Warrior birthday SPS-PD
Fighter
Fighter has hadoken.

The Fighter's starting equipment and also his sprite make him resemble an eastern martial artist, who uses his bare fists as his weapons and his dexterity as defense.

  • He starts with no melee weapon equipped. His starting armor is also the lightest available offering defense in SPS-PD, a Vest upgraded to +1 (it offers the lowest defense among regular armors but also the highest stealth and evasion). He has the same starting stats with the Classic Warrior.
  • Not equipping a melee weapon is not actually a problem, as he also starts with a +1 ring of Force (damage 4-15 at this level, for details see last bullet) and a +1 ring of Might equipped. Note though that in SPS-PD the ring of Force's damage is not affected by the hero's Strength at all and the ring of Might mostly adds max HP anyway, so this skin is not OP at the start of the game because of the rings combination, like it would be in other mods.
  • His unique starting item is "Ryu's Hadoken", a ranged weapon with two options: a) "Down right attack", a ranged attack that can't get evaded and its damage against all enemies not with full health is low (2-5 at hero's level 1 and increases by +1/+2 with each level up), but it is enemy's max HP/2 against full health regular enemies and much increased against Miniboss and Boss type enemies with full health, and which in all cases also causes Vertigo to them, and b) "Break out" a 100% Attack Up buff for 50 turns but also a 50% Armor Break debuff for 100 turns (note that this is the version of the Armor Break debuff caused to the hero, not him causing it to enemies, so choosing the Break Out option of the hadoken without a good armor equipped is not exactly recommended), but only if the Fighter is unarmed. After choosing "Break Out" for the first time the Fighter also gains the Fighter Hit buff, special finishing moves after successive successful hits - combos, very similar to the Gladiator's finishing moves of Shattered PD, that appear at the right of the game screen as swords of different colors (see next bullets). Keep also in mind that the Fighter gets this buff only while being unarmed, and equipping a weapon will prevent the Fighter Hit combos from developing. Unlike the Gladiator's combos 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 (even if the Fighter never uses the Break Out option of the hadoken and so the Fighter Hit buff hasn't become available at all, he will still have the 9 hit ceiling in his regular combos, so there is no absolutely no way out of this). Each melee hit adds 1 charge to the hadoken, and it needs 10 charges for a "Down right attack" and 20 for a "Break out" (its max charges are 20). Like the Ankh Shield, Ryu's Hadoken can't be dropped or thrown.
Ryu's Hadoken SPS-PD
Ryu's Hadoken
This is not a simple hadoken, it will deal more damage on a full health enemy, and will charge by melee attacks. After using BREAK OUT, if you don't have melee weapon, you will have new power for fighting.

Note: The Hadouken or Hadoken (translation from Chinese: wave motion fist / surge fist) is a special attack from Capcom's "Street Fighter" series of fighting games, used by the characters Ryu, Ken, Sakura, Akuma, and Gouken. In SPS-PD's case it is specifically Ryu's Hadoken, as the Fighter is also dressed very similarly to the Ryu character.

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.]

In the bullets that follow the first part inside quotation marks is displayed in the main game screen, when the player selects the sword icon, while the second part is displayed in the buff's description in the hero's tab:

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, also a yellow sword but lighter. "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 an Alien Shield armor buff equal to the damage of the fighter's hit/5. These charges get spent only by receiving damage and the passing of turns don't affect them.]
  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.]
  • With the exception of Cleave when it kills an enemy, applying a combo effect resets the Fighter combo counter to 0. Note that the Gladiator subclass of SPS-PD does not have these finishing moves, and just deals increased damage with his combos. Conversely, the Fighter's combos do not deal increased damage by default, as the first combo type actually deals decreased damage and basically debuffs enemies. As mentioned already above the Fighter Hit combos have always a ceiling at 9, and can't stack to very high numbers, and also when combo 9 is reached both combo counters go directly afterwards to 0 (so practically the Figher skin has a 9 hit ceiling also for his regular Combo counter).
  • It should be noted that the ring of Force is rather different than its versions in most other mods that also have it. In SPS-PD at the first glance it acts only as a quasi tier 2 weapon in terms of its damage with no weapon equipped, as the hero's current strength does not affect its damage at all, while the power of its effect is also described as capping at level +30, and so its most important advantage seems to be that it also adds a +10% bonus to all melee damage with each level. To give some examples, at level 0 it seems to deal only 1-12 damage and grant a +10% bonus to melee damage, at level +5 8-27 and a +50% bonus, and at level +10 13-42 and a +100% bonus (unarmed damage scaling: +1/+3). That said, the previous description (and also the ring's actual game description) is rather misleading: A) It does have a max level cap at +30 for the bonus it gives to all damage in either unarmed or armed melee combat (300%), but B) in contrast it keeps increasing its unarmed damage with upgrades above level +30 without ever reaching a cap. The fact that the "melee damage multiplier" gets also applied to unarmed melee hits moreover means that its actual damage at level +10 is 26-84 (13-42 +100%), at level +20 69-216 (23-72 +200%), and at level +30 132-408 (33-102 +300%), so it ends at high levels being even more powerful than the ring of Force of other mods, but because of its damage modifier and not of the hero's increased Strength (at level +100 its actual damage is 412-1,248 from 103-312 +300%). Keep in mind though that the ring will have its damage reduced by various factors like it happens with melee weapons, so the highest damage values displayed above will be getting encountered only against enemies without armor class and with no damage reducing buff. Especially for the Fighter warrior, who gets unique finishing moves with combos, but only when he is unarmed, this ring is a great candidate for highly upgrading.

Halloween skin - Demon Edit

Warrior Halloween SPS-PD
Demon
Demon attacks with fire.

The Demon is much more a spellcaster than a warrior in the beginning of the game.

  • He starts with 66 HP, 666 gold pieces, and the Accuracy, Dexterity and Magic Power stats with the values 6, 6 and (most probably not a surprise) 6. His only similarity with the Classic Warrior is in his Strength, which is 10 (his starting Strength is actually also 6, but he spawns with 4 potions of Strength already in the inventory, so 6+4=10, as his first action should obviously be to drink them all). Note that although his starting HP are exceptionally high, he still gets +4 HP with each level up, so he keeps this advantage in the rest of the game.
  • He starts with no melee weapon equipped and his starting "armor" is a Base Armor that offers no defense (the armor's only advantage is its very high Energy Base, 4, but the Demon has no skill to recharge in early game). Although it still offers no defense, this armor is upgraded to +6 level, most probably because of the Demon's love for this number.
  • Nevertheless, he has a +6 wand of Firebolt as a starting item and also ignites enemies with his melee hits (for this reason quick weapons are better for him than slow weapons, because they will apply the Burning debuff more often). If his weapon is enchanted, the weapon's hits will either cause the enhantment's effect or burning randomly.
  • He can also use his unique starting item Demon Contract to "Accept" exchanging 6 max HP with +1 Accuracy/ Dexterity/ Magic Power or +1 Strength, which are granted randomly. The Demon Contract can only be used once per level, but its available uses stack, so for example without having used it in 5 level ups, the Demon can accept the exchange five times in a row. Both using and not using the demon contract is a win-win situation for him, as having more than double of the starting max HP of the other classes is an obvious advantage in early game, but also having increased stats. Perhaps a moderate use of the contract once every few level ups is the best approach, as the Demon will keep his max HP rather high in early game and will also get some stats increased in the long run. Like the Ankh Shield, the Demon Contract can't be dropped or thrown.
Demon Contract SPS-PD
Demon Contract
Use your HT to make you stronger. Every level you can use it once.

[Note: this item has been recently retextured, but its general features still remain basically the same, with its basic difference from before that it is now beige. An updated image for it will be soon uploaded to the wiki.]

  • Although in early game the Demon will fight like a mage who can tank (if he also keeps his high max HP and does not use his contract much) he remains a warrior in the special skills and subclasses that he has available, so from mid-game and on he will turn to a regular warrior just with increased by default magic power, to take advantage from the warrior-specific perks.
  • As a side note, the developer has obviously been playful with the well established association between demons and the number 666 in western cultures, but the number 666 in Chinese is also used as a synonym for "awesome", because these two chinese words have very similar pronounciations. This is written in order that the word play involved in this skin gets fully displayed, and to make totally clear that there isn't any type of endorsement of Satanism in SPS-PD :-).

Spring Festival Skin - Heavy Infantry Edit

Heavy Infantry
Heavy Infantry has shield and helmet.

The Heavy Infantry is basically a buffed version of the classic warrior because of his increased strength and his unique helmet, while having a wooden shield as well.

  • He starts with 12 Strength but the rest of his stats are the same with the Classic Warrior's.
  • His gear is a level 0 Spear and a level 0 Disc Armor.
  • Like the Classic Warrior he also has a Wooden Shield (for details about its use see above) but also has a Savage Helmet unique item.
  • The Savage Helmet when equipped has a 100% chance (and when just in the inventory a random chance) to reduce the max damage taken by the hero to half and apply the Counter Attack buff to him after an enemy hit, which causes increased damage to enemies. This increased damage multiplier does not seem to scale up with the hero's level or strength.
Savage Helmet
A helmet for year hunting. It has a chance to reduce damage and improve the next melee attack. When it is equipped, this chance will become 100%.

[Note: The sprite of the Heavy Infantry skin and of the Savage Helmet item will be soon uploaded to the wiki, but the Savage Helmet anyways can't be confused with any item easily, because it is a unique item of the Heavy Infantry skin.]

Mage Edit

All skins (Classic Mage, Explorer, Gnoll, Emcee) Edit

Mage main screen SPS-PD
Mage
Mage starts with a Magic Book, wand of Magic Missile and wand of Disintegration. [Classic skin only]

Wonder Flask is his special item. [Classic and Emcee skins only]

Mage spends less time when using wands and gains +3 magic power.

Mage has higher limit when using dew upgrade and gains one wand charge after eating anything.

Scrolls of Identify and potions of Liquid Flame are identified from the beginning.

Mage is now focused around the new Magic Power stat (MIG), which adds 0.1 to the default 1 multiplier of wands' damage with each point.

  • He attacks with wands twice as fast compared to the other classes (i.e. he can attack twice with a wand in the same turn), but has the same recharging rate of wands with them (55 turns for 1 charge). Note that the "mage wand attack delay" counter works autonomously and does not get reset after a specific battle ends, so if a Mage has already zapped a wand once in a previous fight, he will initially get only one zap in the next fight, and the "2 wand zaps per attack turn" delay will start applying from the next attack turn and on. Note that the ring of Furor does not affect positively the attack speed of wands. He also instantly identifies the max charges and the level of wands with the first use (the available charges are identified by all classes after 40 uses).  
  • He starts with 3 Magic Power instead of 0, but does not have it increased with level ups. Increasing it is only possible by a) choosing the Battlemage subclass [+5], b) equipping a Ring of Magic [+1 per ring level], c) reading a "Learn to Use Magic" scroll bought from Tempest102 in Dolya Town [+1 per scroll] , or d) having equipped the Four-Leaf Mint Necklace item upon levelling up [+1 per level] (the last two increases are available to all classes). Magic Power increases the damage and/or power of effect of wands, as it adds to the default 1 multiplier of their damage/power of effect +0.1 with each point. In other words a Mage has by default +30% bonus damage/power of effect when he uses a wand. 
  • His Jump Shoes can take him only two tiles away, but allow him to teleport through enemies (similarly to the Blink ability of other RPGs and roguelikes), and have a chance of giving the Arcane buff to increase his Magic Power by 10 for 10 turns. Fully charged they have 3 jumps in a row available (3*14 + 8 residual = 50 charges in sum). The only exception in these is the Emcee, who doesn't have jump shoes. 
Jump shoes SPS-PD
Jump shoes of Mage
Mage was studying in the Tower, so he can use blink instead of jump, and improve his magic power sometimes.
  • He gains a wand charge after eating, has +1 to his limit of upgrading equipment, and automatically identifies scrolls of Identify and also potions of Liquid Flame. 

Classic skin - Mage Edit

Mage classic suit SPS-PD
Mage
Classic mage starts with pet pack.

He is rather similar with his version of the Mage class in Sprouted PD, but at the same time the huge amount of buffs and debuffs that are available from his unique item Wonder Flask gives him certainly an advantage in comparison.

  • He starts with a level 0 Magic Book instead of the Knuckledusters. The Magic Book can stun enemies with its "blunt" attribute, and it's also one of a few weapons to have its strength requirement decreased by upgrades, but it does not grant more bonus damage from excess strength as a consequence (so it always gives the excess strength bonus damage of a weapon with a strength requirement of 10). His starting armor is a level 0 normal Cloth armor. 
  • His starting wand of Magic Missile can no longer be disenchanted. Instead, it has 1 higher max charge than the rest of the wands. He also gets a wand of Disintegration from the start. Both wands are of level 0. 
  • He also has a Wonder Flask as a unique starting item, which needs 100 turns to get fully charged, and which: a) with the option "Drink" grants randomly one of the Arcane / 35% Attack Up / 35% Defense Up / High Light / Recharging / Rhythm buffs all for 10 turns or Regeneration equal to half of his current HP, b) with the option "Use" against enemies it applies at the same time the Armor Break, Attack Down, Dry, Electrostatic Turbulence, Rooted, Slowed and Wet debuffs, and c) with the option "Shatter" it creates at a tile of choice at the same time a blob of Confusion, Corruption, Darkness, Paralytic, Tar, Toxic gas. Drinking from the flask consumes 50 charges, and both shattering and using it consumes 75. Like the Ankh Shield, the Wonder Flask can't be dropped or thrown. 
Wonder Flask SPS-PD
Wonder Flask
Use it against an enemy or on an empty space. It can also help you in battle.


Birthday skin - Explorer Edit

Mage birthday SPS-PD
Explorer
Explorer has rainbow cannon.

His starting items make him more a semi-ranged character capable of tanking in the beginning, than specifically a spellcaster.

  • He starts with the highest starting Strength among skins, 14 instead of 10. Due to his higher strength he doesn't find any potions of Strength in the sewers and prison though. His other stats are the same with the Classic Mage's. 
  • His starting melee weapon is a +2 Whip and his starting armor a +1 normal Leather armor. As a result along with the Samurai rogue he is the more well equipped in his starting items than any other class skin and new players of SPS-PD should consider choosing this skin for their first mage runs, as they will find survival in the first depths of the dungeon much easier. 
  • His unique starting item is the Reno's Rainbow Cannon wand, which could also be named Unstable wand, as it applies randomly the 30% Attack Down & 30% Armor Break / Blinded / Burning / Caustic Ooze / Chilled & potentially Frozen / Electrostatic Turbulence debuffs to enemies and also deals its direct damage to them anyway. At level 0 it deals a base direct damage of 1-5, but each point of Magic Power adds +0.3 (instead of the regular 0.1) to the wand's damage multiplier and +0.5 for Warlocks, while upgrading adds +1/+2 damage with each level, but due to the increased damage multiplier of Magic Power the wand's scaling is actually much better. Unlike all other wands of Level 0 it starts with 7 max charges but upgrading it does not add any charges to it, so a +12 wand will still have the same max charges with a level 0 wand, 7, but it will deal more base damage, which will be getting much increased after the application of the multipliers. Note also that the wand's game window does not take into account the mage's current Magic Power in the damage it displays for the wand or the wand's default multiplier, so it always shows its base damage without the multipliers applied, and after the mage's Magic Power starts getting increased for various reasons (choosing a subclass, equipping a ring of Magic etc.), the damage displayed for the wand is significantly understated.  
Reno's rainbow cannon SPS-PD
Reno's Rainbow Cannon
An ancient relic found in Uldum. When used, this wand will blast random energy. This magic will deal 1-5 damage, [Level 0, regardless of Magic Power] and gain more damage from the user's magic skill.

Note: Uldum is a zone in the World of Warcraft game series. Reno is a mage in the Hearthstone deck game.

Halloween skin - Gnoll Edit

Mage halloween SPS-PD
Gnoll
Gnoll recharges fast.

Note: The game description about the Gnoll recharging fast can be confusing, as the Gnoll by default has the same rate of recharging his wands as all the other skins, 55 turns for 1 charge. The game description most probably refers to the Dark Rite option of his shaman mask unique item, which grants a Recharging buff for 40 turns.

In contrast to the explorer, the Gnoll is the "most" spellcaster among the three skins because of his increased magic power, and can also get a big variety of buffs (but also some debuffs) by using his unique starting item, the Shaman Mask.

  • He has low starting max HP, 20, but he starts with his HP bar overfilled to 30 and also regenerative effects at first overfill his HP bar until he also reaches more than 30 max HP due to levelling up. The rest of his stats are the same with the Classic Mage's. 
  • He has double the Magic Power of the other two mage skins (6). His Accuracy is much worse (5), but his Dexterity rather better (7). Because of his higher by default magic power it is perhaps better for him to choose the Battlemage subclass. 
  • He starts with a level 0 Dagger and a level 0 light Vest armor, both of level 0. Nevertheless, his advantage in the first fights with the dungeon enemies will be his three starting wands, all upgraded to +1: a wand of Firebolt, Freeze and Lightning. 
  • His unique starting item is the Shaman Mask. It gains a charge with each wand hit. Its max charges are 40, and at 20 charges it starts giving the options of a "Light rite", a "Dark rite" and a "Natural rite". The Dark Rite grants the Recharging and the Arcane buffs (+10 Magic Power) both for 40 turns, but also causes the Disarm (inability for melee attacks) and Weakened (-3 strength) debuffs also for 40 turns, and in short the Gnoll becomes even more a spellcaster during its effect. The Light rite has almost the opposite effect, as it grants the 80% Attack Up (increased accuracy), 80% Defence Up and High Light buffs for 40 turns, but also causes the Locked (inability to use the backpack) and Silent (inability to read scrolls and use wands) debuffs also for 40 turns, so it turns the Gnoll basically to a melee fighter. The Natural Rite causes only beneficial effects: the Alien Shield armor buff (equal to the Gnoll's max HP/5), Regeneration (also max HP/5) and 40 turns of the Rhythm buff (accuracy*3 and dexterity*1.5). Like the Ankh Shield, the Shaman Mask can't be dropped or thrown. 
Shaman mask SPS-PD
Shaman Mask
A shaman mask, charged by using a wand.


Spring Festival skin - Emcee Edit

Emcee
Emcee has potion and mask.

[Note: Emcee is a longer variant of the abbreviation "MC" which stands for "Master of Ceremonies". Although this skin does not have any actual game feature that would justify its name, its sprite shows a person wearing a red toga, which is a rather appropriate attire for a master of ceremonies.]

He is basically a combination of the Classic Mage and Gnoll Mage skins in his starting items, the two wands of Firebolt and Freeze, the wonder flask and the shaman mask.

  • His stats are the same with the Classic Mage's.
  • His gear is a level 0 Wooden Staff and a level 0 Vest.
  • Like the classic mage he has a Wonder Flask as a starting item and like the gnoll mage a shaman mask as a starting item (for details about their use see above). Similarly also with the gnoll mage he has a level 0 wand of Firebolt and a level 0 wand of Freeze as starting items.

[Note: The sprite of the Emcee skin will be soon uploaded to the wiki.]

Rogue Edit

All skins (Classic Rogue, Ninja, Undead, Samurai) Edit

Rogue main screen SPS-PD
Rogue
Rogue has a Dagger and Smoke Shurikens. [Classic skin only]

Cloak of Shadows is his special item. [Classic and Samurai skins only]

When Rogue equips a weapon, he ignores 2 strength to use it.

Rogue is more proficient in detecting hiden doors or traps.

Scrolls of Magic Mapping and Potions of Invisibility are identified from the beginning.

Rogue is now very much about good weapons and not at all about bombs like in Sprouted PD, in addition to having even more Invisibility and sneak attack - related techniques.

  • He requires 2 less strength to use melee weapons. This is shown in the game as a weapon's strength requirement being lowered by 2 when equipped, but showing its regular strength requirement otherwise. 
  • His Cloak of Shadows has been altered to work more like Shattered PD's current version of it, and it only starts with 3 max charges, but each individual charge lasts 5 turns. An upgraded Cloak of Shadows doesn't give more turns with each charge, but has more charges available, up to 10 when fully upgraded to +10 (that is 50 turns of Invisibility in a row with all 10 charges available). 
  • He no longer starts with a bomb or can create different kinds of bombs in higher levels (bomb crafting has become an ability of all classes in SPS-PD). Finding more bombs in the dungeon is also not a characteristic of the Rogue anymore. 
  • He no longer lasts longer without food, no longer gains more evasion from equipping light armor, or instantly identifies equipped rings. 
  • His jumping range with the Jump Shoes is only 2 tiles, but he gets 2 turns of Levitation right after jumping (i.e. starting before he "lands", so he can jump on a trap or a chasm tile without any unpleasant effect), effectively allowing flight-on-demand that can offer a flight distance even of 16 tiles (4 jumps * 2 turns of Levitation each + 8 tiles covered by the four jumps) when started with the shoes at full charge. There is also a chance to become invisible for 5 turns after jumping. The only exception in these is the Samurai, who doesn't have jump shoes. Fully charged his Jump Shoes have 4 jumps in a row available (4X10=40 charges in sum). 
Jump shoes SPS-PD
Jump shoes of Rogue
Without training, Rogue can't jump far away, but he can hide his body after jumping and can also hover in the air.
  • He is more proficient as detecting hidden doors or traps (has almost double the Awareness of all other classes already from level 1 and also gets a double increase in it with level ups) and identifies automatically scrolls of Magic Mapping and also potions of Invisibility. 
  • His subclasses are identical with those of Sprouted PD: a) Freerunner is very quick, and when unencumbered and not starving his speed is multiplied by *1.5, while when he is also invisible it is multiplied by *2.5, and b) Assassin inflicts additional damage when he performs a surprise attack, which deals approximately 50% more damage (SPS-PD has the peculiarity though, that among all of its new weapon attributes there is not even one "effective against unaware enemies", so the Assassin can get bonus damage for his surprise attacks only by its perk). 

Classic skin - Rogue Edit

Rogue classic skin SPS-PD
Rogue
Classic rogue starts with pet pack.
  • Instead of having high accuracy or effectiveness against unaware enemies, his level 0 starting Dagger has “puncture” to hit enemies with a second, weaker attack with each successful swing. His starting armor is a light Vest of level 0 (it offers the lowest defense among regular armors but also the highest stealth and evasion). He also has the familiar Cloak of Shadows unique artifact as a starting item, which the two following skins don't, but that the Samurai skin also has. 
  • He starts with 3 Smoke Shuriken thrown weapons instead of 10 Darts (plain darts are removed in general from SPS-PD). 

Birthday skin - Ninja Edit

Rogue birthday SPS-PD
Ninja
Ninja has Legend of Hyrule.

His starting items make him more a semi-ranged class in the beginning, than specifically a rogue, as he is also the only skin with no stealth bonus or stealth-increasing item.

  • He starts with 11 Strength but all his other stats are the same with those of the Classic Rogue's. Due to his higher starting Strength he finds only 1 potion of Strength in the Sewers. 
  • His unique item is his equipped starting melee weapon, the Legend of Hyrule, a tier 1 weapon that deals 1-10 damage at level 0 and with each hit randomly causes Bleeding, Cripples or Stuns enemies, makes them drop sometimes thrown weapons and less often various bomb types in addition to their regular loot (but not other uncommon loot), harms also adjacent enemies or grants the Alien Shield buff to the hero (100% damage absorption for 1 enemy hit). Its range is rather peculiar as it can either be 1, when the Ninja is not in full health, or 4 when he has his HP full. It also has a weak ranged attack, the Courage Boomerang, that can cause Vertigo to enemies, which is mostly useful not because of its very low damage but because of the vertigo effect, as the Ninja can hit the dazed wandering enemy from afar, when the 4 tiles range of his weapon are available. Also with each turn the weapon gets 1 charge and when almost fully charged (25 or more of the 30 max charges) it 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 the Illuminated buff for 2 turns. This weapon is also already reinforced with adamantite, can be enchanted with weightstones unlike other unique starting weapons and gets +2/+4 damage with each upgrade, which are all very good attributes for a starting melee weapon which belongs to tier 1. Players who like its variety of effects can even consider it being the end-game weapon in a rogue ninja run, as its damage scaling is decent, but there are definitely a lot of other weapons which are easily available and have better scaling than the Legend of Hyrule (already the tier 1 and 2 hand axe, short sword and spear have equal or better starting damage than it and better damage scaling with upgrades, and all tier 4 and 5 weapons have a max damage scaling from +5 up to +8). 
Legend of Hyrule SPS-PD
Legend of Hyrule
Legendary weapon in Hyrule.

Note: The weapon's name is most probably a reference to the Land of Hyrule, the kingdom that serves as the general setting for the majority of games in the Zelda series, and its sprite is most probably an abstract depiction of the Link Hylian sword and shield in the same game series.

  • His other starting items are a heavy Wooden armor of level 0 and the Ethereal Chains artifact. He doesn't have a Cloak of Shadows as a unique item or any other perk that increases his stealth, so choosing the Freerunner subclass is a more reasonable choice of subclass for him. Nevertheless, if he chooses the Assassin subclass, the Light ability of the dew vial and the Shadow Bless option of the skill kit can provide him with invisibility on demand to a limited degree. 

Halloween skin - Undead Edit

Rogue halloween SPS-PD
Undead
Undead has stealth higher.

He is a rather unique skin in his features, very fragile because of his low HP, but also very evasive and exceptionally stealthy.

  • He has the the lowest starting max HP among all the classes and skins, 10, but he starts with his HP bar overfilled to 30 and also regenerative effects at first overfill his HP bar until he also reaches more than 30 max HP due to levelling up. To compensate, he has increased Dexterity, 8, increased Magic Power, 3, and exceptional Stealth, 8, which is eight times the starting stealth of all the other skins (generally no other skin, classic or non-classic, starts with Stealth higher than 1). He also doesn't have the Cloak of Shadows as a unique item, but his exceptional stealth makes him capable of surprise attacking enemies rather often and can choose either the Assassin or the Freerunner subclass without any problem, he just does not have the option of Invisibility on demand + Surprise attack of the Cloak, and he can only use the Light ablity of the dew vial and the Shadow Bless option of the skill kit, which also grants invisibility on demand but in a more limited degree (moreover stunned enemies get attacked by surprise as well so the Ankh and Wooden shields, the Avalanche effect, Blunt weapons, the Breakrock and Electricweb glyphs can all also offer surprise attacks to the Undead). 
  • His starting melee weapon is a level 0 Dagger, and his starting armor a level 0 normal Cloth armor, and also 5 Skull thrown weapons. 
  • His unique starting item is the Undead Bible which gives two options: A) From the first hero level and with each level up, it gives the option to "Pray" (misspelled as "Pary" in the game window), in which case it drops always an Ankh. B) From the second hero level and with each level up it gives also the option to "Read", which grants a Dew Drop buff for 100 turns, but also subtracts max HP (the HP are -5 until the Undead reaches down to 10 max HP, in which case only -1 starts to get subtracted). If the Undead reads the Bible before meeting the first Dew Developer, the Dew Drop buff is granted, but enemies don't drop dew. If they are not used, both options are saved and can be chosen more than once in future level ups.  
Undead bible SPS-PD
Undead Bible
A bible written in undead language... Why?
  • Note that the Undead is rather difficult to survive if he uses the "Read" option of his Bible even rarely, as each reading will subtract more max HP than those that a level up grants (-5 and +4), and he starts with the lowest max HP among all skins to begin with. In a nutshell, it is better for the Undead Rogue not to read his bible at all, but only to pray with it (unfortunately, this gives an unintended Dark Ages flair to SPS-PD).  
  • Even though he does not have a Cloak of Shadows, due to his exceptional Stealth he can choose the Asassin subclass without a problem, as sometimes he might be attacking an enemy with an other enemy in the next tile still sleeping and not waking up, but he will be able to get only one surprise attack per fight, as he doesn't have the option of invisibility on demand that the Cloak gives, and he can only use the Light ability of the dew vial which grants also invisibility for this purpose consistely (stunned enemies get attacked by surprise as well so the Ankh and Wooden shields, the Avalanche effect, Blunt weapons, the Breakrock and Electricweb glyphs etc. can all also offer surprise attacks to the Undead Assassin). Also, an upgraded ring of Evasion can offer to him some more stealth and some more surprise attacks as a consequence. On a side note, players who are familiar with YAPD should consider an Undead Rogue to be very similar in his sneak attacks with a Brigand in YAPD equipping two rings of Shadows of +3 level and an armor without any stealth penalties.  

Spring Festival skin - Samurai Edit

Samurai
Samurai has cloak and totem.

Similarly to the heavy infantry skin of the warrior, the Samurai is basically a buffed version of the classic rogue because of his much increased strength and his unique horse totem, while having a cloak of shadows as well.

  • He starts with 14 Strength but the rest of his stats are the same with those of the Classic Rogue's.
  • His starting gear is a level 0 Glaive and a level 0 Disc armor.
  • Unlike the two previous skins he also has a Cloak of Shadows, so his playstyle is generally very similar to that of the Classic Rogue's.
  • He also has a unique Horse Totem as a starting item, which when equipped it gants a 100% chance (and when just in the inventory a random chance) to increase damage to enemies up to +33% and also applies the Haste buff for 4 turns after each kill.
Horse Totem
A totem for year hunting. It has a chance to improve damage and improve speed. When it is equipped the chance will become 100%. It is called Red Hare.

[Note: Readers might get confused by the totem being of a horse and having the Red Hare name at the same time, but this happens because the item is a direct reference to a horse famous in China named Red Hare, owned by the warlord Lu Bu, who lived during the late Eastern Han dynasty. The sprites of the Emcee skin and of the Horse Totem item will be soon uploaded to the wiki.]

Huntress Edit

All skins (Classic Huntress, Maid, Taurcen, Archer) Edit

Huntress main screen SPS-PD
Huntress
Huntress has a Knuckleduster and EMP Bolas. [Classic skin only]

Boomerang is her special item. [Classic skin only]

When using thrown weapons, huntress will deal more damage based on the melee weapon she uses.

Huntress senses neighboring monsters even if they are hidden behind obstacles.

Potions of Mind Vision and scrolls of Remove Curse are identified from the beginning.

Out of all the original classes, her main features are changed the least, as she retains all her basic characteristics and most of her class-specific bonuses from Sprouted PD, with only some minor changes in the subclass' perks (which also remain basically the same) and the addition of three new special skills like with all classes. Nevertheless, the availability of much more missile weapons in SPS-PD, the very effective in their damage guns that have been added, the buffing of the familiar Boomerang's damage scaling with upgrades and the good damage scaling of the unique ranged weapons of her other three skins gives her ranged-focused gameplay a lot of additional advantages. 

  • Like in Sprouted PD, she gets more dew drops and seeds when she tramples high grass and gains double HP from dew drops on the depth (2 HP from one white dew drop, 10 HP from one yellow etc. but not when drinking from the Dew Vial), senses enemies behind walls, and identifies automatically potions of Mind Vision and also scrolls of Remove Curse. The HP she gets from Dew on the flloor is actually 5% of her max HP in integer numbers, so in early levels the amount is as mentioned before, but in later levels it becomes even more (the same goes with the Warden, who gets 10% of her max HP). She can see and hit with ranged attacks enemies behind tiles of high grass, as if the tiles were empty. In SPS-PD she doesn't have any extra attack speed with missile or thrown weapons from the beginning, but only when she chooses the Sniper subclass. 
  • When jumping with her Jump Shoes, she can move two tiles away and randomly causes Vertigo and/or Knocks Back and/or throws Spectral Blades at all visible enemies (the pet also seems to get hit, but very rarely takes any damage and that is minimal anyway), dealing extra damage based on her strength and the attributes of her melee weapon (for example if she has a shocking blunt weapon equipped, spectral blades will have also a chance to shock and/or stun enemies). The only exception in these is the Archer, who doesn't have jump shoes. Fully charged her Jump Shoes have 3 jumps in a row available (3*14 + 8 residual = 50 charges in sum).
Jump shoes SPS-PD
Jump shoes of Huntress
With guidance from nature, huntress can attack some mobs when jumping.
  • No longer gets unlocked after a hero first beats DM-300 and she is available from the first game, as all the other classes.

Classic skin - Huntress Edit

Huntress classic SPS-PD
Huntress
Classic huntress starts with pet pack.
  • She starts with a level 0 Knuckleduster that can cripple enemies, instead of a dagger, and her starting armor is a level 0 normal Cloth Armor. She also starts with the familiar Boomerang and 3 EMP Bolas thrown weapons. The Boomerang can be enhanced with ammo and while it has a low starting damage, 3-6, it has also the second highest damage scaling among all missile weapons and guns, +2/+5, equal to the scaling of the tier 5 Mortar, with only the Centaur Bow's scaling being a little better, +3/+5.

Birthday skin - Maid Edit

Huntress birthday SPS-PD
Maid
Maid has thousand knives.

She is described as a Maid, nevertheless mostly because of her unique Lzayoi's Thousand Knives but also of her starting Strength, she is actually a buffed classic Huntress.

  • Her starting melee weapon is a +1 Dagger and her starting armor a +1 light Rubber armor. She also has 5 Escape Knives thrown weapons. Her starting Strength is 11 but all her other stats are the same with those of the Classic Huntress. Due to her higher starting Strength she finds only 1 potion of Strength in the sewers.
  • Her unique starting item is the Lzayoi's Thousand Knives, a ranged missile weapon similar to a gun in its function, as it is upgradeable but not enchantable with weightstones (only with scrolls of Magical Infusion), it gives the Shoot option and can also get enhanced with ammo, but does not need reloading. This weapon is very quick, with a delay of 0.25, which means it can shoot four times per attack turn without any attack speed bonus. It is already upgraded to +1 and reinforced with adamantite. At level 1 it deals 3-6 damage (which is actually 12-24 per attack turn due to its 0.25 delay) and gains +1/+2 damage with each upgrade (again, actually +4/+8 per attack turn). Like the Ankh Shield, the Thousand Knives can't be dropped or thrown. Due to the inreased attack speed of her Thousand Knives and also their very good actual damage scaling, it is more reasonable for her to choose the Sniper subclass.
Lzayoi's Thousand Knives SPS-PD
Lzayoi's Thousand Knives
It is made by lots of throwing knives and can use special ammo.

Note: the weapon's name is most probably a reference to Sakuya Izayoi, a chief maid character in the Touhou Project video game series, that belongs to the bullet hell shoot 'em up genre.

  • She also has the Timekeeper's Hourglass artifact as a starting item.

Halloween skin - Taurcen Edit

Huntress halloween SPS-PD
Taurcen
Taurcen moves fast.

Note: Taurcen is a zodiac sign in the Hiveswap adventure game, which is based on the universe of the Homestuck webcomic.

Her movement speed is double than normal (0.5), so she is the most "ranged" among these three skins, as she can create easily distance from enemies. This feature of hers and the very good damage scaling of her unique Centaur Bow makes her also a buffed classic Huntress in her ranged damage.

  • She has somewhat low starting max HP, 20, but she starts with her HP bar overfilled to 30 and also all regenerative effects at first overfill her HP bar until she also reaches more than 30 max HP due to levelling up. Her Strength is the same with that of the Classic Huntress.
  • Her Accuracy is much better (15), and her Dexterity rather better (8). She is also very fast, as she has 2 movements per turn (but not also two attack turns), which also allows her to create easily distance between her and the enemies and fire more bow shots, if the enemies have normal movement speed. 
  • Similarly to the Classic Huntress she also starts with a level 0 Knuckleduster and a level 0 normal Cloth armor.
  • Her unique starting item is the Centaur Bow. This upgradeable (but not enchantable with weightstones, only with scrolls of Magical Infusion) ranged missile weapon shoots arrows and gets charged with each shot. After 8 charges are gathered, the player can choose among the options of an Armor Break (40%) arrow, Fire arrow, Ice arrow, Poison arrow and EMP Bolas arrow, and the next arrow shot will have this main effect and will consume 8 charges. Note that if the player does not do that, when the counter reaches 9/8 the bow will shoot by default an Armor Break special shot and the counter will go back to 1/8. Some of the special arrows' names are a bit misleading, so read the bullet below for details about their effects. At level 0 it deals 4-8 damage and has a very good scaling of +3/+5 damage with each upgrade, which is higher even than that of the tiier 5 Mortar. This weapon is also already reinforced. Like the Ankh Shield, the Centaur Bow can't be dropped or thrown. Due to her inreased movement speed and the very good damage scaling of her Centaur Bow, which is the highest among all missile weapons and guns, it is also more reasonable for her to choose the Sniper subclass.
Centaur Bow SPS-PD
Centaur Bow
A centaur bow used by taurcen.
  • Shooting each type of different arrow causes often also an additional secondary effect to the Taurcen or the enemy, most of the times deals reduced damage, while three of the arrows' names are a bit misleading as far as their efffects are concerned. The Armor Break arrow deals regular damage and causes 40% Armor Break for 5 turns (so if the Taurcen keeps shooting with this arrow, her target will almost constantly have Armor Break). The Fire arrow deals half damage and Ignites. The Ice arrow deals half damage, causes the Slowed and Wet debuffs for 5 turns, but does not chill or freeze. The Poison arrow deals damage/4, applies Caustic Ooze, but does not poison. The EMP Bolas arrow deals damage/3 and causes Electrostatic Turbulence for 3 turns while it also grants a +30% Attack Up to the hero for 3 turns, but does not root.

Spring Festival skin - Archer Edit

Archer
Archer has bow and throwing bag.

The Archer is sort of a version of the Taurcen with regular stats, as she combines having the stats and most of the starting items of the classic huntress, but has a centaur bow instead of a boomerangl.

  • Her stats are the same with those of the Classic Huntress'.
  • Her starting gear is also a level 0 knuckleduster and a level 0 cloth armor like the classic huntress.
  • Like the Taurcen she also has a Centaur Bow as a starting item (for details about tis use see just above).
  • She also has a unique Throwing Weapon Bag as a starting item. Players should not get confused by the item's name, this is not a container. When equipped it causes all enemies to drop frequently (but not always) various thrown weapons and bombs (thrown weapons much more often than bombs though), one item type with each kill. It can also be used while just being in the inventory to generate 1 random thrown weapon or bomb but for 500 gold in each use (Buy option). Having a Lucky Badge equipped along with it does not increase its drop chances. Note also that the Throwing Weapon Bag does not generate unique and holiday thrown weapons, so it never generates an Error Ammo or a Red Packet.
Throwing Weapon Bag
A bag for year hunting. You can find a throwing weapon by using gold. When it is equipped, you get a chance to find a throwing weapon after killing mobs.

[Note: The sprites of the Archer skin and of the Throwing Weapon Bag item will be soon uploaded to the wiki.]

Note for all Huntress skins: Due to their high damage scaling with upgrades and their ability to get upgraded with both scrolls of Magical Infusion and Upgrade, all their unique starting ranged weapons (boomerang, centaur bow, thousand knives) are very good candidates for getting highly upgraded and becoming their end-game weapons, especially if they choose the Sniper subclass.

Performer Edit

All skins (Classic Performer, Vtuber, Slime, Lion Dancer) Edit

Performer main screen SPS-PD
Performer
Performer has a Triangolo, scroll of Lullaby and Bomb. [All three Classic skin only]

Shovel is his special item. [Classic and Lion Dancer skins only]

After killing enemies or levelling up the Performer will gain the Rhythm buff, which can upgrade his accuracy and dexterity for a limited time.

After levelling up the Performer will gain the Glass Shield buff, which can reduce the damage he takes for 10 turns.

Scrolls of Lullaby and potions of Purification are identified from the beginning.

A completely new class, which is an adaptation of the Bard class of other RPGs and roguelikes. He is focused around the Rhythm and Echo buffs of defeating enemies to gain temporary Accuracy, Damage, Evasion and Shield bonuses, and the Glass Shield buff that absorbs most damage of a hit.  

  • He gains the Rhythm buff, which grants Accuracy*3 and Dexterity (Evasion)*1.5 after levelling up (for 100 turns), killing enemies (for 10 turns), or using his Jumps Shoes (for 5 turns). If more than one enemies are killed or the Performer jumps again, the buff doesn't just get renewed, but 10 turns are added to those already existing.
  • Levelling up or using his Jump Shoes also provide the Glass Shield buff (with the exception of the Lion Dancer, who doesn't have these). This 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 somewhere around depths 6-8). At some point from depth 7-9 and on it obtains its regular duration though, and 1 charge gets spent with 1 hit. 
  • His Jump Shoes can move him three tiles away and provide both the Glass Shield and Rhythm buffs (and also the Echo buffs, if he has chosen the Superstar subclass, both Echo and Rhythm buffs last for 5 turns after each jump). The only exception in these is the Lion Dancer, who doesn't have jump shoes. Fully charged his jumps shoes have 2 jumps in a row available (10+10=20 charges in sum).  
Jump shoes SPS-PD
Jump shoes of Performer
To become an a idol, performer has spent lots of time training in dance. It allowed him to immerse in his own rhythm and have a chance to reduce the next damage he takes.
  • He has scrolls of Lullaby and potions of Purification identified from the beginning. 
  • If he chooses the Superstar subclass it grants him the Echo buff after killing enemies, which increases his Speed by 20% for 10 turns, his Damage by 50% for 10 turns and also grants 3 charges of Glass Shield when the hero gets hit. If more than one enemies are killed while it is still active, the Echo buff doesn't just get renewed, but 10 turns are added to those already existing. If he chooses the Joker subclass, his attack range is increased by +1 and also knocks back enemies. 

Classic skin - Performer Edit

Performer classic SPS-PD
Performer
Classic performer starts with pet pack.

His unique ability is breaking almost any dungeon wall by using his shovel.

  • He starts with a level 0 Triangolo, a weapon with the "resonance" mechanic that lets attacks hit enemies (but also pets) that are in adjacent tiles to the target and gains extra range with upgrades. His starting armor is a level 0 normal Cloth Armor and he also has 2 regular bombs (wall destroying), 1 Fire, Ice and Storm boms and a scroll of Lullaby from the beginning. 
  • He gets also from the beginning a class-specific unique item, the Shovel, that can be used to destroy any regular wall, even those that belong to pit rooms and locked rooms (it is only unable to destroy specially colored or decorative tiles like gold veins, bookshelves or statues, the air walls of pit rooms and locked doors, but has no problem with the walls around them). Note that if a regular "wall" tile does not get dug by the shovel, it will be most probably a hidden door. It can be used 3 times in a row when fully charged (3X50 = 150 charges in sum) and it gains 1 charge per turn. Using the Shovel also grants the War Groove buff, which makes the next melee hit deal +50% more damage. The Shovel fills a main inventory slot, but cannot get dropped or thrown, or used in any other way apart from creating holes in the dungeon walls (surprisingly for a shovel, it can break, but it can't dig).
Shovel SPS-PD
Shovel
Shovel can be used to break walls. It will cost some charge.


Birthday skin - Vtuber Edit

Performer birthday SPS-PD
Vtuber
Vtuber has effect button.

Note: Vtube is an alternative video sharing application designed for android devices, but which is also owned by Youtbe.

His starting items make him more soldier-like, as they are gun-related and more effective in ranged combat.

  • His starting weapon is a +2 Gunslinger Pistol and also has available three types of ammo, that he can use to enhance it: a Battle, Gold and Wooden ammo. His starting armor is a +1 light Vest.
  • His unique starting item is the Vtuber's Effect Button that after it gets 75 charges with the passing of equal game turns, it can apply random buffs like Accurate Attack (rather misleading name, as it grants Mind Vision for 5 turns), Fast Move (Haste for 5 turns), Gold Fallen (drops gold pieces, starts with 10 at hero's level 1 and the amount increases with level ups, +10 pieces per hero's level), Health Protect (heals fully the hero), Item Search (Treasure Search for 5 turns), Mech Around (Drive Mech buff, the specific version of the Vtuber gives the Illuminated buff and +1 weapon reach, while also increasing damage by *1.3, all for 30 turns), and always turns to doors all wall tiles adjacent to the Vtuber in the four cardinal directions (+). Note that if a regular "wall" tile does not get turned into a door by the button, it will be most probably a hidden door. It has the same restrictions with the shovel, and practically it is Vtuber's version of the shovel, which is slower in charging but has a more powerful effect, and that also applies a buff like the shovel (the button various buffs, but randomly). It has 150 max charges and gets 1 charge per turn. Like the shovel, the Effect Button can't be dropped or thrown.
Vtuber effect button SPS-PD
Vtuber's Effect Button
This button can remove nearby walls. It will also give random effect.
  • He also starts with the Alien Bag artifact.

Halloween skin - Slime Edit

Performer halloween SPS-PD
Slime
Slime heals quickly.

His starting items and his perk give to him an advantage in health regeneration and also make him look more like a spellcaster class, due to his ability to corrupt enemies.

  • He has low max HP in comparison to most of the other classes and skins, 20, but he starts with his HP bar overfilled to 30 and also regenerative effects at first overfill his HP bar until he also reaches more than 30 max HP due to levelling up. He also has double regeneration speed (either natural or by potions of Mending etc.) than all the other classes and skins and has very strong resistance to the caustic ooze and poison debuffs, whiich functions as an immunity on early depths. He starts with more Dexterity than the other two skins, 10, and also with more Magic Power, 3.
  • His starting weapon is an tier 0 Empty Bottle of level 0 (it has the Fragile-Critical attribute, which makes it get self-destroyed after approximately 100 hits - fully using it in one depth) and his starting armor is a tier 0 Base armor of level 0 that offers no defense (the armor's only advantage is its very high Energy Base, 4, but the Slime has no skill to recharge in early game). Because the Slime performer has a rather high chance to not have found an equippable weapon before his Empty Bottle breaks, it should be noted that in this case he will not be completelyhelpless, as an unarmed hero (without a ring of Force equipped) deals 1-7 melee damage regardless of Strength, neverrtheless this will be rather low from depth 2 and on. Due to his starting weapon being almost useless and his starting armor completely useless, until he finds new equippable gear in the dungeon, his survival will be relying mostly on his increased evasion and on the next item.
  • His unique starting item is the Slime, which is charged with melee hits. It has 50 max charges and already from 10 charges it will give the option to Cast which will either Dominate (Corrupt) regular enemies or cause at the same time 35% Attack Down, 35% Armor Break and Vertigo to enemies of the Boss and Miniboss type. Dominated enemies will get the cyan hue that otherwise colors frozen characters and will be wandering around the depth and attacking other enemies, but will also be losing 1 HP per turn (they can't die from that though, and they get stuck at 1 HP until they get killed by another enemy). Note that dominating an enemy is not only useful for creating allies to fight against the other enemies, but also for handling difficult regular enemies: the dominated enemy can still be hit by the hero, and won't fight back - get "freed", so using the Slime item is an alternative way to take down enemies still difficult for the hero's level, like Living Mosses in the sewers, Gnoll Brutes in the caves etc. Also, when he is about to encounter a chapter boss, he should better save all charges of the Slime item unused in orfer to keep debuffing the boss, as the coexistence of these debuffs will make all bosses much weaker during the fight, because no boss enemy is resistant or immune to the Attack Down and Armor Break debuffs, and most of them are also not resistant or immune to Vertigo.
    • Tip: any enemy which is not a Boss or Miniboss with the only exception of the two giant piranha types, "plain" and Albino, (they are the only enemies in SPS-PD immune to corruption) will get dominated by the Slime item, no matter how strong they are or how much their HP are. This fact is particularly useful in two cases: a) the Clockwork Scarecrow and Test Mob in Dolya Town, which in addition will be losing 1,500 HP per turn instead of the expected 1 HP after they get dominated (so the Slime performer does not have to bother with destroying any of the two scarecrows in order to get the portable scarecrow container, he can just throw to any of them the slime item and rest for 67 turns until the scarecrows get self-destroyed) and b) the Year Beast "miniboss" which in both of its versions (Yog-Dzewa and Spring Festival Town depths) is not assigned to any enemy type and so it is considered neither a beast or miniboss by the game, with the positive part in this being that the Slime performer can dominate it, and not bother with it hitting him or it debuffing him at all. Unlike the scarecrows its HP loss in the Yog-Dzewa depth is mediocre, 5 HP per turn, while in Spring Festival Town it is rather erratic: when first dominated it loses no HP at all and just wanders around the hero aimlessly, but after a good amount of turns pass it starts losing HP, either the expected 5 per turn, or hundreds of them in one turn (the hero should just eat and rest, and wait for it to get self-destroyed sooner or later). Due to his ability to dominate it, the Slime Performer is the only hero skin that it is safe for him to travel to Spring Festival Town immediately after beating Yog-Dzewa and "fight" with the Year Beast, as all the other hero skins of all classes will find extremely hard to defeat it immediately afterwards.
Slime SPS-PD
Slime
Slime can dominate or confuse an enemy. It may cause slowness in system.

Note: The slowness mentioned in the game description is not some kind of debuff, but slowness in the actual system of the device, as the existence of a dominated character on a depth may cause all movements to get laggy. This bug is depth-specific and only when a dominated character is active, so when the hero changes depth or the dominated chracter is killed, the lag is automatically abolished.

  • He also starts with a potion of Healing and a potion of Mending already identified.
  • He is the only performer skin that doesn't have a wall-breaking item.
  • New players of SPS-PD should have in mind that due to his starting low HP and to his starting gear getting self-detroyed/offering no defense he has an objectively harder time surviving in very early game, and in order to survive he must use his three advantages as much as possible, which are quick healing through resting, higher evasion and corrupting enemies. Nevertheless, if he manages to survive by finding an equippable armor and weapon and by increasing his max HP with some levelling up, his unique Slime item will give him a big advantage during the rest of the game.

Spring Festival skin - Lion Dancer Edit

Lion Dancer
Lion Dancer has shovel and notation [=book].

Sort of similarly to the heavy infantry and samurai skins, the Lion Dancer is a more versatile version of the classic performer because he combines also having a triangolo and shovel along with his multi-purpose "learn lion dance" unique item.

  • His stats are the same with those of the Classic Performer's.
  • His starting gear is a level 0 Triangolo and a level 0 normal Cloth armor.
  • Like the classic performer he also has a Shovel (for details about its use see above).
  • He also has a unique "Learn lion dance" item: It can't get equipped and gets charged by just being in the inventory (1 charge per turn, max 100). With 50 charges it allows the hero to either Back (Recharging), Dash (+30% Attack up buff), Jump (Levitation buff), Spin (Rhythm buff), or Stand (+30% Damage reduce buff) almost all with a duration of 20 turns, with the only exception of Back (10 turns). The Superstar subclass gets additional buffs for each option (Back - Arcane, Dash - Invisibility , Jump - Glass Shield, Spin - Echo, Stand - Alien Shield) also with durations of 20 turns. Each option's buff(s) can be active at the same time with another buff and because with full 100 charges this item can apply two options one after the other, players can wait in order to use the item with full charges when encountering strong enemies, and apply for example both the Dash and Stand options (in the case of the Superstar this will practically lead to 4 buffs getting applied at the same time).
Learn Lion Dance
A book for year hunting. The reader can learn lion dance from it.

[Note: The sprites of the Lion Dancer skin and of the "Learn Lion Dance" item will be soon uploaded to the wiki.]

Soldier Edit

All skins (Classic Soldier, Plumber, Mech, Doctor) Edit

Soldier main screen SPS-PD
Soldier
Soldier has a Sling and Escape Knives. [Classic skin only]

Pulse Pistol is his special item. [Classic and Doctor skins only]

Soldier has more Accuracy and Dexterity at the start and gains more max HP when levelling up.

Soldier is more lucky than the other hero classes, and can notice cursed items in the backpack more easily.

Scrolls of Rage and potions of Mending are identified from the beginning.

Soldier is also a completely new class, but which has some similarities with the Huntress, as the gameplay of 3 of his 4 skins is also focused on ranged combat (this makes him have some resemblance to the Gunslinger class of Moonshine PD, or generally to gun wielding characters of other roguelikes like "Enter the Gungeon"). Especially in early game he is the more advantaged among all classes in his stats, as he starts with 4 more Accuracy points (14), 2 more Dexterity points (7), and gains +3 more HP per level up initially (so +7), and also increases his HP gain by +1 like all other classes after level 11 (+8).  

  • His Jump Shoes can move him three tiles away, but like the Mage's jump shoes they allow him to teleport through enemies, and with the exception of the Plumber skin they have a chance of giving the Target Shoot buff to increase his Ranged Weapon Accuracy by 10 and his ranged weapon damage by 5% for 10 turns. Apart from this chance of a buff, jumping always reloads his equipped gun or sling with 2 shots (also with the exception of the Plumber skin). When the gun or sling is fully loaded, jumping adds bonus shots (so a loaded sling with 3 jumps in a row will eventually have 7/1 instead of 1/1 shots available). The other exception in this is the Doctor, who doesn't have jump shoes at all. Fully charged his jumps shoes have 3 jumps in a row available (10+10+10=30 charges in sum).  
Jump shoes SPS-PD
Jump shoes of Soldier
As a survivor from Chaos War, the Soldier can reload when jumping and have a little chance to prepare for his next melee attack.
  • He is the only class that can notice that an item is cursed upon picking it and has +5 bonus luck in comparison to the other classes. This practically means that depths' item generation and enemies' drops will resemble those of a hero that has a +5 Lucky Badge equipped. For example the Soldier is the only class that might have a potion of Might, a scroll of Magical Infusion or a food item only available through alchemy spawn during depth generation in the dungeon without having a Lucky Badge equipped, but still with a moderate chance of that happening. 
  • He has scrolls of Rage and potions of Mending identified from the beginning. 

Classic skin - Soldier Edit

Soldier classic skin SPS-PD
Soldier
Classic soldier starts with pet pack.
  • He starts with a level 0 Sling, a ranged weapon that deals low damage but has a rather good +3/+4 damage scaling with upgrades and can also Knock Back and cause Vertigo to enemies, and a level 0 light Vest armor. He also has 3 Escape Knives thrown weapons from the beginning.  
  • His unique starting item is the Pulse Pistol, which has the peculiarity that it deals no damage against enemies with full health but heavy damage against enemies with low health. It gains 2 charges per turn and when fully charged (225 charges) it can shoot 3 times in a row (so 1 shot = 75 charges). This item is a little tricky in its use, but it is still a useful auxiliary offensive item. Like the Shovel it fills a main inventory slot, but cannot get dropped or thrown.  
Pulse Pistol SPS-PD
Pulse Pistol
It will harm the target based on how much damage it has already taken.


Birthday skin - Plumber Edit

Soldier birthday SPS-PD
Plumber
Plumber has Plumber's Jump Shoes and ? Box.

Note: This skin's sprite, his Plumber's Shoes with their buffed jumping damage and his "Mushroom Kingdom's Box" unique item with its Example Wooden Hammer possible drop make this skin certainly a tribute to the Mario Brothers game series.

He is the skin for whom using the Jump Shoes is the most important among all classes and skins.

  • His starting Strength is 12, but his other stats are the same with those of the Classic Soldier. Due to his increased strength he doesn't find potions of Strength in the Sewers though.
  • He has no starting weapon, but his unique Plumber's Shoes function as a weapon, are always available for jumping, need no charges, and at level 1 of the Plumber they deal a fixed 33 damage to all adjacent enemies to the tile of landing, which is more or much more than the damage that any other starting weapon of any skin would deal in the form that they spawn in the heroes' inventories, while these shoes add +3 to their fixed damage with each level up and their attack can never be evaded and always ignores the enemy's armor class (but not the Defence Up and Damage Reduce buffs), so it deals almost always its expected damage, with the only exception of the enemy having a Defence Up/Damage Reduce buff. Note that their attack speed is equal to the Plumber's movement speed, as they deal their damage with jumps, and each jump with them spends 2 movement turns. Also, they are the only Jump Shoes that offer no bonus or buff, but only high damage, which is nevertheless very useful. Their game description window doesn't display their "damage per landing", but as damage dealt is always displayed by default after each hero's attack above the enemy's head for all attacks anyway, and their damage is always the same per hero's level, it is very easy for the player to figure that out. Until the Plumber upgrades to a very high level his end-game weapon, the Plumber's Shoes will be the best damage-dealing item he will have, as they will continue to increase their damage with each level up. As a matter of fact, players who don't mind doing a little XP grinding (but in late-game, to avoid the appearance of the Level Checker enemy while still exploring the regular dungeon) will be able to use the Plumber's Shoes as the primary end-game weapon with equal damage output as a weapon rather highly upgraded with scrolls: a Plumber of level 60, which is approximately the level of a hero completing the game, will deal with his shoes (3*60) + 33 = 213 damage with each attack, which is the max damage of a +31 war hammer, while some of the war hammer's attacks get evaded or their damage is decreased by the target's armor class, which is never the case with the Plumber's Shoes. In the case that the Plumber's Shoes are used as the primary end-game weapon, it would be more reasonable that many of the scrolls or Upgrade and Magical Infusion gathered in late-game to be used for the armor or auxiliary rings, as the scrolls are useless for the shoes. On a side note, if the Plumber will use his shoes as an end-game weapon, the Agent's ranged-attack-related bonuses and perks will not be very useful to him, and it would be better for him to choose the Leader subclass instead. To sum up their features:
    • Their attack can't be evaded and ignores the enemy's armor class and also the Glass Shield buff, so almost all their hits are guaranteed to deal their fixed damage (33 + 3 * hero's current level), with the only exception being if the enemy has a Defence Up / Damage Reduce buff, or a temporary immunity to all damage.
    • Their attacks don't break Invisibility.
    • They are unaffected by the Charmed/Weakness hero debuffs and the Plumber can still use them against the enemy that charmed him, and without a speed penalty if the armor equipped hasn't gone temporarily below the strength requirement.
    • For an unknown reason they deal 30% more damage only against frozen enemies, but not against stunned or generally unaware enemies.
    • Note that the Plumber by using them can also sort of blink through an enemy, but he won't deal any damage to the "blinked-through" enemy upon landing and he might also "blink inside an enemy", by landing on the same tile with it (minor bug), also without dealing damage upon landing, so better avoid making him do these jumps.
    • Their damage is not affected positively by the Plumber equipping a ring of Force, and because the shoes have no strength requirement anyway also not by equipping a ring of Might (more generally, none of the damage-increasing buffs have a positive effect on their damage). Attacking with them takes two movement turns by default and is always successful, so the rings of Accuracy and Furor also have no positive effect. In contrast the ring of Haste does have a positive effect in their attack speed, because in high levels it grants many bonus movement turns to the hero, so also many bonus jumps (thus it is the only ring worth of getting reinforced and highly upgraded, if the player wants to support the use of the Plumber's Shoes).
    • The only drawback of these shoes is that they also hurt pets if they are adjacent to the tile of landing to the same degree that they do to enemies.
Jump shoes SPS-PD
Plumber's Shoes
These shoes spend more time on jumping, but will deal damage to nearby enemies. [No "damage per landing" displayed.]

Note: The game description of the shoes spending more time on jumping can be confusing, as they need less time to get used, because jumping with them is always available and does not need charges, but it means that using the Plumber's Shoes will spend two game turns.

  • His starting armor is a +3 normal Leather armor. As a result of his good armor and the guaranteed damage of his shoes he has much better survivability on early depths of the dungeon in comparison to all the other soldier skins, so new players of SPS-PD should consider choosing this skin for their first soldier runs, as they will find survival in the first depths of the dungeon much easier.
  • His other unique starting item is the "Mushroom Kingdom's ? Box". It needs 100 gold pieces for each "Hit" and will randomly drop a an Ankh, an Example Wooden Hammer weapon, a random mushroom, 50-500 gold or will grant also randomly the Bless / Star (invulnerability) / Imbued with Fire - any of the previous three for 30 turns) / Imbued with Ice (50 turns) buffs. The Example Wooden Hammer is a "holiday type" weapon, of tier 0, with 0-10 starting damage and low damage scaling, +1/+2, which also due to its Fragile attribute gets self-destroyed after some uses, so it is more of an Easter Egg that being described as crafted by Luigi makes the Mario Brothers reference absolutely certain.
Mushroom Kingdom Box SPS-PD
Mushroom Kingdom's ? Box
A box with different stuff. It needs 100 gold to use.


Halloween skin - Mech Edit

Soldier halloween SPS-PD
Mech
Mech gains armor from levelling.

His game description refers to the the fact that his Armor Class is always equal to his level, instead of the flat 0 of all other skins of all classes.

He is the skin with the greatest variation in his stats, and in most of the cases when one of his stats is good, it is the best among all classes and skins, but when one of his stats is bad, it is also the worst.

  • He has the highest HP in comparison to all the other classes and skins, 35, and an impressive starting Strength of 16, with the highest starting value among all skins, but low Accuracy, 4, and horrible Dexterity -28 (basically he can't dodge until he reaches a rather high level and his dexterity's value becomes finally positive after all the level ups, but this is not a big problem because of the third bullet). Obviously he is the only skin that can equip most of the game's weapons and armors as soon as he finds them without any strength penalty. Due to his higher strength he doesn't find any potions of Strength in the dungeon until the Metropolis. He also has a starting Magic Power of 5, which is almost double than the starting Magic Power of mages.
  • His starting weapon is a level 0 tier 3 Blunderbuss but his starting armor is a level 0 Base armor that offers no defense (the armor's only advantage is its very high Energy Base, 4, but the Mech has no skill to recharge in early game). He will most probably get a better armor and probably also a better weapon after opening his unique starting item though, and anyway his defense will be becoming better and better with level ups as you will read just below.
  • His Armor Class is always equal to his level, instead of the flat 0 of all other skins of all classes. In other words he gains +1 Defense with each level up, and so already by level 2 he will be having the base defense of a level 0 Vest, by level 4 of a level 0 Cloth armor etc. without an armor equipped. Practically with a good armor equipped his defense will be already exceptional by the prison, as most regular enemies will be dealing 1 damage against him, and his survivability is the best among all class skins in general.
  • It seems that he has less starting items, as he spawns only with the equipped weapon and armor, the Ankh Shield, the Jump Shoes, a food ration and his unique starting item, the Four Dimensional Space Bag, but after he Searches in the bag, it drops 15 random items which can range from a berry or a little gold to an enchanted tier 5 weapon or armor. It gets spent with one use, so players that will do a Mech run are advised to start the run, immediately open the bag, and when a tier 5 armor or any other much desired item drops, to continue with the specific run.
Four dimensiolas space bag SPS-PD
Four Dimensional Space Bag
A future item, but you can only use it once. It will pour out any item it has. It needs to be sorted out - Nobita.

[Note: Nobita is a character in the Doraemon manga series.]

Spring Festival Skin - Doctor Edit

Doctor
Doctor has pulse pistol and haling bag.

The Doctor is sort of a self-healing version of the classic soldier because he combines also having a pulse pistol along with his medical box unique item.

  • His stats are the same with those of the Classic Soldier's.
  • His starting gear is a level 0 Gunslinger Pistol and a level 0 Vest.
  • Like the classic soldier he also has a Pule Pistol (for details about its use see above)
  • He also has a unique Medical Box item. This can't get equipped and gets charged by just being in the inventory (1 charge per turn, max 100). With 50 charges it allows the hero to Mass Heal (the amount of healing depends on the current HP of neighboring enemies, but if there are no enemies around it is hero's max HP/2) and with 72 charges to Random Cook (generates a random potion, pill or cookable food item). The items cooked by the medical box can even be rare items like those from recipes that require an upgraded Alchemist's Toolkit, but never potions of Strength. Generally in its item generation the medical box follows the dungeon's chances of loot generation, for example potions of Experience get generated by it rarely and in contrast potions of Mending very often. It can also rarely generate a Soul of Mobs, as it is considered a potion variant by the game code, like the egg of Sprouted PD.
Medical Box
A medical box for year hunting. It can heal health, or cook a random potion, pill or food.
  • His other starting items is a potion of Healing and a Heavy Ammo.

[Note: The sprites of the Doctor skin and of the Medical Box item will be soon uploaded to the wiki.]

Follower Edit

All skins (Classic Follower, Builder, Protoss, Merchant) Edit

[General note: All the images related with the Follower class (class and skin sprites, unique items, skill item etc.) will be uploaded soon to the wiki.]

Follower
Follower has a Wooden Staff and potion of Healing. [Classic skin only]

Sign Box is his special item. [Classic and Merchant skins only]

Follower has a chance to use an item with no cost, including potions, scrolls, food, and enchanting items.

Follower spends less gold in shops.

Scrolls of Terror and potions of Healing are identified from the beginning.

This is the most recent among the new class additions, as this class was added in the just previous version, named "Year Hunter". It is a completely new class, which is an adaptation of the Cleric class of other RPGs and roguelikes. As mentioned in the game description:  

  • The Follower gets by default a 20% discount in buying any item from dungeon shops and also has a chance to use consumable items for free - not actually spend them. This can happen even with rare consumables like potions of Strength or scroll of Upgrade.  
  • His Jump Shoes can move him three tiles away, but unlike all the other classes, they don't seem to apply any buff to the Follower, they just make high grass and possibly a plant grow at the tile of departure. They have 25 max charges and each jump requires 7 charges, so fully charged his jumps shoes have 3 jumps in a row available (7+7+7+4 residue=25 charges in sum). The only exception in this is the Merchant, who doesn't have jump shoes.  
Jump shoes SPS-PD
Jump Shoes of Follower
In order to facillitate business between villages of different races and faiths, fillower can repare a hidden place to redecorate himself immediately. He also has a chance to find some special plant after landing.
  • His preidentified items are the scroll of Terror and the potion of Healing.  

Classic skin - Follower Edit

Follower
Classic Follower starts with pet pack.
  • His stats are the "regular" starting stats of all classic skins: Strength 10, Accuracy 10, Dexterity 5, Magic Power 0.
  • His starting gear is a level 0 Wooden Staff and a level 0 normal Cloth armor.
Sign Box
A box full of different faith signs. Based on 5 different types, these signs can be used to solve different faith problems.
  • He also has a unique item, the Sign Box. This item does not get equipped, does not need charges and is always available for use. It can apply 5 different Faith subbuffs to the hero but only 1 can be active each time. 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.
Faith-[X]
Faith [X] reduces damage from [X] mobs, and makes you deal more damage to [Y] mobs.
  • For start, the damage reduce from enemies is specifically 25% for all subbuffs, and the damage increase against enemies is again for all subbuffs specifically 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.

Players should just note that only one Faith buff can be active each time, so choosing a new Faith buff always replaces the previous one. Obviously each buff is more or less useful depending on the enemies of the current chapter, and the Balance buff is the most useful in boss bepths.

Birthday skin - Builder Edit

Builder
Builder has diamond pickaxe.

Similarly to the heavy infantry and samurai skins, the Builder is basically a buffed version of the classic follower, because of his much increased strength and also of his ability to break walls by using his unique diamond pickaxe.

  • He starts with 14 Strength, but the rest of his stats are the same with the Classic Follower's.
  • His starting gear is a level 0 Steve's Diamond Pickaxe (unique item) and a level 0 Leather armor.
Steve's Diamond Pickaxe
A diamond pickaxe.

[Note: This item is a direct reference to the Minecraft pickaxe item and to one of the two default player skins of the game, Steve.]

  • The combat stats of Steve's Diamond Pickaxe are good but not impressive: it is a tier 3 weapon but at level 0 it deals 2-8 damage and has a scaling of +2/+4, its Accuracy is 2, its Delay 0.5, and it Range 2. Basically if it was dealing a bit better damage, it would be awesome as a weapon because of its other attributes, but it doesn't. That said, it has also a special ability to "Mine" = destroy walls or other obstructing tiles similarly to a shovel, but it has four differences from it, that mining is always available and needs no charges, takes more time than digging with the shovel, has also the effect of setting an alarm for all nearby enemies and that by this action each destroyed tile is turned to a "[name of tile] block" thrown weapon, which deals minimal damage against enemies but can also be used to create a new wall tile, when thrown on an empty tile and not to an enemy. Because of this special ability, although it is not a very good candidate for keeping it as a main weapon because of its low base damage, it is a very useful item to be kept in the hero's inventory in general.

Halloween skin - Protoss Edit

Protoss
Protoss ignores enemy's armor.

The unique feature of the Protoss when compared to the other follower skins is that his attacks ignore the armor of enemies, while he also shares having the small pylon artifact as a starting item with the merchant skin.

  • His stats are the same with the Classic Follower's.
  • His starting gear is a +2 Dagger and a level 0 Vest armor.
  • He also has a Small Pylon artifact as a starting item. Although this has a totally different sprite, this is almost identical to the currently removed from Shattered PD Lloyd's Beacon, as it can teleport the hero to a previously chosen location anywhere in the main dungeon (Set - Return options) or teleport enemies to a random location on the current depth (Zap option) and gets upgraded by the hero having it equipped and gaining XP. Also like the Lloyd's beacon it can teleport enemies only when being equipped but it can set a location or teleport the hero to it by just being in the inventory. Its levels don't increase by +1, but from level 0 it jumps suddenly to +3, then to +6 and finally to +10. Levelling it up has no effect on the power of the artifact, which has 3 charges in all levels and all of its teleporting powers exist already from level 0, and it only gives access to its secondary function "Rank Up" when ti reaches max level +10. Nevertheless this secondary function is a very good bonus option, as it adds permanently +5 max HP, +1 Accuracy, +1 Dexterity and +1 Magic to the hero. The only "drawback" is that using the "Rank Up" option returns the artifact to level 0, but there is no other negative side effect and the hero can just keep waiting for his/her XP to take the artifact again to max level, use the "Rank Up" option for the bonus stats added, and repeat.
Small Pylon
Pylon is an intricate magical building which grants the user control of teleportation magics. The beacon can be used to return to a set location, but can also expel bursts of random teleportation magic once it has charged from being equipped. This magic can be directed at a target or at the user themselves.


Spring Festival skin - Merchant Edit

Merchant
Merchant has sign box and pylon.

Similarly to the builder skin a little before, the Merchant is also a buffed version of the classic follower, because of his much increased strength and also of him having as starting items two of the three follower-specific items, the small pylon and the sign box.

  • He starts with 14 Strength, but the rest of his stats are the same with the Classic Follower's.
  • His starting gear is a level 0 Rapier and a level 0 Vest armor.
  • He has both the Small Pylon and the Sign Box as starting items (for details about their use see above).

General Notes Edit

  1. All the non-equippable starting skin items can't be transmuted.
  2. All the skins that start with increased Strength will be finding potions of Strength later in the game: if the starting strength is 12, these will begin spawning in Prison, and if it is 14 in Caves.

Skins' main fighting style in the beginning Edit

As some skins have starting equipment and/or perks that make them more similar to another class than the class they actually belong, a table with the main fighting style that would be expected in the beginning from each skin follows. Obviously this is not the only way for a skin to be played, and also after a skin will receive a skill kit and choose a subclass, it will resemble much more the class that it is assigned to.

Style

Warrior Mage Rogue Huntress Performer Soldier Follower
"Warrior"

armed

Classic

Heavy Infantry

Classic

Builder

Protoss

Merchant

"Warrior"

unarmed

Fighter Plumber
"Performer"

semi-ranged

Explorer Ninja Classic

Lion Dancer

"Rogue"

melee stealth

Classic

Samurai Undead

"Mage"

Magic

Demon Classic

Gnoll

Emcee

Slime
"Huntress"

ranged missile

Classic

Taurcen

Archer

"Soldier"

ranged gun

Maid Vtuber Classic

Mech

Doctor

Subclasses Edit

Keep in mind that the Tome of Mastery in SPS-PD drops on depth 15 from the third chapter boss (DM-300 / Hybrid / Spider Queen) and not by the second chapter boss on depth 10 anymore.

Warrior Edit

Warrion main screen SPS-PD
Warrior Mastery
A succesful attack with a melee weapon allows the Gladiator to start a combo, in which every next succesful hit inflicts more damage.

When severely wounded, the Berserker enters a state of wild fury significantly increasing his damage output and reduces some damage when getting hurt.

His subclasses are similar with those of Sprouted PD in their general features, but tjeir specific relevant modifiers are in most cases different:

  1. Berserker gains the Furious buff, when his HP are below 50% of max HP, and retains it as long as he stays
    Fury
    below 50% of max HP, getting his physical damage increased by +30% and the damage dealt to him reduced by -25%. The Berserker in Special Surprise PD 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 and the run ends. Note 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. [Note that most of the percentages displayed in the game description of the Berserker's Furious buff in-game are somewhat inaccurate. In this paragraph the actual percentages have been mentioned, which have been derived from the game code.]
  2. Gladiator gains the Combo buff, which grants bonus damage with each successive successful hit, starting from a
    Combo
    3 hit combo (a 2 hit combo has no damage bonus but only begins 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 SPecial Surprise 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.
  • Note also that the Gladiator of SPecial Surprise PD does not have the special finishing moves that the Fighter skin has (Clobber, Cleave, Slam, Crush) after successive succesful combos with this Fighter Hit buff, and just increases his damage with each successful combo. 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).

Mage Edit

Mage main screen SPS-PD
Mage Mastery
Battlemage spends less time when using wands and gains more magic power.

After using the wand to attack an enemy, the Warlock will consume its soul. It heals his wounds and satisfies his hunger.

His subclasses are somewhat similar to those of Sprouted PD, but with many differences, especially for the Battlemage:

  • Battlemage can't equip wands anymore. Instead, a mage choosing this subclass allows him to have even higher attack speed with wands (three wand attacks in the same turn) and also deal even more damage, as the subclass gains also +5 Magic Power (the recharging rate remains the same with all the other classes though), so the Battlemage reaches (3 + 5) = 8 Magic Power, which in other words means +80% bonus damage/power of effect when he uses a wand. Note that the "battlemage wand attack delay" counter works autonomously and does not get reset after a specific battle ends, so if a Battlemage has already zapped a wand once or twice in a previous fight, he will initially get only one or two zaps in the next fight, and the "3 wand zaps per attack turn" delay will start applying from the next attack turn and on (as mentioned previously, equipping a ring of Furor will have no bonus positive effect on that). The absence of the subclass ability to equip wands, and therefore to recharge them quickly by using them as melee weapons, makes familiar Battlemage builds from Sprouted PD with a very highly upgraded wand lose a bit of their advantage in SPecial Surprise PD, unless the Battlemage has an upgraded ring of Energy available, which grants quicker recharging of wands. On the other hand, even without a ring of Energy, a highly upgraded ring of Magic can make this build viable for end-game, as all wands will do tremendous damage and will require very few zaps in order to defeat non-boss enemies. Important note: a highly upgraded wand of Firebolt in SPS-PD doesn’t backfire, so it is probably the best choice for a highly upgraded wand due to its damage output. By end-game a Battlemage that has obtained either a ring of Energy, a ring of Magic, or both, should first reinforce them and invest his available scrolls of Upgrade on them until they reach their +30 level cap (as they will make more powerful and quicker in recharging all wands), and then use the remaining scrolls of Upgrade on a wand to make it have more damage output.
    • The Wisdom Trial (formerly Book of Heavens) is also repeatable in SPecial Surprise PD like in Sprouted PD (but normally, and without use of any exploits), while Phase Pitchers in the form of Transmutation Items have become again a plentiful resource in SPecial Surprise PD after a recent update (spawning in a somewhat different way than in Sprouted PD though), but transmuting all the scrolls of Magical Infusion to scrolls of Upgrade and putting almost all of them on a main Battlemage wand Sprouted-style is not available in SPecial Surprise PD, as Transmutation Items can't transmute scrolls. Nevertheless, it should also be noted that as the west shop in Dolya Town restocks its items in every hero's visit and always sells scrolls of Upgrade, so with a little patience and some gold any hero in SPecial Surprise PD can gather a good amount of scrolls of Upgrade for his/her wand by end-game. That said, for end-game a Battlemage should first use all of his scrolls of Upgrade in one reinforced wand (but first on a ring of Magic and/or Energy to get them to the +30 cap, if they are available, to get all his wands to having more damage and/or quicker recharging rate) and then use the remaining scrolls of Magical Infusion on a melee weapon and armor (but as his most damage will be from wands, it will be probably better to put most or even all of his scrolls of Magical Infusion in his armor).
  • Warlock can still "Soul Mark" enemies with a successful wand hit, but this mechanic is different in its details from Sprouted PD: from the point of the soul marking and on the Warlock will be getting
    Corrupt-buff
    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. As a side note, enemies with a very big amount of max HP (chapter bosses, Yog-Dzewa, Shadow Yogs, Dolya Town Scarecrows and Dungeon Guard, 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 as long as he 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 most of the times enough to counter the damage from the demon blood's bleeding).

Rogue Edit

Rogue main screen SPS-PD
Rogue Mastery
The Freerunner moves faster when unencumbered and not starving, and if he is invisible, this speed boost is increased.

When performing a surprise attack, the Assassin inflicts additional damage to the target.

  • His subclasses are identical with those of Sprouted PD: a) Freerunner is very quick, when unencumbered and not starving, and although the game does not display a speed stat or a speed buff with a description, he gains a *1.5 multiplier to his movement speed by default, and a *2.5 multiplier when he is also invisible. b) Assassin gains also a *1.5 multiplier but to his surprise attacks, so in every suprise hit 50% is added to his specific damage roll (SPS-PD has the peculiarity though, that among all of its new weapon attributes there is not even one "effective against unaware enemies", so the Assasin can have only his subclass' bonus in his surprise attacks). 

Huntress Edit

Huntress main screen SPS-PD
Huntress Mastery
The Sniper is able to detect weak points in an enemy's armor, effectively ignoring it when using a missile weapon.

Having a strong connection with forces of nature allows the Warden to gain additional health from dew, seeds and dew from plants, and to hide when trampling grass.

  • Her subclasses are very similar to those of Sprouted PD. Sniper gets the Sniper's Mark buff after each
    Zeroed in
    successful hit with a ranged weapon, which increases Attack Speed by 50% 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,
  • Warden gets even more seeds and dew drops from trampling high grass (approximately as if she was having a +3 Shoes of Nature equipped), gets 4 times the regular HP from dew drops on the depth (4 HP from one white dew drop, 20 HP from one yellow etc., but not when drinking from the Dew Vial) and instead of the Barkskin buff she gets Invisibility for 2 turns for each tile of high grass that she tramples.

Performer Edit

Performer main screen SPS-PD
Performer Mastery
Super-Star is much more powerful in music. He can upgrade his Rhythm buff to Echo and Rhythm buff.

Joker is good at battle. He can attack an enemy with +1 range and knock it back.

  • His subclasses apart from being expectedly new, because the class is new, are also very different to those of the
    Echo SPS-PD
    other subclasses and are both artistically inspired at least in their titles. If he chooses the Superstar subclass it grants him the Echo buff after killing enemies, which increases his Speed by 20% for 10 turns (if more than one enemies are killed, the buff doesn't just get renewed, but 10 turns are added to those already existing).  
  • If he chooses the Joker subclass, his attack range is increased by +1 and also knocks back enemies. Note that this +1 does not create a new range multiplier for the hero's weapons, and it adds a flat +1 in all cases (so for example a glaive equipped by a Joker will be having 3 range, a level 0 whip 3 range, and an upgraded whip 4 range). 

Soldier Edit

Soldier main screen SPS-PD
Soldier Mastery
Agent can use guns without equipping them and reloads them more quickly. He also has more stealth.

Leader will upgrade everything he summons and harms enemies who attack him. He also gets reduced damage.

  • His subclasses apart from being also expectedly new, because the class is new, are also very different with the other subclasses, and like those of the Performer have a military-themed title. If he chooses the Agent subclass, he can shoot with guns without equipping them, reloads them more quickly (this is an advantage only for high tier guns, as the low tier guns need only one turn to reload anyway) and also gains +5 Stealth.  
  • If he chooses the Leader subclass, any damage against him by default will be getting reduced by 20%, enemies that attack him will randomly get the Armor Break, Disarm, Locked, Silenced, Terror debuffs or will be Knocked Back/Paralyzed if they hit a wall, and he will also summon by default the stronger versions of all the in-game allies (and in two cases ally versions of characters that are not normally allies to the hero), versions which are available only to his subclass: not a plain Fairy but a Warlock Fairy, not a plain Mobile Sattelite but an Ex -Mobile Sattelite, not a plain Mr. Destructo but a Mr. Destructo 2.0, not a hostile to all characters Golden Bee but an always friendly to the hero Steel Bee, not a stationary Thundercloud with the wand of Thundercloud but a moving and aggressive to enemies KEKE, and in dungeon depths with number lower than 51 and higher than 55 not a plain Sheep with a wand of Flock but a moving and aggressive to enemies BABA ram. For details about them you can visit SPS-PD's Pets and Allies page. Note also that isn't any difference whatsoever in the pets summoned by the Leader subclass.  
  • Due to the Target Shoot buff of his Jump Shoes, both subclasses can be ranged-attack-oriented, but the Agent is practically a version of Sniper that specializes in guns.  

Follower Edit

Follower Mastery
Pastor heals himself faster, is allowed that his health gets more than the health limit, and charms enemies with his attacks.

Artisan will reduce his item's strength requirement, and has a chance to find an X item drop after killing any mob.

  • Like the Performer and Soldier before, his two subclasses are expectedly new, but only one a religion-related name. These are the Pastor (50% faster regeneration, higher health limit which can overfill the HP bar, potentially charms enemies after each attack) and the Artisan (needs -2 strength to equip gear, has a chance to get extra non-default drops from enemies). Note that the Artisan combines the advantage that the rogue class has with weapons with the advantage that the warrior class has with armors.

Class skills (former Epic Armor skills) Edit

In addition to all the aforementioned changes, the class-specific skills that in Original PD and most mods become available in late-game with the epic armor in SPS-PD are obtained earlier, on depth 10, are autonomous from the armor and are much more in number, 4 for each class. Also the epic armor item does not even exist in SPS-PD, and the Skill Kit (former Armor Kit) creates instead a class-specific item different for each class, that has the familiar sprite of each class' epic armor from Original PD for the classes that already exist there, but is stored separately in the inventory, does not consume the hero's HP with each use and just needs a different amount of cooldown turns for its skills to become available again.

One extra difference in SPS-PD is that the Skill Kit drops not from the fourth chapter boss, but from the second chapter boss (Prison Warden / Tank / Tengu), while the Tome of Mastery drops from the third chapter boss (DM-300 / Hybrid / Spider Queen).

Armor kit
Skill Kit
Using this small kit will give the user a special ability depending on his class. No need for skills in tailoring or leatherworking.

Each cooldown charge is reduced after 20 game turns, without any armor equipped or with an armor with Energy Base 1. If the armor's s energy base value is higher than 1, the turns needed are divided by the number of the value and become less. In all the bullets that follow the turns that are mentioned to be needed are with the hero equipping an armor with energy base 1, but only two armors have such a low value and so the recharging of skills most of the times will be quicker (optimally, with an armor of Energy Base 4, the recharging of skills will take 1/4 of the turns mentioned). Obviously, players who use special skills often should prefer armors with high Energy Base.

Putting the skill item in a quickslot and selecting it opens the skill item window, for the player to choose a specific skill, and does not cast a skill by default. All the skills mentioned in the first bullets were the only skill that each class had in the older versions of SPS-PD. All the other skills that are mentioned in the rest of the bullets have been added more recently.

Warrior Suit of Armor Edit

[When the buffs/debuffs are unique abilities of the skill item not available to the hero otherwise their icon is displayed as well.]

Warrior armor
Warrior Suit of Armor
A warrior can cast these spells by using his suit of armor. [The game description means this item, no actual armor is involved.]

The following skill names and their descriptions outside of brackets are also included in the game window in this order:

  • Source Power: It will improve his body for a while. [It grants the Blood Imbue buff, which is Immunity to the
    Blood Imbue SPS-PD
    Bleeding, Paralysis, Rooting, Slowness, Weakness debuffs and a 10% Attack Up for 30 turns. Cooldown 10 - turns 200]
  • Fighting Arena: Silences near enemies and disarms other enemies. [The two effects get applied based on each enemy's powers: enemies with magic attacks get silenced and with melee or ranged erapon attacks get disarmed. It also grants a 10% Attack Up buff when enemies are in a distance closer than 3 tiles. Cooldown 15 - turns 300]
  • Shield Spell: Gain shield. [Grants an Alien Shield buff equal to hero's max HP/2 and also deals damage to neighboring enemies that can't be evaded. This damage is appr. 40% of max HP to most regular enemies, but it can be even higher to regular enemies with low max HP and in contrast it is comparatively very low against bosses and enemies with very high max HP like the Dolya Town scarecrows.]
  • Surprise Attack: Deals more [triple] damage to a full health enemy and to a low health [below 20% of max HP] enemy. [It lasts for 30 turns. Cooldown 8 - turns 160. 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.]
    Surprise Attack SPS-PD

Mage Robe Edit

Mage armor
Mage Robe
A mage can cast these spells by using his mage robe.

The following skill names and their descriptions outside of brackets are also included in the game window in this order:

  • Molten earth: All the enemies in his field of view will be set on fire and unable to move at the same time. [This skill is more complex than its description: it causes at the same time Burning, Caustic Ooze, Crippled/Rooted and Slowed debuffs to all enemies in sight. Cooldown 15 - turns 300]
  • Arcane bombing: Use arcane bombing at a place, destroy walls and deal some damage. [The description of this
    Count down SPS-PD
    skill is rather misleading: for start no bombs are involved and no walls are destroyed, despite its description. What actually happens is that the Mage causes to all enemies in sight the Countdown debuff, which damages enemies for appr. 25% of their HP and heals also the mage slightly. Cooldown 8 - turns 160]
  • Ice Storm: All the enemies in his field of view will be set on ice [become Chilled/Frozen] and will take lots ["some" would be more accurate] of damage. [Cooldown 15 - turns 300]
  • Lightning Arrester: Recharge wands and shock near enemies. [It does not deal lightning damage, but causes the Elecrostatic Turbulence debuff for 8 turns, while Recharging lasts for 30 turns. Cooldown 9 - turns 180]

Rogue Garb Edit

Rogue armor
Rogue Garb
A rogue can cast these spells by using his rogue garb.

The following skill names and descriptions outside of brackets are also included in the game window in this order:

  • Shadow Bless: Hide into shadow and gain some buff. [Grants always the Invisibility buff for 20 turns, and also either the Strength buff (increased damage in next attack), 50% Attack Up buff for 15 turns or Haste buff for 15 turns. Cooldown 10 - turns 200]
  • Steal Gold: Gain gold in attack. [Gold Touch buff for 15 turns, which makes enemies drop gold with every
    Gold Touch SPS-PD
    successful melee or ranged hit. The amount of gold scales up following the damage dealt, so in combination with the Climb Higher buff from the Falling Attack skill, enemies can drop big amounts of gold. Cooldown 20 - turns 400]
  • Silent Killing: Silence an enemy, until it is dead. [Also more complex than its description: in addition It causes 50% Armor Break for 10 turns, Blindness for 3 turns, and Disarm for 5 turns to all visible enemies. As it is mentioned in the game description, enemies who were silenced by this skill can't regain their magic abilities at all. Cooldown 20 - turns 200]
  • Falling Attack: Go near a wall and prepare for your next attack. [Grants the Climb Higher buff, which multiplies
    Climb higher SPS-PD
    the hero's damage by the number displayed in the buff's "Damage bound" counter, and is increased by 1 per turn, but it is only applied if the hero is touching a wall at the time of casting and keeps increasing only while he remains adjacent to a wall. The buff fades instantly when the rogue doesn't touch a wall anymore. It has a great synergy with the Steal gold buff. Note that in the game code this is considered the same buff with that applied by the Pray skill of the follower and are both named "High Attack". Cooldown 20 - turns 400]

Huntress Cloak Edit

Huntress armor
Huntress Cloak
A huntress can cast these spells by using her cloak.

The following skill names and their descriptions outside of brackets are also included in the game window in this order:

  • Hunter Instinct: It is easy for her to find treasure, monsters, and secrets. [This skill is also more complex than its description: it grants randomly a buff like Imbued with Earth (30 turns), Imbued with Fire (30 turns), Treasure Search (10 turns), Haste (10 turns), or Regeneration (current HP/2). It does not throw missiles to all visible enemies like it does in Original PD and it does not grant mind vision as its description implies. Cooldown 10 - turns 200]
  • Prepare Hunting: Gain some range skill for now. [It grants the Target Shoot (+10 ranged skill) and Needling (causes 50% Armor Break & Bleeding to enemies) buffs, both for 20 turns. Cooldown 10 - turns 200]
  • Fairy in Bottle: Summon a Fairy [It is the plain fairy ally that only heals. Cooldown 15 - turns 300]
  • Living Root: All the enemies in her field of view will be unable to move. If she is powerful, she will also summon a little tree in this place. [In addition to Rooting it also causes the Leech Seed debuff to enemies. The Little Tree is a melee attacking moving ally with low HP, and in early hero's levels only 1 is summoned, but their number increases as the huntress levels up, by +1 tree every 15 levels (so 2 at level 30, 3 at 45 etc.) Cooldown 15 - turns 300]

Performer Jacket Edit

Performer Jacket SPS-PD
Performer Jacket
A performer can cast these spells by using his jacket.

The following skill names and their descriptions outside of brackets are also included in the game window in this order:

  • Special Dance: All his enemies in his field of view will become crazy. [Another skill more complex than its description. It causes at the same time the Amok, Armor Break and Charmed debuffs to all enemies in sight and +25% Attack Up & +25% Defence Up buffs to the hero, both buffs for 10 turns. Cooldown 20 - turns 400]
  • Curtain Call: Removes all his musical buffs and deals damage to all enemies in his field of view. [His musical buffs are Echo, Rhythm and War Groove, but not the Glass Shield. The damage is always equal to the hero's level, so in early levels this skill is not worth spending charges for its attack. Cooldown 20 - turns 400]
  • Magic Tricks: Transmutes an item. [Note that it has the same limitations with the Transmutation Item, as it can't transmute potions and scrolls and also any of the other generally untrasnmutable items like bombs, missile and thrown weapons etc. Cooldown 20 - turns 400]
  • Fans Accompaniment: Dancing with your fans and enemies. [No actual dancing is involved in this skill which is
    Accompaniment SPS-PD
    much more complex than its description. It grants the Accompaniment buff, which is a 30% Attack Up buff that lasts 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. Cooldown 10 - turns 200.]

Soldier Vest Edit

Soldier Vest SPS-PD
Soldier Vest
A warrior can cast these spells by using his vest. [The game description means this item, no vest tier 1 armor is involved.]

The following skill names and their descriptions outside of brackets are also included in the game window in this order:

  • Mirror Army: He can create some mirror images to help him in battle, and also remove some debuffs that he has. [It creates 4 Mirror Images and removes the Burning, Caustic Ooze, Crippled, Freezing, Poisoning, Weakness debuffs from the hero while also granting the Bless buff to the hero for 5 turns. Cooldown 12 - turns 240]
  • Summon Mech: Gain Mech buff. [It grants the Alien Shield and Drive Mech buffs: the first absorbs damage equal to hero's current Level*3 and the second gives the Illuminated buff and +1 weapon reach, while also increasing damage by 30% and speed by 50%, all for 250 turns. Cooldown 25 - turns 500]
  • Moving Bomb: Summon some bombs. [Two Bombing Robots moving and seraching for enemies are summoned (they are always two, regardless of the hero's level), which are basically the Seeking Bombs of Sprouted PD reintroduced. Note also that if the Soldier doesn't mind receiving some damage, destroying the bombing robots by hitting them will break adjacent wall tiles, so this skill can be also used as soldier's version of a "shovel on demand" but that comes along with some damage. Cooldown 5 - turns 100]
  • Air Drop: Create food and throwing weapons somewhere in this place. [It generates on the current depth a small amount of a specific type of thrown weapon and also a cooked food item, both randomly chosen (so the food items can vary from common loot to those cooked only with a +10 Alchemist's Toolkit equiped). It also grants the Treasure Search buff for 2 turns, which is very useful in uncovering all loot on the current depth, regardless of the Soldier needing food and thrown weapons or not. Cooldown 20 - turns 400]  

Follower's Overcoat Edit

Follower Overcoat
A warrior can cast these spells by using his overcoat.

The following skill names and descriptions outside of brackets are also included in the game window in this order:

  • Pray: Stand and start praying. [Pray buff, standing in the same tile increases damage from the hero, but despite
    Shattered-Blessing
    the buff's game description it does not also reduce damage from enemies. Any movement cancels it. Note that the damage multiplier of the Pray buff, named "Damage bound" (its current number is the damage multiplier) has no ceiling and keeps getting increased as long as the follower stays still, so especially against enemies with a lot of HP that fighting them does not require moving like the Clockwork Scarecrow in Dolya Town, this is a very useful buff. Note that in the game code this is considered the same buff with that applied by the Falling Attack skill of the rogue and are both named "High Attack" in the code. Cooldown 15 - Turns 300]
  • Fund raising: Collect gold from enemies [Generates gold in the inventory based on the total amount of enemies currently on the depth (appr. 100 gold pieces per enemy), so it is best used in the beginning of a visit to a new depth in the regular dungeon, and generally in depths with many enemies spawning at once. Note that friendly characters (NPCs, pets etc.) don't matter for the skill's counter. Cooldown 20 - Turns 400]
  • Language trap: Frighten enemy [also blinds, both for 20 turns] and improve your movement speed [hastes for 20 turns]. Cooldown 10 - Turns 200
  • Bless Spell: Upgrade an item. Cooldown 15 - Turns 300. This last option is particularly useful, as the Bless spell is identical to using a scroll of Upgrade but also is regularly available, and unlike upgrading with dew items don't have any other restrictions in the spell getting applied to them, apart from being reinforced or not. Note that using the Bless spell works like reading a scroll of Upgrade and breaks invisibility.

Starting stats for all skins Edit

HP Strength Accuracy Dexterity Mag. Power
Classic Warrior 30 10 10 5 0
Fighter 30 10 10 5 0
Demon 66 6 6 6 6
Heavy Infantry 30 12 10 5 0
Classic Mage 30 10 10 5 3
Explorer 30 14 10 5 3
Gnoll 20 10 5 7 6
Emcee 30 10 10 5 3
Classic Rogue 30 10 10 5 0
Ninja Rogue 30 11 10 5 0
Undead Rogue 10 10 10 8 3
Samurai Rogue 30 14 10 5 0
Clasic Huntress 30 10 10 5 0
Maid 30 11 10 5 0
Taurcen 20 10 15 8 0
Archer 30 10 10 5 0
Classic Performer 30 10 10 5 0
Vtuber 30 10 10 5 0
Slime 20 10 10 10 3
Lion Dancer 30 10 10 5 0
Classic Soldier 30 10 14 7 0
Plumber 30 12 14 7 0
Mech 35 16 4 -28 0
Doctor 30 10 14 7 0
Classic Follower 30 10 10 5 0
Builder 30 14 10 5 0
Protoss 30 10 10 5 0
Merchant 30 14 10 5 0
  • (Melee) Accuracy is increased by +1 with each level up. It is also increased or decreased by equipping a more or less accurate weapon.
  • Awareness at level 1 is 0.1 (passive) - 0.19 (active) for all other classes, and 0.15 (passive) - 0.28 (active) for Rogues, who keep it increased with all level ups, until Level 9 in which this stat caps generally: it becomes 0.4 (passive) - 0.65 (active) for all other classes, and 0.56 (passive) - 0.8 (active) for Rogues.
  • Armor Class is 0 or equal to armor's for all heroes, with the only exception of the Mech Soldier for which is equal to hero's current level + armor.
  • Attack Speed is 1 or equal to weapon's for all heroes.
  • Damage dealt by the hero is equal to weapon's or to ring of Force's, but with neither of them equipped it is always 1-7. Melee weapons and thrown weapons (but not missile weapons) also gain 1 bonus damage with every point of excess Strength.
  • Dexterity is increased by +1 with each level up. It is also mostly increased by equipping an armor (most armors grant a bigger or smaller bonus to dexterity, with the only exception of the tier 6 Machine Armor that doesn't).
  • Luck is 1 for all other classes, but 5 for all Soldiers. Nevertheless, if a run is at least a little successful in its progress, all heroes will increase significantly their luck by equipping and upgrading the Lucky Badge item they will always find in the Sweet Home.
  • max HP increases consistently with each level up: most hero classes get +4 until L11 and +5 from L12, while Soldiers of all skins gain +7 max HP per level until L11, and +8 max HP from L12 and on.
  • Magic Power has a lot of variation across skins displayed in the table above, but in addition the Battlemage subclass of the mage gets also a +5 bonus in it. A stat very relevant to Magic Power is Recharging Rate. All wands need 55 turns to restore 1 charge without any exception for any class or skin.
  • Melee Range is 1 or equal to weapon's for all heroes.
  • Movement Speed is 1 for all heroes, with the only exception of the Taurcen Huntress for which it is 0.5 (so 2 movements per turn). The Freerunner subclass of the rogue gets also a 50% increase in Movement Speed by default and a 150% increase when invisible.
  • Ranged Accuracy is 1 for all heroes.
  • Stealth is 1 for all heroes, with the only exception of the Undead Rogue for which it is 8. Moreover, the Agent subclass of the soldier gets a +5 bonus in Stealth. It is also mostly increased by equipping an armor, but heavy armors can also decrease it (most armors grant a bigger or smaller bonus to stealth, but the heavy Stone Armor doesn't, and the heavy Double Mail, Bullet and Machine armors have stealth penalties).
  • When the hero's Strength is higher than the strength requirement of the equipped melee weapon's or the thrown weapon's, it adds bonus damage to the weapon equal to the number of excess strength (this does not apply to missile weapons though).

Starting items for all skins Edit

Strength Equippable Just in inventory
Classic Warrior 10 L0 Short Sword

L0 Wooden Armor

Ankh Shield, Jump Shoes, Key Ring, Wooden Shield

- - - - -

Lantern of Soul Collect, 1 Pet Food, 1 Random Soul

- - - - -

1 Food Ration, 0 Gold, 1 Hard Pill, 1 Power Pill,

1 Smash Pill

Fighter 10 [no weapon]

+1 Vest

- - - - -

+1 ring of Force

+1 ring of Might

Ankh Shield, Jump Shoes, Key Ring, Ryu's Hadoken

- - - - -

1 Food Ration, 0 Gold

Demon 6 [no weapon]

+6 Base Armor

Ankh Shield, Demon Contract, +6 wand of Firebolt,

Jump Shoes, Key Ring

- - - - -

1 Food Ration, 666 Gold, 4 potions of Strength

Heavy Infantry 12 L0 Spear

L0 Disc Armor

- - - - -

Ethereal Chains

Savage Helmet

Key Ring, Wooden Shield, Savage Helmet

- - - - -

1 Food Ration, 0 Gold

- - - - -

7 EMP Bolas, 7 Poison Darts, 7 Smokes

- - - - -

1 Arcane Stylus, 1 potion of Healing, 1 Weightstone

Classic Mage 10 L0 Magic Book

L0 Cloth Armor

Ankh Shield, L0 wand of Disintegration, Jump Shoes,

Key Ring, L0 wand of Magic Missile, Wonder Flask

- - - - -

Lantern of Soul Collect, 1 Pet Food, 1 Random Soul

- - - - -

1 Food Ration, 0 Gold

Explorer 14 +2 Whip+1 Leather Armor Ankh Shield, L0 wand Reno's Rainbow Cannon,

Jump Shoes, Key Ring

- - - - -

1 Food Ration, 0 Gold

Gnoll 10 L0 Dagger

L0 Vest

Ankh Shield, +1 wand of Firebolt, +1 wand of Freeze,

Jump Shoes, Key Ring, +1 wand of Lightning,

Shaman Mask

- - - - -

1 Food Ration, 0 Gold

Emcee 10 L0 Wooden Staff

L0 Vest

- - - - -

Ethereal Chains

Key Ring, Shaman Mask, Wonder Flask

- - - - -

1 Food Ration, 0 Gold

- - - - -

7 EMP Bolas, 7 Poison Darts, 7 Smokes

- - - - -

1 Arcane Stylus, 1 potion of Healing, 1 Weightstone

Classic Rogue 10 L0 Dagger

L0 Vest

- - - - -

Cloak of Shadows

Ankh Shield, Jump Shoes, Key Ring

- - - - -

Lantern of Soul Collect, 1 Pet Food, 1 Random Soul

- - - - -

1 Food Ration, 0 Gold

- - - - -

3 Smokes

Ninja Rogue 11 L0 Legend Hyrule

L0 Wooden Armor

- - - - -

Ethereal Chains

Ankh Shield, Jump Shoes, Key Ring

- - - - -

1 Food Ration, 0 Gold

Undead Rogue 10 L0 Dagger

L0 Cloth Armor

Ankh Shield, Jump Shoes, Key Ring, Undead Bible

- - - - -

1 Food Ration, 0 Gold

- - - - -

5 Skulls

Samurai Rogue 14 L0 Glaive

L0 Disc Armor

- - - - -

Cloak of Shadows

Ethereal Chains

Horse Totem

Key Ring

- - - - -

1 Food Ration, 0 Gold

- - - - -

7 EMP Bolas, 7 Poison Darts, 7 Smokes

- - - - -

1 Arcane Stylus, 1 potion of Healing, 1 Weightstone

Classic Huntress 10 L0 Dagger

L0 Cloth Armor

Ankh Shield, L0 Boomerang, Jump Shoes, Key Ring

- - - - -

Lantern of Soul Collect, 1 Pet Food, 1 Random Soul

- - - - -

1 Food Ration, 0 Gold

- - - - -

3 EMP Bolas

Maid 11 +1 Dagger+1 Rubber Armor

- - - - -

Timekeep. Hourgl.

Ankh Shield, Jump Shoes, Key Ring,

+1 Lzayoi's Thousand Knives

- - - - -

1 Food Ration, 0 Gold

- - - - -

5 Escape Knives

Taurcen 10 L0 Dagger

L0 Cloth Armor

Ankh Shield, L0 Centaur Bow, Jump Shoes, Key Ring

- - - - -

1 Food Ration, 0 Gold

Archer 10 L0 Dagger

L0 Cloth Armor

- - - - -

Ethereal Chains

Key Ring, L0 Centaur bow, Throwing Weapon Bag

- - - - -

1 Food Ration, 0 Gold

- - - - -

7 EMP Bolas, 7 Poison Darts, 7 Smokes

- - - - -

1 Arcane Stylus, 1 potion Healing, 1 Weightstone

Classic Performer 10 L0 Triangolo

L0 Cloth Armor

Ankh Shield, Jump Shoes, Key Ring, Shovel

- - - - -

Lantern of Soul Collect, 1 Pet Food, 1 Random Soul

- - - - -

1 Fire Bomb, 1 Ice Bomb, 2 regular Bombs,

1 scroll of Lullaby, 1 Storm Bomb

- - - - -

1 Food Ration, 0 Gold

Vtuber 10 +2 Gunsl. Pistol+1 Vest

- - - - -

Alien Bag

Ankh Shield, Effect Button, Jump Shoes, Key Ring

- - - - -

1 Battle Ammo, 1 Gold Ammo, 1 regular Bomb

1 Wooden Ammo

- - - - -

1 Food Ration, 0 Gold

Slime 10 L0 Empty Bottle

[self-destroying]

L0 Base Armor

Ankh Shield, Jump Shoes, Key Ring, Slime

- - - - -

1 regular Bomb, 1 potion of Healing,

1 potion of Mending

- - - - -

1 Food Ration, 0 Gold

Lion Dancer 10 L0 Triangolo

L0 Cloth Armor

- - - - -

Ethereal Chains

Key Ring, Learn Lion Dance, Shovel

- - - - -

1 Food Ration, 0 Gold

- - - - -

7 EMP Bolas, 1 regular Bomb, 7 Poison Darts,

7 Smokes

- - - - -

1 Arcane Stylus, 1 potion of Healing, 1 Weightstone

Classic Soldier 10 L0 Sling

L0 Vest

Ankh Shield, Jump Shoes, Key Ring, Pulse Pistol

- - - - -

Lantern of Soul Collect, 1 Pet Food, 1 Random Soul

- - - - -

1 Food Ration, 0 Gold

- - - - -

3 Escape Knives

Plumber 12 [no weapon]

+3 Leather Armor

Ankh Shield, Plumber's Shoes (actual start. weapon),

Key Ring, Mushroom Kingdom's ? Box

- - - - -

1 Food ration, 0 Gold

Mech 16 L0 Blunderbuss

L0 Base Armor

Ankh Shield, Jump Shoes, Key Ring,

Four Dimensional Space Bag

- - - - -

1 Food ration, 0 Gold

Doctor 10 L0 Gunsl. Pistol

L0 Vest

- - - - -

Ethereal Chains

Key Ring, Medical Box, Pulse Pistol, 1 Heavy Ammo

- - - - -

1 Food Ration, 0 Gold

- - - - -

7 EMP Bolas, 7 Poison Darts, 7 Smokes

- - - - -

1 Arcane Stylus, 1 potion of Healing, 1 Weightstone

Classic Follower 10 L0 Wooden Staff

L0 Cloth Armor

Ankh Shield, Jump Shoes, Key Ring, Sign Box

- - - - -

Lantern of Soul Collect, 1 Pet Food, 1 Random Soul

- - - - -

1 Food Ration, 0 Gold, 1 Hard Pill, 1 Power Pill,

1 Smash Pill

Builder 14 L0 Diam. Pickaxe

L0 Leather Armor

Ankh Shield, Jump Shoes, Key Ring
Protoss 10 +2 DaggerL0 Vest

- - - - -

Small Pylon

Ankh Shield, Jump Shoes, Key Ring

- - - - -

1 Food Ration, 0 Gold

Merchant 14 L0 Whip

L0 Vest

- - - - -

Ethereal Chains

Small Pylon

Key Ring, Sign Box

- - - - -

1 Food Ration, 0 Gold

- - - - -

7 EMP Bolas, 7 Poison Darts, 7 Smokes

- - - - -

1 Arcane Stylus, 1 potion of Healing, 1 Weightstone

Generally useful effects that are provided on demand by various hero's items Edit

Only effects that are applied always by each item and not randomly are mentioned. Items that grant a combination of beneficial and harmful effects were omitted.

Skill items and jump shoes of each class Edit

  • Alien Shield - Warrior Suit of Armor: it is equal to hero's max HP/2
  • Blinking through enemies - Jump Shoes of Mage & Jump Shoes of Soldier
  • Bombs Breaking Walls - Moving Bombs - Soldier's Vest: If the Soldier doesn't mind receiving some damage, hitting the Bombing Robots summoned by this skill will destroy them, but along with their adjacent wall tiles.
  • Glass Shield & Rhythm buffs - Jump Shoes of Performer: (also Echo buff for the Superstar subclass) the Rhythm and Echo buffs both last for 5 turns after each jump.
  • Food & Thrown weapons dropped - Air Drop - Soldier's Vest
  • Gold dropped / generated
    • Fund Raising - Follower's Overcoat: gold is generated in the inventory based on the total amount of enemies currently on the depth.
    • Steal Gold - Rogue Garb: enemies drop gold based on the damage dealt, so it has great synergy with the Falling Attack skill of the rogue
  • Invisibility - Shadow Bless - Rogue Garb: this is mostly useful for the two rogue skins that don't have the Cloak of Shadows artifact, the Ninja rogue and Undead rogue.
  • Levitation - Jump Shoes of Rogue: the effect starts before the Rogue "lands" and lasts for 2 turns for each jump, but with the Jump Shoes fully charged, so having 4 jumps available, the Rogue can get cover up to 16 tiles (4 jumps * 2 turns of Levitation each + 8 tiles covered by the four jumps)
  • Recharging - Lightning arrester - Mage Robe: The buff lasts for 30 turns.
  • Transmuting - Magic Tricks - Performer's Jacket: It has the same limitations with the Transmutation Item.
  • Treasure Search - Air Drop - Soldier's Vest: The buff lasts for 2 turns.
  • Vegetation Growing - Jump Shoes of Follower: The effect is applied to the tile of departure with either high grass or a random plant growing.
  • Upgrading - Bless Spell - Follower's Overcoat: It is identical with using a scroll of Upgrade.

Skin-specific items Edit

  • Alien Shield
    • Alien Bag (Shield Mode) - Vtuber performer skin
    • Shaman Mask (Natural Rite) - Gnoll and Emcee mage skins
  • Ankhs dropped - Undead Bible - Undead rogue skin
  • Corrupting regular enemies - Slime item - Slime performer skin
  • Food dropped - Medical Box - Doctor soldier skin
  • Freezing time - Timekeeper's Hourglass - Huntress maid skin
  • Healing - Medical Box - Doctor soldier skin
  • Invisibility
    • 'Alien Bag (Fly Mode) - Vtuber performer skin'
    • Cloak of Shadows - Classic and Samurai rogue skins
  • Levitation
    • 'Alien Bag (Fly Mode) - Vtuber performer skin'
    • Learn Lion Dance (Jump) - Lion Dancer performer skin. The buff lasts for 20 turns. The Superstar subclass gets also the Glass Shield buff.
  • Recharging - Learn Lion Dance (Back) - Lion Dancer performer skin. The buff lasts for 10 turns. The Superstar subclass gets also the Arcane buff.
  • Pulling enemies / the hero - Ethereal Chains - All heroes with a Spring Festival skin, also Ninja rogue skin
  • Recharging - Learn Lion Dance (Back) - Lion Dancer performer skin. The buff lasts for 10 turns.
  • Regeneration - Shaman Mask (Natural Rite) - Gnoll and Emcee mage skins
  • Rhythm
    • Shaman Mask (Natural Rite) - Gnoll and Emcee mage skins. The buff lasts for 40 turns.
    • Learn Lion Dance (Spin) - Lion Dancer performer skin. The buff lasts for 20 turns. The Superstar subclass gets also the Echo buff.
  • Stunning
    • Ankh Shield (Holy Stun debuff) - All heroes with a Classic, Birthday, Halloween skin
    • Wooden Shield (regular Stun debuff) - Clasic and Heavy Infantry warrior skins
  • Teleporting enemies randomly / the hero to a predestined location - Small Pylon - Protoss and Merchant follower skins
  • Walls destroyed / replaced with doors - Effect Button / Shovel / Steve's Diamond Pickaxe - Classic, Vtuber and Lion Dancer performer skins, Builder follower skin

Tips for specific classes, sublasses and skins - Subclasses "better" for new players Edit

First of all, It should be noted that some skins look more like another class than the class they belong (see table above), for example the Demon Warrior is much more a spellcaster than a melee fighter before he chooses a subclass, and as he will be basically benefitted by the tips mentioned for Mages, he is mentioned in their section. Offering advices for each and every skin would make this section even bigger, so the following tips refer mostly to classic skins and also to some of the other skins that their fighting style distinguishes them from the class that they are assigned. Readers can adapt the general class and subclass tips to the skins missing, based on their descriptions provided before and the table about the main fighting style of each one.

Tips Edit

  • Warriors: Warrior is the only class with ease to equip heavy armors from earlier levels due to the -2 strength requirement he has by default and he should definitely prefer them, when he has the choice of different armors of the same tier, as some enemies of the chapters from the Prison and on can deal massive amounts of damage.  
    • Gladiator subclass: He is benefited very much by a ring of Accuracy (as it helps the Combo buff remain active), a ring of Furor (as it helps the Combo bonuses get more quickly added) and also by the ring of Force, due to its bonus damage modifier which stacks with the Combo damage modifier (the ring of Force is changed in SPS-PD and enhances generally weapon damage, and unarmed damage only to a lesser degree). Obviously quick weapons (delay < 1) are very good for the Gladiator, and in contrast slow weapons (delay > 1) should be avoided by him.  
    • Fighter warrior skin: His unique finishing moves (Cleave, Clobber, Crush, Slam) also depend on successful successive hits, like the combos of Gladiator, and so the Fighter will be benefitted from the same items with a Gladiator, even before choosing a subclass. That said, because the Fighter skin is excluded from being able to perform more than 9 combo hits even with the regular Combo buff (for details about why, see previous subclasses section), there is no important reason for a Fighter to choose the Gladiator subclass instead of the Berserker other than that the Fighter Hit combos are benefitted by the same items with the regular Combos.  
    • Berserker: He is benefited much by a ring of Tenacity and even more by wearing heavy armors, as they will work well with his tanky character and his effort to retain relatively low health for the subclass bonuses and at the same time not to die. 
  • Mages: Rings of Magic and Energy obviously benefit all mages very much. The ring of Furor doesn't affect magic attack speed but only melee and ranged weapon attack speed, so it is not important for a Mage. Lastly, the Electricweb glyph randomly grants a Recharging buff. 
    • Battlemage: A ring of Magic makes a Battlemage OP when highly upgraded and a highly upgraded ring of Energy can also be very helpful, as all the Battlemage bonuses (class bonus magic power 0.3 + subclass bonus magic power 0.5 + Ring of Magic bonus magic power / Ring of Energy bonus recharging rate + class and subclass bonus magic attack speed) stack or complement each other. To give more details about damage, Magic Power adds +0.1 to the wands' magic multiplier which has the default value of 1. A Battlemage without a ring will already deal almost double damage with all of his wands (mutlplier 1.8), but a Battlemage with a +10 ring of Magic almost triple (multiplier 2.8), with a +20 ring almost quadruple (multiplier 3.8) and with a ring at max level +30 the multipler will end up being 4.8.  
    • Demon warrior skin: He starts with a Magic Power double than that of a classic mage, 6, which is more close to the Battlemage's magic power, so whatever was mentioned in the previous bullet about battlemages apply also to Demon warriors, but from depth 1, as his wand multipler will be 1.6 from the start of the game. The wands that he has as starting items are perfect for getting this increased magic power to good use. Neverttheless, the warrior's subclasses give advantages totally irrelevant to wands and magic, so by mid-game the Demon will shift to a warrior-like fighting style, to get the advantages of the subclass perks.  
    • Gnoll mage skin: He starts with a Magic Power equal to the Demon's, 6, but he is also a mage, so with all the possible bonuses mentioned already for the Battlemage, his wands can become even more OP, and it is obviously better for him to choose the Battlemage subclass.  
    • Mech soldier, Slime performer & Undead rogue skins: The Mech's starting Magic Power is 5, and of the other two skins 3, but none of these skins has wands as starting items, while they also can't gain any magic power bonuses from their subclasses, so there is no point for them to go for a mage-like build, unless they were lucky with the ring drops and have found rings of Energy and Magic and also a good combat wand to highly upgrade. Players should just have in mind that they are hybrid mage-rogue, mage-performer and mage-soldier skins, so the tips for both classes work for each of them in the beginning of the game.  
    • Warlock: His wand multiplier is the starting multiplier of all mages, 1.3, which is good but not exceptional, so this subclass can proceed to end-game either with a build focused on a main wand highly upgraded and magic-related rings also highly upgraded, or with a build based on a weapon and with just a decently upgraded wand for the steady soul marking of enemies.  
  • Rogues: Both of his subclasses are not pet-friendly, as the pets make both the subclass special abilities get wasted: a) when an Assasin gets in Stealth mode while the pet is attacking the same enemy, the enemy remains aware, and won't be surprised by the attack and b) pets don't get a speed bonus along with the Freerunner, so he has to run for a short while and then wait for the pet to catch up with him. In short, after the Rogue gets a subclass, he should sell or dismiss his pet. 
    • Asassin: For end-game he should prefer the light Phantom armor among the Tier 6 armors, as it has the highest stealth stats, and in all the game he should most of the times avoid at all costs heavy armors, as some high tier ones even have stealth penalties that reduce current Stealth and can even make a surprise attack miss. Nevertheless, before end-game, as all regular game chapters after the Prison have enemies that can deal massive amounts of damage, normal armors are a more reasonable choice, unless he also has an upgraded ring of Evasion equipped, in which case he can even try a heavy armor and see how much the ring actually negates the armor's stealth penaly. Apart from the Ankh Shield, all blunt weapons, the Ice weapon enchantment and the Electricweb and Snowhouse armor glyphs by stunning/freezing the enemy provide the Assassin with extra surprise attacks, so they should also be preferred. The secondary effect of the ring of Evasion that also increases the hero's Stealth will offer to the Assassin some extra surprise attacks without the need of using his Cloak.  
    • Freerunner: When he chooses this subclass, he is benefitted much by a Ring of Haste as its bonus speed (+1 extra movement turn every 2 turns at +5 level, every turn at +10 level, +2 movement turns at +20 level etc.) stacks with the subclass bonus (+1 extra movement turn every 2 turns).  
  • Huntresses in general are not benefitted more by any particular item. A weapon with the Shining enchantment will make the Boomerang and guns very accurate even at melee range, when enemies become blinded (this is probably the best enchantment a Boomerang or Thousand Knives can have) and an armor with the Recoil glyph will knock back enemies, so they should be preferred.
    • Sniper: She is benefitted mostly by the ring of Sharpshooting as it increases her ranged damage output and its bonus ranged accuracy also helps the Sniper's Mark buff remain active, and also by the ring of Furor, as its bonus attack speed stacks with the Sniper Mark's attack speed bonus.
    • Archer, Maid & Taurcen huntress skins: All have exceptional unique starting weapons, which highly upgraded can be both great for end-game, so rings of Sharpshooting are even more helpful to them, and also it is more reasonable for them to choose the Sniper subclass.
    • Warden: She is benefited much by equipping the Sandals of Nature artifact, as the two bonuses when trampling high grass stack.
    • Note that unlike most mods the ring of Force increases the damage of all weapons (melee, missile and thrown) by 10% with each upgrade and caps at level +30 at a 300% bonus, while the ring of Sharpshooting also increases the damage of missile and thrown weapons (but expextedly not of melee weapons) by 5% with each upgrade and has no cap (for comparison with the ring of Force it will have a 150% damage bonus at level +30). For this reason all Huntresses but espeially Snipers should better first reinforce and upgrage to high level a ring of Force and a ring of Sharpshooting for the huge damage bonuses they will offer (the bonus to damage of two +30 rings combined will be 450%) and then use the remaining scrolls of Upgrade to their main missile weapon.
  • Performers before they choose a subclass and Superstars are not benefited permanently from any ring or artifact like the other classes, but the rings of Accuracy, Evasion, and Haste effects all stack with one of the Performer class or Superstar subclass temporary buffs.
    • Joker: Melee weapons with extra range and also the bonus +1 range for every 10 upgrades of the ring of Accuracy will stack with the bonus attack range of the subclass. 
  • Soldiers before they choose a subclass and Leaders are not benefited permanently from any ring or artifact like the other classes, but the ring of Sharpshooting will complement the Target Shoot buff that the Soldier gets randomly by jumping with his shoes. An armor with the Recoil glyph will knock back enemies, so it should be preferred (guns can't get enchanted, so the Dazzling enchantment can't be useful here, like it does for the Huntress).
    • Agent: He will be benefitted much more than the Leader by the ring of Sharpshooting as it will increase his ranged damage output and its bonus ranged accuracy and will also increase the guns' default low accuracy. The ring of Furor can be also very helpful, as its bonus attack speed will make the turns needed for reloading less important during a fight. The tip about first highly upgrading a ring of Force and Sharpshooting and then using the remaining scrolls of Upgrade to the main missile weapon that was mentioned previously for Snipers has equal application to Agents as well. 
  • Followers have interesting perks and subclasses but none of these features leads to a very specific fighting style. They are certainly not oriented more to magic or ranged combat though, as they have no relevant perks or buffs, so unless a Follower has found from early on an item that would help an alternative fighting style (for example a ring of Sharpshooting) a melee-oriented, warrior-like approach would be the more easy to follow.

Note that the ring of Accuracy will benefit mostly the Gladiator, as it affects neither ranged/magical speed nor ranged accuracy, and wands never miss in SPS-PD. A ring of Furor will mostly benefit the Agent, Gladiator and Sniper, but not the Battlemage, as it doesn't affect wands' attack speed, but Battlemages have very high attack speed with wands anyway.

Subclasses and skins "better" for new players Edit

Although players should certainly give a try to all classes, subclasses and skins, as they all have interesting features, Follower skins with the only exception of the Merchant skin, and especially when the Artisan subclass is selected, are probably the most advantaged objectively, because they retain the Ankh Shield and Jump Shoes, can easily upgrade their items to the max level by using the Bless Spell skill, and also can equip earlier both weapons and armors of higher level because of the -2 strength requirement of the Artisan subclass. Specifically the Builder birthday skin of the follower has the extra advantage that his Diamond Pickaxe can break walls very similarly to a shovel, so he has an extra advantage which is otherwise unique to the performer. Anyway all the familiar classes from Original PD have been buffed in SPecial Surprise PD and the new classes and subclasses come also with their unique perks and buffs, so it would be unfair to talk about generally better and worse classes/subclasses or skins in SPecial Surprise PD, and players can complete the game with any subclass, after they get a grip of its specific tactics and gameplay.

That said, new players of SPecial Surprise PD who find its early game diffiicult can focus on the skins that start with increased Strength and also with items of higher damage/defense (Explorer mage, Samurai rogue, Plumber and Mech soldiers, especially the last among these four because of its buffed armor class), and new players who find its mid-game difficult should focus on the Artisan class of the follower, because of its -2 strength requirement for all gear and the Bless Spell skill that all followers have, as both will give them access to items of very good quality from the start of the caves and on after receiving the Skil Kit from Tengu. For the opposite reasons skins with low starting HP (Gnoll mage, Undead rogue, Taurcen huntress, Slime performer) should perhaps be avoided by new players in their first runs, especially the Slime performer skin, which spawns with a starting weapon and armor of horrible quality (the weapon gets self-destroyed after 100 hits, and the armor offers no defense).

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