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[This wiki page describes the current version "0.9.4 Testers' Party - The Start". No changes were made in the Dew Vial's functions in this version, with only a minor change in the location of the first Dew Developer, who is now located on depth 1, while his mushroom still spawns on depth 2.]

General Changes in familiar functions of the Dew Vial Edit

As if Sprouted PD's version wasn't already strong enough, the Dew Vial now has even more features packed into it and has also received a few drastic changes in its familar functions. Most notably, the Dew Vial's choice between Draw Out Dew and Water With Dew after the completion of the Tinkerer’s quest in Sprouted PD has been replaced by a relatively new choice: Accurate Upgrade, which imitates the Upgrade behavior of “Draw Out Dew” from Sprouted PD, or Random Bless, which offers similar Upgrades to those of “Water with Dew”. Unlike Sprouted PD, this choice will follow the hero until the end of the game, as the Dew Developer in the Power Trial (formerly Book of the Living) depth will not change random blessing with accurate upgrading, as he does in Sprouted PD with "Water with Dew".

Heroes who choose Accurate Upgrade can identify their items through upgrades from the Dew Vial, and can choose a single item to upgrade (when the item is cursed, the negative stat will sometimes get reversed to positive or more often just get decreased by +1/+2, e.g. from -2 to -1, but the curse will not be removed). Accurate upgrade can also randomly give +2 upgrades to an item (very rarely even +3), even surpassing the depth dew level cap by +1, based on luck and dungeon depth, so in late-game upgrading items by +2 can be very common.

Random Blesses always uncurse the player's inventory as a whole, but randomly choose any amount of items to upgrade and do not identify the items they upgrade (rarely they do not upgrade anything at all, but just uncurse). The amount of items upgraded is displayed in how many times the upgrade message gets repeated, as the Random Bless does not identify the items it upgrades. The only upgading mechanism in SPS-PD that is guaranteed, accurate and also uncurses is reading a scroll of Upgrade or Magical Infusion.

The Dew Vial also starts with 120 max drops, instead of 100, and has its familiar healing function "Drink" from the beginning: it offers +1 HP per dew drop when the hero is in good health, but "Drink" can never consume more than 40 dew drops from the Dew Vial to fully heal the hero, even when the hero has very low health and a lot of HP points missing due to his/her high level. When the Dew Vial is full and the hero without full health, stepping on 1 white dew drop heals 1 HP, 1 yellow dew drop heals 5 HP, and 1 red but also 1 violet dew drop heal 10 HP (while starving the amount of healing might seem slightly less because of the simultaneous loss of HP). All Huntresses have a +100% bonus and Wardens a +300% bonus from getting healed by dew drops from the floor. The HP all classes apart from the Huntress get from Dew on the floor is actually 2.5% of their max HP in integer numbers (thus 5% for all huntresses and 10% for wardens), so in early levels the amount is that mentioned before, but in later levels it becomes even more. Whatever option of upgrading the hero chooses, he/she will start each new depth with a Dew Drop buff (the Dew Charge buff of Sprouted renamed).

Dew developer question SPS-PD

Initially items can get upgraded with dew up to +2 until depth 2 (and by the Mage up to +3) and up to +3 in depth 3 (again, by the Mage up to +4), but from that point and on 1 extra Dew Upgrade is possible only every 3 depths, with a level cap at +10, in other words it is possible for the hero's equipment to reach 10 upgrades (or 11 if he is a Mage) by the Dew Vial only by depth 24 (on the other hand, scrolls of Upgrade and Magical Infusion don’t have any depth limit, apart from the general level cap at +15 for equipment that are not reinforced). The random +2 upgrading of accurate upgrading can already lead to +11 items (+12 for Mages) on depth 24 though. Upgrades do not lower the Strength requirement for all armor and almost all weapons at all. By the end of the game, once the player has defeated Shadow Yog, the upgrade cap jumps up to +13 (+14 for mages).

Although the game warns the player about the contrary, dew drops are not evaporated when the hero goes down a depth and remain available for later use.Dew drops are also not evaporated by fire, even the white ones that drop from high grass like in most other mods, and can’t be destroyed by bombs.

A less known fact of Sprouted PD that applies also in SPS-PD is that when the hero drops into a chasm and lands on the next depth or when he/she ascends to the previously visited depth from a new depth, the goal moves counter of the new depth stops, and will resume counting only after the hero returns to the depth. For example a hero can fall into a pit room chasm while being in the middle of exploring, complete the next depth, and complete the previous depth while reaching its goal moves afterwards, the Dew Drop buff will just have expired long before (note that in this case the moves that the last depth was completed will not be considered those of the depth last in numerical order in the dungeon, but those of the depth completed last). This also applies to the occasions that the hero steps on a Pitfall or a Warping trap and finds himself upstairs or downstairs. In contrast, when the hero by accident descends to a new depth by using the stairs, the goal moves counter will start also for the new depth, so this will make him certainly lose some of the possible dewdrops from the new depth or from the previous depth, if he/she will choose to continue the dew farming in the new depth. Note also that if the hero descends by accident on depth 3 before he/she gives the Dew Mushroom to the the Dew Developer, the goal moves counter will also start counting and this will practically mean that he/she won't gather any dewdrops when he/she eventually reaches the depth and at that point has gained the Dew Drop buff ability.

Lastly, compared to Sprouted PD, Yellow dew is now worth 5 dew, up from 2, and Red dew is now worth 10 dew, up from 5. White and Violet dew drops retain their 1 and 50 worth, like in Sprouted PD. Items can be found in the regular dungon upgraded up to +3, and with the exception of wands, which can't have negative levels, with negative upgrades down to -3 (although most of the times items found as loot range from -2 to +2).

Dew Drop buff Edit

Unlike Sprouted PD's "Dew Charge" buff the Dew Drop buff of SPS-PD is granted to all heroes upon first entering a depth, regardless of their choice of upgrading with dew on depth 1, but like the Sprouted PD's buff, while the hero has it active enemies drop large amounts of colorful dewdrops upon defeat (most often yellow, red and sometimes violet) for a certain amount of time. Each of these drops is worth several normal white dewdrops. Also enemies on all Challenge depths with regular enemies (Sewers, Prison, Caves, City) will always drop these coloful types of dew, for as long as the hero chooses to stay.

To give more details, every time the hero descends to a new depth, he/she will get the Dew Drop buff for a limited amount of turns, which will be displayed with the symbol of a blue bubble unter the hero's HP bar and also in the hero's buffs' tab. If the player selects the buff's symbol from under the HP bar or from the hero's tab, he/she will also be able to see the amount of turns remaining for the buff to be active. While this buff is in effect, all enemies killed on that depth will also drop dew. If the hero can clear the depth (that is, slay all the enemies that spawned when it was generated, not including Piranhas, Animated Statues or unique enemies like the Gnoll Archer or the Moss Covered Skeleton) within a set number of moves, this is not in any way tied to the duration of the Dew Drop buff on the current depth, nevertheless the hero will receive a bonus to the Dew Drop buff's duration for the next depth. Players can check at any time the "Dew" tab in the hero's window to see how many moves the hero has already made and how many are the depth's goal moves. Completing a depth within the goal moves guarantees that the hero will gather a good amount of dew dropped from enemies on the next depth (and a very good amount if the depth was completed way before the goal), but as you will read in the next paragraph, even completing a depth over the goal moves can give access to a decent amount of dew drops, unlike Sprouted PD.

Moving to specific numbers, the Dew Drop buff's duration from depth 4 and on is 300 turns + number of moves that the previous depth's goal was completed before the counter reaching zero. For example, if the previous depth was completed in 330 moves earlier, the duration of the Dew Drop buff in the next depth will be lasting for 300+330=630 turns. If the level was completed in an amount of moves over the goal, the buff's duration will be a flat 300 turns. Note that a ring of Haste and to a more limited degree a ring of Furor will affect this stat positively, as the hero gains free movement turns and attack turns by equipping them. This does not apply to depths 1-2 and 3, as the Dew Drop buff's duration on depth 3 is extended by default to 800 turns, and after the gives the Dew Mushroom to the Dew Developer in depth 1 it is a bit short and lasts for 350 turns. The hero never gets the Dew Drop buff in boss depths, but if the buff is still active from the previous depth, enemies on boss depths will drop dew too.

When heroes descend to a new depth by using the staircase with an a active Dew Drop buff but without having completed the move goals from the previous depth, the Dew Drop buff of the previous depth gets lost, and the counter starts counting again (there is even a game message warning them about it). If they go back to the previous depth and try to reach its move goals, they wil be able to use the new Dew Drop buff, but the previous depth will not be able to get completed within goal moves anymore, and if they proceed to farm dew in the new depth, they will lose possible dewdrops from the prevvious depth, so both cases are win-lose situations. This does not apply to when the hero falls into a chasm, as the goal moves counter stops, and starts counting again when the hero descends back to the previous depth. The Dew Drop buff of the depth, if it was still active when the hero fell into the chasm, will be lost though. There is a chance that although it seems the hero has cleared the whole dungeon depth from enemies, the "Level Cleared in X moves" message has not appeared yet. This can happen for two reasons: a) most often the case is that some enemies are still alive in one or more hidden rooms, or b) a Scroll of Rage or an alarm trap / brown bat scream etc. has awakened all or some of the enemies previously, and one or more enemies are still wandering in the dungeon depth. A scroll of Magic Mapping/Blue berry will solve a) but not b), so it is better for the hero to use the Peek function of the dew vial or a potion of Mind Vision to solve both a) and b). Using the Peek function of the dew vial upon first entering a new depth to track down the locations of all enemies, and occasionally afterwards to make sure that they are still in their original plalce, in order to complete the depth quicker is highly advised anyway.

Functions of the Dew Vial, familiar and new Edit

Functions Available from the Beginning on depth 1 Edit

  • Drink: The familiar Healing function from Sprouted PD. In early game when the hero is in good health it consumes 1 dew drop for each HP point (the amount of healing scales up with levelling up), but it never consumes more than 40 dew drops from the Dew Vial to fully heal a hero, even when the hero has only 1 HP point left and very high max HP due to his/her high level.
  • Light: It grants Invisibility for 20 turns and Illumination (with longer range of vision and better detecting) for 80 turns at the cost of 10 dew drops. Each new use adds turns to the previous ones and doesn't just renew the buffs. It can't be used if there are less than 30 dew drop in the Vial.
  • Peek: At the cost of 5 dew drops, players get 2 turns of Mind Vision and get to see where the depth's exit is, which means that practically short term mind vison is always available in SPS-PD with a little dew in the vial, regardless of the hero having potions of Mind Vision or not. It can't be used if there are less than 30 dew drops in the Vial. Keep in mind that apart from finding enemies, the Peek function is also very useful in semi-mapping a depth, as it will show all rooms with enemies and the exit.
  • Refine: For 10 dew drops, the player creates 1 drop of Clean Water which is needed for many cooking recipes. It can't be used if there are less than 30 dew drops in the Vial.

As the hero proceeds in the dungeon he/she will meet three NPC's, that after they receive a Dew Mushroom (Sprouted's Toadstool Mushroom) from the hero that he/she will find previously in the current chapter, they will upgrade or enhance his/her Dew Vial.

Functions Unlocked by the Dew Developer (Sprouted PD’s Tinkerer renamed and relocated) on depth 1 Edit

Dew developer SPS-PD
Dew Developer
It looks like he is waiting for something.
SproutedPD toadstool2
Dew Mushroom
A toadstool mushroom! Growing here in the dark dungeon! Who would have imagined such a thing!

The functions will be unlocked, only if the hero meets the Dew Developer with the Dew Vial and the Dew Mushroom both in the inventory, otherwise with only the Dew Mushroom the Dew Developer will just say: "It is a great place here", and with only the Dew Vial he will ask the hero if he has found anything interesting in the depth. No matter what option the heroes choose (Accurate Upgrade vs. Random Bless), they will always get the Draw Out Dew from Sprouted PD as the Dew Drop buff, and to a lesser extent, the Water with Dew from Sprouted PD, as the "Plant" function of the Dew Vial.

  • Plant: The equivalent to “Water” in Sprouted, but nearly impossible to infinitely farm due to now costing 15 dew drops, up from 2 in Sprouted. Generally, farming with "Plant" is only possible with a +10 Ring of Haste and at least upgraded to +3 Shoes of Nature both equipped, or with +10 Greaves of Nature inside of a 3x3 room. It's still only usable with a minimum of 50 dew drops in the Dew Vial.
  • Upgrade: Same as “Bless” in Sprouted PD, but now it costs 70 dew drops, if the hero chooses Accurate Upgrade, or 60 dew drops, if he/she chooses Random Bless. Their different behaviors have been described in the first paragraph of this section. Both upgrades are only usable with 100 or more dew drops in the Vial.

Note that this Dew Developer of SPS-PD has been recently relocated to depth 1 from depth 2, but the Dew Mushroom he is asking for still spawns in depth 2.

Functions Unlocked by Rune Scholar Lynn (Sprouted’ PD's Tinkerer renamed) on depth 12 Edit

Rune Scholar Lynn SPS-PD
Rune Scholar Lynn
An excellent Rune scholar.
SproutedPD toadstool2
Dew Mushroom
A toadstool mushroom! Growing here in the dark dungeon! Who would have imagined such a thing!

These functions will be unlocked only if the hero meets Rune Scholar Lynn with the Dew Mushroom in the inventory, otherwise Lynn will say: "I think there must be a connection between different types of Magic... Maybe something can help me...". The new functions are:

  • Clean: Costs 5 dew drops, extinguishes Fire, washes off Tar and Caustic Ooze and cures Vertigo and Weakness. Only when it washes off Caustic Ooze it can also grant the Bless buff. It can't be used if there are less than 30 dew drops in the Vial.
  • Speed: Costs 15 dew drops and grants the Haste buff for 10 turns (similar to the "Splash" of Sprouted but without invisibility, which is now part of the Light function). Each new use adds turns to the previous ones and doesn't just renew the buff. It can't be used if there are less than 30 dew drops in the Vial.

Functions Enhanced by the Dew Developer on the Power Trial depth (Sprouted PD's Tinkerer on the Book of the Living depth renamed) Edit

Dew developer SPS-PD
Dew Developer
It looks like he is still waiting for something.
SproutedPD toadstool2
Dew Mushroom
A toadstool mushroom! Growing here in the dark dungeon! Who would have imagined such a thing!

Again the functions will be unlocked only if the hero meets the Dew Developer with the Dew Vial and the Dew Mushroom both in the inventory, otherwise with only the Dew Mushroom the Dew Developer will just say: "It is a great place here." (yes, with all those Bokoblins around), and with only the Dew Vial he will ask the hero if he/she has found anything interesting on the depth.

  • The Dew Vial's max dew capacity will be increased to 350 after this upgrade, up from the usual amount of 300 in Sprouted PD.
  • Speed will grant Levitation for 20 turns in addition to Haste.
  • The heroes who had chosen Random Bless won't have it changed to Accurate Upgrade, as it happens in Sprouted PD, and the vial will continue to upgrade equipment randomly.
Dew Vial all functions SPS-PD

Dewdrop Types Edit

[The types of dew drops are basically the same with those of Sprouted PD, with some minor differences that are mentioned in their descriptions.]

Dewdrop
Dew drop
A crystal clear dew drop. Due to the magic of this place, pure water has minor restorative properties.

The hero gets them only when trampling high grass. They don't get evaporated by fire or when the hero descends to a new depth, like they do in Sprouted PD.

SproutedPD dew yellow
Yellow Dew drop
Yellow dew drop

It is worth 5 dew. All heroes get them from Dewcatchers, and heroes with Accurate Upgrade also from enemies, while the Dew Drop buff is still active and always on Challenge depths with regular enemies. Equipping Sandals/Shoes/Greaves of Nature also makes high grass drop these for all heroes. They don't get evaporated when the hero descends to a new depth, like they do in Sprouted PD.

SproutedPD dew red
Red Dew drop
Red dew drop

It is worth 10 dew. All heroes get them from Dewcatchers, and heroes with Accurate Upgrade also from enemies, while the Dew Drop buff is still active and always on Challenge depths with regular enemies. Equipping Sandals/Shoes/Greaves of Nature also makes high grass drop these for all heroes. They don't get evaporated when the hero descends to a new depth, like they do in Sprouted PD.

SproutedPD dew violet
Violet Dewdrop
Pretty!

It is worth 50 dew. Flying Protectors always drop these for all heroes. All heroes also get them from Dewcatchers, and heroes with Draw out Dew also from enemies, while the Dew Drop buff is still active and always on Challenge depths with regular enemies. Equipping even +10 Greaves of Nature does not make high grass drop these often, unlike Sprouted PD. They don't get evaporated when the hero descends to a new depth, like they do in Sprouted PD.

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