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* "!" means that they have seen the hero or the pet and are ready to attack / dodge / chase them. It is increased awareness, as enemies can be aware of the hero without the "!" balloon.
 
* "!" means that they have seen the hero or the pet and are ready to attack / dodge / chase them. It is increased awareness, as enemies can be aware of the hero without the "!" balloon.
 
* "?" means that they have lost the hero or the pet, whom they were seeing until recently, they are unaware, and they will get surprised by an attack, as long as they continue to have the "?" balloon above them at the time of the attack.
 
* "?" means that they have lost the hero or the pet, whom they were seeing until recently, they are unaware, and they will get surprised by an attack, as long as they continue to have the "?" balloon above them at the time of the attack.
* "Zz" means they are sleeping, unaware, and will get surprised by an attack.
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* "Zz" means they are sleeping, unaware, and will get surprised by an attack, as long as they continue to have the "?" balloon above them at the time of the attack.
 
Pets have the same focus mechanic with enemies, and can also have the "!" and "?" balloons, with the same meaning that they have for enemies, but they never sleep. The hero will also have the "Zz" balloon above him/her, while he/she is resting or sleeping.
 
Pets have the same focus mechanic with enemies, and can also have the "!" and "?" balloons, with the same meaning that they have for enemies, but they never sleep. The hero will also have the "Zz" balloon above him/her, while he/she is resting or sleeping.
   
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* ''Dumpling bomb'': does not deal any damage or destroy anything and just teleports the target to a random location in the same floor.
 
* ''Dumpling bomb'': does not deal any damage or destroy anything and just teleports the target to a random location in the same floor.
 
* ''Fishing bomb'': does not deal damage by itself, but teleports Albino Giant Piranhas (not plain Giant Piranhas in the regular dungon) to dry land and insta-kills them this way.
 
* ''Fishing bomb'': does not deal damage by itself, but teleports Albino Giant Piranhas (not plain Giant Piranhas in the regular dungon) to dry land and insta-kills them this way.
* ''Holy Hand Grenade'': deals high damage only to Mossy Skeletons, and no damage at all to all the rest monsters.
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* ''Holy Hand Grenade'': deals high damage only to Mossy Skeletons, and no damage at all to all the rest of the monsters.
 
* ''Seeking Cluster bomb'': same with the plain Cluster bomb, but also follows the hero when it is thrown by an enemy, or an enemy when it is thrown by the hero.
 
* ''Seeking Cluster bomb'': same with the plain Cluster bomb, but also follows the hero when it is thrown by an enemy, or an enemy when it is thrown by the hero.
 
* ''Seeking bomb'': deals little damage to all characters, destroys walls and items, but also follows the hero when it is thrown by an enemy, or an enemy when it is thrown by the hero.
 
* ''Seeking bomb'': deals little damage to all characters, destroys walls and items, but also follows the hero when it is thrown by an enemy, or an enemy when it is thrown by the hero.
 
* ''Smart bomb'': damages only enemies, doesn't destroy items or wals.
 
* ''Smart bomb'': damages only enemies, doesn't destroy items or wals.
Unlike most other mods and also Sprouted, regular bombs don't have a mostly offensive function, as they do little damage, but are very useful in destoying walls. Bombs can't destroy few things in SPS-PD: a) air walls, which block the entrance/exit to pit rooms, b) specially colored walls or decorative tiles like gold veins or statues, c) locked doors, d) Sokoban sheep and Sokoban boxes, e) traps. As mentioned before, ''don't use them in outer walls, create void space and step on it, because the game wil crash and the save file will be probably corrupted''.
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Rogue can't create these different bomb types, like he does in Sprouted. Unlike most other mods and also Sprouted, regular bombs don't have a mostly offensive function, as they do little damage, but are very useful in destoying walls. Bombs can't destroy few things in SPS-PD: a) air walls, which block the entrance/exit to pit rooms, b) specially colored walls or decorative tiles like gold veins or statues, c) locked doors (but destroy without a problem the walls around them), d) Sokoban sheep and Sokoban boxes, e) traps. As mentioned also in the bugs section afterwards, ''don't use them in outer walls, create void space and step on it, because the game wil crash and the save file will be probably corrupted''.
   
 
== Bosses ==
 
== Bosses ==
The main bosses remain the same with Sprouted, but Shadow Yog and Zot have different minions, some special skills are added to enemies and some other are removed.
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The main bosses remain the same with Sprouted, but Shadow Yog and Zot have mostly different minions, some special skills are added to enemies and some other are removed.
   
 
''Main article: [[Mod-Special_Surprise_Pixel_Dungeon/Bosses|Bosses]]''
 
''Main article: [[Mod-Special_Surprise_Pixel_Dungeon/Bosses|Bosses]]''
   
 
== BossRush Challenge ==
 
== BossRush Challenge ==
The Dolyahaven Mines have been removed from SPS-PD but their entrance hasn't. A new enemy is located there, a violet dragon named Dungeon Guard, which after it gets defeated, gives the option to the hero to visit a new floor crowded with mini-bossesand their minions and with two unique rewards (one of which is an awesome weapon, the Overload Handcannon). This is the BossRush Challenge.
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The Dolyahaven Mines have been removed from SPS-PD but their entrance hasn't. A new enemy is located there, a violet dragon named Dungeon Guard, which after it gets defeated, gives the option to the hero to visit a new floor crowded with mini-bosses and their minions and with two unique rewards (one of which is an awesome weapon, the Overload Handcannon). This is the BossRush Challenge.
   
 
''Main article: [[Mod-Special_Surprise_Pixel_Dungeon/BossRush_Challenge|BossRush Challenge]]''
 
''Main article: [[Mod-Special_Surprise_Pixel_Dungeon/BossRush_Challenge|BossRush Challenge]]''
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== Challenge (formerly Key) floors ==
 
== Challenge (formerly Key) floors ==
The Key floors from Sprouted are renamed to Challenge floors, and have received various changes in their drops and rewards. They are all now repeatable. A new mini-boss floor is added to them, the Gnoll King.
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The Key floors from Sprouted are renamed to Challenge floors, and have received various changes in their drops and rewards, but retain their function as dew farming floors. The ones with regulas enemies are all now repeatable, but not their boss floors. A new mini-boss floor is added to them, the Gnoll King.
   
 
''Main article: [[Mod-Special_Surprise_Pixel_Dungeon/Challenges_&_Trials#Challenge_.28formerly_Key.29_Floors|Challenge (formerly Key) Floors]]''
 
''Main article: [[Mod-Special_Surprise_Pixel_Dungeon/Challenges_&_Trials#Challenge_.28formerly_Key.29_Floors|Challenge (formerly Key) Floors]]''
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== Classes and Subclasses ==
 
== Classes and Subclasses ==
Classes have all been buffed very much compared to Sprouted, with many new abilities added to all of them, and boasting much more versatile starting equipment and higher stats. This greatly reduces the initial difficulty of the Sewers, which were sometimes nearly impossible in Sprouted without the help of an early lucky weapon drop. A new class, the Performer, with its two subclasses, the Superstar and the Joker, have also been added. 
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Classes have all been buffed very much in comparison to Sprouted, with many new abilities added to all of them, and boasting much more versatile starting equipment and higher stats. This greatly reduces the initial difficulty of the Sewers, which were sometimes nearly impossible in Sprouted without the help of an early lucky weapon drop. A new class, the Performer, with its two subclasses, the Superstar and the Joker, have also been added. 
   
 
=== All Classes ===
 
=== All Classes ===
 
* Start with 30 HP, 10 Strength, 10 Accuracy, 5 Dexterity (Evasion) and 0 Magic Power (apart from the Mage, who starts with 3 Magic Power - this stat increases the wands' damage by 5% for each point). 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. 
 
* Start with 30 HP, 10 Strength, 10 Accuracy, 5 Dexterity (Evasion) and 0 Magic Power (apart from the Mage, who starts with 3 Magic Power - this stat increases the wands' damage by 5% for each point). 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. 
* Gain 4 HP, 1 Accuracy, and 1 Dexterity on each level up (but not Magic Power, even the Mage doesn't). Apart from the first one, from L1 to L2, 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)  
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* Gain 4 HP, 1 Accuracy, and 1 Dexterity on each level up (but not Magic Power, even the Mage doesn't). HP are increased only by levelling up and not by Potions of Strength/Strength increasing. Apart from the first one, from L1 to L2, 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)  
* 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 Floor 1 sign message). 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 in every regular dungeon shop). The lantern's game description is misleading in the part that it also describes the lantern's damage - the lantern can not be used as a thrown weapon though. Lastly, the Lantern of Soul Collect, when it contains a pet, cannot get dropped, and when it is thrown it will release the pet and get spent.
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* 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 Floor 1 sign message). 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 in every regular dungeon shop and also in Dolya Town). The lantern's game description is misleading in the part that it also describes the lantern's damage - the lantern can not be used as a thrown weapon though. Lastly, the Lantern of Soul Collect, when it contains a pet, cannot get dropped, and when it is thrown it will release the pet and get spent.
 
[[File:Random.jpg|centre|thumb|220x220px]]
 
[[File:Random.jpg|centre|thumb|220x220px]]
   
 
{{Game description|An empty lantern that can collect your pet.|width = 100%|heading = Lantern of Soul Collect|image = Lantern of Soul Collect.jpg}}
 
{{Game description|An empty lantern that can collect your pet.|width = 100%|heading = Lantern of Soul Collect|image = Lantern of Soul Collect.jpg}}
* 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. 
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* 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 i
   
 
{{Game description|Every pet loves it, that is why it is called pet food.|width = 100%|image = Pet Food.png|heading = Pet Food}}
 
{{Game description|Every pet loves it, that is why it is called pet food.|width = 100%|image = Pet Food.png|heading = Pet Food}}
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{{Game description|A portable scarecrow which can hold some weapons.|width = 100%|heading = Portable Scarecrow|image = Scarecrow.jpg}}
 
{{Game description|A portable scarecrow which can hold some weapons.|width = 100%|heading = Portable Scarecrow|image = Scarecrow.jpg}}
* A Shopping Cart that can be found only in a garden, and is used for storing all of the game's numerous edible consumable items, from berries to meat rolls and from beverages to pills, 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 caves and even in the metropolis or demon halls. If by the time the hero reaches floor 24 he/she hasn’t found one yet, it would be useful to go back to the previous floors and search in them extensicely / map them, until he/she finds the hidden garden.
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* A Shopping Cart that can be found only in a garden, and is used for storing all of the game's numerous edible consumable items, from berries to meat rolls and from beverages to pills, 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 caves and even as late as the metropolis or demon halls. If by the time the hero reaches floor 24 he/she hasn’t found one yet, it would be useful to go back to the previous floors and search in them extensicely / map them, until he/she finds the hidden garden.
   
 
{{Game description|A modern trolley. You can put food in it.|width = 100%|heading = Shopping cart|image = Shopping cart.jpg}}
 
{{Game description|A modern trolley. You can put food in it.|width = 100%|heading = Shopping cart|image = Shopping cart.jpg}}
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When severely wounded, the Berserker enters a state of wild fury significantly increasing his damage output and reduces some damage when getting hurt.|width = 100%|heading = Warrior|image = Warrior-0.jpg}}Warrior has become even more oriented to defense and has two extra stunning abilities when using his Jump Shoes of the Warrior and his Wooden shield.
 
When severely wounded, the Berserker enters a state of wild fury significantly increasing his damage output and reduces some damage when getting hurt.|width = 100%|heading = Warrior|image = Warrior-0.jpg}}Warrior has become even more oriented to defense and has two extra stunning abilities when using his Jump Shoes of the Warrior and his Wooden shield.
 
* His 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 an excellent upgrade scaling, making it still useful as a melee weapon as far as just before the end of the Mining Caves (but not for the DM-300/Spider Queen mini-boss fights). 
 
* His 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 an excellent upgrade scaling, making it still useful as a melee weapon as far as just before the end of the Mining Caves (but not for the DM-300/Spider Queen mini-boss fights). 
* Now has a Wooden Shield, which can either be thrown like a boomerang to stun an enemy for two turns (it does not also damage them, like the Ankh shied does), or can be used to switch to "defense mode" that increases the Warrior's defense but decreases his attack. The Wooden Shield can be used 5 times in a row, as it spends 2 out of its 10 charges with each use. Like the Ankh Shield, the Wooden Shield can’t be upgraded or equipped, and doesn’t block damage by itself, like a regular equppable shield would do in other mods. {{Game description|A simple wooden shield. Can be thrown. You can use it to reduce damage.|width = 100%|heading = Wooden shield|image = Wooden shield.jpg}}
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* Now has a Wooden Shield, which can either be thrown like a boomerang to stun an enemy for two turns (it does not also damage them, like the Ankh shied does), or can be used to switch to "defense mode" that increases the Warrior's defense by 50% but decreases his attack by 25% for 4 turns. The Wooden Shield can be thrown 5 times in a row, as it spends 2 out of its 10 charges with each use, but only once when used to switch to "defense" mode, as its spends all its charges and also needs 5 turns to reacharge the ability. Like the Ankh Shield, the Wooden Shield can’t be upgraded or equipped, and doesn’t block damage by itself, like a regular equppable shield would do in other mods or roguelikes in general. {{Game description|A simple wooden shield. Can be thrown. You can use it to reduce damage.|width = 100%|heading = Wooden shield|image = Wooden shield.jpg}}
 
* 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. 
 
* 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 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).
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* 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).
   
 
{{Game description|Warrior can use a charge to stun an enemy he is touching or close the distance quickly.|width = 100%|heading = Jump shoes of Warrior|image = Jump shoes.jpg}}
 
{{Game description|Warrior can use a charge to stun an enemy he is touching or close the distance quickly.|width = 100%|heading = Jump shoes of Warrior|image = Jump shoes.jpg}}
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* Starts with a 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. 
 
* Starts with a 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. 
 
* Attacks with wands faster than the other classes (but has the same recharging rate with them, 55 turns for 1 charge). 
 
* Attacks with wands faster than the other classes (but has the same recharging rate with them, 55 turns for 1 charge). 
* Starts with 3 Magic Power instead of 0, but does not have it increases with upgrades. Increaing it is only possible by a) choosing the Battlemage subclass, b) equipping a Ring of Magic, or c) reading a "Learn to Use Magic" scroll bought from Trainer Rain in Dolya Town. 
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* Starts with 3 Magic Power instead of 0, but does not have it increase with upgrades. Increasing it is only possible by a) choosing the Battlemage subclass [+5], b) equipping a Ring of Magic [+1 per ring level], or c) reading a "Learn to Use Magic" scroll bought from Trainer Rain in Dolya Town [+1 per scroll]
 
* His starting Wand of Magic Missile can no longer be disenchanted. Instead, it has 1 higher max charge than normal. 
 
* His starting Wand of Magic Missile can no longer be disenchanted. Instead, it has 1 higher max charge than normal. 
 
* Also gets a Wand of Disintegration from start. 
 
* Also gets a Wand of Disintegration from start. 
 
* 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 some turns. Fully charged they have 3 jumps in a row available (3Χ14 + 8 residual = 50 charges in sum). {{Game description|Mage was studying in the Tower, so he can use blink instead of jump, and improve his magic power sometimes.|width = 100%|heading = Jump shoes of Mage|image = Jump shoes.jpg}}
 
* 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 some turns. Fully charged they have 3 jumps in a row available (3Χ14 + 8 residual = 50 charges in sum). {{Game description|Mage was studying in the Tower, so he can use blink instead of jump, and improve his magic power sometimes.|width = 100%|heading = Jump shoes of Mage|image = Jump shoes.jpg}}
 
* Like Sprouted, he gains a wand charge after eating, has +1 to his upgrade limit, and automatically identifies Scrolls of Identify. 
 
* Like Sprouted, he gains a wand charge after eating, has +1 to his upgrade limit, and automatically identifies Scrolls of Identify. 
* His subclasses are somewhat similar to Sprouted, but with many differences, especially for the Battlemage: A) Warlock can "Soul Mark" enemies with a succesful wand hit, and from that point on he will be slightly healed with any succeful melee hit to them. After the enemy's death he's slightly healed again and also his hunger is slightly satisifed (usually for +10). Soul marked enemies have a dark aura around them and also a skull sign in their game window when examined. After some turns, the soul mark can get erased from the enemy, if no succesful wand hit is repeated. 
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* His subclasses are somewhat similar to Sprouted, but with many differences, especially for the Battlemage: A) Warlock can "Soul Mark" enemies with a succesful wand hit, and from that point on he will be slightly healed with any succeful melee hit to them. After the enemy's death he's slightly healed again and also his hunger is slightly satisifed (usually for +10). Soul marked enemies have a dark aura around them and also a skull sign next to their sprite in their window when examined. After some turns, the soul mark can get erased from the enemy, if no succesful wand hit is repeated. 
* B) Battlemage doesn't equip wands. Instead, choosing this subclass allows him to have even higher attack speed with wands and also deal even more damage as the subclass gains +5 Magic Power (the recharging rate remains the same with all the other classes though). The absence of the subclass' ability to equip wands and therefore to recharge them quickly by using them as melee, makes familiar Battlemage builds from Sprouted with very highly upgraded wands lose some of their advantage in SPS-PD, unless the Battlemage has a Ring of Energy available, which boosts the wands' recharging rate by appr. 16,9% per level. On the other hand, even without a Ring of Energy, a highly upgraded ring of Magic can make this build viable, as all wands will do tremendous damage and require very few zaps to defeat enemies. Important note: a highly upgraded Wand of Firebolt is 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 Mage that has obtained either a Ring of Energy, a Ring of Magic, or both, should first reinforce them and invest all his available Scrolls of Upgrade on them to make them reach +30 (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. 
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* B) Battlemage doesn't equip wands. Instead, choosing this subclass allows him to have even higher attack speed with wands and also deal even more damage as the subclass gains +5 Magic Power (the recharging rate remains the same with all the other classes though). The absence of the subclass' ability to equip wands and therefore to recharge them quickly by using them as melee, makes familiar Battlemage builds from Sprouted with very highly upgraded wands lose some of their advantage in SPS-PD, unless the Battlemage has a Ring of Energy available, which boosts the wands' recharging rate by appr. 16,9% per level. On the other hand, even without a Ring of Energy, a highly upgraded ring of Magic can make this build viable, as all wands will do tremendous damage and require very few zaps to defeat enemies. Important note: a highly upgraded Wand of Firebolt is 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 Mage that has obtained either a Ring of Energy, a Ring of Magic, or both, should first reinforce them and invest all his available Scrolls of Upgrade on them to make them reach the +30 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. 
 
*  From all the available items he can equip, Rings of Magic (bonus wand damage +5% for each level) and Energy (bonus recharging rate +16,875% for each level) apparently benefit all mages very much and can make a Battlemage OP when highly upgraded, as all the Battlemage bonuses (class bonus magic damage + subclass bonus magic damage + Ring of Magic bonus damage + Ring of Energy bonus recharging rate + class and subclass bonus magic attack speed) stack or complement each other. The Ring of Furor doesn't affect magic attack speed. Lastly, the Electricweb glyph randomly grants a Recharging buff. Warlock is not benefited in particular by any other item.
 
*  From all the available items he can equip, Rings of Magic (bonus wand damage +5% for each level) and Energy (bonus recharging rate +16,875% for each level) apparently benefit all mages very much and can make a Battlemage OP when highly upgraded, as all the Battlemage bonuses (class bonus magic damage + subclass bonus magic damage + Ring of Magic bonus damage + Ring of Energy bonus recharging rate + class and subclass bonus magic attack speed) stack or complement each other. The Ring of Furor doesn't affect magic attack speed. Lastly, the Electricweb glyph randomly grants a Recharging buff. Warlock is not benefited in particular by any other item.
*  The Book of Heavens / Wisdom Trial is not repeatable by falling into the chasms anymore and Phase Pitchers are generally a rare resource in SPS-PD, so transmuting all the Scrolls of Magical Infusion to Scrolls of Upgrade and putting almost all of them on a wand Sprouted-style, is much more difficult in SPS-PD. The only way to achieve this, but demanding a lot of patience, is the Mage to visit repeatedly Dolya Town and buy the Phase Pitcher seeds that are on sale in the west shop, but as there might be only one or even none on sale in a hero's visit, and the Dolya Slate needs 500 charges to allow a visit to Dolya Town, this method of obtaining Phase Pitchers will involve a lot of resting to recharge the Dolya Slate. Without a lot of patience, the closest a Mage can get to the forementioned Sprouted build, is to use all of his/her Scrolls of Upgrade in one reinforced wand (but first on a Ring of Magic and/or Energy to get them at +30, if they are available) and use the Scrolls of Magical Infusion on his/her end-game weapon and armor (as his most damage will be from wands, it is probably better to put most or even all of his Scrolls of Magical Infusion in his armor).
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*  The Book of Heavens / Wisdom Trial is not repeatable by falling into the chasms anymore and Phase Pitchers are generally a rare resource in SPS-PD, so transmuting all the Scrolls of Magical Infusion to Scrolls of Upgrade and putting almost all of them on a wand Sprouted-style, is much more difficult in SPS-PD. The only way to achieve this, but demanding a lot of patience, is the Mage to visit repeatedly Dolya Town and buy the Phase Pitcher seeds that are randomly on sale in the west shop, but as there might be only one or even none on sale in a hero's visit, and the Dolya Slate needs 500 charges to allow a visit to Dolya Town, this method of obtaining Phase Pitchers will involve a lot of patience. Without patience, the closest a Mage can get to the forementioned Sprouted build, is to use all of his/her 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) and use the Scrolls of Magical Infusion on his/her end-game weapon and armor (as his most damage will be from wands, it is probably better to put most or even all of his Scrolls of Magical Infusion in his armor).
   
 
=== Rogue ===
 
=== Rogue ===
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* Has 10 Throwing Knives instead of 10 Darts (plain darts are removed in general from SPS-PD). 
 
* Has 10 Throwing Knives instead of 10 Darts (plain darts are removed in general from SPS-PD). 
 
* Requires 2 less strength to use 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. 
 
* Requires 2 less strength to use 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'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 (that is 50 turns of Invisibility with all 10 charges available). 
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* His Cloak of Shadows has been altered to work more like Shattered'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 (that is 50 turns of Invisibility in a row with all 10 charges available). 
 
* No longer starts with a bomb. 
 
* No longer starts with a bomb. 
* No longer lasts longer without food, gains more evasion from equipping light armor, can create different kinds of bombs, or instantly identify equipped rings. 
+
* No longer lasts longer without food, gains more evasion from equipping light armor, can create different kinds of bombs in higer levels, or instantly identify equipped rings. 
 
* His jumping range with the Jump Shoes is only 2 tiles, but he gets 2 turns of levitation when jumping, effectively allowing flight-on-demand that offers a flight distance of about 10 tiles when started with the shoes at full charge. There is also a chance to become invisible for 5 turns when jumping. Fully charged his Jump Shoes have 4 jumps in a row available (4X10=40 charges in sum). {{Game description|Without training, Rogue can't jump far away, but he can hide his body after jumping and also hover in air.|width = 100%|heading = Jump shoes of Rogue|image = Jump shoes.jpg}}
 
* His jumping range with the Jump Shoes is only 2 tiles, but he gets 2 turns of levitation when jumping, effectively allowing flight-on-demand that offers a flight distance of about 10 tiles when started with the shoes at full charge. There is also a chance to become invisible for 5 turns when jumping. Fully charged his Jump Shoes have 4 jumps in a row available (4X10=40 charges in sum). {{Game description|Without training, Rogue can't jump far away, but he can hide his body after jumping and also hover in air.|width = 100%|heading = Jump shoes of Rogue|image = Jump shoes.jpg}}
 
* Like Sprouted, he is more proficient as detecting traps and identifies automatically Scrolls of Magic Mapping. 
 
* Like Sprouted, he is more proficient as detecting traps and identifies automatically Scrolls of Magic Mapping. 
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{{Game description|With guidance from nature, huntress can attack some mobs when jumping.|width = 100%|heading = Jump shoes of Huntress|image = Jump shoes.jpg}}
 
{{Game description|With guidance from nature, huntress can attack some mobs when jumping.|width = 100%|heading = Jump shoes of Huntress|image = Jump shoes.jpg}}
* No longer gets unlocked after a hero first beats DM-300. Instead, she is unlocked only after killing 10 monsters, so she is practically available after the first game with any other class.
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* No longer gets unlocked after a hero first beats DM-300. Instead, she is unlocked only after killing 10 monsters, so she is practically available after spending 10 minutes in the first floor with any other class.
   
* Like Sprouted, she starts with a Boomerang, can recover more often a used missile weapon from enemies, gains more health from dew drops (even if this isn't stated), senses mobs behind walls, and identifies automatically Potions of Mind Vision. 
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* Like Sprouted, she starts with a Boomerang, can recover more often a used missile weapon from enemies, gains more health from dew drops (even if this isn't stated in the introductory screen), senses mobs behind walls, and identifies automatically Potions of Mind Vision. 
 
* Her subclasses are very similar to Sprouted; a) Warden gets more seeds and dew 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 (4 HP from one white dew drop/one dew vial drop, 20 HP from one yellow etc.) and instead of the Barkskin buff she gets Invisibility for 2 turns for each tile of high grass that she tramples, b) Sniper gets the Sniper's Mark buff after each succesful hit with a missile or thrown weapon (but loses it after an unsuccesful hit, if she switches targets, stops attacking, or the target dies), which grants quicker attack speed with missile and thrown weapons and armor penetration with them. 
 
* Her subclasses are very similar to Sprouted; a) Warden gets more seeds and dew 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 (4 HP from one white dew drop/one dew vial drop, 20 HP from one yellow etc.) and instead of the Barkskin buff she gets Invisibility for 2 turns for each tile of high grass that she tramples, b) Sniper gets the Sniper's Mark buff after each succesful hit with a missile or thrown weapon (but loses it after an unsuccesful hit, if she switches targets, stops attacking, or the target dies), which grants quicker attack speed with missile and thrown weapons and armor penetration with them. 
 
* From all the available items she can equip, when she chooses the Warden subclass, she is benefited much by also equipping the Sandals of Nature artifact, as the two bonuses when trampling high grass stack. When she chooses the Sniper subclass she is benefited by the ring of Accuracy as its bonus accuracy helps the Sniper's Mark buff remain active, by the Ring of Sharpshooting as it increases her ranged damage output and by the Ring of Furor, as its bonus attack speed stacks with the Sniper Mark's bonus. 
 
* From all the available items she can equip, when she chooses the Warden subclass, she is benefited much by also equipping the Sandals of Nature artifact, as the two bonuses when trampling high grass stack. When she chooses the Sniper subclass she is benefited by the ring of Accuracy as its bonus accuracy helps the Sniper's Mark buff remain active, by the Ring of Sharpshooting as it increases her ranged damage output and by the Ring of Furor, as its bonus attack speed stacks with the Sniper Mark's bonus. 
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* Starts with a Triangolo, a new weapon with the "resonance" mechanic that lets attacks hit enemies (but also pets) that are in adjacent tiles to the target. 
 
* Starts with a Triangolo, a new weapon with the "resonance" mechanic that lets attacks hit enemies (but also pets) that are in adjacent tiles to the target. 
   
* Gets a unique class item, the Shovel, that can be used to destroy any regular wall, even those that belong to pit rooms and locked rooms (it is unable destroy only specially colored tiles like gold veins or statues, the air walls of pit rooms and locked doors). It can be used 3 times in a row when fully charged (3X50 = 150 charges in sum). 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. ''The player should be very careful when using the shovel in an outer dungeon wall, as it can cause the only major bug in the game: if a hole is created that does not lead to another wall tile but to the void space, if the hero or a pet step on this void tile, the game will crash and the save file will probably be corrupted (this is the death the game message is talking about). Don't do it.''
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* Gets a unique class item, the Shovel, that can be used to destroy any regular wall, even those that belong to pit rooms and locked rooms (it is unable to destroy only specially colored tiles like gold veins or statues, the air walls of pit rooms and locked doors). It can be used 3 times in a row when fully charged (3X50 = 150 charges in sum). 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). ''The player should be very careful when using the shovel in an outer dungeon wall, as it can cause the only major bug in the game: if a hole is created that does not lead to another wall tile but to the void space, if the hero or a pet step on this void tile, the game will crash and the save file will probably be corrupted (this is the death the game message is talking about). Don't do it.''
   
 
{{Game description|Shovel can be used to break walls. It will cost some charge. Breaking edge walls will cause death.|heading = Shovel|width = 100%|image = Shovel.jpg}}
 
{{Game description|Shovel can be used to break walls. It will cost some charge. Breaking edge walls will cause death.|heading = Shovel|width = 100%|image = Shovel.jpg}}
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=== End-game weapons, different tiers and different classes ===
 
=== End-game weapons, different tiers and different classes ===
SPS-PD is a mod of Sprouted and among the most famous (or infamous) characteristics of Sprouted Pixel Dungeon is its grindiness. A part of its grindininess is related with the T6 weapons: when the hero reaches the Dolyahaven Mines he/she must farm Norn Stones from Gullins, then create a T6 weapon in the Dolyahaven altar, and then put as many Scrolls of Upgrade on the weapon it is possible (Scrolls of Magical Infusion can't upgrade them), in order to guarantee his/her survival until the end of the Dolyahaven Mines and especially in the end boss fights. To gather the most Scrolls of Upgrade, he/she should have already: grinded Red Wraiths until they dropped a Ring of Wealth / burned Bookshelves with the Spectacles until they dropped the Vault Sokoban page for the second Ring of Wealth / upgraded both of them to +14 and grind grave Wraiths for Scrolls of Upgrade and Magical Infusion / grinded the Book of Heavens floor for an equal number of Phase Pitchers to the Scrolls of Magic Infusion / dropped all the Scrolls of Magical infusion one by one to Phase Pitcher wells of transmutation. After all that he/she will be finally able to invest all the new Scrolls of Upgrade and those that he/she already had gathered to his/her Tier 6 weapon. This whole procedure is absolutely not needed in SPS-PD (and parts of it is not even possible, like grinding for Phase Pitchers) as there are no enemies in the game with high resistance to lower than T6 weapons, and both final boss stages can be completed with a higly upgraded T5 weapon without a problem (apart from needing only Scrolls of Upgrade to get upgraded, T6 weapons have the extra disadvantage that their upgrade scaling of all of them is +1/+3, almost the half compared to all T5 weapons, so the hero gets worse results from the same amount of scrolls). You can read more about the (limited) possibility of grinding in SPS-PD [[Mod-SPecial_Surprise_Pixel_Dungeon/Items#When_Grinding_is_not_needed_and_also_is_not_possible|here]].
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SPS-PD is a mod of Sprouted and among the most famous (or infamous) characteristics of Sprouted Pixel Dungeon is its grindiness. A part of its grindininess is related with the T6 weapons: when the hero reaches the Dolyahaven Mines he/she must farm Norn Stones from Gullins, then create a T6 weapon in the Dolyahaven altar, and then put as many Scrolls of Upgrade on the weapon it is possible (Scrolls of Magical Infusion can't upgrade them), in order to guarantee his/her survival until the end of the Dolyahaven Mines and especially in the end boss fights. To gather the most Scrolls of Upgrade, he/she should have already: grinded Red Wraiths until they dropped a Ring of Wealth / burned Bookshelves with the Spectacles until they dropped the Vault Sokoban page for the second Ring of Wealth / upgraded both of them to +14 and grind grave Wraiths for Scrolls of Upgrade and Magical Infusion / grinded the Book of Heavens floor for an equal number of Phase Pitchers to the Scrolls of Magic Infusion / dropped all the Scrolls of Magical infusion one by one to Phase Pitcher wells of transmutation. After all that he/she will be finally able to invest all the new Scrolls of Upgrade and those that he/she already had gathered to his/her Tier 6 weapon. This whole procedure is absolutely not needed in SPS-PD (and parts of it is not even possible, like grinding for Phase Pitchers) as there are no enemies in the game with high resistance to lower than T6 weapons, and both final boss stages can be completed with a higly upgraded T5 weapon without a problem (apart from needing only Scrolls of Upgrade to get upgraded, T6 weapons have the extra disadvantage that the upgrade scaling of all of them is +1/+3, almost the half compared to all T5 weapons, so the hero gets worse results from the same amount of scrolls). You can read more about the (limited) possibility of grinding in SPS-PD [[Mod-SPecial_Surprise_Pixel_Dungeon/Items#When_Grinding_is_not_needed_and_also_is_not_possible|here]].
   
That having been said, there is one exception that a player might want to spend some time accumulating Phase Pitcher seeds by buying them from the Dolya Town shop, in order to transmute the more Scrolls of Magical Infusion possible, but this has to do with a missile T1 weapon, and not a T6 weapon, the [[Mod-SPecial_Surprise_Pixel_Dungeon/Weapons#Toy_Gun|Toy Gun]] (yes, the T1 Toy Gun), which is sold at the floor 1 shop, is already reinforced and can only be upgraded with Scrolls of Upgrade. If the player is doing a Huntress run and has chosen the Sniper's subclass, a highly upgraded Toy Gun to +100 equipped by a Sniper can one-shot Fiends and two-shot Bokoblins in the Shadow Yog boss fight and is much better than the Boomerang, as it is much quicker and has better upgrade scaling. The player who is doing a Sniper run, but finds boring the procedure of visiting and revisiting Dolya Town in order to buy as many Phase Pitcher seeds possible, can just simply highly uprade the Sniper's Boomerang with most of the Scrolls of Upgrade and Magical Infusion (the Boomerang has no problem with any of them), with somewhat worse results but also much less repititiveness in the gameplay.
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That having been said, there is one exception that a player might want to spend some time accumulating Phase Pitcher seeds by buying them from the Dolya Town shop, in order to transmute the more Scrolls of Magical Infusion possible, but this has to do with a missile T1 weapon, and not a T6 weapon, the [[Mod-SPecial_Surprise_Pixel_Dungeon/Weapons#Toy_Gun|Toy Gun]] (yes, the ''T1'' ''Toy'' Gun), which is sold at the floor 1 shop, is already reinforced and can only be upgraded with Scrolls of Upgrade. If the player is doing a Huntress run and has chosen the Sniper's subclass, a highly upgraded Toy Gun to +100 equipped by a Sniper can one-shot Fiends and two-shot Bokoblins in the Shadow Yog boss fight and is much better than the Boomerang, as it is much quicker and has better upgrade scaling. The player who is doing a Sniper run, but finds boring the procedure of visiting and revisiting Dolya Town in order to buy as many Phase Pitcher seeds possible, can just simply highly uprade the Sniper's Boomerang Sprouted-style with most of the Scrolls of Upgrade and Magical Infusion (the Boomerang has no problem with any of them), with somewhat worse results but also much less repititiveness in the gameplay.
   
 
The other non-T5 weapon which is end-game material for a specific subclass is the [[Mod-SPecial_Surprise_Pixel_Dungeon/Weapons#Spork|Spork]] for the Gladiator, as its very quick attack speed complements very well the Gladiator's Combo buff, but this a well known Gladiator tactic from Sprouted, so there is no need for further discussion. All the other subclasses will do fine in the end-game by highly upgrading any T5 weapon they like (or a wand if they are Mages), and possibly also one or two available rings that complement the subclass' special characteristics (the Gladiator a Ring of Accuracy and/or Furor, the Berserker a Ring of Tenacity, the Mage a Ring of Energy and/or Magic etc.).
 
The other non-T5 weapon which is end-game material for a specific subclass is the [[Mod-SPecial_Surprise_Pixel_Dungeon/Weapons#Spork|Spork]] for the Gladiator, as its very quick attack speed complements very well the Gladiator's Combo buff, but this a well known Gladiator tactic from Sprouted, so there is no need for further discussion. All the other subclasses will do fine in the end-game by highly upgrading any T5 weapon they like (or a wand if they are Mages), and possibly also one or two available rings that complement the subclass' special characteristics (the Gladiator a Ring of Accuracy and/or Furor, the Berserker a Ring of Tenacity, the Mage a Ring of Energy and/or Magic etc.).
   
 
== Cursed Items ==
 
== Cursed Items ==
Armors, weapons and rings can have negative levels (for example a cursed Cloth Armor can be –2), but not cursed wands, that generally function exatly the same with non cursed wands. The ring reward from the Ambitious still is upgraded and cursed, but functions like being upgraded and is just unequippable, exactly like Sprouted. Cursed artifacts have a very mixed behavior: a few of them work as if they are not cursed and are just unequippable (Cape of Thorns, Cloak of Shadows), some don't work but don't have any negative effects (Alchemist's Toolkit, Eye of Skadi, Glass Totem, Master Thieves' Armband, Robot D.M.T), and some other have also negative effects (Chalice of Blood, Dried Rose, Ethereal Chains, Horn of Plenty, Sandals of Nature, Talisman of Foresight, Timekeeper's Hourglass, Unstable Spellbook). Scrolls of Remove Curse always also reverse the negative stats of a cursed item (e.g. from -1 to +1) apart from uncursing it, and any form of upgrading can also reverse the negative stat to positive but always decrease it. Accurate upgrading with dew doesn't uncurse items, but only upgrades them (they function with upgraded stats but can't get unequipped). In contrast, random upgrading with dew, Scrolls of Upgrade and Magical Infusion uncurse also the item they upgrade.
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Armors, weapons and rings can have negative levels (for example a cursed Cloth Armor can be –2), but not cursed wands, that generally function exatly the same with non cursed wands. The ring reward from the Ambitious Imp still is upgraded and cursed, but functions like being upgraded and is just unequippable, like it does in Sprouted. Cursed artifacts have a very mixed behavior: a few of them work as if they are not cursed and are just unequippable (Cape of Thorns, Cloak of Shadows), some don't work but don't have any negative effects (Alchemist's Toolkit, Eye of Skadi, Glass Totem, Master Thieves' Armband, Robot D.M.T), and some other have also negative effects (Chalice of Blood, Dried Rose, Ethereal Chains, Horn of Plenty, Sandals of Nature, Talisman of Foresight, Timekeeper's Hourglass, Unstable Spellbook). Scrolls of Remove Curse always also reverse the negative stats of a cursed item (e.g. from -1 to +1) apart from uncursing it, and any form of upgrading can also reverse the negative stat to positive but always decreases it. Accurate upgrading with dew doesn't uncurse items, but only upgrades them (they function with upgraded stats but can't get unequipped). In contrast, random upgrading with dew, Scrolls of Upgrade and Magical Infusion uncurse also the item they upgrade.
   
 
== Dew Vial and Dew / Upgrading ==
 
== Dew Vial and Dew / Upgrading ==
As if Sprouted's version wasn't already strong enough, the Dew Vial now has even more features packed into it. 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 has been replaced by a relatively new choice: "Accurate Upgrade", which imitates the Upgrade behavior of “Draw Out Dew” from Sprouted, or "Random Upgrade", which offers similar Upgrades to those of “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 just get decreased by +1 (e.g. from -2 to -1) but the curse will not be removed. For example a cursed -1 weapon will become +1 with an accurate upgrade, but will remain unequippable until a scroll of Remove Curse is used. Accurate upgrade can also randomly give +2 upgrades to an item, even surpassing the floor dew level cap by +1, based on luck and dungeon depth. Random Upgrades 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). The amount of items upgraded is displayed but how many times the upgrade message gets repeated, as the Random Upgrade does not identify the items it upgrades. The only upgading mechanism in SPS-PD that is accurate and also uncurses is reading a Scroll of Upgrade or Magical Infusion. Lastly, unlike Sprouted, this choice wil follow the hero until the end of the game, as the Dew Developer in the Power Trial (formerly Book of the Living) floor will not change random upgrading with accurate upgrading, as he does in Sprouted.
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As if Sprouted's version wasn't already strong enough, the Dew Vial now has even more features packed into it. 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 has been replaced by a relatively new choice: "Accurate Upgrade", which imitates the Upgrade behavior of “Draw Out Dew” from Sprouted, or "Random Upgrade", which offers similar Upgrades to those of “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 just get decreased by +1 (e.g. from -2 to -1) but the curse will not be removed. For example a cursed -1 weapon will become +1 with an accurate upgrade, but will remain unequippable until a scroll of Remove Curse is used. Accurate upgrade can also randomly give +2 upgrades to an item, even surpassing the floor dew level cap by +1, based on luck and dungeon depth. Random Upgrades 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). The amount of items upgraded is displayed in how many times the upgrade message gets repeated, as the Random Upgrade 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. Lastly, unlike Sprouted, this choice wil follow the hero until the end of the game, as the Dew Developer in the Power Trial (formerly Book of the Living) floor will not change random upgrading with accurate upgrading, as he does in Sprouted.
   
The Dew Vial also starts with 120 max drops, instead of 100, and has its familiar healing ability from the beginning (“Drink”, +1 HP per dew drop when the hero is in good health, but "Drink" can never consume more than 30 dew drops from the Dew Vial, 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. Whatever option of Upgrade the hero chooses, he/she will start each new floor with a Dew Drop buff (the Dew Charge buff of Sprouted renamed).
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The Dew Vial also starts with 120 max drops, instead of 100, and has its familiar healing ability from the beginning (“Drink”, +1 HP per dew drop when the hero is in good health, but "Drink" can never consume more than 30 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. Whatever option of Upgrade the hero chooses, he/she will start each new floor with a Dew Drop buff (the Dew Charge buff of Sprouted renamed).
   
Initially items can get upgraded with dew up to +2 until floor 2 (and by the Mage up to +3) and up to +3 in floor 3 (again, by the Mage up to +4), but from that point and on 1 extra Dew Upgrade is possible only every 3 floors, 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 floor 24 (on the other hand, Scrolls of Upgrade and Magical Infusion don’t have any floor limit, apart from the general level cap at +15 for equipment that are not reinforced). 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 floor, and remain available for lter 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. Lastly, compared to Sprouted, 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 remain at 1 and 50, like Sprouted.
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Initially items can get upgraded with dew up to +2 until floor 2 (and by the Mage up to +3) and up to +3 in floor 3 (again, by the Mage up to +4), but from that point and on 1 extra Dew Upgrade is possible only every 3 floors, 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 floor 24 (on the other hand, Scrolls of Upgrade and Magical Infusion don’t have any floor limit, apart from the general level cap at +15 for equipment that are not reinforced). 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 floor, 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. Lastly, compared to Sprouted, 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 remain at 1 and 50, like Sprouted.
   
 
=== New Abilities Available From The Beginning on Floor 1 ===
 
=== New Abilities Available From The Beginning on Floor 1 ===
* Drink: The familiar Healing ability from Sprouted. When the hero is in good health it consumes 1 dew drop for each HP point, but it can never consume more than 30 dew drops from the Dew Vial, even when the hero has only 1 HP point left and very high max HP due to his/her high level.
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* ''Drink'': The familiar Healing ability from Sprouted. When the hero is in good health it consumes 1 dew drop for each HP point, but it can never consume more than 30 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: Grants Invisibility for 20 turns and Light (better vision and detecting) for 80 turns at the cost of 10 drops. Can't be used if there are less than 30 dew drop in the Vial.
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* ''Light'': Grants Invisibility for 20 turns and Light (better vision and detecting) for 80 turns at the cost of 10 dew drops. Can't be used if there are less than 30 dew drop in the Vial.
* Peek: At the cost of 5 drops, players get 2 turns of Mind Vision and get to see where the floor's exit is. Can't be used if there are less than 30 dew drops in the Vial.
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* ''Peek'': At the cost of 5 dew drops, players get 2 turns of Mind Vision and get to see where the floor's exit is. Can't be used if there are less than 30 dew drops in the Vial.
* Refine: For 10 drops, the player gets 1 Clean Water which is needed for many cooking recipes. Can't be used if there are less than 30 dew drops in the Vial.
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* ''Refine'': For 10 dew drops, the player creates 1 Clean Water which is needed for many cooking recipes. Can't be used if there are less than 30 dew drops in the Vial.
 
* In previous versions of SPS-PD there was also the Escape ability available, that allowed the hero to leave all Challenge and Trial floors and repeat them, but it has been removed from SPS-PD in the two latest versions. Challenge floors are now repeatable anyways, but there is no possible way to repeat any of the Trial floors.
 
* In previous versions of SPS-PD there was also the Escape ability available, that allowed the hero to leave all Challenge and Trial floors and repeat them, but it has been removed from SPS-PD in the two latest versions. Challenge floors are now repeatable anyways, but there is no possible way to repeat any of the Trial floors.
As the hero proceeds in the dungeon he/she will meet NPC's, that after they receive a Dew Mushroom (Sprouted's Toadstool Mushroom) from the hero, they will upgrade or enhance his/her Dew Vial.
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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, they will upgrade or enhance his/her Dew Vial.
   
 
{{Game description|A toadstool mushroom! Growing here in the dark dungeon! Who would have imagined such a thing!|width = 100%|heading = Dew Mushroom|image = Dew Mushroom.jpg}}
 
{{Game description|A toadstool mushroom! Growing here in the dark dungeon! Who would have imagined such a thing!|width = 100%|heading = Dew Mushroom|image = Dew Mushroom.jpg}}
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=== Abilities Unlocked by the Dew Developer (formerly Sprouted’s Tinkerer) on Floor 2 ===
 
=== Abilities Unlocked by the Dew Developer (formerly Sprouted’s Tinkerer) on Floor 2 ===
 
The abilities 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 on the floor. No matter what option the heroes choose (Accurate vs. Random Ugrade), they will always get the Draw Out Dew from Sprouted as the Dew Drop buff, and to a lesser extent, the Water With Dew from Sprouted, as the "Plant" ability of the Dew Vial.
 
The abilities 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 on the floor. No matter what option the heroes choose (Accurate vs. Random Ugrade), they will always get the Draw Out Dew from Sprouted as the Dew Drop buff, and to a lesser extent, the Water With Dew from Sprouted, as the "Plant" ability of the Dew Vial.
* Plant: The equivalent to “Water” in Sprouted, but nearly impossible to infinitely farm due to now costing 15 drops, up from 2 in Sprouted. Generally, farming with "Plant" is only possible with an upgraded Ring of Haste and upgraded Boots/Greaves of Nature both equipped, or +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.
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* ''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 upgraded Boots/Greaves of Nature both equipped, or +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.
* Upgread (i.e. Upgrade): Same as “Bless” in Sprouted, but it costs 70 drops, if the hero chooses Accurate Upgrade, or 60 Dew if he/she chooses Random Upgrade. Their different behaviors have been described in the first paragraph. Both upgrades are only usable with 100 or more dew drops in the Vial.
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* ''Upgread (i.e. Upgrade)'': Same as “Bless” in Sprouted, but it costs 70 dew drops, if the hero chooses Accurate Upgrade, or 60 dew drops, if he/she chooses Random Upgrade. Their different behaviors have been described in the first paragraph. Both upgrades are only usable with 100 or more dew drops in the Vial.
   
 
=== Abilities Unlocked by Rune Scholar Lynn (formerly Sprouted’s Tinkerer) on Floor 12 ===
 
=== Abilities Unlocked by Rune Scholar Lynn (formerly Sprouted’s Tinkerer) on Floor 12 ===
 
The abilities 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...". These new abilities are:
 
The abilities 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...". These new abilities are:
* Clean: Costs 5 drops, extinguishes Fire, and washes off Tar and Caustic Ooze. Only in the Demon Halls it can randomly also grant the Bless buff. Can't be used if there are less than 30 dew drops in the Vial.
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* ''Clean'': Costs 5 dew drops, extinguishes Fire, and washes off Tar and Caustic Ooze. Only in the Demon Halls it can randomly also grant the Bless buff. Can't be used if there are less than 30 dew drops in the Vial.
* Speed: Costs 15 drops and grants a Haste buff for 10 turns (similar to Splash of Sprouted but without invisibility). Can't be used if there are less than 30 dew drops in the Vial.
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* ''Speed'': Costs 15 dew drops and grants the Haste buff for 10 turns (similar to Splash of Sprouted but without invisibility). Can't be used if there are less than 30 dew drops in the Vial.
   
=== Abilities Enhanced by the Dew Developer (formerly Sprouted’s Tinkerer) at the Power Trial (formerly Book of the Living) floor ===
+
=== Abilities Enhanced by the Dew Developer on the Power Trial floor (formerly Tinkerer on the Book of the Living floor) ===
Again the abilities 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 on the floor.
+
Again the abilities 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/she has found anything interesting on the floor.
 
* The Dew Vial's max dew capacity will be increased to 350 after this upgrade, up from the usual amount of 300 in Sprouted.
 
* The Dew Vial's max dew capacity will be increased to 350 after this upgrade, up from the usual amount of 300 in Sprouted.
   
* Speed grants Levitation in addition to Haste.
+
* Speed will grant Levitation in addition to Haste.
 
* The heroes who had chosen Random Upgrade won't have it changed to Accurate Upgrade, as it happens in Sprouted, and will continue to upgrade equipment randomly.
 
* The heroes who had chosen Random Upgrade won't have it changed to Accurate Upgrade, as it happens in Sprouted, and will continue to upgrade equipment randomly.
 
[[File:Gnoll-1549043758.jpg|centre|thumb|247x247px]]
 
[[File:Gnoll-1549043758.jpg|centre|thumb|247x247px]]
   
 
== Dolyahaven / Dolya Town ==
 
== Dolyahaven / Dolya Town ==
Dolyahaven is renamed to Dolya Town and now contains almost 40 new NPCs, two new sidequests and a portal to a new challenge, the Boshrush Challenge. Also, the Dolyahaven Mines with their Kupuas and Gullins have been removed from the game.
+
Dolyahaven is renamed to Dolya Town and now contains almost 40 new NPCs, 4 new enemies, two new sidequests and a portal to a new challenge, the Boshrush Challenge. Also, the Dolyahaven Mines with their Kupuas and Gullins have been removed from the game.
   
 
''Main article'': [[Mod-SPecial_Surprise_Pixel_Dungeon/Sokoban_and_Dolya_Town_(Dolyahaven)|''Dolyahaven / Dolya Town'']]
 
''Main article'': [[Mod-SPecial_Surprise_Pixel_Dungeon/Sokoban_and_Dolya_Town_(Dolyahaven)|''Dolyahaven / Dolya Town'']]

Revision as of 11:43, 4 February 2019

[This wiki page is updated with the changes from the developer's latest releases "Epic Battle 3: Time Cave" and "2019 Spring Festival" (link to the latest apk).]

Overview

SPecial Surprise Pixel Dungeon (formerly Special Sprouted Pixel Dungeon), commonly referred to as SPS-PD, is an in-development fork of Sprouted Pixel Dungeon, but with many innovations, and some specific elements, especially items, borrowed from Shattered Pixel Dungeon, Yet Another Pixel Dungeon, and a few other mods. Its current version, "2019 Spring Festival" takes its name from the celebration of the new year in China. It was created by Reddit user hmdzl001.  This mod aims to add several improvements to the overall gameplay, while still retaining a small part of the grindiness of Sprouted. Like its predecessor, it allows players to farm stat boosts to a high degree, and grants access to items of very high levels. However, the gameplay of killing all of the mobs on the floor as fast as possible, something that before had been an optional choice, has become the front and center of SPS-PD's gameplay, whereas grinding for rare resources like Scrolls of Magical Infusion or Phase Pitchers, while still possible, has lost much of its importance. These, among many other rebalances, make gameplay much more fast-paced, less grindy and up the challenge to a relatively constant level. There are new items, new bosses and a boss rush, new floors, a whole lot of new items, a whole new hero class with its two subclasses, and much more added to the already sizable Sprouted package. It's worth a shot to any and all that don't mind its unfinished state or its occasional language mistakes and “No text found” game messages.

Although most of SPS-PD's guide sections are rather extensive, they presuppose knowledge of the items and mechanics of Sprouted Pixel Dungeon, on which SPS-PD is basically based (yes, they contain mostly SPS-PD's innovations and changes), so if details about a mechanic or class of items/characters are missing, that means that they are exactly the same with Sprouted. So, when a reader thinks that some information about SPS-PD that he/she needs is missing, he/she should search for it in the Sprouted pages of the wiki and there is a 99% chance he/she will find it there. Also, whenever a feature, item etc. is described in the guide sections as “new”, that means “new compared to Sprouted”, or else a more detailed expression is used (“totally new” / “new compared to all other mods” or something similar). Lastly, there is a good amount of spelling and expression mistakes in the game messages and even in the name of items, that are mostly put in correct form in the guide sections, occasionally with also a mention to the game’s initial language form.

Alchemy and Potions

Alchemy in SPS-PD seems based on a combination of Sprouted's and Shattered's alchemies before the great alchemy rework in Shattered, with a major innovation in the new cooking mechanic that is implemented. The Alchemy interface is changed and resembles that of Shattered before the rework (no alchemical energy needed, no exotic variants, no alchemical scrolls and bombs produced etc.), but there is a huge change made in that alchemy pots are now mostly useful for cooking and can create 40 different food or consumable items. The Alchemist's Toolkit is also drastically changed and makes cooking of more complex recipes possible, without its familiar function to brew potions with less seeds like it does in Sprouted (it is practically a Culinary Toolkit in SPS-PD, although it is not renamed). Seeds have the same effects and brew the same potions with Sprouted (with some exceptions), but Blandfruits have almost the same effects with Shattered, apart from not leaving chunks when thrown. Lastly, potions have mostly their familiar effects from Sprouted but also some new effects are added, as additional side effects to the familar ones and also each one has a distinguishing symbol, after it gets identified.

Armor

Tier 6 armors are added, and each armor tier now includes three different types of armor: light (less defense, more stealth and dexterity), heavy (more defense, less stealth and dexterity), and normal (the more balanced in their stats). As a consequence SPS-PD has 18 different types of armor available. There are also 12 new armor glyphs.

Main article: Armor

Artifacts

3 new artifacts (Ethereal Chains, Glass Totem, Robot D.M.T.) have been added to those of Sprouted, and from the familiar ones, only the Chalice of Blood, Talisman of Foresight and Timekeeper’s Hourglass haven't received any changes in their function. The Ring of Disintegration has been removed, and all artifacts have now become rare instead of unique drops.

Awareness of enemies and awareness indication in them

When the hero is followed by a pet, an enemy will decide to attack either him/her or the pet. That means that the enemy will ignore the non-focused character, even when the hero/pet is attacking, and will try to attack the focused on character, even chasing a pet around the dungeon floor. Sometimes enemies have also speech balloons with punctuation marks or letters above their head, like they do in YAPD and some other mods.

  • "!" means that they have seen the hero or the pet and are ready to attack / dodge / chase them. It is increased awareness, as enemies can be aware of the hero without the "!" balloon.
  • "?" means that they have lost the hero or the pet, whom they were seeing until recently, they are unaware, and they will get surprised by an attack, as long as they continue to have the "?" balloon above them at the time of the attack.
  • "Zz" means they are sleeping, unaware, and will get surprised by an attack, as long as they continue to have the "?" balloon above them at the time of the attack.

Pets have the same focus mechanic with enemies, and can also have the "!" and "?" balloons, with the same meaning that they have for enemies, but they never sleep. The hero will also have the "Zz" balloon above him/her, while he/she is resting or sleeping.

Bombs

All of the different kinds of bombs from Sprouted have remained in SPS-PD (one of them renamed), but are slightly changed in their general function. All bombs need to get lighted and 2 to turns to pass after they get thrown for them to explode (apart from the seeking bombs that explode instantly, but only when they reach a target). Apart from regular bombs (named just "bomb" or "double bomb", when a couple of them is found or bought), the rest of SPS-PD's bomb types are:

  • Cluster bomb: has a big radius, damages all characters, destroys items but not walls.
  • Dizzy bomb: deals little damage but also causes the Vertigo debuff to enemies, and not to the hero.
  • Dumpling bomb: does not deal any damage or destroy anything and just teleports the target to a random location in the same floor.
  • Fishing bomb: does not deal damage by itself, but teleports Albino Giant Piranhas (not plain Giant Piranhas in the regular dungon) to dry land and insta-kills them this way.
  • Holy Hand Grenade: deals high damage only to Mossy Skeletons, and no damage at all to all the rest of the monsters.
  • Seeking Cluster bomb: same with the plain Cluster bomb, but also follows the hero when it is thrown by an enemy, or an enemy when it is thrown by the hero.
  • Seeking bomb: deals little damage to all characters, destroys walls and items, but also follows the hero when it is thrown by an enemy, or an enemy when it is thrown by the hero.
  • Smart bomb: damages only enemies, doesn't destroy items or wals.

Rogue can't create these different bomb types, like he does in Sprouted. Unlike most other mods and also Sprouted, regular bombs don't have a mostly offensive function, as they do little damage, but are very useful in destoying walls. Bombs can't destroy few things in SPS-PD: a) air walls, which block the entrance/exit to pit rooms, b) specially colored walls or decorative tiles like gold veins or statues, c) locked doors (but destroy without a problem the walls around them), d) Sokoban sheep and Sokoban boxes, e) traps. As mentioned also in the bugs section afterwards, don't use them in outer walls, create void space and step on it, because the game wil crash and the save file will be probably corrupted.

Bosses

The main bosses remain the same with Sprouted, but Shadow Yog and Zot have mostly different minions, some special skills are added to enemies and some other are removed.

Main article: Bosses

BossRush Challenge

The Dolyahaven Mines have been removed from SPS-PD but their entrance hasn't. A new enemy is located there, a violet dragon named Dungeon Guard, which after it gets defeated, gives the option to the hero to visit a new floor crowded with mini-bosses and their minions and with two unique rewards (one of which is an awesome weapon, the Overload Handcannon). This is the BossRush Challenge.

Main article: BossRush Challenge

Buffs and Debuffs

13 new buffs are added to those of Sprouted, either class - specific (3) or available to all heroes (10), and also 14 new debuffs.

Main article: Buffs and Debuffs

Challenge (formerly Key) floors

The Key floors from Sprouted are renamed to Challenge floors, and have received various changes in their drops and rewards, but retain their function as dew farming floors. The ones with regulas enemies are all now repeatable, but not their boss floors. A new mini-boss floor is added to them, the Gnoll King.

Main article: Challenge (formerly Key) Floors

Challenges

From all the familiar challenges from other mods and Vanilla, only the "Into Darkness" challenge is kept in SPS-PD (also having been changed in its details), and they all now have also an advantage added apart from the expected disadvantages. There is also one challenge that has only advantages, the Test Time "challenge". Here is a list of SPS-PD's challenges:

  • Abrasion: Weapons gets destroyed by the hero using them. On a positive note, the hero starts with one Scroll of Upgrade and one of Magical Infusion.
  • Dew Rejection: Less dew is dropped from high grass and enemies and more dew is spent when using the Dew Vial. On a positive note, the hero starts with 2 dewcatcher seeds.
  • Energy Lost: Eating food satisfies less hunger and wands have lower max charges. On a positive note, the hero also starts with a pasty.
  • Item Phobia: The hero spends more time in drinking potions, and gets damaged and silenced (unable to read scrolls or use wands for some turns) after reading scrolls. On a positive note, he/she starts with 1000 gold.
  • Into Darkness: The map does not get recorded. On a positive note, the hero starts with 2 Scrolls of Magic Mapping.
  • Listless: The hero earns less HP by leveling up. On a positive note, he/she starts with 2 Potions of Might.
  • Nightmare Virus: Any enemy that dies creates a nightmare virus, an enemy named "!!Data Delete!!" with a null item sprite that produces Demon Blood. On a positive note, the hero starts with an Ankh.
  • Test Time: It is the opposite of a challenge, as the hero starts with 10000 gold, 199 Scrols of Upgrade, 199 Scrolls of Magical Infusion, 199 Potions of Experience, a Skill Kit etc.

Classes and Subclasses

Classes have all been buffed very much in comparison to Sprouted, with many new abilities added to all of them, and boasting much more versatile starting equipment and higher stats. This greatly reduces the initial difficulty of the Sewers, which were sometimes nearly impossible in Sprouted without the help of an early lucky weapon drop. A new class, the Performer, with its two subclasses, the Superstar and the Joker, have also been added. 

All Classes

  • Start with 30 HP, 10 Strength, 10 Accuracy, 5 Dexterity (Evasion) and 0 Magic Power (apart from the Mage, who starts with 3 Magic Power - this stat increases the wands' damage by 5% for each point). 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. 
  • Gain 4 HP, 1 Accuracy, and 1 Dexterity on each level up (but not Magic Power, even the Mage doesn't). HP are increased only by levelling up and not by Potions of Strength/Strength increasing. Apart from the first one, from L1 to L2, 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)  
  • 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 Floor 1 sign message). 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 in every regular dungeon shop and also in Dolya Town). The lantern's game description is misleading in the part that it also describes the lantern's damage - the lantern can not be used as a thrown weapon though. Lastly, the Lantern of Soul Collect, when it contains a pet, cannot get dropped, and when it is thrown it will release the pet and get spent.
Lantern of Soul Collect
An empty lantern that can collect your pet.
  • 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 i. 
Pet Food
Pet Food
Every pet loves it, that is why it is called pet food.
  • Get Jump Shoes, which are used to jump from two up to five tiles away (depending on the class), and come with class-specific bonuses in addition to slightly more or less charges, although the charge differences offer no serious impact on the gameplay. The Jump Shoes fill a main inventory slot, but cannot get dropped or thrown away.  
Jump Shoes of [class]
...
  • Receive an Ankh Shield, which can get used twice in a row when fully charged (125 + 125 = 250 charges, without any variation between the classes) and is used to deal 5 damage to enemies and stun every enemy in sight for 5 turns (it also deals the same amount of damage to pets but does not stun them). This is exceedingly useful throughout the entire game. From mobs that run away like Gnoll Archers, the Gnoll Trickster, and Crazy Thieves, to evasive mobs like Wraiths and the Giant Crab, and even extra difficult mobs for the hero’s level when he/she first encounters them, like Living Mosses and Troll Warriors, the stun effect of this 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 cannot get dropped or thrown. [Note: STG is an abbreviation for shoot-em-up games.]
Ankh shield
A powerful item that works like a bomb in STG games. It was created by the developer.
  • Are able to equip a third Ring or Artifact. 
  • No longer keep the Tome of Mastery for their class after beating one of the second mini-bosses once. Instead, it is always received from the second mini-boss. 
  • Like Sprouted, a Ration of Food, a tier 1 armor and weapon, and also a Key Ring are all included in the hero's starting items. 

Also two new bags 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 in Dolya Town (formerly Dolyahaven), a bag that holds up to 22 different weapons, melee, missile or thrown.
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 all of the game's numerous edible consumable items, from berries to meat rolls and from beverages to pills, 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 caves and even as late as the metropolis or demon halls. If by the time the hero reaches floor 24 he/she hasn’t found one yet, it would be useful to go back to the previous floors and search in them extensicely / map them, until he/she finds the hidden garden.
Shopping cart
A modern trolley. You can put food in it.


Warrior

Warrior
Warrior starts with a shortsword.

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

Warrior starts with a shield, which can be used for defense or to stun someone.

Warrior gains more health after eating anything.

Potions of Strength are identified from the beginning.


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.

Warrior has become even more oriented to defense and has two extra stunning abilities when using his Jump Shoes of the Warrior and his Wooden shield.

  • His 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 an excellent upgrade scaling, making it still useful as a melee weapon as far as just before the end of the Mining Caves (but not for the DM-300/Spider Queen mini-boss fights). 
  • Now has a Wooden Shield, which can either be thrown like a boomerang to stun an enemy for two turns (it does not also damage them, like the Ankh shied does), or can be used to switch to "defense mode" that increases the Warrior's defense by 50% but decreases his attack by 25% for 4 turns. The Wooden Shield can be thrown 5 times in a row, as it spends 2 out of its 10 charges with each use, but only once when used to switch to "defense" mode, as its spends all its charges and also needs 5 turns to reacharge the ability. Like the Ankh Shield, the Wooden Shield can’t be upgraded or equipped, and doesn’t block damage by itself, like a regular equppable shield would do in other mods or roguelikes in general. 
Wooden shield
A simple wooden shield. Can be thrown. You can use it to reduce damage.
  • 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).
Jump shoes of Warrior
Warrior can use a charge to stun an enemy he is touching or close the distance quickly.
  • No longer starts with any darts (simple darts are removed from SPS-PD in general). 
  • Like Sprouted, he gets more HP by eating. 
  • Like Sprouted, Potions of Strength are automatically identified. 
  • His subclasses are almost identical with Sprouted: a) Gladiator gains the Combo buff, which grants bonus damage with each successive succesful hit, ranging from +20% bonus damage with a 3-hit combo to +120% bonus damage with a 8-hit combo (after that, the combo counter starts counting again, also a 2-hit combo has no damage bonus), b) Berserker gains the Furious buff, when his HP are below 60% of max HP, and retains it as long as he stays below 60% of max HP, getting his physical damage increased by 25% and the damage dealt to him reduced by 25% (but does not get resurrected, like he does in Shattered). 
  • From all the available items he can equip, he is the only class with ease to equip heavy armors due to the -2 strength requirement, and when he chooses the Gladiator subclass, he is benefited very much by a Ring of Accuracy, a Ring of Furor and also by the Ring of Force, due to its bonus damage modifier which stacks with the Combo damage modifier (Ring of Force is changed in SPS-PD and enhances generally weapon damage, and unarmed damage only to a lesser degree). Berserker will be benefited much by a Ring of Tenacity and 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. 

Mage

Mage
Mage starts with a Magebook.

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

Mage gains one charge after eating anything.

Mage has higher limit when using dew upgrade.

Scrolls of Identify are identified from the beginning.


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 his soul. It heals his wounds and satisfies his hunger.

Mage is now focused around the new Magic Power stat (MIG), which increases damage dealt by wands by 5% for each point.

  • Starts with a 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. 
  • Attacks with wands faster than the other classes (but has the same recharging rate with them, 55 turns for 1 charge). 
  • Starts with 3 Magic Power instead of 0, but does not have it increase with upgrades. Increasing it is only possible by a) choosing the Battlemage subclass [+5], b) equipping a Ring of Magic [+1 per ring level], or c) reading a "Learn to Use Magic" scroll bought from Trainer Rain in Dolya Town [+1 per scroll]. 
  • His starting Wand of Magic Missile can no longer be disenchanted. Instead, it has 1 higher max charge than normal. 
  • Also gets a Wand of Disintegration from start. 
  • 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 some turns. Fully charged they have 3 jumps in a row available (3Χ14 + 8 residual = 50 charges in sum). 
Jump shoes of Mage
Mage was studying in the Tower, so he can use blink instead of jump, and improve his magic power sometimes.
  • Like Sprouted, he gains a wand charge after eating, has +1 to his upgrade limit, and automatically identifies Scrolls of Identify. 
  • His subclasses are somewhat similar to Sprouted, but with many differences, especially for the Battlemage: A) Warlock can "Soul Mark" enemies with a succesful wand hit, and from that point on he will be slightly healed with any succeful melee hit to them. After the enemy's death he's slightly healed again and also his hunger is slightly satisifed (usually for +10). Soul marked enemies have a dark aura around them and also a skull sign next to their sprite in their window when examined. After some turns, the soul mark can get erased from the enemy, if no succesful wand hit is repeated. 
  • B) Battlemage doesn't equip wands. Instead, choosing this subclass allows him to have even higher attack speed with wands and also deal even more damage as the subclass gains +5 Magic Power (the recharging rate remains the same with all the other classes though). The absence of the subclass' ability to equip wands and therefore to recharge them quickly by using them as melee, makes familiar Battlemage builds from Sprouted with very highly upgraded wands lose some of their advantage in SPS-PD, unless the Battlemage has a Ring of Energy available, which boosts the wands' recharging rate by appr. 16,9% per level. On the other hand, even without a Ring of Energy, a highly upgraded ring of Magic can make this build viable, as all wands will do tremendous damage and require very few zaps to defeat enemies. Important note: a highly upgraded Wand of Firebolt is 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 Mage that has obtained either a Ring of Energy, a Ring of Magic, or both, should first reinforce them and invest all his available Scrolls of Upgrade on them to make them reach the +30 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. 
  •  From all the available items he can equip, Rings of Magic (bonus wand damage +5% for each level) and Energy (bonus recharging rate +16,875% for each level) apparently benefit all mages very much and can make a Battlemage OP when highly upgraded, as all the Battlemage bonuses (class bonus magic damage + subclass bonus magic damage + Ring of Magic bonus damage + Ring of Energy bonus recharging rate + class and subclass bonus magic attack speed) stack or complement each other. The Ring of Furor doesn't affect magic attack speed. Lastly, the Electricweb glyph randomly grants a Recharging buff. Warlock is not benefited in particular by any other item.
  •  The Book of Heavens / Wisdom Trial is not repeatable by falling into the chasms anymore and Phase Pitchers are generally a rare resource in SPS-PD, so transmuting all the Scrolls of Magical Infusion to Scrolls of Upgrade and putting almost all of them on a wand Sprouted-style, is much more difficult in SPS-PD. The only way to achieve this, but demanding a lot of patience, is the Mage to visit repeatedly Dolya Town and buy the Phase Pitcher seeds that are randomly on sale in the west shop, but as there might be only one or even none on sale in a hero's visit, and the Dolya Slate needs 500 charges to allow a visit to Dolya Town, this method of obtaining Phase Pitchers will involve a lot of patience. Without patience, the closest a Mage can get to the forementioned Sprouted build, is to use all of his/her 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) and use the Scrolls of Magical Infusion on his/her end-game weapon and armor (as his most damage will be from wands, it is probably better to put most or even all of his Scrolls of Magical Infusion in his armor).

Rogue

Rogue
Rogue starts with a dagger.

Rogue has a unique Cloak of Shadows.

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 are identified from the beginning.


Mastery

The Freerunner moves faster when unencumbered and not starving, and if he is invisible, this speed boos ti increased.

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

Rogue is now very much about good weapons, in addition to even more invisibility & sneak attack - related techniques.

  • Instead of having high accuracy, his starting Dagger has “puncture” to hit enemies with a second, weaker attack with each successful swing. 
  • Has 10 Throwing Knives instead of 10 Darts (plain darts are removed in general from SPS-PD). 
  • Requires 2 less strength to use 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'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 (that is 50 turns of Invisibility in a row with all 10 charges available). 
  • No longer starts with a bomb. 
  • No longer lasts longer without food, gains more evasion from equipping light armor, can create different kinds of bombs in higer levels, or instantly identify equipped rings. 
  • His jumping range with the Jump Shoes is only 2 tiles, but he gets 2 turns of levitation when jumping, effectively allowing flight-on-demand that offers a flight distance of about 10 tiles when started with the shoes at full charge. There is also a chance to become invisible for 5 turns when jumping. Fully charged his Jump Shoes have 4 jumps in a row available (4X10=40 charges in sum). 
Jump shoes of Rogue
Without training, Rogue can't jump far away, but he can hide his body after jumping and also hover in air.
  • Like Sprouted, he is more proficient as detecting traps and identifies automatically Scrolls of Magic Mapping. 
  • His subclasses are identical with Sprouted: 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, practically he can be almost a quick as a cave vampire bat, b) Assassin inflicts additional damage, when he performs a surprise attack (SPS-PD has the pequliarity though, that among its 21 new weapons' attributes there is not an "effective against unaware enemies"). 
  • From all the available items he can equip, when he chooses the Assassin subclass, he should prefer light armors, as they have the highest stealth stats, and should avoid at all costs heavy armors, as some high tier ones even have stealth penalties and can make a surprise attack miss. Apart from the Ankh Shield, all blunt weapons by stunning the enemy provide the Assassin with extra surprise attacks, so they should also be preferred. Also an upgraded Ring of Evasion offers the Assassin some free sneak attacks, without having to use his Cloak of Shadows. When he chooses the Freerunner subclass he is benefited very much by a Ring of Haste as its bonus speed stacks with the subclass bonus.  

Huntress

Huntress
Huntress starts with a knuckleduster.

Huntress has a boomerang, and gets bonus damage from excess strength when using missile weapons. [The second part does not apply in SPS-PD]

Huntress has a chance to recover a used missile weapon.

Huntress senses neighboring monsters, even if they are hidden behind obstacles, and gains more health from dewdrops.

Potions of Mind Vision are identified from the beginning.


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.

Out of all the classes, she is changed the least, as she retains all her basic characteristics and most of her class-specific bonuses from Sprouted, with some minor changes in the subclasses' special abilites (which also remain basically the same). 

  • Starts with a Knuckleduster that can cripple enemies, instead of a dagger. 
  • Still gets a Boomerang as her secondary starting weapon, still recovers more missile weapons, but no longer gets bonus damage from excess strength with missile weapons, although the game states so in its introductory screen. 
  • When jumping with her Jump Shoes, she can move two tiles away and has a very high chance to throw Spectral Blades at visible enemies (the pet also seems to get hit, but very rarely takes any damage), 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). Fully charged her Jump Shoes have 3 jumps in a row available (3Χ14 + 8 residual = 50 charges in sum).
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. Instead, she is unlocked only after killing 10 monsters, so she is practically available after spending 10 minutes in the first floor with any other class.
  • Like Sprouted, she starts with a Boomerang, can recover more often a used missile weapon from enemies, gains more health from dew drops (even if this isn't stated in the introductory screen), senses mobs behind walls, and identifies automatically Potions of Mind Vision. 
  • Her subclasses are very similar to Sprouted; a) Warden gets more seeds and dew 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 (4 HP from one white dew drop/one dew vial drop, 20 HP from one yellow etc.) and instead of the Barkskin buff she gets Invisibility for 2 turns for each tile of high grass that she tramples, b) Sniper gets the Sniper's Mark buff after each succesful hit with a missile or thrown weapon (but loses it after an unsuccesful hit, if she switches targets, stops attacking, or the target dies), which grants quicker attack speed with missile and thrown weapons and armor penetration with them. 
  • From all the available items she can equip, when she chooses the Warden subclass, she is benefited much by also equipping the Sandals of Nature artifact, as the two bonuses when trampling high grass stack. When she chooses the Sniper subclass she is benefited by the ring of Accuracy as its bonus accuracy helps the Sniper's Mark buff remain active, by the Ring of Sharpshooting as it increases her ranged damage output and by the Ring of Furor, as its bonus attack speed stacks with the Sniper Mark's bonus. 

Performer

Performer
Performer starts with a triangolo.

Performer starts with a shovel, which can be used to break walls.

Performer finds bombs more easily.

After killing enemies or levelling up the Performer will gain the Rhythm buff, which upgrades 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.


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.

A completely new class focused around the Rhythm and Echo buffs of defeating enemies to gain accuracy and evasion bonuses, the Glass Shield buff that grants much higher defense, and the ability of breaking almost every dungeon wall by using his shovel or the excess amount of bombs he can find (as a Performer, he sure makes a lot of noise). 

  • Starts with a Triangolo, a new weapon with the "resonance" mechanic that lets attacks hit enemies (but also pets) that are in adjacent tiles to the target. 
  • Gets a unique class item, the Shovel, that can be used to destroy any regular wall, even those that belong to pit rooms and locked rooms (it is unable to destroy only specially colored tiles like gold veins or statues, the air walls of pit rooms and locked doors). It can be used 3 times in a row when fully charged (3X50 = 150 charges in sum). 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). The player should be very careful when using the shovel in an outer dungeon wall, as it can cause the only major bug in the game: if a hole is created that does not lead to another wall tile but to the void space, if the hero or a pet step on this void tile, the game will crash and the save file will probably be corrupted (this is the death the game message is talking about). Don't do it.
Shovel
Shovel can be used to break walls. It will cost some charge. Breaking edge walls will cause death.
  • Finds bombs more often.
  • Gains the Rhythm buff, which grants increased Accuracy and Dexterity (Evasion) for 5 to 10 turns after levelling up, killing monsters or using the jumps shoes. 
  • Leveling up or using his Jump Shoes also provide the Glass Shield buff, which reduces damage by about 80% for 10 turns. (Currently there is a happy bug concerning the Glass Shield, as from floor 1 to floor 7 or 8 in many runs it does not wear off at all, making the Performer OP during this period). 
  • His Jump Shoes can move him three tiles away and provide both the Glass Shield and Rhythm buffs. Fully charged his jumps shoes have 2 jumps in a row available (10+10=20 charges in sum). 
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.
  • If he chooses the Superstar subclass it grants him the Echo buff after killing enemies, which increases Speed for 10 turns. If he chooses the Joker subclass, his attack range is increased by +1 and also knocks back enemies. 
  • He is 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. If he chooses the Joker subclass, melee weapons with extra range and also the +1 range for every 10 upgrades of the Ring of Accuracy will stack with the bonus range of the subclass. 

End-game weapons, different tiers and different classes

SPS-PD is a mod of Sprouted and among the most famous (or infamous) characteristics of Sprouted Pixel Dungeon is its grindiness. A part of its grindininess is related with the T6 weapons: when the hero reaches the Dolyahaven Mines he/she must farm Norn Stones from Gullins, then create a T6 weapon in the Dolyahaven altar, and then put as many Scrolls of Upgrade on the weapon it is possible (Scrolls of Magical Infusion can't upgrade them), in order to guarantee his/her survival until the end of the Dolyahaven Mines and especially in the end boss fights. To gather the most Scrolls of Upgrade, he/she should have already: grinded Red Wraiths until they dropped a Ring of Wealth / burned Bookshelves with the Spectacles until they dropped the Vault Sokoban page for the second Ring of Wealth / upgraded both of them to +14 and grind grave Wraiths for Scrolls of Upgrade and Magical Infusion / grinded the Book of Heavens floor for an equal number of Phase Pitchers to the Scrolls of Magic Infusion / dropped all the Scrolls of Magical infusion one by one to Phase Pitcher wells of transmutation. After all that he/she will be finally able to invest all the new Scrolls of Upgrade and those that he/she already had gathered to his/her Tier 6 weapon. This whole procedure is absolutely not needed in SPS-PD (and parts of it is not even possible, like grinding for Phase Pitchers) as there are no enemies in the game with high resistance to lower than T6 weapons, and both final boss stages can be completed with a higly upgraded T5 weapon without a problem (apart from needing only Scrolls of Upgrade to get upgraded, T6 weapons have the extra disadvantage that the upgrade scaling of all of them is +1/+3, almost the half compared to all T5 weapons, so the hero gets worse results from the same amount of scrolls). You can read more about the (limited) possibility of grinding in SPS-PD here.

That having been said, there is one exception that a player might want to spend some time accumulating Phase Pitcher seeds by buying them from the Dolya Town shop, in order to transmute the more Scrolls of Magical Infusion possible, but this has to do with a missile T1 weapon, and not a T6 weapon, the Toy Gun (yes, the T1 Toy Gun), which is sold at the floor 1 shop, is already reinforced and can only be upgraded with Scrolls of Upgrade. If the player is doing a Huntress run and has chosen the Sniper's subclass, a highly upgraded Toy Gun to +100 equipped by a Sniper can one-shot Fiends and two-shot Bokoblins in the Shadow Yog boss fight and is much better than the Boomerang, as it is much quicker and has better upgrade scaling. The player who is doing a Sniper run, but finds boring the procedure of visiting and revisiting Dolya Town in order to buy as many Phase Pitcher seeds possible, can just simply highly uprade the Sniper's Boomerang Sprouted-style with most of the Scrolls of Upgrade and Magical Infusion (the Boomerang has no problem with any of them), with somewhat worse results but also much less repititiveness in the gameplay.

The other non-T5 weapon which is end-game material for a specific subclass is the Spork for the Gladiator, as its very quick attack speed complements very well the Gladiator's Combo buff, but this a well known Gladiator tactic from Sprouted, so there is no need for further discussion. All the other subclasses will do fine in the end-game by highly upgrading any T5 weapon they like (or a wand if they are Mages), and possibly also one or two available rings that complement the subclass' special characteristics (the Gladiator a Ring of Accuracy and/or Furor, the Berserker a Ring of Tenacity, the Mage a Ring of Energy and/or Magic etc.).

Cursed Items

Armors, weapons and rings can have negative levels (for example a cursed Cloth Armor can be –2), but not cursed wands, that generally function exatly the same with non cursed wands. The ring reward from the Ambitious Imp still is upgraded and cursed, but functions like being upgraded and is just unequippable, like it does in Sprouted. Cursed artifacts have a very mixed behavior: a few of them work as if they are not cursed and are just unequippable (Cape of Thorns, Cloak of Shadows), some don't work but don't have any negative effects (Alchemist's Toolkit, Eye of Skadi, Glass Totem, Master Thieves' Armband, Robot D.M.T), and some other have also negative effects (Chalice of Blood, Dried Rose, Ethereal Chains, Horn of Plenty, Sandals of Nature, Talisman of Foresight, Timekeeper's Hourglass, Unstable Spellbook). Scrolls of Remove Curse always also reverse the negative stats of a cursed item (e.g. from -1 to +1) apart from uncursing it, and any form of upgrading can also reverse the negative stat to positive but always decreases it. Accurate upgrading with dew doesn't uncurse items, but only upgrades them (they function with upgraded stats but can't get unequipped). In contrast, random upgrading with dew, Scrolls of Upgrade and Magical Infusion uncurse also the item they upgrade.

Dew Vial and Dew / Upgrading

As if Sprouted's version wasn't already strong enough, the Dew Vial now has even more features packed into it. 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 has been replaced by a relatively new choice: "Accurate Upgrade", which imitates the Upgrade behavior of “Draw Out Dew” from Sprouted, or "Random Upgrade", which offers similar Upgrades to those of “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 just get decreased by +1 (e.g. from -2 to -1) but the curse will not be removed. For example a cursed -1 weapon will become +1 with an accurate upgrade, but will remain unequippable until a scroll of Remove Curse is used. Accurate upgrade can also randomly give +2 upgrades to an item, even surpassing the floor dew level cap by +1, based on luck and dungeon depth. Random Upgrades 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). The amount of items upgraded is displayed in how many times the upgrade message gets repeated, as the Random Upgrade 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. Lastly, unlike Sprouted, this choice wil follow the hero until the end of the game, as the Dew Developer in the Power Trial (formerly Book of the Living) floor will not change random upgrading with accurate upgrading, as he does in Sprouted.

The Dew Vial also starts with 120 max drops, instead of 100, and has its familiar healing ability from the beginning (“Drink”, +1 HP per dew drop when the hero is in good health, but "Drink" can never consume more than 30 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. Whatever option of Upgrade the hero chooses, he/she will start each new floor with a Dew Drop buff (the Dew Charge buff of Sprouted renamed).

Initially items can get upgraded with dew up to +2 until floor 2 (and by the Mage up to +3) and up to +3 in floor 3 (again, by the Mage up to +4), but from that point and on 1 extra Dew Upgrade is possible only every 3 floors, 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 floor 24 (on the other hand, Scrolls of Upgrade and Magical Infusion don’t have any floor limit, apart from the general level cap at +15 for equipment that are not reinforced). 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 floor, 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. Lastly, compared to Sprouted, 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 remain at 1 and 50, like Sprouted.

New Abilities Available From The Beginning on Floor 1

  • Drink: The familiar Healing ability from Sprouted. When the hero is in good health it consumes 1 dew drop for each HP point, but it can never consume more than 30 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: Grants Invisibility for 20 turns and Light (better vision and detecting) for 80 turns at the cost of 10 dew drops. 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 floor's exit is. Can't be used if there are less than 30 dew drops in the Vial.
  • Refine: For 10 dew drops, the player creates 1 Clean Water which is needed for many cooking recipes. Can't be used if there are less than 30 dew drops in the Vial.
  • In previous versions of SPS-PD there was also the Escape ability available, that allowed the hero to leave all Challenge and Trial floors and repeat them, but it has been removed from SPS-PD in the two latest versions. Challenge floors are now repeatable anyways, but there is no possible way to repeat any of the Trial floors.

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, they will upgrade or enhance his/her Dew Vial.

Dew Mushroom
A toadstool mushroom! Growing here in the dark dungeon! Who would have imagined such a thing!


Abilities Unlocked by the Dew Developer (formerly Sprouted’s Tinkerer) on Floor 2

The abilities 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 on the floor. No matter what option the heroes choose (Accurate vs. Random Ugrade), they will always get the Draw Out Dew from Sprouted as the Dew Drop buff, and to a lesser extent, the Water With Dew from Sprouted, as the "Plant" ability 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 upgraded Boots/Greaves of Nature both equipped, or +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.
  • Upgread (i.e. Upgrade): Same as “Bless” in Sprouted, but it costs 70 dew drops, if the hero chooses Accurate Upgrade, or 60 dew drops, if he/she chooses Random Upgrade. Their different behaviors have been described in the first paragraph. Both upgrades are only usable with 100 or more dew drops in the Vial.

Abilities Unlocked by Rune Scholar Lynn (formerly Sprouted’s Tinkerer) on Floor 12

The abilities 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...". These new abilities are:

  • Clean: Costs 5 dew drops, extinguishes Fire, and washes off Tar and Caustic Ooze. Only in the Demon Halls it can randomly also grant the Bless buff. 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 Splash of Sprouted but without invisibility). Can't be used if there are less than 30 dew drops in the Vial.

Abilities Enhanced by the Dew Developer on the Power Trial floor (formerly Tinkerer on the Book of the Living floor)

Again the abilities 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/she has found anything interesting on the floor.

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

Dolyahaven / Dolya Town

Dolyahaven is renamed to Dolya Town and now contains almost 40 new NPCs, 4 new enemies, two new sidequests and a portal to a new challenge, the Boshrush Challenge. Also, the Dolyahaven Mines with their Kupuas and Gullins have been removed from the game.

Main article: Dolyahaven / Dolya Town

Enemies

In comparison to Sprouted 3 new enemies are added in the Sewers (Dust Element, Leech Seed, Patrol UAV), 3 in the Prison (Armor Skeleton, Troll Warrior, Zombie), 1 in the Caves (Sand Mob), 2 in the Metropolis (Dwarf Musketeer, Spider Bot), 3 in the Demon Halls (Demon Flower, Sufferer, Thief Imp), 10 in the mini-boss floors (Plague Doctor, Sewer Heart, Sewer Lasher, Prison Warden, Spider Golder, Spider Jumper, Spider Minder, Spider Queen, Spider Worker, Tank), 2 in the Challenge/Key floors (Gnoll Keeper, Gnoll King), 1 in the boss floors (Fiend), 3 in Dolya Town/Dolyahaven (Clockwork Scarecrow, Gurdian Dragon, Test Mob), and there is also a new BossRush challenge with 2 new mini-bosses and 4 new minions (Earth/Fire/Ice/Shock Goo, Ice Corps, Shadow of Amulet), that is 34 in sum. Some more are renamed and/or duplicated with different name and abilities in other floors and/or have the floor they appear changed, and most of the familiar enemies have their stats rebalanced and skills more or less changed.

Main article: Enemies

Food and Hunger

The hunger mechanic is slightly changed but most importantly, a new cooking system is added with 40 new consumable item recipes. Also 5 new holiday food items are added.

Main article: Food

Grinding

Special Surprise Pixel Dungeon is based on Sprouted Pixel Dungeon, which is famous (or infamous) for its grinding nature. Although some parts of farming and grinding are kept (mostly related with dew collecting for upgrading), grinding for many other resources (phase pitchers, upgrade eaters, norn/magic stones etc.) has either become unnecessary in SPS-PD or is simply prohibited (like falling from the Book of Heavens / Wisdom Trial floor or from the Thief King's main floor).

Main article: Items

https://pixeldungeon.fandom.com/wiki/Mod-SPecial_Surprise_Pixel_Dungeon/Items#When_Grinding_is_not_needed_and_also_is_not_possible

Light and Darkness

A unique characteristic of SPS-PD is that game time affects the hero's vision, as it happens in the real world. The hero's range of vision will vary from 2 tiles up to 7 tiles, but generally it will be better during the game day, and worse during the game night.

Main article: Light & Darkness - Hero's Vision

Limited Saving

Rarely, the player can find rooms that are always hidden and are listed as Fire of Memory in the hero's Journal, but have the same appearance as Vanilla's sacrificial chambers.

They allow the player to create a single save point (up to the number of 5 for each class): this save point can be used only once, and the save file persists for each class even after a run is complete. Each pedestal can also be used only once, and that only if it's found (be careful not to check on the pedestal but decide to leave saving for later, as the game considers the save point used and deactivates it). A similar save is offered with the Chocolate Pudding Cup item that is found after beating Yog-Dzewa in the same place that the Amulet of Yendor is normally found in most other mods and with the new Robot D.M.T. artifact when it gets upgraded to +10 and the option "determination" is activated. Due to their limited nature, it's best to use them after important milestones, or before attempting something very risky.

Mini-Bosses

5 new mini-bosses with their mostly new minions are added in the regular dungeon along with the old ones: 2 + 2 minions in Sewers (Plague Doctor with Shadow Rats, Sewer Heart with Sewer Lashers), 2 in Prison (Prison Warden, TANK), and 1 + 5 minions in the Mining Caves (Spider Queen with Spider Eggs, Golders, Jumpers, Minders, Workers).

Main article: Mini-Bosses

NPCs

[Only NPC's that the hero meets in the regular dungeon and the Book/Trial floors are mentioned here. The almost 40 NPCs of the Dolya Town are presented in the Sokoban and Dolya Town section.]

  • Old Wandmaker: He is always located at Floor 7 of the dungeon and gives an Adamant (Sprouted's Adamantite) Wand to all classes, and not only to the Mage. He has either the Rotberry Seed or Corpse Dust quests available, like he does in Sprouted. On the option to choose between a battle and a non-battle wand, the player should take into account that the game makes the distinction between battle and non-battle wands rather randomly because most of its wands are offensive, and the Wandamker will give as a battle wand reward a Wand of Acid / Blood / Disintegration / Firebolt / Freeze / Light / Lightning, but as a non-battle wand reward a Wand of Charm / Flock / Flow / Meteorite / Poison / Thundercloud (with almost all of these wands apart from the wands of Charm and Flock being also offensive). The reward wand is always upgraded and rarely cursed. Stepping on the Rotberry plant to pick up its seed will release a cloud of Toxic Gas and Root the hero (breaking the plant by throwing any item on it, while keeping a safe distance, will save the hero from getting damaged and rooted), but picking up the seed will not function as an alarm trap.
  • Rune Scholar Lynn is SPS-PD's equivalent of Sprouted’s Tinkerer in Floor 12. Apart from the Dew Vial upgrade, she also gives a Mr. Destructo or a better version of it (Mr. Destructo 2.0), if the hero has already one from Goo, exactly like the Tinkerer in Sprouted. After the hero interacts with her in floor 12 for the first time, he/she will be finding Lynn in Dolya Town for the rest of the game, with her saying that she had fixed the altar and and the hero can use it now (it is the altar that the T6 weapons are created).
  • Shopkeepers also sell the Dolya Slate (formerly Sokoban Journal) in floor 1, the Sweet Home (formerly Safe Room) page in floor 6, and the Hometown (formerly Dolyahaven) page in floor 11. They are now also invincible, don't care if anything tries to harm or debuff them, and never leave their shop with their goods, unless the hero tries unsuccesfully to steal from them.
  • The Troll Blacksmiths (renamed from Bip and Bop to Troll Blacksmith and Troll Welder) are always located at floor 11. Adamantite weapon/armor/wand/rings are now renamed to Adamant weapon/armor/wand/rings, without any change to their function. Also, all classes and not only the Mage get the Adamant Wand, after they finish the Old Wandmaker's quest and there is one extra Adamant Ring, that drops from the Gnoll King in the Treasure Map challenge floor.
  • Two of the Sprouted’s Tinkerers (those in floor 2 and in the Book of Life / Power Trial level) are renamed to Dew Developers. The Tinkerer in floor 12 has transitioned to Rune Scholar Lynn.

Pets

A distinction is added between the weak Random Soul pets, that the hero starts with, and the almost all strong Mob Soul pets, that the hero must get hatched from a Mob Soul after he/she finds or buys one in the dungeon. 8 new pets in sum are added to those existing already in Sprouted, 6 of them being weak Random Soul pets (Fly, Gentle Crab, Metal Klik, Ribbon Rat, Snake, Spidersilk Klik) and the 2 other being strong Mob Soul pets (Chaos Elemental, Gold Dragon), and also most of the familiar Sprouted pets have been renamed. Besides that stats, leveling up, special skils, eating habits in all familiar pets have more or less changed.

Main article: Pets

Rings

One new ring, the Ring of Energy, has been added (it increases recharging rate by +16.875% per level) and almost all the familiar rings from Sprouted (apart from the Rings of Evasion and Furor), have received specific minor or major changes, with a common change to all being that their abilities have a level up cap at +30.

Scrolls

Scrolls remain basicaly the same with Sprouted, with some minor changes, mostly in additional side effects and 2 scroll-like items that work more like potions and in that each one has a distinguishing symbol, after it gets identified.

Strength and Strength Requirements

There are many changes to how the game handles the hero's Strength, and to what equipment can be used as a consequence. No longer it is possible, at all, to decrease almost all items’ strength requirement through upgrades. Additionally, Potions of Might give +15 max HP and no additional Strength, instead of +5 max HP and +1 Strength like they do in Sprouted, and they also no longer always transmute into Potions of Strength. The only other items that give an additional strength point without heavy consequences is a) the second Scroll of Sacrifice, a unique drop in the Challenge floors (but not the first, and the third and fourth scrolls subtract a lot of HP while adding +1 strength, follow the scrolls' link just above for details) and b) the Rotberry seed from the Old Wandmaker's quest. when it is not used for the quest reward and instead gets cooked with a Blandfruit to become a Rotfruit (a Rotberry seed is also a rare drop from the Sewer Heart mini-boss on floor 5). Effectively, this means that methods of gaining strength are few and far in between, so all heroes will be switching to higher tier weapons and armors at a much slower rate, even possibly as late in the game as the Demon Halls.

Sokoban

The Sokoban Journal is renamed to Dolya Stale (that is, Dolya Slate), Scrolls of Magic Mapping and Blue berries work in the Sokoban floors now and also the Vault and the Dragon Cave floors are removed (so the Spectacles unique item has become useless in SPS-PD), the Spring Festival Land is added, Dolyahaven is renamed to Dolya Town (a small RPG town indeed, being inhabited by 37 NPCs and 5 enemies), and many more particular changes and sprite retexturings are made to all Sokoban flloors and puzzles, which have become much more easy to solve, due to the existence of the Jumb Shoes and of the wall - breaking bombs and as they can be all mapped without any problem.

Main article: Sokoban and Dolya Town (Dolyahaven)

Traps new and changed

  • Alarm, Blazing, Chilling (don't shatter potions, unless the hero steps on water afterwards), Confusion Gas (they cause also the Locked debuff), Cursing, Disarming, Disintegration, Explosive, Flashing, Frost (don't shatter potions, unless the hero steps on water afterwards), Gripping, Guardian, Lightning, Ooze, Paralytic gas, Pitfall, Poison, Rockfall, Shock, Spear, Summoning, Teleportation, Toxic gas, Venom and Weakening traps exist all in the game, borrowed from Shattered or Sprouted and exactly the same in function, with some minor differences already stated.
  • Distortion and Grim traps exist also in the SPS-PD code but are rare and sometimes happily bugged, as they don’t seem to work at all. When Distortion traps do work, they restart the floor, and the hero doesn't keep the items he/she had found and already put in his/her backpack.
  • Fire traps when activated cause a fire cloud like those in Shattered and not a single tile explosion like those in Sprouted.
  • Storm traps create a cloud of Paralytic Gas and Electricity.
  • Trap tiles in general can’t be destroyed by bombs or activated when bombs are thrown next to them and not on them.
  • Warping traps teleport the hero to a previous dungeon floor without unidentifying their floor, like they used to do previously in Shattered. The pet is also teleported along with the hero (but not when the hero steps on a regular teleportation trap). All pets fly, so they won't activate any trap and will just hover above them.

Trial (formerly Book) floors

The Book floors from Sprouted are renamed to Courage / Power / Wisdom Trial floors, and have also received various changes (with the Book of the Heavens / Wisdom Trial being the most heavily changed). None of these floors are repeatable anymore.

Main article: Trial (foremrly Book) Floors

Wands

Along with armor and weapons it is the class of items that has received the most changes. 7 new wands have been added to Sprouted's Wands (Wands of Acid, Blood, Charm, Flow, Freeze, Light, Thundercloud), 6 familiar wands have been removed (Amok, Blink, Regrowth, Slowness, Teleportation, Telekinesis) and all the familiar ones that remain have received minor or major changes (Wands of Disintegration, Firebolt, Flock, Lightning, Magic Missile, Meteorite/Avalanche, Poison).

Weapons

20 new regular weapons, 4 unique drop weapons, 7 holiday weapons and 4 thrown weapons are added to those already existing in Sprouted (that is 35 in sum), and they almost all have a regular, enhanced or holiday attribute. Also 11 new weapon enchantments are added.

Main article: Weapons

Weather Rooms / Buffs and Debuffs to the climate

In the dungeon the hero might encounter rooms with a special climate, that either buffs or debuffs any character that is located inside them.

Main article: Weather Rooms - Buffs and Debuffs due to the Climate

Wells

  • The Well of Health now fills the whole Dew Vial, even if it is upgraded to the capacity of 350.
  • The Well of Transmutation, like the Phase Pitcher plant, no longer necessarily drops the same tier weapon, and due to the artifacts not being unique drops anymore, the well can rarely drop back the same artifact (some unique items like the Boomerang or the Cloak of Shadows either cannot get transmuted at all, or they can get transmuted, but are never the product of a transmutation - not that there is any reason to transmute a Boomerang or a Cloak of Shadows). Perhaps due to the nerfing of the Phase Pitcher seeds drops, Wells of Transmutation are much more common in SPS-Pd than in Sprouted.
  • The Well of Awareness, unlike the Scrolls of Magic Mapping and Blueberry, shows loot and keys inside hidden rooms and also the exit.
  • All wells are noted in the hero's journal until he/she has used them, but Wells of Health stll remain noted afterwards, due to a minor bug.

Miscellaneous changes and differences from Sprouted

Bookshelves

In rooms that contain bookshelves in a row covering one of the walls but that do not contain scrolls, there are instead always hidden bone piles behind the bookshelves, that always contain items or gold and also always spawn Chaos Wraiths (formerly Red Wraiths), unless the hero searches in the bone pile while standing on it (in this case he/she loses 50% of his HP, but a Chaos Wraith wil not spawn). The hero has to burn the bookshelves to get to them, like he/she would do in YAPD, and if there is a room like that in a floor, a Potion of Liquid Flame will always spawn, but not generally in floors with bookshelves.

Monsters' special abilities

Many special abilities are added with the new monsters in SPS-PD and also some of the familiar mosters from Sprouted have their special abilites more or less changed (for example the Albino Rat doesn't cause Bleding with bites anymore, but produces Demon Blood Gas, that causes Bleeding, Crippled and Vertigo debuffs at the same time). Moreover, very few monsters’ special abilities (like the Gnoll and Shielded Brutes' rage), have a “No text found” message displayed instead of a relevant message by the game. Thus, when the hero sees a “No text found” message during a fight, he/she should expect a special attack or skill activated from the enemy.

Pit Rooms

They have two major differences from all other PD mods: a) Their walls can be destroyed by bombs or the shovel, so the hero doesn’t have to jump into pits any more, if he/she has either of these two items available b) they don’t have a locked entrance, but an “air wall” which cannot be unlocked or destroyed by any means.

Quickslots

Without the "More QuickSlot" option selected, there are two quickslots at the bottom of the screen and one at the right side, under the menu button. With "More QuickSlot" option selected, one is added at the bottom of the screen and two are added below the one next to the menu button.

Walls

Walls in general can be destroyed by bombs or the Shovel. The only walls that the shovel and bombs can't destroy are a) special colored walls or decorative tiles (dark gold veins, statues etc.), b) the pit room air walls and c) locked entrances.

And lastly, some Bugs

Special Surprise Pixel Dungeon is still in development, so the existence of bugs is rather expected and to a major degree forgiven. The following list doesn’t intend to shame the developer or the mod, but only to compile a list that will be useful for the new player, who might already be struggling with the huge amount of changes and novelties in SPS-PD that do work. Anyways, these bugs can be considered very few for a mod still in development and with a ton of new content.

Major bugs

  • When using the shovel or a bomb in the outer walls of a dungeon floor, that have no wall afterwards but only void space. If the hero destroys that wall and he/she or a pet steps on the "chasm" that is opened, the game will crash and the save file will be possibly corrupted. Don't do it.
  • When using a highly upgraded T6 Drawing Extract Long Sword, and the HP overfilling from its vampiric effect reaches an upper limit, the effect will not stop, but the game will crash instead. The save file doesn't get corrupted, but until the hero returns to a more "normal" HP amount, the game will crash again and again, which can be rather annoying.

Minor bugs

  • The Dried Rose artifact has four minor bugs related to it. a) When summoned along with a pet, it can disappear when the hero goes down a floor with the Sad Ghost but without a pet and comes back to get the pet. b) It can also make the game crash if summoned along with a pet in a Challenge floor. c) If the Dried Rose is found before the Sad Ghost quest, it can get equipped and summon a ghost without a problem. d) The hero might stop finding rose petals before the Dried Rose gets fully upgraded.
  • Ethereal Chains sometimes can't get upgraded or their upgrading stops midways.
  • Honey Water's recipe is bugged and produces garbage.
  • Hunter Instict, the special skill of the Huntress, when it activates Regeneration, healing wears off instantly. All its other effects work fine though.
  • Shadow Dragon, when it is ready to get hatched, nothing relevant to a Shadow Dragon will be heard from inside the Soul Mob.
  • Wells of Health remain noted in the hero's journal even after the hero has used them.