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{{DISPLAYTITLE:SPecial Surprise Pixel Dungeon}}
[This wiki page is updated with the changes from the developer's latest releases "Epic Battle 3: Time Cave" and [https://github.com/hmdzl001/SPS-PD/releases/tag/2019Spring "2019 Spring Festival"].]
 
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== '''Overview''' ==
 
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== Preface ==
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The developer has very recently released a new version, named "0.9.5 Birthday Party" which is a continuation of the directly previous version "0.9.4 Testers' Party - The Start". The newly released version celebrates the developer's actual birthday, but its introductory message is that of the previous version and is taking inspiration from the corona virus pandemic. All wiki pages, including this one, have already been updated with the additional features of the previous versions, but the developer has stated that soon a supplementary "fix version" will be released by him, and the wiki will be waiting for that to start getting updated. Readers who are curious about the new "Birthday Party" version can download it from [https://github.com/hmdzl001/SPS-PD/releases/download/0.9.5/sps-0.9.5-BirthdayParty-release.apk here] (the infobox below still leads to the directly previous version), but they should have in mind that there are some balance issues and 2 new skins are incomplete, as they spawn naked and without any equipment. The very short changelog about this new version written in discord by the developer directly follows:
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"In this update, following playtesters' ideas, I have created Dream skins (they start with random equipment), and 5 playtester [Wonder] skins (sorry, for now I can't think of any ideas for the other two playtester skins). I have also added new hero's ability after eating, different for each hero. Because warrior already had that ability, now he can survive from deadly damage, if he has more than 75% health. All birthday skins are more powerful than before. [Hmdzl here most probably refers to the new Dream skins that have been now added to "Birthday party", as they all have a starting strength of 20. Note though that the new Wonder skins have a regular starting strength of 10.] New mobs, items, locked room types have also been added. I think this version will give a different adventure. I think that's all, and I will upload fix version after 1 week. Just tell me the bugs you find, so I can fix them if I can. Thanks for your playing."
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The developer can be reached for bug reports or any other reason in reddit, by sending a message to his profile [https://www.reddit.com/user/hmdzl001/ hmdzl001] and also in the [https://discord.com/channels/296399356196552705/314562672261857280 main PD discord server], where he keeps a profile with the same name (hmdzl001#6869). Note that hmdzl001 is Chinese, so his access to both sites is restricted by the Great Firewall, but he generally responds to messages sooner or later.
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== Overview ==
 
{{Infobox mod
 
{{Infobox mod
| title = Special Surprise Pixel Dungeon
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| title = <center>Special Surprise Pixel Dungeon</center>
| image = [[File:Ic_launcher_(SPS-PD).png|thumb]]
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| image = [[File:Ic_launcher_(SPS-PD).png|thumb|192px|center]]
| developer = [https://www.reddit.com/user/hmdzl001 Hmdzl001 (reddit)]
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| developer = [https://www.reddit.com/user/hmdzl001 '''Hmdzl001''' (reddit)]
| download = [https://github.com/hmdzl001/SPS-PD/releases/download/2019Spring/SPS2019SpringFestival.apk]
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| download = [https://github.com/hmdzl001/SPS-PD/releases/download/0.9.4testers/sps-0.9.4-TesterParty-TheStart.apk GitHub]
| version = 2019 Spring Festival
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| version = 0.9.4 Testers' Party
| source = [https://github.com/hmdzl001/SPS-PD (github)]
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| source = [https://github.com/hmdzl001/SPS-PD GitHub]
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|header = {{color|2DDF44|#54 Released mod}}}}'''SPecial Surprise Pixel Dungeon''' ''(formerly Special Sprouted Pixel Dungeon)'', commonly referred to as SPS-PD, is an in-development fork of [[Mod-Sprouted Pixel Dungeon|Sprouted Pixel Dungeon]], based on its current non-beta version of Sprouted PD 0.4.1, but with a huge amount of innovations, and also some specific elements, especially items, borrowed from Shattered Pixel Dungeon, Yet Another Pixel Dungeon, and a few other mods. Its current version is named "0.9.4 Testers' party - The Start" and was released in [https://www.reddit.com/r/PixelDungeon/comments/fzqjxn/new_version_of_spspd_testers_party_1_have_been/ early April of 2020]. It is being developed by Reddit user [https://www.reddit.com/user/hmdzl001 hmdzl001].  This mod aims to add several improvements to the overall gameplay, while still retaining a small part of the grindiness of Sprouted PD. Like its parent, 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 enemies on the depth as fast as possible, something that had been an optional choice in Sprouted PD, has become the front and center of SPS-PD's gameplay, whereas grinding for rare resources like scrolls of Magical Infusion or Norn Stones, 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. Some of SPS-PD's added features or changes ''in'' ''comparison to Sprouted PD'' are:
}}
 
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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 some elements, especially items, borrowed from Shattered Pixel Dungeon, Yet Another Pixel Dungeon, and a few other mods. It was created by Reddit user [https://www.reddit.com/user/hmdzl001 hmdzl001].  This version 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, and much more added to the already sizable Sprouted package, some of which are from other versions of PD. 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.
 
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'''Alchemy'''
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* The ''Alchemy mechanic'' is much enriched and completely reworked:
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** 18 new different types of enhancing ammunition for ranged weapons, named ''Ammo'', are added, which are all craftable in alchemy pots.
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** 13 new different types of ''Bombs'' with regular or special effects are available, with the only bomb item that keeps its name from Sprouted PD being the regular bomb (but still, not the same sprite), while 9 of them are totally new. Almost all are also craftable in alchemy pots.
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** 45 new different types of ''Edible or Consumable Items ''are added, which almost all have secondary beneficial effects (and a very few of them negative) and almost all are cooked in alchemy pots. This makes the total amount of SPS-PD's edible or consumable items 65, or 79 if we count separately all the different blandfruit types (43, or 57 with the different blandfruits, can be cooked in an alchemy pot).
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'''Armors'''
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* ''Armors'' of all tiers apart from 0 and 1 (with the first tier having less and the second more) now come in three variants, Light, Normal, and Heavy, while two extra tiers, 0 and 6, are added. This makes the total amount SPS-PD's different armor types 21.
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* None of Sprouted PD's ''Armor Glyphs'' exists with the same name in SPS-PD, while all 12 of SPS-PD glyphs are totally new, in the sense that even the most similar to Sprouted PD's glyphs have just one of Sprouted PD's effects in addition to new ones.
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'''Artifacts'''
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* 5 new ''Artifacts ''are added, whiile none of the 12 familiar Sprouted PD's artifacts has remained unchanged. Also all artifacts now provide a secondary ability after they get upgraded.
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'''Buffs and Debuffs'''
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* 30 new ''Buffs'', some class-specific (19) and some available to al classes (11), and 16 new ''Debuffs'' have been added. This makes the total of SPS-PD's buffs, familiar (with the same name or renamed) and new, 58, and of its familiar and new debuffs 32.
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'''Completing the game / Endless Mode'''
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* SPS-PD is the only mod of Sprouted PD that ''offers to the player two totally different alternative options for completing the game fully''. The first option is very similar to that of Sprouted PD: the hero has to defeat the final boss Zot, rescue Otiluke and then meet him in Dolya Town, where he/she will obtain finally the Amulet of Yendor and complete the game with it. The second option can be available even before defeating Yog-Dzewa, by adding 5 Magic Stones of different colors to the Power Hand unique item, which can only be obtained by completing the Bossrush Challenge. This item also gives access to an Endless Mode.
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'''Dew Vial'''
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* 4 ''new abilities'' are added to the Dew Vial (Clean, Light, Peek, Refine), with the 3 of them being already accessible from depth 2. The hero now has to choose between ''Accurate Upgrade'' and ''Random Bless'', which are somewhat similar but not identical to Sprouted PD's options, while the Dew Drop buff is activated for all heroes in each new depth regardless of their choice for upgrading.
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'''Dolya Slate'''
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* Sprouted PD's Otiluke's Journal is renamed to ''Dolya Slate, ''with some of its depths also having been renamed or having gained a specific page (Safe Home, Dolya Town, Energy Core - Corrupted Otiluke's depth), and two of Sprouted PD's journal's depths removed (Dragon Cave, Vault).
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* Sprouted PD's Dolyhaven is now renamed to ''Dolya Town'', and includes ''52 NPCs'' (with 47 of them being new), ''10 shops'' and 6'' enemies''.
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* In the current version of SPS-PD the Spring Festival Town area is still visitable, but this is a feature designed to be mostly available during the time of the Spring Festival celebration in China, so currently its page is dropped by the Year Beast only if it is killed very quickly, and practically the area won't be accessible in most runs.
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* Sokoban puzzles are now ''much easier'' to complete due to the availability of the Jump Shoes, wall-breaking items and mapping the depths easily without the need of Spectacles.
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'''Enemies'''
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* An optional ''Bossrush'' challenge is added with 8 new bosses, 4 new minions and unique rewards, half of them being rather worthwhile. An item reward of this challenge, the Power Hand, also gives access to an Endless mode and to completing the game much earlier.
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* 8 new ''Chapter Bosses ''have been added with 15 new minions and now in the end of each chapter the hero has the chance to fight one of 3 possible bosses (so the amount of chapter bosses that will actually spawn in each run still remains the same, 4). Also the ''Skill Kit'' now is dropped by the Prison chapter boss and the ''Tome of Mastery'' by the Caves chapter boss.
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* A new "key" depth, the ''Treasure Map'', is added, with 1 new boss and 1 new minion. Also, former Key depths are now renamed to ''Challenges'', former Book depths to ''Trials'', and all of them have received primary or secondary changes, with the most important being that all non-boss depths are now ''revisitable''. 1 new enemy is added to the Power Trial (formerly Book of Life) replacing the familiar one, and regular enemies from the main dungeon have been added in most of the challenge depths as secondary enemies. Many of these depths' familiar enemies are also renamed and a few of them retextured.
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* The ''Shadow Yogs'' fight now features 2 new minions, with the previous minions of Sprouted PD 1 removed and 1 relocated.
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* 15 new ''Regular'' enemies are added in all chapters of the main dungeon and 2 new ''Rare'' enemies can also spawn in the main dungeon under specific circumstances.
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* If we add the numbers of all the previous bullets to the enemies already existing from Sprouted PD, SPS-PD features 165 (!) different types of enemies.
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'''Hero classes'''
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* 3 new classes with their subclasses, the ''Follower ''(subclasses Artisan & Pastor), ''Performer'' (subclasses Joker & Surperstar) and ''Soldier'' (subclasses Agent & Leader), have been added. This makes the total number of SPS-PD's classes 7.
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* All classes have now four options for their starting items and stats named ''Skins'', the familiar from before option, named ''Classic'', and the new ''Birthday,'' ''Halloween'' and ''Spring Festival'' skins. Each skin also has a different sprite, just keeping the face and the general body outline of its class and is chosen in the beginning of the run. This makes the available options to the player in the run's beggining 28 (7 classes * 4 skins each).
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* Also all classes now have 4 ''Special Skills'', the one familiar from before for the classes already exising in Original PD, and 3 new for each class. For each new class these is also a set of 4 skills, expectedly all new. There is no application of the Armor Kit to the armor anymore for the skills to become available (and no epic armor item at all as a consequence), but the skill kit creates a ''class- specific separate item with a different name and sprite for each class'', which does not reduce the hero's HP but needs recharging.
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* Moreover, almost all classes and skins with the exception of all the Spring Festival skins and the Plumber birthday skin have a Stuning item called the Ankh Shield and a Jumping item called the Jump Shoes, which in addition to jumping provides class-specific bonus effects.
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'''Potions and Scrolls'''
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* Almost all ''Potions'' and ''Scrolls'' now have secondary effects, most of the times being beneficial but also in a few cases harmful.
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* 1 new ''Scroll'' and 3 new ''Scroll-like items ''have been added, with all of them granting different permanent increases to the hero's stats (the scroll also decreases HP after its first two uses).
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'''Pets and Allies'''
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* 3 of Sprouted PD's pets have been changed to temporary expendable ''Allies'' (Steel Bee and the two Fairies) and 6 new allies have been also added to those already existing in Sprouted PD. 11 new pet types are added as well, and there is now a distinction between the weaker ''Random Soul ''pets and the stronger ''Soul of Mobs ''pets. In addition, the ''Leader'' subclass of the Soldier summons enhanced versions of all the game's alllies he has access to. This makes the total number of allies available in SPS-PD 14 and of pets 19.
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'''Plants'''
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* 2 new ''Seeds'' with their respective ''Plants'' have been added (Seed Pod and Nut Vine), and 6 plants now ''drop items'' when trampled, which are either edible and have positive effects or used for transmuting and upgrading.
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'''Rings'''
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* The ''ring of Energy'' which speeds up the recharging of wands has been added and the ring of Wealth has been replaced with the ''Lucky Badge'' item, which has similar function but can't guarantee 100% drops, even when upgraded to max level. All familiar rings are also more or less changed in their details in comparison to Sprouted PD.
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'''Strength requirements'''
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* No longer it is possible, at all, to decrease almost all items’ strength requirement through upgrades.As a result most heroes will be switching to higher tier weapons and armors at a much slower rate (with the exceptions of the Rogue for weapons and of the Warrior for armors, who have a +2 Strength bonus when equipping armors - warrior and weapons - rogue, and of the Artisan subclass of the Follower who has a +2 Strength bonus for both).
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'''Wands'''
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* 10 new ''Wands'' are added, 8 common, 1 rare, and 1 only available to a specific skin, while 6 familiar wands of Sprouted PD are withdrawn. This makes the total number of wands available in SPS-PD 16. All familiar wands are also more or less changed in their details in comparison to Sprouted PD.
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'''Weapons'''
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* 14 new ''Missile weapons'' and 12 ''Thrown weapons'' have been added, making the total number of SPS-PD's ranged weapons 29 (or 42 if we also count the 13 bomb types, of which 10 are new). In the missile weapons category the new additions include a full set of guns in all tiers from 0 to 5, and two huntress skin-specific items. Also, missile weapons can now be enhanced with different types of ammo, which are crafted in alchemy pots.
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* 44 new ''Melee weapons ''have been added, along with a new category that some of them are assigned to, the ''Holiday weapons'', while the unique and class-specific weapons are much more than in Sprouted PD''. ''This makes the total amount of SPS-PD's melee weapons, familiar and new, 60. Apart from their other stat differences, melee weapons are now also differentiated by the existence of ''Attributes'', which are similar to enchantments in their effects, but are permanent characteristics of weapons and can't be changed.
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* To sum up, the new weapons of SPS-PD (melee, ranged and bombs) are 80 and the total amount of all weapon items, familiar and new, are 102 (!).
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* SPS-PD's ''Weapon Enchantments'' all refer to one of 7 different ''Elements'', and each element governs two enchantments (making the weapon enchantments 14 in total), with the same element couples having somewhat similar but not same effects. None of Sprouted PD's enchantments exists with the same name in SPS-PD, while 10 out of 14 are totally new.
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'''Weather'''
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* Some dungeon rooms now have a specific ''Climate'' that in most of the cases (5) is negative and debuffs all characters inside it, but in 1 case is positive and only blesses the hero.
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It should also be noted that SPecial Surprise PD is among the few mods with Chinese origin that are fully available in English (the other four are Darkest PD, Easier Sprouted PD, Easier Vanilla PD and Fushigi No PD). Each one of these mods makes very different and considerably original choices regarding the modifications applied to their source material, but Darkest PD, Fushigi No PD and SPecial Surprise PD share some common NPCs, who are unique to these mods and who all refer to actual members of the PD Chinese community.
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Note that the use of word "some" for SPS-PD's added features and changes that were mentioned in the list above was intentional, these are just the important additions and changes. SPS-PD is worth a shot to any and all that don't mind its unfinished state, occasional (but nevertheless few) bugs, or its somewhat frequent language mistakes and few “No text found” game messages.
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Although most of SPS-PD's wiki sections are rather extensive, they presuppose knowledge of the items and mechanics of Sprouted PD, on which SPS-PD is 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 PD. 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 [[:Category:Sprouted Pixel Dungeon|Sprouted PD 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 SPS-PD's wiki pages as “new”, that means “new compared to Sprouted PD”, 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 names of items, that are mostly put in correct form in the wiki sections, occasionally with also a mention to the game’s initial language form.
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[Note: Due to the very big number of SPS-PD's features, an alphabetical order with small separate sections for each subject was preferred here, to avoid mixing subjects and confusing the readers. For a presentation with more subjects displayed in each of its sections, you can visit the [[:Category:SPecial Surprise Pixel Dungeon|SPecial Surprise Pixel Dungeon category page]].]
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== Alchemy generally ==
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Alchemy in SPS-PD was originally based on a combination of Sprouted PD's and Shattered PD's alchemies, but its parents can almost no longer be recognized with all the new features added to it. The Alchemy interface is changed and mostly resembles that of Shattered PD before the rework of v.0.7.1 (no alchemical energy is needed, no exotic potions & scrolls, brews, elixirs and spells are produced etc. ''but special bombs and ammuniton do get crafted'' following totally different recipes), but there is also a huge change made in that alchemy pots are now primarily useful for cooking and crafting and secondarily for brewing potion, as they can create a wide array of ammunition, bombs, consumable and edible items (read the sections just below for a few more details, and visit the links of each section for more details). The [[Mod-SPecial Surprise Pixel Dungeon/Artifacts#Alchemist.27s toolkit|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 PD, or functioning like a portable alchemy pot like in current Shattered PD (it functions primarily a Crafting and Culinary Toolkit in SPS-PD, although it is not renamed).
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== Alchemy and Ammo ==
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{{Main|/Alchemy - Ammunition, Bombs, Potions#Ammo|Alchemy - Ammunition, Bombs, Potions}}
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Ammo is a novelty of SPS-PD and is way to add a semi-permanent feature to a missile non-expendable weapon, which either increases the damage of its shots or adds a special effect to them. They are semi-permanent because they can't be erased and never wear off, but they can be replaced with a different ammo. Ammos are not sold, dropped or found in the dungeon, but can only be crafted in alchemy pots, most often by the combination of a stone ore and seed or of just two stone ores (very few skins can also have specific ammos as starting items) . For details about the effects of each different type of ammo and the combinations that craft them follow the link above.
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== Alchemy and Bombs / Destroying walls ==
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{{Main|/Alchemy - Ammunition, Bombs, Potions#Bombs|Alchemy - Ammunition, Bombs, Potions}}
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Apart from the familiar "plain" Bomb from Original PD, which is nevertheless retextured, SPS-PD has added 9 new craftable bomb items (Acid, Build, Dark, Huge, Fire, Ice, Mini, Storm, Two Bombs), while also keeping but renaming the Dumbling bomb to Fishing bomb and Holy Hand Grenade to Holy bomb from Sprouted PD, which have also become craftable. The first step in crafting is making a Build bomb, and the second is adding two seeds to the Build Bomb, in order to get any of the special bombs as a random outcome. The Soldier class by using one of his special skills has also the ability to summon one extra bomb type, the Bombing Robot, which is not available to any other class.
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Unlike most other mods and also unlike Sprouted PD two bomb types, the Huge bomb and the Two Bombs, apart from having a very good offensive function, are also useful in destroying walls, and both are available for all classes to craft, unlike the Classic Performer's Shovel, the Vtuber Performer's Button, or the Builder Follower's Diamond Pickaxe, which have the same function, but are unique skin items. Players should note that after the Two Bombs item is put into the hero's inventory, it gets separated to 2 bombs with the sprite and name of the "plain" bomb, and the only way to distinguish between the two identical in appearance and name bomb items is to pay attention to their game description, as the "previously Two" bomb item will also include "and destroy walls" to its description:
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{{Game description|A fairly hefty black powder bomb. An explosion from this would certainly do damage to anything nearby.
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It looks like the fuse will take a couple rounds to burn down once it is lit.|width = 100%|image = Bomb SPSPD.png|heading = Bomb [regular]}}
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{{Game description|A fairly hefty black powder bomb. An explosion from this would certainly do damage to anything nearby, {{Color|FFFF44|and destroy walls}}.
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It looks like the fuse will take a couple rounds to burn down once it is lit.|width = 100%|image = Bomb SPSPD.png|heading = Bomb [separated from a stack of Two Bombs]}}
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Bombs either regular or in the form of two bombs (either in a stack or already separated) are also a more common find in the dungeon, are dropped often by Dwarf Musketeers, and are sold randomly in all the dungeon shops. All the other special bombs spawn rarely in the regular dungeon, are also randomly sold at its shops or found in the Rat King chests in the Tengu Hideout, but are regularly sold by the Fruit Cat in Dolya Town and can also get crafted by the hero in alchemy pots. Huge bombs, Two Bombs and the Button/Diamond Pickaxe/Shovel can't destroy few things in SPS-PD: a) air walls, which block the entrance/exit to pit rooms (but destroy without a problem the walls around them), b) specially colored walls or decorative tiles like gold veins, bookshelves or statues, c) locked doors (but destroy without a problem the walls around them), d) sheep and Sokoban puzzle boxes, e) traps. For details about the effects of each different type of bomb and for the combinations that craft them follow the link above.
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== Alchemy and Food / Hunger ==
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{{Main|/Alchemy - Cooking Food#Food items and Recipes|Alchemy - Cooking Food}}
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The hunger mechanic in SPS-PD is somewhat changed, as being overfed has a positive effect, while being hungry a negative effect, but most importantly, a new cooking system and 45 new different types of edible or consumable items have been added, which almost all have secondary beneficial effects (and a very few of them negative) and many of them can get cooked in alchemy pots. This makes the total amount of SPS-PD's edible or consumable items 65, or 79 if we count separately all the different blandfruit types (43, or 57 with the different blandfruits, can be cooked in an alchemy pot). Apart from "proper food items", these recipes can also also produce minerals, pills and beverages, with various degrees of hunger fulfilment, and many of them also offering buffs. In these 44 new food types the 5 new holiday variants of the pasty are also included, which are available only during a specific time of the year each and all offer buffs, unlike the plain pasty. For details about the effects of each different type of edible or consumable item and the recipes to cook them follow the link above.
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== Alchemy and Potions ==
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{{Main|/Alchemy - Ammunition, Bombs, Potions#Potions|Alchemy - Ammunition, Bombs, Potions}}
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Seeds have the same effects and brew the same potions with Sprouted PD (with [[Mod-SPecial Surprise Pixel Dungeon/Plants and Seeds#Plants & Seeds|some exceptions]]) with only the Seed Pod plant from Shattered PD added and the new Nut Vine plant, while Blandfruits have almost the same effects with Shattered PD (also with [[Mod-SPecial Surprise Pixel Dungeon/Alchemy - Cooking Food#Blandfruit cooked|some exceptions]]), apart from not leaving chunks when thrown. Lastly, potions have mostly their familiar effects from Sprouted PD but also some [[Mod-SPecial Surprise Pixel Dungeon/Alchemy - Ammunition, Bombs, Potions#Potions|new effects are added]], as additional secondary effects to the primary ones, and also each one has a distinguishing symbol, after it gets identified. Note that the effects of two familiar potions from Sprouted PD are rather drastically changed: a) the potion of Experience does ''not'' add any XP anymore but only grants the Bless, Haste and Stength buffs temporarily, while b) the potion of Might still spawns in the dungeon for heroes with increased luck, but it does ''not'' add Strength anymore, but only +15 max HP. For details about the effects of each different type of potion and the seeds that brew them follow the main article link above.
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== Armors ==
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{{Main|/Armors|Armors}}
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Two new tiers of armor have been added in SPS-PD, 0 and 6, and each armor tier now includes three different types of armor (with the exception of tiers 0 and 1, which have less: tier 0 - 2 and more: tier 1 - 4). These are: Light (less defense and lower strength requirement, more stealth and dexterity), Heavy (more defense and higher strength requirement, less stealth and dexterity), and Normal (the more balanced in their stats). As a consequence, SPS-PD has 21 different types of armor available, with 16 of them being new. Moreover, as will be mentioned afterwards with a few more details, none of the epic armors of Sprouted PD exists in SPS-PD, but they have all been replaced by class-specific skill items, which have armor sprites but are not equippable, and need charges instead of consuming HP. Also, none of Sprouted PD's Armor Glyphs exists with the same name in SPS-PD, while all 12 of SPS-PD glyphs are totally new, in the sense that even the most similar to Sprouted PD's glyphs have just one of Sprouted PD's effects in addition to new ones. For details about the different types of armor and their glyps follow the link above.
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== Artifacts ==
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{{Main|/Artifacts|Artifacts}}
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5 new artifacts (Alien Shoulder Bag, Ethereal Chains, Glass Totem, Robot HEART, Small Pylon) [[Mod-SPecial Surprise Pixel Dungeon/Artifacts#New Artifacts - new in relation to Sprouted PD|have been added]] to those of Sprouted, but also all the familiar ones have been changed in their details, with a common change that also applies to the new artifacts being that all artifacts now give a secondary option after they get more or less upgraded. The Ring of Disintegration has been removed, and all artifacts have now become rare instead of unique drops. For details about the function of each artifact follow the main article link above.
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== Awareness of enemies and AI in them ==
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Like in Original PD the general chance of the hero to get noticed by a sleeping enemy is 1/(distance+stealth level) and by a wandering enemy 1/(distance/2+stealth level). You can read more details about the Stealth stat of SPS-PD [[Mod-SPecial Surprise Pixel Dungeon/Classes, Subclasses and Skins#All classes and skins|here]]. When the hero is followed by a pet or an ally and an enemy notices them, it will choose to attack either him/her or the pet/ally. That means that the enemy will ignore the non-focused-on character (even when the non-focused-on character is attacking the enemy) and will try to attack the focused-on character, even chasing a pet or ally around the dungeon depth. 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 sight of the hero or the pet, that 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 "Zz" balloon above them at the time of the attack.
  +
* Enemies without a speech baloon above their head that are distant from the hero will be sometimes also unaware of the hero's presence and will be surprised by an attack. Distant enemies being surprised or not by an attack depends on their field of view, which is different for each enemy and has no indication in-game.
  +
Pets have the same focus mechanic with enemies, also chase focused-on enemies, and can also have the "!" and "?" balloons, with the same meaning that they have for enemies, but they never have the "Zz" baloon above them, even when thay are put to sleep by a scroll of Lullaby. The hero will also have the "Zz" balloon above him/her, while he/she is resting or sleeping, but has no other awareness indications displayed.
  +
  +
== Badges ==
  +
{{Main|/Tips for End-Game & Badges#Badges|Badges}}
  +
SPS-PD's badges are very similar to those of Sprouted PD but not identical. As in Sprouted PD and Original PD, in many cases a higher rank badge replaces the lower rank badge, or a superbadge replaces a group of specific badges, once they all get obtained. ''Unlike Sprouted PD the appearance of 16 NPCs and 3 enemy types in Dolya Town depends exlusively on [https://pixeldungeon.fandom.com/wiki/Mod-SPecial&#x20;Surprise&#x20;Pixel&#x20;Dungeon/Dolya&#x20;Slate&#x20;-&#x20;Dolya&#x20;Town&#x20;&&#x20;Spring&#x20;Festival&#x20;Town#NPCs.2FEnemies_appearing_.3C-.3E_Badges_obtained.2FQuests_completed obtaining a specific badge in the current run], while specifically the "Otiluke rescued" badge makes 8 NPCs [[Mod-SPecial Surprise Pixel Dungeon/Dolya Slate - Dolya Town & Spring Festival Town#NPCs having additional behavior after Otiluke is rescued|add a new feature to their behavior]]''. For details about the Badges of SPS-PD follow the main article link above.
  +
  +
== Bosses ==
  +
{{Main|/Bosses|Bosses}}
  +
  +
The main bosses remain the same with Sprouted PD (Yog-Dzewa, Shadow Yogs, Corrupted Otiluke, Zot), but one new miniboss has been added to the Yog-Dzewa depth (Year Beast), Shadow Yogs now have 2 different minions (Fiend & Gold Eye Bokoblin), with the old minions of Sprouted PD being 1 withdrawn (Oni) and 1 relocated in the main dungeon (Shadow Rat), and also some special attacks are added to bosses and minions and some other special attacks are removed. For details about the four different main bosses of SPS-PD and their minions follow the link above.
  +
  +
== BossRush Challenge ==
  +
{{Main|/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 blue dragon named Dungeon Guard, which after it gets defeated, drops a Book portal and so gives the option to the hero to visit a new depth crowded with bosses and their minions and with six unique rewards, four of which are rather interesting for different reasons: a) a very good weapon with extra reach, the Overload Handcannon, b) a stat boosting item, the Four-Leaf Mint Necklace, c) a pet card that releases a very strong pet not easily obtained otherwise, the Easter Bunny, and d) the Power Hand, which gives to the player the option of an Endless Run and also the option to complete the game from much earlier than normal. This is the BossRush Challenge and for details about it vilsit the link above.
  +
  +
== Buffs and Debuffs ==
  +
{{Main|/Buffs and Debuffs|Buffs and Debuffs}}
  +
  +
33 new Buffs, some class-specific (20) and some available to al classes (13), and 17 new Debuffs have been added. This makes the total of SPeciial Surprise PD's buffs, familiar (with the same name or renamed) and new 58, and of its familiar and new debuffs 34.
  +
  +
The new Buffs (not those just renamed) are:
  +
* Arcane, Attack Up, Blood Angry, Defence Up, Feed, Fushigi No Bless, Imbued with Ice, Muscle, Notice, Overfed, Treasure Search (all the aforementioned are available to all classes)
  +
* Accompaniment, Alien Shield, Blood Imbue, Climb Higher, Counter Attack, Drive MECH, Gold Touch, Echo, Fighter Combo, Forever Shadow, Glass Shield, Needling, Pray, Rhythm, Surprise Attack, Star, Target Shoot, War Groove, Wisdom Reflection (all the aforementioned are available only to specific skins, classes or subclasses)
  +
The new Debuffs (not those just renamed) are:
  +
* Armor Break, Attack Down, Cold, Dead Raise, Disarm, Dry, Electrostatic Turbulence, Holy Stun, Hot, Hungry (has a negative effect now), Leech Seed, Locked, Shield Block, Silent, Stone Ice, Tar, Wet
  +
Also, very few of the familiar buffs or debuffs of Sprouted PD have remained completely unchanged in their effects and only some have retained their original name. For details about the buffs and debuffs of SPecial Surprise PD follow the link above.
  +
  +
== Challenge depths ==
  +
{{Main|/Challenge Book#Overview - Challenge depths|Challenge Depths}}
  +
  +
''Note: these should not get confused with the Challenges that follow directly below.''
  +
  +
The Key depths from Sprouted PD are renamed to Challenge depths, are all stored in the Challenge Book and have received various changes in their drops and rewards, but retain their main function as dew farming depths and their familiar main enemies, but one type of regular enemy from the main dungeon has been also added in each and spawns infrequently there (Gnoll Brute, Huge Skull, Sewer Crab, Succubus). Those with regular enemies are all now revisitable, but not their respective boss depths. A new challenge boss depth is added to them, the Treasure Map, with the Gnoll King and his Gnoll Keeper minions as new enemies. For details about the Challenge depths of SPS-PD follow the link above.
  +
  +
== Challenges ==
  +
''Note: these should not get confused with the Challenge depths that are mentioned directly above.''
  +
  +
A general difference of SPecial Surprise PD from Original PD and most of its mods in that aspect is that challenges are already available by default from the first game and no unlocking is needed. Also, from all the familiar challenges from other mods and Original PD, only the "Into Darkness" challenge is kept in SPecial Surprise PD (also having been changed in its details), and they all now have also a minor 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 SPecial Surprise PD's challenges, as they are ordered in-game and with their titles and their in-game descriptions in quotes [the info added by the wiki is inside brackets]:
  +
  +
=== Regular challenges ===
  +
* "''Item Phobia'': You think that potions and scrolls are dangerous. You spend more time on drinking potions, using scrolls will harm you and silence you, but you also start with 1,000 gold pieces." [Drinking potions takes 5 turns and reading a scroll applies the Silent debuff for 5 turns and also deals damage equal to 10% of max HP.]
  +
* "''Listless'': You feel weakness. You earn less max HP on levelling up, but you also start with a potion of Might and a Honey." [The max HP gained in each level up is a flat +2 (regardless of hero level and class which makes it range from +4 up to +7 in a regular run).]
  +
* "''Nightmare Virus'': Everyone is infected by nightmare virus. When something dies it creates a nightmare virus, but you also start with an Ankh." [The nightmare virus is an enemy named "!!Data Delete!!" with a null item sprite and a plain "Virus" game description that produces Demon Blood Gas when it gets damage higher than its max HP/2, and spawns ''every time'' any other enemy is killed .]
  +
* "''Energy Lost'': Based on coservation of energy, lots of energy is lost in other ways. You reduce less hunger by eating food and wands' max charges are reduced, but you also start with a Pasty." [Hunger satisfaction of all items is reduced by 60% and all wands have their max charges capped at 4/4. The power of wands keeps getting increased normally with upgrades though.]
  +
* "''Dew Rejection'': Dew god hates you. Less dews are dropped, you spend more dews, but you also start with 2 Dewcatcher seeds." [Dew dropped is less from both enemies and high grass, while all functions of the dew vial have the double dew cost (for example Peek costs 10 dewdrops, Refine 20 etc.)]
  +
* "''Into Darkness'': Darkness is grown. You can't record the map by yourself, but you also start with 2 scrolls of Magic Mapping." [The hero will be seeing only the specific location in his/her current field of vision and after moving on, that just visited location will be disappearing from the map, unless a Blue Berry or a scroll of Magic Mapping is used. Note also that the hero's field of vision remains normal in this challenge, so it ranges from 2 tiles (0:00 to 6:00 - deep night) up to 7 tiles (6:00 am to 10:00 - early morning), and like in no-challenge runs it is generally better during the game day and worse during the game night.]
  +
* "''Abrasion'': Weapons are almost ready to break. A weapon will get destroyed by using it, but you also start with a scroll of Upgrade and a scroll of Magical Infusion." [All melee weapons get self-destroyed after appr. 100 hits, with a warning message at appr. 80 hits. Note that upgrading with dew or scrolls or enchanting them does not repair them like it does in Original PD, and the 100 hits counter does not get reset. Have also in mind that an unarmed hero without a ring of Force equipped will be always dealing a flat 1-7 of melee damage, regardless of his/her current strength, which makes this probably the most difficult challenge of SPS-PD.]
  +
  +
=== Test Time "challenge" ===
  +
* "''Test Time: ''This is just a test. Have fun :)" [This is the opposite of a challenge, as the hero starts with a ton of additional equipment and auxiliary, enhancing, or end-game consumables, while also having the defaullt starting items of his/her class and skin:
  +
** 10,000 gold and a Sewer Reward Bag
  +
** all containers with the exceptions the Shopping Cart and of the Portable Scarecrow
  +
** a Ghost Elevator
  +
** a Tome of Mastery and a Skill Kit
  +
** 199 Pasties or their holiday variant
  +
** 199 EXP Ores (item exclusive to the Test Challenge, which functions like the potion of Experience works in Original PD and most mods but not in SPS-PD anymore, and each grants a level up to the hero after consumption)
  +
** an Emergency Offline Device (also an item exclusive to the Test Challenge, functions like a portable Fire of Memory saving point, but which is always available for use)
  +
** 20 Error Ammos, a Firecrackers and a Shadow Eater melee weapons (this is the only way to obtain all three of these weapon types easily in SPS-PD)
  +
** 10 seeds of Seed Pod and 199 Blue, Green, Orange, Purple, Yellow Magic Stones
  +
** 199 scrolls of Upgrade, Magical Infusion, Identify, and Magic Mapping
  +
** 199 potions of Mind Vision and Strength
  +
** a wand of Flock of level +10
  +
** the Dolya Slate with all of its pages (including the Spring Festival Land) already in the scroll holder
  +
** without the Challenge Book but with all of its poster pages and the three trial books already in the scroll holder
  +
** the Power Hand, the Palantir, the already forged Triforce, and the Soul Collect Stone with the ready to get released Otiluke.
  +
  +
* Also:
  +
** The hero also starts with 10,000 max HP but gets very increased damage by all debuffs (for example starvation damage at level 1 is 100), so this amount of max HP doesn't make his/her as OP as it seems.
  +
** The hero spawns on depth 2 but depth 1 exists above in its regular form. Note that all exit stairs from depth 2 and on are occupied by a decorative statue, so descending is only available by the Ghost Elevator. The depth entrance ladders exist normally though (ascending them leads to a tile next to the decorative statue).
  +
Essentially the "Test" challenge is faithful to its name, but not to its category of being a challenge, as it gives to all players the opportunity to test/try very quickly all the late-game and end-game features of SPecial Surprise PD (fight Yog-Dzewa by travelling to its depth with the Ghost Elevator, fight the Shadow Yogs by teleporting to their depth with the Triforce which is already in the inventory, rescue Oitluke by releasing him from the Soul Collect Stone which is already in the inventory etc.). In the case that a player will try to fully complete the game "Test challenge-style" from the first minutes of the run, the Magic Stones and the 199 scrolls of Upgrade and Magical Infusion of the inventory will be very useful, and the hero will perhaps also have to find a good weapon and armor in the regular dungeon shops or in the bottom shop in Dolya Town, because Corrupted Otiluke and Zot have their regular game stats, and so the hero won't receive considerable damage by having 10,000 max HP, but the starting weapons of most classes won't be doing enough damage against Corrupted Otiluke and Zot, even highly upgraded, so upgrading a better weapon and armor with the starting scrolls of Magical Infusion and Upgrade from the inventory will be necessary (the hero can also craft a tier 6 weapon in Dolya Town with the Magic Stones from the inventory, but he/she will be able to use only the inventory's scrolls of Upgrade on it).][[File:Challenges SPS-PD.png|center|258x258px]]
  +
  +
== Chapter Bosses ==
  +
{{Main|/Chapter Bosses|Chapter Bosses}}
   
  +
8 new Chapter Bosses'' ''have been added with 14 new minions and now in the end of each chapter the hero has the chance to fight one of 3 possible bosses (so the chapter bosses actually spawning in each run are still 4, there is just not a 1 chapter - 1 boss association anymore):
Although these guide sections are rather extensive, they presuppose knowledge of the items and mechanics of Sprouted Pixel Dungeon, on which SPS-PD is based (yes, they contain only SPS-PD's new elements), so if details about a mechanic (like alchemy) are missing, that means that they are exactly the same with Sprouted - 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 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 this guide, occasionally with also a mention to the game’s initial language form.
 
  +
* ''Sewers'': Sewer Goo with Mini Goos / Plague Doctor with Shadow Rats / Sewer Heart with Sewer Lashers
  +
* ''Prison'': Prison Warden / TANK / Tengu
  +
* ''Caves'': DM-300 with Old Productions and Broken Robots / Hybrid with Hybrid Clones / Spider Queen with Spider Eggs, Golders, Jumpers, Minders, Workers
  +
* ''Metropolis'': Elder Avatar with Obelisk, The Hunters, The Mechs, The Monks, The Warlocks / King of Dwarves with Eternal Tomb, Dwarf Liches, Undead Dwarves / Lich Dancer with Huge Skulls, Necro Batteries
  +
Also the ''Skill Kit'' ''now is dropped by the Prison chapter boss'' and the ''Tome of Mastery'' ''by the Caves chapter boss'', while the Metropolis chapter boss does not drop any hero progressing item anymore. For details about the Chapter Bosses of SPS-PD follow the link above.
   
== Classes and Subclasses ==
+
== Classes, Subclasses and Skins ==
  +
{{Main|/Classes, Subclasses and Skins|Classes, Subclasses and Skins}}
Classes have all been buffed very much compared to Sprouted, 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 and/or the initial 50 dew needed to start watering. 
 
  +
This is the part of SPS-PD that has received the most drastic changes, with many innovations and original features having been added. Already from previous updates 2 new classes with their subclasses, the Performer (subclasses Joker & Surperstar) and Soldier (subclasses Agent & Leader), had been added making the total number of SPS-PD's available classes 6, and in the directly version "Year Hunter", the Follower skin has been added, raising the total amount of classes to 7. Note also that two of the new SPS-PD classes, the Follower and Performer are very original in their concept and no similar classes are encountered in any other PD mod, and just resemble the Bard and Cleric archetypes of roguelikes in general. On the other hand, the Soldier class has some similarities with the Gunslinger class of Moonshine PD, but still has many original features of its own. 
   
  +
Also, all classes have now four options for their starting items and stats named ''Skins'', the familiar from before option, named ''Classic'', and the new ''Birthday,'' ''Halloween'' and ''Sprin Festival ''skins. Each skin also has a different sprite, just keeping the face and the general body outline of the class and is chosen in the beginning of each run. This makes the available options to the player in the run's beggining 28 (7 classes * 4 skins each). The available skins of current SPS-PD are (Birthday skins are mentioned second, Halloween skins third, and Sprig Festival skins last): 
=== All Classes ===
 
  +
* Classic Warrior, Fighter, Demon, Heavy Infantry
* Start with 30 HP, 10 Strength, 10 Accuracy, 5 Dexterity (Evasion) and 0 Magic Power (apart from the Mage, who starts with 3). 
 
  +
* Classic Mage, Explorer, Gnoll, Emcee
* Gain 4 HP, 1 Accuracy, and 1 Dexterity on level ups. 
 
  +
* Classic Rogue, Ninja, Undead, Samurai
* Start with a Random Soul which they can use to summon their first pet, something that may be needed to deal with some of the dungeon's stronger regular enemies. They all also have a Lantern of Soul Collect, that can be used to store any pet ny 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 describes the lantern's damage - the lantern can not be used as a thrown weapon. 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.
 
  +
* Classic Huntress, Maid, Taurcen, Archer
* 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. Typically, it offers enough experience to boost a level 1 pet to level 7. 
 
  +
* Classic Performer, Vtuber, Slime, Lion Dancer
* Get Jump Shoes, which are used to jump to tiles 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, though the charge differences offer no serious impact on the gameplay. The Jump Shoes fill a main inventory slot, but cannot get dropped or thrown.  
 
  +
* Classic Soldier, Plumber, Mech, Doctor
* Receive an Ankh Shield, which is used to deal 5 damage to and stun every enemy in sight for many turns (it also damages 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 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 normal shield would do. The Ankh Shield fills a main inventory slot, but cannot get dropped or thrown. 
 
  +
* Classic Follower, Builder, Protoss, Merchant
* Are able to equip a third Ring or Artifact. 
 
  +
Moreover, all classes now have 4 ''Special Skills'', the one familiar from before, and 3 new for each class. There is no application of the Armor Kit to the armor anymore for the skills to become available, or an Armor Kit item whatsoever, but the Skill Kit dropped by the second chapter boss produces a class-specific special item with the sprite of the epic armor, but which is not an equippable armor, does not reduce the hero's HP, and only needs recharging (the epic armor item is generally withdrawn from SPS-PD). The special skills of each class in SPS-PD in the order displayed in each special class item are:
* No longer keep the Tome of Mastery after beating the second boss once. Instead, it is always received from the second boss. 
 
  +
* <em>Warrior:</em> Source Power, Fighting Arena, Lay on hands, Surprise attack
* Like Sprouted, a Ration of Food, a tier 1 Armor, and a Key Ring are also included. 
 
  +
* <em>Mage</em>: Molten Earth, Arcane Bombing, Ice Storm, Lightning Arrester
  +
* <em>Rogue</em>: Shadow Bless, Steal Gold, Silent Killing, Falling Attack
  +
* <em>Huntress</em>: Hunter Instinct, Prepare Hunting, Fairy in Bottle, Living Root
  +
* <em>Performer</em>: Special Dance, Curtain Call, Magic Tricks, Fans Accompaniment
  +
* <em>Soldier</em>: Mirror Army, Summon Mech, Moving Bomb, Air Drop
  +
* ''Follower'': Pray, Fund Raising, Language Trap, Bless Spell
  +
In addition to all of these changes, all classes have been buffed very much in comparison to Sprouted PD, with many new abilities added by defult to all of them, and with much more versatile starting equipment and higher stats. For details about the different classes, subclasses, skins and class special skills of SPS-PD follow the link above.
   
=== Warrior ===
+
== Completing the Game ==
  +
Special Surprise Pixel Dungeon is the only mod of Original PD available in English (see also the note at the end of this section though), that offers to the player two totally different alternative options for completing the game fully and also with one of the alternatives not including the Amulet of Yendor as a prerequisite.
Warrior has become a very stun-heavy class, in addition to his various defensive capabilities. 
 
  +
* The first option is very similar to that of Sprouted PD: the hero defeats the Shadow Yogs and gets the journal page that will teleport him/her to the Stone Golem Otiluke depth renamed to "Energy Core" in SPS-PD, and there he/she defeats the Corrupted Otiluke Mirror Image and gets the Palantir that will teleport him/her to Zot, and after Zot is defeated the real Otiluke is finally free and the hero can meet him in Dolya Town, obtain from him the ''Amulet of Yendor'' and complete the game with it.
* His short sword can't be reforged anymore. Instead, it has the "rupture" weapon attribute which causes bleeding and has an excellent upgrade scaling, making it useful as a melee weapon as far as the end of the Mining Caves (but not for the DM-300/Spider Queen). 
 
  +
* The second option can be available even before defeating Yog-Dzewa, by adding 5 Magic Stones of different colors to the Power Hand unique item, which can only be obtained by completing the Bossrush Challenge. This item also gives access to an Endless Mode and details about this mode and the alternative way of completing the game follow a little afterwards in the "Endless mode - Power Hand" section.
* Now has a Wooden Shield, which can either be thrown like a boomerang to stun an enemy, or can be used to switch to "defense mode" that increases the Warrior's defense but decreases his attack. Like the Ankh Shield, the Wooden Shield can’t be upgraded, and doesn’t block damage by itself, like a normal shield would. 
 
  +
* Note that an additional difference of SPS-PD from Sprouted PD is that heroes can't complete the game early after just killing Yog-Dzewa, by using the "End Game" option of the Amulet, because ''there is no Amulet of Yendor at all in depth 26''. The hero finds on the pedestal there a pudding cup, which can serve as a portable save point, and that's it. As mentioned already in the first bullet, the Amulet of Yendor will be obtained after many more fights with enemies and after killing the end boss Zot, by the rescued Otiluke in Dolya Town. The only way for a game to get completed earlier in SPS-PD has been described in the second bullet, by completing the Bossrush Challenge and obtaining the Power Hand.
* 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 if it's equipped, but showing its regular strength requirement otherwise. 
 
  +
''Note'': If we zoom out and talk generally about all Pixel Dungeon mods, Youritaru Touhou PD, a mod available currently only in the Chinese language, also allows players to complete the game without the Amulet of Yendor. Furthermore, in Chernog FOTMA and Pioneer, two "mods" of Pixel Dungeon that have no resemblance with it in their gameplay but which only use many of its image assets, there is no Amulet of Yendor item in general, neither at the end nor anywhere else, and the amulet's sprite is used for a projectile weapon instead.
* His Jump Shoes can get him five tiles away and stun enemies adjacent to the place where he lands. Fully charged his jumps shoes have 2 jumps available (32+33=55 charges in sum) 
 
* No longer starts with any Darts. 
 
* 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 again), 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% HP, getting his physical damage increased by 25% and the damage dealt to him reduced by 25%. 
 
* 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 and also by Ring of Force, due to its bonus damage modifier which stacks with the combo damage modifier. 
 
   
=== Mage ===
 
Mage is now focused around the new Magic Power stat (MIG), which increases damage dealt by wands. 
 
* 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. 
 
* Uses wands faster than normal. 
 
* Starts with 3 Magic Power instead of 0. 
 
* 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 two tiles away, allow him to teleport past enemies (or through them), and have a chance of giving the Arcane buff to increase his Magic Power by 10. Fully charged they have 3 jumps available (3Χ14 + 8 residual = 50 charges in sum). 
 
* Like Sprouted, he gains a wand charge after eating, has a higher 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 hit to them. After the enemy's death he's slightly healed again and also his hunger is slightly satisifed (usually for +10). 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 wands to take even less time to be used and higher attack speed with them, as the subclass gains +5 Magic Power. 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. On the other hand, a highly upgraded ring of Magic can make this build viable. 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. 
 
*  From all the available items he can equip, Rings of Magic (bonus wand damage) and Energy (bonus recharging rate) apparently benefit all mages very much and can make a Battlemage OP when upgraded as the three bonuses (subclass + Magic bonus damage + Energy quick recharging) stack.
 
*  The Book of Heavens / Courage Trial is not repeatable by falling into the chasms anymore and Phase Pitchers are generally a rare resource is SPS-PD, so transmuting all the Scrolls of Magical Infusion to Scrolls of Upgrade and putting all of them on a wand Sprouted-style, is simply not possible in SPS-PD. The closest a hero can get to this build, is to use all of his/her Scrolls of Upgrade in one reinforced wand (and a Ring of Magic / Energy if they are available) and use the Scrolls of Magical Infusion on his/her end-game weapon and armor.
 
   
=== Rogue ===
+
== Containers ==
  +
The familiar containers from Sprouted PD (Key Ring, Seed Pouch, Potion Bandolier, Scroll Holder, Wand Holster) have been kept, but they store more item types than their equivalents in Sprouted PD, as the item types of SPS-PD are much more. Two more containers have been added as well, the Portable Scarecrow and the Shopping Cart. Unike Sprouted PD heroes don't find the Seed Pouch as loot in depth 1, but it is always sold in the depth 1 shop. The other familiar containers are sold in the rast of the dungeon shops, and they spawn in each shop in the same way they do in Sprouted PD, based on the type of items the hero has more in the main inventory upon first entering the depth with the shop (for example with 5 potions, 3 scrolls and 1 wand in the main inventory upon first entering depth 6, the Prison shop will spawn a Potion Bandolier). With the only exception of the main inventory / backpack that has 28 slots, all the other containers have 25 slots.
Rogue is now very much about good weapons, in addition to even more invisibility-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. 
 
* 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, where it only starts with 3 max charges, but each individual charge lasts several turns. 
 
* No longer starts with a Bomb. 
 
* No longer lasts longer without food, gains free evasion from light armor, or instantly identifies equipped rings. 
 
* His jumping range with the Jump Shoes is only 2 tiles, but he gets 2 turns of levitation when jumping, effectively allowing flight-on-demand that offers a distance of about 10 tiles if started at full charge. There is also a chance to become invisible for 5 turns when jumping. Fully charged his Jump Shoes have 4 jumps available (4X10=40 charges in sum). 
 
* Like Sprouted, he is more proficient as detecting traps and identifies 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 all of its weapons' attributes there is not an "effective against unaware enemies" one). 
 
* 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. All blunt weapons by stunning the enemy provide the Assassin with extra surprise attacks, so they should also be preferred. 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.  
 
   
  +
'''''Familiar'''''
=== Huntress ===
 
  +
* ''Key Ring'': It stores keys, rings and also teleporting items (Challenge Book, Dolya Slate) and most portals that get spent with one use (Tengu, Treasure Map, Triforce etc. but not the Palantir). It does not store Ankhs anymore. Note that it is the only container which all heroes spawn with it (all  the other containers have to be bought , get dropped by enemies or found) and also the only container that appears as a separate item in the main backpack / inventory and can be dropped or sold (all the other containers "disappear" as items after getting obtained, and they are displayed only as a tab in the inventory window).
Out of all the classes, she is changed the least. 
 
  +
* ''Potion Bandolier'': It stores potions, mushrooms and also bombs. It spawns to get bought in a shop from the Prison and on.
* Starts with Knuckleduster that can cripple enemies instead of a dagger. 
 
  +
* ''Seed Pouch'': It stores seeds (but not plant-produced edible items) and also magic stones and stone ores. It always spawns to get bought in the depth 1 shop in the Sewers.
* When jumping with the Jump Shoes, she can move two tiles away and has a chance to throw Spectral Blades at nearby enemies (but also the pet) for extra damage based on the strength of her melee weapon. Fully charged they have 3 jumps available (3Χ14 + 8 residual = 50 charges in sum). 
 
  +
* ''Scroll Holder'': It stores scrolls and also ally-summoning consumables (fairy card, mr. destructo etc. but not pet cards), challenge posters, and dolya slate pages. It spawns to get bought in a shop from the Prison and on.
* No longer gets bonus damage for excess strength with Missile Weapons. 
 
  +
* ''Wand Holster'': It stores wands and also guns (but not missile or thrown weapons) and ammo. It spawns to get bought in a shop from the Prison and on.
* 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. 
 
  +
'''''New'''''
* Like Sprouted, she starts with a Boomerang, can recover a used Missile Weapon from enemies, gains more health from dew drops (even if this isn't stated), senses mobs behind walls, and identifies Potions of Mind Vision. 
 
  +
* ''Portable Scarecrow'': It stores weapons (melee, missile or thrown) and armors, but not guns. Although this is not a weapon, it also stores empty Lanterns of Soul Collect (lanterns hosting a pet move to the main inventory / backpack though). It is always dropped by either the Clockwork Scarecrow or the Test Mob in Dolya Town the first time one of them gets destroyed.
* Her subclasses are similar to Sprouted; a) Warden gets more seeds and dew from trampling grass (as if she was having a +3 Sandals 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 steps on 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), wihch grants quicker attack speed and armor penetration. 
 
* 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. When she chooses the Sniper subclass she is benefited very much by the ring of Accuracy as its bonus accuracy stacks with the subclass bonus, 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 subclass bonus. 
 
   
  +
{{Game description|A portable scarecrow which can hold some weapons.|width = 100%|image = Portable Scarecrow SPS-PD.png|heading = Portable Scarecrow}}
=== Performer ===
 
  +
* ''Shopping Cart'': It stores raw cooking materials like berries, food rations and meats and almost all items produced by cooking (beverages, foods, gels, pills) with the only exception of mushrooms. It is found inside a garden room either in the main dungeon from depths 1 to 24, or in the Power Trial depth (one always spawns per run, so if the hero doesn't find one even in the Power Trial depth, it would be useful to go back to the previous main dungeon depths and search in them extensively / map those that remain unmapped).
A completely new class focused around the Rhythm/Echo buff of defeating enemies to gain accuracy and evasion bonus and the Glass Shield buff that grants much higher defense. 
 
* Starts with a Triangolo, a new weapon with the "resonance" mechanic that lets attacks also hit enemies (and allies) adjacent to the target. 
 
* Gets a unique Shovel that can be used to destroy any regular wall, even those that belong to pit rooms and locked rooms. It has three charges (3X50/150). The Shovel fills a main inventory slot, but cannot get dropped or thrown. 
 
* Finds bombs more often. 
 
* Gains the Rhythm buff, which grants increased Accuracy and Dodge for 10 turns after levelling up, killing monsters or using the jumps shoes. 
 
* Leveling up or using the 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 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 available (10+10=20 charges in sum) 
 
* 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 especially from any ring or artifact like the other classes. 
 
   
  +
{{Game description|A modern trolley. You can put food in it. |width = 100%|image = Shopping cart SPS-PD.png|heading = Shopping Cart}}
== Dolyahaven / Dolya Town ==
 
  +
Almost all items unique to specific hero skins (Ankh Shield, Horse Totem, Jump Shoes, Slime, Wooden Shield etc.) are stored in the main backpack / inventory. The only exception in this are the skin-specific melee weapons and the huntress-specific missile weapons, which are stored in the Portable Scarecrow (other unique items that get thrown like the Wooden Shield are still stored in the main inventory though).
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.{{Main|/Sokoban#Dolyahaven (Floor 55)|Dolyahaven}}
 
   
  +
Adamant items, Ankhs, Arcane Styli, Honeypots, Pet Cards, the Pickaxe, Random Souls, Souls of Mobs, Special Skill items, Transmutation Items, Upgrade Eater items, Upgrade Items and Weightstones are also always stored in the main inventory / backpack.
== 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” (if by chance the hero meets the developer without having the dew vial, the Developer will just say "it's a great place", so apart from the toadstool mushroom also the dew vial must be in the inventory for the quest to get fulfilled). 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 reversed to positive but the curse will not be removed (for example a cursed -1 weapon will become +1 with an accurate upgrade, but will remain unable to be unequipped 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 only upgading mechanism in SPS-PD that is accurate and also uncurses is reading a Scroll of Upgrade or Magical Infusion.
 
   
  +
== Cursed Items ==
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 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, 1 red dew drop 10 HP and 1 violet dew drop 50 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). Lastly, unlike Sprouted, this choice wil follow the hero until the end of the game, as the Dew Developer in the Power Trial / Book of the Living floor, will not change random upgrading with accurate upgrading, as he does in Sprouted.
 
  +
Cursed armors, weapons and rings are all non-unequippable and can have negative levels down to -3, but most often from -2 to 0, but not cursed wands, that generally function in exactly the same way with non-cursed wands. The ring reward from the Ambitious Imp still is upgraded and cursed, but functions like being upgraded and is just non-unequippable, like it does in Sprouted PD. Cursed artifacts have a very mixed behavior: a few of them work as if they are not cursed and are just non-unequippable, some don't work but don't have any negative effects, and some other have also negative effects. 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 with scrolls has a chance to 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 Blessing with dew, and using scrolls of Upgrade and scrolls of Magical Infusion uncurse also the item they upgrade. Lastly, items that spawn in skeletal remains that release a Chaos Wraith (formerly Red Wraith) or in tombstones are not necessarily cursed.
   
  +
== Depth Feelings, Terrain, Light and Darkness ==
Initially items can get upgraded with dew up to +2 in floor 2 (and by the Mage up to +3) and up to +3 in floor 3 (by the Mage up to +4), but from that point and on 1 extra Dew Upgrade is possible only every 3 levels, 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 level 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 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 level. Dew drops are also not evaporated by fire, even the white ones that drop from high grass, 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.
 
  +
{{Main|/Dungeon Depths and Conditions#Terrain and Depth Feelings|Terrain and Depth Feelings}}
   
  +
Like in Original PD there are three distinctive types of terrain apart from the regular one (Chasm, Flooded, Vegetation) and five different depth feelings (Echo, Nighttime, Secrets, Vegetation, Water), but the special terrain types appear in more occasions than in Original PD. For details about them follow the link above.
=== New Abilities Available From The Beginning ===
 
* Drink: The familiar healing ability from Sprouted. Can't be used with only 1 Dew in the vial.
 
* Light: Grants invisibility and light at the cost of 10 dew. Can't be used if there is less than 30 Dew 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 is less than 30 Dew in the Vial.
 
* Refine: For 10 dew, the player gets Clean Water which is needed for many cooking recipes. Can't be used if there is less than 30 Dew in the Vial.
 
* In previous versions of SPS-PD there was also the Escape ability available, that allowed the hero to leave all special levels and repeat them, but it is now removed from SPS-PD.
 
   
  +
{{Main|/Dungeon Depths and Conditions#Light and Darkness / Hero's Vision|Light & Darkness - Hero's Vision}}
=== Abilities Unlocked by the Dew Developer (Sprouted’s Tinkerer) on Floor 2 ===
 
No matter what option heroes choose (Accurate vs. Random Ugrade), they will always get to Draw Out Dew, and to a lesser extent, Water With Dew.
 
* Plant: The equivalent to “Water” in Sprouted, but nearly impossible to infinitely farm due to now costing 15 dew, up from 2. Generally, farming is only possible with an upgraded Ring of Haste and upgraded Greaves of Nature both equipped, or Greaves of Nature +10 inside of a 3x3 room. It's still only usable with a minimum of 50 Dew in the Vial.
 
* Upgread (i.e. Upgrade): Same as “Bless” in Sprouted, but it costs 70 Dew 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 are only usable with 100 or more Dew in the Vial.
 
   
  +
A unique characteristic of SPS-PD is that game time affects the hero's vision in a more complicated manner than it does in all the other mods, being much closer to what happens in the real world. There is an in-game clock in the hero's window named "Time", which counts 1 game turn as 1 minute passing and determines the part of the in-game day and night (which is ''not'' determined by the device's clock like in Original PD and most other mods). The hero's range of vision will vary accordingly from 2 tiles (0:00 to 6:00 - deep night) up to 7 tiles (6:00 am to 10:00 - early morning), but generally it will be better during the game day, and worse during the game night. There is also a Deep Night Phase that is preventing the hero from memorizing the depth areas he/she has already visited in the current depth and happens occasionally when the hero enters an new depth during the game night, but it has become more infrequent in the current version of the game (in any case, if that happens, use a scroll of Magic Mapping or a Blue Berry). Note also that a) the Deep Night Phase anyway can't happen everywhere, but only in the main dungeon from the Prison until Demon Halls, but not in the Yog-Dzewa depth (so it can't happen in the Sewers and in any of the Challenge Book depths, the Dolya Slate depths, the Bossrush challenge, or the in main Boss depths) and b) that the spawning of enemies is anyway increased during nighttime generally, but it gets very much increased during the Deep Night phase. For details about these features follow the link above.
=== Abilities Unlocked by Rune Scholar Lynn (Sprouted’s Tinkerer) on Floor 12 ===
 
* Clean: Costs 5 drops, Extinguishes Fire, and washes off Tar and Caustic Ooze. Only in the Demon Halls it can randomly also grant the Blessed buff. Can't be used if there is less than 30 Dew in the Vial.
 
* Speed: Costs 15 drops for a Haste buff (similar to Splash of Sprouted but without invisibility). Can't be used if there is less than 30 Dew in the Vial.
 
   
  +
== Dew Vial ==
=== Abilities Unlocked by the Dew Developer at the Power Trial floor / Change from Sprouted ===
 
  +
{{Main|/Dew Vial|Dew Vial}}
* The Dew Vial's max dew capacity will be increased to 350 after this upgrade, up from the usual amount of 300 in Sprouted.
 
  +
SPS-PD's Dew Vial is inspired from Sprouted PD's dew vial but many new functions have been added to it and also some of its familiar functions are changed. From the beginning on depth 1 the Drink (healing), Light (invisibility and illumination), Peek (short term mind vision), and Refine (creates 1 drop of Clean Water which is needed in many cooking recipes) abilities are available. On depth 2, after the hero finds the Dew Mushroom and returns to depth 1 in order to give it to the first Dew Developer NPC, who is the equivalent of Sprouted PD's Tinkerer, the Plant (equivalent to “Water” in Sprouted) and Upgrade abilities become available, and the hero has also to choose between Accurate Upgrading (upgrades and identifies a specific item) or Random Blessing (uncurses the whole inventory and ugrades randomly items). Whatever option of upgrading the hero chooses, he/she will get anyway the Dew Dop buff upon entering in each new depth of the regular dungeon, which is an important difference from Sprouted PD (there only the choice of "draw out dew" grants this buff). On depth 12 the Rune Scholar Lynn NPC, who is basically the second tinkerer of Sprouted PD with his gender reassgned, will grant the Clean (extinguishes fire, washes off tar and caustic ooze and cures the weakness debuff) and Speed (hastes) abilities. Finally, the second Dew Developer NPC in the Power Trial (formerly Book of Life) depth wil increase the Dew Vial's max dew capacity to 350, and also will add levitation to Speed. For details about all these abilities and functions you can visit the link above.
   
  +
== Dolya Slate (formerly Otiluke's Journal) ==
* Speed grants Levitation in addition to Haste.
 
  +
{{Main|/Dolya Slate - Sweet Home & Sokoban puzzles|Sweet Home & Sokoban puzzles}}
* 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.
 
  +
There are many important changes implemented in SPS-PD, which are related with this item:
  +
* Otiluke's Journal is renamed to Dolya Slate, and 2 of its pages are sold in dungeon shops and not dropped by enemies anymore (Sweet Home - formerly Safe Room, and Dolya Town - formerly Dolyahaven).
  +
* Scrolls of Magic Mapping and Blue Berries now work in all Dolya Slate depths
  +
* The Vault and the Dragon Cave depths have both been removed (so with all these changes the Spectacles unique reward from Sokoban 2 puzzle has become useless in SPS-PD). Also, the Corrupted Otiluke depth has now a separate page, the Energy Core.
  +
Many more secondary changes and sprite retexturings are also made to all Dolya Slate depths. Also, Sokoban puzzles have become now much more easy to solve, due to the existence of the Jump Shoes and of the wall-breaking bombs and unique skin items (Diamond Pickaxe, Shovel, Vtuber Button), while they can be all mapped without the need of spectacles. For details about the Sokoban puzzle depths you can visit the link above.
   
  +
{{Main|/Dolya Slate - Dolya Town & Spring Festival Town|Dolya Town & Spring Festival Town}}
=== Food and Hunger ===
 
  +
* Dolyahaven has also been renamed to Dolya Town and has been very drastically changed, and you can read the second paragraph for some of the details.
{{Main|/Food|Food}}
 
  +
* In the current version the Spring Festival Town area is still accessible, but with its page being a drop from the Year Beast miniboss in the Yog-Dzewa depth only if defeating it takes 5 turns at most. Note that this area feature is designed to be mostly available during the period of the Spring Festival celebration in China, so its page is currently rather hard to get, but if this version will remain active until late January - early February of 2021 the Year Beast during that specific period will be dropping its page if it gets defeated in 1,000 turns at most.
  +
Dolya Town is a small RPG town indeed, that could also be a real world village, being now inhabited by 58 character types. Its journal page is sold at the depth 11 shop, and this depth now contains 52 new NPCs, 6 new enemy types, 3 new sidequests (Challenge Book, Gnoll Clothes, Reimus Goei), 10 new shops and a portal to a new challenge, the Bossrush Challenge. Its altar is still used for the crafting of Tier 6 weapons with Magic Stones (formerly Norn Stones), but the Dolyahaven Mines with their Kupuas and Gullins have been removed from the game. Moreover after the last update 6 of Dolya Town's NPCs now add a new feature to their behavior after the hero defeats Zot, with these additions functioning currently as Easter Eggs, but that will be parts of an extended end-game storyline in a forthcoming version. For more details about Dolya Town you can visit the link above.
   
  +
== Endless mode - Power Hand ==
=== NPCs ===
 
  +
{{Main|/BossRush Challenge#Original.C2.A0Yog|BossRush Challenge}}
[Only NPC's that the hero meets in the regular dungeon and the Book/Trial floors are mentioned here. The 30 or so NPCs of the Dolyahaven village will be presented in a forthcoming article.]
 
* 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. 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 battle wand reward a Wand of Acid / Blood / Disintegration / Firebolt / Freeze / Light / Lightning and as non battle wand reward a Wand of Charm / Flock / Flow / Meteorite / Poison / Thundercloud. The reward wand is always upgraded and rarely cursed. Picking up he Rotberry Seed will release a cloud of toxic gas and root the hero, but 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 Dolyahaven for the rest of the game, 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 are now invincible, and don't care if anything tries to harm or debuff 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 Wandmaker quest and there is one extra adamant ring, that drops from the Gnoll King in the Treasure Map key level.
 
* 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 is transformed to Rune Scholar Lynn.
 
   
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Unlike other mods like Goblins PD or Unleashed PD, SPS-PD's Endless Mode is not available in the beginning of the run, but is accessible only by using a specific item which is one of the rewards in the Bossrush Challenge and gets dropped by the Original Yog Boss in it. It has a very similar sprite with Shattered PD's Stone Gauntlet, but a totally different function.
=== Weather Rooms / Light and Darkness ===
 
{{Main|/Dungeon Depths#Weather_Rooms_-_Climate_.2F_Light_and_Darkness|Weather Rooms / Light and Darkness}}
 
=== Weapons ===
 
{{Main|/Weapons|Weapons}}
 
   
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{{Game description|??????????
=== Limited Saving ===
 
Rarely, the player can find rooms that are always hidden and are listed as Memory of Fire in the 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): this save point can be used only once, and the save file persists for each class even after a run is complete. Each chamber 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 relation to Sprouted, it is a swapping: the Chocolate Pudding Cup is located where the Amulet is in Sprouted, and Otiluke in the end of SPS-PD gives the hero an Amulet of Yendor instead of a pudding cup.] Due to their limited nature, it's best to use them after important milestones, or before attempting something very risky.
 
   
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[After the first stone is put in, the game description starts including also an "It has 1/2/3 etc. stones now" message.]|width = 100%|image = Power Hand SPS-PD.png|heading = Power Hand}}
=== Strength and Strength Requirements ===
 
  +
Its option to "Add stone" asks from the hero to add Magic Stones, not stone ore and also not in bulk, but one of each available color (blue, green, orange, purple, yellow). After the first stone is put into it, the Power Hand's game description starts including also an "It has 1/2/3 etc.stones now" message, but it still can't get used. After all 5 stone colors are put in, the hero can finally use the Power Hand and a game window appears asking the player if he/she wants to finish the game or continue with it.[[File:Power hand game window SPS-PD.png|centre|thumb|220x220px|link=https://pixeldungeon.fandom.com/wiki/File:Power_hand_game_window_SPS-PD.png]]
There are many changes to how the game handles the player's Strength, and what equipment can be used. No longer is it 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, and no longer always transmute into Potions of Strength. Effectively, this means that methods of gaining strength are few and far in between, so players will be switching to higher tier weapons at a much slower rate, even possibly as late in the game as the Demon Halls.
 
  +
"Ending the game" will complete the run and get the player to the Rankings screen, while "Keep searching" will ''not'' take the hero back to the dungeon, but to a totally new depth with the number 85. A game message will appear, saying: "Can you hear me? I am Ada, from the assassin home. You must wake up, this world is just an illusion. Trust me, we don't have much time." This new depth has a handful of hidden distortion traps, which regenerate the depth upon stepping on them and can't get revealed by scrolls of Magic Mapping or Blue Berries, but only by searching, and all the enemies from the regular dungeon occuring randomly (approximately 10-13 spawn with each depth generation). An example of a depth 85 follows just below.
  +
[[File:Endless mode SPS-PD.png|centre|thumb|220x220px|link=https://pixeldungeon.fandom.com/wiki/File:Endless_mode_SPS-PD.png]]With a bit of luck the hero can fully explore the depth without stepping on a distortion trap, even if he/she doesn't search every tile, but even if the hero manages to do that, there are no stairs leading up or down, and he/she will eventually start searching for a distortion trap in order to step on it and generate a new depth. This is essentially SPS-PD's version of an Endless Mode, so players should choose "Keep searching" only if they feel that they have completed anything else that they wanted to do in that hero's run, because there is ''no way out of this depth back to the regular dungeon''. The only three ways out of depth 85 (but still not back to the regular dungeon) is the hero a) to refill the hand with Magic Stones and choose now its End Game option, b) use the Amulet of Yendor if he/she has it to end the game, or c) just to die. Note also that regardless of the Amulet of Yendor being in the hero's inventory or not, when he/she uses the "End Game" option, his/her ranking will display the Amulet but will have the title: "Escaped?".
   
  +
In the screesnshot image below the hero in the first place ended the run with the Power Hand and with the Amulet in the inventory, while the hero in the third position without the Amulet in the inventory, but as you see the runs' descriptions are exactly the same, and the only hero who "Found the Amulet" is only the one that completed the game by choosing the Amulet's End Game option. For details about obtaining the Power Hand you can visit the link above.
=== Key Floors ===
 
  +
[[File:Rankings SPS-PD.png|centre|thumb|220x220px]]
{{Main|/Dungeon Depths#Key Floors|Key Floors}}
 
  +
== Hero's 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 the "More QuickSlots" option selected, one is added at the bottom of the screen and two are added below the one to the right, making the max amount of quickslot available 6.
   
  +
== Hidden Doors and Hidden Traps ==
=== Book Floors ===
 
  +
They are both not revealed by Blue Berries and scrolls of Magic Mapping, but only by the well of Awareness. Blue Berries show all loot and keys in a depth though, as they activate the Treasure Search buff, even those inside hidden rooms, while the scrolls of Magic Mapping don't, but still can show random parts of the depth's loot. Hidden traps which are not deactivated by stepping on them once (like Gripping traps for example) still remain hidden, and the hero must specifically search their tile, for them to become visible.
{{Main|/Dungeon Depths#Book Floors|Book Floors}}
 
  +
== Limited Saving ==
  +
Rarely, the player can find rooms that are always hidden and are listed as Fire of Memory in the hero's Journal after they get discovered, but have very similar appearance to Original PD's sacrificial chambers, with their only visual difference that a green flame burns on the pedestal instead of a blue one.
  +
[[File:Memory of Fire SPS-PD.png|center]]
  +
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 completed. Each pedestal can also be used only once, and that only if it's found (be careful not to check the tile of the pedestal but decide to leave saving for later, as the game considers the save point used and deactivates it). A similar but portable save point 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 randomly with the Robot Heart artifact when it gets upgraded to +10 and its secondary option "Determination" is activated. Due to their limited nature, it's best to use these after important milestones, or before attempting something very risky.
   
  +
== Miscellaneous Items ==
=== Safe Room (Floor 50) ===
 
{{Main|/Sokoban#Safe Room (Floor 50)|Safe Room}}
+
{{Main|/Miscellaneous Items|Miscellaneous Items}}
   
  +
The Ankh and Pickaxe items have remained similar with Sprouted PD, with the Ankh's only differences being that isn't stored in the key ring anymore, but in the main inventory, while also being stackable and having the sprite of YAPD's Ankh. The pickaxe is now upgradeable and also functions as if it is enchanted, so it can also be used as a decent tier 3 weapon by the hero. The Honeypot, Mr. Destructo, and Weightstone items have received some secondary changes (there is no Steel Honeypot item anymore, Mr. Destructo 2.0 is available only to the Leader subclass, and the Weightstone enchants and does not balance weapons anymore). The transmuting function of the Phase Pitcher plants has been replaced by the use of Transmutation Items, which are dropped by trampling Phase Pitcher plants. Norn Stones, Dwarf Demon Hammers and Upgrade Goos are just renamed to Magic Stones, Magic Hammers and Upgrade Items. Also, the Ghost Elevator transporting item and the Four-Leaf Mint Necklace stat boosting item have been added. For details about these miscellaneous items of SPS-PD you can visit the link above.
=== Pets ===
 
{{Main|/Pets|Pets}}
 
   
=== Enemies ===
+
== NPCs ==
  +
[Only NPC's that the hero meets in the regular dungeon and the Trial (formerly Book) depths are mentioned here. The 52 NPCs of Dolya Town are presented in SPS-PD's [[Mod-SPecial Surprise Pixel Dungeon/Dolya Slate - Dolya Town & Spring Festival Town|Dolya Town page]].]
{{Main|/Enemies|Enemies}}
 
   
  +
''Ambitious Imp''
=== Extra or Changed Mini-Bosses ===
 
In the Sewers, Prison and Caves the mini-bosses that spawn are now randomly selected each time out of a list of three or two different bosses. They’re different in each game, so the players should always be prepared for all possibilities when entering these floors. Like Sprouted, the Sewers mini-bosses all drop the Sokoban 1 journal page, the Prison mini-bosses the Sokoban 2 journal page and the Tome of Mastery, and the Mining Caves mini-bosses the Sokoban 3 journal page and Dwarf King the Sokoban 4 journal page. 
 
   
  +
{{Game description|Imps are lesser demons. They are notable for neither their strength nor their magic talent, but they are quite smart and sociable. Many imps prefer to live among non-demons. |width = 100%|image = Demon gif.gif|heading = Ambitious Imp}}
'''Sewers Mini-Bosses (Floor 5)'''
 
  +
It appears either on depth 17, 18 or 19. Its quest and reward are the same with those of Sprouted PD and gives always an upgraded to +3 or higher cursed ring (the ring provides bonuses as if it is uncursed, it is just non-unequippable). Unlike Sprouted PD, its quest needs not to be first fulfilled, in order for it to open its shop on depth 21: after the hero defeats the fourth chapter boss, he/she will find the Imp in its shop in any case. Note also that for the Imp to lower the price of its books, it has to consider Yog-Dzewa dead, and this will happen only after the hero interacts with the pudding cup on the pedestal of depth 26. Before this interaction, the Imp will keep selling its books at their initial outrageous prices regardless of Yog-Dzewa being dead or not.
   
  +
''Dew Developers''
==== ''Sewer Goo'' ====
 
Renamed from Goo, but behaves the same as Sprouted’s Goo. Mini Goos are also renamed to Poison Goos, and the Sewer Goo doesn't drop a Bloodlust Chainsaw any more. Instead, it either drops a Mr. Destructo or a Violet Upgrade Item (upgrade goo). 
 
   
  +
{{Game description|He seems to be waiting for something. / It looks like he is still waiting for something.|width = 100%|image = Dew developer SPS-PD.png|heading = Dew Developer}}
==== ''Sewer Heart'' ====
 
  +
{{Game description|A scholar who lived in Dolyahaven. She has a lot of knowledge about Magic Stones.|width = 100%|image = Rune Scholar Lynn SPS-PD.png|heading = Rune Scholar Lynn}}
A sewers boss version of the Rot Heart from Shattered Pixel Dungeon's rotberry quest. Unlike the Rot Heart, it can teleport around and spawn extra Sewer Lashes (which don't move but cause a crippled debuff). In addition to spewing Toxic Gas on hit, it has a charge-up laser attack similar to those of Shattered's Evil Eyes, both in how long it must charge up before shooting, and in deadliness. Those without caution can easily find themselves one-shot by this powerful attack. In addition to that, the Sewer Heart will teleport away from the player from time to time. On death, it drops always a seed or nut and has a small chance to drop a rare seed like a Phase Pitcher.
 
  +
Two of Sprouted PD’s Tinkerers, those in depth 1 (first message to the right of the game decription box) and in the Power Trial (formerly Book of Life depth, second message to the left), are renamed to Dew Developers, but their interactions with the hero remain very similar and have already been described in the Dew Vial section above. Two differences from Sprouted PD is that the first Dew Developer is relocated to depth 1 from depth 2 (but the Dew Mushroom he asks for still spawns on depth 2) and the more important that he Tinkerer of depth 12 has reassigned his gender and has become Rune Scholar Lynn, offering more reward options and also becoming a Dolya Town NPC after the hero gives the Dew Mushroom to her.
   
  +
''Old Wandmaker''
==== ''Plague Doctor'' ====
 
Borrowed from Remixed Pixel Dungeon, he is perhaps the most dangerous out of these three, as this boss is the only one to have different phases. At first, he simply faces the hero in melee combat while providing him/her with randomly selected healing, attack up, defense up, and speed up. It can be advisable to let him hit you a couple times, so you can use these buffs against him and make the trickier phases a little easier. However, throughout the battle, it repeatedly summons Shadow Rats that can cause a long-lasting Attack Down debuff after hitting the hero. The Plague Doctor also moves around quickly. When its health is reduced to 75%, it begins phase 2 where it releases various gases like Dark Gas that blinds the hero, Confusion Gas, Toxic Gas, and sometimes Paralytic Gas, all while fleeing the player. Players should save up charges of their Jump Shoes and any limited-use range items like wands or missiles, so they don’t need to waste time chasing the Plague Doctor through all of these gases. Phase 3 begins when its health is reduced below 50%, and ends the Plague Doctor’s fleeing. Instead, it opts to attack the hero, now being able to cause him/her to bleed with its attacks. Then, when its health is reduced below 25%, it can gain the Attack Up and Defense Up buffs for 10 turns when it attacks, making it incredibly dangerous to fight up close. It's usually best to take out the Plague Doctor as fast as possible, before too many Shadow Rats can be spawned, as the barrage can easily become relentless and fatal. That being said, at the same time, extreme caution must be taken, especially at the end of the fight, as the Plague Doctor’s abilities can overwhelm heroes in a wide variety of ways. Leaving a level up pet to beat him (as pets are immune to all of his debuffs and gases), with the hero staying in the background is probably the best tactic with this boss. On death, he has a small chance (20%) to drop an Alchemist's Toolkit, and an even smaller chance (10%) to drop a random potion. 
 
   
  +
{{Game description|This old but hale gentleman wears a slightly confused expression. He is protected by a magic shield.|width = 100%|image = Wandmaker gif.gif|heading = Old Wandmaker}}
'''Prison Mini-Bosses (Floor 10)'''
 
  +
He always appears in the entrance room of depth 7 and gives an Adamant (Sprouted PD's Adamantite) Wand to all classes, and not only to the Mage. He has either the Corpse Dust or Rotberry Seed quests only available, like he does in Sprouted PD.
   
  +
On the option to choose between a battle and a non-battle wand, note that the game makes the distinction between battle and non-battle wands rather randomly because most of its wands are practically damage dealing - combat wands, and the Wandmaker 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 most of these wands, apart from the wands of Charm and Flock, dealing also direct damage. The reward wand is always upgraded and rarely cursed (which doesn't affect the wand's function in any way in SPS-PD). 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.
All three bosses are located in a different, bigger arena, in comparison to Sprouted, with more walls in it.
 
   
  +
''Rat King''
==== ''Tank'' ====
 
It resembles a clay giant. The simplest of the three bosses, it knocks back the hero, paralyzing him/her when he/she hits a wall, randomly explodes destroying walls, can cause vertigo, and upon defeat drops a potion of Toxic Gas (like zombies in Prison also do - the game message describes the Tank as undead).
 
   
  +
{{Game description|This rat is a little bigger than a regular marsupial rat and it's wearing a tiny crown on its head.|width = 100%|image = Rat king gif.gif|heading = Rat King}}
==== ''Tengu'' ====
 
  +
He is the same with Sprouted's Rat King (sleeps in a hidden room at depth 5, after the hero visits the Caves and comes back to meet him, if he/she has not opened his chests, he gives the Spork quest etc.), with a slightly different message than that of Sprouted PD, which is inaccurate though: "Well, as a reward for your loyalty, I allow you to kill a thief, who stole one of my Forks, and I think he is hidding close to the exit of the prison. If you do that, I will give you that Fork as a reward.." The Life Bandit, who drops the Spork and not the Fork (despite not being its name, it actually resembles its shape though), does not hide close to to the depth 9 exit, but spawns after some regular enemies get killed at a random location of the depth and wanders constantly around, like the Shadow Bandit does in Sprouted PD. Also SPS-PD's Rat King is less materiallist, because if the hero steals from his chests, he now says: "They're all worthless things. I don't care about these." (he still cares a bit though, as he does not offer the Spork quest to the hero anymore).
Similar to Sprouted, with same attack but also causes the Locked and Silence debuffs. Additionally, the version of Tengu in the Hideout (floor 36) is the same with Sprouted, apart from the fact that he has also a very high dodge ability, so the hero should better visit the Hideout after he/she reaches a rather high level, or with many upgraded battle wands, if the player doesn’t want the battle to last forever. On death, regular dungeon Tengu may drop shurikens. 
 
   
  +
''Rune Scholar Lynn ''
==== ''Prison Warden'' ====
 
This boss is very versatile, with a variety of attacks like planting harmful plants and throwing seeking bombs. His attacks pull or knock the player back and forth, he gets the Glass Shield buff that greatly reduces the player's attack and also causes Crippled, Vertigo and Weakened (-2 Strength) debuffs to the Hero. On death, he may drop Ethereal Chains.
 
   
  +
{{Game description|A scholar who lived in Dolyahaven. She has a lot of knowledge about Magic Stones.|width = 100%|image = Rune Scholar Lynn SPS-PD.png|heading = Rune Scholar Lynn}}
'''Mining Caves Mini-Bosses'''
 
  +
She is SPS-PD's equivalent of Sprouted PD’s Tinkerer on depth 12, but with his gender reassigned. Apart from the Dew Vial upgrade, she also gives the hero the option to choose between a Mr. Destructo, a Control Mobile or a Fairy Card as a bonus quest reward for providing a Dew Mushroom to her. After the hero interacts with her on depth 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 Tier 6 weapons are crafted on).
   
  +
''Shopkeepers''
==== ''DM-300'' ====
 
It is exactly the same with Sprouted, with the only minor difference being that it is not the mob that exlusively drops the Cape of Thorns anymore. Instead it drops a Norn/Magic Stone.
 
   
  +
{{Game description|This stout guy looks more appropriate for a trade district in some large city than for a dungeon. His prices explain why he prefers to do business here.|width = 100%|heading = Shopkeeper|image = Shopkeeper.gif}}
==== ''Spider Queen '' ====
 
  +
Their only interaction with the hero is by selling items to him/her or buying items from him/her like in almost all other PD mods. They also sell the Dolya Slate (formerly Sokoban Journal) on depth 1, the Sweet Home (formerly Safe Room) page on depth 6, and the Hometown (formerly Dolyahaven) page on depth 11. They are now also invulnerable, don't care if anything tries to harm or debuff them, and never leave their shop with their goods. Due to the change in the Master Thieves' Armband's function, the hero can no longer steal from them, but can only buy items at a discounted price or take them for free with the Armband equipped (although this is still named "stealing" by the game) and as the hero can't steal either successfully or unsuccessfully from them, they also never vanish for this reason.
She is borrowed from Remixed Pixel Dungeon and has rather similar behavior with her equivalent there, but she is adapted to a spouted-styled gameplay. Her only attack is poisoning the hero and fleeing while the poison effect lasts, like the cave spinners do in caves, but at the same time spider nests spawn, produce a rooting cloud around them and hatch different types of spider minions: Spider Golders (have a defence up buff and produce confusion and locking gas), Spider Jumpers (produce slowing gas) and Spider Minders (produce blinding gas). All spider minions drop mystery meat. After the Spider Queen is defeated, she might drop a Robot DMT artifact and all the spider nests die, but not the spiders that had already been hatched.
 
   
  +
''Troll Blacksmith & Troll Welder''
'''Dwarven Metropolis Mini-Boss (Dwarf King - floor 20)'''
 
   
  +
{{Game description|This troll blacksmith / welder looks like all trolls look: he is tall and lean, his skin resembles stone in both color and texture. The troll blacksmith / welder is tinkering with unproportonionally small tools.|width = 100%|image = Troll NPCs SPS-PD.png|heading = Troll Blacksmith / Troll Welder}}
It is the only mini-boss fight that is left in SPS-PD with only one option. The Dwarf King fight is very similar to Sprouted, with three minor differences that have some importance though: a) the Dwarf Liches that spawn after the Dwarf King is beaten are much stronger and have much higher defense and evasion than Sprouted, b) the Dwarf King tomb can be destroyed before the Dwarf Liches die, so if the hero has the means to paralyze them for some time (for example, an Eye of Skadi) the second part of the fight can end very quickly, c) the Armor Kit reward is renamed to Skill Kit, and after it is applied, it does not transform an armor to Epic Armor, but creates an item that looks like the familiar epic armor of each class from Vanilla and other mods and has its name, has a class specific ability, but does not get equipped.
 
  +
The two Trolls, the Blacksmith and the Welder (renamed from Bip and Bop) are always found on depth 11. Like in Sprouted PD the Blacksmith transfers upgrades between similar items via reforging, while the Welder reinforces items with adamantite. Adamantite weapon/armor/wand/rings are now renamed to Adamant weapon/armor/wand/rings (displayed in the same order in the image below), without any change to their function, and both Trolls still need vampire bat's blood on the pickaxe or dark gold before they do anything. The Troll Blacksmith still reforges the three separate Triforce pieces (Sprouted PD's Sanchikarahs) to a whole Triforce portal and does not need his quest to be fifrst fullfilled in orfer to do so.
  +
Some minor changes to the reinforcement of items are that all classes and not only the Mage get by default the Adamant Wand after they complete the Old Wandmaker's quest, and that there is one extra Adamant Ring, that always drops from the Gnoll King in the Treasure Map challenge depth, as there are now 3 ring/artifact slots in SPS-PD.[[File:Adamant items SPS-PD.png|center|276x276px]]
  +
As a side note, after the last update of SPS-PD the Troll Blacksmith will also forge the "No text found!" - [Chaos Pack], [Cursed Blood], [Tengu's Sword] given by the Honey Poooot, Mercenary, and Said by Sun NPCs in Dolya Town in Shadow Eater weapon in end-game, but this is currently an Easter Egg of SPS-PD and remains to be added in an extended end-game storyline in a forthcoming version.
   
=== BossRush challenge (floor 71) ===
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== Pets and Allies ==
  +
{{Main|/Pets and Allies|Pets and Allies}}
While the Dolyahaven Mines have been removed, the secret entrance in Dolyahaven hasn't. The floor exit is blocked by a statue, and that statue is guarded by a very strong Guardian Dragon that has tens of thousands of HP, a strong melee attack, and a ranged poison attack. Upon defeat, it drops a BossRush Challenge book that can be used to teleport to the BossRush, a floor identical to the one in the First Yog fight but colored purple and brown. However, unlike traditional boss rushes, this BossRush isn't just fighting each of the standard bosses at once. Instead, it presents multiple entirely new bosses themed around the game's bosses, most with their own unique abilities.  
 
   
  +
Although some of them exist also in Sprouted PD, SPS-PD has created a full category of summoned, temporary and expendable Allies with 3 of Sprouted PD's pets getting transfered into this category (Steel Bee and the two Fairies) and with 5 new allies also added. This makes the total number of allies available in SPS-PD 14. The Leader subclass of the soldier almost always summons an enhanced version of all the allies he has access to. SPS-PD's allies are (the default version first, the Leader's version second):
==== Guardian Dragon Strategy ====
 
  +
* Fairy & Warlock Fairy
The Guardian Dragon in Dolyahaven, despite not being part of the BossRush itself, is easily the most difficult challenge for players looking to get their hands on the Overload Hand Cannon (or possibly the Player Icon out of vanity), due to its massive health and the damage it can deal to mid-game heroes. However, for how strong it is, its health is its biggest weakness. Because of items in the game that deal damage based on max HP, it's possible to defeat the Guardian Dragon right after beating the second floor’s boss and buying the Hometown journal page. Deathcap Mushrooms and Jack-O-Lantern Mushrooms tend to be the most effective against it, as two Deathcaps will reduce it to 25% of its max HP, and fire damage from a Jack-O-Lantern can be enough to finish it off, though a second may be needed. It's resistant to bleed damage, so the Earthstar Mushroom isn't effective. These mushrooms are handy, as they can be used without letting the Guardian Dragon free to attack a low player that could be killed in only one or two attacks. Alternatively, if the player is willing to risk some damage, a weapon with the Shock enchantment can defeat the Guardian Dragon in around 5 blows, as long as they can either get it into water, or they also have a Wand of Flow to apply the Wet Debuff. Bombs can be fairly effective as well, but they're harder to use as the Guardian Dragon has rather high movement speed. The Leech Seed debuff from the Earth enchantment is also fairly effective, and is able to heal the player when adjacent to the Guardian Dragon. Due to its infinite duration, Caustic Ooze from either the Acid enchantment or Wand of Acid can lead to a safer defeat, with some setup; through items like the Etheral Chains or Wand of Flow that can move around NPCs and mobs, it's possible to apply Caustic Ooze to the dragon before it leaves the cave, stun it with the Ankh Shield, and seal up the entrance with a few villagers, re-trapping the Guardian Dragon until its inevitable doom. 
 
  +
* Golden Bee & Steel Bee
  +
* Little Tree from the special skill of the Huntress (as this is unique to the Huntress, there is no leader version for it)
  +
* Mobile Sattelite & Ex Mobile Sattelite
  +
* Mr. Destructo & Mr. Destructo 2.0
  +
* Sad Ghost from the Dried Rose (it also has no leader version)
  +
* Sheep from the wand of Flock (now aggros enemies and functions as a distraction) & Baba
  +
* Thundercloud from the wand of Thundercloud & KEKE
  +
8 new pet types are added as well, and there is now a distinction between the weaker ''Random Soul ''pets and the stronger ''Soul of Mobs ''pets. This makes the total number of pets available in SPS-PD 19 (6 random +13 of mobs) with 10 of them being totally new. SPS-PD's currently available pets are:
   
  +
''Random Soul pets''
While there are a lot of easier/safer strategies for defeating the Guardian Dragon as early as possible, a lot of them are luck-based, and won't be possible in a large number of runs. That being said, it is just as important to be able to survive the Guardian Dragon's attacks. Mobility, range, and stuns are the three most effective means of not dying to a couple of its hits, and having enough of any to survive against the Guardian Dragon for a prolonged amount of time is a good sign that surviving in the BossRush Challenge will not be too difficult. 
 
  +
* Fly (new)
  +
* Gentle Crab (new)
  +
* Metal Klik (new)
  +
* Ribbon Rat (new)
  +
* Snake (new)
  +
* Spidersilk Klik (new)
  +
''Soul of Mobs pets''
  +
* Blood Scorpion
  +
* Blue Dragon
  +
* Bug Dragon (new, variant of Gold Dragon that spawns only during September)
  +
* Chaos Elemental (new)
  +
* Gold Dragon (new)
  +
* Green Dragon
  +
* Light Dragon (new)
  +
* Red Dragon
  +
* Shadow Dragon
  +
* Velocirooster
  +
* Violet Dragon
  +
* Web Spider
  +
''Unique/rare pets''
  +
* Baby Year (new, only available as a drop from the Year Beast miniboss and only in Spring Festival Town, which is not by default accessible in every run)
  +
* Bunny of Easter Egg (its pet card spawns in the regular dungeon only during April and May, but is always dropped by the Ice Corps boss in the Bossrush challenge and is also occasionally sold by Pet Dealer Leryy in Dolya Town)
  +
Random Soul pets, apart from being generally weaker, get instantly released from Random Souls, which are a starting item for all Classic skins. The almost all stronger Soul of Mobs pets have to get hatched in a Soul of Mobs after the hero finds or buys one in the dungeon, like the hero would do with eggs in Sprouted PD. Also most of the familiar Sprouted PD's pets have been renamed and besides that, stats, levelling up, special skills, eating habits in all familiar pets have been more or less changed. Also, all pet types are sold as ready-to-release pet cards by Pet Dealer Lery in Dolya Town (one randomly in each hero's visit) and one has also a 20% chance to be dropped by the Hybrid chapter boss, while Dwarf Warlocks have a random chance to drop a Soul of Mobs. For details about the pets and allies of SPS-PD you can visit the link above.
   
==== General Boss Strategy ====
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== Plants and Seeds ==
  +
{{Main|/Plants and Seeds|Plants and Seeds}}
All of the BossRush Bosses (except Dragon King) have common stats. Their damage scales by the player's level, specifically on a range of player's level / 2 to player's level per hit. Their HP is always exactly 1000, but everything that damages them only deals 10-20 damage, no matter how strong the original attack would have been. Their evasion is only 5, but their accuracy is 100, and their armor is only 2. Lastly, and most notably, any attacks over 15 damage will cause them to spew Demon Blood that bleeds, vertigos, and cripples any hero or pet caught inside. Wise use of the Jump Shoes, Ankh Shield, and available ranged weapons in combination with the Towel are essential to prevent a truckload of damage. Generally, the Guardian Dragon is a decent indicator of how much more one should level before challenging the BossRush. If that fight is only tedious, go ahead. If the battle requires constant use of healing sources, back out and wait until later. If the player easily crushes the Guardian Dragon, there is no reason to challenge the BossRush outside of personal satisfaction. Lastly, pets can get bugged in the BossRush Challenge and not be able to eat and heal, so it is better for the hero not to take them with him/her at all. 
 
  +
2 new Seeds with their respective Plants are added (Nut Vine and Seed Pod), and 6 plants now drop items when trampled (Dreamfoil, Nut Vine, Phase Pitcher, Starflower, Sungrass, Upgrade Eater) which are either edible and have positive effects or are used for transmuting and upgrading. Phase Pitchers and Upgrade Eaters do not trasmute or transform items anymore, but the items they drop (Transmutation Item and Upgrade Eater item) do that instead. For details about the plants and seeds of SPS-PD you can visit the link above.
   
  +
== Progression in the game: overview ==
==== List of Bosses  ====
 
  +
{{Main|/Dungeon Depths and Conditions|Dungeon Depths}}
''Dragon King'': This "boss" only has a hundred or so HP, so most attacks will kill it very quickly. The BossRush technically doesn't start until it's dead. It drops a Skeleton Key that can be used to unlock the floor exit, which is useless because the floor exit can't be entered, even after being unlocked. 
 
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Players familiar with Sprouted PD won't encounter much trouble navigating in SPecial Surprise PD, as the general structure of the parent mod has been kept with some secondary changes made here and there (the most important of which being the total removal of Dolyahaven Mines, with the hero in SPecial Surprise PD being able to teleport directly to Corrupted Mirror Otiluke's depth after he/she defeats the Shadow Yogs and obtains the Energy Core journal page). Nevertheless, for players unfamiliar with Sprouted PD here is an overview of the hero's progression, from the start until the completion of the game.
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# ''Regular dungeon'': Depths 1-24 (Sewers, Abandoned Prison, Mining Caves, Dwarven Metropolis, Demon Halls), Depths 25-26 (First Big Boss Fight with Yog-Dzewa). Visiting these depths is obligatory for the hero to proceed further in the game. Note that unlike Sprouted PD there is no key that teleports to Yog-Dzewa's depth, and the hero has just to use a Magic Breaker hammer in order to open the staircase to depth 25, like he/she has already done for depths 23 and 24. Another secondary difference from Sprouted PD is that on depth 26's pedestal there is no Amulet of Yendor but just a pudding cup - portable saving spot, and the hero has no option to complete the game from that early anymore.
  +
# ''Dolya Town'': Depth 55. The hero can teleport there by adding to the Dolya Slate the Invitation to Hometown journal page, which is sold in the Caves shop. Visiting this area is obligatory for the hero's progression because the NPC Ren will give to the hero the Challenge Book, which is necessary for teleporting to the Trial depths, after their pages are added into it. This area contains many more useful options for the hero (two general shops, a food store, a pet store, various other NPCs etc.) but talking with Ren and obtaining the Challenge Book is the absolutely necessary thing to do there.
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# ''Trial (former Book) depths'': Depths 31-33 (Courage, Power, Wisdom Trials). These depths are also obligatory for the hero's further progression, as gathering a Triforce piece from each trial depth is a prerequisite for the Troll Blacksmith to craft the whole Triforce, which will teleport the hero to the Second Big Boss Fight with the Shadow Yogs at depth 35. Very similarly to Sprouted PD teleporting to the Trial depths is possible by adding the trial book pages which are sold by the Ambitious Imp into the Challenge Book. In contrast to Sprouted PD though, the last defeated Shadow Yog drops a journal page that teleports the hero directly to the Energy Core after it gets added to the Dolya Slate (as the Dolyahaven Mines area has been removed, the Dolya Town and Energy Core depths have no connection anymore). This step is also obligatory for the hero's progression in order to complete the game.
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# ''Energy Core depth'':'' ''Depth 67 (First Final Battle with Corrupted Otiluke Mirror). In this depth the hero will find the Palantir, which will teleport him/her to Zot's depth. This step is also obligatory for the hero's progression in order to complete the game.
  +
# ''Zot'':'' ''Depth 99 (Last Final Battle). After the hero defeats Zot, he/she can go to Dolya Town, speak with the rescued Otiluke, obtain the Amulet of Yendor and complete the game.
  +
There also some more depths that visiting them is not obligatory for the hero to complete the game, but they offer various types of useful loot like a lot of dew drops / different types of adamant items / portal items / unique weapons / scrolls of Upgrade / a lot of gold etc.
  +
* ''Challenge (former Key) depths'': Depths 27-30 (Forest, Prison, Caves, City challenge depths), and depths 36-38, 40, 43 (Tengu, Skeleton King, Crab King, Thief King, Gnoll King challenge boss depths)
  +
* ''Dolya Slate's depths'': Depths 50 (Safe Home), 51-54 (Sokoban puzzles) and 66 (Spring Festival Land).
  +
* ''BossRush Challenge'': Depth 71
  +
There is also the depth 85 that starts an ''Endless mode.'' Visiting it becomes available after the hero obtains the Power Hand in the BossRush challenge and adds 5 magic stones into it, but this will essentially end the regular run, as the only way of exiting the Endless mode is by either completing the game with the Amulet / Power Hand or by dying.
   
  +
== Rings ==
''Void Goo'': This first Boss can be the most confusing, as throughout the fight, it will spawn four Elemental Goos and become completely invulnerable while even one of them is still alive: "Earth Goo" that applies caustic ooze and roots, "Shock Goo" that spawns a field of electricity on death, "Fire Goo" that is surrounded by fire, and "Ice Goo" that chills the air around it (all the elemental goos have a “no text found” description). The elemental goos die fairly quickly, so once it's clear how to damage Void Goo, the fight becomes very manageable. However, once its health is reduced to 25%, its movement speed is suddenly multiplied by 6, which makes the final set of Elemental Goos more difficult, but not too difficult, to hunt down. On death, it drops a Hand Cannon, and is the only way to get such a weapon. 
 
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{{Main|/Rings & Lucky Badge|Rings & Lucky Badge}}
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One new ring, the ring of Energy, has been added (it increases recharging rate by +5% per level, with the degree of improvement increasing as it gets upgraded to higher levels) and almost all the familiar rings from Sprouted PD have received specific changes, with a common change being that the abilities of some of them have a level up cap at +30. Also, the ring of Wealth is replaced with the ''Lucky Badge'' item, which has a similar function but can't guarantee 100% drops, even when upgraded to max level, as it reaches its cap at +15 and can't be upgraded further. For details about the rings and the Lucky Badge of SPS-PD follow the link above.
   
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== Regular & Rare Enemies ==
''Young Tengu'': He is described as another Tengu, uses a combination of ranged attacks (which randomly ignite, stun, cause slowness etc.) and knockbacks to fight the player. This fight works in two phases. During Phase 1, this boss pelts the player with ranged attacks that induce knockback, something that could have caused difficulty for melee users if it weren't for the Jump Shoes and Ankh Shield, which can both be used to halt this behavior. After this boss's health is reduced to 50%, it opts instead to rush the player with melee attacks and doubled movement speed, though this mostly just makes the fight more straightforward.  
 
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{{Main|/Regular Enemies|Regular Enemies}}
   
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14 regular enemies have been added in all game chapters of the main dungeon, and 4 unique enemies in any chapter (but these spawn only under specific circumstances):
''Killing Machine'': Likely the most dangerous boss within the BossRush, the Killing Machine has two distinct abilities. The more noticeable one would be the Hunting Bombs that it occasionally spawns around the level, which chase after the player, can be shot to blow up instantly, and will otherwise blow up 10 turns after being spawned. The other, less noticeable but far more dangerous, is the Killing Machine's thorns effect. When the player attacks, the amount of damage their blow would have dealt had the damage not been changed to 10-20, will instead be dealt back to the player in full. This means that if a weapon is a sufficiently high level, that damage can one-shot the player from full health. Other than that, the fight words in four phases. During phase one, the Killing Machine simply poisons the player on hit. After it is reduced to 75% HP, it enters phase 2, where it begins to chill the air around it, and its attacks coat the enemy in Tar. Phase 3 begins at 50% hp and below, where Tar Gas is spawned instead of chilled air and attacks ignite the player. Lastly, at 25% hp and below, the Killing Machine loses all of its melee enhancements to double its speed and spawn Darkness Gas that blinds everything inside it, including the Killing Machine itself. With Mind Vision and a ranged weapon handy, this last phase can easily become the easiest. Note that the Hunting Bombs will only spawn when a phase change happens, and that the Overload Hand Cannon may be destroyed if it's left on the ground. 
 
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* ''Sewers'': Dust Element, Leech Seed, Patrol UAV
  +
* ''Prison'': Armor Skeleton, Troll Warrior, Zombie
  +
* ''Caves'': Sand Mob, Stone Bug (this also in Dolya Town)
  +
* ''Metropolis'': Dwarf Musketeer, Huge Skull, Spider Bot
  +
* ''Demon Halls'': Demon Flower, Sufferer, Thief Imp
  +
* ''Any chapter, Unique or Rare'': Cell Mob (only spawns when a boss or miniboss is shot with an Evolve ammo, and that only occasionally), !!!Data Delete!!! (only spawns in the Nightmare Virus challenge, but constantly there), Gold Collector & Level Checker (they spawn only when players exploit gold farming or levelling up)
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Some more are duplicated or retextured and appear with different name and abilities in other depths / as chapter boss minions or have the depth they appear changed, and most of the familiar enemies have their stats rebalanced and their special attacks more or less changed. If we add to the aforementioned enemies the chapter boss and challenge depths enemies already mentioned, the trial depth enemies, the dolya slate depth enemies and the enemies already existing in Sprouted PD, SPS-PD features 165 (!) different types of enemies. For details about the regular and rare enemies of SPS-PD follow the link above.
   
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== Room types added or changed - Walls ==
''Element King'': This boss has a null item sprite, but it's meant to be a BossRush version of the Dwarf King. It's the first of the simpler fights, which don't have any kind of minions or particularly threatening special abilities to endanger the player. It has four different phases, but only its on hit effect changes as its health depletes. In phase 1, it cripples the player on hit. Phase 2 has it rooting the player instead. In Phase 3, it causes rooting. In phase 4  it causes Weakness and doubles its movement speed. 
 
   
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==== ''Hidden skeletal remains'' ====
''Ice Corps'': Another boss that has a null item sprite and also a “No text found” description, but the first to bear no resemblance in theme to other bosses in the game. This is a fight that works in only two Phases, the second phase starting at 25% HP and granting the Ice Corps double speed. Until then, it only occasionally spawns rocks in random cells adjacent to it when moving, which slow anything caught within for 5 turns without dealing direct damage. It's rather easy to avoid, as they only spawn close to the Ice Corps. 
 
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[[File:Hidden skeletal remains SPS-PD.png|centre|thumb|211x211px]]
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Rooms that: a) contain a row of bookshelves covering one of the walls, b) but do not contain scrolls c) and only a chest instead, do not belong to the regular Library type. Instead there are always hidden skeletal remains behind the bookshelves like in YAPD, 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/her HP, but a Chaos Wraith will not spawn (this is generally unadvisable, unless the hero has no damaging wands and is of a skin without an Ankh Shield as a starting item, as all stunned chaos wraiths get defeated with one or two weapon hits). 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 depth, a potion of Liquid Flame will always spawn, but not generally in depths with bookshelves (so having a potion of Liquid Flame spawn in the same depth which also has a row of bookshelves in one of its rooms is an extra indicator for the existence of hidden skeletal remains, apart from the room not containing scrolls inside). Skeletal remains can also spawn in plain sight in a room with bookshelves, but in this case the bookshelf tiles will be scattered around the room and not gathered together in a specific side of the room.
   
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==== ''Pit Rooms'' ====
''Original Yog'': The third boss in a row that has a null item sprite, has no special abilities and only one extra phase, the usual double movement speed at 25% HP. It is described as the original Yog with a tentacle. 
 
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[[File:Pit Room SPS-PD.png|centre|thumb]]
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They have two differences from pit rooms of almost all other PD mods, with the first of them being major: a) Their walls can be destroyed by Huge bombs, Two Bombs or the Diamond Pickaxe/Vtuber's Button/Shovel, so the hero doesn’t have to jump into pit chasms any more, if he/she has any of these items available, and b) they don’t have a locked entrance, but an “air wall” which cannot be unlocked or destroyed by any means. This air wall mostly serves as a clear indication to the hero that a pit chasm exists in the depth above, making the pit rooms of SPS-PD usually overt, unlike what happens in Sprouted PD, where there is no indication for them at all.
   
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==== ''Rooms with specific effects'' ====
''Shadow of Amulet'': The last Boss, and yet another Boss to have a null item sprite. It is described as the of Bossrush, is identical in behavior with the Original Yog, and drops a trophy called the Player Icon, which has no other use than satisfying the player’s vanity. 
 
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{{Main|/Dungeon Depths and Conditions#Rooms with specific effects - Debuffs due to the Weather|Rooms with specific effects}}
   
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In the dungeon the hero might encounter rooms that either buff only the hero, debuff any character that is located inside them or spawn constantly Skeletons, with 5 of them being totally new (Cold, Dead Raise, Dry, Garden, Hot, Quiet, Wet). For details about them visit the link above.
==== Overview of Rewards ====
 
Overall, the BossRush isn't particularly rewarding, at all. The Skeleton Key isn't actually used for anything purposeful, and the Player Icon can't be used period. The only strategic reason to challenge the BossRush is to obtain the Overload Hand Cannon, a particularly powerful gun with a whopping 7 range. It's always given at +0 and uncursed, so if the player wishes, he/she could actually face the Bosses after the Void Goo with this equipped, although it can be hard to use without a Ring of Furor due to its Attack Delay of 2. Don't worry about losing it, as the BossRush can be faced an infinite number of times. 
 
   
  +
''Walls''
=== End Game Boss Changes ===
 
   
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All walls in general can be destroyed by Huge bombs, Two Bombs or the Vtuber's Effect Button/Shovel/Diamond Pickaxe. The only walls that these bombs and items can't destroy are: a) air walls, which block the entrance/exit to pit rooms (but destroy without a problem the walls around them), b) specially colored walls or decorative tiles like gold veins, bookshelves or statues, c) locked doors (but destroy without a problem the walls around them).
==== First Yog Fight – Yog-Dzewa (Floor 25) ====
 
The Guardian Statue/Animated Steel in level 24 doesn’t drop a special key for it anymore, but just releases the tile of the ladder that leads to level 25, which needs to get broken with the Magic Breaker. Yog’s Fists have all a “No text found” description, but they all behave the same with Sprouted (Burning Fist: ranged, has a fire cloud around it, Infecting fist: melee, secretes toxic gas and can poison the hero, Pinning Fist: ranged, can root the hero, Rotting Fist: melee, applies caustic ooze), with the exception of the Rotting Fist that takes minimal physical damage without an Attack up buff by the Glass Totem/Robot DMT or by an Energy enchanted weapon from all classes apart from the Huntress and Rogue. If these artifacts or enchantment are not available, wands or other sources of damage must be used to kill it, or just leave it as it is and proceed to kill Yog after the Mage/Performer/Warrior finishes with all the other Fists. Lastly, when Yog’s health reaches a point approximately below 10% (again with the exception of the Huntress and Rogue), it starts teleporting around after a few hits and can also spawns Evil Eyes and Fists again (the Fists only once). After Yog is defeated, it drops the Sokoban Journal / Dolya Slate page "Spring Festival Land" and also a Ghost Elevator, a new item that allows the hero to travel up and down regular floors with ease (however, pets will not be taken along). In all the other parts that were not mentioned, this fight is the same with Sprouted. 
 
   
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== Scrolls ==
==== Second Yog Fight - Shadow Yog (Floor 35) ====
 
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{{Main|/Scrolls|Scrolls}}
After the Troll Welder forges together the three parts of the Triforce into a Source Triforce, the hero can teleport to the Shadow Yog level, which is almost identical in shape to the DM-300 floor, apart from the fact that it has no water or trap tiles. The Shadow Yogs are also identical to those of Sprouted, but their minions are different. There are no Onis and Shadow Rats any more, but Fiends (they zap Shadow Bolts and cause a Weakened Debuff, drop various regular scrolls) and Gold Eye Bokoblins, which are identical to the Power Trial Bokoblins (secrete Demon Blood etc. and drop nothing). Both kinds of minions spawn constantly, and when the Shadow Yogs become low in health, they teleport around the floor rapidly, but if the hero will go there with his/her weapon or battle wand upgraded to a high degree, by having used the Scrolls of Upgrade and Magical Infusion he has collected so far, this will be an extremely easy fight. On the other hand, with a weapon just upgraded to 10, this fight will not be manageable at all. The last Shadow Yog will drop the Orb of Zot and the hero must break it to find the "Code" Dolya Slate / Sokoban journal page, that will teleport him/her to Energy Core and the Otiluke Corrupted Mirror (until the hero decides to break it, he/she can use it as a more powerful Mr. Destructo, that needs 500 charges to get ready). 
 
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The familiar scrolls from Sprouted PD remain basically the same, with some minor changes (mostly extra side effects added to their primary function), but 4 new scroll-like items have been added that work more like potions by changing permanently the hero's stats (most of the times only increasing them, but sometimes also decreasing another stat in the case of the scroll): the scroll of Sacrifice, and the "Learn how to Attack / Dodge / Use Magic" scroll-like items. Also each scroll now has a distinguishing symbol after it gets identified. For details about these changes follow the link above.
   
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Also, all bookshelves can now also drop regular scrolls after getting burnt, like they do in YAPD after getting seached, but never Journal pages like they do in Sprouted PD, and never rare scrolls like Regrowth, Sacirifice, Upgrade or Magical Infusion like they do in YAPD with its equivalent rare scrolls.
==== Energy Core Battle (Floor 67) ====
 
This fight is almost the same with Sprouted, only a little easier. The hero must defeat at least some of the Animated Steels (Statues) in the level, in order to reach the Palantir, which is located at the west of the floor, with Animated Steels and Otiluke Lightning Slates (Sprouted’s Lightning Towers) surrounding it; they zap deadly beams that can one shot the hero and cannot get destroyed, but get deactivated after the Otiluke Corrupted Mirror at the east of the floor is defeated - the hero must absolutely avoid the east part of the floor until he/she defeats the Otiluke Corrupted Mirror. All the Animated Steels carry upgraded +10 weapons of various tiers and enchantments, and they attack en masse, so the hero might carry 10 debuffs at the same time at some point of the fight (an upgraded Ring of Elements will be very useful in this fight), but they don’t pose a serious threat, taken into consideration that the hero has survived the previous fight with Shadow Yog and has fully upgraded his/her equipment. The Otiluke Corrupted Mirror zaps the hero with Shadow Bolts which also cause an Attack Down debuff, but he also doesn’t pose a serious threat – for some unknown reason after he is beaten he drops an edible Crystal Nucleus which looks like a Magic Stone, with no obvious purpose other than the hero to sell it for 1000 gold. After the hero reaches the Palantir, he/she can take it and use it to teleport to the Second Final battle (he/she can't do that from the Energy Core floor, but must return to the regular dungeon, and use the Palantir from there to teleport to Zot). 
 
   
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== Strength and Strength Requirements ==
==== Zot Battle (Floor 99) ====
 
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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 Strength spawn in a specific number (9) and equipping a Lucky Badge doesn't affect this positively, while potions of Might give only +15 max HP and no additional Strength, instead of +5 max HP and +1 Strength like they do in Sprouted PD, and they also no longer transmute into potions of Strength. The only other items that give additional strength points permanently without heavy consequences is a) the second Scroll of Sacrifice, a unique drop of the Challenge depths (it adds +1 Str. but the first one gives only +15 HP, and the third and fourth scrolls subtract permanently a lot of HP while adding +1 Str.), b) the Golden Nut Bless by the Developer, a unique reward item, that the hero receives after killing 100 enemies in all 4 challenge depths and gives either +1 Str. and 60 HP or +2 Str. and 30 HP and c) 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 depth 5). The ring of Might also adds Strength points when equipped, but only +1 every 5 upgrades (it adds +10 HP with each upgrade though).
This floor is identical in shape to the DM-300 floor (without the traps and the water tiles) and in color to the BossRush floor, and as in the previous floor this fight is almost the same with Sprouted, only a little easier. The hero will meet finally the evil Zot there, that spawns Magic Eyes each time he takes damage (a blueish version of the Evil Eyes from Demon Halls, that zap laser beams and drop healing potions) and Zot Mirrors (they zap lightning bolts and drop various regular scrolls). DoT debuffs that do little damage like the Molten Earth special skill of the Mage is not a good idea for Zot as he will spawn constantly new Evil Eyes. If the hero doesn’t stand in the middle and get zapped by all evil eyes at once (perhaps the best position is by the door inside the central square, so as to take the Magic Eyes one by one), this fight is also manageable. After Zot is defeated, all the remaining Magic Eyes dissolve and Zot drops a "Soul collect stone" in which Otiluke is imprisoned. The hero will have to use the Palantir to go back to the regular dungeon, and then he/she will be able to break the Soul Collect Stone, and receive the message that Otiluke is rescued. From there, he/she can teleport to Dolyahaven and find Otiluke standing in the north east corner of the village. Otiluke will say "Finally, after so many time, I see my hometown again" and "I will help you enter Tower if you want", but if the hero insists in bugging him, he will finally respond "Ok, I know what you want, take this counterfeit Amulet. I had to give the real one to the Tower, but don't worry. This works the same way, and I have more if you need them". If the hero continues to talk to him, he will give another amulet, and another amulet etc. Then the hero can end the game immediately or return to the dungeon and finally to the surface for the Happy Ending. Without having grinded for XP but having completed all floors that grant XP once, the hero would be around level 70 at this point. 
 
   
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Effectively, this means that methods of gaining strength are few and far in between or RNG-dependant, so most heroes will be switching to higher tier weapons and armors at a much slower rate (with the exceptions of the Rogue for weapons and of the Warrior for armors who have a +2 Strength bonus when equipping armors - warrior and weapons - rogue, and also the Artisan subclass of the Follower, who gets a +2 Strength bonus in equipping both), even possibly as late in the game as the Demon Halls. All heroes will reach Yog-Dzewa with 19 Strength, if they have found all the spawned potions of Strength, and they can also add surely +2/+3 to their Strength without heavy consequences by reading the second scroll of Sacrifice and eating the Golden Nut Bless by Developer after killing 100 enemies in all four challenge depths. Before that, apart from the Warrior and the Artisan Follower all the other classes without a ring of Might or a lucky Rotberry seed drop will be only able to equip up to the tier 5 heavy and the tier 6 light armors, as the normal and heavy tier 6 armors have a +20 and +21 strength requirement, and apart from the Rogue and the Artisan Follower all the other classes will be able to equip only tier 5 weapons, as all the tier 6 weapons have a +20 strength requirement (tier 5 weapons are as good as them, or actually better for most types of gameplay, though).
=== New or Changed Buffs ===
 
There are some new buffs, some class specific to the Performer, and some other caused by the consumption of food or the use of enchanted weapons or artifacts.
 
   
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== Tips for End-Game ==
==== Class / Subclass specific Buffs ====
 
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{{Main|/Tips for End-Game & Badges|Tips for End-Game}}
* Source Power -  Blood Imbue: only the Warrior class can gain it, after the Dwarf King is beaten and the hero gets the Skill kit: it grants immunity to debuffs and improves damage for 30 turns.
 
* Combo: only the Warrior subclass Berserker can gain it, and 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 again)
 
* Echo: Only the Performer’s subclass Superstar can gain it after killing enemies – it increases Speed for 10 turns.
 
* Furious: Only the Warrior subclass Berserker can gain it, when the hero's health is below 60% of max HP, and retains it as long as his HP remain below 60% - it increases physical damage to enemies by 25% and decreases damage to hero by 25%.
 
* Glass Shield: Mostly the Performer can gain it after leveling up or by using the jump shoes - it is a strong Defense Up buff that reduces damage to the hero by 80% (all the other classes can gain it only by using the Defense mode of the Glass Totem). Mini bosses can also gain a glass shield, with various degrees of damage reduction.
 
* Rhythm: Only the Performer can gain it, after leveling up or killing monsters - it increases Accuracy and Dodge for 10 turns.
 
   
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SPS-PD is a mod of Sprouted PD and among the most famous (or infamous) characteristics of its parent is grindiness. Nevertheless, in SPS-PD most of Sprouted PD's grinding isn't actually needed (apart from the occasional dew farming in the challenge depths for upgrading equipment), as upgrading a tier 6 weapon with transmuted scrolls of Magical Infusion is absolutely not needed and the game can be completed easily with more than half of its available weapons when highly upgraded. Players who want to make the best out of the game's resources or want detailed advice about SPS-PD's end-game can visit the link above.
==== Hero Buffs ====
 
* Arcane: it is gained by all classes by using a Scroll of Recharging or visiting a room with this climate and by the Mage also by using the jump shoes, and provides +10 Magic Power.
 
* Armor Break: is gained as a side effect or reading a Scroll of Lullaby, reduces enemies' armor and increases damage as a consequence.
 
* Attack Down: It is gained by using the defense mode of the wooden shield or as a side effect or reading a Scroll of Lullaby, reduces 25% of enemies attack.
 
* Attack Up: It is gained by using an enchanted with Energy weapon, as a side effect of drinking a Potion of Invisibility, or by activating the Robot DMT (randomly) / Glass Totem (optionally) artifacts and provides +20{{pc}} to attack (the Performer special skill Special Dance also grants 25% Attack Up) . Various enemies and especially mini bosses can also have an attack buff with various degrees of attack increase.
 
* Blessed: It is same with its equivalent in Vanilla and other mods (increased accuracy and evasion) and not with that of Sprouted (increased damage). Note: The Starflower plant doesn’t grant the Blessed buff, but the Strength/Fury buff, like Sprouted.
 
* Defense Up: It is gained by using an enchanted with Dance weapon, using the defense mode of the wooden shield, as a side effect of drinking a potion of Levitation, or by activating the Robot DMT (randomly) / Glass Totem (optionally) artifacts and provides +20%-50% to defense (the Performer special skill Special Dance also grants 25% Defense Up). Various enemies and especially mini bosses can also have a defense buff with various degrees of defense increase.
 
* Dew Drop: it is gained by visiting every new floor, after meeting the Dew Developer in floor 2, and makes the enemies drop dew after they get killed.
 
* Drowsy: it is gained by reading a Scroll of Lullaby and leads to magical sleep that rapidly replenish HP, can be negated by taking damage or being in full health.
 
* Foresight: It is gained by having the Talisman of Foresight equipped and is activated when the hero is close to a trap.
 
* Haste: It is gained by using the Speed ability of the Dew Vial and only by the Rogue class by using the class Special Skill.
 
* Illuminated / High Light: it is gained with long duration by using a torch, and with shorter duration by using the Light ability of the Dew Vial, by zapping an enemy with a Wand of Light, as a side effect of drinking a potion of Purification but also when ignited by a fire trap. Grants better vision.
 
* Immune to Gases: gained by drinking a Potion of Purification and as a parallel effect to the production of harmful gases from the Testpaint glyph.
 
* Invisibility: gained by using the Light ability of the Dew Vial, by drinking a potion of Invisibility, and only by the Rogue class by using the Jump Shoes / the Cloak of Shadows / the class Special Skill and by the Warden subclass by stepping on high grass.
 
* Muscle: A +2 Strength buff for 200 turns, which is gained after consuming a Power Pill.
 
* Overfed: An Attack Up buff, which is gained after overeating, that is consuming food that its nutritional value surpasses the point 0 of the hunger counter..
 
* Recharging: Unlike Sprouted, Scrolls of Recharging don’t instantly recharge all wands to full charge, but grant a much higher rate of recharging, like Shattered.
 
* Shadowmelded: It is always gained while the hero stays in a garden. grants Invisiblity and Slower Metabolism (less hunger increase).
 
* Strength: It is the Fury and the Moon Fury buffs of Sprouted just renamed – one or many extra powerful hits.
 
   
==== Hero Debuffs ====
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== Traps new and changed ==
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'''''Trap types'''''
* Attack Down: caused by various monsters and mini bosses, reduces the hero's Attack.
 
  +
* 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 (deal releatively low damage), Fire (create a fire blob), Flashing, Freezing (rarely shatter potions), Grim (deal heavy but not deadly damage and can be encountered earlier), Gripping, Guardian, Lightning, Ooze, Paralytic Gas, Pitfall, Poison, Rockfall, Shock, Spear, Storm, Summoning, Teleportation, Toxic Gas, Venom Gas, Weakening and Worn Out traps exist all in the game, are borrowed from either Shattered PD or Sprouted PD and are mostly the same in function and frequence, with some minor differences from Shattered PD or Sprouted PD already mentioned inside the parentheses.
* Armor Break: caused by the Dwarf Musketeer, the Demon Flower and various mini bosses, reduces the hero's Armor > increases damage to the hero.
 
  +
* Chasm traps are an original addition of SPS-PD, which are never hidden, can't get deactivated and always cause Bleeding to the hero upon stepping them. They occur infrequently in the main dungeon but they occupy appr. 75% of the Wisdom Trial depth and are also common in the Thief King's Lair depth.
* Burning: caused by stepping on a fire trap or a Firebloom plant, drinking a potion of Liquid Flame, eating raw meat, by an Animated Steel with a Fire enchanted weapon equipped and other enemies. It causes damage and can destroy scrolls, when the hero doesn't have the scroll holder. Fire can be extinguished by shattering a potion, stepping on water or with the Clean ability of the dew vial.
 
  +
* Distortion traps are very rare (almost non-existing) in the main dungeon but are extremely common in SPS-PD's Endless Mode. In SPS-PD they restart the depth, and in the regular dungeon they also function as "time travel" traps, as the hero won't keep the items he/she had found and already put in his/her backpack while exploring the depth.
* Caustic Ooze: caused by Demon Goos, Animated Steels with an Acid enchanted weapon equipped or by stepping on ooze traps, can be removed by stepping on water or by the clean function of the dew vial.
 
  +
* Warping traps are also very rare, and teleport the hero to a previous dungeon depth without unidentifying their depth, like they used to do previously in Shattered PD. The pet is also teleported along with the hero (but not when the hero steps on a regular Teleportation trap and is teleported somewhere on the same depth).
* Cold: caused by certain climate or Animated Statues with a Coldwave enchanted weapon equipped, makes the hero Slow.
 
  +
'''''Generally about traps'''''
* Dry: caused by certain climate, reduces Damage from hero.
 
  +
* All pets fly, so they won't activate any trap and will just hover above them.
* Electrostatic Turbulence: caused by Animated Steels with an Electric enchanted weapon equipped or by enemies that zap lightning bolts while the hero is standing on water. It reduces wands' damage and recharge rate and also has a DoT effect (there is currently a bug involved with this debuff and sometimes never wears off - normally it gets away with time or by getting zapped again).
 
  +
* Changing depths due to a trap, either downstairs by stepping on a Pitfall trap, or upstairs by stepping on a Warping trap, makes the dew counter of the goal moves stop for this depth, and it will start counting again when the hero goes back to the depth, so stepping on either one of these traps won't prevent the hero from completing the depth within the goal moves.
* Frozen: caused by stepping on an ice trap or an Icecap plant, drinking a potion of Frost, or by an Animated Steel with an Ice enchanted weapon equipped. It paralyzes the hero but doesn't seem to make potions shatter like in other mods.
 
  +
* Hidden traps in general are not revealed by Blue Berries and scrolls of Magic Mapping, and when they are not deactivated by stepping on them once (like Spear and Gripping traps for example), they still remain hidden, and the hero must specifically search their tile, for them to become visible.
* Hot: caused by certain climate or Animated Steels with a Tar enchanted weapon equipped, causes Easier Damage to hero.
 
  +
* Trap tiles in general can’t be destroyed by any bomb or activated when bombs are thrown next to them and not on them.
* Leech Seed: caused by the Living Moss and Animated Steels with an Earth enchanted weapon equipped, causes a DoT vampiric effect that heals all nearby characters.
 
* Locked: caused by Thieves in Prison when they flee, makes the hero unable to consume anything.
 
* Poisoned: caused by various enemies, stepping on a poison trap or a Sorrowmoss plant.
 
* Raise Dead: caused by certain climate - Skeletons are probable to spawn (not according to level, but same with those in Caves, so this climate can be lethal in early levels).
 
* Silence: caused by regular level Skeletons when they die, makes the hero unable to read scrolls and use wands.
 
* Tar: caused by the tar gas of Broken Robots and Golems or by Animated Steels with a Tar enchanted weapon equipped, and makes the hero slower - also the fire debuff does not go away at all until the hero steps on water or uses the Clean function from the dew vial.
 
* Weakness: caused by stepping on weakening traps and by various enemies. It is applied by much more monsters and mini bosses compared to Sprouted, but is same with Sprouted in all the rest (except that when it is caused specifically by Dwarf Warlocks it causes -3 instead of the regular -2 strength reduction, unlike what the game says).
 
* Wet: caused by certain climate or Animated Steels with a Coldwave enchanted weapon equipped, causes Reduced Accuracy and Dodge for hero.
 
   
=== New Bags ===
+
== Trial depths ==
  +
{{Main|/Challenge Book#Challenge Book#Overview - Trial depths|Trial Depths}}
* A Scarecrow Heart that the hero gets from killing the Clockwork Scarecrow in Dolyahaven, a bag that holds up to 22 different weapons, melee or missile.
 
* A Shopping Cart can now be found in a garden, and can be used for storing all of the game's edible items, from berries to mushrooms to other such foods, up to 24 different items. A shopping cart in a garden always spawns in each run, and usually by the end of 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 map them, until he/she finds the hidden garden.
 
   
  +
The Book depths from Sprouted PD are renamed to Courage / Power / Wisdom Trial depths, and have also received various changes (with the Book of Heavens / Wisdom Trial being the most changed, as it does not allow falling anymore, and its former chasm tiles of Sprouted PD are now all occupied with chasm traps, also Fire Elementals have been added as an infrequent enemy to it). All the Trial depths are now revisitable and have become an option in the Challenge book along with the challenges, but only the Wisdom Trial (formerly Book of Heavens) respawns its loot in a new depth arrangement, with the other two only respawning their enemies in the previously visited depth. For details about these changes follow the link above.
=== Sokoban Changes ===
 
{{Main|/Sokoban|Sokoban}}
 
   
== '''About Grinding''' ==
+
== Wands ==
  +
{{Main|/Wands|Wands}}
  +
10 new wands have been added to Sprouted's wands (Acid, Blood, Charm, Error, Flow, Freeze, Light, Metorite, Thundercloud + Reno's Rainbow Cannon, which is a skin-specific wand), 6 familiar wands have been removed (Amok, Blink, Regrowth, Slowness, Teleportation, Telekinesis) and all the familiar wands that remain have received minor or major changes (Disintegration, Firebolt, Flock, Lightning, Magic Missile). Also, all wands have now a specific permanent sprite, and not a random sprite that will change in each game, like they do in Shattered PD (some of their sprites are different in comparison to the similar wands of Shattered PD though). The total amount of SPS-PD's wands are now 16. You can follow the link above for details about all these changes.
   
  +
== Weapons - Bombs, Guns, Missile, Thrown ==
=== '''If it is Considered Needed''' ===
 
  +
{{Main|/Weapons - Bombs, Guns, Missile, Thrown|Weapons - Bombs, Guns, Missile, Thrown}}
'''Dew''': The Dew Drop buff will have a limited duration in regular floors, when the hero had missed some enemies in a hidden room or had just wasted time and so had finished the previous floor under the goal moves. Fortunately, all the key/challenge floors (Forest, Prison, Caves, City) provide generous amounts of Dew and are repeatable. On the other hand, the Plant ability of the Dew Vial, due to costing 15 dew, is efficient in farming dew only with an upgraded Ring of Haste and +10 Greaves of Nature both equipped, or with +10 Greaves of Nature in a 3X3 room, unlike Sprouted, where watering with dew costs only 2 drops.
 
  +
14 new Gun and Missile weapons and 15 Thrown weapons are added, making the total number of SPS-PD's ranged weapons 29 (or 42 if we also count the 13 bombs). Also, misisle and gun weapons can now be enhanced with different types of ammo, which are crafted in alchemy pots (for the different types of ammo visit the Alchemy - Ammo section link above).
  +
* A full array of tier 0 to tier 5 guns has been added in SPS-PD: Sling, Toy Gun, Gunslinger Pistol, Pistol, Blunderbuss, Fusil, Mortar with also the addition of the Pulse Pistol that has a special effect. Also, 5 more missile weapons have been added along with the Booomerang: Centaur Bow, Lzayoi's Thousand Knives, Mini Moai, Ryu's Hadoken, Wooden Shield (the centaur bow and thousand knives deal exceptional damage when upgraded, but the wooden shield and hadoken are basically debuffing items that deal some damage, and the Mini Moai deals the mediocre damage of almost all holiday weapons). This makes the total of missile weapons and guns of SPS-PD 14.
  +
* 12 Thrown weapons have been added: EMP Bola, Empty Bomb, Error Ammo, Escape Knife, Huge Shuriken, Poison Dart, Red Packet, Rice Ball, Skull, Smoke, Shatttered Ammo, Wave, and almost all the thrown weapones that have remained from Sprouted PD have their stats, sprites and names somewhat changed. This makes the total of thrown weapons of SPS-PD, familiar and new, 14.
  +
* 10 bomb items have been added (Acid, Build, Dark, Fire, Huge, Ice, Mini, Storm, Two Bombs), which have unique special effects, are all craftable and can be also found/sold in the dungeon. Two other familiar bombs of Sprouted PD, the Dumbling Bomb and the Holy Hand Grenade, are renamed to Fishing Bomb and Holy Bomb and are changed in some of their details. The Soldier class also has the option to summon Bombing Robots by using one of his special skils. This makes the total bomb items of SPS-PD 13.
  +
For details about all of them visit the link above.
   
  +
== Weapons - Melee ==
'''Food''': Half of the enemies in the Sewers drop regular or mystery meat, various enemies in the subsequent chapters also drop meat (Cave Spinners, Scorpions etc. just like Sprouted) and Dwarf Monks in the Metropolis drop regular rations of food or pasty, with an upgraded Lucky Charm helping the rate of these drops very much. Additionally, the Caves challenge floor is ideal for grinding meat from the piranhas, especially when a Lucky Charm is equipped.
 
  +
{{Main|/Weapons - Melee|Weapons - Melee}}
   
  +
44 new melee weapons have been added in SPS-PD:
'''Gold''': The hero can repeat the Sokoban puzzle floors as the gold chests contain good loot as many times as the hero visits the level, and can also fall many times in the Thief Lair's basement (he/she will also have already gathered appr. 12.000 gold from the City challenge floor, if he/she had followed the correct method). Lastly, if the player is interested in a higher ranking, in which having a lot of gold helps, he/she can collect all the +10 upgraded and enchanted weapons that are dropped by Animated Steels in the Mirror Otiluke battle and sell them at a Dolyahaven shop, but collecting gold in literal end-game will have no other effect.
 
  +
* 23 Regular weapons in all tiers: Assassin's Blade, Club, Dual Sword, Fight Gloves, Empty Bottle, Flute, Greatsword, Halberd, Hand Axe, Harp, Holy Water, Lance, Mage Book, Nunchakus, Prayer Wheel, Rapier, Scimitar, Stone Cross, Triangolo, Trumpet, War Drum, Wooden Staff, Whip
  +
* 12 Unique Drop or Rare weapons: Error Weapon, Example Wooden Hammer, Goblin Shield, Legend of Hyrule, Overload Handcannon, Reimus Goei, Runic Blade, Shadow Eater, Special Knuckles, Tekkokagi, Tengu's Katana, Wraith Breath
  +
* 9 Holiday weapons: Brick, Christmas Tree, Firecracker, Hook and Ham, Key Message, Lollipop, Pumpkin Lamp, Sing jump rap play with basketball and play music, Test Weapon
  +
Adding these to the already existing weapons from Sprouted PD (of which the tier 6 Relic weapons are all more or less renamed), we have a total amount of 60 melee weapons in SPS-PD. After adding this number to that of the ranged weapons sum mentioned just above, we end up with 102 (!) different weapon types existing in SPS-PD. Moreover almost all melee weapons have a regular, enhanced or holiday attribute, which are similar to enchantments in their effects, but are permanent characteristics of weapons and can't be changed.
   
  +
SPS-PD's Weapon Enchantments all refer to one of 7 different ''Elements ''of the game, and each element governs two enchantments (making them 14 in total), with the couples having somewhat similar but not same effects. None of Sprouted PD's enchantments exists with the same name in SPS-PD, while 10 out of 14 are totally new:
'''Mushrooms''': They are useful in good cooking recipes, so a hero might need to farm them. The only monsters that drop mushrooms are the prison Thief (rarely, even with an upgraded Lucky Charm equipped) and the Living Moss in the sewers, but both appear rather randomly. Practically, only piranhas in the Caves challenge floor can be farmed for mushrooms, but with limited results even with an upgraded Lucky Charm equipped. Also, all the floors with lots of high grass (Forest, Prison, Power Trial) can give good drops of mushrooms with +10 Greaves of Nature equipped.
 
  +
* Dark element: Dark & Weakness
   
  +
* Earth element: Acid & Earth
'''Magic Stones''' (Norn stones renamed): Their drops from mobs are limited to 6 but are easier to gather in comparison to Sprouted, as they can be farmed from Golems in the Dwarven Metropolis. The can also be bought in the Dolyahaven shops.
 
   
  +
* Electricity element: Electric & Shock
'''Phase Pitchers''': Unlike Sprouted, Phase Pitchers are a very rare resource is SPS-PD, as the Book of Heavens / Widom Trial has become unrepeatable (and even in that one visit, phase pitchers spawn very rarely), so there is no way to obtain them through farming. Nevertheless the hero can buy them from the northwest shop in Dolya Town, which restocks in each visit or after a sleep in the hotel room.
 
   
  +
* Energy element: Dance & Energy
'''Scrolls in general''': If the hero wants to upgrade the Unstable Spellbook, he/she will need many scrolls to add XP to the artifact. Gnoll Shamans in prison, caves and metropolis, Broken Robots in caves and metropolis, and Succubi in demon halls, all drop scrolls, especially when an upgraded Lucky Charm is equipped. Also, like Sprouted, the hero can leave a Robot Printer intact in the DM-300 battle, and after he/she has beaten DM-300, he/she can equip the Lucky Charm and farm scrolls of Recharging from the Broken Robots that will constantly spawn from the Robot Printer.
 
   
  +
* Fire element: Fire & Tar
'''Scrolls of Upgrade and Magical Infusion''': Upgrading the Lucky Charm to +15 will help very much with the Wraith drops of these scrolls but will not guarantee them and the Lucky Charm cannot get upgraded above +15. The grave stone that spawns in the southeast of Dolya Town in late levels and reappears in each visit, even when the hero had just destroyed it in the previous visit, and also after a sleep in the Dolya Town hotel room, is currently the only location to farm SoUs and SoMIs in SPS-PD, nevertheless it is very limited due to 500 charges of the Dolya Slate needed for each new visit. The hero also buy these scrolls from the west shop in Dolya Town, which restocks in each visit or after a sleep in the hotel room.
 
   
  +
* Light element: Light & Shining
'''Seeds and Nuts''': The only regular enemy that drops seeds is the Dust Elemental in the Sewers. Also, as stated right before, the Plant ability of the Dew Vial, due to costing 15 dew, is efficient in farming only with an upgraded Ring of Haste and Greaves of Nature both equipped or with +10 Greaves of Nature in a 3X3 room. Besides that, the Forest, Prison and the Power Trial special floors are filled with high grass, like Sprouted, with all being repeatable, and especially with Greaves of Nature they can drop many seeds and nuts. Lastly, scrolls of Regrowth are not unique items anymore, but rare, and are sold in the Dolyahaven shops, so they can be repeatedly used to fill a big floor with high grass (with the Vault floor having been removed, the Dolyahaven village is the best candidate as it is one of the biggest game floors and with no aggressive enemies at all).
 
   
  +
* Water element: Coldwave & Ice
'''Loot in general''': Item generation has been heavily nerfed in the Wisdom Trial/Book of the Heavens (which is not repeatable anymore) and there is also no way to fall in the Thief King's basement anymore, so the hero will have to be content with what he he/she had managed to find in the regular dungeon. Nevertheless in those floors an upgraded Lucky Charm has a very positive effect in item generation in general and spawning of Scroll of Magical Infusion and Potions of Might in particular.
 
  +
For details about the melee weapons and the weapons enchantments of SPS-PD visit the link above.
   
  +
== Wells ==
=== '''When Grinding is not needed and also is not possible''' ===
 
  +
All wells have received an important general change in their depth generation, as now in all well rooms a ''rare plant also spawns always'' (Blandfruit, Phase Pitcher or Upgrade Eater). Note that in the Wisdom Trial depth a rare plant spawns in ''every'' well room, no matter if the well is active or not, so this depth is totally suitable for farming Blandfruits, Transmutation Items and Upgrade Eater items. All types of wells are also much more common in SPS-PD than they are in Sprouted PD, as in some runs a well might spawn in almost every depth of the regular dungeon (but never more than one on the same depth). There are also some more changes implemented in specific well types:
Among the most famous (or infamous) characteristics of Sprouted Pixel Dungeon is its grindiness: in order to survive the Dolyahaven Mines and especially to win the final Otiluke and Zot Battles, the hero must do at least some of the following: a) Grind Red Wraiths until they drop a Ring of Wealth b) Reinforce and Upgrade the ring to +28 and grind Grave Wraiths for Scrolls of Magical Infusion, c) Grind the Book of Heavens floor for an equal number of Phase Pitchers to the Scrolls of Magic Infusion that he/she has already collected, d) Drop all the scrolls one by one to phase pitcher wells of transmutation, e) Farm for all or most of the 15 Upgrade Eaters available in the game, f) Upgrade 15 items to +10, g) Throw these 15 items to the Upgrade Eaters and collect the 15 Violet Upgrade Goos, h) Drop all the new Scrolls of Upgrade and Violet Upgrade Goos to his/her Tier 6 weapon (for which the Norn Stones he/she has also grinded in the Dolyahaven Mines) and possibly to some other equipment. All this procedure takes days, literally.  
 
  +
* The ''well of Awareness'', unlike the scrolls of Magic Mapping and Blue berries, also shows hidden doors and hidden traps, loot and keys inside hidden rooms and generally all loot without any omission.
  +
* The ''well of Health'' now fills the whole Dew Vial, even when the vial is upgraded to the capacity of 350.
  +
* The ''well of Transmutation'', like the Transmutation Item, does not necessarily drop the same tier armor or weapon (or an armor of the same weight), and due to the artifacts not being unique drops anymore, the well can rarely even drop back the same artifact. Note that wells of Transmutation are the more potent part of this pair and can transmute potions and scrolls (which is mostly useful for transmuting scrolls of Magical Infusion to scrolls of Upgrade), while Transmutation Items can't.
   
  +
== Known Bugs - Exploits ==
From all these grindings, none is really needed in SPS-PD. The game provides the hero with approximately 140 to 170 Scrolls of Upgrade and Magical Infusion if he//she has upgraded his/her Lucky Charm to +15 before robbing the game graves and has had a little success in the Sokoban puzzles and he/she can also by some more from the Dolyahaven shop, which restocks in every visit. There are no Dolyahaven Mines any more, and no enemy in general has high resistance to highly upgraded Tier 5 weapons, so there is no need of transmuting the Scrolls of Magical Infusion to Scrolls of Upgrade, in order for them to be able to upgrade a Tier 6 weapon (these weapons also have a rather worse rate of upgrading compared to the T5 and even some of the T4 weapons). He/she will just reinforce his/her weapon of choice, drop most of the Scrolls of Upgrade and Magical Infusion on it (some builds would benefit also from upgraded rings, and the Battlemage will need a small collection of rather upgraded wands or one very highly upgraded, but you get the spirit) and then proceed to the Shadow Yog and the two Final Battles without any real problem. But even if a player wants to be faithful to the Sprouted original and grind Phae Pitchers, he will not be able to: the Book of Heavens / Wisdom Trial doesn't allow falling anymore and does not spawn Phase Pitchers as loot.  
 
  +
The following four bugs (for two of them even being dubious if they are actually bugs or not, as they are positive for the player and don't have any negative effect on the run) can be considered few for a mod still in development and with a huge amount of new content, and it should be certainly acknowledged to the developer that he fixes most of the bugs reported to him with the release of each new version of his game.
==Misc.==
 
* Cursed armors, weapons and rings can have negative levels (for example a cursed Cloth Armor can be –2), but not cursed wands. Scrolls of Remove Curse and any form of upgrading reverses the negative stat to positive (e.g. from -2 to +2).
 
* In Rooms with Bookshelves that don’t contain scrolls, there are instead hidden bone piles behind the bookshelves, that contain items and spawn Red Wraiths, so the hero has to burn the bookshelves to get to them, like YAPD. If there is a room like that in a floor, a Potion of Liquid Flame will spawn.
 
* Pit Rooms have two 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.
 
* Traps new and changed: 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 lightning. Warping traps teleport the hero to a previous dungeon floor without unidentifying their floor like they used to do in Shattered. There are also Alarm, Blazing, Chilling (don't shatter potions), Confusion, Cursing, Disarming, Disintegration, Explosive, Flashing, Frost (don't shatter potions), Gripping, Guardian, Lightning, Ooze, Paralytic gas, Pitfall, Poison, Rockfall, Shock, Spear, Summoning, Teleportation, Toxic gas, Venom and Weakening traps in the game, all borrowed from Shattered or Sprouted and almost exactly the same in function. Distortion and Grim traps exist also in the SPS-PD code but are extremely rare and sometimes happily bugged, as they don’t seem to work at all. Trap tiles in general can’t be destroyed by bombs.
 
* Few monsters’ special abilities (like the Shielded Brute’s 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 from the enemy.
 
* 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 (dark gold veins etc.) and b) the pit room air walls.
 
* 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. Lastly, the Well of Awareness, unlike the Scrolls of Magic Mapping and Blue berry, does show hidden doors and traps and also loot, keys and the exit.
 
* 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" Selected, one is added at the bottom of the screen and two are added below the one next to the menu button.
 
   
  +
'''''Negative Bug'''''
== Bugs ==
 
  +
* This is the only bug that has remained unfixed in SPS-PD, as it was also occuring in previous versions of it, but in a stronger form. In current SPS-PD ''when the player selects the Rankings screen, the runs that are not very high in ranking will be randomly displaying info for characters with the best ranking, at first, second or third place, or alternatively only for the character that last completed the game with the Amulet''. This bug is consiidered to have a weaker form in this version, because until recently (the "Halloween" version) the character that had last completed the game with the Amulet was always the one being displayed.
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.
 
  +
* The ''Dried Rose'' artifact has three bugs related to it: a) The hero might stop finding rose petals before the Dried Rose gets fully upgraded. b) When summoned along with a pet or ally, the ghost can disappear when the hero goes down a depth with the pet/ally but without the ghost and comes back to get it. c) Summoning a Sad Ghost in the Wisdom Trial depth or any Boss depth might crash the game (the save file also might get corrupted). From these three bugs only the first bug has been reported also for the current version, and the other two might have been fixed like almost all the other bugs have. In any case, you can make good use of this bullet when having the hero equip this artifact.
  +
'''''Positive Bug - Exploit'''''
   
  +
These two game features are certainly exploits, as they provide players with a not normally expected advantage, but they might be easter eggs instead of bugs and a conscious addition by the developer (they have certaily not been fixed for some releases until now). In any case they have only positive effects on the game run.
''Major bug''
 
  +
* The Performer class after the Glass Shield buff is first granted to him, keeps it for a huge amount of turns and it lasts until approximately depths 6 ≈ 8, making the Performer's defense constantly high.
* The only major bug currently in SPS-PD is when using the shovel 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 playing the rogue class the Falling Attack option from the special skill item can be used to charge the rogue's damage, with the rogue simply sitting and waiting by a wall until the Damage Bound counter reaches a lot of charges, and then the rogue should also use the Steal Gold option from the skill item, and then attack an enemy (enemies close to walls that don't move around like Piranhas are good choices if a ranged weapon is available, but any enemy can serve the gold-dropping role). This will deal a huge amount of damage to the enemy, and grant to the rogue a huge amout of gold as a consequence.
''Minor bugs''
 
  +
Note: Almost all the negative bugs of the previous version "Halloween" have been fixed, with the exception of that of the first bullet and possibly of the second, but new bugs might exist in the new version "Testers' party", so feel free to add bug reports in the comments section below or communicate directly with the developer: you can message him directly in his profile page [https://www.reddit.com/user/hmdzl001/ hmdzl001] in reddit or in the main Pixel Dungeon [https://discordapp.com/channels/296399356196552705/296399356196552705 discord channel], where you will also find him with the same username. Have in mind that the developer is Chinese, and as China grants limited access to both of these sites, he will most probably not respond immediately, but in any case it will be rather soon.
* Dolya Stale (Sprouted's Sokoban Journal) can’t be used, if the hero is stepping on a ladder tile.
 
  +
[[Category:SPecial Surprise Pixel Dungeon]]
* Ethereal Chains sometimes can't get upgraded or their upgrading stoprs midways. The Dried Rose has the same problem as the hero stops finding rose petals at some point before the rose gets +10, even if he/she had found the Dried Rose in the first dungeon floors.
 
  +
[[Category:Mods]]
* Pets in the BossRush Challenge might not be able to eat and heal, which is a serious problem because they are not immune to Demon blood. Also if the Sad Ghost is summoned along with a pet, it can vanish without ar reason, or very rarely make the game crash and the save file corrupted.
 
* Shadow Dragon when is ready to get hatched, nothing is heard from inside the Soul Mob.[[Category:SPecial Surprise Pixel Dungeon]]
 

Revision as of 12:13, 27 September 2020


Preface

The developer has very recently released a new version, named "0.9.5 Birthday Party" which is a continuation of the directly previous version "0.9.4 Testers' Party - The Start". The newly released version celebrates the developer's actual birthday, but its introductory message is that of the previous version and is taking inspiration from the corona virus pandemic. All wiki pages, including this one, have already been updated with the additional features of the previous versions, but the developer has stated that soon a supplementary "fix version" will be released by him, and the wiki will be waiting for that to start getting updated. Readers who are curious about the new "Birthday Party" version can download it from here (the infobox below still leads to the directly previous version), but they should have in mind that there are some balance issues and 2 new skins are incomplete, as they spawn naked and without any equipment. The very short changelog about this new version written in discord by the developer directly follows:

"In this update, following playtesters' ideas, I have created Dream skins (they start with random equipment), and 5 playtester [Wonder] skins (sorry, for now I can't think of any ideas for the other two playtester skins). I have also added new hero's ability after eating, different for each hero. Because warrior already had that ability, now he can survive from deadly damage, if he has more than 75% health. All birthday skins are more powerful than before. [Hmdzl here most probably refers to the new Dream skins that have been now added to "Birthday party", as they all have a starting strength of 20. Note though that the new Wonder skins have a regular starting strength of 10.] New mobs, items, locked room types have also been added. I think this version will give a different adventure. I think that's all, and I will upload fix version after 1 week. Just tell me the bugs you find, so I can fix them if I can. Thanks for your playing."

The developer can be reached for bug reports or any other reason in reddit, by sending a message to his profile hmdzl001 and also in the main PD discord server, where he keeps a profile with the same name (hmdzl001#6869). Note that hmdzl001 is Chinese, so his access to both sites is restricted by the Great Firewall, but he generally responds to messages sooner or later.

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, based on its current non-beta version of Sprouted PD 0.4.1, but with a huge amount of innovations, and also some specific elements, especially items, borrowed from Shattered Pixel Dungeon, Yet Another Pixel Dungeon, and a few other mods. Its current version is named "0.9.4 Testers' party - The Start" and was released in early April of 2020. It is being developed 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 PD. Like its parent, 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 enemies on the depth as fast as possible, something that had been an optional choice in Sprouted PD, has become the front and center of SPS-PD's gameplay, whereas grinding for rare resources like scrolls of Magical Infusion or Norn Stones, 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. Some of SPS-PD's added features or changes in comparison to Sprouted PD are:

Alchemy

  • The Alchemy mechanic is much enriched and completely reworked:
    • 18 new different types of enhancing ammunition for ranged weapons, named Ammo, are added, which are all craftable in alchemy pots.
    • 13 new different types of Bombs with regular or special effects are available, with the only bomb item that keeps its name from Sprouted PD being the regular bomb (but still, not the same sprite), while 9 of them are totally new. Almost all are also craftable in alchemy pots.
    • 45 new different types of Edible or Consumable Items are added, which almost all have secondary beneficial effects (and a very few of them negative) and almost all are cooked in alchemy pots. This makes the total amount of SPS-PD's edible or consumable items 65, or 79 if we count separately all the different blandfruit types (43, or 57 with the different blandfruits, can be cooked in an alchemy pot).

Armors

  • Armors of all tiers apart from 0 and 1 (with the first tier having less and the second more) now come in three variants, Light, Normal, and Heavy, while two extra tiers, 0 and 6, are added. This makes the total amount SPS-PD's different armor types 21.
  • None of Sprouted PD's Armor Glyphs exists with the same name in SPS-PD, while all 12 of SPS-PD glyphs are totally new, in the sense that even the most similar to Sprouted PD's glyphs have just one of Sprouted PD's effects in addition to new ones.

Artifacts

  • 5 new Artifacts are added, whiile none of the 12 familiar Sprouted PD's artifacts has remained unchanged. Also all artifacts now provide a secondary ability after they get upgraded.

Buffs and Debuffs

  • 30 new Buffs, some class-specific (19) and some available to al classes (11), and 16 new Debuffs have been added. This makes the total of SPS-PD's buffs, familiar (with the same name or renamed) and new, 58, and of its familiar and new debuffs 32.

Completing the game / Endless Mode

  • SPS-PD is the only mod of Sprouted PD that offers to the player two totally different alternative options for completing the game fully. The first option is very similar to that of Sprouted PD: the hero has to defeat the final boss Zot, rescue Otiluke and then meet him in Dolya Town, where he/she will obtain finally the Amulet of Yendor and complete the game with it. The second option can be available even before defeating Yog-Dzewa, by adding 5 Magic Stones of different colors to the Power Hand unique item, which can only be obtained by completing the Bossrush Challenge. This item also gives access to an Endless Mode.

Dew Vial

  • 4 new abilities are added to the Dew Vial (Clean, Light, Peek, Refine), with the 3 of them being already accessible from depth 2. The hero now has to choose between Accurate Upgrade and Random Bless, which are somewhat similar but not identical to Sprouted PD's options, while the Dew Drop buff is activated for all heroes in each new depth regardless of their choice for upgrading.

Dolya Slate

  • Sprouted PD's Otiluke's Journal is renamed to Dolya Slate, with some of its depths also having been renamed or having gained a specific page (Safe Home, Dolya Town, Energy Core - Corrupted Otiluke's depth), and two of Sprouted PD's journal's depths removed (Dragon Cave, Vault).
  • Sprouted PD's Dolyhaven is now renamed to Dolya Town, and includes 52 NPCs (with 47 of them being new), 10 shops and 6 enemies.
  • In the current version of SPS-PD the Spring Festival Town area is still visitable, but this is a feature designed to be mostly available during the time of the Spring Festival celebration in China, so currently its page is dropped by the Year Beast only if it is killed very quickly, and practically the area won't be accessible in most runs.
  • Sokoban puzzles are now much easier to complete due to the availability of the Jump Shoes, wall-breaking items and mapping the depths easily without the need of Spectacles.

Enemies

  • An optional Bossrush challenge is added with 8 new bosses, 4 new minions and unique rewards, half of them being rather worthwhile. An item reward of this challenge, the Power Hand, also gives access to an Endless mode and to completing the game much earlier.
  • 8 new Chapter Bosses have been added with 15 new minions and now in the end of each chapter the hero has the chance to fight one of 3 possible bosses (so the amount of chapter bosses that will actually spawn in each run still remains the same, 4). Also the Skill Kit now is dropped by the Prison chapter boss and the Tome of Mastery by the Caves chapter boss.
  • A new "key" depth, the Treasure Map, is added, with 1 new boss and 1 new minion. Also, former Key depths are now renamed to Challenges, former Book depths to Trials, and all of them have received primary or secondary changes, with the most important being that all non-boss depths are now revisitable. 1 new enemy is added to the Power Trial (formerly Book of Life) replacing the familiar one, and regular enemies from the main dungeon have been added in most of the challenge depths as secondary enemies. Many of these depths' familiar enemies are also renamed and a few of them retextured.
  • The Shadow Yogs fight now features 2 new minions, with the previous minions of Sprouted PD 1 removed and 1 relocated.
  • 15 new Regular enemies are added in all chapters of the main dungeon and 2 new Rare enemies can also spawn in the main dungeon under specific circumstances.
  • If we add the numbers of all the previous bullets to the enemies already existing from Sprouted PD, SPS-PD features 165 (!) different types of enemies.

Hero classes

  • 3 new classes with their subclasses, the Follower (subclasses Artisan & Pastor), Performer (subclasses Joker & Surperstar) and Soldier (subclasses Agent & Leader), have been added. This makes the total number of SPS-PD's classes 7.
  • All classes have now four options for their starting items and stats named Skins, the familiar from before option, named Classic, and the new Birthday, Halloween and Spring Festival skins. Each skin also has a different sprite, just keeping the face and the general body outline of its class and is chosen in the beginning of the run. This makes the available options to the player in the run's beggining 28 (7 classes * 4 skins each).
  • Also all classes now have 4 Special Skills, the one familiar from before for the classes already exising in Original PD, and 3 new for each class. For each new class these is also a set of 4 skills, expectedly all new. There is no application of the Armor Kit to the armor anymore for the skills to become available (and no epic armor item at all as a consequence), but the skill kit creates a class- specific separate item with a different name and sprite for each class, which does not reduce the hero's HP but needs recharging.
  • Moreover, almost all classes and skins with the exception of all the Spring Festival skins and the Plumber birthday skin have a Stuning item called the Ankh Shield and a Jumping item called the Jump Shoes, which in addition to jumping provides class-specific bonus effects.

Potions and Scrolls

  • Almost all Potions and Scrolls now have secondary effects, most of the times being beneficial but also in a few cases harmful.
  • 1 new Scroll and 3 new Scroll-like items have been added, with all of them granting different permanent increases to the hero's stats (the scroll also decreases HP after its first two uses).

Pets and Allies

  • 3 of Sprouted PD's pets have been changed to temporary expendable Allies (Steel Bee and the two Fairies) and 6 new allies have been also added to those already existing in Sprouted PD. 11 new pet types are added as well, and there is now a distinction between the weaker Random Soul pets and the stronger Soul of Mobs pets. In addition, the Leader subclass of the Soldier summons enhanced versions of all the game's alllies he has access to. This makes the total number of allies available in SPS-PD 14 and of pets 19.

Plants

  • 2 new Seeds with their respective Plants have been added (Seed Pod and Nut Vine), and 6 plants now drop items when trampled, which are either edible and have positive effects or used for transmuting and upgrading.

Rings

  • The ring of Energy which speeds up the recharging of wands has been added and the ring of Wealth has been replaced with the Lucky Badge item, which has similar function but can't guarantee 100% drops, even when upgraded to max level. All familiar rings are also more or less changed in their details in comparison to Sprouted PD.

Strength requirements

  • No longer it is possible, at all, to decrease almost all items’ strength requirement through upgrades.As a result most heroes will be switching to higher tier weapons and armors at a much slower rate (with the exceptions of the Rogue for weapons and of the Warrior for armors, who have a +2 Strength bonus when equipping armors - warrior and weapons - rogue, and of the Artisan subclass of the Follower who has a +2 Strength bonus for both).

Wands

  • 10 new Wands are added, 8 common, 1 rare, and 1 only available to a specific skin, while 6 familiar wands of Sprouted PD are withdrawn. This makes the total number of wands available in SPS-PD 16. All familiar wands are also more or less changed in their details in comparison to Sprouted PD.

Weapons

  • 14 new Missile weapons and 12 Thrown weapons have been added, making the total number of SPS-PD's ranged weapons 29 (or 42 if we also count the 13 bomb types, of which 10 are new). In the missile weapons category the new additions include a full set of guns in all tiers from 0 to 5, and two huntress skin-specific items. Also, missile weapons can now be enhanced with different types of ammo, which are crafted in alchemy pots.
  • 44 new Melee weapons have been added, along with a new category that some of them are assigned to, the Holiday weapons, while the unique and class-specific weapons are much more than in Sprouted PD. This makes the total amount of SPS-PD's melee weapons, familiar and new, 60. Apart from their other stat differences, melee weapons are now also differentiated by the existence of Attributes, which are similar to enchantments in their effects, but are permanent characteristics of weapons and can't be changed.
  • To sum up, the new weapons of SPS-PD (melee, ranged and bombs) are 80 and the total amount of all weapon items, familiar and new, are 102 (!).
  • SPS-PD's Weapon Enchantments all refer to one of 7 different Elements, and each element governs two enchantments (making the weapon enchantments 14 in total), with the same element couples having somewhat similar but not same effects. None of Sprouted PD's enchantments exists with the same name in SPS-PD, while 10 out of 14 are totally new.

Weather

  • Some dungeon rooms now have a specific Climate that in most of the cases (5) is negative and debuffs all characters inside it, but in 1 case is positive and only blesses the hero.

It should also be noted that SPecial Surprise PD is among the few mods with Chinese origin that are fully available in English (the other four are Darkest PD, Easier Sprouted PD, Easier Vanilla PD and Fushigi No PD). Each one of these mods makes very different and considerably original choices regarding the modifications applied to their source material, but Darkest PD, Fushigi No PD and SPecial Surprise PD share some common NPCs, who are unique to these mods and who all refer to actual members of the PD Chinese community.

Note that the use of word "some" for SPS-PD's added features and changes that were mentioned in the list above was intentional, these are just the important additions and changes. SPS-PD is worth a shot to any and all that don't mind its unfinished state, occasional (but nevertheless few) bugs, or its somewhat frequent language mistakes and few “No text found” game messages.

Although most of SPS-PD's wiki sections are rather extensive, they presuppose knowledge of the items and mechanics of Sprouted PD, on which SPS-PD is 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 PD. 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 PD 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 SPS-PD's wiki pages as “new”, that means “new compared to Sprouted PD”, 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 names of items, that are mostly put in correct form in the wiki sections, occasionally with also a mention to the game’s initial language form.

[Note: Due to the very big number of SPS-PD's features, an alphabetical order with small separate sections for each subject was preferred here, to avoid mixing subjects and confusing the readers. For a presentation with more subjects displayed in each of its sections, you can visit the SPecial Surprise Pixel Dungeon category page.]

Alchemy generally

Alchemy in SPS-PD was originally based on a combination of Sprouted PD's and Shattered PD's alchemies, but its parents can almost no longer be recognized with all the new features added to it. The Alchemy interface is changed and mostly resembles that of Shattered PD before the rework of v.0.7.1 (no alchemical energy is needed, no exotic potions & scrolls, brews, elixirs and spells are produced etc. but special bombs and ammuniton do get crafted following totally different recipes), but there is also a huge change made in that alchemy pots are now primarily useful for cooking and crafting and secondarily for brewing potion, as they can create a wide array of ammunition, bombs, consumable and edible items (read the sections just below for a few more details, and visit the links of each section for more details). 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 PD, or functioning like a portable alchemy pot like in current Shattered PD (it functions primarily a Crafting and Culinary Toolkit in SPS-PD, although it is not renamed).

Alchemy and Ammo

Main article: Alchemy - Ammunition, Bombs, Potions

Ammo is a novelty of SPS-PD and is way to add a semi-permanent feature to a missile non-expendable weapon, which either increases the damage of its shots or adds a special effect to them. They are semi-permanent because they can't be erased and never wear off, but they can be replaced with a different ammo. Ammos are not sold, dropped or found in the dungeon, but can only be crafted in alchemy pots, most often by the combination of a stone ore and seed or of just two stone ores (very few skins can also have specific ammos as starting items) . For details about the effects of each different type of ammo and the combinations that craft them follow the link above.

Alchemy and Bombs / Destroying walls

Main article: Alchemy - Ammunition, Bombs, Potions

Apart from the familiar "plain" Bomb from Original PD, which is nevertheless retextured, SPS-PD has added 9 new craftable bomb items (Acid, Build, Dark, Huge, Fire, Ice, Mini, Storm, Two Bombs), while also keeping but renaming the Dumbling bomb to Fishing bomb and Holy Hand Grenade to Holy bomb from Sprouted PD, which have also become craftable. The first step in crafting is making a Build bomb, and the second is adding two seeds to the Build Bomb, in order to get any of the special bombs as a random outcome. The Soldier class by using one of his special skills has also the ability to summon one extra bomb type, the Bombing Robot, which is not available to any other class.

Unlike most other mods and also unlike Sprouted PD two bomb types, the Huge bomb and the Two Bombs, apart from having a very good offensive function, are also useful in destroying walls, and both are available for all classes to craft, unlike the Classic Performer's Shovel, the Vtuber Performer's Button, or the Builder Follower's Diamond Pickaxe, which have the same function, but are unique skin items. Players should note that after the Two Bombs item is put into the hero's inventory, it gets separated to 2 bombs with the sprite and name of the "plain" bomb, and the only way to distinguish between the two identical in appearance and name bomb items is to pay attention to their game description, as the "previously Two" bomb item will also include "and destroy walls" to its description:

Bomb SPSPD
Bomb [regular]
A fairly hefty black powder bomb. An explosion from this would certainly do damage to anything nearby.

It looks like the fuse will take a couple rounds to burn down once it is lit.

Bomb SPSPD
Bomb [separated from a stack of Two Bombs]
A fairly hefty black powder bomb. An explosion from this would certainly do damage to anything nearby, and destroy walls.

It looks like the fuse will take a couple rounds to burn down once it is lit.

Bombs either regular or in the form of two bombs (either in a stack or already separated) are also a more common find in the dungeon, are dropped often by Dwarf Musketeers, and are sold randomly in all the dungeon shops. All the other special bombs spawn rarely in the regular dungeon, are also randomly sold at its shops or found in the Rat King chests in the Tengu Hideout, but are regularly sold by the Fruit Cat in Dolya Town and can also get crafted by the hero in alchemy pots. Huge bombs, Two Bombs and the Button/Diamond Pickaxe/Shovel can't destroy few things in SPS-PD: a) air walls, which block the entrance/exit to pit rooms (but destroy without a problem the walls around them), b) specially colored walls or decorative tiles like gold veins, bookshelves or statues, c) locked doors (but destroy without a problem the walls around them), d) sheep and Sokoban puzzle boxes, e) traps. For details about the effects of each different type of bomb and for the combinations that craft them follow the link above.

Alchemy and Food / Hunger

Main article: Alchemy - Cooking Food

The hunger mechanic in SPS-PD is somewhat changed, as being overfed has a positive effect, while being hungry a negative effect, but most importantly, a new cooking system and 45 new different types of edible or consumable items have been added, which almost all have secondary beneficial effects (and a very few of them negative) and many of them can get cooked in alchemy pots. This makes the total amount of SPS-PD's edible or consumable items 65, or 79 if we count separately all the different blandfruit types (43, or 57 with the different blandfruits, can be cooked in an alchemy pot). Apart from "proper food items", these recipes can also also produce minerals, pills and beverages, with various degrees of hunger fulfilment, and many of them also offering buffs. In these 44 new food types the 5 new holiday variants of the pasty are also included, which are available only during a specific time of the year each and all offer buffs, unlike the plain pasty. For details about the effects of each different type of edible or consumable item and the recipes to cook them follow the link above.

Alchemy and Potions

Main article: Alchemy - Ammunition, Bombs, Potions

Seeds have the same effects and brew the same potions with Sprouted PD (with some exceptions) with only the Seed Pod plant from Shattered PD added and the new Nut Vine plant, while Blandfruits have almost the same effects with Shattered PD (also with some exceptions), apart from not leaving chunks when thrown. Lastly, potions have mostly their familiar effects from Sprouted PD but also some new effects are added, as additional secondary effects to the primary ones, and also each one has a distinguishing symbol, after it gets identified. Note that the effects of two familiar potions from Sprouted PD are rather drastically changed: a) the potion of Experience does not add any XP anymore but only grants the Bless, Haste and Stength buffs temporarily, while b) the potion of Might still spawns in the dungeon for heroes with increased luck, but it does not add Strength anymore, but only +15 max HP. For details about the effects of each different type of potion and the seeds that brew them follow the main article link above.

Armors

Main article: Armors

Two new tiers of armor have been added in SPS-PD, 0 and 6, and each armor tier now includes three different types of armor (with the exception of tiers 0 and 1, which have less: tier 0 - 2 and more: tier 1 - 4). These are: Light (less defense and lower strength requirement, more stealth and dexterity), Heavy (more defense and higher strength requirement, less stealth and dexterity), and Normal (the more balanced in their stats). As a consequence, SPS-PD has 21 different types of armor available, with 16 of them being new. Moreover, as will be mentioned afterwards with a few more details, none of the epic armors of Sprouted PD exists in SPS-PD, but they have all been replaced by class-specific skill items, which have armor sprites but are not equippable, and need charges instead of consuming HP. Also, none of Sprouted PD's Armor Glyphs exists with the same name in SPS-PD, while all 12 of SPS-PD glyphs are totally new, in the sense that even the most similar to Sprouted PD's glyphs have just one of Sprouted PD's effects in addition to new ones. For details about the different types of armor and their glyps follow the link above.

Artifacts

Main article: Artifacts

5 new artifacts (Alien Shoulder Bag, Ethereal Chains, Glass Totem, Robot HEART, Small Pylon) have been added to those of Sprouted, but also all the familiar ones have been changed in their details, with a common change that also applies to the new artifacts being that all artifacts now give a secondary option after they get more or less upgraded. The Ring of Disintegration has been removed, and all artifacts have now become rare instead of unique drops. For details about the function of each artifact follow the main article link above.

Awareness of enemies and AI in them

Like in Original PD the general chance of the hero to get noticed by a sleeping enemy is 1/(distance+stealth level) and by a wandering enemy 1/(distance/2+stealth level). You can read more details about the Stealth stat of SPS-PD here. When the hero is followed by a pet or an ally and an enemy notices them, it will choose to attack either him/her or the pet/ally. That means that the enemy will ignore the non-focused-on character (even when the non-focused-on character is attacking the enemy) and will try to attack the focused-on character, even chasing a pet or ally around the dungeon depth. 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 sight of the hero or the pet, that 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 "Zz" balloon above them at the time of the attack.
  • Enemies without a speech baloon above their head that are distant from the hero will be sometimes also unaware of the hero's presence and will be surprised by an attack. Distant enemies being surprised or not by an attack depends on their field of view, which is different for each enemy and has no indication in-game.

Pets have the same focus mechanic with enemies, also chase focused-on enemies, and can also have the "!" and "?" balloons, with the same meaning that they have for enemies, but they never have the "Zz" baloon above them, even when thay are put to sleep by a scroll of Lullaby. The hero will also have the "Zz" balloon above him/her, while he/she is resting or sleeping, but has no other awareness indications displayed.

Badges

Main article: Badges

SPS-PD's badges are very similar to those of Sprouted PD but not identical. As in Sprouted PD and Original PD, in many cases a higher rank badge replaces the lower rank badge, or a superbadge replaces a group of specific badges, once they all get obtained. Unlike Sprouted PD the appearance of 16 NPCs and 3 enemy types in Dolya Town depends exlusively on obtaining a specific badge in the current run, while specifically the "Otiluke rescued" badge makes 8 NPCs add a new feature to their behavior. For details about the Badges of SPS-PD follow the main article link above.

Bosses

Main article: Bosses

The main bosses remain the same with Sprouted PD (Yog-Dzewa, Shadow Yogs, Corrupted Otiluke, Zot), but one new miniboss has been added to the Yog-Dzewa depth (Year Beast), Shadow Yogs now have 2 different minions (Fiend & Gold Eye Bokoblin), with the old minions of Sprouted PD being 1 withdrawn (Oni) and 1 relocated in the main dungeon (Shadow Rat), and also some special attacks are added to bosses and minions and some other special attacks are removed. For details about the four different main bosses of SPS-PD and their minions follow the link above.

BossRush Challenge

Main article: BossRush Challenge

The Dolyahaven Mines have been removed from SPS-PD but their entrance hasn't. A new enemy is located there, a blue dragon named Dungeon Guard, which after it gets defeated, drops a Book portal and so gives the option to the hero to visit a new depth crowded with bosses and their minions and with six unique rewards, four of which are rather interesting for different reasons: a) a very good weapon with extra reach, the Overload Handcannon, b) a stat boosting item, the Four-Leaf Mint Necklace, c) a pet card that releases a very strong pet not easily obtained otherwise, the Easter Bunny, and d) the Power Hand, which gives to the player the option of an Endless Run and also the option to complete the game from much earlier than normal. This is the BossRush Challenge and for details about it vilsit the link above.

Buffs and Debuffs

Main article: Buffs and Debuffs

33 new Buffs, some class-specific (20) and some available to al classes (13), and 17 new Debuffs have been added. This makes the total of SPeciial Surprise PD's buffs, familiar (with the same name or renamed) and new 58, and of its familiar and new debuffs 34.

The new Buffs (not those just renamed) are:

  • Arcane, Attack Up, Blood Angry, Defence Up, Feed, Fushigi No Bless, Imbued with Ice, Muscle, Notice, Overfed, Treasure Search (all the aforementioned are available to all classes)
  • Accompaniment, Alien Shield, Blood Imbue, Climb Higher, Counter Attack, Drive MECH, Gold Touch, Echo, Fighter Combo, Forever Shadow, Glass Shield, Needling, Pray, Rhythm, Surprise Attack, Star, Target Shoot, War Groove, Wisdom Reflection (all the aforementioned are available only to specific skins, classes or subclasses)

The new Debuffs (not those just renamed) are:

  • Armor Break, Attack Down, Cold, Dead Raise, Disarm, Dry, Electrostatic Turbulence, Holy Stun, Hot, Hungry (has a negative effect now), Leech Seed, Locked, Shield Block, Silent, Stone Ice, Tar, Wet

Also, very few of the familiar buffs or debuffs of Sprouted PD have remained completely unchanged in their effects and only some have retained their original name. For details about the buffs and debuffs of SPecial Surprise PD follow the link above.

Challenge depths

Main article: Challenge Depths

Note: these should not get confused with the Challenges that follow directly below.

The Key depths from Sprouted PD are renamed to Challenge depths, are all stored in the Challenge Book and have received various changes in their drops and rewards, but retain their main function as dew farming depths and their familiar main enemies, but one type of regular enemy from the main dungeon has been also added in each and spawns infrequently there (Gnoll Brute, Huge Skull, Sewer Crab, Succubus). Those with regular enemies are all now revisitable, but not their respective boss depths. A new challenge boss depth is added to them, the Treasure Map, with the Gnoll King and his Gnoll Keeper minions as new enemies. For details about the Challenge depths of SPS-PD follow the link above.

Challenges

Note: these should not get confused with the Challenge depths that are mentioned directly above.

A general difference of SPecial Surprise PD from Original PD and most of its mods in that aspect is that challenges are already available by default from the first game and no unlocking is needed. Also, from all the familiar challenges from other mods and Original PD, only the "Into Darkness" challenge is kept in SPecial Surprise PD (also having been changed in its details), and they all now have also a minor 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 SPecial Surprise PD's challenges, as they are ordered in-game and with their titles and their in-game descriptions in quotes [the info added by the wiki is inside brackets]:

Regular challenges

  • "Item Phobia: You think that potions and scrolls are dangerous. You spend more time on drinking potions, using scrolls will harm you and silence you, but you also start with 1,000 gold pieces." [Drinking potions takes 5 turns and reading a scroll applies the Silent debuff for 5 turns and also deals damage equal to 10% of max HP.]
  • "Listless: You feel weakness. You earn less max HP on levelling up, but you also start with a potion of Might and a Honey." [The max HP gained in each level up is a flat +2 (regardless of hero level and class which makes it range from +4 up to +7 in a regular run).]
  • "Nightmare Virus: Everyone is infected by nightmare virus. When something dies it creates a nightmare virus, but you also start with an Ankh." [The nightmare virus is an enemy named "!!Data Delete!!" with a null item sprite and a plain "Virus" game description that produces Demon Blood Gas when it gets damage higher than its max HP/2, and spawns every time any other enemy is killed .]
  • "Energy Lost: Based on coservation of energy, lots of energy is lost in other ways. You reduce less hunger by eating food and wands' max charges are reduced, but you also start with a Pasty." [Hunger satisfaction of all items is reduced by 60% and all wands have their max charges capped at 4/4. The power of wands keeps getting increased normally with upgrades though.]
  • "Dew Rejection: Dew god hates you. Less dews are dropped, you spend more dews, but you also start with 2 Dewcatcher seeds." [Dew dropped is less from both enemies and high grass, while all functions of the dew vial have the double dew cost (for example Peek costs 10 dewdrops, Refine 20 etc.)]
  • "Into Darkness: Darkness is grown. You can't record the map by yourself, but you also start with 2 scrolls of Magic Mapping." [The hero will be seeing only the specific location in his/her current field of vision and after moving on, that just visited location will be disappearing from the map, unless a Blue Berry or a scroll of Magic Mapping is used. Note also that the hero's field of vision remains normal in this challenge, so it ranges from 2 tiles (0:00 to 6:00 - deep night) up to 7 tiles (6:00 am to 10:00 - early morning), and like in no-challenge runs it is generally better during the game day and worse during the game night.]
  • "Abrasion: Weapons are almost ready to break. A weapon will get destroyed by using it, but you also start with a scroll of Upgrade and a scroll of Magical Infusion." [All melee weapons get self-destroyed after appr. 100 hits, with a warning message at appr. 80 hits. Note that upgrading with dew or scrolls or enchanting them does not repair them like it does in Original PD, and the 100 hits counter does not get reset. Have also in mind that an unarmed hero without a ring of Force equipped will be always dealing a flat 1-7 of melee damage, regardless of his/her current strength, which makes this probably the most difficult challenge of SPS-PD.]

Test Time "challenge"

  • "Test Time: This is just a test. Have fun :)" [This is the opposite of a challenge, as the hero starts with a ton of additional equipment and auxiliary, enhancing, or end-game consumables, while also having the defaullt starting items of his/her class and skin:
    • 10,000 gold and a Sewer Reward Bag
    • all containers with the exceptions the Shopping Cart and of the Portable Scarecrow
    • a Ghost Elevator
    • a Tome of Mastery and a Skill Kit
    • 199 Pasties or their holiday variant
    • 199 EXP Ores (item exclusive to the Test Challenge, which functions like the potion of Experience works in Original PD and most mods but not in SPS-PD anymore, and each grants a level up to the hero after consumption)
    • an Emergency Offline Device (also an item exclusive to the Test Challenge, functions like a portable Fire of Memory saving point, but which is always available for use)
    • 20 Error Ammos, a Firecrackers and a Shadow Eater melee weapons (this is the only way to obtain all three of these weapon types easily in SPS-PD)
    • 10 seeds of Seed Pod and 199 Blue, Green, Orange, Purple, Yellow Magic Stones
    • 199 scrolls of Upgrade, Magical Infusion, Identify, and Magic Mapping
    • 199 potions of Mind Vision and Strength
    • a wand of Flock of level +10
    • the Dolya Slate with all of its pages (including the Spring Festival Land) already in the scroll holder
    • without the Challenge Book but with all of its poster pages and the three trial books already in the scroll holder
    • the Power Hand, the Palantir, the already forged Triforce, and the Soul Collect Stone with the ready to get released Otiluke.
  • Also:
    • The hero also starts with 10,000 max HP but gets very increased damage by all debuffs (for example starvation damage at level 1 is 100), so this amount of max HP doesn't make his/her as OP as it seems.
    • The hero spawns on depth 2 but depth 1 exists above in its regular form. Note that all exit stairs from depth 2 and on are occupied by a decorative statue, so descending is only available by the Ghost Elevator. The depth entrance ladders exist normally though (ascending them leads to a tile next to the decorative statue).

Essentially the "Test" challenge is faithful to its name, but not to its category of being a challenge, as it gives to all players the opportunity to test/try very quickly all the late-game and end-game features of SPecial Surprise PD (fight Yog-Dzewa by travelling to its depth with the Ghost Elevator, fight the Shadow Yogs by teleporting to their depth with the Triforce which is already in the inventory, rescue Oitluke by releasing him from the Soul Collect Stone which is already in the inventory etc.). In the case that a player will try to fully complete the game "Test challenge-style" from the first minutes of the run, the Magic Stones and the 199 scrolls of Upgrade and Magical Infusion of the inventory will be very useful, and the hero will perhaps also have to find a good weapon and armor in the regular dungeon shops or in the bottom shop in Dolya Town, because Corrupted Otiluke and Zot have their regular game stats, and so the hero won't receive considerable damage by having 10,000 max HP, but the starting weapons of most classes won't be doing enough damage against Corrupted Otiluke and Zot, even highly upgraded, so upgrading a better weapon and armor with the starting scrolls of Magical Infusion and Upgrade from the inventory will be necessary (the hero can also craft a tier 6 weapon in Dolya Town with the Magic Stones from the inventory, but he/she will be able to use only the inventory's scrolls of Upgrade on it).]

Challenges SPS-PD

Chapter Bosses

Main article: Chapter Bosses

8 new Chapter Bosses have been added with 14 new minions and now in the end of each chapter the hero has the chance to fight one of 3 possible bosses (so the chapter bosses actually spawning in each run are still 4, there is just not a 1 chapter - 1 boss association anymore):

  • Sewers: Sewer Goo with Mini Goos / Plague Doctor with Shadow Rats / Sewer Heart with Sewer Lashers
  • Prison: Prison Warden / TANK / Tengu
  • Caves: DM-300 with Old Productions and Broken Robots / Hybrid with Hybrid Clones / Spider Queen with Spider Eggs, Golders, Jumpers, Minders, Workers
  • Metropolis: Elder Avatar with Obelisk, The Hunters, The Mechs, The Monks, The Warlocks / King of Dwarves with Eternal Tomb, Dwarf Liches, Undead Dwarves / Lich Dancer with Huge Skulls, Necro Batteries

Also the Skill Kit now is dropped by the Prison chapter boss and the Tome of Mastery by the Caves chapter boss, while the Metropolis chapter boss does not drop any hero progressing item anymore. For details about the Chapter Bosses of SPS-PD follow the link above.

Classes, Subclasses and Skins

Main article: Classes, Subclasses and Skins

This is the part of SPS-PD that has received the most drastic changes, with many innovations and original features having been added. Already from previous updates 2 new classes with their subclasses, the Performer (subclasses Joker & Surperstar) and Soldier (subclasses Agent & Leader), had been added making the total number of SPS-PD's available classes 6, and in the directly version "Year Hunter", the Follower skin has been added, raising the total amount of classes to 7. Note also that two of the new SPS-PD classes, the Follower and Performer are very original in their concept and no similar classes are encountered in any other PD mod, and just resemble the Bard and Cleric archetypes of roguelikes in general. On the other hand, the Soldier class has some similarities with the Gunslinger class of Moonshine PD, but still has many original features of its own. 

Also, all classes have now four options for their starting items and stats named Skins, the familiar from before option, named Classic, and the new Birthday, Halloween and Sprin Festival skins. Each skin also has a different sprite, just keeping the face and the general body outline of the class and is chosen in the beginning of each run. This makes the available options to the player in the run's beggining 28 (7 classes * 4 skins each). The available skins of current SPS-PD are (Birthday skins are mentioned second, Halloween skins third, and Sprig Festival skins last): 

  • Classic Warrior, Fighter, Demon, Heavy Infantry
  • Classic Mage, Explorer, Gnoll, Emcee
  • Classic Rogue, Ninja, Undead, Samurai
  • Classic Huntress, Maid, Taurcen, Archer
  • Classic Performer, Vtuber, Slime, Lion Dancer
  • Classic Soldier, Plumber, Mech, Doctor
  • Classic Follower, Builder, Protoss, Merchant

Moreover, all classes now have 4 Special Skills, the one familiar from before, and 3 new for each class. There is no application of the Armor Kit to the armor anymore for the skills to become available, or an Armor Kit item whatsoever, but the Skill Kit dropped by the second chapter boss produces a class-specific special item with the sprite of the epic armor, but which is not an equippable armor, does not reduce the hero's HP, and only needs recharging (the epic armor item is generally withdrawn from SPS-PD). The special skills of each class in SPS-PD in the order displayed in each special class item are:

  • Warrior: Source Power, Fighting Arena, Lay on hands, Surprise attack
  • Mage: Molten Earth, Arcane Bombing, Ice Storm, Lightning Arrester
  • Rogue: Shadow Bless, Steal Gold, Silent Killing, Falling Attack
  • Huntress: Hunter Instinct, Prepare Hunting, Fairy in Bottle, Living Root
  • Performer: Special Dance, Curtain Call, Magic Tricks, Fans Accompaniment
  • Soldier: Mirror Army, Summon Mech, Moving Bomb, Air Drop
  • Follower: Pray, Fund Raising, Language Trap, Bless Spell

In addition to all of these changes, all classes have been buffed very much in comparison to Sprouted PD, with many new abilities added by defult to all of them, and with much more versatile starting equipment and higher stats. For details about the different classes, subclasses, skins and class special skills of SPS-PD follow the link above.

Completing the Game

Special Surprise Pixel Dungeon is the only mod of Original PD available in English (see also the note at the end of this section though), that offers to the player two totally different alternative options for completing the game fully and also with one of the alternatives not including the Amulet of Yendor as a prerequisite.

  • The first option is very similar to that of Sprouted PD: the hero defeats the Shadow Yogs and gets the journal page that will teleport him/her to the Stone Golem Otiluke depth renamed to "Energy Core" in SPS-PD, and there he/she defeats the Corrupted Otiluke Mirror Image and gets the Palantir that will teleport him/her to Zot, and after Zot is defeated the real Otiluke is finally free and the hero can meet him in Dolya Town, obtain from him the Amulet of Yendor and complete the game with it.
  • The second option can be available even before defeating Yog-Dzewa, by adding 5 Magic Stones of different colors to the Power Hand unique item, which can only be obtained by completing the Bossrush Challenge. This item also gives access to an Endless Mode and details about this mode and the alternative way of completing the game follow a little afterwards in the "Endless mode - Power Hand" section.
  • Note that an additional difference of SPS-PD from Sprouted PD is that heroes can't complete the game early after just killing Yog-Dzewa, by using the "End Game" option of the Amulet, because there is no Amulet of Yendor at all in depth 26. The hero finds on the pedestal there a pudding cup, which can serve as a portable save point, and that's it. As mentioned already in the first bullet, the Amulet of Yendor will be obtained after many more fights with enemies and after killing the end boss Zot, by the rescued Otiluke in Dolya Town. The only way for a game to get completed earlier in SPS-PD has been described in the second bullet, by completing the Bossrush Challenge and obtaining the Power Hand.

Note: If we zoom out and talk generally about all Pixel Dungeon mods, Youritaru Touhou PD, a mod available currently only in the Chinese language, also allows players to complete the game without the Amulet of Yendor. Furthermore, in Chernog FOTMA and Pioneer, two "mods" of Pixel Dungeon that have no resemblance with it in their gameplay but which only use many of its image assets, there is no Amulet of Yendor item in general, neither at the end nor anywhere else, and the amulet's sprite is used for a projectile weapon instead.


Containers

The familiar containers from Sprouted PD (Key Ring, Seed Pouch, Potion Bandolier, Scroll Holder, Wand Holster) have been kept, but they store more item types than their equivalents in Sprouted PD, as the item types of SPS-PD are much more. Two more containers have been added as well, the Portable Scarecrow and the Shopping Cart. Unike Sprouted PD heroes don't find the Seed Pouch as loot in depth 1, but it is always sold in the depth 1 shop. The other familiar containers are sold in the rast of the dungeon shops, and they spawn in each shop in the same way they do in Sprouted PD, based on the type of items the hero has more in the main inventory upon first entering the depth with the shop (for example with 5 potions, 3 scrolls and 1 wand in the main inventory upon first entering depth 6, the Prison shop will spawn a Potion Bandolier). With the only exception of the main inventory / backpack that has 28 slots, all the other containers have 25 slots.

Familiar

  • Key Ring: It stores keys, rings and also teleporting items (Challenge Book, Dolya Slate) and most portals that get spent with one use (Tengu, Treasure Map, Triforce etc. but not the Palantir). It does not store Ankhs anymore. Note that it is the only container which all heroes spawn with it (all  the other containers have to be bought , get dropped by enemies or found) and also the only container that appears as a separate item in the main backpack / inventory and can be dropped or sold (all the other containers "disappear" as items after getting obtained, and they are displayed only as a tab in the inventory window).
  • Potion Bandolier: It stores potions, mushrooms and also bombs. It spawns to get bought in a shop from the Prison and on.
  • Seed Pouch: It stores seeds (but not plant-produced edible items) and also magic stones and stone ores. It always spawns to get bought in the depth 1 shop in the Sewers.
  • Scroll Holder: It stores scrolls and also ally-summoning consumables (fairy card, mr. destructo etc. but not pet cards), challenge posters, and dolya slate pages. It spawns to get bought in a shop from the Prison and on.
  • Wand Holster: It stores wands and also guns (but not missile or thrown weapons) and ammo. It spawns to get bought in a shop from the Prison and on.

New

  • Portable Scarecrow: It stores weapons (melee, missile or thrown) and armors, but not guns. Although this is not a weapon, it also stores empty Lanterns of Soul Collect (lanterns hosting a pet move to the main inventory / backpack though). It is always dropped by either the Clockwork Scarecrow or the Test Mob in Dolya Town the first time one of them gets destroyed.
Portable Scarecrow SPS-PD
Portable Scarecrow
A portable scarecrow which can hold some weapons.
  • Shopping Cart: It stores raw cooking materials like berries, food rations and meats and almost all items produced by cooking (beverages, foods, gels, pills) with the only exception of mushrooms. It is found inside a garden room either in the main dungeon from depths 1 to 24, or in the Power Trial depth (one always spawns per run, so if the hero doesn't find one even in the Power Trial depth, it would be useful to go back to the previous main dungeon depths and search in them extensively / map those that remain unmapped).
Shopping cart SPS-PD
Shopping Cart
A modern trolley. You can put food in it.

Almost all items unique to specific hero skins (Ankh Shield, Horse Totem, Jump Shoes, Slime, Wooden Shield etc.) are stored in the main backpack / inventory. The only exception in this are the skin-specific melee weapons and the huntress-specific missile weapons, which are stored in the Portable Scarecrow (other unique items that get thrown like the Wooden Shield are still stored in the main inventory though).

Adamant items, Ankhs, Arcane Styli, Honeypots, Pet Cards, the Pickaxe, Random Souls, Souls of Mobs, Special Skill items, Transmutation Items, Upgrade Eater items, Upgrade Items and Weightstones are also always stored in the main inventory / backpack.

Cursed Items

Cursed armors, weapons and rings are all non-unequippable and can have negative levels down to -3, but most often from -2 to 0, but not cursed wands, that generally function in exactly the same way with non-cursed wands. The ring reward from the Ambitious Imp still is upgraded and cursed, but functions like being upgraded and is just non-unequippable, like it does in Sprouted PD. Cursed artifacts have a very mixed behavior: a few of them work as if they are not cursed and are just non-unequippable, some don't work but don't have any negative effects, and some other have also negative effects. 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 with scrolls has a chance to 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 Blessing with dew, and using scrolls of Upgrade and scrolls of Magical Infusion uncurse also the item they upgrade. Lastly, items that spawn in skeletal remains that release a Chaos Wraith (formerly Red Wraith) or in tombstones are not necessarily cursed.

Depth Feelings, Terrain, Light and Darkness

Main article: Terrain and Depth Feelings

Like in Original PD there are three distinctive types of terrain apart from the regular one (Chasm, Flooded, Vegetation) and five different depth feelings (Echo, Nighttime, Secrets, Vegetation, Water), but the special terrain types appear in more occasions than in Original PD. For details about them follow the link above.

Main article: Light & Darkness - Hero's Vision

A unique characteristic of SPS-PD is that game time affects the hero's vision in a more complicated manner than it does in all the other mods, being much closer to what happens in the real world. There is an in-game clock in the hero's window named "Time", which counts 1 game turn as 1 minute passing and determines the part of the in-game day and night (which is not determined by the device's clock like in Original PD and most other mods). The hero's range of vision will vary accordingly from 2 tiles (0:00 to 6:00 - deep night) up to 7 tiles (6:00 am to 10:00 - early morning), but generally it will be better during the game day, and worse during the game night. There is also a Deep Night Phase that is preventing the hero from memorizing the depth areas he/she has already visited in the current depth and happens occasionally when the hero enters an new depth during the game night, but it has become more infrequent in the current version of the game (in any case, if that happens, use a scroll of Magic Mapping or a Blue Berry). Note also that a) the Deep Night Phase anyway can't happen everywhere, but only in the main dungeon from the Prison until Demon Halls, but not in the Yog-Dzewa depth (so it can't happen in the Sewers and in any of the Challenge Book depths, the Dolya Slate depths, the Bossrush challenge, or the in main Boss depths) and b) that the spawning of enemies is anyway increased during nighttime generally, but it gets very much increased during the Deep Night phase. For details about these features follow the link above.

Dew Vial

Main article: Dew Vial

SPS-PD's Dew Vial is inspired from Sprouted PD's dew vial but many new functions have been added to it and also some of its familiar functions are changed. From the beginning on depth 1 the Drink (healing), Light (invisibility and illumination), Peek (short term mind vision), and Refine (creates 1 drop of Clean Water which is needed in many cooking recipes) abilities are available. On depth 2, after the hero finds the Dew Mushroom and returns to depth 1 in order to give it to the first Dew Developer NPC, who is the equivalent of Sprouted PD's Tinkerer, the Plant (equivalent to “Water” in Sprouted) and Upgrade abilities become available, and the hero has also to choose between Accurate Upgrading (upgrades and identifies a specific item) or Random Blessing (uncurses the whole inventory and ugrades randomly items). Whatever option of upgrading the hero chooses, he/she will get anyway the Dew Dop buff upon entering in each new depth of the regular dungeon, which is an important difference from Sprouted PD (there only the choice of "draw out dew" grants this buff). On depth 12 the Rune Scholar Lynn NPC, who is basically the second tinkerer of Sprouted PD with his gender reassgned, will grant the Clean (extinguishes fire, washes off tar and caustic ooze and cures the weakness debuff) and Speed (hastes) abilities. Finally, the second Dew Developer NPC in the Power Trial (formerly Book of Life) depth wil increase the Dew Vial's max dew capacity to 350, and also will add levitation to Speed. For details about all these abilities and functions you can visit the link above.

Dolya Slate (formerly Otiluke's Journal)

Main article: Sweet Home & Sokoban puzzles

There are many important changes implemented in SPS-PD, which are related with this item:

  • Otiluke's Journal is renamed to Dolya Slate, and 2 of its pages are sold in dungeon shops and not dropped by enemies anymore (Sweet Home - formerly Safe Room, and Dolya Town - formerly Dolyahaven).
  • Scrolls of Magic Mapping and Blue Berries now work in all Dolya Slate depths
  • The Vault and the Dragon Cave depths have both been removed (so with all these changes the Spectacles unique reward from Sokoban 2 puzzle has become useless in SPS-PD). Also, the Corrupted Otiluke depth has now a separate page, the Energy Core.

Many more secondary changes and sprite retexturings are also made to all Dolya Slate depths. Also, Sokoban puzzles have become now much more easy to solve, due to the existence of the Jump Shoes and of the wall-breaking bombs and unique skin items (Diamond Pickaxe, Shovel, Vtuber Button), while they can be all mapped without the need of spectacles. For details about the Sokoban puzzle depths you can visit the link above.

Main article: Dolya Town & Spring Festival Town
  • Dolyahaven has also been renamed to Dolya Town and has been very drastically changed, and you can read the second paragraph for some of the details.
  • In the current version the Spring Festival Town area is still accessible, but with its page being a drop from the Year Beast miniboss in the Yog-Dzewa depth only if defeating it takes 5 turns at most. Note that this area feature is designed to be mostly available during the period of the Spring Festival celebration in China, so its page is currently rather hard to get, but if this version will remain active until late January - early February of 2021 the Year Beast during that specific period will be dropping its page if it gets defeated in 1,000 turns at most.

Dolya Town is a small RPG town indeed, that could also be a real world village, being now inhabited by 58 character types. Its journal page is sold at the depth 11 shop, and this depth now contains 52 new NPCs, 6 new enemy types, 3 new sidequests (Challenge Book, Gnoll Clothes, Reimus Goei), 10 new shops and a portal to a new challenge, the Bossrush Challenge. Its altar is still used for the crafting of Tier 6 weapons with Magic Stones (formerly Norn Stones), but the Dolyahaven Mines with their Kupuas and Gullins have been removed from the game. Moreover after the last update 6 of Dolya Town's NPCs now add a new feature to their behavior after the hero defeats Zot, with these additions functioning currently as Easter Eggs, but that will be parts of an extended end-game storyline in a forthcoming version. For more details about Dolya Town you can visit the link above.

Endless mode - Power Hand

Main article: BossRush Challenge

Unlike other mods like Goblins PD or Unleashed PD, SPS-PD's Endless Mode is not available in the beginning of the run, but is accessible only by using a specific item which is one of the rewards in the Bossrush Challenge and gets dropped by the Original Yog Boss in it. It has a very similar sprite with Shattered PD's Stone Gauntlet, but a totally different function.

Power Hand SPS-PD
Power Hand
??????????

[After the first stone is put in, the game description starts including also an "It has 1/2/3 etc. stones now" message.]

Its option to "Add stone" asks from the hero to add Magic Stones, not stone ore and also not in bulk, but one of each available color (blue, green, orange, purple, yellow). After the first stone is put into it, the Power Hand's game description starts including also an "It has 1/2/3 etc.stones now" message, but it still can't get used. After all 5 stone colors are put in, the hero can finally use the Power Hand and a game window appears asking the player if he/she wants to finish the game or continue with it.

Power hand game window SPS-PD

"Ending the game" will complete the run and get the player to the Rankings screen, while "Keep searching" will not take the hero back to the dungeon, but to a totally new depth with the number 85. A game message will appear, saying: "Can you hear me? I am Ada, from the assassin home. You must wake up, this world is just an illusion. Trust me, we don't have much time." This new depth has a handful of hidden distortion traps, which regenerate the depth upon stepping on them and can't get revealed by scrolls of Magic Mapping or Blue Berries, but only by searching, and all the enemies from the regular dungeon occuring randomly (approximately 10-13 spawn with each depth generation). An example of a depth 85 follows just below.

Endless mode SPS-PD

With a bit of luck the hero can fully explore the depth without stepping on a distortion trap, even if he/she doesn't search every tile, but even if the hero manages to do that, there are no stairs leading up or down, and he/she will eventually start searching for a distortion trap in order to step on it and generate a new depth. This is essentially SPS-PD's version of an Endless Mode, so players should choose "Keep searching" only if they feel that they have completed anything else that they wanted to do in that hero's run, because there is no way out of this depth back to the regular dungeon. The only three ways out of depth 85 (but still not back to the regular dungeon) is the hero a) to refill the hand with Magic Stones and choose now its End Game option, b) use the Amulet of Yendor if he/she has it to end the game, or c) just to die. Note also that regardless of the Amulet of Yendor being in the hero's inventory or not, when he/she uses the "End Game" option, his/her ranking will display the Amulet but will have the title: "Escaped?".

In the screesnshot image below the hero in the first place ended the run with the Power Hand and with the Amulet in the inventory, while the hero in the third position without the Amulet in the inventory, but as you see the runs' descriptions are exactly the same, and the only hero who "Found the Amulet" is only the one that completed the game by choosing the Amulet's End Game option. For details about obtaining the Power Hand you can visit the link above.

Rankings SPS-PD

Hero's 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 the "More QuickSlots" option selected, one is added at the bottom of the screen and two are added below the one to the right, making the max amount of quickslot available 6.

Hidden Doors and Hidden Traps

They are both not revealed by Blue Berries and scrolls of Magic Mapping, but only by the well of Awareness. Blue Berries show all loot and keys in a depth though, as they activate the Treasure Search buff, even those inside hidden rooms, while the scrolls of Magic Mapping don't, but still can show random parts of the depth's loot. Hidden traps which are not deactivated by stepping on them once (like Gripping traps for example) still remain hidden, and the hero must specifically search their tile, for them to become visible.

Limited Saving

Rarely, the player can find rooms that are always hidden and are listed as Fire of Memory in the hero's Journal after they get discovered, but have very similar appearance to Original PD's sacrificial chambers, with their only visual difference that a green flame burns on the pedestal instead of a blue one.

Memory of Fire SPS-PD

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 completed. Each pedestal can also be used only once, and that only if it's found (be careful not to check the tile of the pedestal but decide to leave saving for later, as the game considers the save point used and deactivates it). A similar but portable save point 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 randomly with the Robot Heart artifact when it gets upgraded to +10 and its secondary option "Determination" is activated. Due to their limited nature, it's best to use these after important milestones, or before attempting something very risky.

Miscellaneous Items

Main article: Miscellaneous Items

The Ankh and Pickaxe items have remained similar with Sprouted PD, with the Ankh's only differences being that isn't stored in the key ring anymore, but in the main inventory, while also being stackable and having the sprite of YAPD's Ankh. The pickaxe is now upgradeable and also functions as if it is enchanted, so it can also be used as a decent tier 3 weapon by the hero. The Honeypot, Mr. Destructo, and Weightstone items have received some secondary changes (there is no Steel Honeypot item anymore, Mr. Destructo 2.0 is available only to the Leader subclass, and the Weightstone enchants and does not balance weapons anymore). The transmuting function of the Phase Pitcher plants has been replaced by the use of Transmutation Items, which are dropped by trampling Phase Pitcher plants. Norn Stones, Dwarf Demon Hammers and Upgrade Goos are just renamed to Magic Stones, Magic Hammers and Upgrade Items. Also, the Ghost Elevator transporting item and the Four-Leaf Mint Necklace stat boosting item have been added. For details about these miscellaneous items of SPS-PD you can visit the link above.

NPCs

[Only NPC's that the hero meets in the regular dungeon and the Trial (formerly Book) depths are mentioned here. The 52 NPCs of Dolya Town are presented in SPS-PD's Dolya Town page.]

Ambitious Imp

Demon gif
Ambitious Imp
Imps are lesser demons. They are notable for neither their strength nor their magic talent, but they are quite smart and sociable. Many imps prefer to live among non-demons.

It appears either on depth 17, 18 or 19. Its quest and reward are the same with those of Sprouted PD and gives always an upgraded to +3 or higher cursed ring (the ring provides bonuses as if it is uncursed, it is just non-unequippable). Unlike Sprouted PD, its quest needs not to be first fulfilled, in order for it to open its shop on depth 21: after the hero defeats the fourth chapter boss, he/she will find the Imp in its shop in any case. Note also that for the Imp to lower the price of its books, it has to consider Yog-Dzewa dead, and this will happen only after the hero interacts with the pudding cup on the pedestal of depth 26. Before this interaction, the Imp will keep selling its books at their initial outrageous prices regardless of Yog-Dzewa being dead or not.

Dew Developers

Dew developer SPS-PD
Dew Developer
He seems to be waiting for something. / It looks like he is still waiting for something.
Rune Scholar Lynn SPS-PD
Rune Scholar Lynn
A scholar who lived in Dolyahaven. She has a lot of knowledge about Magic Stones.

Two of Sprouted PD’s Tinkerers, those in depth 1 (first message to the right of the game decription box) and in the Power Trial (formerly Book of Life depth, second message to the left), are renamed to Dew Developers, but their interactions with the hero remain very similar and have already been described in the Dew Vial section above. Two differences from Sprouted PD is that the first Dew Developer is relocated to depth 1 from depth 2 (but the Dew Mushroom he asks for still spawns on depth 2) and the more important that he Tinkerer of depth 12 has reassigned his gender and has become Rune Scholar Lynn, offering more reward options and also becoming a Dolya Town NPC after the hero gives the Dew Mushroom to her.

Old Wandmaker

Wandmaker gif
Old Wandmaker
This old but hale gentleman wears a slightly confused expression. He is protected by a magic shield.

He always appears in the entrance room of depth 7 and gives an Adamant (Sprouted PD's Adamantite) Wand to all classes, and not only to the Mage. He has either the Corpse Dust or Rotberry Seed quests only available, like he does in Sprouted PD.

On the option to choose between a battle and a non-battle wand, note that the game makes the distinction between battle and non-battle wands rather randomly because most of its wands are practically damage dealing - combat wands, and the Wandmaker 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 most of these wands, apart from the wands of Charm and Flock, dealing also direct damage. The reward wand is always upgraded and rarely cursed (which doesn't affect the wand's function in any way in SPS-PD). 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.

Rat King

Rat king gif
Rat King
This rat is a little bigger than a regular marsupial rat and it's wearing a tiny crown on its head.

He is the same with Sprouted's Rat King (sleeps in a hidden room at depth 5, after the hero visits the Caves and comes back to meet him, if he/she has not opened his chests, he gives the Spork quest etc.), with a slightly different message than that of Sprouted PD, which is inaccurate though: "Well, as a reward for your loyalty, I allow you to kill a thief, who stole one of my Forks, and I think he is hidding close to the exit of the prison. If you do that, I will give you that Fork as a reward.." The Life Bandit, who drops the Spork and not the Fork (despite not being its name, it actually resembles its shape though), does not hide close to to the depth 9 exit, but spawns after some regular enemies get killed at a random location of the depth and wanders constantly around, like the Shadow Bandit does in Sprouted PD. Also SPS-PD's Rat King is less materiallist, because if the hero steals from his chests, he now says: "They're all worthless things. I don't care about these." (he still cares a bit though, as he does not offer the Spork quest to the hero anymore).

Rune Scholar Lynn

Rune Scholar Lynn SPS-PD
Rune Scholar Lynn
A scholar who lived in Dolyahaven. She has a lot of knowledge about Magic Stones.

She is SPS-PD's equivalent of Sprouted PD’s Tinkerer on depth 12, but with his gender reassigned. Apart from the Dew Vial upgrade, she also gives the hero the option to choose between a Mr. Destructo, a Control Mobile or a Fairy Card as a bonus quest reward for providing a Dew Mushroom to her. After the hero interacts with her on depth 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 Tier 6 weapons are crafted on).

Shopkeepers

Shopkeeper
Shopkeeper
This stout guy looks more appropriate for a trade district in some large city than for a dungeon. His prices explain why he prefers to do business here.

Their only interaction with the hero is by selling items to him/her or buying items from him/her like in almost all other PD mods. They also sell the Dolya Slate (formerly Sokoban Journal) on depth 1, the Sweet Home (formerly Safe Room) page on depth 6, and the Hometown (formerly Dolyahaven) page on depth 11. They are now also invulnerable, don't care if anything tries to harm or debuff them, and never leave their shop with their goods. Due to the change in the Master Thieves' Armband's function, the hero can no longer steal from them, but can only buy items at a discounted price or take them for free with the Armband equipped (although this is still named "stealing" by the game) and as the hero can't steal either successfully or unsuccessfully from them, they also never vanish for this reason.

Troll Blacksmith & Troll Welder

Troll NPCs SPS-PD
Troll Blacksmith / Troll Welder
This troll blacksmith / welder looks like all trolls look: he is tall and lean, his skin resembles stone in both color and texture. The troll blacksmith / welder is tinkering with unproportonionally small tools.

The two Trolls, the Blacksmith and the Welder (renamed from Bip and Bop) are always found on depth 11. Like in Sprouted PD the Blacksmith transfers upgrades between similar items via reforging, while the Welder reinforces items with adamantite. Adamantite weapon/armor/wand/rings are now renamed to Adamant weapon/armor/wand/rings (displayed in the same order in the image below), without any change to their function, and both Trolls still need vampire bat's blood on the pickaxe or dark gold before they do anything. The Troll Blacksmith still reforges the three separate Triforce pieces (Sprouted PD's Sanchikarahs) to a whole Triforce portal and does not need his quest to be fifrst fullfilled in orfer to do so.

Some minor changes to the reinforcement of items are that all classes and not only the Mage get by default the Adamant Wand after they complete the Old Wandmaker's quest, and that there is one extra Adamant Ring, that always drops from the Gnoll King in the Treasure Map challenge depth, as there are now 3 ring/artifact slots in SPS-PD.

Adamant items SPS-PD

As a side note, after the last update of SPS-PD the Troll Blacksmith will also forge the "No text found!" - [Chaos Pack], [Cursed Blood], [Tengu's Sword] given by the Honey Poooot, Mercenary, and Said by Sun NPCs in Dolya Town in Shadow Eater weapon in end-game, but this is currently an Easter Egg of SPS-PD and remains to be added in an extended end-game storyline in a forthcoming version.

Pets and Allies

Main article: Pets and Allies

Although some of them exist also in Sprouted PD, SPS-PD has created a full category of summoned, temporary and expendable Allies with 3 of Sprouted PD's pets getting transfered into this category (Steel Bee and the two Fairies) and with 5 new allies also added. This makes the total number of allies available in SPS-PD 14. The Leader subclass of the soldier almost always summons an enhanced version of all the allies he has access to. SPS-PD's allies are (the default version first, the Leader's version second):

  • Fairy & Warlock Fairy
  • Golden Bee & Steel Bee
  • Little Tree from the special skill of the Huntress (as this is unique to the Huntress, there is no leader version for it)
  • Mobile Sattelite & Ex Mobile Sattelite
  • Mr. Destructo & Mr. Destructo 2.0
  • Sad Ghost from the Dried Rose (it also has no leader version)
  • Sheep from the wand of Flock (now aggros enemies and functions as a distraction) & Baba
  • Thundercloud from the wand of Thundercloud & KEKE

8 new pet types are added as well, and there is now a distinction between the weaker Random Soul pets and the stronger Soul of Mobs pets. This makes the total number of pets available in SPS-PD 19 (6 random +13 of mobs) with 10 of them being totally new. SPS-PD's currently available pets are:

Random Soul pets

  • Fly (new)
  • Gentle Crab (new)
  • Metal Klik (new)
  • Ribbon Rat (new)
  • Snake (new)
  • Spidersilk Klik (new)

Soul of Mobs pets

  • Blood Scorpion
  • Blue Dragon
  • Bug Dragon (new, variant of Gold Dragon that spawns only during September)
  • Chaos Elemental (new)
  • Gold Dragon (new)
  • Green Dragon
  • Light Dragon (new)
  • Red Dragon
  • Shadow Dragon
  • Velocirooster
  • Violet Dragon
  • Web Spider

Unique/rare pets

  • Baby Year (new, only available as a drop from the Year Beast miniboss and only in Spring Festival Town, which is not by default accessible in every run)
  • Bunny of Easter Egg (its pet card spawns in the regular dungeon only during April and May, but is always dropped by the Ice Corps boss in the Bossrush challenge and is also occasionally sold by Pet Dealer Leryy in Dolya Town)

Random Soul pets, apart from being generally weaker, get instantly released from Random Souls, which are a starting item for all Classic skins. The almost all stronger Soul of Mobs pets have to get hatched in a Soul of Mobs after the hero finds or buys one in the dungeon, like the hero would do with eggs in Sprouted PD. Also most of the familiar Sprouted PD's pets have been renamed and besides that, stats, levelling up, special skills, eating habits in all familiar pets have been more or less changed. Also, all pet types are sold as ready-to-release pet cards by Pet Dealer Lery in Dolya Town (one randomly in each hero's visit) and one has also a 20% chance to be dropped by the Hybrid chapter boss, while Dwarf Warlocks have a random chance to drop a Soul of Mobs. For details about the pets and allies of SPS-PD you can visit the link above.

Plants and Seeds

Main article: Plants and Seeds

2 new Seeds with their respective Plants are added (Nut Vine and Seed Pod), and 6 plants now drop items when trampled (Dreamfoil, Nut Vine, Phase Pitcher, Starflower, Sungrass, Upgrade Eater) which are either edible and have positive effects or are used for transmuting and upgrading. Phase Pitchers and Upgrade Eaters do not trasmute or transform items anymore, but the items they drop (Transmutation Item and Upgrade Eater item) do that instead. For details about the plants and seeds of SPS-PD you can visit the link above.

Progression in the game: overview

Main article: Dungeon Depths

Players familiar with Sprouted PD won't encounter much trouble navigating in SPecial Surprise PD, as the general structure of the parent mod has been kept with some secondary changes made here and there (the most important of which being the total removal of Dolyahaven Mines, with the hero in SPecial Surprise PD being able to teleport directly to Corrupted Mirror Otiluke's depth after he/she defeats the Shadow Yogs and obtains the Energy Core journal page). Nevertheless, for players unfamiliar with Sprouted PD here is an overview of the hero's progression, from the start until the completion of the game.

  1. Regular dungeon: Depths 1-24 (Sewers, Abandoned Prison, Mining Caves, Dwarven Metropolis, Demon Halls), Depths 25-26 (First Big Boss Fight with Yog-Dzewa). Visiting these depths is obligatory for the hero to proceed further in the game. Note that unlike Sprouted PD there is no key that teleports to Yog-Dzewa's depth, and the hero has just to use a Magic Breaker hammer in order to open the staircase to depth 25, like he/she has already done for depths 23 and 24. Another secondary difference from Sprouted PD is that on depth 26's pedestal there is no Amulet of Yendor but just a pudding cup - portable saving spot, and the hero has no option to complete the game from that early anymore.
  2. Dolya Town: Depth 55. The hero can teleport there by adding to the Dolya Slate the Invitation to Hometown journal page, which is sold in the Caves shop. Visiting this area is obligatory for the hero's progression because the NPC Ren will give to the hero the Challenge Book, which is necessary for teleporting to the Trial depths, after their pages are added into it. This area contains many more useful options for the hero (two general shops, a food store, a pet store, various other NPCs etc.) but talking with Ren and obtaining the Challenge Book is the absolutely necessary thing to do there.
  3. Trial (former Book) depths: Depths 31-33 (Courage, Power, Wisdom Trials). These depths are also obligatory for the hero's further progression, as gathering a Triforce piece from each trial depth is a prerequisite for the Troll Blacksmith to craft the whole Triforce, which will teleport the hero to the Second Big Boss Fight with the Shadow Yogs at depth 35. Very similarly to Sprouted PD teleporting to the Trial depths is possible by adding the trial book pages which are sold by the Ambitious Imp into the Challenge Book. In contrast to Sprouted PD though, the last defeated Shadow Yog drops a journal page that teleports the hero directly to the Energy Core after it gets added to the Dolya Slate (as the Dolyahaven Mines area has been removed, the Dolya Town and Energy Core depths have no connection anymore). This step is also obligatory for the hero's progression in order to complete the game.
  4. Energy Core depth: Depth 67 (First Final Battle with Corrupted Otiluke Mirror). In this depth the hero will find the Palantir, which will teleport him/her to Zot's depth. This step is also obligatory for the hero's progression in order to complete the game.
  5. Zot: Depth 99 (Last Final Battle). After the hero defeats Zot, he/she can go to Dolya Town, speak with the rescued Otiluke, obtain the Amulet of Yendor and complete the game.

There also some more depths that visiting them is not obligatory for the hero to complete the game, but they offer various types of useful loot like a lot of dew drops / different types of adamant items / portal items / unique weapons / scrolls of Upgrade / a lot of gold etc.

  • Challenge (former Key) depths: Depths 27-30 (Forest, Prison, Caves, City challenge depths), and depths 36-38, 40, 43 (Tengu, Skeleton King, Crab King, Thief King, Gnoll King challenge boss depths)
  • Dolya Slate's depths: Depths 50 (Safe Home), 51-54 (Sokoban puzzles) and 66 (Spring Festival Land).
  • BossRush Challenge: Depth 71

There is also the depth 85 that starts an Endless mode. Visiting it becomes available after the hero obtains the Power Hand in the BossRush challenge and adds 5 magic stones into it, but this will essentially end the regular run, as the only way of exiting the Endless mode is by either completing the game with the Amulet / Power Hand or by dying.

Rings

Main article: Rings & Lucky Badge

One new ring, the ring of Energy, has been added (it increases recharging rate by +5% per level, with the degree of improvement increasing as it gets upgraded to higher levels) and almost all the familiar rings from Sprouted PD have received specific changes, with a common change being that the abilities of some of them have a level up cap at +30. Also, the ring of Wealth is replaced with the Lucky Badge item, which has a similar function but can't guarantee 100% drops, even when upgraded to max level, as it reaches its cap at +15 and can't be upgraded further. For details about the rings and the Lucky Badge of SPS-PD follow the link above.

Regular & Rare Enemies

Main article: Regular Enemies

14 regular enemies have been added in all game chapters of the main dungeon, and 4 unique enemies in any chapter (but these spawn only under specific circumstances):

  • Sewers: Dust Element, Leech Seed, Patrol UAV
  • Prison: Armor Skeleton, Troll Warrior, Zombie
  • Caves: Sand Mob, Stone Bug (this also in Dolya Town)
  • Metropolis: Dwarf Musketeer, Huge Skull, Spider Bot
  • Demon Halls: Demon Flower, Sufferer, Thief Imp
  • Any chapter, Unique or Rare: Cell Mob (only spawns when a boss or miniboss is shot with an Evolve ammo, and that only occasionally), !!!Data Delete!!! (only spawns in the Nightmare Virus challenge, but constantly there), Gold Collector & Level Checker (they spawn only when players exploit gold farming or levelling up)

Some more are duplicated or retextured and appear with different name and abilities in other depths / as chapter boss minions or have the depth they appear changed, and most of the familiar enemies have their stats rebalanced and their special attacks more or less changed. If we add to the aforementioned enemies the chapter boss and challenge depths enemies already mentioned, the trial depth enemies, the dolya slate depth enemies and the enemies already existing in Sprouted PD, SPS-PD features 165 (!) different types of enemies. For details about the regular and rare enemies of SPS-PD follow the link above.

Room types added or changed - Walls

Hidden skeletal remains

Hidden skeletal remains SPS-PD

Rooms that: a) contain a row of bookshelves covering one of the walls, b) but do not contain scrolls c) and only a chest instead, do not belong to the regular Library type. Instead there are always hidden skeletal remains behind the bookshelves like in YAPD, 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/her HP, but a Chaos Wraith will not spawn (this is generally unadvisable, unless the hero has no damaging wands and is of a skin without an Ankh Shield as a starting item, as all stunned chaos wraiths get defeated with one or two weapon hits). 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 depth, a potion of Liquid Flame will always spawn, but not generally in depths with bookshelves (so having a potion of Liquid Flame spawn in the same depth which also has a row of bookshelves in one of its rooms is an extra indicator for the existence of hidden skeletal remains, apart from the room not containing scrolls inside). Skeletal remains can also spawn in plain sight in a room with bookshelves, but in this case the bookshelf tiles will be scattered around the room and not gathered together in a specific side of the room.

Pit Rooms

Pit Room SPS-PD

They have two differences from pit rooms of almost all other PD mods, with the first of them being major: a) Their walls can be destroyed by Huge bombs, Two Bombs or the Diamond Pickaxe/Vtuber's Button/Shovel, so the hero doesn’t have to jump into pit chasms any more, if he/she has any of these items available, and b) they don’t have a locked entrance, but an “air wall” which cannot be unlocked or destroyed by any means. This air wall mostly serves as a clear indication to the hero that a pit chasm exists in the depth above, making the pit rooms of SPS-PD usually overt, unlike what happens in Sprouted PD, where there is no indication for them at all.

Rooms with specific effects

Main article: Rooms with specific effects

In the dungeon the hero might encounter rooms that either buff only the hero, debuff any character that is located inside them or spawn constantly Skeletons, with 5 of them being totally new (Cold, Dead Raise, Dry, Garden, Hot, Quiet, Wet). For details about them visit the link above.

Walls

All walls in general can be destroyed by Huge bombs, Two Bombs or the Vtuber's Effect Button/Shovel/Diamond Pickaxe. The only walls that these bombs and items can't destroy are: a) air walls, which block the entrance/exit to pit rooms (but destroy without a problem the walls around them), b) specially colored walls or decorative tiles like gold veins, bookshelves or statues, c) locked doors (but destroy without a problem the walls around them).

Scrolls

Main article: Scrolls

The familiar scrolls from Sprouted PD remain basically the same, with some minor changes (mostly extra side effects added to their primary function), but 4 new scroll-like items have been added that work more like potions by changing permanently the hero's stats (most of the times only increasing them, but sometimes also decreasing another stat in the case of the scroll): the scroll of Sacrifice, and the "Learn how to Attack / Dodge / Use Magic" scroll-like items. Also each scroll now has a distinguishing symbol after it gets identified. For details about these changes follow the link above.

Also, all bookshelves can now also drop regular scrolls after getting burnt, like they do in YAPD after getting seached, but never Journal pages like they do in Sprouted PD, and never rare scrolls like Regrowth, Sacirifice, Upgrade or Magical Infusion like they do in YAPD with its equivalent rare scrolls.

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 Strength spawn in a specific number (9) and equipping a Lucky Badge doesn't affect this positively, while potions of Might give only +15 max HP and no additional Strength, instead of +5 max HP and +1 Strength like they do in Sprouted PD, and they also no longer transmute into potions of Strength. The only other items that give additional strength points permanently without heavy consequences is a) the second Scroll of Sacrifice, a unique drop of the Challenge depths (it adds +1 Str. but the first one gives only +15 HP, and the third and fourth scrolls subtract permanently a lot of HP while adding +1 Str.), b) the Golden Nut Bless by the Developer, a unique reward item, that the hero receives after killing 100 enemies in all 4 challenge depths and gives either +1 Str. and 60 HP or +2 Str. and 30 HP and c) 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 depth 5). The ring of Might also adds Strength points when equipped, but only +1 every 5 upgrades (it adds +10 HP with each upgrade though).

Effectively, this means that methods of gaining strength are few and far in between or RNG-dependant, so most heroes will be switching to higher tier weapons and armors at a much slower rate (with the exceptions of the Rogue for weapons and of the Warrior for armors who have a +2 Strength bonus when equipping armors - warrior and weapons - rogue, and also the Artisan subclass of the Follower, who gets a +2 Strength bonus in equipping both), even possibly as late in the game as the Demon Halls. All heroes will reach Yog-Dzewa with 19 Strength, if they have found all the spawned potions of Strength, and they can also add surely +2/+3 to their Strength without heavy consequences by reading the second scroll of Sacrifice and eating the Golden Nut Bless by Developer after killing 100 enemies in all four challenge depths. Before that, apart from the Warrior and the Artisan Follower all the other classes without a ring of Might or a lucky Rotberry seed drop will be only able to equip up to the tier 5 heavy and the tier 6 light armors, as the normal and heavy tier 6 armors have a +20 and +21 strength requirement, and apart from the Rogue and the Artisan Follower all the other classes will be able to equip only tier 5 weapons, as all the tier 6 weapons have a +20 strength requirement (tier 5 weapons are as good as them, or actually better for most types of gameplay, though).

Tips for End-Game

Main article: Tips for End-Game

SPS-PD is a mod of Sprouted PD and among the most famous (or infamous) characteristics of its parent is grindiness. Nevertheless, in SPS-PD most of Sprouted PD's grinding isn't actually needed (apart from the occasional dew farming in the challenge depths for upgrading equipment), as upgrading a tier 6 weapon with transmuted scrolls of Magical Infusion is absolutely not needed and the game can be completed easily with more than half of its available weapons when highly upgraded. Players who want to make the best out of the game's resources or want detailed advice about SPS-PD's end-game can visit the link above.

Traps new and changed

Trap types

  • 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 (deal releatively low damage), Fire (create a fire blob), Flashing, Freezing (rarely shatter potions), Grim (deal heavy but not deadly damage and can be encountered earlier), Gripping, Guardian, Lightning, Ooze, Paralytic Gas, Pitfall, Poison, Rockfall, Shock, Spear, Storm, Summoning, Teleportation, Toxic Gas, Venom Gas, Weakening and Worn Out traps exist all in the game, are borrowed from either Shattered PD or Sprouted PD and are mostly the same in function and frequence, with some minor differences from Shattered PD or Sprouted PD already mentioned inside the parentheses.
  • Chasm traps are an original addition of SPS-PD, which are never hidden, can't get deactivated and always cause Bleeding to the hero upon stepping them. They occur infrequently in the main dungeon but they occupy appr. 75% of the Wisdom Trial depth and are also common in the Thief King's Lair depth.
  • Distortion traps are very rare (almost non-existing) in the main dungeon but are extremely common in SPS-PD's Endless Mode. In SPS-PD they restart the depth, and in the regular dungeon they also function as "time travel" traps, as the hero won't keep the items he/she had found and already put in his/her backpack while exploring the depth.
  • Warping traps are also very rare, and teleport the hero to a previous dungeon depth without unidentifying their depth, like they used to do previously in Shattered PD. The pet is also teleported along with the hero (but not when the hero steps on a regular Teleportation trap and is teleported somewhere on the same depth).

Generally about traps

  • All pets fly, so they won't activate any trap and will just hover above them.
  • Changing depths due to a trap, either downstairs by stepping on a Pitfall trap, or upstairs by stepping on a Warping trap, makes the dew counter of the goal moves stop for this depth, and it will start counting again when the hero goes back to the depth, so stepping on either one of these traps won't prevent the hero from completing the depth within the goal moves.
  • Hidden traps in general are not revealed by Blue Berries and scrolls of Magic Mapping, and when they are not deactivated by stepping on them once (like Spear and Gripping traps for example), they still remain hidden, and the hero must specifically search their tile, for them to become visible.
  • Trap tiles in general can’t be destroyed by any bomb or activated when bombs are thrown next to them and not on them.

Trial depths

Main article: Trial Depths

The Book depths from Sprouted PD are renamed to Courage / Power / Wisdom Trial depths, and have also received various changes (with the Book of Heavens / Wisdom Trial being the most changed, as it does not allow falling anymore, and its former chasm tiles of Sprouted PD are now all occupied with chasm traps, also Fire Elementals have been added as an infrequent enemy to it). All the Trial depths are now revisitable and have become an option in the Challenge book along with the challenges, but only the Wisdom Trial (formerly Book of Heavens) respawns its loot in a new depth arrangement, with the other two only respawning their enemies in the previously visited depth. For details about these changes follow the link above.

Wands

Main article: Wands

10 new wands have been added to Sprouted's wands (Acid, Blood, Charm, Error, Flow, Freeze, Light, Metorite, Thundercloud + Reno's Rainbow Cannon, which is a skin-specific wand), 6 familiar wands have been removed (Amok, Blink, Regrowth, Slowness, Teleportation, Telekinesis) and all the familiar wands that remain have received minor or major changes (Disintegration, Firebolt, Flock, Lightning, Magic Missile). Also, all wands have now a specific permanent sprite, and not a random sprite that will change in each game, like they do in Shattered PD (some of their sprites are different in comparison to the similar wands of Shattered PD though). The total amount of SPS-PD's wands are now 16. You can follow the link above for details about all these changes.

Weapons - Bombs, Guns, Missile, Thrown

Main article: Weapons - Bombs, Guns, Missile, Thrown

14 new Gun and Missile weapons and 15 Thrown weapons are added, making the total number of SPS-PD's ranged weapons 29 (or 42 if we also count the 13 bombs). Also, misisle and gun weapons can now be enhanced with different types of ammo, which are crafted in alchemy pots (for the different types of ammo visit the Alchemy - Ammo section link above).

  • A full array of tier 0 to tier 5 guns has been added in SPS-PD: Sling, Toy Gun, Gunslinger Pistol, Pistol, Blunderbuss, Fusil, Mortar with also the addition of the Pulse Pistol that has a special effect. Also, 5 more missile weapons have been added along with the Booomerang: Centaur Bow, Lzayoi's Thousand Knives, Mini Moai, Ryu's Hadoken, Wooden Shield (the centaur bow and thousand knives deal exceptional damage when upgraded, but the wooden shield and hadoken are basically debuffing items that deal some damage, and the Mini Moai deals the mediocre damage of almost all holiday weapons). This makes the total of missile weapons and guns of SPS-PD 14.
  • 12 Thrown weapons have been added: EMP Bola, Empty Bomb, Error Ammo, Escape Knife, Huge Shuriken, Poison Dart, Red Packet, Rice Ball, Skull, Smoke, Shatttered Ammo, Wave, and almost all the thrown weapones that have remained from Sprouted PD have their stats, sprites and names somewhat changed. This makes the total of thrown weapons of SPS-PD, familiar and new, 14.
  • 10 bomb items have been added (Acid, Build, Dark, Fire, Huge, Ice, Mini, Storm, Two Bombs), which have unique special effects, are all craftable and can be also found/sold in the dungeon. Two other familiar bombs of Sprouted PD, the Dumbling Bomb and the Holy Hand Grenade, are renamed to Fishing Bomb and Holy Bomb and are changed in some of their details. The Soldier class also has the option to summon Bombing Robots by using one of his special skils. This makes the total bomb items of SPS-PD 13.

For details about all of them visit the link above.

Weapons - Melee

Main article: Weapons - Melee

44 new melee weapons have been added in SPS-PD:

  • 23 Regular weapons in all tiers: Assassin's Blade, Club, Dual Sword, Fight Gloves, Empty Bottle, Flute, Greatsword, Halberd, Hand Axe, Harp, Holy Water, Lance, Mage Book, Nunchakus, Prayer Wheel, Rapier, Scimitar, Stone Cross, Triangolo, Trumpet, War Drum, Wooden Staff, Whip
  • 12 Unique Drop or Rare weapons: Error Weapon, Example Wooden Hammer, Goblin Shield, Legend of Hyrule, Overload Handcannon, Reimus Goei, Runic Blade, Shadow Eater, Special Knuckles, Tekkokagi, Tengu's Katana, Wraith Breath
  • 9 Holiday weapons: Brick, Christmas Tree, Firecracker, Hook and Ham, Key Message, Lollipop, Pumpkin Lamp, Sing jump rap play with basketball and play music, Test Weapon

Adding these to the already existing weapons from Sprouted PD (of which the tier 6 Relic weapons are all more or less renamed), we have a total amount of 60 melee weapons in SPS-PD. After adding this number to that of the ranged weapons sum mentioned just above, we end up with 102 (!) different weapon types existing in SPS-PD. Moreover almost all melee weapons have a regular, enhanced or holiday attribute, which are similar to enchantments in their effects, but are permanent characteristics of weapons and can't be changed.

SPS-PD's Weapon Enchantments all refer to one of 7 different Elements of the game, and each element governs two enchantments (making them 14 in total), with the couples having somewhat similar but not same effects. None of Sprouted PD's enchantments exists with the same name in SPS-PD, while 10 out of 14 are totally new:

  • Dark element: Dark & Weakness
  • Earth element: Acid & Earth
  • Electricity element: Electric & Shock
  • Energy element: Dance & Energy
  • Fire element: Fire & Tar
  • Light element: Light & Shining
  • Water element: Coldwave & Ice

For details about the melee weapons and the weapons enchantments of SPS-PD visit the link above.

Wells

All wells have received an important general change in their depth generation, as now in all well rooms a rare plant also spawns always (Blandfruit, Phase Pitcher or Upgrade Eater). Note that in the Wisdom Trial depth a rare plant spawns in every well room, no matter if the well is active or not, so this depth is totally suitable for farming Blandfruits, Transmutation Items and Upgrade Eater items. All types of wells are also much more common in SPS-PD than they are in Sprouted PD, as in some runs a well might spawn in almost every depth of the regular dungeon (but never more than one on the same depth). There are also some more changes implemented in specific well types:

  • The well of Awareness, unlike the scrolls of Magic Mapping and Blue berries, also shows hidden doors and hidden traps, loot and keys inside hidden rooms and generally all loot without any omission.
  • The well of Health now fills the whole Dew Vial, even when the vial is upgraded to the capacity of 350.
  • The well of Transmutation, like the Transmutation Item, does not necessarily drop the same tier armor or weapon (or an armor of the same weight), and due to the artifacts not being unique drops anymore, the well can rarely even drop back the same artifact. Note that wells of Transmutation are the more potent part of this pair and can transmute potions and scrolls (which is mostly useful for transmuting scrolls of Magical Infusion to scrolls of Upgrade), while Transmutation Items can't.

Known Bugs - Exploits

The following four bugs (for two of them even being dubious if they are actually bugs or not, as they are positive for the player and don't have any negative effect on the run) can be considered few for a mod still in development and with a huge amount of new content, and it should be certainly acknowledged to the developer that he fixes most of the bugs reported to him with the release of each new version of his game.

Negative Bug

  • This is the only bug that has remained unfixed in SPS-PD, as it was also occuring in previous versions of it, but in a stronger form. In current SPS-PD when the player selects the Rankings screen, the runs that are not very high in ranking will be randomly displaying info for characters with the best ranking, at first, second or third place, or alternatively only for the character that last completed the game with the Amulet. This bug is consiidered to have a weaker form in this version, because until recently (the "Halloween" version) the character that had last completed the game with the Amulet was always the one being displayed.
  • The Dried Rose artifact has three bugs related to it: a) The hero might stop finding rose petals before the Dried Rose gets fully upgraded. b) When summoned along with a pet or ally, the ghost can disappear when the hero goes down a depth with the pet/ally but without the ghost and comes back to get it. c) Summoning a Sad Ghost in the Wisdom Trial depth or any Boss depth might crash the game (the save file also might get corrupted). From these three bugs only the first bug has been reported also for the current version, and the other two might have been fixed like almost all the other bugs have. In any case, you can make good use of this bullet when having the hero equip this artifact.

Positive Bug - Exploit

These two game features are certainly exploits, as they provide players with a not normally expected advantage, but they might be easter eggs instead of bugs and a conscious addition by the developer (they have certaily not been fixed for some releases until now). In any case they have only positive effects on the game run.

  • The Performer class after the Glass Shield buff is first granted to him, keeps it for a huge amount of turns and it lasts until approximately depths 6 ≈ 8, making the Performer's defense constantly high.
  • When playing the rogue class the Falling Attack option from the special skill item can be used to charge the rogue's damage, with the rogue simply sitting and waiting by a wall until the Damage Bound counter reaches a lot of charges, and then the rogue should also use the Steal Gold option from the skill item, and then attack an enemy (enemies close to walls that don't move around like Piranhas are good choices if a ranged weapon is available, but any enemy can serve the gold-dropping role). This will deal a huge amount of damage to the enemy, and grant to the rogue a huge amout of gold as a consequence.

Note: Almost all the negative bugs of the previous version "Halloween" have been fixed, with the exception of that of the first bullet and possibly of the second, but new bugs might exist in the new version "Testers' party", so feel free to add bug reports in the comments section below or communicate directly with the developer: you can message him directly in his profile page hmdzl001 in reddit or in the main Pixel Dungeon discord channel, where you will also find him with the same username. Have in mind that the developer is Chinese, and as China grants limited access to both of these sites, he will most probably not respond immediately, but in any case it will be rather soon.