- The following features existed in the game at some point, but were removed.
Rings[]
Ring of Detection[]
Ring of Detection | ||
Wearing this ring will allow the wearer to notice hidden secrets - traps and secret doors - without taking time to search. Degraded rings of detection will dull your senses, making it harder to notice secrets even when actively searching for them. | ||
Replaced by the Talisman of Foresight in v0.2.0.
Ring of Shadows[]
Ring of Shadows | ||
Enemies will be less likely to notice you if you wear this ring. Degraded rings of shadows will alert enemies who might otherwise not have noticed your presence. | ||
Replaced by the Cloak of Shadows in v0.2.0.
Ring of Mending[]
Ring of Mending | ||
This ring increases the body's regenerative properties, allowing one to recover lost health at an accelerated rate. Degraded rings will decrease or even halt one's natural regeneration. | ||
Replaced by the Chalice of Blood in v0.2.0.
Ring of Satiety[]
Ring of Satiety | ||
Wearing this ring you can go without food longer. Degraded rings of satiety will cause the opposite effect. | ||
Replaced by the Horn of Plenty in v0.2.0.
Ring of Herbalism[]
Ring of Herbalism | ||
This ring increases your chance to gather dew and seeds from trampled grass. | ||
Replaced by the Footwear of Nature in v0.2.0.
Ring of Haggler[]
Ring of Haggler | ||
In fact this ring doesn't provide any magic effect, but it demonstrates to shopkeepers and vendors, that the owner of the ring is a member of The Thieves' Guild. Usually they are glad to give a discount in exchange for temporary immunity guarantee. Upgrading this ring won't give any additional bonuses. | ||
Replaced by the Master Thieves' Armband in v0.2.0v
Ring of Thorns[]
Ring of Thorns | ||
Though this ring doesn't provide real thorns, an enemy that attacks you will itself be wounded by a fraction of the damage that it inflicts. Upgrading this ring won't give any additional bonuses. | ||
Replaced by the Cape of Thorns in v0.2.0.
Ring of Power[]
Ring of Power | ||
Your wands will become more powerful in the energy field that radiates from this ring. Degraded rings of power will instead weaken your wands. | ||
Made unobtainable in v0.3.0. Replaced by the Ring of Energy in v0.6.1.
Wands[]
Wand of Avalanche[]
Wand of Avalanche | ||
When a discharge of this wand hits a wall (or any other solid obstacle) it causes an avalanche of stones, damaging and stunning all creatures in the affected area. | ||
Removed in 0.3.0.
Wand of Blink[]
Wand of Blink | ||
This wand will allow you to teleport in the chosen direction. Creatures and inanimate obstructions will block the teleportation. | ||
Replaced by the Ethereal Chains in 0.3.0.
Wand of Flock[]
Wand of Flock | ||
A flick of this wand summons a flock of magic sheep, creating temporary impenetrable obstacle. | ||
Removed in 0.3.0.
Wand of Teleportation[]
Wand of Teleportation | ||
A blast from this wand will teleport a creature against its will to a random place on the current level. | ||
Replaced by the reworked Lloyd's Beacon in 0.3.0.
Enchantments and curses[]
Venomous[]
Venomous weapons inflict enemies with deadly poison, which becomes more severe with each hit.
A successful proc will inflict 1
∕2
(level+2)
turns of poison upon the target, stacking upon the duration of the target's pre-existing poison duration if possible.
This common enchantment was removed in v0.7.2.
Vorpal[]
Vorpal weapons are especially deadly, causing enemies to bleed when struck.
Procs will inflict Bleeding upon the target, with the initial damage being a fifth of the damage dealt. If the target is already bleeding for more than what would be imposed, nothing happens.
This common enchantment was removed in v0.7.2.
Eldritch[]
Eldritch weapons strike fear into enemies, causing them to flee from the attacker.
Successful procs will inflict 10 turns 20 turns (as of 0.7.0) of Terror upon the target.
Given the nature of Terror, this can be somewhat annoying for melee-based builds when their targets move out of their reach. However, this enchantment is nothing short of amazing for ranged builds, for this allows the Hero to put their enemies at a desired range rather easily and risk-free.
When fighting against Animated Statues who have an Eldritch weapon, they will instead inflict 10 turns of Vertigo on you.
This uncommon enchantment was removed in v0.7.2.
Stunning[]
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This powerful enchantment immobilizes enemies when they are struck, rendering them helpless against further attacks.
+0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 | +N
|
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1∕8 | 2∕9 | 3∕10 | 4∕11 | 5∕12 | 6∕13 | 1∕2 | 8∕15 | 9∕16 | 10∕17 | 11∕18 | 12∕19 | 13∕20 | 2∕3 | 1+N ∕8+N
|
Successful procs will Paralyze the target for 1
to 1.5+level
turns. Damage done by the weapon is applied after the enchantment procs, meaning that the damage done can potentially nullify a successful proc.
This rare enchantment was removed in v0.7.2.
Precise[]
A precise weapon has a chance to guarantee a hit on an enemy, regardless of the circumstances.
This uncommon enchantment was removed in v0.7.3.
Swift[]
A swift weapon can allow the wielder to instantly follow up their attack with a second weapon. The two weapons must be of different types however: one ranged, and one melee.
This uncommon enchantment was removed in v0.7.3.
Exhausting[]
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Exhausting weapons take great effort to use, and will periodically weaken the wearer as a result.
This curse has a 1∕15 chance to inflict the Weakened debuff upon the wielder for 5-20 turns, reducing Hero's damage by 30%. Weakness can be removed by drinking a Potion of Healing or stepping on a Dreamfoil.
Fragile[]
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Fragile weapons start out just as strong as their normal counterparts, but rapidly decrease in effectiveness as they are used.
This curse causes the damage of the weapon to degrade to 25% of its regular amount over the course of 150 hits. Removing the curse will reverse the degradation. Curent degradation isn't shown in weapon description.
Brews and Elixirs[]
Most of these elixirs and brews were removed in 0.7.2, because their effect was just a combination of existing potions and they offered no unique gameplay.
Wicked Brew[]
Wicked Brew | ||
This brew combines the properties of a toxic gas and paralytic gas potion. When exposed to open air the liquid of the brew will erupt into both gasses at once. | ||
Frostfire Brew[]
Frostfire Brew | ||
This brew combines the properties of a liquid flame and snap freeze potion. The area around where the vial is thrown will be snap-frozen, then set ablaze for an extended duration. | ||
Frigid Brew[]
Frigid Brew | ||
This brew combines the properties of a frost and storm clouds potion. When thrown it will erupt into a cloud which both freezes and spreads water to surrounding terrain. | ||
Elixir of Restoration[]
Elixir of Restoration | ||
This elixir combines the properties of a healing and cleansing potion. When consumed, the drinker will start to rapidly heal, and will be cleansed of all negative effects. | ||
Elixir of Vitality[]
Elixir of Vitality | ||
This elixir combines the properties of a healing and shielding potion, granting a massive burst of survivability to whomever drinks it. | ||
Elixir of Earthen Power[]
Elixir of Earthen Power | ||
When consumed, this elixir will allow the drinker to bend the earth around them to their will. Any physical attack the drinker makes will shift the earth under the target, slowing their movement speed. | ||
This elixir was removed during pre-0.7.0 and never made it into final release. Drinking it would give the Hero 30 turns of Earth Imbued buff which caused melee attacks to cripple enemies.
Talents[]
Armsmaster's Intuition[]
Armsmaster's_Intuition | ||
+1: The Warrior identifies weapons and armor 2x faster. +2: The Warrior identifies weapons and armor when he equips them.
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This talent was replaced by Veteran's Intuition, which only instantly identifies armor. It was considered too powerful, and a talent that instantly identifies weapons was given to the Duelist.
Test Subject[]
Test Subject | ||
+1: Whenever the Warrior identifies an item, he heals for 2 HP.+2: Whenever the Warrior identifies an item, he heals for 3 HP. | ||
This talent was replaced by provoked Anger in 2.4.0 as it was unpopular and so every class would have an attack boosting talent.
Berserking Stamina[]
Berserking Stamina | ||
+1: The Berserker gains 25% more shield when berserking, and the berserking cooldown is reduced to 1.67 levels from 2.{ +2: The Berserker gains 50% more shield when berserking, and the berserking cooldown is reduced to 1.33 levels from 2. +3: The Berserker gains 75% more shield when berserking, and the berserking cooldown is reduced to 1 level from 2.
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This talent was replaced by Deathless Fury as berserking was changed to be triggered manually.
Tested Hypothesis[]
Tested Hypothesis | ||
+1: Whenever the Mage identifies an item, he gains 2 turns of wand recharging.+2: Whenever the Mage identifies an item, he gains 3 turns of wand recharging. | ||
This talent was replaced by Lingering Magic in 2.4.0 as it was unpopular and so every class would have an attack boosting talent.
Energizing Upgrade[]
Energizing Upgrade | ||
+1: Using a scroll of upgrade instantly recharges the Mage's staff for 4 charges, this can put it above its current charge cap. +2: Using a scroll of upgrade instantly recharges the Mage's staff for 6 charges, this can put it above its current charge cap. This talent also triggers when using scrolls or spells based on scrolls of upgrade. If this talent is gained by a different hero it will instead grant 12 turns of wand recharging at +1, or 20 turns at +2
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This talent was replaced by Inscribed Power (a weaker version of Empowering Scrolls) as the activation condition was considered too niche.
Empowering Scrolls[]
Empowering Scrolls | ||
+1: When the Mage reads a scroll, his next wand zap will get +1 level. +2: When the Mage reads a scroll, his next wand zap will get +2 level. +3: When the Mage reads a scroll, his next wand zap will get +3 level.
|
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This talent was replaced by Desperate Power as a weaker version of it has been added to tier 2 to replace Energizing Upgrade.
Rationed Meal[]
Rationed Meal | ||
+1: Eating food gives the Rogue 15% more satiety. +2: Eating food gives the Rogue 25% more satiety.
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This talent was replaced by Cached Rations as it was too useful outside of the early game for a T1 talent.
Mending Shadow[]
Mending Shadow | ||
+1: The Rogue heals for 1 HP every 5 consecutive turns that he is hidden by his cloak. +2: The Rogue heals for 1 HP every 3 consecutive turns that he is hidden by his cloak.
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This talent was replaced by Protective Shadow as it was intended to provide extra defense in combat rather than healing.
Mystical Upgrade[]
Mystical Upgrade | ||
+1: Using a scroll of upgrade instantly recharges the Rogue's cloak for 2 charges, this can put it above its current charge cap.{ +2: Using a scroll of upgrade instantly recharges the Rogue's cloak for 3 charges, this can put it above its current charge cap. This talent also triggers when using scrolls or spells based on scrolls of upgrade. If this talent is gained by a different hero it will instead grant 6 turns of artifact recharging at +1, or 10 turns at +2.
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This talent was replaced by Inscribed Power (a weaker version of Empowering Scrolls) as the activation condition was considered too niche.
Lightweight Charge[]
Lightweight Charge | ||
+1: When the Duelist uses the ability of a tier 1/2/3 melee weapon, it consumes 8/7/5% less charge. +2: When the Duelist uses the ability of a tier 1/2/3 melee weapon, it consumes 17/13/10% less charge. +3: When the Duelist uses the ability of a tier 1/2/3 melee weapon, it consumes 25/20/15% less charge. If this talent is gained by a different hero it will instead increase the damage of tier 2/3 melee weapons by 7/3% at +1, 14/7% at +2, or 20/10% at +3. Tier 1 weapons are unaffected.
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This talent was replaced by Precise Assault since there were enough other mechanics to encourage the use of lower tier weapons.
Secondary Charge[]
Secondary Charge | ||
+1: The chapmion's secondary weapon charge speed and charge cap are increased to 58% of her primary, from 50%. +2: The chapmion's secondary weapon charge speed and charge cap are increased to 67% of her primary, from 50%. +3: The chapmion's secondary weapon charge speed and charge cap are increased to 75% of her primary, from 50%. |
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This talent vas replaced by Varied Charge in 2.4.0 as the Champion's secondary weapon no longer has separate charges.
Badges[]
Icon | Name | Description | Removed in |
---|---|---|---|
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None | Ring of Thorns obtained | v0.6.1 |
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None | Ring of Haggler obtained | v0.6.1 |
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None | 15 monsters killed at nighttime | v0.6.1 |
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None | Thanks for your support! | v0.6.1 |
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Deferred Death | Die from deferred damage | v1.3.0 |
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Weapon researcher | Identify all weapons in your journal | v2.5.0 |
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Armor researcher | Identify all armors in your journal | v2.5.0 |
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Wand researcher | Identify all wands in your journal | v2.5.0 |
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Ring researcher | Identify all rings in your journal | v2.5.0 |
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Artifact researcher | Identify all artifacts in your journal | v2.5.0 |
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Potion researcher | Identify all potions in your journal | v2.5.0 |
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Scroll researcher | Identify all scrolls in your journal | v2.5.0 |
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Master researcher | Identify all items in your journal | v2.5.0 |
Version 0.6.1 removed badges that were unobtainable as the Ring of Haggler and Ring of Thorns no longer existed, nighttime mechanics never existed in Shattered PD, and donating didn't grant the supporter badge. In version 1.3.0, Deferred Death badge was replaced by Friendly Fire badge obtainable by dying to any of your own magic items as deferred damage was considered way too specific a cause of death. In version 2.5.0, all badges related to filling in the Journal were replaced by new ones due to the Journal overhaul.