|Skillful Pixel Dungeon|
|#20 Released mod|
|Current Version||0.4.5 (Build 106)|
Skillful Pixel Dungeon is a mod directly based on Original PD v.1.9.1 (for details about the additions and changes in Original PD up to that point you can visit this link). It was first released in March 28th, 2015 by reddit user Bibloldev and is one of the very few early mods that are still in active development. More particularly, Skillful PD is the only mod that remains in this active state out of the whole group of the 2015 mods. This mod adds features to Original PD like:
- Difficulty settings
- New enemies
- New scrolls & potions
- New weapons
- Skill System
- Storage that holds up to 5 items that persist if resurrected by Ankh
The armors of Skillful PD are exactly the same in their types and stats with those of Original PD (Cloth, Leather, Mail, Scale, Plate).
The armor glyphs of Skillful PD are the same with the glyphs of Original PD (Affection, Anti-entropy, Auto-Repair, Bounce, Displacement, Entanglement, Metabolism, Multiplicity, Potential, Stench, Viscosity), with the Auto-Repair glyph occuring even when degradation is turned off, but it has no alternative effect in this case, and the armor functions as if it is unenchanted.
Badges, Challenges, Difficulty settings Edit
The Badges and Challenges of Skillful PD are the same with those in Original PD (follow the links for details). Moreover, to increase replayability value, Skillful PD has introduced a difficulty system.
- Easy difficulty is suitable for any player having a hard time playing the game especially in terms of starvation and of difficulty with handling champions but also regular enemies. You start with 2 extra rations as well as 2 healing potions, 200 Gold and 2 Soul Crystals. There is a bonus in the ability of discovering hidden doors and traps. The champion spawn rate is set to 10% only. Enemies have the Weak prefix: they do 25% less damage, take 10% more damage and have 15% less HP.
- Normal difficulty is the closest to Original PD in terms of enemy strength, but RNG and the existence of champion enemies can sometimes make this difficulty more challenging in comparison to Original PD. Champion spawn rate is set to 20%.
- Hell difficulty is where things get hard. Healing potions only heal 50% of max HP and the champion spawn rate is set to 40%. Enemies have the Immortal prefix: they do 25% more damage, take 20% less damage and have 35% more HP. Moreover, the hero starts with 4 less max HP and gains 1 less max HP when levelling up. On a positive note, hero starts with 4 Skill points.
- Nightmare difficulty is expectedly the hardest. Healing potions only heal 25% of max HP and the champion spawn rate is set to 70%. Enemies have the Godlike prefix: they do 45% more damage, take 30% less damage and have 60% more HP. Moreover, the hero starts with 8 less max HP and gains 3 less max HP when levelling up. On a positive note, hero starts with 6 Skill points.
Campaign mode Edit
A parallel campaign mode is also in development, with two optional parallel depths/scenarios already available as separate mini-games, that you can choose to play them by pressing the arrow to the right in the hero selection screen. A new hero selection screen will appear with only the Hatsune character available for selection and three missions/scenarios displayed for her, the "First Wave" and "Betrayal", which are currently available for playing, and the "Soul Fury" which is not available yet. Both of the scenarios are described as taking place 10 years ago, and Hatsune has to defend the city gates from waves of skeletons. Her skills are fully developed, but you can't choose them and they get instead activated automatically. The "First Wave" is very easy to get completed, but in the second scenario Hatsune has to hire mercenaries with the gold that the Skeletons drop, or else it is sure that she will die before the "100 skeletons killed" goal is reached. A basic tip is that in both of the scenarios it is better for Hatsune to stand at a wall corner, to allow only up to 3 skeletons to surround her, as the skeletons very often spawn in massive amounts. You can read the developer's plans about the whole campaign mode here.
Optional boss - withdrawn
For two years, from early 2017 to early 2019, Skillful PD had also an optional boss added to the regular game, the Cold Girl, that the hero could meet after teleporting to her lair by using the scroll of Frost dropped by Tengu. This feature is currently withdrawn.
One of the most original features of Skillful Pixel Dungeon is the introduction of champions. Enemies are no longer static spawns but can spawn as one of four types of champions. Champion spawn rate depends on difficulty. They provide 50% more experience than their non-champion counterparts and always drop an item, making them a worthy hunt. On the other hand, especially in early levels a champion can kill the hero within a very few turns, especially in Hell difficulty. The champions' halo is always visible from any part of the depth, but not their specific sprite - enemy type.
Chief champions can be recognized by their whitish halo and the prefix "Chief". They have 100% more HP and 50% more defense when compared to their non-champion variant. They have no special effect when attacking.
Cursed champions can be recognized by their greyish halo and the prefix "Cursed". They have 50% more HP and 15% more defense when compared to their non-champion variant. They weaken the hero if they land a successful hit.
Foul champions can be recognized by their yellowish halo and the prefix "Foul". They have 50% more hitpoints and 20% more defense when compared to their non-champion variant. They poison the hero if they land a successful hit.
Vampiric champions can be recognized by their reddish halo and the prefix "Vampiric". They have 50% more HP and 10% more defense when compared to their non-champion variant. They also regenerate when doing damage.Note also that all enemies in Hard difficulty have the "Immortal" prefix and deal 25% more damage, take 20% less damage and have 35% more HP, while all enemies in the Nightmare difficulty have the "Godlike" prefix and deal 45% more damage, take 30% less damage and have 60% more HP. This means essentially that all enemies without exception in Hard and Nightmare difficutlies are champion-like.
All that having been said, the regular enemies of Skillful PD are the same with those of Original PD.
The classes and subclasses of Skillful PD are the same with those of Original PD, but the Huntress does not need unlocking, and they all have Mana in order to use their skills. They also have more starting items in comparison to Original PD (for their starting stats and available skills see Skills section). Their starting items are:
- Warrior: Short sword, Cloth armor, plain Bow, 15 arrows, a potion of Mana, a food ration, a Soul Crystal with a captured rat. Note: the Warrior's starting short sword is displayed as having the Barbaric attribute, which gives a 20% chance per hit of casting level 1 Smite (a more powerful hit) to the target. This attribute used to be a general weapon enchantment, but is currently withdrawn from Skillful PD and does not spawn when enchanting weapons, so it has become a weapon-specific attribute. Like in Original PD if it gets upgraded it can later be reforged.
- Mage: Knuckleduster, Cloth armor, wand of Magic Missile, plain Bow, 15 arrows, a potion of Mana, a food ration, a Soul Crystal with a captured rat. Like in Original PD if the wand of Magic Missile gets upgraded it can later be disenchanted.
- Mages have also class-unique bonus options with three of the game's wands, those of Blink, Firebolt and Regrowth, as they can use each of them to either summon a Fire Elemental / Mirror Image or spawn a seed. For details read Wands section below.
- Rogue: Dagger, Cloth armor, ring of Shadows +1, plain Bow, 15 arrows, a potion of Mana, a food ration, a Soul Crystal with a captured rat
- Huntress: Dagger, Cloth armor, plain Bow +1, 30 arrows, Boomerang, a potion of Mana, a food ration, a Soul Crystal with a captured rat
Like in Original PD, after a class first beats Tengu its next run will start with the Tome of Mastery already in the inventory, and Tengu will start dropping a Tome of Remastery when he is beaten.
All classes start also with the Potion Bandolier already in the inventory, which was missing as a container in general from this mod until recently. Note that unlike other mods the items that the hero carries outside of a container have no effect on the spawning of a specific container in the dungeon shops, and so the Seed Pouch will always spawn in the Prison shop, the Scroll Holder in the Caves shop, and the Wand Holster in the Metropolis shop.
Cursed items Edit
Like in Original PD armors, rings, wands and weapons can be found cursed (cursed items from skeletal - hero's remains can be upgraded or be of level 0, but "regular" cursed items have negative levels down to -2, with the only exception of wands that can't have negative levels) and are unequippable until they get uncursed with a scroll of Remove Curse or by stepping into a well of Health with the cursed item equipped. Also like in Original PD scrolls of Enhantment can erase curses from armors and weapons, by replacing it with an enchantment or glyph. Armors and weapons that get dropped by disturbed tombstones in armories can be cursed or not cursed, unlike what happens in other mods.
Item Degradation Edit
Given how many dislike the item degradation feature in Original PD, an option to disable item degradation from the in-game settings has been added. It can be disabled and enabled at any time should you like the challenge.
The potions of Skillful PD are basically the same in type and function, have the same color names while still unidentified and are brewed in the same way with the potions of Original PD (amber, azure, bistre, charcoal, crimson, golden, indigo, ivory, jade, magenta, silver, turquoise - Experience, Frost from icecap, Invisibility from dreamweed, Healing from sungrass, Levitation from stormvine, Liquid Flame from firebloom, Mind Vision from fadeleaf, Paralytic Gas from earthroot, Strength, Toxic Gas from sorrowmoss, Purification). Like in Original PD the potion of Strength gets transmuted to the potion of Might. The only minor difference in the familiar potions is that the potion of Healing is always preidentified for all classes, nevertheless its assignment to a color changes in each run and does not have also a stable color like the new potion of Mana below. Like in Original PD 2 potions of Strength are generated in every chapter until the Metropolis, and 1 more might spawn in the Demon Halls, but in Skillful PD this happens very often. Thus, in the whole dungeon there are 8 to 9 Potions of Strength that can be found, and the hero can reach from 18 to 19 of Strength by end-game (or even 20, if he is a Warrior).
Only the potion of Mana has been added, that fully restores the hero's mana, like the potion of Healing does with the hero's HP. The potion of Mana cant be brewed in an alchemy pot and can be only bought or found as loot. Like the potion of Healing and unlike the other familiar potions from Original PD it is always preidentified as well but also has always a deep blue color.
Another similarity of Skillful PD with Original PD is that potions of Strength and scrolls of Upgrade can spawn inside hidden rooms. The expected amount of generated scrolls of Upgrade can range from 11 to 15 (Sewers can generate from 2 to 3, and Demon Halls from 1 to 3, all the other chapters generate always 3), and of potions of Strength from 8 to 9 (the first four chapters always generate 2, and the Demon Halls often generate 1 but not always). Scrolls of Enchantment and potions of Experience are generated randomly and rarely, so not in any fixed amount. This also applies to scrolls of Skill, which can also be considered a progression related consumable in Skillful PD.
Players should note that Skillful PD follows also Original PD in the aspect of the hero's revival: getting revived without losing any items can be accomplished only by the full dew vial, while Ankhs can't be blessed and revive the hero only with his/her equipped items.
The rings of Skillful PD are the same in type and function and have the same gemstones with the rings of Original PD (agate, amethyst, diamond, emerald, garnet, quartz, onyx, opal, ruby, sapphire, topaz, tourmaline - Accuracy, Detection, Elements, Evasion, Haggler, Haste, Herbalism, Mending, Power, Satiety, Shadows, Thorns).
In contrast, the scrolls of Skillful PD have received many additions. The familiar scrolls from Original PD are the same in type and function and have the same rune names while still unidentified (BERKANAN, GYFU, ISAZ, KAUNAN, LAGUZ, MANNAZ, NADUIZ, ODAL, RAIDO, SOWILO, TIWAZ, YNGVI - Challenge, Enchantment, Identify, Lullaby, Magic Mapping, Mirror Image, Recharging, Psionic Blast, Remove Curse, Teleportation, Terror, Upgrade, Wipe Out). Keep in mind that like in Original PD and unlike many mods, Psionic Blast does not deal any damage to the hero. Also the scroll of Wipe Out is renamed to "Scroll of ..." but it is obtained in the same way and has the same sprite and function as its equivalent in Original PD. Another secondary difference of Skillful PD from Original PD is in the generation of scrolls of Upgrade: Sewers have still the chance to generate only 2 and Demon Halls only 1-2, but both chapters have also a chance to generate 3 instead, so the generation of scrolls of Upgrade in a specific run can range from 11 to 15 in Skillful PD and not from 11 to 13 like in Original PD. Scrolls of Enchantment are also generated randomly and rarely in Skillful PD, so the amount of scrolls of Enchantment that the hero finds does not affect in any way the amount of scrolls of Upgrade that will get generated.
Nevertheless, 4 new scrolls are added (5 with the one that has been withdrawn), all of them being rare and having a different color than white (rare meaning that often some of them don't spawn even once in a whole run). All these new scrolls are preidentified and have a fixed color and rune, unlike the familiar scrolls from Original PD.
- Scroll of Bloody Ritual (red): It damages heavily all enemies in sight, fully heals the hero but also reduces the hero's max HP permanently by 20%. Some players might find this drawback more important than its benefits.
- Scroll of Frost (blue, withdrawn): It used to be getting dropped always by Tengu and used to teleport the hero to the lair of the Cold Girl. It is still displayed in the scroll catalogue but it never spawns currently.
- Scroll of Refuge (purple): It teleports the hero back to the depth's entrance. It has no negative side effect.
- Scroll of Sacrifice (red): It adds +1 strength permanenty, but also reduces the hero's max HP by -3.
- Scroll of Skill (purple): It adds 1 available skill point. It has no negative side effect.
Although all of these scrolls are rare, they get transmuted to a common scroll and not a scroll of Enchantment or Upgrade.
Players should also have in mind that the scroll of Enchantment in Skillful PD works in the same way with that of Original PD, so it does not upgrade weapons and armors, but it can remove curses from them in addition to enchanting them. A scroll of Enchantment is transmuted to a scroll of Upgrade and vice versa like in Original PD.
Apart from the familiar shops appearing on depth 6, 11 etc. there is always one shop also on depth 1 near the depth's entrance. All the dungeon shops sell overpriced food rations, potions (always at least 1 of Healing), scrolls and an Ankh, but the depth 1 shop also sells always a pair of Dual Swords and a Soul Crystal. Note that as Skillful PD's Ankh is the same with that of Original PD's there is absoultely no point in the hero carrying more than one, as the extra Ankhs will get lost after the revival. The function that Blessed Ankhs have in Shattered PD is covered in Skillful PD by a full Dew Vial like in Original PD.
The distinguishing and defining feature of this mod is the addition of skills, from which it also takes its name. Each class gets 9 unique skills, 6 passive and 3 active that are divided into 3 branches. Active skills cost Mana to use. Skills can be tier 1, tier 2 or tier 3 and higher tiers get unlocked only when the lower tier of their branch gets filled with skill points. Tier 1 skills cost 1 skill point to level up, tier 2 requires 2 skill points and tier 3 requires 3 skill points. Each skill can be upgraded 3 times before moving onto the next tier. You start with 2 skill points and gain 2 per level. You can also gain one extra skill point by reading a scroll of Skill.
Keep in mind that a little before the hero reaches Yog-Dzewa, he/she will most probably have gathered all or almost all of the 54 skill points necessary to fully level up all skills from all tiers. The difference between gathering all and almost all skill points will basically depend on the RNG of the specific run, and how many scrolls of Skill and potions of Experience the hero will find, as just by levelling up the hero will have to reach level 26 to gather all the necessary skill points (2 + 26 * 2 = 54), and without finding potions of Experience heroes might complete the game in lower levels (but surely above 20). As a consequence, the difference in gameplay between the different distributions of skill points for each class will be evident mostly from early game until mid-game.
As a rule of thumb, a player who prefers to max out each skill branch before proceeding to the next one, will be able to max out the first skill branch of choice approximately by late prison, and the second skill branch by late metropolis (for the reasons mentioned above, the last skill branch of choice may never get maxed out).
Warriors are trained to deliver extreme damage and withstand punishment.
Warrior branch Edit
- Endurance: Gives the Warrior +5 maximum HP with each level.
- Regeneration: Increases passive regeneration.
- Toughness: Reduces damage taken from enemy attacks by 10% with each level.
Melee branch Edit
- Firm Hand: Increases accuracy by +2 per level with melee weapons.
- Aggression: Increases damage done in melee attacks by 10% with each level.
- Mastery: Equipped melee weapons act as if upgraded by a scroll of Upgrade, so they are stronger and have lower strength requirement. "Upgrading" adds +1 level per skill point.
Note: maxing out this skill branch will end up with the warrior having a -3 strength requirement for all weapons, and this can prove very useful for him from late prison and on, when he will most probably be able to max out the the third tier, if he has spent all skill points to it. With the expected 15 points of strength he will be having by then, with one skill point in the Mastery tree he will be able to equip an unupgraded tier 4 weapon without strength penalties, and with three skill points an unupgraded tier 5 weapon without strength penalties.
Skills branch Edit
[All these skills are active.]
- Smash: When active, melee attacks will deal extra damage with each level.
- Knockback: When active, you'll deal 10% extra melee damage per level and your attacks will knock back opponents.
- Rampage: When active, on top of dealing damage to the enemies you hit, you will also deal damage to all mobs around you. Damage done to nearby enemies increases with each level.
Warriors in Normal Difficulty start with 11 Strength, 20 Mana and 20 Health (Keep in mind that difficulty affects your starting health)
Mages have spent decades mastering their inner power and their ability to cast spells.
Mage branch Edit
- Spirituality: Increases total Mana by 5 with each level.
- Meditation: Increases passive Mana regeneration.
- Spirit Armor: When activated, 10% of all damage done per level is taken from Mana instead of health.
Magic branch Edit
- Wizard: Increases the rate your wands recharge by 10% with each level.
- Sorcerer: Increases damage done by wands by 10% with each level.
- Summoner: Increases the amount of minions spawned by the Mage's active skills by 1 per level. [This tier of the Magic branch works essentially as a "bonus tier" of the Summoning branch.]
Summoning branch Edit
[All these skills are active.]
- Summon Rat: Summons a rat minion that goes after enemies.
- Spark: Hurls a ball of concetrated energy. Damage increases with each level. It might be influenced by the equipped weapon. [This is actually a ranged magic attack and not summoning an allly per se. As the spark ball has no HP stat, upgrading this skill increases only the spark ball's damage.]
- Summon Skeleton: Summons a skeleton to go after your enemies.
Levelling up summoning skills 1 and 3 will give your allies more health and they'll deal more damage, but levelling up these skills will not affect the max amount of allies that can be summoned and they will be up to 3 already from level 1 of each skill (this number can increase with points assigned to the Summoner skill of the Magic branch, which is the skill that actually affects the max amount of allies summoned). All summoned allies lose a bit of health in every turn, even without receiving damage from enemies.
Allies are depth-bound and do not follow the hero in the previous or next depth. The max amount of allies that can be active at the same time on a depth are 3 (summoning a fourth will just erase a previous one and is a waste of mana), but it can icrease from 4 to 6 by levelling up the Summoner skill of the Magic branch. This paragraph also apllies to the minions summoned by wands for mages (Mirror Image - Blink, Fire Elemental - Firebolt).
Mages in Normal Difficulty start with 40 Mana, 10 Strength and 20 Health. (Keep in mind that difficulty affects your starting health)
Rogues are sneaky and agile bandits that are experts in ninja arts. They prefer attacking unsuspecting victims and using underhanded tactics.
Rogue branch Edit
- Bandit: Increases the amount of gold you pick up by 10% with each level. From the first level this makes you also immune to the Mimic's gold steal ability.
- Stealth: Reduces the chance of an enemy detecting you. This gets more effective as you level it up.
- Lock Smith: After getting this skill, you have a 33% chance to disable a trap you walk on. Level 3 of this will make you immune to traps.
Note: 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). Stealth level is increased by +1 per upgrade of the ring of Shadows, so it is +1 by default for rogues and 0 for all other classes in both Original PD and Skillful PD, and in Skilful PD it is also increased by +1 with every skill point added to the Stealth tier of this branch. Practically a maxed out Stealth tier in Skillful PD is equal in its effect with a +3 ring of Shadows (actually a +4 ring, as rogues spawn with a ring already upgraded to +1).
Assassin branch Edit
- Venom: Gives you a chance to poison an enemy on hit. Chance of poisoning increases with each level.
- Scorpion: Increases the damage poison does to your enemies. Damage increases also with each level.
- Silent Death: Every level of this skill gives you a 10% chance to instantly kill a sleeping enemy (but not a surprised one). [Because of the existence of this specific skill, maxing out the Stealth skill of the Rogue branch along with moderately upgrading their ring of Shadows can offer all rogues many insta-kills, as many enemies will remain asleep, even when the rogue is at one-tile distance from them.]
Note: all three of these skills increase very much by default the damage of Rogues, and especially an Assassin with these skills maxed out can complete the game easily even with an upgraded tier 1 weapon. Freerunner's damage is worse though, due to the absence of the surprise attack perk, so finishing the game with an upgraded tier 1 or 2 weapon will not be that easy for him.
Ninjitsu branch Edit
[All these skills are active.]
- Double Strike: Double attack with the equipped melee weapon.
- Ninja Bomb: Puts targets to sleep, does not work on bosses. Good synergy with Silent Death.
- Shadow Clone: Summons a shadow clone that fights for you. The amount of clones summoned increases with each level. While their strength also increases with each level, it mostly depends on your weapon. Shadow Clones cannot be attacked, but they disappear after hitting enemies a certain amount of times.
Rogues in Normal Difficulty start with 30 Mana, 10 Strength and 20 Health. (Keep in mind that difficulty affects your starting health)
Huntress branch Edit
- Fletching: Creates "plain" arrows with time. At level 1 of the skill one arrow is created appr. every 100 turns, and levelling up the skill decreases the turns needed by -10. Levelling up the skill does not increase the amount of arrows generated each time.
- Awareness: 10% chance per level to dodge a ranged attack.
- Hunting: Creates pieces of food (raw meat) with time. At level 1 of the skill one piece of raw meat is created appr. every 90 turns, and levelling up the skill decreases the turns needed by -10 (but not always, and some meat generations will still be happening at 90 turns even at level 3 of the skill). Levelling up the skill does not increase the amount of meat generated each time.
Ranged branch Edit
- Accuracy: Increases accuracy with a ranged weapon by 10% with each level.
- Knee Spot: Aims for weak spots crippling targets.
- Iron Tip: Arrows continue their path through their targets.
Note: all three of these skills increase by default very much the ranged damage of Huntresses and especially if the subclass chosen is Sniper, these skills should be maxed out early on. In the case of this branch being maxed out, upgrading the boomerang much and using it as a main weapon for end-game is totally suitable for a Sniper. On the other hand, doing the same with the bow instead of the boomerang is not an equally good idea, as the bow benefits less from upgrades than the boomerang and also relies on arrows for tis shots, which will get quickly spent, if it gets used as the main attacking weapon.
Archery branch Edit
[All these skills are active.]
- Aimed Shot: Stronger ranged attack that never misses.
- Double Shot: Two arrows shot at the same time.
- Bombvoyage: Attaches a bomb to a standard arrow. Bomb arrows also stun enemies, in addition to dealing increased damage. Levelling up this skill increases both the arrows' damage and its mana cost.
Huntresses in Normal Difficulty start with 35 Mana, 10 Strength and 15 Health. (Keep in mind that difficulty affects your starting health)
Even if you are resurrected by an Ankh, you tend to find yourself stripped form everything you had, including any scrolls or extra weapons you had saved for later. To mend this Skillful PD introduces the concept of Storage.
A chest spawns in each depth near the entrance and the chest stores up to 5 items that are not lost if you are resurrected by an Ankh. This also means that you get 5 extra storage spaces for those items you don't want to drop!To use it, stand on the same tile as Storage chest and click on it. There is a minor bug related with storage in Skillful PD, as in some boss depths the chest might not be working for taking items out of it, so better have all the items you consider necessary in the inventory before you engage with the boss fight.
User Interface - Added Features Edit
Skillful PD's User Interface in-game is rather unique in comparison to all other mods. At the bottom left, next to the clock there is no "Examine" button, but a "Skills" button, that takes the player to the skill points distribution window (for the different windows depending on the class see images above). To the right there is the "Examine" button retextured and also two new buttons, that lead to two new features added to Skillful PD.
The top right button, which displays the faces of the four heroes, gives the option to the player to hire four types of mercenaries: Archer (huntress equivalent), Brute (warrior equivalent), Thief (rogue equivalent) and Archer Maiden (buffed Archer, unlocked only for donators). Mercenaries have the same level with the hero and level up their stats following his/her level. They can also equip items and carry healing potions, which they consume when they are about to die. Their stats are:
- Archer: HP = 15 + Level * 2, Strength = 11 + Level * 0.25, Speed Fast, Skill Knee Shot, Attacks from a distance, Cost 90 gold + 20 per level
- Archer Maiden: HP = 17 + Level * 2, Strength = 12 + Level * 0.25, Speed Fast, Skills Knee Shot and Keen Eye, Attacks from a distance and uses both skills, Cost 90 gold + 25 per level
- Brute: HP = 20 + Level * 3, Strength = 13 + Level * 0.33, Speed Slow, Skill Endurance, Can equip any item in carry slot, Cost 100 gold + 25 per level
- Thief: HP = 15 + Level * 2, Strength = 13 + Level * 0.25, Speed Very Fast, Skill Poison, Poisons enemies, Cost 70 gold + 15 per level
The bottom right button, which displays the Rat King, gives to the player three different options:
- To increase the spawn rate of Champions from the default rate of the chosen difficulty (10% for Easy, 20% for Normal etc.). Decreasing the spawn rate is not available. There is also the option displayed to disable specific types of champion enemies but currenty this option is unavailable.
- To increase the enemies' stats (HP, Attack, Defense) from the default percentage of the chosen difficutly and again decreasing them is unavailable. The player can also choose if the dungeon will keep the day and night cycle, or if it will have only day or only night.
- To pay the Rat King 80 gold for a random food item (mystery meat, frozen carpaccio, food ration etc.)
- As expected, with all these new duties the Rat King does not always sleep in the Goo''s depth and might not have a hidden room in it anymore. When he has one, the items in his chests are never cursed, but they might have negative levels / be of very low quality.
Lastly it should also be noted that in the top left of game's main screen there is a "discord button" that if the player selects it and has an active internet connection, he/she will be redirected to Skillful PD's discord channel.
The wand types of Skillful PD and the wood materials used for them are the same with those of Original PD (Bamboo, Birch, Cherry, Ebony, Holly, Mahogany, Oak, Purpleheart, Rowan, Teak, Willow, Yew - Amok, Avalanche, Blink, Disintegration, Firebolt, Flock, Lightning, Magic Missile, Poison, Reach Regrowth, Slowness, Teleportation).
For the ease of Skillful PD's players the damage stats of the combat wands of Original PD that is reasonable to get highly upgraded and used as main wands by mages (wand of Disintegration, Firebolt, Lightining, Magic Missile) are displayed below, copied from their pages in Original Pd, but note that wands in their game description window only show their melee damage when they are equipped by mages and never their magical damage. Also, the melee damage mentioned in the game description for mages is the wand's average damage, so a wand of level 1 deals actually 1-5 damage while it states its damage as being 3, and at level 10 4-21 while it states its damage as being 12. Moreover, Battlemages do more damage with their wielded wands, and the additional damage of their melee hits is equal to the current number of charges in the wielded wand and also ignores armor.
The stats of the four wands are (2nd, 3rd, 4th and 5th columns show magical damage, while the 6th column shows melee damage - the numbers inside parentheses in all colums note average damage):
|Power||Disintegration1||Firebolt||Lightining2||Magic Missile||Melee damage3|
|0||0 to 8 (4)||1 to 8 (4)||5 to 10 (7)||1 to 6 (3)||1 to 5 (3)|
|1||1 to 8 (4)||1 to 9 (5)||5.5 to 11 (8)||1 to 8 (4)||1 to 6 (3)|
|2||2 to 9 (5)||1 to 12 (6)||6 to 12 (9)||1 to 10 (5)||1 to 7 (4)|
|3||3 to 11 (7)||1 to 17 (9)||6.5 to 13 (10)||1 to 12 (6)||2 to 9 (5)|
|4||4 to 13 (8)||1 to 24 (12)||7 to 14 (10)||1 to 14 (7)||2 to 10 (6)|
|5||5 to 16 (10)||1 to 33 (17)||7.5 to 15 (11)||1 to 16 (8)||2 to 11 (6)|
|6||6 to 20 (13)||1 to 44 (22)||8 to 16 (12)||1 to 18 (9)||3 to 14 (8)|
|7||7 to 24 (15)||1 to 57 (29)||8.5 to 17 (13)||1 to 20 (10)||3 to 15 (9)|
|8||8 to 29 (18)||1 to 72 (36)||9 to 18 (13)||1 to 22 (11)||3 to 16 (9)|
|9||9 to 35 (22)||1 to 89 (45)||9.5 to 19 (14)||1 to 24 (12)||4 to 20 (12)|
|10||10 to 41 (25)||1 to 108 (54)||10 to 20 (15)||1 to 26 (13)||4 to 21 (12)|
|11||11 to 48 (29)||1 to 129 (64)||10.5 to 21 (16)||1 to 28 (14)||13 to 31 (22)|
|12||12 to 56 (34)||1 to 152 (76)||11 to 22 (17)||1 to 30 (15)||14 to 36 (25)|
|13||13 to 64 (38)||1 to 177 (88)||11.5 to 23 (17)||1 to 32 (16)||14 to 37 (25)|
|14||14 to 73 (44)||1 to 204 (102)||12 to 24 (18)||1 to 34 (17)||14 to 38 (26)|
|154||15 to 83 (49)||1 to 233 (116)||12.5 to 25 (19)||1 to 36 (18)||15 to 44 (29)|
1 Power: Level + hit Enemies (this means that this wand can deal much damage higher than the expected from its current level). For the rest three of the wands Power just equals Level.
2 Damage in water: 10 + Level/2 * 2 (so damage is double than that noted in the table)
3 This is relevant only for mages, which is the only class that can equip wands as melee weapons. Expectedly all wand types have the same stats for their melee damage. Note that the wand's game description shows only their average damage, and this rounded down, so for example a wand of level 3 will be showing its damage as being 5.
4 This is the highest level a wand can reach in Skillful PD, if all the scrolls of Upgrade generated in the dungeon are used on it, but this approach is not highly recommended, as all the enemies from the Metropolis and on can deal high amounts of damage (Golems even with only one hit) so it is reasonable to spend some scrolls of Upgrade also for the end-game armor.
Although in Original PD the wands of Lightning and Magic Missile are not often used as main wands by mages due to their low damage (which is equally low in Skillful PD), the Sorcerer skill in Skillful PD increases all wands' damage by 30% when maxed out and makes these two wands also sort of suitable for end-game. Still they are weaker than the wands of Disintegration and Firebolt, as the Sorcerer skill obviously applies to these wands as well and makes them even more powerful. Nevertheless, if a mage (especially a Battlemage) has not found a good enough weapon or wand to upgrade until Tengu, it will be better for him to put some upgrades to his starting wand of Magic Missile and max out the Sorcerer skill, in order to have a chance of surviving the Caves.
Note also that in Skillful PD the hero can target a wand to himself/herself, and especially mages with a wand of high level and the Sorcerer skill maxed out can easily get themselves commit suicide, so be careful where you aim at.
Moreover, Mages in Skillful PD have also class-unique bonus options with three of the game's wands:
- Blink: summons a Mirror Image with the "Create After Image" extra option it gives to Mages. Each summoning consumes a fixed amount of 80 mana and so this summoning option practically can't be used in early hero levels.
- Firebolt: summons a friendly Fire Elemental with the "Summon the Flames" extra option it gives to Mages. Summoning always consumes all mana and it can't be used with less than 40 Mana in the mage's mana pool. The elemental minions get stronger in damage and HP the more mana points get used for summoning them, but they are subject to the same limitations as the other minions of the mage that get summoned by his skills (not more than 3 can be active on the same depth without points in the Summoner skill, they lose HP little by little even when they don't receive damage etc.)
- Regrowth: generates not an ally but one random seed with the "Nature's Blessing" extra option it gives to Mages. Each seed generation consumes a fixed amount of 40 mana.
Like in Original PD Battlemages that use a wand as a melee weapon get the equipped wand recharged in all cases and there are no wand-specific melee effects like those of Shattered PD.
Some new weapons have been added, both melee and missile, to the familiar melee and missile weapons of Original PD (for a full list of Skillful PD's familiar and new weapons see tables below, note also that the plain darts of Original PD have been removed and replaced by arrows with a similar function). The new weapons are:
a) Dual Swords - tier 1 Edit
They deal more damage (average 8 in level 0, +1 per upgrade level) in comparison to the other weapons of their tier but they are 40% less accurate. Balancing it with a weightstone for accuracy makes its accuracy stat almost regular as it becomes 0.6 * 1.5 = 0.9. One pair is always sold in the depth 1 shop.
b) Necroblade - tier 3 Edit
It has been recently moved to tier 3 from tier 1, gaining better average damage and damage scaling, but it remained unchanged in the rest of its attributes. The necroblade consumes the souls of the enemies it kills and gets charged by its kills (1 charge per kill). The energy adds max damage to the necroblade (calculated by "current charges/8", so it can reach +12 max damage when it has full charges) and can also be used to Heal the hero when it reaches 25 charges, Summon a Skeleton when it reaches 55 charges, but also when it reaches 100/100 charges, they can be Consumed to upgrade the necroblade by +1, until level +5 of the necroblade. From level +5 and on, its Consume option changes to Dark Bolt, which is a special magical attack that insta-kills all non boss enemies (including champions) by turning them into a Wraith ally (it has the weak stats of a Wraith and not of the just killed enemy though).
It deals 12 average (3 - 21) damage at level 0 (+2 per upgrade level), but is also 30% less accurate. Note that balancing it with a weightstone for accuracy makes its accuracy stat totally regular, as it becomes 0.7 * 1.5 = 1.05.
Its bonus damage from the charges stored is certainly an advantage, and in a good case scenario with the hero having 18 strength so +4 excess strength and 100/100 charges its bonus max damage would become 4 + 12 = 16 and so an unupgraded necroblade's average damage would be then a bit more than that of a +4 war hammer's, 28 (base 12 + 4 excess + 12 charges). Its actual max damage would be in end-game even higher, as the hero who will have it as a main weapon will also have invested some upgrades on it, increasing its max damage by default, and also as a consequence of the further lowering of its strength requirement with upgrades. For these reasons in late-game it is apparently better not to spend its charges at all, in order to maximize its possible damage, but doing that from the beginning is also a reasonable choice, in order to manage champions or the other difficult enemies of early-game.
A Necroblade is not sold in the depth 1 shop anymore, but it can be found as loot in the dungeon and there is also a small chance that these enemies and NPC will drop one: the Skeleton has a 3 % chance to drop one when you destroy it, the Sad Ghost has a 10% chance of giving you one when you complete its quest and the Animated Statue has the greatest chance of dropping one, a 20% chance, with a 99 % chance of it coming with an enchantment.
c) Soulblade - tier 3 Edit
It is the holy version of the necroblade and a recent addition to Skillful PD. Unlike the necroblade it does not consume soul charges but the hero's mana:
- for 20 mana its option "Recover" heals 20 HP
- for 50 mana its option "Cleanse" dispels all curses from the inventory
- with at least 50 mana its option "Heaven's Fury" damages all surrounding enemies
Like the necroblade it deals 12 average (3 - 21) damage at level 0 (+2 per upgrade level), but is also 30% less accurate - note that also like the necroblade balancing it with a weightstone for accuracy makes its accuracy stat totally regular, as it becomes 0.7 * 1.5 = 1.05. It gets no bonus damage from storing souls though, so damage-wise it is weaker in comparison to the necroblade, as they have exactly the same stats with the exception of the bonus damage from soul charges. For this reason, while the necroblade is totally suitable to become the hero's end-game weapon, the Soulblade might be too weak for this purpose, as it has the damage scaling of a mace or sword, with just 3 more points in starting average damage, which can't be "corrected" > increased by storing soul charges.
Table for all melee weapons Edit
To give a more general picture of the available options in weapons in Skillful PD, at level 0 they have these characteristics:
|Min-Max (Av.) Dam.||+ per
|-||Equipp. wand||1 - 5 (3)1||fluct.1||1||1||Only equippable by Mages|
|1||Dagger||0 - 7 (4)||+1||1||1.2||-|
|1||Knuckleduster||1 - 5 (3)||+1||0.5||1||Note that due to its 0.5 speed, its damage per turn is actually double.|
|1||Dual Swords||1 - 16 (8)||+1||1||0.6||-|
|1||Short Sword||2 - 11 (6)||+1||1||1||Barbaric attribute: 20% chance of level 1 Smite, Reforgable|
|2||Quarterstaff||2- 12 (7)||+1.5||1||1|
|2||Spear||2 - 18 (10)||+1.5||1.5||1||-|
|3||Necroblade||3 - 21 (12)2||+2||1||0.7||Heal, Summon, Consume/Dark Bolt
Current charges/8 = bonus damage
|3||Mace||3 - 12 (7)||+2||0.8||1||-|
|3||Soul Blade||3 - 21 (12)||+2||1||0.7||Recover, Cleanse, Heaven's Fury|
|3||Sword||3 - 16 (9)||+2||1||1||-|
|4||Battle Axe||4 - 18 (11)||+2.5||1||1.2||-|
|4||Longsword||4 - 22 (13)||+2.5||1||1||-|
|5||Glaive||5 - 30 (17)||+3||1||1||-|
|5||War Hammer||5 - 25 (15)||+3||1||1.2||-|
1 Battlemages deal more damage with wielded wands (the additional damage is equal to the current number of charges in the wielded wand and ignores armor). Also, like in Original PD equipped wands by mages when levelled up generally do not receive a fixed benefit to their average melee damage, because this ranges from +0.5 per level to +3.5 per level, especially as the levels get higher (but even in higher levels not in a consistent way, as for example from level 12 to 13 the benefit is just +0.5, while it is +3 from 11 to 12, and +3.5 from 14 to 15). For details about the scaling of the melee damage of an equipped wand see the Wands table above.
2 The Necroblade (but not the Soulblade) increases its damage with the charges it stores, which is calculated by "current charges/8", so at 0 charges it has no bonus damage but reaches +12 damage at 100 charges (so in the worst case scenario it deals the displayed above 3-21 damage, but in the best case scenario 15-33 damage, which will make it stronger even than a level 0 glaive).
Note that with the expected exceptions of the three new melee weapons, almost all the other familiar weapons have exactly the same stats with Original PD (the only minor deviation is in the short sword, that just has slightly better damage and the Barbaric attribute added). Also like in Original PD melee weapons can get balanced for speed or accuracy with a weightstone, and not for speed or damage like in other mods.
d) Missiles: Bows and Arrows, Soul Crystal Edit
All heroes have an additional slot in the inventory for a Βow and spawn with one already equipped and 15 plain arrows on depth 1 (the Huntress with a +1 bow and 30 arrows). There are also two rare enchanted variants of the bow, the Flame Bow and the Frost Bow (enchanting it with a scroll has only these two possible outcomes). The Scorpion poisoning skill of the rogue is also applied to bow shots. All three types of bows have a strength requirement of 10 and unlike the Boomerang bows can't get balanced for speed or accuracy.
There are also three types of arrows added, with the "plain" arrow being very common loot in the dungeon and the other two variants being rare (all need bows equipped to get shot and are useless without it):
- Bomb arrow: deals Bomb-like damage [(1 + depth Number) - (10 + depth Number) * 2] and also Stuns for 1 turn
- Cupid arrow: Charms and does not deal damage at all
- "Plain" arrow: its base damage is 3-5 and has no additional effect, unless the bow that shoots it is enchanted (Flame or Frost Bow)
Also, the level of the bow will add bonus damage to the arrows shot with it (obviously only to those that can deal damage in the first place, the Bomb and plain Arrow). The formula that calculates the bonus damage is rather complicated, so there is no need to have it displayed here, but the multipliers applied by the bow on arrows from level 0 to 9 are:
Although players can obviously decide for themselves, highly upgrading the Bow is not an optimal choice in comparison to highly upgrading the Boomerang or any melee weapon of a higher tier.
There is also a special type of thrown weapon added, the Soul Crystal. This is also expendable like the arrows, darts etc. while its function is not to damage but to corrupt an enemy and get its soul stored inside the crystal. When the hero needs the corrupted enemy, he/she can throw the crystal again and release the ally. Soul crystals have a higher chance to fail when thrown at enemies in full health or with high evasion and always fail when thrown at chapter bosses and champions.
Note that the Boomerang of the huntress is the same with that of Original PD in its stats: it deals 2 average damage and gets +1.5 average damage (+1/+2) per level. So also like in Original PD it is reasonable for Snipers to invest some scrolls of Upgrade in their boomerang, especially when the Accuracy and Knee Spot skills of the Ranged branch are maxed out. In the specific case that a Sniper has either found wands of Blink or has an upgraded ring of Haste (so she can create easily distance with the enemies), it will even be reasonable to invest many of the scrolls of Upgrade to the boomerang instead of a melee weapon, as the damage that a highly upgraded boomerang will be doing from a distance in synergy with the relevant Ranged branch skills and the Sniper's Mark will end up being equal to the damage of a tier 5 weapon.
Doing the same with the Bow instead of the boomerang is not an equally good idea though, as the bow's damage multiplier benefits less from upgrades than the boomerang and the bow also relies on arrows for its shots, which will get quickly spent, if it gets used as the main attacking weapon. To give a few examples for damage:
|Boomerang||1 - 4||6 - 14||10 - 22|
|plain Arrow shot with Bow||3 - 5||5 - 9||6 - 10|
Table for all missile weapons Edit
None of Skillful PD's missile weapons is assigned to a tier.
|Name||Min-Max & (Average) Damage||Scaling||Effect|
|Boomerang||1 - 4 (2)||+1 / +2||-|
|Bow||Depends on the type of arrow shot,
while the scaling of its dam. multiplier
also varies across levels.
|<- See||Burning or Freezing if enchanted|
- Both the Boomerang and Bow have a strength requirement of 10.
|Name||Min-Max & (Average) Damage||Effect|
|Bomb1||(1 + depth Number) to (10 + depth Number) * 2||Stuns|
|Bomb Arrow1||(1 + depth Number) to (10 + depth Number) * 2||Stuns|
|Curare Dart||1 - 3 (2)||Stuns|
|Incendiary Dart||1 but deals most of its damage with Burning||Ignites|
|Javelin||2 - 15 (8)||Cripples|
|(plain) Arrow||3 - 5 (4) levelling up the Bow increases it||-|
|Shuriken||1 but can get thrown twice in an attack turn||-|
|Tomahawk||4 - 20 (12)||Bleeding|
1 As it becomes obvious by the identical damage descriptions, the Bomb Arrow is practically a Bomb that can get shot. For these two a formula is displayed instead of plain numbers, because the damage will be different on each depth that they get thrown.
- All types of Arrows, the Bomb and the Soul Crystal have no strength requirement. Incendiary Dart has a strength requirement of 12, Shuriken of 13, Curare Dart of 14, Javelin of 15, and Tomahawk of 17, just like in Original PD.
- Almost all of the weapons of both tables have Accuracy 1 and Delay 1, with only two exceptions: a) the Shuriken that has a Delay of 0.5, and b) the Soul Crystal that always hits enemies, but it has only a chance to corrupt regular enemies and no chance at all to corrupt champions or bosses.
The weapon enchantments of Skillful PD are the same with the enchantments of Original PD (Blazing, Chilling, Eldritch, Grim, Lucky, Shocking, Stunning, Vampiric, Venomous, Tempered, Unstable) with the Temepered enchantment occuring even when degradation is turned off, but it has no alternative effect in this case, and the weapon functions as if it is unenchanted.
Although Skillful PD is one of the first developed mods of Original PD, until very recently it did not have a mod of its own. This changed in late 2019, as Kyle Chatman released Pixel Dungeon Echo, which is is a rework of Skillful PD mostly to the direction of "quality of life" changes that can also make the game easier than original Skillful PD. Moreover, some features like the mercenaries, rat king customization, and campaign missions have been removed. You can read more details about Pixel Dungeon Echo by following the link just above.
Update History (only very recent) Edit
- 1/02/2020 - 0.4.5 (Build 98) Betrayal scenario added. Fixed Hatsune's echoes being invisible
- 08/02/2020 - 0.4.5 (Build 99) Necroblade replaces Consume with Dark Bolt after level 5. Dark Bolt kills non-boss monsters and summons a slave. Number of available skills show in overlay. Skill cool down added. Skills remain active but do not trigger when on cool down. Skills cannot be cast when on cool down
- 09/02/2020 - 0.4.5 (Build 100) Quick skill button shows cool down of last skill.
- 29/02/2020 - 0.4.5 (Build 101) Potion Holder added (Thanks to Shattered PD). Potion Holder will group all your potions. All heroes start with the potion holder. Only applies to new games.
- 07/03/2020 - 0.4.5 (Build 102) Warrior's passive skills nerfed. Increased mob difficulty on Hard. Wanted to do more but busy with something X_X. Soul blade delayed.
- 20/04/2020 - 0.4.5 (Build 103) Soul Blade added. Necro Blade now tier 3.
- 31/05/2020 - 0.4.5 (Build 104) Mages can now summon Fire Elementals using the Wand of Firebolt. Nightmare difficulty returns. Crash fixes.
- 07/06/2020 - 0.4.5 (Build 105) Mages can now summon a random seed using the Wand of Regrowth. Soul Blade's Heal mana cost increased to 20.
- 13/06/2020 - 0.4.5 (Build 106) Mages can now summon after images using the Wand of Blink. Fixed bug allowing gold duplication using Brute's hold item perk.