Pixel Dungeon Wiki
(→‎Reinforcing: minor addition)
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(→‎Glyphs: added details about them and also details about missile weapons)
Tag: Visual edit
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=== Glyphs ===
 
=== Glyphs ===
 
The armor Glyphs / Enchantment of Sprouted PD are almost the same with those of Original PD with three differences, that are all beneficial to the hero:
 
The armor Glyphs / Enchantment of Sprouted PD are almost the same with those of Original PD with three differences, that are all beneficial to the hero:
* The glyph of Anti-entropy does not set the hero on fire but only freezes enemies.
+
* The glyph of Anti-entropy ''does not set the hero on fire'' but only freezes enemies.
 
* The glyph of Stench also ''grants the Immune to Gases buff'', so the Toxic Gas released by it is not harmful to the hero. Have in mind that the Immune to Gases buff even protects from the Vertigo effect of the Kupua gas, but not of its Bleeding and Crippled effects.
* The glyph of Auto-Repair is removed, as there is no degradation in Sprouted PD.
+
* The glyph of Tempered is ''removed'', as there is no degradation in Sprouted PD.
* The glyph of Stench also grants the Immune to Gases buff, so the Toxic Gas released is not harmful to the hero. Have in mind that the Immune to Gases buff even protects from the Vertigo effect of the Kupua gas, but not of its Bleeding and Crippled effects.
 
  +
There are also two new enchantments added, the glyphs of Displacement and Multiplicity. Shattered PD has made many changes to its armor enchantments since v.0.2.4 and has kept only the Affection, Entanglement, Viscosity glyphs and also the Bounce glyph renamed to Repulsion.
Therefore, there are 10 available armor Glyphs / Enchantments in Sprouted, that are appliied to armor either by Arcane Atyli or Scrolls of Magical Infusion:
 
* Affection: Charms attacking enemies.
 
* Anti-Entropy: Freezes only attacking enemies, does not set the hero on fire.
 
* Bounce: Knocks Back attacking enemies.
 
* Displacement: randomly Teleports the hero upon attack. Does not work on Boss depths.
 
* Entanglement: grants the Herbal Armor buff upon attack, but also Roots the hero for some turns. If the hero moves from the tile on which the buff was granted, it fades away.
 
* Metabolism: Heals the hero when damage is dealt against him/her, but also worsens his/her Hunger. Due to the abundance of food in Sprouted, the worsening of hunger is not a serious drawback.
 
* Multiplicity: Creates Mirror Images upon attack, while the hero loses some HP.
 
* Potential: Shocks attacking enemies, while the hero also receives damage to a lesser degree. It does not recharge wands, like it does in Shattered PD.
 
* Stench: as mentioned before, releases a cloud of Toxic Gas upon attack but also grants the Immune to Gases buff, so the Toxic Gas released is not harmful to the hero.
 
* Viscosity: grants the Damage Deferred debuff, which is actually more a buff than a debuff, and will cause the hero to receive 1 damage per turn, instead of receiving the whole amount in one shot. The damage deferred has no cap, so this glyph is very useful in Boss depths that the hero receives a lot of damage in a short amount of time. In this case, just be prepeared to use a lot of healing potions until the debuff fades eventually away.
 
For details about he duration of buffs and debuffs, the chances of activation, the hero's los of HP in some cases etc. you can visit the [[Glyph#Table_of_glyphs|Glyphs page of the Original PD]].
 
   
 
Therefore, with the removal of the Tempered enchantment, there are 10 available armor Glyphs / Enchantments in Sprouted, that are appliied to armor either by Arcane Styli or by Scrolls of Magical Infusion:
== Weapons ==
 
 
* '''Affection''': Charms attacking enemies.
=== Missile ===
 
 
* '''Anti-Entropy''': Freezes only attacking enemies, does not set the hero on fire.
* [[Mod-Sprouted Pixel Dungeon/Weapons#Bomb|Bomb]]
 
 
* '''Bounce''': Knocks Back attacking enemies.
* [[Mod-Sprouted Pixel Dungeon/Weapons#Boomerang|Boomerang]]
 
 
* '''Displacement''': randomly Teleports the hero upon attack. Does not work on Boss depths. New glyph.
* [[Mod-Sprouted Pixel Dungeon/Weapons#Dumpling Bomb|Dumpling Bomb]]
 
 
* '''Entanglement''': grants the Herbal Armor buff upon attack, but also Roots the hero for some turns. If the hero moves from the tile on which the buff was granted, it fades away.
* [[Mod-Sprouted Pixel Dungeon/Weapons#Forest Dart|Forest Dart]]
 
 
* '''Metabolism''': Heals the hero when damage is dealt against him/her, but also worsens his/her Hunger. Due to the abundance of food in Sprouted, the worsening of hunger is not a serious drawback.
* [[Mod-Sprouted Pixel Dungeon/Weapons#Holy Hand Grenade|Holy Hand Grenade]]
 
 
* '''Multiplicity''': Creates Mirror Images upon attack, while the hero loses some HP. New glyph.
* [[Mod-Sprouted Pixel Dungeon/Weapons#Horrifying Jupiter's Wrath|Horrifying Jupiter's Wrath]]
 
 
* '''Potential''': Shocks attacking enemies, while the hero also receives damage to a lesser degree. ''It does not recharge wands'', like it does in Shattered PD.
* [[Mod-Sprouted Pixel Dungeon/Weapons#Rice Dumpling|Rice Dumpling]]
 
 
* '''Stench''': as mentioned before, releases a cloud of Toxic Gas upon attack but at the same time grants the Immune to Gases buff, so the Toxic Gas released is not harmful to the hero. The Immune to Gases buff grants even immunity to the Vertigo debuff of the Kupua Gas, but not to the rest of its effects.
* [[Mod-Sprouted Pixel Dungeon/Weapons#Jupiter's Wraith|Horrifying Jupiter's Wraith]]
 
 
* '''Viscosity''': grants the Damage Deferred debuff, which is actually more a buff than a debuff, and will cause the hero to receive 1 damage per turn, instead of receiving the whole amount in one shot. The damage deferred has no cap, so this glyph is very useful in Boss depths that the hero receives a lot of damage in a short amount of time. In this case, just be prepeared to use a lot of healing potions until the debuff fades eventually away. In regular cases a potion of Mending or stepping on a Sungrass plant afterwards is more than enough.
* [[Mod-Sprouted Pixel Dungeon/Weapons#Rogue Bombs|Rogue Bombs]]
 
 
For details about he duration of buffs and debuffs, the chances of activation, the hero's loss of HP in some cases etc. you can visit the [[Glyph#Table_of_glyphs|Glyphs page of the Original PD]].
   
 
== Weapons ==
 
=== Melee ===
 
=== Melee ===
 
{{Main|/Weapons#Melee|Melee Weapons}}
 
{{Main|/Weapons#Melee|Melee Weapons}}
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Apart from the fact that weapons do not degrade in Sprouted, they are mostly identical to the ones in Original PD. They can, of course, be upgraded to much higher levels than is possible in Original PD.
 
Apart from the fact that weapons do not degrade in Sprouted, they are mostly identical to the ones in Original PD. They can, of course, be upgraded to much higher levels than is possible in Original PD.
   
Sprouted features multiple new melee weapons, including new Tier-6 weapons that deal up to 4x damage against enemies found in Dolyahaven Mines.
+
Sprouted features multiple new melee weapons, including new Tier-6 weapons that deal from double to quadruple damage against enemies found in Dolyahaven Mines.
   
 
* [[Mod-Sprouted Pixel Dungeon/Weapons#Bloodlust Chainsaw Hand (unique weapon)|Bloodlust Chainsaw Hand]] (T1)
 
* [[Mod-Sprouted Pixel Dungeon/Weapons#Bloodlust Chainsaw Hand (unique weapon)|Bloodlust Chainsaw Hand]] (T1)
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* [[Mod-Sprouted Pixel Dungeon/Weapons#Lucky Crom Cruach Axe|Lucky Crom Cruach Axe]] (T6)
 
* [[Mod-Sprouted Pixel Dungeon/Weapons#Lucky Crom Cruach Axe|Lucky Crom Cruach Axe]] (T6)
 
* [[Mod-Sprouted Pixel Dungeon/Weapons#Pestilent Loki's Flail|Pestilent Loki's Flail]] (T6)
 
* [[Mod-Sprouted Pixel Dungeon/Weapons#Pestilent Loki's Flail|Pestilent Loki's Flail]] (T6)
  +
 
=== Missile ===
  +
Sprouted PD has kept Curare darts, Darts, Incentiary darts, Javelins, Shurikens and Tomahawks with the same function as those in Original PD, but has added many new missile items and has made changes to two exisiting ones from before.
  +
* [[Mod-Sprouted Pixel Dungeon/Weapons#Bomb|Bomb]] (not new, but can also be used by the Rogue to create new and stronger bomb types).
  +
* [[Mod-Sprouted Pixel Dungeon/Weapons#Boomerang|Boomerang]] (not new, but if reinforced, can get upgraded to very high levels).
 
* [[Mod-Sprouted Pixel Dungeon/Weapons#Dumpling Bomb|Dumpling Bomb]]
 
* [[Mod-Sprouted Pixel Dungeon/Weapons#Forest Dart|Forest Dart]]
 
* [[Mod-Sprouted Pixel Dungeon/Weapons#Holy Hand Grenade|Holy Hand Grenade]]
 
* [[Mod-Sprouted Pixel Dungeon/Weapons#Horrifying Jupiter's Wrath|Horrifying Jupiter's Wrath]] (new T6 relic weapon, the only missile weapon among them)
 
* [[Mod-Sprouted Pixel Dungeon/Weapons#Rice Dumpling|Rice Dumpling]]
  +
* [[Mod-Sprouted Pixel Dungeon/Weapons#Rogue Bombs|Rogue Bombs]] (crafted exclusively by the Rogue class, more types becoming available as he levels up: Dizzy [L5], Smart [L10], Seeking [L15], Cluster [L20], Seeking Cluster [L30] bomb).
   
 
=== Reforging the Short Sword ===
 
=== Reforging the Short Sword ===

Revision as of 10:41, 28 March 2019

Overview


File:Screenshot 2017-12-30-23-35-28.png

Sprouted PD Main menu (v 0.4.2)

Sprouted Pixel Dungeon (also known as Sprouted PD and Sprouted) is an inactive fork of Shattered Pixel Dungeon, and was first created and released in May 2015, by reddit user /u/dachhack (many of its current differences from Shattered are in fact similarities with version 0.2.4 of Shattered, on which it was based).

The major focus of this modification is the farming and grinding system, using new methods to upgrade weapons and armor, for boosted stats and effects. Less about the race against diminishing resources, and more about pushing the limits of what you can do within the game, Sprouted encourages you to attempt the impossible.

Featuring greatly enlarged maps; challenging bosses and mini-bosses; new quests, enemies, items, AND secrets; the revamped Dew Vial; with pixel art by /u/PavelProvotorov - this is one more addition to the Pixel Dungeon collection you won't want to put down.

Notable Features & Massive Changes

Pets

Eggs can be found throughout the dungeon, and if you find one and take care of it, it might just hatch into a pet! Your pet will follow you and help you fight your way through the dungeon. You can feed it, and play with it, and talk to it - actually, you can only feed it. But, if it dies, there are surely more eggs to be found... Main article: Pets

Upgrade Your Way

In Sprouted, there are multiple ways to upgrade your gear:

  • Dew Blessing - Upgrade weapons and armor up to +13/+14 via dew farming using two special techniques of the Dew Vial.
  • Reforging and Disenchanting - Transfer up to +13 from the Warrior's Short Sword or Mage's Wand of Magic Missile, and apply those points to different weapons.
  • Upgrade Goo - The new Upgrade Eater plant allows you to convert spare items into Upgrade Goo that you can use to upgrade your gear.
  • Scrolls - You can get many extra scrolls of Upgrade and Magical Infusion, by finding them scattered throughout the dungeon, or defeating Wraiths.

These new and expanded methods allow you to take your gear to extreme levels, and the game is balanced with the assumption that you will do just that; however, you are slightly restrained by the upgrade cap that is set in place for items that are not reinforced.

Upgrade Cap

Weapons and armor in Sprouted cannot be upgraded past +15 with coventional means (specifically Scrolls of Upgrade and Upgrade Goo), unless they are first reinforced with different pieces of Adamantite, all of which can be found in various yet specific places throughout the dungeon, and are an in-game essential. Scrolls of Magical Infusion upgrade weapons and armor past +15 without any problem though.

See the Adamantite and Reforging section for more details!


Once you get past the upgrade cap, the possibilties are endless - and there must be some reason to get gear higher than +15..

Items

The Dew Vial

Main article: Dew Vial

The Dew Vial is the key to a successful Sprouted run. With multiple uses, and the option for players to choose from one of two distinct methods of filling and utilizing the tool, this revamped item is one that no adventurer should pass up.

See main article for full details.

Miscellaneous

Main article: Sprouted PD Items

Sprouted Pixel dungeon features several unique items, as well as new uses or features for existing ones.

Otiluke's Journal

Main article: Otiluke's Journal

An important addition of Sprouted PD, the Journal is an item that is obtained from the depth 6 shop for 3000 gold and makes accessible 8 different areas: 5 puzzle depths with unique and rare rewards (Sokoban 1, 2, 3, 4 and Dragon Cave), 1 "warehouse" depth that is useful for storing items (Safe room), 1 depth filled with loot (Vault), and the late-game to end-game area (Dolyahaven). These areas become accessible gradually as specific journal pages get dropped as loot in different boss depths (Goo, Tengu, DM-300, Dwarf King, Shadow Yog - Sokoban puzzles and Dolyahaven), key depths (Forest - Safe Room), or from burnt bookcases (Dragon Cave, Vault).

Artifacts

Main article: Sprouted PD Artifacts

Most Artifacts in Sprouted are similar to their counterparts in Shattered PD, but none is identical, and also the Alchemist's Toolkist is rather different, with just being related with alchemy too. There are no Ethereal Chains, but there are two new artifacts added, the Rings of Disintegration and Frost.

Armor

Armors of all tiers are very similar with those in Original PD in their stats and upgrade scaling, with two important differences being a) that because of the dew upgrading they can easily get to max level (+13 for all other classes/+14 for Mage, +16/+17 after the hero defeats Shadow Yog), and if they are reinforced with adamantite, they can reach very high levels, and b) that the Epic Armor can get upgraded in Sprouted, and moreso has the highest upgrade scaling among all armors. Like Original PD, with each upgrade all armors lower their strength requirement by 1 point (as a matter of fact, this combined with dew upgrades and favorble RNG can create a third important difference, as the hero will be easily able to equip an upgraded to +5 plate armor without a strength penalty already by the Sewers, which is impossible in Original PD).

T1) Cloth armor

Cloth armor
Cloth armor
This lightweight armor offers basic protection.

This cloth armor provides damage apbsorption up to 2 points per attack.

All classes start their run with a cloth armor equipped as a starting item. It is the only tier 1 armor, when unupgraded it requires 9 points of strength and its defense increases by 1 point with each upgrade.

T2) Leather armor

Leather armor
Leather armor
Armor made from tanned monster hide. Not as light as cloth armor but provides better protection.

This leather armor provides damage apbsorption up to 4 points per attack.

It is the only tier 2 armor, when unupgraded it requires 11 points of strength and its defense increases by 2 points with each upgrade.

T3) Mail armor

Mail armor
Mail armor
Interlocking metal links make for a tough but flexible suit of armor.

This mail armor provides damage apbsorption up to 6 points per attack.

It is the only tier 3 armor, when unupgraded it requires 13 points of strength and its defense increases by 3 points with each upgrade.

T4) Scale armor

Scale armor
Scale armor
The metal scales sewn onto a leather vest create a flexible, yet protective armor.

This scale armor provides damage apbsorption up to 8 points per attack.

It is the only tier 4 armor, when unupgraded it requires 15 points of strength and its defense increases by 4 points with each upgrade.

T5) Plate armor

Plate armor
Plate armor
Enormous plates of metal are joined together into a suit that provides unmatched protection to any adventurer strong enough to bear its staggering weight.

This plate armor provides damage apbsorption up to 10 points per attack.

It is the only tier 5 armor, when unupgraded it requires 17 points of strength and its defense increases by 5 points with each upgrade.

T6) Epic Armor

After defeating the Dwarf King and his Tomb on depth 20, the hero will get an Armor Kit that when applied to an armor, a) it will transform it to a class-specific Epic Armor, b) it will reset its level to 0, but c) it will keep its stats, and also its current enchantment if it has one. All types of epic armor wili increase their defense by 6 with each upgrade, but starting from the defense that the armor already had, so it is highly recommended for the hero to wait for the armor-soon-to-become-epic to reach level +13/+14 and then apply the Armor Kit to it. The hero will most probably have already obtained a plate armor at that point, and he/she will be upgrading that to +13/+14, but if not, it would be better to visit the Thief King's Lair and and fall into this depth's basement, until he/she finds a plate armor (armors spawn as loot very often there, even without a Ring of Wealth equipped), upgrade that to +13/+14 and then apply the Armor Kit to it. It is apparently better to start upgrading an Epic Armor with 75 points of defense already, that was previously a +13 plate armor, than one with 60 points of defense, that was previously a +13 scale armor, or one with with 45 points of defense, that was previously a +13 mail armor. Lastly, each class-specific armor grants a unique class special ability that demands 50% of the hero's max HP to get used, and those abilities that deal direct damage also need enemies in the hero's line of sight to for them to become available.

T6a) Warrior Suit of Armor

Warrior armor
Warrior Suit of Armor
While this armor looks heavy, it allows a warrior to perform heroic leap towards a targeted location, slamming down to stun all neighbouring enemies.

"Heroic leap" is the special ability for the Warrior class. It is very similar to the effect of the Wand of Blink and can be directted to anywhere in the hero's line of sight, but cannot be used to bypass enemies in the way. It can be used even when there are no enemies in the hero's line of sight. This ability can't be used in the Sokoban puzzles 1, 2, 3, 4 but it can be used in all the rest of the Otiluke's Journal depths without a problem. Upon landing, it Stuns all enemies for 2 turns in a 1-tile radius of the destination tile.

T6b) Mage Robe

Mage armor
Mage Robe
Wearing this gorgeous robe, a mage can cast a spell of molten earth: all the enemies in his field of view will be set on fire and unable to move at the same time.

"Molten Earth" is the special ability for the Mage class. It will Root all enemies in the hero's line of sight, making them unable to move, and will also set them on Fire. Apparently it can't be used when no enemy is in the hero's line of sight. Drinking a Potion of Mind Vision will give maximum results to this ability, but also the Mage should better not use it against enemies that spawn minions with each turn of damage received like Zot, as the damage dealt to Boss enemies by this ability is very low, but lasts for many turns, so the result will be: little damage dealt + lots of minions generated.

T6c) Rogue Garb

Rogue armor
Rogue Garb
Wearing this dark garb, a rogue can perform a trick, that is called "smoke bomb" (though no real explosives are used): he blinds enemies who could see him and jumps aside.

"Smoke Bomb" is the special ability for the Rogue class. It is also very similar to the effect of the Wand of Blink and can be directted to anywhere in the hero's line of sight, but unlike the Warrior's special ability, it can be used to bypass enemies in the way. It can be used even when there are no enemies in the hero's line of sight. This ability can't be used in the Sokoban puzzles 1, 2, 3, 4 but it can be used in all the rest of the Otiluke's Journal depths without a problem. Upon landing, it Blinds all enemies for 2 turns.

T6d) Huntress' Cloak

Huntress armor
Huntress Cloak
A huntress in such cloak can create a fan of spectral blades. Each of these blades will target a single enemy in the huntress's field of view, inflicting damage depending on her currently equipped melee weapon.

"Spectral Blades" is the special ability for the Huntress class. It will deal Damage to All Enemies in the hero's line of sight, based on the damage dealt by the hero's equipped weapon and will also apply the relevant Debuff if the weapon is enchanted. It can't be used when no enemy is in the hero's line of sight. Drinking a Potion of Mind Vision will give maximum results to this ability, and when the equipped weapon has the Vampiric enchantment and is highly upgraded, it can even clear a Dolyahaven Mines depth within a few turns, as the Vampric effect replenishes the hero's lost HP, the Spectral Blades can get instantly reused, the Vampric effect replenishes again the hero's lost HP etc. There are even reports from Sprouted's players that they have managed to clear the Otiluke Mirror and Zot depths and defeat Zot by just equipping a highly upgraded Vampiric T5 weapon, and spamming enemies with Spectral Blades while drinking Potions of Mind Vision, but this is not a widespread tactic among Sprouted's players (nevertheless, players won't lose anything to try this tactic once).

[Note: To put their defense upgrade scaling in a more general form, the defense of all tiers of armor is calculated by the formula: Number of tier * (Number of armor's level + 2)]

Glyphs

The armor Glyphs / Enchantment of Sprouted PD are almost the same with those of Original PD with three differences, that are all beneficial to the hero:

  • The glyph of Anti-entropy does not set the hero on fire but only freezes enemies.
  • The glyph of Stench also grants the Immune to Gases buff, so the Toxic Gas released by it is not harmful to the hero. Have in mind that the Immune to Gases buff even protects from the Vertigo effect of the Kupua gas, but not of its Bleeding and Crippled effects.
  • The glyph of Tempered is removed, as there is no degradation in Sprouted PD.

There are also two new enchantments added, the glyphs of Displacement and Multiplicity. Shattered PD has made many changes to its armor enchantments since v.0.2.4 and has kept only the Affection, Entanglement, Viscosity glyphs and also the Bounce glyph renamed to Repulsion.

Therefore, with the removal of the Tempered enchantment, there are 10 available armor Glyphs / Enchantments in Sprouted, that are appliied to armor either by Arcane Styli or by Scrolls of Magical Infusion:

  • Affection: Charms attacking enemies.
  • Anti-Entropy: Freezes only attacking enemies, does not set the hero on fire.
  • Bounce: Knocks Back attacking enemies.
  • Displacement: randomly Teleports the hero upon attack. Does not work on Boss depths. New glyph.
  • Entanglement: grants the Herbal Armor buff upon attack, but also Roots the hero for some turns. If the hero moves from the tile on which the buff was granted, it fades away.
  • Metabolism: Heals the hero when damage is dealt against him/her, but also worsens his/her Hunger. Due to the abundance of food in Sprouted, the worsening of hunger is not a serious drawback.
  • Multiplicity: Creates Mirror Images upon attack, while the hero loses some HP. New glyph.
  • Potential: Shocks attacking enemies, while the hero also receives damage to a lesser degree. It does not recharge wands, like it does in Shattered PD.
  • Stench: as mentioned before, releases a cloud of Toxic Gas upon attack but at the same time grants the Immune to Gases buff, so the Toxic Gas released is not harmful to the hero. The Immune to Gases buff grants even immunity to the Vertigo debuff of the Kupua Gas, but not to the rest of its effects.
  • Viscosity: grants the Damage Deferred debuff, which is actually more a buff than a debuff, and will cause the hero to receive 1 damage per turn, instead of receiving the whole amount in one shot. The damage deferred has no cap, so this glyph is very useful in Boss depths that the hero receives a lot of damage in a short amount of time. In this case, just be prepeared to use a lot of healing potions until the debuff fades eventually away. In regular cases a potion of Mending or stepping on a Sungrass plant afterwards is more than enough.

For details about he duration of buffs and debuffs, the chances of activation, the hero's loss of HP in some cases etc. you can visit the Glyphs page of the Original PD.

Weapons

Melee

Main article: Melee Weapons

Apart from the fact that weapons do not degrade in Sprouted, they are mostly identical to the ones in Original PD. They can, of course, be upgraded to much higher levels than is possible in Original PD.

Sprouted features multiple new melee weapons, including new Tier-6 weapons that deal from double to quadruple damage against enemies found in Dolyahaven Mines.

Missile

Sprouted PD has kept Curare darts, Darts, Incentiary darts, Javelins, Shurikens and Tomahawks with the same function as those in Original PD, but has added many new missile items and has made changes to two exisiting ones from before.

Reforging the Short Sword

You can transfer all upgrades from a Warrior's Short Sword to another weapon. The more Dark Gold Ore you have when you do this, the more likely upgrades past +1 will be transferred. Reforging the Short Sword does not consume the ore, so you can use it for other purposes afterwards.

Note that you will be unable to raise a weapon above +15 by reforging the Short Sword unless it has first been reinforced with the Adamantite Weapon.

It is also highly recommended that you save your maxed shortsword for the Tier-6 Dolyahaven weapons, as you will need much higher level weapons (100+) to defeat Zot in floor 99.

Wands

Most of the Wands in Sprouted PD are unchanged from the Original version of Pixel Dungeon, except that their charges cap at 14 rather than 9, wands can be reinforced with adamantite and get upgraded to very high levels, and also that it is impossible for the hero to target him/herself by shooting at a wall.

Main article: Sprouted PD Wands

Changed Wands

Unchanged Wands

Disenchanting the Mage's Wand

You can transfer all upgrades from a Mage's Wand of Magic Missile to another wand.

The more dark gold ore you have when you do this, the more likely upgrades past +1 will be transferred. Disenchanting the Magic Missile wand does not consume the ore, so you can use it for other purposes afterwards.

Note that you will not be able to upgrade any wand above +15 by disenchanting, unless you first reinforce it with the Adamantite Wand

Potions

Main article: Sprouted PD Potions

Potions are based on v0.2.4 of Shattered PD, and thus are very slightly different than the ones in Original PD. In addition, there are two new potions available in Sprouted: Mending and Life.

Scrolls

Main article: Sprouted PD Scrolls

Sprouted PD scrolls are basically similar to the ones in Shattered or Original PD, with a few exceptions and tweaks.

Rings generally and the Ring of Wealth

Most of the rings of Sprouted are very similar to their equivalents in Shattered PD, with some important differences:

  • There is no Ring of Energy in Sprouted, but a Ring of Magic, that adds an extra level to all wands with each ring level, but does not influence their recharging speed.
  • The Ring of Haste in levels above +10 is bugged and might make the hero a) freeze while enemies attack him/her endlessly, then b) spend all his/her Ankhs, and then c) die. There is even a game message about complications caused by a Ring of Haste above +10 each time the hero upgrades the ring above this level, but there are no complications in general, just this specific bug.

Most important of all, the Ring of Wealth is literally a game-changing ring in Sprouted, as when it is equipped, it increases the drops from all enemies, influences positively the spawning of rare items like artifacts, wands and rings in the generation of new levels, and also of otherwise non obtainable items from floor generation like Scrolls of Magical Infusion and Potions of Might. Its most positive effect though is that one Ring of Wealth upgraded to +28 or two rings both upgraded to +14 will make the chance of Black Wraiths dropping a Scroll of Upgrade or Magical Infusion 100%. It is a very rare ring for this reason, only two can spawn in each run, they can't be found in the regular dungeon, can't be a product of transmutation and can be obtained only in the following two ways.

  • One Ring of Wealth is always inside a chest in the Otiluke's Journal depth Vault and the Vault page is found in the embers of burnt bookcases, but only if they are burnt with the Spectacles equipped, a unique reward from the Sokoban 2 puzzle. For details about the Sokoban 2 puzzle, the Spectacles and the Vault, follow the link below.
Main article: Otiluke's Journal
  • The second Ring of Wealth has a 4% chance to drop from a Red Wraith, but Red Wraiths spawn randomly in bone piles or as allies to Dwarf Liches, but only when the Liches are stuck in a room and cannot run away from the hero, so the hero encounters Red Wraiths rather infrequently. There are two possible ways to make Red Wraiths appear often, one safer but RNG-dependant, the other risky but always available. The safe way: if the hero finds a cursed Dried Rose and equips it, it will consistently spawn Red Wraiths, and the hero will obtain eventually a Ring of Wealth as a drop from one. The risky way: when the hero starts encountering Dwarf Liches in the Metropolis, he/she should try and lead them to rooms from which they can't escape, so force them to start spawning Red Wraiths, and farm the Red Wraiths until they drop a Ring of Wealth. Players who don't have a problem with taking some risks, will find details about the second way in this short guide.

Food and Hunger

Main article: Sprouted PD Food

Food is relatively plentiful in Sprouted PD, which is helpful for exploring the larger levels, and for grinding. You should never be at serious risk of starving to death.

Hunger

The basic Hunger mechanic is mostly similar to that in Original PD, however it takes approximately twice as long to reach the point of starvation in Sprouted. When fully sated, the hunger counter is at zero. When the hunger counter reaches 600, the Hero enters the Hungry state. When it reaches 700, s/he enters the Starving state, and will periodically lose a point of Health.

Food

Eating food lowers the hunger counter by some set amount. Some food items are more satisfying than others. Click the link above for detailed information on each type.

Dungeon Produce

Main article: Sprouted PD Produce

Sprouted Pixel Dungeon comes with an astonishing variety of plants, seeds, nuts, and berries. They can be put to multiple uses, from simple nourishment to powerful alchemy.

Plants and Seeds

These are fairly similar to the seeds and plants in Shattered PD, but there are some differences.

Nuts and Berries

Nuts and Berries are unique additions to Sprouted PD. They have all manner of uses. There is also a Golden Dungeon Nut that raises strength and max health by either +2/+20 or +5/+50 respectively when eaten. You will be granted a Golden Dungeon Nut if you have slain 100 enemies on each of the Key floors.

Mushrooms

Another unique feature of Sprouted, mushrooms can have some interesting effects. It's fun to come up with creative ways of using them.

Pets

Main article: Pets

As in many other RPGs and roguelikes, the hero in Sprouted PD can also have a pet along with him/her to help him/her against the various dungeon enemies. There are 12 different pets available in Sprouted: Blue Dragon, Bunny, Fairy, Green Dragon, Red Dragon, Spider, Scorpion, Shadow Dragon, Steel Bee, Sugarplum Fairy, Velocirooster and Violet Dragon.

Enemies

Main article: Sprouted PD Enemies

In Sprouted, there is not a level cap, and enemies never stop giving XP; and they will continue to drop loot until your Hero/ine reaches very high levels.

The strength of most enemies on regular depths is adjusted upward according to the depth. Thus you will find that unlike in other versions of PD, a depth 4 Marsupial Rat is more daunting than a depth 1 Marsupial Rat.

Regular Enemies

Some appear in more than one section of the dungeon; they will be listed where they are first commonly encountered.

Sewer

Prison

Caves

Dwarven City

Demon Halls

Other Standard Enemies

Book Floor Enemies

Shadow Yog Enemies

Otiluke's Journal Enemies

Bosses

Mini-Bosses

Adamantite and Reforging

After version 0.3.0, weapons, wands, rings, and armor have a "soft" upgrade cap of +15. Once an item reaches that level, you can no longer use Scrolls of Upgrade on it, or Upgrade Goo. Attempting to transfer upgrades via reforging or disenchanting will also only work up to the cap, unless the item has been reinforced with Adamantite. Reinforced items can be upgraded by all normal means, without limit. Scrolls of Magical Infusion can upgrade non-reinforced T1-T5 weapons and armor without a problem though.

There are five pieces of Adamantite available in the game, which can only be obtained by completing certain floors and quests. Each piece will reinforce a specific type of item when you take it to the second Troll Blacksmith - but every troll has his price.

IMPORTANT: In order to complete the game from Dolyahaven and on you will certainly need your endgame weapon well above +15, unless you are relying on a wand for offense (in which case you would most likely need that above +15, but the Old Wandmaker always drops an Adamantite Wand for all mages, after they complete his quest). If that weapon will be a T5 weapon, it is essential to get the Adamantite Weapon, and it is possible to miss getting it by leaving the Prison Battlefield level too early. The alternatives are to use a weapon that comes already reinforced, meaning all the Tier 6 weapons, and also the Spork or the Chainsaw Hand (with the last one being rather weak for the two final bosses though and also having the disadvantage of needing dew to become efficient against enemies).

Do not leave the Key Floors until you claim the Boss Portal drops, you need them to obtain the Adamantite gear. (unless you sure you will not need the specific adamantite item). The special portal items drop randomly after a set amount of special enemies are defeated.

Note: The upgrade cap is "soft" because there are two ways around it: Scrolls of Magical Infusion continue to work on all weapons and armor, even if they are not reinforced; and Dew Blessing can actually raise all items to +16 or +17, but not until your Hero/ine reaches Depth 35 and beats Shadow Yog.

Adamantite Weapon

On the Prison Battlefield floor, the game tracks how many Moss-Covered Skeletons have been slain. Somewhere between 51 and 101 Skeletons defeated, a random Skeleton will drop an Inscribed Bone - be sure to pick it up. After returning to the dungeon, reading the inscription on the Bone will teleport your Hero/ine to the lair of the Skeleton King, who will drop the Adamantite Weapon upon defeat.

Adamantite Armor

On the Ancient Caves floor, the game tracks how many Albino Giant Piranhas have been slain. Somewhere between 51 and 101 Piranha defeated, a random Piranha will drop a Conch Shell - be sure to pick it up. After returning to the dungeon, blowing through the Conch will teleport you to the lair of the Crab King, who will drop the Adamantite Armor upon defeat.

Adamantite Wand

Mages

The Old Wandmaker (always appearing on Depth 7) leaves the Adamantite Wand behind when he teleports away, after his quest is completed. For Mages, this happens automatically, with no extra requirements.

Non-Mages

Non-Mages can obtain the Adamantite Wand if they complete the Old Wandmaker's quest without defeating any enemies from the time they leave the Sewers. This means you will have to pass Depth 6 and at least part of Depth 7 - and complete the Old Wandmaker's quest - without defeating a single enemy. The game records total number of enemies defeated as you enter the Prison. If that number is unchanged when you receive a Wand from the Wandmaker, he also will drop the Adamantite Wand as an extra reward. Non-mage heroes can attempt this, but there is really no practical reason for a non-mage class to have a reinforced wand and upgrade it above +16.

Adamantite Ring (1)

On the Golden Vault floor, the game tracks how many Crazy Gold Thieves have been slain. Somewhere between 51 and 101 Thieves defeated, a random Thief will drop an Ancient Coin - be sure to pick it up. After returning to the dungeon, reading the inscription on the Coin will teleport you to the lair of the Thief King, who will drop an Adamantite Ring upon defeat.

Adamantite Ring (2)

After you defeat the Tengu on Depth 10, he reappears and attempts to escape to his Hideout. If you can defeat him a second time before he jumps 5 times around the floor, he will drop the Hideout key. If you use the Key to follow him to his Hideout and defeat him a third and final time, he will drop an Adamantite Ring.

If you somehow fail to defeat the Tengu the second time before he escapes, it may still be possible to get the Hideout Key, but only if you have not yet done the Forest depth.

On the Forest Depth, the game tracks how many Gnoll Archers have been slain. If you have passed Depth 10 but not obtained the Hideout Key, then somewhere between 51 and 101 Gnoll defeated, a random Archer will drop it.

Reinforcing

To reinforce your items with Adamantite, you need to take them to the second Blacksmith, "Bip". Not to worry, he can be found in the same room as the first Blacksmith ("Bop"). If you have an Adamantite item and 50 dark gold, he will reinforce a corresponding item of your choosing. Unlike his brother, he will not take more than the 50 pieces of Dark Gold he asked for, and if you carry more, he will leave the rest in the backpack. Both Bip and Bop will not work with unidentifdied items, and will ask you to first identify them, before they start working with them.

Troll Blacksmith Reforging

As in Original and Shattered PD, you can take an item to the Troll Blacksmith, "Bop", (usually appearing on Floor 11 in Sprouted) to be reforged. What is different in Sprouted is that you can transfer most of your upgrades from one item to another, and the items don't have to match. You are guaranteed to get at least one upgrade transferred. After that, the chance for each level of upgrade being transferred increases according to how much dark gold ore you have at the time, and decreases with each level past +1, with a floor of 50% per point. If the item is upgraded to the max and not reinforced, Bop will refuse to work, and ask the hero to take the item to his brother for reinforcing with Adamantite. Also both Bip and Bop will not work with unidentifdied items, and will ask you to first identify them, before they start working with them.

To ensure the maximum transfer of upgrades, it was recommended that you have 100 pieces of ore when reforging; however this consumes the ore, which you may prefer to use for reinforcing other items. Without using any ore, you are still likely to get most of the upgrades transferred (unless you are transferring high amounts). If you chose Water with Dew, you can make up the difference with upgrade goo. Those who chose Draw Out Dew would still probably be best advised to use up the 100 pieces on their weapon, as they are unlikely to find very many Upgrade Eater seeds.

Note: It is recommended to save your reforge for when you get a Tier-6 weapon from Dolyahaven Mines, as you can only reforge once per game.

Dark Gold Consumption

As of the current update (0.4.2), Bop will take all the ore you have when reforging gear; however, Bip will only take 50 pieces when reinforcing with Adamantite, and if you carry more pieces of Dark Gold, he will leave the rest n the backpack. There is a finite amount of ore available, so be careful not to waste it and choose carefully which items you want to reinforce.

Pit Rooms

Sectioned off pits that contain piles of bones and empty wells. A small sign has writing scrawled on the wood; maybe it points to the way out..

The only entrance to pit rooms is via the collapsed floor rooms from the Depth above. Falling in can be dangerous - so watch your step.

The pile of bones in the vault always contains a Scroll of Teleportation, a Seed of Fadeleaf, and an Ankh. Other items like weapons, armors, rings, scrolls, potions, food, gold, and artifacts can be found in the piles.

A Red Wraith may spawn from the skeletal remains. If you don't have some kind of magical attack, it's wise to make sure that you have access to Invisibility in one form or another, to allow you to make a surprise attack (if a Red Wraith spawns, most probably one of the items found in the bone pile will be cursed). Failing that, standing on the remains before searching them will instantly destroy any Wraith that spawns - at the cost of half your health.

Key Floors

Also known as "Dew Levels", Key Floors allow those who chose "Draw Out Dew" to fill their Dew Vials and upgrade items very quickly, because mobs will drop multiple colorful dew drops on death. Standard mobs drop yellow and red drops, worth 2 and 5 dew, respectively; Flying Protectors drop violet drops, worth 50, for all heroes, even for those who had chosen Water with Dew.

Mobs on Key Floors become stronger, the more of them you defeat, so lingering there can be dangerous. But it is worth staying long enough to defeat at least 100 on each one, as you will get rewards for doing so. In addition, on most of the Key Floors, a special teleportation item - portal will drop once from an enemy after 50 enemies are defeated, which will allow you teleport later to the respective mini-boss floor and obtain an Adamantite Item that you will probably need to reinforce your weapon, armor or ring.

Note that on those Key Floors that have grass (Forest and Prison), the grass regenerates spontaneously, giving you an additional source of dew.

Ancient Forest

Accessible by using the Ancient Sewer key dropped by the Gnoll Archer on depth 4, this secret floor is home to Gnoll Archers and Flying Protectors. The goal is to slay 100 Gnoll Archers, and upon exit, you will be rewarded with 30 Forest Darts.

If you chose to Draw Out with your Dew Vial, Gnoll Archers will drop multiple yellow and red dew droplets upon defeat. Flying Protectors will drop a Violet drop for all heroes.

Gnoll Archers will attack you from afar with Forest Darts and flee from melee combat; they drop 3 Forest Darts upon defeat. The most effective way to slay them is with their own darts. If the hero slays 100 Gnoll Archers or more, upon exit he/she will be rewarded with 30 Forest Darts, but won't keep the rest of the darts he/she had during her stay on the floor.

Flying Protectors shoot lightning bolts but have a weak melee attack; they always drop violet dew droplets, which are worth 50 dew points.

If you have not completed this depth before defeating Tengu, once after 50 Gnolls are defeated an Archer will drop also the Tengu's Hideout Key. This will allow you to follow him to his hideout and obtain an Adamantite Ring.

Some time before or after 50 Gnolls are defeated, the Journal Page for the Safe Room will be dropped by a Gnoll Archer.

GnollArcher
Gnoll Archer
This gnoll is camouflaged and hiding in the foliage. He's pretty upset you are here.


Prison Battlefield

Accessible by using the Ancient Prison key dropped by the Moss-Covered Skeleton on depth 9, this secret floor is home to Moss-Covered Skeletons and Flying Protectors. The goal is to slay 100 Skeletons, and upon exit, you will be rewarded with 20 Holy Hand Grenades.

Once after 50 Moss-Covevered Skeletons are defeated, a skeleton will drop the Inscribed Bone, which will teleport you later to the lair of the Skeleton King, where you can obtain the Adamantite Weapon. If you will have a Tier 5 weapon as a main weapon in late-game, you need this item to complete the game. Do not exit the Prison Battlefield until you have the Inscribed Bone, unless you are sure you will use a Tier-6 weapon, a Spork, or a reinforced wand as your end-game weapon.

If you chose to Draw Out with your Dew Vial, Moss-Covered Skeletons will drop multiple yellow and red dew droplets upon defeat. Even if you chose Water With Dew, the Skeletons will still occasionally drop a red or yellow droplet. Flying Protectors drop a Violet drop for all heroes, regardless of what manner of upgrade they had chosen.

200 Holy Hand Grenades can be found in a chest on the secret floor and frighten & damage heavily, or destroy the Moss-Covered Skeletons.

Moss-Covered Skeletons attack with a strong melee strike, but the first 50 are slow-moving and easily kited. The more you slay, the faster and stronger they get, however. After 50, it is best (unless equipped with an upgraded Ring of Haste) to use a combination of grenades and ranged attacks to slay them as they approach you.

MossySkeleton
Moss covered Skeleton
Animated remains from an epic battle on this level. This skeleton rose from the ground covered in moss. It is angry you have disturbed this place.


Ancient Caves

After descending to depth 11, the Ancient Caves key can be found by slaying any Giant Piranha, anywhere in the dungeon below floor 10 - it doesn't have to be in the Mining Caves. This secret floor is home to Albino Piranhas and Flying Protectors.

Inside the chest is a Potion of Levitation and 99 Dumpling Bombs. Use the bombs to teleport the sleeping Albino Piranhas to dry land, where they will automatically die. Once they are awake, they are difficult to target with the bombs, but there are other ways to slay them. See here for a tip on getting the Piranhas to respawn quickly.

The goal is to slay 100 Albino Giant Piranhas, and upon exit, you will be rewarded with 10 of each common berry. In addition, if the depth is completed at game night, you will receive the Full Moon Berry as a bonus.

Once after 50 Piranhas are defeated, an Albino Giant Piranha will drop a Conch Shell, which can be used later to teleport to the lair of the Crab King. There you will be able to obtain the Adamantite Armor - assuming you survive from the Lightning Shell. The shell gets charged and deals much heavier damage with any attack to the other enemies of the floor and deals extra damage to the hero when standing on water, which is everywhere in this floor, so it is highly advised that he hero uses Levitation potions as long as the Lightning Shell is still alive and does not hit any other enemy before he/she takes down the Lightning Shell.

Albino Piranhas have a strong bite and are very fast, but they are blind and only become alerted to the splashing of prey in the water. They cannot detect you when you are on land or levitating.

If you chose to Draw Out with your Dew Vial, Albino Piranhas will drop multiple yellow and red dew droplets upon defeat. They will occasionally drop mushrooms or monster meat.

Flying Protectors on this depth also do not notice you when you are on land but will attack you if they catch you in the water and drop a Violet drop for all heroes, regardless of what manner of upgrade they had chosen.

Albino Giant Piranha
These huge blind cave fish inhabitant pools of underground water. Vibrations in the water alert them to prey. They look ferocious and hungry.


Golden Vault

Accessible by using the Ancient City key dropped by the Crazy Gold Thief on Floor 19, this final key floor is home to Crazy Gold Thieves.

Crazy Gold Thieves don't do much damage when they hit, but they do try to steal your gold and then flee with it. They drop their own gold upon defeat, as well as yours if they have stolen any.

The goal is to slay 100 Thieves, and upon exit, you will be granted a Golden Dungeon Nut, but only if you have already slain 100 enemies on each of the other Key floors.

The other main reward on this depth is the massive quantity of gold, much of it just lying on the ground, the rest dropped by the Thieves. By the time you have slain 100 Thieves, you should have more than enough gold for the rest of the game if you dont want to go to the Dolyahaven Mines.

Once after slaying 50 Gold Thieves, one of the defeated Thieves will drop an Ancient Coin, which can be used later to teleport to the lair of the Thief King, where you can obtain the second Adamantite Ring and can also obtain various types of loot by falling in one of the holes in the floor into the Thief King's basement.

If you chose to Draw Out with your Dew Vial, Crazy Gold Thieves will drop multiple yellow and red dew droplets upon defeat. Flying Protectors drop a Violet drop for all heroes, regardless of what manner of upgrade they had chosen.

GoldThief
Crazy Gold Thief
This thief has gold dust covering his robes and skin. He has a crazy glint in his eye.


Book Floors

The books are too expensive to buy before defeating Yog-Dzewa, but afterwards the Imp offers them at a steep discount. The main goal of each floor is to obtain one of the SanChikarahs. When you have all three, you can take them to the Troll blacksmith to be reforged, allowing you access to the final boss fight before Dolyahaven, from where you also obtain the Journal page that allows teleporting to Dolayahaven.

Besides the main goal however, there are other things of interest to do or acquire on each floor. It is best to do the levels in the following order:

Book of the Dead

Bookofdead-0

Book of the Dead

Discounted price: 7500

Enemies: Wraiths, Blue Wraiths, Dwarf Liches, occasionally Red Wraiths

Features: Graves. Lots and lots of graves. Also random loot.

The main benefit of this level is that disturbing graves will spawn wraiths, which have a base 15% chance of dropping scrolls of Upgrade or Magical Infusion on defeat. Having an upgraded Ring of Wealth equipped improves the chances dramatically and if it is reinforced and upgraded to +28, it guarantees scroll drops from all 4 wraiths. Be sure to leave enough room around you for all 4 wraiths to spawn, to maximize your loot.

Blue Wraiths are very fast, can frighten or cause vertigo to the hero, and always drop red dew upon defeat.

When ready, take the SanChikarah of Death, stand on its pedestal, and read the Book again to return to the dungeon.

Blue Wraith
A Blue Wraith has been dispatched to avenge the dungeon.


Book of the Living

Bookofliving

Book of the Living

Discounted price: 12500

Enemies: Onis

Features: Garden rooms, lots of grass, Honeypots, Ankhs, a grain of Magic Rice, random loot, a Toadstool mushroom, and the Tinkerer

Give the Toadstool mushroom to the Tinkerer to receive your final Dew Vial upgrade. After that, your vial will hold up to 300 drops, and splashing will also give you Levitation in addition to Haste and Invisibility. Also all heroes will get access to both Water with Dew and Accurate Upgrading with dew, regardless of the choice they had originally made on floor 2.

Picking up the grain of Magic Rice will sound an alarm, but the Onis are alerted to your presence as soon as you arrive anyway, so it doesn't matter. The grain itself is not terribly useful at this point, but you may want it for the novelty factor and to craft later Dumbling Bombs or Rice Dumblings, items that when are thrown at enemies, they teleport them away from the hero and put them to sleep.

Many of the garden rooms will contain Ankhs, so this is your chance to stock up. If you have been unlucky enough not to find the chain before now, it should appear on this level. Ankhs are generally not stackable and each occupies an inventory slot in the key ring, so it is better that the hero drops unnecessary rings before teleporting to this floor, to avoid having to choose if he/she keeps a ring or an Ankh, because the inventory has become full. In addition, several of the garden rooms are likely to contain Blandfruit bushes, so you can gather some fruit while you are here. You will most probably also stock up on Honeypots. This floor is also the only place in the dungeon that a Steel Honeypot might spawn, without being a product of transmutation.

The Onis are fairly tough, but your gear should be highly upgraded before you ever come here, so they should not be difficult to deal with. In fact, if you can find a 3x3 or 3x5 garden room, there's no reason not to farm dew in it to fill your vial.

When ready, take the SanChikarah of Life, stand on its pedestal, and read the book again to return to the dungeon.

Oni
Oni
Oni are wicked trolls who dwell in places of great power. They are quite lazy unless there is food near by...


Book of the Heavens

Bookofheaven

Book of the Heavens

Discounted price: 15000

Enemies: Flying Protectors, Animated Statues

Features: Wells, Phase Pitcher seeds, random loot

It's best to splash yourself with dew as soon as you arrive. Assuming that you've got the final upgrade, this will let you navigate the level easily, while avoiding mobs until you choose to attack them. You will also find a Potion of Levitation in the room that you arrive. Equipping an upgraded ring of Haste will be also very helpful for the Levitation, Haste and Invisibility effects to last longer, and less dew to get spent.

There are several useful things you can do here. The level usually features a complete set of wells, including Transmutation, and you can almost always find several Phase pitcher seeds lying around. In addition, Animated Statues drop upgraded weapons (at least +3) upon defeat. You can collect these weapons to turn them into upgrade goo, to upgrade your gear even more, or you might also find a T5 weapon with an enchantment you prefer more than your equipped weapon's.

The most significant thing about this floor is that you can do it as many times as you like, as long as you don't pick up the SanChikarah of Transcendence. Simply wait until your Levitation wears off, and allow yourself to fall into the chasm. You will end up in a small room with a ladder and a signpost with the message "What are you doing here?". Climbing out, you will find yourself on depth 1. You can read the book again to repeat the level, which will be all new and restocked. The main benefit is getting enough Phase Pitcher seeds for your purposes, and enough identified weapons to turn into upgrade goo. You will also pick up minor loot, or major loot if you happen to be wearing an upgraded Ring of Wealth.

When ready, pick up the SanChikarah of Transcendence, stand on its pedestal, and read the book again to return to the dungeon.

It is recommended that you do not pick up the SanChikarah until you are ready to read the book and move on. If you fall into the chasm with it in your backpack, it should disappear and respawn on the pedestal when you return; however, according to some players' reports, this may occasionally trigger game-breaking bugs. Better safe than sorry!

Flyingprotector
Flying Protector
These sentinant statues guard this level from the unclean. That means you.


FAQ

How do I exit the book floors?

Sanchikarah

SanChikarah

Stand in the pedestal of the room you found the SanChikarah on and read the book again.  

What do I do with the three SanChikarahs?

Take them to the blacksmith, and he will reforge them into one glowing piece, which you can activate to get to Shadow Yog. You do not need any gold ore for this, but as of v0.3.0 and in all later versions, you have to have first done the blacksmith's quest (defeat a bat or mine 15 pieces of ore) and collected your reward from him (getting the offer to have an item reforged, actually reforging an item is not necessary though) before he will reforge the SanChikarah.

End Objectives - Completing the Game

As in the original PD, you can end the game immediately after killing Yog-Dzewa and obtaining the Amulet of Yendor at floor 26, by choosing its "Let's call it a day" option, or go back to floor 1 and ascend to the surface for the Happy Ending badge.

If you do that in Sprouted PD though, you will have missed almost half of the remaining game depths. After teleporting to the Shadow Yogs depth and defeating all of them, the last one will drop a Journal page, that will make the Dolyahaven depths available. In the final Dolyahaven depth, after defeating Stone Otiluke and most or all of the floor enemies, the hero will obtain the Palantir, which will allow the hero to teleport to the Zot floor, who is the final game boss. After defeating Zot, the hero will be able to meet the finally rescued Otiluke in Dolyahaven, receive a Pudding Cup from him, and complete the game fully.

Tips and Tricks: XarxD's Non-Daily Tips of the Day

  1. Gone Fishing
  2. Dew, or Dew Not
  3. Grave Robbing for Fun and Profit
  4. Water Wisely
  5. Key Facts
  6. Key Facts, part 2
  7. The Best Defense...
  8. Just A Phase
  9. The Goo: A Boss Guide
  10. The Tengu and the DM-300: Boss Guides
  11. The Dwarf King: A Boss Guide
  12. Yog-Dzewa: A Boss Guide

Mods of Sprouted PD

Sprouted has inspired three different mods so far, each having their unique characteristics:

  • Deistic Pixel Dungeon: Fork in indefinite hiatus, based on version 3.5 of Sprouted and made by reddit user AverageMormonGamer. Due to its base on a previous version, it does not include Otiluke's Journal or the Dolyahaven floors, but it features some new elements, the most important of which are the introduction of races and also race subclasses (Human Demolitionist & Mercenary, Dwarf Warlock & Monk, Red & Blue Wraith, Gnoll Shaman & Brute) and race specific artifacts (Human Communication Relay, Dwarf Chains of Ares, Wraithmetal Amulet, Gnoll Wooden Effigy).
  • Easier Sprouted Pixel Dungeon: Completed fork made by reddit user g2159687. It features some new interesting mechanics and items but its most important differences from Sprouted are a) that the game can range from just a little easier by not choosing any of the 11 "Easier" settings in the main menu, to extremely easier by choosing all 11 of them, and b) that all the Dolyahaven Mines bugs of Sprouted are fixed.
  • SPecial Surprise Pixel Dungeon: Fork in active and constant development, made by reddit user hmdzl001, with a whole lot of new elements (one could say that it is a total rework and reboot of Sprouted, rather than just a mod of it), some of them borrowed also from other mods. Its most innovative elements are the introduction of new functions in the Dew Vial, a new class with its subclasses, the Performer, a cooking system with almost 40 recipes added, a complete rework of weapon and armor attributes (also with more than 50 new weapon & armor items added), the addition of almost 40 NPCs in Dolya Town (formerly Dolyahaven), with also the complete removal of Dolyahaven mines.