Important note: Until recently this mod was suffering from some rather serious game-crashing bugs, which were unavoidable. Nevertheless, the version you can now download from this page's infobox has these previous game-crashing bugs fixed, as the mod's developer has taken care of them, and the game can be completed wthout any problem.
|Survival Pixel Dungeon|
|#80 Released mod|
It is also heavily inspired by the PS4 game Bloodborne by FromSoftware and by "The Mound" short novel by H.P. Lovecraft. Lore is implied in the items' and characters' game descriptions (a feature of the Soulsborne games, also by FromSoftware) and is displayed as well in most of the game’s dialogues of the hero with NPCs.
Survival PD has fairly larger depths in comparison to Overgrown PD. Unlike Original PD and other mods, Survival PD isn't a race against time before resources run out. This mod slows everything down and players can have more time grinding for the best possible gear while unraveling its lore.
Overgrown PD's page curently describes both versions 0.0.2a and 0.0.3 of it, but because Survival PD was based on the directly previous version than 0.0.2a (on plain 0.0.2 without a), some secondary details are different between the versions of the parent and the child mod, and so you should better rely only on this page for the features of Survival PD (note also that because some details are different, there are some repetitions and a big amount of overlap between this and Overgrown PD's wiki pages). Its base on an older version of Overgrown PD makes this mod also missing a lot of recent developments in Shattered PD, mostly in the field of new enemy additions and changes in familliar enemies in v.0.8.0, as anything added to Shattered PD after v. 0.7.1 was missing from Overgrown PD v.0.0.2 and as a consequence is also missing from current Survival PD. There is no changelog available in Survival PD for its original features, so all the information of this page is derived from the game's github, in-game observations and the developer's comments in this page.
It should be also noted that assigning Survival PD to v.0.7.1 of Shattered PD is not explicitly stated in-game, but it becomes very evident by in-game clues: the general mechanic of alchemy and the huntress class appear in their reworked version (changes that happened in version 0.7.1 of Shattered PD), but the Frigid, Frost Fire, Wicked brews and the elixirs of Restoration and Vitality still exist, alchemical recipes still require identified items, and identifying equipped items just needs time/uses and not gaining XP (changes all of version 0.7.2 of Shattered PD).
Alchemy a: Plant based Edit
Here is an image catalogue of all the available seeds of Overgrown PD v.0.0.2a, which is also displayed in its page. Familiar seeds from Shattered PD are displayed at first and then the new seeds follow. Following the 0.0.2 version of Overgrown PD 24 new Plants with their corresponding Seeds have been added in Survival PD to those of Shattered PD:
|1st column||2nd column||3rd column|
|Aprico Bush||Blackhole Flower||Butter Lion|
|Chandelier tail||Chilli Snapper||Crimson Pepper|
|Firefox Glove||Frost Corn||Muscle Moss|
|Nightshade Onion||Parasite Shrub||Snow Hedge|
|Steam Weed||Sun Bloom||Tomato Bush|
|Water Weed||Willow Cane||Wither Fennel|
|Grass Lilly||Kiwi Vetch||Peanut Petal|
|Rose||Sun Carnivore||Venus Flytrap|
Note that seeds in Survival PD have the familiar elliptical sprite of Original PD, like it used to be happening also in Overgrown PD v.0.0.2, and not the herb-like sprites of the more recent Overgrown PD v.0.0.3. The very recent addition of Golden Lotus in Shattered PD is obviously missing from Survival PD.
The Blandfruit, Dewcatcher and Seed Pod seeds are located at the end of the image catalogue because the plants exist in current Shattered PD but their seeds don't, so they belong to an intermediate group. Be careful not to confuse seeds with almost identical color hues, especially Blandfruit - Fadelead, Parasite Shrub - Venus Fytrap, Starflower - Blackhole Flower, and Swiftthistle - Sun Bloom. Fortunately every plant has a totally different sprite and can't be confused easily.
Plants - Seeds - Blandfruits Edit
A) All plants found in the dungeon might become living when trampled and then they will attack the hero, applying in some cases but not in all with their attacks the effect that they have when trampled as a debuff on hit, and after getting defeated they often drop their seed (rarely they do that even twice, first after stepped on, and second after getting defeated). Those planted by the hero can also come to life (a basic difference of Overgrown PD v.0.0.2 from v.0.0.3). The hero is always the first target for them, and they attack other enemies only when they get trampled and the hero is not around/noticed. Fighting living plants has all the features of fighting other enemies of the game, so they can get debuffed by enchanted weapons, lose sight of the hero when he/she is invisible or in stealth mode etc. They are also rather evasive and quick in attack and movement, while their evasion scales up with dungeon depth, but not their HP which is always low. They deal very low damage with their plain melee attacks, never have a ranged attack, and in the few cases that they deal considerable damage, they do that only with their plant-specific debuff. Plants that poison, when they have something thrown on them, alternatively spawn a hostile grass lasher instead of getting awakened. Lastly, there is a rather small chance that the awakened plant won't notice the hero or any other character: in this case, it will start running around aimlessly and after a few turns it will fall asleep again. All that having been said, equally often plants don't wake up, and stepping on the Sorrowmoss plant just poisons, stepping on the Sungrass plant just heals etc. in the familiar manner of Original PD. Note that stepped on asleep plants always apply their effect but also have a chance to drop their seed.
B) Enemies trampling a harmful plant get also its debuff. With beneficial or neutral (neither directly harmful nor directly beneficial) plants they don't get any effect, but by trampling it they create a water tile instead. Related with this is the distinction that the game makes between dumb and clever enemies: apart from their other differences, dumb enemies step on harmful plants, but clever enemies only on beneficial or neutral.
C) Melee weapons can get poisoned with seeds, and in this case for 5 hits they apply the same effect with the equivalent tipped darts, but when an effect is beneficial the weapon does not apply it to enemies, and because allies can't be hit with melee weapons, the seed gets wasted this way. Be careful because poisoning a weapon with some seeds can be uncomfortable or even harmful to the hero, with the most notable example being the Water Weed seed which will often generate water tiles with piranhas next to the enemy and so also next to the hero.
D) The effects for the Warden are the same with Shattered PD for the familiar plants, and for the vast majority of the new plants there are no different effects than the regular effect for the rest of the hero subclasses (the only exception is the Frost Corn plant which grants the Imbued with Frost buff to wardens).
E) Some of the new plants when they are used for brewing potions produce a potion with a similar effect to them when they are trampled, but some other plants produce a potion with a totally or mostly irrelevant effect, for example the Venus Flytrap when trampled applies caustic ooze and causes vertigo but its associated potion of Secretion heals and causes vertigo, so for the new plants and potions generally you will have to learn their associations and effects and not assume that the potion's effect will be the same with that of the plant when trampled. Unfortunately the new seed - potion assiociations have not been included in the in-game alchemical guide, but the new potions along with the game decriptions of their effects have, and you will find them in the Exotic Potions in-game catalogue, the regular potions on the left, and the exotic potions on the right. Like in Shattered PD the cooked blandfruits of the new plants have the same effects with their associated potion when consumed and when thrown.
F) Familar plants and seeds from Shattered PD spawn much more often than the new seeds, with the only exceptions of the Blandfruit, Rotberry and Starflower seeds, which retain their uniqueness / rarity from current or older Shattered PD. That means that unless the hero farms plants and seeds with an upgraded wand of Regrowth and the Greaves of Nature artifact equipped, he/she might not get some of the game's new seeds even once in a complete run, and will encounter some of the new plants very rarely, just once or twice in a complete run.
The old and new plants are:
- Familiar from Shattered PD (only the differences from Shattered PD are mentioned):
- Blandfruit bush (living plant's attacks apply no effect, it drops rarely its seed but this is useless in alchemy, as it has no associated potion or cooked blandfruit and does not tip darts, so its only actual use is to get planted for a blandfruit)
- Blindweed (living plant's attacks' proc blinds)
- Dewcatcher (brews Blood Vials a - healing potions renamed, cooks Sunfruits, tips Dew darts, living plant's attacks apply no effect)
- Dreamfoil (living plant's attacks apply no effect)
- Earthroot (living plant's attacks' proc roots)
- Fadeleaf (living plant's attacks' proc teleports)
- Firebloom (living plant's attacks' proc ignites)
- Icecap (living plant's attacks' proc freezes)
- Rotberry (is already a living plant, same with Shattered PD)
- Seed Pod (living plant's attacks apply no effect, brews potions of Plants, cooks Faunafruits, tips Seed Chaos darts, also Grass Lilly seeds produce this dart type)
- Sorrowmoss (living plant's attacks' proc poisons)
- Starflower (living plant's attacks apply no effect)
- Stormvine (living plant's attacks' proc causes vertigo)
- Sungrass (living plant's attacks apply no effect)
- Swiftthistle (its Time Bubble buff is different than that of current Shattered PD, as moving also cancels it, in addition to attacking or using magic, so it practically only allows the consumption of items without a cost in turns).
- Aprico Bush: Heals a moderate amount of HP and satisfies a little hunger. Living plant's attacks' proc heals. Brews potions of Health and cooks Healthfruits, tips Health darts.
- Blackhole Flower: Teleports to the entrance of the previous depth and occasionally deals some damage by doing that (it has the same limitations with the scroll of Teleportation). Living plant's attacks' proc teleports in the same way. Brews potions of Teleportation and cooks Teleportfruits, tips Teleporting darts.
- Butter Lion: deals Avalanche damage to the hero and all neighboring characters which seems to be increasing with the hero's level and not with depth. Living plant's attacks' proc causes avalanch damage. Brews potions of Eruption and cooks Earthquakeruits, tips Earthquake darts.
- Chandellier Tail: causes the Glowing debuff, making the character visible from everywhere on the depth (for the hero this effect is similar to reading a scroll of Rage, as many enemies get attracted to him/her but without them being amoked). Note that although it seems reasonable, the Glowing debuff is not combined with the Illuminated buff, and so it has no positive side effect at all. Living plant's attacks' proc causes the same debuff. Brews potions of Glowing and cooks Glowingfruits, tips Tracking darts.
- Chilli Snapper: Ignites, with a big Fire blob that lasts for 1 turn. Living plant's attacks proc ignites but with no blob. Brews potions of Light and cooks Lightfruits, tips Heat darts (the name choices inherited from Overgrown PD can lead to some confusion with the plant below, but the names are displayed accurately).
- Crimson Pepper: causes the Dehydrated debuff which slows. Living plant's attacks' proc dehydrates. Brews potions of Heat and cooks Heatfruits, tips Spicy darts (the name choices inherited from Overgrown PD can lead to some confusion with the plant above, but the names are displayed accurately).
- Firefox Glove: ignites and might cause a Fire explosion with a 3X3 fire blob. Living plant's attacks' proc ignites with no explosion or blob. Brews potions of Fire Storm and cooks Firestormfruits, tips Firefox darts.
- Frost Corn: Freezes. Living plant's attacks' proc freezes. Brews potions of Ice and cooks Icefruits, tips Freezing darts. Imbued with Frost buff for Warden.
- Grass Lilly: Mimics other plants' effects. Living plant's attacks mimic other plants attacks. Brews potions of Plants and cooks Faunafruits, tips Seed Chaos darts (Seed Pod seeds also produce the same dart).
- Kiwivetch: grows high Grass around it and Roots. Living plant's attacks' proc roots. Brews potions of Regrowth and cooks Regrowthfruits, tips Rooting darts.
- Muscle Moss: Knocks Back and will also Stun if the character knocks on a wall. Living plant's attacks' proc knocks back. Brews potions of Muscle and cooks Musclefruits, tips Pushing darts.
- Nightshade Onion: creates Smoke Screen (darkness) gas blob that limits vision. Living plant's attacks' proc blinds. Brews potions of Darkness and cooks Darkruits, tips Smoking darts.
- Parasite Shrub: causes the Infested debuff, which applies the Caustic Ooze debuff after 4 turns pass. Living plant's attacks' proc applies the same debuff. Brews potions of Spores and cooks Sporesfruits, tips Parasitic darts.
- Peanut Petal: drops a Peanut food item that satifies half hunger. Living plant's attacks' proc applies the Mark of the Nut buff/debuff that increases accuracy but decreases speed (the sleeping plant when it drops something it is always a peanut, while the defeated living plant occasionally drops a seed and never a peanut). Brews potions of Food and cooks Foodfruits, tips Peanut Mark darts.
- Rose: heals the hero fully. The living plant's attacks' proc heals. Brews potions of Spirit and cooks Spiritfruits, tips Wraith darts.
- Snow Hedge: causes various Disease debuffs randomly (AIDS - DoT, Black Death - slowness & lower accuracy and evasion, Cholera/ Polio - paralysis randomly, Cordyceps/ Rabies - vertigo randomly, Ebola/ Influenza/ Herpes/ Leprosy/ Ligma/ Malaria/ Small Pox - slowness, Narcolepsy - puts to sleep randomly, Slow Fever/ Spanish Flu - lower accuracy and evasion) all for 1,000 turns, so don't step on it, but searching in bookshelves might display a cure in the combination of two seeds when the hero searches while being ill, and also all diseases get cured by drinking any potion that causes Healing or stepping into a well of Health. Specifically in Survival PD it seems to cause more often the Ebola disease. Note that stepping on the plant again while a disease debuff is active applies a second disease, and does't just renew the active disease debuff. Living plant's attacks' proc causes the same disease debuffs randomly. Brews potions of Disease and cooks Illfruits, tips Disease darts.
- Steam Weed: creates a Storm Cloud blob that turns a 9X9 area into water tiles. Living plant's attacks' proc causes the same debuff. Brews potions of Steam and cooks Steamfruits, tips Steam darts.
- Sunbloom: causes Weakness and Blindness. Living plant's attacks have the same effect. Brews potions of Sunlight and cooks Sunlightfruits, tips Sun darts (note that this and the plant just below share the same alchemical products with the only exception of tipped darts).
- Sun Carnivore: causes Herbal Armor and Herbal Healing, while it Corrupts and Heals enemies that step on it. Living plant's attacks' proc heals. Brews potions of Sunlight and cooks Sunlightfruits, tips Corruption darts (note that this and the plant just above share the same alchemical products with the only exception of tipped darts).
- Tomato Bush: rather strong tomato explosion but with small 3X3 radius. Living plant's attacks' proc deals explosive damage. Brews potions of Explosion and cooks Explosionfruits, tips Tomato darts.
- Venus Flytrap: applies Caustic Ooze and causes Vertigo. Living plant's attacks' proc has the same effect. Brews potions of Secretion and cooks Secretionfruits, tips Confusing darts.
- Water Weed: creates Water tiles in a 3X3 area around its tile, sometimes with giant piranhas spawned inside. Living plant's attacks have no extra effect. Brews potions of Rain and cooks Rainfruits, tips Water darts. Don't poison your melee weapon with this seed, because you weapon will be spawning very often piranhas around the enemy and so also around the hero.
- Willow Cane: causes Slowness. Living plant's attacks' proc slows. Brews potions of Time and cooks Timefruits, tips Slowness darts.
- Wither Fennel: causes the Wither debuff, which decreases damage against enemies. Living plant's attacks' proc causes the same debuff. Brews potions of Power and cooks Powerfruits. tips Wither darts.
Keep in mind that all plants have a working effect when stepped on, but Swiftthistle's Time Bubble buff is different than that of current Shattered PD, as moving also cancels it, in addition to attacking or using magic, so it practically only allows the consumption of items without a cost in turns.
Potions, Brews & Elixirs Edit
Note that a new cooking mechanic has also been added as an original feature to Survival PD (see Cooking section below), but alchemy pots are useless for this mechanic and so it is not related with Alchemy at all, but stewed meat and meat pies still get prepared in alchemy pots like they do in Shattered PD.
Regular potions Edit
All the regular potions from Shatttered PD along with their recipes remain, one is just renamed:
- Experience (also increases sanity by +1), Frost, Haste, Healing (renamed to Blood Vial [a] with the extra difference that it decreases sanity by -3), Invisibility, Levitation, Liquid Flame, Mind Vision (also decreases sanity by -1), Paralytic Gas, Purity, Strength (also increases sanity by +1), Toxic Gas. The blandfruit equivalents of the potions that either decrease or increase sanity (Fadefruit, Rotfruit, Sunfruit, Starfruit) do that as well when eaten.
Have in mind that the Blood Vial a - potion of Healing renamed is always a red liquid and is always pre-identified for all classes, as it displays its name when it is first picked/examined, although before it gets drunk for the first time it still has the pink hue of unidentified consumables. Also, a totally new potion has been recently added in Survival PD, named Sedative. It is also always a red liquid and is somewhat pre-identified as well, as it is only sold in Doctor Io's shop in packs of 3 bottles (and not of 5 like the Blood Vials) and has a "No text found" name, being the only potion-like item that has its name missing while still unidentified and not a random color name. Its purpose is mostly to increase the hero's sanity by +10 but also heals a bit. It can't be brewed/used in any alchemical recipe, altghough it shares the same color and red cross symbol with Blood Vial a (potion of Healing renamed).
The Oil Urn is also a potion-like item, an always grey liquid in a regular potion bottle which can get frozen and shatter, also with its name already displayed, but it has mostly a different purpose than potions have, which is described in the Light section below, and can't be brewed/used in any alchemical recipe.
The new potions of Survival PD are almost the same in number with Overgrown PD's v.0.0.2, 24 vs. 23, with only one more added, the Sedatve potion. These are:
- [Blood Vial a (potion of Healing renamed) - red cross symbol: It is not a new potion obviously, but it is mentioned here because it shares its name with the potion just below and shares color and symbol with the Sedative potion later on, in order to avoid confusion: all three potions have a healing function, but are different in their specific effects. This blood vial is brewed with Sungrass seeds, its blandfruit equivalent is the Sunfruit, and has a red cross as symbol, like in Shattered PD. Its healing and curing effect is the same with that of Shattered PD but in Survival PD it also decreases sanity by -3. Expectedly it has no effect when thrown.]
- Blood Vial b (potion of Health) - green cross symbol: it has in-game the same name with the Blood Vial a above, but a green and not a red cross as symbol and its name in Survival PD's game code is potion of Health (its actual name in Overgrown PD), it also heals fully and cures debuffs, but it has two positive differences, that it satisfies half hunger (Blood Vial a has no effect on that) and does not decrease sanity like Blood Vial a does, so it is certainly a rarer but much better alternative. It gets brewed with Aprico Bush seeds. Blandfruit equivalent Healthfruit. Expectedly it has no effect when thrown.
- Darkness: creates a Smoke Screen gas blob with a rather big radius, that limits vision to all characters inside it. It gets brewed by Nightshade Onion seeds. Blandfruit equivalent Darkfruit.
- Disease: creates a Disease Gas blob with long duration that causes randomly various types of disease for 1,000 turns to all characters inside it (for the various types of diseases see Snow Hedge plant above). It gets brewed by Snow Hedge seeds. Blandfruit equivalent Illfruit.
- Eruption: strong Avalanche effect that also harms much the hero when drunk, so it should always get thrown (flying enemies are not affected when thrown). It gets brewed by Butter Lion seeds. Blandfruit equivalent Earthquakefruit.
- Explosion: strong tomato Explosion that can also harm the hero if close (in any case it should never get drunk), which is very similar to a plain bomb but stronger. It gets brewed with Tomato Bush seeds. Blandfruit equivalent Explosionfruit.
- Fire Storm: when drunk the hero emits once a fire cone with a 4 tiles range to the direction of visible enemies, when thrown it creates a 4X4 Fire Inferno blob with some duration that ignites all characters inside it. Be careful that when there are no visible enemies and the hero drinks it the burning debuff is applied to the hero, instead for example of granting an Imbued with Fire buff, or any other alternative beneficial effect. It gets brewed by Firefox Glove seeds. Blandfruit equivalent Firestormfruit.
- Food: when drunk satisfies hunger fully and gives also a very short regeneration effect, but expectedly has no effect when thrown. It gets brewed by Peanut Petal seeds. Blandfruit equivalent Foodfruit.
- Glowing: when drunk it causes the Glowing debuff for 7 turns, which makes the hero visible from everywhere on the depth (when the hero drinks it it is basically a potion version of the scroll of Rage, because it attracts enemies from around the depth, but without getting them Amoked). It has no effect when thrown at enemies. Note that although it seems reasonable, the Glowing debuff is not combined with the Illuminated buff, and so it has no positive side effect for the hero at all. It gets brewed by Chandelier Tail seeds. Blandfruit equivalent Glowingfruit.
- Heat: when drunk causes an Imbued with Fire-like buff for 25 turns which either Ignites or causes to immune targets Dehydration (slowness), but applies only the Dehydrated debuff when thrown at an enemy (it also creates a permanent dehydration tile that continues to apply the effect to characters that step on it). It gets brewed by Crimson Pepper seeds. Blandfruit equivalent Heatfruit.
- Ice: creates an Ice Gas blob with a 5X5 radius that Chills and potentially Freezes, and the effect remains permanently in a 3X3 area. It gets brewed by Frost Corn seeds. Blandfruit equivalent Frostfruit.
- Light: when drunk grants the Illuminated buff for 300 turns, but when thrown does not light an area and has no effect in general. It gets brewed by Chilli Snapper seeds. Blandfruit equivalent Lightfruit.
- Muscle: when drunk knocks back the hero to a random direction, but it has no effect to enemies when thrown (it also might not work at all when the hero is next to a chasm and the random knocking would be into the chasm). It gets brewed by Muscle Moss seeds. Blandfruit equivalent Musclefruit.
- Plants: causes a Regrowth effect with a high chance of plants to spawn as well in a 3X3 area, either around the hero when drunk or at the tile it was thrown. It gets brewed by both Grass Lilly and Seed Pod seeds. Blandfruit equivalent Faunafruit.
- Power: when drunk gives regeneration with medium duration and also the temporary Strength Boost buff (+1 Strength) for 100 turns, but which is followed by the Exhaustion debuff (-1 Strength) for 50 turns when the buff ends (expectedly it has no effect when thrown). It gets brewed by Wither Fennel seeds. Blandfruit equivalent Powerfruit.
- Rain: creates a Rain Cloud blob with a 10X10 radius that creates water tiles around the hero or target tile in all of its area of effect. It gets brewed by Water Weed seeds. Blandfruit equivalent Rainfruit.
- Regrowth: causes a regrowth effect in a 3X3 area around the hero or target tile but without plants spawning as well. It gets brewed by Kiwi Vetch seeds. Blandfruit equivalent Regrowthfruit.
- Secretion: when drunk causes Regeneration with medium duration but also Vertigo for 10 turns (expectedly it has no effect when thrown). It gets brewed by Venus Flytrap seeds. Blandfruit equivalent Secretionfruit.
- Sedative - red cross symbol: It is a very recent addition in Survival PD and it does not exist in Overgrown PD. It shares the stable color red for its liquid and the red cross symbol with Blood Vial a (potion of Healing renamed), but has a somewhat different effect from the Blood Vial, as its specific function is to heal a bit but mostly to increase the hero's Sanity by +10. It is somewhat pre-identified like the Blood Vial as well, as it is only sold in Doctor Io's shop in packs of 3 bottles (and not of 5 like the Blood Vials) and has a "No text found!" name while still unidentified, being the only potion-like item that has its name missing and not a random color name while still unidentified. It can't be brewed in an alchemy pot, it can't brew an exotic potion of Shielding or an elixir of Beast like the same in appearance Blood Vial a can, is never found as loot in the dungeon, and only 15 bottles of Sedatives are available in each run (5 packs with 3 potions each), sold exclusively in Doctor Io's shop on depth 1 for 1,000 gold the pack. Expectedly it has no effect when thrown.
- Spirit: spawns a pinkish Friendly Wraith ally either next ot the hero or at the tile it is thrown, which wraith is very evasive but despawns after a while and also doesn't follow the hero to other depths. It gets brewed by Rose seeds. Blandfruit equivalent Spiritfruit.
- Spores: creates a Spores blob with a big radius and rather long duration that causes the Infested debuff, which after the passing of some turns applies the Caustic Ooze debuff. It gets brewed by Parasite Shrub seeds. Blandfruit equivalent Sporesfruit.
- Steam: creates a Steam Gas blob with a 10X10 radius that causes long lasting Levitation and Vertigo to all characters inside but does not create water tiles. It gets brewed by Steam Weed seeds. Blandfruit equivalent Steamfruit.
- Sunlight: when thrown creates a Sunlight blob with short duration that gives a long Regeneration buff to all characters inside it, when drunk it applies this effect only to the hero and gives the Illuminated buff for 300 turns. It gets brewed by both Sunbloom & Sun Carnivore seeds. Blandfruit equivalent Sunlightfruit.
- Teleportation: when drunk it teleports like a scroll of Teleportation, but does not teleport the target when thrown. It gets brewed with Blackhole Flower seeds. Blandfruit equivalent Teleportfruit.
- Time: when drunk causes the Time Bubble buff like stepping on a Swiftthistle plant (this buff is different than that of current Shattered PD, as moving also cancels it, in addition to attacking or using magic, so it practically only allows the consumption of items without a cost in turns). It has no effect when thrown. Blandfruit equivalent Timefruit.
Exotic potions Edit
Also the exotic potions of Shattered PD v.0.7.1 have all been kept:
- Adrenaline Surge, Cleansing, Corrosive Gas, Dragon's Breath, Earthen Armor, Holy Furor, Magical Sight, Shielding (gets brewed with a Blood Vial a, which has replaced the potion of Healing), Shrouding Fog, Snap Freeze, Stamina, Storm Clouds.
The new exotic variants of Survival PD are almost equal in number with the new regular potions, because the Sedative potion has no exotic variant, so 23 exotic potions have been added as well (the potion of Mutation has no effect assigned to it, so the potions actually planned to be working are 22, neverteless in addition to that 5 of the new exotic potions are more or less bugged, which leaves us with just 17 properly functioning exotic potions). All exotic potions are brewed with a regular potion + two random seeds like in Shattered PD.
Many of the new potions when they are used for brewing their exotic equivalent produce a potion with a similar effect to the regular potion's, but a few other potions produce an exotic potion with a totallly or mostly irrelevant effect, for example the potion of Regrowth causes a mild regrowth effect but its associated exotic potion of Nature spawns a lasher ally, so for a few of them you will have to consult the in-game catalogue that includes all exotic potions, familiar and new, and not assume the exotic potion's effect from the regular potion.
- Biomass: causes a Regrowth effect with a 100% chance of plants to spawn in a 3X3 area, either around the hero or at the tile it was thrown. It gets brewed with a potion of Plants.
- Blizzard: it also creates an Ice Gas blob with a 5X5 radius that Chills and potentially Freezes like the regular potion, but when thrown at an enemy it also causes Weakness for 3,500 turns and Slowness for 800 turns. It doesn't leave a permanent area of effect like the regular potion. It gets brewed with a potion of Ice.
- Cataclysm: creates a very strong Fire chain explosion with a 7X7 radius that its fire lasts for many turns. It gets brewed with a potion of Explosion.
- Earthquake: it is supposed to cause an even stronger Avalanche effect with more damage than the regular potion's, but don't brew it because it always crashes the game when both drunk and thrown. It gets brewed with a potion of Eruption.
- Eternal Darkness: when drunk all visible enemies are Blinded for a short while, when thrown it has no effect. It gets brewed with a potion of Darkness.
- Fasting: it gives a long lasting Fasting buff that restores constantly health and Intelligenge, but only if the hero remains starving (this is the healing buff with the longest duration in the game, as long as the hero avoids eating, but if he/she eats the buff immediately fades away). Expectedly it has no effect when thrown. It gets brewed with a potion of Food.
- Hell Storm: strong explosion at the tile where it is thrown along with a Fire Inferno blob with a huge radius and long duration (drinking it causes the same effect and the hero doesn't emit a bigger fire cone like with the associated regular potion, so avoid drinking it). It gets brewed with a potion of Fire Storm.
- Hot Steam: creates a Steam Gas blob with a 10X10 radius that causes long lasting Dehydration, Levitation and Vertigo to all characters inside it but does not create water tiles. It gets brewed with a potion of Steam.
- Infernal Heat: It gets brewed with a potion of Heat but has exactly the same effects for the same duration with the regular potion, so there in not much point in brewing it.
- Inner Glow: causes Mind Vision for 40 turns but also the Glowing debuff for 7 turns (don't get confused by the potion's symbol which is identical to that of the scroll of Magic Mapping, this potion doesn't map depths). It has no effect when thrown. Note that although it seems reasonable, the Glowing debuff is not combined with the Illuminated buff. It gets brewed with a potion of Glowing.
- Mutation: it is supposed to cause mutations but the game description warns with capitals that this feature is not available and that it is better to not brew/drink this potion. Despite this emphasized warning the potion does not crash the game or cause any other serious problem and just has no effect, but there is still no point in brewing it. It gets brewed with a potion of Spores.
- Nature: when thrown it spawns a friendly to the hero Lasher, but when drunk a seed just gets dropped (the lasher is also rather weak, so better not brew it in general). It gets brewed with a potion of Regrowth.
- Numbness: gives a very strong Shielding buff that protects from all direct damage (but not from debuffs, they just last less) with 30 charges but also Vertigo for 10 turns. It gets brewed with a potion of Secretion.
- Rain Storm: Heavy Storm Cloud blob with a 10X10 radius that slows every character inside it. It gets brewed with a potion of Rain.
- Retribution: light flash explosion with effects identical to the scroll of Retribution (weakness and bllindness to hero, some damage to enemies). It gets brewed with a potion of Light.
- Space: when drunk causes the Imbued with Space Powers buff for 50 turns that teleports away enemies with melee hits and also makes the hero immune to teleporting, when thrown it creates a Teleporting Gas blob that teleports all characters inside it. It gets brewed with a potion of Teleportation.
- Super Bug: creates a Disease Gas blob with long duration that causes randomly various types of disease for 1,000 turns to all characters inside it and also Paralyzes (the hero gets the same Disease debuff when inside the blob but does not get paralyzed). It gets brewed with a potion of Disease.
- Super Health: heals fully and satisfies hunger fully while it also does not decrease sanity. Expectedly it has no effect when thrown. It gets brewed with a Blood Vial b (potion of Health).
- Super Power: gives regeneration with medium duration and also the Strength Boost buff (+1 Strength) for 25 turns, but which is followed by the Exhaustion debuff (-1 Strength) for 50 turns when the debuff ends. Expectedly it has no effect when thrown. This potion is practically bugged, because its buff lasts for 1/4 of the duration of the regular potion, but its debuff lasts as long as the regular potion's, so there is no point in brewing it. It gets brewed with a potion of Power.
- Super Strength: gives the Super Strength buff for 100 turns that knocks back enemies to a long distance with each hit by the hero, similarly to a highly upgraded wand of Blast Wave. It has no effect when thrown. It gets brewed with a potion of Muscle.
- Time Stop: causes the Time Stop wihich is a stronger variant of the Time Bubble buff (this buff is different than that of current Shattered PD, as moving also cancels it, in addition to attacking or using magic, so it practically only allows the consumption of items without a cost in turns). It has no effect when thrown. It gets brewed with a potion of Time.
- Torment: it is supposed to insta-kill all enemies in sight with the exception of wraiths, but don't brew it because it crashes the game when drunk and has no effect when thrown. It gets brewed with a potion of Spirit.
- Ultra Violet Light: when thrown it creates an Unfiltered Sunlight blob with short duration that Blinds any character inside it, when drunk it gives the Illuminated buff for 300 turns like the regular potion but its regeneration effect has double duration. It gets brewed with a potion of Sunlight. Blandfruit equivalent Ultrafruit.
The current brews of Shattered PD remain but there are three more available:
- Familiar from Shattered PD: Blizzard, Caustic, Infernal, Shocking
- Frigid: it combines the effects of Ice Gas and of Storm Cloud blobs, creating at the same time a 9X9 area of water tiles and chilling/potentially freezing enemies in its area of effect. It is brewed with a potion of Frost + Storm Clouds, energy 2.
- Frost Fire: its name is a bit inaccurate because there is no freezing involved in its effects, but only in its recipe, it creates a Fire blob with 3X3 radius that also roots characters inside it for 10 turns. It is brewed with a potion of Snap Freeze + Liquid Flame, energy 8.
- Wicked: it creates both Paralytic & Toxic Gas blobs in a 9X9 area and is brewed with their regular potions, energy 1.
Note that these three extra brews have existed also in Shattered PD until v.0.7.1 but were subsequently removed, so their recipes are useful to be getting displayed here because they are a part of the game, but are not original additions of Survival PD or Overgrown PD.
Most of the current elixirs of Shattered PD remain but there are two more available and one is changed:
- Familiar from Shattered PD: Aquatic Rejuvanation, Dragon's Blood, Honeyed Healing, Icy Touch, Toxic Essence
- Beast: it is an adaptation of the elixir of Might from Shattered PD and it adds +1 Strength and +5 max HP both permanently (the added HP do not fade away like in Shattered PD). Expectedly it has no effect when thrown. It gets brewed with a Blood Vial (a) + a potion of Strength, energy 10.
- Restoration: it combines the effects of healing and cleansing, it cures most debuffs, gives regeneration with medium duration and satisfies hunger fully. Expectedly it has no effect when thrown. It gets brewed with a Blood Vial (a) + a potion of Cleansing, energy 1.
- Vitality: it combines the effects of healing and shielding, it gives regeneration with medium duration and the Barrier buff which is shielding against all physical damage (but not some debuffs, they just last less) with 20 charges. Expectedly it has no effect when thrown. It gets brewed with a Blood Vial (a) + a potion of Shielding, energy 2.
Like the extra brews previously, the elixirs of Restoration and Vitality have also existed in Shattered PD until v.0.7.1 but were subsequently removed, so their recipes again are useful to be getting displayed here but are not original additions of Survival PD or Overgrown PD.
Because of the base on version 0.7.1 of Shattered PD, potions still need to get first identified to become suitable for new combinations and brew exotic potions, brews and elixirs.
Tipped darts Edit
Shattered PD's tipped darts remain and some new types have been added (25), following the plants and potion additions. Like with the potions before, the effect of a plant when trampled is not always the effect of the tipped dart (for example the dart tipped with Sun Carnivore corrupts and does not heal), so for a few of them you will have to consult the in-game catalogue that includes all tipped darts, familiar and new, and not assume the dart's effect from the plant. Unless a tipped dart is upgraded and so its durability is strengthended, the effect of all tipped darts lasts only for 1 use. Also have in mind that Survival PD follows the older version of Shattered PD's alchemy and darts still need an alchemy pot to get tipped, but tipping them doesn't consume alchemical energy at all.
- Shattered PD: Adrenaline, Blinding, Chilling, Displacing, Healing, Holy, Incendiary, Paralytic, Poison, Rot, Shocking, Sleep
- Confusing dart: causes Vertigo to the target. Gets tipped with Venus Flytrap seeds.
- Corruption dart: Corrupts the target. Gets tipped with Sun Carnivore seeds.
- Dew dart: target drops Dew. Gets tipped with Dewcatcher seeds.
- Disease dart: causes the Disease debuff for 1,000 turns. Gets tipped with Snow Hedge seeds.
- Earthquake dart: creates an Avalanche at the target's tile. Gets tipped with Butter Lion seeds.
- Firefox dart: Ignites the target like stepping on a Firefox Glove plant (it is basically a doppelganger of the Incendiary dart). Gets tipped with Firefox Glove seeds.
- Freezing dart: Freezes the target (it is basically a doppelganger of the Chilling dart). Gets tipped with Frost Corn seeds.
- Health dart: Heals the target ((it is basically a doppelganger of the Healing dart, so also suitable for alies). Gets tipped with Aprico Bush seeds.
- Heat dart: Ignites like if the target had stepped on a Chilli Snapper plant (it is basically a doppelganger of the Incendiary dart). Gets tipped with Chilli Snapper seeds.
- Parasitic dart: causes the Parasitic Infection debuff to the target, which applies Caustic Ooze after some turns pass. Gets tipped with Parasite Shrub seeds.
- Peanut Mark dart: applies the Peanut Mark buff/debuff to the target, which increases accuracy but decreases speed (suitable for allies). Gets tipped with Peanut Petal seeds.
- Pushing dart: Knocks Back the target. Gets tipped with Muscle Moss seeds.
- Rooting dart: Roots the target. Gets tipped with Kiwi Vetch seeds.
- Seed Chaos dart: applies randomly any other dart's effect. Gets tipped with Grass Lilly and Seed Pod seeds.
- Slowness dart: Slows the target. Gets tipped with Willow Cane seeds.
- Smoking dart: creates a Smoke Screen blob around the target, which decreases vision. Gets tipped with Nightshade Onion seeds.
- Spicy dart: causes the Dehydrated debuff to the target which slows. Gets tipped with Crimsom Pepper seeds.
- Storm dart: causes the Steam effect to the target with levitation, dehydration and vertigo. Gets tipped with Steam Weed seeds.
- Sun dart: Weakens and Blinds the target. Gets tipped with Sunbloom seeds.
- Teleporting dart: Teleports the target away. Gets tipped with Blakhole Flower seeds.
- Tomato dart: Explodes on the target, similarly to stepping on a Tomato Bush plant. Gets tipped with Tomato Bush seeds.
- Tracking dart: applies the Glowing debuff making the target visible from everywhere on the depth. Gets tipped with Chandelier Tail seeds.
- Water dart: creates Water tiles under the target, possible with giant piranhas inside. Gets tipped with Water Weed seeds.
- Wither dart: causes the Wither debuff to the target, which decreases damage against opponents. Gets tipped with Wither Fennel seeds.
- Wraith dart: spawns Wraith allies to the hero around the target. Gets tipped with Rose seeds.
The tipped darts with beneficial effects do not apply them to enemies but only to alles. Some darts have identical effects, so they are listed below:
- Freezing: Chilling dart, Freezing dart
- Healing: Health dart, Healing dart
- Igniting: Firefox dart, Heat dart, Incendiary dart
New Seed - Regular potion - Exotic potion - Blandfruit - Tipped dart associations table Edit
Note: The Sungrass seed is obviously not new, but it is displayed for comparison with the Aprico Bush and Dewcatcher.
|Seed||Regular potion||Exotic potion||Blandfruit||Tipped dart|
|Aprico Bush||Blood Vial b3||Super Health||Healthfruit||Health dart|
|Blackhole Flower||Teleportation||Space||Teleportfruit||Teleporting dart|
|Butter Lion||Eruption||Earthquake1||Earthquakefruit||Earthquake dart|
|Chandelier Tail||Glowing||Inner Glow||Glowingfruit||Tracking dart|
|Chilli Snapper||Light||Retribution||Lightfruit||Heat dart2|
|Crimson Pepper||Heat2||Infernal Heat2||Heatfruit2||Spicy dart|
|Dewcatcher||Blood Vial a3||Shielding3||Sunfruit3||Dew dart|
|Firefox Glove||Fire Storm||Hell Storm||Firestormfruit||Firefox dart|
|Frost Corn||Ice||Blizzard||Icefruit||Freezing dart|
|Grass Lilly||Plants||Biomass4||Faunafruit4||Seed Chaos dart4|
|Muscle Moss||Muscle||Super Strength||Musclefruit||Pushing dart|
|Nightshade Onion||Darkness||Eternal Darkness||Darkfruit||Smoking dart|
|Parasite Shrub||Spores||Mutation1||Sporesfruit||Parasitic dart|
|Peanut Petal||Food||Fasting||Foodfruit||Peanut Mark dart|
|Seed Pod||Plants4||Biomass4||Faunafruit4||Seed Chaos dart4|
|Snowhedge||Disease||Super Bug||Illfruit||Disease dart|
|Steam weed||Steam||Hot Steam||Steamfruit||Storm dart|
|Sun Bloom||Sunlight3||Ultra Violet Light3||Sunlightfruit3||Sun dart|
|Sun Carnivore||Sunlight3||Ultra Violet Light3||Sunlightfruit3||Corruption dart|
|Sungrass||Blood Vial a3||Shielding3||Sunfruit3||Healing dart|
|Tomato Bush||Explosion||Cataclysm||Explosionfruit||Tomato dart|
|Venus Flytrap||Secretion||Numbness||Secretionfruit||Confusing dart|
|Water Weed||Rain||Rain Storm||Rainfruit||Water dart|
|Willow Cane||Time||Time Stop||Timefruit||Slowness dart|
|Wither Fennel||Power||Super Power*||Powerfruit||Wither dart|
1 Potions that are game crashing, bugged, useless or worse than their regular potion equivalent. As a consequence of none of them being regular potions, all blandfruits work also fine.
2 Not a typo but a confusing naming decision by the game, the Chilli Snapper plant tips Heat darts, while the Crimson Pepper plant brews regular potions of Heat and cooks Heatfruits.
3 The couples of a) Dewcatcher & Sungrass and b) Sun Bloom & Sun Carnivore share the same alchemical products with the exception of tipped darts. Note also that Dewcatcher & Sungrass seeds brew a Blood Vial (a) potion, while Aprico Bush seeds brew a Blood Vial (b).
4 The Grass Lilly and Seed Pod plants have exactly the same alchemical products.
5 The Oil Urn and Sedative potion-like items can't be produced by alchemy or used as an ingredient in it and are not associated with any seed. Nevertheless, an Oil Urn bottle can get produced by choosing the "Render fat" option of the Fatback food item, which is dropped as loot by some of the enemies of the Caves and is also sold in the Merchant from the Surface's shop on depth 1 (one tinder is also needed for this process). Note also that the Oil Urn is always a grey liquid and the Sedative always a red liquid, and both are always pre-identified, a feature they share with Blood Vial a.
Alchemy b: not Plant based Edit
All the bombs from current Shatttered PD along with their recipes remain: Arcane bomb, plain Bomb, Fire bomb, Flashbang bomb, Frost bomb, Holy bomb, Noisemaker bomb, Regrowth bomb, Shock bomb, Sharpnel bomb, Woolly bomb. No new bombs have been added.
Runestones - Scrolls - Spells Edit
All the regular & exotic scrolls and the stones of Shattered PD remain the same:
- Regular: Identify, Lullaby (also increases sanity by +2, but only if the hero actually sleeps with it), Magic Mapping, Mirror Image, Rage, Recharging (also increases sanity by +1), Remove Curse (also increases sanity by +1, but only after it uncurses an item), Retribution, Teleportation, Terror, Transmutation, Upgrade
- Exotic: Affection, Anti-Magic, Confusion, Divination, Enchantment, Foresight, Mystical Energy, Passage, Petrification, Polymorph, Prismatic Image, Psionic Blast
- Runestones: Affection, Aggression, Augmentation, Blast, Blink, Clairvoyance, Deepened Sleep, Disarming, Enchantment, Flock, Intuition, Shock
The crafting of exotic scrolls and runestones is also positively bugged and does not require alchemical energy.
All the spells of Shattered PD v.0.7.1 remain but also 10 new spells have been added, following Overgrown PD:
- Shattered PD: Alchemize, Aqua Blast, Arcane Catalyst, Beacon of Returning, Curse Infusion, Feather Fall, Magical Infusion, Magical Porter, Phase Shift, Reclaim Trap, Recycle
- Crimson Epithat: scroll of teleportation variant, gets the hero to a location of choice, but there must be a straight line free of obstacles from the starting point to the destination, otherwise the hero will stop at the first obstacle. The spell works practically like a wand of Blink from Original PD with very high level. 6 spells get crafted with a scroll of Magic Mapping + Teleportation, energy 3.
- Doom Call: insta-kills a random enemy on the depth regardless of field of vision (bosses and minibosses are unaffected). 6 get crafted with a scroll of Rage + Terror, energy 3
- Enchantment Infusion: allows the player to enchant a weapon or armor with an enchantment among the 6 specific options offered by the spell. It is supposed to be a better spell version of Shattered PD's scroll of enchantment, which exists also in this mod and offers only 2 specific options + 1 random, but this spell is bugged and does not apply its enchantments in Survival PD (it works fine in Overgrown PD though). 2 spells get crafted with a scroll of Enchantment + Identify, energy 2 (but don't craft them, as they will be useless).
- Force Field: grants the Magical Shield buff that protects from all damage for 50 turns. 2 get crafted with a potion of Shielding + a scroll of Recharging, energy 4.
- Force Push: the caster pushes enemies away by selecting the area they are located. 16 get crafted with a scroll of Psionic Blast + a potion of Explosion, energy 8.
- Holy Blast: uncurses all items in the inventory (unidentidied items get a blue hue). 4 get crafted with a scroll of Remove Curse + a stone of Detect Curse, energy 2.
- Nature's Lullaby: puts all living plants in view to sleep. 6 get crafted with a scroll of Lullaby + a potion of Regrowth, energy 3.
- Plant Summon: wakes up all plants in sight (it is mostly beneficial with many enemies also around, because the plants' first target is most often the hero). 6 get crafted with a scroll of Rage + a potion of Regrowth, energy 3.
- Season Change: makes all the plants wither and drop their seeds. 4 get crafted with a scroll of Magic Mapping + a potion of Plants, energy 2.
- Spontaneous Combustion: sets the caster on fire (it doesn't seem to have any difference from the hero drinking a potion of liquid flame, so it is most probably bugged and there is really no point in crafting it). 8 get crafted with a scroll of Recharging + a potion of Fire Storm, energy 8.
In contrast to runestones and exotic scrolls just above, the crafting of spells in Survival PD spends alchemical energy in the expected way.
Bugs in both alchemies Edit
A "positive" bug of Overgrown PD that exists also in Survival PD is that alchemy pots work as having unlimited alchemical energy for all the potions associated with the new plants, for all the exotic potions and all the potions brewed with more than one type of familiar seeds, for the crafting of runestones and exotic scrolls and for the tipping of darts, but require energy for the familiar potions brewed with 3 same seeds, for brews, catalysts, elixirs, bombs, cooking food or blandfruits in alchemy pots, and for the crafting of spells. Note also that charging the Alchemist's Toolkit in an alchemy pot consumes all of its energy and it can't be used anymore for the "free recipes", while charging the Alchemist's Toolkit this way is also futile anyway, because the Alchemist's Toolkit was (negatively) bugged too in version 0.0.2 of Overgrown PD and doesn't get charged by the hero gaining XP and can't brew anything. So even if you charge it this way it will still be unable to brew anything and the game will be saying that the toolkit is still not ready, which is an obvious waste of resources.
The bugs related with alchemy are unfortunately not only that positive one. Some of the exotic potions have either no effect/make the game crash or a same/worse exotic effect than that of the regular potion's, so in all of these cases there is no point in brewing them (it should be acknowledged though that all of these potions have been "inherited" already bugged from Overgrown PD v.0.0.2). These bugged potions are the potions of Earthquake, Infernal Heat, Mutation, Super Power, and Torment. That said, all the regular potions, brews and elixirs of Survival PD, familiar and new, work fine.
There is also one more minor bug related to the new potions: sometimes there are inaccurate warnings for throwing a beneficial potion or drinking a harmful potion, although the actual effect is the opposite.
List with the "free bugged recipes" and with the alchemical products that spend energy Edit
- Regular potions associated with the new plants - seeds
- Regular potions brewed with more than one type of familiar seeds
- Exotic potions in general
- Runestones in general
- Exotic scrolls in general
- Tipping of darts in general
Alchemical products that spend energy
- Regular potions brewed with 3 same seeds
- Cooking in alchemy pots
All the armor types of Shattered PD and Overgrown PD exist also in Survival PD while the Gambeson cloth armor, the Riveted mail armor and the Jousting and Munition plate armors are added as well, but they aren't dropped by enemies and can only be bought in a specific dungeon shop each. These new armors have also adjusted stats, which are better in comparison to their same tier equivalents, but they are mostly added for the sake of item variety and storytelling, because their descriptions include additional lore. These are:
Tier 1 Familiar
- Cloth armor: str. req. 10, def. 0-2, scal. +1/+1. It is the starting armor of all classes at level 0. It is never sold in the dungeon shops or found as loot.
Tier 1 New
- [Gambeson] No text found! [Cloth armor]: str. req. 10, def. 2-4, scal. +1/+1. It is never found as loot and is always and only sold in the depth 1 shop for 200 gold.
Tier 2 Familiar only
- Leather armor: str. req. 12, def. 0-4, scal. +1/+2. It is common loot and also always sold in the prison shop for 400 gold.
Tier 3 Familiar
- Mail armor: str. req. 14, def. 0-6, scal. +1/+3. It is common loot and also always sold in the caves shop for 900 gold.
Tier 3 New
- Riveted Mail armor: str. req. 14, def. 3-9, scal. +1/+3. It is never found as loot and is always and only sold in the caves shop for 1,350 gold.
Tier 4 Familiar only
- Scale armor: str. req. 16, def. 0-8, scal. +1/+4. It is infrequent loot and also always sold in the metropolis shop for 1,600 gold.
Tier 5 Familiar
- Plate armor: str. req. 18, def. 0-10, scal. +1/+5. It is infrequent loot and also always sold in the Imp's shop for 2,500 gold.
Tier 5 New
- Jousting [Plate] armor: str. req. 18, def. 5-15, scal. +1/+5. It is never found as loot and is supposed to be only sometimes sold in the Imp's shop for 3,750 gold (in the current version it is the only one that spawns there).
- Munition [Plate] armor: str. req. 18, def. 5-15, scal. +1/+5. It is never found as loot and is supposed to be only sometimes sold in the Imp's shop for 3,750 gold (in the current version it never spawns there).
Note that the starting defense stats of the Jousting and Munition armors are better than those of the regular plate armor (defense 5-15 vs. 0-10 at level 0), but they are also sold for 1,250 gold more than the regular plate armor at the imp shop (the same happens to a lesser degree for the the Riveted vs. plain mail armor, that have a +3 difference in min.-max. defense and +450 gold in price). The scaling of all the tier 3 and 5 armors is the same though, +/1+3 and 1/+5. The epic armors of Survival PD are the same with Original PD's and Shattered PD's: Warrior Suit of Armor, Mage Robe, Rogue Garb, Huntress Cloak, and with the same special skills. For their special skill to be activated they consume the hero's HP, like they used to do in Shattered PD until recently.
Tips on armors in late-game Edit
Generally, because of the buffed enemies from the Caves and on, players should prefer to upgrade armors of higher tier (4 or 5), to benefit the most from their better defense scaling, as scrolls of Upgrade are plenty in this mod, and the armor can get easily to level +10 by the time the hero reaches the Caves, and to +15 from Metropolis and on (that is with the majority of upgrades having been invested to the main weapon, otherwise the armor can be upgraded to an even higher degree). Higher armor tier equals much more benefit from upgrades, because these can be very easily many in Survival PD. If the hero hasn't found as loot a higher tier armor until the Caves, it would be probably better to rush through the Caves, reach DM-300 as soon as possible, beat him with the help of some additional Blood Vials (a highly upgraded weapon will be needed for that though), and then buy and upgrade the Scale armor that always spawns in the Metropolis shop. Highly upgrading a mail armor will probably not offer as much defense as it will be necessary for late-game, and highly upgrading a leather armor should just be avoided.
The armor glyphs and curses are the same with those of Shattered PD v.0.7.1 combined with those of Overgrown PD:
- Same with Shattered PD: Affection, Anti-magic, Brimstone, Camouflage, Entanglement, Flow, Obfuscation, Potential, Repulsion, Stone, Swiftness, Thorns, Viscosity
- Aqua: increases defense while standing on water
- Chaos: equivalent to the Unstable enchantment, calls a random glyph
- Cloning: creates a mirror image
- Evasion: increases evasion
- Explosion: randomly explodes damaging all nearby enemies and not the hero, but it might destroy nearby items vulnerable to explosions
- Fauna: regenerates health when trampling high grass
The armor curses are the same with those of Shattered PD (Anti-entropy, Bulk, Corrosion, Displacement, Metabolism, Mutliplicity, Overgrowth, Stench).
Artifacts are the same with current Shattered PD (Alchemist's Toolkit, Chalice of Blood, Cloak of Shadows, Dried Rose, Ethereal Chains, Horn of Plenty, Master Thieves' Armband, Footwear of Nature, Talisman of Foresight, Timekeeper's Hourglass, Unstable Spellbook) with eight differences from current Shattered PD, five of which are or include bugs (some of these bugs have been "inherited" from Overgrown PD v.0.0.2 as well, just like the potion bugs above, but some other are unique to Survival PD).
- The Alchemist's Toolkit doesn't get charged by the hero gaining XP and can't brew anything.
- The Master Thieves' Armband doesn't get charged - allow the hero to steal.
- The most serious bug of the three: when the Unstable Spellbook casts specifically the exotic scroll of Mystical Energy the game crashes and the save file gets corrupted. As the spellbook always asks the player if it should cast an exotic variant of a scroll or not, this bug is easily avoidable if the player knows that and keeps it in mind, nevertheless it is unfortunate that a run can get ruined by a misclick or just lack of knowledge. No other regular or exotic scroll of the Unstable Spellbook is bugged, and also the separate "paper" version of the scroll of Mystical Energy doesn't cause any game crash either. If you are sure that you will be remembering this detail and will never choose the scroll of Mystical Energy, the Unstable Spellbook is a safe item to use, otherwise better skip having it equipped in general, because the casting of that scroll always crashes the game and always corrupts the save file. Another difference of this artifact is that it very rarely might drop from a searched bookshelf.
With secondary bugs/flaws
- The petals that upgrade the Dried Rose might not spawn at all or might spawn in a lesser amount, and in that case the artifact remains at low level and power, but it works properly nevertheless. This bug only happens occasionally and not always.
- Footwear of Nature are available to all heroes in every run, being the quest reward from the Gardener NPC on depth 1, if the hero gives him 10 different seeds. Have in mind that generally the tinders dropped from high grass are interchanged with dew and seeds, so equipping and upgrading this artifact will increase much the seed and dew drops, but will also decrease a bit the tinder drops. So if you use the frying pan often, it is better not to have this artifact always equipped. Also the artifact's secondary ability "Root" is bugged, can't get charged by stepping on high grass, and can't get used (otherwise this artifact works properly).
Just different from current Shattered PD
- Sand in shops for the Timekeeper's Hourglass will start spawning only after the hero reaches the Prison shop, even if he/she has found the artiifact on depth 1.
- Talisman of Foresight has the features of version 0.7.1 so it still gains XP by revealing secrets and its Scrying ability still reveals all loot on the depth.
In other words, from Shattered PD's original artifacts only the Chalice of Blood, Cloak of Shadows, Ethereal Chains, Horn of Plenty, Talisman of Foresight, Timekeeper's Hourglass, and Unstable Spellbook work fully as intended, while the Dried Rose and Footwear of Nature do work but are semi-bugged. On the other hand the Alchemist's Toolkit and Master Thieves' Armband can't get charged and are totallly useless.
Classes - Hero stats and starting items Edit
Like in Overgrown PD all hero classes are available from the first run and their subclasses have most of the features of current Shattered PD, but they have much more starting items in their inventory. Apart from their class-specific familiar items (most of them shared with Shattered PD as well), all hero classes start on depth 1 also with these new items:
- an Oil Lantern and 3 Oil Urns, mostly useful during the deep night phases in depths 2 and 3 and when the hero starts receiving sanity damage from darkness after depth 4 of the dungeon. It has the same sprite with the Old Hunter Lantern below (borrowed from Yet Another PD), but an orange color to differentiate it.
- an Old Hunter Lantern wand that has 2 available charges and its beams deal moderate damage (note that its beams work exactly like a wand zap, so it is effective against very evasive enemies like wraiths, while being a starting item for all classes) and also having a high chance to create an "Old Hunter Spirit" minion with the sprite of a caves Hunter with a Sword that will attack the target after it gets summoned (subsequent zaps heal the minion if it is still active and don't create a second one). This minion is very weak but is a good distraction for enemies. Although this item doesn't look at all like a wand, it is considered one by the game and so it gets stored in the magical holster, can be upgraded, be a reward of the Old Wandmaker, get found in a crystal chest as "wand" loot, get imbued to a mage's staff and transmuted to a regular wand. It is also found as loot generally in the dungeon and can get sold in its shops. It has the same sprite with the Oil Lantern above (borrowed from Yet Another PD), but a cyan color to differentiate it. For some more details see Wands section.
- a Food Bag, a container for the various food items of the game that has the same sprite with the velvet pouch but an orange color. There are two minor visual bugs regarding it, that it has the wrong name "Backpack" with a "No text found!" game description, and that its tab in the inventory is also green like the velvet pouch, nevertheless it is located second before last, just before the magical holster, so it is not easily confused.
- a Frying Pan with 15 tinders that one needs to get spent each time this is used for cooking (charges from a wand of Fireblast can be also used for this purpose).
- 12 Medical Kits that offer minor healing (+25% of max HP), increase sanity by +2, and also cure caustic ooze and bleeding.
- a Shovel, mostly useful for digging.
- 7,500 Gold pieces (this has been a very recent change, and heroes used to spawn with only 750 gold pieces).
- the Rogue specifically has also 5 "Final Caress" throwing blades, which don't break invisibility.
The frying pan and the shovel can also be equipped as weapons (they have strength requirements of 9 and 14) but they don't display their stats and the frying pan deals minimal damage and can't get upgraded. For details about them see Weapons section.
Note also that all hero classes have scrolls of Identify already pre-identified, apart from their class-specific pre-identified items (Blood Vials a and scrolls of Rage for the warrior, potions of Experience, Liquid Flame and Mind Vision for the mage - not scrolls of Upgrade though, potions of Invisibility and scrolls of Magic Mapping for the rogue, and potions of Mind Vision and scrolls of Lullaby for the huntress). Note that the pre-identified items are generally one more than in Shattered PD (and in the case of the Mage three have been added and one is missing).
The hero's window in Survival PD displays some more stats in comparison to most other mods and also to its parent, Overgrown PD. Some of these stats are different for each class from the beginning of the run, and even when they are shared with Overgrown PD and Shattered PD in a few cases they are also different from them:
1 Covenant does not seem to have any effect on the hero currently and remains None during the whole run.
2 Skill increases melee / ranged / unarmed damage as it affects the chance and damage of the Head Shot and Quick Shot special attacks.
3 Arcane increases wand damage (its effect on wands has been recently buffed).
4 Sanity is decreased when the hero feels Stress, and when it becomes much less the hero's Affiliation changes and he/she starts experiencing negative effects. See "Sanity" section below for details.
5 Cooking Skill affects the ability of the hero to cook more nutritiional food items, and with very high cooking skill food items that can also heal Sanity and apply buffs/cure debuffs in addition to being more nutritional. For details see "Cooking" section below.
Note also that the (Combat) and Arcane Skills are not affected by the hero equipping the related in their effect rings of Accuracy / Energy / Force / Sharpshooting, which certainly have a beneficial effect, but do not increase these stats.
There is also a hidden stat named Intelligence that gets decreased by the hero starving or having low HP for many turns. Having low intelligence can make scrolls other than Upgrade get miscasted, so that they don't apply their effect and cause a minor debuff instead (knock back, glowing etc. but never more serious debuffs like poisoning or burning). If the hero starts having this negative effect, he/she should start searching into any bookshelf he/she encounters, and/or go back to previous depths and do the same with previous bookshelves, as this will be raising the Intelligence stat little by little back to normal. The exotic potion of Fasting also restores Intelligence to a considerable degree, but only if the hero drinks it while starving, and keeps starving for its effect to remain active (it also has a constant regeneration effect, so no harm is done by starving in this case). Enemies also spawn by default with high or low intelligence (see "Enemies" section below for details).
Moving to class details, the Huntress now has a chance for very strong ranged Head Shot from her spirit bow, that its damage and chance increases with Skill (the Head Shot used to insta-kill enemies, but it does not anymore). Also all classes have now a chance for a melee or ranged Quick Strike with increased damage, chance which also increases with Skill along with its damage.
Also the heroes don't have a level cap at 30 anymore and continue levelling up after that level. If the hero hasn't skipped the Caves depths because of their difficulty and kills all the enemies encountered there, his/her level will probably be reaching 30 already by some point of the Metropolis.
Cooking & New Food Items Edit
All heroes spawn on depth 1 with a frying pan and 15 tinders in their inventory, which are both necessary for the new cooking mechanic. As mentioned before, the depths in Survival PD are much bigger, but the generation rate of food rations remains the familiar from Shattered PD, one per depth, while the living plants inherited from Overgrown PD do not apply their effect when awakened but only in their attacks, so throwing meat on a Firebloom or an Icecap plant does not have a guaranteed outcome anymore, and only a non-awakened plant will apply it. As a result the hero has to use the frying pan and spend tinders or a charge from a wand of Fireblast in order to cook many of the raw materials found in the dungeon, in order to complement the food rations and to make sure that food will be cooked and become safe/better, while no chances will be taken to make a Firebloom or Icecap plant wake up. Tinders get spent and the hero starts with only 15 in the inventory, but they are dropped very often from trampled high grass, are also found occasionally by digging, and get sold by the Merchant from the Surface on depth 1 for 10 gold each (note that they can't be crafted from potions of Liquid Flame anymore like they used to do in previous versions of Survival PD). Have in mind that the hero will use the wand of Fireblast instead of tinders only when there are no tinders in the inventory, so if these are both available but you want to use the wand to save tinders, you must first drop them to prevent the hero from using them, because the default action is for the hero to use tinders, and the game does not ask about the player's preference or give separate options in the frying pan. Another thing to have in mind is that tinders seem to interchange with seeds and dew as possible drops from high grass, so equipping the Footwear of Nature artifact will increase very much the amount of seeds and dew dropped from high grass, but will also decrease a bit the amount of tinders, so basically you will have to choose the type of drops from high grass you prefer and then equip/unequip the artifact.
A Food Bag is also added to the starting items in Survival PD, with the sprite of the velvet pouch but in orange color (there are two minor visual bugs regarding it, that it has the wrong name "Backpack" with a "No text found!" game description, and that its tab in the inventory is also green like the velvet pouch, nevertheless is located second before last, so it not easily confused). Apart from the familiar food items of Shattered PD, the hero also can obtain some new raw food items by digging with the shovel, having them dropped by enemies, fishing with the fishing spear thrown weapon, or buying them from the Merchant from the Surface on depth 1, items which are all considered as level 1 food items by the game. All of these food items can be eaten raw, but their nutritional value is most of the times very low in comparison to their cooked counterparts and a few also apply debuffs when raw, so it is much better to have them cooked. Related to this is the addition of the new Cooking Skill, which is displayed in the hero’s window. Cooking Skill is increased by +1 each time the hero cooks food in the frying pan (but not when the hero turns raw items into cooked food by throwing them to frost and fire traps, firebloom and icecap plants or uses the alchemy pot for preparing food items) and can be also increased once by +5 when the hero searches in bookshelves. At first the food items cooked by the frying pan are all level 2 items, better in nutritional value than the raw materials used to make them but without any bonus effect, nevertheles from a cooking skill point and on level 3 improved versions of each food item start becoming available for some of the food items and replace the level 2 items as outcomes. Both the level 2 and 3 variants always have a bigger or much bigger nutritional value than their raw materials, and specifically the level 3 items also cure debuffs or heal the hero, and also increase sanity.
All food items list Edit
A list of all the food items of Survival PD follows, familiar and new, with their attributes and also their recipe when they have one (the satiety satisfaction specific numbers are drawn from the game code, 700 is the maximum, so 350 is half satifaction > from starving to just got hungry by eating only one, and anything less than that will not prevent the hero from starving again for long, if only one is eaten). The main bullets list the level 1 items and the subbullets below them the level 2 and 3 items, in that order. When there are less or more than two subbullets the levels of the food items are specifically mentioned (CS is Cooking Skill involved):
Having different levels affected by Cooking skill
- Burdock Root: Raw, found by digging, also sold by the Merchant from the Surface for 24 gold each, Satiety: 25, no bonus effect. Although its sprite displays a root, it is named inaccurately "Ration of food" by the game and has the food ration's game description. After it gets cooked the names for its cooked variants become accurate though.
- Fried Burdock Root: Fried only, CS < 50, Satiety: 215, no bonus effect
- Spiced Sautee Burdock Root: Fried only, CS > 50, Satiety: 275, grants Invisibility, Sanity +6
- Chicory Root: Raw, found by digging, also sold by the Merchant from the Surface for 24 gold each, Satiety: 425, no bonus effect.
- Fried Chicory Root: Fried only, CS < 95, Satiety: 700, no bonus effect
- Baked Chicory with Herbs: Fried only, CS > 95, Satiety 700, Heals a random amount above 25% of max HP, Cures bleeding, crippled, drowsy, poisoned, slowed, weakness, vertigo debuffs (unlike the Frozen Carpaccio, it causes both the healing and curing effect at the same time), Sanity +8
- Dead Rat: Raw, dropped by rat enemies, Satiety: 10, might cause the Paralysis / Poison / Slowness debuffs [When thrown to fire the dead rat becomes Chargrilled meat and when thrown to ice Frozen Carpaccio, regradless of the hero's cooking skill.]
- Tailed Cutlet: Fried only, CS < 25, Satiety: 100, no bonus effect
- Slow Roasted Rat: Fried only, CS > 25, Satiety: 150, Minor healing, Sanity +1
- Fish: Raw, found only by fishing with the Fishing Spear thrown weapon ("Spear Fish" option) and never dropped by enemies or sold, satisfies less than half satiety, it might cause the Burning / Poisoned/ Rooted / Slowed debuffs. It is basically a fish variant of mystery meat, which unlike meat is available in any game chapter, as long as the hero has a fishing spear in the inventory, is located on or by a water tile and has time to spend fishing (for this reason, even if you don't like using thrown weapons, keep a fishing spear in the inventory in case the hero runs out of other food items, using it exclusively for fishing does not affect practically its durability, although its counter reaches eventually negative values after getting use more than 4 times).
- Fried Fish: Fried only, CS < 65, fully satisfies hunger, no bonus effect.
- Fish Stew: Fried only, CS > 65, fully satisfies hunger, Sanity +9. Along with the Meat Pie (Sanity +10) it is the food item most beneficial to sanity in Survival PD, while it does not need an alchemy pot or alhemical energy to be consumed for its cooking. Note that there is no frozen fish sticks/ grilled fish/ steamed fish variants for this food item like there is chargrilled meat/ frozen carpaccio/ stewed meat for mystery meat, and either putting fish in an alchemy pot, burning it or freezing it has no effect at all. Interestingly, there is a minor visual bug related with it and the stew shares the same sprite with the Hunter's Soup, with is the most harmful to sanity food item (-10).
- Wild Carrot: Raw, found by digging, also sold by the Merchant from the Surface for 24 gold each, Satiety: 225, no bonus effect.
- Fried Carrot: Fried only, CS < 50, Satiety: 255, no bonus effect
- Tender Roasted Baby Carrots: Fried only, CS > 50, Satiety: 275, grants Barkskin, Sanity +4
Having different levels also, but unaffected by Cooking skill
- Mystery Meat: Raw, dropped by various enemies, satisfies less than half satiety, it might cause the Burning / Poisoned/ Rooted / Slowed debuffs. It is also sold as "Pork" by the Merchant from the Surface for 60 gold each (mystery meat is such a common drop, that there is really no point in buying this food item from the merchant).
- Chargrilled Meat: Burned or Fried, CS has no effect, Satiety: 225 > satisfies almost half satiety, no bonus effect (thus it can be considered a level 2 food item).
- Frozen Carpaccio: Frozen, CS has no effect, Satiety: 125 > satisfies less than half satiety, Heals a random amount above 25% of max HP / Cures bleeding, crippled, drowsy, poisoned, slowed, weakness, vertigo debuffs / grants Invisibility / grants Barkskin (one of these effects is applied randomly, and not all together). Despite its various beneficial effects it does not heal sanity, so it can also be considered a level 2 food item.
- Stewed Meat: prepared in an Alchemy Pot (energy 2 for one stewed meat), CS has no effect, satisfies half satiety, no bonus effect (thus it can also be considered a level 2 food item).
- Meat Pie: prepared in an Alchemy Pot (1 food ration + 1 pasty + 1 mystery meat), CS has no effect, fully satisfies hunger even when starving and also grants the Well Fed buff for 450 turns, which increases regeneration rate and stops hunger accumulation. Sanity +10, so it is a level 3 food item. Along with the Fish Stew (Sanity +9) it is the food item most beneficial to sanity in Survival PD, but its consumption of alchemical energy is high, 9 for each pie, while the Fish Stew needs just high Cooking Skill.
- Overpiced Food Ration: Sold in regular dungeon shops, uncookable, Satiety: 275 > satisfies a bit less than half hunger, no bonus effect. Although in Survival PD it is as common as the plain food ration, it is displayed first because it is a level 1 food item. It is the only ration-like food item sold in the regular dungeon shops (for only 50 gold in the sewers and for a low price generally).
- Food Ration: Found as loot in dungeon depths and sold only in the Fox-morph Innkeeper shop, uncookable, fully satisfies hunger even when starving, no bonus effect. Although it is a level 2 item (higher nutritional value than the overpriced food ration, but no effect on sanity) it is a very common loot of its type. It is also sold in stacks of 5 by the Fox-morf Innkeeper in depth 1 for 250 gold (so for 50 gold each).
- Pasty: Found occasionally as loot in dungeon depths and sold only in the Fox-morph Innkeeper shop, uncookable, fully satisfies hunger even when starving, Sanity +1. It is the only uncookable food item that also heals sanity, and so it can be considered a level 3 food item. It is sold by the Fox-morf Innkeeper in depth 1 for 100 gold each.
- Meat Pie: only prepared in an Alchemy Pot (1 food ration + 1 pasty + 1 mystery meat), CS has no effect, fully satisfies hunger even when starving and also grants the Well Fed buff for 450 turns, which increases regeneration rate and stops hunger accumulation. Sanity +10, so it is also a level 3 food item. It is the food item most beneficial to sanity in Survival, but its consumption of alchemical energy is high, 9 for each pie.
With only one level variant
[Half of the items mentioned below do not have satisfying hunger as their primary purpose, but they have been included for the completeness of presentation. The items that have satisfying hunger as their primary purpose are mentioned first.]
- Blood Red Berries / Wild (Blue) Berries: Raw, foraged from shrubs, uncookable. Wild berries drop also often from high grass, but never red berries, which get only found occasionally by digging. 1 Blood red berry satisfies 1/6 of satiety, so 6 need to get eaten for the hero to go from starving to full, but 1 Wild blue berry only 1/22 so 22 are needed for the same result (the amount needed for full satiety is eaten automatically once for red berries and twice for blue berries, or all currently available if reaching full satiety is not possible). Red berries heal a bit all classes, but blue berries give just the effect of any other food item: minor healing to warriors, minor recharging to mages, and no effect to the other two classes. They don't increase sanity.
- Giant Puffball: Raw, found by digging, uncookable, Satiety: 700. In the current version it never spawns from digging, although it exists in the game code.
- Hunter's Soup: Sold only by the Pot Shop Dweller NPC on depth 2, uncookable, Satiety: 125, it also reduces Sanity by -10, so it can be considered a level 0 food item because of its negative consequences. Don't buy it, and certainly don't eat it. Interestingly, there is a minor visual bug related with it and the soup shares the same sprite with the Fish Stew, with is the second most beneficial to sanity food item (+9).
- Peanut: Raw, dropped by the Peanut Petal plant, satisfies half hunger, no bonus effect (so it also doesn't increase sanity).
- Potion of Food: it is a potion brewed by Peanut Petal seeds, but its effect is basically of a food item. It satisfies hunger fully and and gives also a very short regeneration effect, but doesn't increase sanity.
- Blandfruit: although its main purpose is to offer a potion-like effect, it also satisfies hunger fully. It has the same effects and recipes with Shattered PD and Overgrown PD. A minor difference of blandfruits in Survival PD is that although most blandfruits have no effect on sanity, eating a Rotfruit or Starfruit also increases sanity by +1, and in contrast eating a Fadefruit decreases it by -1, just like drinking a potion of Experience, Mind Vision and Strength do (so, depending on the specific blandfruit, the level will be different).
- Elixir of Restoration: its primary effect is to combine healing & cleansing and to cure most debuffs, but also satisfies hunger fully. It gets brewed with a Blood Vial (a) + a potion of Cleansing. It doesn't increase sanity.
- Fatback: It has the sprite of raw mystery meat but a correct name and game description. When eaten it has exactly the same effects with raw meat and it can also get turned to chargrilled meat, frozen carpaccio etc. by burning, cooking and freezing but it gets wasted this way, as it is mostly useful for turning it into an Oil Urn by choosing its "Render Fat" option (for this reason you should better avoid burning or freezing to death enemies that drop it, as the fatback might get cooked by accident, have also in mind that 1 tinder is needed for the rendering process). It is dropped occasionaly by both types of Huntsman's Dogs and Scourge / Rancid Beasts in the Caves, and it is also sold by the Merchant from the Surface for 480 gold each. It doesn't increase sanity.
- Mandrake: Raw, found by digging, uncookable, Satiety: 15 and no bonus effect but is sold to shops for 125 gold, when dug out it sets off an alarm and heavily poisons the hero. Its nutritional value is minimal, so its basic purpose is to get sold to shops (note that it is never sold in shops). It doesn't increase sanity.
- Potion of Blood Vial b (potion of Health): its primary effect is to heal the hero, but it also satisfies half hunger as well. Its exotic variant, potion of Super Health, satisfies hunger fully. The regular potion is brewed with Aprico Bush seeds and the exotic potion with a Blood Vial b and two random seeds. Both potions don't increase sanity.
- Truffle: Raw, found by digging, uncookable, Satiety: 10 and no bonus effect but is sold for 500 gold. Like the mandrake its nutritional value is minimal, so its basic purpose is to get sold to shops (note that it is never sold in shops). It doesn't increase sanity.
The Horn of Plenty at full charges satisfies full hunger but does not increase sanity, so it works like a food item of level 1 or 2 depending on its charges.
Only food items beneficial for sanity list Edit
The food items that increase sanity and need cooking skill of some level in order to get cooked are:
25 or more
- Slow Roasted Rat (Satiety: 150, Minor healing, Sanity +1)
50 or more
- Spiced Sautee Burdock Root (Satiety: 275, grants Invisibility, Sanity +6)
- Tender Roasted Baby Carrots (Satiety: 275, grants Barkskin, Sanity +4)
65 or more
- Fish Stew (Satiety 700, Sanity +9)
95 or more
- Baked Chicory with Herbs (Satiety 700, healing, cures varous debuffs, Sanity +8)
Cooking Skill is maxxed at 100 points.
The food items that increase sanity but don't need Cooking Skill at all are:
- Pasty (fully satisfies hunger even when starving, Sanity +1)
- Meat Pie: (prepared in an Alchemy Pot, fully satisfies hunger even when starving, Well Fed buff for 450 turns, Sanity +10, consumes 9 alchemical energy)
Tips on raising the hero's Cooking Skill and gaining access to level 3 food items Edit
There is not only one way obviously, and the hero has various options, like farming mystery meat and rat meat from the crabs and rats in the Sewers in order to cook them and raise his/her cooking skill, and then buying higher quality food items from the Merchant from the Surface, as soon as higher level recipes get available, and there is always the risky option of digging for obtaining higher quality raw materials. Nevertheless, the simpler, cheaper and less dangerous option is for the hero to spend time in fishing: a lot of time will be needed to catch enough fish, in order to cook them in bulk and raise the Cooking Skill to at least 65, which will start giving access to Fish Stew (sanity +9), but fish are for free and this process won't spawn mandrakes, skeletons and wraiths like digging does. Depth 1 of the Sewers, the Goo depth and the DM-300 depth spawn always at least a few water tiles, and after the chapter bosses are defeated they are all free from enemies, so they become ideal for fishing. Planting a Steam Weed seed can also turn the other two chapter boss depths, which become free from enemies as well after their bosses get defeated, to areas suitable for fishing, as stepping on this seed generates water tiles (Water Weed seed has the same effect but to a lesser extent and might also spawn giant piranhas, so prefer planting a Steam Weed, if you have a choice). Lastly, because fishing takes time and the hero will have to keep the lantern lighted while fishing below depth 3, it is probably best to spend some time fishing on depth 1 before you proceed to the deeper parts of the dungeon for good, to avoid spending Oil Urns unnecessarily.
Depth & terrain features Edit
Some features of Overgrown PD v.0.0.2 still exist in this mod, while some other depth features are originally encountered in Survival PD.
From Overgrown PD
- A visual feature that is one of the reasons that gave Overgrown PD its name is that dungeon walls are covered by plants. Interestingly enough, this feature doesn't exist anymore in v.0.0.3 of Overgrown PD.
- Bookshelves are searchable, and occasionally a book title is mentioned when the hero searches in them or a random common scroll drops, very similarly to what searching in bookshelves does in Yet Another PD. After searching for some times in the same bookshelf the "You have already searched this bookshelf" message starts appearing, and the specific bookshelf won't be dropping anything else from that point and on. Searching in them increases little by little the hidden Intelligence stat as well, when it is not at max level. Rare scrolls like the scroll of Transmutation might rarely drop from bookshelves, but never scrolls of Upgrade or exotic scrolls in general. Very rarely the Unstable Spellbook artifact might also drop once from a searched bookshelf. The book titles refer to books that are either fictional but part of H. P. Lovecraft's lore or titles of actual books that all belong to the occult genre. For a full list of the book titles in the bookshelves you can read the Overgrown PD's github. All these are features shared with Overgrown PD.
- In addition, searching in bookshelves only in Survival PD might for some limited times raise one of the hero's skill stats in a prefixed order: first 5 Cooking skill points are added, then 1 (combat) Skill point, then 1 max HP, then 1 Arcane skill point, and lastly 2 Arcane skill points, with the last two additions also decreasing sanity by -3 twice (the other skill bonuses from bookshelf searching have no negative effect on sanity). After that the bonus stat adding stops, and bookshelves only randomly drop scrolls from that point and on. Note that the same bokshelf will keep granting bonus skill points until +2 Arcane skill points are given, even after it has stopped dropping scrolls and the "You have already searched this bookshelf" message has started appearing.
- All non-boss depths are more than quadruple in size in comparison to current Shattered PD & Overgrown PD and expectedly with more enemies and loot. After the originally spawned enemies get killed, enemies respawn a bit more slowly, but their total amount always remains big and their respawning always remains somewhat fast in its rate. This can become a serious issue in the Caves, where most of the enemies are rather OP for the hero when he/she first reaches this chapter, and in all the chapters from the Caves and on, when the hero tries to get back to the surface for the Happy End badge, as the Amulet atracts all enemies currently on the depth. For the second case saving scrolls of Teleportation and crafting scrolls of Passage for the trip back to the surface until the prison is the most straightforward solution.
- The much bigger size in combination with other added features creates some extra differences in depth generation. In each depth of the the Sewers 4 NPCs have been added inside square locked houses that their doors never open, so these NPCs talk to the hero always from behind the locked door (see NPCs section for details about them). As a collateral consequence in the Sewers the "regular" locked rooms with an iron key that unlocks them are less in comparison to Shattered PD and Overgrown PD, and sometimes a laboratory with an alchemy pot doesn't spawn even once in the whole Sewers chapter. Note that the older bug of the hero getting occasionally teleported and trapped inside one of the locked houses of the Sewers after reading a scroll of Teleportation has been fixed already form a previous version.
- In the Prison afterwards there are no NPCs locked inside houses anymore so the regular locked rooms become common again, but a bug starts getting in work there and the iron keys spawning are far less than the locked rooms of the depth or even none at all (see Bugs section for details). Finally in the caves the locked rooms - iron keys ratio becomes regular and stays this way for the rest of the game.
- A new type of Vegetation tile is added in the center of gardens, the Shrub (its sprite is borrowed from Sprouted PD). There are two variants of it: Blooming Shrub (green with cyan details, not dropping berries yet) and Berries-bearing Shrub (green with red details, dropping berries). Each Garden room now has from 1 to 2 Berries-bearing Shrubs which can be foraged for food (they drop randomly a red Blood Berry or a blue Wild Berry, but the visual details of the shrubs are always red) and immediately afterwards they become a plain green Shrub. After a while, the Shrub blooms and then regrows into a Berries-bearing Shrub. The Shrub is flammable and cannot be replanted by any means, so avoid fighting in gardens with fire-enchanted weapons or stepping on firebloom plants inside gardens (other than the shrubs only plants familiar from Shattered PD can spawn inside them). There is a minor visual bug regarding shrubs, as they rarely spawn with the sprite and game description of the blandfruit bush, but get distinguished easily because they are located in the center of the garden. Even in this case they bear berries without any problem though, they just don't show their current state (blooming or berries-bearing).
Another starting item for all heroes is the Shovel, which can be used for digging in tiles of high or furrowed grass (both grass tiles become trampled afterwards). Because furrowed grass is also diggable, the huntress should first step on the grass to collect dew and seeds, and then use the shovel to dig in it. By digging the hero might find raw edible items, which can produce cooked items with higher nutritional value, and even increase sanity if his/her cooking skill is adequate, and also mandrakes and truffles among them, which are edible but satisfy little hunger, nevertheless they are sold for 125 and 500 gold each. The hero rarely can also find tinders by digging, but far less in comparison to those dropped by trampled high grass.
Nevertheless, digging can also make a prison Skeleton or a non evasive Wraith spawn, the second very often asleep, and moreover when a Mandrake is dug out it heavily poisons the hero and sets off an alarm to the whole depth. Note also that: A) Because skeletons can spawn even in very early depths and hero levels, digging before the hero finds a decent armor and weapon is not recommended. B) Because Wraiths can deal sanity damage, digging is also not recommended at low sanity levels. Players who don't want to bother with the negative side effects of digging can buy half of the otherwise exclusively obtained by digging food items (burdock root, chicory root, wild carrot) from the Merchant from the Surface on depth 1 for 24 gold each.
Shattered PD's older familiar enemies are kept, but the depths that many of them spawn in the dungeon are reshuffled in relation to older and current Shattered PD (when an enemy is not mentioned with details below, it is still located in its familiar depth and keeps the same features). On the other hand none of Shattered PD's recently added enemies (demon spawner, DM-100, dwarf ghoul, necromancer, ripper demon, slime, snake etc.) exist in Survival PD, and in short the familar enemies are only those of Overgrown PD 0.0.2, so of Shattered PD before v. 0.7.2. Moreover, there are a lot of new enemies added, most of them in the Caves (note that the Flame-B01 new enemy of Overgrown PD has not been transferred) but also three in the Sewers, one in Prison, and two in Demon Halls (also some familiar enemies from the Metropolis retain their sprite and behavior but are renamed). Regular enemies are stronger in this mod, especially from the Caves and on, so additional scrolls of Upgrade are sold at the dungeon shops, to make the hero's gear adequate for the Caves.
On the other hand bosses keep their familiar difficulty from older Shattered PD, so they end up easy, because heroes will have previously upgraded much their gear for the regular enemies of each chapter. Their base on older Shattered PD means also that the Goo depth is smaller, Tengu does not create trap puzzles and does not throw bombs in his second and third phase, DM-300 does not become invulnerable and charged by pylons that need to get dectivated, Dwarf King spawns only Undead Dwarves and Yog-Dzewa has only its familiar fists and larvae from Original PD as minions.
Also, the distinction between clever and dumb enemies from previous Overgrown PD has been kept in Survival PD. Almost all enemy types can spawn as either of these two types, and an enemy that spawns as dumb will be following an enemy that has spawned as clever and will have a chance to step on a harmful plant, while clever enemies might spawn and wander alone and will have a chance to step on a beneficial or neutral plant but not on a harmful one. Bosses are always clever and minions are always dumb.
|Basically flying rats, these bats inhabit the dungeon and venture outside when it's dark. Bats and rats are staple foods of the denizens here, but eating bats is considered taboo on the surface.|
- Brown Bat: familiar from other mods but not existing in Shattered PD, it appears in depths 1 and 2, it is quick and also very evasive in melee range, and occasionally blinds the hero and flees. Sometimes on death it alerts nearby enemies. It drops nothing.
|Gnoll Scout [& Gnoll Skirmisher's game description but not sprite]|
|Gnolls are hyena-like humanoids. They were brought to Loran to fight the beastly scourge as disposable pawns long ago. Gnoll scouts are regular members of their pack, they are not as strong as brutes and not as intelligent as shamans.|
- Gnoll Scout: The only change is in its game description that has been adapted to Survival PD's lore. It still has its familiar sprite and a 25% chance to drop gold
- The Gnoll Skirmisher is a recent addition to Survival PD's enemies. It is actually supposed to be named "Gnoll Skirmisher" but it has currently the same name and game description with the Gnoll Scout, its sprite is different though (it carries a bag with ammunition) and also its attack, as it throws missiles to the hero that sometimes cause the Poison debuff instead of attacking in melee like regular Gnoll Scouts. It is quick and always flees from melee range, and in a nutshell it is a nerfed, weaker version of the Gnoll Trickster miniboss. It appears in depths 3 and 4, and also in depths 6 and 7 of Prison. It drops fishing spears (but not any other thrown weapon).
|These short, green demi-human have the height and strength of a human child. But don't let them fool you. They infest the city sewers, festering and inbreeding, and often kidnap cattle and maiden to eat and breed. They are infamous for coating their daggers with feces and poisonous herbs.|
- Goblin: Goblins are weak enemies but capable of inflicting poison on hit. They appear in all depths of the sewers and have a 33% chance to drop a dagger (possibly enchanted) as loot, and after the Goblin Captain's quest on depth 1 gets obtained, with each kill they also always drop 1 Goblin's Left Ear quest item, which the captain buys for 24 gold each.
|From antiquity leeches were used to treat all kinds of ailments. It's a common belief that blood, phlegm, black bile and yellow bile need to be kept in balance. Bloodletting and leeches were used to keep this inner balance. When the plague of blood and beast struck Loran, the demand of leeches in medical treatments quadrupled and thus leech collectors became a common sight in the wet area of the city. Poor and old women often work as leech collectors, using their own blood to attract the blood-thirsty vermins. But every now and then, the city guards would find a pale, bloodless body of a leech collector after they were sucked dry. On some rare, wicked occasions, the leeches make their way deep through their orificies, and reanimate it to seek newer prey.|
|From antiquity leeces were used to treat all kinds of ailments. The doctors believe that leeches will suck out the bad blood, and allow the new healthy blood to replace it. So they would apply leeches to the inside og their patients' throat, or even make the patients swallow the leeches whole. Little do the doctors or the patients know, that the leeches once inside a human body multiply, slowly turning the patient into a walking nest of leeches. If the victim starts to vomit live leeches, then it is too late.|
- Leech Collector: she appears from depth 4 of Sewers and also in the first depths of Prison and spawns a leech minion with each melee or ranged hit against her (but not with wand zaps). These leech minions used to be very evasive and dangerous due to their health sapping attack, but they were heavily nerfed in recent versions. She always drops gold but the leech minions nothing.
|This is a rare breed of marsupial rat, with pure white fur and jagged teeth.|
- Albino Rat: it has become a rather common regular enemy with adjusted drops but is unchanged in all the rest (causes bleeding etc.). Like plain marsupial rats it also has a 75% chance to drop Dead Rat cookable meat.
| Though these inmates roam free of their cells, this place is still their prison. Over time, this place has taken their minds as well as their freedom. Long ago, these crazy thieves and bandits have forgotten who they are and why they steal.
These enemies are more likely to steal and run than they are to fight. Make sure to keep them in sight, or you might never see your stolen item again.
- Crazy Thief: he is now encountered in depths 2 - 4 of Sewers and also in the first depths of Prison. The Crazy Bandit remains his rare variant. He still has a 1% chance to drop either a ring or an artifact (the bandit a 50% chance), but normally he just drops bits of gold while fleeing (a minor visual bug is that these gold bits are invisible) and the item he stole on death (in contrast this is always visible).
|Marsupial Rat (actually Fetid Rat)|
|Marsupial rats are aggressive but rather weak denizens of the sewers. They have a nasty bite, but are only life threatening in large numbers.|
|Sewer Crab (actually Giant Crab)|
|These huge crabs are at the top of the food chain in the sewers. They are extremely fast and their thick carapace can withstand heavy blows.|
- Fetid Rat & Giant Crab: they remain mini-bosses in the Sad Ghost quest but they appear also as regular enemies of Sewers, the Fetid Rat mostly in the first two depths and the Giant Crab in the last two depths & in early prison. Their attacks and behaviors as regular enemies are totally the same with their mini-boss version, they are just weaker in attack power, with less HP and also with increased food drops. Keep in mind that the regular fetid rat and giant crab enemies have the fetid rat and giant crab sprites and characteristics but they are named Marsupial Rat and Sewer Crab and share game descriptions with the regular rat and crab (their mini-boss version have accurate names and game descriptions though). Fetid rats also have a 75% chance to drop Dead Rat meat like regular marsupial rats, but giant crabs have a 90% chance to drop 1-3 pieces of mystery meat, like sewer crabs but more often and potentially more pieces.
|Marsupial rats are aggressive but rather weak denizens of the sewers. They have a nasty bite, but are only life threatening in large numbers.|
- Marsupial Rat: Only changed from Shattered PD in its drops, as it now has a 75% chance to drop Dead Rat cookable meat.
|Swarm of Flies|
|The deadly swarm of flies buzzes angrily. Every non-magical attack will split it into two smaller but equally dangerous swarms.|
- Swarm of flies: a minor change is that they drop plain Blood Vials a (potions of Healing renamed) more rarely, which in the game code is described as 16%.
- Sewer Crab (the regular one, not the Giant Crab that shares its name)
- Gnoll Trickster (mini-boss, depth 3 as part of the Sad Ghost quest)
They both keep their familiar drops: Gnoll Trickster - always a random thrown weapon, Sewer Crab - 50% mystery meat.
|Gnoll Shaman Chief|
|The most savage and cunning gnoll, often found leading the tribe. He dons a human skull as mask to intimidate his foes.|
- Gnoll Shaman Chief: it appears in depths 8 and 9, has a lightning ranged attack like regular shamans, but is stronger in HP and melee damage and can also ignite or poison with its melee hits (not with its ranged attack though). It also has a 33% chance to drop a regular scroll like plain shamans.
|These greenish furry cave spiders try to avoid direct combat, preferring to wait in the distance while their victim, entangled in the spinner's excreted cobweb, slowly dies from their poisonous bite.|
- Cave Spinner: it is first encountered now in the last two depths of prison but does not appear in caves like in Shattered PD. It is also unchanged in its attack and behavior in relation to older Shattered PD (does not shoot webs) and also in its drops (12,5% chance of mystery meat).
|The most intelligent gnolls can master shamanistic magic. Gnoll shamans prefer battle spells to compensate for lack of might, not hesitating to use them on those who question their status in a tribe.|
- Gnoll Shaman: it is also unchanged in relation to older Shattered PD, so it is still encountered in prison and appears only in its familiar red version. In all the rest it remains also same with older Shattered PD (it doesn't have variations in the debuffs it applies and in the appearance of its mask etc.) and has a 33% chance to drop a regular scroll.
|Gnolls were brought to Loran to fight the beastly scourge as disposable pawns long ago. Brutes are the largest, strongest and toughest of all gnolls. When severely wounded, they go berserk, inflicting even more damage to their enemies.|
|These brisk and tenacious inhabitants of cave domes may defeat much larger opponents by replenishing their health with each successful attack.|
- Gnoll Brute & Vampire Bat: they have been moved to this chapter and are not encountered in the caves anymore. The Vampire Bat now can sometimes also cause the Ebola debuff (slowness for 1,000 turns). The Gnoll Brute has its game description adapted to Survival PD's lore, but is unchanged in its attack and behavior in relation to older Shattered PD (does not lose HP while enraged) and both keep their familiar drops. In the game code the Shielded Brute is still considered a rare variant of the Gnoll Brute, but does not seem to spawn at all. The Gnoll Brute has a 50% chance to drop gold and the Vampire Bat a 36% chance to drop a Blood Vial a (potion of Healing renamed).
|Skeletons are composed of corpses bones from unlucky adventurers and inhabitants of the dungeon, animated by emanations of evil magic from the depths below. After they have been damaged enough, they disintegrate in an explosion of bones.|
- Skeleton: a minor change in it is that it now can spawn occasionally on any depth, but only when the hero is digging with the Shovel (it has the same stats everywhere, so it is totally not a threat in later depths, but in the Sewers better avoid digging before you get a decent weapon and armor, in case you encounter a skeleton).
- Prison Guard (keeps his familiar drops, the potion of Healing is just renamed to Blood Vial a)
Almost all the enemies of the Caves are new and are heavily inspired by the Bloodborne game (the only generally familiar from Sahttered PD enemy that appears in the Caves is the Fetid Rat). All the new enemies also have considerably high stats and deal very high damage.
Early caves (depths 11-12)
The huntsmen below are mostly encountered in the first two depths of the caves along with their dogs. They are differentiated primarily by their game descriptions and moderately by their sprites (they are all human-like and wearing the same clothes, but their right hand holds different items), but all have the same name in their game windows, "Huntsman".
|On the nights of the hunt, the citizens of Loran form parties and roam the streets to hunt werewolves and monsters. Unbeknown to them, the hunters themselves were infected with the plague. They show signs of their inevitable transformation into beasts, such as an imposing height, cataracts afflicted eyes, and hair that covers their entire face. Perhaps through their murky, infected eyes, humans are seen as the true beasts.|
- These unarmed huntsmen always run away avoiding melee range and inflict a poison debuff with ranged attacks. They have a 5% chance to drop a Blood Vial a (potion of Healing renamed).
|Huntsman (with pitchfork)|
|Poorly armed with farming tools and inappropriate weapons to hunt beasts, the huntsmen use their sheer number to slay beasts, an advantage they are losing over time, for each one of the huntsmen were unknowingly infected with the beast plague themselves. Perhaps because of their infection, they are unable to tell the difference between men and beasts.|
- These huntsmen inflicted a bleeding debuff on-hit and their attack could extend through 2 tiles, much like weilding a spear or glaive. These specific huntsmen with pitchforks existed in previous versions but don't spawn in the current version.
|Huntsman (with shield)|
|On the moonlit nights, werewolves roamed the streets of Loran and thus its citizens formed hunting parties to slay beasts. Lacking proper training and poorly armed, the only advantage the mob held against the beasts were their sheer number, an advantage they soon lost as the hunt progressed. Unbeknown to the huntsmen, they were afflicted themselves and soon turned into the creatures they hunted.|
- These huntsmen carry a shield which makes them have very high evasion and that they can use it also to stun the hero. They have a 15% chance to drop a Blood Vial a (potion of Healing renamed).
|Huntsman (with sword)|
|On moonlit nights, when the scourge of beast is at its worst, the great bell of Loran tolls and its citizen gather for a fiery, gruesome werewolf purge. Drunk with blood and driven mad by the intoxication of the hunt, the mobs were slowly transformed into the creature they hunted. Perhaps through their murky, infected eyes, humans are seen as the true beasts.|
- These huntsmen will inflict a burning debuff on-hit and have higher attack speed in comparison to their other comrades. These have a 5% chance to drop a plain crossbow, the one also existing in Shattered PD, and not any of the other crossbow variants of Survial PD.
|Huntsman (with torch)|
|Huntsmen are inhabitants of Loran who have been infected by the plague, though they are in the early stages of the infection. They show signs of their inevitable transformation into beasts, such as an imposing height, cataracts afflicted eyes, and hair that covers their entire face. When night falls, citizens of Loran form hunting parties in order to hunt werewolves and outsiders alike. Perhaps because of their infection, they are unable to tell the difference between men and beasts.|
- These huntsmen will inflict a burning debuff with melee hits. In later caves they switch to ranged huntsmen holding molotov bombs but with the same game description and drops. These have a 5% chance to drop a plain crossbow, the one also existing in Shattered PD, and not any of the other crossbow variants of Survial PD.
|Canine companion of Loran's huntsman. They were first deployed to track down those who were infected with the curse of blood and beast. Like their masters, they were unknowingly infected themselves and developed a taste for human flesh.|
- A more rare enemy in these first two depths is the Huntsman's Dog that ignites and poisons, and gets enraged when in low HP. It drops occasionaly fatback or mystery meat and has a 5% chance to drop a Blood Vial a (potion of Healing renamed).
|Walking Mushroom (purple)|
|These fungal bipeds thrive on body fluid and rotting meat of those who were unlucky enough to encounter them. On death these mushrooms release a cloud of spores, which when inhaled in high dose causes a prolonged, painful death. In the second stage of infestation the victims forget who they are and eventually venture into the colony where they slowly become food.|
- In the first two depths of the caves there is also a Walking Mushroom enemy added that releases a very big and peristent blob of Toxic Gas upon death. it is also added in the first depths of the Metropolis but there it is occasionally also red and releases a blob of Corrosive Gas on death in its red version (the blob has same size and duration with the toxic gas blob). Both mushrooms drop no loot.
Later caves (depths 13-14)
|Dark Beast of Loran|
|Manifestation of the scourge and the madness. Only materializes in the most desperate nightmare.|
- This enemy has existed for some time now in Survival PD, but until recently it was a rare enemy that was spawning only when the hero had so low sanity that he/she was getting into the Hallucinated or Irrational affiliation. It is now a more common enemy and appears infrequently in late caves. It is wraith-like and rather evasive (but not too evasive, so it can get destroyed without a surpise attack or wand zaps, unlike wraiths), has a stronger attack than wraiths but no special skills, causes sanity damage often and drops ectoplasm if Investigator Jonanthan's quest has been accepted in the Sewers, but otherwise it drops nothing. Note that it spawns by itself and not after skeletal remains or tombs are disturbed like regular wraiths do.
|Huntsman (with molotov bomb)|
|Huntsmen are inhabitants of Loran who have been infected by the plague, though they are in the early stages of the infection. They show signs of their inevitable transformation into beasts, such as an imposing height, cataracts afflicted eyes, and hair that covers their entire face. When night falls, citizens of Loran form hunting parties in order to hunt werewolves and outsiders alike. Perhaps because of their infection, they are unable to tell the difference between men and beasts.|
- This is a much more dangerous version of the Huntsman with torch from early caves. These huntsmen throw rapidly molotov fire bombs with a big explosion radius (the sprite is also holding a molotov bomb and not a torch, but the game description is shared with the huntsman with torch). They also have a 5% chance to drop a crossbow like the huntsmen with torch.
|Large Huntsman (with sword)|
|Large Huntsmen are inhabitants of Loran who have begun their transformation into Werewolves. Although they still retain some degree of their humanity, their appearance has become much more bestial and they started to avoid their former comrades, indicating the onset of the scourge of beasts.|
- This huntsman has a different beast-like sprite, while he behaves similarly to the Huntsman with sword mentioned before, but deals more damage and has more HP. He has a 5% chance to drop a Blood Vial a (potion of Healing renamed).
|Infected Huntsman's Dog|
|Canine companion of Loran's huntsman. These hounds have been infected by the plague and are covered in a thin layer of miasma.|
- It has a very similar sprite with the plain Huntsman's dog, but it causes bleeding, applies caustic ooze and releases stench gas (the greenish hue of the stench gas is its basic difference in appearance from the plain dog). It also has a 5% chance to drop a Blood Vial a (potion of Healing renamed) and occasionally drops fatback or mystery meat.
|Rancid Beast / Scourge Beast|
| On moonlit nights the inflicted, who were in the last stage of the plague, turned into werewolves. On these accursed nights, the gunfire, the screams of folks, the snarls of beasts aren't too strange to the citizens of Loran. And when the morning comes, the blood-drenched streets are littered with half-eaten, headless corpses of huntsmen and bound, burning bodies of beasts on pyres.
Rancid Beast continues: This foul beast is surrounded by a cloud of miasma. Its fetid stench is unbearable.
Scourge Beast continues: Occasionally, bodies whose skin and fless were mostly stripped off revealing the raw tendons and viscera underneath, are found dumped into the canal.
- The Rancid Beast and Scourge Beast have very similar sprites and descriptions, Scourge Beast is strong and gets enraged in low HP, while the Rancid Beast in addition to getting enraged stuns for many turns, causes bleeding and applies caustic ooze, and also releases stench gas (the greenish hue is also its basic difference in appearance from the Scourge beast). They both also drop occasionally fatback and have a 5% chance to drop a Blood Vial a (potion of Healing renamed).
Also Fetid Rats reappear in late caves but with only slightly increased stats, so they are by far the easiest enemies there.
Note that although Vampire Bats don't spawn in the Caves anymore, the Troll Blacksmith still offers the "Bat blood on the pickaxe" quest, and after the quest is accepted Vampire Bats will start appearing again.
Dwarven Metropolis & Demon Halls Edit
In the Metropolis the Dwarf Monks are renamed to K'nyan Slaves, Senior Monks to Senior K'nyan Slaves and the Dwarf Warlocks to K'nyan Psionics, while their game descriptions are also changed (the K'nyan name is a reference to H.P. Lovecraft's work and his novel "The Mound"). Also, Golems are now Clockwork Golems, and their game description has been changed as well.
|When K'nyan discovered the Eldritch truth, they were uplifted and... changed forever.|
|These slaves were once human, but were reduced to a near mindless state by the K'nyan mental conditioning. They don't use any armor or weapons, relying solely on the art of hand-to-hand combat.|
|Senior K'nyan Slave|
|These slaves were once human, but were reduced to a near mindless state by the K'nyan mental conditioning. They don't use any armor or weapons, relying solely on the art of hand-to-hand combat.|
|One of the last mechanical servants of the K'nyan, before they started to use various slave races as beasts of burden. As time went on, these organic slaves, once human, were reduced to a quadrupple state with vague hints of their sapien origin.|
Apart from their renamings all these enemies have no important difference in their attacks, behaviors and drops in relation to older Shattered PD (warlocks/psionics apply only their old weakness debuff, drop a random potion with a 83% chance and have also a low chance to drop a random wand, monks/slaves don't have a focused buff and drop a food ration with a 83% chance, senior monks/slaves stil stun, golems don't teleport around and drop nothing etc.). The Fire Elemental retains its old features from Shattered PD in general (there are no elemental variants etc.) and has a 10% chance to drop a potion of Liquid Flame. The Walking Mushroom from the early caves reappears in early Metropolis, but it is now occasionally red instead of purple and in this version releases corrosive gas on death instead of toxic gas (it also drops nothing). Lastly, Succubi appear very often in the last depth of the Metropolis (only in the last) and are also renamed to K'nyan Temptresses (other than that, they retain their familiar behavior with just a minor addition, that they can occasionally get a temporary shield similar to the hero's Rose Shield buff). Note that Dwarf Warlocks/K'nyan Psionics with their ranged attacks and especially Succubi/K'nyan Temptresses with almost every successful attack of theirs deal sanity damage to the hero.
| Although K'nyan attempted great advances in art and science, its people have become increasigly hedonistic, decadent and cruel. The underground people also customarily engage in several forms of sadism, depraved practices, ritualistic orgies and and unspeakable horrors, such as extended public torture, random body modifications and mutilations of other slave species as entertainment, in order to gratify their time-dulled senses.
Using their hypnotic power, temptresses can charm a hero, who will become unable to attack anything until the charm wears off. When the temptress attacks a charmed hero, she will steral ther life essence.
So apart from the five renamings and the Walking Mushroom that reappears here, enemies in the Metropolis remain basically the same with older Shattered PD: Clockwork Golem, Fire Elemental, K'nyan Psionic (Dwarf Warlock), K'nyan Slave (Dwarf Monk) [rare var. Senior K'nyan Slave (Senior Monk)], and K'nyan Temptress (Succubus) in the last depth.
Note also that in comparison to the regular enemies of this chapter the King of the K'nyan (King of Dwarves with his game description same apart from the renaming, and his minions still being named Undead Dwarves) is a very easy opponent.
Demon Halls have kept in their first part the same enemies from older Shattered PD with their old attack features, one familiar enemy is just renamed and with her game description changed: Evil Eye, Scorpio (rare var. Acidic Scorpio), K'Nyan Temptress (former Succubus, only additional behavior that she also causes very often sanity damage to the hero). These enemies also keep their familiar drops: Evil Eye - 50% dewdrop, Scorpio - 20% Blood Vial a, K'nyan Temptress (Succubus) - 5% scroll of Lullaby. Nevertheless, in later Demon Halls two new enemies have been added: a Goo-boss-lookalike that divides on hit, has a "No text found" name and game description, and drops ectoplasm if Investigator Jonathan's quest has been accepted in the Sewers (otherwise it drops nothing), and a totally new enemy named Phantasm, that is octopus-like, has a ranged beam attack and drops dew (in its behavior but not its appearance it is rather similar to an Evil Eye).
|!!! NO TEXT FOUND!!!|
|!!! NO TEXT FOUND!!!|
|Eldritch beings from another dimension. By all rights these creatures should not exist. At best they are alien; at worst, they are a terrible reminder of how easily even the toughest minds can be torn down. Somehow attracted to young nubile women, especially Japanese school girls.|
Like in the other chapters none of the recently added enemies in Shattered PD exists here.
Note also that in comparison to the regular enemies of Demon Halls Yog-Dzewa and his Fists are very easy opponents.
Any chapter Edit
Animated Statues, Piranhas and Wraiths are mostly kept unchanged, so only the differences from older Shattered PD are mentioned below, which most of them have to do with the settings that they appear and not with the enemies themselves.
|These carnivorous fish are not natural inhabitants of underground pools. They were bred specifically to protect flooded treasure vaults.|
Piranha vaults always have an extra visible pedestal (named pressure plate) next to the familiar pedestal with loot, that when pressed it either dries the vault and kills all piranhas or makes the water proceed one tile further. It is better for the hero to try stepping on it with invisibility and not press the vault permanently by throwing something over it, because the chance for the positive outcome is only 50%, and in the "more water tiles" outcome the pedestal remains pressed, so the vault can't get back to its previous position. This feature exists also in Overgrown PD 0.0.2. Sometimes giant piranhas also spawn in the water tiles of the Water Weed plant's area of effect. All piranhas still always drop mystery meat and not the raw Fish food item, which would be more expected.
|You would think that it's just another one of this dungeon's inanimate statues, but its red glowing eyes give it away. While the statue itself is made of stone, the <enchanted weapon> it's wielding looks real.|
Pressure plates also exist rarely in treasury rooms with a decorative statue tile but this plate is always disguised as a regular dungeon tile and gets conveyed only if the plate tile is inspected. In treasury rooms stepping on it transforms the decorative statue to an Animated Statue (usually awakened) always carrying a weapon (possibly enchanted and/or poisoned with a seed) that it will drop as loot on death, so it is same with the other animated statues in familiar special rooms. If the player notices the plate tile and activates it by throwing an item on it from afar or is a Rogue and gets invisible right after the activation of the plate, the Animated Statue will most probably remain asleep. This feature exists also in Overgrown PD 0.0.2.
|Wraith / Poltergeist|
|A wraith is a vengeful spirit of a sinner, whose grave or tomb was disturbed. Being an ethereal entity, it is very hard to hit with a regular weapon.|
Wraiths are sort of similar in their combat features to Shattered PD's wraiths, but with six differences that make them a much more complex enemy:
- They very often cause sanity damage with their hits, so you should avoid at all costs to get surrounded by them without means to insta-kill them upon spawning or escape to a safer tile/turn invisible. Specifically rogues can safely destroy them by turning invisible and throwing to them final caresses, as these don't break invisibility.
- Occasionally one also spawns when the hero is digging with the shovel. This specific wraith is not evasive at all, and often even spawns sleeping, but it still deals sanity damage when awake (so when in low sanity levels, better stop digging).
- If the Paranormal Investigator Jonathan's quest on depth 1 has been accepted they always drop an Ectoplasm, which can be sold for 35 gold each to Jonathan (if the quest has not been taken, they never drop this).
- They have a rare variant named "Poltergeist" in the game code, but which is named also "Wraith" in-game and has the same sprite. It might spawn along with plain wraiths from tombstones or alone from skeletal remains and its basic difference from plain wraiths is that its HP also scales up with depth and not only its combat stats like that of the plain wraiths, so it might need two or even three hits to get destroyed (its health is calculated by 10 + depth number, so it is still weak in HP anyway, but it is surely stronger than the plain wraiths that have only 1 HP in any depth). Its damage, accuracy and evasion is the same with those of plain wraiths, which scale with depth.
- Wraiths will also start spawning randomly when the hero's sanity goes below 100 and he/she gets the Hallucinated or Irrational affiliation. This is an unfortunate situation, because wraiths cause additional sanity damage with their hits and the hero can even end up dying because of extremely low sanity caused by all these wraiths spawning randomly, so better get your sanity back to above 100 as soon as these wraiths start spawning.
- Speficically on depth 1 when the hero talks to the Delapore Family Descendant NPC and only at the specific doorstep 2-3 Exham Priory's Rats will spawn, which have the sprite of a marsupial rat turned transparent, but exactly the same combat features and possible drops with wraiths. These ghost rats spawn nowhere else in the dungeon.
All loot-dropping enemies in all chapters drop loot regardless of character level. Also, almost all of the enemies' stats in the chapters from the Prison and on are much higher in comparison to those of Shattered PD, but the new enemies of the Caves have very high stats for the hero's level at the time of their first encounter, so the hero can't survive there without at least a very highly upgraded tier 4 or 5 weapon and an upgraded armor of higher tier. Because DM-300 and the enemies of the Metropolis are easier in comparison to the enemies of the Caves, and even some enemies of Demon Halls are slightly easier, if you find surviving in the Caves difficult even with your gear highly upgraded, a reasonable tactic would be to map the caves depths and rush to the stairs, or just jump into the fist available chasm, and leave fighting them possibly for later, when the hero will have levelled up more and so will have increased his/her max HP and other stats in the Metropolis, or skip fighting them alltogether. Have also in mind that Fadeleaf plants don't teleport necessarily to hidden rooms but instead very often to rooms filled with enemies, which can be a very bad situation in the Caves.
A note about returning to the surface for the Happy End badge: due to the bigger size of the depths, enemies are more and spawn often, and if the hero carries the Amulet, they will be all attracted to him/her. So, return to the surface for this badge only if the hero has very good gear, and also means to turn invisible or to teleport at a safer location, in case he/she gets surrounded by many enemies. Alternatively, you can save scrolls of Teleportation and craft exotic scrolls of Passage for the trip back through the chapters from the Demon Halls until Caves, the enemies of Prison and Sewers will also attack en masse the hero, but after beating Yog-Dzewa they won't be able to pose a challenge.
Items changed and new Edit
Generally some of the items' descriptions now reveal part of the lore. Also there are some totally new items added:
- There are many new potions and scrolls "inherited" from Overgrown PD, and moreover in Survival PD the potions of Healing and Health are both renamed to Blood Vials, and there are also two potion-like items added, the Oil Urn and the Sedative. Almost all of them have been already described in the Alchemy Section above, but the Oil Urn is described with more details in the Light section just below.
- 23 new food items have been added in Survival PD, with some of them being cooked variants of a raw material that the hero finds in the dungeon. They have all been described with details in the Cooking section above.
- The new Frying Pan, Tinder, Shovel, Old Hunter Lantern have been described with details in the Class, Cooking, and Digging sections above. The new Oil Lantern item is described with details in the Light section just below.
- The Spirit Bow of the huntress has now a chance for a Head Shot with much increased damage like the Quick Strike of the rest of the hero classes. Both chance and damage amount depends on the Skill of the Huntress.
- The new Madman's Knowledge item that looks like a skull can be occasionaly found as loot in the dungeon, especially in the sewers. By choosing its "No text found!" option it increases the Arcane Skill by +1 but also decreases Sanity by -15 with each use. Especially when the hero's sanity is already low using it is not recommended, unless there are available means to increase it directly afterwards.
- The Medical Kit item is added that offers minor healing (25% of max. HP) but is much cheaper than a Blood Vial (potion of Healing renamed) and also increases sanity by +2 and cures Bleeding and Caustic Ooze, but not poisoning. There is a minor bug in this item and the "Throw" option in it makes one kit disappear instead of getting thrown, without any effect to the hero.
- 8 new melee weapons (Club, Katana Knife Glove, Knife on a Stick, Old Hunter's Gauntlet, Old Hunter's Scythe, Rapier, plain Scythe) and 5 new missile weapons (Arbalest, Bow Gun, Dragon Slayer, Heavy Crossbow, Mini Catapult) have been added to the weapons of Shattered PD. Most of the new melee weapons are loans from previous Overgrown PD (only the Hunter's Sword and Gauntlet aren't) but all the new missile weapons are original additions. The new "Final Caress" throwing knives are also among the starting items of the Rogue class, and can be considered a new thrown weapon, but is rather similar to the throwing knives and so more of a buffed variant of them: these have the unique attributes that they can get thrown without the Rogue breaking his invisibility and that their durability is infinite. For details about the new weapons see Weapons section below.
- Scrolls of Upgrade are also sold at every regular shop but at a price that scales up by +250 with each chapter (they are sold for 250 gold in the sewers' shops, 500 in the prison's shop, 750 in the caves' shop etc.), so consider making detours to visit the shops you encountered earlier to buy some extra scrolls of Upgrade at a much better price. None of the hero classes has these scrolls already pre-identified in Survival PD, so a trick to buy them even cheaper in the Sewers is to see which unidentified scroll is sold most often in all four of these shops, because that will be for sure the scroll of Upgrade, and buy as many as you can before you first use them, because their price will still be that of the unidentified scrolls, 150 gold, instead of 250 gold after they get identified.
- Reading the Tome of Mastery now increases also the stats of each class, similarly to the way of the Blood Minister NPC (by reading it Warriors get +2 Strength, Mages +2 Arcane, Rogues +3 Skill, Huntresses +1 Strength & +1 Skill).
Light – Hero’s Oil Lantern Edit
Sometimes the dungeon already from depth 2 or 3 enters a Deep Night phase with the hero having a field of vision with only 1-tile range and always from depth 4 and on the dungeon becomes generally darker, and from that point on this reduces constantly the hero's sanity apart from the field of vision. In both of these cases the hero will find useful to use the new Oil Lantern item, which is borrowed from Yet Another PD and similarly to this mod it can light the surroundings increasing the hero's field of vision, and can also burn flammable tiles (note that this item shares the same sprite with the Old Hunter Lantern wand, it has an orange and not cyan color though). It is a starting item of all classes. The Lantern gets filled with Oil Urns, which are slowly spent by keeping the lantern "Lighted" but one gets spent at once by "Burning" flammable tiles. Each hero spawns with 3 Urns in the inventory, and 15 more (in stacks of 3 for 150 gold each) are sold in Doctor Io's clinic on depth 1. An Urn might also spawn from time to time as loot in the dungeon, but this does not happen often. Lighting the Lantern shows the hero having the Illuminated buff like with other light sources of the game, but constantly until it gets Snuffed or its oil runs out (and although the Lantern's buff' game description is always that 5 turns of the buff remain, when the Lantern is snuffed or its oil runs out, the buff immediately fades away).
Note that filling/refilling the Lantern can be a bit difficult to understand at first, because the Urn has a "No text found!" game description, but its most important option has a straightforward title: "Refill Lantern Spare Flask". The "No text found!" game description is not such a big problem for recognizing it because the Urn is always a potion bottle with a grey liquid, is pre-identified for all classes and displays its name, and the hero always spawns with 3 of them in the inventory, so the purpose of the bottles is more than obvious. So, to fill the Lantern, the player must first choose the "Refill Lantern Spare Flask" option from the Urn, which will increase the Lantern's spare flask counter, and when the player wants to actually refill the Lantern, then the "Refill" option of the Lantern will have to be chosen. Finally, after the Lantern is refilled, the "Light" option will be able to light the Lantern. Don't bother with the "Drink" option of the Urn, it consumes the Urn without any effect and it is basically a minor bug of this item. Oil Urns can also be "Thrown" at enemies to damage them a bit and drench them in oil, which makes them receive double fire damage, but because Urns are essential for avoiding sanity damage in most of the dungeon by keeping the Lantern lighted, it is better to throw them only in boss fights and with many fire damaging items in the inventory (but with the bosses in this mod being rather easy, even in boss fights using Oil Urns this way is rather wasteful). Lastly in the Caves the two types of Huntsman's dogs and the Rancid/Scourge Beast enemies drop occasionaly Fatback, a food item with low nutritional value and similar side effects with raw meat and also with the same sprite, but that its "Render Fat" unique option turns it to an Oil Urn (one tinder is also needed for the rendering process). Fatback is also sold by the Merchant from the Surface on depth 1, but at a very high price, for 480 gold each.
To be protected from sanity damage from depths 4 and heroes will mostly have to light the Oil Lantern and keep it constantly lighted, so this item is very essential to their survival. Have also in mind that the Oil Urn can't burn flammable tiles when thrown at them and just gets wasted this way, and for the Lantern to burn a flammable tile it must have an Urn as a spare flask put into the Lantern, the Lantern not get refilled with it, but then use its "Burn" option. Anyway Oil Urns should better not get spent for burning flammable tiles, when there are potions of Liquid Flame, bombs and igniting seeds easily available.
Note also that there is a minor flaw in the game messages, and whatever the source of light is (Illuminated buff from the burning debuff or by zapping enemies with a wand of Prismatic Light, torch, Oil Lantern etc.), when it stops being active, the message is always the same: "Your lantern flickers faintly and goes out!"
NPCs & Shops Edit
Several more NPCs have been added to Survival PD, and all of them in the first four Sewers depths. A few of these NPCs are quest givers and reward the hero in various ways (one of them even without a quest) and some other are merchants or professionals with their own separate shops. Note that there are two general differences between the regular Shopkeeper NPCs and all the other NPCs, including those that sell items and have shops:
- While regular shopkeepers get threatened by all the familiar reasons they get also in Shattered PD and immediately leave (harmful blobs, taking damage etc.), all the other NPCs have a similar attittude with the Old Wandmaker or Troll Blacksmith and get bothered by nothing. For example on depth 1 if you zap the familiar shopkeeper with a wand of Fireblast he will immediately leave, but if you do the same to Doctor Io at her shop, she will just keep doing her business as usual. That said, when there are more than one shops on a depth and the regular shopkeeper gets threatened and leaves, the merchandise vanishes from all shops of the depth, so players should be even more careful to keep the regular shopkeeper at peace. Also, the Master Thieves' Armband artifact is bugged in Survival PD, so stealing is practically not available in its shops in general, and the shopkeeper can't leave for that reason.
- Regular shopkeepers still buy the hero's unwanted items, but none of the new merchant NPCs does and they only sell their merchandise.
[In the bullets that follow, for the NPCs that are locked inside houses, their name is displayed by selecting the door tile or by talking to them, but most of them are named just "Dwellers", so in the following bullets the parts inside brackets are not displayed in the game window, but are derived from the game's github and are written to distinguish the NPCs more easily. Some NPCs will change their behavior if the hero has a negative affiliation - sanity below 100. You can read all the messages of the NPCs locked inside houses in the game's github.]
Depth 1 Edit
- Blood Minister: He asks for 5 plain Blood Vials (potions of Healing renamed) from the hero. When the hero returns with them, he will ask what is the hero's past and depending on the answer, the Minister will raise a different stat and then vanish: Military Veteran +2 Strength and +2 Skill, Street Urchin +1 Strength and +4 Skill, Practicer of Arcane Arts +5 Arcane Skill, Bush Ranger +5 HP, +1 Strength and +1 Skill. Each of these options sort of resembles the strong points of each class, which becomes also evident by their names (Bush Ranger - Huntress or Practicer of Arcane Arts - Mage for example), but there is absolutely no reason for a player to choose an option based on the hero's class, if he/she considers another more beneficial, the Blood Minister will have no objection with any answer.
- Gardener: Inherited from previous Overgrown PD, he offers the Footwear of Nature artifact in exchange for 10 different seeds.
- Guard Captain: He asks from the hero to collect Left Goblin Ears for a gold reward (he buys them for 24 gold each). Note that goblin ears have the same sprite with raw mystery meat, but they are stored in the main inventory and not in the food bag and have always the pink hue of unidentified items, so they do can't get easily confused. In the current version after the hero finishes 5 goblin-slaying trips back to the captain, the Captain will now give an additional much harder quest, to kill hunter Jackson that has gone mad. Note that the hero is supposed to be able to still sell goblin ears also during that quest, but this is currently bugged and after the hero gets the new quest, the Guard Captain doesn't buy goblin ears anymore, and the hero has to kill Jackson for selling to become available again. As Jackson spawns almost immediately afterwards, this bug is just a minor nuisance, just don't get confused by the Captain's reluctance to buy goblin ears, it will be temporary. The Mad Hunter Jackson has the sprite of a Hunter with a Sword and his game description is: "Driven mad by the curse of the blood and beast, this hunter can no longer tell the difference between men and beasts. Perhaps it's best to put him in rest". His attack causes bleeding, but he is much, much weaker than a regular hunter of the Caves, nevertheless he is still a difficult opponent for a hero at very early levels, so it is better that you don't give goblin ears to the Captain one by one, and have as a consequence Jackson appear when the hero still has the starting armor and weapon. The quest reward for the hero after killing Jackson is 720 gold pieces, and Jackson also always drops a Blood Vial a (potion of Healing renamed).
- Paranormal Investigator Jonathan: He asks from the hero to bring him whatever remains of ghosts from Lower Loran can be found for a reward. This is rather vague, but what he actually means is that Exham Priory's rats in depth 1, Dark Beasts of Loran in caves, "No text found!" Goos in demon halls, and Wraiths everywhere in the dungeon will always drop Ectoplasm after his quest has been accepted (ectoplasm looks exactly like a dewdrop but has a different name and game description and is stored in the inventory as an item), and the hero can take the ectoplasms back to Investigator Jonathan for a reward of 35 gold each. As the hero proceeds in the dungeon he/she will be getting ectoplasms from the various enemies that drop them, but if you do not intend to have the hero return to depth, there is really no point in keeping the ectoplasms, as no other NPC in the rest of the dungeon will buy them.
With a Shop
- Doctor Io: She has a shop-clinic that sells plain Blood Vials a (potions of Healing renamed) in stacks of 5 for 750 gold, Medical Kits in stacks of 5 for 175 gold, Oil Uns in stacks of 3 for 150 gold, No text Found - Sedatives in stacks of 3 for 1,500 gold, and a wand of Transfusion for 375 gold. This is the cheapest place to buy Blood Vials and the only place to buy Medical Kits and Sedatives in the whole dungeon. In addition she offers to heal the hero for 500 gold, but this is obviously more expensive than buying blood vials and has no extra effect like increasing sanity.
- Fox-morph Innkeeper: They talk with a heavy German accent and are a shopkeeper that sells regular food rations in stacks of 5 for 250 gold and pasties for 100 gold each. This is the only shop in the dungeon that the hero can buy these two food items (regular shops sell only overpriced food rations) and at a very good price. By talking with them about the various subjects they offer for discussion you will get some elements of the game lore, but no quest.
- Merchant from the Surface: She is a recent addition to the NPCs of Survival PD and spawns at a random location of depth 1, but has a proper shop like the two other NPCs above. She sells food items that most of them are obtained otherwise only by digging or as specific enemy drops (her merchandise are listed as: 1 carrot for 24 gold, 1 chicory for 24 gold, 1 burdock for 24 gold, 1 pork [mystery meat] for 60 gold, 1 fatback for 480 gold) and also 1 tinder for 10 gold. Her prices are in pence, but you should not bother with that, she always means gold pieces. As digging can be damaging for the hero's sanity, and her prices with the only exception of the fatback are reasonable, you should consider having the hero buy burdocks, carrots and chicories from her (mystery meat - pork is a very common drop and is not worth the 60 gold pieces she asks for it), in order to cook the very nutritious level 2 and 3 food items that need these as ingredients.
- Note that this NPC is slightly bugged and in a few runs she doesn't spawn at all. If you are sure that you haven't left any area of depth 1 unexplored and the hero hasn't still found the Merchant from the Surface, you will have to decide if it will be better for you to terminate the run and start a new one or not, for this NPC to also spawn, as it is very convenient for the hero to have the option of buying in low prices either RNG-dependent items like Tinders, or higher quality raw materials otherwise only available by the risky digging, like Burdock roots, Chicory roots, and Wild Carrots. If you decide not to terminate the run and continue without this NPC, have in mind that your access to food items that can become of very high quality through cooking will be only through digging and fishing.
- Delapore Family Descendant: In all interactions with the hero they have a delirium saying that they see rats on the walls, and after each delirium two Exham Priory's Rats are summoned at each side of the hero (three if there is an extra tile, because the house door has spawned close to a door, which gives an extra free tile). These are extremely evasive in melee attacks but get destroyed easily by surprise attacks and wands (including the Old Hunter Lantern) just like wraiths, and each rat drops 2 ectoplasms, which can be sold for 35 gold each to Paranormal investigator Jonathan, if the hero has accepted his quest. If your hero isn't a rogue/mage or doesn't have a combat wand and has dropped/sold the hunter lantern don't talk to this NPC, you will get trapped between the two rats and die, because they are unkillable with melee or ranged weapon attacks, and there is no escape path from them.
- Dweller [Gasscoigne family]: She asks from the hero to look for her mother and father in the city of Loran and gives details about the appearance of her father and grandfather. According to the game code this quest is supposed to be completed with the hero returning to this house after the Goo is killed, finding the girl's father home, and if the quest had been accepted previously, getting a potion of Beast as reward (if the quest has been refused earlier the father is supposed to talk with the hero but give nothing). Unfortunately killing Goo does not seem to have any effect to the inhabitants of the house, so this quest can't be completed.
- Dweller [Hungry folks]: He asks from the hero for 5 food rations, and gives back a random regular scroll and always a scroll of Upgrade as rewards. He sometimes doesn't even take the rations and 5 food rations anyways have the same price with a scroll of Upgrade on depth 1, so completing this quest is rather reasonable. This quest used to be a little bugged in previous versions, and sometimes this dweller was not accepting food rations after the hero had brought them, but this bug seems to have been mostly fixed in the current version.
- [Rude] Old Male Dweller: He is located inside one of the locked houses. He asks from the hero to go away and if the hero insists on interacting with him, he sets off an alarm the third time.
From the quests of this depth only those of Investigator Jonathan and the Captain Guard can be repeated.
Depth 2 Edit
- Silver Rank Adventurer: He makes various random remarks about goblins, which are the topic he is mostly interested in. Very often he also gives to the hero 5 poisoned darts, but not always. These darts can be only offered once.
- Dweller - Loran [Yharnam] Brothel: At first she thinks that the hero is an angry housewife, so she tells the hero that their husband is not there, and afterwards she says she is not working during the nights of the hunt.
- Dweller [Pot Shop]: At first they either chant to Yog Sothoth or say that they are still preparing their soup, but then they offer to sell soup to the hero and are available to talk about the soup and the hunt. Soup costs 15 gold and satisfies hunger by 125, in exactly the same degree with a Frozen Carpaccio, but also reduces sanity by -10 (so better not buy it, or at least do not eat it). If the hero has no money this NPC still gives soup, but asks the hero to bring some meat the next time as an exchange. Heroes thus can buy soup many times, but they shouldn't, as this food item is mostly harmful. Interestingly, there is a minor visual bug related with it and the soup shares the same sprite with the Fish Stew, with is the second most beneficial to sanity food item (+9).
- Dweller [Unnamed male 1 with sword]: At first he refuses to open the door and swears the hero, but in the second interaraction he changes his mind, expresses sympathy for the hero wandering outside during the hunt and offers a tier 3 sword in order to help, always uncursed and always upgraded to +3, without asking anything back, so always remember to complete this quest. The sword can be only offered once.
- Old Female Dweller: She expresses her sympathy, but refuses to help or talk to the hero.
Depth 3 Edit
- Dweller [Unnamed male 2 polite]: He apologizes every time the hero talks to him but says he can't offer any help.
- Dweller [Unnamed male 2 rude]: He wishes death to the hero.
- Dweller [Unnamed male 3 German]: He says in German that nobody is ill inside the house and then talks about the Church of Good Blood.
- Dweller [Deceiver]: She asks for Blood Vials from the hero and promises that when she gets them, she will let the hero in, but if the hero has already or returns with 5 vials she just laughs and does nothing (fortunately she doesn't take the vials).
Depth 4 Edit
- No NPCs currently. The Sad Skeleton NPC that was offering a game-crashing quest in previous versions has been totally removed.
With a Shop
- Old Loran Hunter: He sells different types of bows and crossbows (arbalest for 500 gold, bow gun for 200 gold, crossbow and heavy crossbow both for 400 gold, mini catapult for 500 gold and dragon slayer for 2,500 gold), and also the Old Hunter's Gauntlet melee weapon for 300 gold, darts in stacks of 10 for 300 gold and javelins in stacks of 10 for 1,200 gold. This is a very useful shop for huntresses and the only place in the dungeon that heroes generally can find/buy missile weapons other than a tier 4 plain crossbow, which is the only missile weapon that spawns also as loot.
- Dweller [Deutsch Gentleman]: He is located inside one of the locked houses. He speaks in half English and half German, at first he asks from the hero just to to leave and then says that he gave to the hero something in order to leave, but nothing appears in the inventory (in the game code the gift is supposed to be 3 throwing knives). If the hero has gained at least two levels in their next interaction, a dialogue window will open with three subjects of discussion. If the "Help him move" option is chosen, he will ask for 3 scrolls of Teleportation, in order to get back to the surface (the other two topics, the Blood Healing and the Scourge trigger no quest). In the code the reward described for this quest is a +5 Mini Catapult and 500 gold pieces, but 3 scrolls of Teleportation are very hard to get gathered as early as the sewers, and when the hero eventually gathers them there will be no point in making all this distance back to depth 4 for these rewards, so this quest will be getting rarely completed by players.
- Dweller [Female 1 Rude]: She refuses to speak to the hero and wishes to him/her to get lost.
- Dweller [Female with no quest 2 German]: She is located inside one of the locked houses. She speaks German at first and then chants for Cthulu.
- Dweller [Rude archer]: He initally swears and refuses to speak to the hero and if the hero insists he first threatens to shoot and then poisons and causes bleeding with a dart. A minor positive in this is that the hero gets 1 free dart, the one that the archer had shot.
The Sad Ghost appears in the same depths (2/3/4) and offers the same quests and rewards as it does in Shattered PD.
The Old Wandmaker appears in the same depths (7/8/9) and offers the same quests and rewards as he does in Shattered PD, but because of the bug of the less keys spawning in prison his rotberry seed and ceremonial candles quests might not be able to get completed, because the rotberry plant and the candles will spawn inside locked rooms. His only quest that is always possible to get completed is the corpse dust quest, because this item spawns inside a barricaded and not a locked room, which will be easy to become accessible after the barricade gets burnt.
There are no additional NPCs in Prison.
The Troll Blacksmith appears in the same depths (12/13/14) and gives the same quests and rewards as he does in Shattered PD.
There are no additional NPCs in Caves.
Dwarven Metropolis Edit
The Ambitious Imp appears in the same depths (17/18/19) and gives the same quests and rewards as it does in Shattered PD. Note that if its quest isn't completed before killing the King of K'nyan/King of Dwarves, its shop doesn't spawn, like it used to happen until recently in Shattered PD.
There are no additional NPCs in Metropolis.
Demon Halls Edit
There are no additional NPCs in Demon Halls.
NPCS with quests in all chapters Edit
Only those that their quests actually work are mentioned (but also those that there is not much point in completing them):
- Blood Minister (depth 1): he asks for 5 plain Blood Vials and raises different hero stats based on the answer he was given about the hero's past.
- Dweller [Deutsch Gentleman] (depth 4): after the hero has gained at least two levels from their last interaction, there is a dialogue option and if the "Help him move" option is chosen, he asks for 3 scrolls of Teleportation, in exchange for a +5 Mini Catapult and 500 gold pieces. Practically this quest will be rarely getting completed, as scrolls of Teleportation are rare, so when the hero eventually gathers 3, he/she probably won't be boing the trip back to depth 4 just for these rewards.
- Dweller [Hungry folks] (depth 1): he asks from the hero for 5 food rations in exchange for a random regular scroll and always a scroll of Upgrade as rewards.
- Dweller [Unnamed male 1 with sword]: almost not a quest, as the hero just has to talk to him twice, in order to be offered a level +3 tier 3 sword.
- Gardener (depth 1): he offers the Footwear of Nature artifact in exchange for 10 different seeds.
- Guard Captain (depth 1): he asks from the hero to collect left goblin ears for a reward of 24 gold for each ear. After the hero sells to him goblin ears five times, he offers a second quest, the tracking and killing of Mad Hunter Jackson.
- Paranormal Investigator Jonathan (depth 1): he asks from the hero to bring him ectoplasms dropped by Dark Beasts of Loran in caves, Exham Priory's rats in depth 1, "No text found!" Goos in demon halls, and Wraiths everywhere in the dungeon for a reward of 35 gold for each. Practically the ectoplasms dropped by Dark Beasts and Goos are sort of useless, as the hero won't be doing the trip from the caves and demon halls back to depth 1 just to sell ectoplasms to Jonathan.
Prison, Caves, Metropolis
- Old Wandmaker (prison, depths 7/8/9): same with Shattered PD
- Troll Blacksmith: (caves, depths 12/13/14): same with Shattered PD
- Ambitious Imp (metropolis, depths 17/18/19): same with Shattered PD
NPCs with a Shop Edit
Generally speaking about regular shopkeepers in Survival PD, in the sewers one shopkeeper with his shop is located on every depth near the depth's entrance. As expected, the first three shops sell the game's containers (on depth 1 this is always the magical holster, and from depth 2 and on they spawn based on the most items out of a container in the hero's inventory). From the prison and on the shops appear in their regular amount of one shop per chapter on the first depth of each chapter. Every shop in Survival PD sells 3-4 scrolls of Upgrade and 1-2 Elixirs of Beast (+1 Strength +5 HP).
Apart from the regular Shopkeepers of each chapter after the sewers and the Ambitious Imp, the other merchant NPCs of Survival are all located in the sewers:
- Ambitious Imp (depth 21): same with older Shattered PD, so the hero has to complete its quest before killing the K-nyan King/King of Dwarves and proceeding to depth 21, for its shop to spawn.
- Doctor Io (depth 1): she sells Blood Vials a (potions of Healing renamed) in stacks of 5 for 750 gold, Medical Kits in stacks of 5 for 175 gold, Oil Uns in stacks of 3 for 150 gold, No text found! - Sedatives in stacks of 3 for 1,000 gold, and a wand of Transfusion for 375 gold.
- Fox-morph Innkeeper (depth 1): they sell regular Food Rations in stacks of 5 for 250 gold and Pasties for 100 gold each. Ration-like items are bought in the best available price in this shop.
- Merchant from the Surface: she sells food items that most of them are obtained otherwise only by digging or as enemy drops (1 carrot for 24 gold, 1 chicory for 24 gold, 1 burdock for 24 gold, 1 pork [mystery meat] for 60 gold, 1 fatback for 480 gold) and also 1 tinder for 10 gold. Her prices are in pence, but you should not bother with that, she always means gold pieces.
- Old Loran Hunter (depth 4): he sells different types of bows and crossbows (arbalest for 500 gold, bow gun for 200 gold, crossbow and heavy crossbow both for 400 gold, mini catapult for 500 gold and dragon slayer for 2,500 gold), also the Old Hunter's Gauntlet melee weapon for 300 gold, darts in stacks of 10 for 300 gold and javelins in stacks of 10 for 1,200 gold.
- Shopkeepers (depths 1, 2, 3, 4, 6, 11, 16): very similar with those of Shattered PD, but one also exists in each depth of sewers and all of them in all chapters always sell 3-4 scrolls of Upgrade and 1-2 Elixirs of Beast (+1 Strength +5 HP).
The rings of Survival PD are those of current Shattered PD and with the specific features that they had in v.0.7.1: rings of Accuracy, Elements, Energy, Evasion, Force, Furor, Haste, Might, Sharpshooting, Tenacity, Wealth. Note that although the following rings have relevant beneficial effects:
- the rings of Accuracy, Force and Sharpshooting do not increase the hero's (combat) Skill stat.
- the rings of Elements and Tenacity do not increase directly the hero's resistance to sanity damage (only indirectly because the hero receives less damage in general).
- the ring of Energy does not increase the hero's Arcane skill stat.
Basically the only ring that has a direct effect on the hero's stats is the ring of Might, like it does in Shattered PD.
Another ring that is somewhat different in its effects than its equivalent in Shattered PD is the ring of Force, although that happens not because of the ring itself, but because of the many elixirs of Beast that are available in the dungeon's shops. If the hero upgrades highly a ring of Force and consumes some elixirs of Beast, in order to get his/her strength much higher, the ring of Force will end up dealing equal damage to a Flail or Glaive of the same level, or even more, if the hero buys and consumes most or all the available elixirs of Beast. If he hero finds one before highly upgrading his/her main weapon, it should probably be preferred instead of the weapon, considering also its default advantage of being unknockable by K'nyan Slaves/Dwarf Monks.
To give a few more details, each unarmed attack with the hero equipping a ring of Force is treated as an attack from an equivalent weapon of tier (Str. - 8) / 2. Upgrading the ring will have a scaling according to the currently assigned tier. After the Hero attains 18 strength, the tier and as a consequence the damage dealt by the ring is instead calculated as (Str. + 2) / 4 and the scaling of the additional damage per strength point gets slowed down as well, but with it being already of a tier 5 weapon.
So, for the ring of Force to give an equal damage scaling with upgrades like the Flail or Glaive (+1/+8), the hero will have to reach 25 Strength, and for an even higher damage scaling (+1/+9) 29 strength, which are both achievable and the frst rather easily, as the elixirs of Beast sold only in the Sewers chapter are 8, and in the rest of the dungeon 2 get sold as well in each dungeon shop. This amount of excessive attack power is not really necessary though, as already from strength 16 a level 0 ring will be dealing the damage of a level 0 Greatsword and from strength 21 of a level 0 Glaive with +1/+7 scaling.
From depth 4 and on the hero will start receiving steadily 1 sanity damage approximately every 40 turns because of the darkness around him/her, and also some enemies in general (Fetid Rats, Wraiths, many enemies of the Caves et al.) will damage the hero's sanity as well. Moreover the use of some items also decreases the hero's sanity: drinking potions of Mind Vision (-1) or Blood Vials (-3, but only the version a, that is the potion of Healing renamed), eating Soup (-10!) and most heavily using the Madman's Knowledge item (-15!). Raising the Arcane skill by searching in bookshelves also decreases sanity by -3, but not raising this skill by other means like Mages reading the Tome of Mastery or heroes choosing the Practicer of the Arcane Arts option from the Blood Minister.
In contrast using some other items heals sanity: reading scrolls of Recharging (+1), sleeping with a scroll of Lullaby (+2), drinking a potion of Strength / Experience or eating their blandfruit equivalents (+1, but not just levelling up or drinking an elixir of Beast), uncursing an item with a scroll of Remove Curse (+1), using a Medical Kit (+2), and most importantly consuming a Sedative potion (+10). Eating food items of higher levels also increases Sanity: Pasty (+1), Slow Roasted Rat (+1), Tender Roasted Baby Carrots (+4), Spiced Sautee Burdock Root (+6), Baked Chicory with Herbs (+8), Fish Stew (+9), Meat Pie (+10). Completing some quests also increases sanity by +1.
As a result of decreased sanity the hero's affiliation will start changing from "nothing" to various negative states from 100 Sanity and below, and depending on the negative state the hero will be facing different negative consequences:
- "Fearful" and "Hopeless" cause Slowness and inrease the rate of sanity damage. It is dangerous in the most straightforward way in comparison to the other negative state, because of the sanity damage rate increasing.
- "Hallucinated" and "Irrational" cause vertigo and at low sanity levels also alternatively poisoning, spawn wraiths and at very low sanity levels the Dark Beast of Loran might spawn instead, which is a wraith variant in most of its combat features but deals heavier damage. This is also a rather dangerous situation but ore indirectly, because wraiths cause additional sanity damage and the hero can even end up also to extremely low sanity caused by the wraiths spawning randomly.
When the sanity counter reaches 0, the hero will die or will be revived by an Ankh, but still with low sanity, 50, and so with low chances of survival for a lot more. Nevertheless, there are some ways to avoid low sanity:
- The most important is to keep the Oil Lantern constantly lighted from depth 4 and on (it can be getting snuffed when the hero returns to depth 3). Lighting a torch has exactly the same effect in protecting sanity and increasing the field of vision, it just does not give to option to snuff it once it is lighted and also torches are usually not available in early game. Nevertheless in Demon Halls torches can work fully as an alternative for the Oil Lantern.
- The second most important is to use Medical Kits (+2) or Sedative potions (+10). Both are available for purchase only from Doctor Io's clinic on depth 1.
- Equally important but working differently, to cook and eat food items of level 3, that have the beneficial side effect to also increase sanity apart from satisfying hunger more and from their other various buffs and cures. The food items that increase sanity are in order of sanity benefit: Pasty (Loot, No CS involved, Sanity +1), Slow Roasted Rat (Fried, CS > 25, Sanity +1), Spiced Sautee Burdock Root (Fried, CS > 50, Sanity +3), Tender Roasted Baby Carrots (Fried, CS > 50, Sanity +4), Baked Chicory with Herbs (Fried, CS > 95, Sanity +8), Fish Stew (CS > 65, Sanity +9), Meat Pie (Alchemy Pot, energy 9, CS has no effect, Sanity +10). From these seven food items only the pasty can be bought or found in the dungeon while the meat pie needs no cooking skill but only the right materials and an active alchemy pot, it consumes a lot of alchemical energy though. The other five can only be cooked in the frying pan, so the hero will have to find the necessary raw materials and also have sufficient cooking skill, or else the lower level variant will be cooked instead. The simpler, cheaper and less dangerous option is for the hero to spend time in fishing: a lot of time will be needed to catch enough fish, in order to cook them in bulk and raise the Cooking Skill to at least 65, which will start giving access to Fish Stew (sanity +9), but fish are for free and fishing doesn't spawn mandrakes, skeletons and wraiths like digging does. Be careful because there is also a food item that decreases sanity much, by -10, the Hunter's Soup served on depth 2, which the hero should never eat.
- To sleep after reading a scroll of Lullaby (+2). Note that just reading it without the hero falling asleep has no efffect.
- Although these aren't primary measures for the management of sanity, note that drinking a potion of Strength / Experience or their blandfruit equivalents (but not just levelling up or drinking an elixir of Beast), reading a scroll of Recharging and Remove Curse (but with also uncursing an item, not just reading it), and completing some quests also increases sanity, in all of these cases by +1.
As by depth 4 the hero will most probably not have the cooking skill or the raw materials needed in order to cook enough high level food items, unless he/she buys them from the Merchant from the Surface and cooks in bulk to raise his/her skill, keeping the Oil Lantern constantly lighted will be in the beginning the default way for him/her to keep some sanity in the dungeon, and using a Medical Kit or a Sedative potion will be also useful if just lighting the Lantern will not be enough. It is in any case reasonable to buy all available Oil Urns from the depth 1 shop and also a) buy at least some Sedatives and Medical Kits and/or b) raise the hero's Cooking Skill to at least above 50 and make a stock of cooked level 3 items that heal sanity, before proceeding for good to the latter part of the dungeon. Have also in mind that wraiths' attacks almost always decrease sanity, so when the hero's sanity is mediocre and especially when it is low, it is better not to disturb non-armory tombstones, because these contain random and often not significant loot and sometimes wraiths attack upon spawning, which is automatically -4 sanity. Digging might also spawn a wraith so at low sanity levels this should also be avoided.
Also, a detail related to sanity maintenance is that when a boss depth gets locked, apart from hunger not getting worse there is also no sanity damage even with the lantern snuffed, so you can save a bit of oil while fighting all bosses, with the exception of Yog-Dzewa, whose depth will be almost totally obscure without either a torch or the lantern lighted.
- All of Shattered PD's (v.0.7.1) wands remain: Blast Wave, Corrosion, Corruption, Disintegration, Fireblast, Frost, Lightning, Magic Missile, Prismatic Light, Regrowth, Transfusion. The wands of Living Earth and Warding were added after v.0.7.1, and even though they are mentioned in Survival PD's game code, they don't spawn currently. That said, the new Old Hunter Lantern wand is esentially an adaptation of Shattered PD's wand of Living Earth. Note also that the fact that all of the familiar wands are those of Shattered PD v.0.7.1 determines the details of their function, which means that their specific features are older, but also not very old: the most notable example is the wand of Transfusion which does not uncurse items, like it used to do many versions ago in Shattered PD, but still self-harms and doesn't offer a mild self-shield, like it does in current Shattered PD. Other notable differences of Survival PD's wands from current Shattered PD are that i) the wand of Magic Missile does not synergize with other wands and remains rather weak, and that ii) the wand of Regrowth still consumes all of its charges and does not generate a Lotus plant (it has the feature of getting degraded with use below level +12 though).
- The Battlemage melee effects are also those of Shattered PD v.0.7.1, so rather similar but not identical with all of current Shattered PD's melee effects:
- Blast Wave - Elastic enchantment
- Corrosion - Caustic Ooze debuff
- Corruption - Amoked debuff
- Disintegration - Projecting enchantment
- Fireblast - Blazing enchantment
- Frost - Chilled and then Frozen debuff (only once per target but always)
- Lightning - Shocking enchantment
- Magic Missile - Recharging buff
- Old Hunter Lantern - Heals the minion (wand not existing in Shattered PD)
- Prismatic Light - Crippled debuff
- Regrowth - Herbal Healing buff (different than current Shattered PD)
- Transfusion - Free charge (different than current Shattered PD)
- Most (but not all) wands that deal direct damage have it affected positively by the hero's Arcane skill and their game descriptions take that into account (players familiar with Yet Another PD should consider Arcane skill very similar to the Magic Power stat of that mod). That said, their base damage displayed in their game descriptions while they are still unidentified is for a hero with Arcane skill 0 or 1, so in many cases their damage will be underestimated because the hero's Arcane skill will be from higher to much higher (their damage scaling with upgrades is not affected by the Arcane skill at all though). Note that each hero class has a different starting value for Arcane skill: Warrior 1, Mage 6, Rogue 0, Huntress 3, and there are also from the beginning of the game various ways to increase this stat (Blood Minister's quest, Madman's Knowledge items, searching in bookshelves). Because two wands of Survival PD (Magic Missile and Prismatic Light) are bugged and Arcane skill does not affect their damage, the damage-dealing hierarchy of wands in Survival PD is somewhat changed in comparison to Shattered PD, because the Arcane skill practically does not improve the damage of all wands. Nevertheless, the wands of Disintegration, Fireblast, Frost and Lightning still deal the biggest direct damage also in Survival PD. To give examples for the direct damage wands that display their expected damage in their game descriptions (wands are at level 0 with Arcane skill values from 0 to 10 for the hero):
|Old H. Lantern5||4-6||4-7||5-8||5-9||6-10||6-11||7-12||7-13||8-14||8-15||9-16|
Judging from their base damage with Arcane skill 10 the direct damage wands of Survival PD can be ranked accordingly:
- Old Hunter Lantern
- Blast Wave
- Magic Missile (Arcane skill has no effect)
- Prismatic Light (Arcane skill has no effect)
The wands of Corrosion and Transfusion don't display expected damage in their game descriptions, and the Arcane skill doesn't seem to increase the damage they cause and their power of effect generally. The wands of Corruption and Regrowth don't deal direct damage, and the Arcane skill also doesn't seem to increase their power of effect generally. That said, a) the wand of Corrosion is still a very powerful wand, especially when upgraded, and its corrosive blob can deal similar damage with the fire blob from the wand of Fireblast, this wand just can't be exactly compared with the direct damage wands, and b) the wand of Corruption when highly upgraded will corrupt any regular enemy after one or two zaps, and the hero might end up just exploring the depth to gather loot dropped by enemies killed by other enemies, so it is also very effective.
|Old Hunter Lantern||+1/+2|
Based on their damage scaling with upgrades the direct damage wands of Survival PD can be ranked accordingly:
- Frost, Lightning (+1/+5)
- Disintegration (+1/+4)
- Blast Wave, Prismatic Light (+1/+3)
- Fireblast, Magic Missile, Old Hunter Lantern (+1/+2)
1 The wands of Disintegration and Lightning can deal increased damage based on the setting, when enemies/obstacles are penetrated (the first), and when enemies are standing in water (the second), so their damage can be higher than that displayed. On the other hand, the enemies affected by the wand of Lightning's chain get always less damage than the originally hit enemy, and Evil Eyes are resistant to zaps from the wand of Disintegration, so in both cases their damage will be lower than that displayed.
2 The wand of Fireblast deals extra damage with the Burning debuff it often applies, so its damage can be higher than that displayed. Because of its cone it can also "hit" more than one enemies, which is also a big advantage.
3 The wand of Frost deals decreased damage against chilled and frozen enemies, which is most often the state of enemies after they first get zapped by it, so its damage often can end up lower than that displayed. On the other hand, it deals increased damage to Fire Elementals and at high levels it destroys them with one zap almost always, so in that specific case its damage will be higher than that displayed.
4 The wands of Magic Missile and Prismatic Light are bugged and their damage is not affected positively by the Arcane Skill. On the other hand, the wand of Prismatic Light deals increased damage against demonic and undead enemies, so its damage can be higher than that displayed, but still very low for heroes with increased Arcane skill.
5 The Old Hunter Lantern causes also much damage with its Old Hunter Spirit minion, so its overall damage will be higher than that displayed.
- The Old Hunter Lantern starting item is actually an upgradeable wand that has at 0 level 2 available zaps dealing 7-12 damage per charge and also having a chance to create a "Old Hunter Spirit" minion with the sprite of a caves Hunter that will attack the target and will be getting self-healed with its succesful hits (only one minion can be active on the same depth, and subsequent zaps with the Lantern just damage enemies and also heal the active minion but don't create a second one). If the minion survives the fight and there are other enemies in its field of vision, it will attack them as well, but it will get self-destroyed as soon as there aren't any more enemies around (it also despawns when the hero changes depth, and doesn't follow into the next depth). At level 0 of the Lantern this minion is very weak but is still a good distraction for enemies at early depths, nevertheless at high levels of the wand the minion becomes rather resilient. Note that second part of the Old Hunter Lantern's game description is copied and pasted from the wand of Living Earth in Shattered PD and is slightly incaccurate (no armor is formed around the user, but only a hunter spirit might get summoned), nevertheless this also shows without doubt from which familiar wand this new wand has been inspired. As the Hunter's Lantern is considered a wand by the game it gets stored in the magical holster, can be a reward of the Old Wandmaker, can get found as "wand" loot inside a crystal chest, and can get imbued to the mage's staff, which then becomes a Wand of Necromancy staff. Apart from the explicit increase in its damage with upgrades (+1/+2), its spawned minion gains also attack power and evasion with each upgrade. Successful melee hits with a staff imbued with this wand by a Battlemage also heal the minion, a bit in low levels of the wand and considerably in high levels. It gets transmuted to a regular wand, can be a product of transmuting a regular wand, and rarely it can also be found as merchandise or loot like the rest of the wands. Also, it shares the same sprite with the hero's Oil Lantern, which has a totally different purpose, but they are differentiated by the wand lantern being cyan and the light lantern being orange.
- A section specifically for Battlemages: Because of the very high stats of enemies in Caves but also later on, and of the Mage's Staff dealing very low melee damage for them, a Battlemage build with most upgrades to the imbued staff doesn't work well in Survival PD, even with wands that deal comparatively high damage like the wands of Corrosion, Disintegration, Fireblast, Frost or Lightning, unless the mage increases as much as possible his Arcane skill, for the wands' damage to get maximized. So if you don't want to bother with the mage consuming all the Madman's Knowledge items he finds and then managing his low sanity, it is more reasonable to just put many upgrades to a tier 4 or tier 5 melee weapon instead of the Mage's Staff, even when you are doing a Battlemage run. That said, if you are determined to try a "traditional" Battlemage build with many upgrades to the Mage's Staff this will have to be combined with some other actions as well.
- A "most upgrades to the wand" build should be primarily chosen with the direct damage wands of Disintegration, Fireblast, Frost and Lightning, as the rest of the direct damage wands either have worse damage scaling (Blast Wave), or most importantly are bugged and are not affected by the hero's increased Arcane skill (Magic Missile and Prismatic Light). The only other wand that deals direct damage is the wand of Transfusion, but only to undead enemies, while in contrast it deals damage to the hero when it charms non-undead enemies or heals/shields allies, so the mage won't have any chance to survive from the Caves and on with this wand imbued to the staff, even when highly upgraded.
- Moving to (mostly or only) non direct damage wands: i) The wand of Corrosion is also unaffected by the Arcane skill but nevertheless its corrosion blob is very powerful, and so it can be also rather effective in a Battlemage run when imbued to the Mage's Staff and highly upgraded. ii) Another good choice among the non-direct damage wands is a highly upgraded wand of Corruption imbued to the staff, as it will corrupt any regular enemy after one or two zaps while its amoked debuff on melee hits is very handy as well when the mage is surrounded by enemies, and he might end up mostly exploring the depth to gather loot dropped by enemies killed by other enemies. iii) The Old Hunter Lantern when it is specifically used by a Battlemage, imbued to the staff and highly upgraded becomes a very effective wand, as the minion of this highly upgraded wand is very resilient at high levels, and the melee hits of the Battlemage heal it considerably (enemies also tend to prefer it instead of the hero, so with enemy groups usually the Battlemage will be taking down enemies one by one, as the minion is tanking them while getting healed by the mage's melee hits). As this is a starting item of all classes, this wand can be the plan b for all Battlemages, if they haven't found any other wand that deals considerable damage until Tengu (note that this wand does not work equally well for Warlocks, as they can't heal the minion with their melee hits, which has as a consequence that the minion is far less resilient). The wand of Regrowth doesn't deal any damage in any way and so it should not get imbued to the staff and highly upgraded, as there is no chance that the mage will survive with just melee hits dealt by his staff to enemies.
- To summarize, the wands most suitable to get imbued to the Mage's Staff and get highly upgraded for a Battlemage run are the wands of Disintegration, Corrosion, Corruption, Fireblast, Frost, Lightning, Old Hunter Lantern, and on the other hand the wands of Magic Missile, Prismatic Light, Regrowth and Transfusion should be avoided for this purpose in any case. The wand of Blast Wave is an intermediate case, not horrible damage-wise, but with the drawback of a low damage scaling and keeping ranged enemies at a distance mith its melee hits (especially K'nyan Psionics/Dwarf Warlocks will be dealing much sanity damage to the hero because of this), so it should not be preferred when any of the wands of the first group is available for imbuing. Nevertheless if a player is determined to imbue a wand of Blast Wave to the staff, the mage should buy all the scrolls of Upgrade that are available in the dungeon shops and use most of them on the staff imbued with the wand, in order to have a chance against the late-game enemies with this wand.
- The mage will have to use all the "Madman's Knowledge" items that he finds, in order to get his Arcane Skill as high as possible, and so to maximize the damage of his main wand, the one imbued to the staff. The wand most benefitted by increased Arcane skill is the wand of Fireblast, then of Disintegration, and then of Blast Wave / Frost / Lightning / Old Hunter Lantern (all four of them more or less equally). With very high Arcane skill, all the italicized wands in the bullet above can end up as effective as a highly upgraded tier 4/5 melee weapon with the same level, but not otherwise, with the Arcane skill not maximized.
- With all of these "Madman's Knowledge" items getting used the mage's sanity will suffer, so he should also have a stock of Sedative potions and/or level 3 food items that heal sanity, to use them when the sanity counter starts approaching the alarming 100 threshhold. As it has already been mentioned before the hero has various options to increase his/her cooking skill and obtain level 3 food items, like farming mystery meat and rat meat from the crabs and rats in the Sewers in order to cook them and raise his/her cooking skill, and then buying higher quality food items from the Merchant From the Surface, as soon as higher level recipes get available, and there is always the risky option of digging for obtaining higher quality raw materials. Nevertheless, the simpler, cheaper and less dangerous option is for the hero to spend time in fishing: a lot of time will be needed to catch enough fish, in order to cook them in bulk and raise the Cooking Skill to at least 65, which will start giving access to Fish Stew (sanity +9), as fish are for free and this process won't spawn mandrakes, skeletons and wraiths like digging does. Approximately 40-50 Fish Stews (or any other food item/consumable that heals a lot of sanity combined to reach this number) would be good for the mage to have in in the inventory, for sanity to be always easily restorable with the Madman's Knowledge items geting consumed.
- Note also that occasionally the Merchant from the Surface NPC doesn't spawn at all on depth 1. In this case players who do a mage run and want to have the Battlemage option should better restart their game for this NPC to spawn the next time, because if they make their mage a Battlemage with a highly upgraded imbued with wand staff, this NPC will be essential: the hero without access to the merchant's food items will still have the option to use only fish to cook level 3 Fish Stews, but tinders will also be needed, and the spawning of them is very RNG-dependent, so a trip back to the Merchant From the Surface might end up being necessary. If there is no NPC, there will be no tinders > no level 3 food items will be able to get cooked > sanity healing will not be easily available > Madman's Knowledge items won't be easily used > the Arcane skill will remain lower than possible > the mage run will suffer. Alternatively, if the Merchant from the Surface does not spawn, the player can just cosider very probable that this mage will become a Warlock, unless he finds a wand of Fireblast before Tengu.
- Even with a high Arcane Skill, a highly upgraded wand can't have more than 10 available charges, which will get quickly spent when many enemies rush to the hero, or enemies are few but resistant to magical damage (Clockwork Golems and Dwarf Warlocks/K'nyan Psionics are rather resistant for example), so it might be better for the mage to proceed quickly through the Metropolis and Demon Halls and waste time only in order to complete the Imp's quest. This is not a rule of thumb though, as the charges ending up few or not depends very much on the wand imbued to the staff, and how powerful it has become from the combination of upgrades and Arcane Skill: to give two examples i) the Old Hunter Lantern deals most of its damage with its minion and the Battlemage will spend more time on melee hits to get the minion healed and remain available for tanking, so wand charges will not be getting spent very often in this case, and ii) the cone from the wand of Fireblast can reach many enemies at once and damage them considerably when the wand is highly upgraded and the hero has high Arcane skill, so less is more in this case.
Melee weapons found/dropped as loot or sold in shops can now display five different qualities (ordered from lower to higher): Worn, Used, Normal, Good, Well-Crafted, which is randomly decided when weapons are dropped from enemies or generated in a shop (this happens only sometimes and not for all weapons in shops). This affects their buying/selling price and also the damage they deal (worn has the lowest and well crafted the highest for each weapon type, but high tier weapons are most often either well-crafted or of no quality). Sometimes no quality is displayed for a weapon, which is always the case for the starting weapons of each class and for almost all of the new melee and ranged weapons that have been added (the only exception is the Old Hunter's Scythe that is always generated in well-crafted quality in the depth 1 shop, but with no quality in all the rest of the dungeon shops, when it gets generated randomly in them).
Also, Survival PD's melee weapons will deal increased damage in comparison to what they are displaying as expected damage in their game description, depending on how high is the hero's (combat) Skill stat. This bonus damage will not be getting added/counted in their game description though. The only exception in this is the Old Hunter's Gauntlet, which after it gets identified will display different expected damage, depending on the hero's current (combat) Skill. The same is applied to the Old Hunter's Scythe, but which is affected positively by the Arcane skill instead, so depending on the hero's current Arcane skill the game description of the scythe will be displaying different expected damage.
The melee weapons of Survival PD are:
Tier 1 Familiar only (str. req. 10)
- Dagger: dam. 1-8, stronger against unaware enemies, starting weapon of the Rogue, scal. +1/+2. In total contrast to the rest of the tier 1 weapons, this is very often found as loot in the Sewers, as it is a very common drop of Goblins. Nevertheless, it is also never sold in the dungeon shops. Note that Goblins drops daggers n various qualities, so when it is loot its stats will vary (dam. 1-8 is the stat of the Rogue's starting dagger).
- Mage's Staff: dam. 1-8, can be imbued with wands, starting weapon of the Mage, scal. +1/+2. It is never sold in the dungeon shops and can't be found as loot.
- Studded Gloves: dam. 1-6, very fast and unknockable, starting weapon of the Huntress, scal. +1/+1. It is never sold in the dungeon shops and can't be found as loot.
- Worn Shortsword: dam. 1-10, starting weapon of the Warrior, scal. +1/+2. It is never sold in the dungeon shops and can't be found as loot.
Tier 2 Familiar (str. req. 12)
- Dirk: dam. 2-12, stronger against unaware enemies, scal. +1/+3
- Hand Axe: dam. 2-12, accurate, scal. +1/+3
- Quarterstaff: dam. 2-12, def. 0-3 (stable), scal. +1/+3
- Shortsword: dam. 2-15, scal. +1/+3
- Spear: dam. 2-20, slow, +1 reach, scal. +1/+4
Tier 2 New (str. req. 12)
- Knife Glove: dam. 2-9, fast, causes bleeding, scaling +1/+2. It is basically the Claw Glove of current Overgrown PD but with diffferent damage stats.
- Knife on a stick: dam. 2-8, slow, +1 reach, scaling +1/+3. From previous Overgrown PD, it is not available anymore there.
Tier 3 Familiar (str. req. 14)
- Mace: dam. 3-16, accurate, scal. +1/+4
- Round Shield: dam. 3-12, def. 0-5, dam. scal. +1/+2, def. scal. +0/+2
- Sai: dam. 3-10, very fast, scal. +1/+2
- Scimitar: dam. 3-16, fast, scal. +1/+4
- Sword: dam. 3-20, scal. +1/+4. Note that a level +3 sword is always a gift from the Unnamed male Dweller NPC on depth 2.
- Whip: dam. 3-12, +3 reach, scal +1/+3
Tier 3 New (str. req. 14)
- Club: dam. 3-16, slow, scal. +1/+4. It exists also in current Overgrown PD but with diffferent damage stats.
- Old Hunter's Gauntlet: This is the most recent addition to Survival PD. It is never found as loot and is sold exclusively by Old Loran Hunter on depth 4 for 300 gold. Dam.: 3-14 (with [combat] Skill 2 at level 0, at which it is always sold), Str. req. 14, very fast, has 33% chance to not break invisibility, energy stored 100/100 > d. +0 - 12, scal. +1/+3. This weapon's damage is positively affected by the Skill stat. Unlike the Old Hunter's Scythe it is generated with no quality. It is never dropped by enemies or found as loot in the dungeon, and unlike the Old Hunter's Scythe it is never sold in any shop other than that of Old Loran Hunter. For some more details that this weapon shares with Old Hunter's Scythe, read the two subbullets below. Note also that for the time being this weapon is bugged and can't be equipped/used.
- Old Hunter's Scythe (formerly Old Hunter's Sword): Although the plain Scythe has existed in Survival PD for some time, this is actually an adaptation - replacement of the very similar in its fuction Old Hunter's Sword that was existing previously in Survival PD: it is now a tier 4 instead of a tier 5 weapon like the Old Hunter's Sword was, but it has a tier 3 scaling. Dam.: 9-28 (with Arcane skill 0 at level +1, at which it is always sold), Str. req. 15 (at the depth 1 shop it is always sold at level +1, so with -1 str.req,), +1 reach, innaccurate, energy stored 100/100 > d. +0 - 12, scal. +1/+4. This weapon's damage is positively affected by the Arcane stat. While still unidentified its damage stats are often displayed somewhat inaccurately, because the hero's Arcane stat isn't taken in consideration, and this will be from 0 to 6 or even higher depending on the class at the start of the run, but it shows accurately all of its other options. It is never dropped by enemies or found as loot and is only sold always in the depth 1 shop and occasionally in the other dungon shops (in the depth 1 shop it is always in well-crafted quality). At the depth 1 shop it is sold for 400 gold (from the prison and on it will be getting sold for more gold). It will also get turned to a familiar tier 4 weapon with a scroll of Transmutation.
- Both Hunter weapons are original additions of Survival PD to the weapons of Shattered PD/Overgrown PD (even though the plain Scythe exists also in Overgrown PD and has been transferred in Survival PD as a plain scythe, it has totally different features), but it should be noted that they somewhat emulate the Necroblade of Skillful PD. The Old Hunter's Gauntlet and Old Hunter's Scythe with each kill will store one charge in them (in the specific case of a Swarm of Flies, multiple charges), and every 10 charges they gain appr. +1 max damage (with full 100 charges their bonus max. damage gets up to +12). At 25/100 charges they also start giving the "Heal" option which heals appr. 30% of the hero's max HP and at 100/100 they give an Upgrade option which is +1 upgrade level to the gauntle/scythe. As the enemies spawning in Survival PD are many and respawn often, both weapons can get many extra levels just by using this option. Also neither of them can be a product of transmutation from a weapon of the same tier, and they can only get trasmuted to a regular weapon of their tier.
- Because of their guaranteed availability and also of their method of additional upgrading, if nothing better spawns in the first depths for the hero as loot or as a Sad Ghost quest reward, it is reasonable to buy one of them and upgrade it to become a main weapon, because the Caves can't be survived without a highly upgraded weapon of a higher tier, and the Prison will be certainly easier with a highly upgraded main weapon. [Note: as long as the Old Hunter's Gauntlet remains bugged, this advice is obviously valid only for the Old Hunter's Scythe.]
- Rapier: dam. 3-8, fast, scal. +1/+3. It exists also in current Overgrown PD but with diffferent damage stats.
- Scythe: dam. 3-16, slow, +1 reach, scal. +1/+4. It exists also in current Overgrown PD but with diffferent damage stats. Not to be confused with the Old Hunter's Scythe above.
Tier 4 Familiar (str. req. 16)
- Assassin's Blade: dam. 4-20, stronger against unaware enemies, scal. +1/+5
- Battle Axe: dam. 4-20, accurate, scal. +1/+5
- Flail: dam. 4-35, inaccurate, can't surprise attack, scal. +1/+8. Note that its inability to surprise attack should prevent players from using it, unless they are doing specifically an Asssassin run, as its very high damage scaling will make it very effective against the enemies from the Caves and on.
- Longsword: dam. 4-25, scal. +1/+5
- Runic Blade: dam. 4-20, benefits more from upgrades, scal. +1/+6
The familiar Crossbow is mentioned in the missile weapons section below.
Tier 4 New (str. req. 16)
- Katana: dam. 4-18, fast, scal. +1/+3. It exists also in current Overgrown PD but with diffferent damage stats.
The Tier 4 Old Hunter's Scythe has been mentioned already previously in the tier 3 weapons section because of its scaling and its affinity with the tier 3 Old Hunter's Gauntlet.
Tier 5 Familiar (str. req. 18 for most)
- Glaive: dam. 5-40, slow, +1 reach, scal. +1/+8
- Greataxe: dam. 5-50, str. req. 20, scal. +1/+6
- Greatshield: dam. 5-15, def. 0-10, dam. scal. +1/+3, def. scal. +0/+3
- Greatsword: dam. 5-30, scal. +1/+6
- Stone Gauntlet: dam. 5-15, very fast, unknockable, def. 0-5 (stable), scal. +1/+3
- War Hammer: dam. 5-24, accurate, scal. +1/+6
Stats were those for weapons of either no quality or of the most common quality for a specific weapon type, and for the two weapons that their damage is affected by a skill (old hunter's gauntlet and scythe), for a hero with [combat] Skill 2 and Arcane [skill] 0, the lowest values that these stats can have normally (so in many cases the actual stats displayed for these two weapons will be better than those displayed previously).
There are also two items that can be equipped as melee weapons, but this is not their main function: a) The Frying Pan does not display any stats, but in the game code it is considered a tier 1 weapon with a strength requirement of 9, which deals 1-2 damage. It can't get upgraded, and its minimal damage makes it totally unsuitable to be used as a weapon. b) The Shovel also does not display any stats, but in the game code it is considered a tier 2 weapon (it needs 14 strength to get equipped though), and is described as dealing 2-15 damage. It can get upgraded, and it is reasonable to assume that it will have a +1/+3 scaling because of its tier, but there is really no point in upgrading it, or even equipping it as a melee weapon, because all the other tier 3 alternatives that have a 14 str. req. have better stats.
Generally, because of the buffed enemies from the Caves and on, players should prefer to upgrade weapons of higher tier (4 or 5), to benefit the most from their better damage scaling, as scrolls of Upgrade are plenty in this mod, and the main weapon can get easily to level +20 by the time the hero reaches the Caves, and to +25 from the Metropolis and on (thus much more max damage can get gained from a better scaling). Note also that enemies are much stronger but not very evasive in late chapters, so the inaccuracy and inability to surprise attack of the Flail are not actually serious problems and its high damage is a much bigger advantage, while the many scrolls of Upgrade make the higher strength requirement of the Greataxe far less important. In any case, if the hero hasn't found a tier 4 or 5 weapon as loot until Tengu, it would be better that he/she returns to the Sewers and buys an Old Hunter's Scythe from the depth 1 shop (it has a tier 3 scaling, but gets many free upgrades from its stored charges, so it easily compensates for that), unlless he/she is a Battlemage or Sniper (see bullets below about them). Highly upgrading a tier 2 or 3 weapon just because it was the best that the hero has found until Tengu is not the best approach (especially when the Old Hunter's Scythe, a weapon of very good quality, is always for sale in the Sewers), and the hero will most probably struggle more with a lower tier weapon, even highly upgraded, from the Caves and on. That said, completing the game with a highly upgraded tier 3 melee weapon is manageable, but will just add unnecessary difficulty in dealing with the overpowered enemies of the later chapters.
- Battlemages: It has been already mentioned previously that because of the very high stats of enemies in Caves but also later on, and of the Mage's Staff dealing very low melee damage for them, a Battlemage build with most upgrades to the imbued staff doesn't work well in Survival PD, even with wands that deal comparatively high damage like the wands of Fireblast or Lightning (enemies are many, wands even of a very high level can't have more than 10 max charges, charges get spent quickly, and the mage is left with only a low damage dealing staff in melee) and so it is more reasonable to put many upgrades to a tier 4 or tier 5 melee weapon instead of the Mage's Staff, even when you are doing a Battlemage run. That said, if a player wants to try a "traditional" Battlemage with many upgrades invested on the main staff and it getting used as the main melee weapon, there are some detailed tips about the managing of that decision in the Wands section above.
- Snipers are meant to specialize in ranged combat, so if a sniper hasn't found a Crossbow as loot until the caves, the obvious recommended action would be for her to get back to the Sewers, in order to buy a tier 5 Arbalest, Dragon Slayer or Mini Catapult from Old Loran Hunter's shop at depth 5. A Sniper can do more than fine in late-game with these Arbalest and Mini Catapult in ranged combat, but as she would be avoiding ranged combat when she encounters K'nyan Psionics/Dwarf Warlocks in the metropolis, and Evil Eyes and Phantasms in the demon halls, and she will be getting into melee range with them, the very low melee damage scaling of the Mini Catapult, and also the relatively lower melee damage scaling of the tier 4 missile weapons, make the tier 5 Arbalest the most-well rounded option for her (the Dragon Slayer has other issues, in the availability of its ammunition, which have been already described above). That said, if a Sniper has been lucky enough to get a tier 5 weapon as loot until Tengu, it will most probably have better features than a missile weapon in melee combat, and it would be probaly better to upgrade the tier 5 melee weapon and just use her Spirit Bow and thrown weapons for ranged attacks.
Five totally new missile weapons have been added, which are all original additions. The missile weapons of Survival PD are (the stats of all are of no quality):
Tier 1 (str. req. 10)
There is none, but to be exact, the unique Spirit Bow of the Huntress can be considered a tier 1 missile weapon, as it displays having a strength requirement of 10, although no tier is mentioned in its game description. At the very beginning it deals 4-9 damage with its shots , and it gradually increases its damage as the Huntress gains levels (at level 3 its damage gets to 4-10 etc. see table just below), in a very similar manner that it does also in Shattered PD. Unfortunately there is a minor visual bug in Survival PD regarding the Spirit Bow, and its current level is not displayed at all like it does in Shattered PD, nevertheless its damage is always shown accurately in its game description. Note that the (combat) Skill of the Huntress doesn't affect the expected damage displayed in its game description, but equipping a ring of Sharpshooting does.
Focusing on its differences from Shattered PD, its damage also scales with the Huntress' current experience level, calculated by the formulas min: 4 + hero's level/5 and max: 9 + hero's level/2.5 identically to Shattered PD as far as the divisions by level are concerned, but with higher starting base damage values (in Shattered PD the bow's level is also calculated by hero's level/5, which is not diplayed in Survival PD at all though), but there is no level cap for heroes in Survival PD, so its damage will be getting increased as long as the Huntress gains levels. A table with its expected damage from level 1 to 30 of the Huntress follows (have in mind that there is no level cap for the bow, if the Huntress keeps levelling up beyond that), and as you see the formulas min: 4 + hero's level/5 and max: 9 + hero's level/2.5 get for the Spirit Bow in Survival PD +1/+2 damage every 5 level ups, with an intermediate scaling leading to that every second level up as well:
Note that higher (combat) Skill will add bonus damage and increased chances for a Head Shot/Quick shot, and a ring of Sharpshooting will increase its damage very much as well, above are the stats displayed by default in the bow's game description and without a ring equipped.
Tier 2 New only (str. req. 12)
- Bow Gun: dam. 2-4, shoots pebbles, scal. +1/+1. It is never found a loot in the dungeon and it is always only sold in the Old Loran Hunter shop at depth 4. At level 5 the Bow Gun and Mini Catapult (also shoots pebbles) start dealing area damage with a bomb-like effect by shattering their pebbles on hit, which also has a chance to blind enemies. Note that this effect deals damage even against enemies that always block hits when they are not surprised, like Giant Crabs and Wraiths.
- "Pebbles" is Survival PD's name in its ranged weapons' descriptions for the throwing stones. These are found by using the "Search for Pebbles" option of the Bow Gun or Mini Catapult while the hero is over any dungeon tile but they are not sold in shops (2-3 are found in every successful attempt, and occasionally the hero also finds a bit of gold while searching for them, or infrequently another type of thrown weapon). The "Search for Pebbles" option of these weapons is available even when they are not equipped, but it is not a general ability of the hero, when these weapons are not in the inventory. Unlike darts throwing stones break, but the hero can search for pebbles everywhere, so this is almost never a problem, as long as the hero stops once in a while to search for pebbles, in order to avoid ending up with no ammunition.
There is none.
Tier 4 Familiar (str. req. 16)
- (plain) Crossbow: dam. 4-20, shoots darts, scal. +1/+4. It is the same in its stats with the crossbow of Shattered PD, and is listed here only for its secondary differences to be mentioned. This is the only ranged weapon that can be found as loot in the dungeon or get dropped by enemies (specifically huntsmen with swords and torches in the caves have a 5% chance to drop it). Also it is the only ranged weapon that can spawn in various qualities as loot, but in the depth 4 shop it always spawns with no quality.
Tier 4 New (str. req. 16)
- Heavy Crossbow: dam. 4-25, shoots darts, scal, +1/+4 (same sprite with crossbow). Putting the detail of base damage aside (it has +5 max. more), it is almost the same with the crossbow of Shattered PD. It is never found a loot in the dungeon and it is always only sold in the Old Loran Hunter shop at depth 4.
Tier 5 New only
- Arbalest: dam. 5-34, shoots darts, scal. +1/+5 (same sprite with crossbow). It is never found a loot in the dungeon and it is always only sold in the Old Loran Hunter shop at depth 4.
- Dragon Slayer: dam. 5-30, shoots javelins which above level 5 of the weapon deal also bomb-like AoE damage with each hit (just like throwing stones do with the Bow Gun), scal. +1/+5. It is never found a loot in the dungeon and it is always only sold in the Old Loran Hunter shop at depth 4. This seems the best among the new missile weapons because it combines the heavier damage of the javelins with the very good damage of a tier 5 weapon, but unlike darts javelins break after 5 uses and 10 are sold for 1,200 gold in the depth 4 shop, so they are surely not restocked easily. As a result the only way for the Dragon Slayer to get used without spending its ammunition very soon is basically as a melee weapon and as a ranged weapon only against many enemies or in boss fights. So for reasons of ammunition durability the tier 5 Arbalest, and of easy ammunition restocking the tier 5 Mini Catapult are both much more reliable choices for a hero in late-game.
- Mini Catapult: dam. 5-30, shoots pebbles, scal. +1/+1 (same sprite with crossbow). It is never found a loot in the dungeon and it is always only sold in the Old Loran Hunter shop at depth 4. See bow gun above about pebbles/throwing stones. Its very low damage scaling makes it seem as not the best choice for a hero in late game as well, but that doesn't take into account the AoE bomb-like damage that the Mini Catapult does from level 5 and above, so at high levels this missile weapon can be as good as the Arbalest, or even better in late-game when enemies flock together and the Mini Catapult will be dealing damage to whole groups of enemies just with one shot.
For all the missile weapons above the damage that is displayed is that of their game description, but it refers to their melee hits, while the damage that their shots deal depends on the ammunition used and on the level of the weapon, as the damage that their ammunition will deal will be heavily affected by the hero equipping a missile weapon and most importantly by the weapon's level: for example throwing stones deal their base 1-5 damage with an irrelevant weapon equipped, but 2-11 per shot with either a level 1 Bow Gun or a level 1 Mini Catapult equipped, and 22-31 per shot with a level +20 Bow Gun/Mini Catapult equipped (so they receive the same damage scaling with upgrades like each specific missile weapon does). A table about the damage of each ammunition depending on the weapon follows:
|Base dam.||With L0 missile equipped||Scaling with upgrades|
Heavy Crossbow +1/+4
also AoE damage from Level +5
|Dragon Slayer +1/+5|
also AoE damage from Level +5
|Bow Gun +1/+1
Mini Catapult +1/+1
Note that even when there is more than one missile weapon in a tier, when a missile weapon is transmuted it will always become a random melee weapon of the same tier and not exclusively another missile weapon of its tier. Generally all the missile weapons of Survival PD with the only exception of the (plain) Crossbow are considered unique and can't get generated more than once per run (and all are already generated once in the Old Loran Hunter's shop, so they can't be products of transmutation).
Survival PD's missile weapons will also deal increased damage in comparison to what they are displaying as expected damage in their game description, depending on how high is the hero's (combat) Skill stat, exactly like the melee weapons. This bonus damage will also not be getting added/counted in their game description though.
As for thrown weapons there is only the Final Caress thrown weapon added, which is unique to the Rogue class and is a throwing knife variant with much better damage stats (dam. 2-19 vs. dam. 2-6 of the plain throwing knife), that has the bonus features that it doesn't break invisibility and has infinite durability (tier 1, str. req. 9). It is never foud as loot in the dungeon.
Other than that, the thrown weapons of Survival PD are those of Shattered PD v.0.7.1: Bolas, Dart, Fishing Spear, Javelin, Shuriken, Throwing Hammer, Throwing Knife, Throwing Spear, Throwing Stone, Tomahawk and Trident, with most of them having the same features with those of current Shattered PD (only the fishing spear, javelin and throwing stone have some differences, for details see below). They can also be upgraded like in Shattered PD and in this case they get the default damage scaling of their tier (with the only exception of the throwing stone, for details see again below).
|Damage||Durability||Str. req.||Special characteristics|
|T0 Throwing Stone1||1 - 5||3||9||Blinds, Not sticking to enemies,
Ammunition for the Bow Gun and Mini
Catapult missile weapons.
|T1 Dart||1 - 2||Infinite||9||Can be tipped with seeds,
Ammunition for the Arbalest, Crossbow
and Heavy Crossbow missile weapons.
|T1 Final Caress||2 - 19||Infinite||9||Unique to the Rogue,
Effective against unaware enemies,
Doesn't break invisibility.
|T1 Throwing Knife||2 - 6||5||9||Effective against unaware enemies|
|T2 Tipped Dart||1 - 2||See >||11||Effect lasts for 1 turn,
Ammunition for the same missile weapons
with the plain dart.
|T2 Fishing Spear||4 - 10||32||11||"Spear fish" option that can generate fish|
|T2 Shuriken||4 - 8||5||11||Fast (if one is thrown directly after moving,
the action will usually take no turns).
|T3 Bolas||6 - 9||6||13||Cripples target.|
|T3 Throwing Spear||6 - 15||10||13||-|
|T4 Javelin3||1 - 5||3||9||Unexpectedly for its high tier fragile and
dealing low damage. Ammunition for the
Dragon Slayer missile weapon.
|T4 Tomahawk||6 - 16||5||15||Causes bleeding|
|T5 Throwing Hammer||8 - 20||15||17||Very durable, Not sticking to enemies|
|T5 "No text Found"
|10 - 25||10||17||Dealing the highest damage per hit
among all thrown weapons.
1 Most probably because the throwing stone is assigned to tier 0 it doesn't increase its damage with upgrades at all but only its durability. At level +3 it gains infinite durability but still deals only 1-5 damage. Its blinding ability can also be applied when shot with a missile weapon and not only when thrown.
2 Using the Fishing Spear only for fishing doesn't affect its durability practically, as after its regular uses get spent, its counter starts getting negative values with the fishing spear remaining intact (so a fishing spear used 20 times for fishing will end up having a durability value of -17 but will keep fishing without any problem). Nevertheless, a fishing spear with a negative durability value will immediately break, if it is used as a thrown weapon. Note also that when a hero finds/buys new fishing spears and the fishing spears already in the inventory have reached negativity durability values, the new fishing spears are not added in the inventory, but their positive durability value is instead added to the negative value of the already existing fishing spears, which just gets reduced. This is essentially a visual bug but with no negative consequence for the player.
3 The javelin is the only thrown weapon of Survival PD that is very different in its features than its equivalent in Shattered PD, and it is basically much nerfed in comparison. Although its game description still categorizes it as a tier 4 weapon, its stats make it actually more similar to a tier 1 weapon.
Apart from Shattered PD's more recent additions that are missing (Force Cube, Heavy Boomerang, Kunai, Throwing Club), and the the three stat differences that were already mentioned above, two additional differences in the function of Survival PD's thrown weapons that exist also in Shattered PD are:
- Fishing Spears don't deal bonus damage against piranhas anymore, but offer a new "Spear fish" option instead. The hero can use this option whenever he/she is by or on a water tile, and after the passing of some turns the fishing attempt will be finished, and a Fish food item might spawn in the inventory. Normally in succesful attempts only 1 fish is caught per attempt, but rarely up to 5 fish can get caught in a single attempt. Fishing spears are now a very common drop of the Gnoll Skirmisher new enemy, but can be also found as loot. As fishing is a way for the hero to get food everywhere in the dungeon, as long as there is a water tile available and no enemies around, even if you don't like this thrown weapon, keep at least one and don't sell all of them, in order to use it as a fishing pole when necessary. Using it for fishing doesn't affect its durability (after some uses its durability counter just starts having negative values, but with no consequence on the fishing spear's ability to fish), so you can keep it for the whole run, as long as you don't throw it to enemies.
- Throwing Stones are sometimes named "pebbles", when they are used as ammunition in the Bow Gun and Mini Catapult missile weapons (for details about their specific use in these weapons read the section above), and can be found by searching in dungeon tiles, when the hero has one of these two missile weapons in the inventory (their "Search for pebbles" option is available even when they are not equipped, but it is not a general ability of the hero, when these weapons are not in the inventory). They are not getting found as loot otherwise.
Tips on weapons in end-game Edit
Generally, because of the buffed enemies from the Caves and on, players should prefer to upgrade weapons of higher tier (4 or 5), to benefit the most from their better damage scaling, as scrolls of Upgrade are plenty in this mod, and the main weapon can get easily to level +20 by the time the hero reaches the Caves, and to +25 from the Metropolis and on (thus much more max damage can get gained from a better scaling). Note also that enemies are much stronger but not very evasive in late chapters, so the inaccuracy and inability to surprise attack of the Flail are not actually serious problems and its high damage is a much bigger advantage, while the many scrolls of Upgrade make the higher strength requirement of the Greataxe less important. In any case, if the hero hasn't found a tier 4 or 5 weapon as loot until Tengu, it would be better that he/she returns to the Sewers and buys an Old Hunter's Scythe from the depth 1 shop (it has a tier 3 scaling, but gets many free upgrades from its stored charges, so it easily compensates for that), unlless he/she is a Battlemage or Sniper (see bullets below about them). Highly upgrading a tier 2 or 3 weapon just because it was the best that the hero has found until Tengu is not the best approach (especially when the Old Hunter's Scythe, a weapon of very good quality, is always for sale in the Sewers), and the hero will most probably struggle more with a lower tier weapon, even highly upgraded, from the Caves and on. That said, completing the game with a highly upgraded tier 3 melee weapon is manageable, but will just add unnecessary difficulty in dealing with the overpowered enemies of the later chapters.
Lastly, as it has been previously decribed with more details, if the hero finds a ring of Force before highly upgrading his/her main weapon, the ring should probably be preferred instead of the weapon, because after it getting highly upgraded and also after the hero consuming some elixirs of Beast, it will end up dealing as much damage as a Flail or Greataxe, and even more, if the hero has raised very much his/her strength (its default advantage of being unknockable by K'nyan Slaves/Dwarf Monks is also a plus). To give a general idea, already from strength 16 a level 0 ring will be dealing the damage of a level 0 Greatsword with +1/+5 damage scaling, and from strength 21 of a level 0 Glaive (but with +1/+7 scaling, the +1/+8 will be achieved with strength 25).
- Battlemages: It has been already mentioned previously that the wands most suitable to get imbued to the Mage's Staff and get highly upgraded for a Battlemage run are the wands of Disintegration, Corrosion, Corruption, Fireblast, Frost, Lightning, and Old Hunter Lantern. Also the Battlemage will have to use all the "Madman's Knowledge" items that he finds, in order to get his Arcane Skill as high as possible, and so to maximize the damage of his main wand, the one imbued to the staff. With all of these "Madman's Knowledge" items getting used the mage's sanity will suffer, so he should also have a stock of Sedative potions and/or level 3 food items that heal sanity, to use them when the sanity counter starts approaching the alarming 100 threshhold. If the player doesn't want to bother with Arkane skill raising and decreased sanity management, he/she can just choose a "warrior" build for the battlemage with a highly upgraded tier 4 or 5 melee weapon.
- Snipers are meant to specialize in ranged combat, so if a sniper hasn't found a Crossbow as loot until the caves, the obvious recommended action would be for her to get back to the Sewers, in order to buy a tier 5 Arbalest or Mini Catapult from Old Loran Hunter's shop at depth 5. A Sniper can do more than fine in late-game with these in ranged combat, but as she would be avoiding ranged combat when she encounters K'nyan Psionics/Dwarf Warlocks in the metropolis, and she will be getting into melee range with them, the very low melee damage scaling of the Mini Catapult, and also the relatively lower melee damage scaling of the tier 4 missile weapons, make the tier 5 Arbalest the most-well rounded option for her (the Dragon Slayer has another issue, in the low availability of its javelins ammunition, which has been already described above). That said, if a Sniper has been lucky enough to get a tier 5 weapon as loot until Tengu, this will have much better combat features than a missile weapon in melee combat, and it would be probaly better to upgrade this tier 5 melee weapon and just use her Spirit Bow and thrown weapons for ranged attacks.
Enchantments and Curses Edit
The weapon enchantments of Survival PD are those of older Shattered PD (Blazing, Chilling, Dazzling, Eldritch, Grim, Lucky, Projecting, Shocking, Stunning, Unstable, Vampiric, Venomous, Vorpal) along with those added in Overgrown PD (Absorbing, Consumption, Disintegrating, Explosion, Flashing, Midas, Momentum, Smashing, Teleporting, Time Reset, Whirlwind). The weapon curses are those of older Shattered PD (Annoying, Displacing, Elastic, Exhausting, Fragile, Friendly, Sacrificial, Wayward)
Side note Edit
Survival PD in its current form is a mod of Overgrown PD, the developer of which Anonymous PD/Typedscroll along with all of his mods is banned from the PD subreddit due to an unfortunate decision he has made in the game features of his mod Lovecraft PD. That said, Survival Pixel Dungeon is not banned in the PD subreddit, even though it is a mod of the banned Overgrown PD mod, as Luna had no involvement in that unfortunate decision, and Survival PD is in no way related to Lovecraft PD, so posts about Survival PD can be published without any issue there.
Unfortunately this mod has also twelve bugs, nevertheless it should be acknowledged to the developer of Survival PD that he has fixed many of the previous bugs of his mod and that currently some of the bugs that remain have been "inherited" from Overgrown PD and only those mentioned in the second subsection are "original features" of Survival PD, and almost all of them are minor/not game-crashing. The most important bug fix that has been achieved recently is that the game does not crash in the Metropolis anymore and the game is completable without a problem. On a positive note, the third bug inherited from Overgrown PD has also beneficial aspects for the player.
From Overgrown PD
- Examining the Pressure Plate in a flooded vault with piranhas crashes the game. Fortunately the game resumes from the point before examining the plate, and there is never a problem with the game's save file.
- Two artifacts can't get charged so they end up useless, the Alchemist's Toolkit and Master Thieves' Armband. Also, the secondary ability "Root" of the Footwear of Nature is bugged, can't get charged by stepping on high grass, and can't get used, but otherwise this artifact's primary ability of generating more dew and seed drops works fine.
- A "positive" bug of Overgrown PD that exists also in Survival PD is that alchemy pots work as having unlimited alchemical energy for all the potions associated with the new plants, for all the exotic potions and all the potions brewed with more than one type of familiar seeds, but require energy for the familiar potions brewed with 3 same seeds, brews, catalysts, elixirs, bombs, cooking, and for scrolls and spells in general.
- Unfortunately the bugs related to alchemy do not end here. Some of the exotic potions have either no effect/crash the game temporarily or a same/worse exotic effect than that of the regular potion's, so in all of these cases there is point in brewing them (Earthquake, Infernal Heat, Mutation, Super Power, Torment). There is one more minor bug related to the new potions as sometimes there are inaccurate warnings for throwing a beneficial potion or drinikng a harmful potion, although the actual effect is the opposite.
Unique to Survival PD
- The most serious bug of all the bugs mentioned here is that when the Unstable Spellbook casts specifically the exotic scroll of Mystical Energy the game crashes and the save file gets corrupted. As the spellbook always asks the player if it should cast an exotic variant of a scroll or not, this bug is easily avoidable if the player knows that and keeps it in mind, nevertheless it is unfortunate that a run can get ruined by a misclick or just lack of knowledge. No other regular or exotic scroll of the Unstable Spellbook is bugged, and also the separate "paper" version of the scroll of Mystical Energy doesn't cause any game crash either. If you are sure that you will be remembering this detail and will never choose the scroll of Mystical Energy, the Unstable Spellbook is a safe item to use, otherwise better skip having it equipped in general, because the casting of that scroll always crashes the game and always corrupts the save file. Another artifact-related bug that is unique to Survival PD but rather minor is that the petals that upgrade the Dried Rose might not spawn at all or spawn at a smaller amount, so this artifact remains at low level and power, but it works properly nevertheless.
- It is uncertain if this is a deliberate decision by the developer, a bug, or a combination of both, but in the Prison chapter progression consumables (potions of Strength and scrolls of Upgrade) start spawning in minimal amounts or don't spawn at all, and their generation becomes normal again in the Caves. A bug of the prison is for sure that locked rooms with loot spawn in this chapter but almost never keys to unlock them as well, unless the key is inside a chest or in the skeletal remains of a pit room (but in this case most often there will be no other locked rooms on the depth) and often progression consumables are inside these permanently locked rooms. In any case the keys in prison are most of the times either less than the locked rooms of each depth or don't exist at all. This also makes two of the Old Wandmaker's quests, the ceremonial candles and the rotberry seed quests usually not completable, because the candles and the rotberry plant will spawn inside locked rooms, for which there will be no keys. The spawning of keys also becomes normal again from the Caves and on. Anyway the hero will have to go back to the Sewers and buy as many scrolls of Upgrade and probably also a few elixirs of Beast, to be able to equip higher tier items and highly uprade them, because surviving the Caves will be otherwise impossible, so this bug practically is not that as important for the progression of the hero as it would be in other mods.
- After the Guard Captain NPC on depth 1 offers the "Mad hunter Jackson" quest to the hero, he doesn't buy goblin ears anymore until Jackson spawns and the hero kills him, while the Captain is supposed to keep doing that in any case. As Jackson spawns almost immediately after his quest is offered, this is more a nuisance from flawed game design, rather than serious bug, just don't get bothered by him suddenly not buying goblin ears, it will be very temporary.
- The Merchant from the Surface NPC on depth 1 might not spawn at all in a few runs.
- The Old Hunter's Gauntlet melee weapon is currently bugged and can't be equipped by the hero.
- The wands of Magic Missile and Prismatic Light are bugged in the aspect that their damage is not affected positively by the Arcane Skill.
- Two items have an option that is bugged and just spends the item without any effect: the "Drink" option of the Oil Urn, and the "Throw" option of the Medical Kit.
- Very rarely a hero might fall from a pit room chasm to a random location of the next depth, and the pit room will either not get generated at all or will just be elsewhere. This bug was much more common in previous versions and it has now become very rare, it can still occur though.
- The spell of Enchantment Infusion is bugged and does not apply its enchantments (it works properly in Overgrown PD though).
There are also some visual bugs, that most of them have no negative effect on the gameplay, apart from possibly confusing the player a bit:
- there are 6 items and enemies with names, options or game descriptions of the "No text found!" type: Gambeson cloth armor, Madman's Knowledge, Oil Urn, Sedative, Trident, Goo doppelganger in demon halls.
- there are 4 items and enemies that share names and game descriptions (but not sprites) with another item or enemy: Burdock Root - Food Ration, Fetid Rat - Marsupial Rat, Giant Crab - Sewer Crab, Gnoll Skirmisher - Gnoll Scout.
- there are 2 items that share the same sprite with other items (but not names or game descriptions): Mystery Meat - Goblin Left Ear - Fatback, Fish Stew - Hunter's Soup. The Goblin Left Ear is stored in the main inventory and has the pink hue of an unidentified item, so it can't be easily confused, but the situations with the couples Mystery Meat - Fatback and Fish Stew - Hunter's Soup are different. Because the sprites of each couple are identical and they are all food items, so all stored in the Food Bag, players should be careful and not cook the Fatback, because it is much more useful for getting turned into an Oil Urn, and should not confuse the Fish Stew with the Hunter's Soup, because the first increases sanity by +8 and the second decreases it by -10. These two couples are the only visual bugs with potentially rather serious consequences for the gameplay.
- the Fishing Spear when used only for fishing doesn't affect its durability practically, as after its regular uses get spent, its counter starts getting negative values with the fishing spear remaining intact, but when a hero finds/buys new fishing spears, these are not added in the inventory, but their positive durability value is instead added to the negative value of the already existing fishing spears, which just gets reduced.
- the Food Bag has the wrong name "Backpack", a "No text found!" game description, and its tab in the inventory is also green like the velvet pouch (they share the same sprite but the Food Bag is orange), nevertheless it is located second before last, so it is not easily confused.
- the minimal gold dropped by fleeing Crazy Thieves always, and the gold loot in Treasury special rooms sometimes might be invisibile, but in both cases gold gets collected without a problem, as long as the hero steps on its tile.
- the Spirit Bow of the Huntress doesn't display a number for the levels it gains, nevertheless it shows its expected damage accurately
- a Shrub will rarely have the sprite and game description of the Blandfruit bush, but will bear berries without a problem.
- there is a minor flaw in the game messages, and whatever the source of light is (Illuminated buff from the burning debuff or by zapping enemies with a wand of Prismatic Light, torch, Oil Lantern etc.), when it stops being active, the message is always the same: "Your lantern flickers faintly and goes out!"
Although these are certainly a handful of visual bugs, it should be acknowledged that visual bugs were much more common in previous versions of Survival PD, and the vast majority of them has been fixed.