This is a list of potentially useful game mechanics of Yet Another Pixel Dungeon, which are either not very well known or are easily confused with what is happening in most other mods, that can be used to the player's advantage. Readers who are also interested in reading the tips that ConsideredHamster himself has included in YetAnotherPD can visit YetAnotherPD's relevant github page 1 (loading screens) and github page 2 (signposts). 

Quirks Edit

Ammunition Edit

Arrows, bullets and quarrels can be used as throwing weapons without a ranged weapon equipped, they just deal less damage. So you don't need for example a sling, when you have bullets and a piranha is waiting for you in a flooded room.

Bombs Edit

Bomb Bundles are extremely effective against all bosses and 4 of them can even take down a Yog's Fist (5 in Impossible difficulty). 75 items of gunpowder are needed to create 1 bomb, and 3 bombs to create 1 bomb bundle.

Bookshelves Edit

It is rather well known that bookshelves in YetAnotherPD are searchable and might drop scrolls or display game lore, their chance of them doing that is not so known though: it is a default 5% with +5% added per chapter, so the hero should have searching them in mind even more, as he/she progresses in the dungeon.

Blocking / Parrying - Guard stance Edit

Most of what follows is described in the "Mechanics" section of YetAnotherPD, but here all the relevant info is put together. It is well known that in YetAnotherPD shields are used to block damage by getting the hero in Guard stance, and when their block is successful, enemies will be probably exposed (which guarantees the next hit), in which case a counter attack will be probably performed, that deals 50% more damage. It is less well known though that when the hero has nothing equipped in the second main slot or has an off-hand weapon equipped, his/her equipped weapon can be also used similarly to a shield, to get him/her in a guard stance. Shields are certainly better for this purpose, especially when upgraded, and unlike weapons they also increase the hero's armor class (the round shield by 10 points, the kite shield by 14, and the tower shield by 18, the last number being bigger than that of an unupgraded splint armor), but especially when your hero is wielding a heavy two-handed weapon, which by default isn't compatible with a shield, and/or just has no decent wand or all-purpose good throwing weapon in the inventory, it is better to leave the second main slot empty, to allow using the melee weapon also for blocking. Another difference between blocking with shields and with weapons is that the chance: a) for the hero to block with weapons depends on the damage roll of the enemy blow and the minimum damage of the hero's equipped melee weapon or the sum of minimum damages of the hero's equipped weapons (dual weilding), and b) for the hero to block with a shield depends on the damage roll of the enemy blow and the sum of minimal damage of the hero's equipped melee weapon and the armor class of the equipped shield. The formula that calculates this chance is:

minimum damage of equipped weapon OR sum of minimum damages of both equipped weapons OR sum of minimum damage of equipped weapon and the armor class of equipped shield * 3 /

(minimum damage of equipped weapon OR sum of minimum damage of both equipped weapons OR sum of minimum damage of equipped weapon and the armor class of equipped shield * 3 + DamageRoll )

To give an example, a Warrior that has a +0 shortsword equipped, which deals 4-12 damage in perfect condition, and also a +0 round shield, which has an armor class of 7 in perfect condition, and is going to receive a 10 damage hit, has (4 + 7) * 3 / [(4 +7) * 3] + 10 => 11 * 3 / (11 * 3) + 10 => 33 / 33 + 10 => 33/43 = 76% chance to block.

The chance to counter attack with increased damage is basically equal to the hero's regular chance to hit the enemy when not exposed. In all the cases of heroes that use often either a shield or a weapon to block damage and land counter attacks, equipping and upgrading a ring of Awareness will be very helpful, as it increases bonus damage from counter attacks from +20% in level 0 up to +50% in level +3.

Chance of items being cursed - Dropped, Found and Guarded Edit

The chance of an item found in a regular dungeon room to be cursed increases with each chapter, but in the Sewers chapter no ring or wand will be found cursed (armors and weapons can be though). Skeletal remains that spawn wraiths don't necessarily contain a cursed item, unlike what is commonly happening in most mods. In YetAnotherPD no enemy drops gear, for it to have a chance to be cursed or not.

In the specific case of special rooms: a) items guarded by animated statues or dropped from disturbed tombstones are never cursed or in bad condition and they are also often upgraded, but b) items in piranha vaults and trapped vaults sometimes are cursed and in bad or horrible condition (still they are cursed less often than items found in the regular dungeon). In depths with two animated statues or with piranhas guarding an item, a potion of Invisibility always spawns, but not in Flooded or Overgrown depths with an animated statues and piranhas randomly positioned anywhere.

Players should have in mind especially the facts about items dropped from tombstones and found in skeletal remains, as most mods apply the opposite and these items in them are always cursed.

(not) Day and Night / Light and Vision generally Edit

Unlike Original PD and most other mods YetAnotherPD is more realistic in that it does not take into account the pc/phone's clock time in order to change some features of the dungeon, as the dungeon is underground and no light would normally reach its depths. So the hero's vision and the spawning of enemies will never be affected by the external time of the day/night.

The player can enhance the hero's vision by using the Lantern item: it will insrease immensely the hero's range of vision and his/her ability to detect hidden doors or traps, but it will also negate any stealth he/she has and will make him/her very easily detectable by enemies.

Doors open and closed Edit

There are two minor differences of the doors in YetAnotherPD in comparison to Original PD and most other mods: a) hiding behind a closed door does not guarantee that a surprise attack will succeed, it just makes it more probable, and b) throwing items at a closed door now opens it, but the item bounces back and does not remain on the doorway (throwing items at the tiles of secret doors now also reveals them).

Dual weilding / Off-hand weapons Edit

When the hero equips in the second main slot another weapon as off-hand, one of the equipped weapons is selected randomly for every attack and dual weilding attacks are 50% faster than usual. Light one-handed weapons (dagger, knuckleduster, shortsword) are the only melee weapons equippable as off-hand weapons, but at the cost of a default +8 strength requirement for the off-hand weapon and also with one extra strength point added for each point of strength above 8 required for the main weapon (so a +0 dagger equipped as off-hand with another +0 dagger as main will have a strength requirement of 9+9=18, with a +0 quarterstaff of 9+10=19, but with a +1 dagger or a knuckleduster a requirement of 9+8=17). Nevertheless, if the main weapon is of a low strength requirement and also upgraded, the added strength points can become less (for example for a +3 knuckleduster, which has a strength requirement of 5, the strength required for the off-hand weapon wil be only 13).

At first this huge increase in the strength requirement makes dual wielding weapons seem useless, nevertheless it allows for three peculiar tactics:

  • Brigands, who have no constant need of a wand or throwing weapons in the second main slot like Acolytes and Scholars, can use their first scrolls of Upgrade on their starting dagger, use the next scrolls of Upgrade on a second dagger, and when they reach a strength for both weapons to be equippable without strength penalties (with one dagger at +3 level that strength will be 15 and with both at +3 12), equip both of them, as they will gain 50% in their attack speed - especially combined with an upgraded ring of Shadows this Brigand build is totally suitable for end-game.
  • Warriors can also do that in theory but they are benefitted too much from equipping heavier weapons with high damage due to their increased strength, to base their gameplay on low quality weapons and quick attack speed. That said, an upgraded to +3 shortsword will have a 16 strength requirement to be equipped as off-hand with another +3 shortsword, so it can be available already from the caves for a warrior, and this combination in particular can deal decent damage, especially if a ring of Accuracy is also equipped and upgraded, which increases the bonus damage of combo attacks from +20% in level 0 up to +50% in level +3, as the Warrior can't rely on sneak attacks for increased damage.
  • Acolytes who find two knuckledusters in the Sewers can also upgrade both of them to +3, as the Acolyte's increased accuracy and the increased speed of the knuckledusters will result into decent damage from the stacking of combos (with +3 upgrades in the first knuckleduster, the second will have a strength requirement of 13, so it will be already equippable by the end of the prison). Specifically in this third case, the damage of the knuckledusters will be good in the Demon Halls, only if a ring of Accuracy is also equipped and upgraded, to increase their low damage with its combo bonuses (there is 33% chance for the Imp to give this ring as a reward to the Acolyte though).
  • In all the above cases (with the exception perhaps of the shortsword), blocking will not be very successful, because the block chance in dual weilding depends on the sum of the minimum damages of the equipped weapons and on the enemy's damage roll, and knuckeldusters and daggers have a very low minimum damage, even upgraded to +3.

Enemies attacking each other Edit

Enemies normally won't attack other enemies, but when they do (most of the times when a beam from an evil eye hits also an enemy, but also when an enemy is charmed by the wand of Charm) the hit enemy gets angry with the hitting enemy and attacks back. This becomes useful in the caves, as when many enemies attack the hero, you can position him/her in a way that evil eyes will make other enemies angry.

Focused buff Edit

Standing still even for only one turn grants the Focused buff to the hero, which doubles the accuracy of his/her next attack. So with enemies that have only a melee attack, and when there is no suitable tile for hiding and sneak attacking around, it is better to stand still and wait for the enemy to approach.

Growing High grass and Herbs Edit

There are only two ways left for new vegetation to grow in YetAnotherPD:

  • By pouring water from the waterskin on a tile of short grass to turn it into a tile of high grass, and on a tile of high grass to make it grow a random herb.
  • By reading a scroll of Sunlight above tiles of short grass with a chance to turn them into tiles of high grass, and above tiles of high grass with a chance for them to grow a random herb.

Although it might seem reasonable, a potion of Thunderstorm won't water the grass tiles and turn them into high grass or herbs, but will just turn them to water tiles (it can be used to refill water wells though).

Levelling Up Edit

Each type of enemy in each chapter stops giving XP after the hero reaches a certain level, and without luck in finding wyrmflower herbs or potions of wisdom in late-game, heroes will stop levelling up at level 30 (only Yog-Dzewa gives XP at this hero's level, and these XP are not enough for the next level up). So if you are interested in obtaining the "Level 31 reached" badge, you should keep all or most of your potions of Wisdom for after beating Yog.

Shops & Stealing Edit

Shopkeepers sell all their items fully identified, so be sure to check all the potions and scrolls sold in each shop, as this might identify unknown potions and scrolls in the hero's inventory. Shopkeepers are also more patient in YetAnotherPD and vanish along with their merchandise only after being attacked three times. As there is no way for the shopkeeper to die and leave the merchandise behind, there is no reason to do that even once though. Have in mind that the shop of each chapter will sell equipment that their rarity will be according to the chapter (for example the Sewers shop might sell a Sling, a Knuckleduster and a Cloth armor and the Metropolis shop a Handcannon, a Greatsword and a Plate Armor), but the Imp's shop sells items of random rarities, and there is also a good chance that a scroll of Upgrade and a potion of Strength will be on sale there (a good chance, but not a 100% chance). The previous shops can also sell a potion of Strength or a scroll of Upgrade but the earlier in the dungeon they are located, the lower their chances are.

All characters can steal from shops with varying chances of success depending on their stealth stat and the item's category. However, on every stealing attempt (whether it was succesful or not) the chance to steal gets significantly decreased, so for most characters there is only one attempt at stealing per shop.

This chance can be increased by unequipping your weapon/armor (as they are likely to decrease your stealth due to weight penalties) and by drinking potions of Invisibility, which temporarily increase your Stealth by quarter (but get dispelled after stealing attempts).

Stealing works on the same "annoyance" counter as attacking the shopkeeper does, so it doesn't matter as high your Stealth value is, the shopkeeper will leave the dungeon after just four stealing attempts. Make them count!

Starving Edit

Starving doesn't hurt the hero at first and only blocks regeneration, but it gets abruptly very damaging after a decent amount of turns have passed, so unless you want the hero to rest and heal, better have him/her eat only when the damaging phase of starvation starts, as food items usually don't become plenty until mid-game when the hero starts encountering dwarf monks who drop food rations as loot.


Most of these are also described in the "Mechanics" section of YetAnotherPD, which includes additional info as well, but here only the important differences from other mods are mentioned. In YetAnotherPD hiding behind a closed door doesn't guarantee a surprise attack, it just makes it more probable, and also standing in high grass can be used for the same purpose, as it increases stealth by 25%. Stealth is also Increased by 50% when flying, but flying also negates all the terrain influences on stealth, either positive or negative (so the bonus is always 50%). In contrast, stealth is decreased by heavy equipment, unless the hero is resting, and also by 100% when being illuminated or burning and by 25% when standing on a water tile. An alert enemy has always a "!" speech bubble above its head, and when this is happening, the enemy will never be surprised by an attack. In contrast, an enemy with a "?" speech bubble above its head when attacked will always be surprised. In YetAnotherPD the only items that increase stealth are the ring of Shadows and the Rogue Garb, but not the ring of Evasion.


Melee weapons are primarily separated in YetAnotherPD's code into: a) "Crushing / Blunt" (knuckleduster, mace, battle axe, warhammer), b) "Slashing / Sword" (dagger, shortsword, broadsword, greatsword), and c) "Thrusting / Polearm" (quarterstaff, spear, glaive and halberd). Using a scroll of Transmutation on a weapon will change it to any other weapon of the same aforementioned category that the original weapon belongs to (for example it will change a thrusting glaive to a thrusting halberd, quarterstaff or spear) and not to a weapon of the same hand, rarity, tier or weight. So using a scroll of Transmutation on a warhammer to get an equally good but lighter greatsword sounds reasonable, it would work in other mods, but it is just a bad idea in YetAnotherPD. A related category, which doesn't affect transmutations but helps understand them better, is that of Rarity. Each type of weapon (crushing, slashing, thrusting), has weapons of all four different rarities. So practically, when you use a scroll of Transmutation on a weapon, you do it on a more often occurring weapon in the hope of getting a more rare weapon of the same category, but wiith only a 33% chance if you want specifically an exceptional weapon.

Crushing - Blunt Slashing - Sword Thrusting - Polearm
Common Knuckleduster Dagger Quarterstaff
Regular Mace Shortsword Spear
Infrequent Battle Axe Broadsword Glaive
Exceptional Warhammer Greatsword Halberd

In contrast, using a scroll of Transmutation: a) on an armor transforms it to an armor of the same weight, and b) on a missile / flintlock weapon transforms it to a missile / flintlock weapon (missile only to missile etc.) and there are also 3 of each and two possible outcomes, c) on a shield transforms it to another of the two shield types, so it is a not bad idea to transmute a sling/bow, pistol/arquebuse or round/kite shield for the 50% chance to get an arbalest, handcannon or tower shield.

To complete the transmutation picture, rings are transmuted to other rings randomly, but wands are not transmuted to other wands randomly: a combat wand (acid spray, disintegration, firebrand, lightning, magic missile, smiting), is only transmuted to another combat wand, and an utility wand (blast wave, charm, damnation, ice barrier, life drain, thornvines), to another utility wand. In case you want to transfer your experience from other mods to YetAnotherPD and transmute a scroll of Enchantment to a scroll of Upgrade, or you just like to do random things while playing, bombs, food items, gunpowder, herbs, potions, repairing items and scrolls can't get transmuted at all. Throwing weapons and ammunition can get transmuted (bullets to arrows or quarrels and vice versa, light/heavy/special throwing weapons to another light/heavy/special throwing weapon) but there is really no point in doing that. Also, scrolls of Enchantment will upgrade items that are unenchantable but upgradeable (that is: rings and wands) but when the item is of max +3 level, they will instead transmute it to another item of the same type and with the same upgrades.

Important note: Cursed items can't get transmuted, so better not use a scroll of Transmutation on a totally unidentified item, as the scroll will get wasted if the item is cursed.

Water Tiles and Water from the Waterskin Edit

Water tiles are very useful for extinguishing fire and washing off caustic ooze, but they also reduce the hero's stealth when he/she steps on them and also healing while resting on a water tile is much slower. All characters get Frozen more intensely while standing on water.

Also, apart from healing the hero, water from the waterskin can be used for extinguishing fire, washing off caustic ooze and watering tiles, by using its "Pour" option. Empty plantable tiles will grow grass by pouring water on them and tiles with grass have a chance to grow a random herb.

Gameplay Tips Edit

This is a list of potentially useful gameplay tips that can be used to the player's advantage, but unlike the previous list it is not only based on the game code and it is more subjective as a consequence. Obviously a run can be competed successfully in many other different ways.

a) Weapons and Armors decrease their strength, accuracy and evasion penalties by 2.5% with each hero's strength increase and also with each upgrading, a decrease which has no floor down other than 0. This means that classes which have as their strong attributes evasion and stealth (Brigand) or accuracy (Acolyte) is much better to choose as their end-game gear and upgrade a battle axe or halberd and a scale armor, as they have the lowest starting penalties and the lowest strength requirements among all the possible end-game gear: a +3 battle axe will have no stealth and accuracy penalty, a +3 halberd only a 15% penalty and a +3 scale armor only a 20% stealth and evasion penalty for a hero of 20 strength, while a +3 warhammer and a +3 plate armor a 32.5% stealth and accuracy penalty and a 35% stealth and evasion penalty for the same hero. In contrast Warriors, who have stealth and evasion as their weak attributes, and which can't be saved by any lighter weapon or armor, should better choose a warhammer and a plate armor, as they will have at least the benefits of the best damage output and the best defense.

b) With the exception of the tactic to upgrade the Brigand's starting gear (dagger and rogue garb) which is practiced by some YetAnotherPD players because of the resulting huge bonuses on evasion, stealth and surprise atttacks' damage, all the rest of the classes and also less risk-taking Brigands will upgrade higher quality gear for end-game.

  • If they have a choice, Scholars and Warriors should better upgrade and equip for end-game a plate armor, as they both don't rely on stealth and evasion for their gameplay, but Acolytes and Brigands should better do that with a scale armor for different reasons each: Acolyte has the lower strength among classes, so the heavy plate armor will be accessible even later and hinder her stealth and evasion even more, and the Brigand will have much lower stealth and evasion penalties with an upgraded scale armor, both stats being very important for his gameplay.
  • As far as melee weapons are concerned, if we put the dual wielding and Brigand upgrading his starting gear tactics aside, the melee weapons that will deal decent damage against the enemies of the Demon Halls and the Yog boss depth are the battle axe, greatsword, halberd and warhammer (a +3 glaive will be also fine until the Dwarf King, but the hero will struggle with it in the Demon Halls), and they become rather common loot in the Metropolis, so it is advisable that players save 3 upgrade scrolls for any of these weapons, they are not equally good for all classes though. If they have a choice, Warriors should prefer either a warhammer, as their higher strength will allow them to manage its higher strength requirement and its accuracy and stealth penalties, while they will benefit from its bigger damage output, or a greatsword, which has the second damage output among them. Scholar has no special reason to prefer one among them, but Acolytes and Brigands should prefer battle axes, halberds or greatswords, due to their lower accuracy and stealth penalties (the Acolyte because accuracy is one of her two strong stats, and the Brigand because stealth is very important for his gameplay). The battle axe might seem a strange proposal for the Brigand, because of its high stealth and accuracy default penalties, but keep in mind that it has the lowest strength requirement among all the suitable for end-game weapons, so upgraded to +3 by the end of Demon Halls when the hero will have reached his/her highest strength, the battle axe might end up even not having stealth and accuracy penalties at all. Due to its lowest strength requirement among the suitable for end-game weapons, it is also very good for the Acolyte, who is limited by her lower starting strength.
  • Moving to ranged weapons, arbalests with a ring of Accuracy equipped and upgraded are totally fine for end-game (the Imp has a 33% chance to give this ring as a reward to the Acolyte). On the other hand, handcannons deal tremendous damage and ignore target's armor and distance penalties to the accuracy, but they have the drawbacks that their noise attracts enemies and they end up getting used more, which is connected with the issue that tflintlock weapons rely on both gunpowder and bullets to be functioning, and the Acolyte will be in the risk of running out of either one of these two (in Hardcore and Impossible difficulties, when enemies have more HP and as a consequence more ammunition are needed against them, this risk is even bigger). So unless the Acolyte has a very big amount of both consumables at the time she reaches Metropolis, it is better for her to upgrade a halberd or greatsword and use an unupgraded or semi-upgraded handcannon as an auxiliary weapon for ranged attacks. Quarrels are more common loot and they also get spent at a slower pace, so this is rarely an issue for the arbalest. The rest of the ranged weapons (sling, bow, pistol, arquebuse) are not suitable for end-game.
  • Lastly, about the rest of the melee weapons, excluding the case of dual weilding, unupgraded common weapons are fine until Goo, or upgraded until the end of the prison, but not for Tengu, unupgraded regular weapons are fine until Tengu, or upgraded until the end of the caves, but not for DM-300, unupgraded infrequent weapons are fine until DM-300, or upgraded until the end of metropolis, but only a +3 glaive or an upgraded battle axe for the Dwarf King. Skilled players can manage the Demon Halls and the Yog Fists with a +3 glaive, especially with the suitable rings equipped, but they will struggle much more than heroes with upgraded exceptional weapons or a +3 battle axe, which are the most suitable for end-game.
  • The remark of the previous bullet about common weapons does not apply to dual weilding: under the right circumstances (basically with the suitable rings equipped and upgraded), dual weilding daggers/knuckledusters/shortswords can lead to succesfully beating end-game, because of the increased attack speed and the combo bonus damage they offer.
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