Note: this mod has been recently renamed to Powered Pixel Dungeon by its developer, SmuJamesB.
As its title explicitly states, this mod identifies itself as a combination of Yet Another Pixel Dungeon and of Shattered Pixel Dungeon, but it would be more accurate to say about it that it is mostly a mod of Shattered PD v.0.7.5/v.0.8.1 with a few (but noteworthy) features borrowed from Yet Another PD. The reason that two version numbers have been mentioned for Shattered PD above is that the stable version of the mod is based on v.0.7.5, and the latest beta on v.0.8.1. The version that this wiki page basically refers to is the stable version.
The mod is being developed by reddit user SmuJamesB and you can find its stable or latest version to download in SmuJamesB's releases in his github repository by following the link of the infobox here (this mod is rather often updated or has its bugs fixed with intermediate versions, so a direct download link has not been preferred). If you want to discuss about aspects of this mod, you can also visit the YASD dicussion channel in the Yendorian PD Laboratory server. It was first released on October 25th, 2019.
Generally, players only familiar with Shattered PD will be having far less difficulties to get accustomed to this mod than players only familiar with Yet Another PD: the game engine, scroll types, potion types, curse and enchantment types, the regular and exotic alchemy recipes, the hero classes and subclasses, the enemy types, boss behaviors and most of the weapon types and the aspects of level generation are basically those of Shattered PD. Nevertheless, as mentioned before, a few important features are borrowed from Yet Another PD (degradation, skill growth with levelling up, total number of depths, some wand types, the availability of dual weilding etc.), and also the developer has added some original features of his own conception, which are ideas circulating around the roguelike genre in general.
This page describes mostly the features that are either original or borrowed from Yet Another PD, while the most known Shattered PD's features are considered being already familiar to readers (so if you feel that something is missing from this mod's page, you will most probably find it in the Shattered PD pages linked in the paragraph above). The version that this page refers to is the stable version 0.3.6, but the most recent version currently is the beta 0.4.6. Note that when a game feature is described as hard/difficult etc. this refers to this mod's Normal difficulty of version 0.3.6.
Anks - Revival
Ankhs have a combination of features from both parent mods, but also some original features of their own. They are always blessed and the hero is revived by them in full health, but they are never either found as loot in the dungeon or sold at dungeon shops. Instead they only spawn after some enemies have been killed while located on the altar pedestal of a Sacrificial Chamber-like room (loan from Original PD) named Altar in the in-game journal, which might spawn once per chapter. Note that the spawning of this room is not guaranteed to happen, and approximately only 2 to 3 will spawn in each run. An important detail is also that for the game to consider an enemy killed a sacrifice, the enemy will have to get the Marked for Sacrifice debuff, which gets applied only in the second turn of the enemy on the tile of the altar's pedestal, so don't be too quick to kill enemies after you get them there, and wait for them to get located on the pedestal (the hero just having the Marked for Safricice buff while killing enemies unfortunately does not count, and also enemies are not attracted by it). All in all Ankhs in this mod are rarer in comparison to Shattered PD and also harder to obtain in comparison to Yet Another PD.
Armors and Melee Weapons
Armor and Weapon types have been divided into classes, meaning that you can find them in almost any tier, in a few cases they just change name and sprite depending on the tier.
|Tier 1 / Str. 10||Hand Axe||Mace||Sai||St. Gloves||Primitive Spear|
|Tier 2 / Str. 13||Hand Axe||Mace||Sai||St. Gloves||Spear|
|Tier 3 / Str. 16||Hand Axe||Mace||Sai||Knuckledusters||Spear|
|Tier 4 / Str. 19||Battle Axe||War Hammer||Katana||Knuckledusters||Glaive|
|Tier 5 / Str. 22||Battle Axe||War Hammer||Katana||Stone Gauntlet||Glaive|
|Notes||+33% Acc. DM 0.8||+33% Acc. Armor Break
|Tier 1 / Str. 10||Round Shield||Dagger||Quarterstaff||Worn shortsword|
|Tier 2 / Str. 13||Round Shield||Dirk||Quarterstaff||Shortsword|
|Tier 3 / Str. 16||Round Shield||Ass. Blade||Quarterstaff||Sword|
|Tier 4 / Str. 19||Great Shield||Ass. Blade||Rod||Longsword|
|Tier 5 / Str. 22||Great Shield||Ass. Blade||Rod||Greatsword|
|Notes||+Defense DM 0.6||Extra dam. to un. enem.
|+Defense DM 0.7||-|
DM: damage multiplier (when not mentioned, it is equal to 1)
|Tier 1 / Str. 10||Disc||Studded||Plate||Hide|
|Tier 2 / Str. 13||Disc||Studded||Plate||Hide|
|Tier 3 / Str. 16||Disc||Ringmail||Plate||Hide|
|Tier 4 / Str. 19||Scale||Ringmail||Lead||Leather|
|Tier 5 / Str. 22||Scale||Lead||Leather|
MDRΜ: magical defense roll multiplier, PDRM: physical defense roll multiplier (when not mentioned, they are equal to 1)
Crossbows (ranged, DM 0.75), Flails (-20% Acc., DM 1.5), Greataxes (DM 1.3), Runic Blades (better upgrades), Scimitars (cause bleeding, DM 0.8), and Whips (reach 3, DM 0.6) can be found in any tier with the same name and sprite, and with their damage stats scaling up based on their tier. In contrast the starting items Huntress Cloak, Mage Cloak & Mage Staff and Rogue Garb only spawn in tier 1 and are unique to each class (the starting armors offer minimal defense but a big boost to each class' relevant stats).
Double wielding weapons is available like in Yet Another PD, but this is much simpler in function, the hero will just attack in the first turn with the one and in the second turn with the other. Unlike Yet Another PD more than 1 armor can also be equipped, but in this case the defense rolls get added together and glyphs proc from left to right. Similarly to Yet Another PD double wielding/double equipping armors increases their strength requirement, which is just +2 for weapons that are meant for double weilding, but very high for weapons that are not meant for it like dual weapons and polearms. In contrast no armor is less or more suitable for double equipping by default, it is just that as armor tiers get higher they have stronger strength penalties applied to them for double equipping.
As you can see in the last table, all Armors now block also magical damage, while some of them increase and some other decrease evasion/speed/stealth. The amount of physical defense offered is most of the times not equal with the amount of magical defense offered. Generally, when an armor offers relatively good defense compared to the other armors of the same tier, it will also apply penalties to evasion/speed/stealth, and conversely when it increases any of these stats it will also offer relatively low defense.
A note on the appropriate gear for each chapter: In normal Difficulty melee encounters with Sewer Crabs will most probably need at least a tier 1 non starting armor, and from the second chapter and on surviving will need either an unupgraded armor of the next in numerical order tier (Prison - tier 3, Caves - tier 4), or an upgraded armor of the same in numerical order tier. The same applies also to weapons in early game, but unfortunately from the Caves and on surviving will need at least either any tier 4 weapon, or a tier 3 Flail, Greataxe or Spear upgraded to the max (which they will still be too weak for end-game). As this mod is stingy with weapon drops above tier 3 in the first three chapters, this means that the hero will be dying very often even in Normal Difficulty.
Artifacts, Potions, Runestones, Scrolls, Thrown weapons
They are all mostly the same with those of Shattered PD v.0.7.5. Only the differences are mentioned below.
- Artifacts are almost the same in function and same in amount with those of Shattered PD v.0.7.5 minus one, as the Master Thieves' Armband does spawn, but as all heroes can steal from the dungeon shops by default, with the theft's success depending on their Evasion stat and the number of previous attempts, the artifact doesn't have any effect (it gets charged by the hero picking up gold, but its charges don't affect the hero's success at stealing at all, so equipping it is basically pointless). Also the Rogue doesn't start with a Cloak of Shadows in his inventory anymore and this artifact spawns randomly like all the other artifacts.
- Potions are almost the same (both regular and exotic) in function and amount with those of Shattered PD v.0.7.5 but again minus one, as the potion of Strength doesn't spawn at all, and heroes can have their strength grow by assigning points to the Power skill tree (assigning 3 points leads to +1 Strength).
- Runestones are almost the same in function and amount with those of Shattered PD v.0.7.5, but this time there is a replacement and not a removal: the former runestone of Aggression with the "!" symbol is now the runestone of Repair and repairs fully any degradable item (it gets spent with one use). It is rather infrequent as loot but one is often sold in every dungeon shop along with a runestone of Augmentation, and scrolls of Rage can be used to craft stones of Repair as well, like in Shattered PD they can craft stones of Aggression (there is also a minor positive bug in this alchemical process, as alchemical energy is not spent in this pecific crafting). Note that the runestone of Repair repairs items but does not uncurse them, if they end up degrading from level 0 non-cursed to the final degradation stage of level 0 cursed.
- Scrolls are the same in amount (both regular and exotic) and almost the same in function with those of Shattered PD v.0.7.5, with the only difference being that Magical Infusion does not upgrade items anymore but increases their tier with a cap at 5. A second difference from Shattered PD, that both parts of it are details but rather important, is that scrolls of Upgrade are not immune to fire anymore and never erase enchantments.
- Generally the alchemy mechanic as a whole (ingredient combinations, energy needed, alchemical products etc.) is the same with that of Shattered PD v.0.7.5.
- Thrown weapons are the same with those of Shattered PD v.0.7.5.
Challenges have been reworked and some have been added as well, but generally they are another similarity with Shattered PD, as Yet Another PD does not have challenges at all. The Forbidden Runes challenge now blocks scrolls of Upgrade alltogether, and also two completely new challenges have been added.
- Collapse: regular tiles and embers floor tiles collapse after the hero steps once on them and then moves to the next tile, (grass/trap/water etc. tiles are excluded from this) and at least 1 potion of Levitation spawns per depth.
- Rust: scrolls of Upgrade only repair items by 50% and there is no stone of Repair available.
- Cursable items found in skeletal remains that a Wraith spawns from them are always cursed and have already the red hue of cursed items (those from skeletal remaims that do not spawn a Wraith have in contrast already a blue hue).
- Cursable items dropped by tombs (they are usually armors) are always cursed and displaying a red hue, and are also often upgraded.
- Mimics might drop a cursable item having already the blue hue of the uncursed item.
- The curse types are those of Shattered PD v.0.7.5.
The introductory message for each chapter has been reformatted to one-sentence Cutscenes each time the hero enters the chapter, but which added up display the the same constent. Due to one-sentence format they last rather long, so players might want to disable them in the Display submenu of the game settings.
Depth number and changed features
The number of Depths are +1 per chapter, like in Yet Another PD. Three new Depth Types have also been added:
- an Abandoned from its residents depth with appr. quadruple the size of a regular depth,
- a Burned depth without any water tiles or living vegetation (high grass tiles are colored grey and turn into embers after they get trampled without dropping anything, and water tiles can only get generated in flooded vaults, nowhere else),
- a Trapped depth with many traps (the traps' amount increases with each chapter, and from the Metropolis and on the non-trap tiles become almost the exception in this type of depth).
Four minor relevant additions/changes in depth terrain generation are also:
- a new type of corridor leading to a room with loot, which can be passed through only after drinking a potion of Levitation, as some of its floor tiles are missing (spefically in depths with chasm terrain this room with loot is just separated in all sides by chasms and a door leading to a chasm just points to its direction),
- a new type of key, bronze, which opens specifically doors of this color,
- a new type of wall tile, cracked, which most often leads to a room with loot, but can also lead to other types of special rooms (with an Animated Statue etc.) and can only be blown up by bombs/stones of blast but can not get burned,
- the retexturing of the prison's terrain in yellow and brown hues and with mushrooms as an alternative high grass type, in addition to the familiar green tile.
Also High Grass can now drop stones infrequently.
Degradation and Level Cap of items
Armors, wands and weapons degrade with use, but not rings, similarly to Yet Another PD (wands also degrade at a much slower rate than armors and weapons, even when they are imbued to the mages staff). All items upgradeable with scrolls (armors, rings, wands, weapons) have a Level Cap at +3, also like in Yet Another PD - each upgrade decreases the strength requirement of armors and weapons by 1. There are not only similarities though: unlike Yet Another PD repairing materials are not plenty in this mod, and apart from scrolls of Upgrade the only other item that can be used for this purpose is the infrequent runestone of Repair (found infrequently as loot or merchandise, but also craftable from scrolls of Rage, note that there is a minor positive bug in this process, and alchemical energy is not spent at all in this specific crafting)). Upgrading also repairs items, but enchanting items does not, like it does in Original PD. Degradation speed increases with difficulty, and from level +1 to +3 the degraded item loses a level, but in level 0 it remains in this level and becomes cursed. Cursed items do not degrade further. Note that in the case of two armors being equipped, only the first armor degrades with use.
Difficulty options are borrowed from Yet Another PD: Easy, Normal and Hard, and the player selects a dificulty each time he/she starts a new run. Note that the titles will be sort of misleading to players familiar with Yet Another PD, as this mod's Easy difficulty is between Yet Another PD's Easy and Normal, its Normal is equivalent to Yet Another PD's Hardcore, and its Hard is equivalent to Impossible. Players who want to have a general picture of this mod from their first runs and proceed easily rather far should obviously not bother with any other difficulty than Easy.
The enemies are those of Shattered PD v.0.7.5. Some of their features have been changed (sometimes emulating features of Yet Another PD) or follow more recent developments in Shattered PD but not in an identical manner with it:
Sewers and Prison
- Crazy Thieves and Crazy Bandits are encountered in Sewers but not in Prison, never steal and flee, and have also a semi-ranged attack like in Yet Another PD (Bandits are also infrequent instead of rare, can poison the hero, and drop often a ring as loot - Thieves drop similar amounts of gold with Gnoll Scouts)
- DM-100s apply with their lazer beams debuffs to the hero like Hexed (reduced accuracy and evasion by 20%) and Weakness (reduced strength & damage).
- Necromancers not only heal their summoned skeleton but can also give it an Adrenaline buff, during which it deals very heavy damage to the hero.
- Sewer Crabs and Swarms of Flies drop different loot than in Shattered PD (crabs drop healing potions in addition to meat, and swarms small rations of food instead of healing potions).
- Sewer snakes are less evasive than in Shattered PD, and can get killed without a surprise attack somewhat easily, but are still rather evasive. They also have now a melee poison attack.
Caves and Metropolis
- Gnoll Brutes deal heavier damage than in Shattered PD and when enraged they gain also a shielding buff, note that both of their buffs wear off after many turns.
- Gnoll Shamans and Warlocks deal heavier damage than in Shattered PD and can apply four different debuffs with a duration that increases with each application of the buff and does not just get renewed (Chilled - reduced speed, Slowed - reduced speed, Vulnerable - reduced armor, Weakened - reduced strength & damage).
- Evil Eyes can still see the hero while charging and their beams can pass through walls and doors.
- God's Larvae are OP in their damage even in Easy difficulty and Yog regenerates its health very quickly, so after killing the fists get armor/shielding buffs, focus on killing the big boss and then escape.
- Animated Statues have 5 items equipped just like the hero, and apart from armors and weapons these items can also be wands and rings (they can also zap the hero with their equipped wand), but not artifacts, and their upgradeable items can be upgraded depending on the number of depth, which also affects the weapons' and armors tiers. Note that the items equipped by the statues don;t follow a general pattern so one statue might have three rings equipped and no weapon, while another three weapons equipped and no ring (statues with many wands is the most dangerous variant). Also, animated statues get revived once after getting destroyed, similarly to the hero using a blessed Ankh, but the second time they get completely destroyed and drop all their equipped items. Note that depending on their equipped items these statues can be from normal to OP opponents for the hero's current level, and unfortunately the game does not name the tiers or levels of their equipped items, but only their type. There is also a variant of them that function as shop Guardians although they keep their familiar name, and 4 of them spawn when the hero is caught stealing. They are the same in their combat features with the animated statues described in the beginning of this paragraph and their only two differences other than their spawning is that they are yellow in color and drop none of their equipped items but only infrequently runestones of repair.
- There is a new enemy added, the Jellyfish, that is encountered exclusively in the underwater alternative depths and never in the regular dungeon. It zaps the hero with lightning bolts and drops nothing.
- Wraiths are similar to those of Yet Another PD, so they have a ranged life draining attack, can teleport away from melee range, have more HP but are not very evasive and can be destroyed without the need of surprise attacks.
- All enemies with ranged magic attacks can now also use them in melee.
Fire does not destroy only scrolls outside of containers, but also seeds and food items. In consequence, as there is no food container in this mod, all food items are always vulnerable to getting destroyed when the hero gets the Burning debuff. There is also an element of flawed game design here, as the hero can not practically grill meat unless he/she sets raw meat on fire in the first turn and immediately afterwards freezes its tile, because otherwise the raw meat will get grilled in the first turn and then destroyed in the second turn (but there is no point in doing that, as the hero can just simply turn the meat to frozen carpaccio, and not bother with fire at all). In contrast Frost has no shattering effect on alcohol bottles (Beer and Whiskey), which also don't shatter when thrown.
All hero classes have now a weak Mind Vision ability, which is supposed to be very similar to the Huntress-exclusive ability to sense enemies behind walls and doors in all other mods (this sort of emulates the messages about enemies being close of Yet Another PD). Nevertheless, this feature can get applied rather randomly, and heroes can also sense enemies located many tiles away (this sensing of far away enemies is not consistent though).
A Morale stat has been added, which is also encountered in the Darkest PD, Lovecraft PD and Survival PD mods with different names (as a game feature mental health has originally become well known and influential after it was implemented in the roguelike Darkest Dungeon). Unless the hero has very good armor for the current level, any succesful hit against him/her will also decrease their morale, which will be also decrased by starvation and stepping on hidden traps (in much lower degree than from enemies' damage though). Decreased morale means that the hero's accuracy, evasion and wand recharge rate will gradually decrease as well, and in very low morale levels all these stats become horrible. Nevertheless, unlike Darkest PD when morale reaches zero, the hero does not die, but instead morale gets reset to 10% and the hero gets bleeding damage, but this low amount of morale is still awful for the accuracy, evasion and wand recharge stats. Morale is increased a little by eating & levelling up, and is increased/healed much by drinking the Beer (by 50%) or Whiskey (fully) alcohol items. Nevertheless, drinking Beer or Whiskey causes Vertigo to the hero for many turns (Drunk debuff), so it should be avoided when the hero is close to a chasm or with many enemies around. Note that in versions previous than the current stable or the more recent betas drinking Beer and Whiskey made the decreasing rate of morale quicker permanently, and this has remained by accident in these items' game descriptions but it does not happen at all anymore. Also in past versions sleeping after reading a scroll of Lullaby was healing morale fully, but this doesn't seem to happen in either the stable or the more recent beta versions. As a general note having good armor and/or upgrading an armor from the Caves and on is very important in this mod to keep Morale damage under relative control.
Heroes have 5 equippable Slots for gear, rings, artifacts and wands, but wands need to be equipped to be available for use, similarly to Yet Another PD. Note that these slots are not item-specific and although it is not advisable, a hero can even equip only rings or only wands to all slots. As mentioned before, double wielding weapons is available also like in Yet Another PD, but this is much simpler in function, the hero will just attack in the first turn with the one weapon and in the second turn with the other. Unlike Yet Another PD, more than 1 armor can also be equipped, but in this case the defense rolls get added together and glyphs proc from left to right. Similarly to Yet Another PD double wielding/double equipping armors increases their strength requirement, which is just +2 for weapons that are meant for double weilding but very high for weapons that are not meant for it like dual weapons and polearms. In contrast no armor is less or more suitable for double equipping by default, it is just that as armor tiers get higher they have stronger penalties applied to them for double equipping.
Generally for all classes it is a combination of Shattered PD and Yet Another PD:
- Warrior starts with a level 0 tier 1 Shortsword, a level 0 tier 1 Studded armor (regular armor without special effects, but with better defense than the other starting armors), a broken seal, three throwing stones, a food ration, a bottle of Beer, a stone of Repair, a scroll of Identify and a potion bandolier.
- Mage starts with a level 0 tier 1 Mage's Staff (of Magic Missile) with 5 charges, a level 0 tier 1 Mage Robe (+25% Evasion, also increases recharging of wands), a bottle of Beer, a food ration, a stone of Repair and a scroll holder containing a scroll of Identify.
- Rogue starts with a level 0 tier 1 Dagger, a level 0 ttier 1 Rogue Garb, three throwing knives, a bottle of Beer, a food ration, a scroll of Identify and a velvet pouch containing a stone of Repair. He does not start with a Cloak of Shadows as this artifact spawns randomly like all the other artifacts, but starts with the Evasion stat in the skill tree increased, which also affects Stealth, and in the beginning he has also +25% Evasion & Stealth because of his starting Rogue Garb.
- Huntress starts with a level 0 tier 1 pair of Studded Gloves, a level 0 tier 1 Huntress Cloak (+25% Evasion, +40% Speed), a Spirit Bow, a bottle of Beer, a food ration, a scroll of Identify and a velvet pouch containing a stone of Repair.
Heroes' Stats are not increased automatically with levelling up, and there are no potions of Strength, but with each level up the hero is granted 3 skill points that the player is free to distibute them in four different skill trees in the Skills subtab:
- Power: directly related to Strength, which gets increased by 1 with every 3 skill points added to this skill tree
- Focus: increases damage with wands, with 6 skill points added being equal to one upgrade for all wands
- Perception: increases both melee and ranged accuracy and also field of vision and detection
- Evasion: increases chance of dodging and remaining unnoticed - stealth.
All classes start with most skills having 1 point each, but each class also starts with a skill advantage: Huntresses have by default 5 skill points in Perception, Mages 5 in Focus, Rogues 5 in Evasion, and Warriors 5 in Power (so they are only 1 skill point away from having 12 strength). Players can distribute the skill points of each level up similarly to the game's default arrangement in late-game (more Focus for mages, more Evasion for rogues etc.), but in early game it is probably more reasonable to first get the hero's strength at least to 16 by assigning 18 skill points to the Power skill tree, in order to make the hero ready to equip an unupgraded tier 3 weapon and armor or an upgraded to +3 tier 4 weapon and armor as soon as he/she finds them. That said, assigning the skill points equally to the Evasion, Focus, Perception and Power skill trees can also work just fine for all classes, but it will lead to a more balanced gameplay with equal use of weapon attacks, wand attacks and stealth, and it is basically a matter of preference.
Shops are reworked and are rather similar to those of Fushigi No PD and Moonshine PD, but they are not identical with the shops of these mods. The Master Thieves' Armband artifact does not seem to exist in this mod and like in Yet Another PD all heroes can attempt to steal from a shop, with the percentage of success depending on the evasion/stealth stat (chance increases) and previous successful attempts (chance decreases), with also many armors applying stealth penatlies as well (only the Rogue Garb increases stealth in contrast), but when the heroes get caught, the shopkeeper vanishes leaving his merchandise behind, and also summons 4 shop Guardians inside the shop, which are a yellowish variant of the Animated Statues of this mod, but that drop nothing apart of runestones of Repair, and these infrequently. Depending on the version of this mod, these shop guardians either have low awareness and just roam aimlessly on the depth after they get summoned or spawn with high awareness by default (the guardians of v.0.3.6 belong to the second variety). Nevertheless in any case when they do notice the hero and become aggressive, they are very often strong opponents for the hero's level, which basically depends on their equipped items. The only exception is the Imp's shop, in which the hero always gets caught, and the Imp vanishes along with its merchandise, after saying "I thought I could trust you!" Note also that the Imp always initially spawns in the first depth of the Metropolis (19) and gives its quest there, so if you haven't found it on that depth, better use a potion of Mind Vision, because you will not encounter it later and you will miss its reward and the spawning of its shop.
In other words, if you are playing a version with "dumb" shop guardians from all the non-Imp shops don't buy anything which is not absolutely essential currently (for example containers, food rations, potions of Healing etc.), wait until you sell all the junk you have gathered, and then steal and collect the loot, and avoid engaging in fights with shop guardians, because they might turn out to be OP for the hero's current level. On the other hand, if you are playing a version with "clever" guardians (version 0.3.6 and the most recent beta have both this type unfortunately), skip stealing from the shops alltogether, unless your hero has extremely good gear and will have a good chance to survive the encounters with the guardians, or has a potion of Invisibility and the exit stairs are near. If the hero can't turn invisible immediately after the guardians get summoned, the very good gear is important because the guardians very often carry combat wands and zap the hero alltogether with them, so a hero with regular armor most probably will get one-shot, and even if he/she has an Ankh there is a good chance that he/she will also die with the next zaps. An extra difference which is also an influence from Yet Another PD is that shops are almost all located in the fifth depth of each chapter, right before each boss depth, with the Ambitious Imp's shop being the only exception, located in the sixth depth of the Metropolis, after the Dwarf King depth. As the Imp's shop is the Metropolis shop, the Demon Halls have their own shop, located in the depth before Yog-Dzewa.
Three of Shattered PD's rings have been renamed:
- the ring of Perception has replaced the ring of Accuracy
- the ring of Focus has replaced the ring of Energy
- the ring of Power has replaced the ring of Might
Nevertheless, they are not actual replacements as they all affect the stat of their name, which is the same with that of the original rings of Shattered PD, with the only difference being that the ring of Focus also decreases morale damage.
Due to the big changes that have been implemented recently in this mod, this section is divided into 2 subsections, stable version 3.6 and recent versions. Some general characteristics of wands that are valid for both versions is that wands need to get equipped in order to be available for use and that they degrade with use, nevertheless at a much slower rate in comparison to armors and weapons, even when a wand is imbued to the Mage's Staff and is used very often.
The only exception of a wand that can be used even when not equipped is the wand imbued to the Mage's Staff, as zapping with it is always available in both versions.
For the wands that are shared with Shattered PD the battlemage's effects with melee hits are the same with Shattered PD in both versions. The battlemage's effects with melee hits for the rest of the wands (transferred from Yet Another PD, other mods or original wands) remain to be added in this section.
The wands are mostly those familiar from Shattered PD with some wands from Yet Another PD and a few original wands also added, making the total amount of wands in this version 20.
From Shattered PD
- Blast Wave: "This wand shoots a bolt which violently detonates at a target location. The force of this blast deals [?-?] damage and is strong enough to send most enemies flying." It has the sprite of the wand of Blast Wave from Shattered PD.
- Corrosion: "This wand shoots a bolt which explodes into a cloud of highly corrosive gas at a target location. Anything caught inside this cloud will take continual damage, increasing with time." It has the sprite of the wand of Corrosion from Shattered PD.
- Corruption: "This wand will release a blast of corrupting energy which will debuff enemies and eventually bend them to your will. Enemies are able to resist the corruption, but weakened enemies are much easier to corrupt than healthy ones." It has the sprite of the wand of Corruption from Shattered PD.
- Disintegration: "This wand shoots a beam that pierces any obstacle, and will go farther the more it is upgraded. The beam deals [?-?] damage, and will also deal bonus damage for each enemy and wall it penetrates." It has the sprite of the wand of Disintegration from Yet Another PD.
- Fireblast: "This wand produces a blast of fire when used, extending out into a cone shape. As this wand is upgraded it will consume more charges, the effect becomes significantly more powerful the more charges are consumed. Its next attack will consume X charges and deal [?-?] damage." It has the sprite of the wand of Fireblast from Shattered PD.
- Frost: "This wand shoots blasts of icy energy toward your foes, dealing [?-?] damage and chilling, which reduces speed. The effect seems stronger in water. Chilled and frozen enemies take less damage from this wand, as they are already cold." It has the sprite of the wand of Frost from Shattered PD.
- Lightning: "This wand sends powerful lightning arcing through whatever it is shot at, dealing [?-?] damage. This electricity can bounce between many nearby foes, spreading damage between them. The lightning and damage spread much more effectively in water. If you're too close, you may get shocked as well!" It has the sprite of the wand of Lightning from Shattered PD.
- Living Earth: "This wand sends bolts of magical rock at enemies, dealing 4-6 damage. The rocks will then re-form around the user, granting them armor in proportion to the damage dealt. If enough armor is built, it will form into a rock guardian when the wand is next zapped." It has the sprite of the wand of Living Earth from Shattered PD.
- Magic Missile: "This fairly plain wand launches missiles of pure magical energy. While not as strong as other wands, it makes up for it somewhat with more available charges. Each bolt from this wand deals [?-?] damage, and has no additional effects." It has the sprite of the wand of Magic Missile.
- Prismatic Light: "This wand shoots rays of light which cut through the darkness of the dungeon, revealing hidden areas and traps. The beam can blind enemies, and deals [?-?] damage. Demonic and undead foes will burn in the bright light of the wand, taking bonus damage." It has the sprite of the wand of Prismatic Light from Shattered PD.
- Regrowth: "When used, this wand will consume all its charges to blast magical regrowth energy outward in a cone. This magic will cause grass, roots, and rare plants to spring to life. When life ceases new life always begins to grow... The eternal cycle always remains!" It has the sprite of the wand of Regrowth from Shattered PD.
- Transfusion: "When used on allies, this wand will sap X of the user's health, to heal or shield the ally for Y health. When used on enemies, the wand briefly charms them, while applying Z shielding to the user. Hostile undead will take [?-?] damage instead of being charmed." It has the old sprite of the wand of Transfusion from Shattered PD.
- Warding: "Rather than directly damaging an enemy, this wand will summon stationary wards and sentries. Note that wards cannot be placed next to each other. This wand can only sustain [?] energy worth of wards at a time." It has the sprite of the wand of Warding from Shattered PD.
From Yet Another PD
- Acid: "This wand produces a puddle of acid on the floor. If an enemy steps in this acid, they will take heavy damage and be inflicted with ooze. It can also be aimed directly at a mob to deal reduced damage." It has the sprite of the wand of Acid Spray from Yet Another PD.
- Damnation: "This wand will buff the enemy with deferred death causing it to die within a given number of turns. It will consume all charges to make this number as small as possible. Enemies that die will explode into a cloud of deadly miasma." It has the sprite of the wand of Damnation from Yet Another PD.
- Life Drain: "This wand produces a beam of draining energy that saps life energy from opponents, funnelling it back to the caster. Undead enemies are immune to this effect and inorganic enemies and bosses resist it." It has the sprite of the wand of Life Drain from Yet Another PD.
- Thornvines: "When you zap with this wand, a thorn vine will be placed in the target location, which will not move but attack all nearby hostile mobs." It has the sprite of the wand of Thornvines from Yet Another PD.
Additions original or from other mods
- Darkness: This wand will create a cloud of darkness, that blocks vision and causes enemies to attack each other. The hero will also gain shielding increasing with the number of mobs in the gas. The gas does little direct damage however." It has the sprite of the wand of Force Blast from Yet Another PD but its concept is original and unique to this mod.
- Flow: "This wand will zap a cone of water, that will push enemies and inflict wet and sometimes slowness to them." This wand has an original sprite, but its concept is borrowed from Special Surprise PD and Easier Sprouted PD, which both have a wand of the water element that pushes enemies.
- Plasma Bolt: "This wand is capable of missing the target, and will function like a physical weapon in many ways - it is affected by armour and will cause defense magic to activate." It has the sprite of the wand of Firebrand from Yet Another PD. It should also be noted that in its function it is similar but not identical to the wand of Magic Missile from Yet Another PD and not from Original PD or Shattered PD.
Wands can now belong to 4 different general types, which determine the way that the wands specifically apply their effect and also give them the second part of their name: Ally type - Wand of X Sentry, Area of Effect type - Wand of X Blast, Bolt type - Wand of X Bolt, Support type - Wand of X Aid. There are also 18 specific wand effects that can be combined with any of these four types, so there are 72 specific effect + general type combinations that can spawn in the game:
- Acidic: "This wand is imbued with acidic properties. It will spread corrosive gas and caustic ooze." It has the sprite of the wand of Acid Spray from Yet Another PD.
- Breath: "This wand contains the power of the air element. It will cast a hexing spell on the target." It has the sprite of the wand of Smiting from Yet Another PD.
- Confusing: "This wand is imbued with confusing properties. It will spawn vertigo gas and confuse the target." It has the sprite of the wand of Ice Barrier from Yet Another PD.
- Disintegrating: "This wand is imbued with disintegrating properties. It will reduce the opponents armour and scorch the ground." It has the sprite of the wand of Disintegration from Yet Another PD.
- Draining: "This wand is imbued with draining properties. It will funnel the damage back to the caster in the form of health." It has the old sprite of the wand of Transfusion from Shattered PD.
- Earthen: "This wand contains the power of the earth element. This causes higher damage when the target has grass nearby." It has the sprite of the wand of Living Earth from Shattered PD.
- Fire: "This wand contains the power of the fire element. It will burn everything it touches." It has the sprite of the wand of Fireblast from Shattered PD.
- Flowing: "This wand contains the power of the water element. It will cause flooding wherever you shoot it." This wand has an original sprite.
- Glacial: "This wand is imbued with icy properties. It will chill the target, slowing their movement." It has the sprite of the wand of Frost from Shattered PD.
- Light: "This wand is imbued with light properties. It will light the way forward." It has the sprite of the wand of Prismatic Light from Shattered PD.
- Living: "This wand is imbued with regrowing properties. It will spread grass when fired and root targets." It has the sprite of the wand of Regrowth from Shattered PD.
- Magic: "This wand has no additional effects." It has the sprite of the wand of Magic Missile.
- Plasma: "This wand has no additional effects, but can miss the target." It has the sprite of the wand of Firebrand from Yet Another PD.
- Pointed: "This wand is imbued with sharp properties. It will cause bleeding on a successful hit." It has the sprite of the wand of Life Drain from Yet Another PD.
- Shadow: "This wand is imbued with spirit properties. It will weaken the target and spread deadly miasma." It has the sprite of the wand of Damnation from Yet Another PD.
- Shocking: "This wand is imbued with shocking properties. It will spread deadly electricity where it is used." It has the sprite of the wand of Lightning from Shattered PD.
- Stone: "This wand is imbued with stone properties. It will paralyze enemies and spread paralytic gas." It has the sprite of the wand of Force Blast from Yet Another PD.
- Virulent: "This wand is imbued with toxic properties. It will spread toxic gas and cause poisoning." It has the sprite of the wand of Thornvines from Yet Another PD.
- Wand of X Aid: "This wand does less damage than it's counterparts but makes up for it by inflicting serious status effects on enemies or buffing the user. It's main purpose, however, is that it can heal allies and buff them. It's next zap will have [?-?] power." At level 0 wands of Aid have 3 charges.
- Wand of X Blast: "This wand produces a cone blast, which extends for [?] tiles. The effect becomes significantly more powerful the more charges are consumed. It's next attack will consume [?] charges and deal [?-?] damage." At level 0 wands of Blast have 3 charges.
- Wand of X Bolt: "This wand produces a a powerful bolt or beam, with almost unlimited range. The effect becomes significantly more powerful the more charges are consumed. It's next attack will consume [?] charges and deal [?-?] damage." At level 0 wands of Blast have 3 charges.
- Depending on the specific effect combined with the wand type some of these features are also applied: "This wand's bolt can go through solid walls. / This wand's bolt can go through other mobs. / This wand's bolt will not extend past the cell you select."
- Wand of X Sentry: "This wand summons a sentry of which will attack enemies for you. It will be healed when zapped by the wand and healed a little when the wand is zapped at another enemy. It will deal [?-?] damage." The sentry generated by the wand has the description "A sentry summoned by your wand. The element it attacks with and the damage it deals correspond with this wand." At level 0 wands of Sentry have 4-5 charges.
Note that a wand of a specific effect can get transmuted to a wand of the same effect, but of a different type, for example a wand of Acidic Bolt to a wand of Acidic Aid, Blast or Sentry.
Generally all wands without the hero having the Focus stat increased deal relatively low damage or apply effects with relatively low power, so they are somewhat nerfed by default in this mod, and players who want their hero to heavily use magic attacks should be putting many skill points in the Focus tree.
Imbued with Staves
When a Mage imbues a wand to his staff, the wand's general type is also transferred to the staff, so for example there can be a Staff either of Confusing Aid, Confusing Blast, Confusing Bolt or Confusing Sentry. The only exception in that is the Staff of Magic Missile, which is a starting item of the Mage and it seems to not belong to a general type, but it is actually a variant of the Staff of Magic Bolt having buffed charges (5) and being only available to Mages.
Water & Diving
All deep Water tiles allow Diving, which leads the hero to an underwater depth (unique for each regular depth), which contains a lot of loot but also piranhas and jellyfishes (new enemy, only appears in the underwater depths, zaps lightning bolts, drops nothing). Note that wands can't be used underwater and there is no safe place from the piranhas and jellyfishes there, and also that the hero has a limited amount of air that he/she can replenish only in a few tiles that have bubbles popping from them or alternatively he/she can go back to surface from a tile that has rays of sunlight shining on it (also infrequent), and dive back. If the hero runs out of air, he/she dies in a few turns. In an nuthshell it is very, very easy to die underwater, even in Easy difficulty.