This page is constantly being updated, and as such some information may be missing or out of date. Summoning PD has been updated to 1.2.4, more changes are being made, such as armor tiering and bug fixes.
Overview[]
Summoning Pixel Dungeon is a mod of Shattered PD first released on October 31st, 2019 (it came to the general public several days after that, and its first release on GitHub happened by September of the same year) by the user & redditor Trashbox Bobylev. It is stated explicitly in-game that the mod is based on Shattered PD's version 0.9.0, and for additions and changes in Shattered until that version you can visit this link.
Summoning PD's changes can be summarized as:
The addition of the eponymous summoning weapons, or staves.
Various added game modes.
Challenges are renamed "Conducts", and many more conducts are added.
2 additional classes, and the 4 existing classes are reworked slightly.
Talents are removed, except for the Rogue, who has completely different talents.
Added new artifacts and replaced replace Rings.
Various equipment now have a ranking system instead of basic upgrades.
Ropes[]
Ropes are a new item that act similarly to the Ethereal Chains. The Hero starts with 5 of them, they can be occasionally be found on the ground, and shops sells a random amount of them. They operate slightly differently from the Chains, as 1 is consumed any time it's used, be it to pull you to a wall or floor, pull an enemy to you, or to activate traps or grab items, which Chains normally can't do. They are also used up if you attempt to pull yourself to an unreachable location. They cannot pull you through walls.
Summoning Staves[]
Summoning Staves are the core mechanic of this mod. These unique wand-like staves allows the user to summon unique controllable creatures that follow the player and attack their enemies. There are 15 summon weapons, divided into 5 tiers with each having different stats, recharge, attunement cost and abilities depending on the rank of the staff, with each staff having 3 ranks. Ranking up a staff will also increase its strength requirement by 1.
Similarly to normal weapons, summoning weapons can be cursed or enchanted. Regular and curse enchantments proc when the minion attacks, and the curse effect (not enchantment) greatly reduces the chance for the minion to actually be summoned.
Staves can be augmented as well, augmenting Damage increases the minion's damage output by 50%, but reduces their attack speed by 40%, while augmenting Speed reduces damage by 40%, but increases attack speed by 50%.
Attunement[]
Attunement is a special stat the Hero needs in order to summon creatures to their aid. They start with 0 (1 point as Conjurer) and gain a point once they reach Level 5, or 0.5 points every 3 levels as the Conjurer, or every Elixir of Attunement they drink. They can be obtained in shops at a base price of 200g, or dropped by the unique Spirit Wolf miniboss. Attunement is a permanent stat, similarly to Strength, and when a minion dies, their attunement cost is returned to you.
Staff Recharge[]
After a summoning a minion, the staff will begin recharging, but only at 33% speed. Once the minion summoned by a staff dies, it begins charging at normal speed. Unless otherwise stated, the recharge time for staves takes 400 turns, unaffected by any recharge effects (except scrolls of recharging). Ranking up a staff will instantly recharge it to full.
List of Staves[]
Underneath is a table listing all the staves with rank information included. Minions copy their summoner's Accuracy and Evasion unless the Hero's strength is too low to properly summon them.
A stick with a monochrome frog head as a handle. Melee-class.
Minion Description: A small, frog-like creature that doesn't know its place in the world.
Exclusive to the Conjurer as a starting item. Summons Froggits that are weak, but easy to summon.
Rank 1: 15 HP, 3-8 Damage, 1 Attunement. Reduces damage taken by 2.
Rank 2: 20 HP, 4-9 Damage, 1.5 Attunement. Reduces damage taken by 2.
Rank 3: 25 HP, 6-11 Damage, 2 Attunement. Reduces damage taken by 4.
Gray Rat Staff
2
12
A quarterstaff with a chunk of rat fur stuck to it. These minions have tough fur that protects them from common hazards. Melee-class.
Minion Description: Marsupial rat's description with the following added to the end: This species of rat has tough fur that defends them from fire and some gases.
Summons Gray Rats that are immune to Burning, Toxic, Stench, and Corrosive Gas. They have good HP at Rank 1, but get less of it in exchange for extra damage & armor at higher ranks.
A spear with a chunk of green jelly. Minions summoned by this staff can stun their enemies by jumping into them. Support-class.
Minion Description: Nothing to say about it.
Summons Slimes that inflict Paralysis with their attacks. Their damage is awful and don't have too much HP, but multiple can indefinitely stun an enemy. Their chance to Paralyze is reduced as the staff gains ranks, but lasts longer in exchange.
Rank 1: 20 HP, 1-5 Damage, 1 Attunement, 100% chance to Paralyze for 1 turn.
Rank 2: 30 HP, 0-3 Damage, 1.5 Attunement, 65% chance to Paralyze for 3 turns.
Rank 3: 32 HP, 0 Damage, 2 Attunement, 40% chance to Paralyze for 5 turns.
Wooly Stick
2
12
A dense rod covered with sheep wool. Minions summoned by this staff are valued by skilled summoners for their toughness. Defense-class.
Minion Description: This is a magic sheep. What's so special about it? Her fur can absorb a lot of sword swings and is pretty resistant to damage.
Summons a Sheep that doesn't do very much damage, but has great defensive prowess, having a large amount of health and armor. Due to it being a Defense-class summon, it will be prioritized by enemies and prevents a different one from being summoned while active.
A spear with a chunk of a slain trickster's body stuck to it. Minions summoned by this staff have hands too weak to attack in melee. However, they can attack from a much longer range. Ranged-class.
Minion Description: A strange looking minion, even by gnoll standards. It hunches forward with a wicked grin, almost cradling the satchel hanging over its shoulder. Its eyes are wide with a strange mix or fear and excitement.
The first Ranged-class minion, Rangers attack at range, dealing armor-piercing damage, but flee if they get in melee range. The Hunter itself does fairly low damage and is pretty frail, but attacks more quickly at higher ranks.
A magic missile wand with accessories that make it resemble a crossbow. This wand can be used to create a unique sentry that shoots bolts at enemies. Ranged-class.
Minion Description: This static ward shoots magical bolts at enemies. This ward will zap up to X times beforedissipating.
Chicken Staff
3
14
A wand with a chicken's head on it. Birds summoned by this staff are aggressive and agile but even a kid can finish them off with a single blow. Support-class.
Minion Description: Chickens are aggressive but rather weak denizens of the underground's farms. They have a nasty bite, but can be finished off in one punch.
Chickens are pretty unorthodox, as they recharge insanely fast but are very weak to make up for this fact. Having such low HP means they're guaranteed to die in one hit from anything. They also get an innate 2x move and attack speed boost.
Rank 3: 2 HP, 1-4 Damage, 1 Attunement, 250 Recharge, Attacks inflicts Terror for 2 turns.
Frost Elemental Staff
4
16
A brass rod with a frozen blade as a handle. Elementals summoned by this staff are powerful but require some control. Melee-class.
Minion Description: Wandering frost elementals are a byproduct of summoning greater entities. They are too chaotic in their nature to be controlled by even the most powerful demonologist, but can be restrained by soul wielders.
Summons a Frost Elemental, which is in general very powerful, having high stats in all areas and inflicts Frostburn on enemies.
A control rod with the head of a majestic dragon as a handle. On activation, it will summon powerful blasters that attack enemies with rays of pure light. Magic-class.
Minion Description: Dwarves were masterful with high tech. Before the war with demons, they managed to conjure a portal into another dimension for trading purposes. As research and trade went on, a strange man appeared. He could not speak the dwarven language, communicating with his hands instead. After a series of failures, the dwarves managed to get a basic understanding of some intentions by the mystery man: a universal recorder, energy generators, and beam-shooting skulls. After the exhausting war and the corruption of the dwarven civilization, they forgot the mystery man's technologies. Before the beginning of the dungeon's raids, these strange skulls were believed to have been lost.
Summons Gaster Blasters, stationary minions with highly damaging and piercing blasts. Their damage decreases in exchange for increased attack speed and HP at higher ranks. Their attacks hit twice.
Rank 1:
Rank 2:
Rank 3:
Hammer of Acid
5
18
A war hammer partially filled with caustic ooze. It summons powerful slimes of goo that can stomp down their enemies while pumping up. Melee-class.
Minion Description: Same as Goo.
Summons the Goo. They have pretty low HP for when you can use them, but has high armor and can charge up for a powerful attack that hits in a 5x5 area centered on the minion. It also restores HP while in water and inflicts Caustic Ooze. They also take most damage as Deferred Damage.
Rank 1: 45 HP, 20-35 Damage, 9-14 Armor, 1.75 Attunement. Charges up attacks. Charge takes 2 turns to finish and deals 35-75 Damage.
Rank 2: 55 HP, 15-26 Damage, 14-21 Armor, 3 Attunement. Charges up attacks. Charge takes 4 turns to finish and deals 60-120 Damage.
Rank 3: 65 HP, 8-17 Damage, 19-28 Armor, 5 Attunement. Charges up attacks. Charge takes 6 turns to finish and deals 90-150 Damage.
Hacatu's Battlebanner
5
18
A banner with the image of a certain rouge. You can summon the members of the legendary Hacatu clan by inscribing a spell on the banner. Ranged-class.
Minion Description: A famous and enigmatic freerunner, named after an otherworldly creature. Hacatu is held down with large clasps on his wrists and knees, though he seems to have gotten rid of his chains long ago. He will try to use his speed, lightning magic, and precise attacks to eliminate the only thing stopping his escape, the Old God.
Summons a very powerful ranged minion that moves and attacks quickly with strong lightning blasts. Despite the animation, these don't chain to anything and aren't stronger in water. Stats and Attunement cost greatly adjusted in V1.2.3.
Bombs and explosions were made much more powerful, exploding faster, dealing more damage, and having stronger effects. Their damage scales depending on the current floor, increasing every 5 floors starting from 1 (6, 11, 16, etc.).
List of Bombs & Changes[]
Bomb: Deals high physical damage in a 3x3 area. Targets on top of the Bomb take 25% more damage. Explodes the turn after it's thrown.
Firebomb: Deals no damage, but creates a field of fire in a 5x5 area for 35 turns. Explodes instantly after being thrown.
Frostbomb: Deals no damage and instantly freezes anything in the area for 15 turns. The Hero will instead be chilled for 9 turns (cannot freeze). Explodes instantly when thrown.
Electrical Explosive: Unique bomb that can be reused. Deals medium magic damage to anything in a 3x3 area, and can chain to other nearby enemies (more effectively in water) and recharges while in the inventory. Small chance to explode after being thrown, losing the bomb. Chance starts at 1%, then is increased the more it is used, when used 10 or more times, the chance increases to 3.3%, 20 or more has a 6% chance, 30 or more has an 8% chance, 40 or more has a 12% chance, and 50 or more uses has an incredible 24% chance to explode. Replaces Shocking Bomb.
Flashbang: Deals high physical damage in a 3x3 area, blinding and crippling anything in an area around it. This has no effect on the Hero. The duration for the effects is the following: 26 turns if they're right on top of the bomb, 18 turns if they're adjacent to the bomb, 10 turns if they're 2 tiles away from the bomb, and 2 if they're 3 tiles away. No effect any further away. Explodes the turn after it's thrown. Cannot be picked up after lighting.
Shrink Bomb: Inflicts a permanent Shrink effect to all enemies in the area of the bomb. Deals no damage and has no negative effects on the Hero. Explodes the turn after it's thrown. Requires a Bomb and a Scroll of Passage.
Noisemaker: Constantly alerts all enemies for 20 turns and then explodes, dealing high damage in a 3x3 area and launching anything in line with the bomb in a 7x7 area towards the bomb. Cannot be picked up after lighting.
Regrowth Bomb: Grants healing to all allies and the Hero for the HP that a Potion of Healing gives in a 5x5 range. Seeds 150 regrowth blob spread evenly within that area and creates tall grass in a 5x5 range, along with 2-3 random plants that are not Rotberry or Blandfruit. Cannot be picked up after lighting.
Holy Grenade: Explodes instantly after being thrown, dealing medium-high damage to anything in a 3x3 area. Deals extra damage to Undead/Demonic enemies. Replaces Holy Bomb.
Supply Station: Heals the Hero for 1 HP and 0.73% satiety every turn while they sit in a 5x5 area around the bomb. Explodes after 50 turns, dealing no damage. Made with a Bomb and a Ration. Cannot be picked up after lighting.
Webbomb: Creates a large field of webs in a 7x7 area, lasting for a total of 30 turns. Deals no damage and explodes instantly after being thrown. Made with a Bomb and a Scroll of Confusion.
Arcane Nuke: Deals EXTREME magical damage in a 11x11 area. Damage is reduced depending on how far the target is from the bomb. Explodes after 10 turns and cannot be picked up after being lighted. Destroys walls in the entire area and leaves a chasm in a 3x3 cross shape where the bomb detonates (No effect on boss floors). Leaves a large field of Dark Miasma, inflicting all kinds of non-damaging statuses to those who enter. TAKE CAUTION WHEN USING. Replaces Arcane Bomb.
Shrapnel Bomb: Deals very high physical damage in a huge area. Explodes after 3 turns. Cannot be picked up after lighting.
Weapons[]
6 (technically 9 but they're part of the same weapon) new weapons have been added. 4 of which are uniquely sold in shops, 2 are starting weapons. Other weapons cannot be transmuted into these.
Conjurer's starting weapon. Name changes at +4, +7, and +10. Effective tier increases by 1 every 2 upgrade levels. Infuses enemies with Soul Gain on hit. Cannot be transmuted into. Starting damage is 1-7, scaling is +1-2, maximum increases by 1 per effective tier.
Stabber
2
11
Adventurer's starting weapon.
Cleaver
2
12
Has a chance to instantly kill enemies similarly to the Grim enchantment. Reduces accuracy by 33% and prevents surprise attacks. Maximum chance for instant kills increases as the weapon is upgraded.
Pike
3
14
Inflicts Cripple on hit, the duration of it being equal to the damage dealt divided by 10. 2 Range and takes 1.5 turns per swing.
Thief's Stabber
4
16
Instantly kills any enemy under Sleep or Magical Sleep, regardless of resistance.
Jjango
5
18
A western weapon, built from two sharp hooks. Not exactly damaging, but the enemy's arteries are not going to like those hooks.
This weapon inflicts Bleed on hit, with the severity of it increasing with damage.
Inflicts Bleeding with initial damage equal to half the damage dealt. This effect is nullified on enemies immune to Bleed.
Armor[]
Armor now has ranking and upgrade scaling that's dependent on the Hero's current level. For every 6 levels, armor's effective upgrade level is increased by 1, so at level 1-5, armor acts as if it's +0 (no upgrades), at 6-11 it's +1, 12-17 +2, and so on. Certain ranks have added effects such as increased or decreased evasion, move speed, etc. They're listed in the table below.
Standard starting armor for the base classes. Provides very low armor that is completely removed at higher ranks, but gains extra boosts instead. Armor: 0-2 (+1-1)
Rank 1: Normal stats.
Rank 2: No armor value and halves Evasion, but increases wand recharge speed by 33%.
Rank 3: No armor value and halves Evasion, but charges all equipped artifacts by 0.33 points every turn (the equivalent of 33% of 1 turn of Artifact Recharging).
Synthetic Armor
1
11
Adventurer's starting armor. It provides good defense early on, and has varied and powerful boosts when ranked. Armor: 2-4 (+1-1)
Rank 1: Normal stats.
Rank 2: Increases Armor value by 50% (min) and 25% (max), and increases melee attack range by 1 tile in exchange for halving movement speed.
Rank 3: Halves minimum and maximum Armor value, but increases Evasion, Accuracy and Movement Speed by 15%, and increases vision range by 2 tiles.
Deltarune Robe
1
Conjurer's starting armor. It can't be unequipped and provides low armor, but it enhances his minion's power in various ways.
Rank 1: Normal stats.
Rank 2: Doubles Armor value and reduces the damage the minions take by 40%, but removes the Conjurer's Soul Sparking buff.
Rank 3: Removes Armor value and increases the damage the Conjurer takes by 40%, but doubles the power of his Soul Sparking buff.
Wands[]
Wands have been changed significantly, instead of gaining extra power and charges when upgraded, they will instead rank up, often changing their usage wildly. A few new wands have also been added, and their damage and some other effects scale based off the Hero's level. They are listed in the table below.
This fairly plain wand launches missiles of pure magical energy. While the wand itself lacks any special effects, it can briefly empower other wands when ranked.
Shoots a bolt that deals fairly low damage and gives extra damage to other wands when ranked. Magic Charge increases the next wand's damage by 25%. Base Damage: (4+Level*0.75)-(6+Level*0.75)
Rank 1: Deals regular base damage. Takes 45 turns to recharge.
Rank 2: Deals 25% of base damage. Applies Magic Charge for 5 turns. Takes 36 turns to recharge.
Rank 3: Deals 75% of base damage. Applies Magic Charge for 5 turns. Takes ~68 turns to recharge.
Fireblast
This wand is made from red-lacquered wood with golden leaf used liberally to make it look quite regal. It cracks and hisses at the tip, eager to unleash its powerful magic.
"She didn't want to hurt you, but you murdered her without a second thought. At worst, she didn't drop a firebolt! How shameful! How fiendish!"
This wand produces a blast of fire when used, extending out into a cone shape. With silver and gold ranks, the effect becomes significantly more powerful as more time is required to recharge. Its next attack will deal X-X damage.
Shoots a large flame blast in a 90° cone in a direction. Deals very high damage and inflicts Burn alongside other status effects at higher ranks, but takes a long time to recharge. Base Damage: (Level+1)-(4+Level*1.75)
Rank 1: Deals normal base damage, cone extends 5 tiles away, and the flames last for 2 turns. Takes ~60 turns to recharge.
Rank 2: Deals double base damage, cone extends 8 tiles away, and the flames last for 4 turns. The blast inflicts Cripple (5 turns) and takes 135 turns to recharge.
Rank 3: Deals triple base damage, cone extends 11 tiles away, and the flames last for 6 turns. Inflicts Cripple (5 turns) and Paralysis (5 turns) and takes 310 turns to recharge.
Shadow Beam
This wand is made from a solid smooth chunk of obsidian, with a deep purple light running up its side, ending at the tip. It glows with destructive energy, waiting to shoot forward.
"When piercing attacks are actually useful."
This wand shoots a beam that bounces off walls up to X times, piercing through enemies and obstacles. The beam deals X-X damage and increases the amount of damage the enemy takes for a short time.
Replacement/Upgrade of the Wand of Disintegration. Shoots a piercing ray that damages anything it hits, even through walls. The ray bounces off walls as well, potentially hitting multiple enemies. The ray will not hit the Hero. Deals damage and inflicts the Penetration debuff, which increases damage taken by 33% for a few turns. Base Damage: (4+Level*0.75)-(8+Level*1.5)
Rank 1: Deals normal base damage, bounces off walls 2 times, and inflicts Penetration for 3 turns. Takes 45 turns to recharge.
Rank 2: Deals 60% of base damage, bounces off walls 8 times, and inflicts Penetration for 1 turn. Takes ~68 turns to recharge.
Rank 3: Deals 30% of base damage, bounces off walls 4 times, and inflicts Penetration for 7 turns. Takes ~34 turns to recharge.
Corrosion
This wand has an ashen body which opens to a brilliant orange gem.
"Not as cancerous as Undertale's fandom."
This wand shoots a bolt which explodes into a cloud of highly corrosive gas with X concentration at a targeted location. Anything caught inside this cloud will take continual damage, starting from X and increasing with time.
Shoots a beam that turns into a cloud of corrosive gas, which will eat through anything that enters it. Base Damage: Varies
Rank 1: Corrosion starts at (2+Level/4) damage, seeds 75 units of Corrosive Gas in a targeted area. Takes 45 turns to recharge.
Rank 2: Corrosion starts at (3+Level/4) damage, doesn't create a cloud of gas, instead directly inflicts 5 turns of Corrosion. Takes ~60 turns to recharge.
Rank 3: Corrosion starts at (3+Level/2) damage, seeds 100 units of Corrosive Gas in a targeted area. Takes 99 turns to recharge.
Blast Wave
This wand is made of a sort of marbled stone, with gold trim and a round black gem at the tip. It feels very weighty in your hand.
"Push harder! Harder! HARDER!"
This wand shoots a bolt which violently detonates at a targeted location. The force of this blast deals X-X damage and is strong enough to send most enemies flying.
Shoots a bolt directly at a targeted tile, dealing damage to and knocking back all enemies in a 3x3 area where you fire at. This blast does not hurt the Hero, but still knocks them back.
Rank 1: Deals normal base damage and knockback. Takes 45 turns to recharge.
Rank 2: Deals double base damage, but doesn't cause knockback. Takes ~70 turns to recharge.
Rank 3: Deals half base damage and double knockback distance. Takes ~50 turns to recharge.
Conjuration
This wand is made from silverwood, colored by pink stripes of thin fabric. Attached to the end of the wand is a miniature blade, ready to channel its power into the air.
"The most slapping and rad-hitting piece of hardware you'll ever use."
This wand doesn't shoot anything, but instead stores up to 3 spectral swords above you. They will materialize at enemies you engage with, dealing X-X armor-piercing damage.
As a downside, spectral swords have average accuracy and evasion (this can be improved at higher ranks), and get destroyed in one hit.
When zapped, this wand grants a buff that will cause a spectral sword to appear next to an enemy, if it's in view. Up to 3 swords can be stacked. The swords have 1 HP and deal low armor-piercing damage per hit. Their Accuracy and Evasion is based off the Hero's own stats. Higher ranks roll their accuracy and evasion checks multiple times, and deal slightly more damage. Base Damage: Fixed depending on rank.
Rank 1: Swords deal 4-8 Damage, no rerolls. Takes 22.5 turns to recharge.
A fine gold rod, encrusted with a crystalline star.
"We never did astral sorcery in ages! Why is it so popular among students?"
This wand will throw a sparkling star that lingers on the floor. Upon zapping an existing star, all stars in the user's sight will explode into stardust, dealing damage to enemies around the star.
You can throw an infinite amount of stars, but the individual damage of each star will decrease as you throw more of them. With the current amount of stars on the floor, each will deal X-X damage.
Shoots a bolt that transforms into a stationary star at a targeted location. Shooting the star again will cause it to explode in a 3x3 area, dealing medium damage in an area. The star when shot at instantly gives back a charge. Exploding stars can deal self-inflicted damage to the Hero and their allies. Base Damage:
Rank 1: Deals normal damage with no added effects.
Rank 2: Stars explode instantly upon being set for normal damage.
Rank 3:
Artifacts[]
Summoning PD has the same artifacts that are in Shattered PD, with one new addition, the Soul of Yendor, the ultimate Artifact. Getting it is a difficult process, but is very powerful.
As of 1.2.3, all Rings have been removed in favor of 8 new artifacts. The Ring equip slot has been replaced by another Artifact slot, so the Hero can equip up to 3 Artifacts at once. They are listed in the table below.
These comfortable orange boots are shaped after the concept of speed. The person wearing them will obtain the power of momentum. When wearing the Momentum Boots, you can gain momentum when moving, which can be used to temporarily boost your movement and attack speed. Initially the momentum storage is quite low, but it can be improved by using speed-boosting buffs, which will charge and upgrade the boots.
Cursed: The curse on these boots prevents you from gaining any momentum and caps your movement and attack speed at normal speed.
Allows the Hero to start gaining momentum by running, similarly to the Freerunner, except slightly weaker, giving 1.5x extra movement speed, attack speed, and evasion. If cursed, the Hero can still gain momentum, but cannot go beyond 1 turn of movement and attack speed.
Obtain a movement increasing effect that isn't itself such as Adrenaline or Haste, then move around. Each movement grants a hidden (3*X) experience to the boots, where X is the current movement turns per turn you currently have. Requires (60+45*X) experience per upgrade, where X is the current upgrade count. Upgrades a total of 4 times, to +3, 5, 8, and 10.
Fuel Container
This heavy crystal shines with mysterious energy that seems to be compatible with power stored within wands. Maybe it can store excess charge?
The Fuel Container allows you to store any wand charges in a practical and portable form for further use. This stored energy will be used for wands that are out of charges.
Cursed: This artifact is bound to your wands and prevents them from recharging.
Lets the Hero store wand charges to use later or on another wand by using the Charge command. It can initially store up to 40 points of charge, increased by 10 points per upgrade up to 90. Mystical Energy directly grants 2 charge points per turn. If cursed, then all wands will cease recharging, even with the Recharging buff.
Using wands by using the container's charge will grant hidden experience to the container. Experience given is depend on the wand's recharge speed. Upgrades 5 times.
Parchment of Elbereth
This big sheet of scroll paper is written with ominous writings on it. It is known that certain words are able to repel monsters away. This parchment has the power to shout its runes into the heads of monsters around you, making them flee in respect and terror. However, the rune's magic has to recharge before it can be used again. Maybe reading it thoughtfully will make the scroll's powers stronger?
Activate by using the Shout command, inflicting Terror to all enemies in sight and temporally increases their movement speed. Cannot be used without a full charge. Takes 500 turns to fully charge, reduced by 50 turns per upgrade. Artifact Recharging recharges 20 turns of charge per turn. Currently bugged and can charge beyond 100%, becoming unusable.
Use the "Pray" command, which forces you to skip a large amount of turns to upgrade the artifact. This command cannot be used on a floor without any enemies such as Floor 1 and boss floors. Upgrades 5 times.
Subtilitas Sigil
This curious relic glows with faint red light. It seems to portray endless rage.
After starting to hold it, the sigil is glowing much brighter. This glow can be used to cast deadly rays or rage. Targeted entities will be enraged, causing them to be more precise with their attacks, making them both take and deal double damage, and be briefly angered at their former allies.
Cursed: You cannot take the power of the red glow, it will make you take 50% more damage due to unfueled rage and ignorance.
Using wands gives hidden experience just like the Fuel Container.
Mirror of Fates
This dusty silver mirror not only reflects your face quite clearly, but is also believed to redirect any harm from the wielder.
This mirror allows the wearer to shield yourself using the mirror, protecting you from any enemy, reflecting their attacks. Unfortunately, this shield isn't the most durable thing in the world and will eventually shatter, especially when you try to move. After the shield is destroyed, you'll be unable to use the shield for some time.
Cursed: Malevolent magic put quite a twist at understanding how redirecting works; instead of reflecting damage, the cursed mirror will "redirect" you to a different place.
Can be used with the "Cast" command, instantly granting the Hero a Mirror Shield buff with a value dependent on the Hero's maximum HP. This buff causes any damage that would affect the Hero to be reflected to the enemy that did it. Moving will reduce the shield's power by 20% of its maximum power. Once the shield breaks, the mirror must recharge for 80 turns. If the Hero has Artifact Recharging, the mirror doesn't require recharging.
Reflect a certain amount of damage.
Silky Quiver
This medium-sized container is designed to hold arrows and other projectiles. It seems to be enchanted to have a never-ending supply of arrows for various purposes.
This quiver allows you to use special abilities with various costs of the quiver's charge, with the strongest one upgrading the quiver on a successful use. It can be charged up using missile weapons (spirit arrows are less effective since they are unlimited).
Cursed: The quiver is bound to your back, distorting your aim with your missile weapons, greatly reducing their accuracy and preventing them from surprising enemies.
Lets you shoot various types of arrows using the "Choose Ability" command. There are 5 different abilities that deal damage based on the Hero's level. Each requires charge to use. You get charge for using missile weapons. You start with a max of 5 charges, increased by 1 per upgrade.
Simple Arrow: Deals normal damage and has the effect of the Hero's current weapon enchantment. Requires 1 charge.
Pushing Shot: Takes no time to use and knocks back the target 4 tiles in the direction they're hit, but deals no damage. Requires 2 charges.
Deadly Mark: Marks an enemy for 35 turns, preventing the affected from dodging attacks from missile weapons, causing them to deal increased damage, and ignore armor. Takes 2 turns to use and requires 3 charges.
Rain of Arrows: Shoots a cone of arrows in a direction, hitting all enemies within that cone. Has the effect of the weapon's enchant and deals more damage than Simple Arrows. Takes a turn and a half and 4 charges.
Void Shot: Shoots an arrow that can't miss, deals double damage, and has a chance to instantly kill the target. Chance increases as the target's HP lowers. Instantly killing an enemy upgrades the quiver and fully restores charges. Takes 2 turns and requires 5 charges.
Cursed: All missile weapons cannot surprise enemies and have the effect of the Wayward enchantment, making them extremely difficult to hit with.
Successfully instantly kill an enemy using the Void Shot. Upgrades 5 times.
Badge of Bravery
A small steel plate with an insignia of a bloody red sword. Holding it imbues you with courage and strength.
This badge will sometimes (+0-8)/often (+10) assist you in battle, dealing armor-piercing damage to enemies and applying a random enchantment. This effect can be improved by augmenting the badge with melee weapons, 2 weapons of (tier) is enough to upgrade the badge, but each upgrade requires more advanced weapons.
Each attack has an added chance to deal some extra damage that ignores armor and has the effect of a random weapon enchantment. The chance to activate and the damage it deals increases the more it is upgraded, dealing (Level+1)*2 to (Level+1)*5 damage. At max level, the minimum multiplier is increased to 3. It also doesn't say so, but you are able to equip two of these.
Requires you to sacrifice 2 weapons of a specific tier to upgrade. Starts at Tier 2 and increases the tier requirement by 1 per upgrade. Upgrades 4 times, to +3, +5, +8, then +10.
Soul of Yendor
The ultimate accessory, created by chaos magic, this crystal heart combines the properties and abilities of 8 different artifacts that were used to create it.
The Soul of Yendor can provide you food, alchemy energy, create chains and natural armor, steal items from (enemies and) shops, manipulate the flow of time, regenerate your wounds, and conjure random scrolls from thin air.
You feel the power of the legendary Rodney surges as you hold this amalgamation.
Cursed: Somehow, this artifact is cursed; you can't use any of its abilities and you will get slowed down frequently by time forces.
Grants the Hero the abilities of the following artifacts: Chalice of Blood, Ethereal Chains, Alchemist's Toolkit, Unstable Spellbook, Horn of Plenty, Sandals of Nature, Master Thieves' Armband, and Timekeeper's Hourglass.
If this artifact gets cursed, then you cannot use any of the artifact's powers, and you'll constantly be inflicted with Slow for 10 turns.
Getting this artifact is a complicated ordeal. You must have all the listed artifacts and then use a cursed wand blast, directed at a wall next to a 3x3 square made up of all the artifacts. The middle square does not need to be occupied. If you get lucky, then all the artifacts will be combined into the Soul of Yendor. Note that if you do not upgrade any of the Artifacts, the Bomb effect can destroy them and deals substantial damage to the Hero. Depending on the total upgrade level of all the artifacts, the initial upgrade level of the Soul can go up to +7, in order to upgrade it further, you must use Scrolls of Upgrade.
Game Modes[]
A unique change that Summoning PD added is a multitude of special modes that alter gameplay in some pretty drastic ways. These are listed below in the table.
"The traditional rougelike experience. Explore depths of the dungeon and acquire the Amulet of Yendor, guarded by Yog-Dzewa on floor 25."
Standard gameplay mode with all of Summoning's changes.
Fast Adventure
21
1.1x
"Dungeon becomes a lot smaller and shorter, ideal for casual runs! Explore a lot faster and experience everything the game offers quickly! Mob generation is clumped to fit 21 depths, and there are less items to clutter your inventory.
Each chapter now lasts for 4 floors instead of 5, the floor size is made smaller, and enemy count s reduced. Item count is also slightly reduced.
Extra Enlargement
31
1.2x
"31 titanic depths with a lot of loot and monsters to slash. Choose this is you like bigger ASCII mastodons of genre. You also get a total of 20 Scrolls of Upgrade, and shops appear every 5th level instead of the level after bosses."
Each chapter now lasts 6 floors instead of 5, and depths are much larger with a lot more enemies and loot. Shops appear on every 5th floor of each chapter, including the first one. Enemies scale slower to account for the increased floor count.
Subterranean Diversity
26
1.09x
"Due to unfortunate abuse of explosions, the entire dungeon was turned into huge arrays of caves and ruins. Pre-planned and secret rooms almost disappear, and all doors are practically gone."
Floors are now mostly large jagged corridors connected together. Initial enemy placement is drastically reduced, secret rooms don't generate, and almost any place a door would spawn will not create one.
Gauntlet Mode
∞ (Amulet in shop on floor 41)
1.33x
"Hack and Slash experience. Descend into the endless arena and fight monsters for glory! You get a shop on each level, but you can choose only a few items, and no other items spawn, so saving gold from kills is a good strategy. Mob rotation is the significantly slowed down rotation from Large Enlargement."
Unique mode where you buy items from a shop on each level. As soon as you exit the starting room, the stairs you enter the floor on turn into a chasm. The price is always the same for each item (75g) and will automatically be identified when you encounter it. Items are never cursed. Missile weapons and Ropes sell for 20% of their normal price. No traps or items except for a Ration of Food (every 2 floors) and Chaos Stones (41F+) on the ground and secret and hidden rooms do not appear. Many enemies are initially placed, but do not respawn. Enemies with the sole exception of Mimics (who can only be spawned using Distortion Traps created by Trappers) will not drop items. When all enemies on the floor are defeated, the Hero gets a Skeleton Key to move to the next floor and 100+(X*5) gold, X is equal to the current floor. The Hero cannot ascend floors.
Exploration
26
0x
"Tired of failing? Just want to learn how to play the game? Enter this cheat mode, where you can explore a slightly less dangerous dungeon and not fear death. You receive 25% less damage and have 20% increased evasion and accuracy, but your ranking score will be set to 0."
The hero takes 25% less damage from all sources before armor and has 20% more Accuracy and Evade. Dying allows you to revive with no penalty.
Proficient Polygon Catacombs
26
0.33x
"Our answer to Korean MMOs: no limits, bonus items and you are rewarded with items for your experience."
Enemies and the Hero don't have a level and drop cap, enemies randomly drop extra items, and Scrolls of Upgrade are rewarded every roughly 100 experience the Hero gains.
Soulless Hero
26
2x
"Challenge fit only for adventurers of the strongest will: no Scrolls of Upgrade will spawn in the dungeon at all! Can you survive without enhancing your hard-earned gear or perish trying to survive only on determination or available resources?"
Forbidden Runes on Insane Mode. No Scrolls of Upgrade appear, leaving the Hero with only pre-upgraded and ranked items to use as equipment.
Flawed Thinking
26
3x
"You are not able to learn most of the time! Enemies stop dropping any experience, so you can only level up on defeating bosses. Potions of Experience will bless you instead of giving XP."
The Hero only gains experience upon defeating a boss. Minibosses do not count. Incredibly difficult.
Complete Hell
26
4x
"Now introducing: the hellish experience without any source of healing other than your patience and occasional Mineral Water, which only heals 50% of HP due to how hot this bottomless cursed dungeon is. Yes, the definition of healing includes necromancy and vampirism."
Almost all sources of healing are removed.
Increased Difficulty
26
1.8x
"Everything in the dungeon got stronger. Examining new threats is advised. Good luck."
All enemies now have added abilities that make them more powerful.
List:
Marsupial Rat: Upon successful attacks, all other rats are alerted to the Hero's location.
Albino Rat: Gains the Enlarged status, making them more resistant to Physical damage and increasing their damage output, but they have reduced Evasion and can't more through hallways.
Gnoll Scout: Increases the Hero's hunger when they're in a 2-tile range.
Sewer Dog: Attack speed is increased by 50% (1 extra attack every 2 attacks).
Sewer Crab: Spawns up to 2 Spectral Swords around it that will defend the Crab from any threats.
Swarm of Flies: Gains a weak ranged attack.
Goo: Pump-up attack range increased by 1 (7x7 area). Gains the ability to float.
Skeleton: Gains Temporary Block every other turn while not in range.
Crazy Thief/Bandit: Movement speed is increased and has increased vision range, making it harder to catch them.
DM-100: Constantly has an electrical field surrounding them, which deals damage and inflicts Paralysis. Can spread in water as well.
Prison Guard: Reduces damage taken by 25%. Chain usage limit is removed.
(Spectral)Necromancer: Cannot die unless thrown into a chasm or inflicted with Burn.
Tengu: Uses his attacks in the 2nd phase more frequently. Ignition Powder attack inflicts Frostburn.
Gnoll/Armored Brute: Move speed increased by ~16% (1 extra move turn every 6 moves). Fatal attacks while they're enraged gives them extra shielding.
Vampire Bat: Inflicts Bleed when nearby. Currently bugged and Bleed ALSO affects the Bat. Bleed damage starts at 2.
Rattlesnake: Ranged attacks act as if they were attacking with a +6 weapon with the Unstable enchantment.
Gnoll Shaman: Attack causes knockback.
Cave Spinner: Movement speed is doubled. Web spitting cooldown reduced to 11 turns (from 15).
TNT Mouse: Upon death, an active Noisemaker is set on the tile where they died.
DM-200/201: Ranged gas attack also causes the DM-300's Rockfall ability to activate.
Spectral Shaman: Damage, Defense, Evasion and Accuracy are all increased. (Damage: 4-11 -> 7-20, Defense: 8 -> 13, Accuracy: 20 -> 40, Evasion: 16 -> 22)
DM-300: Immune to Burning. Toxic Gas replaced with Inferno Gas. Creates a DM-200 when taking enough damage. Detonates a Shrapnel Bomb every time they drill through a wall. Boby please for the love of god remove this from the game.
Dwarven Ghoul: Always resurrects with 50% of their maximum HP.
Dwarf Warlock: Melee attack removed; can only use their ranged magic attack.
Elementals: Increased chance to use their ranged attack. Fire and Ice Elemental's weaknesses deal less damage.
Dwarf/Senior Monk: Increases Hunger by a lot every turn when adjacent and restores 4 HP. If the Hero is already starving then they take a large amount of starvation damage.
Golem: Attack range is increased by 1, and usage of teleportation magic is increased.
Armored Vessel: Attuned Spirits last for 250 turns instead of 20.
Attuned Spirit: Attacks inflict Chill for 5 turns per hit. Stacks indefinitely and cannot Freeze.
King of Dwarves: Summons more powerful backup, including Armored Vessels and Golems.
Succubus: Inflicts Shrink on the Hero every turn if they're nearby; the duration depends on the distance (the closer they are, the longer it lasts, it also stacks).
Ripper Demon: Leap ability has no cooldown.
Demon Spawner: HP is doubled (125 -> 250).
Evil Eye: Deathgaze takes twice as long to charge, but deals double damage and pierces through obstacles.
Final Froggit: Attack rate is doubled (2 attacks per turn).
(Acidic) Scorpio: Ranged attack ignores armor.
Yog-Dzewa: Deathgaze deals much higher damage. Fists are paired together. Activates a Distortion Trap every time they summon enemies.
Abyss Enemies: Stats increase as the depth increases.
Mimics: Damage taken is reduced by 25%.
Wraith: Movement speed is increased by 25%.
Giant Piranha: HP is increased by 5x and damage is doubled.
Turnabout Time Twister
26
2x
"Turn-based combat is too archaic, let's remove that for more fun? Isn't that what all modern "rougelikes" strive for? You only have a sliver of a second to think about what you must do right now, or time will pass. Fast thinking and putting mobs to sleep is encouraged! All animations are significantly faster and you can temporarily stop the timer by opening any window."
You have only around a quarter of a second to input a move or direct attack command. Throwing items is unchanged. Missing a turn doesn't increase hunger, but enemies will continue to move, spawn, and any effects decay whenever a turn is skipped. All animations and move speed are insanely fast.
Project Paradox
26
1.33x
"Messes up dungeon generation RNG so hard that everything has an equal chance to appear or disappear."
Almost all room layouts, items, and chapter enemies (for the current chapter only, not including any spawns of higher leveled enemies) have an equal chance to appear anywhere. Any set items will stay the same, and anything with a special spawn condition will not appear naturally. Rooms that definitely weren't built for certain room sizes can appear, and can actually cause a game over if you get trapped in a room with no way out due to teleportation. This also includes the new special chapter rooms, so you can see a Spirit Wolf as early as the Sewers and Tribe Gnolls as late as the Demon Halls.
The Abyss (Endless Mode)[]
After defeating Yog-Dzewa and claiming the Amulet of Yendor, a third option is added saying "I want challenge". Selecting this option sends the hero to Floor 27 (or the floor where it begins on other modes), the first floor of the infinite Abyss. This void area is filled with danger and the special Chaos Stones, which give a large score bonus and can be sold for 1000g each. The enemies on all these are split into normal enemies and minibosses, or elites as they're called in-game. Every single room type in the game appears, and the stairs room is guarded by Final Froggits just like the Demon Halls. A lot of enemies are initially placed, but they don't spawn under normal circumstances, they instead spawn constantly from an Abyssal Spawner, a special enemy very similar to the Demon Spawners in the Demon Halls, damage cap and all. Shops still appear on every floor ending in 1 and 6.
Enemies[]
Darkest Elf: Summons Dark Matter Slimes and heals and provides them with Adrenaline. If the slime they summon splits and dies, they will summon another one. Deals 18-39 damage twice per turn if the spot they're summoning onto is occupied, and there's nowhere to push the target on it. Drops a Potion of Healing with a diminishing 20% chance.
Blinking Man: Throws 3 Spirit Javelins per turn, dealing low damage and occasionally knocking the target back. Blinks around and avoids melee range; has trouble moving through doors. Floats and has 0.75 movement speed. 80 HP, 60 Evade, Has a 25% chance to drop a random scroll.
Trapper (Pelsjager): Referred as Trapper for simplicity's sake, they shoot non-damaging bolts that create a trap on an adjacent tile from the target if it hits. The traps the Trapper creates are visible but are counted as hidden (and cannot be revealed without external use), meaning the Hero will unknowingly walk right onto one if you don't move around them. Trappers can create the following traps: Rockfall, Pitfall, Disintegration, Grim, Distortion,
Phantom: Practically invisible, only occasionally releases a small puff of yellow smoke at their position. Cannot move through doors. Cannot be auto-targeted by thrown items. Sometimes shoots out Dark Miasma at the Hero, inflicting many statuses to all those who enter it. Immune to Dark Miasma.
Ghost Chicken: Takes only 1 damage from all types of damage and nullifies indirect effects such as Enchantments. Moves 2 tiles per turn, and attacks 4 times per turn. Inflicts Shrink status, reducing the target's stats for a few turns. 4 HP, 3-5 Elementless Damage.
Dragon Spawn: Only spawned when Abyssal Dragons use their frost breath. Floats. 85 HP, 19-28 Armor, 55 Accuracy, 60 Evade, 25-48 Damage. No drops or experience.
Elite Enemies[]
Abyssal Dragon: Deals insane physical damage, Shoots frostflame and spawns Dragon Spawns. Floats and moves at 2x speed. Attacks affect any other allies around the target. 320 HP, 20-35 Armor, 70 Accuracy, 45 Evade, 46-90 Damage. Gives 40 EXP, but no drops.
Lost Spirit: Reduces all damage taken by roughly 80%. Sometimes gives a champion title to an enemy in range. Doesn't attack, but has very high Evasion. Summons enemies and teleports away when at 10% or lower HP. Floats. Low vision range for spotting the Hero. 145 HP, 0 Armor, 70 Accuracy, 72 Evade, 0 Damage. Gives 40 EXP and no drops.
Abyssal Nightmare: Has full vision of the floor, and chases after the hero after noticing them. Moves though and destroys walls. Moves at half speed. Heals 10 health per turn. Sometimes duplicates after attacking. Immune to nearly all debuffs and magic damage. Floats. 620 HP, 0 Armor, 70 Accuracy, 0 Evade, 20-36 Damage. Has a 16% chance to drop a Potion of Healing, with reduced odds the more it splits.
Abyssal Spawner: One is initially placed on each floor. Spawns random Abyss enemies at set intervals dependent on the current floor, or when damaged. 310 HP, 0 Armor, 0 Damage, caps damage up to around 30 points.
Conducts (Challenges)[]
New challenges, called conducts in-game were added. These usually change gameplay on a fundamental level, with some being positive and some drastically changing how the game is played out. Normally, only one conduct is allowed to be selected, but by turning off the "Balanced Conducts" box in the setting, you may select as many as you want. They are listed here in this table.
"You'll need faith in yourself, as your armor won't do much!" Base blocking power reduced for all armor except cloth. All armor now gains very little blocking power when upgraded. Earthen Guardian's defensive power is also significantly reduced.
The classic challenge, and the only one that's not unique.
Innocence at Heart
2.5x
"You are too kind to use weaponry..." You can't use melee weapons. Thrown weapons get dropped at enemy's feet instead of damaging. Minions deal 33% of their normal damage. Thrown runestones, battle wands and bombs do not deal damage.
Insanely difficult challenge where you can hardly deal damage. The "no melee weapons" rule also applies to the Hero's fists.
Aching Legs
1.75x
"Looks like this journey will not be an easy one." You move at 50% speed.
The Hero is effectively permanently crippled, meaning that they can't run away from enemies and starve at around twice the rate.
The Curse of Muggle
1.5x
"How did you not know magic is illegal in this world?" You can't use wands and summoning staves.
Wands and staves can still be found, but they cannot be used. The Elemental Blast ability also does not function. The Mage can still use Wands as weapons, however.
Enlightened One
2x
"I don't need eyes to do this job." You can't see anything around yourself. You can't read unknown scrolls. You can sense monsters in an 11x11 area.
The Hero is effectively permanently Blinded with a limited Mind Vision buff. Only identified scrolls can be read, which can be done using Stones of Intuition and using Alchemy to break down a scroll into runestones.
Innate Rage
0.85x
"This Lego piece was clearly planted by enemies..." Taking physical damage gives rage. Rage gives you up to 75% extra damage. When dying with 100% rage, you revive with shielding equal to 60% your max HP and max damage bonus, but this requires recovering. While recovering, rage gain is reduced by 40% and you can't cheat death. To recover, gain XP equal to 2 levels.
Gives you the mechanics that Berserker has, being able to rage upon taking damage.
Become Ethereal
1.4x
"You don't feel like yourself..." Your max HP is maxed at 1. You get 5x more evasion and +25% accuracy and movement speed. You dodge more consistently.
Insane challenge where your max HP is reduced to 1. Extra evade helps when fighting enemies, but provides no help when it comes to traps that deal damage. If you attempt this, then good luck...
Good Night
0.5x
If an enemy can't see you, they go to sleep.
Exactly what it says, though some enemies won't fall asleep.
Entropy Drive
1.75x
Whenever an enemy in melee range hits you, all items in your inventory are transmuted.
Scrolls of Upgrade and Potions of Strength will be lost if they are transmuted, so use them immediately. Artifacts will be lost if two or three get turned into the same one.
Earned Leadership
1.3x
"YOU ARE THE KING!" You regenerate health a lot faster! You have a stronger soul! Your attacks are more accurate! Your weaponry deals more damage! Your allies are a lot stronger! You resist more physical damage! You need to eat three times more to handle such strength.
The Hero regenerates HP 3x as fast, has +1 Attunement, 10% extra accuracy, +3 minimum damage on weapons, takes 25% less physical damage, but loses hunger and takes starvation damage 3x as quickly.
Endless Potential
0x
You get every starting class item, you can use spells, Warrior specials, wands as melee weapons without being their respective class. As this is cheating, your run will be recorded as lost.
Although it doesn't say it, the Hero also starts with 1 Attunement. You also start with all bags and a single Throwing Knife.
TNT Plague
1.5x
Every enemy explodes on death. The explosion has a chance to be beneficial. Enhanced bombs are way more frequent.
Bombs from enemy explosions deal reduced damage to the hero. The eligible bomb effects that can be rolled are regular bombs, Firebombs, Chilling Bombs, Regrowth Bombs, Web Bombs, Electrical Explosives (will be max power), and Shrinking Bombs.
Monsters in Disguise
2x
Everything is invisible, including the Hero. Mobs can still be detected with emoticons and status effects. No, this is not about Transformers.
The Hero and any enemies appear completely invisible, only showing themselves when affected by an ailment that has an aura (such as Burn or Frostburn).
You are Alive
1.33x
Monsters can regenerate HP at 3x the speed of the Hero.
Enemies regenerate HP at a rate of 1 HP every 4 turns. Despite what the challenge says, the regen rate is not affected by the Hero's own regen rate.
Goldfish Memory
1.7x
Items stay unidentified even if you try to identify them. Even items that are always identified are unknown.
All items are permanently unidentified and cannot be identified by any means. Every. Single. One. Even if they do nothing special when unidentified.
Anti-Protein Campaign
3x
"You regret about not training..." You cannot find Potions of Strength in this run.
Potions of Strength do not appear. Rotberry can still show up, allowing a maximum of 11 strength, greatly limiting the quality of your equipment.
Hostile Champions
1.7x
"You're not the only one who can level up!" Regular enemies have a 1/4 chance to spawn with a special champion buff. Champions wake up if they spawn asleep. The Hero knows when a champion spawns. Champions are immune to Corruption. Certain monsters have blacklisted titles. There are 15 types of Champions.
Everyone's favorite challenge, now made much more unpredictable and even more insane. The 6 classic Champions return; Blazing, Projecting, Antimagic, Giant, Blessed and Growing, but there are 9 other completely new Champions added. Cursed Champions (Black aura) cast a random cursed wand effect every time they make a direct attack, Splintering Champions (Gimblet aura) split into another enemy of the same kind upon taking any type of damage, with similar logic to the Swarm of Flies, Stone Champions (Grey aura) take reduced damage the lower their HP gets, up to 90% DR, Flowing Champions (Charlotte aura) take no turns to move across water, Voodoo Champions (Indigo aura) have -25% DR and spawn another enemy from the same chapter on death, Explosive Champions (Brownish aura) create 4 3x3 explosions with regular Bomb damage in an X shape around them, Swift Champions (Royal Blue aura) are permanently shrunk and have Adrenaline, Reflective Champions (Hibiscus aura) reflect half of all damage the Hero deals to them back to them, and Paladin Champions (Beeswax aura) have 50% DR, don't attack the Hero or move, and makes all enemies in their view totally invincible.
Blood Failure
1.66x
Natural regeneration is disabled. Food and potions can still heal you.
The Hero no longer regenerates HP over time. This effectively makes the Chalice of Blood useless. Any other healing effect that does not involve natural regen still works.
Erupting Darkness
1.4x
Killing monsters sends a cursed wand zap relative to the killer's position. All wands found are cursed, unless they're guaranteed to be uncursed.
Wand blasts travel through walls at whatever or whoever killed them. Effects that activate on a character such as the Shock and Recharge effect affect only the Hero.
Divine Sight
1.4x
Every creature in the game can see through any obstacle unless blinded.
Everyone (including the Hero) effectively has permanent Magical Vision, albeit at a reduced range. Enemies can also spot the Hero through walls.
Starving for Items
2x
The amount of loot is minimized. All special and secret rooms are gone.
Most random floor loot is removed. Special and secret rooms (excluding Rat King) no longer appear, effectively making alchemy impossible.
Impending Doom
1.5x
Monster count is reduced. Monsters never respawn. Potion of Experience is banned.
Initial enemy count is reduced by 50-80% and no more spawn, except from spawners. Potions of Experience do not appear, but can still be made using Starflower seeds/Blandfruit. Horde leaders and followers no longer appear.
Axium Nexus Inside Out
1.75x
"It's so big, it can't even fit into the checkbox!" The amount of floors in each region is increased by 50% and the amount of traps, enemies, rooms and items is tripled.
Floor count is rounded up, and enemy rampup strength isn't reduced, so expect to see enemies from later chapters where you wouldn't expect them.
Debugging Scroll
-1x
"This is it... The power to achieve everything with enough will..." Gives the player the famous debug scroll, which allows you to achieve and obtain everything. As this is blatant cheating and only exists for debug purposes, your run will be recorded as lost.
Grants the Hero the ultimate power... The Scroll of Debug. Type in various commands to grant yourself whatever you desire...
This conduct isn't normally available. To activate it, disable "Balanced Conducts" in the game settings and hold down the Conducts button, then it'll be found at the bottom of the conduct list.
Class Changes & New Classes[]
The Warrior received a large amount of changes; the Warrior's Broken Seal now affects Weapons instead of Armors, allowing him to use special attacks with various effects at the cost of 5% satiety per special. He also starts with a Slingshot, a special missile weapon somewhat similar to the Spirit Bow, being an unlimited use, scaling-over-time weapon that shoots a rock, but the rock must be picked up after use, or else the weapon is useless. He has also received two different subclasses, the Monk and the Robinson.
The Mage no longer gets his staff, but instead, he can equip Wands as weapons. The damage he does when using a direct attack scales with his strength, not the Wand's rank.
The Rogue is unique as he is the only Hero who can still acquire talents, he has 6 in the first tier and 12 in his second. He does not get any more when getting his subclass or special armor.
The Huntress has a new armor; the Huntress's Cloak. It has 1-3 Armor with 1-1 scaling, and allows her to fire a super-shot from her bow when equipped. The shot deals 100-500% damage, dealing 50% more for each tile of distance the projectile travels, but takes 3 turns and requires 30 turns to recharge. The damage it deals has multiple rolls, just like how the Assassin has for his prepared attacks.
The Conjurer - a new class, that is specialized in summon weapons.
Conjurer starts with a Froggit Staff, Toy Knife (which can be used to gain mana to cast spells) and a unique Deltarune Robe that can't be unequipped, but if the robe is upgraded, it will give an additional 10% max HP per upgrade level for new minions. The armor itself however is only a Cloth Armor, meaning it only gives 0-2 base blocking power and +1-1 per upgrade. Augmentations don't change the blocking power of the armor, but still affects evasion how it normally does. (This above is now outdated with the introduction of the new armor tiering system.)
At half health and lower, the Conjurer gains the unique Soul Sparking buff, which increases his minion's damage by 25-150% depending on his remaining percentage of HP.
The armor has the Soul Paralysis ability as it's special armor ability from applying the armor kit, which inflicts a special paralysis effect that doesn't get canceled after damage is inflicted.
Conjurers starts with the Conjurer's Book, which allows the Conjurer to store mana to cast various spells to support himself or his minions.
Conjurers starts with only 15 max HP and gains 50% less max HP on level up, which makes the class somewhat challenging.
He has two subclasses, the Soul Wielder and the Knight. Each give him 5 new spells and changes up how he plays.
The Soul Wielder gets 1 extra point of Attunement, full vision of all his minions & allies across the floor, 50% more mana from enemies defeated with his Knife, but gets a 25% physical damage reduction.
The Knight gets a 33% attack speed boost on his attacks with his Knife and summons his Stand, the Underground Paradise. It's essentially an invincible Prismatic Image, but it doesn't attack things unless an enemy is infused with Soul Gain. It also disables the Conjurer's ability to naturally regenerate.
The Adventurer - A basic, all-rounder class with no truly unique functions.
The Adventurer starts with a Stabber and Synthetic Armor, both are tier-2 equips that have the following stats: 3-9 Damage (+1-2) and 2-4 Armor (+1-1). He also starts with 2 light knives, they deal 3-7 Damage (+1-2) and have 9 durability, all bags and all the basic items that each Hero gets.
He has no subclass or class armor, but he finds twice as many naturally generated items per floor (1.5x in the Extra Enlargement mode) and has 30 HP and 12 Strength to start.
This sparkling spell will shoot a star at an enemy, dealing X-X damage and consuming X mana.
Shoots a star at an enemy, dealing damage. This follows basic projectile physics, despite it coming from above.
Rank 1: Deals 2-8 damage with +0.33-0.5 damage per level. Costs 1 mana.
Rank 2: Deals 5-16 damage with +0.66-1.25 damage per level. Costs 3 mana.
Rank 3: Deals 11-33 damage with +2-3 damage per level. Costs 8 mana.
Energized Renewal
Initial
This curious spell will shoot a healing bolt at a minion, healing X HP plus X% of max HP and consuming X mana.
Fires a bolt that restores a minion's HP on hit.
Rank 1: Restores 5 + 6.6% HP. Costs 1 mana.
Rank 2: Restores 10 + 16.6% HP. Costs 4 mana.
Rank 3: Restores 14 + 20% HP. Costs 6 mana.
Beam of Affection
Initial
When used on a minion, (effect).
When used on an enemy, (effect).
This spell is absolutely free (Rank 1)/uses X mana.
Fires a beam that has various effects depending on the rank.
Rank 1: Instantly kills a targeted minion. Alerts a targeted enemy. Costs no mana.
Rank 2: Instantly kills a targeted minion and gives 24 mana. Alerts a targeted enemy and inflicts 10 turns of Weakened, Vulnerable, and Hexed. Costs 11 mana.
Rank 3: Instantly kills and resurrects a targeted minion, giving it -60% max HP and +50% damage. Alerts an enemy and causes all allies on the level to charge towards the enemy at 5x speed. Costs 14 mana.
Runic Shell
Level 5
This sparkling spell will shoot a shielding blast at a minion, giving it X shielding + shielding equal to X% of its max HP and consuming X mana.
Fires a magic bolt that grants the targeted minion with defensive effects.
Rank 1: Gives 5 + 25% shielding. Costs 3 mana.
Rank 2: Gives 25 shielding. Costs 15 mana.
Rank 3: Grants Temporary Block (Nullifies the next physical hit taken) for 12 turns. Costs 20 mana.
Pushing Waveform
Level 7
This heavy spell will create a dust storm, pushing enemies caught up in it up to X tiles from the caster and consuming X mana. If you strike a minion, it'll teleport next you.
Shoots a wave of energy, knocking away enemies.
Rank 1: 60° angled cone that knocks enemies up to 5 tiles away. Costs 9 mana.
Rank 2: 90° angled cone that knocks enemies up to 8 tiles away. Costs 15 mana.
Rank 3: 120° angled cone that knocks enemies up to 11 tiles away. Costs 30 mana.
Shocker Breaker
Level 9
This enigmatic spell will shock a targeted minion, dealing damage equal to X their maximum health, but greatly buffing them for X turns. However, after the shock you can't heal the minion for X turns. This spell costs X mana.
Deals damage to a targeted minion and gives the Blessed, Empowered (Increases speed and DR by 35%), Adrenaline, and Haste buffs for a certain number of turns.
Rank 1: Deals damage equal to 50% of the minions max HP, preventing healing for 50 turns, and provides buffs for 20 turns. Costs 15 mana.
Rank 2: Deals damage equal to 25% of the minion's max HP, preventing healing for 30 turns, and provides buffs for 15 turns. Costs 25 mana.
Rank 3: Deals damage equal to 50% of the minion's max HP, preventing healing for 40 turns, and provides buffs for 10 turns. Affects all minions in a 3x3 area where it hits. Costs 35 mana.
Dreemurr's Necromancy
Level 11
This otherworldly spell will infuse a minion with soul energy, allowing them to survive after death for X turns. However, this spell needs to recharge for X turns and costs X mana to use.
Prevents a targeted minion from taking what would otherwise be a lethal attack for a limited amount of turns. Requires time to recharge after being casted.
Rank 1: Prevents a lethal attack for 5 turns. Requires 250 turns to recharge. Costs 9 mana.
Rank 2: Prevents a lethal attack for 11 turns. Requires 800 turns to recharge. Costs 12 mana.
Rank 3: Prevents a lethal attack for 22 turns. Requires 1,000 turns to recharge. Costs 30 mana.
Sub-Null Field Igniter
Level 15
This cataclysmic spell will spawn a big field of energy in the center of a 7x7 blast. The amount of the field's energy will be evenly distributed between each cell, in total, X energy will be in the field, which is divided by the size of the area. This spell costs X mana to use.
Creates a large field of goner energy, a stationary blob that inflicts Soul Paralysis to everyone except the Conjurer, who gets the Soul Cache status every other turn, which restores 1 HP and mana for anything inside the field.
Rank 1: Seeds a total of 250 energy. Costs 40 mana.
Rank 2: Seeds a total of 333 energy. Costs 60 mana.
Rank 3: Seeds a total of 425 energy. Costs 80 mana.
Antarctic Touch
Soul Wielder
This cool spell engulfs the target in frozen fire for X turns, dealing damage and lowering its speed, and makes all your minions rush to it. This spell costs X mana.
Inflicts Frostburn on a target, causing it to take steady damage every turn and slowing it until it runs out. All active minions on the floor will also begin moving towards the target.
Rank 1: Inflicts Frostburn for 7 turns. Costs 15 mana.
Rank 2: Inflicts Frostburn for 20 turns. Costs 25 mana.
Rank 3: Inflicts Frostburn for 40 turns, and minions won't begin moving towards the target. Costs 25 mana.
Tommie's Armor Spell
Soul Wielder
This sturdy spell will lock your minion in place (cast it again to remove the lock), but gives them X physical and X magical armor that will decay over time. This spell costs X mana, but the 2nd cast will refund you the mana you spent to unlock them.
When casted, this spell prevents any minion from moving on its own (you can still swap positions with them), and grants them Barkskin and Arcane Armor that decays over a given amount of time. Casting the spell again on a minion that has been locked will allow them to move freely, but removes the armor given.
Rank 1: Gives 6+(Level*0.75) Barkskin and 3+(Level*0.33) Arcane Armor that decays by 1 point every 30 and 40 turns respectively. Costs 30 mana.
Rank 2: Gives 10+(Level*1) Barkskin and 7+(Level*0.5) Arcane Armor that decays by 1 point every 8 and 12 turns respectively. Costs 35 mana.
Rank 3: Gives 5 Barkskin and 5 Arcane Armor that decays by 1 point over 100 and 120 turns respectively. Costs 5 mana.
Transmogrification Wand
Soul Wielder
This unusual spell will apply runic magic to change the size of entities.
Enemies will be shrunken for X turns, getting an overall stat penalty.
Allies will be enlarged for X turns, getting physical buffs but being unable to move through hallways for a while.
This spell costs X mana.
Inflicts Shrink on enemies, reducing their stats, or Enlarge if shot at an ally, increasing their Damage, Damage Resistance, but reducing Evasion and prevents them from moving in hallways.
Rank 1: Shrink and Enlarge last for 5 turns. Costs 18 mana.
Rank 2: Shrink lasts for 7 turns, Enlarge lasts for 13 turns. Costs 30 mana.
Rank 3: Shrink lasts for 15 turns, Enlarge lasts for 7 turns. Costs 35 mana.
Bridge of Atremis
Soul Wielder
This wild spell will teleport you to a selected minion, but no further than X tiles from you.
This spell costs X mana.
Teleports you next to a nearby minion as long as they're close enough. Range increases with rank.
Rank 1: Teleports you next to a minion as long as they're within a range of 6 tiles. Costs 7 mana.
Rank 2: Teleports you next to a minion as long as they're within a range of 13 tiles.
Rank 3: Teleports you next to a minion as long as there's nothing in the way. Costs 25 mana.
Holy Aura
Soul Wielder
This divine spell will saturate your soul with light, creating an aura around you that will heal all your minions every X turns and shield you for 1 HP every X turns for X turns. This aura will also steal mana from enemies and damage them after running out. This spell also requires to cool down after use.
This spell costs X mana.
Creates an aura that restores the health of any minion, grants the Conjurer with shielding, steals mana from enemies, and deals damage on expiration. The explosion inflicts 5 turns of Blind and 7 turns of Terror to anything that survives the detonation. Requires cooldown to use again.
Rank 1: Heals every 5 turns, shields every 4 turns, steals mana every 5 turns, deals 20-50 Damage when expiring, lasts 60 turns, and requires 300 turns of cooldown. Costs 75 mana.
Rank 2: Heals every turn, shields every turn, steals mana every other turn, deals 50-150 Damage when expiring, lasts 20 turns, and requires 500 turns of cooldown. Costs 90 mana.
Rank 3: Heals every 20 turns, doesn't give shielding, steals mana every 15 turns, deals 3-25 Damage when expiring, lasts 500 turns, and requires 1000 turns of cooldown. Costs 30 mana.
Explosion Magic
Knight
This energetic spell will instantly cause an explosion in place of your clone, dealing X% of the area's explosion damage in a 3x3 area.
This spell costs X mana and doesn't hurt you.
The Stand makes a 3x3 explosion, dealing damage equal to the chapter's explosion damage. Cost and damage is reduced at higher ranks.
This blooming spell spawns time-stopping flowers at your will, with comes with a cooldown of X turns and X mana per cast.
Creates a Swiftthistle plant at a targeted location. Requires time to recharge.
Rank 1: Cooldown of 50 turns, costs 18 mana.
Rank 2: Cooldown of 25 turns, costs 36 mana.
Rank 3: Cooldown of 10 turns, costs 72 mana.
Concentration
Knight
This interesting spell allows you to channel soul magic right into your body, restoring X HP after use. Note that you need to stay for X turns to rest and this costs 25 mana to use.
The main way to heal as the Knight. Restores a set amount of HP after a set number of turns after use.
Rank 1: Requires 3 turns of waiting, restores 20 HP.
Rank 2: Requires 9 turns of waiting, restores 35 HP.
Rank 3: Requires 20 turns of waiting, restores 60 HP.
Directing Pulse
Knight
This concentrated spell will infuse an enemy with soul gain for X turns, allowing your Stand to attack it. This spell costs X mana.
Infuses an enemy with Soul Gain, allowing the Stand to attack them. Cost and duration is decreased with rank.
Rank 1: Infuses for 9 turns, costs 5 mana.
Rank 2: Infuses for 3 turns, costs 3 mana.
Rank 3: Infuses for 1.1 turns, costs no mana.
Shards of Despair
Knight
This chaotic spell will shoot marking missiles at every enemy in your sight, inflicting soul gain for X turns, and can deal damage and stun at higher ranks. This spell costs X mana and can be used to draw attention to the Stand.
Shoots shards at all enemies within the Conjurer's (regular) vision, infusing them with Soul Gain. Deals damage and Soul Paralysis at higher ranks.
Rank 1: Infuses enemies for 9 turns. Costs 15 mana.
Rank 2: Infuses enemies for 15 turns and deals 5-12 (+0.33-0.75 per level) Damage. Costs 40 mana.
Rank 3: Infuses enemies for 30 turns and deals 8-18 (+0.5-1 per level) Damage and inflicts Soul Paralysis for the enemy's next turn. Costs 60 mana.
Abilities[]
Abilities are powerful equipment that take up an Artifact slot. They have various effects depending on their rank and recharge over time. Artifact Recharging causes any ability to recover 3% charge per turn while it's in effect. All abilities cost a specific item, a Scroll of Upgrade, and 7 energy to make in an Alchemy Pot.
The Hero leaps toward a targeted location, going over any enemies or hazards in the way. They cannot leap over walls or other sloid terrain however.
Allows you to jump to a location within view. Does not knock back enemies.
Rank 1: Jump to a targeted area with no extra effects. Costs 25% charge.
Rank 2: Jump to a targeted area, dealing damage based on the Hero's Armor in a 3x3 area where they land. (Armor damage is multiplied by 1.5) Costs 35% charge.
Rank 3: Jump to a targeted area, making a shockwave that affects all enemies within a 7x7 area centered on the Hero. The shockwave deals 7-13 (+2-5 for every point of strength above 10) damage and inflicts Cripple for 5 turns. Costs 65% charge.
Elemental Blast
None
The Mage emits a blast of magic that covers a circular region up to 4 tiles away and deals the same damage as an equipped wand's melee damage. The specific effect of the Elemental Blast will vary depending on the wand in the Mage's hands.
Unique ability exclusive to the Mage. Creates an energy wave that deals damage and adds various effects depending on the wand used. No effect and uses energy if used without a wand equipped.
Rank 1: Deals damage equal to a wand's melee damage and applies an effect depending on the wand in a 9x9 area centered on the Mage. Costs 35% charge.
Rank 2: Deals half of a wand's melee damage and applies an effect depending on the wand in a 17x17 area centered on the Mage. Costs 45% charge.
Rank 3: Deals 1.5x the damage of a wand's melee damage and applies an effect depending on the wand in an 11x11 area centered on the Mage. Costs 60% charge.
Smoke Bomb
Potion of Invisibility + Scroll of Upgrade + 7 Energy
The Hero throws down a smoke bomb and blinks up to 8 tiles away. They can blink through hazards and enemies but not through solid terrain like walls.
Enemies that are adjacent to the Hero's old position will be Blinded for 5 turns.
Teleport to an empty area within an 8 tile range in your view. Blinds adjacent enemies.
Rank 1: Blinds adjacent enemies while taking a turn. Costs 35% charge.
Rank 2: Doesn't blind adjacent enemies but doesn't take any time. Costs 28% charge.
Rank 3: Blinds adjacent enemies while taking a turn and grants 5 turns of Invisibility after teleporting. Costs 42% charge.
Spectral Blades
Shuriken + Scroll of Upgrade + 7 Energy
The Hero throws out a spectral blade at an enemy, which acts like a ranged strike from their melee weapon. All of the normal effects of a melee weapon will activate, including enchantments. In addition, the blades are slightly magical and can pierce through 1 solid object to hit their target. Some additional blades can be thrown if there are more enemies in the targeted area.
Throws a magical blade that can pierce through 1 wall, dealing damage and any extra effects as if it were a melee attack for your currently equipped weapon.
Rank 1: Throws a blade at an enemy and all other enemies in a 30° cone. Costs 35% charge.
Rank 2: Throws a blade that deals 25% of a melee attack's damage at anything in view that can be hit. Costs 45% charge.
Rank 3: Throws a blade at an enemy and all other enemies in a 90° cone, restoring 4 HP for every hit. Costs 60% charge.
Overload
Scroll of Recharging + Scroll of Upgrade + 7 Energy
The Hero imbues their wands with extreme energy, allowing wands to not spend charges for a short time.
Allows the Hero to use wands without spending any charges for a limited time.
Rank 1: The Hero can freely use wands without spending charges for 4 turns. Costs 60% energy.
Rank 2: The Hero can freely use wands without spending charges for 3 turns. Costs 45% energy.
Rank 3: The Hero can freely use wands without spending charges for a turn and gives 3 turns of Adrenaline. Costs 40% charge.
Earthquake
Stone of Blast + Scroll of Upgrade + 7 Energy
The Hero shakes the floor so hard that every enemy in the Hero's sight will be rooted and pushed backwards with immense force.
Pushes away all enemies in view in a direction relative to the Hero's position. The power and effect differ depending on the rank.
Rank 1: Pushes all enemies in view 3 tiles away and Roots them for 5 turns. Costs 50% charge.
Rank 2: Pushes all enemies in view 3 tiles away and Roots them for 5 turns. Grants the Hero with 2.5 turns of Empower per enemy affected by the quake. Costs 70% charge.
Rank 3: Pushes all enemies as far as they can be pushed and inflicts 1 turn of Paralysis. Doesn't deal damage and doesn't inflict Root. Costs 100% charge.
Graveyard
Scroll of Retribution + Scroll of Upgrade + 7 Energy
The Hero casts a cloud of cursed ash over a huge area that will slowly decay any creature that enter it, including the Hero and their allies. Undead monsters will be corrupted while living entities will be killed and turned into corrupted Wraiths.
Creates a large blob of Cursed Ash, a stationary blob that deals damage over time to anything that enters the area. If an organic enemy dies to the effect, they revive as a corrupted Wraith, undead enemies will be corrupted upon entering the blob, and inorganic enemies have nothing special. Any non-unique or upgraded items will be destroyed by the blob.
Rank 1: Creates a field of Cursed Ash in a 5x5 area for 50 turns. Costs 100% charge.
Rank 2: Creates a field of Cursed Ash in a 5x5 area for 20 turns. Costs 50% charge.
Rank 3: Creates a field of Cursed Ash in a 9x9 area for 1 turn. Costs 50% charge.
Steel Drill
Bomb + Scroll of Upgrade + 7 Energy
The Hero will destroy a selected tile, turning it into a chasm or an empty tile. This ability cannot be used to open locked rooms or mine boss arenas.
Allows you to destroy a selected tile depending on the rank. Drilled walls will simply be destroyed while the floor turns into a chasm.
Rank 1: Lets you drill into a wall or floor. Costs 40% charge.
Rank 2: Lets you drill into a floor or door. Costs 25% charge.
Rank 3: Lets you drill into a wall. Costs 25% charge.
Perfume Blast
Scroll of Affection + Scroll of Upgrade + 7 Energy
Introduced in V1.2.3 as a replacement for the Perfume Brew.
Changes to Yog-Dweza[]
The final battle with Yog was changed to be much more difficult. They have two new abilities, they can summon all kinds of different enemies, even if the Demon Spawners are destroyed, including Scorpios and Final Froggits. They also have a new attack they use after reaching the first Fist phase; creating a wall of pure frostflame in every direction around them, stepping in it removes all buffs and inflicts 20 turns of Frostburn and Eradication for 20 turns (+1 stack per hit). Getting hit by the wall as it appears deals damage equal to 75% of your current HP (Magic). Avoiding the walls and quickly taking out the Froggits is essential to survive the encounter.
New Rooms[]
5 new normal room types have been added, one for each chapter.
Gnoll Outpost (Sewers)[]
A 7x7 room surrounded with Barricades, housing 2-4 Tribe Gnolls, and a random missile weapon stack in the center.
Guard Pylon (Prison)[]
A 8x8 room with a Guard Pylon that constantly pulls you to it if you don't block its sight. A Scroll of Affection generates right by it, reading the scroll will destroy the pylon, but you can save it for later if you can get away from it without using it.
Shaman Necromancer (Caves)[]
A 7x13 room stylized similarly to the vanilla Dwarf King fight, except with a Spectral Shaman, who summons Wraiths instead of dwarves. When you defeat them, they drop a random wand.
Spirit Wolf (Metropolis)[]
Another miniboss with a large glow effect around it, in a 7x7 room surrounded mostly by dangerous traps. It inflicts Vertigo on the hero when they're nearby and can only be harmed via status damage, summoned allies, or Conjurer's spells, and drops an Elixir of Attunement.
Bomb Maze (Demon Halls)[]
A 28x28 room with many corridors, with 0-20 Shrapnel Bombs (7/8 chance per bomb) and Arcane Nukes (1/8 chance), but DO NOT ATTEMPT TO PICK THEM UP NORMALLY. I cannot stress this enough, as they are on perfectly hidden Explosive Traps (meaning you can't reveal them in any way) that will cause the bomb/nuke to explode, which will almost always instantly kill the hero. Instead, use a Rope to grab the bomb/nuke for safe-keeping. If you don't have any, it may be wise to avoid these rooms. No mobs spawn in the room.
Removed Content/Mechanics[]
Two rings were replaced/buffed, the Ring of Elements was replaced by the Ring of Attunement, granting +0.5 and extra Minion damage per level, and the Ring of Tenacity was replaced by the Ring of Endurance, which increased the Hero's Damage Reduction for physical and elemental effects.
One Brew was replaced with an ability with a similar function, the Perfume Brew, which when shattered creates a large blob of perfume gas which attracts enemies toward the cloud until it dissipates.
Warrior had his regular subclasses until V1.1.5.
Huntress was her normal self until V1.2.1.
The Elemental Elixirs were separate from their respective elemental Brews until V1.2.1.
Hacatu used to deal damage to the Hero and their allies with their lightning blasts.
Potion of Stamina was replaced by the Potion of Adrenaline in V1.2.1.
Conjurer has received a large batch of changes over various updates. He used to start with a unique Artifact, the LOVE Holder, could use Staves as weapons, had 9 starting strength until V1.1.2, Energy Storm reduced current and max HP, his Deltarune Robe could absorb other identified armors to gain upgrade levels, had two different subclasses, the Soul Reaver and Occultist, started with 2 Attunement and gained +1 every 6 levels (V1), and his HP has been changed many times.
Potions of Healing were nerfed alongside many enemies in V1.2.2.