Pixel Dungeon Wiki


Blobs are non-anchored areas that can evolve (move and/or spread) under certain conditions, and that have specific effects on characters and/or items present in that area.


  • Alchemy
  • Confusion Gas
  • Fire
  • Foliage
  • Frost
  • Paralytic Gas
  • Regrowth
  • Sacrificial Fire
  • Toxic Gas
  • Water of Awareness
  • Water of Health
  • Water of Transmutation
  • Web
  • Well Water


  • Fire, Gas, & Regrowth propagates/spreads cardinally (plus-shaped pattern, not diagonally). Be mindful of which direction you decide to retreat to, in order to avoid their debuffs and to use the space of the room more effectively.
  • A property unique to gases is that they fade away faster based on how many tiles are around it (expect toxic gas in a 30x30 room to fade away faster than a 3x3 room). This makes them way more effective on small rooms than large ones.
  • Yog's burning fist can generate fire around it every second turn
  • DM-300 has a cloud of toxic gas following it constantly.
  • Frost covers its area of effect uniformly in all directions. The distance it covers depends on the source – potions of frost freeze a 5x5 area, while icecap plants only a 3x3 area. Frost blobs do not persist and will vanish 1 turn after they appeared.
  • Webs generated by cave spinners while fleeing will root the Hero for 5 to 7 turns when stepped into, and will disappear on their own in 6 to 12 turns.
  • Sacrificial fire and the water of awareness/health/transmutation are all permanent blobs that only disappear if you interact with them, by either stepping on them, throwing an item or killing mobs affected by sacrificial fire.
  • Sacrificial fire grants the marked for sacrifice debuff and spawns the scroll of wipe out if all the requirements are met.
  • Foliage blob present in Garden rooms grants the shadowmelded buff and makes the grass regrow, even if it was turned to embers with fire.
  • Alchemy and well water blobs are purely decorative, and they do not alter the properties of a tile.


Update Change
0.5.1 Changed: Frost extinguishes fire
0.5.3 Fixed: Bug with Blobs (i.e. fire, gases, et c.)
0.5.4 Added: New visual effects for gases, fire, et c.

Changed: Toxic Gas displaces Paralytic Gas

1.7.0 Fixed:
  • Blobs are no longer obstructed by non-solid tiles, which impede vision/field-of-view (like tall vegetation).
  • Code performance while fire is spreading, is enhanced
  • Fire can only be seeded in cells that are not already burning at the same time.
1.7.2 Changed: Toxic gas (slightly)
1.9.0 Added: Sacrificial Fire
1.9.2 Changed:
  • Sacrificial mark gets propagated on attack.
    I.e. instead of luring enemies into sacrificial fire, the Hero can step into it him/herself and then attack them - they’ll become “marked for sacrifice”.
  • All enemies at a depth get beckoned when someone steps into sacrificial fire.