Overview Edit

Lovecraft Pixel Dungeon
#48 Released mod
Source CodeNot available
Current VersionI.I.VI
Other LinksYoutube Channel
Lovecraft Pixel Dungeon (LCPD) is a mod of Shattered PD first released on November 21st, 2016 by TypedScroll. There are various different versions of this mod, from the abandoned old version of it with 2D graphics, to the most recent completed version which is based on Shattered Pixel Dungeon v.0.6.2 and is also currently abandoned. All versions have been created by TypedScroll/AnonymousPD. Also, the mod's title and some parts of the game lore pay tribute to H.P. Lovecraft's work.

It should be noted that the version assignment to 0.6.2 is not stated explicitly by the game, but is based on in-game evidence like the Rogue class having its current features of Shattered PD (change of version 0.6.2), whiile the wand of Venom still exists in this mod and is not replaced by the wand of Corrosion (change of version 0.6.3). For additions and changes in Shattered PD up to version 0.6.2 you can visit this link.

It used to be available in Play Store but it is not anymore, so currently you can only download it from ApkMonk or any other secondary hosting site, just make sure that the version you are downloading is the most recent completed, I.I.V or at least the just previous I.I.IV. (the very last version I.I.VI consists of only 10 depths, is incomplete, and was based on v.0.6.5 of Shattered).

The second part of this wiki article named "Older version" should not be taken into account at all by players of recent versions of LCPD. The "More recent version" section describes the most recent completed v.I.I.V.

More recent version Edit

This version has many new features added to Shattered, which most of them are described in the game's changelog. Because the game's code is not currently published, the information of this section is drawn solely from the changelog and the in-game messages. The most important of the new features are:

Alchemy and plants Edit

  • The alchemy of LCPD is that before the great alchemy rework of Shattered, so there are no alchemical energy, brews, elixirs, exotic potions, exotic scrolls, spells, stones crafted from scrolls etc. but that old Alchemy is also totally reworked. Apart from brewing potions and cooking blandfruits, each seed can also be combined with its corresponding plant to create edible herbs with various double effects, which are mostly reflecting the plant and seed that were used in making them.
  • The Gardener NPC in depth 0 gives to the hero two new items, very important for LCPD's new alchemy: a) Scissors which are used to cut plants and store them in plant form in the inventory (also, scissors might fail and destroy the plant or "awaken" a living plant). The scissors can also be used to cause bleeding to enemies but they deal no direct damage. b) The Tincture Bottle combines 1 seed and 1 plant in order to make an edible herb. Seeds can be extracted from cut plants without the use of any of these two items, but plants can't get cut without scissors anyways. Both seeds and cut plants are stored in the seed pouch container, while edible herbs are stored in the herb pouch container, witth both of which all heroes spawn.
  • Living Plants: when the hero fails to cut a plant with the scissors or steps on an already existing plant (but not when heroes cut or step on a plant planted by them), the plant might become alive and attack them or a nearby enemy, sometimes also having a special attack related to their effect. Living plants are also immune to all invisibility effects, so rogues are useless to go in stealth mod with the cloak etc. After they are defeated, living plants often have an after-death effect which is often related to their properties. Also, when the hero fails to cut a plant but it is not awaken, it might apply a relevant buff or debuff to the hero. Also the new dew-producing plant Steamweed is added, but Swiftthistle is missing. The effects when heroes step on plants, of potions and of cooked blandfruits are all the same with those of older Shattered.
Plant Attack/Failure cut Plant death effect Plant cooked effect Seed cooked effect
Blandfruit Not living vers. - Random plant effect Random seed effect
Blindweed Blinded Darkness gas blob Shows loot on depth Invisibility buff
Dewcatcher - Drops dew Drops 8 dews Only plant is available
Dreamfoil - Shadowmelded Cures debuffs Purification Barrier buff
Earthroot Rooted att.

Small alarm fail.

Paralytic Gas blob Herbal Armor buff Imbued with Earth &

Paralytic Gas blob

Fadeleaf - Confusion Gas blob Teleports to depth exit

& Confusion Gas blob

Mind vision buff
Firebloom Burning Burning tile Imbued with Fire 3X3 fire blob with no

harm to the hero

Icecap Chilled Freezing tile Chills nearby enemies 3X3 Freezing blob
Rotberry Toxic Gas blob Toxic Gas blob +1 max HP+1 max M.Health +1 Strength+1 max M.Health
Seed Pod - Drops seeds Drops 8 seeds Only plant is available
Sorrowmoss - Toxic Gas blob Imbued with Toxicity &

constant Toxic Gas blob

Imbued with Toxicity &

constant Toxic Gas blob

Starflower - Regrowth 7X7,


Blessed buff Level up
Steamweed short Levitat. &


Water tiles 5X5

with dewdrops

Levitation & Water tiles

(3X3) with Dewdrops

Water tiles (5X5)

with many Dewdrops

Stormvine - Many water tiles with

short paralysis

Imbued with Toxicity &

Confusion Gas blob

Sungrass - Regrowth 7X7 Full healing, also of M.

Health instantly

Regeneration with full

Healing, also of M.H.

Eating many of the herbs causes also the Ascended debuff, which decreases knowledge. Each herb takes its name from the plant used to make it (not the seed) and satisfies full hunger. Dewcatcher and Seed Pod seeds never spawn and can't be exctracted from these plants.

  • Weapons can also be poisoned with seeds and apply relevant effects with their hits. For them see Enchantments, glyphs etc. section

Artifacts Edit

Because of the older version of Shattered, three of them spawn in the old way:

  • Cape of Thorns might get dropped by DM-300
  • Lloyd's Beacon might get dropped by the Goo
  • Master Thieves' Armband is still only dropped by thieves and bandits

Also, the Alchemist's Toolkit does not seem to exist in this mod.

Blobs, buffs and debuffs Edit

  • New Blobs: Spores (caused by Starflower > regrowth and rooting), Steam (caused by Steamweed ? drops dew), Sunlight (caused by Sungrass > regrowth).
  • New Buffs and Debuffs: Cornered & Scared (both appear when the hero or enemies are in low HP, the first increases damage output from the character with the debuff and the second decreases their mental health), High/Ascended (decreases knowledge), Insane (when mental health becomes 0, the hero gets in almost constant vertigo, loses constantly health and knowledge and eventually dies if this does not get healed with a potion), Mental Strength (repairs mental health).

Classes and subclasses Edit

They have the features of older Shattered:

  • The only hero class which is not available from the first run is the Huntress, that gets unlocked in the old way, by destroying DM-300.
  • The Huntress does not leave furrowed grass after stepping on high grass and she has a boomerang and knuckledusters as starting items. The Sniper does not see further, does not penetrate armor with ranged attacks and has no speciall ranged attacks. The Warden does not see through grass and only gets the Barkskin buff and a probable dewdrop/seed when stepping on plants. So both have none of the bonus effects and perks of current Shattered.
  • The other three classes are rather similar to current Shattered, with some of their details being that of older Shattered.
  • The Mage is renamed to Cutlist, the Rogue to Bandit, and the Warrior to Soldier (all classes are also retextured in the main screen, but only there), but these three classes are unchanged in their basic features. The player can give a name to each new hero, who has by default the name "Jojo" given by the game.

Containers Edit

  • Golden type chests might have keys with different color:, lead - dark grey, titanium - light grey, and wooden - brown. In this case the chest is of a different color as well, but drops the loot a regular golden chest would.
  • The backpack has now 31 slots, and the Seed Pouch contains also cut plants and has 30 slots. The Potion Bandolier and Wand Holster have also 30 slots but they are otherwise the same with Shattered.
  • Two new containers have been added: Food bag (contains all food items apart from herbs, 30 slots), Herb bag (contains only the edible herbs, 30 slots). Heroes spawn with both of these containers already from depth 1.
  • The spawning of containers in the shops does not count cut plants in the backpack, so if the hero has 2 seeds, 3 potions, 4 scrolls and 5 plants in the backpack, the container that will spawn will be the scroll holder.

Depth features Edit

A new Overworld has been added on depth 0, which contains some passive NPCs (Barkeeper, Priest, Witch), but also the important for the heroes' progress Gardener, who gives to them the pair of scissors and the tincture bottle. Also depth 1 is retextured to resemble the enemies and terrain of the Test Mode in Moonshine PD. Also:

  • Depths are bigger with more enemies and loot.
  • New alternative Dimesions have been added: Aldebaran (Yellow Sign portal on depth 14, small depth with some bookshelves and some high grass tiles, home of the miniboss King in Yellow) and Neu Schwabenland (Elder Sign portal on depth 4, but it just generates the non agressive Elder Thing and does not teleport). They both get activated by placing the relevant token that is found on the depth in the center of the portal. Unfortunately the Yellow Sign token for the portal in some runs does not spawn at all. Ankhs don't work in dimensions. Also, the hero gains nothing by visiting Aldebaran, and it is just a H.P. Lovecraft addition to the game lore.
  • The familiar Library room from Shattered might spawn in a changed form, with bookshelves in the place of doors, which practically work as barricades. An easy way to recognize the existence of a room like that is finding a dead end that leads to a wooden tile. A potion of Liquid Flame does not spawn on the depth as well in this case, so heroes will have to use either Firebloom plants or a potion of Liquid Flame that they have in the inventory from before.
  • New Locked Room: Prison Cell in every Prison chapter depth with imprisoned thieves NPCs and one or two prison guards always inside it.

Enchantments, glyphs, curses, poisoned weapons Edit

  • Arcane stylus gives three options of armor glyphs, both familiar and new ones. The stone of Enchantment still assigns randomly one glyph.
  • New Armor Curses: Clumsiness (worse luck), Evil Spirits (spawns wraiths and prevents mental health regeneration).
  • New Weapon Curses: Cowardice (each enemy near halves the weapon's damage), Menacing (enemies' attacks decrease mental health more), Heavy (less speed and accuracy, randomly creates chasm tiles)
  • New Glyphs: Chaos (calls random glyphs), Cloning (creates mirror images), Deflection (deflects damage to attacker), Explosion (deals extra explosive damage), Stealth (causes invisibility), Teleport (teleports attacking enemy), Time Freezing (freezes times for the dungeon, but attacks negate it), Weight (herbal armor and also creates a chasm tile next to the hero)
  • New Weapon Enchantments: Dividing (doubles enemies but with half HP), Exploding (deals extra explosive damage), Friendship (every ally near doubles the damage of the weapon), Glowing (no obvious effect), Holy (more damage to undead and demonic enemies), Hunting (beast-like enemies drop meat), Midas (short stun and any killed enemy drops gold equal to the damage it received), Poisonous (applies random seed effects, as if the weapon is poisoned with one), Sting/Tracking (makes the hit enemy glow even when it is not visible), Time Freezing (stops time for the dungeon, but attacks negate it).
  • All melee weapons can get poisoned with a seed and apply an effect relevant to the plant for 5 hits. These effects are often but not always same with the living plant's attack. Plants with generally only beneficial effects don't cause any effect to enemies and these seeds gets wasted if they poison a weapon. Tipped darts don't exist in LCPD so darts can't be poisoned with seeds.
Seed Effect
Blandfruit Random seed effect

(one each time)

Blindweed Blinded
Dewcatcher No seed
Dreamfoil No effect
Earthroot Slowed
Fadeleaf Amok
Firebloom Burning & Caustic Ooze
Icecap Chilled / Frozen
Rotberry Weakened
Seed Pod No seed
Sorrowmoss Poisoned
Starflower No effect
Steamweed No effect
Stormvine Vertigo
Sungrass No effect

Enemies Edit

  • New regular Enemies or new abilities in them have been added: Gnoll Witch (prison, Gnoll Shaman variant without any difference), Evil Spirit (any chapter, wraith variant, needs two hits to get destroyed), Insane Murderer (prison, Crazy Thief variant without any difference), Mimic variants in various colors, Raven (depth 1 sewers, no special attack), Screaming Skeleton (prison, sets an alarm on death), Snake (depth 1 sewers, poisons). Crazy Thieves and Bandits can plant the seed or equip the weapon they stole, Tooth Fairy (always inside hidden well rooms, deals heavy mental damage, drops a tooth which appears in the inventory only if the Fairy hasn't dealt any damage, otherwise it automatically restores some mental health damage and vanishes), Undead Fish (any chapter, Piranha variant, but always alone in mid-room ponds). A Grimoire is added, which is a catalogue with all the enemies that the hero has encountered.
  • New Mini-Bosses: the King in Yellow (Aldebaran dimension, at first it is invulnerable, zaps lightnings and spawns rot-lasher-like Hastur minions, but gets self-destroyed after a short while), Living Gun 6,000 (spawns from picking the LG 6,000 item dropped by DM-300), Jing, King of Bandits (always hidden in a room with treasure chests adjacent to the exit of depth 8, always drops a tier 3 weapon and a scroll of Upgrade) King of the Thieves (always hidden in a room with treasure chests adjacent to the exit of depth 9, always drops a tier 5 weapon).
  • Goo still ocasionally drops the Lloyd's Beacon artifact. The Tengu maze is now filled with flock traps (only flock). DM-300 is also changed, as it rebuilds itself after each defeat into a new robot for 6 times (the total sum of the robots' HP is a little more than that of regular DM-300 in other mods though) and the last robot drops scrolls of enchantment as loot, occasionally the Cape of Thorns artifact and rarely the LG 6,000 and the XM 88 guns. Only the first DM-300 produces toxic gas. In the Yog-Dzewa depth a Freezing Fist is added, attacks to Yog cause blindness to the hero, and when Yog gets defeated it spawns Zewatep, Avatar of Yog-Dzewa, which is a rather easy opponent.

Mental health & knowledge Edit

  • The Mental health stat has been added (blue bar below the HP bar) that is decreased by enemy attacks, starvation, reading the scroll of Mirror Image, wearing armor of higher strength requirement (it decreases evasion, so mental health damage becomes bigger), and in some other stressful instances. If mental health is decreased to zero the hero becomes insane, gets an almost constant vertigo-like debuff, receives constantly damage and eventually dies, if the debuff is not cured with a potion. Mental health regenerates slowly, especially while resting, but apart from regular dew drops, high grass might also drop muddy dew drops, which replenish lost mental health along with drinking from the dew vial (they are not stored in the dew vial though). Another way of regaining mental health is "lighting" a wand, which gives the Mental Strength buff (the wand imbued to the mage's staff can't be lighted), and also getting the Blessed, Illuminated or Purification Barrier buffs and sometimes searching skeletal remains. Drinking potions of Healing also restore mental health fully and potions of Strength partially (but reading scrolls of Lullaby restore only physical health). The four classes start with different amounts of max. Mental Health: Warrior with 15, Rogue and Huntress with 20, and Mage with 25, but level ups do not increase them like they do with max. HP. A related detail is that on the way after defeating Yog all enemies deal heavy mental health damage and apply the Scared debuff, and because the Happy Ending is not available anyways, there is no point in doing that, so just end the run on depth 26 with the Amulet.
  • Discovering secrets, eating, identifying items with scrolls, reading books from bookshelves, searching skeletal remains, studying scrolls (but this softlocks the game, don't do it) and gaining levels raises the new Knowledge stat, which is associated with mental-related activities. Serious problems of the hero having low knowledge is that wands can't be lighted, scrolls can't be read, seeds can't be extracted and the tincture bottle can't be used, because they all require some knowledge to get spent for doing them.

Wands Edit

The wands are those of older Shattered: Blast Wave, Corruption, Disintegration, Fireblast, Frost, Lightning, Magic Missile, Prismatic Light, Regrowth, Transfusion. The wands of Living Earth and Warding don't exist and the wand of Venom still exists instead of the wand of Corrosion.

Weapons Edit

The majority of the weapons are those of older Shattered:

  • T1 Dagger, Knuckleduster, Mage's staff, Worn shortsword (Studded gloves don't exist)
  • T2 Dirk, Quarterstaff, Hand axe, Shortsword, Spear
  • T3 Mace, Round shield, Sai, Scimitar, Sword Sai, Whip
  • T4 Assasin's blade, Battle axe, Flail, Longsword, Runic blade (the Crossbow in the form it has in Shattered doesn't exist). The flail's inability to surprise attack makes it a bad choice for late game, because the monks in the City have even higher evasion than in Shattered.
  • T5 Gauntlet, Glaive, Greataxe Greatshield, Greatsword, War hammer

Also some new melee weapons have been added:

  • T2 Khopesh (d. 2-12 +1/+3), Knife Glove (d. 2-15, causes bleeding, +1/+3)
  • T3: Katana (d. 3-16 +speed +1/+4) Kusarigama (d. 3-16 +1 reach +1/+4), Scythe (d. 3-24 +1 reach +1/+4)
  • T5: Obsidian sword (d. 5-30 +1/+6)

The Platinum Blade is mentioned in the changelog but does not seem to spawn.

Moreover there are also many new gun and missile weapons added, but most of them have the lowest damage scaling and some of them are very slow because their reloading takes a while, so they have a basically cosmetic function in the game. Although they give the option to get equipped they can be used without being in an equipment slot and they all need reloading (even bows and crossbows) but in a few of them reloading does not waste a turn. The Spirit Bow does not exist in LCPD, and the huntress still has the familiar Boomerang from older Shattered.


Unique drops

  • ACE: dropped only by Tengu rarely d. 1-6, Str. req. 13, +1/+1
  • BFG 6,900: dropped only by Goo rarely d.1-12, Str. req. 15, +1/+1
  • XM 88 & L(iving)G(un) 6,000: the XM 88 is dropped rarely only by DM-300 d. 1-10, Str. req. 8, +1/+1. The LG 6,000 is also dropped by DM-300 but if it was meant to be used as a weapon, it is bugged, because while it seems to get in the inventory, it does not appear there. Anyways when the hero picks it, it comes to life for a short while and attacks the hero with a beam strong in damage.
  • T104: dropped only by the Dwarf King rarely d. 1-8, Str. req. 9, +1/+1

Regular drops

  • Luger d. 1-4, Str. req. 10, +1/+1
  • Pistol d. 1-2, Str. req. 10, +1/+1 (has two sprites that interchange without any other difference)
  • Rifle: d. 1-3, Str. req. 15, +1/+1
  • Shotgun: d. 1-6, Str. req. 17, +1/+1

The Railgun and TS 10K guns are mentioned in the changelog but don't seem to spawn.

Missiles (none needs darts, but most need reloading)

  • Bow: d. 1-2, Str. req. 8, slows, +1/+1 (reloading does not waste a turn)
  • Chakram d. 1-5, Str. req. 10, +1/+2 (only one that doesn't need reloading)
  • Crossbow (different than Shattered's): d. 1-3, Str. req. 15, +1/+1
  • Harpoon: d. 1-4, Str. req. 14, slows & pulls, +1/+1

Unique guns get rejected by wells of transmutation and regular guns and missiles just vanish when the hero throws them in the well.

The thrown weapons are those of old Shattered (bolas, curare & incendiary dart - tipping darts is not available, hammer, javelin, shuriken, tomahawk) but a new thrown weapon has also been added (Primitive Spear - Str. req. 12 d. 1-10, cripples).

Other changed features Edit

  • Bookcases are searchable and display a book title (they never drop scrolls or any other loot like in YAPD). Searching in bookshelves raises the hero's knowledge.
  • The Dew Vial has now the capacity of 100 drops and a well of health fills 50 drops in it. Ankhs need 50 drops to get Blessed (but they sometimes work still as unblessed). When full (100 drops) the dew vial can Upgrade an item to +1 level. These are a lot of drops and the level gained is only 1, while blessing Ankhs is also sometimes bugged, so better bless only one Ankh just in case it works when needed and then have the dew vial full for the gradual healing with dewdrops. There is also a very rare variant of the dewdrop, the bloody dewdrop, which has a different red sprite and only heals physical health - can't get stored.
  • A Kind Spirit ally spawns most of the times from skeletal remains instead of a wraith and acts generally like the Sad Ghost from the Dried Rose, with the difference that it roams freely around the depth. Searching in these skeletal remains damages the hero's physical health randomly from a little bit to almost half of max HP, but it also increases knowledge and might replenish mental health. Items found in th kind spirit remains are generally not cursed.
  • The new NPC Demon Merchant has been added: the hero encounters it on depth 24 of Demon Halls and offers a +10 wand to the hero in exchange for Blood (hero's HP down to +1) or Willpower (hero's Mental Health down to +1).
  • The potion and scroll sprites are retextured and some of their unidentified names are changed.

It should be also noted that the developer of LCPD, Anonymous PD/Typedscroll, has also released a mod of it named Plugin Pixel Dungeon, which is essentially a version of Lovecraft PD that allows many of its features to get activated/deactivated in each run by choosing them or not in selection window. You can read some more details about this mod in its separate wiki page.

Known Bugs Edit

Various bugs have been reported for LCPD but the seven most common and serious are:

  • Blessed Ankhs most often don't work and the hero loses all the unequipped items. This can happen more easily when there are both an unblessed and a blessed Ankh in the inventory, but it can also happen with only one blessed Ankh.
  • From depth 8 to 9 the loading screen occasionally softlocks and the game crashes each time this save file gets opened, so the save file becomes corrupted.
  • In the DM-300 fight there is a positive and a negative bug. The positive bug is that DM-300 might regnerate itself into a new robot only once, so the fight lasts far less than normal. The negative bug is that when the living gun drop spawns and the hero picks it, the game might crash. Fortunately this crash does not corrupt the save file.
  • The Happy Ending badge is not available, because the depth 1 ladder leads to the Overworld depth and not to the surface, but there is no exit in the Overworld depth.
  • Iron keys, especially in prison (but this can also happen in the sewers), might be less than the locked rooms spawned. A related bug, but which can be positive for the player, is that pit rooms spawn along with other locked rooms in the same depth and iron keys open them also, so if the player maps the depth and sees an unvisited pit room, a key for another locked room can be used, to avoid falling damage for the hero, and then the key from the skeletal remains can be used for another room.
  • Potions of Strength and scrolls of Upgrade might not spawn in their guaranteed numbers (2 potions and 3 scrolls per chapter) especially in the Sewers, but sometimes also in the Prison chapter like they do in Shattered, but they sapwn in smaller amounts. This makes the specific runs very difficult in their beginning and it is almost a run-ruining bug.
  • Studying scrolls most of the times softlocks the game partially by making the hero totally passive and in this case he/she will either die from starvation or by getting repeatedly hit by a random enemy. Even if the hero has an Ankh, the game asks about them being resurrected or not, but with the "Yes" answer, the game then crashes and the save file gets deleted. This is the only bug which is easily avoidable, by the hero never studying scrolls.

Known Broader Issues Edit

As mentioned before, the bookcases in LCPD are searchable. A detail that most players will not notice is that the book titles belong to real books, but some of them are written by fascist scholars. Most importantly, the Luger gun (used mostly by the SS during WW-II) in LCPD is sold for 1,488 gold, which for nazis and neo-nazis has the code meaning "We must secure the existence of our people and a future for white children." (for more details visit this link). For the second reason, as the mod was considered to be promoting hate speech by including a nazi dog-whistle, LCPD and all the other mods of its developer, TypedScroll/AnonymousPD, along with himself have been permanently banned from the PD subreddit.

Older Version Edit

Game Mechanics Edit

Lovecraft Pixel Dungeon collected a wide variety of mechanics based in other mods. (YAPD, Unleashed, Shattered, Remixed, Sprouted, etc.) In addition to that, that mod added new original mechanics that were supposed to become useful in the future:

  • Teleporting gas was a new type of particle added by TypedScroll. It's one of the original features/mechanics this mod included. When you entered in a cloud of teleporting gas, you were automatically teleported to a different place on the same depth. It was dispelled by the Fadeleaf living plant.
  • Bookshelves in LCPD had a special role: when you were adjacent to a bookshelf you could interact with it, touching just the tile where the bookshelf is, and the hero would search for something worthy and clear out it. In prior versions you had the chance to obtain scrolls from bookshelves. Now you can use them to read different books inside them in order to earn knowledge.
  • Enchantment altar
  • Crafting table

Special Rooms Edit

There were new special rooms generated randomly in the dungeon. Occasionally, some of them had mini-bosses inside.

  • Mi go Queen Room
  • Mi go King Room
  • Ithaqua Room
  • Kek "The lightbringer" Room.
  • Enchanting Altar Room.
  • Crafting table Room.

New/Reworked Items Edit

In LCPD many items from other mods had been reskined, and some of them had different properties.

Apart from reworked Items, there were few new potions, scrolls, and other items.

Reworked Items

  • Seeds
  • Dew vial
  • Waterbag
  • Potions:
    • Potion of Magic Shield (from Potion of Blessing in YAPD)
  • Mushrooms:
    • Milkway Shroom (Blue milk)
    • Blue Shroom (Pixie Parasol)
    • Egg Shroom (Earthstar Mushroom)
    • Light Shroom (Jack O' lantern)

New Items

  • Potions:
    • Potion of Waterwave
  • Scrolls:
    • Scroll of Equivalent exchange
    • Scroll of Summoning
    • Scroll of Thunderstorm
  • Mushrooms:
    • Purple Shroom
  • Ancient Pot
  • Weapon Case
  • Food bag
  • Green weed
  • Mi go Egg
  • Baby Tooth
  • Mi go Scale

Regular Enemies Edit

Mi go Edit

Mi Go are insect aliens that once crash landed the ruins of Sarnath. They retreated into the dungeons, afraid of the power of Bokrug.

Mi Go
Monster Mi go
HP 10 + Dungeon Depth
Attack 1-5
Defense 3 + Dungeon Depth/2
Loot Mi go Scale 10%
XP 1

Young Mi go Edit

Young Mi Go's are fresh breed Mi Go's which are much stronger than regular ones.

Young Mi Go
Monster Young Mi go
HP 15+ Dungeon Depth
Attack 1-6
Defense 4 + Dungeon Depth/2
Loot ----
XP 1-2

Shoggoth Edit

The Shoggoth is a slimy bunch of organic plasma. The Elder things created them as their slaves. They were even used in the great war against the Mi Go. But without the control of their masters they became independent and even learned to coexist with the Mi Go in these sewers.

Monster Shoggoth
HP 20 + Dungeon Depth
Attack 1-8 (Even with pumped ability)
Defense 8 + Dungeon Depth
Loot Shoggoth Scale 10%
XP 1-3

Mi go Nurse Edit

Mi go Nurses are personal slaves of the Mi go Queen.They have to obey her Queen's every command.

Mi Go Nurse
Monster Mi go Nurse
HP 16 + Dungeon Depth
Attack 2-8
Defense 5 + (Dungeon Depth/2)
Loot ---
XP 2

Mini-boss Enemies Edit

Mi go Queen Edit

Mi go Queen is the birthchamber of this Mi go outpost. She's very slow, but she has help.

Mi go Queen is the most common mini-boss currently in LCPD. She usually can be found in a locked room on the first floor. She is sleeping on a pedestal surrounded by embers.

Abilities Edit

- Mi go Queen can disarm you when she hits.

Mi Go Queen

- When you do a successful melee hit. Mi go Queen spawns a Mi go larva.

Monster Mi go Queen
HP Hero's Mental Health + Current Hero's level + 50
Attack 2-10
Defense Hero's Strength + Current floor + (Current hero's level/2) + 5
Loot Mi go egg 80%
XP 10 x Current Floor
Speed Cannot move

Mi go King Edit

Mi go King isn't as important as Mi go Queen so he was placed down here to defend the Queen from the Shoggoths.

He spawns in the same locked room as the Queen, but on 2nd floor. That's why he's actually a little bit stronger than the Queen (but a little bit weaker in terms of defense).

Abilities: Edit

Mi go King have 25 % chance of disarming you when he does a successful hit.

Unlike Mi go Queen,King spawns Mi Go Swords and Mi Go Shields when is damaged with a melee weapon

Monster Mi Go King
HP Hero's Mental Health + Current XP level + 50
Attack 2-10
Defense Hero's Strentgth + Current floor + (Current hero's level/2)
Loot Mi go Sword 80%
XP 10 x Current floor
Speed Cannot move

Ithaqua Edit

Ithaqua is the lone wanderer. The man eating Wendingo. With every bite he eats, he gets thinner. It's his curse!

Ithaqua is a mini boss of LCPD which can be found on locked rooms. Specifically, the Ithaqua room is meant to be a waterfall. It's a pedestal surrounded by water, which is next to a chasm that concur with the room entrance.

Ithaqua is not as dangerous as Mi Go Queen and Mi Go King. In fact, you can kill it from distance, and he won't be able to counter-attack you because of the chasm.

Abilities: Edit

Ithaqua has 25 % chance of disarming you when he perform a successful hit.

Ithaqua has wearing a chilling spear, so you have to be careful because this weapon has extra reach.

Ithaqua can give you the slowness debuff because of his equipped weapon.

Immunities and Weaknesses: Edit

Ithaqua is immune to:

  • Chilling enchantment
  • Frozen debuff
  • Potions of Frost as well

Ithaqua seems weak to:

  • Fire (Potions of Liquid Flame, Burning Enchantment, Seeds of Firebloom)
Monster Ithaqua
HP (Hero's Mental Health/2) + Current floor + 30
Attack 2-20
Defense Hero's strength/2) + Current floor
Loot Chilling Spear 30% x Current floor
XP 10 x Current Floor
Speed (Movement) 1 tile per turn

Shoggoth Boss Edit

Shoggoth Boss is supposed to be the original Shoggoth, who is located in a locked room colliding with the downstairs room. He's the mini-boss of 3rd floor.

More info is going to be put when next update comes to github.

Special Enemies Edit

Mi go Larva Edit

Mi go Larvas are newborn Mi go's. They usually spawn when the player hits Mi go Queen with a melee weapon, but they can sometimes be found in the floor naturally.

Larvas are very weak. However, they "grow up" when the player kills them.

Mi Go larva
Monster Mi go Larva
HP 5
Attack 3-5
Defense 3
XP 0
Loot ---
Movement 1 tile per turn

Facehugger Edit

This creature doesn't resemble any other Mi Go you've seen before! It has a long tongue hanging out of its mouth.

Facehuggers spawn from a Mi Go Egg. When spawned, there's a possibility that it is being corrupted.

Monster Facehugger
HP 40
Attack 4-12
Defense 10
Loot Mi Go Egg
XP 6
Movement Speed 1 tile per turn

Living Plants Edit

Living Plants are simply plants which somehow awoke to life. Their sprites are from Remixed Pixel Dungeon's Spider Workers.

There's one living plant per seed, so there's a total of 10 living plants. You can find any living plant in the dungeon in their inactive organic form (as a plant in the floor, motionless). In that way, the plant will awake if you step on it. Also any of your seeds stored in your inventory could be a living plant if thrown or planted, so be careful of using seeds when it is not necessary.

Monster Living Plants
HP Hero's current strength
Attack 1-3
Defense Dungeon depth + 3
Loot Seed where they were born from
XP 1
Movement Speed 3 tiles per turn
Attack Speed 1 Attack per turn

Behavior Edit

Living plants are weak, but all of them have passive or active effects:

Living Plant Type Attack Effect (Active) Death Effect (Passive)
Blindweed Blindness debuff None
Dewcatcher Unknown Unknown
Dreamfoil Drowsy buff

Takes off the following debuffs:

  • Poison
  • Cripple
  • Weakness
  • Bleeding
  • Drowsy
  • Slow 
  • Vertigo
Earthroot Barkskin buff

Rooting debuff

Dispels a cloud of paralytic gas.
Fadeleaf 50 % chance to teleport the objective who is been attacked. Dispels a cloud of Teleporting gas
Firebloom Burning debuff.

Lighting buff.

Burns the tile where plant has dead.
Icecap Frost debuff Unknown

Makes target sleep

Vertigo debuff

Dispels a cloud of Confusion gas
Stormvine 50 % Chance to paralyze enemy Creates a storm on the tile it has died.
Sungrass Slowness debuff Regrows surronding tiles (Radius = 1 in four directions)

Living plants don't care about enemy type. They attack all monsters (and of course Hero) in their field of view. They could serve for weak the regular enemies. It seems plants prefer attacking mobs than humans, so this is good. 

Curiosities Edit

When living plants die, they segregate a cloud of smoke.

There's not a plant for the starflower seed.


  • Stormvine Living Plant
  • Icecap Living Plant
  • Firebloom Living Plant
  • Fadeleaf Living Plant
  • Earthroot Living Plant
  • Dreamfoil Living Plant
  • Dewcatcher Living Plant
  • Blindweed Living Plant
  • Sungrass Living Plant
  • Sorrowmoss Living Plant

Mimics Edit

Mimics in LCPD have only a modified sprite at the moment.


Elements Edit

In LCPD, monsters that spawn from an ancient pot are called Elements. They're strong monsters who will help you to go across the dungeon...Or not.

Ancient pots are given with an Air Elemental by default. When you use an Ancient Pot, you free the monster and receive the empty pot.

Depending of the potion you use to fill the pot, you'll have different Elements.

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