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Chapters Edit

Shattered PD has the same number of chapters and floors as vanilla, 5 chapters with 5 floors each and a boss in the 5th floor. However, it uses new level generating algorithm, which allows bigger variety of floor layouts and room shapes and sizes. Currently, all non-boss floors exept 21 and 26 use the loop layout (standard rooms being placed roughly in a circle with the entrance and exit on opposite sides). The number of rooms per floor, rarity of water and grass and types of traps placed is based on chapter.

Sewers Edit

The Dungeon lies right beneath the City, its upper levels actually constitute the City's sewer system.

As dark energy has crept up from below the usually harmless sewer creatures have become more and more dangerous. The city sends guard patrols down here to try and maintain safety for those above, but they are slowly failing.

This place is dangerous, but at least the evil magic at work here is weak.
  • Standard rooms per level: 5 to 7, average 5.57
  • Special rooms per level: 1 to 3, average 1.67
  • Hidden rooms in chapter: 1 to 2, average 1.4
  • Water rarity: 30% (85% in flooded levels)
  • Grass rarity: 20% (80% in grassy levels)

Enemies Edit

Marsupial Rat gif
Albino Rat gif
Snake
Gnoll Scout gif
Sewer Crab gif
Swarm gif
Slime gif
Caustic slime gif
Marsupial rat Albino rat Snake Gnoll scout Sewer crab Swarm of flies Slime Cautic slime

Prison Edit

Many years ago a prison was built here to house dangerous criminals. Tightly regulated and secure, convicts from all over the land were brought here to serve time.

But soon dark miasma started to creep from below, twisting the minds of guard and prisoner alike.

In response to the mounting chaos, the city sealed off the entire prison. Nobody knows what became of those who were left for dead within these walls...
  • Standard rooms per level: 6 to 8, average 6.66
  • Special rooms per level: 1 to 3, average 1.83
  • Hidden rooms in chapter: 1 to 2, average 1.8
  • Water rarity: 30% (90% in flooded levels)
  • Grass rarity: 20% (80% in grassy levels)

Enemies Edit

Swarm gif
Skeleton gif
Thief Green gif
Thief Purple gif
Prison Guard
Gnoll Shaman gif
Necromancer gif
Swarm of flies Skeleton Crazy thief Crazy bandit Prison guard Gnoll shaman Necromancer

Caves Edit

The caves, which stretch down under the abandoned prison, are sparcely populated. They lie too deep to be exploited by the City and they are too poor in minerals to interest the dwarves. In the past there was a trade outpost somewhere here on the route between these two states, but it has perished since the decline of Dwarven Metropolis. Only omnipresent gnolls and subterranean animals dwell here now.
  • Standard rooms per level: 6 to 9, average 7.333
  • Special rooms per level: 1 to 3, average 2.2
  • Hidden rooms in chapter: 2 to 3, average 2.2
  • Water rarity: 30% (85% in flooded levels)
  • Grass rarity: 15% (65% in grassy levels)

Enemies Edit

Vampire Bat gif
Gnoll Brute gif
Shielded Brute gif
Gnoll Shaman gif
Cave Spinner gif2
Vampire bat Gnoll brute Shielded brute Gnoll shaman Cave spinner

Dwarven Metropolis Edit

Dwarven Metropolis was once the greatest of dwarven city-states. In its heyday the mechanized army of dwarves has successfully repelled the invasion of the old god and his demon army. But it is said, that the returning warriors have brought seeds of corruption with them, and that victory was the beginning of the end for the underground kingdom.
  • Standard rooms per level: 7 to 10, average 7.9
  • Special rooms per level: 2 to 3, average 2.33
  • Hidden rooms in chapter: 2 to 3, average 2.6
  • Water rarity: 30% (90% in flooded levels)
  • Grass rarity: 20% (80% in grassy levels)

Enemies Edit

Elemental gif
Warlock gif
Monk gif
Senior Monk gif
Golem gif
Fire elemental Dwarf warlock Dwarf monk Senior monk Stone golem

Demon Halls Edit

In the past these levels were the outskirts of Metropolis. After the costly victory in the war with the old god dwarves were too weakened to clear them of remaining demons. Gradually demons have tightened their grip on this place and now it's called Demon Halls.

Very few adventurers have ever descended this far...
  • Standard rooms per level: 8 to 10, average 8.67
  • Special rooms per level: 2 to 3, average 2.5
  • Hidden rooms in chapter: 3
  • Water rarity: 15% (70% in flooded levels)
  • Grass rarity: 10% (65% in grassy levels)

Enemies Edit

Succubus gif
Eye gif
Scorpio gif
Acidic Scorpio gif
Succubus Evil eye Scorpio Acidic scorpio

Depth Feelings Edit

Modifies Depth Feelings

Depth feelings is a collective name for floor modifiers that can be encountered randomly within the dungeon. Shattered PD adds a new depth feeling - Darkness, and removes Secrets. The remaining modifiers - Vegetation, Water and Chasm stay relatively similar to original PD.

Darkness Edit

You can hear enemies moving in the darkness...
Encountering this depth feeling permanently increases enemy spawn rate and lowers the range of your field of view for a given floor. In addition, a single torch is spawned somewhere in the level, which will temporarily bring your field of view back to normal once lit. The torch can appear as a reward in special rooms, too.

Chasm Edit

Your steps echo across the dungeon.
Makes the rooms appear as standalone pillars in a sea of chasms, connected with paths of decorative floor tiles. Increases the difficulty of fighting flying and ranged enemies, as there's less room to maneuver or hide, but with a Featherfall spell it can actually always grant an escape route.

Unlike in original PD, Chasm depths can spawn above boss floors. The Hero and all items dropped into chasms in this case will be placed in the starting room.

The following depth feelings were removed:

  • Secrets (hidden doors and rooms work differently in Shattered PD)

Lore Edit

Item generation Edit

Each non boss depth (exept depth 21 and 26) will generate with items randomly placed in normal rooms or replace treasure in trap rooms and flooded vault rooms. Those items can be either:

Forced items Edit

The game always generates:

  • 2 potions of strength per chapter (never in the same depth)
  • 3 scrolls of upgrade per chapter (never in the same depth)
  • 1 arcane stylus per chapter
  • 1 random food item per depth
  • 1 torch per depth if it has dark level feeling
  • 1 rose petal per 2 floors if the Hero has identified uncursed dried rose in his inventory upon level generation
  • 1 stone of intuition in depth 1 to 3
  • 1 stone of enchantment in chapter 2 to 4

Random items Edit

Besides forced items the game also generates 3 to 5 additional random items.

Item Veight Chance
Random potion 20 25.64 %
Random scroll 20 25.64 %
Gold pile 18 23.08 %
Random weapon 6 7.69 %
Random armor 4 5.13 %
Random missle weapon 3 3.85 %
Random wand 3 3.85 %
Random runestone 2 2.56 %
Random artifact 1 1.28 %
Random ring 1 1.28 %

Tier distribution Edit

For tiered items, tier is calculated by the following table.

T2 T3 T4 T5
Sewers 70 % 20 % 8 % 2 %
Prison 25 % 50 % 20 % 5 %
Caves 10 % 40 % 40 % 10 %
City 5 % 20 % 50 % 25 %
Halls 2 % 8 % 20 % 70 %

Tier 1 tiems currently don't appear in the dungeon and are only part of player's starting equipment.

Special Rooms Edit

Shop Edit

A shop is a special room that is guaranteed to appear on the depth following a boss stage, so on floors 6, 11, 16 and 21. The last shop must still be unlocked by finishing the Ambitious Imp quest. Failing to complete it before descending to the depth 21 does no longer permanently prevent the shop from being opened there, however.

A shop will always sell:

To get the desired bag, the player must drop items from the categories not belonging to selected bag until you are carrying the most from that specific category before first descending to a shop level.

Shops can also sell random wands, rings, artifacts, arcane styli, bombs (or stacks of 2 bombs for the price of one), and pre-selected melee weapons & thrown weapons. All items are free of curses, not enchanted and not upgraded.

One melee weapon of either of the two types associated with the shop depth will be sold. In addition, a stack of 2 thrown weapons, and a set of armor (associated with the shop depth) will be sold.

Purchasable equipment types
Zone Item Tier Melee Weapons Thrown Weapons Armor
Prison 2 Shortsword Hand axe Fishing spear Shuriken Leather armor
Caves 3 Sword Mace Throwing spear Bolas Mail armor
Metro 4 Longsword Battle axe Javelin Tomahawk Scale armor
Halls 5 Greatsword War hammer Trident Throwing hammer Plate armor

It is not advised to identify or test scrolls, potions, or wands while in the shop. The shopkeeper will flee with all of his wares as soon as any damage or debuff is applied to him.

Hidden rooms Edit

Main article: Hidden roomsSome types of rooms are now never revealed at first and much rarer to find; they are referred to as hidden or secret rooms.

Challenges Edit

Modifies Challenges

Challenges can be enabled after winning the game at least once. They are mostly similar to vanilla once, but many of them were made slightly easier in 0.6.4. Unlike in vanilla, forbidden items don't generate at all instead of being replaced by gold. Also, all challenges disable Hero remains.

On diet Edit

Food is scarce, so make every bite count!

- Regular rations and pasties are replaced with small rations
- Mystery meat and blandfruit are removed
- Horn of Plenty is removed

Each floor generates with a single small food ration rather than regular ration of pasty. All other sources of food, Horn of Plenty, mystery meat and blandfruit cannot be obtained.

Faith is my armor Edit

Take on the dungeon with nothing but some cloth to protect you!

- All armor except starting cloth is removed

Armor besides cloth and class armor cannot be obtained. You cannot choose armor as a reward from Sad Ghost. Wand of Living Earth can generate, but the guardian's armor is reduced to level+2, making it much less viable.

Tips Edit

While the available armor may not seem like much, a knowledgeable dungeoneer can still make do. Cloth armor still offers a sufficient defense in the earliest floors, and allows to make use of the evasion mechanics. Especially the Freerunner subclass will enjoy the extra points of evasion, awarded for each point of excess strength. The armor can also be easily inscribed with a glyph with the arcane styli, as there is no need to wait for a better armor to use them on.

It is advised to augment the armor for defense in the first shop (to protect against skeletons), and for evasion in the Caves shop.

Pharmacophobia Edit

Without healing potions, you'll need to rely on alternate healing sources to survive

- Potions of healing are removed

Potions of healing cannot be dropped by enemies, bought in shops, brewed via alchemy or spawned naturally. However, it still appears in the list of potions and can be randomly identified with a scroll of diviation. Blandfruit cannot be cooked with a sungrass seed.

Barren land Edit

There seems to be no clean water left in this accursed dungeon...

- Dew drops are removed
- Plants are removed
- Seeds still appear, but will not take root

Prevents dewdrops from dropping and plants from generating or growing from seeds. Dew vial still exists and can be filled in a well of health.

Swarm intelligence Edit

Watch out, the dungeon monsters are getting smarter!

- When an enemy notices you, nearby enemies are drawn to that location

Whenever an enemy notices the Hero, it also alerts all enemies 8 or less tiles away.

Into darkness Edit

It is a dungeon after all!

- Regular visible distance dramatically reduced
- A torch appears on each floor
- Light buff lasts for less time

View distance is teduced to 2 tiles, 1 in floors with dark level feeling. Light buff from Wand of Prismatic Light only lasts level+2 turns. A torch is guaranteed to generate in every floor.

Forbidden runes Edit

A certain rune is harder to find. Unfortunately, it's always the most useful one.

- Half of the dungeon's upgrades scrolls are removed

Only 8 scrolls of upgrade can be found in the game:

  • 2 scrolls in the Sewers
  • 1 scroll in the Prison
  • 2 scrolls in the Caves
  • 1 scroll in the Dwarven Metropolis
  • 2 scrolls in the Demon Halls

Adventurer's Guide Edit

Introduction Edit

Greetings Adventurer!

You are reading the amazing Adventurer's Guide to Dungeoneering! This guidebook is full of tips and tricks to help budding adventurers survive and excel!

While you can read this guide all at once, it is best used as a reference. Make sure to check it whenever you're struggling.

Keep your wits about you, and remember:

DON'T PANIC!

Identifying Items Edit

Identifying items can be just as important as finding them!

The colors on potions and glyphs on scrolls are different in each dungeon, so you won't know what effect you'll get if they're unidentified.

Unidentified equipment can be upgraded if you're lucky, or it might be cursed! Accidentally equipping a cursed item is bad, but usually isn't instant doom.

Scrolls of identify, upgrade, or remove curse are very useful if you want to reduce the risk of unidentified items.

(You can find a list of all the items you've identified in the items tab of your journal)

Examining and Searching Edit

Charging forward recklessly is a great way to get killed.

There's always time to slow down and examine things around you, which can help you figure out the best way to approach a situation. Rushing into enemies is almost never the best way to deal with them.

Dungeons are full of secret passages and traps which appear invisible at first glance. It's good to be willing to thoroughly search an area if you suspect something is hidden.

(The magnifying glass button is used for examining and searching. Tap it once and then tap on something to examine, tap it twice to search the area around you)

Strength and Upgrades Edit

There won't be any time to train with weapons and armor you find in the dungeon, so you'll need brute strength to use them effectively.

Potions of Strength directly enhance your physical might and are the most effective way to meet the requirements of higher tier gear.

Scrolls of Upgrade are primarily for making equipment stronger, but also reduce weight. However each upgrade will be less effective at reducing weight than the last.

It's important to work towards heavier, high tier items, but don't completely ignore equipment you can use sooner as well.

Dealing with Hunger Edit

Using food effectively is one of the best things you can do to improve your odds of survival.

Hunger ultimately affects your health: you will slowly heal when satiated and slowly lose health when starving. Losing health may sound bad, but as long as you don't die losing health has no direct penalty.

It's best to think of health and hunger as resources that need to be managed, not kept full at all times. For example, if you have full health, the health regen you get from being full will be wasted.

If you pace out when you eat based on how your health is doing, your food should last much longer.

Gaining Experience Edit

As you defeat enemies your level of experience will increase. Your experience determines how accurate your attacks are, how easily you can dodge, and how much health you have.

Your experience level makes a big difference in combat. It's best to have at least one level for each floor of the dungeon.

It can be tempting to rush through a dungeon, avoiding exploration and combat, but doing so will deprive you of both supplies and experience.

(You can see information about your hero, including exp, on the status pane at the top of the game interface. Tap on your hero portrait to get even more info)

Surprise Attacks Edit

One of the best ways to get the upper hand in combat is with surprise attacks.

A surprise attack occurs whenever you attack an enemy while you are out of their sight, or right as you come into view. Even the most evasive of enemies can't dodge a surprise attack!

One of the most common parts of the environment you can use to surprise enemies is a door. An enemy will be open to a surprise attack right as they move through a closed door.

(When you successfully land a surprise attack, a yellow exclamation mark will briefly appear ontop of the enemy you just struck)

Handling Defeat Edit

If a situation is looking grim, there's no shame in running away. Escaping to another part of the dungeon can give you some time to recover before trying again.

Unfortunately, dungeoneering is a very dangerous profession and most adventurers will eventually meet their demise. While luck can definitely play a role, the best adventurers are the ones who use every little trick to improve their odds.

(Don't be dissuaded if you are dying a lot. You shouldn't expect to get very far in your first few tries, this game is hard! Focus on learning the game and steadily improving, don't focus on winning right away.)

Effective Looting Edit

Specific rooms will often contain better loot than others. Some of these rooms will be behind locked doors, or will contain obstacles which must be navigated past.

Whenever an obstacle like this blocks your progress, look for a solution nearby. Whether it's a key or something more crafty, there is usually a tool you can use on the same floor.

Potions of strength and scrolls of upgrade are an excellent measure of how well you're exploring and looting. You will be able to find 3 scrolls of upgrade and 2 potions of strength per dungeon region.

(You can see a list of important landmarks and unused keys in the notes tab of the journal window.)

Magical Attacks Edit

Magical attacks cut right through armor and are extremely difficult to dodge.

This means that damage you deal with wands will be very reliable, but also makes magical enemies extremely dangerous.

Magical attacks always have a caveat though. In the case of wands it's their limited charges, wands become almost useless if they aren't given time to recharge. Magic that enemies use will always have some form of weakness as well.

When facing enemies that use magic it is extremely important to figure out how to evade their magic, rather than just eating the damage from it.

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