This is a list of potentially useful yet hard or not directly explained game mechanics of Shattered PD that can be used to the player's advantage. They all apply to Shattered PD from version 0.7.1a onward, so some of the facts listed may not hold true in the past or future updates, or to other forks. Many should work relatively the same if the other fork is based on a relatively new version of Shattered, however. They were originally written by reddit user MrKukurykpl in a series of reddit posts. [1] [2] [3]

Hidden interactions Edit

How items, effects, and enemies interact with hero, the world and each other

  • Unlike in many other forks, in Shattered PD scrolls of upgrade cannot burn, and potions of strength cannot freeze.
    • However, scrolls of enchantment can indeed burn, and potions of adrenaline surge and elixirs of might can be frozen.
      • None of these items are immune to explosions.
  • Bombs and bomb traps will not break unique or upgraded items, such as Dew Vial, Spirit Bow, Amulet of Yendor, any item +1 or better, etc.; such items are great for setting off any bomb traps found without wasting any resources.
  • Projectiles and wand charges now penetrate tall grass, which enables a lot of surprise attacks and is a huge buff to the Mage and Huntress classes in general.
  • Fishing spears will halve the current HP if it's thrown at giant piranhas, OR double regular dmg, whichever is higher.
  • Piranhas will die when out of water. As such, a seed of fadeleaf, Wand of Blast Wave or the Ethereal Chains can be used for easy kills.
  • When shot with a Wand of Lightning, normally enemies standing next to each other distribute the amount of damage between them all, but the cumulative damage is slightly higher than a direct hit.
    • If the targets are standing on a water tile however, the damage increase will be even more noticeable.
  • Not all enemies are equal internally. Most of them have one or more extra property, which determines some of their resistances.
    • Undead - such enemies get bonus damage from wand of prismatic light and holy bombs, and can also be directly damaged via charges of wand of transfusion.
      • Enemies belonging to this group include:
      • Skeleton
      • Crazy thief
      • Prison guard
      • Dwarf monk
      • Dwarf warlock
      • King of Dwarves alongside his minions.
    • Demonic property is really similar, with the exception of not taking damage from the wand of transfusion. The full list of enemies, their properties, stats and more details about them can be found on this page.
See also: Shattered PD - Enemies
  • You can safely overwrite any plants by throwing another seed on top of them.
  • Shadomelded buff in gardens slows down hunger while you're inside.
  • All rings of the same type will stack their effects if both are equipped.

Potions Edit

  • When thrown, a potion of levitation will spawn a cloud of confusion gas. When drank, it grants levitation and breaks the rooted debuff.
  • When thrown, a potion of purity will remove any area-bound effect from nearby area and remove debuffs from allies. When drank, it will protect you from all blobs (area-bound effects, including gases, fire, frigid air, shock sparks and so on).
  • Cooking seeds with blandfruits produces their respective potion effect. Doing this with a rotberry seed yields an alternative reward to the wandmaker quest, as the rotfruit grants 1 point of strength.
See also: Blandfruit

Traps and tile effects Edit

  • Flying enemies normally won't trigger plants or traps effects, but if they happen to stop above them, throwing an item on their tile will also trigger the effect as if the enemy stepped on it.
    • Ground-based trap effects, such as gripping, will not affect flying enemies. Area/autotarget-type traps will still work.
  • Shocking and storm traps will recharge wands on ground.
  • If you don't want to risk fighting a wraith from skeletal remains, you can stand on their tile while you're searching them. If a wraith were to spawn, it'd instead die instantly and take down 50% of your current HP.
  • Frigid air cloud (from e.g. potions of frost) will extinguish fire and put out the spark on bomb's fuse, effectively making it safe to pick up. It will also instantly freeze over potions laying on the floor and turn meat into frozen carpaccio.
  • On the contrary, fire will make bombs explode instantly and remove plants apart from burning flammable tiles.
  • If you weren't caught by the effect just yet, harmful gases will not affect you if you escape from them diagonally rather than cardinally.
  • No gases take effect on the first turn gas VFX appears on Hero's tile. If you're standing in the cloud, this is the last call to get out of it.

Equipment with insufficient strength Edit

  • Weapons and missile weapons - attack speed and accuracy lowered, cannot surprise attack. Damage not affected.
  • Armor - walking speed and evasion lowered. Defense reduced by 2 points per each point of strength missing the requirements.

Removing debuffs Edit

  • In a pinch, a potion of cleansing can clear nearly any debuff, and will fully satiate hunger.
  • Dreamfoil plants remove more debuffs than a potion of healing:
    • Poisoned
    • Crippled
    • Weakness
    • Bleeding
    • Drowsy
    • Slowness
    • Vertigo
  • If you are on fire or inflicted with caustic ooze, you can remove it by splashing yourself with a potion. This basically involves throwing one at your feet. Also works with gas potions, but that's more of a last resort.

Floor and loot generation Edit

Related to how things are generated by the game in various instances.

  • No traps, door or rooms are ever hidden on floor one. This is true for the majority of forks, as it's been like this since vanilla.
  • Most regular floor form roughly a ring shape, with 2 ways to reach the stairs to the next floor. Other rooms are either a part of the ring or branch off from it.
    • Thus, start and end room always have at least 2 valid doors (not locked, not barricaded, not dead ends) that will lead to the opposite stairs room. If you only see 1 door, at least 1 another is hidden.
  • Big sewer pipe rooms (very long, 3 tiles wide "corridor-like" rooms with water going through the middle, unique to floors 2-4) are very likely/guaranteed to be connected to a secret room.
  • Rogue can find on average 3 secret rooms more than other classes; not only due to his increased searching radius, but also because simply more secret rooms spawn in the game when playing as this character.
  • One Alchemy Pot is guaranteed per each set of 5 floors, though you can find more in secret rooms (yes, even on the same floor).
  • You can manipulate which bag you'll get in the next shop - before you descend on a shop level for the first time, drop all items that would normally go into bags you don't want to buy just yet; in order to spawn the Velvet Pouch, have as many seeds and runestones as you can. The idea is that bag in shop will always try to save you up as much inventory space as possible. Remember that runestones, bombs and missile weapons count towards respective bags as well.
  • The most common potions and scrolls in shops will usually be healing and identify or remove curse.
  • 4 Golden Chests secret room can always be solved with no more than 2 potions.
  • Mimics on floor 1 can only spawn in the Treasury (locked room with a bunch of chests containing gold), otherwise you're good. Also, mimics won't replace chests in special rooms.
  • Mimics are likely to spawn on pedestals in regular rooms, so only touch them if you are ready to face them (though that's a good rule of thumb for all chests in general).
  • Traps and doors are never hidden on alternative (decorative), water and vegetation/ember tiles.
  • Quest NPC's - Sad Ghost, Old Wandmaker, Troll Blacksmith, Ambitious Imp - will not appear on 1st / shop and 5th / boss floors. Also, only Sad Ghost's quest depends on the floor it spawned on, and as such on floor 2 you will always be asked to defeat the fetid rat, on floor 3 - the gnoll trickster and on floor 4 - the great crab.

Item variables Edit

  • Items from room of traps (rows of traps with a pedestal behind them) Flooded Vault (piranha), Secret Maze Room (the big one with a single chest) and Crypt (locked room with a single grave) are more likely to be upgraded than ones lying on the floor, though with varying percentages. They also can be found at +3, unlike the ones found on floors, which go up to +2.
  • Skeletons and prison guards never drop upgraded gear. If you aren't going to use it, sell it right away as identifying it might reveal a curse which lowers the sell price.
  • With a few exceptions, (Hero remains, locked crypt room) for most items being enchanted means being free of curse, and converserly being cursed means not having an enchantment.

Consumable spawning Edit

  • If on the floor there's a special room that requires potions, such as barricade room, flooded vault, chasm vault/room of traps/4 Golden Chests room, then 1 potion of liquid flame, invisibility and levitation respectively is guaranteed to spawn. As such, it is not recommended to test potions before exploring the whole floor.
  • Each area has an enemy that drops potions of healing - Swarm of Flies, Vampire Bats, Warlocks and Scorpios. This allows for easy identification and prevents wasting them, especially helpful in early game. [TODO: update post 0.8.0]
  • Progression items (scrolls of upgrade [SoU] + potions of strength [PoS]) and keys to locked rooms are never spawned in secret rooms (behind hidden doors).
  • If you only found one potion/scroll on floor 1, it's likely to be PoS/SoU, though don't bet your life on it. Don't do gambling, kids.

Freebies, or forced items Edit

  • Dew vial is somewhere on floor one.
  • A single food ration or pasty appears on every regular floor.
  • Exactly 15 SoU and 10 PoS are present in each run, 3 scrolls and 2 potions per each chapter. You cannot obtain more than that without abusing unintended behavior.
  • Most chapters consist of 4 floors (and a boss floor), and the game generates 1 of said potions on floors 1 or 2, and the second one independently on floors 3 or 4. Scrolls work similarly, but there's an extra one (never more than 1 SoU per 1 floor will be found, though).
  • One runestone of enchantment and intuition are guaranteed in each run.
  • Shops are fairly predicable. Each one contains guaranteed: 1 potion of healing, 1 each of scroll of magic mapping, identify and remove curse, [armor + random weapon + random missile weapon] of the tier corresponding to the area you're in (tier 2 in Prison, 3 in Caves etc.), stack of 2 darts with a random tip, and finally, a bag if you're missing one. There's even more guaranteed items in shops, and a bunch of others that are very likely to appear - you'll soon notice the patterns if you haven't already. Of course many consumables listed here can repeat, this is just the minimum you'll find.
  • There's an easter egg NPC present in many forks in a hidden room on floor 5 - it's called the Rat King, who sleeps in his room with 8-16 chests (or about 200 gold on average).

What you might've missed in game Edit

  • One of the better known ones - Crystal Chests upon examining will always tell the type of item inside of them: wand, artifact or ring. In Shattered this was highlighted in yellow, but otherwise the choice has been the core of this idea since Vanilla.
  • Magical holster increases durability of thrown weapons and makes wands recharge faster. This is why this bag is more expensive than others.
  • Disintegration's wand damage and range increases when the beam goes through enemies or walls.
  • Missile weapons will triple their durability with each upgrade and become unbreakable as soon as they get 100 or more uses, which usually happens at +3 or so.
  • Scrolls and potions in Alchemy guide (runestones and exotic potions page, respectively) are roughly sorted by decreasing rarity of natural floor generation.
  • Both wells present in game have special mechanics for drinking or throwing things inside:
    • Well of Health, when drank from, will restore full HP, satiate hunger and strip curses from equipped items.
    • When an item is thrown in it:
      • Most items will become uncursed.
      • Dew vial will be filled.
      • Ankh will become blessed.
    • Well of Awareness, when drank from, will identify equipped items and reveal location of all items and containers - this effect acts like any buff and will even transfer between levels until it runs out.
      • The well will also identify any item thrown into it.
  • If you sometimes find locked rooms with no keys on the floor, then you probably found the distant well room. To access it, ascend 1 floor and search for a room with chasms and a tile showing a well in the distance. Upon jumping down anywhere in that room, you will find a pile of bones with a key and other items inside - usually it's worth it to jump, as this room can contain progression items.
    • To prevent most of the damage, use a dreamfoil plant to stop the bleeding.
    • To prevent all of the negative effects of falling, use a Featherfall spell.
  • Enchantment and glyph proc rate [how often they trigger] goes up with upgrades, so the extra magic is more effective on high-level gear.
See also: Shattered PD - Enchantments
  • While holding the Amulet of Yendor, enemy spawnrate is slightly increased, and all enemies know your location.
  • Tap and hold on the clock to sleep (spend time faster - you will also wake up automatically once you get damaged, enemy steps into field of view or you regenerate full health). Tap and hold inventory to open the item catalogue.
  • Cooked blandfruits, when thrown, will spawn blandfruit chunks which are 100% safe to eat. This was a change meant to encourage using harmful fruits against enemies without loosing the food value.
  • Some scrolls/potions [Experience, Transmutation, Magic Mapping] are more expensive in shops than others, but buying them while they're still unidentified allows to save money.
  • Herbal healing buff overpowers starvation damage and lets you gain health even when affected by it; especially useful for Pharmacophobia challenge.
  • Stone of blink is the only form of teleportation that works on boss floors.
  • You actually can survive stepping on a grim trap, but you need to have over 90% of health, as the magic will then leave you with just 1 HP.
  • Troll Blacksmith cannot remove augments, glyphs or enchantments from items, and will always upgrade the item with a higher level regardless of what order the items were given to him.
  • Back in vanilla, if you didn't complete the Imp's quest by the time you first entered floor 21, that part of the reward was gone and no shop would appear. In Shattered, this has been fixed.
  • Wraith spawning from graves (wraith quadruplets, either in locked Crypt rooms or in Graveyard) is tied to your position in space; wraiths will always attempt to spawn in 4 cardinal directions from you, so blocking these positions with live entities, walls, traps and other obstacles (excluding doors) prevents some of them from spawning.

Time and durations Edit

  • Reading the Tome of Mastery takes 10 turns.
  • Inscribing armor with armor stylus and eating food takes 3 turns.
  • Equipping or unequipping armor takes 2 turns if you have enough strength, and more otherwise.
  • Searching takes 2 turns but consumes 6 turn's worth of satiety (i.e. it's better to wait twice than search).
  • Equipping or unequipping a weapon takes 1 turn regardless of its weight.
  • Most other actions take 1 turn. Use this knowledge to your advantage when waiting for enemies to approach you.
  • Natural regeneration gives you 1 HP for each 10 turns.
    • Warrior seal gives an additional 1 point of shielding every 30 turns on top of your natural HP.
  • You can tap any status effect's icon in Hero stats screen or upon examining an entity to view their descriptions, severity (if applies) and time remaining to wear off (if applies).

Identifying items: Edit

  • A lot of items became much easier to identify with the additon of turn indicator below the hero stat screen. How do you use it? Well I'm glad you asked. When you make a move slighly faster or slower than usually, you'll take a bit less or more time than 1 turn to do it, respectively. Any change will be recorded by said indicator by adding or removing a part of the circle. Whenever the circle closes, the turn is summed up and so you'll either lose or be granted the turn (retroactively, of course). Knowing the fact, that armor over your current strength will make you walk slower, and swinging a too heavy weapon will take longer, you can easily tell how many upgrades are on it. Just in both cases be wary of glyphs, rings of might/haste/furor and buffs you might have, as they affect the results.
  • Also, benchmarks for lowering strength requirements of items are as following: +1/+3/+6/+10/+15/+21 (unreachable right now) etc. [Notice the pattern - 2,3,4,5,6...]

Rings Edit

Prematurely ID-ing isn't always a groundbreaking change to a run, but it does allow to save a scroll if you need to decide on a miscellaneous slot fast. Preferrably you would want to have any means of removing curses at hand, as cursed rings can tip the odds against your favor.

  • Might is a ring that gets pretty much identified the second you put it on; your strength in hero stats screen actually changes, and so do item strength predictions [such as "Probably this weapon is too heavy for you", req color].
  • Thanks to the turn indicator, rings of Haste and Furor are easy to identify.
  • If you've played the game for a while or know average RNG chances or otherwise expected values, you'll probably be able to identify Evasion, Sharpshooting, Energy and Accuracy sooner by simple observation.
  • The hardest rings to identify are probably Tenacity, Elements and Wealth; two are somewhat risky, third usually takes longer than auto ID.

Identifying potions Edit

  • In safe, empty environment, after exploring the entire floor. You don't want any enemy to interrupt, and you don't want to waste your ticket to the barricade room. A perfect location would be next to, but neither in nor surrounded by water. This lowers the risk of 3rd degree burns, and that fire will be extinguished quickly, while not letting frigid air from the potion of frost instantly freeze you over and cause havoc by freezing random potions in your inventory. I'm not joking, if paralytic and toxic gas potions freeze over, in most cases you will die instantly. Next off, stay close to doors; in case of toxic gas you want to escape as fast as you can. If you stumble upon a potion of purity, you can safely test the rest of the potions.

Identifying scrolls Edit

  • For scrolls, you generally don't need to be as cautious; in fact, it's more beneficial to read them with enemies in sight. Practically this lowers the amount of harm done to you (which would need to be done some point anyway) to minimum.
    • Scroll of rage will cast amok upon entities, causing them to fight themselves for a while.
    • Scroll of retribution's discharge will simply damage enemies. Just be wary of self debuffs and don't use it with ranged enemies in sight.
    • In any case, be prepared to be teleported to a random tile and the possibility of facing several enemies at once.
  • Lastly - don't ever test potions, scrolls or wands in the shop. The shopkeepers will escape as soon as any damage or debuff is applied to him, even something as harmless as "Rooted" from wand of regrowth.

Artifacts Edit

  • Each artifact is unique and can be found at most once per run. If you kept transmuting them, eventually you'd be stuck with the last one. Artifact generated inside a crystal chest still counts as a discovered one.
  • Chalice of Blood's damage is physical, and thus can be reduced with armor, all sources of shielding, earthroot plants etc.
  • Timekeeper's Hourglass stasis effect lets you wait out any status effects without being affected by them - applications include synergising with viscosity glyph, skipping bleed or poison damage and removing other debuffs.
  • Hourglass time freeze effect lets you safely walk over traps - they will take effect as soon as the flow of time is resumed. This allows you greater control and lets you use them even more easily against enemies.
  • Ethereal Chains can extend through walls, which together with enemy/hero pulling ability make them really versatile.
  • Remember to gear up your ghost summoned through the Dried Rose, or else it won't be of much use. Also, cursed Rose acts like corpse dust and can be used for custom Necromancer build.

Wands Edit

  • Recharge rate gets faster if more charges are missing.
  • Instead of corrupting an unique enemy, such as a boss or miniboss, the game will apply doomed debuff to them, which doubles all damage towards them permanently.
  • Blast Wave and Corrosion have an interesting property to their bolts - besides for the fact that they will stop exactly at designated tile, they will also trigger surrounding traps. Other wands, like Magic Missile also can trigger traps, but only when their bolts collide with walls above them.
  • Regrowth at +12 has nearly infinite charges and allows endless farming. Otherwise eventually it'd stop spawning plants and replace tall grass with furrowed grass.
  • Fireblast will cripple enemies whenever it uses 2 charges or paralyze at the cost of 3, though that requires higher wand levels.
  • When using the Wand of Corruption, the chance to bend enemies to your will is based on wand level, enemy current HP and its debuffs. The closer the enemy is to dying, the easier it gets. One thing worth noting is that all debuffs contribute towards lowering the corrupting threshold, even the ones not originating from said wand; as a result, stacking these effects increases chance to succeed.
Minor debuffs
  • Chilled
  • Caustic ooze
  • Rooted
  • Vertigo
  • Drowsy
  • Bleeding
  • Burning
  • Poison
Major debuffs
  • Charmed
  • Magical sleep
  • Soul mark
  • Corrosion
  • Frost

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