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Overview[]

This mod was first released in January 2019 by TypedScroll/AnonymousPD and it is a mod of Shattered Pixel Dungeon. It used to be available in Play Store, but it is not anymore, so currently you have two options to download it, but each of them leads to a somewhat different version:

A) The latest version of this mod is only available in the "apks" channel of the Overgrown PD discord server and is numbered 0.0.3. The version of Shattered PD it was based on is not stated explicitly, but at the first glance it seems to be based on version 0.7.4, judging from the date of its release combined with the facts that: i) all the enemies added to Shattered PD recently are missing from Overgrown PD, changes that started happening from version 0.7.5 and on, but ii) the wands of Living Earth and Warding that were added in version 0.7.4 of Shattered PD do exist in this version. Nevertheless, to be more accurate about it, it is actually 0.7.3 1/2 of Shattered PD as the two wands of 0.7.4 have been added but not other of that version's features.

B) In contrast, the version of this mod that you will see being available in various hosting sites but not in Play Store when you google for it (for example in ApkPure) is numbered 0.0.2a and it is most probably based on version 0.7.1 of Shattered PD, but again not stated explicitly (the reason for this version estimation is the exιstence of the huntress rework of 0.7.1 but not of the alchemy readjustements with the new and removed recipes of 0.7.2). This wiki page describes both 0.0.2a and 0.0.3 versions and in the infobox it offers download links for both. For additions and changes in Shattered PD until version 0.7.4 you can visit this link.

Its name is related to the addition of living plants and of many new plant types and vegetation-related effects. There are many changes implemented and new features added to Shattered PD, some of them having also occured in previous mods of its developer, mostly in Lovecraft PD but also in Statistics PD. These changes and original features are listed below and most of them are related with vegetation and alchemy, but the features that remain from Shattered PD are not mentioned in detail, so if something seems to you missing or not familiar in Overgrown PD, you should better visit also Shattered PD's pages. In the 0.3.0 sections the changes/new features included are up to version 0.3.0 sneek peek 30 of January 2020 in Discord, which was the very last one released, while the 0.2.0a sections describe the changes/features of the mod version publicly available in various hosting sites.

It should be also noted that the sections for both versions 0.0.2a and 0.0.3 are recent additions to the wiki, and Overgrown PD contains many fine details, especially in its alchemy, so if you encounter any game feature that is not described in the wiki or it has been described inaccurately, feel welcome to write about this detail in the comments at the bottom of this page.

Alchemy v.0.0.2a[]

The mechanic of alchemy is generally the same with current Shattered PD's in both versions, but because of the many plants and seeds added in Overgrown PD the possible products of alchemy are also many more. As this feature was changed in v.0.7.2 of Shattered PD, potions in Overgrown PD v. 0.0.2a still need to first get identified in order to become available for new alchemy combinations like brewing exotic potions.

Another general difference of both versions, secondary but important, is that alchemy pots work as having unlimited alchemical energy for all the potions associated with the new plants, all the exotic potions and all the potions brewed with more than one type of familiar seeds, for the crafting of runestones and exotic scrolls, and for the tipping of darts, but require energy for the familiar potions brewed with 3 same seeds, brews, catalysts, elixirs, bombs, cooking, and spells. This is most probably a bug which is positive for the players. Have also in mind that if an Alchemist's Toolkit is charged in them in v.0.0.2a, the pots' whole energy is consumed and they can't be used again for brewing the "free recipes" anymore, so charging the toolkit this way becomes much more costly in Overgrown PD in comparison to Shattered PD (the Alchemist's Toolkit in version 0.0.3 is not bugged anymore though).

Plants & Seeds[]

24 new Plants with their corresponding Seeds have been added to those of Shattered PD in version 0.0.2a. In comparison to the 49 new plants of version 0.0.3 their amount is far less and this is probably the most important difference betweeen the two versions, which also affects the much smaller amount of version 0.0.2a's potions and tipped darts. Here is an image catalogue of all the available seeds of version 0.0.2a, which has been taken from the in-game achemy guide and then modified, which is the reason that the position of some seeds is not the expected alphabetical. Familiar seeds from Shattered PD are displayed at first and then the new seeds follow.

Overgrown PD 0.0
1st 2nd 3rd
Rotberry Blindweed Dreamfoil
Earthroot Fadeleaf Firebloom
Icecap Sorrowmoss Stormvine
Sungrass Swiftthistle Starflower
Aprico Bush Blackhole Flower Butter Lion
Chandelier tail Chilli Snapper Crimson Pepper
Firefox Glove Frost Corn Muscle Moss
Nightshade Onion Parasite Shrub Snow Hedge
Steam Weed Sun Bloom Tomato Bush
Water Weed Willow Cane Wither Fennel
Grass Lilly Kiwi Vetch Peanut Petal
Rose Sun Carnivore Venus Flytrap
Dewcatcher Seed Pod Blandfruit

Note that seeds in v.0.0.2a have the familiar elliptical sprites of Original PD, and not the herb-like sprites of the more recent v.0.0.3. The very recent addition of Golden Lotus in Shattered PD is obviously missing from both versions.

The Blandfruit, Dewcatcher and Seed Pod seeds are located at the end of the image catalogue because the plants exist in current Shattered PD but their seeds don't, so they belong to an intermediate group. Be careful not to confuse seeds with almost identical color hues, especially Blandfruit - Fadelead, Parasite Shrub - Venus Fytrap, Starflower - Blackhole Flower, and Swiftthistle - Sun Bloom. Fortunately every plant has a totally different sprite and can't be confused easily.

Plants - Seeds - Blandfruits[]

A) All plants found in the dungeon might become living when trampled and then they will attack the hero, applying in some cases but not in all with their attacks the effect that they have when trampled as a debuff on hit, and after getting defeated they often drop their seed (rarely they do that even twice, first after stepped on, and second after getting defeated). Those planted by the hero can also come to life (a basic difference of v.0.0.2 from v.0.0.3). The hero is always the first target for them, and they attack other enemies only when they get trampled and the hero is not around/noticed. Fighting living plants has all the features of fighting other enemies of the game, so they can get debuffed by enchanted weapons, lose sight of the hero when he/she is invisible or in stealth mode etc. They are also rather evasive and quick in attack and movement, while their evasion scales up with dungeon depth, but not their HP which is always low. They deal very low damage with their plain melee attacks, never have a ranged attack, and in the few cases that they deal considerable damage, they do that only with their plant-specific debuff. Plants that poison, when they have something thrown on them, alternatively spawn a hostile grass lasher instead of getting awakened. Lastly, there is a rather small chance that the awakened plant won't notice the hero or any other character: in this case, it will start running around aimlessly and after a few turns it will fall asleep again. All that having been said, equally often plants don't wake up, and stepping on the Sorrowmoss plant just poisons, stepping on the Sungrass plant just heals etc. in the familiar manner of Original PD. Note that stepped on non-awakened plants always apply their effect but also have a chance to drop their seed.

B) Enemies trampling a harmful plant get also its debuff. With beneficial or neutral (neither directly harmful nor directly beneficial) plants they don't get any effect, but by trampling it enemies create a water tile instead. Related with this is the distinction that the game makes between dumb and clever enemies: apart from their other differences, dumb enemies step on harmful plants, but clever enemies only on beneficial or neutral.

C) Melee weapons can get poisoned with seeds, and in this case for 5 hits they apply the same effect with the equivalent tipped darts, but when an effect is beneficial the weapon does not apply it to enemies, and because allies can't be hit with melee weapons, the seed gets wasted this way. Be careful because poisoning a weapon with some seeds can be uncomfortable or even harmful to the hero, with the most notable example being the Water Weed seed which will often generate water tiles with piranhas next to the enemy and so also next to the hero.

D) The effects for the Warden are the same with Shattered PD for the familiar plants, and for the vast majority of the new plants there are no different effects than the regular effect for the rest of the hero subclasses (the only exception is the Frost Corn plant which grants the Imbued with Frost buff to wardens).

E) Some of the new plants when they are used for brewing potions produce a potion with a similar effect to them when they are trampled, but some other plants produce a potion with a totally or mostly irrelevant effect, for example the Venus Flytrap when trampled applies caustic ooze and causes vertigo but its associated potion of Secretion heals and causes vertigo, so for the new plants and potions generally you will have to learn their associations and effects and not assume that the potion's effect will be the same with that of the plant when trampled. Unfortunately the new seed - potion assiociations have not been included in the in-game alchemical guide, but the new potions along with the game decriptions of their effects have, and you will find them in the Exotic Potions in-game catalogue, the regular potions on the left, and the exotic potions on the right. Like in Shattered PD the cooked blandfruits of the new plants have the same effects with their associated potion when consumed and when thrown.

F) Familar plants and seeds from Shattered PD spawn much more often than the new seeds, with the only exceptions of the Blandfruit, Rotberry and Starflower seeds, which retain their uniqueness / rarity from current or older Shattered PD. That means that unless the hero farms plants and seeds with an upgraded wand of Regrowth and the Greaves of Nature artifact equipped, he/she might not get some of the game's new seeds even once in a complete run, and will encounter some of the new plants very rarely, just once or twice in a complete run.

The old and new plants are:

  • Familiar from Shattered PD (only the differences from Shattered PD are mentioned):
    • Blandfruit bush (living plant's attacks apply no effect, it drops rarely its seed but this is useless in alchemy, as it has no associated potion or cooked blandfruit and does not tip darts, so its only actual use is to get planted for a blandfruit)
    • Blindweed (living plant's attacks' proc blinds)
    • Dewcatcher (brews Blood Vials a - healing potions renamed, cooks Sunfruits, tips Dew darts, living plant's attacks apply no effect)
    • Dreamfoil (living plant's attacks apply no effect)
    • Earthroot (living plant's attacks' proc roots)
    • Fadeleaf (living plant's attacks' proc teleports)
    • Firebloom (living plant's attacks' proc ignites)
    • Icecap (living plant's attacks' proc freezes)
    • Rotberry (is already a living plant, same with Shattered PD)
    • Seed Pod (living plant's attacks apply no effect, brews potions of Plants, cooks Faunafruits, tips Seed Chaos darts, also Grass Lilly seeds produce this dart type)
    • Sorrowmoss (living plant's attacks' proc poisons)
    • Starflower (living plant's attacks apply no effect)
    • Stormvine (living plant's attacks' proc causes vertigo)
    • Sungrass (living plant's attacks apply no effect)
    • Swiftthistle (its Time Bubble buff is that of Shattered PD v.0.7.1, as moving also cancels it, in addition to attacking or using magic, so it practically only allows the consumption of items without a cost in turns).
  • Aprico Bush: Heals a moderate amount of HP and satisfies a little hunger. Living plant's attacks' proc heals. Brews potions of Health and cooks Healthfruits, tips Health darts.
  • Blackhole Flower: Teleports to the entrance of the previous depth and occasionally deals some damage by doing that (it has the same limitations with the scroll of Teleportation). Living plant's attacks' proc teleports in the same way. Brews potions of Teleportation and cooks Teleportfruits, tips Teleporting darts.  
  • Butter Lion: deals Avalanche damage to the hero and all neighboring characters which seems to be increasing with the hero's level and not with depth. Living plant's attacks' proc causes avalanch damage. Brews potions of Eruption and cooks Earthquakeruits, tips Earthquake darts.  
  • Chandellier Tail: causes the Glowing debuff, making the character visible from everywhere on the depth (for the hero this effect is similar to reading a scroll of Rage, as many enemies get attracted to him/her but without them being amoked). Note that although it seems reasonable, the Glowing debuff is not combined with the Illuminated buff, and so it has no positive side effect at all. Living plant's attacks' proc causes the same debuff. Brews potions of Glowing and cooks Glowingfruits, tips Tracking darts. 
  • Chilli Snapper: Ignites, with a big Fire blob that lasts for 1 turn. Living plant's attacks proc ignites but with no blob. Brews potions of Light and cooks Lightfruits, tips Heat darts (the name choices can lead to some confusion with the plant below, but the names are displayed accurately).
  • Crimson Pepper: causes the Dehydrated debuff which slows. Living plant's attacks' proc dehydrates. Brews potions of Heat and cooks Heatfruits, tips Spicy darts (the name choices can lead to some confusion with the plant above, but the names are displayed accurately).
  • Firefox Glove: ignites and might cause a Fire explosion with a 3X3 fire blob. Living plant's attacks' proc ignites with no explosion or blob. Brews potions of Fire Storm and cooks Firestormfruits, tips Firefox darts.
  • Frost Corn: Freezes. Living plant's attacks' proc freezes. Brews potions of Ice and cooks Icefruits, tips Freezing darts. Imbued with Frost buff for Warden.
  • Grass Lilly: Mimics other plants' effects. Living plant's attacks mimic other plants attacks. Brews potions of Plants and cooks Faunafruits, tips Seed Chaos darts (Seed Pod seeds also produce the same dart).
  • Kiwivetch: grows high Grass around it and Roots. Living plant's attacks' proc roots. Brews potions of Regrowth and cooks Regrowthfruits, tips Rooting darts.
  • Muscle Moss: Knocks Back and will also Stun if the character knocks on a wall. Living plant's attacks' proc knocks back. Brews potions of Muscle and cooks Musclefruits, tips Pushing darts.
  • Nightshade Onion: creates Smoke Screen (darkness) gas blob that limits vision. Living plant's attacks' proc blinds. Brews potions of Darkness and cooks Darkruits, tips Smoking darts.
  • Parasite Shrub: causes the Infested debuff, which applies the Caustic Ooze debuff after 4 turns pass. Living plant's attacks' proc applies the same debuff. Brews potions of Spores and cooks Sporesfruits, tips Parasitic darts.
  • Peanut Petal: drops a Peanut food item that satifies half hunger. Living plant's attacks' proc applies the Mark of the Nut buff/debuff that increases accuracy but decreases speed (the sleeping plant when it drops something it is always a peanut, while the defeated living plant occasionally drops a seed and never a peanut). Brews potions of Food and cooks Foodfruits, tips Peanut Mark darts.
  • Rose: heals the hero fully. The living plant's attacks' proc heals. Brews potions of Spirit and cooks Spiritfruits, tips Wraith darts.
  • Snow Hedge: causes various Disease debuffs randomly (AIDS - DoT, Black Death - slowness & lower accuracy and evasion, Cholera/ Polio - paralysis randomly, Cordyceps/ Rabies - vertigo randomly, Ebola/ Influenza/ Herpes/ Leprosy/ Ligma/ Malaria/ Small Pox - slowness, Narcolepsy - puts to sleep randomly, Slow Fever/ Spanish Flu - lower accuracy and evasion) all for 1,000 turns, so don't step on it, but searching in bookshelves might display a cure in the combination of two seeds when the hero searches while being ill, and also all diseases get cured by drinking any potion that causes Healing or stepping into a well of Health. Specifically in Survival PD it seems to cause more often the Ebola disease. Note that stepping on the plant again while a disease debuff is active applies a second disease, and does't just renew the active disease debuff. Living plant's attacks' proc causes the same disease debuffs randomly. Brews potions of Disease and cooks Illfruits, tips Disease darts.
  • Steam Weed: creates a Storm Cloud blob that turns a 9X9 area into water tiles. Living plant's attacks' proc causes the same debuff. Brews potions of Steam and cooks Steamfruits, tips Steam darts.
  • Sunbloom: causes Weakness and Blindness. Living plant's attacks have the same effect. Brews potions of Sunlight and cooks Sunlightfruits, tips Sun darts (note that this and the plant just below share the same alchemical products with the only exception of tipped darts).  
  • Sun Carnivore: causes Herbal Armor and Herbal Healing, while it Corrupts and Heals enemies that step on it. Living plant's attacks' proc heals. Brews potions of Sunlight and cooks Sunlightfruits, tips Corruption darts (note that this and the plant just above share the same alchemical products with the only exception of tipped darts).
  • Tomato Bush: rather strong tomato explosion but with small 3X3 radius. Living plant's attacks' proc deals explosive damage. Brews potions of Explosion and cooks Explosionfruits, tips Tomato darts.
  • Venus Flytrap: applies Caustic Ooze and causes Vertigo. Living plant's attacks' proc has the same effect. Brews potions of Secretion and cooks Secretionfruits, tips Confusing darts.
  • Water Weed: creates Water tiles in a 3X3 area around its tile, sometimes with giant piranhas spawned inside. Living plant's attacks have no extra effect. Brews potions of Rain and cooks Rainfruits, tips Water darts. Don't poison your melee weapon with this seed, because you weapon will be spawning very often piranhas around the enemy and so also around the hero.
  • Willow Cane: causes Slowness. Living plant's attacks' proc slows. Brews potions of Time and cooks Timefruits, tips Slowness darts.
  • Wither Fennel: causes the Wither debuff, which decreases damage against enemies. Living plant's attacks' proc causes the same debuff. Brews potions of Power and cooks Powerfruits. tips Wither darts.

Keep in mind that all plants have a working effect when stepped on, but Swiftthistle's Time Bubble buff is different than that of current Shattered PD and same with that of v.0.7.1, as moving also cancels it, in addition to attacking or using magic, so it practically only allows the consumption of items without a cost in turns.

An important visual difference between the two versions 0.0.2a and 0.0.3 is that seeds in 0.0.2a still retain their familiar seed sprite, they just appear in much more colors because they are much more in amount, and they don't have the herb-like sprites of version 0.0.3.

Potions, Brews & Elixirs[]

Regular potions[]

All the regular potions from Shatttered PD along with their recipes remain:

  • Experience, Frost, Haste, Healing, Invisibility, Levitation, Liquid Flame, Mind Vision, Paralytic Gas, Purity, Strength, Toxic Gas.

The new potions of Overgrown PD v.0.0.2 are 23. These are:

  • Darkness: creates a Smoke Screen gas blob with a rather big radius, that limits vision to all characters inside it. It gets brewed by Nightshade Onion seeds. Blandfruit equivalent Darkfruit.
  • Disease: creates a Disease Gas blob with long duration that causes randomly various types of disease for 1,000 turns to all characters inside it (for the various types of diseases see Snow Hedge plant above). It gets brewed by Snow Hedge seeds. Blandfruit equivalent Illfruit.
  • Eruption: strong Avalanche effect that also harms much the hero when drunk, so it should always get thrown (flying enemies are not affected when thrown). It gets brewed by Butter Lion seeds. Blandfruit equivalent Earthquakefruit.
  • Explosion: strong tomato Explosion that can also harm the hero if close (in any case it should never get drunk), which is very similar to a plain bomb but stronger. It gets brewed with Tomato Bush seeds. Blandfruit equivalent Explosionfruit.
  • Fire Storm: when drunk the hero emits once a fire cone with a 4 tiles range to the direction of visible enemies, when thrown it creates a 4X4 Fire Inferno blob with some duration that ignites all characters inside it. Be careful that when there are no visible enemies and the hero drinks it the burning debuff is applied to the hero, instead for example of granting an Imbued with Fire buff, or any other alternative beneficial effect. It gets brewed by Firefox Glove seeds. Blandfruit equivalent Firestormfruit.
  • Food: when drunk satisfies hunger fully and gives also a very short regeneration effect, but expectedly has no effect when thrown. It gets brewed by Peanut Petal seeds. Blandfruit equivalent Foodfruit.
  • Glowing: when drunk it causes the Glowing debuff for 7 turns, which makes the hero visible from everywhere on the depth (when the hero drinks it it is basically a potion version of the scroll of Rage, because it attracts enemies from around the depth, but without getting them Amoked). It has no effect when thrown at enemies. Note that although it seems reasonable, the Glowing debuff is not combined with the Illuminated buff, and so it has no positive side effect for the hero at all. It gets brewed by Chandelier Tail seeds. Blandfruit equivalent Glowingfruit.
  • Health: very similar to the potion of Healing, it also heals fully and cures debuffs, but it has the extra advantage that it satisfies half hunger. It gets brewed with Aprico Bush seeds. Blandfruit equivalent Healthfruit. Expectedly it has no effect when thrown.
  • Heat: when drunk causes an Imbued with Fire-like buff for 25 turns which either Ignites or causes to immune targets Dehydration (slowness), but applies only the Dehydrated debuff when thrown at an enemy (it also creates a permanent dehydration tile that continues to apply the effect to characters that step on it). It gets brewed by Crimson Pepper seeds. Blandfruit equivalent Heatfruit.
  • Ice: creates an Ice Gas blob with a 5X5 radius that Chills and potentially Freezes, and the effect remains permanently in a 3X3 area. It gets brewed by Frost Corn seeds. Blandfruit equivalent Frostfruit.
  • Light: when drunk grants the Illuminated buff for 300 turns, but when thrown does not light an area and has no effect in general. It gets brewed by Chilli Snapper seeds. Blandfruit equivalent Lightfruit.
  • Muscle: when drunk knocks back the hero to a random direction, but it has no effect to enemies when thrown (it also might not work at all when the hero is next to a chasm and the random knocking would be into the chasm). It gets brewed by Muscle Moss seeds. Blandfruit equivalent Musclefruit.
  • Plants: causes a Regrowth effect with a high chance of plants to spawn as well in a 3X3 area, either around the hero when drunk or at the tile it was thrown. It gets brewed by both Grass Lilly and Seed Pod seeds. Blandfruit equivalent Faunafruit.
  • Power: when drunk gives regeneration with medium duration and also the temporary Strength Boost buff (+1 Strength) for 100 turns, but which is followed by the Exhaustion debuff (-1 Strength) for 50 turns when the buff ends (expectedly it has no effect when thrown). It gets brewed by Wither Fennel seeds. Blandfruit equivalent Powerfruit.
  • Rain: creates a Rain Cloud blob with a 10X10 radius that creates water tiles around the hero or target tile in all of its area of effect. It gets brewed by Water Weed seeds. Blandfruit equivalent Rainfruit.
  • Regrowth: causes a regrowth effect in a 3X3 area around the hero or target tile but without plants spawning as well. It gets brewed by Kiwi Vetch seeds. Blandfruit equivalent Regrowthfruit.
  • Secretion: when drunk causes Regeneration with medium duration but also Vertigo for 10 turns (expectedly it has no effect when thrown). It gets brewed by Venus Flytrap seeds. Blandfruit equivalent Secretionfruit.
  • Spirit: spawns a pinkish Friendly Wraith ally either next ot the hero or at the tile it is thrown, which wraith is very evasive but despawns after a while and also doesn't follow the hero to other depths. It gets brewed by Rose seeds. Blandfruit equivalent Spiritfruit.
  • Spores: creates a Spores blob with a big radius and rather long duration that causes the Infested debuff, which after the passing of some turns applies the Caustic Ooze debuff. It gets brewed by Parasite Shrub seeds. Blandfruit equivalent Sporesfruit.
  • Steam: creates a Steam Gas blob with a 10X10 radius that causes long lasting Levitation and Vertigo to all characters inside but does not create water tiles. It gets brewed by Steam Weed seeds. Blandfruit equivalent Steamfruit.
  • Sunlight: when thrown creates a Sunlight blob with short duration that gives a long Regeneration buff to all characters inside it, when drunk it applies this effect only to the hero and gives the Illuminated buff for 300 turns. It gets brewed by both Sunbloom & Sun Carnivore seeds. Blandfruit equivalent Sunlightfruit.
  • Teleportation: when drunk it teleports like a scroll of Teleportation, but does not teleport the target when thrown. It gets brewed with Blackhole Flower seeds. Blandfruit equivalent Teleportfruit.
  • Time: when drunk causes the Time Bubble buff like stepping on a Swiftthistle plant (this buff is different than that of current Shattered PD, as moving also cancels it, in addition to attacking or using magic, so it practically only allows the consumption of items without a cost in turns). It has no effect when thrown. Blandfruit equivalent Timefruit.

Exotic potions[]

Also the exotic potions of Shattered PD v.0.7.1 have all been kept:

  • Adrenaline Surge, Cleansing, Corrosive Gas, Dragon's Breath, Earthen Armor, Holy Furor, Magical Sight, Shielding, Shrouding Fog, Snap Freeze, Stamina, Storm Clouds.

The new exotic variants of Overgrown PD are equal in number with the new regular potions, so 23 exotic potions have been added as well (the potion of Mutation has no effect assigned to it, so the potions actually planned to be working are 22, neverteless in addition to that 5 of the new exotic potions are more or less bugged, which leaves us with just 17 properly functioning exotic potions). All exotic potions are brewed with a regular potion + two random seeds like in Shattered PD.

Many of the new potions when they are used for brewing their exotic equivalent produce a potion with a similar effect to the regular potion's, but a few other potions produce an exotic potion with a totallly or mostly irrelevant effect, for example the potion of Regrowth causes a mild regrowth effect but its associated exotic potion of Nature spawns a lasher ally, so for a few of them you will have to consult the in-game catalogue that includes all exotic potions, familiar and new, and not assume the exotic potion's effect from the regular potion.

  • Biomass: causes a Regrowth effect with a 100% chance of plants to spawn in a 3X3 area, either around the hero or at the tile it was thrown. It gets brewed with a potion of Plants.
  • Blizzard: it also creates an Ice Gas blob with a 5X5 radius that Chills and potentially Freezes like the regular potion, but when thrown at an enemy it also causes Weakness for 3,500 turns and Slowness for 800 turns. It doesn't leave a permanent area of effect like the regular potion. It gets brewed with a potion of Ice.
  • Cataclysm: creates a very strong Fire chain explosion with a 7X7 radius that its fire lasts for many turns. It gets brewed with a potion of Explosion.
  • Earthquake: it is supposed to cause an even stronger Avalanche effect with more damage than the regular potion's, but don't brew it because it always crashes the game when both drunk and thrown. It gets brewed with a potion of Eruption.
  • Eternal Darkness: when drunk all visible enemies are Blinded for a short while, when thrown it has no effect. It gets brewed with a potion of Darkness.
  • Fasting: it gives a long lasting Fasting buff that restores constantly health and Intelligenge, but only if the hero remains starving (this is the healing buff with the longest duration in the game, as long as the hero avoids eating, but if he/she eats the buff immediately fades away). Expectedly it has no effect when thrown. It gets brewed with a potion of Food.
  • Hell Storm: strong explosion at the tile where it is thrown along with a Fire Inferno blob with a huge radius and long duration (drinking it causes the same effect and the hero doesn't emit a bigger fire cone like with the associated regular potion, so avoid drinking it). It gets brewed with a potion of Fire Storm.
  • Hot Steam: creates a Steam Gas blob with a 10X10 radius that causes long lasting Dehydration, Levitation and Vertigo to all characters inside it but does not create water tiles. It gets brewed with a potion of Steam.
  • Infernal Heat: It gets brewed with a potion of Heat but has exactly the same effects for the same duration with the regular potion, so there in not much point in brewing it.
  • Inner Glow: causes Mind Vision for 40 turns but also the Glowing debuff for 7 turns (don't get confused by the potion's symbol which is identical to that of the scroll of Magic Mapping, this potion doesn't map depths). It has no effect when thrown. Note that although it seems reasonable, the Glowing debuff is not combined with the Illuminated buff. It gets brewed with a potion of Glowing.
  • Mutation: it is supposed to cause mutations but the game description warns with capitals that this feature is not available and that it is better to not brew/drink this potion. Despite this emphasized warning the potion does not crash the game or cause any other serious problem and just has no effect, but there is still no point in brewing it. It gets brewed with a potion of Spores.
  • Nature: when thrown it spawns a friendly to the hero Lasher, but when drunk a seed just gets dropped (the lasher is also rather weak, so better not brew it in general). It gets brewed with a potion of Regrowth.
  • Numbness: gives a very strong Shielding buff that protects from all direct damage (but not from debuffs, they just last less) with 30 charges but also Vertigo for 10 turns. It gets brewed with a potion of Secretion.
  • Rain Storm: Heavy Storm Cloud blob with a 10X10 radius that slows every character inside it. It gets brewed with a potion of Rain.
  • Retribution: light flash explosion with effects identical to the scroll of Retribution (weakness and bllindness to hero, some damage to enemies). It gets brewed with a potion of Light.
  • Space: when drunk causes the Imbued with Space Powers buff for 50 turns that teleports away enemies with melee hits and also makes the hero immune to teleporting, when thrown it creates a Teleporting Gas blob that teleports all characters inside it. It gets brewed with a potion of Teleportation.
  • Super Bug: creates a Disease Gas blob with long duration that causes randomly various types of disease for 1,000 turns to all characters inside it and also Paralyzes (the hero gets the same Disease debuff when inside the blob but does not get paralyzed). It gets brewed with a potion of Disease.
  • Super Health: heals fully and satisfies hunger fully while it also does not decrease sanity. Expectedly it has no effect when thrown. It gets brewed with a Blood Vial b (potion of Health).
  • Super Power: gives regeneration with medium duration and also the Strength Boost buff (+1 Strength) for 25 turns, but which is followed by the Exhaustion debuff (-1 Strength) for 50 turns when the debuff ends. Expectedly it has no effect when thrown. This potion is practically bugged, because its buff lasts for 1/4 of the duration of the regular potion, but its debuff lasts as long as the regular potion's, so there is no point in brewing it. It gets brewed with a potion of Power.
  • Super Strength: gives the Super Strength buff for 100 turns that knocks back enemies to a long distance with each hit by the hero, similarly to a highly upgraded wand of Blast Wave. It has no effect when thrown. It gets brewed with a potion of Muscle.
  • Time Stop: causes the Time Stop buff which is a stronger variant of the Time Bubble buff (this buff is different than that of current Shattered PD, as moving also cancels it, in addition to attacking or using magic, so it practically only allows the consumption of items without a cost in turns). It has no effect when thrown. It gets brewed with a potion of Time.
  • Torment: it is supposed to insta-kill all enemies in sight with the exception of wraiths, but don't brew it because it crashes the game when drunk and has no effect when thrown. It gets brewed with a potion of Spirit.
  • Ultra Violet Light: when thrown it creates an Unfiltered Sunlight blob with short duration that Blinds any character inside it, when drunk it gives the Illuminated buff for 300 turns like the regular potion but its regeneration effect has double duration. It gets brewed with a potion of Sunlight. Blandfruit equivalent Ultrafruit.

Brews[]

The current brews of Shattered PD remain but there are a few more available:

  • Familiar from Shattered PD: Blizzard, Caustic, Infernal, Shocking
  • Frigid: it combines the effects of Ice Gas and of Storm Cloud blobs, creating at the same time a 9X9 area of water tiles and chilling/potentially freezing enemies in its area of effect. It is brewed with a potion of Frost + Storm Clouds, energy 2.
  • Frost Fire: its name is a bit inaccurate because there is no freezing involved in its effects, but only in its recipe, it creates a Fire blob with 3X3 radius that also roots characters inside it for 10 turns. It is brewed with a potion of Snap Freeze + Liquid Flame, energy 8.
  • Wicked: it creates both Paralytic & Toxic Gas blobs in a 9X9 area and is brewed with their regular potions, energy 1.

Note that these three extra brews have existed also in Shattered PD until v.0.7.1 but were subsequently removed, so their recipes are useful to be getting displayed here because they are a part of the game, but are not original additions of Overgrown PD.

Elixirs[]

Most of the current elixirs of Shattered PD remain but there are two more available:

  • Familiar from Shattered PD: Aquatic Rejuvanation, Dragon's Blood, Honeyed Healing, Icy Touch, Might, Toxic Essence
  • Restoration: it combines the effects of healing and cleansing, it cures most debuffs, gives regeneration with medium duration and satisfies hunger fully. Expectedly it has no effect when thrown. It gets brewed with a Blood Vial (a) + a potion of Cleansing, energy 1.
  • Vitality: it combines the effects of healing and shielding, it gives regeneration with medium duration and the Barrier buff which is shielding against all physical damage (but not some debuffs, they just last less) with 20 charges. Expectedly it has no effect when thrown. It gets brewed with a Blood Vial (a) + a potion of Shielding, energy 2.

Like the extra brews previously, the elixirs of Restoration and Vitality have also existed in Shattered PD until v.0.7.1 but were subsequently removed, so their recipes again are useful to be getting displayed here but are not original additions of Overgrown PD.

Because of the base on version 0.7.1 of Shattered PD, potions still need to get first identified to become suitable for new combinations and brew exotic potions, brews and elixirs.

Tipped darts[]

Shattered PD's tipped darts remain and some new types have been added (25), following the plants and potion additions. Like with the potions before, the effect of a plant when trampled is not always the effect of the tipped dart (for example the dart tipped with Sun Carnivore corrupts and does not heal), so for a few of them you will have to consult the in-game catalogue that includes all tipped darts, familiar and new, and not assume the dart's effect from the plant. Unless a tipped dart is upgraded and so its durability is strengthended, the effect of all tipped darts lasts only for 1 use. Also have in mind that v.0.0.2a follows the older version of Shattered PD's alchemy and darts still need an alchemy pot to get tipped, but tipping them doesn't consume alchemical energy at all.

  • Shattered PD: Adrenaline, Blinding, Chilling, Displacing, Healing, Holy, Incendiary, Paralytic, Poison, Rot, Shocking, Sleep
  • Confusing dart: causes Vertigo to the target. Gets tipped with Venus Flytrap seeds.
  • Corruption dart: Corrupts the target. Gets tipped with Sun Carnivore seeds.
  • Dew dart: target drops Dew. Gets tipped with Dewcatcher seeds.
  • Disease dart: causes the Disease debuff for 1,000 turns. Gets tipped with Snow Hedge seeds.
  • Earthquake dart: creates an Avalanche at the target's tile. Gets tipped with Butter Lion seeds.
  • Firefox dart: Ignites the target like stepping on a Firefox Glove plant (it is basically a doppelganger of the Incendiary dart). Gets tipped with Firefox Glove seeds.
  • Freezing dart: Freezes the target (it is basically a doppelganger of the Chilling dart). Gets tipped with Frost Corn seeds.
  • Health dart: Heals the target ((it is basically a doppelganger of the Healing dart, so also suitable for alies). Gets tipped with Aprico Bush seeds.
  • Heat dart: Ignites like if the target had stepped on a Chilli Snapper plant (it is basically a doppelganger of the Incendiary dart). Gets tipped with Chilli Snapper seeds.
  • Parasitic dart: causes the Parasitic Infection debuff to the target, which applies Caustic Ooze after some turns pass. Gets tipped with Parasite Shrub seeds.
  • Peanut Mark dart: applies the Peanut Mark buff/debuff to the target, which increases accuracy but decreases speed (suitable for allies). Gets tipped with Peanut Petal seeds.
  • Pushing dart: Knocks Back the target. Gets tipped with Muscle Moss seeds.
  • Rooting dart: Roots the target. Gets tipped with Kiwi Vetch seeds.
  • Seed Chaos dart: applies randomly any other dart's effect. Gets tipped with Grass Lilly and Seed Pod seeds.
  • Slowness dart: Slows the target. Gets tipped with Willow Cane seeds.
  • Smoking dart: creates a Smoke Screen blob around the target, which decreases vision. Gets tipped with Nightshade Onion seeds.
  • Spicy dart: causes the Dehydrated debuff to the target which slows. Gets tipped with Crimsom Pepper seeds.
  • Storm dart: causes the Steam effect to the target with levitation, dehydration and vertigo. Gets tipped with Steam Weed seeds.
  • Sun dart: Weakens and Blinds the target. Gets tipped with Sunbloom seeds.
  • Teleporting dart: Teleports the target away. Gets tipped with Blakhole Flower seeds.
  • Tomato dart: Explodes on the target, similarly to stepping on a Tomato Bush plant. Gets tipped with Tomato Bush seeds.
  • Tracking dart: applies the Glowing debuff making the target visible from everywhere on the depth. Gets tipped with Chandelier Tail seeds.
  • Water dart: creates Water tiles under the target, possible with giant piranhas inside. Gets tipped with Water Weed seeds.
  • Wither dart: causes the Wither debuff to the target, which decreases damage against opponents. Gets tipped with Wither Fennel seeds.
  • Wraith dart: spawns Wraith allies to the hero around the target. Gets tipped with Rose seeds.

The tipped darts with beneficial effects do not apply them to enemies but only to alles. Some darts have identical effects, so they are listed below:

  • Freezing: Chilling dart, Freezing dart
  • Healing: Health dart, Healing dart
  • Igniting: Firefox dart, Heat dart, Incendiary dart

Bugs in alchemy[]

A "positive" bug of v.0.0.2a is that alchemy pots work as having unlimited alchemical energy for all the potions associated with the new plants, for all the exotic potions and all the potions brewed with more than one type of familiar seeds, for the crafting of runestones and exotic scrolls and for the tipping of darts, but require energy for the familiar potions brewed with 3 same seeds, for brews, catalysts, elixirs, bombs, cooking food or blandfruits in alchemy pots, and for for the crafting of spells. Note also that charging the Alchemist's Toolkit in an alchemy pot consumes all of its energy and it can't be used anymore for the "free recipes", while charging the Alchemist's Toolkit this way is also futile anyway, because it doesn't get charged by the hero gaining XP and can't brew anything. So even if you charge it this way it will still be unable to brew anything and the game will be saying that the toolkit is still not ready, which is an obvious waste of resources.

The bugs related with alchemy are unfortunately not only that positive one. Some of the exotic potions have either no effect/make the game crash or a same/worse exotic effect than that of the regular potion's, so in all of these cases there is no point in brewing them. These bugged potions are the potions of Earthquake, Infernal Heat, Mutation, Super Power, and Torment. That said, all the regular potions, brews and elixirs of v.0.0.2a, familiar and new, work fine.

There is also one more minor bug related to the new potions: sometimes there are inaccurate warnings for throwing a beneficial potion or drinking a harmful potion, although the actual effect is the opposite.

New Seed - Regular potion - Exotic potion - Blandfruit - Tipped dart associations table[]

Note: The Sungrass seed is obviously not new, but it is displayed for comparison with the Dewcatcher.

Seed Regular potion Exotic potion Blandfruit Tipped dart
Aprico Bush Health Super Health Healthfruit Health dart
Blackhole Flower Teleportation Space Teleportfruit Teleporting dart
Blandfruit - - - -
Butter Lion Eruption Earthquake1 Earthquakefruit Earthquake dart
Chandelier Tail Glowing Inner Glow Glowingfruit Tracking dart
Chilli Snapper Light Retribution Lightfruit Heat dart2
Crimson Pepper Heat2 Infernal Heat2 Heatfruit2 Spicy dart
Dewcatcher Healing3 Shielding3 Sunfruit3 Dew dart
Firefox Glove Fire Storm Hell Storm Firestormfruit Firefox dart
Frost Corn Ice Blizzard Icefruit Freezing dart
Grass Lilly Plants4 Biomass4 Faunafruit4 Seed Chaos dart4
Kiwivetch Regrowth Nature Regrowthfruit Rooting dart
Muscle Moss Muscle Super Strength Musclefruit Pushing dart
Nightshade Onion Darkness Eternal Darkness Darkfruit Smoking dart
Parasite Shrub Spores Mutation1 Sporesfruit Parasitic dart
Peanut Petal Food Fasting Foodfruit Peanut Mark dart
Rose Spirit Torment1 Spiritfruit Wraith dart
Seed Pod Plants4 Biomass4 Faunafruit4 Seed Chaos dart4
Snowhedge Disease Super Bug Illfruit Disease dart
Steam weed Steam Hot Steam Steamfruit Storm dart
Sun Bloom Sunlight3 Ultra Violet Light3 Sunlightfruit3 Sun dart
Sun Carnivore Sunlight3 Ultra Violet Light3 Sunlightfruit3 Corruption dart
Sungrass Healing3 Shielding3 Sunfruit3 Healing dart
Tomato Bush Explosion Cataclysm Explosionfruit Tomato dart
Venus Flytrap Secretion Numbness Secretionfruit Confusing dart
Water Weed Rain Rain Storm Rainfruit Water dart
Willow Cane Time Time Stop Timefruit Slowness dart
Wither Fennel Power Super Power* Powerfruit Wither dart

1 Potions that are game crashing, bugged, useless or worse than their regular potion equivalent. As a consequence of none of them being regular potions, all blandfruits work also fine.

2 Not a typo but a confusing naming decision by the game, the Chilli Snapper plant tips Heat darts, while the Crimson Pepper plant brews regular potions of Heat and cooks Heatfruits.

3 The couples of a) Dewcatcher & Sungrass and b) Sun Bloom & Sun Carnivore share the same alchemical products with the exception of tipped darts.

4 The Grass Lilly and Seed Pod plants have exactly the same alchemical products.

Bombs[]

All the bombs from current Shatttered PD along with their recipes remain: Arcane bomb, plain Bomb, Fire bomb, Flashbang bomb, Frost bomb, Holy bomb, Noisemaker bomb, Regrowth bomb, Shock bomb, Sharpnel bomb, Woolly bomb. No new bombs have been added.

Cooking[]

Both cooking recipes from Shattered PD for Stewed Meat and Meat Pie remain. Their recipes require alchemical energy to get prepared.

Scrolls - Spells - Runestones[]

All the regular & exotic scrolls and the stones of Shattered PD remain the same:

  • Regular: Identify, Lullaby, Magic Mapping, Mirror Image, Rage, Recharging, Remove Curse, Retribution, Teleportation, Terror, Transmutation, Upgrade
  • Exotic: Affection, Anti-Magic, Confusion, Divination, Enchantment, Foresight, Mystical Energy, Passage, Petrification, Polymorph, Prismatic Image, Psionic Blast
  • Runestones: Affection, Aggression, Augmentation, Blast, Blink, Clairvoyance, Deepened Sleep, Disarming, Enchantment, Flock, Intuition, Shock

The crafting of exotic scrolls and runestones is also positively bugged and does not require alchemical energy.

All the spells of Shattered PD v.0.7.1 remain but also 10 new spells have been added:

  • Shattered PD: Alchemize, Aqua Blast, Arcane Catalyst, Beacon of Returning, Curse Infusion, Feather Fall, Magical Infusion, Magical Porter, Phase Shift, Reclaim Trap, Recycle
  • Crimson Epithat: scroll of teleportation variant, gets the hero to a location of choice, but there must be a straight line free of obstacles from the starting point to the destination, otherwise the hero will stop at the first obstacle. The spell works practically like a wand of Blink from Original PD with very high level. 6 spells get crafted with a scroll of Magic Mapping + Teleportation, energy 3.
  • Doom Call: insta-kills a random enemy on the depth regardless of field of vision (bosses and minibosses are unaffected). 6 get crafted with a scroll of Rage + Terror, energy 3
  • Enchantment Infusion: allows the player to enchant a weapon or armor with an enchantment among the 6 specific options offered by the spell. It is basically a better spell version of Shattered PD's scroll of enchantment, which exists also in this mod and offers only 2 specific options + 1 random. 2 spells get crafted with a scroll of Enchantment + Identify, energy 2.
  • Force Field: grants the Magical Shield buff that protects from all damage for 50 turns. 2 get crafted with a potion of Shielding + a scroll of Recharging, energy 4.
  • Force Push: the caster pushes enemies away by selecting the area they are located. 16 get crafted with a scroll of Psionic Blast + a potion of Explosion, energy 8.
  • Holy Blast: uncurses all items in the inventory (unidentidied items get a blue hue). 4 get crafted with a scroll of Remove Curse + a stone of Detect Curse, energy 2.
  • Nature's Lullaby: puts all living plants in view to sleep. 6 get crafted with a scroll of Lullaby + a potion of Regrowth, energy 3.
  • Plant Summon: wakes up all plants in sight (it is mostly beneficial with many enemies also around, because the plants' first target is most often the hero). 6 get crafted with a scroll of Rage + a potion of Regrowth, energy 3.
  • Season Change: makes all the plants wither and drop their seeds. 4 get crafted with a scroll of Magic Mapping + a potion of Plants, energy 2.
  • Spontaneous Combustion: sets the caster on fire (it doesn't seem to have any difference from the hero drinking a potion of liquid flame, so it is most probably bugged and there is really no point in crafting it). 8 get crafted with a scroll of Recharging + a potion of Fire Storm, energy 8.

In contrast to runestones and exotic scrolls just above, the crafting of spells spends alchemical energy in the expected way.

List with the "free bugged recipes" and with the alchemical products that spend energy[]

Free recipes

  • Regular potions associated with the new plants - seeds
  • Regular potions brewed with more than one type of familiar seeds
  • Exotic potions in general
  • Runestones in general
  • Exotic scrolls in general
  • Tipping of darts in general

Alchemical products that spend energy

  • Regular potions brewed with 3 same seeds
  • Brews
  • Catalysts
  • Elixirs
  • Bombs
  • Cooking in alchemy pots
  • Spells

 Alchemy v.0.0.3[]

The general mechanic of alchemy is the same with current Shattered PD's, but because of the many plants and seeds added in Overgrown PD the possible products of alchemy are also many more.

Plants & Seeds[]

49 New Plants with their corresponding Seeds have been added to those of Shattered PD (the effects described in the bullets below are when the new plants are stepped on, while familiar plants that remain from Shattered PD are also mentioned shortly). If we add to these the 14 plants inherited from Shattered PD, this makes the total amount of plants existing in Overgrown PD v.0.0.3 63.

A) All plants found in the dungeon might become living when trampled and attack the hero, applying in most cases the effect they have when trampled, and in this case after getting defeated they often drop their seed, but those planted by the hero never come to life (plants that spawn from an upgraded wand of Regrowth can become living but seem to be doing that less frequently). Living plants are evasive and can have quick attack speed but their melee damage is low and are mostly dangerous when they apply a harmful debuff with their hits. Their evasion scales up with dungeon depth but no ttheir HP, which are always low. The hero is always the first target for the living plants, and they attack other enemies or even othe rliving plants only when they get trampled and the hero is not around/noticed. Enemies trampling a plant get also its debuff or cause its associated effect around its area and sometimes even its buff, but this depends on the case of the plant and does not happen always.

B) All seeds can be eaten, but they satisfy little hunger (6 seeds will be needed to get the hero from starving to not hungry), and mostly grant immunity to heroes for when they step again on the specific plant that its seed was eaten. This is obviously useful only with harmful plants and because only one immunity can be active at the same time (eating a new seed will cancel the previous immunity), seeds of plants that deal heavy damage or create a big harmful blob are the most useful to get eaten for this purpose.

C) All food items, even those already cooked like stewed meat and frozen carpaccio, give the option to get Spiced with any specific seed, and in most of the cases eating the food item will then have the effect of the trampled plant, but in less cases it has a different effect (this can only be done once per food item, and if a food item is in a stack, all the stack will get spiced with the same seed). Although this process looks like belonging to alchemy, it does not need an alchemy pot and can be performed directly in the inventory, by using the "Spice" option that any food item gives, similarly to tipping a dart in current Shattered PD. Beware that eating food items spiced with many of the mod's seeds will be either harmful or useless.

D) Melee weapons can get poisoned with seeds in addition to the familiar mechanic of tipping darts, and for 5 turns these melee weapons will apply the same effect with the equivalent tipped dart, but when an effect is beneficial the weapon does not apply it to enemies, while allies can't get hit by melee weapons, so the seed gets wasted this way.

F) Unlike version 0.0.2 familiar seeds from Shattered PD do not spawn much more often than the new seeds, but that also means that unless the hero farms seeds with an upgraded wand of Regrowth and the Greaves of Nature artifact equipped, he/she will not get many of the 63 new and familiar game's seeds even once in a complete run.

The old and new plants and seeds are:

  • Familiar from Shattered PD (only the differences from Shattered PD are mentioned):1) Blindweed (living plant's attacks' proc blinds and cripples, spicing food items gives the invisibility buff but it fades away instantly), 2) Dewcatcher (drops rarely its seed, brews potions of Dew and cooks Dewfruits, living plant's attacks have no extra effect, spicing generates some dewdrops in a 3X3 area around the hero), 3) Dreamfoil (living plant's attacks have no effect, spicing food items gives the blob immunity buff but it fades away instantly), 4) Earthroot (living plant's attacks' proc applies its buff, spicing food items gives the barkskin buff but it fades away instantly), 5) Fadeleaf (living plant's attacks' proc teleports, spicing food items teleports), 6) Firebloom (living plant's attacks' proc ignites, spicing food items gives the imbued with fire buff but it fades away instantly), 7) Icecap (living plant's attacks' proc freezes, spicing food items gives the imbued with frost buff but it fades away instantly), 8) Rotberry (is already a living plant, spicing food items just drops the seed again), 9) Seed Pod (drops rarely also its seed, living plant's attacks have no extra effect, brews potions of Seed and cooks Seedfruits, spicing generates some seeds in a 3X3 area around the hero), 10) Sorrowmoss (in addition to poisoning it also releases a Toxic Gas-like blob that poisons as well, living plant's attacks' proc poisons, spicing food items gives the imbued with toxicity buff but it fades away instantly), 11) Starflower (living plant's attacks have no extra effect, spicing food items gives the recharging buff but it fades away instantly), 12) Stormvine (living plant's attacks' proc causes vertigo, spicing food items gives the levitation buff but it fades away instantly), 13) Sungrass (living plant's attacks' proc applies the Sprouting debuff, which causes slowness, but also makes the hero leave tiles of high grass behind, spicing food items gives regeneration but short, so better step on the plant instead), 14) Swiftthistle (living plant's attacks' proc causes the Stun debuff, which in this case is extreme slowness, spicing food items gives haste but it fades away instantly). All familiar plants have no difference in effects for Warden in comparison to Shattered PD. Blandfruit bush is the same with Shattered in the game's code, but neither its bush nor its seed seem to spawn in version 0.0.3, and so practically blandfruits are bugged and not available for cooking. Even though many of the food items spiced with the old seeds give exactly the same result with the blandfruits of Shattered PD, most of these effects are also bugged and fade away instantly, so this is a feature of Shattered PD more or less absent in general.
  1. Aprico Bush: Heals a moderate amount of HP. Living plant's attacks' proc heals. Brews potions of Hunger and cooks Hungerfruits. Proper healing for Warden and also satisfies hunger fully. Spicing food items with the seed heals a bit, but less than stepping on the plant, so better plant the seed instead.
  2. Ball Crop: causes the Balling buff for 20 turns to all neighboring characters (only visual effect). Living plant's attacks' proc causes balling. Brews potions of Ball and cooks Ballfruits. Super Balling effect for Warden (same visual only effect, lasts longer). Spicing food items with the seed gives the Super Balling buff but it fades away instantly, so there is no point in doing it.
  3. Banana Bean: causes the Slippery debuff for 10 turns, with which the character has a very high chance to fall when walking next to chasms. Very rarely on death it spawns a Banana Spider enemy. Living plant's attacks' proc applies the debuff. Brews potions of Banana and cooks Bananafruits. No negative effect for Warden. Spicing food items with the seed gives the same harmful debuff with trampling the plant but it fades away instantly, anyways don't do it.
  4. Blackhole Flower: Teleports to the entrance of the previous depth and often deals damage while doing that. Brews potions of Teleporting and cooks Teleportingfruits. Living plant's attacks' proc teleports in the same way. Space Time Powers buff for Warden, which guarantees hits. Spicing food items with the seed has no effect, so there is no point in doing it.
  5. Blue Eyed Susan: uncurses an equipped cursed weapon but not other equipped items. Living plant's attacks' proc uncurses. Brews potions of Blessing and cooks Blessingfruits. For Warden it can uncurse many items, equipped and non-equipped. Spicing food items with the seed uncurses the equipped weapon and also drops 1 dew.
  6. Butter Lion: deals moderate Avalanch damage to the character stepping on it and to all neighboring to the tile characters. Living plant's attacks' proc causes avalanch damage. Brews potions of Butter and cooks Butterfruits. Heavy buff for Warden, avalanche damage to neighboring enemies with each step but not to the hero. Spicing food items with the seed gives the same effect with trampling the plant, so don't do it.
  7. Chandellier Tail: causes the Glowing debuff for 10 turns, making the character visible from everywhere on the depth, so in the case of the hero the enemies gather to attack (this effect is similar to reading a scroll of Rage without the amoking of enemies). Note that the Glowing debuff does not have the Illuminated buff as a side effect, although it would seem reasonable, and so it is only negative. Living plant's attacks' proc causes the same debuff. Brews potions of Glowing and cooks Glowfruits. No negative effect on Warden. Spicing food items with the seed gives the same effect with trampling the plant, don't do it.
  8. Chilli Snapper: Ignites, with a big Fire blob but that lasts for only 1 turn. Living plant's attacks proc ignites but with no blob. Brews potions of Chilli and cooks Chillifruits. Same effect for Warden. Spicing food items with the seed gives the same effect with trampling the plant, don't do it.
  9. Clit Balm: Charms enemies or 10 turns but has no actual effect to the hero. Living plant's attacks' proc charms. Brews potions of Love and cooks Lovefruits. No negative effect for Warden. Spicing food items with the seed gives the same effect with trampling the plant, don't do it.
  10. Clock Cypress: freezes time in the dungeon for 50 turns unless the hero attacks an enemy, which automatically starts time again. Living plant's attacks' proc slows. Brews potions of Time and cooks timefruits. Same effect for Warden but also increased accuracy. Spicing food items with the seed relocates all characters on the depth.
  11. Coco Stuft: Cripples for 10 turns. Living plant's attacks' proc cripples. Brews potions of Protection and cooks Protectionfruits. Coco Shield buff for Warden, which protects from all damage. Spicing food items with the seed gives the Coco Shield buff.
  12. Comb Flower: causes the Sugar Rush buff which hastes for 10 turns, and is also supposed to spawn rarely a golden bee on death but that does not seem to actually happen at all. Living plant's attacks' proc causes the Honeyed debuff, which slows. Brews potions of Honey and cooks Honeyfruits. Spicing food items with the seed gives the same effect with trampling the plant, but it fades away instantly, so there is no point in doing it.
  13. Corn Wheat: might drop a Corn Wheat Shaft. Living plant's attacks have no extra effect. The game description about it being used to create food rations is wrong because the recipe is bugged, each shaft is already edible and satisfies minimal hunger, while it grants an also bugged and so useless Vitamin C buff, but combining shafts in alchemy doesn't offer any option to produce anything. Brews potions of Harvest and cooks Harvestfruits. Better drop chances for Warden. Spicing food items with the seed drops a corn wheat shaft.
  14. Crimson Crown: creates a Fire Wind blob that Ignites (when there are more than one characters in sight, it is directed to the other character, but when drunk with no enemies in sight it ignites the hero). Living plant's attacks' proc ignites but with no blob. Brews potions of Fire Lightning and cooks Firelightningfruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant, don't do it.
  15. Crimson Pepper: causes the Dehydrated debuff which Slows for 10 turns. Living plant's attacks' proc dehydrates. Brews potions of Pepper and cooks Pepperfruits. Spicing food items with the seed gives the same effect with trampling the plant but fades away instantly, anyways don't do it.
  16. Dirt Daisy: Roots for 3 turns and releases a Dirt Cloud blob that also roots. Living plant's attacks' proc roots. Brews potions of Dirt and cooks Dirtfruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant but it fades away instantly, anyways don't do it.
  17. Egg Bloom: might drop an edible egg (satisfies fully hunger). Living plant's attacks with no extra effect. Brews potions of Egg and cooks Eggfruits. Better drop chance for Warden. Spicing food items with the seed drops an egg.
  18. Eye Euonymus: creates a Wind of Knowledge blob that causes a treasure reveal buff (not shown in the buffs' tab), revealing all loot on the depth, similar to the scrying option of the Talisman artifact. Living plant's attacks' proc causes the same buff. Brews potions of Eye and cooks Eyefruits. No difference for Warden. Spicing food items with the seed has no effect, so there is no point in doing it.
  19. Feeler Fern: causes the Feelers buff for 10 turns, which doubles damage to enemies. Living plant's attacks' proc applies its buff and roots. Brews potions of Regrowth and cooks Regrowthfruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant, but it fades away instantly, so there is no point in doing it.
  20. Firefox Glove: big Fire Bomb explosion that destroys even metal items and artifacts at its center with also a big fire blob that lasts for some turns. Living plant's attacks' proc ignites with no explosion or blob. Brews potions of Fire Storm and cooks Firestormfruits. Warden gets the Trail of Fire buff when she tramples it, which is invulnerability, immunity to burning, and getting followed by a tile of fire with each new step. Spicing food items gives the Trail of Fire buff but it fades away instantly, so there is no point in doing it.
  21. Flower Tree: no effect - it is supposed to drop seeds, but its effect is bugged. Living plant's attacks have no extra effect. Brews potions of Flora and cooks Florafruits. No difference for Warden. Spicing food items with the seed gives random spiced food item effects, with most of them fading away instantly.
  22. Frost Corn: causes the Ice Aura buff for 10 turns, which freezes enemies in close range. Living plant's attacks' proc freezes. Brews potions of Ice Storm and cooks Icestormfruits. Bigger buff duration for Warden. Spicing food items with the seed gives the same effect with trampling the plant, but fades away instantly, so there is no point in doing it.
  23. Gob Grape: might drop an edible grape (satisfies fully hunger). Living plant's attacks have no extra effect. Brews potions of Wine and cooks Winefruits. No difference for Warden. Spicing food items with the seed drops a gob grape.
  24. Goo Grass: causes the Caustic Ooze debuff for 20 turns and releases a Caustic Gas blob. Living plant's attacks' proc applies caustic ooze. Brews potions of Goo and cooks Goofruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant but it fades away instantly, anyways don't do it.
  25. Grass Lilly: Mimics other plants' effects. Living plant's attacks mimic other plants attacks. Brews potions of Grass and cooks Grassfruits. No difference for Warden. Spicing food items with the seed gives random food item effects.
  26. Grass Vine: creates a high grass tile. Living plant's attacks have no extra effect. Brews potions of Vine and cooks Vinefruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant.
  27. Hypnohemp: Corrupts enemies, but has no effect on the hero. Living plant's attacks have similarly no effect to the hero but corrupt enemies. Brews potions of Hypno and cooks Hypnofruits. No difference for Warden. Spicing food items with the seed has no effect, don't do it.
  28. Kiwivetch: grows High Grass around the trampled tile and Roots for 7 turns. Living plant's attacks' proc roots. Brews potions of Kiwi and cooks Kiwifruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant.
  29. Larva Leaf: causes the Beetle Infected debuff for 10 turns, which increases Damage taken. Living plant's attacks' proc causes the debuff. Brews potions of Infection and cooks Infectionfruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant but it fades away instantly, anyways don't do it.
  30. Lavender Lantern: Blinds all characters in the depth (the shopkeeer is also affected and flees, so never step on it in depths with a shop). Living plant's attacks' proc blinds. Brews potions of Lantern and cooks Lanternfruits. No difference for Warden. Spicing food items with the seed has no effect, don't do it.
  31. Lightning Lilly: deals Lightning damage to the hero and all neighboring characters. Living plant's attacks' proc deals lightning damage. Brews potions of Lightning and cooks Lightningfruits. No difference for Warden. Spicing food items with the seed deals lightning damage only to enemies.
  32. Muscle Moss: Knocks Back and might Stun. Living plant's attacks' proc knocks back. Brews potions of Muscle and cooks Musclefruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant, don't do it.
  33. Nightshade Onion: creates Smoke Screen (darkness) gas blob that limits vision. Living plant's attacks' proc blinds. Brews potions of Smoke and cooks Smokefruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant.
  34. Parasite Shrub: causes the Parasitic Infection debuff for 10 turns, which applies the Caustic Ooze debuff for 20 turns after the turns of the Infecton debuff pass. Living plant's attacks' proc applies the same debuff. Brews potions of Parasites and cooks Parasitefruits. Parasitic Symbiosis for Warden, which causes full healing after the turns pass and no negative effect. Spicing food items with the seed also gives the Parasitic Symbiosis buff and not the parasitic infection debuff, so the effect is very positive.
  35. Peanut Petal: causes the Mark of the Nut buff/debuff for 10 turns, which gives more Accuracy but less Speed, and is supposed to also occasionally drop a Peanut that satifies half hunger (the peanut drop is most probably bugged and never drops from the plant in version 0.0.3). Living plant's attacks' proc applies the same buff/debuff. Brews potions of Peanuts and cooks Peanutfruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant.
  36. Pop Poplar: strong explosion and also releases damaging Pop gas. Living plant's attacks' proc deals explosive damage. Brews potions of Soda and cooks Sodafruits. Spicing food items with the seed gives the same effect with trampling the plant, don't do it.
  37. Rose: causes the Rose Barrier buff for 5 turns, which protects from all physical and magical damage. The living plant's attacks' proc causes the Thorns debuff which roots and deals damage. Brews potions of Shield and cooks Shieldfruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant, but fades away instantly, so there is no point in doing it.
  38. Shadow Bloom: causes the Shadow buff/debuff for 20 turns, which is similar to Invisibility, but the hero is almost unable to attack (melee atacks are not an option and ranged attacks don't hit enemies, only wands are still available with the positive effect that their zaps don't break invisibility) and the field of vision is reduced. Living plant's attacks' proc applies the same buff/debuff. Brews potions of Shadows and cooks Shadowfruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant, but it fades away instantly, so there is no point in doing it.
  39. Snow Hedge: causes the Snowed In debuff which Roots for 10 turns. Living plant's attacks' proc causes the same debuff. Brews potions of Snow Storm and cooks Snowstormfruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant but fades away instantly, anyways don't do it.
  40. Sour Pitcher: causes the Digesting debuff for 100 turns, which after it fades away deals damage scaling with depth. Living plant might receive less damage. Brews potions of Digesting and cooks Stomachfruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant, it fades away instantly but deals some damage, so don't do it.
  41. Steam Weed: causes the Steaming buff/debuff for 5 turns, which is levitation but along with a lot of damage which scales with depth. Living plant's attacks' proc causes the same buff/debuff. Brews potions of Steam and cooks Steamfruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant, don't do it.
  42. Sun Bloom: destroys Undead enemies, but has no effect to other characters. Living plant's attacks have no extra effect. Brews potions of Sun and cooks Sunnyfruits. No difference for Warden. Spicing food items with the seed has no effect, don't do it.
  43. Sun Carnivore: destroys Undead enemies stepping on it and Blinds all other characters for 3 turns. Living plant's attacks' proc blinds. Brews potions of Ultra Violet and cooks Ultrafruits. Spicing food items with the seed has no effect, don't do it.
  44. Tank Cabbage: Ignites with a big Halomethane Fire blob that lasts for long and deals heavy damage scaling with depth. Its fire and its debuff icon have a cyan color, but its Burning debuff is the same in effect, just heavier. Living plant's attacks' proc ignites but with no blob. Brews potions of Hydrogen Fire and cooks Hydrofirefruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant, don't do it.
  45. Tomato Bush: explosion with some damage and small radius, and releases also a small red Tomato blob that deals explosive damage as well. Living plant's attacks' proc deals explosive damage. Brews potions of Tomato Soup and cooks Tomatofruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant for adjacent enemies but deals no damage to the hero, so the effect is positive.
  46. Venus Flytrap: causes the Secreting buff/debuff, which gives regeneration but also less accuracy and vertigo. Living plant's attacks' proc heals. Brews potions of Secreting and cooks Secretingfruits. More healing for Warden. Spicing food items with the seed gives the same effect with trampling the plant, but it fades away instantly, so there is no point in doing it.
  47. Water Weed: creates Water tiles in a 3X3 area around its tile (but not with piranhas in them like in 0.0.2). Living plant's attacks have no extra effect. Brews potions of Water and cooks Waterfruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant.
  48. Willow Cane: causes the Slowness debuff for 10 turns. Living plant's attacks' proc slows. Brews potions of Slowness and cooks Slownessfruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant but fades away instantly, anyways don't do it.
  49. Wither Fennel: causes the Wither debuff for 10 turns, which decreases Damage against enemies. Living plant's attacks' proc causes the same debuff. Brews potions of Withering and cooks Witheringfruits. No difference for Warden. Spicing food items with the seed gives the same effect with trampling the plant, but which fades away instantly, anyways don't do it.

Some plants that existed already in version 0.0.2 have had their effects changed in this version and also many new plants have been added. Also, all familiar seeds are retextured to herb-like sprites.

Because many spiced food items are bugged and they either have no effect, their effect is shorter than stepping on the plant, or in most of the bugged cases their effect fades away instantly, and also some other spiced food items do work but their effect is harmful to the hero, here are the spiced food items that actually work properly and are also beneficial for the hero:

  • Blue Eyed Susan, Clock Cypress, Coco Stuft, Dewcatcher, Egg Bloom, Fadeleaf, Gob Grape, Grass Vine, Kiwivetch, Lightning Lilly, Parasite Shrub (very beneficial), Peanut Petal, Seed Pod, Tomato Bush (beneficial), Water Weed.
  • Flower Tree and Grass Lilly give random effects of other spiced food items, so most of them are bugged or harmful, but some work and are beneficial

So out of the 63 old and new plants of this mod only 17 food items spiced with them can have an actual better and beneficial effect, and only 15 of these food items have a guaranted beneficial effect (24% of the total spiced items), and in conclusion either don't spice food items at all, consult first this list before doing it, or simply just remember a few spiced food items that you prefer their effects most (for example that spiced with Parasite Shrub) and don't bother with all the rest of the options.

Potions, Brews & Elixirs[]

All the potions, regular and exotic, the brews and elixirs from current Shatttered PD along with their recipes remain:

  • Regular: Experience, Frost, Haste, Healing, Invisibility, Levitation, Liquid Flame, Mind Vision, Paralytic Gas, Purity, Strength, Toxic Gas
  • Exotic: Adrenaline Surge, Alchemical Catalyst, Cleansing, Corrosive Gas, Dragon's Breath, Earthen Armor, Holy Furor, Magical Sight, Shielding, Shrouding Fog, Snap Freeze, Stamina, Storm Clouds
  • Brews: Blizzard, Caustic, Infernal, Shocking
  • Elixirs: Aquatic Rejuvenation, Arcane Armor, Dragon's Blood, Honeyed Healing, Icy Touch, Might, Toxic Essence

Regular new

Many of the new potions that had been originally introduced in version 0.0.2 of this mod have been removed in this version, but many other regular potions have been added, making their total number reach 51. Also a few potions that remained from version 0.0.2a have kept their name but now have a different eddect. The total number of regular potions is 51 while the new plants' amount is 49 because the familiar from Shattered PD Dewcatcher and Seed Pod plants drop seeds which brew potions in this mod (so 49+2=51). The new regular potions of Overgrown PD are:

  • Ball: when drunk causes the Balling buff (only visual effect) for 20 turns, when thrown to a specific enemy it causes the same effect (it also creates a blob but without any effect). Blandfruit equivalent Ballfruit. It gets brewed by Ball Crop seeds. Exotic version: potion of Spiral.
  • Banana: it has the same effect with a potion of Experience. Blandfruit equivalent Bananafruit. It gets brewed by Banana Bean seeds. Exotic version: potion of Protein.
  • Blessing: causes the Luck buff for 10 turns which increases drops and loot generation. It gets brewed by Blue Eyed Susan seeds. Blandfruit equivalent Blessingfruit. Exotic version: potion of Holy.
  • Butter: drinking it creates a 3X3 area of butter tiles around the hero and throwing it creates that area at the taget tile, which applies to characters on the tiles the Butter debuff for 10 turns, that increases very much damage from fire. It gets brewed by Butter Lion seeds. Blandfruit equivalent Butterfruit. Exotic version: potion of Butter Bread.
  • Chilli: when drunk it causes the Soulfire buff for 10 turns, that prevents the hero from dying (like the imbued with fire buff it has a similar icon with burning, but it deals no damage), when thrown it generates a friendly to the hero Soul Elemental ally, that deals heavy fire damage but does not have much HP. It gets brewed by Chilli Snapper seeds. Blandfruit equivalent Chillifruit. Exotic version: potion of Tears.
  • Dew: when drunk it causes the Dew Infusion buff for 10 turns that makes high grass drop always dew when trampled, and when thrown it generates dewdrops in most of the tiles of a 5X5 area (it is better to throw it because the dewdrops will be more than the 10 dewdrops max that the potion will give when drunk). It gets brewed by Dewcatcher seeds. Blandfruit equivalent Dewfruit. Dewcatcher seed drops are very rare, so this is a potion rather hard to brew, and it is anyway more rewarding to plant each of these seeds separately for their dew drops. Exotic version: potion of Super Dew.
  • Digesting: creates a Digesting Acid gas blob with short duration that causes the Flesh Eating Acid debuff to all characters inside it for 10 turns. It gets brewed by Sour Pitcher seeds. Blandfruit equivalent Stomachfruit. Exotic version: potion of Stomach.
  • Dirt: creates a 3X3 area around the hero or at the tile it was thrown with nine Shaft Plant tiles that always drop edible Wheat Shafths (the types are corn, green apple, starwberry, water, each of them grants a different Vitamin buff, but these do not seem to apply any effect, while eating the shafts satisfies minimal hunger). It gets brewed by Dirt Daisy seeds. Blandfruit equivalent Dirtfruit. Have in mind that wheat shaft plants spawn with a unique soil tile type which is infertile afterwards and grass can't be regrown on it by any means, so avoid this potion in depths suitable for using a wand of regrowth. Exotic version: potion of Soil.
  • Egg: restocks all books in the bookshelves already searched in the depth (but finding books has no practical effect to the gameplay). It gets brewed by Egg Bloom seeds. Blandfruit equivalent Eggfruit. Exotic version: potion of Orb.
  • Eye: causes the Eyeing buff for 10 turns, that increases regular damage by 50%, while surprise attacks deal from 50% to max damage. It gets brewed by Eye Euonymus seeds. Blandfruit equivalent Eyefruit. Exotic version: potion of All Seeing.
  • Fire Lightning: drinking it makes the hero zap lightnings to all visible enemies, similarly to using a wand of lightning, but which also ignite them. It gets brewed by Crimson Crown seeds. Blandfruit equivalent Firelightningfruit. Exotic version: potion of Ball Lightning.
  • Fire Storm: creates a Fire blob in a 3X3 area. It gets brewed by Firefox Glove seeds. Blandfruit equivalent Firestormfruit. Exotic version: potion of Hell Storm.
  • Flora: it is supposed to create seeds, but it is bugged and has no effect either when drunk or thrown. It gets brewed by Flower Tree seeds. Blandfruit equivalent Florafruit. Exotic version: potion of Flower.
  • Glowing: causes the Glowing debuff for 10 turns, which makes the character visible from everywhere on the depth (in the hero's case this effect is similar to reading a scroll of Rage but without the amoking of enemies). Note that although it would seem reasonable, the Glowing debuff doesn't cause also the Illuminated buff as a side effect, so it is only harmful. It gets brewed by Chandelier Tail seeds. Blandfruit equivalent Glowfruit. Exotic version: potion of Radiation.
  • Goo: creates a friendly white Goo minion that wanders and attacks enemies, with similar attack with the Goo boss, but which is rather weak. It gets brewed by Goo Grass seeds. Blandfruit equivalent Goofruit. Exotic version: potion of Gloop.
  • Grass: when drunk it causes the High buff for 10 turns that gets wands recharged faster but also gives vertigo, when thrown it has no effect. It gets brewed by Grass Lilly seeds. Blandfruit equivalent Grassfruit. Exotic version: potion of High Grass.
  • Harvest: it has an identical effect with the Dirt potion. It gets brewed by Corn Wheat seeds. Blandfruit equivalent Harvestfuit. Exotic version: potion of Autumn.
  • Honey: causes the Sugar Rush buff for 20 turns, which Hastes. It gets brewed by Comb Flower seeds. Blandfruit equivalent Honeyfruit. Exotic version: potion of Bee.
  • Hunger: satisfies half hunger. It gets brewed by Aprico Bush seeds. Blandfruit equivalent Hungerfruit. Exotic version: potion of Starving.
  • Hydrogen Fire: creates a cyan blob of Halomethane Fire gas, which deals stronger damage than regular fire and also applies the Burning debuff. It gets brewed by Tank Cabbage seeds. Blandfruit equivalent Hydrofirefruit. Exotic version: potion of Magic Fire.
  • Hypno: creates a Corruption gas blob that corrupts all enemies inside it. It gets brewed by Hypno Hemp seeds. Blandfruit equivalent Hypnofruit. Exotic version: potion of Control.
  • Ice Storm: creates an Ice Storm gas blob with a big radius that Chills & Freezes automatically. It gets brewed by Frost Corn seeds. Blandfruit equivalent Icestormfruit. Exotic version: potion of Absolute Zero.
  • Infection: generates a hostile to all characters beetle. It gets brewed by Larva Leaf seeds. Blandfruit equivalent Infectionfruit. Exotic version: potion of Plague.
  • Kiwi: causes a powerful regrowth effect in a 7X7 area but without plants spawning. It gets brewed by Kiwivetch seeds. Blandfruit equivalent Kiwifruit. Exotic version: potion of Terror.
  • Lantern: causes the Illuminated buff for 300 turns when drunk, but does not light an area when thrown. It gets brewed by Lavender Lantern seeds. Blandfruit equivalent Lanternfruit. Exotic version: potion of Beacon.
  • Lightning: drinking it causes Lightning damage to neighboring enemies but not to the hero, unless the range is melee, throwing it has no effect. It gets brewed by Lightning Lilly seeds. Blandfruit equivalent Lightningfruit. Exotic version: potion of Atmospheric Compression.
  • Love: drinking it causes the Charmed debuff to visible enemies for a short duration. It gets brewed by Clit Balm seeds. Blandfruit equivalent Lovefruit. Exotic version: potion of Reproduction.
  • Muscle: drinking it causes the Muscle buff, which makes the hero find more easily books in bookshelves, and the luck in finding them increases with current strength (but finding books has no practical effect to the gameplay). It gets brewed by Muscle Moss seeds. Blandfruit equivalent Musclefruit. Exotic version: potion of Brain.
  • Parasites: causes the Parasitic Symbiosis buff, that heals very similarly to a potion of Healing. It gets brewed by Parasite Shrub seeds. Blandfruit equivalent Parasitefruit. Exotic version: potion of Worm.
  • Peanuts: causes the Mark of the Nut buff/debuff for 10 turns, that doubles accuracy but halves speed. It gets brewed by Peanut Petal seeds. Blandfruit equivalent Peanutfruit. Exotic version: potion of Nuts.
  • Pepper: causes the Heat Aura buff for 10 turns, that is supposed to make water tiles evaporate, but is bugged and has no effect (throwing it has no effect either). It gets brewed by Crimsom Pepper seeds. Blandfruit equivalent Pepperfruit. Exotic version: potion of Hotness.
  • Protection: causes the Coco Shield buff for 20 turns, which is shielding against all physical and magical damage but not to debuffs. It gets brewed by Coco Stuft seeds. Blandfruit equivalent Potectionfruit. Exotic version: potion of Armor.
  • Regrowth: when drunk it causes the Feelers buff for 10 turns, which doubles damage to enemies, but when thrown it turns random plain tiles to trampled grass tiles in a 3X3 area, but despite its name there is not a stronger regrowth effect. It gets brewed by Feeler Fern seeds. Blandfruit equivalent Regrowthfruit. Exotic version: potion of Immortality (its effect is very better than the regular potion's)
  • Secreting: causes regeneration to full healing. It gets brewed by Venus Flytrap seeds. Blandfruit equivalent Secretingfruit. Exotic version: potion of Bleeding.
  • Seed: it is semi-bugged because when drunk it generates only 1 random seed, but when thrown it generates many random seeds at the target tile (still they are not much more than the seeds that would be generated by trampling the 3 seed pods needed for the potion, so brewing the potion is sort of a waste of time). It gets brewed by Seed Pod seeds. Blandfruit equivalent Seedfruit. Exotic version: potion of Sowing.
  • Shadows: causes the Shadow buff/debuff for 40 turns, which results to invisibility but also inability to attack (only wands are still available) and decreased vision. It gets brewed by Shadow Bloom seeds. Blandfruit equivalent Shadowfruit. Exotic version: potion of Sleep Paralysis (it is game-crashing, don't brew it)
  • Shield: causes the Rose Barrier buff for 100 turns, which gives full protection from physical and magical damage. It gets brewed by Rose seeds. Blandfruit equivalent Shieldfruit. Exotic version: potion of Iron Skin.
  • Slowness: it creates a Slowness gas blob that slows all charactes inside it, but it is bugged because both the blob and the debuff fade away almost immediately afterwards. It gets brewed by Willow Cane seeds. Blandfruit equivalent Slownessfruit.
  • Smoke: causes a Smoke Screen gas blob, that limits vision to all characters inside it. It gets brewed by Nightshade Onion seeds. Blandfruit equivalent Smokefruit. Exotic version: potion of Ash.
  • Snow Storm: creates a Snow Whirlwind gas blob small and with short duration, that causes the Snowed In debuff and roots all characters inside it for 20 turns. It gets brewed by Snow Hedge seeds. Blandfruit equivalent Snowstormfruit. Exotic version: potion of Hail.
  • Soda: creates a Pop gas blob of explosive gas that deals serious damage to all characters inside it, similarly to stepping on a Pop Poplar seed. It gets brewed by Pop Poplar seeds. Blandfruit equivalent Sodafruit. Exotic version: potion of Sugar.
  • Steam: creates a Steam gas blob that causes Levitation but also damage to all characters inside it for 5 turns. It gets brewed by Steam Weed seeds. Blandfruit equivalent Steamfruit. Exotic version: potion of Pressure.
  • Sun: destroys undead enemies, but has no effect to other characters. It gets brewed by Sun Bloom seeds. Blandfruit equivalent Sunnyfruit. Exotic version: potion of Super Nova.
  • Teleporting: when drunk it teleports to the entrance of the previous depth, with similar chance of damage caused when the same happens by stepping on a Blackhole Flower seed, and it has the same limitations with the scroll of Teleportation. When thrown it has no effect. It gets brewed by Blackhole Flower seeds. Blandfruit equivalent Teleportingfruit. Exotic version: potion of Quantum Soup.
  • Time: freezes time for the dungeon, the duration depending on the hero's strength (approximately for an amount of turns double the strength's number). It gets brewed by Clock Cypress seeds. Blandfruit equivalent Timefruit. Exotic version: potion of Relativity
  • Tomato Soup: satisfies Hunger, and satisfaction is suposed to increase with the hero's strength, but even with 20 strength this does not get better than half satiety. It gets brewed by Tomato Bush seeds. Blandfruit equivalent Tomatofruit. Exotic vesion: potion of Swelling.
  • Ultra Violet: creates an Unfiltered Sunlight gas blob that Blinds shortly all characters inside it and can insta-kill demonic enemies. It gets brewed by Sun Carnivore seeds. Blandfruit equivalent Ultrafruit. Exotic version: potion of Laser Beam.
  • Vine: creates a hostile to all characters Vine Lasher. It gets brewed by Grass Vine seeds. Blandfruit equivalent Vinefruit. Exotic version: potion of Strung.
  • Water: when drunk it creates a 3X3 area of water tiles around the hero, when thrown it does that at the target tile. It gets brewed by Water Weed seeds. Blandfruit equivalent Waterfruit. Exotic version: potion of Tsunami.
  • Wine: causes the Drunk buff/debuff for 10 turns, which doubles accuracy and increases defense by 50%, but also decreases speed by 66%. It gets brewed by Gob Grape seeds. Blandfruit equivalent Winefruit. Exotic version: potion of Alcohol.
  • Withering: when thrown it causes the Wither debuff for 10 turns which decreases damage dealt to the hero by 50%. It gets brewed by Wither Fennel seeds. Blandfruit equivalent Witheringfruit. Exotic version: potion of Death.

Although the blandfruit names and recipes listed above are taken from the game code, blandfruits don't seem to spawn actually in the current version, so all these recipes are practically bugged and unavailable.

The new regular potions are guaranteed to get brewed only with the 3 seeds corresponding to the potion. Putting only two corresponding seeds and another random seed gives the corresponding new potion with a far lower chance than 66%, and putting only random seeds with just one of them being new almost never produces a new regular potion.

Exotic new

51 new Exotic variants have also been introduced, which are all brewed by the combination of a new regular potion with 2 random seeds like the familiar exotic potions of Shattered PD:

  • Absolute Zero: freezes automatically all enemies on the depth. It gets brewed by a potion of Ice Storm.
  • Alcohol: causes the Numb buff for 30 turns, which reduces damage taken to half (it has a similar icon with the burning debuff but it is totally irelevant to it). It gets brewed by a potion of Wine.
  • All Seeing: maps the depth and also shows loot. It gets brewed by a potion of Eye.
  • Armor: causes the Shield buff that offers similar protection with the Coco Shield buff but for 100 turns instead of 20 and also deflects physical damage. It gets brewed by a potion of Protection.
  • Ash: sets all enemies of the depth on Fire dealing rather heavy damage. It gets brewed by a potion of Smoke.
  • Atmospheric Compression: damages all enemies in actual field of vision (mind vision does not add targets). It gets brewed by a potion of Lightning.
  • Autumn: generates the four types of Shaft Plants mentioned before wherever there is high grass in the hero's immediate field of vision (as high grass blocks vision for most classes, succesive tiles of high grass won't get turned to shaft plants but only the first row). It gets brewed by a potion of Harvest.
  • Beacon: when drunk damages much visible undead enemies, deals low damage to all the other enemy types, and blinds all, but has no effect when thrown. It gets brewed by a potion of Lantern.
  • Ball Lightning: all characters on the depth get zapped by a lightning (shopkeepers don't mind this) but don't get also fire damage like from the regular potion. It gets brewed by a potion of Fire Lightning.
  • Bee: drinking it is supposed to turn an enemy into a Golden Bee, and if no enemy is visible to work as a potion of Honey, but it never has the first effect, even when thrown, so it basically a waste of extra seeds to brew it instead of the regular potion. It gets brewed by a potion of Honey.
  • Bleeding: causes Bleeding to all visible enemies. It gets brewed by a potion of Secreting.
  • Brain: it is supposed to add the summary of a found book permanently in the relevant section of the catalogus, but it is bugged and has no effect. It gets brewed by a potion of Muscle.
  • Butter Bread: satisfies fully hunger. It gets brewed by a potion of Butter.
  • Control: drinking it corrupts all enemies on the depth (shopkeepers are also affected and flee). It gets brewed by a potion of Hypno.
  • Death: drinking it insta-kills all regular enemies in sight. It gets brewed by a potion of Withering.
  • Flower: it is supposed when drinking it to activate a random plant effect to each visible enemy, but it is bugged and has no effect either when drunk or thrown. It gets brewed by a potion of Flora.
  • Gloop: when drunk it causes the Caustic Ooze debuff to all enemies of the depth. It gets brewed by a potion of Goo.
  • Hail: chills and potentionally freezes all visible enemies. It gets brewed by a potion of Snow Storm.
  • Hell Storm: when it gets thrown to a specific tile it creates a permanent Hell Fire tile which aplies the Hell Burning debuff for 7 turns with heavier fire damage than plain burning. It gets brewed by a potion of Fire Storm.
  • High Grass: makes high grass grow in all visible tiles that allow it but not plants. It gets brewed by a potion of Grass.
  • Holy: uncurses all items on the depth and also in the inventory (if no items were cursed > uncursed in both the inventory and the depth, there is also a message stating this). It gets brewed by a potion of Blessing.
  • Hotness: when drunk it causes the Dehydrated buff to all visible enemies, which halves their speed (no effect when thrown). It gets brewed by a potion of Pepper.
  • Immortality: increases the capacity of the dew vial by the amount of Strength points and also fills it completely in its new capacity. It gets brewed by a potion of Regrowth. This is one of the few new regular and exotic potions that have a permanent and very beneficial effect to the hero, especially in late game when the hero's strength has become high.
  • Iron Skin: causes the Iron Skin buff for 20 turns, which is invulnerability to all damage and debuffs. This buff is only visually bugged and shows no buff icon, the hero just gets a transparent hue, but apart from that the buff works properly. It gets brewed by a potion of Shield.
  • Laser Beam: makes the hero shoot laser beams to all visible enemies. It gets brewed by a potion of Ultra Violet.
  • Magic Fire: when thrown to a pile of weapons/armors it enchants all of them (no effect in the inventory when drunk), and the magic fire tile remains permanently for later use. Alternatively, you can first make the magic fire and return there whenever you want to enchant an item. It gets brewed by a potion of Hydrogen Fire.
  • Nuts: when drunk it creates 8 edible peanuts that satisfy half hunger in a 3X3 area around the hero, but does not have the same effect when thrown. It gets brewed by a potion of Peanuts.
  • Orb: drinking or throwing it will create a stationary Orb that is supposed to damage all enemies that attack it, but currently the orb is bugged and doesn't aggro enemies, so it deals no damage back. It gets brewed by a potion of Egg.
  • Plague: when drunk it causes the Doom debuff to any enemy that gets in melee range to the hero. It gets brewed by a potion of Infection.
  • Pressure: deals moderate damage to all enemies on the depth. It gets brewed by a potion of Steam.
  • Protein: it is similar with a potion of Strength, as it increases Strength permanently by +1, but it also decreases permanently accuracy and evasion by -1. It gets brewed by a potion of Banana.
  • Quantum Soup: teleports > relocates all characters of the depth (including NPCs, but the shopkeeper won't flee after he gets teleported and will continue to sell his items from a random distance). It gets brewed by a potion of Teleporting.
  • Radiation: when drunk it creates one random spell item. It gets brewed by a potion of Glowing.
  • Relativity: freezes time for the dungeon, with the duration depending on hero's strength, but it is three times more than the potion of time (so approximately amount of turns = strength number X 2 time X 3 relativity = strength number X 6). It gets brewed by a potion of Time.
  • Reproduction: summons 8 Mirror Images in the 3X3 around the hero but has no effect when thrown. It gets brewed by a potion of Love.
  • Sleep Paralysis: it is supposed to summon a Sleep Paralysis Demon that attacks enemies, but don't brew it because it crashes the game and the save file will be always starting from the crashing point, so the run will get ruined. It gets brewed by a potion of Shadows.
  • Slime: puts 3X3 areas of butter tiles under all characters on the depth, which makes it pracitcally an enhanced version of the potion of Butter (these tiles apply a debuff that increases fire damage). It gets brewed by a potion of Slowness.
  • Soil: creates a very big Harvest Wind blob that generates the wheat shaft plant types mentioned before everywhere there is high grass in its area of effect (so it is a very enhanced version of the dirt potion). It gets brewed by a potion of Dirt.
  • Sowing: creates a very big Sowing Wind blob that makes an area with high grass drop many seeds when trampled, but it doesn't make plants grow or trampled grass become high again (unlike its associated regural potion, these are more than the seeds that would be generated by trampling the 3 seed pods needed for brewing it). It gets brewed by a potion of Seed.
  • Spiral: causes Vertigo to all characters on the depth (including shopkeepers, that flee) for 10 turns. It gets brewed by a potion of Ball.
  • Starving: causes all enemies on the current depth to starve (1 damage per turn without endlessly, because enemies can't eat). It gets brewed by a potion of Hunger.
  • Stomach: satisfies hunger fully. It gets brewed by a potion of Digesting.
  • Strung: shoots rather strong Vine Rays to all visible enemies. It gets brewed by a potion of Vine.
  • Sugar: causes the Sugar Rush buff that hastes, with the duration depending on the hero's strength (it gets calculated by hero's Strength X 10 = amount of turns). It gets brewed by a potion of Soda.
  • Super Dew: all high grass on the current depth is automatically trampled (dew generation is not very generous, so brewing it is worth it only if the hero has encountered a depth filled with high grass). It gets brewed by a potion of Dew.
  • Super Nova: deals explosive damage to all visible enemies. It gets brewed by a potion of Sun.
  • Swelling: causes Bleeding to all enemies of the depth, the duration depending on the hero's strength. It gets brewed by a potion of Tomato Soup.
  • Tears: removes all debuffs and buffs. It gets brewed by a potion of Chilli.
  • Terror: it is supposed to cause the Terror debuff to all enemies on the depth, but it is bugged and has no effect. It gets brewed by a potion of Kiwi.
  • Tsunami: creates a huge Storm Cloud blob that generates water tiles in its whole area of effect. It gets brewed by a potion of Water.
  • Worm: the hero shoots worm rays to all visible enemies, with their damage scaling based on the hero's level. It gets brewed by a potion of Parasites.

As mentioned before some regular and exotic potions are bugged and have no effect and one exotic potion is seriously bugged and crashes the game permanently. A few other potions have an effect, but it does not matter at all game-wise (it is only visual, the item produced has no benefit etc.) or the effect of the potion is of lower quality than that of the 3 seeds needed for brewing it. You should avoid brewing all the bugged and useless potions, but you should be very careful and never brew and use the game-crashing potion. These are:

Game crashing Exotic: Sleep Paralysis (it also ruins the run in general)

Bugged Regular: Flora, Pepper, Slowness, Exotic: Bee, Brain, Flower, Orb, Terror

Lower quality/Useless Regular: Ball, Dirt, Egg, Harvest, Muscle, Seed, Exotic: Autumn, Soil

The slots of the seed pouch are 20, but the available seeds - regular potion associations 63 (counting also the familiar seeds from Shattered PD), so players will have to decide which seeds and potions will be useful for them, and gather only the specific seeds for these. Boss depths with plenty of space can be also used as a "seed warehouse" for extra seeds, if the player doesn't mind the back and forth that will be needed.

Tipped darts[]

Shattered PD's tipped darts remain and many new types have been added (50), following the potion additions.

  • Familiar from Shattered PD: Adrenaline, Blinding, Chilling, Displacing, Healing, Holy, Incendiary, Paralytic, Poison, Rot, Shocking, Sleep
  • Ball dart: causes the Balling visual effect to the target. Gets tipped with Ball Crop seeds.
  • Banana dart: causes the Slippery debuff to the target, which makes the target fall when close to a chasm. Gets tipped with Banana Bean seeds.
  • Beetle dart: causes the Beetle Infected debuff to the target, which increases damage taken. Gets tipped by Larva Leaf seeds
  • Clit dart: charms the target. Gets tipped with Clit Balm seeds.
  • Clock dart: freezes time for the dungeon. Gets tipped with Clock Cypress seeds.
  • Coco dart: causes the Coco Shield buff to the target, that protects from all damage (suitable for allies). Gets tipped with Coco Stuft seeds.
  • Confusing dart: confuses the target. Gets tipped with Venus Flytrap seeds.
  • Corn dart: makes a corn wheat shaft drop at the target's tile. Gets tipped with Corn Wheat seeds.
  • Corruption dart: corrupts the target. Gets tipped with Sun Carnivore seeds.
  • Crown dart: creates a Fire Wind gas blob around the target, similarly to stepping on a Crimson Crown plant. Gets tipped with Crimson Crown seeds.
  • Dew dart: creates dew drops around the target. Gets tipped with Dewcatcher seeds.
  • Dirt dart: creates a Dirt Cloud blob that roots. Gets tipped with Dirt Daisy seeds.
  • Earthquake dart: creates an Avalanche effect at the target's location. Gets tipped with Butter Lion seeds.
  • Egg dart: makes an edible egg drop at the target's tile. Gets tipped with Egg Bloom seeds.
  • Eye dart: creates a Wind of Knowledge blob around the target's tile, that stepping in it shows all loot on the depth (useful only when the hero is close and can step inside the area of effect). Gets tipped with Eye Euonymus seeds.
  • Feeler dart: causes the Feelers buff to the target, which increases damage against opponents (suitable for allies). Gets tipped with Feeler Fern seeds.
  • Firefox dart: ignites the target like stepping on a Firefox Glove plant. Gets tipped with Firefox Glove seeds.
  • Freezing dart: freezes target. Gets tipped with Frost Corn seeds.
  • Goo dart: creates a Caustic Ooze gas blob around the target's tile and applies this debuff. Gets tipped with Goo Grass seeds.
  • Grape dart: makes an edible grape drop at the target's tile. Gets tipped with Gob Grape seeds.
  • Grass dart: creates high grass at the target's tile. Gets tipped with Grass Vine seeds.
  • Health dart: heals target (suitable for alies). Gets tipped with Aprico Bush seeds.
  • Heat dart: ignites like if the target had stepped on a Chilli Snapper plant. Gets tipped with Chilli Snapper seeds.
  • Honey dart: causes the Honeyed debuff to the target, which reduces speed six times. Gets tipped with Comb Flower seeds.
  • Hypno dart: creates a Corruption Cloud blob around the target. Gets tipped with Hypno Hemp seeds.
  • Lantern dart: causes Blindness to the target. Gets tipped with Lavender Lantern seeds.
  • Lightning dart: shocks the target. Gets tipped with Lightning Lilly seeds.
  • Parasitic dart: causes the Parasitic Infection debuff to the target, which applies Caustic Ooze after some turns pass. Gets tipped with Parasite Shrub seeds.
  • Peanut Mark dart: applies the Peanut Mark buff/debuff to the target, which increases accuracy but decreases speed. Gets tipped with Peanut Petal seeds.
  • Pop dart: creates a Pop gas blob around the target, that deals similar explosive damage with stepping on a Pop Poplar seed. Gets tipped with Pop Poplar seeds.
  • Pushing dart: knocks target back. Gets tipped with Muscle Moss seeds.
  • Rooting dart: roots target. Gets tipped with Kiwi Vetch seeds.
  • Rose dart: causes the Thorns debuff to the target, which roots and damages. Gets tipped with Rose seeds.
  • Seed Chaos dart: creates seeds around the target. Gets tipped with Grass Lilly and Seed Pod seeds.
  • Shadow dart: causes the Shadow buff/debuff to the target, which is invisibility but also inability to attack (only wands are still available) and decreased vision. Gets tipped with Shadowbloom seeds.
  • Slowness dart: slows the target. Gets tipped with Willow Cane seeds.
  • Smoking dart: creates a Smoke Screen blob around the target, which decreases vision. Gets tipped with Nightshade Onion seeds.
  • Snow Storm dart: creates a Snow Storm blob at the target's location, that causes the Snowed In debuff, which roots. Gets tipped with Snow Hedge seeds.
  • Sour dart: causes the Digesting debuff to the target, which deals damage scaling with depth after it fades away. Gets tipped with Sour Pitcher seeds.
  • Spicy dart: causes the Dehydrated debuff which slows. Gets tipped with Crimsom Pepper seeds.
  • Storm dart: causes the Steam effect to the target, with levitation and serious damage. Gets tipped with Steam Weed seeds.
  • Sun dart: insta-kills undead targets but deals no extra damage to any other enemy. Gets tipped with Sun Bloom seeds.
  • Susan dart: removes a curse from the hero's items. Gets tipped with Blue Eyed Susan seeds.
  • Tank dart: ignites the target with Halomethane fire. Gets tipped with Tank Cabbage seeds.
  • Teleporting dart: teleports target away. Gets tipped with Blackhole Flower seeds.
  • Tomato dart: explodes on target, similarly to stepping on a Tomato Bush plant. Gets tipped with Tomato Bush seeds.
  • Tracking dart: applies the Glowing debuff making the target visible from everywhere on the depth. Gets tipped with Chandelier Tail seeds.
  • Tree dart: creates a plant on the target's tile. Gets tipped with Flower Tree seeds.
  • Water dart: creates a water tile under the target. It gets brewed with Water Weed seeds.
  • Wither dart: causes the Wither debuff to the target, which decreases damage against opponents. Gets tipped with Wither Fennel seeds.

The tipped darts with beneficial effects do not apply them to enemies. Have also in mind that Overgrown PD v.0.0.3 follows the more recent alchemy of Shattered PD and tipping darts doesn't need an alchemy pot.

New Seed - Regular potion - Exotic potion - Tipped dart associations table

Unlike the previous table for v.0.0.2a blandfruits aren't mentioned because they are practically unavailable. When a plants exists also in v.0.0.2a and its products of alchemy are the same in title with v.0.0.2 their names are written in italics.

Seed Regular potion Exotic potion Tipped dart
Aprico Bush Hunger Starving Health dart
Ball Crop Ball* Spiral Ball dart
Banana Bean Banana Protein Banana dart
Blackhole Flower Teleporting Quantum Soup Teleporting dart
Blandfruit - - -
Blue Eyed Susan Blessing Holy Susan Dart
Butter Lion Butter Butter Bread Earthquake dart
Chandelier Tail Glowing Radiation Tracking dart
Chilli Snapper Chilli Tears Heat dart
Clit Balm Love Reproduction Clit dart
Clock Cypress Time Relativity Clock dart
Coco Stuft Protection Armor Coco dart
Comb Flower Honey Bee* Honey dart
Corn Wheat Harvest* Autumn* Corn dart
Crimson Crown Fire Lightning Ball Lightning Crown dart
Crimson Pepper Pepper* Hotness Spicy dart
Dewcatcher Dew Super Dew Dew dart
Dirt Daisy Dirt* Soil* Dirt dart
Egg Bloom Egg* Orb* Egg dart
Eye Euonymus Eye All Seeing Eye dart
Feeler Fern Regrowth Immortality Feeler dart
Firefox Glove Fire Storm Hell Storm Firefox dart
Frost Corn Ice Storm Absoulte Zero Freezing dart
Flower Tree Flora* Flower* Tree dart
Gob Grape Wine Alcohol Grape dart
Goo Grass Goo Gloop Goo dart
Grass Lilly Grass High Grass Seed Chaos dart**
Grass Vine Vine Strung Grass dart
Hypno Hemp Hypno Control Hypno dart
Kiwivetch Kiwi Terror* Rooting dart
Larva Leaf Infection Plague Beetle dart
Lavender Lantern Lantern Beacon Lantern dart
Lightning Lilly Lightning Atmospheric Compression Lightning dart
Muscle Moss Muscle* Brain* Pushing dart
Nightshade Onion Smoke Ash Smoking dart
Parasite Shrub Parasites Worm Parasitic dart
Peanut Petal Peanuts Nuts Peanut Mark dart
Pop Poplar Soda Sugar Pop dart
Rose Shield Iron Skin Rose dart
Seed Pod Seed* Sowing Sed Chaos dart**
Shadow Bloom Shadows Sleep Paralysis*** Shadow dart
Snowhedge Snow Storm Hail Snow Storm dart
Sour Pitcher Digesting Stomach Sour dart
Steam Weed Steam Pressure Storm dart
Sun Bloom Sun Super Nova Sun dart
Sun Carnivore Ultra Violet Laser Beam Corruption dart
Tank Cabbage Hydrogen Fire Magic Fire Tank dart
Tomato Bush Tomato Soup Swelling Tomato dart
Venus Flytrap Secreting Bleeding Confusing dart
Water Weed Water Tsunami Water dart
Willow Cane Slowness* Slime Slowness dart
Wither Fennel Withering Death Wither dart

* Potions that are game crashing, bugged, useless or worse than their regular potion equivalent.

** The Grass Lilly and Seed Pod plants produce the same type of tipped dart.

*** The potion of Sleep Paralysis not only makes the game crash, but also ruins the run in general, because the game gets stuck in the game-crashing instance. Never brew it.

Bombs[]

All the bombs from Shatttered PD along with their recipes remain: Arcane bomb, plain Bomb, Fire bomb, Flashbang bomb, Frost bomb, Holy bomb, Noisemaker bomb, Regrowth bomb, Shock bomb, Sharpnel bomb, Woolly bomb. No new bombs have been added. Also, bombs require alchemical energy to get crafted.

Cooking[]

Both cooking recipes from Shattered PD for Stewed Meat and Meat Pie remain, and there is also an extra recipe added (3 wheat shafts > Food ration), but which is bugged and wheat shafts can't be cooked in an alchemy pot. The familiar recipes require alchemical energy to get prepared.

Scrolls - Spells - Runestones[]

All the regular & exotic scrolls and the stones of Shattered PD 0.7.3 remain the same:

  • Regular: Identify, Lullaby, Magic Mapping, Mirror Image, Rage, Recharging, Remove Curse, Retribution, Teleportation, Terror, Transmutation, Upgrade
  • Exotic: Affection, Anti-Magic, Confusion, Divination, Enchantment, Foresight, Mystical Energy, Passage, Petrification, Polymorph, Prismatic Image, Psionic Blast
  • Runestones: Affection, Aggression, Augmentation, Blast, Blink, Clairvoyance, Deepened Sleep, Disarming, Enchantment, Flock, Intuition, Shock

All the spells of Shattered PD 0.7.3 remain but also 10 new spells have been added:

  • From Shattered PD: Alchemize, Aqua Blast, Arcane Catalyst, Beacon of Returning, Curse Infusion, Feather Fall, Magical Infusion, Magical Porter, Phase Shift, Reclaim Trap, Recycle, Wild Energy
  • Crimson Epithat: scroll of teleportation variant, gets the hero to a location of choice, but there must be a straight line free of obstacles from the starting point to the destination, otherwise the hero will stop at the first obstacle. The spell works practically like a zap from a wand of Blink from Original PD with very high level. 6 spells get crafted with a scroll of Magic Mapping + Teleportation.
  • Doom Call: insta-kills a random enemy on the depth regardless of field of vision (bosses and minibosses are unaffected). 6 get crafted with a scroll of Rage + Terror, energy 3.
  • Enchantment Infusion: allows the player to enchant a weapon or armor with an enchantment among the 6 specific options offered by the spell. It is basically a better spell version of Shattered PD's scroll of enchantment, which exists also in this mod and offers only 2 specific options + 1 random. 2 spells get crafted with a scroll of Enchantment + Identify, energy 1.
  • Force Field: creates a Magic Shield buff for 50 turns that protects from all physical attacks but not from harmful gases or magical attacks. 2 get crafted with a scroll of Recharging + a potion of Shielding, energy 4.
  • Force Push: the caster pushes enemies away by selecting the area they are located. 16 get crafted with a scroll of Psionic Blast + a potion of Cleansing, energy 8.
  • Holy Blast: uncurses all items in the inventory (unidentidied items get a blue hue). 4 get crafted with a scroll of Remove Curse + a potion of Cleansing, energy 2.
  • Nature's Lullaby: puts all living plants in view to sleep. 6 get crafted with a scroll of Lullaby + a potion of Earthen Armor, energy 3.
  • Plant Summon: wakes up all plants in the hero's field of vision, be careful because some will fight each other but most of the living plants will attack the hero. 6 get crafted with a scroll of Rage + a potion of Earthen Armor, energy 3.
  • Season Change: makes all the plants wither and drop their seeds. 4 get crafted with a scroll of Magic Mapping + a potion of Earthen Armor, energy 2.
  • Spontaneous Combustion: sets the caster on fire (it doesn't seem to have any difference from the hero drinking a potion of Liquid Flame, so there is not much point in crafting it). 8 get crafted with a scroll of Recharging + a potion of Dragon Breath, energy 4.

Armors v. 0.0.2a & v.0.0.3[]

The armor types are exactly the same with Shattered PD, but 6 new Glyphs have been added to those already existing in Shattered PD:

  • Same with Shattered PD: Affection, Anti-magic, Brimstone, Camouflage, Entanglement, Flow, Obfuscation, Potential, Repulsion, Stone, Swiftness, Thorns, Viscosity
  • Aqua: increases defense while standing on water
  • Chaos ("Chaotic" in the game code): equivalent to the Unstable enchantment, calls a random glyph
  • Cloning: creates a mirror image
  • Evasion: increases evasion
  • Explosion: randomly explodes damaging all nearby enemies and not the hero, but it might destroy nearby items vulnerable to explosions
  • Fauna ("Flora" in the game code): regenerates health when trampling high grass

The armor curses are the same with those of Shattered PD: Anti-entropy, Bulk, Corrosion, Displacement, Metabolism, Multiplicity, Overgrowth, Stench.

Artifacts v.0.0.2a[]

Artifacts are the same with those of current Shattered PD (Alchemist's Toolkit, Chalice of Blood, Cloak of Shadows, Dried Rose, Ethereal Chains, Foowear of Nature, Horn of Plenty, Master Thieves' Armband, Talisman of Foresight, Timekeeper's Hourglass, Unstable Spellbook) but some are bugged and don't get charged at all. When charging affects their primary function, they become useless in consequence.

Bugged and totally useless

  • Alchemist's Toolkit doesn't get charged by the hero gaining XP but only by putting it in alchemy pots, but even in this case the toolkit is still unable to brew anything, so it is practically useless in any scenario.
  • Master Thieves' Armband doesn't get charged by picking gold > allow the hero to steal, and it doesn't even offer an option to steal with 0% chance, so equipping it is useless.

Bugged but still useful

  • Footwear of Nature don't get charged by trampling high grass, but this only affects their secondary function "Root", so they still increase the dew and seed drops from plants and remain very useful.

Not bugged

  • In contrast the Cloak of Shadows, Dried Rose, Ethereal Chains, Horn of Plenty, Talisman of Foresight, Timekeeper's Hourglass, Unstable Spellbook artifacts get charged normally and aren't bugged in general, while the Chalice of Blood doesn't need charging anyway but also works fine.

There are also two secondary differences from Shattered PD in their spawning:

  • Footwear of Nature are available to all heroes in every run, being the quest reward from the Gardener NPC on depth 1, if the hero gives him 10 different seeds. The Gardener takes the first 10 seeds from the velvet pouch, so if you have more than 10 and perfer to keep some (for example earthroot and sungrass seeds), you should drop these before you interact with him.
  • Unstable Spellbook very rarely might drop from a searched bookshelf.

Artifacts v.0.0.3[]

  • All the artifacts of current Shattered PD remain: Alchemist's Toolkit, Chalice of Blood, Cloak of Shadows, Dried Rose, Ethereal Chains, Horn of Plenty, Master Thieves' Armband, Footwear of Nature, Talisman of Foresight, Timekeeper's Hourglass, Unstable Spellbook. All artifacts get charged normally in this version and none of them is bugged like in v.0.0.2a.
  • Heroes also start the game with a new Deck of Tarot Cards artifact. After this item is equipped and its Shuffle option is chosen at the cost of 2 HP, a tarot card minion (different card each time, but without any difference in its attack features) is summoned, that wanders around the depth and attacks enemies. This minion is rather weak and the cost of HP that is needed to get the minion summoned make the deck of relatively low offensive use, especially in early levels when the hero's HP are few. On the other hand, even though the minion is almost useless in attacking enemies, it can still be used rather well as a distraction to them.
  • There is also a deck of Cursed (Playing) Cards artifact, which is dropped by Crazy Bandits, found inside crystal and red chests, and is occasionally sold in shops just like the familiar artifacts from Shattered PD. It spawns despite its title uncursed, and it needs to become cursed to be usable, but cursing traps don't have any effect on it and can only be cursed by the Curse Infusion spell. After it becomes cursed and usable, its Shuffle option also costs 2 HP, but grants the Luck buff for 10 turns, which increases enemy drops and loot. Both decks are artifacts and can get transmuted to another artifact, but only the deck of playing cards is a product of transmutation, as artifacts are unique and the tarot deck has always already spawned from the beginning.

Classes and subclasses v.0.0.2a[]

Classes and subclasses are basically the same with almost current Shattered PD, that is with its 0.7.1 version, so only the Warrior class is available from the first game and the rest of the classes need a lower badge obtained to get unlocked. Some details of warriors, mages and their subclasses have been changed in versions from 0.7.2 to 0.7.4 of Shattered PD, so these two classes are a bit "old fashioned" in this version, but the general picture remains the same with current Shattered PD.

There is also a hidden stat named Intelligence that gets decreased by the hero starving or having low HP for many turns. Having low intelligence can make scrolls other than Upgrade get miscasted, so that they don't apply their effect and cause a minor debuff instead (knock back, glowing etc. but never more serious debuffs like poisoning or burning). The hero can raise this stat back to non problem-creating levels by searching in bookshelves or drinking a poion of Fasting. Enemies also spawn by default with high or low intelligence (see Enemies section below for details).

Classes and subclasses v.0.0.3[]

Classes and subclasses are basically the same with almost current Shattered PD, that is with its 0.7.3 version, and only the changes to the the warlock subclass in version 0.7.4 of Shattered PD haven't been implemented in this version. The only important difference is that all classes are unlocked from the first run in v. 0.0.3 of Overgrown PD. There are also two secondary differences: a) all hero classes start with the familiar starting items of Shattered PD 0.7.3, but they all also have a Deck of Tarot Cards artifact and a Parasite Shrub seed in the inventory, and b) there is a bug in all bows and crossbows that (apart from the tier 4 crossbow) they will not be adding damage to darts, and in combination with their anyway low rate of spawning this means that essentially the Sniper subclass will rely only on thrown weapons and her Spirit Bow for increased ranged damage.

Enemies v.0.0.2a & v.0.0.3[]

  • As this mod is based on earlier versions of Shattered PD all the enemies added to Shattered PD recently in versions 0.7.5 and 0.8.0 (Caustic Slime, Slime, Snake, Necromancer etc.) don't exist in this mod. Also all the boss fights retain their older 0.7.1 / 0.7.3 features in the boss behaviors.
  • The Flame-B01 infrequent enemy is added in the two last depths of the Caves, which has an attack similar to a highly upgraded wand of Fireblast, emitting rapidly a huge cone of fire which deals heavy damage (in v.0.0.3 the cone has a cyan hue and is considered Halomethane fire, so it is even more damaging). Fortunately after it gets awaken and performs some attacks Flame-B01 gets self-destroyed, so unless you can surprise attack it and get into melee range without it noticing the hero, in which case it won't use its ranged attack, it is more reasonable to agitate it from a safe distance and run.
  • Succubi in the Demon Halls can get a temporary shield similar to the hero's Rose Shield buff.

Features only of v.0.0.2a[]

  • Almost all enemy types can spawn as either clever or dumb, but an enemy that spawns as dumb will be following an enemy that has spawned as clever and will have a chance to step on a harmful plant, while clever enemies might spawn and wander alone and will have a chance to step on a beneficial or neutral plant but not a harmful one. Bosses are always clever and minions are always dumb.
  • A Pressure Plate tile can be found in various locations of the dungeon, and it has three different effects, depending on the room type: a) in regular rooms stepping on the plate or throwing an item on it just generates a dart with minimal damage that gets thrown to the direction of the plate, b) in treasury rooms with a decorative statue stepping on the plate or throwing an item on it turns the decorative statue to an awakened Animated Statue, same with the familiar Animated Statues of special rooms but in most cases already ready to attack, if the hero has stepped on the pressure plate (if the plate was activated by an item and the hero is far, the Animated Staue will remain passive), c) in flooded vaults with piranhas stepping on the plate or throwning an item on it either dries the vault and kills the piranhas or increases the water tiles by +1.
  • Vampire bats infrequently apply specifically the Ebola disease debuff, which is slowness for 1,000 turns. It gets cured by drinking any potion that causes Healing, stepping into a well of Health or with the combination of two random seeds that the hero will learn after searching in bookshelves (all these cures apply also to all other diseases, but bats cause only Ebola).

Features only of v.0.0.3[]

  • Rats in Sewers belong now to five different types: Albino Rat (same with Shattered PD, but more common), Brown Marsupial Rat (new enemy, causes bleeding), Marsupial Rat (same with Shattered PD), Old Marsupial Rat (new enemy, weaker in attacks but more resilient), and Young Marsupial Rat (new enemy, with characteristics opposite of the Old Marsupial Rat, stronger in attacks but less resilient). The first depth of the Sewers has all types, because only rats spawn there, and is more difficult in comparison to that of Shattered PD, because the effect of the rats' bleeding can be quite heavy.
  • Shamans in Prison can appear in three variants, with a red, green or purple face mask. They are named differently depending on their mask, and their behavior is slightly differentiated in each case: Grass Shaman (green mask) spawns grass with each step but is also followed by a fire tile, so it burns the grass tile immediately afterwards and can set other flammable terrain tiles on fire, plain Shaman (red mask) does not spawn grass but is also followed by a fire tile, and Water Shaman (purple mask) creates water tiles with its steps.
  • After the originally spawned enemies in a depth get killed, the new enemies until Demon Halls spawn in a rather slow rate. This is mostly a positive feature, but it becomes a problem with the Imp quest, so it is better to search for the Ambitious Imp before proceeding to the next depth, because after the depths are mostly explored gathering the tokens will need much more time.

Food items v.0.0.2a[]

The plain and cooked food items of Shattered PD remain in Overgrown PD (overpriced and regular food ration, pasty, mystery meat, chargrilled meat, frozen carpaccio), along with those prepared in alchemy pots (stewed meat, meat pie). The only food item added in this version is the edible Peanut, that satisfies half hunger and is dropped often by Peanut Petal plants.

Food items v.0.0.3[]

There some more food items available in Overgrown PD v.0.0.3, more rare and all associated with the various new plants or their potions. Some new potions also satisfy hunger. These are:

Food items dropped by plants or potions

  • Corn, Green apple, Starwberry, Water wheat shafts: the corn wheat shaft is rather common and gets dropped by the Corn Wheat plant, but the other three are dropped each by a plant with the same name that spawns only by drinking specific potions (Autumn, Dirt, Harvest, Soil). Rare on not rare, these food items are all bugged and satisfy minimal hunger, while the new alchemical recipe of "3 wheat shafts = 1 food ration" is also bugged and unavailable.
  • Egg: it is dropped by Egg Bloom plants and satisfies hunger fully.
  • Grape: it is dropped by Gob Grape plants and satisfies hunger fully.
  • Peanut: 8 of them are dropped by the exotic potion of Nuts, and one satisfies hunger fully. They are also supposed to drop occasionally from the Peanut Petal plant but this drop is bugged in v.0.0.3 and never happens.

Potions that function as food items

  • Regular: Hunger, Tomato Soup (both satisfy half hunger)
  • Exotic: Butter Bread, Stomach (both satisfy hunger fully)

Wands v.0.0.2a[]

The wands of v.0.0.2 are those of older Shattered PD (0.7.1): Blast Wave, Corrosion, Corruption, Disintegration, Fireblast, Frost, Lightning, Magic Missile, Prismatic Light, Regrowth, Transfusion. There are no wands of Living Earth or Warding and the wand of Transfusion still self-harms and doesn't offer a mild self-shield.

Wands v.0.0.3[]

  • All of Shattered PD's familiar wands exist also in this version: Blast Wave, Corrosion, Corruption, Disintegration, Fireblast, Frost, Lightning, Living Earth, Magic Missile, Prismatic Light, Regrowth, Transfusion, Warding. The battlemage's melee effects remain also the same. In regards to the familiar wands from Shattered PD, they retain the specific features of v.0.7.3 and have also in mind that the plants spawned from an upgraded wand of Regrowth are mostly considered planted by the hero and become infrequently living when trampled.
  • The new wand of Poison is sort of a reintroduction of the wand from Original PD with the same name, as it applies the Poison debuff to a specific target although it also creates a blob (the sprite of the Toxic Gas blob appears around the target, but with no effect to neighboring enemies, so this wand looks like Shattered PD's withdrawn wand of Venom, but isn't actually very similar). The Poison debuff's damage scales with depth, so the wand does not display its expected damage. When imbued to the staff equipped by a battlemage the wand seems to not have any melee effect.
  • Also the wand of Flock has been reintroduced from Original PD and spawns an amount of sheep min. 2 * level - max. (2 * level) + 4, so 2-6 at level 1, 4-8 at level 2 etc., but the amount caps at 9 sheeps in a 3X3 square, so practically at level 3 it reaches its max cap and at level 5 its min cap (there is anyway not much point in upgrading this wand in Overgrown). When imbued to the staff equipped by a battlemage the wand seems to also not have any melee effect.
  • There is also a wand-related bug in in this version, as each time the wand of Fireblast insta-kills an enemy the game crashes, there is no save file corruption though.

Weapons v.0.0.2a[]

The new melee weapons of v.0.0.2a are:

  • Club: tier 3, d. 3-16, +18% Accuracy, Delay 1.28 (28% slower Attack Speed - appr. 3 normal attack turns and then 1 skipped), +1/+4
  • Katana: tier 4, d. 4-18, Delay 0.5 (50% faster Attack Speed - double attack in one turn), +1/+3
  • Knife Glove: tier 2, d. 2-9, causes Bleeding, +1/+2
  • Knife on a stick: tier 2. d. 2-8, Delay 0.9 (a bit quicker), +2 reach, +1/+3
  • Rapier: tier 3. d. 3-8, Delay 0.25 (75% faster Attack Speed - quadruple attack in one turn), +1/+3
  • Scythe: t3, d. 3-16, +2 reach, +1/+4

The weapon enchantments of v.0.0.2a are those of Shattered PD v.0.7.1 (Blazing, Chilling, Dazzling, Eldritch, Grim, Lucky - with its old function of either max or min damage, Precise, Projecting, Shocking, Stunning, Swift, Unstable, Vampiric, Venomous, Vorpal) along with 11 new enchantments:

  • Same with Shattered PD: Blazing, Blocking, Blooming, Chilling, Dazzling, Eldritch, Grim, Kinetic, Lucky, Precise, Projecting, Shocking, Swift, Unstable, Venomous.
  • Absorbing: the weapon is imbued with the seed of the living plant it kills, until the next plant is killed.
  • Consumption ("Eating" in the game code): vampiric effect
  • Disintegrating: offers the option to shoot a disintegration beam after each successful hit, but also halves the weapon's damage in general.
  • Explosion: bomb-like effect on hit which deals heavy damage, but also turns grass tiles to embers and might destroy items vulnerable to explosions.
  • Flashing: blinds and deals light damage.
  • Midas: generates gold with hits.
  • Momentum: the hero thrusts into enemies, while they get knocked back.
  • Smashing ("Hitting" in the game code): extra damage after two successful hits
  • Teleporting: offers the hero the ability to teleport to a chosen location, but also halves the weapon's damage.
  • Time Reset (renamed to Cronomorphing in v.0.0.3): randomly freezes time for the enemies, but the hero attacking again unfreezes it.
  • Whirlwind: hits many enemies at once.

The weapon curses are the same with Shattered PD v.0.7.1: Annoying, Displacing, Elastic, Exhausting, Fragile, Friendly, Polarized, Sacrificial, Wayward.

Weapons v.0.0.3[]

69 new melee and ranged Weapons 14 + 20 +23 have been added, while all of Shattered PD's familiar weapons remain but all of them have been more or less retextured:

Tier 1 (in each tier weapons of the same type are groupped together, and the alphabetic order is primarily determined by weapon type)

  • Small Bow: d. 1-8, shoots darts, +1/+2, Bow type. It should increase the damage of darts but it is bugged and doesn't do so.
  • Studded Cane: d. 1-4, Delay 0.25 (75% faster Attack Speed - quadruple attack in one turn), +1/+1, Cane type
  • Club: d. 1-10, +18% Accuracy, Delay 1.28 (28% slower Attack Speed - appr. 3 normal attack turns and then 1 skipped), +1 defense (stable), +1/+2, Club type
  • Rapier: d. 1-4, +50% Accurracy, Delay 0.5 (50% faster Attack Speed - double attack in one turn), +1/+2, Fencing type
  • Knuckleduster: d. 1-5, Delay 0.25 (75% faster Attack Speed - quadruple attack in one turn), unknockable by Dwarf Monks, +1/+1, Glove type
  • Studded Gloves: d. 1-6, Delay 0.5 (50% faster Attack Speed - double attack in one turn), unknockable by Dwarf Monks, +1/+1, Glove type
  • Yawara: d. 1-5, Delay 0.25 (75% faster Attack Speed - quadruple attack in one turn), extra damage to Surprised enemies (min. boosted to 50% of max.), unknockable by Dwarf Monks, +1/+1, Glove type
  • Cheese Grater: d. 1-1, -70% Accuracy, Delay 0.2 (80% faster Attack Speed - quintuple attack in one turn), causes Bleeding, min. max. damage always same, +1/+1, Grate type
  • Otsuchi: d. 1-6, +40% Accuracy, +1/+2, Hammer type
  • Claw Knife: d. 1-10, causes Bleeding, +1/+2, Knife type
  • Dagger: d. 1-8, extra damage to Surprised enemies (min. boosted to 75% of max.), +1/+2, Knife type
  • Horn Knife: d. 1-10, Cripples, +1/+2, Knife type
  • Worn Shortsword: d. 1-10, no extra attributes, +1/+2, Shortsword type
  • Mage's Staff: d. 1-8, gets imbued with wands, +1/+2, Staff type

Tier 2

  • Hand Axe: d. 2-12, +32% Accuracy, +1/+3, Axe type
  • Hooked Waraxe: d. 2-15, +24% Accuracy, Delay 1.48 (48% slower Attack Speed- appr. 2 normal attack turns and then 1 skipped), causes Bleeding, +1/+3, Axe type
  • Cane Saw: d. 2-5, Delay 0.25 (75% faster Attack Speed - quadruple attack in one turn), +1/+2, Cane type
  • Nunchaku: d. 2-6, Reach 2, Cripples, +1/+4, Chain type
  • Jutte: d. 2-15, +4 defense (stable), +1/+3, Club type
  • Quarterstaff: d. 2-12, +3 defense (stable), +1/+3, Club type
  • Spiked Stone Club: d. 2-20, -75% Accuracy, causes Bleeding, +10 defense (stable), +1/+3, Club type
  • Wooden Crossbow: d. 2-15, shoots darts, +1/+3, Crossbow type. It should increase the damage of darts but it is bugged and doesn't do so.
  • Khopesh: d. 2-15, Delay 1.1 (10% slower Attack Speed - infrequently an attack turn will be skipped), +4 defense (stable), +1/+3, Curved Blade type
  • Dual Fencing Blades: d. 2-2, +100% Accuracy, Delay 0.2 (80% faster Attack Speed - quintuple attack in one turn), min. max. damage always same, +1/+1, Fencing type
  • Claw Glove: d. 2-12, Delay 0.5 (50% faster Attack Speed - double attack in one turn), causes Bleeding, +1/+3, Glove type
  • Dirk: d. 2-12, extra damage to Surprised enemies (min. boosted to 67% of max.), +1/+3, Knife type
  • Scythe: d. 2-15, Reach 3, -20% Accuracy, +1/+3, Scythe type
  • Scyld: d. 2-15, +4 defense (+2 with each level), +1/+3, Shield type
  • Shortsword: d. 2-15, no extra attributes, +1/+3, Shortsword type
  • Naginata: d. 2-15, Reach 2, Delay 1.5 (50% slower Attack Speed - 2 normal attack turns and then 1 skipped), +2 defense (stable), +1/+3, Spear type
  • Sasumata: d. 2-15, Reach 2, Delay 1.5 (50% slower Attack Speed - 2 normal attack turns and then 1 skipped), +2 defense (stable), +1/+3, Spear type
  • Spear: d. 2-20, Reach 2, Delay 1.5 (50% slower Attack Speed - 2 normal attack turns and then 1 skipped), +1 defense (stable), +1/+4, Spear type
  • Chain Whip: d. 2-8, reach 3, Cripples, +1/+2, Whip type
  • Nail Whip: d. 2-8, Reach 3, causes Bleeding, +1/+2, Whip type

Tier 3

  • Two Sided Waraxe: d. 3-20, +48% Accuracy, +1/+4, Axe type
  • Butcher Blade: d. 3-20, +40% Accuracy, Delay 1.4 (40% slower Attack speed - appr. 2 normal attack turns and then 1 skipped), +1/+4 Blade type
  • Double Blade: d. 3-20, +50% Accuracy, Delay 1.5 (50% slower Attack Speed - 2 normal attack turns and then 1 skipped), +1/+4, Blade type
  • Hack Blade: d. 3-20, +45% Accuracy, Delay 1.45 (45% slower Attack Speed - appr. 2 normal attack turns and then 1 skipped), +1/+4, Blade type
  • Cane Blade: d. 3-6, Delay 0.25 (75% faster Attack Speed - quadruple attack in one turn), +1/+3, Cane type
  • Knife Chain: d. 3-14, Reach 3, causes Bleeding, +1/+3, Chain type
  • Barbed Staff: d. 3-20, +28% Accuracy, Delay 1.56 (56% slower attack speed - appr. 2 normal attack turns and then 1 skipped), causes Bleeding, +2 defense (stable), +1/+4, Club type
  • Kanabo: d. 3-20, +5 defense (stable), +1/+4, Club type
  • Mace: d. 3-16, +28% Accuracy, +1/+4, Club
  • Small Crossbow: d. 3-20, shoots darts, +1/+4, Crossbow type. It should increase the damage of darts but it is bugged and doesn't do so.
  • Sabre: d. 3-20, Delay 1.1 (10% slower Attack Speed - infrequently an attack turn will be skipped), +1/+4, Curved Blade type
  • Scimitar: d. 3-16, Delay 0.8 (20% faster Attack Speed - 2 normal attack turns and then a double attack turn), +1/+4, Curved blade type
  • Tekkokagi: d. 3-18, causes Bleeding, can't be knocked off by Dwarf Monks, +1/+4, Glove type
  • Manji Sai: d. 3-9, Delay 0.2 (80% faster Attack Speed - septuple attack in one turn) +1/+2, Knife type
  • Sai: d. 3-10, Delay 0.5 (50% faster Attack Speed - double attack in one turn), +3 defense (stable), +1/+2, Knife type
  • Halberd: d. 3-16, Reach 2, +40% Accuracy, +1/+3, Halberd type
  • Harpoon: d. 3-12, pulls target, +1/+4. Harpoon type. Its pulling ability seems to be bugged currently and does not work.
  • Kite Shield: d. 3-9, +10 defense (+3 with each level), +1/+2, Shield type
  • Round Shield: d. 3-12, +5 defense (+2 with each level), +1/+2, Shield type
  • Pendulum Spear: d. 3-20, reach 2, Delay 1.5 (2 normal attack turns and then 1 skipped), +10 defense (stable), +1/+4, Spear type
  • Sword: d. 3-20, no extra attributes, +1/+4, Sword type
  • Whip: d. 3-12, Reach 4, +1/+3, Whip type
  • Whip Sword: d. 3-16, Reach 3, +50% Accuracy, +1/+3, Whip type

Tier 4

  • Battle Axe: d. 4-20, +24% Accuracy, +1/+5. Axe type
  • Assassin's Blade: d. 4-20, extra damage to Surprised enemies (min. boosted to 50% of max.), +1/+5, Blade type
  • Broad Blade: +30% Accuracy, Delay 1.3 (30% slower Attack Speed - 3 normal attack turns and then 1 skipped), Blade type
  • Runic Blade: d. 4-20, Benefits more from upgrades, +1/+6, Blade type
  • Steel Blade: d. 4-25, +63% Accuracy, Delay 1.63 (63% slower Attack Speed - 1 to 2 normal attack turns and then 1 skipped), +1/+5, Blade type
  • Kusarigama: d. 4-20, reach 4, causes Bleeding, Cripples, +1/+4, Chain type
  • Club Sword: 4-20, +18% Accuracy, +6 defense (stable), +1/+4, Club type
  • Spiked Club: d. 4-25, causes Bleeding, +6 defense (stable), +1/+5, Club type
  • Crossbow: 4-20, shoots darts, +1/+4, It does increase the damage of darts. Crossbow type
  • Iron Crossbow: d. 4-25, shoots darts, +1/+5, Crossbow type. It should increase the damage of darts, but it is bugged and doesn't do so.
  • Pirate Sabre: d. 4-25, Delay 1.2 (20% slower Attack Speed - 4 normal attack turns and then one attack turn skipped), +2 defense (stable), +1/+5, Curved Blade type
  • Flail: d. 4-35, -10% Accuracy, Can't surprise attack, +1/+8, Flail type
  • Steel Warhammer: d. 4-20, +50% Accuracy, +1/+4, Hammer type
  • Adorned Longsword: d. 4-25, +20% Accuracy, Delay 1.2 (20% slower Attack Speed - 4 normal attack turns and then one attack turn skipped), +1/+5, Longsword type
  • Double Longsword: d. 4-25, -50% Accuracy, Delay 0.5 (50% faster Attack Speed - double attack in one turn), +1/+5, Longsword type
  • Longsword: d. 4-25, no extra attributes, +1/+5, Longsword type
  • Scythe Wheel: d. 4-25, reach 3, -30% Accuracy, Delay 0.5 (50% faster Attack Speed - double attack in one turn), +1/+5, Scythe type
  • Crusader Kite Shield: d. 4-15, +10 defense (+3 with each level), +1/+3, Shield type
  • Paragon Shield: d. 4-25, +6 defense (+3 with each level), +1/+5, Shield type
  • Bamboo Spear: d. 4-25, Range increases with time, Delay increases with range. To be more specific, at first the Bamboo Spear has range 1 and delay 1.22, after some hits it gets to range 2 and delay 1.73, and after some more hits to range 3 and delay 2.12, so already from range 2 it is the slowest weapon in the game. Fortunately after it first increases its range it also offers the "Break" option, which can make the spear shorter in exchange for less delay, but this is not permanent, so the spear will start growing again after some hits. +1/+5, Spear type
  • Lance: d. 4-25, reach 3, Delay 1.5 (50% slower attack speed - 2 normal attack turns and then 1 skipped), +1 defense (stable), +1/+5, Spear type
  • Katana: d. 4-20, Delay 0.5 (50% faster Attack Speed - double attack in one turn), +1/+5, Sword type
  • Trident: dam 16-16, Reach 2, min. max. damage always same, +5/+5, Trident type

Tier 5

  • Greataxe: d. 5-50, Str. req. 20, +1/+6, Axe type
  • Waraxe: d. 5-24, +24% Accuracy, +1/+6, Axe type
  • Golden Bow: d. 5-39, shoots darts, +1/+8. Bow type. It should increase the damage of darts, but it is bugged and doesn't do so.
  • Manriki Kusari: d. 5-24, Reach 5, Cripples, less often Stuns, +1/+4, Chain type
  • Golden Crossbow: d. 5-38, shoots darts, +1/+8. Crossbow type. It should increase the damage of darts, but it is bugged and doesn't do so.
  • Gunsen Fan: d. 5-5, Delay 0.25 (75% faster Attack Speed - quadruple attack in one turn), causes Bleeding, Knocks back enemies, min. max. damage always same, +1/+1, Fan type
  • Stone Gauntlet: d. 5-15, Delay 0.5 (50% faster Attack Speed - double attack in one turn), +5 defense (stable), can't be knocked off by Dwarf Monks, +1/+3, Glove type
  • Triple Hook Halberd: d. 5-24, Reach 2, +35% Accuracy, +1/+6, Halberd type
  • War Hammer: d. 5-24, +20% Accuracy, +1/+6, Hammer type
  • Steel Longsword: d. 5-30, -20% Accuracy, Delay 0.8 (20% faster Attack Speed - 3 normal attack turns and then a double attack turn), +1/+6, Longsword type
  • Spiked Scythe: d. 5-30, reach 3, -20% Accuracy, causes Bleeding, +1/+6, Scythe type
  • Greatshield: d. 5-15, +10 defense (+3 with each level), +1/+3, Shield type
  • Sword Shield: d. 5-30, +10 defense (+3 with each level), +1/+6, Shield type
  • Broad Spear: d. 5-30, Reach 2, Delay 1.5 (50% slower Attack Speed - 2 normal attack turns and then 1 skipped), +2 defense (stable), +1/+6, Spear type
  • Glaive: d. 5-40, Reach 2, Delay 1.5 (50% slower Attack Speed - 2 normal attack turns and then 1 skipped), +1 defense (stable), +1/+8, Spear type
  • Rounded Spear: d. 5-30, reach 2, -50% Accuracy, Delay 1.5 (50% slower attack speed - 2 normal attack turns and then 1 skipped), +5 defense (stable), +1/+6, Spear type
  • Greatsword: d. 5-30, no extra attributes, +1/+6, Sword type
  • Sword Wheel: d. 5-24, Delay 0.25 (75% faster Attack Speed - quadruple attack in one turn), +1/+6, Sword type

In the game code there are also three classes of weapons, the gem weapons and plant weapons with many members and the mob weapons, that they don't spawn at all in the game. Bows and crossbows also spawn very rarely and most of them are bugged, as they don't increase the damage of dart (the only exception is the familiar tier 4 Crossbow). This bug of all bows and crossbows apart from the tier 4 crossbow not adding damage to darts in combination with their anyway low rate of spawning means that essentially the Sniper subclass will rely only on thrown weapons and her Spirit Bow for increased ranged damage. Many of the weapons of the previous lists did not exist in Overgrown PD before version 0.0.3.

From the Dwarven City and on heroes of most subclasses will need at least a tier 3 upgraded weapon to survive easily (note that some tier 3 weapons like the Tekkokagi can be practically as good as a tier 5 weapon for end-game). Mostly because of the monks, inaccurate or slow weapons will also be not good for this purpose, even when they belong to a higher tier, unless the hero has extra means of attacking/buffs in addition to the melee weapon (Mage with a much upgraded wand, Gladiator, Assassin, Freerunner, Sniper etc.). Low damage weapons of any tier without an attack speed bonus do not help either after the City. To see which weapons combine higher tier placement without having any serious drawback, you can have a look at the Common Characteristics of the table below and the bullet list & table that follows them.

Weapon types in all tiers

Note: Regardless of their assignment to a type, all familiar weapons from Shattered PD retain their tier assignment and features from there and their assignment to a type in Overgrown PD is based mostly on their image.

Type Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Axe - Hand Axe

Hook. Waraxe

2 Sid. Waraxe Battle Axe Greataxe

Waraxe

Blade - - Butcher Blade

Double Blade

Hack Blade

Ass. Blade

Broad Blade

Runic Blade

Steel Blade

-
Bow Small Bow - - - Golden Bow
Cane Studd. Cane Cane Saw Cane Blade - -
Chain - Nunchaku Knife Chain Kusarigama Manriki Kusari
Club Club Jutte

Quarterstaff

Sp. St. Club

Barbed Staff

Kanabo

Mace

Club Sword

Spiked Club

-
Crosbow - W. Crossbow S. Crossbow Crossbow

Ir. Crossbow

Gold. Crossbow
C. Blades - Khopesh Sabre

Scimitar

Pirate Sabre -
Fan - - - - Gunsen Fan
F. Blades Rapier D. F. Blades - -
Flail - - - Flail -
Glove Knuckledust.

St. Gloves

Yawara

Claw Glove Tekkokagi - St. Gauntlet
Grate Ch. Grater - - - -
Halberd - - Halberd - 3ple Hook Halberd
Hammer Otsuchi - - St. W. Hammer War Hammer
Harpoon - - Harpoon - -
Knife Claw Knife

Dagger

Horn Knife

Dirk Manji Sai

Sai

- -
Longsword - - - Ad. Longsword

D. Longsword

Longsword

St. Longsword
Scythe - Scythe - Scythe Wheel Sp.Scythe
Shield - Scyld Kite Shield

R. Shield

Cr. K. Shield

Par. Shield

Greatshield

Sw. Shield

Shortsword Worn Shortsw. Shortsword - - -
Spear - Naginata

Spear

Pend. Spear Bamboo Spear

Lance

Broad Spear

Glaive

Rounded Spear

Staff Mage's Staff - - - -
Sword - - Sword Katana Greatsword

Sw. Wheel

Trident - - - Trident -
Whip - Chain Whip

Nail Whip

Whip

Wh. Sword

- -

Common Characteristics

  • Axes: with the exception of the Greataxe, all the other axes have Increased Accuracy without penalties to other stats.
  • Blades: with the exceptions of the Assassin's Blade and the Runic Blade, all the other blades have Increased Accuracy but with Decreased Attack Speed.
  • Bows: Ranged weapons that are supposed to increase the damage of thrown darts, but they are all bugged and none of them does.
  • Canes: +75% Attack Speed but comparatively low scaling for their tiers.
  • Chains: Increased Reach and Bleeding and/or Crippling, but sometimes comparatively lower damage for their tiers.
  • Clubs: there is generally some variation among them in their stats, but with the exception of the Mace, all the other clubs give Increased Defense, which does not scale up with upgrades.
  • Crossbows: Ranged weapons that are supposed to increase the damage of thrown darts, but they are almost all bugged and only the tier 4 Crossbow does.
  • Curved Blades: Nothing common in all.
  • Fans: There is only one fan in all tiers, the Gunsen Fan.
  • Fencing Blades: Increased Accuracy and Attack Speed but comparatively lower damage for their tier.
  • Flails: There is only one flail in all tiers, the Flail.
  • Gloves: Increased Attack Speed but comparatively lower damage and scaling for their tiers in most of them. Unknockable by Dwarf Monks.
  • Grates: there is only one grate in all tiers, the Cheese Grater.
  • Halberds: Extra Reach & Increased Accuracy without penalties to other stats.
  • Hammers: Increased Accuracy without penalties to other stats.
  • Harpoons: there is only one harpoon in all tiers, the Harpoon.
  • Knives: they have nothing in common as a whole group, but the Dagger and Dirk both deal Increased Damage to Surprised enemies, while the Manji Sai and Sai have both Increased Attack Speed.
  • Longswords: Nothing common in all.
  • Scythes: Increased Reach but Decreased Accuracy.
  • Shields: Increased Defense, which scales up with upgrades. The shields with good scaling in their defense have comparatively lower damage for their tiers.
  • Shortswords: No extra attributes.
  • Spears: Increased Reach and stable Defense (in this only exception is the Bamboo Spear, which has adjustable reach) but Decreased Attack Speed.
  • Staves: there is only one staff in all tiers, the Mage's Staff.
  • Swords: they have nothing common as a whole group, but the Katana and Sword Wheel have Increased Attack Speed.
  • Tridents: there is only one trident in all tiers, the Trident.
  • Whips: there is generally some variation among them in their stats, but they all give Extra Increased Reach.

Weapons in groups of characteristics combinations

Negative only

  • Decreased Atack Speed: t3 Sabre

Negative and Positive

  • Increased Accuracy but Decreased Attack Speed: t1 Club, t2 Hooked Waraxe (+bleeding), t3 Butcher Blade, Double Blade, Hack Blade, t4 Adorned Longsword, Broad Blade, Steel Blade
  • Increased Attack Speed but comparatively Decreased Scaling for their tiers: t1 Studded Cane, t2 Cane Saw, Dual Fencing Blades (+Accuracy), t3 Cane Blade, Manji Sai, Sai, t5 Gunsen Fan
  • Increased Attack Speed but Decreased Accuracy: t1 Cheese Grater, t4 Double Longsword, t5 Steel Longsword
  • Increased Attack Speed, Unknockable by Dwarf Monks but comparatively Decreased Scaling for their tiers: t1 Knuckleduster, Studded Gloves, Yawara (+extra damage to surprised enemies), t3 Tekkokagi (regular scaling, so it actually belongs to the next group), t5 Stone Gauntlet
  • Increased Damage but Decreased Accuracy & Can't surprise attack: t4 Flail
  • Increased Damage but higher Strength Requirement: t5 Greataxe
  • Increased Defense that Does not Scale with upgrades but with Decreased Accuracy or Attack Speed : t2 Khopesh (-Attack Speed), Spiked Stone Club (-Accuracy, +Bleeding), t3 Barbed Staff (-Attack Speed), t4 Pirate Sabre (-Attack Speed)
  • Increased Defense that Scales up with upgrades but with Decreased Damage Scaling: t3 Kite Shield, Round Shield, t4 Crusader Kite Shield, t5 Greatshield.
  • Increased Reach and Increased Defense that Does not Scale with upgrades but Decreased Attack Speed: t2 Naginata, Sasumata, Spear, t3 Pendulum Spear, t4 Bamboo Spear (only one without +defense, but with adjustable range), Lance, t5 Broad Spear, Glaive, Rounded Spear
  • Increased Reach but Decreased Accuracy: t2 Scythe, t4 Scythe Wheel (+50% faster), t5 Spiked Scythe (+Bleeding)
  • Increased Reach but comparatively Decreased Scaling for their tiers: t3 Knife Chain, t4 Kusarigama, Trident, t5 Manriki Kusari (with the only exception of the Trident also Bleeding and/or Crippling)

Posiitive only

  • Bleeding or Crippling without any other stat bonus: t1 Claw Knife (+bleeding), Horn Knife (+cripples),
  • Increased Accuracy and Increased Attack Speed: t1 Rapier
  • Increased Accuracy and Increased Reach without other penalties: t3 Halberd, t5 Triple Hook Halberd
  • Increased Accuracy without other penalties: t1 Otsuchi, t2 Hand Axe, t3 Mace, Two Sided Waraxe, t4 Battle Axe, Steel War Hammer, t5 Waraxe, War Hammer
  • Increased Attack Speed without other penalties: t2 Claw Glove, t3 Scimitar, t4 Katana
  • Increased Damage to Surprised enemies: t1 Dagger, t2 Dirk, t4 Assassin's Blade
  • Increased Defense that Does not Scale with upgrades: t2 Jutte, Quarterstaff, t3 Kanabo, t4 Club Sword, Spiked Club
  • Increased Defense that Scales up with upgrades: t2 Scyld, t4 Paragon Shield (all of these shields have regular damage scaling for their tiers)
  • Increased Reach without other penalties: t2 Nunchaku
  • Extra Increased Reach without other penalties: t2 Chain Whip (+Cripples), Nail Whip (+Bleeding), t3 Whip, Whip Sword (+Accuracy)
  • More Benefit from Upgrades: t4 Runic Blade
  • Ranged Weapons that Increase the Damage of darts: t4 Crossbow (all the other are bugged and don't do it)

Neither stat advantages nor stat drawbacks

  • t1 Mage's Staff (+imbuable), Worn Sortsword, t3 Sword, t4 Longsword, t5 Greatsword
Negative only Negative & Posiitive Positive only Neither
Tier 1 - Cheese Grater

Club

Knuckleduster

Studded Cane

Studded Gloves

Yawara

Claw Knife

Dagger

Horn Knife

Otsuchi

Rapier

Mage's Staff

Worn Shortsword

Tier 2 - Cane Saw

Dual Fencing Blades

Hooked Waraxe

Khopesh

Naginata

Sasumata

Scythe

Spear

Spiked Stone Club

Chain Whip

Claw Glove

Dirk

Hand Axe

Jutte

Nail Whip

Nunchaku

Quarterstaff

Scyld

-
Tier 3 Sabre Barbed Staff

Butcher Blade

Cane Blade

Double Blade

Knife Chain

Hack Blade

Kite Shield

Manji Sai

Pendulum Spear

Round Shield

Sai

Halberd

Kanabo

Mace

Scimitar

Whip

Whip Sword

Tekkokagi

Two Sided Waraxe

Sword
Tier 4 - Adorned Longsword

Bamboo Spear

Broad Blade

Crus. Kite Shield

Double Longsword

Flail

Kusarigama

Lance

Pirate Sabre

Scythe Wheel

Steel Blade

Trident

Assassin's Blade

Battle Axe

Club Sword

Crossbow

Katana

Runic Blade

Spiked Club

St. War Hammer

Longsword
Tier 5 - Broad Spear

Glaive

Greataxe

Greatshield

Manriki Kusari

Rounded Spear

Spiked Scythe

Stone Gauntlet

Paragon Shield

Sword Shield

Triple Hook Halberd

Waraxe

War Hammer

Greatsword

Also, melee weapons can generally get poisoned with seeds and can gain for 5 turns each seed's effect, by using the Poison option in their game window. They apply the same effect with the equivalent tipped darts, but when an effect is beneficial the weapon does not apply it to enemies and melee weapons can't hit allies like darts do, so the seed gets wasted this way. Shops sell only the weapons that are also available in Shattered PD, following their tier number (the Prison shop tier 2 weapons, the Caves shop tier 3 etc.).

The thrown weapons are the same with current Shattered PD (t1 Dart, Throwing knife, Throwing stone, t2 Fishing spear, Shuriken, Throwing club, Tipped dart, t3 Bolas, Kunai, Throwing spear, t4 Heavy Boomerang, Javelin, Tomahawk, t5 Force cube, Throwing hammer, Trident). These have also all been retextured.

The weapon enchantments of v.0.0.3 are those of Shattered PD v.0.7.3 (Blazing, Blocking, Blooming, Chilling, Corrupting, Dazzling, Elastic, Eldritch, Grim, Kinetic, Lucky, Precise, Projecting, Shocking, Stunning, Swift, Unstable, Vampiric, Venomous, Vorpal) along with the original enchantments introduced in v.0.0.2a : Absorbing, Consumption, Cronomorphing, Disintegrating, Explosion, Flashing, Midas, Momentum, Smashing, Teleporting, Whirlwind. The weapon curses are the same with Shattered PD v.0.7.3: Annoying, Displacing, Elastic, Exhausting, Fragile, Friendly, Sacrificial, Wayward. For details about the effects of the new enchantments read section just above.

The weapon curses are the same with Shattered PD: Annoying, Displacing, Exhausting, Fragile, Friendly, Polarized, Sacrificial, Wayward.

Other Notable Features v.0.0.2a[]

  • A visual feature that is one of the reasons that gave this mod its name is that dungeon walls are covered with plants.
  • Bookcases are searchable, and occasionally a book title is mentioned when the hero searches in them or a random regular scroll drops, very similarly to what bookshelves do in YAPD. Note that rare regular scrolls like the scroll of Transmutation might also drop from bookshelves, but never scrolls of Upgrade or exotic scrolls in general. Very rarely the Unstable Spellbook artifact might also drop once from a searched bookshelf. After some searches in the same bokshelf, the message "You have already searched this bookshelf" starts getting displayed, which means that there isn't any chance for scroll drops anymore. The book titles refer to books that are either fictional but part of H. P. Lovecraft's lore or titles of actual books that all belong to the occult genre. For a full list of the book titles in the bookshelves of v.0.0.2a you can read the game's github.
  • The Gardener NPC has been added on depth 1 that gives the Footwear of Nature artifact to all heroes in exchange for 10 different seeds.
  • In the Metropolis a hidden library room spawns that contains an M8-Mirror Machine that powers a golden mirror. The machine has no effect on the gameplay or interaction with the hero and is just part of the game lore.

It should be also noted that Overgrown PD of version 0.0.2 has inspired another mod, named Survival Pixel Dungeon, which keeps all the features of that version of Overgrown PD, but among many other changes it increases the size of the dungeon's depths, adds new enemies and also many new items, most of them related to cooking and food. You can read details about Survival Pixel Dungeon in its separate wiki page.

Other Notable Changes/Features v.0.0.3[]

  • Bookcases are searchable, and occasionally a book title is mentioned when the hero searches in them, but they never drop scrolls like in YAPD. Potions of Muscle increase the hero's luck in finding books. Some book titles refer to actual books of the occult genre (first group), some other to this wiki's posts or to members of PD discord servers (second group), but most of them are just fictional titles (third group). After the hero drinks Muscle's exotic variant potion of Brain and finds a book, it is supposed to get added permanently to the relevant section of the catalogus and the player to be able to read a summary of the book's contents anytime, but this feature is bugged. Anyways neither finding a book or adding it to the catalogus has any practical effect in the gameplay, and this whole feature is just a part of game lore. The books' titles are:
    • Morning Of The Magicians by Luhz Pou'Wellz & Jakez Bergyr, Mystery of the Grail by Yulus Ew'ola, The Golden Arrow by Dio
    • About The Creator by Frog, An Extensive Essay on the Rogue by Hacatu, Pro as Heck Guide To Sniper by the Darkoko, Yendorian Dwarves by Unknown
    • How To Consume The Dead by Grand Dragon of the Cult the Yugnaglyugtho, Imperium by Fr'n'zis Pah'car Jokay, Joseph's Last Thoughts by Joseph, On Dark Stars by Almeric the God, On the Ancient Alchemyst War by Deridot III of Abu Ghraib, Sprouting Nature by Phenex Monsu, The Great Tree by Otto the Nonth, The Howling Wind by Sw'Ahtry Dey'wi, This Time the Universe by Gorj Lyn'kon Rookwyl
    • For the "summaries" of the books in the bookshelves of v.0.0.3 you can read the game's github.
  • A secondary but important detail is that the bleeding and burning debuffs deal considerably more damage in comparison to Shattered.
  • The Gardener NPC on depth 1, the pressure plates of all types and the visual feature of plants covering the dungeon walls of version 0.0.2a have been all removed from this version.

Bugs[]

v.0.0.2a & v. 0.0.3[]

Positive Alchemy

  • Alchemy pots work as having unlimited alchemical energy for all the potions associated with the new plants, for all the exotic potions and all the potions brewed with more than one type of familiar seeds, for crafting runestones and exotic scrolls and for tipping darts, but require energy for the familiar potions brewed with 3 same seeds, brews, catalysts, elixirs, bombs, cooking, and spells.

v.0.0.2a only[]

Negative Alchemy

  • Charging the Alchemist's Toolkit in an alchemy pot consumes all of its energy and it can't be used anymore for the "free recipes", while charging the Alchemist's Toolkit this way is also futile anyway, because the Alchemist's Toolkit is (negatively) bugged too in this version, doesn't get charged by the hero gaining XP, and can't brew anything in general.
  • Among this version's potions the exotic potions of Earthquake and Torment are game crashing, and the exotic potions of Mutation and Super Power are useless.

Negative Artifacts

  • The Alchemist's Toolkit and Master Thieves' Armband artifacts don't get charged and are in consequence useless. The Footwear of Nature also don't get charged, but this only affects their secondary function "Root", so they still remain very useful.

v.0.0.3 only[]

Negative alchemy

  • Blandfruits don't spawn in general either in seed or in plant form.
  • Among this version's potions the Sleep Paralysis exotic potion is seriously game crashing, and the regular potions of Ball, Dirt, Egg, Flora, Harvest, Muscle, Pepper, Seed, Slowness, and the exotic potions of Autumn, Bee, Brain, Flower, Orb, Soil, Terror are bugged or useless.

Negative food

  • Many spiced food items are bugged and they either have no effect, their effect is shorter than stepping on the plant, or in most of the bugged cases their effect fades away instantly, and also some other spiced food items do work but their effect is harmful to the hero.
  • The recipe with the 3 wheat shafts is supposed to produce a food ration but produces nothing, because the alchemy pots don't recognize it as an option.
  • The Peanut Petal plant doesn't drop peanuts.

Negative wands

  • Each time the wand of Fireblast insta-kills an enemy the game crashes.

Negative weapons

  • The various Bows and Crossbows that have been added in v.0.0.3 are supposed to increase the damage of thrown darts, but they are almost all bugged and only the familiar tier 4 Crossbow does that.

Note: among all the game crashing bugs mentioned, only drinkiing the exotic potion of Sleep Paralysis in v.0.0.3 is very serious, because it softlocks the game in the game crashing instance and the save file of the run becomes useless. All the rest of the game crashes from the other bugs are certainly nuisances, but the game is resumed without a problem after opening the save file again.

Known Broader Issues[]

TypedScroll/AnonymousPD is also the developer of Lovecraft PD. In Lovecraft PD, the Luger gun (used mostly by the SS during WW-II) 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 this reason, as Lovecraft PD was considered to be promoting hate speech by including a nazi dog-whistle, this and all the other mods of its developer (Plugin PD, Overgrown PD, Statistics PD), along with the developer himself have been permanently banned from the PD subreddit.

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