Shattered PD has the same number of regions and floors as vanilla, 5 regions with 5 floors each and a boss on every 5th floor. However, regions are more distinct due to level generation differences. Each region has different standard room shapes and the average number of rooms increases in regions further down.
Sewers[]
"If even the sewers are this dangerous, I wonder what's below..."
―Sad Ghost
Sewers is the first region of the game. The Sad Ghost spawns in this region between floors 2 and 4. No shop spawns in this region. As the first floor of the Sewers serves as an introduction into the game, certain more dangerous rooms are not allowed to generate there and the only trap that can appear there is the Worn Dart trap. A Stone of Intuition is guaranteed to spawn in this region to help the player with item identification early on as well as a Magical Catalyst to let the player acquire a trinket.
Sewers | ||
The Dungeon lies right beneath the City, its upper levels actually constitute the City's sewer system. As dark energy has crept up from below the usually harmless sewer creatures have become more and more dangerous. The city sends guard patrols down here to try and maintain safety for those above, but they are slowly failing. This place is dangerous, but at least the evil magic at work here is weak. |
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Floor generation[]
- Standard rooms per floor: 4 to 6; average 5 (9 on large floors)
- Special rooms per floor: 1 to 2; average 1.8 (3 on large floors)
- Hidden rooms in the region: 2 (+1 for each secret floor)
- Water frequency: 30% (85% on flooded floors)
- Grass frequency: 20% (80% on grassy floors)
Enemies[]
Marsupial rat | Albino rat | Snake | Gnoll scout | Sewer crab | Swarm of flies | Slime | Caustic slime |
Rat | Snake | Gnoll | Swarm | Crab | Slime | |
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Floor 1* | 3 | 1 | ||||
Floor 2 | 2 | 1 | 2 | |||
Floor 3 | 1 | 1 | 3 | 1 | 1 | |
Floor 4 | 1 | 1 | 2 | 2 |
* Floor 1 always generates with enough enemies for the Hero to level up and enemies don't respawn on that floor
Prison[]
"This place was always more of a dungeon than a prison."
―Sad Ghost
Prison is the second region of the game. The Old Wandmaker spawns in this region between floors 7 and 9. A shop spawns on floor 6.
Shattered Pixel Dungeon/Dungeon | ||
Many years ago a prison was built here to house dangerous criminals. Tightly regulated and secure, convicts from all over the land were brought here to serve time. But soon dark miasma started to creep from below, twisting the minds of guard and prisoner alike. In response to the mounting chaos, the city sealed off the entire prison. Nobody knows what became of those who were left for dead within these walls... |
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Floor generation[]
- Standard rooms per floor: 5 to 6; average 5.5 (9 on large floors)
- Special rooms per floor: 1 to 3; average 2.0 (4 on large floors)
- Hidden rooms in the region: 2 to 3; average 2.25 (+1 for each secret floor)
- Water frequency: 30% (90% on flooded floors)
- Grass frequency: 20% (80% on grassy floors)
Enemies[]
Swarm of flies | Skeleton | Crazy thief | Crazy bandit | Prison guard | DM-100 | Necromancer | Spectral necromancer |
In comparison to Sewers, Prison starts introducing tougher enemies. The player encounters the first magic users; necromancers and DM-100s.
Swarm | Skeleton | Thief | DM-100 | Guard | Necromancer | |
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Floor 6 | 1 | 3 | 1 | |||
Floor 7 | 3 | 1 | 1 | 1 | ||
Floor 8 | 2 | 1 | 2 | 2 | 1 | |
Floor 9 | 1 | 1 | 2 | 2 | 2 |
Caves[]
"No human or dwarf has been here for a very long time."
―Sad Ghost
Caves are the third region of the game. The Troll Blacksmith spawns in this region between floors 12 and 14. In addition to the 5 main floors, this region also contains the Old Mine sub-floor where the Troll's quest takes place. A shop spawns on floor 11. Merged rooms generated in this region can sometimes be separated by a chasm rather than fully connected.
Caves | ||
These sparsely populated caves stretch down under the abandoned prison. Rich in minerals, they were once a center of bustling trade and industry for the dwarven society below, but they were abandoned as the dwarves became obsessed with dark magic. The caves are now mostly inhabited by subterranean wildlife, gnolls, and derelict machinery; likely corrupted by the same power that has affected the regions above. |
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Floor generation[]
- Standard rooms per floor: 6 to 7 average 6.333 (11 on large floors)
- Special rooms per floor: 2 to 3, average 2.2 (4 on large floors)
- Hidden rooms in the region: 2 to 3, average 2.5 (+1 per secret floor)
- Water frequency: 30% (85% on flooded floors)
- Grass frequency: 15% (65% on grassy floors)
Enemies[]
Vampire bat | Gnoll brute | Armored brute | Red shaman | Blue shaman | Purple shaman | Cave spinner | DM-200 | DM-201 |
Bat | Brute | Shaman | Spinner | DM-200 | |
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Floor 1 | 3 | 1 | 1 | ||
Floor 2 | 2 | 2 | 1 | 1 | |
Floor 3 | 1 | 2 | 2 | 2 | 1 |
Floor 4 | 1 | 1 | 2 | 2 | 2 |
Dwarven Metropolis[]
"So the dwarven metropolis really has fallen."
―Sad Ghost
Dwarven Metropolis (sometimes called just Metropolis or Dwarven City) is the fourth region of the game. The Ambitious Imp spawns in this region between floors 17 and 19. A shop spawns on floor 16 and an additional shop spawns on floor 20 if you completed the Imp's quest.
Dwarven Metropolis | ||
The Dwarven Metropolis was once the greatest of all dwarven city-states. In its heyday the dwarves built wondrous machines of metal and magic that allowed their city to expand rapidly. Then, one day, the city gates were barred and nobody heard from the dwarves again. The few who escaped the city as it closed told stories of a mad warlock who stole the throne, and the terrible magic he had learned to harness. |
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Floor generation[]
- Standard rooms per floor: 6 to 8, average 7.0 (12 on large floors)
- Special rooms per floor: 2 to 3, average 2.33 (4 on large floors)
- Hidden rooms in the region: 2 to 3, average 2.75 (+1 for each secret floor)
- Water frequency: 30% (90% on flooded floors)
- Grass frequency: 20% (80% on grassy floors)
Enemies[]
Dwarven ghoul | Fire elemental | Frost elemental | Shock elemental | Chaos elemental | Dwarf warlock | Dwarf monk | Senior monk | Stone golem |
Ghoul | Elemental | Warlock | Monk | Golem | |
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Floor 16 | 3 | 1 | 1 | ||
Floor 17 | 1 | 2 | 1 | 1 | |
Floor 18 | 1 | 1 | 2 | 2 | 1 |
Floor 19 | 1 | 2 | 2 | 3 |
Demon Halls[]
"This place is terrifying..."
―Sad Ghost
The Demon Halls (sometimes called just Halls) are the final and most dangerous region in the game. It lacks a shop (the final shop instead spawns on the final floor of the Dwarven Metropolis) and a quest. In fact, there isn't any friendly NPC in the whole region. Each non-boss floor has a special room with a Demon Spawner miniboss. Killing each Spawner rewards you with a Potion of Healing and also makes the final boss summon weaker minions making the fight much more manageable (especially with Baddar Bosses challenge enabled). This region has 6 floors instead of the usual 5 with the final floor consisting solely of a room with the Amulet of Yendor. Merged rooms generated in this region can sometimes be separated with a chasm rather than fully connected.
Demon Halls | ||
These deep halls of the Dwarven Metropolis have been twisted by dark magic. In the past these regions played host to the Dwarf King's court of elite warlocks, but now they seem to have been taken over by something even more sinister... All sorts of horrific demonic creatures inhabit these halls, being lead by some terrible dark power. If the King of Dwarves wasn't the source of the spreading corruption, whatever is down here must be. Tread carefully, very few adventurers have ever descended this far... |
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Floor generation[]
- Standard rooms per floor: 8 to 9, average 8.33 (14 on large floors)
- Special rooms per floor: 2 to 3, average 2.5 (4 on large floors)
- Hidden rooms in the region: 3 (+1 for each secret floor)
- Water frequency: 15% (70% on flooded floors)
- Grass frequency: 10% (65% on grassy floors)
Enemies[]
Succubus | Evil eye | Scorpio | Acidic scorpio | Ripper demon | Demon spawner |
The Demon Halls have by far the trickiest enemies. Every enemy possesses some kind of ranged attack and Scorpios even retreat from the Hero to stay out of melee range. Ripper Demons don't spawn randomly alongside other standard enemies, but are instead summoned by the Demon Spawner. This leads to more frequent enemy encounters until the Spawner is destroyed.
Succubus | Evil Eye | Scorpio | |
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Floor 21 | 2 | 1 | |
Floor 22 | 1 | 1 | |
Floor 23 | 1 | 2 | 1 |
Floor 24 | 1 | 2 | 3 |