Pixel Dungeon Wiki
(Added info about remaining rooms, now only history missing)
Tag: Visual edit
Tag: Visual edit
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This room is alomst entirely filled with water besides one row of tiles behind the entrance and a pedestal on the other side. The treasure item on the pedestal will be either a random [[Shattered Pixel Dungeon/Dungeon#Prize items|prize item]] taken from the floor the room is in ({{Code|2 in 3}} chance) or a random weapon or armor (likely better than average tier, {{Code|1 in 3}} chance for an extra upgrade and never cursed). It is guarded by 3 [[Mod-Shattered Pixel Dungeon/Enemies#Giant piranha|giant piranhas]]. Every depth with a room of traps will also have a [[Mod-Shattered Pixel Dungeon/Consumables/Potions#Potion of Invisibility|potion of invisibility]] in another room, allowing you to get around piranhas and access the treasure. Rogue can use his cloak instead and save the potion.
 
This room is alomst entirely filled with water besides one row of tiles behind the entrance and a pedestal on the other side. The treasure item on the pedestal will be either a random [[Shattered Pixel Dungeon/Dungeon#Prize items|prize item]] taken from the floor the room is in ({{Code|2 in 3}} chance) or a random weapon or armor (likely better than average tier, {{Code|1 in 3}} chance for an extra upgrade and never cursed). It is guarded by 3 [[Mod-Shattered Pixel Dungeon/Enemies#Giant piranha|giant piranhas]]. Every depth with a room of traps will also have a [[Mod-Shattered Pixel Dungeon/Consumables/Potions#Potion of Invisibility|potion of invisibility]] in another room, allowing you to get around piranhas and access the treasure. Rogue can use his cloak instead and save the potion.
   
It's also possible to kill the piranhas, but it's not recommended as they are very strong and drop no XP. However, you can safely take them out with ranged weapons, it just take lots of time because of high health and evasion. They drop mystery meat so you might want to fight them if you desparetly need foor.
+
It's also possible to kill the piranhas, but it's not recommended as they are very strong and drop no XP. However, you can safely take them out with ranged weapons, it just take lots of time because of high health and evasion. They drop mystery meat so you might want to fight them if you desparetly need food.
   
 
=== Weak floor room ===
 
=== Weak floor room ===
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=== Pit room ===
 
=== Pit room ===
Unlike other locked rooms this room doesn't force a key to generate randomly in the same floor. It also prevents other locked rooms generating in the same floor, to ensure there is no other key around. The only way to access this room is by jumping into a pit in a weak floor room a floor above. The player is rewarded a randow weapon, armor, ring or artifact, {{Code|1 to 2}} random food, scroll or potion [[Shattered Pixel Dungeon/Dungeon#Prize items|prize items]] taken from the floor the room is in and a key to get out. However, these items are inside a pile of bones and looting it will spawn a [[Shattered Pixel Dungeon/Enemies#Wraith|wraith]] if any item is cursed! No traps generate in this room.
+
Unlike other locked rooms this room doesn't force a key to generate randomly in the same floor. It also prevents other locked rooms generating in the same floor, to ensure there is no other key around. The only way to access this room is by jumping into a pit in a weak floor room a floor above. The player is rewarded a random weapon, armor, ring or artifact, {{Code|1 to 2}} random food, scroll or potion [[Shattered Pixel Dungeon/Dungeon#Prize items|prize items]] taken from the floor the room is in and a key to get out. However, these items are inside a pile of bones and looting it will spawn a [[Shattered Pixel Dungeon/Enemies#Wraith|wraith]] if any item is cursed! No traps generate in this room.
   
 
=== Runestone room ===
 
=== Runestone room ===

Revision as of 09:16, 1 March 2021

Special rooms are rooms with unique features and items. They don't have random items scattered in them, just the treasure (if any). Special rooms have always only one entrance, which can be locked, but not hidden.

Unlocked rooms

As the name implies, unlocked rooms require no Key to enter, however, the entrance may be blocked by an obstacle (e.g. a trap).

Room of traps

A room mostly filled with a field of traps (3 in 4 chance) or chasms (1 in 4 chance), which may be crossed to reach a pedestal, on which there is "treasure" (an unlocked chest or an item). The treasure item will be either a random prize item taken from the floor the room is in (2 in 3 chance) or a random weapon or armor (likely better than average tier, 1 in 3 chance for an extra upgrade and never cursed). Every depth with a room of traps will also have a potion of levitation in another room, allowing you to access the treasure.

Chapter Possible traps
Sewers Flock, Gripping, Teleportation
Prison Explosive, Gripping, Poison Dart
Caves Explosive, Flashing, Poison Dart
City Disintegration, Flashing, Warping
Halls Grim

Flock, teleportation, explosive and warping traps can be safely disarmed by throwing an item into them from a distance to save the potion of levitation (but teleportation and warping traps will randomly teleport used item and explosive trap will destroy it if it wasn't a unique item).

Magic well room

This rooms contains one of two wells in the center. Each well only works once, and is then expended and has no further effect. Potions can be thrown into a well without breaking.

Well of Health
Water in this well has a great healing power, which can affect the hero as well a some items throwi into it.
  • If the Herosteps into it, it heals him/her, satisfies hunger, and removes all curses from equipped items.
  • If the dew vial is thrown into the well, it becomes full.
  • If an unblessed anhk is thrown into the well, it becomes blessed.
Well of Awareness
Water in this well has a great revealing power, which can affect the hero as well a some items throwi into it.
  • ​ If the Hero steps into it, the Hero/ine’s current equipped items are identified, all cursed items in the Hero/ine’s Backpack are marked with a red background, and the locations of all items on the dungeon depth are shown (similar to a potion of mind vision except for items rather than NPCs).
  • ​If an item is thrown into it, it identifies that item.

Garden

A room filled with grass, tall grass against the walls and trampled grass in the middle. Upon entering the room, you gain the shadowmelded buff, which is similar to being invisible, except that your field-of-view is limited to a 3 by 3 square around you. It also makes the hunger increase slower. The buff disappears if you leave the room, attack an enemy or an enemy gets next to you. The function of this room is to provide a place where you can rest without being interrupted by wandering enemies.

It also has plenty of vegetation, providing dewdrops to heal up. Gardens can have have Sungrass plants (1 in 3 chance), Blandfruit bush (1 in 3 chance), both plants (1 in 15 chance) or no plants (4 in 15 chance) growing in them. Explore the Garden carefully, so you don't accidentally trample the plant and waste its healing effect.

Shop

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

The shop contains multiple items for sale and the shopkeeper NPC. Items can be bought for 5*chapter*price and sold to the shopkeeper for 1/2*chapter*price.

A shop will always sell:

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

  • A melee weapon, stack of 2 missle weapons and armor with tier based on chapter (T2 in prison, T3 in caves, ...). These items will be always identified and never upgraded, enchanted or cursed.
  • Bomb, stack of 2 bombs or honey pot
  • Arcane stylus, has 3/10 chance to be replaced by a random ring, wand or artifact (will be never identified, upgraded or cursed)
  • Sand bags if the player has found timekeeper's hourglass. The amount of bags corresponds to 20% of remaining sand in prison, 25% in caves, 50% in city and 80% in halls, rounded up.

Maximum size of the shop is 8 by 8 tiles, which limits the number of items in it to 63.

The shopkeeper will flee with all of his wares if the Hero fails to steal an item or as soon as any damage or debuff is applied to him. Therefore, it is not advised to identify or test scrolls, potions, or wands while in the shop. Unlike in vanilla, there is no way to kill the shopkeeper in this mod.

Flooded vault

This room is alomst entirely filled with water besides one row of tiles behind the entrance and a pedestal on the other side. The treasure item on the pedestal will be either a random prize item taken from the floor the room is in (2 in 3 chance) or a random weapon or armor (likely better than average tier, 1 in 3 chance for an extra upgrade and never cursed). It is guarded by 3 giant piranhas. Every depth with a room of traps will also have a potion of invisibility in another room, allowing you to get around piranhas and access the treasure. Rogue can use his cloak instead and save the potion.

It's also possible to kill the piranhas, but it's not recommended as they are very strong and drop no XP. However, you can safely take them out with ranged weapons, it just take lots of time because of high health and evasion. They drop mystery meat so you might want to fight them if you desparetly need food.

Weak floor room

Most of this room is filled with chasm with a well visible in it. Jumping to the chasm takes the hero to a pit room in the depth below. You can prevent damage from falling by using a slow fall spell or heal yourself after landing. As the pit room is locked from the inside, you don't have to worry about enemies.

Locked rooms

Armory

This room generates with a decorative statue and 2 to 3 items. These can be a bomb or double bomb, a random weapon, a random armor piece or a random stack of missle weapons.

Crypt

This room generates with two decorative statues in the corners and a grave, which contains a single random armor piece. It's tier is chosen as if it generated 5 floors lower. If the armor doesn't already generate cursed, a curse is applied onto it (even if it's enchanted) and it recieves an extra upgrade).

Laboratory

This room generates with an alchemy pot in the corner. To ensure access to alchemy, there will always be one laboratory per chapter. Pages of alchemy guide will generate in this room if the player didn't already obtain all of them. It also contains 1 to 3 random potion prize items taken from the floor the room is in or random potions or runestones if no such items are found. No grass, water or traps generates in this room.

Library

This room is surrounded by bookshelves and never generates any water, grass or traps. It also contains 1 to 3 scrolls, one is always the scroll of identify or remove curse, the other are random prize items taken from the floor the room is in or random scrolls if no such items are found.

Pit room

Unlike other locked rooms this room doesn't force a key to generate randomly in the same floor. It also prevents other locked rooms generating in the same floor, to ensure there is no other key around. The only way to access this room is by jumping into a pit in a weak floor room a floor above. The player is rewarded a random weapon, armor, ring or artifact, 1 to 2 random food, scroll or potion prize items taken from the floor the room is in and a key to get out. However, these items are inside a pile of bones and looting it will spawn a wraith if any item is cursed! No traps generate in this room.

Runestone room

This room consists of a floor surrounded by pit, wih one platform tile connecting it to the door. 2 to 3 random runestones generate in this room.

Statue room

A single animated statue (9 in 10 chance) or armored statue (1 to 10 chance) spawns in this room. Weapon wielded and armor worn is always identified and enchanted. The statue only aggroes when it takes damage, which can't happen before the player unlocks the door.

Treasury room

In this room, the player will find a single decorative statue and 2 to 3 chests of gold or 8 to 9 gold piles (6 piles only have 5 to 12 coins). Each chest in this room has a 20% chance of being a mimic.

Vault

Two crystal chests generate in this room, each containing a random wand, ring or artifact. It's possible to tell which type of item is in each chest by exiamining them and the two item types will never be the same. Only one crystal key will be generated in the same floor forcing the player to choose which item he takes. In 1 of 10 vault rooms, one chest is replaced with a crystal mimic letting the player to take both items if he defeats it.

Barricaded rooms

Storage room

This room contains 3 to 4 items, each is either random prize item taken from the floor the room is in, random potion, random scroll, random food or a pile of gold. It also has a 50% chance to contain a honey pot in addition to these items.

Unused rooms

Altar rooms

This room with a sacrificial altar in the center remains unused since it was added to the Shattered from vanilla. In vanilla, the player can kill enemies on the altar to recieve the scroll of wipe out. However, as it doesn't exist in Shattered, this room is completely useless.