Shattered Pixel Dungeon/Old Mine (2024)

The old mine is an optional floor in the caves, which can be entered by descending down the ladder in the Troll Blacksmith's room.The floor doesn't have a ladder leading down; the player must go back up and take a regular exit to progress deeper.On this floor, the Hero is able to break wall tiles and other obstacles as long as they have the pickaxe in their inventory.Breaking a tile with dark gold ore yields a piece of dark gold, which are required to complete the Blacksmith's quest.As of right now, this floor always features the Crystal Caverns environment.In the future, however, it will feature one of 3 unique environments, each with its own obstacles, enemies and a boss.

This floor always generates 10-12 standard rooms (6-8 normal sized ones, 3 large ones and a giant one) and 1-2 hidden rooms.The hidden rooms are completely walled off rather than having a hidden door leading to them forcing the Hero to mine to reach them.Dark gold ore randomly generates in the walls with 42-46 ore tiles generating on the floor.No ore can generate completely hidden, but some ends up generating inside hidden rooms.Mobs respawn 3 times slower than on other floors and only mobs specific to each environment can spawn there; no regular cave mobs.

Crystal Caverns[]

Crystal Spike
There is a large and colorful crystal outcropping here. These crystals are fragile and can easily be broken with a pickaxe, or will break if something is mined next to it.

Crystals represent the unique obstacle in this environment. They are fragile, breaking whenever a nearby tile is mined.

Shattered Pixel Dungeon/Old Mine (1)

Crystal Wisp
A small angry floating chunk of hardened crystal that's producing a bright glow. While not especially strong, crystal wisps will shoot a damaging beam of light at you if they have a clear shot.

Wisps are small enough to easily move through the various crystal outcroppings, but they aren't able to shoot through them.

HPArmorAccuracyEvasionDamageEXPEXP CapProperties
300–518165-107-2Inorganic, Flying

Wisps are the common enemy of crystal caverns, respawning over time. They function just like other spellcaster enemies (shamans, warlocks) and can move right through crystals while pursuing the Hero. Thankfuly, they are quite weak.

Shattered Pixel Dungeon/Old Mine (2)

Crystal Guardian
These large crystalline guardians almost look like statues, if it weren't for their bright glowing eyes. The hardened crystal they're made out of causes them to be sluggish but very tough, so it's best to leave them to sleep in their crystal nest for as long as possible.

Due to their size, crystal guardians will move much more slowly in enclosed spaces. They're also so durable that they're impossible to kill outright. They can be beaten down and temporarily disabled, but they'll just get back up again after a little while.

HPArmorAccuracyEvasionDamageEXPEXP CapProperties
1000–10201410-1610-2Inorganic, Miniboss

Unlike wisps, guardians spawn only during floor generation (1 in every large room, 3 total) and do not respawn over time.Guardians always spawn sleeping and surrounded by crystals and won't notice the Hero unless there is an unobstructed path to them.As such, you can avoid waking them up by not breaking the crystals surrounding them.Attacking the spire does, however, wake them up and draw them to your position.When going after the Hero, they can break crystals in their way spending an extra turn doing so.

Guardians can't be killed by any means.Reducing their HP to 0 merely causes them to collapse and regenerate 5 HP every turn until they fully recover.Attacking them in this state doesn't proc on-hit effects like soul mark.The guardians have their movement speed reduced by 75% when moving through 1 tile wide spaces.

Shattered Pixel Dungeon/Old Mine (3)

Crystal Spire
This gigantic spire of ultra hard crystal is probably the source of all the strange crystalline creatures in this cave. Your regular weapons are ineffective against it, so you'll need to use your pickaxe if you want to destroy it.

Make sure you're prepared before you start breaking it. Such a big crystal is likely to take a while to mine through, and you probably won't be able to do it undisturbed. The spire itself may even have some means of defending itself as well. Perhaps the spire's own attacks would be used against its minions.

HPArmorAccuracyEvasionDamageEXPEXP CapProperties
3000Inf08-152029Inorganic, Boss, Immovable

Crytal spire is the boss of crystal caverns, which can be killed to obtain additional 1.000 points of favor.It's passive until damaged, but then it starts firing telegraphed AoE attacks, which always targets the Hero, even when they are invisible.This attack ignores armor, knocks targets back and causes crystals to grow.Guardians take 18-28 damage and are crippled when hit by it, whisps are unaffected.This ability has 15 turn cooldown, which is lowered by 10% of damage when hit; ~1 turn for a hit with an unupgraded Pickaxe.The Spire can only be damaged by the pickaxe and the Hero will automatically use it even if they have a different weapon equipped.

With 300 HP, it will survive about 33 hits with an unupgraded pickaxe.This makes the fight quite long as long as you don't want to spend Scrolls of Upgrade on the Pickaxe or have a Ring of Furor to increase your attack speed.It's advised to kill all the wisps and kite all guardians away (or don't wake them up) before starting the fight so you can deplete at least a portion of the Spire's health undisturbed.Destroying the Spire knocks out all nearby crystal guardians.

Mushroom Forest (Coming soon)[]

This enviroment will feature fungal growth, static sentry enemies and a giant mushroom as a boss.

Unstable Encampment[]

Boulders represent the unique obstacle in this environment.

Similar to the Crystal Caverns, the Unstable Encampment has a spellcaster monster (the gnoll sapper), a melee monster (the gnoll guard), and a boss (the gnoll geomancer).

Gnoll Guard
A large and tough looking gnoll wielding a spear and a shield, but no helmet. These guards are likely brutes in training, roped into helping protect the mine from encroaching wildlife.

The gnoll guard is strong enough to wield the spear in one hand, but can't use it very well. _It will need fairly open space to attack at a distance, and will do notably less damage to you if you get up close.

HPArmorAccuracyEvasionDamageEXPEXP CapProperties
350-62015Adjacent: 6-12
Extra reach: 16-22
7-2

Gnoll guards are less tanky than gnoll brutes, but are equipped with spears, giving them an extra tile of reach. Gnoll guards attack you on sight.

Gnoll Sapper
A small and weak but intelligent gnoll with pale fur and a satchel full of various gadgets. They are likely here to assist with prospecting and mining dark gold, and have a nearby guard for protection. They are capable of fighting, but their attacks are pitifully weak, no stronger than a gnoll scout.

Instead of fighting directly, sappers prefer to use the various gadgets they have to make the rocky environment attack for them. They don't know earth-moving magic themselves though, and so are pretty likely to use their gadgets recklessly. _There should be lots of ways to use their attacks against them, or their guard.

HPArmorAccuracyEvasionDamageEXPEXP CapProperties
450-618151-610-2Miniboss

Gnoll sappers have a variety of disruptive magical abilities provided by the gnoll geomancer. Each gnoll sapper spawns accompanied by the guard, and you may be able to use the sapper's abilities against the guards.

Gnoll Geomancer
This impressively tall senior gnoll must be the source of the various earth-moving magic around here, and the organizer of all the gnoll activity. Unlike the gnoll sappers in the area, the geomancer is quite adept with its magic, and cannot be damaged by thrown or falling rocks. It doesn't have any way to fight in melee combat though.
HPArmorAccuracyEvasionDamageEXPEXP CapProperties
1500-62003-62029Boss, Immovable

The gnoll geomancer is the area's boss. It spawns in a large room surrounded by boulders, and will not notice you unless you mine through them and attack it. Once the fight starts, the geomancer will attract any living sappers to the room. The fight is fairly easy, and ends up being sort of like the Tengu fight.

The geomancer has two main abilities. He can throw boulders, and the turn beforehand, red targets will appear, showing the path of the rock. When the targets appear, you merely need to step aside and the rock will miss. The boulders shatter after being thrown, so this move is actually beneficial for you, as it can help clear up the terrain. His other move is a rock fall. Similar to the DM-300, the gnoll geomancer is able to cause rocks to fall from the ceiling, which will paralyze you. However, you only need to step into an empty space near you, and the attack will miss.

The gnoll geomancer has 300HP. When he is reduced to 200HP (and again at 100HP) he will teleport to a different (but relatively nearby) location. As you make your way to him, he will throw rocks at you.

Shattered Pixel Dungeon/Old Mine (2024)

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