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[This wiki page describes the recently released version "Halloween 2019". The changes in this version were mostly some retexturings of regular enemies' sprites, but also one new chapter boss has been added along with his minions, the Lich Dancer on depth 20.]

Overview Edit

SPS-PD has approximately double the amount of different enemies than its parent mod Sprouted PD, 162 (!), and while a few of the new enemies are variants of already existing enemies, most of them are totally new. In addition, the vast majority of the familiar enemies from Sprouted PD have been altered and rebalanced in one way or the other way, and the new enemies are very often designed to be harder than the rest in order to pose a real challenge for the players. Due to these extra strong enemies,which appear as early as depth 2 of the sewers, the starting pet from the Random Soul is essentially needed for the hero to survive, or if he/she wears a Birtday or Halloween skin, clever use of each skin's unique item. Fighting them alone with only use of regular equipment is still possible, but the Jump Shoes, Ankh Shield, and likely some seeds or other consumables and class-specific items will be needed to survive the encounters. As mentioned before, approximately half of SPS-PD's enemies have many similarities with Sprouted PD's enemies, but they are almost never exactly the same, so new players of SPS-PD who have some experience of Sprouted PD should not take their knowledge for granted.

In the beginning of each section there is a short note inside brackets with a summary about the enemies that are added in the specific SPS-PD chapter and are totally new or are relocated/heavily changed in comparison to Sprouted PD. The first bullet of each enemy description mentions the enemy's type. This information is important when the hero has enchanted weapons equipped or his/her ranged weapon is enhanced with ammo and either of them deal increased damage against certain enemy types. This also applies to some wands, some thrown weapons etc. In contrast some harmful blobs, enchantments, wands, the scroll of Psionic Blast etc. deal decreased damage against certain enemy types. If the enemy is new in comparison to Sprouted PD or exists in Sprouted PD but is renamed in SPS-PD, this will be mentioned in the second bullet. All drop chances are affected positively with a Lucky Badge equipped, especially highly upgraded, but in the descriptions only the default drop chances are mentioned. Also, all regular enemies of the first depth of a chapter can appear rarely in the last depth of the previous chapter (for example a Succubus on depth 19 of Metropolis), but they appear in this list in the chapter that they first appear regularly.

As you have read in the page's title, this is a list of SPS-PD's regular enemies, meaning those that they are encountered in the regular dungeon and are not bosses. You can find details about the Bosses of SPS-PD here, about the Challenge Book's enemies here, about the Chapter Bosses here, about the Sokoban puzzles' enemies here, and about the Dolya Town's enemies here.

Sewers regular enemiesEdit

[3 new regular enemies are added in the Sewers (Dust Element, Living Moss, Patrol UAV), 3 new enemies are added in the chapter boss depth (Plague Doctor, Sewer Heart, Sewer Lasher), and 1 is moved from an end-game Boss depth here (Shadow Rat). Also 4 familiar enemies from Sprouted PD are renamed (Goo > Sewer Goo, Mini-Goo > Poison Goo, Rat Boss > Leader Rat, Brown Bat > Small Bat) but remain basically very similar to those of Sprouted PD. The Albino's Rat attack is also much changed.]

Dust Element Edit

Dust element SPS-PD
Dust Element
It's a cloud of dust, made by time and dark magic power.
  • Elemental
  • New enemy, appears on depths 2-4.
  • HP: 37-47 (depth scaling)
  • Damage: 2-9 (depth scaling)
  • Accuracy: 13-15 (depth scaling)
  • Armor: 0-2
  • Evasion: 5-6 (depth scaling)
  • Uses a melee attack that Blinds the hero on hit.
  • XP: 2
  • Has a 50% chance to drop a random seed.

Fetid Rat Edit

Spd-fetid-rat
Fetid Rat
Something is clearly wrong with this rat. Its greasy black fur and rotting skin are very different from the healthy rats you've seen previously. Its pale green eyes make it seem especially menacing.

The rat carries a cloud of horrible stench with it, it's overpoweringly strong up close.

Dark ooze dribbles from the rat's mouth, it eats through the floor but seems to dissolve in water.

  • Beast Miniboss
  • Appears only on depth 2, and only as part of the Sad Ghost Quest.
  • HP: 45
  • Damage: 1-7. It deals much more damage because of its gas.
  • Accuracy: 23
  • Armor: 1
  • Evasion: 5
  • Produces a cloud of Stench Gas, which applies Caustic Ooze and causes Paralysis.
  • It is immune to its own gas.
  • XP: 4
  • Drops nothing, but killing it is the prerequisite for the Sad Ghost reward on depth 2, which is either a weapon or armor, often upgraded.

Gnoll Archer Edit

Gnoll Archer SPS-PD
Gnoll Archer
This Gnoll is camouflaged and hidden in the foliage. He's pretty upset you are here.
  • Gnoll
  • Appears on depth 4 and only once in the regular dungeon, but it is also the basic enemy in the Sewers Challenge, with the same starting stats and behavior but not the same drops. In the Sewers Challenge some of its stats scale up as Gnoll Archers get killed, but on this depth its stats are always the same.
  • HP: 25
  • Damage: 1-8
  • Accuracy: 30
  • Armor: 0
  • Evasion: 5
  • Speed: 0.9. Hits and flees very quickly and is impossible to get into melee range without invisibility, so the hero should use the Ankh Shield, unless he/she has a melee weapon with extra range or a ranged weapon.
  • XP: 1
  • Drops always the Sewers challenge portal page but nothing else.

Gnoll Trickster Edit

GnollTrickster
Gnoll Trickster
A strange looking creature, even by gnoll standards. It hunches forward with a wicked grin, almost cradling the satchel hanging over its shoulder. Its eyes are wide with a strange mix of fear and enchantment.

There is a large collection of poorky made darts in its satchel, they all seem to be tipped with various harmful substances.

  • Gnoll Miniboss
  • Appears only on depth 3, and only as part of the Sad Ghost Quest.
  • HP: 60
  • Damage: at first 4, but it creates combos with additional damage after each successful hit. Its debuffs also deal damage.
  • Accuracy: 16
  • Armor: 0
  • Evasion: 5
  • Has a ranged attack that can Poison or Ignite and always flees, avoiding to be in melee range.
  • XP: 5
  • Drops always poison darts, while killing it is also the prerequisite for the Sad Ghost reward on depth 3, which is either a weapon or armor, often upgraded.

Great Crab Edit

Giant-crab
Great Crab
This crab is gigantic, even compared to othe rsewer crabs. Its blue shell is covered in cracks and barnacles, showing great age. It lumbers around slowly, barely keeping balance with its massive claw.

While the crab only has one claw, its size easily compensates. The crab holds the claw in front of itself ehenever it sees a threat, shielding itself behind an inpenetrable wall of carapace.

  • Beast Miniboss
  • Appears only on depth 4, and only as part of the Sad Ghost Quest.
  • HP: 100
  • Damage: 3-7
  • Accuracy: 13
  • Armor: 0-4
  • Evasion: 0/infinite (meaning that it never blocks an attack and always takes damage, when it is unaware/stunned -> 0, and always blocks it, when it is aware -> infinite)
  • Speed: generally 1, but It loses movement turns when it is close to the hero.
  • XP: 6
  • Drops always mystery meat.

Leader RatEdit

Leader rat SPS-PD
Leader Rat
This is the Leader Rat. It can summon other rats.
  • Beast Boss
  • Renamed from Rat Boss.
  • Appears rarely and only on depth 1.
  • HP: 52-55
  • Damage: 3-9
  • Accuracy: 12
  • Armor: 1
  • Evasion: 6
  • Like in Sprouted PD it has a group of 2-3 marsupial rats following him.
  • Chance of dropping a scroll of Regrowth is now 10%, also has a 50% chance to drop a common berry.

Living MossEdit

Living Moss Idle
Living Moss
One mob from "Slay the Spire".
  • Plant
  • New enemy. "Slay the Spire" is a roguelike and deckbuilding game.
  • Appears on depths 2-4.
  • HP: 51-53
  • Damage: 3-7. It deals most of its damage with its debuff.
  • Accuracy: 13
  • Armor: 4
  • Evasion: 6
  • Uses melee attack that causes the Leech Seed debuff to its target on hit, which drains the target's HP and heals all adjacent characters.
  • Due to its rather high armor for these early depths and its ability to heal itself through melee hits, it is the first strong enemy in the game that players should watch out for.
  • XP: 3
  • Has a 20% chance to drop a random mushroom.

Marsupial Rat Edit

Marsupial Rat gif
Marsupial Rat
Marsupial rats are aggressive but rather weak denizens of the sewers. They have a nasty bite, but are life threatening only in large numbers.
  • Beast
  • Its rare variant is the Albino Rat. Grey rats don't spawn currently in the dungeon, although they exist in the game code.
  • Appears on depths 1-4.
  • HP: 41-52 (depth scaling)
  • Damage: 1-9 (depth scaling)
  • Accuracy: 6-9 (depth scaling)
  • Armor: 1
  • Evasion: 3-5 (depth scaling)
  • Has a 50% chance to drop meat.

Albino Rat Edit

Albino Rat gif
Albino Rat
This is a rare breed of marsupial rat, with pure white fur and jagged teeth. Dark energy produces demon blood around it.
  • Demonic Beast
  • It is the rare variant of the Marsupial Rat and appears rarely in the same depths with it, but almost always in depth 1.
  • HP: 11-42 (depth scaling, but usually it appears on depth 1, so 11-33)
  • Damage: 1-9 (depth scaling, but usually it appears on depth 1, so 1-6). It deals much more damage with its Bleeding debuff.
  • Accuracy: 6-9 (depth scaling, but usually it appears on depth 1, so 6)
  • Armor: 1
  • Evasion: 3-5 (depth scaling, but usually it appears on depth 1, so 4)
  • Immune to Amok, Demon Blood gas, Terror, Vertigo.
  • No longer causes bleeding on hit. Instead, it is followed by a blob of Demon Blood gas that causes the Bleeding, Crippled and Vertigo debuffs. This cloud also damages enemies, so encountering for the first time already wounded enemies is an indication that an Albino Rat has spawned in the depth.
  • Drops always meat.

Patrol UAV Edit

Patrol UAV SPS-PD
Patrol UAV
It is a robot used for cleaning sewer garbage.
  • Mechanical
  • New enemy, with its sprite also recently retextured.
  • Appears on depths 2-4 and 6-7.
  • HP: 55-58
  • Damage: 4-7
  • Accuracy: 5
  • Armor: 5-10. It has the highest armor among all sewers enemies.
  • Evasion: 1
  • Immune to Amok, Burning, Lightning, Shock, Sleep, Terror, Vertigo
  • Releases an electrical storm explosion with short term paralysis effect upon defeat.
  • XP: 5
  • Has a 40% chance to drop stone ore.

Sewer Crab Edit

Sewer Crab gif
Sewer Crab
These huge crabs are at the top of the food chain in the sewers. They are extremely fast ant their thick carapace can withstand heavy blows.
  • Beast
  • Appears on depths 3-4 and 6-7.
  • HP: 51-53
  • Damage: 3-7
  • Accuracy: 13
  • Armor: 0-4
  • Evasion: 6
  • Speed: 2
  • XP: 3
  • Has a 50% chance to drop mystery meat.

Small Bat Edit

SproutedPD brown bat
Small Bat
Basically small flying rats. Careful not to get tangled in your hair.
  • Beast
  • Renamed from Sprouted PD's Brown Bat.
  • Appears on depths 1-4.
  • HP: 20
  • Damage: 1-4
  • Accuracy: 6-10 (depth scaling)
  • Armor: 1
  • Evasion: 1
  • Speed: 2
  • Upon death, it sometimes alerts all nearby enemies.
  • XP: 1
  • Chance to drop meat is 50%, chance of dropping a common berry is 5%.

Swarm of FliesEdit

Swarm gif
Swarm of Flies
The deadly swarm of flies buzzes angrily. Every non-magiical attack will split it into two smaller but equally dangerous swarms.
  • Beast
  • Appears on depths 3-4 and 6.
  • HP: 60
  • Damage: 4-7
  • Accuracy: 10
  • Armor: 0
  • Evasion: 5
  • Divides with each hit by physical attacks, but not by wands.
  • Has a 10% chance to drop a potion of Mending.

Abandoned Prison regular enemiesEdit

[3 new regular enemies are added in the Prison (Armor Skeleton, Troll Warrior, Zombie), 2 new enemies are added in the chapter boss depth (Prison Warden, TANK) and 3 familiar enemies from Sprouted PD are renamed (Moss-covered Skeleton > Mossy Skeleton, Shadow Bandit > Life Bandit, Shinobi > Assassin Ninja), but remain basically the same with those of Sprouted PD.]

Armor Skeleton Edit

Prison Guard
Armor Skeleton
Skeletons are composed of corpses bones from unlucky adventurers and inhabitants of the dungeon, animated by emanations of evil magic from the depths below. After they have been damaged enough, they disintegrate in an explosion of bones. This type of skeleton wears armor.
  • Human
  • New enemy, Shattered's PD Prison Guard renamed but keeping his original sprite.
  • Appears on depths 7-9.
  • HP: 78-82
  • Damage: 13-23
  • Accuracy: 13
  • Attack delay of 1.2 (skips an attack turn every 5 attacks)
  • Armor: 5-10
  • Evasion: 10
  • Armor: 6
  • Uses melee attacks, but can also pull the hero and Cripple him/her. Upon death he will create a bone explosion like the old Skeletons, dealing damage to adjacent characters.
  • Immune to the Dark enchantment.
  • XP: 5
  • Has a 20% chance to drop a random armor. Unlike ShatteredPD's Prison Guards, he doesn't drop healing potions.

Assassin Ninja Edit

SproutedPD assassin
Assassin Ninja
Assassin ninjas are members of the Tengu assassin clan. They fight with ranged attacks at high speed.
  • Human
  • Renamed from Sprouted PD's Shinobi.
  • Appears on depths 8-9 and 11 and also in the Tengu challenge boss depth.
  • HP: 90-105
  • Damage: 10-23
  • Accuracy: 25
  • Attack Delay: 0.75 (two attacks every four turns)
  • Armor: 0-5
  • Evasion: 15
  • Speed: 2
  • His attack is basically ranged, but he uses it also in melee.
  • Causes the Slowness debuff.
  • Resistant to the Dark enchantment, Poison, scroll of Psionic Blast, Toxic Gas.
  • XP: 10
  • Has a 20% chance of dropping Stone Ore.
  • When killing Ninja Assassins, the player may notice a kill counter rising. This is because when it reaches 100, that 100th Ninja Assassin will drop a Tekkokagi, a unique weapon that can't be obtained in any other way. There aren't any more drops for killing more than 100, and only one Tekkokagi per game can be generated.

Crazy ThiefEdit

Thief Green gif
Crazy Thief
Though these inmates roam free of their cells, this place is still their prison. Over time, this place has taken their minds as well as their freedom. Long ago, these crazy thieves and bandits have forgotten who they are and why they steal.
  • Elf
  • Appears on depths 5-9.
  • HP: 83-85
  • Damage: 1-8
  • Accuracy: 12
  • Attack Delay: 0.5 (two attacks per turn)
  • Armor: 0-3
  • Evasion: 9
  • He does not steal anymore, but on hit he has a 16.7% chance to cause the Locked debuff, which prevents use of consumables, and flees immediately afterwards instead of actually taking any item. This only applies to regular dungeon thieves; Gold Thieves in the City Challenge still steal and flee.
  • XP: 5
  • He has a 10% chance of dropping an Eatable Nut Plant, and a 5% chance of dropping a common berry. He doesn't drop the Master Thieves' Armband anymore. While fleeing, each succesful hit against him makes him also drop 1 gold piece.

Crazy Bandit Edit

Thief Purple gif
Crazy Bandit
Crazy bandit can harm the target when stealing from it.
  • He is the rare variant of the Crazy Thief and appears rarely in the same depths with him.
  • Causes the Blindness, Crippled and Poisoned debuffs on hit instead of the Locked debuff.
  • Does not drop the Master Thieves' Armband anymore but has a 100% chance to drop an Eatable Nut Plant.
  • In all the rest, he is the same with Crazy Thief.

Gnoll ScoutEdit

Gnoll Scout gif
Gnoll Scout
Gnolls are hyena-like humanoids. They dwell in sewers and dungeons, venturing up to raid the surface from time to time. Gnoll scouts are regular members of their pack, they are not as strong as brutes, and not as intelligent like shamans.
  • Gnoll
  • Appears on depths 6-9.
  • HP: 73-77
  • Damage: 11-21
  • Accuracy: 13
  • Armor: 5-8
  • Evasion: 10
  • Can throw knives as a means of attacking from a tile away. It has been buffed in comparison to Sprouted PD and is now one of the two most dangerous regular enemies of the Prison.
  • XP: 5
  • Has a 50% chance to drop gold, and a 50% chance to drop any thrown weapon.

Life Bandit Edit

Life Bandit SPS-PD
Life Bandit
This thief can put bombs on your body.
  • Elf Miniboss
  • Renamed from Sprouted PD's Shadow Bandit. He is also the minion of the Thief King on depth 40.
  • Appears once only on depth 9 and only if the hero has spoken twice to the Rat King, after having visited depth 11 and has received the Spork quest.
  • HP: 300
  • No direct attack. With his hits he tries to apply the Countdown debuff, which is actually a delayed vampiric attack, that after five turns subtracts 25% of the hero's max HP and heals the Life Bandit (so his renaming is very much on point). After applying it he flees.
  • Armor: 10-20
  • Evasion: 20
  • Speed: 2
  • XP: 10
  • Drops always the Spork.

Mossy Skeleton Edit

Moss-Covered Skeleton SPS-PD
Mossy Skeleton
This skeleton is covered by moss.
  • Undead
  • Renamed from Sprouted PD's Moss-Covered Skeleton.
  • Appears once and only on depth 9 in the regular dungeon, but it is also the main enemy in the Prison Challenge, with the same starting stats and behavior but not the same drops. In the Prison Challenge some of its stats scale up as Mossy Skeletons get killed, but on this depth its stats are always the same.
  • HP: 160-190
  • Damage: 20-45
  • Accuracy: 28
  • Attack Delay: 1.5 (skips one turn every two turns)
  • Armor: 10
  • Evasion: 20
  • Speed: 0.5
  • Immune to the Dark enchantment
  • It is rather strong for the heroes when they first encounter it, so setting it on fire and/or stunning it with the Ankh Shield is a very efficient tactic.
  • XP: 1
  • Drops always the Prison challenge portal.

Troll WarriorEdit

Troll warrior SPS-PD
Troll Warrior
Before the prison fall, they were the most powerful groups in the prison, and even the guards did not want to fight with them.
  • Troll
  • New enemy, with its sprite also recently retextured.
  • Appears on depths 8-9 and 11.
  • HP: 90-105
  • Damage: 15-30 (without its buff)
  • Accuracy: 30 (without its buff)
  • Attack Delay: 1.2 (skips one turn every 5 turns)
  • Armor: 5-7 (without its buff)
  • Evasion: 15
  • The first time it is damaged, it gains very strong but temporary +20% Attack Up and +80% Defense Up buffs for 8 turns. It can't gain them for a second time. It is one the two more dangerous regular enemies of prison against heroes in early levels.
  • Resistant to the Dark enchantment, Poison, scrolls of Psionic Blast and Toxic Gas.
  • XP: 10
  • It has a 20% chance to drop Stone Ore.

Zombie Edit

Zombie SPS-PD
Zombie
Zombie is... wait, it is commonly infected. As their name implies, they are the most commonly faced enemies and are the easiest to defeat.

The game message about them being the easiest enemies is inaccurate, but they are also not the most difficult in prison.

  • Undead
  • New enemy, borrowed from Unleashed PD
  • Appears on depths 8 and 9.
  • HP: 73-77
  • Damage: 11-21. It deals also decent damage with its Poisoning debuff.
  • Accuracy: 16
  • Armor: 3-8
  • Evasion: 10
  • Speed: 2
  • Poisons
  • Takes increased damage from Burning and wands of Firebolt. It is resistant to Toxic Gas.
  • XP: 7
  • Has a 10% chance to drop a potion of Toxic Gas.

Mining CavesEdit

[1 new regular enemy is added (Sand Mob), and 7 new enemies are added in the chapter boss depth (Hybrid, Spider Queen & Spider Egg, Golder, Jumper, Minder, Worker minions). 1 familar enemy from Sprouted PD in the chapter boss depth is renamed but remains similar to its Sprouted PD equivalent (Robot Printer > Old Production).]

Broken Robot Edit

Broken Robot Sprouted PD
Broken Robot
A wandering robot, unfinished and broken down. You can feel its malice toward intruders.
  • Mechanical
  • Appears on depths 13-16.
  • HP: 124-127
  • Damage: 2-9
  • Accuracy: 21
  • Attack Delay: 3 (the hero can hit three times before the robot hits back)
  • Armor: 0-5
  • Evasion: 21
  • Zaps laser beams like in Sprouted PD but now it also secretes Tar gas, debuffing characters and making both it and anything close to it unable to have fire go out by itself (it won't go out, until the character steps on water) because it isn't resistant to its own gas. Sometimes self-explodes damaging itself and any character nearby.
  • Resistant to the Dark enchantment and Immune to Terror and Toxic Gas.
  • XP: 13
  • Chance to drop a Red Dew drop is 25% and a scroll of Recharging is also 25%.

Cave Spinner Edit

Cave Spinner gif2
Cave Spinner
These greenish furry cave spinners try to avoid direct combat, preerring to wait in the distance while their victim, entangled in the spinner's excreted cobweb, slowly dies from their poisonous bite.
  • Beast
  • Appears on depths 12-14.
  • HP: 125-127
  • Damage: 12-27. It deals most of its damage with its debuff.
  • Accuracy: 21
  • Armor: 6-10
  • Evasion: 15
  • Apart from its melee attack, it also Poisons the hero and flees, leaving a trail of cobwebs which Root the hero, if he/she tries to follow it.
  • XP: 9
  • Mystery meat drop chance is 15%.

Gnoll Brute Edit

Gnoll Brute gif
Gnoll Brute
Gnol Brutes are the largest, strongest and toughest of all gnolls. When severly wounded, they go berserk, inflicting even more damage to their enemies.
  • Gnoll
  • Appears on depths 11-14.
  • HP: 124-128
  • Damage (Normal): 11-36
  • Damage (Enraged): 26-61
  • Accuracy: 21
  • Armor: 11 (gets a +70% Defense Up buff when enraged)
  • Evasion: 16
  • Attack Delay: 1.2 (it skips one attack every fifth turn)
  • XP: 8
  • Immune to Terror
  • It gets enraged when its HP fall below 25%, which increases both its damage and armor . It can now attack with throwing knives from a tile away. It is buffed in comparison to Sprouted PD and it is the strongest regular enemy of caves against heroes in early levels, especially when enraged.
  • Instead of meat, it has a 50% chance to drop a thrown weapon and also a 50% chance to drop gold.

Shielded Brute Edit

Shielded Brute gif
Shielded Brute
This gnoll is carrying a shield. Really it is, with the sword pointing at you.
  • It is the rare variant of the Gnoll Brute and appears rarely in the same depths with him.
  • Armor: 10-30
  • Evasion: 21
  • Has a thorns effect: 0-25% of damage dealt to it is reflected back at its attacker.
  • In all the rest it is the same with the Gnoll Brute.

Gnoll ShamanEdit

Gnoll Shaman gif
Gnoll Shaman
The most intelligent gnolls can master shamnistic magic. Gnoll shamans prefer battle spells to compensate for lack of might, not hesitating to use them on those who question their status as a tribe.
  • Gnoll
  • Appears on depths 12-14, rarely on 16.
  • HP: 82-85
  • Damage (Melee): 14-21
  • Damage (Magic): 3-13 (multiplied by 1.5 over water)
  • Accuracy: 17
  • Armor: 0-4
  • Evasion: 16
  • Zaps with Lightning bolts.
  • Resistant to Electricity
  • XP: 10
  • Has a 15% chance of dropping a random scroll, and a 2% chance of dropping a wand of Lightning.

Sand Mob Edit

Sand mob SPS-PD
Sand Mob
This mob is made by sand.
  • Elemental
  • New enemy, borrowed from Unleashed PD (but changed from a water elemental)
  • Appears on depths 12-14.
  • HP: 92-95
  • Damage: 17-26
  • Accuracy: 11
  • Armor: 0-10
  • Evasion: 6
  • Speed: 0.5
  • Causes Dryness and Slowness.
  • Immune to Earth enchantment and Paralysis.
  • Upon its first defeat, it divides in one or two parts, if it is in a closed space, and in three or four parts, if it is in an open space. These new sand mobs have most of their stats different: HP 47-50, Damage 15-21, Accuracy 31, Armor 0, Evasion 25. These give no XP and drop no loot.
  • XP: 10
  • Has a 50% chance to drop Clean Water.

Skeleton Edit

Skeleton gif
Skeleton
Skeletons are composed of corpses' bones from unlucky adventurers and inhabitants of the dungeon, animated by emanatios of evil magic from the depths below. After they have been damaged enough, they disintegrate in an explosion of bones.
  • Undead
  • Appears on depths 11-14 normaly, but may appear in its Summoned Skeleton version in almost any depth of the game in rooms with the Raise Dead climate (this version has similar stats, but is not exactly the same). The game message about the bone explosion is not accurate anymore. Fossil Skeletons have been removed from SPS-PD.
  • HP: 82-85
  • Damage: 15-23
  • Accuracy: 17
  • Armor: 2-5
  • Evasion: 16
  • Speed: 0.8 (skips one movement turn every five turns)
  • Immune to the Dark enchantment.
  • Instead of exploding on death, it gives the Silenced debuff to adjacent targets that prevents the use of magic items such as wands and scrolls.
  • XP: 5
  • Chance to drop weapons is now 15%.

Vampire Bat Edit

Vampire Bat gif
Vampire Bat
These brisk and tenacious inhabitants of cave domes may defeat much larger opponents by replenishing their health with each succesful attack.
  • Beast
  • Appears on depths 11-14.
  • HP: 82-85
  • Damage: 15-23
  • Accuracy: 17
  • Armor: 0
  • Evasion: 16
  • Speed: 2
  • Has a vampiric attack.
  • XP: 9
  • Chance to drop a potion of Mending is now 16.6%, and the chance to drop meat is 50%.

Dwarven Metropolis Edit

[2 new regular enemies are added in the Dwarven Metropolis (Dwarf Musketeer, Spider Bot), 3 enemies in the boss chapter depth (Elder Avatar, Lich Dancer and Obelisk) and 1 familar enemy from Sprouted PD is renamed but remains similar to his Sprouted PD equivalent (Crazy Gold Thief > Gold Thief). All the Elder Avatar's minions are regular enemies of the Metropolis renamed, different stats and a few altered abilities (The Hunter - Dwarf Musketeer, The Mech - Golem, The Monk - Dwarf Monk, The Warlock - Dwarf Warlock)]

Dwarf Lich Edit

Dwarf Lich SPS-PD
Dwarf Lich
A powerful wizzard sacrificed to sustain the undead Dwarf King. The wizzard calls on the power of death to damage opponents.
  • Undead Dwarf
  • Appears on depths 18-19 and 22, and also on depth 31 (Courage Trial). It is also one of the minions of both the King of Dwarves and the Lich Dancer on depth 20.
  • It can make a Chaos Wraith also spawn when it gets cornered.
  • HP: 125-127
  • Damage: 20-32
  • Accuracy: 37
  • Armor: 5-15
  • Evasion: 25
  • Has a ranged Avalanche attack that can also Stun. It is very quick and always flees melee combat.
  • Resistant to Poison
  • It has high evasion against physical attacks but can not dodge magical attacks, and because of its constant fleeing wand zaps especially from the wand of Firebolt should be prefered against it, or at least shooting it with an upgraded missile weapon or gun.
  • XP: 14
  • Its chances to drop a potion of Healing or a Black berry are both 30%.

Dwarf Monk Edit

Monk gif
Dwarf Monk
These monks are fanatics, who devoted themselves to protecting their city's secrets from all aliens. They don't use any armor or weapons, relying solely on the art of hand-to-hand combat.
  • Dwarf
  • Appears on depths 16-19. In a slightly renamed version with some different stats he is also one of the minions of the Elder Avatar on depth 20.
  • HP: 163-165
  • Damage: 22-37
  • Accuracy: 31
  • Attack Delay: 0.5 (two attacks per turn)
  • Armor: 2-12
  • Evasion: 31
  • Can make the hero drop his/her equipped weapon and can also cause short term paralysis (displayed by many successive hits from the Dwarf, but not the Stunned icon)
  • Immune to Amok and Terror.
  • XP: 14
  • Has a 40% chance to drop an overpriced food ration and a 10% chance to drop a regular food ration.

Senior Monk Edit

Senior Monk gif
Senior Monk
He is stronger.
  • He is the rare variant of the Dwarf Monk and appears rarely in the same depths with him.
  • Damage: 32-57
  • Has a thorns effect; 0-33% of damage dealt to him is reflected back at its attacker.
  • In all the rest he is the same with the Dwarf Monk.

Dwarf Musketeer Edit

Dwarf Musketeer Idle
Dwarf Musketeer
In the dwarven King dominated the parliament with necromancy after a general uprising led a striker, although the results of how to know, but after the dwarf shooter will officially joined the dwarven kingdom of the patrol.
  • Dwarf
  • New enemy. The game description resists editing to a comprehensible version.
  • Appears on depths 17-19 and 22. In a renamed version he is also one of the minions of the Elder Avatar on depth 20.
  • HP: 163-165
  • Damage: 35-61
  • Accuracy: 36
  • Armor: 5-10
  • Evasion: 31
  • It can attack at range or melee, but it needs to take a turn to charge for each ranged attack. When it does, there is a 25% chance for the shot to cause the Armor Break debuff on the target.
  • Immune to Amok and Terror.
  • XP: 12
  • He has a 20% chance of dropping Stone Ore, and a 10% chance of dropping a regular Bomb.

Dwarf WarlockEdit

Warlock gif
Dwarf Warlock
When Dwarves' interests have shifted from engineering to arcane arts, warlocks have come to power in the city. They started with elemental magic, but soon switched to demonology and necromancy.
  • Dwarf
  • Appears on depths 16-19. In a slightly renamed version he is also one of the minions of the Elder Avatar on depth 20.
  • HP: 125-127
  • Damage (Melee): 12-26
  • Damage (Magic): 16-25
  • Accuracy: 26
  • Armor: 4-8
  • Evasion: 19
  • Causes a Weakness debuff that decreases Strength by -3. As this makes the hero considerably much slower and inaccurate, less able to dodge etc. he/she should either drink a potion of Mending/Healing, get cured by eating a suitable food item, or turn invisible, as strong enemies like Golems might be able to kill him/her within a few turns.
  • Resistant to the Dark Enchantment.
  • XP: 11
  • There is a 83% chance to drop a random common potion (not Strength or Might) and a 2% chance to drop a random wand.

Fire Elemental Edit

Elemental gif
Fire Elemental
Wandering fire elementals are a byproduct of summoning greater entities. They are too chaotic in their nature to be controlled even by the most powerful demonologist.
  • Elemental
  • Appears on depths 16-19.
  • HP: 124-127
  • Damage: 16-21
  • Accuracy: 26
  • Armor: 0-5
  • Evasion: 21
  • Ignites and has now also a ranged Fire attack.
  • Takes increased damage from Freezing and Ice and is Immune to Fire, Burning and the wand of Firebolt.
  • XP: 15
  • Instead of Chargrilled Meat, it has a 2% chance to drop a wand of Firebolt and also a 10% chance to drop a potion of Liquid Flame. Freezing it to death with will make the potion of Liquid Flame shatter and will start a fire.

Gold Thief Edit

Gold thief SPS-PD
Gold Thief
Unlike other types of thieves, these only care for one specific thing: shiny, golden money. Be careful about letting them steal from you, as recovering lost gold from the tides of these like-minded thieves will be rather difficult.
  • Elf
  • Renamed from Crazy Gold Thief
  • Appears once and only on depth 19 in the regular dungeon, but he is also the main enemy in the City Challenge, with the same starting stats and behavior but not the same drops. In the City Challenge some of his stats scale up as Gold Thieves get killed, but on this depth its stats are always the same.
  • HP: 100
  • Damage: 20-30
  • Accuracy: 40
  • Attack Delay: 0.75 (one extra attack every 4 turns)
  • Armor: 14
  • Evasion: 26
  • Steals gold.
  • XP: 1
  • Drops always the City Challenge portal but nothing else.

GolemEdit

Golem gif
Golem
The Dwarves tried to combine their knowledge of mechanisms with their newfound power of elemental binding. They used spirits of earth as th e "soul" fore the mechanical bodies of golems, which were believed to be the most controllable of all. Despite this, the tiniest mistake in the ritual could cause an outbreak.
  • Mechanical
  • Appears on depths 17-19. In a renamed version it is also one of the minions of the Elder Avatar on depth 20.
  • HP: 184-187
  • Damage: 21-61
  • Accuracy: 29
  • Armor: 10-15
  • Evasion: 19
  • When it takes 12.5% of its max HP in damage or more, it secrets Tar Gas.
  • It is immune to both Tar Gas and the Tar debuff, unike Broken Robots, and also to Amok, Sleep and Terror.
  • XP: 15
  • On death, it has a 50% chance to drop Stone Ore and a random chance to drop a Magic Stone (formerly Norn Stone) of any color. Only up to 6 Magic Stones can be obtained this way.

Spider Bot Edit

Spider Bot SPS-PD
Spider Bot
This is a robot spider. It can use web and tar gas.
  • Mechanical
  • New enemy. Appears on depths 17-19. It is a retextured version of the Cave Spinner and shares its rooting ability.
  • HP: 154-157
  • Damage: 16-41
  • Accuracy: 31
  • Armor: 0-20
  • Evasion: 26
  • Roots and applies Tar, flees after applying it.
  • Resistant to Bleeding, Immune to Rooting.
  • XP: 12
  • Has a 30% chance to drop stone ore.

Demon Halls Edit

[3 new regular enemies are added (Demon Flower, Sufferer, Thief Imp), and 2 familiar enemies from Sprouted PD (one in the boss depth) are renamed but remain similar to their Sprouted PD equivalents (Animated Statue > Animated Steel, Larva > Yog's Larva).]

Animated Steel Edit

Blackguard
Animated Steel
You would think that it's just another one of this dungeon's ugly steel statues, but its red glowing eyes give it away.

While the statue itself is made of stone, the [enchanted weapon] it's wielding looks real.

  • Mechanical
  • Appears once in depth 24, guarding the pedestal that leads to depth 25 and Yog. It is the Animated Statue of Sprouted PD renamed, with the Blackguard sprite borrowed from YAPD. Its stats scale following the depth, so the description here is about the specific Animated Steel on depth 24.
  • HP: 207
  • Damage: that of its equipped weapon
  • Accuracy: 33 * Accuracy of its equipped weapon
  • Armor: 0-24
  • Evasion: 52
  • It has always an enchanted weapon equipped, ooften ugraded but to low level, and causes various debuffs depending on the weapon.
  • Resistant to the Dark enchantment, Poison, Toxic Gas.
  • XP: 18
  • Drops always its weapon.

Demon Flower Edit

Alien Hunter SPS-PD
Demon Flower
A flower from "Slay the Spire". It can attack three times in one turn.
  • Demonic Plant
  • New enemy, appears on depths 22-24. "Slay the Spire" is a roguelike and deckbuilding game.
  • HP: 450
  • Damage: 26-37
  • Accuracy: 36
  • Attack Delay: 0.33 (three attacks per turn)
  • Armor: 0-5
  • Evasion: 5
  • Has a very quick attack speed, with 3 hits per turn. Fortunately it deals little damage with each one.
  • Has a Defense Up buff and causes -30% Attack Down and -30% Armor Break debuffs.
  • Takes increased Burning damage and is resistant to Leech Seed, Poison, Toxic Gas debuffs and the Dark enchantment.
  • XP: 25
  • Has a 50% chance to drop a random seed.

Demon GooEdit

SproutedPD demon goo
Demon Goo
Demon Goo is typically made up of a variety of substances, such as slime, lave, dark energy, malice; however, most of it is darkness. Be careful about letting it split itself, as even the weakest piece can become strong again with just a little bit of added lava.
  • Demonic Elemental
  • Appears on depths 22-24
  • HP: 304-307
  • Damage: 31-61
  • Accuracy: 36
  • Armor: 10-15
  • Evasion: 11
  • Speed: 2
  • Applies Caustic Ooze.
  • Splits after each succesful weapon hit from the hero. Succesful wand hits don't make it split. It regenerates its health when standing on water. Due to its higher movement and attack speed, its Caustic Ooze debuff and ability to multiply, it is probably the most life-threatening enemy of the Demon Halls.
  • Immune to Rooting and Resistant to the Dark Enchantment and oxic Gas.
  • XP: 10
  • On death, instead of dropping potions of Mending like in Sprouted PD, it has a 100% chance of dropping Stone Ore.

Evil Eye Edit

Eye gif
Evil Eye
One of this demon's other names is "Orb of Hatred", because when it sees an enemy, it uses its deathgaze recklessly, often ignoring its allies and wouldning them.
  • Demonic
  • Appears on depths 22-25
  • HP: 204-207
  • Damage: 14-21 (unlike other mods, its death rays deal moderate damage)
  • Accuracy: 31
  • Attack Delay: 1.6
  • Armor: 10-20
  • Evasion: 21
  • Zaps with Death Gaze beams.
  • Resistant to the Dark enchantment and the wand of Disintegration, Immune to Terror.
  • XP: 15
  • Its chance to drop a potion of Healing on death is now 10%, and instead of regular meat, it has a 50% chance to drop Mystery Meat.

ScorpioEdit

Scorpio gif
Scorpio
These huge arachnid-like demonic creatures avoid close combat by all means, firing crippling serrated spikes from long distances.
  • Beast
  • Appears on depths 23-24
  • HP: 181-183
  • Damage: 20-53
  • Accuracy: 37
  • Armor: 17
  • Evasion: 25
  • It has a Crippling ranged attack but very rarely flees when in melee range. [The game message is a little inaccurate.]
  • Resistant to Poison.
  • Chance to drop Mystery Meat is 30% and a Potion of Healing 20%.
  • XP: 17

Acidic Scorpio Edit

Acidic Scorpio gif
Acidic Scorpio
Acidic scorpio is more dangerous than normal scorpio. The acid in its body releases when it is in danger, and protects itself against predators.
  • Appears rarely.
  • It is now followed by Stench Gas, the same gas as the Fetid Rat.
  • It is also immune to this gas.
  • In all the rest is the same with Scorpio.

Succubus Edit

Succubus gif
Succubus
The succubi are demons that look like seductive (in a slightly gothic way) girls. Using its magic, the succubus can charm a hero, who will become unable to attack anything unti the charm wears off.
  • Demonic
  • Appears on depths 22-24
  • HP: 115-117
  • Damage: 15-26
  • Accuracy: 41
  • Armor: 5-10
  • Evasion: 26
  • Causes the Charmed debuff (inability of the hero to hit Succubi with melee attacks, but not other enemies). On its hit, it will heal itself by the amount of damage it deals. She can also Blink covering short distances.
  • Immune to Sleep.
  • XP: 12
  • It has a 10% chance to drop Mystery Meat and 50% to drop a scroll of Lullaby.

Sufferer Edit

Sufferer SPS-PD
Sufferer
Before he was corrupted by a Demon, he was a warlock.
  • Demonic Human
  • New enemy, appears on depths 22-24
  • HP: 184-187
  • Damage: 13-41
  • Accuracy: 35
  • Armor: 0-10
  • Evasion: 17
  • If the damage against him is higher than 50, he gets a Glass Shield buff for 4 turns, which reduces all incoming melee damage to 10 per hit (if the damage would be higher than 50, it gets renewed, despite of the damage not being actually dealt). This gets activated only by succesful weapon hits and not by wand hits.
  • Immune to Amok, Sleep and Terror.
  • XP: 16
  • Has a 35% chance to drop a common scroll.

Thief ImpEdit

Thief Imp Idle
Thief Imp
Imps are lesser demons. They are notable neither for their strength nor their magic talent, but for their cruelty and greed. However some of them are quite nice and sociable. Certainly not this one, though...
  • Demonic
  • New enemy, borrowed from YAPD, slightly renamed and also recolored.
  • Appears on depths 23-24
  • HP: 204-207
  • Damage: 15-26
  • Accuracy: 31
  • Armor: 10-20
  • Evasion: 21
  • Uses a melee attack that functions like the old ability of Crazy Thieves; it steals a random non-equipped item from the hero's inventory and flees until it either dies or becomes trapped by the player.
  • XP: 13
  • Has a 5% chance to drop a common berry, and has a random chance to also drop 100-250 gold. If it stole anything, it will also drop that stolen item.

Any Dungeon depthEdit

[Two new enemies can appear in any dungeon depth, the !!!Data Delete!!! and the Level Checker, but they are rare enemies as very specific conditions need to be met for them to spawn.]

Animated Statue Edit

Animated Statue gif
Animated Statue
You would think that it's just another one of this dungeon's ugly steel statues, but its red glowing eyes give it away.

While the statue itself is made of stone, the [enchanted weapon] it's wielding looks real.

  • Elemental
  • HP: 15 + depth number * 5
  • Damage: that of its equipped weapon
  • Accuracy: 9 + depth number * accuracy of its equipped weapon
  • Armor: 0 - depth number
  • Evasion: 4 + depth number * 2
  • Resistant to the Dark enchantment, Poison and Toxic Gas.
  • XP: 50 + depth number * 2
  • Drops always its equipped weapon.

Chaos Wraith Edit

SproutedPD red wraith
Chaos Wraith
Kill it, and you may find rings.
  • Undead
  • Appears always when the hero interacts with skeletal remains, while standing next to their tile, but not when the hero is standing on the tile of the skeletal remains. In that case, a chaos wraith never spawns but the hero loses half of his/her max HP. It can also get summoned by a Dwarf Lich, when it gets cornered. Renamed from Sprouted PD's Red Wraith.
  • HP: 10 + depth number
  • Damage: 1-3 + depth number
  • Accuracy: 10 + depth number
  • Armor: 0
  • Evasion: current Accuracy * 5
  • Immune to Amok, Burning (not wand of Firebolt), Charm, Dark enchanment, Freezing (not wand of Frost), Paralysis, scroll of Psionic Blast, Rooting, Sleep, Terror, Toxic Gas, Vertigo,
  • Now it also has a ranged attack, that very often causes the Vertigo and Terror debuffs.
  • XP: 1
  • Has a 10% chance to drop any ring (note that the ring of Wealth is removed entirely from SPS-PD, so Chaos Wraiths have no way to drop it, like they do rarely in Sprouted PD) and has a 50% chance to drop a Red Dew drop.

 !!!Data Delete!!! Edit

Null sprite character SPS-PD
---!!!Data Delete!!!---
Virus
  • Unknown Boss
  • It appears only in the Nightmare Virus challenge, but in this challenge, after every enemy gets killed!
  • HP: hero's max HP / 5
  • Damage: min. hero's Level/2 - max. hero's level
  • Accuracy: hero's Accuracy
  • Armor: 0
  • Evasion: hero's Evasion
  • When the damage against it is higher than 50% of its max HP, it produces Demon Blood gas.
  • Immune to Burning, Dark enchantment, Demon Blood gas, scroll of Psionic Blast, Toxic Gas.
  • Gives no XP and drops nothing.

Giant Piranha Edit

Piranha gif
Giant Piranha
These carnivorous fish are not natural inhabitants of underground pools. They were bred specifically to protect flooded treasure vaults.
  • Beast
  • Appears in any regular dungeon depth (1-24) and always in a flooded vault room. 2 of them always appear also in Dolya Town in the southeast pool, after the depth 20 chapter boss is defeated, and respawn in every hero's visit.
  • HP: 40 + depth number * 5
  • Damage: min. depth number - max. 4 + depth number * 2
  • Accuracy: 20 + depth number * 2
  • Armor: 0 - depth number
  • Evasion: 10 + depth number * 2
  • Speed: 1.5
  • Immune to Burning, Freezing, Rooting, Stun and Toxic Gas (this does not mean that it does not take damage from these enchanted weapons or the relevant wands, just that it is immune to their debuffs)
  • XP: 5
  • Drops always meat (the two piranhas in Dolya Town might also drop a Violet Dew Drop). One random piranha in any depth from 11 to 24 and also in Dolya Town will drop the Caves challenge portal.

Golden Bee Edit

Golden bee
Golden Bee
Despite their small size, golden bees tend to protect their home fiercely. This one is very mad, better keep your distance.
  • Beast
  • Appears in any depth after a Honeypot gets shattered. It is aggressive to the character closer to it when it is released and not only to the hero, so under certain circumstances it can also be a temporary ally.
  • HP: (20 + depth number) * 4
  • Damage: max HP/10 - max HP/4
  • Accuracy: current Evasion
  • Armor: 0
  • Evasion: 9 + depth number
  • Immune to Amok and Poison
  • Gives no XP and drops nothing.

Level Checker Edit

Marsupial Rat gif
Level Checker
This should not appear here.

This is a very peculiar case of enemy. It is basically an anti-cheat mechanic disguised as a marsupial rat, which was recently added by the developer. The Level Checker will appear only when the hero enters a new depth in the regular dungeon while having a very high level (higher than depth number +15). The first attack of the Level Checker will turn the hero's level back to 1, and it will die immediately afterwards. There is no point in mentioning its stats with details, as for example its HP is hero's Level * 1,000, its Accuracy is hero's level * 1,000 etc. and there is no way for the hero to kill it or to avoid getting hit by it. Leaving cheaters aside, players who enjoy grinding for XP should leave that for mid-game, after the hero has visited all depths from 1 to 24, or grind XP wisely, to avoid encountering the Level Checker.

Mimic Edit

Mimic gif
Mimic
Mimics are magical creatures which can take any shape they wish. In dungeons they almost always choose a shape of a treasure chest, because they know how to beckon an adventurer.
  • Unknown
  • Appears in any depth of the regular dungeon and also in the Trial depths, while it has a higher chance of spawning when "Secrets" level feeling is displayed for a depth.
  • HP: (30 + depth number) * 4
  • Damage: max HP/20 - max HP/10
  • Accuracy: 9 + depth number
  • Armor: 0
  • Evasion: current Accuracy/2
  • Immune to scroll of Psionic Blast
  • XP: 2 + 2 * (depth number - 1) / 5
  • Drops nothing.

Summoned Skeleton Edit

Skeleton gif
Summoned Skeleton
It is just a sumoned undead.
  • Undead
  • New enemy. Very similar to the cave skeletons, with which they share the same sprite and most of their stats, apart from the facts that it doesn't cause the Silenced debuff and it doesn't drop loot. Although it can appear on any dungeon depth, its stats do not scale down or up, so it is OP when it spawns before the caves and very good for XP and dew farming when it spawns after the caves.
  • HP: 82-85
  • Damage: 15-23
  • Accuracy: 17
  • Armor: 0-4
  • Evasion: 16
  • Speed: 0.8 (skips one movement turn every five turns)
  • Immune to the Dark enchantment.
  • It does not cause the Silenced debuff.
  • XP: 5
  • Drops nothing

(Black) Wraith Edit

Wraith gif
Wraith
A wraith is a vengeful spirrit of a sinner, whose grave or tomb was disturbed. Being an ethereal entity, it is very hard to hit with a regular weapon.
  • Undead
  • Appears in groups of 4 after a tombstone gets disturbed.
  • HP: 1 + depth number
  • Damage: 1 - 3 + depth number
  • Accuracy: 10 + depth number
  • Armor: 0
  • Evasion: current Accuracy * 5
  • Has a ranged attack that causes Terror and Vertigo.
  • Immune to Amok, Burning (not the wand of Firebolt), Charm, Dark enchantment, Freezing (not the wand of Frost), Paralysis, Sleep, scroll of Psionic Blast, Rooting, Terror, Toxic Gas, Vertigo.
  • Without a highly upgraded ring of Accuracy or Sharpshooting equipped, it is very evasive to get hit or shot by the hero, but a single use of the Ankh Shield will stun the 4 wraiths spawned from a grave for enough turns for the hero to take them down easily. Upgraded wands of Lightning due to their chain effect can also take down a group of 4 Wraiths with one or two zaps.
  • XP: 1
  • Without the hero having a Lucky Badge equipped, it has a 6% chance to drop a scroll of Magical Infusion and a 9% chance to drop a scroll of Upgrade.
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