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Overview Edit

Some enemies appear in more than one stage of the dungeon, and all enemies of a first stage's depth may appear on the last depth of the previous stage, but all will be listed where they first commonly appear. Certain enemies like (Black) Wraiths, Piranhas and Mimics may be found on almost any regular depth. Common enemies will increase in power, the deeper they are in the dungeon. The higher stats listed below are usually for enemies at deeper depths, although many of the stats are also slightly randomized.

All bosses, mini-bosses and also their minions that do not appear elsewhere in the dungeon, are described in the Bosses page of Sprouted.

At no point do enemies stop giving XP. All enemies will continue to drop loot until the hero reaches very high levels: at level 89 and up, drops begin to be capped for some enemies; the maximum level the hero can reach before all drops cease is believed to be 110 (without any XP farming Sprouted can be completed fully / have Zot defeated with the hero approximately at level 80 though). All drop rates mentioned below are without a Ring of Wealth equipped (a highly upgraded Ring of Wealth will turn almost all unique item drop rates to 100%)

Note: All following enemies that are resistant or immune to the Grim enchantment can't get insta-killed by a Grim weapon but will most often receive increased damage when its enchantment is activated.

Sewers Edit

Brown Bat Edit

The weakest denizen of the sewer.

SproutedPD brown bat
Brown Bat
Basically small, flying bats. Careful they don't get tangled in your hair.

Location

  • Spawns on Depths 1-3
  • Speed: 2 tiles per turn

Defense

  • HP: 4
  • Evasion: 1
  • Armor: 1

Attack

  • Range: Melee
  • Accuracy: 6-8
  • Damage: 1-4
  • On hit: May Blind the hero (1/10 for 3 - 10 rounds) and then flee.

Death

  • XP: 1
  • Special: Upon defeat, may alert nearby enemies (20% chance)
  • Drops: Monster Meat (50 %) or a Berry (2.5 %)

Gnoll Scout Edit

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 as shamans.

Location

  • Spawns on Depths 2-4

Defense

  • HP: 14-36
  • Evasion: 5-8
  • Armor: 2

Attack

  • Range: Melee
  • Accuracy: 13-19
  • Damage: 2-7 on D2, up to 2-13 on D8

Death

  • XP: 2
  • Drops: 50-140 Gold (50 %), or Monster Meat (25 %)

Grey Rat Edit

Grey Rats are immune or resistant to practically everything except direct damage.

SproutedPD grey rat
Grey Rat
Heartier cousins to Marsupial rats, Grey Rats have built up tolerances that allow them to live in the most polluted parts of the sewers. Probably still good to eat once cooked.

Location

  • Spawns on Depths 1-4

Defense

  • HP: 10-24
  • Evasion: 4-6
  • Armor: 2
  • Resistant to: Toxic Gas, Grim enchantment
  • Immune to: Amok, Sleep, Terror, Psionic Blast, Vertigo, Poison, Stench and Burning (not immune to fire damage, but won't get the Burning debuff)

Attack

  • Range: Melee
  • Accuracy: 6-10
  • Damage: 2-6 on D1, up to 2-10 on D5

Death

  • XP: 1
  • Drops: Monster Meat (50 %), or Mushroom (12.5 %)Drops: Random Berry (50 %), or Scroll of Regrowth (10 %)

Marsupial Rat Edit

The staple enemy - in more ways than one.

Marsupial Rat gif
Marsupial Rat
Marsupial rats are aggressive but rather weak denizens of the sewers. They have a nasty bite, but are only life-threatening in large numbers. Some consider the meat a staple diet item. Maybe try it cooked.
Albino Rat gif
Albino Rat
This is a rare breed of marsupial rat, with pure white fur and jagged teeth.

Location

  • Spawns on Depths 1-4, but most often on depth 1
  • Mutation: Albino Rat; +2 HP, attack may cause Bleeding (50 %), always drops meat

Defense

  • HP: 9-20
  • Evasion: 4-5
  • Armor: 1

Attack

  • Range: Melee
  • Accuracy: 6-9
  • Damage: 1-6 on D1, up to 1-9 by depth 4

Death

  • XP: 1
  • Drops: Monster Meat (50 %)

Sewer Crab Edit

Speedy, tough and strong. If the hero dies in the sewers, it will probably be because of these guys.

Sewer Crab gif
Sewer Crab
These huge crabs are at the top of the food chain in the sewers. They are extremely fast and their thick carapace can withstand heavy blows.

Location

  • Spawns only on depths 3 and 4
  • Speed: 2 tiles per turn

Defense

  • HP: 18-27
  • Evasion: 6-7
  • Armor: 4

Attack

  • Range: Melee
  • Accuracy: 15-16
  • Damage: 3-10

Death

  • XP: 3
  • Drops: Mystery Meat (50 %)

Gnoll Archer Edit

SproutedPD gnoll archer
Gnoll Archer
This gnoll is camouflaged and hiding in the foliage. He's pretty upset you are here.
  • Appears once on depth 4 and it is also the main enemy of the Ancient Sewers key depth. Its stats here are those of depth 4.
  • HP: 20
  • Damage: min 1-8
  • Accuracy: 26
  • Speed: 1.5
  • Armor: 2
  • Evasion: 5
  • XP: 1
  • On depth 4 it always drops the Ancient Sewers portal key but never Forest Darts.

Stage Boss and Mini-Bosses Edit

Prison Edit

Crazy Thief Edit

On a successful attack, the Crazy Thief will steal a non-equipped item. After stealing an item, he flees with it. He will return swearing to fight when cornered, or when zapped by a Wand of Amok.

Thief Green gif
Crazy Thief
Deeper levels of the dungeon have always been a hiding place for all kinds of criminals. Not all of them could keep a clear mind during their extended periods so far from daylight. Long ago, these crazy thieves and bandits have forgotten who they are and why they steal.
Thief Purple gif
Crazy Bandit
Deeper levels of the dungeon have always been a hiding place for all kinds of criminals. Not all of them could keep a clear mind during their extended periods so far from daylight. Long ago, these crazy thieves and bandits have forgotten who they are and why they steal.

Location

  • Spawns on depths 6-9.
  • Mutation: Crazy Bandit; identical except that on a successful theft, he will Blind, Poison, and/or Cripple the hero, and he has a much higher chance of dropping the Master Thieves' Armband (33 %).

Defense

  • HP: 38-65
  • Evasion: 14-17
  • Armor: 3
  • On Damage: Drops 1 gold if struck while fleeing

Attack

  • Range: Melee
  • Accuracy: 12
  • Damage: 1-13 on depth 6, up to 1-16 on depth 9
  • Attack Delay: 0.5 turns per attack
  • On hit: Theft (see above)

Death

  • XP: 5
  • Drops: Master Thieves' Armband (1 %), or random common Berry (10 %), plus stolen item if any (100 %)

Fossil Skeleton Edit

A bit tougher and substantially harder-hitting, the Fossil Skeleton is otherwise identical to the plain Skeleton.

SproutedPD fossil skeleton
Fossil 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 skeleton appears to be made from fossilized bone.

Location

  • Spawns on Depths 7-9

Defense

  • HP: 46-88
  • Evasion: 13-14
  • Armor: 12-14

Attack

  • Range: Melee
  • Accuracy: 19-21
  • Damage: 19-34 on depth 7, up to 21-38 on depth 9

Death

  • XP: 5
  • Special: Upon defeat, explodes in a damaging shower of bones.
  • It does not get damaged by Holy Hand Grenades.
  • Drops: Random weapon (20 %) sometimes cursed or enchanted

Gnoll Shaman Edit

The Gnoll Shaman's Lightning attack can be devastating, especially if it catches the hero stepping on water, but it is very weak in melee.

Gnoll Shaman gif
Gnoll Shaman
The most intelligent gnolls can master shamanistic magic.

Gnoll shamans prefer battle spells to compensate for lack of might, not hesitating to use them on those who question their status in a tribe.

Location

  • Spawns on depths 6-9, and 13-14; for farming purposes, most common on depth 8

Defense

  • HP: 30-88
  • Evasion: 11-15
  • Armor: 4

Attack

  • Range: Melee, Ranged
  • Accuracy: 17-25
  • Melee Damage: 2-9 on depth 6, up to 2-13 on depth 14
  • Ranged Damage: (Lightning attack) 8-24 on depth 6, up to 16-40 on depth 14; if hero is standing in water, damage multiplied by 1.5

Death

  • XP: 6
  • Drops: Random Common Scroll (33 %), or Monster Meat (7 %)

Shinobi Edit

SproutedPD assassin
Shinobi
Shinobi are members of the Tengu assassin clan. They fight with ranged attacks at high speed.

Location

  • Spawns mostly on depth 9, sometimes 8 and rarely 7; also appears in the Ming Caves stage and he is a minion of Tengu on depth 36 (Tengu's Hideout)
  • Speed: 2 tiles per turn

Defense

  • HP: 35-50
  • Evasion: 15
  • Armor: 5
  • Resistant to: Toxic Gas, Poison, Grim, Psionic Blast

Attack

  • Range: Ranged
  • Accuracy: 25
  • Damage: 10-23
  • Attack Delay: 0.75 turns to attack
  • On hit: May inflict the Slowed debuff

Death

  • XP: 10
  • Drops: Nothing

Skeleton Edit

The skeleton is unfortunately the most common enemy in the Prison. It will likely make the hero's life miserable for a while - also possibly shorter...

Skeleton gif
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.

Location

  • Spawns on depths 6-9

Defense

  • HP: 37-88
  • Evasion: 12-14
  • Armor: 9-14

Attack

  • Range: Melee
  • Accuracy: 16-21
  • Damage: 14-24 on D4, up to 19-29 on D9

Death

  • XP: 5
  • Special: Upon defeat, explodes in a damaging shower of bones.
  • It gets heavily damaged by Holy Hand Grenades.
  • Drops: Random weapon (20 %) sometimes cursed or enchanted

Swarm of Flies Edit

Swarms split when hit for physical damage, dividing the remaining HP between the two new swarms.
For farming purposes, Swarms are most commonly found on depth 7, however the drop chance is halved once the hero gets 5 or more Potions of Mending from drops. They can be still farmed, but it will take longer. Drop probability does increase with each generation, so for best results, kill them as slowly as possible.

Swarm gif
Swarm of Flies
The deadly swarm of flies buzzes angrily. Every non-magical attack will split it into two smaller but equally dangerous swarms.

Location

  • Spawns on Depths 6-9

Defense

  • HP: 80
  • Evasion: 5
  • Armor: 0
  • On Damage: Will split when hit for physical damage, as long as at least 2 HP remain.

Attack

  • Range: Melee
  • Accuracy: 12
  • Damage: 2-4

Death

  • XP: 1
  • Drops: Potion of Mending (Base chance 10 %; see above)

Moss Covered Skeleton Edit

SproutedPD mossy
Moss Covered Skeleton
Animated remains from an epic battle on this level. This skeleton rose from the ground covered in moss. It is angry you have disturbed this place.
  • Appears once on depth 9 and it is also the main enemy of the Ancient Prison key depth. Its stats here are those of depth 9.
  • HP: 105-135
  • Damage: 20-45
  • Accuracy: 28
  • Attack Delay: 2 (1 attack every other turn)
  • Speed: 0.5 (2 turns for 1 tile)
  • Armor: 27
  • Evasion: 15
  • Special: Upon defeat, Moss Covered Skeletons explode, causing minor damage to the hero and pet.
  • Immunity: Grim enchantment
  • XP: 1
  • On depth 9 it always drops the Ancient Prison portal key.

Shadow Bandit Edit

ShadowBandit
Shadow Bandit
Deeper levels of the dungeon have always been a hiding place for all kinds of criminals. Not all of them could keep a clear mind during their extended periods so far from daylight. Long ago, these crazy thieves and bandits have forgotten who they are and why they steal.
  • Appears once on depth 9, only if the hero has the Spork quest from the Rat King and even then very rarely (as he has a 3% chance to spawn). Two of them are also the minions of the Thief King.
  • HP: 200
  • Damage: He does not deal exactly direct damage, but applies the "Countdown" debuff, that damages the hero after 5 turns, and then flees.
  • Accuracy: 25
  • Evasion: 20
  • Armor: 20
  • Speed: 2
  • XP: 10
  • If he appears on depth 9, he drops always the Spork. Unlike his versions in the Thief King's Lair, who drop very often a Master Thieves' Armband, he never drops it on depth 9.

Stage Boss Edit

The Prison boss is Tengu.

Caves Edit

Broken Robot Edit

Broken Robots malfunction occasionally, taking minor damage. They are only really dangerous in groups, which can only happen on stage boss depth 15. If you want to farm them for Scrolls of Recharging, they are more common on depth 14, but you can also leave one Robot Printer intact on depth 15 after the hero defeats DM-300 and the Printer wil generate them constantly.

SproutedPD robot
Broken Robot
A wandering robot unfinshed and broken down. You can feel its malice toward intruders.

Location

  • Spawns on depths 13-15, rarely on 12. It is one of the minions of DM-300 on depth 15.

Defense

  • HP: 127-180
  • Evasion: 26-27
  • Armor: 5
  • Resistant to: Grim, Vampiric enchantments
  • Immune to: Terror, Toxic Gas

Attack

  • Range: Ranged (Death Ray - very similar to the Wand of Disitegration rays)
  • Accuracy: 33-35
  • Damage: 10-27; extra damage if multiple targets are hit with the same beam; ignores armor
  • Attack Delay: 3 turns per attack
  • Special: Self-Explodes randomly, dealing damage to all characters to adjacent tiles and to itself.

Death

  • XP: 13
  • Drops: Red Dew Drop (50 %) or Scroll of Recharging (50 %).

Cave Spinner Edit

On hit a Cave Spinner has a chance of poisoning the hero. If successful, it will then flee, leaving a trail of sticky web. Stepping on the web inflicts the Rooted debuff. The Cave Spinner will return to fight if cornered, or if it sees its victim after the poison has worn off or been cured.

Cave Spinner gif2
Cave Spinner
These greenish furry cave spiders try to avoid direct combat, preferring to wait in the distance while their victim, entangled in the spinner's excreted cobweb, slowly dies from their poisonous bite.

Location

  • Spawns on Depths 12-14

Defense

  • HP: 110-148
  • Evasion: 20-21
  • Armor: 18-20
  • Resistant to: Poison
  • Immune to: Rooting

Attack

  • Range: Melee
  • Accuracy: 32-34
  • Damage: 12-40
  • On hit: Chance of Poison for 7-9 turns (see above)

Death

  • XP: 9
  • Drops: Mystery Meat (12.5 %)

Gnoll Brute Edit

If you thought the Skeletons were bad... When a Gnoll Brute becomes Enraged, it pauses for one turn. If the hero is in low HP, it is best to make sure that the hero's next attacks will kill it or he/she can get easily out of melee range; otherwise the hero is in grave danger.

Gnoll Brute gif
Gnoll Brute
Brutes are the largest, strongest and toughest of all gnolls. When severely wounded, they go berserk, inflicting even more damage to their enemies.
Shielded Brute gif
Shielded Brute
Brutes are the largest, strongest and toughest of all gnolls. When severely wounded, they go berserk, inflicting even more damage to their enemies.

Location

  • Spawns on Depths 11-14, rarely on 9
  • Mutation: Shielded Brute; 31-34 Evasion, 31-34 Armor, otherwise identical

Defense

  • HP: 94-162
  • Evasion: 26-29
  • Armor: 21-24
  • Immune to: Terror

Attack

  • Range: Melee
  • Accuracy: 25-27
  • Special: When down to 1/4 HP or less, enters Enraged state. Damage dramatically increased.
  • Damage (Normal): 26-54
  • Damage (Enraged): 41-84

Death

  • XP: 8
  • Drops: 140-340 Gold (50 %), or Monster Meat (25 %)

Vampire Bat Edit

Half of depth 11 enemies are Vampire Bats, that can be farrned for Potions of Mending and meat.

Vampire Bat gif
Vampire Bat
These brisk and tenacious inhabitants of cave domes may defeat much larger opponents by replenishing their health with each successful attack.

Location

  • Spawns on Depths 11-14, rarely on 8 or 9
  • Speed: 2 tiles per turn

Defense

  • HP: 62-110
  • Evasion: 26-29
  • Armor: 15-19
  • Resistant to: Vampiric enchantment

Attack

  • Range: Melee
  • Accuracy: 27-30
  • Damage: 15-36
  • On hit: Life Drain - Bat is healed by some portion of damage done

Death

  • XP: 7
  • Drops: Potion of Mending (base chance 17 %), or Monster Meat (42 %)

Stage Boss Edit

The Caves boss is DM-300, which has 2 Robot Printers that spawn Broken Robots (see above) as minions.

Dwarven City Edit

Dwarf Lich Edit

Stats shown are for Liches encountered on Depths 18-20. Liches do not have a melee attack. If forced into melee range, they will flee rather than fight (unless Amok), and if cornered they will summon a Red Wraith next to the hero. Dwarf Liches are very vulnerable to Holy Hand Grenades.

SproutedPD dwarf lich
Dwarf Lich
A powerful wizard sacrificed to sustain the undead dwarf king, the wizard calls on the power of death to damage opponents.

Location

  • Spawns on Depths 18-20 (on depth 20 it is one of the minions of the Dwarf King). They also spawn on depth 31 (Book of the Dead level, aka the Catacombs)

Defense

  • HP: 190-240
  • Evasion: 32-34
  • Armor: 34-36
  • Resistant to: Vampiric, Poison enchantments

Attack

  • Range: Ranged only, will flee melee.  Their ranged attack is similar to the Wand of Avalanche's effect, doing physical damage with a chance of paralysis.
  • Accuracy: 45-46
  • Damage: 20-32
  • On hit: May inflict Paralysis with its bolts

Death

  • XP: 14
  • Drops: Potion of Healing (20 %), or Blackberry (27 %)

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.
Senior Monk gif
Senior 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.

Location

  • Spawns on Depths 16-19
  • Mutation: Senior Monk; Damage 32-57, has a chance (10 %) to Paralyze.

Defense

  • HP: 148-195
  • Evasion: 38-40
  • Armor: 18-21
  • Immune to: Amok, Terror

Attack

  • Range: Melee
  • Accuracy: 38-40
  • Damage: 22-55
  • Attack Delay: 0.5 turns to attack
  • On hit: Monk has a chance (8 %) of disarming the hero.

Death

  • XP: 11
  • Drops: Dwarf Token if Imp's quest is outstanding (100 %), Rations (10 %), or Monster Meat (9 %)

Dwarf Warlock Edit

The Dwarf Warlock is another enemy who is dangerous at range, but much weaker in melee. For farming purposes, he is most common on depth 16, where he represents almost half of the mobs generated, but he is generally the most common enemy in thw whole stage along with Dwarf Monks.

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.

Location

  • Spawns on Depths 16-19

Defense

  • HP: 150-203
  • Evasion: 34-37
  • Armor: 16-18
  • Resistant to: Grim enchantment

Attack

  • Range: Melee, ranged (Shadow Bolt)
  • Accuracy: 41-44
  • Damage (Melee): 12-44
  • Damage (Ranged): 16-43; ignores armor
  • On hit: Shadow Bolt may inflict the Weakness debuff (33 %)

Death

  • XP: 11
  • Drops: Random potion (83 %, Potions of Healing capped at 10), or Monster Meat (8.5 %)

Fire Elemental Edit

Fire Elementals are especially vulnerable to freezing.

Elemental gif
Fire Elemental
Wandering fire elementals are a byproduct of summoning greater entities. They are too chaotic in their nature to be controlled by even the most powerful demonologist.

Location

  • Spawns on Depths 16-19

Defense

  • HP: 129-198
  • Evasion: 36-39
  • Armor: 5
  • Immune to: Fire, Burning

Attack

  • Range: Melee
  • Accuracy: 33-35
  • Damage: 16-30
  • On hit: May inflict the Burning debuff (50 %)

Death

  • XP: 10
  • Drops: Potion of Liquid Flame (10 %), or Chargrilled Meat (45 %)

Golem Edit

A bit slow on the attack, but hard-hitting. Bags of HP with high armor.

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 the "soul" for the mechanical bodies of golems, which were believed to be most controllable of all. Despite this, the tiniest mistake in the ritual could cause an outbreak.

Location

  • Spawns on Depths 18 and 19

Defense

  • HP: 157-218
  • Evasion: 27-28
  • Armor: 30-31
  • Immune to: Amok, Terror, Sleep

Attack

  • Range: Melee
  • Accuracy: 37-38
  • Damage: 28-79
  • Attack Delay: 1.5 turns to attack

Death

  • XP: 12
  • Drops: Dwarf Token if Imp's quest is outstanding (100 %), otherwise nothing

Crazy Gold Thief Edit

SProutedPD gold thief
Crazy Gold Thief
This thief has gold dust covering his robes and skin. He has a crazy glint in his eye.

Location

  • Spawns once on depth 19. He is also the main enemy on the Ancient City key depth. Its stats here are those of depth 19.

Defense

  • HP: 30
  • Evasion: 26
  • Armor: 13

Attack

  • Range: Melee
  • Accuracy: 32
  • Damage: 30-50
  • Attack Delay: 0.5 (2 attacks per turn)
  • On hit: Steals some gold and flees

Death

  • XP: 1
  • On depth 19 he drops always the Ancient City portal key.

Stage Boss Edit

The Dwarven City boss is the Dwarf King and his Tomb, who also spawns Dwarf Liches (see above) and Undead Dwarves as minions.

Demon Halls Edit

Demon Goo Edit

SproutedPD demon goo
Demon Goo
Demon Goo is pretty angry you killed its buddy in the sewers.

Location

  • Spawns on depths 23-24
  • Speed: 2 tiles per turn

Defense

  • HP: 292-368
  • Evasion: 22
  • Armor: 32
  • Resistant to: Grim enchantment, Toxic Gas, Psionic Blast
  • Immune to: Rooting
  • On Damage: Splits when hit for physical damage
  • Special: Heals in water

Attack

  • Range: Melee
  • Accuracy: 47
  • Damage: 42-72
  • On hit: May inflict Caustic Ooze (25 %)

Death

  • XP: 10
  • Drops: Potion of Mending (100 %)

Evil Eye Edit

Assuming a sufficiently upgraded weapon, farming Evil Eyes for Healing Potions is quite feasible, as there is a 50 % drop rate and no cap. They are most common on depth 22, and there the hero will not have to deal with Scorpios or Demon Goos.

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 wounding them.

Location

  • Spawns on depths 22-24. It may also spawn on depth 25 along with the respawned fists if Yog-Dzewa teleports.

Defense

  • HP: 188-268
  • Evasion: 31-32
  • Armor: 31-32
  • Resistant to: Disintegration rays, Grim, Vampiric enchantments
  • Immune to: Terror

Attack

  • Range: Ranged, Death Gaze (very similar to the Wand of Disitegration rays)
  • Accuracy: 52-54
  • Damage: 14-44, more if multiple targets are struck
  • Attack Delay: 1.6 turns to attack

Death

  • XP: 13
  • Drops: Potion of Healing (50 %), or Monster Meat (25 %)

Scorpio Edit

Scorpios will flee rather than fight at close range (unless Amok); they never engage in melee even if cornered.

Scorpio gif
Scorpio
These huge arachnid-like demonic creatures avoid close combat by all means, firing crippling serrated spikes from long distances.
Acidic Scorpio gif
Acidic Scorpio
These huge arachnid-like demonic creatures avoid close combat by all means, firing crippling serrated spikes from long distances.

Location

  • Spawns on Depths 23-24
  • Mutation: Acidic Scorpio; when hit, a random amount of the damage done will also be inflicted on the attacker (the hero most likely, or the pet)

Defense

  • HP: 118-167
  • Evasion: 36
  • Armor: 28
  • Resistant to: Vampiric, Poison

Attack

  • Range: Ranged
  • Accuracy: 48
  • On Hit: May inflict the Crippled debuff (33 %)
  • Damage: 20-76

Death

  • XP: 14
  • Drops: Potion of Healing (20 %), or Mystery Meat (27 %)

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 until the charm wears off.

Location

  • Spawns on Depths 22-24
  • Speed: Normal, but a Succubus can teleport in short distances and attack on the same turn; she is therefore difficult to outrun.

Defense

  • HP: 190-248
  • Evasion: 36-37
  • Armor: 21-22
  • Resistant to: Vampiric
  • Immune to: Sleep

Attack

  • Range: Melee, but see Speed above
  • Accuracy: 51-52
  • Damage: 15-49
  • On Hit: May Charm the hero (25 %). Charmed characters cannot melee the creature that charmed them, but they can use other attacks, or melee other enemies (contrary to the info box).

Death

  • XP: 12
  • Drops: Scroll of Lullaby (5 %), or Monster Meat (9.5 %)

Animated Statue Edit

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

While the statue itself is made of stone, the [Enchanted Weapon Name] it's wielding, looks real.

Location

  • Spawns on the pedestal of depth 24, which can't get broken by a Dwarf Demon Hammer and which leads to Yog-Dzewa's depth in Original PD.

Defense

  • HP: 135
  • Evasion: 52
  • Armor: 24
  • Resistant to: Toxic Gas, Poison, Grim enchantments
  • Immune to: Vampiric enchantment

Attack

  • Range: Melee
  • Accuracy: 33 x equipped weapon accuracy
  • Damage: depends on the weapon

Death

  • XP: 53
  • Drops: Always drops the End Boss portal key and a random, fully identified, enchanted and upgraded melee weapon

Stage Boss Edit

In Original PD the lair of Yog-Dzewa is located at the end of Demon Halls on depth 25, but in Sprouted PD the hero teleports there with the End Boss portal key, so in a way, the Demon Halls have no stage boss.

Other Standard Enemies Edit

Several types of enemies may be found in special rooms or in certain circumstances on almost any regular depth (but not on Key depths, apart from Black Wraiths not in the Dolyahaven Mines etc).

Animated Statue Edit

An Animated Statue may be found on any depth of the regular dungeon in a locked Statue Room. Their purple variant (same scaling of stats) is also found on the Sokoban puzzle depths, the Book of Heavens depth and the Stone Golem Otiluke depth. They remain passive until provoked. Examine one to see what weapon it is wielding.

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

While the statue itself is made of stone, the [Enchanted Weapon Name] it's wielding, looks real.

Location

  • Spawns on any standard Depth, in a locked Statue Room

Defense

  • HP: 15 + (Number of Depth * 5)
  • Evasion: 4 + (Number of Depth * 2)
  • Armor: = depth
  • Resistant to: Toxic Gas, Poison, Grim enchantments
  • Immune to: Vampiric enchantment

Attack

  • Range: Melee
  • Accuracy: (9 + Number of Depth) * equipped weapon Accuracy
  • Damage: depends on the weapon

Death

  • XP: 5 + (depth * 2)
  • Drops: A random, fully identified, enchanted melee weapon (100 %); guaranteed not to be cursed or downgraded, may or may not be upgraded

Giant Piranha Edit

Found always in groups of three, only in Flooded Vaults, Giant Piranhas are quite dangerous to get them in melee range in the early part of the game.

Piranha gif
Giant Piranha
These carnivorous fish are not natural inhabitants of underground pools. They were bred specifically to protect flooded treasure vaults.

Location

  • Spawns on any standard depth, always in Flooded Vaults
  • Speed: 2 tiles per turn

Defense

  • HP: 10 + (Number of Depth * 5)
  • Evasion: 10 + (Number of Depth * 2)
  • Armor: = depth
  • Immune to: Burning, Toxic gas, Paralysis, Rooting, and Frost

Attack

  • Range: Melee
  • Accuracy: 20 + (Number of Depth * 2)
  • Damage: depth to [4 + (Number of Depth * 2)]; for example on depth 1: 1-6; on depth 24: 24-52

Death

  • XP: 0
  • Drops: Monster Meat (100  %); after descending to depth 11, the first Giant Piranha killed will also drop the Ancient Caves Key (100 %)

Mimic Edit

Mimics resemble treasure chests, and they remain passive until disturbed. If an alarm trap is triggered, they will start hunting. If one happens to be resting on a fire trap, it can be provoked by triggering the trap. Note that items thrown at a passive Mimic cannot be retrieved until it is defeated.

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.

Location

  • Spawns on any depth where treasure chests may be found, except depth 1.

Defense

  • HP: (3 + depth) * 4
  • Evasion: Accuracy / 2
  • Armor: 0
  • Immune to: Psionic Blast

Attack

  • Range: Melee
  • Accuracy: 9 + depth
  • Damage: min (HP/10) - max (HP/4)
  • On hit: May cause the Hero to drop some gold (25 %). When the hero has the Master Thieves' Armband equipped, this is actually beneficial, as the Armband gets charged by the gold picked.

Death

  • XP: 2 + 2 * (depth - 1) / 5
  • Drops: Either gold or random loot (100 %)

Red Wraith Edit

Similar to an ordinary Wraith in most respects, the Red Wraith is only encountered one of three ways:

  1. Disturbing skeletal remains will sometimes spawn one if an item in the remains is cursed (always in the case of the Corpse Dust quest).
  2. Dwarf Liches will always summon one but only when cornered.
  3. A cursed Dried Rose will summon one repeatedly.

Rarely a Red Wraith will drop a Ring of Wealth upon defeat (this has a 4% base chance to happen). Red Wraiths drop this ring only once per run, and this type of ring only. The other way to obtain a Ring of Wealth is the hero to visit the Otiluke's Journal Vault depth.

SproutedPD red wraith
Red Wraith
A wraith is a vengeful spirit of a sinner, whose grave or tomb was disturbed. Being an ethereal entity, it is very hard to hit with a regular weapon.

Location

  • May spawn on any depth that contains Skeletal Remains (apart from the Otiluke's Journal Dragon Cave depth), or when Dwarf Liches are cornered.

Defense

  • HP: 1 + Number of Depth
  • Evasion: Accuracy * 5
  • Armor: 0
  • Immune to: Grim, Terror, Amok, Charm, Sleep, Toxic Gas, Psionic Blast, Vertigo, Burning, Paralysis, Rooting, and Frost

Attack

  • Range: Melee
  • Accuracy: 10 + Number of Depth
  • Damage: 1 to (3 + Number of Depth)
  • On hit: May inflict Vertigo and Terror (20 %)

Death

  • XP: 1 + Number of Depth
  • Drops: Red Dewdrop (50 %) Yellow Dewdrop (50 %); very rarely a Ring of Wealth (4 %)

Wraith Edit

Wraiths are a valuable source of powerful scrolls. To spawn them, disturb a Tomb; up to 4 at a time will spawn around the hero, if there's room (they spawn in a cross-shaped formation on the adjacent tiles of the tomb).
Wraiths have extremely high evasion, and are very difficult to hit for physical damage, even with a surprise attack. Any offensive wand will kill them easily (the Wand of Firebolt must be absolutely avoided because it destroys the scrolls, and the Wand of Lighting should be preferred because of its chain effect), but also melee weapons with increased acccuracy will eventually hit them after a few misses (Battle Axe, Spork, War Hammer). A hero with a highly upgraded Ring of Accuracy can hit them with any melee weapon, and a hero with a highly upgraded Ring of Sharpshooting can hit them with any missile weapon.

Wraith gif
Wraith
A wraith is a vengeful spirit of a sinner, whose grave or tomb was disturbed. Being an ethereal entity, it is very hard to hit with a regular weapon.

Location

  • Spawns on any depth that has Tombs.
Tomb-0
Tomb
This ancient tomb may contain something useful, but its owner will most certainly object to checking.

Defense

  • HP: 1 + Number of Depth
  • Evasion: Accuracy * 5
  • Armor: 0
  • Immune to: Grim, Terror, Amok, Charm, Sleep, Toxic Gas, Psionic Blast, Vertigo, Burning, Paralysis, Rooting, and Frost

Attack

  • Range: Melee
  • Accuracy: 10 + Number of Depth
  • Damage: 1 to (3 + Number of Depth)
  • On hit: May inflict Vertigo and Terror (10 %)

Death

  • XP: 1 + Number of Depth
  • Drops: Scroll of Magical Infusion (7.5 %), or Scroll of Upgrade (7.5 %)

Key Depths Enemies Edit

The Key Depths are numbered from 27 to 30 and are named: Ancient Sewers / Forest, Ancient Prison / Battlefield, Ancient Caves / Flooded Mine, and Ancient City / Golden Vault. Apart from the Flying Protectors in Ancient Sewers, Caves and City, the Key Depth enemies get stronger as their kill count increases. If the hero had chosen "Draw Out Dew", they drop large amounts of yellow and red dewdrops (but not violet) upon defeat.

Flying Protector Edit

While not too dangerous, their Lightning attack can kill the hero hero when in low HP. Extra caution should be exercised on the Flooded Mine level, as stepping on water tiles means extra damage by lightning. On the Ancient Prison depth only Protector damage increases with their kill count.

SproutedPD flying protector
Flying Protector
Ancient Sewers) This guardian protects the sacred forest.

Ancient Prison) This guardian protects the battlefield from disturbances.

Ancient Caves) This guardian protects the cave from overfishing.

Ancient City) This guardian protects the vault fromm looters like you.

Stat Ancient Sewers Ancient Prison Ancient Caves Ancient City
HP 35 55 75 35
Evasion 10 15 25 10
Armor 5 8 15 20
Accuracy 16 20 25 35 
Damage 5-10 base 8-15 12-20 20-40
XP 5 10 15 5
  • Resistant to: Shock damage and Lightning
  • Drops: Violet Dew (100 %)

The damage specifically of the Ancient Prison Flying Protectors scales up with Skeletons killed on the depth. Damage: min [8 + (Moss Covered Skeletons killed / 10)] - max [15 + (Moss Covered Skeletons killed / 5)]. All the other Key depth Flying Protectors have fixed damage.

Gnoll Archer (Ancient Sewers Depth) Edit

The best weapons against Gnoll Archers are their own darts.

SproutedPD gnoll archer
Gnoll Archer
This gnoll is camouflaged and hiding in the foliage. He's pretty upset you are here.

Location

  • Spawns endlessly on Depth 27 (Ancient Sewers)
  • Speed: unlike depth 4, here it is normal

Defense

  • HP: 20
  • Evasion: 5
  • Armor: 2

Attack

  • Range: Ranged
  • Accuracy: 26
  • Damage: [1 + (Archers killed / 10)] to [8 + (Archers killed / 5)]

Death

  • XP: 1
  • Drops: 3 Forest Darts (100 %), gold (2 %), sometime between 50-100 kills, a random Gnoll Archer will drop the Safe Room Otiluke's Journal page. If the hero has already killed Tengu but not obtained the Tengu's Hideout key, a random Gnoll Archer will also drop that.

Moss Covered Skeleton (Ancient Prison Depth) Edit

The best weapon against Moss Covered Skeletons is the Holy Hand Grenade.

SproutedPD mossy
Moss-Covered Skeleton
Animated remains from an epic battle on this level. This skeleton rose from the ground covered in moss. It is angry you have disturbed this place.

Location

  • Spawns endlessly on Depth 28 (Ancient Prison)
  • Speed: Starts with 0.5 (2 turns for 1 tile) but increases up to 2.5 (2 tiles one turn, 3 the next) after 125 kills.

Defense

  • HP: 105-135
  • Evasion: 15
  • Armor: 27
  • Immune to: Grim enchantment

Attack

  • Range: Melee
  • Accuracy: 28
  • Damage: [20 + (skeletons killed / 10)] to [45 + (skeletons killed / 5)]
  • Attack Delay: 2 - (skeletons killed / 100); 1 attack every other turn to start with, 1 per turn by kill 100, no set maximum

Death

  • XP: 1
  • Special: Upon defeat, Moss Covered Skeletons explode, causing minor damage to the hero and pet.
  • Drops: Yellow Dewdrop (50 %), or Red Dewdrop (10 %); sometime between 50 and 100 kills, a random Skeleton will drop the Inscribed Bone, which will teleport later the hero to the Skeleton King's lair.

Albino Giant Piranha (Ancient Caves Depth) Edit

Albino Giant Piranhas are blind, and will only attack targets that are stepping in the water. Attacks made against them from land count as surprise attacks, and will therefore always hit.

SproutedPD albino piranha
Albino Giant Piranha
These huge blind cave fish inhabit pools of underground water.Vibrations in the water alert them to prey. They look ferocious and hungry.

Location

  • Spawns endlessly on Depth 29
  • Speed: 2 tiles per turn

Defense

  • HP: 155
  • Evasion: 68
  • Armor: 29
  • Immune to: Burning, Paralysis, Toxic Gas, Rooting, Frost

Attack

  • Range: Melee
  • Accuracy: 78
  • Damage: 29-62

Death

  • XP: 0
  • Drops: Monster Meat (10 %); Mushroom (chance increases with kill count but remains random); sometime between 50 and 100 kills, an Albino Giant Piranha will drop the Conch Shell, which will teleport later the hero to the Crab King's lair.

Crazy Gold Thief (Ancient City Depth) Edit

SProutedPD gold thief
Crazy Gold Thief
This thief has gold dust covering his robes and skin. He has a crazy glint in his eye.

Location

  • Spawns endlessly on depth 30

Defense

  • HP: 30 + + Number of Thieves killed
  • Evasion: 26
  • Armor: 13 + [(Thieves killed+1/10)+1] approximately +2 for every 10 Thieves killed

Attack

  • Range: Melee
  • Accuracy: 32
  • Damage: 30-50
  • Attack Delay: 0.5 (2 attacks per turn)
  • On hit: Steals some gold and flees

Death

  • XP: 1
  • Drops: 50-100 gold and also the gold they have stolen (100 %); sometime between 50 and 101 kills, a Thief will drop the Ancient Coin which will teleport later the hero to the Thief King's lair.

Book and Sokoban Puzzle Depths Enemies Edit

Blue Wraith (Book of Dead Depth) Edit

SproutedPD blue wraith
Blue Wraith
A Blue Wraith has been dispatched to avenge the dungeon.

Location

  • Spawns on Depth 31 (Book of the Dead, aka the Catacombs)
  • Speed: 4 tiles per turn

Defense

  • HP: 195
  • Evasion: 24
  • Armor: 25
  • Immune to: Grim, Terror, Amok, Charm, Sleep, Toxic Gas, Psionic Blast, Vertigo, Burning, Paralysis, Rooting, and Frost

Attack

  • Range: Melee
  • Accuracy: 46
  • Damage: 20-90
  • On hit: May inflict Vertigo and Terror (10 %)

Death

  • XP: 11
  • Drops: Red Dewdrop (100 %)

Wraith (Book of Dead Depth) Edit

Wraith gif
Wraith
A wraith is a vengeful spirit of a sinner, whose grave or tomb was disturbed. Being an ethereal entity, it is very hard to hit with a regular weapon.
Tomb-0
Tomb
This ancient tomb may contain something useful, but its owner will most certainly object to checking.

Defense

  • HP: 32
  • Evasion: 205
  • Armor: 0
  • Immune to: Grim, Terror, Amok, Charm, Sleep, Toxic Gas, Psionic Blast, Vertigo, Burning, Paralysis, Rooting, and Frost

Attack

  • Range: Melee
  • Accuracy: 41
  • Damage: 1-34
  • On hit: May inflict Vertigo and Terror (10 %)

Death

  • XP: 32
  • Drops: Scroll of Magical Infusion (7.5 %), or Scroll of Upgrade (7.5 %)

Dwarf Lich (Book of Dead Depth) Edit

A stronger version of the one found in the Dwarven City.

SproutedPD dwarf lich
Dwarf Lich
A powerful wizard sacrificed to sustain the undead dwarf king, the wizard calls on the power of death to damage opponents.

Location

  • Spawns on Depth 31 (Book of the Dead)

Defense

  • HP: 255-317
  • Evasion: 32-34
  • Armor: 39
  • Resistant to: Vampiric, Poison

Attack

  • Range: Ranged only, flees melee
  • Accuracy: 51
  • Damage: 20-32
  • Special: Its ranged attack is very similar to that of the Wand of Avalanche and may cause Paralysis. It may also summon a Red Wraith as ally when cornered.
  • Resistances: Poison, Vampiric enchanntment

Death

  • XP: 14
  • Drops: Potion of Healing (20 %), or Blackberry (27 %)

Oni (Book of Living Depth) Edit

SproutedPD oni
Oni
Oni are wicked trolls who dwell in places of great power. They are quite lazy unless there is food nearby...

Location

  • Spawns on Depth 32 (Book of the Living)

Defense

  • HP: 520
  • Evasion: 34
  • Armor: 32
  • Immune to: Amok, Terror

Attack

  • Range: Melee
  • Accuracy: 35
  • Damage: 50-90
  • Attack Delay: 1.5 (after two attacks, one attack turn is missed)

Death

  • XP: 22
  • Drops: Nothing

Flying Protector (Book of Heavens and Sokoban Puzzle Depths) Edit

SproutedPD flying protector
Flying Protector
These sentinant statues guard this level from the unclean. That means you.

Location

  • Spawns on Depth 33 (Book of Heavens, aka the Chasm) and on Sokoban 1, 2, 3, 4 puzzles depths only when a Wand of Flock is used (one Protector per use)

Defense

  • HP: 147 in the Book of Heavens depth / 15 + (Number of Depth * 4) in the Sokoban Puzzles
  • Evasion: 37 in the Book of Heavens depth / 4 + (Number of Depth * 4) in the Sokoban Puzzles
  • Armor: 33 in the Book of Heavens depth / Number of Depth in the Sokoban Puzzles
  • Resistant to: Shock enchantment, Lightning

Attack

  • Range: Melee, Ranged
  • Accuracy: 42 / 9 + Number of Depth in the Sokoban Puzzles
  • Damage (melee): 20-30 (fixed)
  • Damage (magic): 25-40 (fixed)
  • Attack Delay: 2 (lightning attack takes 2 turns, melee normal)

Death

  • XP: 18
  • Drops: Nothing

Animated Statue (Book of Heavens and Sokoban Puzzle Depths) Edit

In some non-wiki pages the Animated Statues of these depths are named Sentinels, because that is their file name in the game code, but they are still named Animated Statues in the actual game.

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

While the statue itself is made of stone, the [Enchanted Weapon Name] it's wielding, looks real.

Location

  • Spawns on Depth 33 (Book of the Heavens, aka the Chasm) and also on Sokoban 2, 3, 4 puzzles.

Defense

  • HP: 279 in the Book of Heavens depth / 15 + (Number of Depth * 5) in the Sokoban Puzzles
  • Evasion: 70 in the Book of Heavens depth / 4 + (Number of Depth * 2) in the Sokoban Puzzles
  • Armor: 33 in the Book of Heavens depth / Number of Depth in the Sokoban Puzzles
  • Resistant to: Toxic gas, Poison, Grim, Vampiric enchantments

Attack

  • Accuracy: 42 x weapon Accuracy in the Book of Heavens depth / (9 + Number of Depth) * equipped weapon Accuracy in the Sokoban Puzzles
  • Damage: Depends on weapon
  • Attack Delay: Depends on weapon

Death

  • XP: 18
  • Drops: Enchanted weapon (100 %) always upgraded at least to +3 oin the Book of Heavens depth / Nothing on the Sokoban puzzles depths

Dolyahaven Enemies Edit

Blue Cat (Surface Depth) Edit

Although he is located in Dolyahaven, he is a weaker version of the prison Crazy Thief.

Thief Green gif
Blue Cat
Deeper levels of the dungeon have always been a hiding place for all kinds of criminals. Not all of them could keep a clear mind during their extended periods so far from daylight. Long ago, thse vrazy thieves and bandits have forgotten who they are and why they steal.

Location

  • Spawns only once on the Dolyahaven surface (depths 55) upon the hero's first visit.

Defense

  • HP: 23-25
  • Evasion: 8
  • Armor: 3

Attack

  • Range: Melee
  • Accuracy: 120
  • Damage: 1-7
  • Attack Delay: 0.5 turns per attack
  • On hit: Theft

Death

  • XP: 5
  • Drops: Master Thieves' Armband (1 %), or random common Berry (10 %), plus stolen item if any (100 %)

Kupua (Dolyahaven Mines Depths) Edit

Kupuas and Gullins spawn on the Dolyahaven Mines depths which are always from depth 56 to depth 61, but can sometimes go down to depths 62, 63, 64, 65 but never more. Depth 66 will be always the maximum depth number that the Stone Golem Otiluke depth will be generated.

Kupua
Kupua
Kupua are minor trickster demons who like to appear en masse.
  • It is the common enemy of the Dolyahaven Mines.
  • HP: 553-557
  • Damage: 70-160 (melee) They deal most of their damage by causing their Bleeding debuff though.
  • Accuracy: 120
  • Evasion: 16
  • Armor: 50
  • Speed: 2
  • Special: When the damage dealt against them is higher 1/8 of their max HP (appr. 70 damage), they release a unique to them and Gullins Corruption Gas that causes at the same time Vertigo, Crippleness and a very severe Bleeding to the hero. Practically they deal most of their damage with this debuff.
  • Resistant to: Scroll of Psionic Blast (they are almost immune to its damage)
  • Immune to: Grim enchantment (its insta-kill effect, not to its increased damage against resistant enemies), and Toxic Gas. They are also immune to the Bleeding and Crippled effects of their gas, but not to its Vertigo effect and become dizzy for a while after releasing it.
  • XP: 10
  • Drops: Stone Ore (90%)

Gullin (Dolyahaven Mines Depths) Edit

Kupua
Gullin
A golden-maned boar demon. Its eyes and bristles glow in the dark cave.
  • It is the uncommon enemy of the Dolyahaven Mines (1-2 spawn on each depth, without any Summoning traps activated).
  • HP: 758-762
  • Damage: 100-200 (melee) As they release their gas less often, they deal most of their damage by melee fighting.
  • Accuracy: 72
  • Evasion: 21
  • Armor: 145
  • Speed: 1
  • Special: Also when the damage dealt against them is higher 1/8 of their max HP (appr. 95 damage), they release the same Corruption Gas that Kupuas do, but due to their higher max HP and thus higher damage needed to trigger their gas, they release it less of than the Kupuas.
  • Resistant to: Scroll of Psionic Blast (they are almost immune to its damage)
  • Immune to: Grim enchantment (to its insta-kill effect, not to its increased damage against resistant enemies) and Toxic Gas. They are also immune to the Bleeding and Crippled effects of their gas, but not to its Vertigo effect and become dizzy for a while after releasing it.
  • XP: 20
  • Drops: Stone Ore (80%), random, small chance to drop also a Norn Stone, up to the number of 5 per hero's run. Norn Stones spawn in 4 + 1 different colors: Blue, Orange, Purple, Yellow for all classes and also Green but only for the Huntress class.

Dolyahaven Mines Dangers Edit

In each Dolyahaven Mines depth approximately 12-15 enemies will spawn in the beginning and 1-2 of them will be Gullins, but after these get killed no new enemies will respawn, and the depth will become "safe", with the exception of traps. After some turns have passed, an already explored Mines depth might regenerate unexplored, with a different layout and respawning loot but also Kupuas and Gullins. As all enemies after the hero obtains the Amulet of Yendor, Kupuas and Gullins will be aware of the hero's presence on the depth as soon as he/she enters it, and will rush quickly to the hero's location (Kupuas will arrive much sooner than Gullins due to their double movement speed). Players should have in mind that both the Dolyahaven Mines enemies have very high resistances against all T1-T5 "non-relic" weapons with the exception of the Spork and the Chainsaw Hand, and after receiving damage higher than 1/8 of their total HP they release a deadly Corruption Gas that at the same time causes the Crippled and Vertigo debuffs and also a very heavy Bleeding debuff that can kill a high level hero within a few turns, if it doesn't get cured by using a Towel, a Potion of Mending/Healing or by stepping on a Dreamfoil plant. Some non-wiki pages mention that the Towel even has only 10 uses available and then disintegrates, which is not accurate: although the game code includes the possibility of it getting disintegrated after many uses, practically this will never happen, at least not in the cases that the hero will proceed normally from depth to depth and will use the Towel whenever it is needed. Heroes who will spend a lot of time waiting for the Dolyahaven Mines depths to respawn in order to farm Stone Ore from the Kupuas, and will do that repeatedly, might end up with their Towel disintegrated though. The Immune to Gases buff activated by the glyph of Stench or by drinking a potion of Purification can be also a little useful against this gas, as it can make the hero immune to its Vertigo effect, but to this effect only.

Tactics Edit

As far as Kupuas are concerned, they deal most of their damage by causing their Bleeding debuff, and the hero's survival on the Dolyahaven Mines depths mostly depends on finding ways to get away from its area of effect or at least cure it quickly.

  • A Fadeleaf plant
  • A highly upgraded Ring of Furor
  • An upgraded Ring of Haste (not above +10 levell)
  • A Scroll of Teleportation
  • An upgraded Wand of Blink
  • An upgraded Wand of Slowness
  • A Wand of Teleportation
  • Dumbling bombs
  • Rice Dumblings
  • The special skills of the epic armor Heroic Leap and Smoke Bomb
  • The Timekeeper's Hourglass artifact

can all be in different ways very helpful to the hero, when he/she is blocked from almost all directions by Kupuas and Gullins, and/or wants to escape the area of effect of the gas without suffering from its debuffs, and/or wants to move to a safe area to cure its Bleeding debuff permanently and not have it reapplied after a few turns. A highly upgraded Wand of Amok can also provide him/her with time to escape from the packs of Kupuas and Gullins, as they will start fighting each other for many turns and will stop bothering with the hero. An armor enchanted with the glyph of Affection or Anti-Entropy will provide similar relief to the hero, as Kupuas and Gullins will stop attacking the hero or will freeze upon attack. In contrast the glyph of Viscosity has no effect on the Bleeding damage caused by the Kupua gas.

Also if the hero was lucky enough to have orange Norn Stones dropped from Gullins, the player should have in mind that the Lucky Crom Cruach Axe's Magic Dispel buff offers protection against all of the gas effects and it is almost constantly available when the Crom Cruach Axe is highly upgraded (approximately every fourth turn at +100 level). Anyway the hero should never enter the Dolyahaven Mines without a Towel and/or lots of Mending and Healing Potions. If the hero has obtained the Spectacles, he/she should also equip them and map the depth from start, as the depths look like a bigger version of the Mining Caves, but are filled with all kinds of hidden traps and especially Summoning traps, that spawn Kupuas and Gullins. A Huntress with a highly upgraded Vampiric weapon equipped is rather lucky as she will be able to clear any regular Dolyahaven Mines depth in less than a minute by using a Potion of Mind Vision and then the Spectral Blades epic armor skill, as the vampiric effect of the weapon replenishes the lost HP and the Spectral blades can be reused again and again until all the enemies are dead.

Late-game and End-game Weapons Edit

A less known fact among Sprouted players is that the common practice of farming Phase Pitchers to transmute as many Scrolls of Magical Infusion to Scrolls of Upgrade possible, for them to be able to upgrade a Tier-6 relic weapon or Battle Wand, is not something that is needed against the Kupuas and Gullins. Any Tier-5 weapon upgraded above +100 (which can be achieved easily by using the Scrolls of Magical Infusion already gathered from Wraiths) can deal also decent damage against Kupuas and Gullins, and also against the Animated Statues of the Stone Otiluke depth, it will just be very weak against Zot. A +100 Tier-6 weapon or a +100 Wand of Firebolt or Disintegration (all the other battle wands wil not deal enough damage against Zot) can be easily achieved in end-game though with the Scrolls of Upgrade that were dropped from Wraiths if the hero had a highly upgraded Ring of Wealth equipped upon destroying them (follow this link on how to get one Ring of Wealth in every run) and taking into account also the Blacksmith's reforge, the Scrolls of Upgrade that the Dolyahaven shop sells and the probable Upgrade Goos that the hero might have (as a matter of fact the upgrades needed are +83 as we should not be counting the +16/+17 upgrades from dew). Nevertheless, the simpler way for heroes is to complete the Rat King' quest, obtain the Spork and upgrade it with Scrolls of Upgrade and Magical Infusion, as it is the only non Tier-6 weapon along with the Chainsaw Hand that deals from regular to quadruple damage and not half and often blocked damage against the Dolyahaven and Zot depths enemies and also gets upgraded with both scrolls of Upgrade and Magical Infusion (the Chainsaw has the same damage multiplier with the Spork but its reliance on dew for it to deal decent damage makes it not a good option for getting highly upgraded and used as an end-game weapon).

In this case a so highly upgraded Spork will also have its enchantment activated almost constantly. Although personal preferences matter, a Grim Enchantment will deal double damage against them (they are immune to its insta-killing effect but not to to its increased damage against resistant enemies), a Lucky enchantment will pierce the Kupuas' and Gullins' high armor, and a Vampiric enchantment will keep the hero's HP at a safe level. Whatever the player's preferred enchantment is, when Scrolls of Magical Infusion are reaching their end and the Spork was enchanted with the player's preferred enchantment, he/she should stop using them on the Spork and apply the rest of them to the armor, or transmute them to Scrolls of Upgrade if there are Phase Pitchers available.

So, players who are not fond of grinding/farming might consider either: a) to apply most of their Scrolls of Magical Infusion to a Tier-5 weapon (and Snipers to their Boomerang), which will make surviving the Dolyahaven Mines and the Kupuas and Gullins much easier and less stressful, just keeping in mind that the hero should keep at least approximately +90 spare level ups for his/her Tier-6 weapon/main Battle Wand or b) just to highly upgrade a Spork. Players who like grinding/farming apparently can farm all the Phase Pitchers and Upgrade Eaters they want, and their hero will defeat Zot with a very strong Tier-6 weapon, but this is not the only way to survive the Dolyahaven Mines, defeat Zot and complete Sprouted, and the game can be completed with far less grinding/farming than is commonly practiced.

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