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[This wiki page describes the developer's most recent release "0.9.4 Testers' Party - The start". The BossRush challenge's boss enemies and their rewards have remained in the most part unchanged, with only some secondary changes a) in the Young Tengu boss that now drops a unique weapon, Tengu's Katana, and b) in the Ice Corps boss, who has gained a specific sprite, some new abilities and a new pet card drop, the Soul of Rabbit.]

Overview[]

While the Dolyahaven Mines have been removed, the secret room with the entrance that used to lead to them hasn't, and the hero can still burn an overgrown shrub at the southwest of Dolya Town in order to get access to the secret room, (for the SPS-PD Dolya Town map, you can visit its page in the wiki). The former floor entrance is now occupied by a decoartive statue, and that statue is guarded by a very strong Dungeon Guard, a blue dragon that has tens of thousands of HP, a strong melee attack, and a ranged poison attack. Upon defeat, it drops a BossRush Challenge book that can be used to teleport to the BossRush, a depth identical with that of the First Yog-Dzewa fight, but colored purple and brown.

Players should note that the Bossrush challenge is totally optional, the game can be completed fully without visiting it, and no item reward of this challenge is game-changing, if the hero wants just to complete the game by beating Zot and obtaining the Amulet. That having been said, the BossRush is still an ineteresting challenge for any player.

Dungeon Guard SPS-PD
Dungeon Guard
Dungeon Guard is summoned by someone, but in people's eyes it is the same as in normal dungeon.
Bossrush portal SPS-PD
Boss Rush
This is an uncompleted bossrush. You can try to fight with those new bosses.

The BossRush portal is stored in the main inventory and can't be used while still in Dolya Town.

Bossrush depth SPS-PD

Map of the Bossrush depth, the hero spawns at its bottom right, like when entering the Yog-Dzewa depth.

Bosses[]

Generally[]

Unlike "traditional" boss rushes, this BossRush isn't just fighting each of the standard bosses one more time but at once. Instead, it presents multiple entirely new bosses, 3 of them themed around the game's existing bosses and 5 totally new, and most with their own unique abilities.

All of the BossRush bosses (apart from Dragon King who is a boss only in name, and from a specific difference in the Ice Coprs' and Plant King's max HP, which are 1,500 and 2,000) have common stats. Their damage scales following the player's level, specifically on a range of min. hero's level number / 2 - max. hero's level number per each hit. Their HP is always exactly 1,000, but everything that damages them only deals 10-20 damage, regardless of the hero's regular damage against enemies in the rest of the dungeon, with the only exception of the Plant King, who takes regular damage. Their evasion is only 5, but their accuracy is 100, and their armor is only 2. Lastly, and most notably, any attacks over 15 damage will cause them to spew Demon Blood that causes Bleeding, Vertigo, and Cripples the hero when caught inside, again with the exceptions of the Dragon King and Plant King. Pets can't follow or get released in the Bossrush depth anymore.

In the first part of this page that follows directly afterwards the reader will find presentations in continuous form about each boss along with some game tips for each fight. Readers who are interested in more details can proceed to the second part of the page, that displays the stats for all of them.

Dragon King[]

Dragon King SPS-PD
Dragon King
A normal dragon. After killing it, it will summon other bosses from another world.

The Dragon King is a boss only in name as he has a hundred or so HP, and most attacks will kill it very quickly, even at early hero levels. It is also the first of the four bosses with no equivalent in the regular dungeon. The BossRush technically doesn't start until it's dead. It drops a Skeleton Key that can be used to unlock the depth's exit, which is useless because the floor exit leads nowhere.

Void Goo[]

Void Goo SPS-PD
Void Goo
A Goo from the void.

The Void Goo is the first actual boss in the challenge and can be also the most confusing, as throughout the fight, it will spawn from time to time four Elemental Goos and become completely invulnerable while even one of them is still alive:

  • the Earth Goo applies caustic ooze and roots,
  • the Fire Goo is surrounded by a fire blob and ignites,
  • the Ice Goo chills is surrounded by an ice blob and freezes,
  • and the Shock Goo produces a blob of electricity on death.
Elemental Goos SPS-PD

All the elemental goos in their game window show their name but have a “No text found!” as their description and in the above image they are displayed in the order that they are mentioned in the bullet list. The elemental goos die very easily, so once it's clear how to damage Void Goo, the fight becomes very manageable. However, once its health is reduced to 25%, all enemies' movement speed is suddenly multiplied by 6, which makes the final set of Elemental Goos more difficult, but not too difficult, to hunt down. On death, it has now a random chance to drop the Overload Handcannon, which is the only way to get that weapon.

Hand Cannon (SPS-PD)
Overload Handcannon
While initially flintlock weapons were a human invention, dwarves quickly adapted and improved the concept. Handcannons are heavy and require lots of gunpowder to use, but they are far more deadly than any other firearm.--Consideredhamster


Young Tengu []

Young Tengu SPS-PD
Young Tengu
He is another Tengu.

The Young Tengu uses a combination of ranged attacks which randomly Ignite, Stun, cause Slowness and also Knock Back to fight the hero. This fight works in two phases. During Phase 1, this boss pelts the player with ranged attacks that induce knockback, something that could have caused difficulty for melee users if it weren't for the Jump Shoes and the Ankh Shield, which can both be used to halt this behavior by most skins (skins that don't have these two items will face more difficulty with this boss, and will have to rely a lot to ranged weapons and wands for their damage). After this boss' health is reduced to 50%, he opts instead to rush the player with melee attacks and doubled movement speed, though this mostly just makes the fight more straightforward. Young Tengu has now a random chance to drop a tier 2 weapon named Tengu's Katana, dealing dam. 2-8, and having Accuracy 1.2, Delay 0.8, Range 1 and damage scaling +2/+4, which are very nice stats for a tier 2 weapon, but the hero will most probably have already started having access to weapons of higher tier and better damage output by the time he/she will be fightning Young Tengu. You can read a bit more about this weapon in the relevant Melee Weapons page of SPS-PD.  

Weapons tier 2 Fushigi No
Tengu's Katana
Tengu's Katana


Killing Machine[]

Killing machine SPS-PD
Killing Machine
A powerful killing machine.

Likely the most dangerous boss within the BossRush, and surely that having the biggest variety in its attacks and debuffs, the Killing Machine has two distinct abilities. The more noticeable would be the Hunting (seeking) Bombs that it occasionally spawns around the depth, which chase after the player, can be shot to blow up instantly, and will otherwise blow up 10 turns after being spawned. The other, less noticeable but far more dangerous, is the Killing Machine's Thorns effect. When the player attacks, the amount of damage their blow would have dealt had the damage not been changed to 10-20, will instead be dealt back to the player in full. This means that if a weapon is of sufficiently high level, that damage can one-shot the player from full health. Players should not leave the BossRush challenge for end-game, after the hero has upgraded their main weapon to a very high level, as the Killing Machine in that case will make the hero spend many Ankhs. If they still want to complete BossRush in end-game though, they should keep a moderately upgraded weapon specifically for this part of the fight). Other than that, the fight works in four phases. During phase 1, the Killing Machine only Poisons the hero on hit. After it is reduced to 75% HP, it enters phase 2, where it begins to Chill the air around it, and its attacks coat the hero in Tar. Phase 3 begins at 50% HP and below, where Tar gas is produced instead of chilled air and attacks Ignite the player. Lastly, at 25% HP and below, the Killing Machine loses all of its melee enhancements to double its speed and spawn Darkness gas that blinds everything inside it, including the Killing Machine itself. With Mind Vision and a ranged weapon handy, this last phase can easily become the easiest. Note that the Seeking Bombs will only spawn when a phase change happens, and that the Overload Hand Cannon may be destroyed by the bombs if it's left on the ground.

Plant King[]

Plant King SPS-PD
Plant King
King of plants

The Plant King is the second boss with no equivalent in the regular dungeon. This is the first of the simpler fights, which don't include any kind of minions or particularly threatening special abilities to endanger the hero, as the king can only get an Attack Up buff, and Roots and Poisons the hero. He is also the only boss that does not produce Demon Blood and that takes regular damage by the hero's attacks. Late in the fight he also doubles his movement speed. He drops a Four-Leaf Mint Necklace, a very useful item that when it is equipped upon levelling up it adds +5 bonus max HP, increases Magic Power by +1, and spawns 1,000 gold pices in the hero's inventory. It also generally increases much the chances of any enchantment or glyph to get activated. As there are many other items worth being equipped in the three available slots, having the necklace equipped permanently will probably not be a choice of all players, but it is highly recommended to equip this item every time the hero is ready to level up, especially when he is a Mage, as the +1 Magic Power per level will accumulate a huge bonus to the mage's attacking power with wands.

Four leaf mint necklace SPS-PD
Four-Leaf Mint Necklace
This four-leaf clover necklace can give the wearer something when he levels up, and increase enchanted equipment's chances to be activated.


Ice Corps[]

Ice Corps
Ice Corps...

The Ice Corps boss has gained a specific sprite in the last version of SPS-PD (which remains to get uploaded in the wiki), has gained some new abilities, and also he is the third boss to bear no resemblance to other bosses in the game. This is a fight that works in only two phases normally, the second phase starting at 25% HP and granting the Ice Corps double speed and invulnerability from outside but not from inside damage. In the first phase the most damage that the Ice Corps will deal to the hero is by almost constantly applying the new Stone Ice debuff, which slows the hero similarly to him/her getting chilled, but most importantly deals consistently max HP/20 damage with every move. Note that if the hero stays still, he/she will receive no damage at all. He also generates spear traps on random tiles of the depth and spawns Lucifers. In the second phase of the fight the Ice Corps regenerates fully its health and also becomes invulnerable to external damage, but gets the Stone Ice buff himself, while he is not smart enough to stop moving, so the hero will have to run around the depth for the Ice Corps to chase him/her and spend hisHP this way. If the hero does not run around enough a third phase might follow, which is same with the first in the behavior of the Ice Corps, but which is never followed by another phase and the Ice Corps is eventually killed. He drops always a Soul of Rabbit. 

Original Yog[]

Null sprite character SPS-PD
Original Yog
Original Yog with a tentacle

The Original Yog is the first boss in a row that has a null item sprite, nevertheless it is described as the original Yog with a tentacle, most probably foreshadowing its future sprite. It has no special abilities and only one extra phase, the usual double movement speed at 25% HP. Upon its defeat, it drops the Power Hand item, which uses an adaptation of Shattered PD's Stone Gauntlet, but has a completely different function. 

Power Hand: Completing the game earlier / Endless Mode / Mercenary's quest[]

Power Hand SPS-PD
Power Hand
??????????

[After stones get added, a message: "It has 1/2/3 etc. stones now." starts also getting displayed.]

Its option to "Add stone" asks from the hero to add Magic Stones, not stone ore and also not in bulk, but one of each available color (blue, green, orange, purple, yellow). After the first stone is put into it, the Power Hand's game description starts including also a "It has 1/2/3 etc. stones now" message, but it still can't get used. After all 5 stone types are put in, the hero can finally use the Power Hand and a game window appears asking the player if he/she wants to finish the game or continue with it.

Power hand game window SPS-PD

"Ending the game" will complete the run and get the player to the Rankings screen, while "Keep searching" will not take the hero back to the dungeon, but to a totally new depth with the number 85. A game message will appear, saying: "Can you hear me? I am Ada, from the assassin home. You must wake up, this world is just an illusion. Trust me, we don't have much time." This new depth has a handful of hidden distortion traps, which regenerate the depth upon stepping on them and can't get revealed by scrolls of Magic Mapping or Blue Berries, but only by searching, and all the enemies from the regular dungeon occuring randomly (approximately 10-13 spawn with each depth generation). An example of a depth 85 follows just below.

Endless mode SPS-PD

With a bit of luck the hero can fully explore the depth without stepping on a distortion trap, even if he/she doesn't search every tile, but even if the hero manages to do that, there are no stairs leading up or down, and he/she will eventually start searching for a distortion trap in order to step on it and generate a new depth. This is essentially SPS-PD's version of an Endless Mode, so players should choose "Keep searching" only if they feel that they have completed anything else that they wanted to do in that hero's run, because there is no way out of this depth back to the regular dungeon. The only three ways out of depth 85 (but still not back to the regular dungeon) is the hero a) to refill the hand with Magic Stones and choose now its End Game option, b) use the Amulet of Yendor if he/she has it to end the game, or c) just to die. Note also that regardless of the Amulet of Yendor being in the hero's inventory or not, when he/she uses the "End Game" option, their ranking will display the Amulet but will have the title: "Escaped?".

Alternatively, the hero can keep the Power Hand in the inventory, wait until he/she reaches end-game, defeats Zot and rescues Otiluke and then give the Power Hand to the NPC Mercenary - Thirteen the Frozen Mist in Dolya Town, in exchange for a "No text found! - [Chaos pack]" item. This is is one of the three crafting materials needed for the Shadow Eater weapon, which is currently an Easter Egg of SPS-PD with no practical purpose, but will be part of an extended storyline in a forthcoming version. You can read more about the crafting of the Shadow Eater in the Dolya Town page of SPS-PD.

Shadow of Amulet[]

Null sprite character SPS-PD
Shadow of Amulet
The end of BossRush

The Shadow of Amulet is the last Boss, and the second boss to still have a null item sprite. It is described as the end of BossRush, is identical in behavior with the Original Yog, and drops a trophy called the Player Icon, which has no other use than to allow the developer to congratulate the player, as a "Thanks for playing!" message appears upon picking it up. 

Player icon SPS-PD
Player Icon
Reward of BossRush


Overview of Rewards[]

Overall, the BossRush is rather rewarding, but only if the player reaches at least its middle and gets the Four-Leaf Mint Necklace dropped by the Plant King and the Soul of Rabbit by the Ice Corps bosses, in addition to the Overload Handcannon dropped by the Void Goo (this is the only worthwile reward getting dropped very early). As far as the other rewards are concerned, the Skeleton Key isn't actually used for anything purposeful, Tengu's Katana is nice but the hero at that point will be already having access to more powerful melee weapons, the Player Icon is only decorative, and there are alternative ways of completing the game other than Ending the Game with the power hand, and not all players are fans of an Endless mode or hunting game Easter Eggs like the Shadow Eater. As mentioned in the begining of the paragraph two of the undoubtedly valuable rewards of the challenge are: a) the Soul of Rabbit that the Ice Corps boss always drops, a very strong pet which is otherwise unobtainable in most of the year and can be only found randomly getting sold by Pet Dealer Lery in Dolya Town and b) the Four-Leaf Mint Necklace which when equipped adds +5 max HP, +1 Magic Power and 1,000 gold in the inventory in each level up, while it generally increases the chance of glyphs and enchantments to get activated. That said, neither of these rewards are not essential for completing the game, but will certainly make it easier.

Another reason that some players will find reasonable in order to challenge the BossRush is to obtain the Overload Handcannon, an unobtainable otherwise and particularly powerful weapon with a whopping 7 range and and an awesome damage output, as it can shoot endlessly in a sigle turn when its "overload function" is on and dew is available for consumption by the weapon, dealing at level 10 10-68 damage with each shot, so it can even 3-shot a Yog Fist. It has two drawbacks: a) it has an attack delay of 2, but its multiple shots when "overload" is turned on negate that, and b) most importantly, it is consuming dew with each "overload on" hit (more dew when it hits more times), so the player can use it with the overload function turned on only in boss battles with few minions (for example against Yog-Dzewa or the BossRush chalenge itself, but not against Shadow Yog, Otiluke Mirror Image or Zot) and with at least two or optimally more dewcatchers available, in case he/she runs out of Dew, and not as a main weapon. As a main weapon, without the "overload" function on, it deals the damage of a tier 4 weapon, with great range but a delay of 2, which doesn't scale down with upgrades, and there are enough weapons with much better stats than these. It's always dropped at +0 and uncursed, so if the player wishes, he/she could actually face the bosses after the Void Goo with this equipped, if the hero has a full Dew Vial and two or more dewcatchers, as he/she will run out of dew for sure. Although its sprite is rather different, it is basically a redesign of SproutedPD's Chainsaw Hand, and as expected it drops from the BossRush' version of the Goo. Note that judging this reward as worthwhile is more subjective than in the case of the two previously mentioned rewards, as having a pet Bunny and bonus added stats are obviously advantages, but some players might not want to get bothered with having the Handcannon fullled with dew, plant dewcatchers to refuel it, change weapons when dew runs out etc.

Dungeon Guard Strategy[]

The Dungeon Guard in Dolya Town, despite not being part of the BossRush itself, is the most difficult challenge for players looking to get their hands on the reward of the Overload Handcannon earlier than late-game, due to its massive health and the damage it can deal to mid-game heroes (all the BosRrush bosses follow the hero's level in the damage they deal, so their direct damage will be manageable even in early levels, but their Demon Blood damage will still be an issue). However, for how strong it is, its health is its biggest weakness. Because of items in the game that deal damage based on max HP, it's possible to defeat the Dungeon Guard right after beating the second depth’s boss and buying the Invitation to Hometown dolya slate page. Deathcap Mushrooms and Jack-O-Lantern Mushrooms tend to be the most effective against it, as two Deathcaps will reduce much its HP, and fire damage from a Jack-O-Lantern can be enough to finish it off, though a second may be needed. It's resistant to bleeding damage, so the Earthstar Mushroom isn't effective. These mushrooms are handy, as they can be used without letting the Dungeon Guard free to attack - a low player can get killed in only one or two attacks. Alternatively, if the player is willing to risk some damage, a weapon with the Shock enchantment can defeat the Dungeon Guard with few blows, but only as long as the hero will either get it into water, or will apply first the Wet debuff with a wand of Flow. The Leech Seed debuff from the Earth enchantment is also fairly effective, and is able to heal the player when adjacent to the Dungeon Guard. Due to its infinite duration, Caustic Ooze from either the Acid enchantment or wand of Acid can lead to a safer defeat: with some setup through items like the Etheral Chains or Wand of Flow that can move around NPCs and enemies, it's possible to apply Caustic Ooze to the dragon before it leaves the cave, stun it with the Ankh Shield, and seal up the entrance with a few villagers, re-trapping the Guardian Dragon until its inevitable end. 

All that having been said, warlocks will face far less difficulties in fighting the Dungeon Guard: enemies with a very big amount of max HP (chapter bosses, Yog-Dzewa, Shadow Yogs etc.) display the pleasant irregularity to fully heal and satisfy the Warlock's hunger with only one hit after they get soul marked, even when the hero has 1 HP and is starving. This also applies to the Dungeon Guard, so a Warlock who has at least one wand with many charges and as result is able to consistently soul mark enemies won't have any trouble in surviving this fight from rather early on and without the use of many tricks, as he will be getting fully healed with every sucessful hit against the Dungeon Guard as long as he keeps it soul marked.

While there are a lot of easier/safer strategies for defeating the Dungeon Guard as early as possible, a lot of them are luck-based, and won't be possible in a large number of runs. That being said, it is just as important to be able to survive the Dungeon Guard's attacks. Surviving the Dungeon Guard for a prolonged amount of time without spending any Ankhs is a good sign that surviving in the BossRush Challenge will not be too difficult, otherwise it is a sign that the hero should leave the BossRush challenge for later. Leaving it for later after getting engaged in a fight with the Dungeon Guard is possible, because it is not a boss fight and the Dolya Town depth is not locked, so if players feel that the Dungeon Guard ended up too OP for the hero's level, they can just use the Dolya Slate and take the hero back to the regular dungeon. In the next hero's visit to Dolya Town the depth will be generated again, so the Dungeon Guard will be back to being isolated and sleeping behind the overgrown bushes and the hero will be safe again. 

General Boss Strategy[]

Any attacks over 15 damage will cause all BossRush bosses to spew Demon Blood that causes Bleeding, Vertigo, and Cripples the hero when caught inside, so wise use of the Jump Shoes, Ankh Shield, and available weapons with extra range in combination with the Towel are essential to prevent a truckload of damage. Generally, the Dungeon Guard is a decent indicator of how much more one should level up the hero before challenging the BossRush. If that fight is only tedious, go ahead. If the battle requires constant use of healing sources, back out and wait until later.  

Bosses and minions stats[]

Note: In SPS-PD there are three thrown weapons (Empty Ammo, Error Ammo, Red Packet) which in a different way each can deal from big to huge amounts of damage against enemies of the Boss type. Nevertheless, these thrown weapons are not effective against most of the bosses of the BossRush challenge, as their damage is also greatly decreased to the flat 10-20 damage of all the other weapons against them. Hence using these weapons in the BossRush challenge is actually wasting them, unless they are used against the Dragon King and the Plant King, who are the only two bosses of the BossRush that receive regular damage (still, both are rather easy to handle though).

Dungeon Guard[]

Dungeon Guard SPS-PD
Guard Dungeon
Guard Dungeon is summoned by someone, but in people's eyes it is the same as in normal dungeon.
  • Dragon Boss
  • New enemy. It is sort of located in the border between BossRush and Dolya Town, as it drops in Dolya Town the book that teleports to the BossRush depth.
  • HP: 8,000
  • Damage: 60-80
  • Accuracy: 50
  • Armor: 20-50
  • Evasion: 40
  • Speed: 1.5
  • Its ranged attack also Poisons, which deals heavy damage due to the increased depth. In melee range it does not poison so its attacks are much weaker.
  • Resistant to Poison, Toxic Gas, and the Dark enchantment.
  • XP: 10
  • Drops always the BossRush book, the portal to the BossRush Challenge.

Dragon King[]

Dragon King SPS-PD
Dragon King
A normal dragon. After you kill it, it will summon other bosses from another world.
  • Dragon Boss (a boss only in name, as it deals less damage than a Marsupial Rat and has very low HP)
  • New enemy.
  • HP: 100
  • Damage: 0-1
  • Accuracy: 1
  • Armor: 0
  • Evasion: 0
  • Roots the hero.
  • Resistant to the Dark enchantment, Poison, Toxic Gas.
  • XP: 10
  • Drops a useless Skeleton key.

Note: With the sole exception of the Dragon King above, all bosses in the BossRush challenge can receive only 10-20 damage, most of them have 1,000 HP (the two exceptions are the Ice Corps - 1,500, and the Plant King - 2,000), deal damage: hero's Level/2 - hero's Level, have 100 Accuracy, 0-2 Armor, 5 Evasion, and with some variations have Slow or Normal speed at the start, and are Fast or Very Fast at the end. Also, with the two exceptions of the Dragon King and the Plant King, all the other bosses in the challenge produce Demon Blood gas when they receive damage higher than 15.

Void Goo[]

Void Goo SPS-PD
Void Goo
A goo from void.
  • Unknown Elemental Boss
  • Almost the same in appearance with the Goo from depth 5, but more gentleman-like as it is also wearing a hat.
  • HP: 1,000
  • Damage: hero's Level/2 - hero's Level
  • Accuracy: 100
  • Armor: 0-2
  • Evasion: 5
  • Very slow speed at start (speed 0.25), Very fast at the end (speed 6).
  • Spawns Earth, Fire, Ice, Shock mini-Goos, and while even one is still alive, Void Goo is invulnerable. Produces Demon Blood gas when it receives more than 15 damage.
  • Resistant to Poison. Immune to Amok, Bleeding, Burning, Charm, Dark enchantment, Demon Blood Gas, Paralysis, scroll of Psionic Blast, Sleep, Terror, Toxic Gas, Vertigo.
  • XP: 20
  • Has a random chance to drop the Overload Handcannon.

Earth Goo / Fire Goo / Ice Goo / Shock Goo.[]

Elemental Goos SPS-PD
  • Unknown Elemental Minibosses. In the image they are displayed in the order they are mentioned in the title.
  • Void Goo's minions. They all have a "No text found" description.
  • HP: 10
  • Damage: 0-1 (when they deal any damage, it is with their debuffs)
  • Accuracy 10
  • Armor: 0-2
  • Evasion: 5
  • Speed: 0.75
  • Apply Caustic ooze and Root / Ignite / Freeze/ Shock.
  • Resistant to Dark enchantment. Immune to Amok, Burning/Freezing/Electricity/Poison (this depends on goo type), scroll of Psionic Blast, Sleep, Terror, Toxic Gas, Vertigo.
  • XP: 0
  • Drop nothing.

Young Tengu[]

Young Tengu SPS-PD
Young Tengu
He is another Tengu.
  • Human Boss
  • Almost the same in appearance with Tengu from depth 10.
  • HP: 1,000
  • Damage: hero's Level/2 - hero's Level
  • Accuracy: 100
  • Armor: 0-2
  • Evasion: 5
  • Normal speed at start, Fast (2) at the end
  • He first uses ranged attacks that Ignite/Knockback/Slow/Stun, then uses melee attacks. Produces Demon Blood gas when he receives more than 15 damage
  • Resistant to Poison. Immune to Amok, Bleeding, Burning, Charm, Dark enchantment, Demon Blood Gas, Paralysis, scroll of Psionic Blast, Sleep, Terror, Toxic Gas, Vertigo.
  • XP: 20
  • Has a random chance to drop the Tengu's Katana.

Killing Machine[]

Killing machine SPS-PD
Killing Machine
A powerful killing machine.
  • Mechanical Boss
  • Similar in appearance with DM-300 from depth 15.
  • HP: 1,000
  • Damage: hero's Level/2 - hero's Level
  • Accuracy: 100
  • Armor: 0-2
  • Evasion: 5
  • Slow speed at start (0.75), Fast (2) at the end
  • In all the fight it can spawn Hunting (seeking) Bombs, which can be hit to blow up but otherwise will explode after 10 turns, and can have a Thorns effect and produce Demon Blood gas when it receives damage higher than 15. First Poisons, then Chills and applies Tar, then Ignites, then produces Darkness gas. It can also Root.
  • Keep in mind that the Thorns effect can be very dangerous for heroes at high levels. When the hero attacks, the amount of damage their blow would have dealt had the damage not been changed to 10-20, will instead be reflected back to the hero in full. This means that if a weapon is of sufficiently high level, that damage can one-shot the hero from full health. If the player visits the BossRush challenge in late-game, the hero should have with him/her a moderaltely upgraded weapon especially for the Killing Machine fight.
  • Resistant to Poison. Immune to Amok, Bleeding, Burning, Charm, Dark enchantment, Demon Blood Gas, Frost, Paralysis, scroll of Psionic Blast, Sleep, Tar, Toxic Gas, Vertigo.
  • XP: 20
  • Drops nothing.

Plant King[]

Plant King SPS-PD
Plant King
King of Plants
  • Plant Boss
  • New enemy
  • HP: 2,000
  • Damage: hero's Level/2 - hero's Level
  • Accuracy: 100
  • Armor: 0-2
  • Evasion: 5
  • Normal speed (1) at the start, Fast (2) at the end. He can get an Attack Up buff. Roots and Poisons the hero. He is the only boss that does not produce Demon Blood.
  • Resistant to Poison. Immune to Amok, Bleeding, Burning, Charm, Dark enchantment, Demon Blood gas, Paralysis, scroll of Psionic Blast, Sleep, Vertigo.
  • XP: 20
  • Drops always the Four-Leaf Mint Necklace item.

Ice Corps[]

Ice Corps
Ice Corps...
  • Orc Boss
  • New enemy
  • HP: 1,500
  • Damage: hero's Level/2 - hero's Level
  • Accuracy: 100
  • Armor: 0-2
  • Evasion: 5
  • Slow speed (0.75) at the start, Fast (2) at the end. In its first phase it applies constantly the Stone Ice debuff. Produces Demon Blood gas when it receives damage higher than 15. The second phase starts at 25% HP and grants the Ice Corps double speed and invulnerability from outside but not from inside damage as it gets the Stone Ice debuff that damages the Ice Corps with every move (have him chase you constantly during the second phase). During the second phase it also spawns Lucifers and Gripping traps around the depth. If the hero does not run around enough and the Ice Corps doesn't lose enough HP by chasing the hero, the first phase will get repeated but never the second again.
  • Resistant to Poison. Immune to Amok, Bleeding, Burning, Charm, Dark enchantment, Demon Blood Gas, Paralysis, scroll of Psionic Blast, Sleep, Vertigo.
  • XP: 20
  • Drops always a Soul of Rabbit.

Original Yog[]

Null sprite character SPS-PD
Original Yog
Original Yog with tentacle
  • Unknown Boss
  • Very similar in name with Yog-Dzewa.
  • HP: 1,000
  • Damage: hero's Level/2 - hero's Level
  • Accuracy: 100
  • Armor: 0-2
  • Evasion: 5
  • Slow speed (0.75) at the start, Fast (2) at the end. Produces Demon Blood gas when it receives damage higher than 15. Resistant to Poison. Immune to Amok, Bleeding, Burning, Charm, Dark enchantment, Demon Blood Gas, scroll of Psionic Blast, Sleep, Stun, Terror, Toxic Gas, Vertigo
  • XP: 20
  • Drops always the Power Hand item.

Shadow of Amulet[]

Null sprite character SPS-PD
Shadow of Amulet
The end of Bossrush
  • Unknown Boss
  • Very similar in name with Yog-Dzewa.
  • HP: 1,000
  • Damage: hero's Level/2 - hero's Level
  • Accuracy: 100
  • Armor: 0-2
  • Evasion: 5
  • Slow speed (0.75) at the start, Fast (2) at the end. Produces Demon Blood gas when it receives damage higher than 15. Resistant to Poison. Immune to Amok, Bleeding, Burning, Charm, Dark enchantment, Demon Blood Gas, scroll of Psionic Blast, Sleep, Stun, Terror, Toxic Gas, Vertigo
  • XP: 20
  • Drops always the Player Icon item.
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