FANDOM


Some enemies appear in more than one section of the dungeon.
They will be listed where they first commonly appear.
Certain enemies, like Wraiths, Piranhas and Mimics, may be found on almost any normal floor.

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.

At no point do enemies stop giving XP. All enemies will continue to drop loot until your Hero/ine reaches very high levels. At level 89 and up, drops begin to be capped for some enemies; the absolute maximum level you can reach before all drops cease is (believed to be) 110.

Sewer Edit

Brown Bat Edit

The weakest denizen of the sewer.

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

Location

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

Defense

  • Health: 4
  • Dodge: 1
  • Armor: 1

Attack

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

Death

  • XP: 1
  • Special: Upon defeat, may alert nearby enemies. (1/5)
  • Drops: Monster Meat (50 %) or a Berry (2.5 %)

Marsupial Rat Edit

The staple enemy - in more ways than one.

SproutedPD marsupial
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.

Location

  • Spawns on Depths 1-4
  • Rare variant: Albino Rat; +2 Health, attack may cause Bleeding (50 %), always drops meat.

Defense

  • Health: 9-20
  • Dodge: 4-5
  • Armor: 1

Attack

  • Range: Melee
  • Accuracy: 6-9
  • Damage: 1-6 on D1, up to 1-9 by D4

Death

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

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 1-5

Defense

  • Health: 10-24
  • Dodge: 4-6
  • Armor: 2
  • Resistant to: Toxic Gas, Grim effect
  • 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 %)

Rat Boss Edit

The Rat Boss will spawn up to 4 marsupial rats around him when he notices you.

SproutedPD rat boss
Rat Boss
Larger and stronger than other Marsupial Rats, the Rat Boss can summon a pack of rats from the shadows of the dungeon.

Location

  • Spawns on Depth 1, rarely (0.7% of D1 mobs)

Defense

  • Health: 14-17
  • Dodge: 5
  • Armor: 1

Attack

  • Range: Melee
  • Accuracy: 12
  • Damage: 3-9

Death

  • XP: 1
  • Drops: Random Berry (50 %), or Scroll of Regrowth (5 %)

Gnoll Scout Edit

SproutedPD gnoll scout
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, and Depth 8

Defense

  • Health: 14-36
  • Dodge: 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 %)

Sewer Crab Edit

Speedy, tough and strong. If your Hero/ine dies in the sewers, it will probably be because of these guys.

SproutedPD sewer crab
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
  • Move Speed: 2 tiles per turn

Defense

  • Health: 18-27
  • Dodge: 6-7
  • Armor: 4

Attack

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

Death

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

Special Sewer Enemies Edit

Prison Edit

Skeleton Edit

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

SproutedPD skeleton
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, rarely on Depth 4

Defense

  • Health: 37-88
  • Dodge: 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.
  • Drops: Random weapon (20 %)

Fossil Skeleton Edit

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

  • Health: 46-88
  • Dodge: 13-14
  • Armor: 12-14

Attack

  • Range: Melee
  • Accuracy: 19-21
  • Damage: 19-34 on D7, up to 21-38 on D9

Death

  • XP: 5
  • Special: Upon defeat, explodes in a damaging shower of bones.
  • Drops: Random weapon (20 %)

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 to fight when cornered, or when zapped by a Wand of Amok.

SproutedPD crazy thief
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.

Location

  • Spawns on Depths 6-9, rarely on Depth 4
  • Rare variant: Crazy Bandit; identical except that on a successful theft, he will blind, poison, and/or cripple your Hero/ine, and he has a much higher chance of dropping the Armband (33 %)

Defense

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

Attack

  • Range: Melee
  • Accuracy: 12
  • Damage: 1-13 on D6, up to 1-16 on D9
  • Attack Delay: 0.5 turns per attack
  • On Hit: Theft (see above)

Death

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

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 D7, however the drop chance is halved once you get 5 or more Potions of Mending from Fly drops. You can still farm them, but it will take longer. Drop probability does increase with each generation, so for best results, kill them as slowly as possible.

SproutedPD swarm
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, rarely on 4

Defense

  • Health: 80
  • Dodge: 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)

Gnoll Shaman Edit

The Gnoll Shaman's Lightning attack can be devastating, especially if he catches your Hero/ine standing in water, but he is very weak in melee.

SproutedPD shaman
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 D9

Defense

  • Health: 30-88
  • Dodge: 11-15
  • Armor: 4

Attack

  • Range: Melee, Ranged
  • Accuracy: 17-25
  • Melee Damage: 2-9 on D6, up to 2-13 on D14
  • Ranged Damage: (Lightning attack) 8-24 on D6, up to 16-40 on D14; if hero is standing in water, damage multiplied by 1.5

Death

  • XP: 6
  • Drops: Random 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 on D36 (Tengu's Hideout)
  • Move Speed: 2 tiles per turn

Defense

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

Attack

  • Range: Ranged
  • Accuracy: 25
  • Damage: 10-23
  • Attack Delay: .75 turns to attack
  • On Hit: May inflict the Slow debuff

Death

  • XP: 10
  • Drops: Nothing

Special Prison Enemies Edit

  • Moss-Covered Skeleton: Appears once on Depth 9. Tough but slow. Drops the Ancient Prison Key (100 %).
  • Shadow Bandit: Eventually appears on Depth 9 if and only if you have the Spork quest from the Rat King. It may take some time for him to spawn, as it is only a 3% chance.

Caves Edit

Vampire Bat Edit

Depth 11 consists mostly of Vampire Bats, but farming them is not a very practical option due to diminishing returns.

SproutedPD vampire bat
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
  • Move Speed: 2 tiles per turn

Defense

  • Health: 62-110
  • Dodge: 26-29
  • Armor: 15-19
  • Resistant to: Vampiric

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 %; decreases with every potion dropped), or Monster Meat (42 %)

Gnoll Brute Edit

If you thought the Skeletons were bad...
When a Gnoll Brute becomes Enraged, it pauses for one turn. It is best to make sure that either your next attack kills it or you are out of melee range; otherwise your Hero/ine is in grave danger.
The safest way to kill a Gnoll Brute is to zap it with an upgraded Wand of Poison, and run away.

SproutedPD brute
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.

Location

  • Spawns on Depths 11-14, rarely on 9
  • Rare Variant: Shielded Brute; +5 defense, +10 armor, otherwise identical

Defense

  • Health: 94-162
  • Dodge: 26-29
  • Armor: 21-24
  • Immune to: Terror

Attack

  • Range: Melee
  • Accuracy: 25-27
  • Special: When down to 1/4 Health 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 %)

Cave Spinner Edit

On a hit, a Cave Spinner has a chance of poisoning your Hero/ine. 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.

SproutedPD spinner
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

  • Health: 110-148
  • Dodge: 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 %)

Broken Robot Edit

Broken Robots malfunction occasionally, taking minor damage.
They are only really dangerous in groups.
If you want to farm them for Scrolls of Recharging, they are quite common on D14.

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

Defense

  • Health: 127-180
  • Dodge: 26-27
  • Armor: 5
  • Resistant to: Grim, Vampiric
  • Immune to: Terror, Toxic Gas

Attack

  • Range: Ranged (Death Ray)
  • 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

Death

  • XP: 13
  • Drops: Red Dew Drop (50 %), or Scroll of Recharging, (25 %)

Dwarven City Edit

Fire Elemental Edit

Fire Elementals are especially vulnerable to cold damage.

SproutedPD elemental
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, rarely on 13-14

Defense

  • Health: 129-198
  • Dodge: 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 %)

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 D16, where he represents almost half of the mobs generated. Unfortunately, most of the other half consists of Dwarf Monks. Farming on D17 might be slightly less painful.

SproutedPD warlock
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

  • Health: 150-203
  • Dodge: 34-37
  • Armor: 16-18
  • Resistant to: Grim

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 %)

Dwarf Monk Edit

The Dwarf Monk's disarm rate has been nerfed in Sprouted, so he is slightly less annoying than in other mods.

SproutedPD monk
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.

Location

  • Spawns on Depths 16-19, rarely 14
  • Rare Variant: Senior Monk; damage 32-75; successful attack has a chance (10 %) to Paralyze

Defense

  • Health: 148-195
  • Dodge: 38-40
  • Armor: 18-21
  • Immune to: Amok, Terror

Attack

  • Range: Melee
  • Accuracy: 38-40
  • Damage: 22-55
  • Attack Delay: .5 turns to attack
  • On Hit: Monk has a chance (8 %) of disarming your Hero/ine

Death

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

Golem Edit

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

SproutedPD golem
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

  • Health: 157-218
  • Dodge: 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

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), even if cornered.
They will occasionally summon a Red Wraith next to your Hero/ine.
Dwarf Liches are vulnerable to the Terror effect of 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, and 31 (Book of the Dead level, aka the Catacombs)

Defense

  • Health: 190-240
  • Dodge: 32-34
  • Armor: 34-36
  • Resistant to: Vampiric, Poison

Attack

  • Range: Ranged only, will flee melee
  • Accuracy: 45-46
  • Damage: 20-32
  • On Hit: May inflict Paralysis

Death

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

Special Dwarven City Enemies Edit

Demon Halls Edit

Succubus Edit

SproutedPD succubus
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, rarely on 19
  • Move Speed: Normal, but a Succubus can teleport short distances, and attack on the same turn; she is therefore difficult to outrun.

Defense

  • Health: 190-248
  • Dodge: 36-37
  • Armor: 21-22
  • Resistant to: Vampiric
  • Immune to: Sleep

Attack

  • Range: Melee, but see Move Speed above
  • Accuracy: 51-52
  • Damage: 15-49
  • On Hit: May Charm your Hero/ine (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 %)

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 D22, and there your Hero/ine will not have to deal with Scorpios or Demon Goo.

SproutedPD evil eye
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, may spawn on 25 if Yog-Dzewa teleports

Defense

  • Health: 188-268
  • Dodge: 31-32
  • Armor: 31-32
  • Resistant to: Disintegration, Grim, Vampiric
  • Immune to: Terror

Attack

  • Range: Ranged, Death Gaze
  • 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.

SproutedPD scorpio
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
  • Rare Variant: Acidic Scorpio; when hit, a random amount of the damage done will also be inflicted on the attacker (your Hero/ine, most likely)

Defense

  • Health: 118-167
  • Dodge: 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 %)

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
  • Move Speed: 2 tiles per turn

Defense

  • Health: 292-368
  • Dodge: 22
  • Armor: 32
  • Resistant to: Grim, 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 %)

Special Demon Hall Enemies Edit

  • Animated Statue: On Depth 24, stands on the pedestal where the stairs to Yog-Dzewa's lair would normally be. Drops an upgraded random weapon (100 %), and the Ancient Halls Key (100 %).

Other Standard Enemies Edit

Several types of enemies may be found in special rooms or certain circumstances on almost any normal floor.

Giant Piranha Edit

Found in groups of three, only in Flooded Vaults, Giant Piranhas are quite dangerous in the early part of the game.

SproutedPD piranha
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, in Flooded Vaults
  • Move Speed: 2 tiles per turn

Defense

  • Health: 10 + (dungeon depth x 5)
  • Dodge: 10 + (depth x 2)
  • Armor: = depth
  • Immune to: Burning, Toxic gas, Paralysis, Rooting, and Frost

Attack

  • Range: Melee
  • Accuracy: 20 + (depth x 2)
  • Damage: depth to [4 + (depth x 2)]; on D1, 1-6; on D24, 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 %)

Animated Statue Edit

An Animated Statue may be found on any normal floor, in a locked Statue Room. They remain passive until provoked.
Examine one to see what weapon it is wielding.

SproutedPD statue
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.

Location

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

Defense

  • Health: 15 + (dungeon depth x 5)
  • Dodge: 4 + (depth x 2)
  • Armor: = depth
  • Resistant to: Toxic Gas, Poison, Grim
  • Immune to: Vampiric

Attack

  • Range: Melee
  • Accuracy: (9 + depth) x weapon accuracy
  • Damage: depends on the weapon

Death

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

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.

SproutedPD mimic
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 D1

Defense

  • Health: (3 + depth) x 4
  • Dodge: Accuracy / 2
  • Armor: 0
  • Immune to: Psionic Blast

Attack

  • Range: Melee
  • Accuracy: 9 + depth
  • Damage: (Health/10) to (Health/4)
  • On hit: May cause your Hero to drop some gold (25 %)

Death

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

Wraith Edit

Wraiths are a valuable source of powerful scrolls.
To spawn them, disturb a gravestone; up to 4 at a time will spawn around your Hero, if there's room.
Wraiths have extremely high evasion, and are very difficult to hit for physical damage, outside of a surprise attack. Any offensive wand will kill them easily.

SproutedPD wraith
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 gravestones

Defense

  • Health: 1 + depth
  • Dodge: Accuracy x 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 + depth
  • Damage: 1 to (3 + depth)
  • On hit: May inflict Vertigo and Terror (10 %)

Death

  • XP: 1 + depth
  • Drops: Scroll of Magical Infusion (7.5 %), or Scroll of Upgrade (6.9 %)

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 it is cursed (always in the case of the Corpse Dust quest).
  2. Dwarf Liches will occasionally summon one.

Very rarely, a Red Wraith will drop a Ring of Wealth upon defeat. This is the only way to obtain one.

  1. A cursed Dried Rose will summon them.
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, or where Dwarf Liches are found

Defense

  • Health: 1 + depth
  • Dodge: Accuracy x 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 + depth
  • Damage: 1 to (3 + depth)
  • On hit: May inflict Vertigo and Terror (20 %)

Death

  • XP: 1 + depth
  • Drops: Red Dewdrop (50 %); very rarely a Ring of Wealth (3 %)

Key Floors (Dew Levels) Edit

The Key Floors are Depths 27-30: Forest, Battlefield, Flooded Mine, and Vault. Apart from the Protectors, the enemies there get stronger as your kill count increases. If you are playing with "Draw Out Dew", they drop large amounts of colored dewdrops upon defeat.

Protector Edit

While not too dangerous, their Lightning attack can kill your Hero if you are not careful. Extra caution should be exercised on the Flooded Mine level, as wet feet mean extra damage.
On the Battlefield level only, Protector damage increases with your kill count.

SproutedPD dew protector
Flying Protector
This guardian protects the --- from ---

Stat Forest Battlefield Mine Vault
Health 35 55 75 35
Dodge 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: Lightning
  • Drops: Violet Dew (100 %)

Gnoll Archer 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 (Forest); once on D4
  • Move Speed: On D4, 1.5 (2 tiles one turn, 1 tile next turn); on D27, normal

Defense

  • Health: 20
  • Dodge: 5
  • Armor: 2

Attack

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

Death

  • XP: 1
  • Drops: On D4, Ancient Forest Key (100 %); on D27, 3 Forest Darts (100 %), gold (2 %)

Moss-Covered Skeleton 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 (Battlefield); once on D9
  • Move Speed: Base 0.5 (2 turns to move 1 tile), increasing with your kill count to a maximum of 2.5 (2 tiles one turn, 3 the next) after 125 kills

Defense

  • Health: 105-135
  • Dodge: 15
  • Armor: 27
  • Immune to: Grim

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, possibly causing minor damage
  • Drops: On D9, Ancient Prison Key (100 %); on D28, Yellow Dewdrop (50 %), or Red Dewdrop (10 %); sometime between 50 and 101 kills, a random Skeleton will drop the Inscribed Bone

Albino Piranha Edit

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

SproutedPD albino piranha
Albino 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
  • Move Speed: 2 tiles per turn

Defense

  • Health: 155
  • Dodge: 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); sometime between 50 and 101 kills, a Piranha will drop the Conch Shell

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 endlessly on Depth 30; once on D19

Defense

  • Health: 30 + # of thieves killed
  • Dodge: 26
  • Armor: base 13; increases by 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: gold (100 %); sometime between 50 and 101 kills, a Thief will drop the Ancient Coin

Book Floors Edit

Blue Wraith 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)
  • Move Speed: 4 tiles per turn

Defense

  • Health: 195
  • Dodge: 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 %)

Dwarf Lich (Catacombs Version) 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, aka the Catacombs), D18-20

Defense

  • Health: 255-317
  • Dodge: 32-34
  • Armor: 39
  • Resistant to: Vampiric, Poison

Attack

  • Range: Ranged only, flees melee
  • Accuracy: 51
  • Damage: 20-32
  • On hit: May inflict Paralysis
  • Special: May summon a Red Wraith

Death

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

Oni 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, aka the Fortress)

Defense

  • Health: 520
  • Dodge: 32
  • Armor: 32
  • Immune to: Amok, Terror

Attack

  • Range: Melee
  • Accuracy: 35
  • Damage: 50-90
  • Attack Delay: 1.5 (1.5 turns to attack)

Death

  • XP: 22
  • Drops: Nothing

Flying Protector 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 the Heavens, aka the Chasm)

Defense

  • Health: 147
  • Dodge: 37
  • Armor: 33
  • Resistant to: Lightning

Attack

  • Range: Melee, Ranged
  • Accuracy: 42
  • Damage (melee): 20-30
  • Damage (magic): 25-40
  • Attack Delay: 2 (lightning attack takes 2 turns, melee normal)

Death

  • XP: 18
  • Drops: Nothing

Sentinel Edit

Like ordinary Animated Statues, Sentinels remain passive until attacked. The weapons they drop are always at least +3.

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.

Location

  • Spawns on Depth 33 (Book of the Heavens, aka the Chasm)

Defense

  • Health: 279
  • Dodge: 70
  • Armor: 33
  • Resistant to: Toxic gas, Poison, Grim, Vampiric

Attack

  • Accuracy: 42 x weapon accuracy
  • Damage: Depends on weapon
  • Attack Delay: Depends on weapon

Death

  • XP: 18
  • Drops: Enchanted weapon (100 %)

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.