Dungeon Petrified Forest
Korriander's Lair
Level 180 dungeon in the Petrified Forest of Frigost, at [-73,-69]: five rooms, deadly glyphs placed by your own characters and a boss that is invulnerable until its Sporachnee has ended a turn in one, Korriander. Quests to start, map of each room, strategy, monsters, achievements and loot.
![Korriander's Lair: the dungeon entrance, at [-73,-69] (Petrified Forest)](/wp-content/uploads/dofus/donjon-antre-du-korriandre-entree-grand.webp)
Quests linked to Korriander's Lair
The dungeon quest, Epic Beard, Man, is picked up at the entrance from Tray Beard and opens several follow-ups. Accept it before entering: a fight won without the quest in progress does not count. The Sacred Stone alignment quests and the idol quests require other runs.
Tray Beard, at the entrance, starts the dungeon quest. She is looking for Korriander organs to heal Snowbound Village: defeat it in a single fight, leave through the lair's exit and go back to talk to her. The quest only ends after this dialogue.
- Start
- Tray Beard, Petrified Forest
- Prerequisites
- Level 50
For later
Go to the End of the dungeon map. Your city's agent sends you back into the lair: defeat Korriander in a single fight, reach the end of the dungeon, then report back, to Michele Seyroth or Jammy Rokwai depending on your alignment.
- Start
- Michele Seyroth, Frigost Village
- Prerequisites
- Level 150 and Epic Beard, Man
Ice Kama4 ice kamas and 36,604,000 XP
Retrieve the Korriander Flower in the dungeon. After a first fight alone, finish the lair, have the Phosphorescent Solvent crafted by an alchemist of level 185, then come back: Tray Beard takes you to the back of the lair, where Rammola is fought alone. Take the Araknas Sacred Stone before leaving.
- Start
- Amayiro, Bonta militia
- Prerequisites
- Level 180 and Leng Plateau
The Brakmarian version, same route. Defeat Korriander, craft the Phosphorescent Solvent with the Korriander Flower, use it on the phosphorescent webs and face Rammola alone for the last Araknas Sacred Stone.
- Start
- Esra'Ruoy'Dnim, Gisgoul
- Prerequisites
- Level 180 and Leng's Arachnee
Korriander is fought under the Fairy Foluk Idol. Activate it in the boss room before the fight, then move each monster before dealing damage to it.
- Start
- Disciple of Foluk, Otomai Island
Tengu Snowfoux Leatherand 43,924,800 XP
You have to cross the lair to Korriander. Cornelia Granpa's trail leads from the Dark Forest to the Petrified Forest: fight Korriander and the Sylvaspirits to make your way through.
- Start
- Kaw, Dark Forest
- Prerequisites
- Level 160 and Take Root
During events
- Tiwaapi Simulation
Tiwaapi may assign you Korriander as a guardian to defeat. Incarnam, .
After Epic Beard, Man, A Korriander Hack and Slash asks you to reach the last room of the lair. The loot is also useful elsewhere: A Remedy for All Ills asks for a Korriander Foot, and Dungeons and Dragrunts sends you into the lair among the eight dungeons of Frigost.
The 5 rooms of Korriander's Lair
Three monster rooms, then Korriander in the fourth. Talk to Tray Beard to enter, and again to leave. For each room: the scenery, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.
Room 1
The Treecherous and the Serpula. Hitting the Treecherous on contact gives it 100 damage, and its clump only hits if you touch it. Each spell cast on the Serpula triggers a rewind.


Room 2
The Fungore, which hits the whole team and hurts a lot once low on life, and the Dramanita, whose poison punishes every AP spent: do not attack while under its effect.


Room 3
Only one new monster, the Fistulina, which steals life on contact and diagonally, and transfers its life to its allies to heal them.


Room 4


Room 5 — Korriander
The arena of Korriander and its Sporachnee, where your glyphs become deadly: the strategy is detailed just below.


Defeat Korriander
Your glyphs kill
At the start of their turn, each character places a glyph on their cell, which lasts the whole fight. Any character or summon that starts or ends its turn on it dies. Check your landing cell before confirming, especially after a pull from Loote or a push from the Sporachnee.
Level 180
9,700 HP
15 AP
6 MP
- Resistances (%)
Earth 9%
Fire 15%
Water 5%
Air 17%
Neutral 45%
Invulnerable at the start of the fight: its Sporachnee has to end its turn in one of your glyphs. It then stays vulnerable until the end, with 1 more MP and 200 more power. It only hits in a line, and its two damage spells have a modifiable range. Its weakest resistance is Water.
ReeroleTeleportation in a line up to 3 range, only once vulnerable, recast every 2 turns.
LooteHits based on Korriander's missing HP, removes 50 Flight and pulls 3 cells, in a line. Check your landing cell.
ArepeeThe trap of the fight: the effect deals Air life-steal damage to you every time you take damage. In a line, modifiable range.
EkspeeSummons a Sporachnee, only when invulnerable, recast every 3 turns.
The four-step strategy against Korriander
Turn 1: the Sporachnee. Korriander summons a Sporachnee from the first turn. As long as it has not ended a turn in a glyph placed by your characters, it stays invulnerable: do not waste your damage on it.
Remove its MP. It has 5 MP and loses one for a turn each time it takes damage, up to three. Hit it to slow it down, or drain its MP with a removal and place it in a glyph. Warning: whether pushed or pulled, it pushes back by one cell everything in its line.
If it dies. Killed by mistake, the Sporachnee comes back after 3 turns. Use this delay to clear the monsters and prepare the next glyph, rather than risking a character.
Korriander vulnerable. It gains Reerole, a teleportation in a line up to 3 range every two turns. It only hits in a line: stay out of its lines, remove range from it, and beware above all of Arepee.
The characters' glyphs
Throughout the fight, each character places a glyph on their cell when starting their turn. These glyphs kill the characters and summons that start or end their turn on them, and only disappear if their caster dies.
The map therefore fills up as the turns go by: plan your movements from the placement, and keep room to bring the Sporachnee onto a glyph without exposing an ally to it.
The monsters of Korriander's Lair
Five level 172 Sylvaspirits, each weak in one element, which punish melee and turns that spend too much AP. Dramanita and Fungore first. Resistances in red are their weaknesses.
In which order to kill the monsters
- Dramanita, then Fungore — the first punishes every AP spent and heals itself, the second hits the whole team when it is low on life.
- Fistulina — it transfers its life to its allies and puts a weakened monster back on its feet.
- Treecherous, then Serpula — from a distance and without touching the clump: one grows stronger on contact, the other triggers a rewind.
Level 172
4,300 HP
12 AP
5 MP
- Resistances (%)
Earth -46%
Fire 10%
Water 5%
Air 9%
Neutral 65%
Marasmius makes you lose HP for every AP spent: do not attack while under its effect. Sporrify steals 6 MP on contact, and Spork heals and strengthens it. Weak to Earth.
SporrifySteals 6 MP on contact.
MarasmiusA poison that costs HP for every AP spent: take a quiet turn rather than attacking under it.
SporkThe Dramanita heals itself and boosts its damage.
Level 172
4,300 HP
12 AP
7 MP
- Resistances (%)
Earth 10%
Fire 58%
Water 21%
Air -37%
Neutral 5%
7 MP. Sporksword hits based on its missing HP: almost nothing at full life, very hard once low. Sporigami removes 100 Flight, and Volvarine strengthens it. Weak to Air.
SporkswordDamage proportional to the Fungore's missing HP: finish it off in one go rather than chipping away at it.
Volvarine
SporigamiRemoves 100 Flight: enough to get tackled by the whole group.
Level 172
4,300 HP
12 AP
5 MP
- Resistances (%)
Earth 10%
Fire -37%
Water 47%
Air 5%
Neutral 21%
It steals life at range with Cep Tick and on contact with Mice Helium. Sporthole transfers 10% of its HP to an ally: isolate it before it revives a weakened monster. Weak to Fire.
Cep TickLife steal at range, up to 5 range.
Mice Helium
SportholeTransfers 10% of the Fistulina's HP to an ally: it heals a monster by weakening itself.
Level 172
4,300 HP
12 AP
5 MP
- Resistances (%)
Earth 64%
Fire 20%
Water -41%
Air 15%
Neutral 3%
Hit on contact, Sportcullis gives it 100 damage. Sporcelain summons a clump that only hits if you touch it, and then hits the whole team at once; Sporkpie removes 2 AP. Weak to Water.
SporkpieRemoves 2 AP on contact.
SporcelainSummons a clump, harmless as long as it is not touched. Never hit it, even with area effects.
Sportcullis100 damage to the Treecherous when you hit it on contact: hit it from a distance.
Level 172
4,300 HP
8 AP
4 MP
- Resistances (%)
Earth 5%
Fire -55%
Water 13%
Air 30%
Neutral 6%
Each spell that hits it triggers a rewind: anticipate the return of positions. On contact, Serpulchritude reduces your heals by 100. Weak to Fire, at -55%.
Serpulmonary
SerpulchritudeOn contact: Air damage and -100 to heals.
Preparing your run through Korriander's Lair
A level 170 dungeon at 180 where your own glyphs are the first danger. People come for Epic Beard, Man and its follow-ups, the Sacred Stone alignment quests, the achievements and Korriander's soul, which is captured with a Soul Stone for Huge Souls (captures up to level 200).
How to enter Korriander's Lair
The entrance is in the Petrified Forest of Frigost Island, at ; the nearest zaap is Snowbound Village . Talk to Tray Beard to enter, and again to leave. Three ways to open: a Korriander's Lair Key (consumed), the keyring if it is registered on it, or the automatic group search.
Crafting the Korriander's Lair Key
It is crafted at a handyman. Five ingredients drop from the dungeon's monsters, at 17%: Treecherous Bark, Dramanita Gill, Fistulina Volva, Fungore Gill and Spoiled Meat. Tench (fishing), Mandrake and Millet (harvesting) complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 170 | |
| 2 | 170 | |
| 2 | 170 | |
| 2 | 170 | |
| 2 | 180 | |
| 2 | 180 | |
| 2 | 180 | |
| 2 | 180 |
Which team to bring against Korriander
MP removal. The Sporachnee, with 0 MP, easily gets into a glyph: a good MP removal noticeably shortens the invulnerability phase.
Range removal. Arepee and Loote, Korriander's two damage spells, have a modifiable range. Removing range from it greatly reduces its effectiveness.
Ranged play, with several elements. The Treecherous grows stronger on contact, the Serpula reduces your heals there, the Dramanita and the Fistulina steal MP and life there. Play far away, and bring several elements: each Sylvaspirit has its weakness.
The five achievements of Korriander's Lair
Each achievement gives 36,604,000 XP and 2 Korriander Foot, Duo doubles the XP. The Special is merely a positioning constraint, to combine with the usual vigilance about glyphs.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Korriander in its dungeon while validating the “Mystique” challenge. | 10 | 36 604 000 | |
| Defeat Korriander in its dungeon while validating the “Zombie” challenge. | 10 | 36 604 000 | |
| Defeat Korriander in its dungeon while validating the “Out of My Way” challenge. | 10 | 36 604 000 | |
| Defeat Korriander in this boss's dungeon. | 10 | 36 604 000 | |
| Defeat Korriander in its dungeon while validating the “Duo” challenge. | 20 | 73 208 000 |
Special: Out of My Way
Each ally must end their turn more than 3 cells from any other ally. No particular difficulty: watch your end-of-turn cell, in addition to the glyphs. Assign a play area to each character, and check the distances after every pull or push.
Mystique
Allies must only deal spell damage and spell heals. No weapons: spells only to hit and heal. Plan your turns so that no non-magical contact action makes the challenge fail.
Zombie
Use exactly one movement point per turn. Count your movement before each end of turn: exactly one MP, never toward a glyph. Keep your positioning spells for the Sporachnee, and recount after a pull from Loote.
Duo
Two characters maximum, fewer than 15 turns. Two ranged characters, with MP removal or positioning: quickly bring the Sporachnee into a glyph to hold out for the 15 turns, and target the dangerous monsters without detours.
Drops and loot of Korriander's Lair
Base in-game rates, before Prospecting bonuses.
On Korriander
Mystic GlobeMain quests18 %
Still WaterLiquid17 %
Korriander FootLeg17 %
Petrified Forest Secret KeyFrigost Island6 %
Nougat Rabmarac BarTreat6 %
Bag of OnionsContainer3 %
Korriander EyeEye2,84 %
Petrified Vegetal KeyFrigost Island1,2 %
Spoiled CarrionMeat0,85 %
Al Howin GobtubbyCeremonial pet0,75 %
On the henchmen of Korriander
Mycos SapFrigost Island · Treecherous25 %
Spoiled MeatMeat · Treecherous17 %
Treecherous BarkBark · Treecherous17 %
Dramanita GillMushroom · Dramanita17 %
Fistulina VolvaMushroom · Fistulina17 %
Fungore GillMushroom · Fungore17 %
Serpula FlakeMushroom · Serpula17 %
Mystic GlobeMain quests · Treecherous12 %
Still WaterLiquid · Treecherous2,84 %
Treecherous RootRoot · Treecherous2,84 %
Dramanita EyeEye · Dramanita2,84 %
Fistulina EarEar · Fistulina2,84 %
Fungore PeduncleMushroom · Fungore2,84 %
Serpula PeduncleMushroom · Serpula2,84 %
Petrified Vegetal KeyFrigost Island · Treecherous1,2 %
Bag of OnionsContainer · Treecherous1 %
Map fragment of Dremoan 4/5Map fragment · Treecherous1 %
Map fragment of Dremoan 1/5Map fragment · Dramanita1 %
Map fragment of Dremoan 2/5Map fragment · Fistulina1 %
Map fragment of Dremoan 3/5Map fragment · Fungore1 %
Map fragment of Dremoan 5/5Map fragment · Treecherous0,5 %
Capturing the soul of Korriander
One Soul Stone for Huge Souls (captures up to level 200) covers Korriander, who is level 180.
| Stone ingredient | Quantity |
|---|---|
| 10 | |
| 2 |
Where is Korriander's Lair?
In the Petrified Forest of Frigost Island, at . The nearest zaap is the one at Snowbound Village ; talk to Tray Beard to enter.
At what level should you do Korriander's Lair?
Level 170 minimum, 180 recommended. Korriander is level 180, with 9,700 HP, and its monsters are level 172.
Which quest should you do in Korriander's Lair?
Epic Beard, Man, at Tray Beard's at the dungeon entrance. Defeat Korriander, leave through the lair's exit, then talk to her again.
How do you make Korriander vulnerable?
Have the Sporachnee end its turn in one of your glyphs. Hit it to remove up to 3 MP from it, or drain its MP, then place it: Korriander stays vulnerable until the end.
Why do my characters die all at once?
They started or ended their turn on a glyph. Each character places one on their cell at the start of their turn; it lasts the whole fight, unless its caster dies.
What should you do if the Sporachnee dies?
Wait: Korriander resummons it after 3 turns. Take the opportunity to clear the monsters and prepare the next glyph.
Which monster should you target first in Korriander's Lair?
The Dramanita and the Fungore. The first punishes your AP, the second hits the whole team once low on life; the Fistulina next, if it transfers its life.
Which stone should you use to capture Korriander?
A Soul Stone for Huge Souls (captures up to level 200). It covers Korriander's level 180.
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