Dungeon Amakna
Scaraleaf Dungeon
Level 40 dungeon in Amakna, in the Scaraleaf Plain, at [1,26]: eight rooms, Scaraleaves that each resist one element and a boss that heals and summons, the Golden Scarabugly. Quests to start, map of each room, strategy, monsters, achievements and loot.
![Scaraleaf Dungeon: the dungeon entrance, at [1,26] (Scaraleaf Plain)](/wp-content/uploads/dofus/donjon-des-scarafeuilles-entree-grand.webp)
Quests linked to the Scaraleaf Dungeon
The dungeon quest, The Master's Henchmen, is completed on the Golden Scarabugly and then on the exit map: finish the dungeon through its exit, not with a recall potion. Accept it before entering: a fight won without the quest in progress does not count.
The first of Jumbo Mumbo's six guardians. Defeat the Golden Scarabugly in a single fight, find the dungeon exit, then go back to see Jumbo Mumbo. He then sends you to the Smith, Bwork, Larvae, Sylvan Refuge and Cracklers.
- Start
- Jumbo Mumbo, Amakna Village
- Prerequisites
- The Key Master
Golden Scarabugly Entrailsand 4,372,800 XP, at the end of the six guardians
For later
The Golden Scarabugly's soul is wanted. The Ochre Dofus quest requires the souls of many dungeon guardians: capture this one while you are passing through, with a Soul Stone for Small Souls.
- Start
- Otomai, Otomai Island
- Prerequisites
- Level 40
Ochre Dofusat the end of the 19 steps
During events
- Kwismas Preparations
Defeat the Golden Scarabugly in a single fight, then find the dungeon exit: the quest rewards a Kwismas Dungeon Key. Harry Kwismas, . - Merry Kwismas
The Golden Scarabugly is one of the guardians to defeat in a single fight. Harry Kwismas, . - Tiwaapi Simulation
Tiwaapi can assign you the Golden Scarabugly as a guardian to defeat. Incarnam, . - Flower Power
Among the rare flowers requested, an Alyssum can be picked in this dungeon. Isgrate Giftoyu, Astrub, .
The 8 rooms of the Scaraleaf Dungeon
Five fights, boss included, interspersed with rooms without fights. The entrance room is crossed simply; further on, one room is crossed avoiding the holes in the floor and the monsters blocking the way: if you fall, climb back up and try the crossing again. For each room: the scenery, then the tactical view with the starting cells (blue: you, red: monsters). Tap an image to enlarge it.
Room 1


Room 2


Room 3


Room 4


Room 5


Room 6


Room 7


Room 8 — the Golden Scarabugly
The Golden Scarabugly's room. With four players or fewer, it is accompanied by the Black Scaraleaf, a Blue and a White.


Defeat the Golden Scarabugly
The first-turn Fog
From the first turn, then every 4 turns, Poisoned Fog removes 6 Range and 2 MP from the whole team for one turn. Your ranged damage turn can fall through: keep spells usable up close or a way to reposition.
Level 40
1,600 HP
8 AP
3 MP
- Resistances (%)
Earth 24%
Fire 24%
Water 24%
Air 24%
Neutral 24%
Neither invulnerability nor a real mechanic: it just slows the fight down. It heals those around it, summons an Immature Scaraleaf every 5 turns, pushes back in melee and steals life at short range. 24% resistance everywhere and a lot of HP for a level 40: kill it last.
Pat-a-PeckLife steal in a random element, in a line up to 3 Range. Outside that range, it can't hit you.
ExpulsionPushes characters in a cross around the boss back 3 cells, once per turn. Don't stay in melee with it.
Emergency CareHeals the Golden Scarabugly and the monsters in a circle of 2 cells around it, cooldown 3 turns: don't let your targets bunch up near it.
Poisoned Fog-6 Range and -2 MP for all your characters for one turn, from turn 1 then every 4 turns. Keep something to hit at close range that turn.
BirthSummons an Immature Scaraleaf in a line up to 3 Range, cooldown 5 turns. Kill the summon before it transforms.
The five-step strategy against the Golden Scarabugly
Positioning: at a distance. The dungeon's monsters don't hit very hard, and only at short range. Position yourself far away, and keep that distance throughout the fight: it is the core of your defense.
The Black Scaraleaf before its second turn. From turn 2, Scarinviz makes it and its nearby allies invisible. If you have the damage, kill it before it plays again. Otherwise, move on to the colored Scaraleaves that fear your element.
The Scaraleaves by their weaknesses. Each colored Scaraleaf resists its color at 100% and loses 50% in the opposite element: White to Earth, Blue to Fire, Red to Water, Green to Air. Kill the Sparks as soon as they appear, one hit is enough.
Birth: the Immature right away. The Golden Scarabugly summons an Immature Scaraleaf every 5 turns. After 2 turns, it transforms and becomes sturdier: kill it as soon as it appears, then go back to your targets.
The Golden Scarabugly last. Once its allies are dead, hit it from a distance while continuing to take down its summons. It heals every 3 turns: concentrate your damage to get through its heals.
The Sparks
The colored Scaraleaves summon a Spark every 3 turns with Scarasum. Very fragile, it has 100% resistance in its element and in Neutral, 0% elsewhere. It can explode in a cross around itself, which kills it, and pulls in by 5 cells in a line up to 4 Range.
Elemental Dispersion strengthens it for 3 turns, with a bonus that depends on the color of the Scaraleaf supporting it. One more reason never to leave a strengthened Spark alive.
The Immature's transformation
The Immature Scaraleaf has 100% resistance in one element. After 2 turns, it becomes the Scaraleaf of that element, and gains for the rest of the fight 1 AP, 1 MP, 20% vitality and the resistances of its new form. The Golden Scarabugly only summons one every 5 turns: enough time to kill it, then get back to the boss.
The monsters of the Scaraleaf Dungeon
Six level 30 to 36 Scaraleaves: four colored ones, which only differ by their element, and two specific to the dungeon, the Black and the Immature. All hit at short range; their color dictates the element to play. Resistances shown in red are their weaknesses.
In which order to kill the monsters
- Black Scaraleaf — to be killed before its second turn, before it makes its group invisible.
- Immature Scaraleaf — as soon as Birth makes it appear, before its transformation after 2 turns.
- White Scaraleaf, then Blue Scaraleaf, then Red Scaraleaf, then Green Scaraleaf — starting with those that fear your element, taking down their Sparks along the way.
Level 36
340 HP
7 AP
5 MP
- Resistances (%)
Earth 20%
Fire 20%
Water 20%
Air 20%
Neutral 100%
100% Neutral resistance, 20% elsewhere, and 5 MP. Scarinviz makes it invisible along with its nearby allies from turn 2, and Scarimmob removes MP from you up to 6 Range. Absolute priority if you can kill it quickly.
Elemental DispersionStrengthens a Spark for 3 turns, without line of sight, with a bonus specific to the caster's color. Cooldown: 4 turns.
Scarastrength
ScarimmobHeavy MP removal up to 6 Range, cooldown 2 turns: enough to pin you in place for a whole turn.
ScarinvizThe Black Scaraleaf and its nearby allies become invisible for one turn, starting on turn 2, cooldown 4 turns.
Level 30
250 HP
6 AP
3 MP
- Resistances (%)
Earth 100%
Fire -10%
Water -10%
Air -10%
Neutral -10%
Summoned by Birth, it heals with Scaraheal, poisons and gives 2 MP to all its allies with Scaraflight. After 2 turns, it transforms into a sturdier Scaraleaf of the element it resists at 100%. Kill it before then.
ScarahealHeals the Immature or an ally for 7% of their max HP, once per turn.
Elemental DispersionStrengthens a Spark for 3 turns, without line of sight, with a bonus specific to the caster's color. Cooldown: 4 turns.
Scarastrength
ScarinvizThe Black Scaraleaf and its nearby allies become invisible for one turn, starting on turn 2, cooldown 4 turns.
ScarimmobHeavy MP removal up to 6 Range, cooldown 2 turns: enough to pin you in place for a whole turn.
Spirit Element
ScarasumSummons a Spark in a line at 2 Range, cooldown 3 turns. Kill it right away, except during the Special achievement.
Scarapoison
Scaraflight2 MP for the Immature and all its allies for one turn, starting on turn 2. Back away before it casts it.
Level 34
310 HP
7 AP
4 MP
- Resistances (%)
Earth -50%
Fire 0%
Water 0%
Air 100%
Neutral 25%
100% Air resistance, -50% in Earth: the ideal target for an Earth character. It hits in melee or nearly, and summons Sparks every 3 turns.
ScarasumSummons a Spark in a line at 2 Range, cooldown 3 turns. Kill it right away, except during the Special achievement.
Elemental DispersionStrengthens a Spark for 3 turns, without line of sight, with a bonus specific to the caster's color. Cooldown: 4 turns.
Spirit Element
Scarastrength
Level 34
310 HP
7 AP
4 MP
- Resistances (%)
Earth 0%
Fire -50%
Water 100%
Air 0%
Neutral 25%
100% Water resistance, -50% in Fire. Like its fellows, it hits from 2 Range at most, in Neutral or in its element, and supports its Sparks with Elemental Dispersion.
Scarastrength
ScarasumSummons a Spark in a line at 2 Range, cooldown 3 turns. Kill it right away, except during the Special achievement.
Elemental DispersionStrengthens a Spark for 3 turns, without line of sight, with a bonus specific to the caster's color. Cooldown: 4 turns.
Spirit Element
Level 34
310 HP
7 AP
4 MP
- Resistances (%)
Earth 0%
Fire 100%
Water -50%
Air 0%
Neutral 25%
100% Fire resistance, -50% in Water. It summons Sparks and hits at short range: play Water to cut its stay short, without letting its summons pile up.
Scarastrength
ScarasumSummons a Spark in a line at 2 Range, cooldown 3 turns. Kill it right away, except during the Special achievement.
Elemental DispersionStrengthens a Spark for 3 turns, without line of sight, with a bonus specific to the caster's color. Cooldown: 4 turns.
Spirit Element
Level 34
310 HP
7 AP
4 MP
- Resistances (%)
Earth 100%
Fire 0%
Water 0%
Air -50%
Neutral 25%
100% Earth resistance, -50% in Air. Keep it at a distance and hit it with Air rather than Earth, which does nothing to it.
Scarastrength
ScarasumSummons a Spark in a line at 2 Range, cooldown 3 turns. Kill it right away, except during the Special achievement.
Elemental DispersionStrengthens a Spark for 3 turns, without line of sight, with a bonus specific to the caster's color. Cooldown: 4 turns.
Spirit Element
Preparing your run through the Scaraleaf Dungeon
A level 30 to 40 dungeon for early groups able to vary their elements. People come here for The Master's Henchmen, for the Golden Scarabugly's soul that the Ochre Dofus requires, using a Soul Stone for Small Souls (captures up to level 50), and for its six sets.
How to enter the Scaraleaf Dungeon
The entrance is in Amakna, in the Scaraleaf Plain, at ; the nearest zaap is the one at Scaraleaf Plain . Three ways to enter: a Scaraleaf Dungeon Key (consumed), the key ring if it is registered there, or the automatic group search.
Crafting the Scaraleaf Dungeon Key
It is crafted at a handyman's workshop. The four colored wings and the Mineral Meat drop from the Scaraleaves, at 50%. The rest comes from fishing (Kittenfish) and harvesting (5-leaf Clubs, Oats).
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 38 | |
| 2 | 38 | |
| 2 | 38 | |
| 2 | 38 | |
| 2 | 40 | |
| 2 | 40 | |
| 2 | 40 | |
| 2 | 40 |
Which team to bring against the Golden Scarabugly
At least two elements. White, Blue, Red and Green each have 100% resistance in their color and 50% weakness in the opposite element, and the Black one is fully resistant to Neutral. A single-element team loses a lot of time on the wrong carapace.
Characters that play from afar. Almost every enemy spell hits at short range: from a distance, you avoid most of the damage. Also bring close-range spells for the Poisoned Fog turns, which cost you 6 Range.
The five achievements of the Scaraleaf Dungeon
Each achievement gives 220,000 XP and 2 Golden Scarabugly Wings, and Duo doubles the XP. Zombie is the most restrictive, because of tackle and the Black Scaraleaf's MP removal.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Golden Scarabugly in its dungeon while completing the “Don't Ray Me, Fah” challenge. | 10 | 220 000 | |
| Defeat the Golden Scarabugly in its dungeon while completing the “Duo” challenge. | 20 | 440 000 | |
| Defeat the Golden Scarabugly in this boss's dungeon. | 10 | 220 000 | |
| Defeat the Golden Scarabugly in its dungeon while completing the “Zombie” challenge. | 10 | 220 000 | |
| Defeat the Golden Scarabugly in its dungeon while completing the “Clean Hands” challenge. | 10 | 220 000 |
Zombie
Use exactly one movement point per turn. You'll barely move, so you'll take more hits. The real danger is tackle: with no movement or push spell, you can get stuck. About 10 dodge is enough to escape tackle with 1 MP. Kill the Black Scaraleaf first: Scarimmob can leave you at 0 MP. Stay out of its 6 Range, raise a bit of Wisdom for MP Parry, or give an MP back to the character that was hit.
Clean Hands
Finish off enemies without direct damage: traps, glyphs, poisons, push, reflects and summons are allowed. Finish each enemy with poison, summons, glyphs, traps, push damage or the Rogue's bomb wall. Summoned Sparks and Scaraleaves count too. With no suitable spell, the common spells help: Release for push, the Arakne and Chafer summons.
Special: Don't Ray Me, Fah
Enemy summons must not suffer any damage. You won't be able to get rid of the summons: ignore them, and no area or push damage on them. Tip: place one of your summons next to a Spark, which will explode on it and die without failing the achievement.
Duo
Two characters at most, fewer than 20 turns. You need damage to get through the boss's heals. With two, it is accompanied by the Black one, a Blue Scaraleaf and a White one: don't play both your characters as Water or both as Air, otherwise one of them will be resisted. Black first, then Blue and White, then the boss, killing each Immature as the fight goes on.
Drops and loot of the Scaraleaf Dungeon
Base in-game rates, before Prospecting bonuses.
On the Golden Scarabugly
Golden Scarabugly WingsWing51 %
Golden Scarabugly EntrailsMiscellaneous Resource8,44 %
Scaraleaf EntrailsMiscellaneous Resource8,4 %
Nougat Rabmarac BarTreat6 %
Bag of Babbage LeavesContainer3 %
Mineral CarrionMeat2,53 %
Golden Scarabugly AmuletAmulet1 %
Golden ScarabeltBelt1 %
Golden ScaracapeCloak1 %
Golden Scarabugly RingRing1 %
Golden ScarabootsBoots1 %
Golden Scara HelmetHat1 %
Golden Scarabugly WandWand1 %
1 rare item is added at 0.05% each: Al Howin Gobtubby.
On the henchmen of the Golden Scarabugly
Mineral MeatMeat · Immature Scaraleaf53 %
Scaraleaf EggsSufokia · White Scaraleaf50 %
White Scaraleaf WingsWing · White Scaraleaf50 %
Blue Scaraleaf WingsWing · Blue Scaraleaf50 %
Black Scaraleaf WingsWing · Black Scaraleaf50 %
Red Scaraleaf WingsWing · Red Scaraleaf50 %
Green Scaraleaf WingsWing · Green Scaraleaf50 %
Intact White Scaraleaf WingsSufokia · White Scaraleaf24 %
Intact Blue Scaraleaf WingsSufokia · Blue Scaraleaf24 %
Intact Red Scaraleaf WingsSufokia · Red Scaraleaf24 %
Intact Green Scaraleaf WingsSufokia · Green Scaraleaf24 %
Scaraleaf EntrailsMiscellaneous Resource · White Scaraleaf8,36 %
White ScaracapeCloak · White Scaraleaf1 %
White ScararingRing · White Scaraleaf1 %
White ScarabeltBelt · White Scaraleaf1 %
Bag of Babbage LeavesContainer · White Scaraleaf1 %
White Scara HelmetHat · White Scaraleaf1 %
Blue ScararingRing · Blue Scaraleaf1 %
Blue ScarabeltBelt · Blue Scaraleaf1 %
Blue Scara HelmetHat · Blue Scaraleaf1 %
Blue ScaracapeCloak · Blue Scaraleaf1 %
Red ScarabeltBelt · Red Scaraleaf1 %
Red ScararingRing · Red Scaraleaf1 %
Red ScaracapeCloak · Red Scaraleaf1 %
Red Scara HelmetHat · Red Scaraleaf1 %
Green ScararingRing · Green Scaraleaf1 %
Green Scara HelmetHat · Green Scaraleaf1 %
Green ScaracapeCloak · Green Scaraleaf1 %
Green ScarabeltBelt · Green Scaraleaf1 %
Black ScaracapeCloak · Black Scaraleaf0,9 %
Black ScararingRing · Black Scaraleaf0,9 %
Black Scara HelmetHat · Black Scaraleaf0,9 %
Black ScarabeltBelt · Black Scaraleaf0,9 %
Green Scaraleaf Set
The Strength version: four pieces of level 43 to 46, from the Green Scaraleaf, with Earth resistance and 1 Range and 1 MP at four pieces.
Green Scara Helmet1 to 30 Strength, 1 to 30 Vitality
Green Scaracape31 to 40 Vitality, 21 to 30 Strength
Green Scararing11 to 15 Vitality, 16 to 20 Strength
Green Scarabelt1 to 20 Vitality, 1 to 15 Wisdom
Red Scaraleaf Set
The Intelligence version: four pieces of level 43 to 46, from the Red Scaraleaf, with Fire resistance and 1 Range and 1 MP at four pieces.
Red Scara Helmet1 to 30 Intelligence, 1 to 30 Vitality
Red Scaracape31 to 40 Vitality, 21 to 30 Intelligence
Red Scararing11 to 15 Vitality, 16 to 20 Intelligence
Red Scarabelt1 to 20 Vitality, 1 to 15 Wisdom
White Scaraleaf Set
Four pieces of level 43 to 46, from the White Scaraleaf: Agility, Vitality and Air resistance, with 1 Range and 1 MP at four pieces.
White Scara Helmet1 to 30 Agility, 1 to 30 Vitality
White Scaracape31 to 40 Vitality, 21 to 30 Agility
White Scararing11 to 15 Vitality, 16 to 20 Agility
White Scarabelt1 to 20 Vitality, 1 to 15 Wisdom
Blue Scaraleaf Set
The Chance version: four pieces of level 43 to 46, from the Blue Scaraleaf, with Water resistance and 1 Range and 1 MP at four pieces.
Blue Scara Helmet1 to 30 Chance, 1 to 30 Vitality
Blue Scaracape31 to 40 Vitality, 21 to 30 Chance
Blue Scararing11 to 15 Vitality, 16 to 20 Chance
Blue Scarabelt1 to 20 Vitality, 1 to 15 Wisdom
Black Scaraleaf Set
Four pieces of level 43 to 53, from the Black Scaraleaf: Power, Vitality and Neutral resistance, 1 MP and 1 Range at four pieces. The Black Scarabelt gives one more summon.
Black Scarabelt2 to 4% Critical, 1 Summons
Black Scara Helmet6 to 45 Vitality, 6 to 15 Wisdom
Black Scaracape31 to 40 Vitality, 16 to 20 Trap Power
Black Scararing31 to 40 Vitality, 2 to 3% Neutral Resistance
Golden Scarabugly Set
Seven pieces of level 43 to 59, including the Golden Scarabugly Wand: heals, Wisdom, Power and Vitality, with 1 AP from four pieces.
Golden Scara Helmet21 to 25 Intelligence, 21 to 25 Agility
Golden Scaracape151 to 200 Initiative, 31 to 40 Vitality
Golden Scarabugly Wand11 to 30 Fire heals, 21 to 30 Intelligence
Golden Scarabelt41 to 50 Vitality, 21 to 30 Agility
Golden Scarabugly Amulet21 to 30 Intelligence, 11 to 15 Wisdom
Golden Scarabugly Ring21 to 30 Vitality, 11 to 15 Intelligence
Golden Scaraboots21 to 30 Vitality, 7 to 10 Wisdom
Soul capture and Sparks
Capturing the soul of the Golden Scarabugly and the Ochre Dofus
One Soul Stone for Small Souls (captures up to level 50) is enough for the level 40 Golden Scarabugly. The soul is used for the Ochre Dofus quest An Eternal Harvest.
| Stone ingredient | Quantity |
|---|---|
| 10 | |
| 1 |
The Sparks of the plain
Outside the dungeon, the Scaraleaf Plain also hosts level 1 to 6 Sparks, the same as the Scaraleaves' summons. Useless in combat, they are needed for an achievement of monsters in the area.
The Scaraleaf Dungeon as a guild Expedition
The dungeon exists as a guild Expedition. No rooms: you arrive directly in front of the Golden Scarabugly, accompanied by at least the four colored Scaraleaves.
- at the start of the fight, the boss rises to 100% resistance everywhere except Neutral (49%), with 99 flat resistances; each colored Scaraleaf killed removes 50% from it in its element: White Air, Green Earth, Blue Water, Red Fire;
- each Scaraleaf killed also gives it 1 MP, 100 push damage and 400 in the characteristic of its element, and adds a line of damage to its Poisoned Fog, a 3-turn poison that can be dispelled: pick one or two elements and only kill those Scaraleaves;
- when a colored Scaraleaf dies, the boss summons in its place a 1,100 HP Spark that hits very hard around itself: kill it before it plays;
- from loot 6, a Black Scaraleaf adds 151 flat resistances to it, but its death deals 250 damage to the boss: never kill it while the boss lives;
- the Immature, summoned on turn 1 then every 5 turns, transforms into a random Scaraleaf: if it takes the form of a dead Scaraleaf, the boss regains the lost resistance. Its spell Hystairia makes the boss untackleable with 4 MP for one turn;
- the boss has no push resistance: it can be killed with push damage alone, or eroded and then finished off that way. The fight is easier at loot 5 or higher.
Where is the Scaraleaf Dungeon?
In Amakna, in the Scaraleaf Plain, at . The Scaraleaf Plain zaap is very close.
What level should you do the Scaraleaf Dungeon at?
From level 30, comfortably at 40. The Golden Scarabugly is level 40, with 1,600 HP and 24% resistance in all elements.
Which quest should you do in the Scaraleaf Dungeon?
The Master's Henchmen, at Jumbo Mumbo's in Amakna village , after The Key Master. Defeat the Golden Scarabugly, then go through the dungeon exit.
Which element should you use against each Scaraleaf?
White to Earth, Blue to Fire, Red to Water, Green to Air. Each resists its color at 100%; the Black Scaraleaf, meanwhile, is fully resistant to Neutral.
Which monster should you target first in the Scaraleaf Dungeon?
The Black Scaraleaf, if it can die before its second turn. Otherwise, the Scaraleaves weak to your element, each Immature as soon as it appears, and the boss last.
How do you beat the Golden Scarabugly?
Stay at a distance and kill it last. It has neither invulnerability nor a mechanic, but it heals, summons and removes Range and MP: clear out its allies first.
Which stone should you use to capture the Golden Scarabugly?
One Soul Stone for Small Souls (captures up to level 50). The soul is used for the Ochre Dofus quest.
Can the Scaraleaf Dungeon be done with two characters?
Yes, it is even an achievement, in under 20 turns. Two different elements, not both Water or both Air, and enough damage to get through its heals.
Do you need a key for every run of the Scaraleaf Dungeon?
Yes, except with the key ring or the automatic group search. The key is crafted with the wings of the four colored Scaraleaves, Mineral Meat, fishing and harvesting.
Comments
No comments yet. A tip, or a detail about this page? Be the first.