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)
The dungeon entrance in the Scaraleaf Plain, in Amakna

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.

Accept before entering

The Master's Henchmen

Level 40 quest

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 Entrails iconGolden 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 Dofus iconOchre Dofusat the end of the 19 steps

During events

  • Kwismas Preparations level 20, repeatable
    Defeat the Golden Scarabugly in a single fight, then find the dungeon exit: the quest rewards a Kwismas Dungeon Key. Harry Kwismas, .
  • Merry Kwismas level 20, repeatable
    The Golden Scarabugly is one of the guardians to defeat in a single fight. Harry Kwismas, .
  • Tiwaapi Simulation level 20, repeatable
    Tiwaapi can assign you the Golden Scarabugly as a guardian to defeat. Incarnam, .
  • Flower Power level 60
    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

Scaraleaf Dungeon: map of room 1
Room 1 — map
Scaraleaf Dungeon: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Room 2

Scaraleaf Dungeon: map of room 2
Room 2 — map
Scaraleaf Dungeon: tactical view of room 2, starting cells in blue and red
Room 2 — tactical view

Room 3

Scaraleaf Dungeon: map of room 3
Room 3 — map
Scaraleaf Dungeon: tactical view of room 3, starting cells in blue and red
Room 3 — tactical view

Room 4

Scaraleaf Dungeon: map of room 4
Room 4 — map
Scaraleaf Dungeon: tactical view of room 4, starting cells in blue and red
Room 4 — tactical view

Room 5

Scaraleaf Dungeon: map of room 5
Room 5 — map
Scaraleaf Dungeon: tactical view of room 5, starting cells in blue and red
Room 5 — tactical view

Room 6

Scaraleaf Dungeon: map of room 6
Room 6 — map
Scaraleaf Dungeon: tactical view of room 6, starting cells in blue and red
Room 6 — tactical view

Room 7

Scaraleaf Dungeon: map of room 7
Room 7 — map
Scaraleaf Dungeon: tactical view of room 7, starting cells in blue and red
Room 7 — tactical view

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.

Scaraleaf Dungeon: map of room 8
Room 8 — map
Scaraleaf Dungeon: tactical view of room 8, starting cells in blue and red
Room 8 — tactical view

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.

  • Health Points1,600 HP
  • AP8 AP
  • MP3 MP
  • Resistances (%)
  • EarthEarth 24%
  • FireFire 24%
  • WaterWater 24%
  • AirAir 24%
  • NeutralNeutral 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-Peck icon
    Pat-a-Peck5 AP · 3 Range · Air11 to 15 Air steal · Water11 to 15 Water steal · Fire11 to 15 Fire steal · Earth11 to 15 Earth steal

    Life steal in a random element, in a line up to 3 Range. Outside that range, it can't hit you.

  • Expulsion icon
    Expulsion5 AP · on self · Pushes back 3 cells

    Pushes characters in a cross around the boss back 3 cells, once per turn. Don't stay in melee with it.

  • Emergency Care icon
    Emergency Care2 AP · on self · Fire17 to 26 Fire heals · Earth17 to 26 Earth heals · Water17 to 26 Water heals · Air17 to 26 Air heals

    Heals 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 icon
    Poisoned Fog2 AP · on self · -6 Range · MP-2 MP

    -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.

  • Birth icon
    Birth2 AP · 3 Range · 5 Summons · Summons: Immature Scaraleaf · Removes the spell's effects

    Summons 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

  1. Black Scaraleaf — to be killed before its second turn, before it makes its group invisible.
  2. Immature Scaraleaf — as soon as Birth makes it appear, before its transformation after 2 turns.
  3. 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.
Black Scaraleaf

Black Scaraleaf

Level 36

  • Health Points340 HP
  • AP7 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 20%
  • FireFire 20%
  • WaterWater 20%
  • AirAir 20%
  • NeutralNeutral 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 Dispersion icon
    Elemental Dispersion2 AP · 8 Range · 10 Damage

    Strengthens a Spark for 3 turns, without line of sight, with a bonus specific to the caster's color. Cooldown: 4 turns.

  • Scarastrength icon
    Scarastrength4 AP · 2 Range · Earth17 to 19 Earth damage · Fire17 to 19 Fire damage · Water17 to 19 Water damage · Air17 to 19 Air damage
  • Scarimmob icon
    Scarimmob2 AP · 6 Range · MP-10 MP

    Heavy MP removal up to 6 Range, cooldown 2 turns: enough to pin you in place for a whole turn.

  • Scarinviz icon
    Scarinviz2 AP · on self · Makes the target invisible

    The Black Scaraleaf and its nearby allies become invisible for one turn, starting on turn 2, cooldown 4 turns.

  • Health Points250 HP
  • AP6 AP
  • MP3 MP
  • Resistances (%)
  • EarthEarth 100%
  • FireFire -10%
  • WaterWater -10%
  • AirAir -10%
  • NeutralNeutral -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.

  • Scaraheal icon
    Scaraheal4 AP · 3 RNG · Heals: 7% of max HP

    Heals the Immature or an ally for 7% of their max HP, once per turn.

  • Elemental Dispersion icon
    Elemental Dispersion2 AP · 8 Range · MP1 MP

    Strengthens a Spark for 3 turns, without line of sight, with a bonus specific to the caster's color. Cooldown: 4 turns.

  • Scarastrength icon
    Scarastrength4 AP · 2 RNG · Neutral17 to 19 Neutral damage
  • Scarinviz icon
    Scarinviz2 AP · on self · Makes the target invisible

    The Black Scaraleaf and its nearby allies become invisible for one turn, starting on turn 2, cooldown 4 turns.

  • Scarimmob icon
    Scarimmob2 AP · 6 Range · MP-10 MP

    Heavy MP removal up to 6 Range, cooldown 2 turns: enough to pin you in place for a whole turn.

  • Spirit Element icon
    Spirit Element4 AP · 2 RNG · Earth11 to 15 Earth damage
  • Scarasum icon
    Scarasum5 AP · 2 Range · EarthSummons: Earth Spark

    Summons a Spark in a line at 2 Range, cooldown 3 turns. Kill it right away, except during the Special achievement.

  • Scarapoison icon
    Scarapoison4 AP · 3 Range · Earth10 Earth damage
  • Scaraflight icon
    Scaraflight3 AP · self · MP2 MP

    2 MP for the Immature and all its allies for one turn, starting on turn 2. Back away before it casts it.

White Scaraleaf

White Scaraleaf

Level 34

  • Health Points310 HP
  • AP7 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth -50%
  • FireFire 0%
  • WaterWater 0%
  • AirAir 100%
  • NeutralNeutral 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.

  • Scarasum icon
    Scarasum5 AP · 2 Range · AirSummons: Air Spark

    Summons a Spark in a line at 2 Range, cooldown 3 turns. Kill it right away, except during the Special achievement.

  • Elemental Dispersion icon
    Elemental Dispersion2 AP · 8 RNG · 2 Range

    Strengthens a Spark for 3 turns, without line of sight, with a bonus specific to the caster's color. Cooldown: 4 turns.

  • Spirit Element icon
    Spirit Element4 AP · 2 Range · Air11 to 15 Air damage
  • Scarastrength icon
    Scarastrength4 AP · 2 RNG · Neutral17 to 19 Neutral damage
Blue Scaraleaf

Blue Scaraleaf

Level 34

  • Health Points310 HP
  • AP7 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth 0%
  • FireFire -50%
  • WaterWater 100%
  • AirAir 0%
  • NeutralNeutral 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 icon
    Scarastrength4 AP · 2 RNG · Neutral17 to 19 Neutral damage
  • Scarasum icon
    Scarasum5 AP · 2 Range · WaterSummons: Water Spark

    Summons a Spark in a line at 2 Range, cooldown 3 turns. Kill it right away, except during the Special achievement.

  • Elemental Dispersion icon
    Elemental Dispersion2 AP · 8 Range · 10% Critical

    Strengthens a Spark for 3 turns, without line of sight, with a bonus specific to the caster's color. Cooldown: 4 turns.

  • Spirit Element icon
    Spirit Element4 AP · 2 RNG · Water11 to 15 Water damage
Red Scaraleaf

Red Scaraleaf

Level 34

  • Health Points310 HP
  • AP7 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth 0%
  • FireFire 100%
  • WaterWater -50%
  • AirAir 0%
  • NeutralNeutral 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 icon
    Scarastrength4 AP · 2 RNG · Neutral17 to 19 Neutral damage
  • Scarasum icon
    Scarasum5 AP · 2 Range · FireSummons: Fire Spark

    Summons a Spark in a line at 2 Range, cooldown 3 turns. Kill it right away, except during the Special achievement.

  • Elemental Dispersion icon
    Elemental Dispersion2 AP · 8 Range · 50 Vitality

    Strengthens a Spark for 3 turns, without line of sight, with a bonus specific to the caster's color. Cooldown: 4 turns.

  • Spirit Element icon
    Spirit Element4 AP · 2 range · Fire11 to 15 Fire damage
Green Scaraleaf

Green Scaraleaf

Level 34

  • Health Points310 HP
  • AP7 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth 100%
  • FireFire 0%
  • WaterWater 0%
  • AirAir -50%
  • NeutralNeutral 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 icon
    Scarastrength4 AP · 2 RNG · Neutral17 to 19 Neutral damage
  • Scarasum icon
    Scarasum5 AP · 2 Range · EarthSummons: Earth Spark

    Summons a Spark in a line at 2 Range, cooldown 3 turns. Kill it right away, except during the Special achievement.

  • Elemental Dispersion icon
    Elemental Dispersion2 AP · 8 Range · MP1 MP

    Strengthens a Spark for 3 turns, without line of sight, with a bonus specific to the caster's color. Cooldown: 4 turns.

  • Spirit Element icon
    Spirit Element4 AP · 2 RNG · Earth11 to 15 Earth damage

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
White Scaraleaf Wings iconWhite Scaraleaf Wings 2 38
Blue Scaraleaf Wings iconBlue Scaraleaf Wings 2 38
Red Scaraleaf Wings iconRed Scaraleaf Wings 2 38
Green Scaraleaf Wings iconGreen Scaraleaf Wings 2 38
Mineral Meat iconMineral Meat 2 40
Kittenfish iconKittenfish 2 40
5-leaf Clover icon5-leaf Clubs 2 40
Oats iconOats 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
Golden Scarabugly (Special) iconGolden Scarabugly (Special) Defeat Golden Scarabugly in its dungeon while completing the “Don't Ray Me, Fah” challenge. 10 220 000
Golden Scarabugly (Duo) iconGolden Scarabugly (Duo) Defeat the Golden Scarabugly in its dungeon while completing the “Duo” challenge. 20 440 000
Scaraleaf Dungeon iconScaraleaf Dungeon Defeat the Golden Scarabugly in this boss's dungeon. 10 220 000
Golden Scarabugly (Zombie) iconGolden Scarabugly (Zombie) Defeat the Golden Scarabugly in its dungeon while completing the “Zombie” challenge. 10 220 000
Golden Scarabugly (Clean Hands) iconGolden Scarabugly (Clean Hands) 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 Wings iconGolden Scarabugly WingsWing51 %
  • Golden Scarabugly Entrails iconGolden Scarabugly EntrailsMiscellaneous Resource8,44 %
  • Icon of Scaraleaf EntrailsScaraleaf EntrailsMiscellaneous Resource8,4 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Bag of Babbage Leaves iconBag of Babbage LeavesContainer3 %
  • Mineral Carrion iconMineral CarrionMeat2,53 %
  • Golden Scarabugly Amulet iconGolden Scarabugly AmuletAmulet1 %
  • Golden Scarabelt iconGolden ScarabeltBelt1 %
  • Golden Scaracape iconGolden ScaracapeCloak1 %
  • Golden Scarabugly Ring iconGolden Scarabugly RingRing1 %
  • Golden Scaraboots iconGolden ScarabootsBoots1 %
  • Golden Scara Helmet iconGolden Scara HelmetHat1 %
  • Golden Scarabugly Wand iconGolden Scarabugly WandWand1 %

1 rare item is added at 0.05% each: Al Howin Gobtubby.

On the henchmen of the Golden Scarabugly

  • Mineral Meat iconMineral MeatMeat · Immature Scaraleaf53 %
  • Scaraleaf Eggs iconScaraleaf EggsSufokia · White Scaraleaf50 %
  • White Scaraleaf Wings iconWhite Scaraleaf WingsWing · White Scaraleaf50 %
  • Blue Scaraleaf Wings iconBlue Scaraleaf WingsWing · Blue Scaraleaf50 %
  • Black Scaraleaf Wings iconBlack Scaraleaf WingsWing · Black Scaraleaf50 %
  • Red Scaraleaf Wings iconRed Scaraleaf WingsWing · Red Scaraleaf50 %
  • Green Scaraleaf Wings iconGreen Scaraleaf WingsWing · Green Scaraleaf50 %
  • Intact White Scaraleaf Wings iconIntact White Scaraleaf WingsSufokia · White Scaraleaf24 %
  • Intact Blue Scaraleaf Wings iconIntact Blue Scaraleaf WingsSufokia · Blue Scaraleaf24 %
  • Intact Red Scaraleaf Wings iconIntact Red Scaraleaf WingsSufokia · Red Scaraleaf24 %
  • Intact Green Scaraleaf Wings iconIntact Green Scaraleaf WingsSufokia · Green Scaraleaf24 %
  • Icon of Scaraleaf EntrailsScaraleaf EntrailsMiscellaneous Resource · White Scaraleaf8,36 %
  • White Scaracape iconWhite ScaracapeCloak · White Scaraleaf1 %
  • White Scararing iconWhite ScararingRing · White Scaraleaf1 %
  • White Scarabelt iconWhite ScarabeltBelt · White Scaraleaf1 %
  • Bag of Babbage Leaves iconBag of Babbage LeavesContainer · White Scaraleaf1 %
  • White Scara Helmet iconWhite Scara HelmetHat · White Scaraleaf1 %
  • Blue Scararing iconBlue ScararingRing · Blue Scaraleaf1 %
  • Blue Scarabelt iconBlue ScarabeltBelt · Blue Scaraleaf1 %
  • Blue Scara Helmet iconBlue Scara HelmetHat · Blue Scaraleaf1 %
  • Blue Scaracape iconBlue ScaracapeCloak · Blue Scaraleaf1 %
  • Red Scarabelt iconRed ScarabeltBelt · Red Scaraleaf1 %
  • Red Scararing iconRed ScararingRing · Red Scaraleaf1 %
  • Red Scaracape iconRed ScaracapeCloak · Red Scaraleaf1 %
  • Red Scara Helmet iconRed Scara HelmetHat · Red Scaraleaf1 %
  • Green Scararing iconGreen ScararingRing · Green Scaraleaf1 %
  • Green Scara Helmet iconGreen Scara HelmetHat · Green Scaraleaf1 %
  • Green Scaracape iconGreen ScaracapeCloak · Green Scaraleaf1 %
  • Green Scarabelt iconGreen ScarabeltBelt · Green Scaraleaf1 %
  • Black Scaracape iconBlack ScaracapeCloak · Black Scaraleaf0,9 %
  • Black Scararing iconBlack ScararingRing · Black Scaraleaf0,9 %
  • Black Scara Helmet iconBlack Scara HelmetHat · Black Scaraleaf0,9 %
  • Black Scarabelt iconBlack 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 Helmet iconGreen Scara Helmet1 to 30 Strength, 1 to 30 VitalityLvl. 44
  • Green Scaracape iconGreen Scaracape31 to 40 Vitality, 21 to 30 StrengthLvl. 45
  • Green Scararing iconGreen Scararing11 to 15 Vitality, 16 to 20 StrengthLvl. 43
  • Green Scarabelt iconGreen Scarabelt1 to 20 Vitality, 1 to 15 WisdomLvl. 46

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 Helmet iconRed Scara Helmet1 to 30 Intelligence, 1 to 30 VitalityLvl. 44
  • Red Scaracape iconRed Scaracape31 to 40 Vitality, 21 to 30 IntelligenceLvl. 45
  • Red Scararing iconRed Scararing11 to 15 Vitality, 16 to 20 IntelligenceLvl. 43
  • Red Scarabelt iconRed Scarabelt1 to 20 Vitality, 1 to 15 WisdomLvl. 46

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 Helmet iconWhite Scara Helmet1 to 30 Agility, 1 to 30 VitalityLvl. 44
  • White Scaracape iconWhite Scaracape31 to 40 Vitality, 21 to 30 AgilityLvl. 45
  • White Scararing iconWhite Scararing11 to 15 Vitality, 16 to 20 AgilityLvl. 43
  • White Scarabelt iconWhite Scarabelt1 to 20 Vitality, 1 to 15 WisdomLvl. 46

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 Helmet iconBlue Scara Helmet1 to 30 Chance, 1 to 30 VitalityLvl. 44
  • Blue Scaracape iconBlue Scaracape31 to 40 Vitality, 21 to 30 ChanceLvl. 45
  • Blue Scararing iconBlue Scararing11 to 15 Vitality, 16 to 20 ChanceLvl. 43
  • Blue Scarabelt iconBlue Scarabelt1 to 20 Vitality, 1 to 15 WisdomLvl. 46

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 Scarabelt iconBlack Scarabelt2 to 4% Critical, 1 SummonsLvl. 43
  • Black Scara Helmet iconBlack Scara Helmet6 to 45 Vitality, 6 to 15 WisdomLvl. 53
  • Black Scaracape iconBlack Scaracape31 to 40 Vitality, 16 to 20 Trap PowerLvl. 51
  • Black Scararing iconBlack Scararing31 to 40 Vitality, 2 to 3% Neutral ResistanceLvl. 48

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 Helmet iconGolden Scara Helmet21 to 25 Intelligence, 21 to 25 AgilityLvl. 58
  • Golden Scaracape iconGolden Scaracape151 to 200 Initiative, 31 to 40 VitalityLvl. 58
  • Golden Scarabugly Wand iconGolden Scarabugly Wand11 to 30 Fire heals, 21 to 30 IntelligenceLvl. 59
  • Golden Scarabelt iconGolden Scarabelt41 to 50 Vitality, 21 to 30 AgilityLvl. 51
  • Golden Scarabugly Amulet iconGolden Scarabugly Amulet21 to 30 Intelligence, 11 to 15 WisdomLvl. 45
  • Golden Scarabugly Ring iconGolden Scarabugly Ring21 to 30 Vitality, 11 to 15 IntelligenceLvl. 43
  • Golden Scaraboots iconGolden Scaraboots21 to 30 Vitality, 7 to 10 WisdomLvl. 54

Soul capture and Sparks

Capturing the soul of the Golden Scarabugly and the Ochre Dofus

Soul Stone for Small Souls iconOne 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
Inferior Soul Splinter iconInferior Soul Splinter 10
Oilbow Grease iconOilbow Grease 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.

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Scaraleaf Dungeon

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