Criaturas - TIBIA
Criaturas - TIBIA
Criaturas - TIBIA
Achad
Summon/Convince:--/--
Abilities:Melee (0-80)
Pushable:?
Push Objects:?
Est. Max. Damage:80 hp per turn
Immune To:None.
Strong To:Fire (-10%)
Neutral To:Physical, Holy, Death, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:
Sounds:"You won't pass me."; "I have travelled far to fight here.".
Behavior:Fights until death in close combat. Strength comparable to Nomad or Bandit.
Field Notes:Boss of Greenhorn level Pit #4.
Next #5.
Location:In Svargrond Arena.
Strategy:Kill it normally, as it doesn't deal much damage.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards
Summon/Convince:--/--
Abilities:Melee(0-120), self healing).
Pushable:?
Push Objects:?
Est. Max. Damage:120 hp per turn
Immune To:Death, Fire, Earth, Invisibility?, Paralysis?
Strong To:Energy (-20%?), Ice (-10%?), Drown (-99%?)
Neutral To:Life Drain?
Weak To:Physical (+5%?), Holy (+5%?)
Sounds:None.
Behavior:Unknown.
Field Notes:Pretty weak, but has better hits in groups.
Location:Drefia.
Strategy:Kill it like any weak melee monster.
Loot:Midnight Shard.
Summon/Convince:--/--
Abilities:Melee (0-100) (poisons you 2 hp/turn), Distance Life Drain (60-120), Summon Skeleton, Weak
Drunkenness, Self-Healing (50hp).
Pushable:?
Push Objects:?
Est. Max. Damage:220 hp per turn
Immune To:Invisibility
Strong To:Holy (-20%), Ice (-20%), Earth (-20%?)
Neutral To:Fire, Drown?, Life Drain?
Weak To:Physical (+10%), Death (+5%), Energy (+10%)
Sounds:"Praise Voodoo!"; "Power to the cult!"; Feel the power of the cult!".
Behavior:They keep distance from enemy and don't run in low HP.
Field Notes:In Goroma, they appear in large numbers often with Adepts of the Cult in Formorgar Mines
appear in smaller groups.
Location:Goroma, Behind the piano in the cave north-east of Liberty Bay (You must know all verses of
Hymn), Formorgar Mines, Magician Quarter in Yalahar.
Strategy:Thunderstorm runes work well. It would be a good idea to bring a Dwarven Ring with you and use
Garlic Necklace if you don't have AOL.
Loot:0-40 gp, Morning Star, Cultish Robe, Rope Belt, Cultish Symbol (rare), Orange Book (rare), Dragon
Necklace (rare), Music Sheet (second verse, rare), Life Ring (rare), Small Emerald (rare), Terra
Rod (rare), Green Tunic (rare), Pirate Voodoo Doll (rare), Broken Key Ring (very rare).
Summon/Convince:--/--
Abilities:Melee (0-90) (poisons you 2 hp/turn), Distance Life Drain (70-150), Summons 0-2 Ghouls,
Invisible for a short time, Drunkenness, Self-Healing (around 50 hp).
Pushable:?
Push Objects:?
Est. Max. Damage:242 (350+ with summons) hp per turn
Immune To:Invisibility
Strong To:Holy (-30%), Ice (-20%), Earth (-40%)
Neutral To:Physical, Fire, Drown?, Life Drain?
Weak To:Death (+5%), Energy (+5%)
Sounds:"Feel the power of the cult!"; "Praise the voodoo!"; "Power to the cult!".
Behavior:Adept keep a distance, doesn't run when in low hp, turns invisible quite often.
Field Notes:Make sure to have Dwarven Ring when facing adepts. Usually spawning in groups among other
monsters like Witch/Beholder/Elder Beholder/all other cult members.
Location:Goroma, Liberty Bay's deeper cult dungeon, Formorgar Mines, Magician Quarter.
Strategy:Since adepts keep a distance (usually about 4 tiles), as a knight try to trap them in a corner and
kill using Heavy Magic Missile or Explosion runes when they turn invisible. Be careful while
trapping him, because you might lure more cult members on yourself (they rarely appear alone).
As a paladin you should lure single adept (for easier and safer killing) and kill shooting bolts with
help of HMM runes whenever they go invisible. Easiest way to hunt them with mages is to summon
Demon Skeleton as a blocker. All adepts' ranged attacks are life drain type, which won't affect
Demon Skeleton. Just lure adept on your summon, and kill him using any runes. Keep in mind that if
you start attacking with wand, summon will follow adept which may lead to luring more monsters -
try to make your summon stand still. Watch your hp carefully, and try to heal whenever it drops
lower than 350 - adepts can deal some nasty combos with some additional damage from summons.
Don't kill ghouls he summons, rather focus all your firepower on adept. Don't forget about
Dwarven Rings, being drunk is something you want to avoid if you need to run. Having a few area
attack runes might be good idea if you'll have to face more cult members. Also, bringing one or
two Garlic Necklace might be a good idea since their Life Drain can reduce your HP rather fast.
Loot:0-57 gp, Cultish Robe, Rope Belt, Pirate Voodoo Doll, Silver Amulet, Clerical Mace (semi-rare),
Cultish Symbol (rare), Orange Book (rare), Time Ring (rare), Small Ruby (rare), Music Sheet
(third verse, rare), Hailstorm Rod (rare), Amber Staff (rare), Red Robe (very rare), Jewelled
Backpack? (very rare?), Lunar Staff (very rare), Broken Key Ring (very rare).
Summon/Convince:390/390 (Illusionable)
Abilities:Melee (0-45), Throwing Knives (0-40).
Pushable:
Push Objects:
Est. Max. Damage:45 hp per turn
Immune To:None.
Strong To:
Neutral To:Holy, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:Physical (+5%), Death (+5%)
Sounds:"Your head shall be mine!"; "Yeeee ha!".
Behavior:Amazons will always try to keep a distance from any attacker. They will try to lure you into bigger
packs of amazons!
Field Notes:Amazons are strong warriors that collect the heads of their victims. An amazon that collects 13
skulls is promoted to a valkyrie. They are wild women that battle for their liberty and hate when
somebody invades their camp. Note that all female characters can dress like an Amazon. On
worlds where Player Killing is allowed, this could be a problem, because someone might attack you,
thinking that you are an Amazon.
Location:Amazon Camp in northern Venore, Amazonia north of Carlin, east of Carlin, west of Venore, Oasis
Tomb in Ankrahmun, south-east on Laguna Islands, Foreigner Quarter and Trade Quarter.
Strategy:Be careful. Sometimes they are accompanied by Valkyries. They have moderately weak defense
and they die fast. They are good for mages using wands as with full defense and basic equipment
they practically don't damage you. Knights should just charge and slay using melee but beware of
luring large amounts.
Loot:0-20 gp, Dagger, 0-2 Skull, Brown Bread, Sabre, Protective Charm, Girlish Hair Decoration,
Torch, Leather Armor, Studded Shield (semi-rare), Crystal Necklace (rare), Small Ruby (very
rare).
Summon/Convince:--/--
Abilities:Melee (0-210), Envenom (15-145), Poisoning Storm 22-26 hp/turn, Paralysis, Haste, Summons 0-3
Larva.
Pushable:
Push Objects:
Est. Max. Damage:380+ (not including summons) hp per turn
Immune To:Earth, Invisibility, Paralysis
Strong To:Physical (-10%), Energy (-20%)
Neutral To:Holy, Death, Drown?, Life Drain?
Weak To:Fire (+20%), Ice (+5%)
Sounds:None.
Behavior:Ancient Scarabs chase the enemy and use poison storms that can paralyze or poison players as
well as poison missiles. They will fight until death, and can retarget.
Field Notes:Larva's final stage and this stage starts with larva then scarab then Ancient Scarab. They are
almost as powerful as a Giant Spider, but can be more dangerous since they can paralyze you. It is
not uncommon to get 2 or 3 on you at once in the Larva Caves.
Location:Ankrahmun Library Tomb, Stone Tomb, Peninsula Tomb deep in Larva Caves (found beneath steps
underground), Arena and Zoo Quarter and beneath Fenrock.
Strategy:A hunting team should consist of a single blocker and one or more shooters. Paladins with
Distance Fighting of 65+ are welcome. Mages should attack using a Rod/Wand, together or
optionally with summoned Demon Skeletons, Flame Strike, or Fireball/Icicle runes. In case the
team decides to use Demon Skeletons and there is no Druid, or the druid is not yet on the
required level to mass heal on the Party, don't forget to bring some IHs to heal the Demon
Skeletons from time to time. Low level blockers should consider wearing a Silver Amulet to
reduce part of the Poison damage received when hunting Ancient Scarabs.
A Sorcerer with a blocker can hunt these easily and get a lot of experience in a short amount of
time. The Knight lures 2+ Ancient Scarabs then the Sorcerer uses Fire Wave to kill. Druid can use
this tactic too by using Ice Wave. A high level mage can also block healing with just exura, Fire
Walls can also be shot to make sure the ancient scarab doesn't switch to the shooter.
Mages Since the update, Fireball runes can be used to kill these creatures effectively. A 50+
mage can solo Ancient Scarabs rather easily by running them and hitting them with Flame Strike.
High Magic Level is recommended. Always keep Exura handy in case you get paralyzed. You should
be ready to heal if your HP goes under 300, since otherwise you can die by an unfortunate combo.
If more than 1 Ancient Scarab is lured, then you should use GFBs or Avalanches to kill it fast,
since 2 at a time can kill you in the blink of an eye. You should also keep some GFBs or Avalanches
handy in case you get two or more larvae or scarabs on you which will break your shielding. Druids
can hunt these as soon as they are able to cast the Mass Healing spell: summon two Demon
Skeletons, get a strongest Rod (i.e Hailstorm Rod) ready and attack the target; heal the DS on
low hp with Mass Healing. High Level Sorcerers can hunt these using Energy Wave to kill 2 or 3 at
a time. Mid to High Level Sorcerers can also lure large amounts of Ancient Scarabs to the stairs
before using Hell's Core, gaining large amounts of experience at once, though there is relatively
high risk.
To lower earth damage you receive you can wear some parts of Terra Set and a Silver Amulet.
Knights May hunt these solo at the same level you would hunt Giant Spiders, but only at higher
levels will get profit out of the hunting because of their resistance to physical attacks. High Level
knights can lure some Ancient Scarabs and finish them all off with Exori's. Most damage a knight
will receive is from the Poison.
Loot:0-230 gp, 0-4 Scarab Coin, Scarab Pincers, Magic Light Wand, Plate Armor, 0-4 Small Amethyst
(semi-rare), Ancient Amulet (semi-rare), Scarab Amulet (semi-rare), 0-3 Small Emerald (rare),
Strong Health Potion (rare), Daramanian Waraxe (very rare), Scarab Shield (very rare), Terra
Hood (very rare).
Summon/Convince:--/--
Abilities:Melee (0-1800+), Groundshaker Ball on target (0-300+), Groundshaker on itself (?) Energy Ball
(radius of Burst Arrow/3x3) (0-500), Poison Ball (poisons you 30 dmg/turn), Mana Drain Bomb (0-
205?), Death Beam (0-800), Ice Ball causing Paralyze.
Pushable:
Push Objects:
Est. Max. Damage:2650+ hp per turn
Immune To:?
Strong To:Death (-95%), Energy (-95%), Ice (-20%?)
Neutral To:Physical, Fire, Earth, Drown?, Life Drain?
Weak To:Holy (+5%)
Sounds:"Flee as long as you can!"; "Annihilon's might will crush you all!"; "I am coming for you!".
Behavior:Will follow you and attack with his very strong Melee, tries to run away on black Health. It walks
very slow, but retargets often, so you may have some trouble in trapping him.
Field Notes:Belonging to an unknown and possibly otherwise extinct breed of demons, Annihilon is pure power.
It is said that Annihilon was responsible for the destruction of his own race. He is the last
survivor of countless battles that mirrored the demonic version of the 'survival of the fittest'
phrase. His massive, heavy body is just one huge mass of moving muscles. There is no place for
finesse in his body full of sheer strength. What he lacks in skill, he easily makes up with raw
power. This aeon-old creature has served many masters in his wretched life. It is assumed that
he was already a follower of one of the Ruthless Seven when they started to form their cabal. He
stayed stoical at their side during their rise to power. He was present at many of the greatest
triumphs of his cruel masters. The Ruthless Seven often employed the rather simple-minded
Annihilon for banal tasks as there is no known demon at their disposal that matches him in
strength. As long as there is something to kill, Annihilon is absolutely loyal to his masters. This
loyalty and his lack of ambition, apart from slaughter and killing, makes him to one of the
preferred servants of the Ruthless Seven. He is the perfect tool to keep lesser demons in line
and does not mind to use his strength to fulfil some smaller tasks that might be at hand. This
ancient creature is often accompanied by parasites that feed on his dripping spicy sweat.
Detecting some of these small but extremely nasty parasites is a helpful sign to know about
Annihilon's presence in advance.
Annihilon has been adjusted at Dec 20 2008 server save together with some bug fixes. Now it
should be weaker.
Location:Through the teleport in the Soul Wells in the Inquisition quest. He is the sixth boss.
Strategy:He is very strong at Melee damage, and since he can be found with a lot of Deathspawns, you will
need to have some Knights of high level (190+ recommended) also with a couple of Druids to heal
the Knights while shooting Area Runes such as Great Fireball or Avalanche (Rune). Shooters
always need to have Magic Shield or they will die in a blink of eye. Knights can carry some Stone
Skin Amulets to prevent some high Melee damages from both Annihilon and Deathspawns. Killing
fast the Deathspawns will make easier to defeat Annihilon.
Loot:0-159? gp, 0-24? Platinum Coins, 0-? Gold Ingots, 0-2 Mastermind Potions, 0-4 Soul Orbs, 0-50
Viper Stars, 0-30+ Assassin Stars, 0-20? Small Amethysts, 0-2 Berserk Potions, 0-49 Infernal
Bolts, 0-82 Power Bolts, 0-99? Flaming Arrows, 0-2 Demon Horns, 0-4 Giant Shimmering Pearl,
Ultimate Health Potion, Great Health Potion, Guardian Shield, Halberd, Guardian Halberd, Violet
Gem, Green Gem, Silver Amulet, Emerald Bangle, Stealth Ring, Ring of Healing, Diamond Sceptre,
Red Gem, Yellow Gem, Blue Gem, Demon Shield, Mastermind Shield, Rusty Armor (Rare), Crown
Shield, Tower Shield, Paladin Armor, Heavy Mace, Skullcracker Armor (rare), Onyx Flail (rare),
Obsidian Truncheon (rare), Demonbone (very rare), The Stomper (very rare), Lavos Armor (very
rare).
95 Hit points
Summon/Convince:--/--
Abilities:Melee 0-10, Summons 0-2 Hyaenas (makes a red sparkle bomb around him each time he tries to
summon), Self-Healing (Slow), shoots Energy Field, Light Magic Missile (0-25 hp), Fireball (0-45
hp).
Pushable:?
Push Objects:?
Est. Max. Damage:80+ (120+ with summons) hp per turn
Immune To:Energy
Strong To:
Neutral To:Physical, Holy, Death, Fire, Ice, Earth, Drown?, Life Drain?
Weak To:
Sounds:"I will protect the secrets of my master!"; "Kaplar!"; "This isle will become ours alone"; "You
already know too much.".
Behavior:Tries to keep a distance from players, can push objects and run in red health.
Field Notes:It used to yield 100 experience points what was changed to 150 experience points with the
Summer Update 2008.
It spawns with 4 minotaurs so you may find the last room with 2 hyaenas, 9 minotaurs, 2 wolves
Summon/Convince:--/--
Abilities:Melee (0-271), Sudden Death Berserk, Summons up to 2 Liches, Sudden Death (0-120+),
Drunkness, Paralyze, Invisible, Self Healing, turns into a Bat.
Pushable:?
Push Objects:?
Est. Max. Damage:480+ (1890+ with both Liches) hp per turn
Immune To:Death, Invisibility, Paralysis
Strong To:Physical (-1%?), Energy (-20%), Ice (-5%)
Neutral To:Earth?, Drown?, Life Drain?
Weak To:Holy (+5%?), Fire (+1%?)
Sounds:"I was the shadow that haunted the cradle of humanity!"; "Your worthles existence will
nourish something greater!"; "I exist since eons and you want to defy me?"; "Can you feel
the passage of time, mortal?".
Behavior:Turns Invisible really often and runs away in low health.
Field Notes:New creature in Summer Update 2008. Spawns with 0-2 Lichs
Location:Vampire Hell
Strategy:This boss causes really often death for unprepared players, even high levels, so if you are planning
to hunt in Vampire Hell, be all the time ready in case that this boss appears. Arachir makes really
often paralyze + drunkeness combo, so you should always keep Dwarven Ring ready in case you
need to escape or you try to outrun it.
The best way to kill it is a simple formation of 2 Druids healing the blocker and shooters killing
Mages: A possible strategy for mages would be to lure it to the rope hole while using Mana shield.
Then use either Hell's Core (Sorcerers) or Eternal Winter (Druids) to kill this vampire lord and
Higher levels can successfully kill this boss alone with help of field runes like Energy Bombs or
Energy Walls, to keep summones Liches or eventual Vampires from attacking you.
Loot:0-98? gps, 0-5 Platinum Coins, 0-1? Black Pearls, Blood Preservation, Skull, Strong Health Potion,
Ring of Healing, Vampire Shield, Bloody Edge (rare), Vampire Lord Token (always).
? Hit points
Summon/Convince:--/--
Abilities:Unknown.
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Unknown.
Field Notes:
Location:Yalahar sewers?
Strategy:None.
Loot:0-23 gp, Vampire Lord Token , Vampire Shield.
Summon/Convince:--/--
Abilities:Melee (0-1001+) it poisons you up to 7 hp/turn, Death Hit (0-693+), Death Wave (0-711+),
Summons up to 3 Green Djinns and 2 Ancient Scarabs, appears as an Ancient Scarab, Invisibility,
Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:2412+ (4292+ with summons) hp per turn
Immune To:Death, Life Drain, Invisibility, Paralysis
Strong To:Physical (-10%), Energy (-20%), Ice (-20%), Earth (-25%)
Neutral To:Drown?
Weak To:Holy (+10%), Fire (+5%)
Sounds:"No mortal or undead will steal my secrets!"; "Ahhhh all those long years.".
Behavior:Malicious, will make all efforts to destroy intruders.
Field Notes:This Pharaoh protects the chamber where you can merge all parts of Helmet of the Ancients. Has
the ability to kill 120 knight with 1 strong combo. For a long time, he was considered the only
Pharaoh who does not drop any Pharaoh Rares, but recently a Holy Scarab was looted.
Location:Under the Ankrahmun Library Tomb.
Strategy:He uses melee attack, so use blockers to run around him and distance fighters to fire on him. He
is guarded by a Behemoth and 4 Ghosts. Note that the 4 Magicthrowers now shoot as the fences
were removed with the summer 2007 update.
Loot:0-140 gp, Silver Brooch, Great Mana Potion (rare), Might Ring (rare), Crown Armor (rare), Mini
Mummy (rare), Holy Scarab (very rare), Hammer of Wrath (very rare).
This creature is in the Humans class.
Assassin
Summon/Convince:--/450 (Illusionable)
Abilities:Melee (0-120), Throwing Star (0-40), Intoxicate, Invisibility.
Pushable:
Push Objects:
Est. Max. Damage:160 hp per turn
Immune To:Invisibility
Strong To:
Neutral To:Holy, Fire, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:Physical (+5%), Death (+5%)
Sounds:"You are on my deathlist!"; "Die!"; "Feel the hand of death!".
Behavior:Assassins won't run away when in low health.
Field Notes:Merciless and lethal, the Assassin stands for treachery and surprise attacks. Although there are
a lot of thugs, bandits and murderers that roam the realm, the assassin is one of the few who
have made a real profession out of killing. Usually organized in small groups, Assassins are trained
in the arts of fighting dirty with backstabbing and stalking. Although they are formidable
fighters, those hirable murderers prefer sneak attacks on unsuspecting victims which, they will
attack with all kinds of dirty tricks to gain the advantage. Depending on their current mission, the
Assassins work alone or in small hit squads. They are rarely encountered in greater numbers
except by those that are unfortunate enough to stumble on their hideouts.
They give some rare loot which makes it worth the supplies used.
Location:Dark Cathedral, Former Trade Quarter, Former Factory Quarter
Strategy:Mages and Paladins, should wear a Dwarven Ring to run these without problems and Magic Shield
will also be useful for Mages below Level 20. Some area runes, like Fireballs and Heavy Magic
Missiles might be useful, for when they turn Invisible. Their invisibility only lasts a few seconds
though, so you should not have a big problem fighting them without the area runes.
Loot:0-50 gp, 0-14 Throwing Star, 0-2 Torch, Knife, Battle Shield, Combat Knife, Steel Helmet (semi-
rare), 0-8 Viper Star (semi-rare), Plate Shield (rare), Steel Shield (rare), Leopard Armor (rare),
0-2 Small Diamond (very rare), Horseman Helmet (very rare).
Summon/Convince:--/--
Abilities:Melee (0-175+), Ice Missile (0-60+), Energy Beam (0-45+) (causes physical damage), Snow Berserk
it Paralyzes you.
Pushable:?
Push Objects:?
Est. Max. Damage:250+ hp per turn
Immune To:Ice, Earth, Invisibility
Strong To:Fire (-30%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Energy (+10%)
Sounds:"Puny warmblood."; "You will pay for imprisoning me here.".
Behavior:Fight to dead in close combat.
Field Notes:Boss of Scrapper level Pit #1.
Next #2.
Location:In Svargrond Arena.
Strategy:Sorcerers and Druids: use Mana Shield and Energy Strike or run in circles shothing SD or HMM.
Knight: Keep diagonal to take less damage, use Exori to kill faster.
Paladins: Run in circles or if you have good shielding do the same as a Knight.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
Summon/Convince:--/--
Abilities:Melee (0-80), Throws Small Stone (0-50), Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:130 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:Fire (+5%)
Sounds:"Hicks"; "Stand still! Both of you! <hicks>"; "This victory will earn me a casket of beer.".
Behavior:Fights untill death in close combat and shoot at distance. Behaves like a Dwarf Soldier.
Field Notes:Boss of Greenhorn level Pit #7.
Next #8.
Location:In Svargrond Arena.
Strategy:Kill it normally. On lower levels you can help yourself with HMMs while running around.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards
Summon/Convince:--/--
Abilities:Melee (0-900+), Mana Drain (0-3800+), Ranged Attack (0-524), Fire Beam (0-1050), Summons 0-
8? Rift Worm, 0-8? Rift Brood, 0-8? Rift Scythe, 0-5? War Golem.
Pushable:?
Push Objects:?
Est. Max. Damage:~1000 hp per turn
Immune To:Invisibility, Paralysis.
Strong To:Holy (-15%), Death (-15%), Fire (-15%), Energy (-15%), Ice (-15%), Earth (-15%)
Neutral To:Physical, Drown?, Life Drain?
Weak To:
Sounds:"The ultimate will finally consume this unworthy existence!"; "My masters and I will tear
down barriers and join the ultimate in its realm!"; "The power of the Yalahari will all be
mine!"; "We will open the rift for a new time to come!"; "He who has returned from beyond
has taught me secrets you can't even grasp!"; "The end of times has come!"; "The great
machinator will make his entrance soon!"; "You might scratch my shields but they will never
break!"; "You can't hope to penetrate my shields!"; "Do you really think you could beat
me?".
Behavior:Will always try to get near you and doesn't run on low health.
Field Notes:He wears the Yalahari Set.
Location:Yalahar Central, 3 floors down.
Strategy:You will need 3 to 5 knights to block the summons, you can not hurt Azerus much until the war
golems spawn at this point all fire should be concentrated on Azerus to kill him fast.
Loot:It will turn into a teleport after killing, so it gives no loot
60 Hit points
Summon/Convince:--/305
Abilities:Melee (0-24)
Pushable:?
Push Objects:?
Est. Max. Damage:24 hp per turn
Immune To:None.
Strong To:Ice (-10%)
Neutral To:Physical, Holy, Death, Energy, Earth, Drown, Life Drain
Weak To:Fire (+10%)
Sounds:"Ribbit!"; "Ribbit! Ribbit!".
Behavior:Fights to the death. Cannot be pushed.
Field Notes:The main danger here is when they come with other enemies (and other colored frogs), they are
fast enough to get to you first and break your shielding which can leave you wide open to other
monster's attacks.
Location:Meriana, Laguna Islands, and other Shattered Isles.
Strategy:On the Laguna Islands, many types of frogs, tortoises, and toads can surround you. Low level
players may want to carry GFB to clear through these swarms.
Loot:0-11 gp, Worm
23 Hit points
Summon/Convince:200/200 (Illusionable)
Abilities:Melee (0-12).
Pushable:?
Push Objects:?
Est. Max. Damage:12 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:None.
Behavior:Runs in low health.
Field Notes:Very hard to find this creature in the wild.
Location:Hrodmir, southern Tiquanda, unannounced raid in Ab'Dendriel and Edron.
Strategy:They are much like rats, so it is safe to attack them with Melee.
Loot:Acorn, Meat, Worm, Beetroot, Badger Fur.
This creature is in the Humans class.
Bandit
Summon/Convince:450/450 (Illusionable)
Abilities:Melee (0-43)
Pushable:
Push Objects:
Est. Max. Damage:43 hp per turn
Immune To:None.
Strong To:
Neutral To:Holy, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:Physical (+10%), Death (+5%)
Sounds:"Hand me your purse!"; "Your money or your life!".
Behavior:Bandits run at 25 hp. They will occasionally charge targets; although this only occurs if another
player is close to the Bandit.
Field Notes:Bandits often appear in large groups along with other monsters.
Location:Dark Cathedral, Tiquanda Bandit Caves, Outlaw Camp, mountain pass west of Ankrahmun, Tyrsung,
hole in southern Thais, Formorgar Mines. Also summoned by Gamel.
Strategy:Treat them as Wild Warriors. They can be pushed. Try to use the enviroment to your advantage.
Lower levels should try to face only one or two of them at a time. Three Bandits can knock out
your shielding and damage reasonably well. When alone, Bandits are quite harmless, but with
additional Bandits, Wild Warriors, or similar monsters they can kill a low level with ease. Practice
caution and always carry some healing items. People (often non-pvps) push AFK players to south of
Thais where bandits can be roped. So be careful when going AFK if you need to do something else.
Loot:0-30 gp, 0-2 Meat, 0-3 Tomatoes, Bag, Axe, Mace, Chain Helmet, Leather Legs, Steel Shield,
Brass Shield, Brass Armor (semi-rare), Iron Helmet (semi-rare), War Hammer (rare).
Summon/Convince:--/--
Abilities:Melee (0-366).
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:Death, Ice, Earth, Drown, Life Drain, Invisibility?, Paralysis?
Strong To:Physical (-35%?), Energy (-5%?)
Neutral To:
Weak To:Holy (+25%?), Fire (+10%?)
Sounds:None.
Behavior:Unknown.
Field Notes:None.
Location:Svargrond.
Strategy:Run from them while shooting, Since they come in groups and can hit sometimes pretty hard.
Loot:Midnight Shard.
Summon/Convince:--/--
Abilities:Melee (0-100) poisons you up to 3hp/turn, Life Draining Musical Bomb (100-200) on herself,
Death Hit (55-350) from close only, Paralysis, Self-Healing (fast).
Pushable:
Push Objects:
Est. Max. Damage:652 hp per turn
Immune To:Death, Fire, Earth, Drown, Life Drain, Invisibility, Paralysis
Strong To:
Neutral To:Physical, Energy, Ice
Weak To:Holy (+25%)
Sounds:"Dance for me your dance of death!"; "Let the music play!"; "I will mourn your death!"; "Are
you ready to rock?"; "Feel my gentle kiss of death."; "That's what I call easy listening!";
"IIIIEEEeeeeeehhhHHHH!".
Behavior:Flees at yellow health (50% hp).
Field Notes:A banshee, according to the irish myth, is the spirit of a deceased woman that is an omen of
death or generally a messenger from the underworld. On Tibia, a banshee is a beautiful woman
who has been betrayed and committed suicide, but death did not accept her sacrifice and sent
her back.
Location:Single one under the White Flower Temple in Thais, Banshee Quest area in Ghostlands (also
accesible by Isle of the Kings), Demon Quest Room, Ancient Ruins Tomb, Desert Dungeon
(unreachable), Pits of Inferno in Tafariel's Throne room, Cemetery Quarter in Yalahar and
Vengoth Castle.
Strategy:To all vocations it is recomended to use a Garlic Necklace. It is as weak as a Dragon and can be
compared to it in some other ways too.
Mages should use an energy or ice rod/wand combined with ice or energy Strike. Be ready to
follow them, as they run in fairly low health, but watch out for a second attack as they can heal
(and return) relatively quickly. Trying to take on more than one banshee at a time can be
dangerous and is not recommended for lower levels. Demon Skeletons can be useful to help
Paladins need space to run and use healing spells to remove paralysis.
Knights could use a two handed weapon to kill fast, most damage you will take come from life drain
(not blockable). You can attempt them from skills 65/65 and level 50 on. Be ready to use 3-4
strong health potions and 7-8 mana potions to exori it down.
Loot:0-100 gp, Candlestick, Simple Dress, Petrified Scream (semi-rare), Silver Amulet, Black Pearl
(semi-rare), Poison Dagger (rare), Spellbook (rare), Strong Mana Potion (rare), Banshee Hair
(rare?), Silver Brooch (rare), Stone Skin Amulet (rare), Lyre (rare), Ring of Healing (rare), Blue
Robe (rare), White Pearl (very rare), Terra Mantle (very rare), Wedding Ring (very rare), Life
Crystal (very rare), Red Robe (very rare).
Summon/Convince:--/--
Abilities:Melee 0-?, summons 0-1? War Wolf, Self Healing?
Pushable:?
Push Objects:?
Est. Max. Damage:133 hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"To me, creatures of the wild!"; "My instincts tell me about your cowardice.".
Behavior:?
Field Notes:She is the Barbarian Brutetamer's boss.
Location:Center of Krimhorn's Big Barbarian Camp.
Strategy:It spawns near the center of the camp.
Loot:0-33? gp, Chain Armor, Torch, Fur Bag, Grey Small Book, Hunting Spear, Mammoth Fur Cape.
Summon/Convince:--/590
Abilities:Melee (0-200), Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:200 hp per turn
Immune To:Drunkenness
Strong To:Physical (-5%), Holy (-20%), Energy (-10%), Ice (-50%)
Neutral To:Fire, Drown?, Life Drain?
Weak To:Death (+1%?), Earth (+5%)
Sounds:"YAAAHEEE!"; "SLAUGHTER!"; "CARNAGE!"; "You can run but you can't hide".
Behavior:They fight to the death, they can't be pushed and will move objects. These creatures can be
compared to and should be treated like an Orc Berserker.
Field Notes:New creature in the Summer Update 2007. It's strongest barbarian of the tribe.
Location:Krimhorn, Bittermor, Ragnir, Arena and Zoo Quarter inside the Arena.
Strategy:Knights, should attack these on full attack, and target them first since they hit the hardest out
of all Barbarians.
Paladins, with 65 distance fighting should get rid of these first, since they run fast.
Mages, of Level 25 and Magic Level 30 can run them and with 4-5 Stoneshower or Stalagmite
rune charges. Use Magic Shield or Stealth Ring because they hit hard and they cannot see
invisible. For levels 35+ use Invisible spell with Terra Strike.
Loot:0-13+ gp, 0-1 Ham, Lamp, Chain Armor, Halberd, Battle Axe, Chain Helmet, Health Potion (semi-
rare), Beastslayer Axe (rare), Fur Boots (rare), Red Piece of Cloth (very rare), Shard (very rare).
Summon/Convince:--/--
Abilities:Melee (0-20), Summons 0-2 War Wolves, Throws Snowball (-1 on a random skill for some
seconds), Throws Cold Snowball (0-34), Self-Healing (Often, heals 30% of her entire health).
Pushable:?
Push Objects:?
Est. Max. Damage:54 (154 with summons) hp per turn
Immune To:Life Drain, Invisibility, Paralysis, Drunkenness.
Strong To:Holy (-10%), Energy (-20%), Ice (-50%)
Neutral To:Fire, Earth, Drown?
Weak To:Physical (+20%), Death (+1%?)
Sounds:"To me, creatures of the wild!"; "My instincts tell me about your cowardice."; "Feel the
power of the beast!".
Behavior:Brutetamers will do their best to keep distance from their opponent, they run on dark red health.
Field Notes:Barbarian Brutetamers are reknowingly the barbarians with widest knowledge in the nature
magics, and the only females that survives into the bitter atmosphere of the Norsir tribes.
Location:Krimhorn, Bittermor, Ragnir, and Fenrock
Strategy:Mages of level around 25 and magic level around 30 can hunt these with several backpacks of
Stoneshower runes: 1-2 runes should be enough if you're quick. Stalagmite runes can also be used,
but due to their summons and the fact that they're mostly accompanied by other Barbarians,
Stoneshower is recommended.
Paladins: must ignore the war wolves, and just hit the brutetamer since they have low defense and
die in 1 or 2 hits. Try not to be surrounded by the War Wolves or other barbarians if you miss
some attacks and always carry some potions if you life goes low.
Knights: should try to charge straight at these creatures, before they get a chance to summon,
also try not to follow them too far, as you will meet more Barbarians and you can get trapped. If
there are more than one, try luring one away then charging with full attack.
Loot:0-15 gp, 0-2 Corncob, 0-3 Ham, Chain Armor, Grey Small Book, Staff, Bag (Furry), Hunting Spear,
Mana Potion (Semi-Rare), Brutetamer's Staff (Rare), Fur Boots (Rare), Mammoth Fur Shorts
(Very Rare), Mammoth Fur Cape (Very Rare).
Summon/Convince:--/450
Abilities:Melee (0-50), Axe Throw (0-60).
Pushable:?
Push Objects:?
Est. Max. Damage:110 hp per turn
Immune To:Paralysis, Drunkenness.
Strong To:Holy (-10%), Energy (-20%), Ice (-50%)
Neutral To:Physical, Fire, Drown?, Life Drain?
Weak To:Death (+1%?), Earth (+10%)
Sounds:"I will regain my honor with your blood!"; "Surrender is not option!"; "Its you or me!"; "Die!
Die! Die!".
Behavior:Barbarian Headsplitters fight to the death in close combat.
Field Notes:New creature in the Summer Update 2007.
Location:Krimhorn, Bittermor, Ragnir, and Fenrock.
Strategy:Use the same strategy you would use for Dwarf Soldiers, they have the same characteristics as a
Ghouls (loot and HP, etc.)
Loot:0-30 gp, Brass Helmet, Viking Helmet, Knife, Torch, Skull, Brown Piece of Cloth (semi-rare), Scale
Armor (semi-rare), Health Potion (semi-rare) Life Ring (rare), Krimhorn Helmet (rare), Crystal
Sword (rare), Fur boots (very rare)
Summon/Convince:--/450
Abilities:Melee (0-65).
Pushable:?
Push Objects:?
Est. Max. Damage:65 hp per turn
Immune To:Paralysis, Drunkenness.
Strong To:Physical (-5%), Holy (-10%), Energy (-20%), Ice (-50%)
Neutral To:Fire, Drown?, Life Drain?
Weak To:Death (+1%?), Earth (+10%)
Sounds:"You will become my trophy."; "Fight harder, coward."; "Show that you are a worthy
opponent.".
Behavior:They fight to the death, they can move objects and cannot be pushed.
Field Notes:New creature in the 2007's Summer Update.
Location:Ragnir, Krimhorn, Bittermor, and Fenrock
Strategy:Just attack them as they do low damage, just be careful as they can be in groups with other
Barbarians.
Loot:0-30 gp, Brass Helmet, Viking Helmet, Knife, Torch, Brown Piece of Cloth (semi-rare), Scale
Armor (semi-rare), Life Ring (rare), Ragnir Helmet (very rare), Crystal Sword (very rare), Fur
Boots (very rare).
Summon/Convince:--/--
Abilities:Melee (0-474).
Pushable:?
Push Objects:?
Est. Max. Damage:474 hp per turn
Immune To:
Strong To:Fire (-80%?)
Neutral To:Physical?, Holy?, Death?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"Mash'n!"
Behavior:Fights melee, until death.
Field Notes:One of the Isle of Strife's Arena Masters.
Spoiler warning: Quest and/or game spoiling details follow.
Summon/Convince:250/250 (Illusionable)
Abilities:Melee (0-8)
Pushable:
Push Objects:
Est. Max. Damage:8 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Drown, Life Drain
Weak To:Earth (+20%)
Sounds:"Flap! Flap!".
Behavior:Bats run away at 3 or less hp.
Field Notes:Usually found in large groups. It seems to be much harder to get bat wings after the Winter
Update 2008
Location:Dark Cathedral, Tiquanda, Mount Sternum, Folda, Minotaur Camp underground, Kazordoon, Femor
Hills, Bat Cave south of Thais (introduced in the Summer Update 2008) and in most other caves.
Strategy:Just attack them. They are a bit stronger than rats.
Loot:Bat Wing (rare).
Summon/Convince:--/--
Abilities:Melee (0-300), Poison attack (115-350), Whirlwind Throw (13-50?), Poison (10-20), Self-healing.
Pushable:?
Push Objects:?
Est. Max. Damage:~650 hp per turn
Immune To:Earth
Strong To:Physical (-15%), Death (-10%), Fire (-25%), Energy (-20%), Ice (-15%)
Neutral To:Holy, Drown?, Life Drain?
Weak To:
Sounds:Hissss!
Behavior:Fights until death.
Field Notes:Battlemaster Zunzu is a raid monster only since February 17th, 2010.
Location:Zao.
Strategy:Mages: should be at least level 120 to solo these without Magic Shield. Be sure to keep exura
gran or vita handy as they can deal massive damage. Use Energy Wave or Great Energy Beam as a
Sorcerer, or Ice Wave as a Druid. You can also use Ice Strike and your favourite weapon, but
considering their high amount of health, that is not recommended unless you're in a party.
Knights: should kill this using Berserk and Blood Rage if you're fighting them solo. In a party, rely
Paladins: should run them, but be very careful not to attract more lizards while doing so or you
will have a hard time. Use strong ammunition to drop them as fast as possible.
Loot:0-136 gp, 0-10 Small Emerald, Zaogun Flag, Zaoan Legs, Zaoan Shoes (rare), Zaoan Armor (rare),
Zaogun's Shoulderplates (always), Red Lantern (always).
This creature is in the Mammals class.
Bear
80 Hit points
Summon/Convince:300/300 (Illusionable)
Abilities:Melee (0-25)
Pushable:
Push Objects:
Est. Max. Damage:25 hp per turn
Immune To:None.
Strong To:Holy (-10%)
Neutral To:Physical, Fire, Energy, Earth, Drown, Life Drain
Weak To:Death (+5%), Ice (+10%)
Sounds:"Grrrr"; "Groar".
Behavior:Bears run in red health.
Field Notes:Bears are fairly strong and can kill poorly equipped players quickly.
Location:Kazordoon, Femor Hills, north and a cave south of Thais, Rookgaard Bear Cave, Rookgaard Bear
Garden, Bear Room Quest in Rookgaard, Rookgaard Bear Mountain, South of Black Knight Villa,
Northwest of Amazon Camp, North of Carlin, Edron Troll Cave, south of Venore, South of Orc
Peninsula, Desert Dungeon, near Dwarf Mines.
Strategy:If you are in Rookgaard, be careful because they are strong creatures.
Do not enter the Bear Cave if you don't have good equipment as you can die very fast.
Also never let yourself get trapped in a corner as you cannot push bears.
Loot:0-3 Ham, 0-4 Meat, 0-3 Worms (semi-rare), Bear Paw (rare), Honeycomb (rare), Bag (very rare).
Summon/Convince:--/--
Abilities:Melee (0-455), Distance Fighting (Boulder 0-200 physical damage), Haste.
Pushable:
Push Objects:
Est. Max. Damage:635 hp per turn
Immune To:Invisibility, Paralysis
Strong To:Physical (-10%), Holy (-30%), Fire (-30%), Energy (-10%), Earth (-80%)
Neutral To:Drown?, Life Drain?
Weak To:Death (+5%), Ice (+10%)
Sounds:"Crush the intruders!"; "You're so little!"; "Human flesh - delicious!".
Behavior:Behemoths attack their enemies and chase them with their great speed.
Field Notes:When it's hasted it's able to outrun a level 130 player. So always be prepared to use Haste or
Strong Haste. It can also be skinned in order to get Behemoth Fangs.
Location:Cyclopolis, deepest part of Tarpit Tomb after the flame, Forbidden Lands, Vandura Mountain,
Serpentine Tower (unreachable), deep into the Formorgar Mines, Arena and Zoo Quarter, The
Dark Path.
Strategy:A team of a Knight and a Druid at level 70 can hunt these with much profit and experience using
the Ice Strike and Heal Friend spell. A Paladin, lower level than 80 should have a blocker or hunt
solo from level 85+ with 90+ distance. Hunting them is easy and usually there will be profit in
Loot.
Loot:0-140 gp, 0-6 Meat, Big Bone, Battle Stone, Crowbar, Pick, Amphora, Double Axe, 0-2 Assassin
Stars, Dark Armor (semi-rare), Two-Handed Sword (semi-rare), Plate Armor (semi-rare), 0-4
Small Amethyst (semi-rare), Giant Sword (rare), Great Health Potion (rare), Perfect Behemoth
Fang (rare), Strange Symbol (rare), War Axe (rare), Crystal Necklace (very rare), Behemoth
Claw (very rare), Behemoth Trophy (very rare), Steel Boots (very rare), Titan Axe (very rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-5), Fireball (0-45), Heavy Magic Missile (0-45), Stalagmite (0-45), Death Missile (0-50),
Distance Life Drain (0-45), Distance Mana Drain (0-35), Summon 0-6 Skeletons.
Pushable:
Push Objects:
Est. Max. Damage:235 (without summons) hp per turn
Immune To:Earth, Life Drain, Invisibility
Strong To:Ice (-20%)
Neutral To:Physical, Holy, Death, Energy, Drown?
Weak To:Fire (+10%)
Sounds:"You've got the look!"; "Let me take a look at you."; "Eye for eye!"; "I've got to look!";
"Here's looking at you!".
Behavior:The beholder will back away from its opponent, trying to keep a distance from the target while
using a variety of spells, and usually summons skeletons which will attempt to surround the
attacker. After Update 8.0, it does less damage per turn.
Field Notes:Beholders give good loot and are profitable for skilled players to kill at low levels. They are one of
the four sources of the beholder shield.
Location:Thais Ancient Temple, Alatar Lake, Mount Sternum Undead Cave, Desert Dungeon, Hellgate,
Fibula Dungeon, Black Knight's Villa, Edron Hero Cave before Dragons, Eastern Drefia, Folda
hidden cave, Maze of Lost Souls, way to Mintwallin, before Kazordoon city entrance, abandoned
building east of Venore, Venore Green Claw Swamp, north of the Amazon Camp in Venore, Below
Point of No Return in Outlaw Camp, Vandura, Triangle Tower Underground, Hidden single spawn
cave north of Port Hope depot, Dark Cathedral, Shadow Tomb, Ancient Ruins Tomb, Tarpit Tomb,
Mountain Tomb, beneath Fenrock, Peninsula Tomb and Oasis Tomb.
Strategy:Knight: Chase down the beholder and attack it. If you get surrounded by skeletons, a direct path
will be difficult, so quickly kill the skeletons and break through rather than trying to navigate
around them. Another way is to wait for it to approach behind the corner and then attack it.
Paladins: at level 14 or higher can just shoot it from a distance with a distance skill of 50+
Druids will spend more at Level 13, because they are strong against ice damage.
Loot:0-60 gp, Small Flask of Eyedrops, Longsword, Morning Star, Wooden Shield, Spellbook, Steel
Shield (semi-rare), Two Handed Sword (semi-rare), Beholder Eye (rare), Mana Potion (rare),
Terra Rod (rare), Beholder Shield (very rare).
Summon/Convince:--/--
Abilities:Melee (0-200), Drown Explosion (41-70) on himself, Blood Rage (increases melee in a 40%?),
Haste
Pushable:?
Push Objects:?
Est. Max. Damage:270 (more with blood rage) hp per turn
Immune To:Drown, Life Drain
Strong To:Holy (-10%), Death (-10%), Fire (-10%), Energy (-10%), Ice (-10%), Earth (-10%)
Neutral To:
Weak To:Physical (+20%)
Sounds:"Gokgoooook"; "Cluck Cluck"; "I will fill MY cushion with YOUR hair! CLUCK!".
Behavior:Does not run in low health, can be pushed, doesn't kill other monsters.
Field Notes:New creature that was implemented on the Updates/8.5.
Location:Isle of Evil.
Strategy:Keep distance and if you can't keep diagonal to avoid the drown damage.
Loot:0-100 gp
Summon/Convince:--/--
Abilities:Melee (0-450), fast Self Healing, Invisible (time to time), Poison Wave (lowers your distance skill
for few seconds), Paralyze (looks like Sudden Death), short Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:450 hp per turn
Immune To:Death, Fire, Energy, Earth, Life Drain, Invisibility, Paralysis
Strong To:Ice (-50%)
Neutral To:Physical, Drown?
Weak To:Holy (+20%)
Sounds:"Rrrah!"; "Gnarr!"; "Tcharrr!".
Behavior:Cruel and fast, they still run away at low life.
Field Notes:They can put Hydras to shame with their healing abilities. They appeared in the Winter Update
2006 haunting the deepest Pits of Inferno. They don't drop Amulet of Loss in Hardcore PvP
Worlds.
Location:Pits of Inferno, Helheim, The Inquisition Quest.
Strategy:Due to their healing it's very hard to kill them solo. A medium level knight should have no problem
blocking it, though you will need 3-4 shooters in the second row to bring it down fast enough,
otherwise you will be wasting supplies. Be wary when group hunting, they will retarget relentlessly.
Also higher leveled paladins could kill them solo using assassin stars and Holy Strike. Try to stay
always diagonal when killing it solo as a paladin, since the poison wave decreases 95% of your
distance fighting for about 3-5 seconds.
Loot:0-302 gp, 0-1 Onyx Arrow, 0-4 Platinum Coins, 0-5 Sniper Arrows, 0-2 Orichalcum Pearls,
Demonic Essence, Soul Orb, Concentrated Demonic Blood, Mind Stone, Battle Hammer, Unholy
Bone, Double Axe, Fishbone, Morning Star, Small Diamond, Spike Sword (semi-rare), Great Mana
Potion (rare), Death Ring (rare), Skull Helmet (rare), Bloody Edge (very rare), Amulet of Loss
(very rare), Golden Figurine (very rare).
Summon/Convince:--/--
Abilities:Melee (0-?), Summons 0-5 Troll Champions.
Pushable:?
Push Objects:?
Est. Max. Damage:40? hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Acts the same as a normal Troll Champion.
Field Notes:New creature in Summer Update 2008.
Location:Edron Troll Cave
Strategy:Just kill it as it not much harder than an average Troll Champion.
Loot:0-64~ gp, 0-3 Meat, Spear, Studded Club.
Summon/Convince:--/--
Abilities:Melee (0-300), Spears (0-200)
Pushable:?
Push Objects:?
Est. Max. Damage:500 hp per turn
Immune To:Ice, Earth, Invisibility, Paralysis
Strong To:Physical (-20%), Death (-20%), Fire (-95%), Energy (-80%)
Neutral To:Drown?, Life Drain?
Weak To:Holy (+8%?)
Sounds:"No prisoners!"; "By bolg's blood"; "You're no match for me!"; "NO MERCY!"; "MINE!".
Behavior:The Black Knight fights until death and throws Spears when the enemy tries to escape.
Field Notes:He is a member of TBI who turned the other way. "Commander of the Royal Army, assumed dead
in the collapse of his unfinished home."
Location:Only in Black Knight's Villa beneath the Green Claw Swamp (northwest of Venore). You need to be
over level 50 to enter.
Strategy:
Very hard creature to hunt, forget your Icicle and your Stalagmite runes here, since he is immune
to Earth and Ice Damage. Since they are resistant to all other elements, all you can do is hit it
with whichever attack you have, or use Explosions. It is not recommended to enchant your weapon
to a hunt, since it isn't really necessary. A basic strategy consists of the Knight blocking the
Black Knight and Challenges it whenever it retargets, while the Druid/Sorcerer uses Death
Strikes.
The most efficient duo-strategy to kill it faster would be a Knight blocking him while a Paladin
Not a good creature to do a fast hunt since it takes a really long time to respawn.
Loot:0-124 gp, 0-3 Spears, Dark Armor, Battle Hammer, Dark Helmet, Halberd, Plate Armor, Double
Axe, Rope, 0-2 Brown Bread, Brass Legs, Steel Helmet, Two-Handed Sword, Knight Axe (semi-
rare), Warrior Helmet (semi-rare), Knight Legs (rare), Ruby Necklace (rare), Knight Armor (rare),
Dragon Lance (very rare), Lightning Legs (very rare), Piggy Bank (very rare), Boots of Haste (very
rare).
20 Hit points
Summon/Convince:250/250 (Illusionable)
Abilities:None
Pushable:?
Push Objects:?
Est. Max. Damage:0 hp per turn
Immune To:None
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"Maeh".
Behavior:Black sheep will always run.
Field Notes:They are the same as sheep, with the exception of their color.
Location:Femor Hills, cultist cave in Liberty Bay, Drefia
Strategy:Just attack them, they are slow.
Loot:0-5 Meat, Black Wool (semi-rare?).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-100), Great Fireball on itself (100-150), Fire Explosion (65-200).
Pushable:?
Push Objects:?
Est. Max. Damage:450~ hp per turn
Immune To:Fire
Strong To:Death (-30%), Energy (-20%)
Neutral To:Physical, Holy, Earth, Drown?, Life Drain?
Weak To:Ice (+25%)
Sounds:None.
Behavior:Like a normal Fire Elemental but a bit more stronger.
Field Notes:Was introduced in the Summer Update 2008. It was summonable until July 9th.
Location:The Elemental Spheres Quest, Sorcerer's part - Fire Sphere.
Strategy:Shoot from distance using icicles to kill it fast.
Loot:0-40 gp, 0-4 Flaming Arrow, Glimmering Soil (semi-rare), Fiery Heart (semi-rare?).
Summon/Convince:--/--
Abilities:Melee (0-490), Poison Hit (225-405), Poison Berserk (Causes Drunkenness), Green Sparkles Bomb
(no damage), Cursing Bomb (Curses you), Poison Hit (Causes Paralysis).
Pushable:?
Push Objects:?
Est. Max. Damage:900 hp per turn
Immune To:Death, Earth, Invisibility, Paralysis.
Strong To:Fire (-50%), Energy (-20%), Ice (-50%)
Neutral To:Drown?, Life Drain?
Weak To:Physical (+10%), Holy (+30%)
Sounds:"I can see you decaying!"; "Let me taste your mortality!"; "Your lifeforce is waning!".
Behavior:Blightwalkers run in low health.
Field Notes:Blightwalkers are renowned minions of the demons who enjoy using those corrupted creatures as
a shock troop in their army.
Location:Pits of Inferno, Edron (In the Vats during The Inquisition Quest).
Strategy:Call a good Knight to block this monster. Use Explosions and Divine Missiles while killing this
monster.
Loot:0-150 gp, 0-3 Platinum Coins, 0-3 Bunches of Wheat, 0-9 Poison Arrows, Blank Rune, Demonic
Essence, Seeds, Soul Orb, Golden Sickle, Scythe, Rusty Armor (Rare), Hailstorm Rod (semi-rare),
Bundle of Cursed Straw (semi-rare), Gold Ring (rare), Terra Legs (rare), Terra Mantle (rare),
Garlic Necklace (very rare), Amulet of Loss (very rare), Death Ring (very rare), Gold Ingot (very
rare), Skull Staff (very rare), Great Health Potion.
Summon/Convince:--/--
Abilities:0-350 Melee, 0-605 Flame Beam (invisible), Fire Bomb (around self or target), Ultimate Soulfire
Spark Bomb (on itself, it burns you (10 hp/17 turns for 170 damage total)
Pushable:?
Push Objects:?
Est. Max. Damage:975 hp per turn
Immune To:Holy, Fire
Strong To:Physical (-25%), Death (-40%), Energy (-20%), Earth (-50%)
Neutral To:Drown?, Life Drain?
Weak To:Ice (+15%)
Sounds:"FCHHHRRR".
Behavior:?
Field Notes:Was introduced in Summer Update 2008.
Location:The Elemental Spheres Quest, Sorcerer's part - Fire Sphere.
Strategy:Run while staying diagonal to avoid beams. You can use either Exori Frigo or Icicles. Be careful
with backspawns.
Loot:0-170 Gp, 0-3 Small Rubies, Fiery Heart, Glimmering Soil (semi-rare), Wand of Draconia (rare)
This creature is in the Arthropods class.
Blood Crab
Summon/Convince:505/505 (Illusionable)
Abilities:Melee (0-110)
Pushable:
Push Objects:
Est. Max. Damage:110 hp per turn
Immune To:Ice, Earth, Drown
Strong To:Physical (-20%)
Neutral To:Holy, Death, Life Drain?
Weak To:Fire (+10%), Energy (+5%)
Sounds:None.
Behavior:They fight to death, and rarely retarget.
Field Notes:There are 2 types of blood crabs - the ones that live on land and the ones that live underwater.
The ones that live on land usually spawn with turtles around.
Location:Goroma (beyond electric barrier), Laguna Islands, Shattered Isles, Underground Port Hope,
Mistrock and Treasure Island.
Strategy:Knights should just melee, avoiding getting surrounded by other monsters. Since they're slow,
paladins can handle these monsters fairly well. Mages using summons should be careful because
blood crabs usually won't change targets and won't switch targets unless you're nearly off the
screen.
Loot:0-36+ gp, Bag, Fish, Bloody Pincers, Chain Armor, White Pearl (rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-111)
Pushable:?
Push Objects:?
Est. Max. Damage:111 hp per turn
Immune To:Fire, Ice, Earth, Drown
Strong To:Physical (-1%?)
Neutral To:Holy, Death, Life Drain?
Weak To:Energy (+5%)
Sounds:None.
Behavior:Rarely retargets.
Field Notes:There are 2 types of blood crabs - the ones that live on land and the ones that live underwater.
The ones that live on land usually spawn with other turtles around. The underwater ones also hit
slightly harder.
Location:Svargrond (Sea Serpent Area).
Strategy:Knights should just melee. Paladins should use a one-handed weapon (such as royal spears or
enchanted spears) and a shield. Mages should use a wand/rod that does energy or death damage
and exori vis. All vocations should avoid getting surrounded.
Loot:0-20 gp, Bag, Fish, Brass Legs, Chain Armor, Bloody Pincers (semi-rare), White Pearl (rare).
This creature is an arena boss in the Mammals class.
Bloodpaw
Summon/Convince:--/--
Abilities:Melee (0-40)
Pushable:?
Push Objects:?
Est. Max. Damage:40 hp per turn
Immune To:None.
Strong To:Fire (-20%)
Neutral To:Physical, Holy, Death, Ice, Earth, Drown?, Life Drain?
Weak To:Energy (+10%)
Sounds:None.
Behavior:Fights untill death in close combat.
Field Notes:Boss of Greenhorn level Pit #2.
Next #3.
Location:In Svargrond Arena.
Strategy:Very weak. Treat him like a strong Polar Bear Just attack it.
Loot:Nothing. It turns into ashes that vanish quickly afterwards.
Summon/Convince:--/--
Abilities:Melee (0-110), Fireball (45-80), Sudden Death (60-105), Electrifies (25 hp/3 turns, 75 damage
total), causes Drunkenness, Cancel Invisibility, turns you into a rabbit.
Pushable:?
Push Objects:?
Est. Max. Damage:325+ hp per turn
Immune To:Invisibility, Paralysis
Strong To:Holy (-1%?), Fire (-80%), Energy (-50%)
Neutral To:Physical, Earth, Drown?, Life Drain?
Weak To:Death (+12%), Ice (+10%)
Sounds:"Simsalabim"; "Wishes can come true"; "Feel the power of my magic, tiny mortal!"; "Be
careful what you wish for.".
Behavior:Blue Djinns use melee and use their fire attacks when the opponent tries to escape. They don't
retarget.
Field Notes:These Magic Creatures are the counterpart of Green Djinn. Even though they are more amiable
towards humans than the Green Djinn are, they will not tolerate anyone that aligns themselves
with their greatest enemies.
Location:Kha'zeel, Magician Quarter.
Strategy:If you can find a Dwarven Ring, wear it. When the Djinn makes you drunk, you sometimes don't
have total control of your movements. It is very wise to wear this, as it can lower the chance of a
trip back to the Temple. It is also good that you wear a Dragon Necklace to lower the damage
inflicted by their fire attacks - In melee they use Fire Attack less frequently so try to close
them fast.
Loot:0-120 gp, Carrot, 0-2 Royal Spear, Small Oil Lamp, Blue Book, Mana Potion (semi-rare), Blue Rose
(semi-rare), 0-5 Small Sapphire (semi-rare), Dirty Turban (rare?), Blue Piece of Cloth (rare),
Mystic Turban (very rare).
This creature is in the Elementals class.
Bog Raider
Summon/Convince:--/--
Abilities:Melee (0-180) poisons you 4 Hitpoints/turn, Distance Life Drain (90-140), Bubble Berserk (100-
175), Stalagmite (96-110), Distance Paralyze, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:600 hp per turn
Immune To:Invisibility, Paralysis
Strong To:Death (-5%), Fire (-85%), Earth (-30%)
Neutral To:Drown?, Life Drain?
Weak To:Physical (+20%), Holy (+5%), Energy (+10%), Ice (+5%)
Sounds:"Tchhh!"; "Slurp!".
Behavior:Chases opponent and fights to the death.
Field Notes:New creature in Summer Update 2008. Because it used to be a weaker monster, and give lots of
experience, in Winter Update 2008 it became stronger and less profitable (loot is more rare now)
They also glow green slightly.
Location:Underneath Malada and Talahu, Edron Bog Raider Cave in Stonehome, Edron Earth Elemental
Cave, Alchemist Quarter, Vengoth Castle.
Strategy:Mages: Attack them, run them around using Ice or Energy attacks and try to not get swarmed by
other Bog Raiders. With more risk you can stand still and just use Strike attacks but their Melee
is quite good. This has more mana waste, but less chance you get in a swarm of these, just keep
healing, and there will not be any problem at all.
Knights: Use melee and an exori style attack, better stand and fight since the respawn is fast
and more can be lured, diagonal is not necessary. Strange as it sounds, a Garlic Necklace is a
better choice than Silver Amulet, as it blocks a large amount of their strong life drain and will
last longer, while Silver Amulet will wear off really fast due to the fact you're always poisoned
Paladins: Run and kill it as fast as possible with a strong distance weapon (Enchanted Spears,
Assassin Stars or Power Bolts) to avoid running in another spawn. Level 50+ and skill 75+ is
recommended. They are weak to physical damage, so Ethereal Spear may work better than Divine
Missile, depending on your skills and level.
Loot:0-129 gp, Boggy Dreads, Great Health Potion, Ultimate Health Potion (semi-rare), Great Spirit
Potion (semi-rare), Belted Cape (rare), Springsprout Rod (rare), Plate Legs (rare), Hibiscus Dress
(very rare), Paladin Armor (very rare).
Summon/Convince:--/--
Abilities:Melee (0-200) it poisons 5 HP/turn, Life Drain Berserk (25-45), Envenom (50-90), Poison Berserk
poisons 3 HP/turn, Poison Beam poisons 4 hp/turn, Paralyze, Self Healing around 50HP.
Pushable:?
Push Objects:?
Est. Max. Damage:340 hp per turn
Immune To:Death, Earth, Drown, Life Drain, Invisibility, Paralysis, Drunkenness.
Strong To:
Neutral To:Physical, Energy, Ice
Weak To:Holy (+20%), Fire (+10%)
Sounds:"Knooorrrrr!"; "Cccchhhhhhhhh!".
Behavior:Bonebeasts fight until death.
Field Notes:Skeletal creatures, they are summoned by Liches. Can be skinned to get Hardened Bones. After a
patch, bonebeasts use the poison beam.
Location:Ankrahmun Tombs, Helheim, Ramoa, Lich Hell, beneath Fenrock, deep Banuta, Vengoth Castle,
Vandura Mountain.
Strategy:Use blockers to lure it, but avoid contact, while distance fighters shoot at it. A level 40 mage can
survive healing with Intense Healing spell when soloing it. It's not recommended for knights to
attempt soloing a bonebeast until level 50+. They yield good experience, especially for paladins
considering it's not hard to kill them at a distance. Lower leveled mages should run and use Flame
Strike and Wand of Inferno, while higher leveled mages can try block 1 and 1 while fast finishing
them off with the same attacks, and heal with exura or exura gran when needed. Running from
them can result in running into bigger spawns, especially on Ramoa. For Paladin the best thing to
do is to run with Royal Spear or Enchanted Spear and use Divine Missile and use Divine Caldera
when surrounded. If your hp gets below 300, use Light Healing or Intense Healing.
Loot:0-90 gp, Skull, Bone, Big Bone, Bone Club, Bone Shield, Plate Armor (semi-rare), Health Potion
(semi-rare), Bony Tail (semi-rare), Green Mushroom (rare), Hardened Bone (rare), Bonebeast
Trophy (very rare).
Summon/Convince:--/--
Abilities:Melee (0-120), Blood Bomb (12-20 does death) Sudden Death (0-30 does physical), Great Sudden
Death Beam (20-30), Self Healing, Sudden Death Bomb summon 2 Demon Skeletons.
Pushable:?
Push Objects:?
Est. Max. Damage:200 (670+ with 2 summons) hp per turn
Immune To:Death, Drown, Life Drain, Invisibility.
Strong To:Ice (-25%), Earth (-40%)
Neutral To:Physical
Weak To:Holy (+10%), Fire (+10%), Energy (+10%)
Sounds:"Since you didn't eat your spinach Bogey comes to get you!"; "Too bad you did not eat your
lunch, now I have to punish you!"; "Even if you beat me, I'll hide in your closet until you one
day drop your guard!"; "You better had believe in me!"; "I'll take you into the darkness ...
forever!"; "".
Behavior:Fights till death. Can't be pushed, kills weaker monsters.
Field Notes:It's the fourth floor boss. Use it to get your reward.
Location:Isle of Evil.
Strategy:Kill it fast.
Loot:Heavy Metal T-Shirt, Club of the Fury, Scythe of the Reaper or Musician's Bow.
Summon/Convince:---/--
Abilities:Summons 3-4 Vampires, Self-Healing
Pushable:?
Push Objects:?
Est. Max. Damage:~800 hp per turn
Immune To:Death, Earth
Strong To:
Neutral To:Physical?, Holy?, Energy?, Ice?, Drown?, Life Drain?
Weak To:Fire (+1%?)
Sounds:None.
Behavior:Unknown.
Field Notes:Boreth is a plant-crazy vampire. You can see it by the lots of plants that grow in his tower. He is
the first vampire master in the Blood Brothers Quest. You can summon him by using a Firebug in
front of his throne. You will recieve the dust of Boreth when you use a Blessed wooden stake on
his dead body. There are 2 Plaguethrowers in his room.
Location:Vengoth.
Strategy:Knights the best option is to Exori or Exori Gran as much as possible while keeping an eye on your
health. That way you kill all the summons as well so they don't do extra damage.
Loot:0-100 gp, 0-5 Platinum Coin, Strong Health Potion, Black Pearl (semi-rare), Ring of Healing (semi-
rare), Vampire Shield (rare), Hibiscus Dress (rare), Dreaded Cleaver (very rare)
Summon/Convince:--/--
Abilities:Melee (0-50)
Pushable:?
Push Objects:?
Est. Max. Damage:50 hp per turn
Immune To:None.
Strong To:Fire (-20%)
Neutral To:Physical, Holy, Death, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Fights until death in close combat.
Field Notes:Boss of Greenhorn level Pit #3.
Next #4.
Location:In Svargrond Arena.
Strategy:Just treat it as a Minotaur that has a bit more hp.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
Summon/Convince:--/--
Abilities:Melee (0-100?), Summons up to 2 Vampires, Sudden Death (0-170), Fireball (0-125), Stalagmite
(65-125), Heavy Magic Missile (93-170), Mana Drain (0-155), Self-Healing, Haste
Pushable:?
Push Objects:?
Est. Max. Damage:700 (Excluding Vampires), 1100 (Including Vampires) hp per turn
Immune To:Death, Earth, Invisibility
Strong To:Physical (-10%), Energy (-10%), Ice (-20%)
Neutral To:Drown?, Life Drain?
Weak To:Holy (+20%), Fire (+15%)
Sounds:"You have disturbed my thoughts!"; "Let me turn you into something more useful!"; "Let me
taste your brain!"; "You will be punished!".
Behavior:Keeps distance.
Field Notes:New creature in the Summer update 2007. Found underneath Helheim, in small areas locked inside
buldings similar to Hellgate. Commonly found along with monsters such as, Beholders, Elder
Beholders, Undead Dragons, Betrayed Wraiths and other PoI monsters. You can use Blessed
Wooden Stake on the summoned Vampires corpses in order to get Vampire Dust.
Location:Helheim, The Arcanum in the The Inquisition Quest, beneath Fenrock, Alchemist Quarter and
Cemetery Quarter.
Strategy:For knights, try to chase it to a corner to trap it because of its speed and use Fierce Berserk if
you have too many summons hitting you. It's easier to team kill with a knight trapping with while
paladins or mages shoot from a safe distance.
For Paladins, you need skills of 90+. A lvl 70 paladin can solo this monster with few strong mana
potions and strong health potions. 80+ distance recommended.
Solo mage's should not attempt one of these before level 60 and should use strategy to try and
kill them. Try to trap it in a corner and kill it with Flame Strike or use walls or other obstacles to
try and get it to come closer to you. In places such as Cemetery Quarter becareful not to run
them into other groups of creatures!
Loot:0-90 gp, 0-4 Sniper Arrows, Spellbook, Bag, Bone Sword, Clerical Mace, Steel Shield, Piece of
Dead Brain, Beholder Eye (semi-rare), Haunted Blade (rare), Beholder Shield (rare) Spiked
Squelcher (rare), Beholder Helmet (very rare).
Summon/Convince:--/--
Abilities:Melee (0-43), 3x3 Curse attack (0-27), Poisons starting with 4-5 hp/turn (total 82 damage), Self-
Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:100 hp per turn
Immune To:Invisibility?, Paralysis?
Strong To:Death (-20%)
Neutral To:Physical?, Holy?, Fire, Energy, Earth, Drown?, Life Drain?
Weak To:Ice (+20%)
Sounds:"The darkness is coming!"; "The light will be extinguished!"; "Embrace the night!".
Behavior:Unknown.
Field Notes:Appears sometimes when lighting a Lightbringer's Basin.
They could be summoned for 0 mana during test server for a few days.
Location:Dwacatra (Kazordoon).
Strategy:Unknown.
Loot:Midnight Shard.
Summon/Convince:--/--
Abilities:Melee (0-150, Poisons you), Death Missile (Paralyze), Wrath of Nature (180-270), Mana Drain
Beam (130-200), Great Poison Wave (80-120?).
Pushable:?
Push Objects:?
Est. Max. Damage:420+ hp per turn
Immune To:Death, Earth, Invisibility, Life Drain.
Strong To:
Neutral To:Drown?, Life Drain?
Weak To:Physical (+5%), Holy (+10%), Fire (+10%), Energy (+10%), Ice (+10%)
Sounds:"Chrrr!"
Behavior:Unknown.
Field Notes:This creature was added with the Summer Update 2010.
Location:Razzachai.
Strategy:Treat it like a Giant Spider.
Don't try to run between lots of them, can end in a deadly trap.
Loot:0-200 gp, 0-1 Brimstone Fangs, 0-1 Brimstone Shell, 0-1 Poisonous Slime, 0-1 Lump of Earth, 0-1
Sulphurous Stone, 0-4 Small Emerald (semi-rare), Strong Mana Potion, Strong Health Potion,
Magic Sulphur (semi-rare), Stealth Ring (semi-rare), Platinum Amulet (rare)
Summon/Convince:--/--
Abilities:Melee (0-100+), Throwing Knifes (0-100+), Smoke Wave causes Drunkenness
Pushable:?
Push Objects:?
Est. Max. Damage:350 hp per turn
Immune To:None.
Strong To:Holy (-1%?)
Neutral To:Physical?, Death?, Fire?, Earth?, Drown?, Life Drain?
Weak To:Energy (+1%?), Ice (+1%?)
Sounds:None.
Behavior:Unknown.
Field Notes:Only appears on Pirate Raids in Liberty Bay or you have a chance to encounter him by finishing a
killing task for Raymond Striker.
You get a chance to kill him in the Killing in the Name of... Quest after killing 3000 pirates for
Raymond Striker.
Brutus Bloodbeard
Location:Liberty Bay, the lighthouse south west of the depot during pirate raid. Also, might appear
randomly above pirate tavern in Nargor after completing the pirate killing task.
Strategy:Stand still or use a Dwarven Ring because the drunkness is similar to that of djinns. For
sorcerers/druids, it is highly recommended to use one of Ultimate Spells in order to kill other
pirates around, get the most experience and loot the hat. You can treat him as slightly stronger
version of Pirate Corsair so it shouldn't be too hard for any vocation to kill it.
Loot:0-200 gp, Meat, Great Health Potion, 1-? Small Diamond, Pirate Backpack, Knight Armor, Plate
Armor, Very Old Piece of Paper, Skull, Brutus Bloodbeard's Hat (always).
29 Hit points
Summon/Convince:250/250 (Illusionable)
Abilities:Melee (0-23).
Pushable:
Push Objects:
Est. Max. Damage:23 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Energy, Ice, Earth, Drown, Life Drain
Weak To:Fire (+10%)
Sounds:None.
Behavior:They fight to the death.
Field Notes:They are good to gain experience from because of their low defence. Be very cautious of these in
Rookgaard as they can easily gang up and break your shielding spots.
Location:In many parts around Tibia, including Rookgaard.
Strategy:They are very slow and weak in Mainland; just attack them.
Loot:0-6 gp, 0-3 Cherries (semi-rare).
2 Hit points
Summon/Convince:--/--
Abilities:None
Pushable:?
Push Objects:?
Est. Max. Damage:0 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:None.
Behavior:Avoids all players. (Not Gamemaster)
Field Notes:The blue butterfly is semi-rare and moves faster than the Purple Butterfly.
Their dead bodies can be put in a Butterfly Conservation Kit to be used in The Explorer Society
Quest.
Location:Yalahar, Tiquanda, the Shattered Isles, Cormaya, and some other places.
Strategy:Just attack. Since it doesn't drop any loot, you should just leave it alone unless it gets in your
way.
Loot:Nothing
2 Hit points
Summon/Convince:--/-- (Illusionable)
Abilities:None
Pushable:
Push Objects:
Est. Max. Damage:0 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:None.
Behavior:Avoids all people.
Field Notes:The purple butterfly is the most common.
Click Here to Show/Hide Spoiler Information
Their dead bodies can be put in a Butterfly Conservation Kit to be used in The Explorer Society
Quest.
Location:Yalahar, Tiquanda, the Shattered Isles, Carlin, Ab'Dendriel and some other places.
Strategy:Just attack. Since it doesn't drop any loot, you should just leave it alone unless it gets in your
way.
Loot:Nothing.
2 Hit points
Summon/Convince:--/--
Abilities:None
Pushable:?
Push Objects:?
Est. Max. Damage:0 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:None.
Behavior:Avoids all people.
Field Notes:The red butterfly is the fastest of all three and the most rare to find.
Their dead bodies can be put in a Butterfly Conservation Kit to be used in The Explorer Society
Quest.
Location:Yalahar, Tiquanda, the Shattered Isles, Liberty Bay, and some other places.
Strategy:Just attack. Since it doesn't drop any loot, you should just leave it alone unless it gets in your
way.
Loot:Nothing.
Location:Ghostship.
Strategy:?
Loot:0-150 gp, Crown Legs, Focus Cape, Stealth Ring, Spike Sword
Summon/Convince:--/--
Abilities:Melee (0-100) poisons you 5 hp/turn, Paralyze(Heavy), Stalagmite (60-95), Terra Berserk (40-
130).
Pushable:?
Push Objects:?
Est. Max. Damage:330 hp per turn
Immune To:Earth, Invisibility
Strong To:Energy (-10%), Ice (-35%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Fire (+20%)
Sounds:None.
Behavior:The Carniphila moves slowly but can catch up to you if you are paralyzed. It is a dangerous
monster for inexperienced characters.
Field Notes:These creatures will kill other monsters to get to you.
Location:Deep inside the Tiquanda Jungle including a small cave close to the single hydra spawn, Forbidden
Lands, Arena and Zoo quarter in Yalahar.
Strategy:Similar to Hunters, they can hit you despite them being off screen. Always be ready to use Light
Healing to remove Paralysis.
Knights should rush in to attack them.
Mages are better against a Carniphila, because they use runes to attack them from a distance.
Use Fire Damage-based attacks/runes.
Paladins should shoot them or use runes. Magic Shield is useful for low level Mages/Paladins to
absorb the large amount of damage received.
Loot:0-37 gp, Corncob, Carniphila Seeds, Sling Herb, Shadow Herb, Grave Flower, Dark Mushroom,
Seeds (rare).
Summon/Convince:--/380
Abilities:Melee (0-45).
Pushable:
Push Objects:
Est. Max. Damage:45 hp per turn
Immune To:None.
Strong To:Energy (-1%?), Earth (-1%?)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Fire (+5%), Ice (+5%)
Sounds:None.
Behavior:Carrion Worms fight to the death. They move items that are in their way.
Field Notes:Carrion Worms replaced Demon Skeletons in west cave of the 'Upper' Fibula Dungeon. Carrion
Worms have been added into many areas containing rotworms. Carrion worms are simply upgraded
rotworms; They are stronger, move faster, have more hitpoints, and give more experience. This
creature has been added on summer update 2006. When Liberty bay come.
Location:Edron, Cormaya, Venore Swamps, Liberty Bay, Vandura, Hellgate, Fibula Dungeon, Stonehome,
Kazordoon, Darashia Rotworm Caves, Port Hope, Ancient Temple, Fenrock, Arena and Zoo
Quarter.
Strategy:Knights with standard equipment can kill Carrion Worms easily with 25/25 skills and weapon of
attack 20+.
Paladins should run them, as always. They can become especially dangerous in packs along with
rotworms. As with rotworms, do not get yourself surrounded as Carrion Worms are unpushable.
20 Hit points
Summon/Convince:220/220 (Illusionable)
Abilities:Nothing
Pushable:
Push Objects:
Est. Max. Damage:0 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"Mew!"; "Meow!"; "Meow meow!".
Behavior:Follows you around, rather like a dog.
Field Notes:Cats are harmless straying animals. New creature in the 8.1 Update they seem to be attached to
monks.
Location:Carlin, Rookgaard, Factory Quarter, Yalahar, probably more areas.
Strategy:Not needed, dies with a single hit of most weapons, just fist it to yellow health if you don't want
to kill it.
Loot:Nothing
This creature is in the Mammals class.
Cave Rat
30 Hit points
Summon/Convince:250/250 (Illusionable)
Abilities:Melee (0-10).
Pushable:
Push Objects:
Est. Max. Damage:10 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Energy, Ice, Earth, Drown, Life Drain
Weak To:Fire (+10%)
Sounds:"Meep!"; "Meeeeep!".
Behavior:Cave Rats run away at 3 or less hp.
Field Notes:They are a bit stronger than rats, used by players in training.
Location:Almost everywhere in tibia, they seem to have a nest-like place in Greenshore, a semi-large spawn
at the entrance to the Port Hope troll cave and in cave near Ankrahmun ship. Also appears in Rat
Plague in Thais and Rat Plague in Rookgaard.
Strategy:Any Vocation: Just attack them.
No Vocation (Rookgaard): They are usually found with groups of Rats. Be careful and try to avoid
getting trapped by them.
Loot:0-2 gp, 0-3 Worms, Cheese, Cookie (very rare).
70 Hit points
Summon/Convince:335/335 (Illusionable)
Abilities:Melee (0-45) Poisons you 1 Hitpoint per turn.
Pushable:
Push Objects:
Est. Max. Damage:46 hp per turn
Immune To:Earth
Strong To:Energy (-10%), Ice (-20%)
Neutral To:Physical, Holy, Death, Drown, Life Drain
Weak To:Fire (+15%)
Sounds:None.
Behavior:Centipedes fight until death and will push objects in their way.
Field Notes:Their difficulty increased during Summer Update 2008, when their experience rose from 30 to
34. Before this update they used to drop Poison Dagger as a very rare loot.
Location:All around Port Hope and Tiquanda, Dark Cathedral, Vandura, Meriana, Razzachai, and Slime cave
east of Venore.
Strategy:Unless there is a large group of Centipedes, it isn't worth using runes on them. They have fairly
low health, but when attacking in groups (or when your shielding is broken) they can be dangerous
for players with low health. Use wands/rods, melee, or Distance to kill them. If you fear being
poisoned, make sure you have enough mana to cast Antidote or have an Antidote Rune.
Loot:0-17 gp, Centipede Leg.
This creature is in the Hybrids class.
Chakoya Toolshaper
80 Hit points
Summon/Convince:--/305
Abilities:Melee (0-35), Throw Small Stone (0-45)
Pushable:?
Push Objects:?
Est. Max. Damage:80 hp per turn
Immune To:Ice
Strong To:Holy (-10%), Fire (-40%)
Neutral To:Physical, Earth, Drown, Life Drain
Weak To:Death (+5%), Energy (+15%)
Sounds:"Chikuva!"; "Jinuma jamjam!"; "Suvituka siq chuqua!"; "Kiyosa sipaju!".
Behavior:They fight in close combat and throw small stones if you try to escape. They fight to the death.
Field Notes:They can't be pushed and cannot move objects.
Location:Inukaya.
Strategy:They can hit quite hard if you are surrounded by other Chakoyas too, so try to kill them fast. Try
to kill these chakoyas after you kill the Windcallers unless, you are taking too much damage and
can't reach the others.
Loot:0-29 gp, Meat, 0-2 Fish, Mace, Pick, Bone Shield, Mammoth Whopper (semi-rare), Ice Cube
(rare), Green Perch (rare), Northern Pike (rare), Rainbow Trout (rare).
68 Hit points
Summon/Convince:--/305
Abilities:Melee (0-30).
Pushable:?
Push Objects:?
Est. Max. Damage:30 hp per turn
Immune To:Ice
Strong To:Holy (-10%), Fire (-25%)
Neutral To:Physical, Earth, Drown, Life Drain
Weak To:Death (+5%), Energy (+15%)
Sounds:"Quisavu tukavi!"; "Si siyoqua jamjam!"; "Achuq! jinuma!"; "Si ji jusipa!".
Behavior:They attack only with melee and fight to the death.
Field Notes:They can't be pushed and cannot move objects.
Location:Inukaya, Nibelor (Occasionally).
Strategy:They usually appear in large groups. This should be the last type you kill out of the chakoyas.
Treat them like Rotworms.
Loot:0-30 gp, 0-3 Fish, Short Sword, Mace, Bone Shield (semi-rare), Mammoth Whopper (semi-rare),
Ice Cube (rare), Rainbow Trout (rare), Green Perch (rare), Northern Pike (rare).
84 Hit points
Summon/Convince:--/? (Illusionable)
Abilities:Melee (0-100), Energy Missile (100-250), Electrifies you (25 Damage per 4 turns).
Pushable:?
Push Objects:?
Est. Max. Damage:375 hp per turn
Immune To:Fire, Energy, Ice
Strong To:
Neutral To:Holy?, Death?, Earth?, Drown?, Life Drain?
Weak To:Physical (+5%)
Sounds:None.
Behavior:Fights until death.
Field Notes:New creature in Summer Update 2008. They are found in a knight-only exporable place, after
Summer Update 2009 the are weak to Physical Damage.
15 Hit points
Summon/Convince:--/--
Abilities:Melee (0-451+), Smoke Bomb (300-646), Fire Wave (0-874), Stalagmite (0-427+), Life Drain
(148-?), summons 2 Lizard Dragon Priests.
Pushable:?
Push Objects:?
Est. Max. Damage:2300+ (without summons) hp per turn
Immune To:Earth, ?
Strong To:Holy (-10%), Death (-30%), Energy (-20%), Ice (-20%)
Neutral To:Physical, Fire, Drown?, Life Drain?
Weak To:
Sounds:"Humanzzz! Leave Zzaion at onzzzze!"; "I pray to my mazzterzz, the mighty dragonzzz!";
"You are not worzzy to touch zzizz zzacred ground!".
Behavior:Unknown.
Field Notes:He is a lizard boss which spawns after the 5th message in the Orcs raid on Zzaion.
This creature was added on the Christmas Update 2009.
Location:Zzaion, most southern tower.
Strategy:Unknown.
Loot:0-109 gp, 0-2 Gold Ingots, Lizard Scale, Small Emerald, Time Ring, Green Gem, Dragon Scale Mail
(semi-rare), Swamplair Armor (semi-rare), Crystal Boots (very rare).
65 Hit points
Summon/Convince:275/275 (Illusionable)
Abilities:Melee (Poisons you up to 5 hp/turn), Poison Spit (Poisons you up to 2 hp/turn.)
Pushable:?
Push Objects:?
Est. Max. Damage:5+? hp per turn
Immune To:Earth, Drunkenness
Strong To:
Neutral To:Physical, Holy, Death, Energy, Ice, Drown, Life Drain
Weak To:Fire (+10%)
Sounds:"Fsssss"; "Zzzzzz".
Behavior:Cobras fight to the death.
Field Notes:They are like Snakes but more dangerous. They are also summoned by Lizard Snakecharmers.
Location:Ankrahmun Library Tomb, Tarpit Tomb, Mountain Tomb, Peninsula Tomb, Darama, Tiquanda and
Chor.
Strategy:Knights: just kill them.
Mages and Paladins: kill them while they are far from you, because their Poisoning Spit is weaker
than their Melee's Poison.
Loot:Cobra Tongue.
1 Hit point
Summon/Convince:200/200 (Illusionable)
Abilities:Running away from people.
Pushable:
Push Objects:
Est. Max. Damage:0 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Runs away on sight.
Field Notes:This creature is only found on the Tutorial isle of Rookgaard, It is the first creature a newcomer
will face, they will learn to loot the creature there, as well. They respawn up to 3 sqm away from
where they last died. The spawn time is around 50 seconds. Their corpses can't be moved.
Location:Tutorial island.
Strategy:Just attack them, they won't harm you.
Loot:Cockroach Leg (always).
Summon/Convince:--/--
Abilities:Exori, Great Ice Beam (0-709), Melee (0-91).
Pushable:?
Push Objects:?
Est. Max. Damage:~675 hp per turn
Immune To:Fire, Ice
Strong To:
Neutral To:Physical, Holy, Death, Energy, Earth, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Fights until death.
Field Notes:One of the Isle of Strife Arena Masters.
Click Here to Show/Hide Spoiler Information
Summon/Convince:--/--
Abilities:Melee (0-60), Bloody Bolts (0-40).
Pushable:?
Push Objects:?
Est. Max. Damage:100 hp per turn
Immune To:None.
Strong To:Energy (-20%)
Neutral To:Physical, Holy, Death, Fire, Ice, Drown?, Life Drain?
Weak To:Earth (+20%)
Sounds:"Flee, coward!"; "You will lose!"; "Yeehaawh".
Behavior:Fights until death in close combat, shoot bolts at distance. Behaves like a Barbarian Headsplitter.
Field Notes:Boss of Greenhorn level Pit #5.
Next #6.
Location:In Svargrond Arena.
Strategy:No strategy needed. Just kill it.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
60 Hit points
Summon/Convince:--/?
Abilities:Melee (0-24)
Pushable:?
Push Objects:?
Est. Max. Damage:24 hp per turn
Immune To:None.
Strong To:Ice (-10%)
Neutral To:Physical, Holy, Death, Energy, Earth, Drown, Life Drain
Weak To:Fire (+10%)
Sounds:"Ribbit!"; "Ribbit! Ribbit!".
Behavior:Fights to the death. Can't be pushed.
Field Notes:Very fast. The main danger here is when they come with other enemies (and other colored) frogs
are fast enough to get to you first and break your shielding and leave you wide open to other
monster's attacks.
Location:Meriana, Laguna Islands, and other Shattered Isles.
Strategy:On the Laguna Islands, many types of frogs, tortoises, and toads can swarm you. Low level players
may want to have GFBs to clear these swarms.
Loot:0-11 gp, Worm.
This creature is a boss in the The Undead class and has history.
Countess Sorrow
Summon/Convince:--/--
Abilities:Melee (0-828+; poisons up to 44 Hitpoints per turn), Life Drain (0-885+?), Life Drain Bomb (0-
695+?), Life Drain Berserk (0-388+?), Mana Drain Bomb (0-65+?), Invisibility, Self Healing (fast),
summons up to 3 Phantasms (With 3950 Hitpoints).
Pushable:?
Push Objects:?
Est. Max. Damage:2905+ (With the summons - 5845+) hp per turn
Immune To:Physical, Death, Earth, Life Drain, Invisibility, Paralysis.
Strong To:Energy (-20%), Ice (-50%)
Neutral To:Holy?, Drown?
Weak To:Fire (+10%)
Sounds:"I'm so sorry ... for youuu!".
Behavior:Summons fast and hit slowly and usually doesn't do comboes. But, Countess Sorrow can send you
and your team directly to the Temple in a blink of an eye.
Field Notes:Its summoned Phantasms are regular Phantasms (They have 3950 Hitpoints) but they don't clone
themselves. It's the Phantasm's boss.
Location:Pits of Inferno - Bazir's Throneroom.
Strategy:You can't hit this monster with Physical Damage. Mages must use Fire-Based Attacks and a Druid
must heal the blocker always (Druids' elements are not necessary because Countess Sorrow is
strong against Ice Damage and immune to Earth Damage).
Loot:0-137+ gp, Platinum Coin, Demonic Essence, Protection Amulet, Worn Leather Boots, Plate Legs,
Stealth Ring, Soul Orb, Blue Robe, Silver Mace (very rare), Countess Sorrow's Frozen Tear
(always)
55 Hit points
Summon/Convince:305/305 (Illusionable)
Abilities:Melee (0-20)
Pushable:
Push Objects:
Est. Max. Damage:20 hp per turn
Immune To:Earth, Drown
Strong To:Ice (-1%?)
Neutral To:Physical, Holy, Death, Life Drain
Weak To:Fire (+10%), Energy (+10%)
Sounds:None.
Behavior:Fights to the death. They walk sideways, just like a real crab.
Field Notes:They travel quite fast and have decent attack. Their defense rather high for a creature of this
level, so you may have trouble hitting them if your skills are low.
Location:Various locations like Goroma, Edron, Port Hope, Nargor and other Shattered Isles.
Strategy:Just attack them.
Loot:0-10 gp, Fish, Crab Pincers.
Summon/Convince:300/300
Abilities:Melee (0-25).
Pushable:?
Push Objects:?
Est. Max. Damage:25 hp per turn
Immune To:None.
Strong To:Physical (-5%), Holy (-10%), Energy (-20%)
Neutral To:Fire, Ice, Drown, Life Drain
Weak To:Death (+10%), Earth (+10%)
Sounds:"Hehehe!"; "Raahhh!"; "You are one of THEM! Die!"; "Wanna buy roses??"; "Make it stop!";
"They're coming! They're coming!"; "Gimme money!".
Behavior:Will not run in low health.
Field Notes:May be found alone or with other creatures throughout its quarter.
Location:Factory, Foreigner, and Trade Quarters in Yalahar.
Strategy:Kill it like you would kill a Wild Warrior.
Loot:0-9 gp, Meat, Roll, Wooden Spoon, Dirty Cape, Rolling Pin, Wooden Hammer, Lute, Red Rose, Small
Blue Pillow (rare), Rum Flask (rare), Sling Herb (rare), Rusty Armor (Common) (rare), Very Noble-
Looking Watch (very rare), Dwarven Ring (very rare).
60 Hit points
Summon/Convince:--/?
Abilities:Melee (0-24)
Pushable:?
Push Objects:?
Est. Max. Damage:24 hp per turn
Immune To:None.
Strong To:Ice (-10%)
Neutral To:Physical, Holy, Death, Energy, Earth, Drown, Life Drain
Weak To:Fire (+10%)
Sounds:"Ribbit!"; "Ribbit! Ribbit!".
Behavior:Fights to the death. Can't be push.
Field Notes:Very fast. The main danger here is when they come with other enemies (and other colored) frogs
are fast enough to get to you first and break your shielding and leave you wide open to other
monster's attacks.
Location:Meriana, Laguna Islands, and other Shattered Isles.
Strategy:On the Laguna Islands, many types of frogs, tortoises, and toads can swarm you. Low level players
may want to have GFBs to clear these swarms.
Loot:0-11 gp, Worm
Summon/Convince:350/350 (Illusionable)
Abilities:Melee (0-40)
Pushable:
Push Objects:
Est. Max. Damage:40 hp per turn
Immune To:None.
Strong To:Ice (-10%), Earth (-20%)
Neutral To:Holy, Death, Drown, Life Drain
Weak To:Physical (+5%), Fire (+10%), Energy (+5%)
Sounds:None.
Behavior:Runs in dark red health (10hp or less). These creatures will kill weaker monsters to get to their
target, they also retarget (rarely).
Field Notes:A fairly good source of food and drops the very popular Crocodile Boots. Since Christmas Update
2009 crocodiles no longer drop meat.
Location:In the crocodile cave and the jungle east of Port Hope as well as the swamp to the north,
Fenrock, Arena and Zoo Quarter, Trade Quarter, Talahu, also located on Meriana and Laguna
Islands.
Strategy:Just attack them, but remember that they can deal good damage if you have 3 or more on you.
Loot:0-10 gp, Ham, Piece of Crocodile Leather, Bag (semi-rare), Crocodile Boots (very rare).
Summon/Convince:--/580 (Illusionable)
Abilities:Melee (0-140), Life Drain (28-55).
Pushable:?
Push Objects:?
Est. Max. Damage:195 hp per turn
Immune To:Death, Earth, Drown, Life Drain, Paralysis
Strong To:
Neutral To:Physical, Fire, Energy, Ice
Weak To:Holy (+25%)
Sounds:"Aaaaahhhh!"; "Hoooohhh!"; "Uhhhhhhh!"; "Chhhhhhh!".
Behavior:It will fight until death.
Field Notes:Very slow, similar to Demon Skeletons, but weaker. Elder Beholder summons them.
Location:Ankrahmun Tombs, Trapwood, Ramoa, Hellgate, Helheim, Mount Sternum Undead Cave, Deeper
Catacombs, Cemetery Quarter, Treasure Island.
Strategy:Knights: Should have decent skills (at least 55/55) with good equipment and at least level 25 to
successfully hunt these. They can do alot of damage so be sure to have Health Potions with you.
Paladins: Run while attacking them with any distance attack. Beware not to come too close to
these since they can do a high damage in close combat. Experienced paladins are advised to kill
them using Divine Missiles or Divine Caldera in the case they come in group. Since they are usually
found with Mummies, Beholders and other Undead, it is recommended to take priority on the
Crypt Shamblers since they are strong when in close combat. A good place to hunt these is in
Mages: Should keep distance from them while attacking with their wand/rod and shooting fire,
energy or Ice Damage runes or spells. Don't let them come too close because their attacks can
kill a mage easily. Can start hunting these as low as level 15, but are commonly found with
mummies (or other undead) so take care when doing so.
Loot:0-55 gp, 0-10 Worms, Bone, Rotten Meat, Half-Digested Piece of Meat (semi-rare), Iron Helmet
(rare), 0-3 Throwing Stars (rare), Bone Shield (rare), Two Handed Sword (rare), 0-2 Small
Diamonds (rare), Bone Sword (rare).
Summon/Convince:--/--
Abilities:Melee (0-250) (poisons you up to 8hp/turn), Ice Missile 50-100, Paralyzing Ice Bomb, Paralyzing
snowball, Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:358 hp per turn
Immune To:Fire, Ice, Invisibility, Paralysis
Strong To:Earth (-20%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Energy (+20%)
Sounds:"Screeech!".
Behavior:Crystal spiders chase their enemy down and fight until death. Changes target frequently.
Field Notes:They are similar to Giant Spiders, but have less attack power and more defense. You should be
careful with them since they're found most of the time in groups and in small places, also they
paralyze you very often, making it hard to keep distance. Since Summer Update 2010, crystal
spiders drop Jewelled Backpacks.
Location:Atop of the Formorgar Glacier and deep inside Formorgar Mines, The Crystal Caves in The
Inquisition Quest.
Strategy:Watch your step! They are located in smaller areas along with Wyverns, Ice Golems and other
Crystal Spiders, so you may have trouble outrunning them. Strike hard and fast with a Knight
blocking and have Paladins or Mages attacking with offensive spells to dispatch it quickly. Soloing
them on a Knight can be risky. Mages should use exori vis and a death wand/rod, keep in mind they
are similar to Giant Spiders but use weaker melee attacks and paralyze, so running them is not
needed. Paladins should keep distance and use Ethereal Spear to kill them quicker therefore
lowering the risk of running into other spawns.
Loot:0-95 gp, 0-7 Sniper Arrow, Plate Armor, Brass Legs, Ice Cube, Steel Helmet, Spider Silk (semi-
rare), Crystal Sword (rare), Strong Mana Potion (rare), Shard (rare), Time Ring (rare), Knight
Armor (rare), Knight Legs (rare), Jewelled Backpack (rare?), Glacier Mask (very rare), Platinum
Amulet (very rare), Sapphire Hammer (very rare).
Summon/Convince:--/--
Abilities:Melee (0?), Arrow (85+), Poisons you up to 7 Hitpoints per turn.
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"Orc arga Huummmak!"
Behavior:They behave in the same way as an Orc Marauder.
Field Notes:New creature in Winter Update 2009.
Location:Near Zzaion gate and near Orc Fort when there is orc raid.
Strategy:Be careful when facing this creature because it spawns with many others. The strategy is the
same as an Orc Marauder. Remember that they only appear during a raid so kill it fast, make sure
you have enough supplies with you because the real problem are the Orc Marauders that appear
with him. Try not to lure the other orcs or you may die quickly.
Loot:0-100 Gold Coin, 0-1 Meat, Shaggy Tail, Orc Tooth, Orcish Axe, Bow, Disgusting Trophy(very
rare).
Summon/Convince:--/--
Abilities:Melee (0-150), Life Drain (0-50)
Pushable:?
Push Objects:?
Est. Max. Damage:200 hp per turn
Immune To:Invisibility
Strong To:Earth (-20%)
Neutral To:Physical, Holy, Death, Energy, Ice, Drown?, Life Drain?
Weak To:Fire (+5%)
Sounds:"Death where are you?".
Behavior:Fights untill death in close combat.
Field Notes:Boss of Greenhorn level Pit #9.
Next #10.
Location:In Svargrond Arena.
Strategy:Run around it shooting wand/rod/distance weapon as it's very slow. Knights melee it, if you see
that it go slow, help yourself with HMMs. After fight, remember to refill hp and mana before last
arena boss.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
Summon/Convince:490/490 (Illusionable)
Abilities:Melee (0-105).
Pushable:
Push Objects:
Est. Max. Damage:105 hp per turn
Immune To:None.
Strong To:Holy (-20%), Energy (-25%)
Neutral To:Physical, Fire, Ice, Drown?, Life Drain
Weak To:Death (+10%), Earth (+10%)
Sounds:"Human, uh will dyh!"; "Youh ah trak!"; "Let da mashing begin!"; "Toks utat"; "Il lorstok
human!".
Behavior:Cyclops fight to the death, and can retarget.
Field Notes:Cyclops are strong giant creatures, and are believed to be skillful in metallurgy. As rendered in
Tibia, they appear to have 4 toes on one foot and 3 toes on the other. They kill other creatures
and move items that are in their way so don't use them to block them.
Location:Plains of Havoc, Mount Sternum, Femor Hills, Cyclops Camp, Cyclopolis, Ancient Temple,
Shadowthorn, Orc Fort, Mistrock, Foreigner Quarter, Outlaw Camp.
Strategy:Knights, should have good equipment and skills to hunt cyclops (55/55) and at least level 25, as
they are found in groups. Balanced fighting is recommended to avoid lots of damage. Also, Health
Potions are recommended.
Paladins, Just attack them while keeping your distance and try to avoid getting cornered. 2 or
Mages, Should attack them with Stalagmite, wand or rod, and cast Invisible if they are
surrounded Stoneshower will also help. Premium mages can use Death Strike or Terra Strike to
kill faster.
Loot:0-52 gp, Meat, Short Sword, Cyclops Toe (semi-rare), Plate Shield (semi-rare), Battle Shield
(rare), Halberd (rare), Wolf Tooth Chain (very rare), Club Ring (very rare), Dark Helmet (very
rare), Health Potion (very rare), Cyclops Trophy (very rare).
Summon/Convince:--/525 (Illusionable)
Abilities:Melee (0-105?), Throws Boulder 0-85?).
Pushable:
Push Objects:
Est. Max. Damage:180? hp per turn
Immune To:None.
Strong To:Holy (-1%?), Energy (-10%), Ice (-20%)
Neutral To:Physical, Fire, Drown?, Life Drain?
Weak To:Death (+5%), Earth (+10%)
Sounds:"Fee! Fie! Foe! Fum!"; "Luttl pest!"; "Me makking you pulp!"; "Humy tasy! Hum hum!".
Behavior:Fights to the death with strong melee and distance attack. They can throw boulders even off
screen.
Field Notes:Creature added in the Christmas Update 2007. A subspecies of cyclops with four arms. Judging
from the rocks that they carry, they are the workers of cyclops society.
Location:Cyclopolis, Mount Sternum and Mistrock.
Strategy:Knights: They are stronger than cyclops, it is recommended to have skills 65/65 and level 20 or
higher to hunt them. They are never found alone and are usually together with other kinds of
cyclops.
Paladins should have about 50 distance to hunt them, try to run them in a circle and not in a
straight line so that you do not run into more of them. Bow is not advised because of their
distance melee attacks, so you may better use shield and throwing weapons.
Mages: Try to keep a little distance from them as their melee is quite strong. If you are a Druid
try to use Terra rod or, if possible, Springsprout Rod as they are weak to Earth Damage.
Loot:0-24 gp, Bag, Meat, Short Sword, Dark Helmet, Plate Shield, Cyclops Toe, Battle Shield (semi-
rare), Halberd (rare), Cyclops Trophy (rare), Strong Health Potion (very rare).
Summon/Convince:--/695 (Illusionable)
Abilities:Melee (0-150), Whirlwind Throw (0-70), star Drunkenness (lasts for about 15 seconds).
Pushable:
Push Objects:
Est. Max. Damage:220 hp per turn
Immune To:None.
Strong To:Holy (-1%?), Fire (-10%), Energy (-20%)
Neutral To:Physical, Ice, Drown?, Life Drain?
Weak To:Death (+5%), Earth (+10%)
Sounds:"Outis emoi g' onoma."; "Whack da humy!"; "Ai humy phary ty kaynon".
Behavior:Fights until death with strong melee and distance attack. Makes you drunk often.
Field Notes:Creature added in the Christmas Update 2007. The strongest variety of cyclops, they are the
artisans and weaponsmiths of their race. They can easily be identified by the distinctive blue
mohawk on their heads. Stronger than a Dwarf Guard, however, Cyclops Smith doesn't hit higher
hits as often as Dwarf Guards
Location:Cyclopolis second floor and below, Mistrock, Mount Sternum and in Cyclops Camp second floor.
Strategy:Mages: can shoot at it with their wand/rods while running. Kill it fast because it has alot of hp
and it can make you drunk and run into other cyclops. A premium mage can shoot at it with Death
Strike and Terra Strike.
Paladins: can shoot it with royal spears with distance level 50 or higher while running. A good idea
Knights: can kill them with skills 75/75 and at least level 35. Their strength is comparable with
orc leaders, and should bring Health Potions in the case of groups as Cyclops Smiths rarely come
alone, they are usually spawned by at least one Cyclops Drone or another Cyclops Smith.
Loot:0-69 gp, Meat, Plate Shield, Battle Shield, Heavy Machete, Battle Hammer, Battle Axe, Double
Axe, Cyclops Toe, Dark Helmet (rare), Cyclops Trophy (rare), Strong Health Potion (rare), Double
Axe (rare), Club Ring (rare), Spiked Squelcher (very rare).
Summon/Convince:--/--
Abilities:Melee (0-45), Small Stones (0-45), Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:90 hp per turn
Immune To:Paralysis, Invisibility
Strong To:Physical (-25%), Holy (-50%), Death (-10%), Ice (-10%), Earth (-50%)
Neutral To:Fire, Drown?, Life Drain?
Weak To:Energy (+5%)
Sounds:"Klonk klonk klonk"; "Failure! Failure!"; "Good morning citizen. How may I serve you?";
"Target identified: Rat! Termination initiated!"; "Rrrtttarrrttarrrtta"; "Danger will...chrrr!
Danger!"; "Self-diagnosis failed."; "Aw... chhhrrr orders.".
Behavior:Fights until death, kills weaker creatures and push objects.
Field Notes:
Location:Factory Quarter.
Strategy:Paladins: Just run from them and shoot, they are pretty weak and should go down quickly for any
paladin with 50+ distance.
Knights: Just attack them, they are weak. They are good to train with on higher skills.
Loot:0-86 gp, Rusty Armor (Common) (semi-rare), Gear Crystal (rare?), Iron Ore (rare), Sword Ring
(very rare), 0-3 Nails (very rare).
Summon/Convince:--/--
Abilities:Melee (0-258+), Distance Fighting (Spears 0-132+), Self Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:390+ hp per turn
Immune To:Invisibility
Strong To:Ice (-1%?)
Neutral To:Physical?, Holy?, Death?, Energy?, Earth?, Drown?, Life Drain?
Weak To:Fire (+1%?)
Sounds:"FIGHT LIKE A BARBARIAN!"; "VICTORY IS MINE!"; "I AM your father!"; "To be the man
you have to beat the man!".
Behavior:Fights to death in close combat.
Field Notes:Is the boss of Warlord level Pit #2.
Next #3.
Location:In Svargrond Arena.
Strategy:To all vocations you don't need to be diagonal with this monster.
Druid and Sorcerer: Use Magic Shield and SD or just Flame Strike and heal.
Knight: Melee and Exori.
Paladin: Shoot and Ethereal Spear.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
Summon/Convince:--/--
Abilities:Melee (0-30), Small Stone (0-24), Heavy Magic Missile (10-20), Fireball (2-26), Self Healing,
Chameleon Broom Bomb, Cyclops Mutation on you, Green Frog Transformation.
Pushable:
Push Objects:
Est. Max. Damage:100 hp per turn
Immune To:Invisibility
Strong To:
Neutral To:Physical, Holy, Fire, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:Death (+5%)
Sounds:"Outch!"; "I must dispose of my masters enemies!"; "Oops, I did it again."; "From the spirits
that I called Sir, deliver me!".
Behavior:Keeps distance from the opponent.
Field Notes:New creature in the Winter Update 2007. They seem to be a parody of low level Sorcerers. Note
that if they turn you into a cyclops or a broom they will cancel your invisibility.
Location:Magician Tower, Dark Cathedral, Hero Cave, Magician Quarter
Strategy:Be sure to kill the Dark Magicians first when they are together. Consider them as a stronger
bandit. As a knight, you can kill one with skills 55/55, but you will need to heal rather frequently.
Loot:0-50 gp, 0-3 Blank Runes, Dead Frog, Wand of Dragonbreath (semi-rare), 0-2 Mana Potions (semi-
rare), Health Potion (semi-rare), Wand of Decay (Rare).
Summon/Convince:--/--
Abilities:Melee (0-30), Heavy Magic Missile (20-30), Fireball (5-40), Haste, Invisibility, Self Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:100 hp per turn
Immune To:Invisibility
Strong To:Holy (-20%), Fire (-10%), Energy (-20%), Ice (-10%), Earth (-20%)
Neutral To:Physical, Drown?, Life Drain
Weak To:Death (+1%?)
Sounds:"Feel the power of my runes!"; "Killing you gets expensive!"; "My secrets are mine alone!";
"Stand still!".
Behavior:Will try to keep a distance for opponents while using a variety of spells.
Field Notes:New creature in the Winter Update 2007. They are often found with other Dark Magicians, Dark
Apprentices and Mad Scientists. They seem to be a parody of high level Sorcerers.
Location:Hero Cave (Edron), Magician Tower, Dark Cathedral, Magician Quarter
Strategy:Kill them fast to reduce the damage done to you.
Loot:0-80 gp, Mana Potion, Blank Rune, Health Potion, Strong Mana Potion, Strong Health Potion,
Necrotic Rod (very rare), Small Enchanted Amethyst (very rare).
Summon/Convince:--/480 (Illusionable)
Abilities:Melee (0-100), Life Drain (0-50), Self-Healing, Haste
Pushable:?
Push Objects:?
Est. Max. Damage:150 hp per turn
Immune To:Invisibility
Strong To:Death (-40%)
Neutral To:Fire, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:Physical (+20%), Holy (+10%)
Sounds:"You are no match to us!"; "Your end has come!"; "This is where your path will end!".
Behavior:Dark Monks will fight to the death.
Field Notes:Be careful. They often appear in groups or with other creatures so you may find yourself
surrounded quickly. A level 97 knight or level 38 paladin will have enough mana to convince these
to train with on Open PvP worlds.
Location:Dark Cathedral, Vandura (Cult Cave), Foreigner Quarter.
Strategy:Practice caution. Running into a spawn can get you easily surrounded. Move slowly and lure
monsters out at a time to keep things easy. When you're comfortable with the spawn you can use
a Great Fireball rune a couple times. GFB is also a good way to free yourself from a swarm. They
heal like regular Monks so act quickly or you will end up wasting a lot of runes or mana.
Loot:0-18 gp, Bread, Dark Rosary, Scroll (semi-rare), Rope Belt (semi-rare), Ankh (semi-rare), Book of
Prayers (rare), Safety Pin (rare), Life Crystal (rare), Mana Potion (rare), Brown Flask (rare),
Sandals (rare), Lamp (very rare), Power Ring (very rare).
Summon/Convince:--/--
Abilities:Melee (0-513), Distance Fighting (Throwing Knives) (0-781), Musical wave (Reduces Shield Skill),
Self Healing (slow and weak).
Pushable:?
Push Objects:?
Est. Max. Damage:1300 hp per turn
Immune To:Fire, Invisibility
Strong To:Death (-10%), Energy (-30%), Earth (-90%)
Neutral To:Physical, Drown?, Life Drain?
Weak To:Holy (+10%), Ice (+10%)
Sounds:"You like it, don't you?"; "IahaEhheAie!"; "It's party time!"; "Harrr, Harrr!"; "The torturer
is in!".
Behavior:They will try to get in melee contact with you. They run in low health, but be careful even then, as
they can deal out 800~ combos while running away from you. They run at 500 hp.
Field Notes:Creature from the Winter update 2006. It is a relative of the Diabolic Imp. The Dark Torturer's
boss is Mr. Punish located in Tafariel's throne room.
Location:Pits of Inferno, Vengoth, Blood Halls
Strategy:Run from them and try to shoot them before they catch up with you. They can hit quite hard in
close combat.
Loot:0-177+ gp, 0-6 Platinum Coins, 0-3 Concentrated Demonic Blood, 0-2 Ham, Great Health Potion,
Death Ring, Demonic Essence, Steel Boots (semi-rare), Soul Orb, 0-2 Assassin Star (semi-rare),
Saw (semi-rare), 0-2 Orichalcum Pearl (rare), Cat's Paw (rare), Jewelled Backpack (rare), Broken
Key Ring (rare), Vile Axe (very rare), Butcher's Axe (very rare), Gold Ingot (very rare), Golden
Legs (very rare).
Summon/Convince:--/--
Abilities:Self Healing, Distance (Throwing Knives), Melee (0-?)
Pushable:?
Push Objects:?
Est. Max. Damage:250 hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"Let's kill 'em"; "Arrrgh!"; "You'll never take me alive!"; "§%§&§! #*$§$!!"; "You won't get
me alive!".
Behavior:?
Field Notes:Responsible for raiding the Liberty Bay depot in some raids.
<spoiler> Since Summer Update 2009 he's one of the rewards of Killing in the Name of... Quest
Summon/Convince:--/--
Abilities:Melee (0-100), Smoke Ball (35-60), Curses up to 52 Hitpoints per turn, Self Healing, Summons 0-
3 Death Blobs.
Pushable:?
Push Objects:?
Est. Max. Damage:212 (848 with Summons) hp per turn
Immune To:Death, Earth, Life Drain, Invisibility
Strong To:Physical (-30%), Ice (-10%)
Neutral To:Drown?
Weak To:Holy (+10%), Fire (+10%), Energy (+10%)
Sounds:None.
Behavior:Like a Slime, will advance towards its prey and will attempt to overwhelm them by summoning
more Death Blobs.
Field Notes:Added in the Christmas Update 2008.
Location:Alchemist Quarter, Razzachai.
Strategy:Kill it like a Slime, being wary of geting surrounded by its Summons. Although it Summons more
three Death Blobs, their Curse will not sum their effects. But be careful, even Slimes, the
weaker form of this Blob-Type Creature, deals lots of damage, think about this one, the stronger
of them.
Loot:Glob of Tar.
Summon/Convince:--/--
Abilities:Melee (0-460+), Poison Bomb (0-200+?) poisons you 10 per turn, Blood Bomb (0-378+), Smoke
Wave makes you drown, Earth Wave (0-???), Life Drain Wave (0-595), Sudden Death (0-397+).
Pushable:?
Push Objects:?
Est. Max. Damage:1265+ hp per turn
Immune To:Death, Fire, Ice, Earth, Invisibility
Strong To:
Neutral To:Physical?, Holy?, Drown?, Life Drain?
Weak To:Energy (+20%)
Sounds:"YOU FOOLS WILL PAY!"; "YOU ALL WILL DIE!"; "DEATH, DESTRUCTION!"; "I will eat
your soul!".
Behavior:Fight to death in close combat.
Field Notes:Is the boss of Warlord Level, Pit #9.
Next #10.
Location:In Svargrond Arena.
Strategy:To all vocations stay diagonal and watch out when doing attacks like Exori or Ethereal Spear as
you may get exhausted and unable to heal so make sure your hp is full before using those attacks.
Druid and Sorcerer: Use Magic Shield and try to shoot Heavy Magic Missile runes or Energy
Strikes since they're weak against that element. Bring plenty of Stone Skin Amulets since he hits
very hard. But be careful: Deathbringer takes lots of time to be killed for mages.
Knight: Melee and use Whirlwind Throw (makes you waste more potions) or Fierce Berserk.
Paladin: Shoot Assassin Stars and Ethereal Spear.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
0 Hit points
Summon/Convince:--/--
Abilities:Melee (0-500), Energy Berserk (200-400), Red Shimmering Beam (100-200).
Pushable:?
Push Objects:?
Est. Max. Damage:1000 hp per turn
Immune To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain, Paralysis, Invisibility,
Drunkenness
Strong To:
Neutral To:
Weak To:
Sounds:None.
Behavior:Deathslicers will get as close as possible to you, attacking with its strong Melee and heavy
Energy-Based Spells.
Field Notes:Deathslicers cannot be killed or wounded by you. Note that they are pushable. Old rumors said
they hit over 1000 hp with Melee, however that's not true.
Location:Deep in Tarpit Tomb.
Strategy:Use a stronger monster such as a Demon to destroy it, when it's trapped. You can push it.
Loot:Nothing (turns into Wooden Trash).
Summon/Convince:--/?
Abilities:Melee (0-40?) Poisons you, Death Strike (from close) (400-700), Energy Strike (from close)
(200-450).
Pushable:?
Push Objects:?
Est. Max. Damage:1000+ hp per turn
Immune To:Death, Earth
Strong To:Fire (-15%), Energy (-15%), Ice (-15%)
Neutral To:Physical?, Drown?, Life Drain?
Weak To:Holy (+10%)
Sounds:None.
Behavior:They are summoned by the Hell Holes and will attack whoever is closest to it. It usually attacks
first who is on the sides of the lavahole, if noone is on the sides it will attack who stand diagonal
if noone diagonal it will attack who is closest to the north of the lavahole(to confirm)?
Field Notes:New creature in Summer Update 2008. They are summoned by Hell Holes in the Annihilon's Ward
on The Inquisition Quest.
Location:Annihilon's Ward on The Inquisition Quest.
Strategy:Try to keep using area runes to kill them off when killing Annihilon. Use Fire Bomb on self, and as
long as you don't move and stand in the middle of the fire, it can't reach you.
Loot:Nothing (turns into a Dirty Fur).
25 Hit points
Summon/Convince:260/260 (Illusionable)
Abilities:Melee (0-1)
Pushable:
Push Objects:
Est. Max. Damage:1 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:None.
Behavior:Non-offensive creature, they always run when a player is on screen. However, sometimes if they
get trapped, they may attack in self-defense.
Field Notes:Note that if summoned, the deer can attack other players on PvP worlds. Found in many places,
they drop meat and ham.
Location:Darama (Ankrahmun/Darashia Desert), in most grassy areas of Tibia, also found in Rookgaard.
Strategy:Attack them using "chase opponent", as it can be rather difficult to catch these four legged
creatures.
Loot:0-4 Meat, 0-2 Ham, Antlers (rare).
Summon/Convince:--/--
Abilities:Melee (0-240; Poisons you), Poison Missiles (160-270),Green Spark Ball (Poisons you up to 32
Hitpoints per turn), Self-Healing (Around 350), Curse Wave (Paralyzes you), Earth Wave (Poisons
you), Poison Berserk (120-170).
Pushable:?
Push Objects:?
Est. Max. Damage:712 hp per turn
Immune To:Earth, Invisibility, Paralysis
Strong To:Energy (-10%), Ice (-20%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Fire (+25%)
Sounds:"Blubb".
Behavior:Unknown.
Field Notes:Somewhat related to Slime. The Defiler's bosses are The Plasmother - located in Verminor's
Throneroom - and The Abomination which has only been summoned on a Test Server by a
Customer Support.
Location:Pits of Inferno, The Vats - Edron.
Strategy:
Loot:0-280 gp, 0-4 Platinum Coins, Demonic Essence, Soul Orb, Glob of Tar, Glob of Acid Slime, Talon,
0-3 Small Emeralds (semi-rare), 0-2 Small Rubies (semi-rare), Small Diamond (semi-rare), Yellow
Gem (rare), Red Gem (rare), Blue Gem (rare), Green Gem (rare), Death Ring (very rare).
Summon/Convince:--/--
Abilities:Melee (0-235), Fire Wave (300-550), Great Fireball (350-400), Summons up to 2 Dragons, Self-
Healing (fast).
Pushable:?
Push Objects:?
Est. Max. Damage:1150 (1950 with both Dragons) hp per turn
Immune To:Fire, Invisibility, Paralysis
Strong To:
Neutral To:Physical?, Holy?, Death?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"I WILL SET THE WORLD ON FIRE!"; "I WILL PROTECT MY BROOD!".
Behavior:Demodras runs on low health.
Field Notes:It is the Dragons' boss. Looks the same as a Dragon Lord. Always spawns with two Dragon Lords.
Demodras' corpse can be skinned in order to get a Red Dragon Leather just as his summoned
Dragons' corpses can be skinned to obtain a Green Dragon Leather.
here
) on the way to the Ornamented Shield Quest, PoI Dragon Lair, Thais Dragon Lair, Darashia
Dragon Lair. Special task teleport is located in Poh Dragon Lair.
Strategy:Mages: Get a good blocker, and use Sudden Death runes or Icicle (Rune) if your level and magic
level is good enough. Otherwise, bring a Paladin or other Mages for backup. A Mage or Paladin may
attempt the special task at level 100 with reasonable success. Paladins will probably not need
Magic Shield.
Knights: It is possible to solo this monster with good skills and high level using Exori Gran. It is
advised to attempt the special task on at least level 130 when you can use Ultimate Healing
Potions.
Loot:0-290 gp, 0-10 Platinum Coins, 0-4 Green Mushroom, 0-5 Power Bolt, 0-6 Onyx Arrow, 0-10 Burst
Arrows, 0-10 Dragon Ham, Great Mana Potion, Great Health Potion, Steel Shield, Steel Helmet,
Plate Legs, Small Diamond, Small Sapphire, Fire Sword, Life Crystal, Dragon Hammer, Dragon
Shield, Serpent Sword, Wand of Inferno, Mace, Short Sword, Longsword, Broadsword, Double
Axe, Crossbow, Golden Mug, Stuffed Dragon, Tower Shield, Gemmed Book, Red Dragon Leather,
Red Dragon Scale, Strange Helmet, Energy Ring, Wand of Dragonbreath, Royal Helmet (rare),
Dragon Scale Mail (rare), Dragon Claw (always).
Summon/Convince:--/--
Abilities:Melee (0-520), Huge Fireball (150-250), Great Life Drain Beam (300-460) , Energy Hit (Only
from close; 210-300), Mana Drain (0-120), Self-Healing, Haste, Fire Field, Distance Paralyze,
Summons up to 1 Fire Elemental.
Pushable:
Push Objects:
Est. Max. Damage:1530 (1880 with the Fire Elemental) hp per turn
Immune To:Fire, Drown, Life Drain, Invisibility, Paralysis.
Strong To:Physical (-30%), Death (-30%), Energy (-50%), Earth (-40%)
Neutral To:
Weak To:Holy (+12%), Ice (+12%)
Sounds:"Your soul will be mine!"; "CHAMEK ATH UTHUL ARAK!"; "I SMELL FEEEEAAAAAR!"; "Your
resistance is futile!"; "MUHAHAHA".
Behavior:Demons attack the enemy with extremely powerful attacks until death.
Field Notes:Demons are the servants of evil. More or less devoted servants of Zathroth, they cause strife
and havoc wherever they appear. Their masters are known as Demonlords, Demon Overlords and
Archdemons. Long time ago, Demons used to drop Magic Swords and Coconuts. It is said that in
one room behind Hero Cave, a Demon can spawn even if there's people inside, but it has not been
confirmed. You can use a Blessed Wooden Stake on a slain Demon to get Demon Dust.
Location:Hero Cave, Demon Helmet Quest, The Annihilator Quest room, Ferumbras' Citadel, Goroma,
Ghostlands, Warlock area (unreachable), cave at north cover with stone pile Liberty
Bay(unreachable), Razzachai, deep in Pits of Inferno (found in every Throneroom except
Verminor's), deep Formorgar Mines, during The Demon Oak Quest and in Yalahar.
Strategy:If you don't have some kind of healing, don't even look at them because if you do you are dead.
Stand in a diagonal position to avoid the lethal Great Life Drain Beam and, as a blocker, kill the
Fire Elementals quickly. You can start blocking them at Level 80 with good Skills with a big waste
(blockers with Level lower than 80 will probably die in 80% of the cases). You can hunt them with
a team of Mages using Icicle Runes. It's better to use Boots of Haste instead of Steel Boots
because Demons are fast and staying diagonal can be hard. Mages can actually block them with
full mana using Magic Shield at lvl 80 with Great Mana Potions while someone shoots (not
profitable).
Paladins can run them with Boots of Haste, Time Ring and kill them with Assassin Stars or
Arbalest with Power Bolts in wide respawns. Using Divine Healing after Demon's Huge Fireball
(Radius as high as Ultimate Spells) will keep you out of danger. Just focus in your speed and in
Knights can kill them but it will most likely be a huge waste as Demons are strong against Physical
Damage.
Mages should use the same strategy as a Paladin, however, using Magma Set and Magic Shield
below Level 130 is very recommended. All vocations can use Garlic Necklace to reduce damage
from Great Life Drain Beam
Loot:0-310 gp, 0-1 Platinum Coin, 0-6 Fire Mushrooms, Devil Helmet, Double Axe, Golden Sickle, Small
Emerald, Fire Axe (semi-rare), Giant Sword (semi-rare), Great Health Potion (semi-rare), 0-3
Great Mana Potion (semi-rare), 0-3 Ultimate Health Potion, Golden Ring (semi-rare), Ice Rapier
(semi-rare), Orb (semi-rare), Purple Tome (semi-rare), Stealth Ring (semi-rare), Talon (semi-
rare), 0-5 Assassin Stars (rare), Demon Horn (rare), Demon Shield (rare), Might Ring (rare),
Platinum Amulet (semi-rare), Ring of Healing (semi-rare), Golden Legs (rare), Mastermind Shield
(rare), Demon Trophy (very rare), Demonrage Sword (very rare), Magic Plate Armor (very rare).
Summon/Convince:--/--
Abilities:Melee (0-100), Musical Beam (5 SQM length, makes you mild drunk for 1 minute), Life Drain
Berserk (25-45 looks like SD), Lifedrain Ball (15-45 on target, 4 SQM long).
Pushable:?
Push Objects:?
Est. Max. Damage:190 hp per turn
Immune To:Drown, Life Drain, Invisibility, Drunkenness.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth
Weak To:
Sounds:"ISHH THAT THE BESHHT YOU HAVE TO OFFERRR, TIBIANSHH?"; "YOU ARRRRRE
DOOMED!"; "I SHHMELL FEEAARRR!"; "MY SHHEED IS FEARRR AND MY HARRRVEST
ISHH YOURRR SHHOUL!"; "Your shhoooul will be mineee!".
Behavior:Runs away from player in very low health.
Field Notes:Can't be pushed, kills weaker monsters, new creature on Summer Update 2009. It's dangerous to
follow him when he runs in low health because he can lure you into a bigger spawn of Isle of Evil
monsters.
Location:Isle of Evil.
Strategy:Try to stay at a distance and to stand diagonal of it to evade his beam.
Loot:0-99 gp.
Summon/Convince:620/620 (Illusionable)
Abilities:Melee (0-185+), Death Hit (30-50).
Pushable:
Push Objects:
Est. Max. Damage:235+ hp per turn
Immune To:Death, Fire, Earth, Drown, Life Drain, Paralysis, Drunkenness.
Strong To:
Neutral To:Physical, Energy, Ice
Weak To:Holy (+25%)
Sounds:None.
Behavior:They are slow and rather unintelligent. This creature will retarget, kill weaker monsters and push
objects to get to you.
Field Notes:This is an excellent summon because its immune to many elements, its used alot for hunting
Dragons, Wyverns, Djinns, Necromancers, Hydras, Infernalists and Nightmares.
Location:Triangle Tower, Hellgate, Draconia, Plains of Havoc, Thais Ancient Temple, Fibula Dungeon,
Mintwallin, Mount Sternum hidden cave, Drefia, Ghost Ship, Edron Hero Cave, Shadowthorn,
Elvenbane, Ghostlands, Femor Hills, White Flower Temple, Isle of the Kings, Dark Cathedral,
Ankrahmun Tombs, Ramoa and Helheim, Vengoth.
Strategy:With a weapon skill of 75, a Knight can kill a demon skeleton with a Two-handed weapon and 0-2
Strong or Great Health Potions. If a Knight is using a one-handed weapon, he/she can kill a Demon
Skeleton on level 30 and skills 65/65 quite easily. Just bring a few Health Potions for safety
reasons.
A Paladin could hunt these with a distance level of 60. Demon Skeletons are slow, so lower skills
wouldn't be a safety concern; you'd merely waste too many bolts for the loot they give. To reduce
the waste, you can use Enchanted Spear, because it has a stronger attack and is hard to break.
The Divine Missile spell works great against Demon Skeletons. Have an Ultimate Healing spell (or
rune) ready to use if they actually touch you.
A Druid or Sorcerer should either use Heavy Magic Missiles or Energy strike, perhaps combined
with an appropriate Wand or Rod. The Invisible spell is also useful and can save your life, since
they can not see invisible creatures.
A Druid of level 35 or more can get much experience killing demon skeletons with Hailstorm Rod
while being Invisible. Sorcerers can do the same thing but with a Wand of Cosmic Energy or Wand
of Starstorm.
Loot:0-50 gp, Torch, 0-3 Throwing Star, Battle Hammer, Battle Shield, Iron Helmet, Demonic Skeletal
Hand, Mysterious Fetish (rare), Mana Potion (rare), Mind Stone (rare), Guardian Shield (very
rare).
50 Hit points
Summon/Convince:--/--
Abilities:Melee, Distance Fighting (Small Stone).
Pushable:?
Push Objects:?
Est. Max. Damage:30 hp per turn
Immune To:None
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:None.
Behavior:They run away when they are in Red health.
Field Notes:It's a Goblin with demon outfit and name. They turn to dead goblins when they die.
Location:Pits of Inferno (Bazir's throneroom), Oasis Tomb
Strategy:The same as a normal Goblin
Loot:0-9 gp, 0-4 Small Stone, Bone, Dagger, Leather Helmet, Bag, Short Sword, Fish, Moldy Cheese,
Leather Armor, Bone Club, Small Axe (Loot Statistics)
Summon/Convince:--/--
Abilities:Melee (0-500), Distance Fighting (Boulder 0-200), Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:700 hp per turn
Immune To:Energy, Invisibility, Paralysis
Strong To:Physical (-1%?), Death (-20%), Fire (-30%), Earth (-20%)
Neutral To:Drown?, Life Drain?
Weak To:Holy (+3%), Ice (+15%)
Sounds:"COME HERE AND DIE!"; "Destructiooooon!"; "It's a good day to destroy!".
Behavior:They are extremely fast when hasted but slower than a behemoth if they don't haste, they don't
run at low hp.
Field Notes:New creature in the Winter update 2006. It is very similar to a Behemoth. However, Destroyers
are slightly more powerful, and drop loot much more frequently. It is also important to note that
Behemoths are resistant to Holy Damage, where as Destroyers are weak to Holy Damage.
Location:Pits of Inferno, Formorgar Mines, Alchemist Quarter
Strategy:They are pretty much like a Behemoth with the same attacks and slightly less hit points. A
blocker is recommended to hunt these, a 100+ Paladin or a 80+ Knight should be fine, while 1 or
more shooter attack it. Mages should attack with Ice Strike while paladins use Divine Missile
along with their desired distance weapon.
Loot:0-330 gp, 0-2 Small Amethysts, 0-3 Platinum Coins, 0-6 Meat, 0-12 Burst Arrows, Demonic
Essence, Plate Armor, Crowbar, Dark Armor, Pick, Big Bone, Soul Orb, Metal Spike (semi-rare),
Mind Stone (rare), Giant Sword (rare), Great Health Potion (rare), Chaos Mace (rare), Skull
Helmet (very rare), Crystal Necklace (very rare), Dreaded Cleaver (very rare), Death Ring (very
rare), Steel Boots (very rare).
Summon/Convince:--/--
Abilities:Melee (0-?), Summon 0-2 Demon Skeleton, Sudden Death(80-151), Self Healing, Mana Drain,
Distance Fighting (Poison (0-?), Haste and Arrows (0-?).
Pushable:?
Push Objects:?
Est. Max. Damage:120+ (620+ with 2 Demon Skeletons) hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"Feel my wrath!"; "Noone will stop my ascension!"; "My powers are divine!"; "You desecrated
this temple!".
Behavior:Dharalion fights until death.
Field Notes:Is the Elf's Boss. Looks the same as an Elf Arcanist. Always spawns with 2 (or more) Elf Scouts
and 1 (or more) Elf Arcanist.
Location:Shadowthorn, the Time Ring Quest room.
Strategy:Just attack him like an Elf Arcanist. And take a stealth ring or invisible spell, for his summons.
Loot:0-? gp, 0-1 Royal Spear, Arrows, Studded Helmet, Studded Armor, Brass Shield, Leather Boots,
Apples, Long Swords, Waterskin, Sandals, Bow, Poison Arrows, Grapes, Scroll, Candle, Blank Rune,
Staff, Melon, Bread, Green Tunic, Bowl, Inkwell, Parchment, Sling Herb, Life Crystal, Candle
Sticks, Elven Amulet, Wand of Cosmic Energy, Yellow Gem, Holy Orchid, Great Mana Potion,
Golden Goblet (rare), Cornucopia (rare).
Summon/Convince:--/--
Abilities:Melee (0-240) (poisons from 8hp), Fireball (100-240), Fire Explosion (300-430), Invisibility (lasts
in 1 second), Strong Haste (lasts 2 seconds), Self-Healing (slow but strong), Skill Reducer
(Reduces your Melee Skills to about 20%-30% for ~2 rounds.
Pushable:?
Push Objects:?
Est. Max. Damage:870 hp per turn
Immune To:Fire, Life Drain, Invisibility, Paralysis
Strong To:Death (-10%), Earth (-50%)
Neutral To:Physical, Energy, Drown?
Weak To:Holy (+10%), Ice (+10%)
Sounds:"Muahaha!"; "He he he.".
Behavior:Fights from range, runs away at Low Health.
Field Notes:Diabolic Imps have 2 bosses: The Imperor and Minishabaal (not in game anymore).
Location:Inquisition, Pits of Inferno, Fenrock.
Strategy:Since the Melee poisons you, it's better to keep distance as a Mage or Paladin. Knights should try
to trap him and use both Melee and Whirlwind Throw or Berserk/Fierce Berserk. Make sure to
keep an eye on your Skills so you don't waste lots of Mana on Berserk/Fierce Berserk when it has
lowered your skills. Try to corner them because when they use Haste, you cannot outrun them and
they may end up luring you into other monsters, as they can be very fast. A good strategy to kill
these as a Mage at the Fenrock spawn is to Summon a Fire Devil or another creature immune to
Fire Damage and let it block the ranged attacks while you shoot Icicles. Depending on your level
you might want to use Magic Shield.
Loot:0-200 gp, Scimitar, 0-2 Blank Rune, Cleaver, Pitchfork, 0-3 Small Amethyst, 0-2 Concentrated
Demonic Bloods, Guardian Shield, 0-7 Platinum Coins (semi-rare), Demonic Essence (semi-rare),
Stealth Ring (semi-rare), Soul Orb (semi-rare), Double Axe (semi-rare), Necrotic Rod (rare),
Magma Monocle (rare), Magma Coat (rare), Death Ring (very rare).
This creature is a boss in the The Undead class.
Diblis the Fair
Summon/Convince:--/--
Abilities:Melee (0-282+), summon 4 Banshees, Self-Healing, Paralyze, Invisibility, makes you Drunk, Sudden
Death (0-200+).
Pushable:?
Push Objects:?
Est. Max. Damage:1500+ (with summons) hp per turn
Immune To:Death, Earth, Life Drain, Invisibility, Paralysis
Strong To:Physical (-40%)
Neutral To:Fire, Energy, Ice, Drown?
Weak To:Holy (+5%)
Sounds:"Not in my face you barbarian!"; "I envy you to be slain by someone as beautiful as me."; "I
will drain your ugly corpses of the last drop of blood."; "My brides will feast on your souls!".
Behavior:Run when is on yellow health.
Field Notes:New creature in Summer Update 2008. May spawns with 0-3 Banshees.
Paladins should also have a blocker and use Divine Missile to kill it fast.
Knights should have a shooter and use using either Berserk or Fierce Berserk when the banshees
reach you.
Loot:0-99 gp, 0-5 Platinum Coin, Blood Preservation, Skull, Black Pearl (semi-rare), Ring of Healing
(semi-rare), Strong Health Potion (semi-rare), Vampire Shield (rare), Spellbook of Lost Souls
(very rare), Vampire Lord Token (always).
Summon/Convince:--/--
Abilities:Melee (0-200), Life Drain (0-800), Mana Drain (up to 450 mana), Summons 0-4 Priestesses,
causes mass Drunkenness, Poison, Self-Healing, Divine Caldera (Halves all skills).
Pushable:?
Push Objects:?
Est. Max. Damage:1400 hp per turn
Immune To:Physical, Death, Life Drain, Invisibility.
Strong To:Energy (-20%), Earth (-20%)
Neutral To:Fire, Ice, Drown?
Weak To:Holy (+10%)
Sounds:"You can't escape death forever"; "Come closer to learn the final lesson"; "Undeath will
shatter my shackles."; "You don't need this magic anymore.".
Behavior:Malicious, will make all efforts to destroy intruders.
Field Notes:Dipthrah was sentenced to be locked away, after his part in the conspiracies against the pharaoh,
Arkhotep.
Location:Mountain Tomb
Strategy:Keep a few blockers to run around him, and mages and paladins to attack from a distance. He is
guarded by 5 Beholders and 9 Magicthrowers. He is immune to all attacks except for Ice, Fire
and Energy, so mages should use Icicle runes to kill him or Great Fireball or Avalanche runes to
kill Beholders and Energy Bomb or Fire Bomb runes to trap him.
Loot:0-158 gp, 0-3 Small Sapphire,Great Mana Potion, Energy Ring, Mind Stone (rare), Blue Gem (rare),
Mini Mummy (very rare), Ankh (very rare), Skull Staff (very rare), Pharaoh Sword (very rare),
Ornamented Ankh (Always).
Summon/Convince:--/--
Abilities:Melee (0-80), Explosive Stone (0-35), Paralyze Bomb on himself, Strong Haste.
Pushable:?
Push Objects:
Est. Max. Damage:115 hp per turn
Immune To:Invisibility, Paralysis
Strong To:Fire (-50%), Earth (-50%)
Neutral To:Physical, Holy, Death, Ice, Drown?, Life Drain?
Weak To:Energy (+5%)
Sounds:"Grrrrrr".
Behavior:Chases the opponent shooting stones and casting paralyze bomb around itself. It moves objects
but doesnt kill weaker creatures.
Field Notes:New creature in the Summer update 2007. They rarely respawn around other penguins. Best to
keep your distance at lower levels.
Location:Any place with penguins like, Formorgar Glacier, Helheim, Tyrsung or Svargrond.
Strategy:Kill them with melee or use energy based attacks.
Loot:0-10 gp, 0-4 Fish, Green Perch (rare), Rainbow Trout (rare), Dragon Hammer (very rare).
Summon/Convince:--/--
Abilities:Melee (0-125+), Throwing Knifes (0-100), Musical Bomb (summons 2 Pirate Marauders), Musical
Strike (lowers all melee skills by around 70%).
Pushable:?
Push Objects:?
Est. Max. Damage:225+ (585+ with summons) hp per turn
Immune To:Invisibility
Strong To:Holy (-10%), Earth (-20%)
Neutral To:Physical, Death?, Energy, Drown?, Life Drain?
Weak To:Fire (+10%), Ice (+5%)
Sounds:"You are no match for the scourge of the seas!"; "You move like a seasick whale!"; "Yarr,
death to all landlubbers!".
Behavior:He runs in low health.
Field Notes:It's the second floor boss. Use his dead body to get your reward. Probably an allusion to
Blackbeard.
Location:Isle of Evil.
Strategy:Kill it fast.
Loot:Odd Hat, The Shield Nevermourn, Pointed Rabbitslayer or Helmet of Nature.
Summon/Convince:--/--
Abilities:Melee (0-240+) poisons you 3 hp/turn, Distance Life Drain (250-276+), Poison Storm (220-270),
Self Healing, Paralyze.
Pushable:?
Push Objects:?
Est. Max. Damage:769+ hp per turn
Immune To:Earth, Invisible
Strong To:Physical (-10%), Holy (-25%), Death (-75%), Fire (-25%), Energy (-25%), Ice (-25%)
Neutral To:Drown?, Life Drain?
Weak To:
Sounds:"People like you are the plague and I'll be the cure!"; "You all will pay for not helping me!";
"Cough! Cough!"; "Desolate! Everything is so desolate!".
Behavior:Runs away in red health.
Field Notes:Is an infected human.
Location:Alchemist Quarter.
Strategy:Shoot from the door or run around a hole. If you are a lower level mage, you can also summon a
demon skeleton inside the room with Diseased Bill since it is immune to earth damage and life
drain. You can aid it with runes when they move away from the door.
Loot:0-25 gp.
Summon/Convince:--/--
Abilities:Melee (0-103+) poisons you 3 hp/turn, Poison Storm on you (poisons you up to 31 hp/turn), Poison
Exori life drain damage (200-247+), Paralize, Self Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:381+ hp per turn
Immune To:Invisible
Strong To:Death (-5%), Fire (-85%), Earth (-20%)
Neutral To:Drown?, Life Drain?
Weak To:Physical (+5%), Holy (+5%), Energy (+10%), Ice (+5%)
Sounds:"Where... Where am I?"; "Is that you, Tom?"; "Phew, what an awful smell ... oh, that's
me.".
Behavior:Like a Bog Raider
Field Notes:He's an infected human, a plague carrier.
Location:Alchemist Quarter
Strategy:Open the door and shoot, go out if you need to heal. Note that more than one player can enter
the sealed door at the same time, so ask a friend for help if you need a blocker.
Loot:0-25+ gp
Summon/Convince:--/--
Abilities:Melee (0-135+) poisons you 4 hp/turn, Distance Life Drain (65-80+), Poison Exori (100-140+)
Paralize, Self Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:360+ hp per turn
Immune To:Earth, Invisible
Strong To:Physical (-15%), Holy (-15%), Death (-55%), Fire (-15%), Energy (-15%), Ice (-15%)
Neutral To:Drown?, Life Drain?
Weak To:
Sounds:"You will suffer the same fate as I do!"; "The pain! The pain!"; "Stay away! I am
contagious!"; "The plague will get you!".
Behavior:Like a Bog Raider, but he runs in low hp.
Field Notes:Is an infected human.
Location:Alchemist Quarter.
Strategy:Same strategy you would use for a Bog Raider, run around and shoot him.
Loot:0-17 gp.
Summon/Convince:--/--
Abilities:Melee (0-43), Drown Bomb (17-55), Envenom 2 hp/turn, Earth Berserk summons 2 Zombies, Self
Healing
Pushable:?
Push Objects:?
Est. Max. Damage:100 (506 with 2 summons) hp per turn
Immune To:Drown, invisibility, Drunkenness.
Strong To:Holy (-20%), Fire (-10%), Energy (-20%), Ice (-20%), Earth (-20%)
Neutral To:Death?, Life Drain
Weak To:Physical (+5%)
Sounds:"I might use some parts of you in my next creation!"; "You're only a testsubject to me!";
"My creations will kill you!"; "You can't beat what you can't comprehend!".
Behavior:Fights to death in close range.
Field Notes:It's the first floor boss. Use it to get a random reward. Doubtlessly an allusion to "Doctor No",
the villain in James Bond's first movie.
Location:Isle of Evil.
Strategy:Kill it fast.
Loot:Mighty Helm of Green Sparks, Trousers of the ancients, Meat shield, Glutton's Mace.
This creature is in the Mammals class.
Dog
20 Hit points
Summon/Convince:220/220 (Illusionable)
Abilities:None
Pushable:
Push Objects:
Est. Max. Damage:0 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"Wuff wuff".
Behavior:Dogs normally follow you around but will run on low health.
Field Notes:Dogs are harmless straying animals, but can be annoying when they get in your way.
Location:Isle of the Kings, North of the Thais temple, Lubos house, west of Carlin (with sheep), Edron
north of castle and one south towards Ivory Towers, Liberty Bay (Silverhand Manor), Mintwallin
central park and on the way to the old Mintwallin area, Factory Quarter (Yalahar).
Strategy:Just attack them and they will run or die shortly after.
Summon/Convince:--/--
Abilities:Melee (0-100), Thunder Beam (35-55), Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:155 hp per turn
Immune To:Energy, Drown, Life Drain, Invisibility.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Ice, Earth
Weak To:
Sounds:"I bet it was you who killed my mom!".
Behavior:Can't be pushed, kills other creatures to get near to you, runs in very low health.
Field Notes:New creature that was implemented on the Updates/8.5.
Location:Isle of Evil.
Strategy:Try to stand in diagonal of it or it will use it's energy beam very often.
Loot:0-100 gp.
Summon/Convince:--/--
Abilities:Melee (0-?), Blood Exori (0-644), Haste, Green music notes (on itself).
Pushable:?
Push Objects:?
Est. Max. Damage:~644 hp per turn
Immune To:
Strong To:Physical (-15%)
Neutral To:Holy, Death, Fire, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Fights until death.
Field Notes:One of the Isle of Strife Arena Masters.
Click Here to Show/Hide Spoiler Information
? Hit points
Summon/Convince:--/--
Abilities:Unknown.
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:Invisibility?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Unknown.
Field Notes:None.
Location:Tarpit Tomb.
Strategy:Unknown.
Loot:Midnight Shard.
Summon/Convince:--/--
Abilities:Melee (0-700+), Lifedrain Wave (1000+), Poison Wave (0-751+), Smoke Wave (?), Blood Ball (0-
869+), Death Strike (0-750), Poison Ball (0-175+), Mana Drain, Self-Healing(extremely fast 500-
1000).
Pushable:?
Push Objects:?
Est. Max. Damage:4245+ hp per turn
Immune To:Death, Fire, Ice, Earth, Drown, Paralysis, Invisible.
Strong To:
Neutral To:Physical?, Energy, Life Drain?
Weak To:Holy (+10%)
Sounds:"DEATH CAN'T STOP MY HUNGER!"; "Your new name is breakfast".
Behavior:Behaves just like a regular Undead Dragon, except that it is much stronger. It also runs in low
health.
Field Notes:It is the Undead Dragon boss.
Location:Pits of Inferno - Ashfalor's Throneroom.
Strategy:Treat it like a regular Undead Dragon, just keep in mind it can do very high comboes. Have a
Knight stand diagonal, a Druid to heal the Knight and as many Mages and Paladins shoot at
Dracola.
Loot:0-210 gp, 0-3 Platinum Coin, Dark Armor, Life Crystal, Great Health Potion, Hardened Bone, Soul
Orb, Demonic Essence, Skull Helmet, Reaper's Axe (very rare), Dracola's Eye (always).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-120), Fire Wave (100-170), Great Fireball (60-110), Self-Healing
Pushable:
Push Objects:
Est. Max. Damage:400 hp per turn
Immune To:Fire, Invisibility, Paralysis
Strong To:Energy (-20%), Earth (-80%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Ice (+10%)
Sounds:"FCHHHH"; "GROOOOAAAAAAAAR".
Behavior:Dragons are known to retarget. This often causes shooters in a team hunt to be burned or killed.
A dragon will run away from attackers when its hitpoints bar is in very low yellow.
Field Notes:Dragons are very slow-moving, but have a potent set of attacks; however, a mage or paladin can
often kill one without taking any damage once they master the art.
Location:Thais Ancient Temple, Mount Sternum Dragon Cave, Mintwallin, deep in Fibula Dungeon, Kazordoon
dragon (near Dwarf Bridge), Plains of Havoc, Elven Bane castle, Maze of Lost Souls, southern cave
and dragon tower in Shadowthorn, Orc Fortress, Venore Dragon Lair, Pits of Inferno, Behemoth
Quest room in Edron, Hero Cave, deep Cyclopolis, Edron Dragon Lair, Goroma, Ankrahmun Dragon
Lairs, Draconia, Dragonblaze Peaks, some Ankrahmun Tombs, underground of Fenrock (on the way
to Beregar), and Crystal Lakes.
Strategy:All players should stand diagonal from the dragon, whenever possible, to avoid the Fire Wave.
Knights: Only one knight should be present in a team hunt, as they, the blocker, must be able to
move freely around the dragon and to maintain their diagonal position as the dragon takes a step
(players sometimes call this "dancing with the dragon."). It is quite easy for a Knight of level 40
Around level 60, a knight with good skills (70/70) and, optionally, a Two-Handed weapon can solo a
dragon with healing and have very little waste and possible even make profit. Remember to stand
Mages of level 28 or higher can kill dragons without help from other players. They can Summon
two Demon Skeletons and drink a few extra mana potions afterward. They should try to keep
enough mana to heal, if needed. They should enter, lure the dragon out, attack it with the demon
skeletons, then move to a different floor so the dragon will target the demon skeletons. It is
advisable to move to a space about 3 squares diagonal and use a strike spell (exori frigo if
possible) or icicle runes to kill the dragon faster. Heal when your hp drops under 280-300. You
can take some icicles with you in case the dragon flees into some narrow cave.
Paladins with a distance skill of 60+ and enough hitpoints to survive a fire wave are welcome
additions to a team dragon hunt. Just be sure to have exura san spell ready to use, and stand
where you can escape if the dragon starts to attack you. A paladin's ability to solo a dragon
depends greatly on the terrain. Icicles are always an option. Keep in mind that a paladin can
convince a demon skeleton at level 47.
Loot:0-110 gp, 0-3 Dragon Ham, 0-12 Burst Arrow, Short Sword, Steel Shield, Crossbow, Dragon's Tail,
Longsword (semi-rare), Steel Helmet (semi-rare), Broadsword (semi-rare), Plate Legs (semi-rare),
Double Axe (rare), Dragon Hammer (rare), Green Dragon Leather (rare), Green Dragon Scale
(rare), Serpent Sword (rare), Wand of Inferno (rare), Strong Health Potion (rare), Dragon Shield
(very rare), Dragonbone Staff (very rare), Small Diamond (very rare), Life Crystal (very rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-55), Fire Wave (60-90), Fire Ball (30-55), Self Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:200 hp per turn
Immune To:Fire, Invisibility, Paralysis
Strong To:Earth (-75%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Energy (+5%), Ice (+10%)
Sounds:"Fchu?"; "Rooawwrr".
Behavior:Same behavior of an adult Dragon.
Field Notes:New creature in the christmas update 2007. It is usually found together with a dragon, so be
carefull if you meet one, as a dragon may be near!
Location:Thais Dragon Lair, beneath Fenrock, Venore Dragon Lair and other lairs too.
Strategy:Generally easy kill, but can easily get in your way when trying to get to the mother, just stay away
from the flame wave and its melee if you not a knight. Have mana or health potions ready if
needed. Also try not to anger the mother.
Loot:0-55gp, Dragon Ham, Health Potion, Dragon's Tail.
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-220), Great Fireball (100-200), Fire Wave (150-250), Firebomb, Self-Healing (Around
90).
Pushable:
Push Objects:
Est. Max. Damage:680 hp per turn
Immune To:Fire, Invisibility, Paralysis
Strong To:Energy (-20%), Earth (-80%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Ice (+10%)
Sounds:"YOU WILL BURN!"; "ZCHHHHHHH".
Behavior:Dragon Lords attack their opponents viciously with deadly Fire-Based Attacks. They run in low
health.
Field Notes:A really dangerous creature, it's extremely powerful and heals itself. was once the most powerful
creature in all of Tibia
Location:Ankrahmun Dragon Lairs, Banshee Quest final room (level 60+ to open the door), Deeper
Cyclopolis past the Dragon Spawn (level 30+ to open the door), Draconia, Edron Dragon Lair, Fibula
Dungeon (level 50+ to open the door), Maze of Lost Souls (level 30+ to open the door), Pits of
Inferno Dragon Lair, Dragon Lord hole in Plains of Havoc, Thais Dragon Lair, Goroma Dragon Lairs,
Venore Dragon Lair, Arena and Zoo Quarter (Yalahar), beneath Fenrock, Darashia Dragon Lair,
Razzachai, Dragonblaze Peaks, Ferumbras Citadel.
Strategy:A common strategy involves a knight blocking while several Paladins and/or Mages stay as far
away as possible from the creature while shooting bolts and or runes. Mages can also summon
demon skeletons to block the creature as they are not affected by fire. Knights when blocking
are advised to stand diagonally to the dragon lord to avoid the fire wave attack; a practice often
called dancing with the dragon; although it is no display of affection.
If you are on a non-pvp world, a Knight and a Druid can hunt like this in big spawns (such as Pits of
Inferno Dragon Lair): The knight lures a few DLs, and keeps standing at one spot. The Druid has
to stand a certain number of squares away from him, and, using Ice Wave, hit all the DLs that are
attacking the knight, also healing the knight with exura sio. LOTS of experience can be obtained
Higher level players can solo dragon lords in different ways as set out below.
Knights 60+ can use melee and Exori-spells, healing as required. But it is hard to profit since a
Mages (recommended Level 45+) can use attacks like Ice Strike or Icicles to kill dragon lords,
supported by some Avalanches when they are trying to run away, since they're weak against this
element. Alternatively they can summon Demon Skeletons to keep the dragon lord at a distance
and shoot runes. Keep in mind that the dragon lord will kill the Demon Skeletons quite fast, so you
should be bringing a few healing runes, alternatively summon a new one. For mages below Level 60,
Paladins (recommended level 55+) can shoot bolts or Ethereal Spears while running to avoid the
fire waves and melee attacks.
Loot:0-250 gp, 0-5 Dragon Ham, Small Sapphire, Golden Mug, Gemmed Book, Green Mushroom, 0-7
Power Bolt, Life Crystal, Energy Ring, 0-3 Royal spear, Red Dragon Scale, Red Dragon Leather
(rare), Strange Helmet (rare), Fire Sword (rare), Tower Shield (rare), Strong Health Potion
(rare), Dragon Slayer (very rare), Royal Helmet (very rare), Dragon Scale Mail (very rare), Dragon
Lord Trophy (very rare).
This creature is in the Reptiles class.
Dragon Lord Hatchling
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-86+), Fire Wave (90-125), Firebomb (20), Great Fireball (55-105), Fireball (0-?), Self
Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:335 hp per turn
Immune To:Fire, Invisibility, Paralyze
Strong To:Earth (-10%)
Neutral To:Physical, Holy, Death, Drown, Life Drain
Weak To:Energy (+10%), Ice (+10%)
Sounds:"Fchu?"; "Rooawwrr".
Behavior:Runs in low health. Often comes in groups with Dragon Lords.
Field Notes:New creature added in Winter Update 2007. They are basically like dragons.
Location:Thais Dragon Lair, Venore Dragon Lair, Edron Dragon Lair by the Fire Axe Quest, on the way to
Pythius the Rotten, Razzachai, Dragonblaze Peaks.
Strategy:Same as used with Dragons, however they have ability to burn you with Firebomb. Be careful as
they usually spawn near dragons and dragon lords, they're more annoying than dangerous, but can
give you a free trip to temple if they combo with a dragon, it's better to make them run by
lowering their hp to focus on stronger creatures.
Knights: Try to kill them as fast as you can before they spit fire fields on you, if you get
surrounded cast exori or exori gran, as this will make them run and clear space for you to run, not
really worth hunting as most will be empty or yield low amount of gold. Paladins: Try to kill them
Mages: Just use wand and exori frigo/vis to kill them as fast as you can.
Loot:0-165 gp, Dragon Ham, Mana Potion (semi-rare), 0-1 Green Mushroom (rare), Magma Boots (very
rare).
Summon/Convince:--/--
Abilities:Melee (0-300), Curses?, Fire Wave (310-450), Death Beam (240-370), Summons 2 Death Blobs,
Poison Ball (causes drunkness), Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:1000 hp per turn
Immune To:Death, Fire, Earth, Invisibility.
Strong To:Physical (-20%), Ice (-5%)
Neutral To:Drown?, Life Drain?
Weak To:Holy (+5%), Energy (+5%)
Sounds:"Ugggh!"; "Gll"
Behavior:Unknown.
Field Notes:This creature was added with the Summer Update 2010.
Location:Razzachai.
Strategy:Stay diagonal.
Loot:0-183 gp, 0-8 Platinum Coin, 0-4 Meat, 0-2 Eye of Corruption, 0-3 Ultimate Health Potion, 0-3
Strong Mana Potion, 0-3 Great Spirit Potion, Terra Hood, Scale of Corruption, Tail of Corruption,
0-4 Small Topaz (semi-rare), Wand of Voodoo (rare) Zaoan Armor (rare), Zaoan Legs (rare),
Zaoan Helmet (very rare), Draken Boots (very rare), Snake God's Wristguard (very rare), Shield
of Corruption (very rare)
Summon/Convince:--/--
Abilities:Melee (0-300?), Fire Wave (400-550?), Fireball (300~?), Smoke Bomb (300?-410?), Soulfire,
Self-Healing .
Pushable:?
Push Objects:?
Est. Max. Damage:1100 hp per turn
Immune To:Fire, Earth, Invisibility.
Strong To:Physical (-15%), Holy (-30%), Death (-30%), Energy (-40%), Ice (-25%)
Neutral To:Drown?, Life Drain?
Weak To:
Sounds:"For ze emperor!"
Behavior:Unknown.
Field Notes:This creature was added with the Summer Update 2010.
Location:Unknown.
Strategy:Stay diagonal.
Loot:0-190 gp, 0-8 Platinum Coin, Meat, Draken Wristbands, Broken Draken Mail, Broken Slicer, 0-3
Ultimate Health Potion, Draken Sulphur, 0-3 Small Diamond, 0-3 Great Mana Potion, Zaoan Legs
(rare), Assassin Dagger (rare), Magic Sulphur (rare), Blade of Corruption (very rare), Cobra Crown
(very rare), Draken Boots (very rare), Elite Draken Mail (very rare), Zaoan Sword (very rare),
Twiceslicer (very rare), Shield of Corruption (very rare), Zaoan Helmet (very rare), Snake God's
Wristguard (very rare).
Summon/Convince:--/--
Abilities:Melee (0-250+), Fire Wave (0-480), Fireball (0-250), HMM (0-300), Smoke Bomb (200-380?),
Invisible, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:1000 hp per turn
Immune To:Fire, Earth, Invisibility.
Strong To:Death (-90%)
Neutral To:Drown?, Life Drain?
Weak To:Physical (+10%), Holy (+5%), Energy (+10%), Ice (+10%)
Sounds:None.
Behavior:Fights until death.
Field Notes:This creature was added with the Christmas Update 2009. It is somewhat ironic that the
Spellweaver's Robe provides +10% resistance to energy because Draken Spellweavers are weak to
Energy. The more cunning Draken often choose to become Draken Spellweavers. Combining their
intellect with their inherent magical talent, probably comparable with that of a dragon, they make
great spell casters of formidable power. Sadly, at least for the Draken this often means a rather
dull life full of bureaucracy. They are high-ranking members of the hierarchy and with that they
are often deeply involved in palace politics and intrigues. It is said their valued intellect binds
them to such positions and all these intrigues and deceit are only ways to blow off steam. So when
the rare occasion arises that a Draken Spellweaver takes part in a battle, they are often more
fierce than their warrior cousins. They combine spells and physical attacks and so pose a threat
to even the most experienced fighters. Although highly capable in the realms of magic, they only
use a limited array of spells. Most of them are quite direct and have an immense damage output.
The majority of Draken Spellweavers see battles as an welcome escape from their duties such as
studying and regulating. They enjoy to leave all finesse and intrigues behind and to taste the
blood of an enemy.
Location:Zao Palace, Razzachai, and Zzaion.
Strategy:Be ready to countermeasure invisibility with thunderstorm runes or another instant spell, pretty
fast but it attacks as if it was melee so it is not as troublesome as a warlock, treat it like a much
stronger dragon lord. Energy walls are a good choice to keep them at bay while finishing off the
Draken Warmasters that accompany them.
Loot:0-190 gp, 0-5 Platinum Coins, Meat, Weaver's Wandtip, Great Mana Potion, 0-5 Small Ruby, Zaoan
Shoes (semi-rare), Focus Cape (rare), Wand of Inferno (semi-rare), Zaoan Legs (semi-rare),
Zaoan Robe (rare), Spellweaver's Robe (rare), Ring of the Sky (rare), Draken Trophy (very rare)
Summon/Convince:--/--
Abilities:Melee (0-250+), Fire Wave (0-480), Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:600 hp per turn
Immune To:Fire, Earth, Invisibility.
Strong To:Physical (-5%), Holy (-5%), Death (-50%), Energy (-5%)
Neutral To:Drown?, Life Drain?
Weak To:Ice (+5%)
Sounds:None.
Behavior:Unknown.
Field Notes:This creature was added with the Christmas Update 2009. The mighty Draken Warmasters
originate from ordinary lizard hatcheries. Still, in many regards Draken have many more
similarities to dragons than to their lizard parents. It can only be speculated what has caused
their change, but the first Draken were born in the first years of the reign of the dragon kings.
In the armies of the lizard people, the strong and cunning Draken Warmasters often serve as
leaders or elite units. Due to their immense power, they have little to fear and happily unleash
their rage in battle. As revered members of the lizard society, they receive the best equipment
the master craftsmen can supply, and they use it with skill and precision obtained in years of
sedulous training. This combination of skill, natural prowess and superior equipment makes them
the most valued and feared troops in the dragon empire. The raising and training of the Draken
takes much time and dedication. There are rumours that Draken neither die nor get weaker when
getting older, rather the opposite, they are supposed to become more and more powerful with
every day. The most ancient of the Draken are said to form the 'Flame Guard', the personal elite
bodyguard of the dragon emperor, as well as the fabled 'Enders', the private executioners and
assassins of the dragon kings.
Location:Zao Palace, Chazorai, Razzachai, and Zzaion.
Strategy:Stay out of the wave, it doesn't do it often but hits hard.
Loot:0-200 gp, 0-5 Platinum Coins, Meat, Zaoan Halberd, Bone Shoulderplate, Warmaster's
Wristguards, Great Health Potion, Small Ruby (semi-rare), Zaoan Shoes (semi-rare), Drakinata
(rare), Tower Shield (rare), Zaoan Armor (rare), Zaoan Legs (rare), Ring of the Sky (very rare)
Summon/Convince:--/--
Abilities:Melee (0-120), Fire Wave (80-160), Fireball (60-110), Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:390 hp per turn
Immune To:Fire, Invisibility
Strong To:Energy (-20%?)
Neutral To:Physical?, Holy?, Death?, Earth?, Drown?, Life Drain?
Weak To:Ice (+1%?)
Sounds:"FCHHHHHHHH"; "GROOOOAAAAAAAAR"; "DIRTY LITTLE HUMANS"; "YOU CAN'T KEEP
ME HERE FOREVER".
Behavior:Fights till death in close combat.
Field Notes:Boss of Scrapper level Pit #7.
Next #8.
Location:In Svargrond Arena.
Strategy:Drasilla is very similar to a regular dragon. Just do like you would do if you were going to solo a
dragon, not much strategy needed just keep diagonal. You could use a Dragon Necklace to reduce
fire damage a bit.
Loot:Nothing. It turns into ashes that vanish quickly afterwards.
Summon/Convince:--/800
Abilities:Melee (0-50) poisons you, Drown Hit (70-90), Life Drain Berserk (0-80), Blood Rage Strike (looks
like yellow energy) increases your melee skills by 30%, Self-Healing
Pushable:?
Push Objects:?
Est. Max. Damage:140 hp per turn
Immune To:Death, Earth, Life Drain
Strong To:Physical (-30%), Fire (-55%), Energy (-15%), Ice (-40%), Drown (-75%)
Neutral To:
Weak To:Holy (+50%)
Sounds:None.
Behavior:Try to hit you with their Drown Hits
Field Notes:New creature in Summer Update 2008. They are constantly summoned by carved stone tiles.
Location:The Inquisition Quest, Hellgorak's Room.
Strategy:Convince it and use it to kill the boss of the room at The Inquisition Quest.
Loot:0-80 gps, Big Bone, Skull (rare), Bone, Plate Armor (rare), Green Mushroom (very rare), Hardened
Bone (very rare), Bone Club (semi-rare), Bone Shield (rare), Health Potion (very rare).
This creature is a boss in the Reptiles class.
Dreadmaw
? Hit points
Summon/Convince:--/--
Abilities:Melee (0-?).
Pushable:?
Push Objects:?
Est. Max. Damage:hp per turn
Immune To:
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire, Energy, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:
Field Notes:He is Killer Caimans' boss
Location:North part of Muggy Plains, near rice fields.
Strategy:Kill it like a normal Killer Caiman.
Loot:0-? gp, Ham, Piece of Crocodile Leather (always?).
Summon/Convince:--/--
Abilities:White Music Notes GFB (0-100), Melee (0-?).
Pushable:?
Push Objects:?
Est. Max. Damage:~100 hp per turn
Immune To:Death, Earth
Strong To:
Neutral To:Physical, Holy, Fire, Energy, Ice, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Fights until death.
Field Notes:One of the Isle of Strife's Arena Masters.
Click Here to Show/Hide Spoiler Information
Summon/Convince:--/--
Abilities:Melee (0-90), Plant Bomb (20-30+), Invisible, Paralyzing Ball, Self-Healing often, Heart Missile
causes mild Drunkenness.
Pushable:?
Push Objects:?
Est. Max. Damage:120+ hp per turn
Immune To:Earth, Invisibility
Strong To:Energy (-30%), Ice (-1%?)
Neutral To:Holy, Death, Drown?, Life Drain?
Weak To:Physical (+10%), Fire (+20%)
Sounds:"Feel the wrath of mother Tibia!"; "Defiler of nature!".
Behavior:Fights in close combat, run away at red hp, kills other creatures and move objects.
Field Notes:New creature after winter update 2007. A Dryad is a female tree-spirit, usually benevolent and
shy in nature but they will fiercely attack anyone who might harm their natural habitat.
Location:Dryads appear in forest areas of Edron, Port Hope and Carlin during raids in June. They spawn
(very) slowly during about 60 minutes after warning.
Dryads have returned to protect the forest north of Edron. - forest areas north of
Edron
Dryads have returned to protect the northern forests. - forests north east of Carlin
Dryads have returned to protect the jungle of Tiquanda. - deep jungle areas east of
Port Hope
Dryads have returned to protect the northern forests near Ab'Dendriel. - north east of
Carlin
Strategy:Low level Mages should run from them using their wand/rod and exori flam. Knights can kill them
with no trouble from level 20 onwards. It is also very good profit and exp for low leveled Knights.
Loot:0-30 gp, 0-2 White Mushroom, 0-3 Seeds (semi-rare), Flower Dress (semi-rare), Flower Wreath
(semi-rare), Leaf Legs (semi-rare), Coconut Shoes (semi-rare) Small Amethyst (rare), 0-2 Orange
Mushrooms (rare).
Summon/Convince:--/--
Abilities:Melee (0-350).
Pushable:?
Push Objects:?
Est. Max. Damage:700? hp per turn
Immune To:Invisibility?, Paralysis?
Strong To:Physical (-1%?), Death (-90%?), Ice (-80%?), Earth (-50%?)
Neutral To:Drown?, Life Drain?
Weak To:Holy (+5%?), Fire (+10%?), Energy (+10%?)
Sounds:"Death!"; "Come a little closer!"; "The end is near!".
Behavior:Be careful with the beam, sometimes they do nasty combos. They also retarget easily and will run
through fire to get to their target.
Field Notes:None.
Location:Magician Quarter (Yalahar).
Strategy:Unknown.
Loot:Midnight Shard.
90 Hit points
Summon/Convince:320/320 (Illusionable)
Abilities:Melee (0-30)
Pushable:
Push Objects:
Est. Max. Damage:30 hp per turn
Immune To:None.
Strong To:Earth (-10%)
Neutral To:Physical, Holy, Energy, Ice, Drown, Life Drain
Weak To:Death (+5%), Fire (+5%)
Sounds:"Hail Durin!".
Behavior:Dwarves fight to the death. They cannot move items that are in their way.
Field Notes:These creatures live in caves and mines. They're commonly used by low level knights for training
purposes.
Location:Kazordoon Dwarf Mines, Dwarf Bridge, deep Elvenbane, Tiquanda Dwarf Cave, Cormaya Dwarf
Cave, Island of Destiny (Knights area), Beregar.
Strategy:Just attack them but be careful because they are usually found in groups and can be accompanied
with Dwarf Soldiers and Dwarf Guards.
Loot:0-8 gp, 0-2 White Mushrooms, Hatchet, Axe, Leather Legs, Pick, Letter, Studded Armor, Copper
Shield, Iron Ore (very rare), Dwarven Ring (very rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-100), Mana Drain (50-80), Stalagmite (50-110), Fast Self Healing
Pushable:?
Push Objects:?
Est. Max. Damage:210 hp per turn
Immune To:Invisibility
Strong To:Holy (-10%), Fire (-60%), Energy (-10%), Earth (-20%)
Neutral To:Physical, Drown?, Life Drain?
Weak To:Death (+1%?), Ice (+5%)
Sounds:"Earth is the strongest element."; "Dust to dust.".
Behavior:Dwarf Geomancers run at low yellow hp.
Field Notes:These creatures heal a lot more often than Monks.
Location:Mount Sternum Undead Cave, Dwarf Mines, Circle Room in Kazordoon, Triangle Tower, Tiquanda
Dwarf Cave, Cormaya Dwarven Cave, Beregar Mines.
Strategy:It is recommended to kill these creatures in groups, due to the fact that they heal fast. Try to
use all of your mana before facing them, as they will quickly drain it away from you.
Mages: Mages of level 45+ should use 1-2 SD shots fast on these creatures since they heal a lot
and have a very strong mana drain which would be more expensive than the SD runes.
Knights: With 75/75 skills and level 40+ you can let them run in a spot where they cannot move
(like the treasure room entrance in circle room) or a corner then melee them to death, before
they run into a bunch of other creatures.
Paladins: Level 40+ paladins should run with bolts and maybe Icicle runes.
Loot:0-44 gp, 0-2 White Mushroom, Blank Rune, 0-1 Pear, Geomancer's Robe, Geomancer's Staff,
Magic Light Wand, Spellbook (semi-rare), Clerical Mace (rare), Dwarven Ring (rare), Small
Sapphire (very rare), Iron Ore (very rare), Terra Boots (very rare).
Summon/Convince:650/650 (Illusionable)
Abilities:Melee (0-140)
Pushable:
Push Objects:
Est. Max. Damage:140 hp per turn
Immune To:Invisibility
Strong To:Physical (-10%), Earth (-20%)
Neutral To:Holy, Energy, Ice, Drown?, Life Drain?
Weak To:Death (+5%), Fire (+5%)
Sounds:"Hail Durin!".
Behavior:Dwarf Guards fight to the death and are also known to retarget.
Field Notes:The strongest in Melee of the Dwarves, they also have a high defence. They move items and kill
weak creatures in their way.
Location:Kazordoon Dwarf Mines, Dwacatra, Ferngrims Gate, Cyclopolis, Mount Sternum Undead Cave,
Stonehome Rotworm cave (near Edron), Maze of Lost Souls, Tiquanda Dwarf Cave, Beregar,
Cormaya Dwarf Cave.
Strategy:Knights: A decent level and with good skills are highly recomennded for these creatures. A level
20+ with 60/60 and with a knight set and dragon shield can kill one of these on defensive
fighting, but will lose half of their health, if not healing. A level 45 with 75/75 would be able to
kill these with little waste, although 85/85 is the ideal skill range. You might want GFB or Berserk
in case you become surrounded by these.
Paladins: Can kill these at low levels because they are slow and don't have distance attacks. But if
you get trapped by other creatures then you will die fast. Using GFB should help to prevent this.
Mages: Similar to the paladins, using wands or rods of fire/death Damage. On higher levels, with a
good magic level, you should use the level 33+ wands/rods and, if Premium Account use Flame
Strike. A mage of level 35 and magic level 45 is recommended for those who wish not to waste.
Loot:0-30 gp, 0-2 White Mushrooms, Leather Boots, Scale Armor, Battle Shield, Battle Hammer, Steel
Helmet (semi-rare), Double Axe (rare), Iron Ore (rare), Axe Ring (very rare), Health Potion (very
rare), Small Amethyst (very rare).
Summon/Convince:-/-
Abilities:Melee (0-50), Drown Hit (20), Envenom (starts at 3 or 4 hp), Makes you Drown (20 hp/4 turns).
Pushable:?
Push Objects:?
Est. Max. Damage:94 hp per turn
Immune To:Invisibility
Strong To:Physical (-20%), Death (-15%), Ice (-15%)
Neutral To:Holy, Energy, Earth, Drown?, Life Drain?
Weak To:Fire (+10%)
Sounds:"This place is for our eyes only!"; "We will live and let you die!"; "I will die another day!";
"We have license to kill!".
Behavior:These monsters will fight until the death.
Field Notes:New creature in the Christmas update 2007.
Location:In Kazordoon, near Talphion behind sealed door, created by the Dwarf Dispenser.
Strategy:Kill these fast with area attack spells like Divine Caldera/Groundshaker or runes such as GFB. The
Dwarf Dispenser summons an unlimited amount of them. The faster you do it the less you will
waste. A group of 3 mages throwing Great Fireballs, should kill them fast with little problem.
Loot:None.
Summon/Convince:420/420 (Illusionable)
Abilities:Melee (0-35)
Pushable:
Push Objects:?
Est. Max. Damage:30 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"Work, work!"; "Intruders in the mines!"; "Mine, all mine!".
Behavior:Same as a Dwarf.
Field Notes:New creature in Summer Update 2008. They are quite useful for training due to their high
health. These creatures are very similar to Orc Warriors.
Location:Island of Destiny (Knight area).
Strategy:Bring boxes or Honey Flowers to block them, so that you don't get hit by more than 2 at once.
Loot:0-10 gp, 0-3 Meat, Studded Armor, Leather Legs, Pick, Bag, Axe,Dwarven Ring, Iron Ore (very
rare).
Summon/Convince:360/360 (Illusionable)
Abilities:Melee (0-70), Bolts (0-60).
Pushable:
Push Objects:
Est. Max. Damage:130 hp per turn
Immune To:None.
Strong To:Earth (-10%)
Neutral To:Physical, Holy, Energy, Ice, Drown, Life Drain?
Weak To:Death (+5%), Fire (+5%)
Sounds:"Hail Durin!".
Behavior:Dwarf Soldiers will fight to the death.
Field Notes:Strong creatures able to use both Melee and distance combat. Dwarf Guards and Dwarf Soldiers
are the most hunted kind of Dwarves since they have the highest drop rate of Iron Ores.
Location:Kazordoon Dwarf Mines, Cyclopolis, Dwacatra, Ferngrims Gate, Dwarf Bridge, Mount Sternum
Undead Cave, Beregar, Tiquanda Dwarf Cave, Cormaya Dwarf Cave.
Strategy:Low levels should avoid them as they can hurt quite badly. When they are in low health, their
bolts seem to be stronger, so be aware if you think you have almost killed them.
Mages: Use a wand or rod with Fire Damage and Exori Flam.
Loot:0-12 gp, 0-7 Bolts, 0-2 White Mushrooms, Soldier Helmet, Shovel, Chain Armor, Crossbow,
Dwarven Shield (semi-rare), 0-3 Piercing Bolts (semi-rare), Battle Axe (semi-rare), Axe Ring
(rare), Iron Ore (very rare), Dwarven Ring (very rare).
85 Hit points
Summon/Convince:--/300 (Illusionable)
Abilities:Melee (0-25) Poisons you 1 hp/turn, Throwing Knives (0-15)
Pushable:?
Push Objects:?
Est. Max. Damage:41 hp per turn
Immune To:Earth
Strong To:
Neutral To:Physical, Holy, Energy, Drown?, Life Drain?
Weak To:Death (+15%), Fire (+10%), Ice (+10%)
Sounds:"Grow truk grrrrr."; "Brak brrretz!"; "Prek tars, dekklep zurk.".
Behavior:Dworc Fleshhunters run when in dark red health.
Field Notes:If you fall in a trap, you may take alot of damage from these as well as the other creatures that
fall down. A plate set should be enough to armor block its attacks.
Location:South of Port Hope (Trapwood) on ground level and underground.
Strategy:You may want to kill them before going for the Dworc Voodoomasters as they might block your
way.
Loot:0-14 gp, Bag, 0-3 Skulls, Cleaver, Torch, Leather Armor, Tribal Mask (semi-rare), Hunting Spear
(semi-rare), Bronze Amulet (semi-rare), Poison Dagger (semi-rare), Bone Shield (rare), Ripper
Lance (rare).
80 Hit points
Summon/Convince:--/300 (Illusionable)
Abilities:Melee (0-15), Shoots Poison 2 hp/turn.
Pushable:?
Push Objects:?
Est. Max. Damage:17 hp per turn
Immune To:Earth
Strong To:Holy (-20%)
Neutral To:Physical, Energy, Drown, Life Drain
Weak To:Death (+10%), Fire (+15%), Ice (+13%)
Sounds:"Grow truk grrrrr."; "Brak brrretz!"; "Prek tars, dekklep zurk.".
Behavior:They attack from a distance and shoot poison, they run in low health.
Field Notes:Venomsnipers are weak and fragile, even for a dworc. The poison it shots can become annoying
annoying in certain situations.
Location:South of Port Hope (Trapwood) on ground level and underground and on Foreigner Quarter of
Yalahar.
Strategy:When fighting Dworcs, one way strategy is to kill the Dworc Voodoomasters first, then the Dworc
Fleshhunters and finally the the venomsnipers.
Loot:0-14 gp, Bag, 0-3 Skulls, Leather Armor, 0-3 Poison Arrows, Torch, 0-2 Throwing Knives, Poison
Dagger (semi-rare), Tribal Mask (semi-rare), Bronze Amulet (rare), Bast Skirt (very rare), Seeds
(very rare).
80 Hit points
Summon/Convince:--/300 (Illusionable)
Abilities:Melee (0-20), melee Life Drain (1-40), Poison Storm (0-25) on himself, Chicken Mutation,
Intoxicate, Poison Field, Paralysis, Self Healing, Haste, Invisibility.
Pushable:?
Push Objects:?
Est. Max. Damage:90 hp per turn
Immune To:Earth
Strong To:Holy (-30%)
Neutral To:Physical, Energy, Drown?, Life Drain?
Weak To:Death (+10%), Fire (+15%), Ice (+10%)
Sounds:"Grow truk grrrrr."; "Brak brrretz!"; "Prek tars, dekklep zurk.".
Behavior:Attacks with magic, stays at a distance and runs in red health.
Field Notes:They can be quite difficult because of their invisible. Kill these as quick as possible or they can
cause big damage to a unexperienced player. They seem to make you drunk right before their
paralyse which makes a dwarven ting even better to have with you. A ring of healing or a life ring
will make you save alot of potions.
Mages: Use GFB or Avalanche Runes when there are many and attack with your wand or rod,
alternatively you can summon Monks or Tarantulas. This way the hunt will cost much less and you
can make runes and have enough mana to heal when needed.
Paladins: Should use any good ranged weapon to kill them without need to move, that way you
wouldn't get hit by the poison storm and you would need a Dwarven Ring less, if you use a short
range weapon you will have to run to them, so bringing a Dwarven Ring and extra health potions
would be useful.
Location:Unknown.
Strategy:Unknown.
Loot:0-20 gp, 0-3 Skull, Torch, Bone, Big Bone, Leather Armor, Bronze Amulet (semi-rare), Poison
Dagger (semi-rare), Tribal Mask (semi-rare), Strange Symbol (very rare), Health Potion (rare),
Voodoo Doll (very rare).
This creature is in the Elementals class.
Earth Elemental
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-110+), Stalagmite (72-105), Boulder Explosion (0-100+), Poison Beam poisons you 10-13
hp/turn, Poison Ball on itself poisons you 5-7hp/turn, Distance Paralyze, Self-healing.
Pushable:?
Push Objects:?
Est. Max. Damage:328+ hp per turn
Immune To:Energy, Earth, Invisibility, Paralysis
Strong To:Physical (-50%), Holy (-50%), Death (-50%), Ice (-85%)
Neutral To:Drown?, Life Drain?
Weak To:Fire (+25%)
Sounds:"Stomp.".
Behavior:Like any Giant-type, it's violent and strong.
Field Notes:
New creature in Summer Update 2008.
Location:Edron Earth Elemental Cave, Vandura Mountain, Forbidden Lands, Tiquanda, Vengoth Castle.
Strategy:These creatures are VERY dangerous so beware! Using Paralyze often to stop you from running
away and hitting you hard with their physical attacks, Boulder and Melee. Their Self-healing is not
too great. They are weak against Fire Damage so use that to your best advantage. Just try not to
let them get close enough to use their Physical Damage because it really does hurt. For low and
middle level mages it is not recommended to fight with more than 2 Earth Elemental also GFB and
Energy Ring (instead of instant Magic Shield) would be helpful if you meet 2+ of them.
Loot:0-129+ gp, 0-30 Earth Arrows, Blank Rune, 0-10 Small Stones (semi-rare), Strong Mana Potion
(semi-rare), Lump of Earth (semi-rare), Rusty Armor (Common) (semi-rare), Small Topaz (very
rare) 0-2, Small Amethyst (very rare), Clay Lump (very rare).
Summon/Convince:--/--
Abilities:Melee 0-400, Groundshaker Beam 0-900, Paralyze, a kind of earth UE spell (makes you poisoned
starting from 25).
Pushable:?
Push Objects:?
Est. Max. Damage:1500+? hp per turn
Immune To:Earth, ?
Strong To:Death (-20%), Ice (-20%)
Neutral To:Physical?, Holy?, Energy?, Drown?, Life Drain?
Weak To:Fire (+25%?)
Sounds:None.
Behavior:
Field Notes:New creature in Summer Update 2008.
Location:The Elemental Spheres Quest, Druid's part - Earth Sphere.
Strategy:Keep a good distance, try to stand diagonal from it (even if you try to outrun it). Use mana shield
for your own safety and it is preferred to use sudden death runes as you want to kill as many as
you possibly can in the given time.
Loot:0-168 gp, 0-3 Platinum Coins, Shiny Stone, 0-2 Small Emeralds, 0-15 Small Stones, Mother Soil
(always), Terra Mantle (rare), Swamplair Armor (very rare).
? Hit points
Summon/Convince:--/--
Abilities:Melee (0-5000+?).
Pushable:?
Push Objects:?
Est. Max. Damage:hp per turn
Immune To:
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"Yes, flee from me!".
Behavior:They chase until death.
Field Notes:None.
Location:Temple of Light, during certain circumstances in the Lightbearer event.
Strategy:It is not advised to kill this monster, they are not intended to do so and give bad loot and
experience.
Loot:Midnight Shard
Summon/Convince:--/--
Abilities:Melee (0-110), Fire Shot (0-110), Heavy Magic Missile (0-120), Energy Berserk, Electrifies (25
hp/3 turns, 75 damage total), Paralyzes, Self-Healing, Summons 0-2 Green Djinns
Pushable:?
Push Objects:?
Est. Max. Damage:340 (900 with summons) hp per turn
Immune To:Invisibility, Paralysis
Strong To:Death (-1%?), Fire (-90%), Energy (-60%), Earth (-10%)
Neutral To:Physical, Drown?, Life Drain?
Weak To:Holy (+8%), Ice (+5%)
Sounds:"I grant you a deathwish!"; "Good wishes are for fairytales".
Behavior:Efreets will fight till the death, making great damage they are usually not profitable for
everyone.
Field Notes:Efreets are a higher ranked Green Djinn and are the counterparts of Marids, these strong
creatures are usually found in groups with Green Djinn.
Location:Mal'ouquah, Ankrahmun Tombs, Deeper Banuta, Goromas Cult Cave (in the classroom), Magician
Quarter.
Strategy:Do not approach Efreets at a low level. They are extremely dangerous and only susceptible to Ice
and Holy Damage. Wearing a Dwarven Ring grants you the ability to move freely around the
creature.
Loot:0-125 gp, 0-12 Pear, 0-3 Royal Spear, Jewelled Belt, Heavy Machete, Small Oil Lamp, 0-4 Small
Emerald (semi-rare), 0-2 Seeds (semi-rare), Green Tapestry (rare), Green Piece of Cloth (rare),
Noble Turban (rare), Wand of Inferno (rare), Mystic Turban (rare), Magma Monocle (rare),
Strong Mana Potion (semi-rare), Green Gem (very rare).
This creature is in the Magical Creatures class.
Elder Beholder
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-50), Distance Life Drain (0-85), Mana Drain (0-40?), Paralysis, Fireball (0-80), Heavy
Magic Missile (0-60), Stalagmite (0-40?), Death Missile (0-90), Summons 0 to 6 Gazers or Crypt
Shamblers.
Pushable:
Push Objects:
Est. Max. Damage:405 (Without summons), 605 (With 6 Gazers), 1575 (With 6 Crypt Shamblers) hp per turn
Immune To:Earth, Life Drain, Invisibility
Strong To:Death (-30%), Energy (-20%), Ice (-30%)
Neutral To:Physical, Holy, Drown
Weak To:Fire (+10%)
Sounds:"Inferior creatures, bow before my power!"; "Let me take a look at you!"; "659978 54764!";
"653768764!".
Behavior:Tries to keep a distance from its attacker, but does not run in low health.
Field Notes:Beholders are a necromantic race, so Elder Beholders are usually accompanied by some undead
creatures like Demon Skeletons, as well as other Beholders.
Location:Hellgate, near the Hellgate Library, Deeper Catacombs in Banuta, behind piano in Cult Cave to the
northeast of Liberty Bay, Goroma, Helheim, underground of Fenrock (on the way to Beregar),
Vengoth.
Strategy:The best way to kill them is for mages to use runes, and paladins to use bolts or arrows since they
try to keep their distance from you, and may pull you into more Beholders and Elder Beholders.
High level sorcerers should take Flame Strike on the Elder beholder and its summons, so the
summons dies.
If it isn't possible to kill the Elder Beholder right away (for example, because you're taking too
much damage) you may need to use runes like Great Fireball to get rid of the summons. You should
watch out for Demon Skeletons, which are not summoned and will deal quite a lot of damage if you
are unprepared.
If you encounter them when you don't intend to hunt or pass through them, for example while
completing The Paradox Tower Quest, it is best to use Sudden Death or Explosion runes; two or
three hits should kill them quickly, and they will pose little trouble.
It is often advantageous to wear an Elven Amulet when fighting Elder Beholders, as this will
reduce all damage by 5%.
Loot:0-105 gp, Small Flask of Eyedrops, Longsword, Morning Star, Spellbook, Steel Shield, Two-
Handed Sword, Elder Beholder Tentacle, Giant Eye (semi-rare), 0-5 Sniper Arrow (semi-rare),
Strong Mana Potion (semi-rare), Terra Rod (rare), Beholder Shield (rare), Small Emerald (very
rare), Beholder Helmet (very rare).
Summon/Convince:500/500 (Illusionable)
Abilities:Melee (0-100)
Pushable:?
Push Objects:?
Est. Max. Damage:100 hp per turn
Immune To:None.
Strong To:Physical (-25%), Ice (-20%)
Neutral To:Holy, Death, Fire, Earth, Drown?, Life Drain?
Weak To:Energy (+10%)
Sounds:"Hooooot-Toooooot!"; "Tooooot!"; "Trooooot!".
Behavior:Elephants are fast for their size, and fight to the death. It will kill other creatures and will move
objects out of the way to get to you, so it's useless to block them like that.
Field Notes:Knights, should fight them with an one-handed weapon and shield. These creatures will kill
monsters and move objects in their way to get to you. They can also Retarget.
Location:East of Port Hope close to Grizzly Adams and also in this area (
here
), deep in the jungle, Arena and Zoo Quarter.
Strategy:Elephants are similar to Dwarf Guards, but have less defence and a weaker attack. A
knight/paladin can kill it with 60/60, while mages can simple use Energy Strike. They usually come
in groups, so be prepared to use some runes.
Loot:Bag, 0-4 Meat, 0-3 Ham, 0-2 Tusk (rare), Tusk Shield (very rare).
Summon/Convince:320/320 (Illusionable)
Abilities:Melee (0-15), Arrows (0-25)
Pushable:
Push Objects:
Est. Max. Damage:40 hp per turn
Immune To:Invisibility
Strong To:Holy (-20%)
Neutral To:Physical, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:Death (+1%?)
Sounds:"Death to the Defilers!"; "You are not welcome here."; "Flee as long as you can."; "Bahaha
aka!"; "Ulathil beia Thratha!".
Behavior:Elves are fierce warriors, they will fight to the death.
Field Notes:They are weak in melee and strong in distance.
Location:Yalahar Foreigner Quarter, Maze of Lost Souls, Orc Fort, Hellgate, Shadowthorn, Ab'Dendriel
elf caves, Elvenbane, north of Thais.
Strategy:Just attack them. Their melee is very easy to block, the only danger are the arrows which are
rarely used.
They have low defense but be careful, they may be accompanied by Elf Scouts and Elf Arcanists,
which are more dangerous.
Loot:0-30 gp, 0-6 Arrows, 0-2 Plum, Longsword, Leather Boots, Plate Shield, Studded Armor, Studded
Helmet, Heaven Blossom (rare), Elvish Talisman (rare).
Summon/Convince:--/--
Abilities:Melee (0-35), Arrows (0-70+), Heavy Magic Missile (30-50), Death Missile (70-85), Self Healing
(around 55 hitpoints).
Pushable:
Push Objects:
Est. Max. Damage:220 hp per turn
Immune To:Invisibility
Strong To:Death (-20%), Fire (-50%), Energy (-20%)
Neutral To:Physical, Ice, Earth, Drown?, Life Drain
Weak To:Holy (+10%)
Sounds:"I'll bring balance upon you!"; "Vihil Ealuel"; "For the Daughter of the Stars!"; "Tha'shi
Cenath"; "Feel my wrath!".
Behavior:Elf Arcanist run from the opponent while attacking. They heal very quickly during a battle.
Field Notes:Strongest of the Elf Class, these elves use strong magical attacks. The Elf Arcanist Boss is
Dharalion.
Location:Yalahar Foreigner Quarter, Demona, Shadowthorn, northwest of Ab'Dendriel, Maze of Lost
Souls, Cyclopolis, Elvenbane, near Mount Sternum.
Strategy:Mages: Experienced premium druids could try Earth Strike or Ice Strike while chasing them.
Summoning a monk to help with the other elves is a good idea.
Knights with a decent level (around 20) and decent skills (50/50+) should have no problem killing
an arcanist, even with a one-handed weapon. You could use a two handed weapon to speed up the
Paladins around level 20 and good skills 50/50 or more to kill them faster than they can heal.
They could also use Divine Missile or Divine Caldera to speed up killing due to thier vulnerability
to Holy Damage.
Loot:0-49 gp, 0-3 Arrows, Scroll, Blank Rune, Staff, Sandals, Melon, Elvish Talisman, Elven Astral
Observer, Bread, Green Tunic, Grave Flower, Bowl, Inkwell, Sling Herb, Candlestick, Elven Amulet
(semi-rare), 0-2 Holy Orchids (rare), Strong Mana Potion (rare), Health Potion (rare), Wand of
Cosmic Energy (rare), Life Crystal (very rare), Yellow Gem (very rare).
Summon/Convince:360/360 (Illusionable)
Abilities:Melee (0-30), Arrows (0-80)
Pushable:
Push Objects:
Est. Max. Damage:110 hp per turn
Immune To:Invisibility
Strong To:Holy (-20%)
Neutral To:Physical, Fire, Energy, Ice, Earth, Drown, Life Drain?
Weak To:Death (+1%?)
Sounds:"Tha'shi Ab'Dendriel!"; "Evicor guide my arrow!"; "Your existence will end here!"; "Feel the
sting of my arrows!"; "Thy blood will quench the soil's thirst!".
Behavior:Elf Scouts keep a distance while attacking, they fight until death.
Field Notes:Semi-dangerous creatures. They can be good as convinced creatures.
Location:Yalahar Foreigner Quarter, Shadowthorn, northwest of Ab'Dendriel, north and west of Mount
Sternum, Hellgate, Maze of Lost Souls, near Knightwatch Tower.
Strategy:Elf Scouts are stronger than normal Elves and their arrows cause high damage.
It is rare to find these creatures alone. The best choice when killing these is to wipe them out as
fast as you can.
Loot:0-30 gp, 0-15 Arrow, 0-6 Poison Arrow, Elven Scouting Glass, Grape, Waterskin, Studded Armor,
Sandals, Longsword, Studded Helmet, Bow (semi-rare), Elvish Talisman (semi-rare), Heaven
Blossom (rare), Elvish Bow (very rare)
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-175+), Energy Explosion (125-252+), Heavy Magic Missile (100-130+), Spark Bomb,
Electrifies (25 hp/7 turns for 175 damage total), Self Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:582+ hp per turn
Immune To:Fire, Energy, Ice, Life Drain, Invisibility, Paralysis
Strong To:Physical (-30%), Holy (-10%), Death (-5%)
Neutral To:Drown?
Weak To:Earth (+15%)
Sounds:None.
Behavior:Chases opponent until death.
Field Notes:New creature in Summer Update 2008, since Winter Update 2008 it is profitable to hunt this
creature. Since Updates/8.5 Energy Elementals loot is much better. Even if they have low hp
don't underestimate them, they can be as deadly as a wyrm due to their frequently used energy
attacks.
These creatures can be killed as a task in the Killing in the Name of... Quest
For mages level 60 and below use mana shield when more than 2. It might be smart to use Terra
Wave. Mages of level 70 and higher use Terra Strike or Death Strike while standing still. A
Paladins should attack their with ammunition and Exori San before they deal major damage.
Knights Should try to avoid them at low levels since they are very strong against physical damage.
However, at higher levels (around level 90) it can be profitable to hunt them because of the high
gold drop rate as well as the many chances of looting NPC sellable items. Mana potions and exura
will often be enough, soft boots are also recommended however try to keep some health potions
at hand for safety. Knights can take a strong two-handed weapon and use exori when fighting
more than one.
Loot:0-170 gp, Bag, 0-10 Flash Arrow, 0-5 Throwing Star, Mana Potion, Strong Mana Potion, 0-3 Small
Amethysts (semi-rare), Crystal Sword (semi-rare), Obsidian Lance (semi-rare), Crystal Ring
(rare), Energy Ring (rare), Silver Amulet (rare), Guardian Shield (very rare), Wand of Cosmic
Energy (very rare).
This creature is a boss in the Elementals class.
Energy Overlord
Summon/Convince:--/--
Abilities:Melee (0-200+), Great Energy Beam (0-800+?) Energy Strike (0-200+?), Wrath of Nature (0-
200? (Paralyzes).
Pushable:?
Push Objects:?
Est. Max. Damage:1400+ hp per turn
Immune To:Energy, Ice, Earth
Strong To:Physical (-50%)
Neutral To:Holy?, Death?, Drown?, Life Drain?
Weak To:Fire (+1%?)
Sounds:None.
Behavior:Faster than Energy Elementals, but slower than a Giant Spider. Fights to the death.
Field Notes:New creature in Summer Update 2008.
Location:The Elemental Spheres Quest, Knight's part - Energy Sphere.
Strategy:Stay diagonal, it uses Great Energy Beam often.
It is highly recommended to have 3 knights killing in order to break its shield. For solo hunting it
is recommended to be level 130+. Use Fierce Berserk as often as possible as there is a time limit
of two minutes inorder to kill it. Remember that with its high resistance to physical attacks, even
a skilled knight can only do 150 damage on average with Fierce Berserk. It's not likely that you
can kill more than one within the two minute time frame. Keep in mind that it paralyzes often with
its Wrath of Nature attack, so its wise to heal every turn so that you can stay diagonal and avoid
Summon/Convince:--/--
Abilities:Melee (0-100; Poisons you up to 4 Hitpoints/turn), Divine Life Drain (70-185; only from close),
Self-Healing (fast), Summons 0-2 Crypt Shamblers or 0-2 Ghosts, Invisibility (for around 3
seconds), Paralysis, Drunkenness.
Pushable:?
Push Objects:?
Est. Max. Damage:285 (450+ with summons) hp per turn
Immune To:Paralysis
Strong To:Physical (-10%?), Holy (-20%), Ice (-1%?)
Neutral To:Fire, Earth, Drown?, Life Drain?
Weak To:Death (+1%?), Energy (+1%?)
Sounds:"Praise to my master Urgith!"; "You will rise as my servant!"; "Praise to my masters! Long
live the triangle!"; "You will die in the name of the triangle!".
Behavior:Enlightened of the Cult stay away from their opponent shooting drunkenness. They normally
attack using Summoned undead creatures and they only use their life drain if you get too close. It
heals fast and turns invisible very often.
Field Notes:This monster hits fairly well, although most people concentrate on their paralysis and
drunkenness. This monster also summons stronger monsters than that of it's relatives. Relatively
a good creature to hunt considering the loot it yields.
Location:Goroma, Formorgar Mines, Magician Quarter.
Strategy:Use Garlic Necklace unless you use AOL. Use area attack spells if they appear with more cultists.
As a paladin all you need to have is a shield and Royal Spears plus some HMMs. Lure it out of
room/place it spawns (or kill other monsters first), so you can focus your firepower on him
directly. Ignore the summons, as 2 Crypt Shamblers and/or Ghosts won't deal much damage when
you wear a shield. It heals fast, so try to kill it quickly.
Loot:0-80 gp, Rope Belt, Cultish Mask, Protection Amulet, Strong Mana Potion (semi-rare), Orange
Book (semi-rare), Energy Ring (semi-rare), Pirate Voodoo Doll (semi-rare), Small Sapphire (rare),
Cultish Symbol (rare), Music Sheet (fourth verse, rare), Skull Staff (rare), Platinum Amulet
(rare), Wand of Inferno (rare), Mysterious Voodoo Skull (very rare), Blue Robe (very rare),
Broken Key Ring (very rare), Piggy Bank (very rare), Jewelled Backpack (very rare?), Amber Staff
(very rare).
Summon/Convince:--/--
Abilities:Melee (0-50?)
Pushable:?
Push Objects:?
Est. Max. Damage:hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:None.
Behavior:Fights to death.
Field Notes:They appear randomly when reading books in the Yalahar Library during the Shadows of Yalahar
Quest. Looks like a worm.
Location:Yalahar
Strategy:They're not strong so just melee.
Loot:1 Worm(Always) They turn into a worm when they die.
35 Hit points
Summon/Convince:220/?
Abilities:Weak melee, weak distance attack that looks like energy and stars
Pushable:?
Push Objects:?
Est. Max. Damage:6 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"Chchch".
Behavior:They will follow you around attacking with very weak melee.
Field Notes:This creature was added with the Christmas Update 2009.
Click Here to Show/Hide Spoiler Information
Summon/Convince:--/--
Abilities:Melee (0-168) poisons you 5 hp/turn, Poison Shot (0-108), Poisoning Beam poisons you starting at
5 hp/turn, Poisoning Berserk poisons you starting at 4 hp/turn, Life Drain Berserk (0-108)
Pushable:?
Push Objects:?
Est. Max. Damage:384 hp per turn
Immune To:Death, Earth
Strong To:
Neutral To:Physical?, Holy?, Energy, Ice?, Drown?, Life Drain?
Weak To:Fire (+10%)
Sounds:"Fcccccchhhhhh".
Behavior:Esmeralda fights until death and can not be pushed.
Field Notes:
Click Here to Show/Hide Spoiler Information
Summon/Convince:--/--
Abilities:Life Drain 0-15, Curses you starting with 2 or 3 hp, Mana Drain 0-40, Paralyze.
Pushable:?
Push Objects:?
Est. Max. Damage:25 hp per turn
Immune To:Physical, Death, Energy, Ice, Earth, Life Drain
Strong To:Holy (-80%), Fire (-98%)
Neutral To:Drown?
Weak To:
Sounds:None.
Behavior:Fights from range.
Field Notes:Appear when failing the Lightbearer event in every city. Could only be killed by summons on test.
Location:Every city.
Strategy:They are slow and only use distance attacks so corner them when trying to kill. Use Firebombs or
Fire Fields to trap.
To escape run away and go up or down a level, sewers work well to get out of a city. They may wait
for you outside of a Protection Zone on the same level if no one else distracts them.
Loot:Nothing.
Summon/Convince:--/--
Abilities:Melee (0-300?).
Pushable:?
Push Objects:?
Est. Max. Damage:300? hp per turn
Immune To:Earth, Drown, Paralysis
Strong To:Holy (-20%), Death (-20%), Fire (-70%), Energy (-10%), Ice (-10%)
Neutral To:Physical?, Life Drain?
Weak To:
Sounds:None.
Behavior:Keeps close to use melee attacks and does not not run when in low health. About a similar
strength to a Hero.
Field Notes:This creature was added in the Christmas Update 2009.
Location:North-east Muggy Plains, Deeper Banuta
Strategy:Loot it quickly. The corpse will close and become unopenable after around 10 seconds.
Loot:0-55? gp, 0-10 Small Stone, Ancient Stone, Clay Lump (very rare), Piece of Marble Rock (very
rare).
Summon/Convince:--/--
Abilities:Melee (0-77+), Fireball (66-72+), Sudden Death (50-78+), Heavy Magic Missile (36-57+), Distance
Life Drain (70-73+), Mana Drain (59-75+), Paralyze, Self Healing, haste, summons 1 Vampire.
Pushable:
Push Objects:
Est. Max. Damage:357+ (657 with summon) hp per turn
Immune To:Death, Earth, Invisibility.
Strong To:Physical (-5%), Energy (-90%), Ice (-20%)
Neutral To:Fire, Drown?, Life Drain?
Weak To:Holy (+5%)
Sounds:"You won't stop my masterplan to flood the world market with fake beholder language
dictionaries!"; "My calculations tell me you'll die!"; "You can't stop me!"; "Beware! My evil
monolog is coming!".
Behavior:Keeps distance shooting at you with magical attacks and runs (slowly) when you approach.
Field Notes:It's the sixth and last floor boss. Use it to get your reward. You can use a Blessed Wooden Stake
on any summoned dead Vampires to try and loot Vampire Dusts.
Location:Isle of Evil.
Strategy:Kill from close so he uses the melee more than his other distance attacks.
Loot:Fan Club Membership Card.
Summon/Convince:--/--
Abilities:Melee (0-90), Ball of Wool (0-50 physical damage).
Pushable:?
Push Objects:?
Est. Max. Damage:140 hp per turn
Immune To:Life Drain, Invisibility.
Strong To:Physical (-20%), Ice (-20%)
Neutral To:Holy, Death, Energy, Earth, Drown?
Weak To:Fire (+10%)
Sounds:"Grrrr".
Behavior:Runs in very low health.
Field Notes:New creature that was implemented on the Updates/8.5.
Location:Isle of Evil.
Strategy:They aren't very harmful, but be careful not to get more than 2-3 at the same time. They are
very slow but mostly found on top of mountains on Isle of Evil so it isn't easy to run them there.
If You find an Evil Sheep Lord make sure you kill him first because he summons Evil Sheep.
Loot:0-50 gp.
Summon/Convince:--/--
Abilities:Melee (0-118+), Heart Bomb (Summons 3 Evil Sheep), Sheep Mutation (Turns you into a sheep),
Werewolf Transformation (Turns itself into a werewolf), Self Healing (50-100).
Pushable:?
Push Objects:?
Est. Max. Damage:118+ (528 with all summons) hp per turn
Immune To:Invisibility.
Strong To:
Neutral To:Holy, Death, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:Physical (+20%), Fire (+5%)
Sounds:"You can COUNT on us!"; "Maeh!"; "I feel you're getting sleepy! Maeh!".
Behavior:Kills weaker creatures, and its own summoned Evil Sheep, to get to you. Also pushes weaker
creatures out of the way to get to you, although it can't be pushed by you.
Field Notes:New creature that was implemented on the Updates/8.5.
Location:Isle of Evil.
Strategy:Use area runes/attacks, and shoot from a distance. Kill the black sheep first. They are not very
strong but can hit quite hard in a combo with summons if you let them get close.
Loot:56+ gp, expect more loot?
-- Hit points
Summon/Convince:--/--
Abilities:Life Drain (0-500)
Pushable:?
Push Objects:?
Est. Max. Damage:500 hp per turn
Immune To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain, Paralyze
Strong To:
Neutral To:
Weak To:
Sounds:None.
Behavior:Drains your life and stands still.
Field Notes:New creature in Summer Update 2008. Cannot be killed, is not moveable and stands still.
Location:Ushuriel's Room - Edron.
Strategy:Use Invisibility Spell or a Stealth Ring. They cannot sense Invisible Creatures.
Loot:Won't give any loot because you can't kill them.
This creature is a boss in the Magical Creatures class.
Fahim The Wise
Summon/Convince:--/--
Abilities:Melee (0-130), Fireball (210-250), Heavy Magic Missile (100-300), Energy Berserk electrifies you,
Summons 0-3 Blue Djinn.
Pushable:?
Push Objects:?
Est. Max. Damage:800 (With summons) hp per turn. hp per turn
Immune To:?
Strong To:Holy (-1%?), Fire (-1%?)
Neutral To:Physical?, Energy?, Earth?, Drown?, Life Drain?
Weak To:Death (+10%), Ice (+15%)
Sounds:"You should know better than to be an enemy of the Marid".
Behavior:Fights until death.
Field Notes:Click Here to Show/Hide Spoiler Information
Location:Magician Quarter (Yalahar) past the teleport on the top floor of the front left tower.
Strategy:Sorcerers and Druids should enter and fire a few shots of SD before he has a chance to summon
too many, because with its three summons and its own attacks, things can get out of hand quickly.
Recommended for levels 60+.
Paladins have a little room to run on the rooftop, so it's recommended to use a strong projectile
Knights should charge the boss and slay it as quickly as possible using exori/exori grans, because
again, the summons can make things difficult.
Loot:0-84 gp, 0-22 Blueberry, Seeds, Small Oil Lamp, 0-4 Blue Pieces of Cloth, 0-3 Strong Mana
Potions, 0-2 Royal Spears, Wooden Flute, Heavy Machete, Mystic Turban, Noble Turban, Blue Gem
(rare), Magma Monocle (rare), Shiny Stone (rare).
Summon/Convince:--/--
Abilities:Melee ((0-525+), it poisons you 18 damage per turn), Fire Missiles (does Physical Damage (0-
390+), Fire Beam Does Physical Damage (0-289+), Death Strike (0-263+), Poison Beam (0-193+).
Pushable:?
Push Objects:?
Est. Max. Damage:1600+ hp per turn
Immune To:Invisibility
Strong To:Fire (-60%)
Neutral To:Physical?, Holy?, Death?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"You are no match for a master of the Mooh'Tah!"; "I will finish you"; "I might be fallen
but you will fall before me!".
Behavior:Fight to death in close combat.
Field Notes:Is the boss of Warlord Level, Pit #8.
Next #9.
Location:In Svargrond Arena.
Strategy:To all vocations: stay diagonal, watch out when doing attacks like Fierce Berserk or Ethereal
Spear, because you may get exhausted and be unable to heal. So keep your health full before
using these types of attacks.
Mage: Use Magic Shield and Sudden Death runes.
Knight: Melee and Fierce Berserk.
Paladin: Shoot Assassin Stars and use Ethereal Spear.
See also Mooh'Tah.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
Summon/Convince:--/--
Abilities:Melee (0-205).
Pushable:?
Push Objects:?
Est. Max. Damage:205 hp per turn
Immune To:
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Fights until death.
Field Notes:One of the Isle of Strife's Arena Masters.
Click Here to Show/Hide Spoiler Information
Summon/Convince:--/--
Abilities:Melee (0-50+), Divine Missile (65-180+), Self Healing fast (10-200), Haste, Summons 0-3 War
Wolves, appears as a War Wolf, Mana Drain (20-45+).
Pushable:?
Push Objects:?
Est. Max. Damage:230+ (380+ Adding 3 War Wolf Damage.) hp per turn
Immune To:Invisibility
Strong To:Ice (-70%?), Earth (-50%)
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Drown?, Life Drain?
Weak To:
Sounds:"You desacrated this place!"; "Yoooohuuuu!"; "I will cleanse this isle!"; "Grrrrrrr".
Behavior:Fernfang fights until death. He tries to keep away from players with his high speed "similar to a
level 70" spamming Exori San. He retargets to the nearest player or summon.
Field Notes:It's the Monks' Boss.
Location:Isle of Mists. Fernfang and 2 to 4 War Wolves spawn on the second floor and 4 to 6 War Wolves
spawn in the first floor.
Strategy:Since it can only be fought by druids, simply use area runes to kill all the war wolves that spawn
with him, then SD him to death. The best strategy for low levels is go to the first floor, kill the
War wolves down there, then jump up and down and use runes or making summonds to distract
him, if you are higher leveled, corner him with the war wolves he summons and use Death Strike
and Underworld Rod.
Loot:0-67? gp, 0-3 Platinum Coins, Sandals, Brown Flask, Bowl, Bread, Scroll, Sling Herb, Star Herb,
Grave Flower, Plate, Lamp, 0-2 Staff, Blank Rune, Ankh, Safety Pin, Rope Belt, Life Crystal, Power
Ring, Wolf Tooth Chain, Dirty Fur, Green Tunic, Yellow Gem, Wooden Whistle (rare), Book of
Prayers (always).
Summon/Convince:--/--
Abilities:Melee, Invisibility, Mana Drain (500-700 mana per turn), Summons 0-3 Demons, Great Life Drain
Bomb (300-?), Great Smokebomb (450+), Poison (starting from 21), Poison Explosion (500+), Great
Berserk (900+), Energy Explosion (300+?).
Pushable:?
Push Objects:?
Est. Max. Damage:2400 hp per turn
Immune To:Paralysis, Invisibility.
Strong To:Fire (-90%)
Neutral To:Physical?, Holy?, Death?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"NO ONE WILL STOP ME THIS TIME!"; "THE POWER IS MINE!"; "I returned from death
and you dream about defeating me?"; "Witness the first seconds of my eternal world
domination!"; "Even in my weakened state I will crush you all!".
Behavior:Ferumbras runs in low health.
Field Notes:Ferumbras was removed from society and banished to his citadel by the mages at the Edron
academy. He has a massive arsenal of spells to torture and heal.
Ferumbras was an evil sorcerer who once instilled fear into the heart of Thaians many years ago.
Summoning demons and warlocks, he attacked Thais twice during the span of his life.
After his second attack, he was finally killed and most assumed him to be gone for good. But his
wrath was brought down when he returned some time later and found his daughter, Fortinbrae,
had been killed and her soul trapped by the brave knights who had slain her, in the Plains of Havoc
temple. Ferumbras traveled there to recapture his daughter's soul, but he was defeated again
and disappeared. There are many rumors about his current whereabouts.
After he was slain, he produced several oddly-charged runes, including a Sudden Death rune with
There are 2 Magic Pillars at his room, which can summon up to 3 Demons each.
You can use Blessed Wooden Stake on the summoned demon's corpses in order to get Demon
Dust.
Ferumbras was first sighted on Eternia on August 21th 2006, but a bug prevented players from
reaching him. He appeared there again after two weeks when the bug had been fixed.
Before he appears, three messages are broadcast in white text to all players on that world:
"The seals on Ferumbras old cidatel are glowing. Prepare for HIS return mortals."
"Ferumbras return is at hand. The Edron Academy calls for Heroes to fight that evil."
"Ferumbras has returned to his citadel once more. Stop him before its too late."
Summon/Convince:530/530 (Illusionable)
Abilities:Melee (0-35), Fireball (60-95), Fire Explosion (18-50).
Pushable:
Push Objects:
Est. Max. Damage:160 hp per turn
Immune To:Fire
Strong To:Death (-5%?), Energy (-30%), Earth (-20%)
Neutral To:Drown, Life Drain
Weak To:Physical (+5%), Holy (+10%), Ice (+20%)
Sounds:"Hot, eh?"; "Hell, oh, hell!".
Behavior:They like to keep distance between themselves and their target while using strong distance
attacks, this can be dangerous for low level players.
Field Notes:Usually found close to stronger fire-type creatures like Dragons or Fire Elementals. They are
good summons for blocking creatures with fire-type distance attacks, like Diabolic Imps. Be
careful with these though, as their Explosion can hit you or hit other players which may give you a
White Skull. They used to give 110 exp before Update 8.5
Location:Desert Dungeon, Ancient Temple, Magician Tower, Shadow Tomb, Ghostlands, Goroma, Plains of
Havoc at Ornamented Shield Quest.
Strategy:They wont come to you, you will have to go to them. Knights, should rush up to them and attack
with full power, since they are weak to physical attacks.
Low level Mages, should try fighting them with a Stealth Ring. You can kill these fairly easily with
ice attacks, but if you have no ice attacks then death should be your next choice as they have
less resistance to death than other elements. Magic Shield may also be helpful.
If you are a Paladin, skills of 40 or higher and some healing potions should make it easy for you to
kill these, if you are using shield you can try to trap them, this way they will use their melee and
do less distance attacks.
Loot:0-2 Torches, Small Pitchfork, Cleaver, Scimitar (semi-rare), Blank Rune (semi-rare), Double Axe
(rare), Necrotic Rod (rare), Small Amethyst (very rare), Guardian Shield (very rare), Wand of
Dragonbreath (very rare).
Summon/Convince:690/690 (Illusionable)
Abilities:Melee (0-100), Fire Field on you, Fire Explosion (0-160).
Pushable:?
Push Objects:?
Est. Max. Damage:280 hp per turn
Immune To:Death, Fire, Life Drain, Invisibility, Paralyze
Strong To:
Neutral To:Physical, Holy, Energy, Earth, Drown
Weak To:Ice (+25%)
Sounds:None.
Behavior:Fire elementals can deal deadly combinations so kill them fast.
Field Notes:Creatures made of fire. Because of their strong attacks, they are often used by Player Killers.
With two Fire Elemental's Summoned and a mage's Sudden Death attack they can surprise even
an experienced adventurer, so be prepared if you notice a player with these summoned, especially
with a skull. If you are a knight with high hitpoints, you could try to not kill summons first, but
instead go for the summoner making the Fire Elementals also hit their owner.
Click Here to Show/Hide Spoiler Information
These creatures can be killed as a task in the Killing in the Name of... Quest
Killing these is arguably the fastest way to complete a task for the Killing in the Name of...
Quest, as players at Level 80-90 can one hit them easily, and at places such as Goroma there are
an abundance of these, inside the volcano there are approximately 35, for example.
Location:Cyclopolis, Hero Cave in Edron, Ankrahmun tombs, Serpentine Tower, Factory Quarter in Yalahar,
Goroma inside the volcano and beneath Fenrock.
Strategy:Kill them quickly before they can deliver too much damage. It is recommended to run towards
them, since they do their distance attacks less often.
Loot:Nothing.
Summon/Convince:--/--
Abilities:Melee (0-450) Paralyze (ultimate explosion size), Fire Missile (sets you on fire), Flame Beam
(invisible) (400-1100)
Pushable:?
Push Objects:?
Est. Max. Damage:~1200+ hp per turn
Immune To:Fire, ?
Strong To:Physical (-1%?), Death (-20%), Energy (-20%), Earth (-80%)
Neutral To:Holy?, Drown?, Life Drain?
Weak To:Ice (+25%)
Sounds:None.
Behavior:Behaves similar and looks like a Hellfire Fighter.
Field Notes:New creature in Summer Update 2008. Do not be frightened to force it. Just run and shoot
Sudden Death runes, but do not forget to keep your magic shield on.
Location:The Elemental Spheres Quest, Sorcerer's part - Fire Sphere.
Strategy:Run it and use Sudden death runes
Loot:0-125? gp, 0-3? Platinum Coins, Lavos Armor (rare), Magma Coat (rare), Eternal Flames(always
since summer update 2009), Fiery Heart (always).
Summon/Convince:--/--
Abilities:Melee (0-100+), Stalagmite (poisons you), Fireball (0-463), Self-Healing (very strong), Invisibility,
Summons 2 Dragon Hatchlings (at once), Summons 2-3 Fire Elementals.
Pushable:?
Push Objects:?
Est. Max. Damage:560+ (without summons) hp per turn
Immune To:Earth, Invisibility.
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Drown?, Life Drain?
Weak To:Ice (+10%?)
Sounds:None.
Behavior:Fights in distance.
Field Notes:Lizard Dragon Priest's boss, spawns with 0-2 Lizard Legionnaires and 0-2 Lizard High Guards.
Location:Muggy Plains, Temple of Equilibrium (Zao).
Strategy:Kill it as soon as you can, since it can be annoying with quite strong hits and fast healing.
Loot:0-34+ gp, Bunch of Ripe Rice, Great Mana Potion, Life Ring, Zaoan Robe, Zaoan Shoes, Dragon
Priest's Wandtip (always).
25 Hit points
Summon/Convince:250/250 (Illusionable)
Abilities:None
Pushable:?
Push Objects:?
Est. Max. Damage:0 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:None.
Behavior:They always run when a player is on screen.
Field Notes:A monster from the Jungle Update.
Location:Around Tiquanda and the Shattered Isles and around Liberty Bay.
Strategy:Just attack them, they don't attack.
Loot:Downy Feather.
Summon/Convince:/
Abilities:Melee (0-?).
Pushable:?
Push Objects:?
Est. Max. Damage:hp per turn
Immune To:None.
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:
Field Notes:It's Gnarlhounds' boss.
Location:Steppe of Zao.
Strategy:Any vocation above level 25 can kill up close, but lower level Mages and Paladins should keep their
distance.
Loot:0-3 Meat, 0-3 Worm, Shaggy Tail (always?).
Summon/Convince:--/--
Abilities:Melee (0-250), Distance Fighting (0-67?), Self Healing
Pushable:?
Push Objects:?
Est. Max. Damage:317+ hp per turn
Immune To:Invisibility
Strong To:Physical (-1%?), Earth (-1%)
Neutral To:Holy?, Energy?, Ice?, Drown?, Life Drain?
Weak To:Death (+1%?), Fire (+1%?)
Sounds:By Durin's beard!
Behavior:Foreman Kneebiter chases the opponent until death.
Field Notes:New creature in Summer Update 2008.
Location:Dwarf Mines (Kazordoon).
Sorcerers, the best way is to simply run using your best wand while shooting strike Spells like
Death Strike if you are Premium. If you are non-premium you should still use your best wand and
run. Using Fireball runes instead of Flame Strike/Death Strike is a good idea too. Just keep
distance. Druids should use their best rods like a Underworld Rod or a Hailstorm Rod combined
with Flame Strike/Death Strike. If you are non-premium, use Fireball runes. Mages can shoot
Paladins need good skills. Use royal spears combined with either Ethereal Spear or Fireball runes.
Loot:0-100 gp, Battle Shield, Iron Ore.
Summon/Convince:--/--
Abilities:Melee (0-220), Smoke Strike (0-200; does Physical Damage), Smoke Wave (0-380; does Life
Drain), Ice Wave (very strong Paralyze), Avalanche (0-240) or (strong Paralyze), Ice Berserk (0-
120), Smoke Berserk (strong Paralyze), Self-Healing (around 200 Hitpoints), Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:1160 hp per turn
Immune To:Fire, Ice, Earth, Life Drain, Invisibility, Paralysis
Strong To:Physical (-10%), Death (-10%)
Neutral To:Holy, Energy, Drown?
Weak To:
Sounds:"YOU WILL FREEZE!"; "ZCHHHHH!"; "I am so cool."; "Chill out!".
Behavior:Frost Dragons run away when they have less than 250 Hitpoints.
Field Notes:They are a stronger mutation of Dragon Lords thanks to their ability to Paralyze. They also
behave like Hydras but their Loot and attacks are similar to Dragon lords.
Location:Okolnir, Razzachai, Yakchal Crypt (only during Yakchal's awakening ritual), Zao, Dragonblaze
Peaks, Deeper Banuta.
Strategy:Stand diagonal to them as you would with a Dragon Lord. If not careful, their lethal combos can
bring down even decent High Level players. Sometimes it is very hard to outrun them in pack due
to their Paralyze ability. They have the ability to kill a Level 100 Mage in one combo.
Mages should use Magic Shield and attack with Energy-based Attacks. It is also recommended to
use Glacier Set as protection for the avalanche attack, and a Garlic Necklace to protect against
its wave attack.
Knights should avoid the waves and heal all the time to remove Paralyze and be able to move fast,
when the Frost Dragon run away, shot Exori Hur to kill faster and avoid lure more.
Paladins must run but use walls to trap it, because you can lure other Frost Dragons and Frost
Dragon Hatchlings. All vocations should run diagonal as their Paralyzing Ice Wave is very
dangerous and can easily lead to your death.
Loot:0-350 gp, 0-5 Dragon Ham, Gemmed Book, Golden Mug, Small Sapphire, Ice Cube, 0-6 Power Bolt,
Energy Ring, Green Mushroom, Strange Helmet (rare), Ice Rapier (rare), Life Crystal (rare),
Shard (rare), Tower Shield (rare), Dragon Slayer (very rare), Royal Helmet (very rare), Dragon
Scale Mail (very rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-160), Avalanche (60-110), Ice Wave (60-110), Self Healing (around 50 Hitpoints),
Distance Paralyze.
Pushable:?
Push Objects:?
Est. Max. Damage:380 hp per turn
Immune To:Fire, Ice, Earth, Life Drain, Invisibility
Strong To:
Neutral To:Physical, Holy, Death, Drown?
Weak To:Energy (+5%)
Sounds:"Rooawwrr"; "Fchu?".
Behavior:They are slow and attack with waves. Runs away in very low health.
Field Notes:New creature in Winter Update 2007. Fairly low hp, gives good experience but not good loot.
After Update 8.2, they drop a rare spellbook.
Location:Okolnir, Factory Quarter (Yalahar), Dragonblaze Peaks.
Strategy:For any vocation, keep diagonal to avoid the waves. Treat them like a normal dragon. They
commonly attack with Avalanche and Ice Wave simultaneously.
Mages who are Level 35 and under should use Mana Shield. Summons don't do well; it is best to
Exori con spell is of tremendous benefit here, so use it often. Likewise, Flash Arrows are well-
suited to employ against this reptile. A level 37 paladin with 67 distance skill using a normal Bow
can, for example, expect to use 13 of these energy arrows per kill, on average. As hatchlings are
so stingy with their loot, and the cost of these specialized arrows so high, this is hardly
economical, but it certainly makes for good power leveling. An alternative strategy is to come at
them with Royal Spears and a very good Shield, e.g. 31 defense, and use Exori con continually. In
any event, bring lots of Health and Mana potions, or expect to "wake up in the temple."
Knights will typically melee them and lure with caution, as other Frost Dragon Hatchlings and
even Frost Dragons are found together. Skill 70/70 and a good one-handed weapon may help.
Loot:0-55 gp, Dragon Ham, Frosty Heart (semi-rare), Spellbook of Enlightenment (rare) , Health Potion
(rare).
Summon/Convince:--/490
Abilities:Melee (0-110), Boulder (0-90), Haste.
Pushable:
Push Objects:
Est. Max. Damage:200 hp per turn
Immune To:Ice
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Earth, Drown?, Life Drain?
Weak To:
Sounds:"Hmm Humansoup!"; "Stand still ya tasy snack!"; "Joh Thun!"; "Hörre Sjan Flan!"; "Bröre
Smöde!"; "Forle Bramma".
Behavior:Frost Giants fight to the death, they can push objects and can't be pushed.
Field Notes:Similar to a cyclops, with almost the same loot.
Location:Tyrsung, in the Jotunar mountain.
Strategy:Treat these like a cyclops.
Loot:0-38 gp, 0-2 Meat, Short Sword, Frost Giant Pelt (semi-rare), Ice Cube (semi-rare), Plate Shield
(semi-rare), Battle Shield (semi-rare), Halberd (rare), Norse Shield (rare), Dark Helmet (rare),
Wolf Tooth Chain (rare), Health Potion (rare), Shard (very rare), Club Ring (very rare).
Summon/Convince:490/490 (Illusionable)
Abilities:Melee (0-60), Boulder (0-90), Haste.
Pushable:
Push Objects:
Est. Max. Damage:150 hp per turn
Immune To:Ice
Strong To:Holy (-10%), Fire (-20%)
Neutral To:Physical, Earth, Drown?, Life Drain?
Weak To:Death (+3%), Energy (+10%)
Sounds:"Ymirs Mjalle!"; "No run so much, must stay fat!"; "Hörre Sjan Flan!"; "Damned fast food.";
"Come kiss the cook!".
Behavior:She likes to keep distance between her and the target, while throwing boulders.
Field Notes:Frost Giant's female counterpart. Drops relatively good loot for the little effort needed to kill
one.
Location:Tyrsung, in the Jotunar mountain.
Strategy:Run to them and attack or use a distance weapon or runes. Be careful when chasing them as they
can lure you into more groups of frost giants.
Loot:0-40 gp, 0-2 Ham, Short Sword, Plate Shield, Battle Shield, Frost Giant Pelt, 0-3 Small Stones,
Wolf Tooth Chain (semi-rare), Ice Cube (semi-rare) Club Ring (rare), Halberd (rare), Dark Helmet
(rare), Shard (rare), Mana Potion (rare), Norse Shield (rare), Glacier Shoes (very rare).
55 Hit points
Summon/Convince:300/300 (Illusionable)
Abilities:Melee (0-20).
Pushable:
Push Objects:
Est. Max. Damage:20 hp per turn
Immune To:None.
Strong To:Holy (-10%), Fire (-50%)
Neutral To:Physical, Ice, Drown, Life Drain
Weak To:Death (+15%), Energy (+10%), Earth (+10%)
Sounds:"Brrr"; "Broar!".
Behavior:Frost Trolls retreat in low health.
Field Notes:They are stronger than regular Trolls.
Location:Ice Islands, Svargrond and Edron.
Strategy:Just attack them, there's no big difference between them and Trolls. They are strong to Fire
Damage so be careful. Frost Trolls always appear with another monsters, such as Polar Bears and
Winter Wolves.
Loot:0-12 gp, 0-1 Fish, Club, Rapier, Spear, Wooden Shield, Coat, Twigs, Frosty Ear of a Troll.
65 Hit points
Summon/Convince:--/--
Abilities:Melee (0-30)
Pushable:?
Push Objects:?
Est. Max. Damage:30 hp per turn
Immune To:None.
Strong To:Fire (-20%)
Neutral To:Physical, Holy, Death, Ice, Earth, Drown, Life Drain
Weak To:Energy (+10%)
Sounds:None.
Behavior:Fights untill death in close combat.
Field Notes:Boss of Greenhorn level Pit #1.
Next #2.
Location:In Svargrond Arena.
Strategy:Very weak. Treat him like a strong wolf. Just attack it.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
Summon/Convince:-/- (Illusionable)
Abilities:Melee (0-100), Summon 0-2 Mechanical Fighters.
Pushable:?
Push Objects:?
Est. Max. Damage:100 (500 with summons) hp per turn
Immune To:Invisibility.
Strong To:
Neutral To:Physical, Holy, Death?, Fire, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:
Sounds:"Slice! Slice!"; "DIE!!!".
Behavior:Fights to the death in close combat, often summoning Mechanical Fighters. They can not be
pushed.
Field Notes:New creature in the summer update 2009. They can be found in an area accessible during the
Royal Rescue Quest.
Location:Old Beregar mines.
Strategy:Kill Furious Trolls first and fast, don't waste time on mechanical fighters (unless you are
trapped) because trolls will summon new ones nearly instantly.
Loot:0-179 gp, 0-1 Platinum Coin, Bunch of Troll Hair, War Hammer (rare).
Summon/Convince:--/--
Abilities:Melee (0-509), Sudden Death (0-250) can Paralyze, Berserk does Life Drain (0-300), Explosion
Wave does Fire Damage (200-300), Blood Beam does Death Damage (0-700), Blood Ball on herself
(0-300), Yellow Musical Notes Ball on herself (reduces Shielding), Strong Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:800 + waves (0-750) hp per turn
Immune To:Fire, Invisibility, Paralysis.
Strong To:Holy (-30%), Ice (-30%)
Neutral To:Drown?, Life Drain?
Weak To:Physical (+10%), Death (+10%), Energy (+10%), Earth (+10%)
Sounds:"Ahhhhrrrr!"; "Waaaaah!"; "Carnage!"; "Dieee!".
Behavior:
Field Notes:A creature of hatred and destruction fueled by insatiable rage. These creatures are able to use
strong haste and thus become incredably fast and IMPOSSIBLE to outrun. In 2008 winter
update a bug made Furies buff the players which increased the skills with about 25-55+ for few
seconds. People believe they have orange hair, but they have actually red hair.
Location:Pits of Inferno (Apocalypse's Throne Room), The Inquisition Quest (The Shadow Nexus),
Vengoth.
Strategy:When you hunt Furies, have a blocker lure them to a small 1sqm wide bridge in the Apocalypse's
throne room. Then have at least 3 shooters using SD runes, or with Explosions. Make sure the
blocker stays clear of the wave attacks.
Loot:0-226+ gp, 0-3? Platinum Coin, 0-3 Concentrated Demonic Blood, 0-4 Orichalcum Pearls, 0-3 Small
Amethysts, 0-4 Jalapeño Pepper, Demonic Essence, Great Health Potion, Meat, Red Piece of
Cloth, Rusty Legs (Rare), Terra Rod, Soul Orb, Noble Axe (semi-rare), 0-1 Assassin Star (rare),
Steel Boots (rare), Crystal Ring (rare), Assassin Dagger (very rare), Golden Legs (very rare).
? Hit points
Summon/Convince:--/--
Abilities:Melee (0-600?), Energy Wave (0-700?), Soulfire Beam (0-700?), Mana Drain Ball (0-350?),
summons 2 Draken Warmasters
Pushable:?
Push Objects:?
Est. Max. Damage:hp per turn
Immune To:Death, Earth, ?
Strong To:Fire (-10%), Ice (-50%)
Neutral To:Drown?, Life Drain?
Weak To:Physical (+10%), Holy (+15%), Energy (+10%)
Sounds:None.
Behavior:Unknown.
Field Notes:Introduced in Summer Update 2010.
Location:Unknown.
Strategy:Unknown.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards
Summon/Convince:--/450
Abilities:Melee (0-70), Throwing Knife (0-25).
Pushable:?
Push Objects:?
Est. Max. Damage:95 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Fire, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:Death (+5%)
Sounds:"This is our territory!"; "Help me guys!"; "I don't like the way you look!"; "You're wearing
the wrong colours!"; "Don't mess with us!".
Behavior:Will run with 35 or less hp.
Field Notes:Usually found along with other Gang Members and Outlaws. Their melee attack is quite strong.
Location:Throughout the Foreigner, Factory, and Trade Quarters in Yalahar.
Strategy:Similar to Nomads and Bandits. Easy to kill by players above level 20. Also good training Creatures
for Knights with Skills around 60/60.
Loot:0-23 gp, Meat, Brown Bread, 0-2 Torches, Leather Legs, Studded Legs, Mace, Club Ring (rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-65), Self-Healing.
Pushable:
Push Objects:
Est. Max. Damage:65 hp per turn
Immune To:Earth, Life Drain
Strong To:Physical (-40%), Death (-1%?)
Neutral To:Holy, Energy, Ice, Drown?
Weak To:Fire (+10%)
Sounds:"Feel my claws, softskin."; "There is a stone in your shoe!"; "Stone sweet stone."; "Harrrr
harrrr!"; "Chhhhhrrrrk!".
Behavior:Gargoyles run when they have 30 hp or less. They tend to retarget on the player with the highest
level around.
Field Notes:Good training monster, but they heal very slowly. It's better to train with two if you can and
switch targets when one has low health. Since Christmas update 2009 they do not drop ham or
meat, so they are not a good source of food anymore. They still do, however, drop strawberries
and potatoes.
Location:Ankrahmun Tombs, Mal'ouquah, Goroma, Deeper Banuta, Formorgar Mines, Vengoth, Farmine
Mines.
Strategy:They are easier than a Cyclops, but rarely come without other creatures. They heal more when
they are running, meaning they'll return for the fatal blow.
Loot:0-30 gp, 0-10 Small Stone, 0-2 Potato (semi-rare), Shiny Stone (semi-rare), 0-5 Strawberry
(semi-rare), Battle Shield (semi-rare), Stone Wing (semi-rare), Morning Star (semi-rare), Steel
Helmet (rare), Wolf Tooth Chain (rare), Club Ring (very rare), Dark Armor (very rare), Piece of
Marble Rock (very rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-15+), Life Drain (25-35), Mana Drain (10-35).
Pushable:?
Push Objects:?
Est. Max. Damage:50+ hp per turn
Immune To:Earth, Invisibility
Strong To:Energy (-11%), Ice (-20%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Fire (+10%)
Sounds:"Mommy!?"; "Buuuuhaaaahhaaaaa!"; "Me need mana!".
Behavior:Will attack from range, won't run away on low health.
Field Notes:A baby Beholder, Summoned by Elder Beholders.
Some information present on this article is from the official website's Gazer article.
The Gazer may not exist as a wild creature, and will not drop items or give experience as a
summon.
Location:Unknown. They are Summoned by Elder Beholders
Strategy:If there are more than one Summoned Gazers, it is useful to use Great Fireball to kill them
quickly.
Loot:A non-summoned gazer was never killed to know what is its loot.
Summon/Convince:--/--
Abilities:Melee (0-170?), Summons Minotaur Guards and Minotaur Archers, Haste, Berserk, Self-Healing,
Distance Fighting (2 Bolts per turn).
Pushable:?
Push Objects:?
Est. Max. Damage:250+ hp per turn
Immune To:Invisibility
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"You will get what you deserve!"; "Feel the power of the Mooh'Tah!"; "For the king!";
"Guards!".
Behavior:General Murius fights until death.
Field Notes:General Murius is the leader of Markwin's army of Minotaurs. He can most often be found
supporting the minotaur troops in Mintwallin. You can use an Obsidian Knife on his corpse in order
to get a Minotaur Leather.
He is thought to be an allusion of General Marius, who was a general in Ancient Rome.
Location:Mintwallin.
Strategy:
One way to kill it is with a blocker and SD's. Another way to kill it is with Firebomb runes (look at
the screenshot). Stand in the Lvl 30 door in Markwin's room, firebomb the fields infront the
door, wait for General Murius to come close, go behind the door, wait for General Murius to go
few steps away, lure him again by going in the door, and so on~. General Murius will run through
the fire all the time and after a while he will die. You only need lvl 30 to enter the door, but other
doors would also work.
Loot:0-90 gp, 0-3 Platinum Coins, 0-8 Power Bolts, 10 Piercing Bolts, Strong Health Potion, Axe, Brass
Helmet, Leather Legs, Plate Shield, Sword, Mace, Shovel, Bronze Amulet, Crossbow, Bolts, Meat,
Scale Armor, Brass Armor, Chain Armor, Chain Legs, Chain Helmet, Soldier Helmet, Double Axe,
Hatchet, Fishing Rod, Battle Shield, Torch, Combat Knife, Dead Snake, Carrots, Wand of Cosmic
Energy, Dwarven Helmet (rare), Minotaur Horn (always?), Minotaur Leather (always?).
Summon/Convince:-/-
Abilities:Melee (0-600+), poisons (starting up from 46-63 hp per turn), Life Drain (80-228), Death Water
Wave (50-250), Cursing Death Hit (2-1377) (+20% each turn), Death Ball on itself (0-180?),
Paralyze.
Pushable:?
Push Objects:?
Est. Max. Damage:1600+? hp per turn
Immune To:Death, Earth, Paralysis, Invisibility
Strong To:Fire (-10%), Ice (-50%)
Neutral To:Drown?, Life Drain?
Weak To:Physical (+10%), Holy (+15%), Energy (+10%)
Sounds:"EMBRACE MY GIFTS!"; "I WILL FEAST ON YOUR SOUL!".
Behavior:These creatures run at low health, and a very good thing about them is that they don't change
attack often.
Field Notes:Ghastly Dragons are similar to Plaguesmith, but with stronger attacks, especially the curse, so,
don't let your hp go lower than 1500 and do not underestimate them. This creature was added
with the Christmas Update 2009. Their head looks the same as that of a Wyrm.
Location:Corruption Hole, Razzachai, Zao Palace, Deeper Banuta
Strategy:Knight: You should be at least level 140 (160+ if you are going to hunt them in Zao Palace) because
it is common to encounter 2 or more Ghastly Dragons together. Using any death protection will
help to decrease it curse attack.
Paladin: You must be at least 150 level with a distance skill of 95+ to solo this creature without
waste. Use Assassin Stars to kill it faster. Remember to bring lots supplies with you and be ready
to heal yourself just about every 1-2 hits.Its important to have Yalahari legs death 5% , Koshei's
Ancient Amulet death 8% , and optional Divine Plate death 10% , Elite Draken Helmet death 3%,
Death Ring death 5% = 27,5% death resist .
Mages: It's very hard to block them, because curse can hit over than 900. Killing them running
isn't easy, it uses paralize frequently.
All vocations: The Ghastly Dragon's death attacks should be less effective if you wear a Death
Ring or Koshei's Ancient Amulet. Depending on your vocation, you can use one of the following:
Skullcracker Armor, Robe of the Underworld, Divine Plate. It is also advisable not to fight a
Ghastly Dragon while cursed, as they will make you receive 20% more Death damage from time to
time. Be careful, otherwise you can take up to 900~ curse damage. Another good tactic if you
have a mage in the party is to use e-bombs. As long as someone is next to it, it will not leave even
when it is in low hp to run.
Loot:0-209 gp, 0-2 Platinum Coins, Undead Heart, Zaoan Halberd, Twin Hooks (semi-rare), Ultimate
Health Potion (semi-rare), Great Health Potion (semi-rare), Great Spirit Potion (semi-rare), Soul
Orb (semi-rare), Demonic Essence (semi-rare), Ghastly Dragon Head (semi-rare), Rusty Armor
(Semi-Rare) (semi-rare), Zaoan Shoes (semi-rare), Rusty Armor (Rare) (rare), Zaoan Legs (rare),
Zaoan Armor (rare), Jade Hat (rare), Spellweaver's Robe (rare), Drakinata (rare), Shiny Stone
(rare), Zaoan Helmet (very rare), Zaoan Sword (very rare), Guardian Boots (very rare).
This creature is a boss in the Demons class.
Ghazbaran
Summon/Convince:-/-
Abilities:Melee (0-2975), Mana Drain (0-1000), Whirlwind Throw (Swords) (2000+), Paralyzing Throwing
Knife, summons 4 Deathslicers at once, Wrath of Nature does Ice Damage (0-800?) Self Healing
(fast and strong).
Pushable:
Push Objects:
Est. Max. Damage:5775 hp per turn
Immune To:Fire, Ice, Earth, Invisibility, Paralysis.
Strong To:Physical (-1%?), Death (-1%?)
Neutral To:Energy, Drown?, Life Drain?
Weak To:Holy (+1%?)
Sounds:"COME AND GIVE ME SOME AMUSEMENT"; "IS THAT THE BEST YOU HAVE TO OFFER,
TIBIANS?"; "I AM GHAZBARAN OF THE TRIANGLE... AND I AM HERE TO CHALLENGE
YOU ALL."; "FLAWLESS VICTORY!".
Behavior:Ghazbaran runs away in low health. He also casts a defense spell on himself which will temporarily
reduce every attacker's skill (depending on what he hits with) to 0. He will only remain in the
realm for 4 hours.
Field Notes:Ghazbaran - the "Lord of Blades", is a member of the Triangle of Terror. The cultists in the
Formorgar Mines are said to be trying to revive the frozen demons in there to conjure the mighty
archdemon. They are melting the ice in his name.
"Demonic entities are entering the mortal realm in the Hrodmir mines."
The first time he appeared after the test server was on the server of Julera on July 4, 2007.
The first time he died was on the server of Candia on September 22, 2007.
5 Deathslicers
2 Juggernauts
2 Furies and
1 Demon.
The furies and demon appear to spawn with Ghazbaran, along with some of the deathslicers. Some
Summon/Convince:--/-- (Illusionable)
Abilities:Melee 0-80, Life Drain 20-45.
Pushable:?
Push Objects:?
Est. Max. Damage:125 hp per turn
Immune To:Physical, Death, Earth, Drown, Life Drain, Paralysis
Strong To:
Neutral To:Holy, Fire, Energy, Ice
Weak To:
Sounds:"Huh!"; "Shhhhhh"; "Buuuuuh".
Behavior:Ghosts do not run when in low health.
Field Notes:These Creatures are immune to many elements, however, they can be damaged by weapons that
have been enchanted or come with natural enchantments such as a Fire Axe or a Fire Sword. They
are not weak to Holy Damage, unlike most other undead creatures.
Location:Ghost Ship, Drefia, Ankrahmun Tombs, Mount Sternum Undead Cave, Dark Cathedral, under
Treasure Island, Isle of the Kings, Ghostlands, Grothmok tunnels (in Dwarven Mines), Goroma,
Lich Hell.
Strategy:Use Full Defense mode and shoot runes at them as they are immune to almost all weapons because
they use Physical Damage, except some Wands, Rods and enchanted weapons. They travel slowly,
so running from them is not difficult. A good strategy for knights hunting in tombs (where it's
common with ghosts) is to bring a fire sword/axe or another enchanted weapon, that way you
don't need to waste any Runes.
Loot:Sandals, Shadow Herb, Cape, Morning Star, Combat Knife, Orange Book (semi-rare), Ghostly
Tissue (semi-rare), White Piece of Cloth (rare), Ancient Shield (rare), Stealth Ring (very rare).
This creature is in the The Undead class.
Ghostly Apparition
-- Hit points
Summon/Convince:--/--
Abilities:Distance Life Drain (4-6).
Pushable:?
Push Objects:?
Est. Max. Damage:6 hp per turn
Immune To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain, Invisibility?
Strong To:
Neutral To:
Weak To:
Sounds:"Fresh life spirit.... aaahhh.... let me feeeeed..."; "Theeeese waaalls.... hold unholy
secretsss...."; "Saaaaave ussss....."; "Aaahhhh.....".
Behavior:Keeps distance from player.
Field Notes:Ghostly creatures that haunt the halls of the Vampire Castle, they appear if all players stay afk
for a few minutes (no eating or sending pm or doing any action). Spawn usualy in groups of 2 to 5.
Disappear after everyone leave the central hall of the castle.
Also, one of this will appear in the throne in the ground floor of the castle, if you step into the
carpet of the north room, BUT this one will not attack you because he dissapears after a little
Summon/Convince:450/450 (Illusionable)
Abilities:Melee (0-70), Life Drain (15-27), Self-Healing.
Pushable:
Push Objects:
Est. Max. Damage:97 hp per turn
Immune To:Death, Drown, Life Drain, Invisibility, Paralysis, Drunkenness
Strong To:Energy (-30%), Ice (-10%), Earth (-20%)
Neutral To:Physical, Fire
Weak To:Holy (+25%)
Sounds:None.
Behavior:Ghouls don't run in low health, can't be pushed and they move objects.
Field Notes:This kind of Undead is found usually in groups and can be dangerous for unexperienced players.
Only fight them while wearing good equipment or keeping them at distance, otherwise their melee
combined with life drain can do a lot of damage. When summoned, ghouls make good hunting
partners because they can heal themselves, a trait that makes them good for training on as well.
They are fairly slow so mages and paladins should be able to run and attack. They are commonly
used as a summon for knights in training, but not so much for paladins due to the higher chance of
killing them. A level 91 knight and a level 36 paladin can convince these to train. Unlike most of
their undead counterparts, Ghouls leave bloodstains when damaged.
Location:Ancient Temple in the Skeleton area, way to Mintwallin, Old Mintwallin Quest, Alatar Lake,
Magician Tower, Mount Sternum Undead Cave, Ghostlands, Hellgate, Maze of Lost Souls, below
Point of No Return in Outlaw Camp, Plains of Havoc in Necromant House, Drefia and Drefia's
underground caves, Edron ghoul hill, Venore Amazon Camp underground, Venore Swamp Troll cave,
Ghostship between Venore and Darashia, Triangle Tower, Dark Cathedral, Ankrahmun tombs, Isle
of the Kings, Treasure Island, Nargor, Helheim and a cave northeast of Ab'Dendriel. Also found
behind a wall in both Rookgaard and Paradox Tower, although they cannot be reached.
Strategy:Knights, should have good skills to fight these creatures. Keep your potions handy and don't fight
more than 3 at once unless you have 50/50+ skills. Also keep in mind that you cannot block their
life drain without a garlic necklace.
Paladins can defeat ghouls at a low level, with low skills and ample running space, even the lowest
Mages: Ghouls are good creatures for experience, their loot is very good when comparing with the
time and mana used to kill them. Wands and Rods are a great way to kill Ghouls easily, just
remember their immunities and resistences. For a Premium Account player the easiest way would
be simply to use Flame Strike.
Loot:0-30 gp, Rotten Piece of Cloth, Torch, 0-2 Worms, Ghoul Snack (semi-rare), Brown Piece of Cloth
(rare), Pile of Grave Earth (rare), Scale Armor (rare), Viking Helmet (rare), Knife (very rare), Life
Ring (very rare), Skull (very rare).
Summon/Convince:--/--
Abilities:Melee (0-300) poisons you 5 to 8 hp/turn, Stalagmite (40-70), throws Poison Fields, Haste,
Summons 0-2 Poison Spiders.
Pushable:
Push Objects:
Est. Max. Damage:~378 hp per turn
Immune To:Earth, Invisibility
Strong To:Energy (-20%), Ice (-20%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Fire (+10%)
Sounds:None.
Behavior:One of the fastest monsters, with the speed of a level 65 when using haste. They rush down
opponents, spit poison fields and summon poison spiders. Their spiders will sometimes appear in
front of a runner, blocking their path, and they will push/kill the Poison Spiders they summon in
order to reach you and attack you with melee. Be sure to kill these spiders off first as they will
break your shielding. They have a terrifyingly low attention span, switching targets often.
Common lure in the Plains of Havoc.
Field Notes:The giant spider is one of the most feared and famous of the stronger monsters, mainly because
of its locations. Some updates ago, the Giant Spider was commonly being lured to Venore and the
roads near it. It was commonly found in places one would never expect to find such a beast, and as
a result many unprepared players died daily. Now, it is but a shadow of its former glory and tends
to poof into smoke while being run in the plains of havoc. The Giant Spider's boss is The Old
Widow. Giant Spiders used to be immune to fire but they are now weak to it.
Location:Plains of Havoc, deep Point of no Return in Outlaw Camp, Edron Hero Cave, Hellgate, Mintwallin,
Edron Orc Cave, Mount Sternum Undead Cave, Green Claw Swamp, Maze of Lost Souls, on a hill
near Drefia (
here
)), on a hill north-west of Ankrahmun (inaccessible), deep in the Dwarf Mines, Forbidden Lands,
Malada, Ramoa, Ghostlands, Arena and Zoo Quarter, second floor up of Cemetery Quarter,
beneath Fenrock, Vengoth Castle, Vandura Mountain.
Strategy:Giant Spiders seem to enjoy changing targets, the blocker should have Challenge if premium. The
blocker should stand between the Giant Spider and the shooters, if possible. This makes
retargetting less likely. While blocking you should also kill the poison spiders so they don't break
your shield.
Knights: Can use melee to kill them if they have a good weapon and are highly skilled. Skill 80/80
Recommended.
Paladin: Strategy is simple, with around level 50 and Boots of Haste you just run and shoot bolts
or enchanted spears at it. Just remember a crossbow has a range of 5, while enchanted spears
only have a range of 4. If you have Haste, you can start hunting at level 35, but if it hastes too
Mages: Same as for paladins or can either run away with (strong) haste and shoot it with runes or
they can just use Flame Strike to kill it. Mages should at least reach level 40-50 before trying
this. Mages should try their first solo at a single spawn, with big running area and perhaps a
ladder or something nearby for emergency. If you have level 45~, you won't need magic shield.
Just use Light or Intense Healing, when you're a Mage with Flame Strike and your strongest fire
Wand or death Rod. Free mages or mages who need an extra firepower could summon Fire Devils
for supporting them backwards.
Loot:0-115 gp, Bag, Brass Legs, Plate Armor, 0-12 Poison Arrows, Steel Helmet (semi-rare), Spider Silk
(rare), Time Ring (rare), Strong Health Potion (rare), Knight Armor (very rare), Knight Legs (very
rare), Platinum Amulet (very rare), Lightning Headband (very rare).
Summon/Convince:--/470
Abilities:Melee (0-90), Haste.
Pushable:
Push Objects:
Est. Max. Damage:90 hp per turn
Immune To:None.
Strong To:Physical (-15%), Holy (-10%)
Neutral To:Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:Death (+1%?)
Sounds:"You are no match for me!"; "Feel my prowess"; "Fight!"; "Take this!".
Behavior:Runs in very low health, can't move items and they can be pushed.
Field Notes:
Location:Trade Quarter, Arena and Zoo Quarter
Strategy:Behaves just like a Wild Warrior. Use the same strategy to kill him.
Loot:0-20 gp, Meat, Sword, Mace, Plate Shield, Chain Helmet, Brass Armor (semi-rare), Steel Shield
(semi-rare), Belted Cape (rare), Iron Helmet (rare).
Summon/Convince:--/?
Abilities:Melee (0-120), Fire Wave (90-180), Fireball (70-120).
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:Fire, Invisibility
Strong To:Earth (-80%)
Neutral To:Physical?, Holy?, Death, Energy, Ice?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Unknown.
Field Notes:It's corpse cannot be skinned. This creature was added in Summer Update 2010.
Click Here to Show/Hide Spoiler Information
Location:Below Greenshore.
Strategy:A little bit stronger than a regular Dragon.
Loot:Clicking on the corpse you gain a Flexible Dragon Scale.
? Hit points
Summon/Convince:--/--
Abilities:Melee (0-3000+).
Pushable:?
Push Objects:?
Est. Max. Damage:3000+ hp per turn
Immune To:
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:They chase until death.
Field Notes:None.
Location:Temple of Light, during certain circumstances in the Lightbearer event.
Strategy:It is not advised to kill this monster, they are not intended to do so and give bad loot and
experience.
Loot:0-56 gp.
Summon/Convince:465/465
Abilities:Melee (0-70).
Pushable:?
Push Objects:?
Est. Max. Damage:70 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"Gnarllll!"; "Grrrrrr!".
Behavior:They usually haste towards you upon first sight, but are not that powerful. They run away in red
hp.
Field Notes:Gnarlhounds are a good food source in the plains of Zao and they're fairly easy to kill, so if you
need food before going anywhere, just kill a few of them on your way to stock up. They are the
Zao edition of normal Tibia's bears and wolves, only merged together. This creature was added
with the Christmas Update 2009.
Location:Steppe of Zao, Gnarlhound Caves.
Strategy:Any vocation above level 25 can kill up close, but lower level Mages and Paladins should keep their
distance.
Loot:0-3 Meat, 0-3 Worm, Shaggy Tail.
Summon/Convince:--/--
Abilities:Melee (0-450+), Musical Notes Beam (0-121+), Hot Water Storm may Drought or do damage (0-
320+), Snowstorm may Drought or do damage, Snow Wave may Drought or do damage, Berserk (0-
400+), Snowballs ((0-200+) does Death Damage), makes you Drowning.
Pushable:?
Push Objects:?
Est. Max. Damage:1100+ hp per turn
Immune To:Fire, Ice, Earth, Invisibility, Paralysis.
Strong To:Holy (-1%?)
Neutral To:Death?, Drown?, Life Drain?
Weak To:Physical (+1%?), Energy (+10%)
Sounds:"I am like the merciless northwind."; "Snow will be your death shroud."; "Feel the wrath of
father chyll!".
Behavior:Fight to death in close combat.
Field Notes:Is the boss of Warlord Level, Pit #7.
Next #8.
Location:In Svargrond Arena.
Strategy:Although he shoots beams and waves, BE SURE THAT HIS FIELD ATTACKS are very
strong. Keeping in diagonal helps to avoid waves. Also is recommended to use Protection Amulet to
reduce physical damage.
Knights should use Fierce Berserk since it is weak to Physical Damage. Paladins may use Assassin
Stars.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
50 Hit points
Summon/Convince:290/290 (Illusionable)
Abilities:Melee (0-10), Small Stone (0-25).
Pushable:
Push Objects:
Est. Max. Damage:35 hp per turn
Immune To:None.
Strong To:Holy (-1%?), Energy (-20%)
Neutral To:Physical, Fire, Ice, Drown, Life Drain
Weak To:Death (+10%), Earth (+12%)
Sounds:"Zig Zag! Gobo attack!"; "Me green, me mean!"; "Bugga! Bugga!"; "Help! Goblinkiller!"; "Me
have him!".
Behavior:Goblins retreat in yellow health (35 hp), they can be pushed and don't move objects.
Field Notes:Behaves like Trolls but throw Small Stones and provide better items.
Location:Femor Hills, north east of Carlin, Edron Goblin Cave, Rookgaard (Premium Area), Maze of Lost
Souls and Fenrock.
Strategy:Be careful in Rookgaard, because they can hit hard! You can hunt them profitable from Level 6
with decent equipment. In Mainland they were usually hunted for Small Stones that is the
Paladin's popular light training weapon. After update 8.5 small stones drop rate was drastically
reduced, as a direct result, goblins are not a popular hunt anymore
Loot:0-10 gp, Short Sword, Small Axe, 0-2 Small Stone, Fish, Bone Club, Leather Armor, Leather
Helmet, Mouldy Cheese, Dagger, Goblin Ear, Bone?.
75 Hit points
Summon/Convince:--/360 (Illusionable)
Abilities:Melee (0-15), Throwing Knives (0-35), Haste, Invisibility (Lasts in some seconds), Drunkenness.
Pushable:
Push Objects:
Est. Max. Damage:50 hp per turn
Immune To:None.
Strong To:Holy (-1%?), Energy (-20%)
Neutral To:Physical, Fire, Ice, Drown?, Life Drain?
Weak To:Death (+1%?), Earth (+10%)
Sounds:"Goblin Powahhh!"; "Me kill you!"; "Me green menace!"; "Gobabunga!"; "Gooobliiiins!".
Behavior:Goblin Assassins retreat in red health. They can be pushed and don't move objects.
Field Notes:New creature in Summer Update 2008.
Location:Femor Hills, Edron Goblin Cave and Fenrock.
Strategy:Low Levels can die easly if attacked in group. It's recommended to use runes to make them
appear.
Knights: Should hunt easily in Level 13 with Light Healing.
Mages and Paladins: Should run while attacking.
Loot:0-9 gp, Dagger, 0-4 Small Stones, Bone, Short Sword, Goblin Ear, Fish, Bone Club, Mouldy Cheese,
Leather Helmet, Small Axe, Leather Armor.
50 Hit points
Summon/Convince:290/? (Illusionable)
Abilities:Melee (0-50), Small Stone (0-45)
Pushable:?
Push Objects:?
Est. Max. Damage:95 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"Go go, Gobo attack!!"; "Me the greenest and the meanest!"; "Me have power to crush you!";
"Goblinkiller! Catch him!!".
Behavior:Goblin Leaders retreat in low health. They can't move objects but can be pushed.
Field Notes:Leaders of the goblin race. One of them seems to have an obsession with the colour green.
Location:Down Femor Hills, way to Beregar.
Strategy:Treat them as Goblins but stronger. Kill them at Level 10 with decent equipment. But be fast:
they only have 50 Hitpoints but they can damage hard.
Loot:0-10 gp, Bone, Leather Helmet, Leather Armor, Dagger, Fish, 0-4 Small Stones , Moldy Cheese,
Bag, Small Axe, Short Sword, Bone Club.
60 Hit points
Summon/Convince:--/310 (Illusionable)
Abilities:Melee (0-15), Spears (0-30), Distance Life Drain (22-30), Self-Healing (10 Hitpoints), Haste,
Death Strike (1-20), Energy Strike on himself.
Pushable:
Push Objects:
Est. Max. Damage:75 hp per turn
Immune To:None.
Strong To:Holy (-1%?), Energy (-20%)
Neutral To:Physical, Fire, Ice, Drown, Life Drain
Weak To:Death (+10%), Earth (+10%)
Sounds:"Shiny, shiny!"; "You mean!"; "All mine!"; "Uhh!"; "Gimme gimme!".
Behavior:Runs in red health, but will return if they heal themselves to yellow health. They can be pushed
and don't move objects that are in their way.
Field Notes:New creature in Summer Update 2008.
Location:Femor Hills, Edron Goblin Cave, and Fenrock.
Strategy:They are somewhat easy to kill, their Self-Healing can be a bit frustrating and lower levels need
to be very cautious as their Life Drain attack can be deadly for low levels.
Loot:0-9 gp, 0-4 Small Stone, Bone, Leather Armor, Leather Helmet, Small Axe, Fish, Dagger, Short
Sword, Moldy Cheese, Goblin Ear, Bone Club.
Summon/Convince:--/--
Abilities:Melee (0-500?), Fireball (0 - 200?), Poison Beam (Poisons you), Death Wave (0-568+), Death
Strike (0-600?), Fire Beam (0-600), Another beam (lowers skills?).
Pushable:
Push Objects:
Est. Max. Damage:3127+ hp per turn
Immune To:Death, ?
Strong To:Physical (-1%?), Holy (-1%?)
Neutral To:Energy?, Earth?, Drown?, Life Drain?
Weak To:Fire (+1%?), Ice (+1%?)
Sounds:"Latrivan, you fool!"; "We are the right hand and the left hand of the seven!".
Behavior:Fights until death.
Field Notes:The walls of the room is filled with Magicthrowers, Flamethrowers, Plaguethrowers and
Shredderthrowers. Also Latrivan, his brother, is in the same room. It seems that he is weak
againts Fire Attacks, when he makes a based-fire attack that hurts himself.
Location:Through the teleport in the Battlefield in the Inquisition quest. He is the fourth/fifth boss.
Strategy:
Loot:0-234 gp, 0-8 Black Pearl, 0-14 White Pearl, 0-10 Small Emerald, 0-3 Small Sapphire, 0-4 Small
Diamond, 0-6 Onyx Arrow, Green Gem, Mind Stone, Magic Light Wand, Gold Ring, Death Ring, Gold
Ingot, Demonic Essence, Protection Amulet, Silver Amulet, Snakebite Rod, Necrotic Rod, Stealth
Ring, Ring of Healing, Silver Dagger, Ice Rapier, Great Health Potion, Double Axe, Fire Axe, Skull
Staff, Giant Sword, Devil Helmet, Demon Shield.
Summon/Convince:800/-- (Illusionable)
Abilities:Melee (0-110), Life Drain (32-135), Self-Healing, Haste.
Pushable:
Push Objects:
Est. Max. Damage:245 hp per turn
Immune To:Invisibility
Strong To:Holy (-50%), Death (-50%)
Neutral To:Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:Physical (+5%)
Sounds:"Huhuhuhuuu!"; "Let the fun begin!"; "Yihahaha!"; "I'll bite you! Nyehehehe!";
"Nyarnyarnyarnyar.";
Behavior:Gozzlers are hungry imps with two mouths. They fight to the death.
Field Notes:They are similar to Monks and are summonable. They spawn with Hellspawns and Necromancers
and can hit pretty hard on an inexperienced player.
Location:Magician Quarter, cave in Beregar, Farmine Mines.
Strategy:Kill it like a Monk.
Loot:0-90? gp, Torch, Brown Flask, Sabre, Morning Star, Plate Shield, Battle Axe (semi-rare), Serpent
Sword (rare), Clerical Mace (rare), Dwarven Ring (very rare), Small Sapphire (very rare).
Summon/Convince:--/--
Abilities:Melee (0-?), Fire Wave (0-152?), Great Fireball, Great Musical Bomb (Summons 4 Dragon
Hatchlings at once), Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:300+ (without summons) hp per turn
Immune To:Fire, Invisibility, Paralysis
Strong To:
Neutral To:Physical?, Holy?, Death?, Energy?, Earth?, Drown?, Life Drain?
Weak To:Ice (+5%)
Sounds:"GROOAAARRR"
Behavior:It will run away in red hp.
Field Notes:It is the Dragon's boss that spawns with their raid on Muggy Plains. She looks the same as a
Dragon. Her corpse can be skinned in order to get a Green Dragon Leather.
Summon/Convince:--/--
Abilities:Melee (0-100), Summons 0-2 Crypt Shambler or Ghost, Holy Life Drain (138-362), Distance Life
Drain (0-80), Visible Invisibility, Invisible.
Pushable:?
Push Objects:?
Est. Max. Damage:540 (940 with summons) hp per turn
Immune To:Invisibility, Paralysis
Strong To:Physical (-35%?)
Neutral To:Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"I will bring peace to your misguided soul!"; "Your intrusion can't be tolerated!".
Behavior:?
Field Notes:New creature in Summer Update 2008.
Summon/Convince:--/--
Abilities:Paralyze (very often), Melee (0-250), Life Drain Beam (180-300), Summons 0-4 Bonebeast, Poison
Beam(100-350), Life Drain(?), Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:750 (without summons) hp per turn
Immune To:Death, Earth, Invisibility, Paralysis
Strong To:Energy (-80%?), Ice (-50%?)
Neutral To:Physical?, Fire?, Drown?, Life Drain?
Weak To:Holy (+1%?)
Sounds:"Your mortality is disgusting!".
Behavior:He behaves almost like a regular Lich, paralyzing you very intensely.
Field Notes:New creature in Summer Update 2008.
Location:Vampire Hell.
Strategy:
Mages: Use Magic Shield, shoot Fireball or Exori Flam and use GFB to kill his summons.
Paladin: Use Enchanted Spear and Exevo Mas San to kill his summons.
Knight: Try to trap him and use Exori Gran for kill him and his summons.
Loot:0-97 gp, Strong Mana Potion, White Pearl, Black Pearl, Ring of Healing, Blue Robe, Lightning
Boots, Spellscroll of Prophecies(rare), Spellbook.
Summon/Convince:--/--
Abilities:Melee (0-110), Fireball (45-80), Sudden Death (50-105), Electrifies (25 hp/3 turns, 75 damage
total), Heavy Drunkenness, Cancel Invisibility, turns you into a Rat.
Pushable:?
Push Objects:?
Est. Max. Damage:320+ hp per turn
Immune To:Invisibility, Paralysis.
Strong To:Physical (-20%), Death (-20%), Fire (-80%), Energy (-50%)
Neutral To:Earth, Drown?, Life Drain?
Weak To:Holy (+13%), Ice (+10%)
Sounds:"Good wishes are for fairytales"; "I wish you a merry trip to hell!"; "Muahahahahaha"; "I
grant you a deathwish!".
Behavior:Green Djinns use strong melee when close to their opponents, and Energy Attacks when the
opponent is at a distance.
Field Notes:These Magic Creatures are the counterpart of Blue Djinn and a lower rank than Efreet. They can
turn you into a rat and cancel your invisibility.
Click Here to Show/Hide Spoiler Information
After you killed 500 Green Djinns you can face Merikh the Slaughterer
Location:Mal'ouquah, Oasis Tomb, under the Ankrahmun Library Tomb, Serpentine Tower last floor behind
the Magic Walls, Deeper Banuta, Goroma underground, Magician Quarter.
Strategy:If you can find a Dwarven Ring, wear it. When the Djinn makes you drunk, you don't have total
control of your movements. It is very wise to wear this, as it can lower the chance of a trip back
to the Temple. A useful way for a sorcerer or druid to kill one is to summon a Demon Skeleton and
to use that to attack and block the djinn and also use ice strike to kill it faster, this is a useful
technique as the Demon Skeleton would not take much damage besides the electric attacks, so
you may need to summon another one every 5-6 djinn. At about level 60 a druid can easily and
quickly kill these using just their Hailstorm Rod and Ice Strike.
Loot:0-113 gp, Cheese, Grave Flower, Small Oil Lamp (semi-rare), 0-2 Royal Spear (semi-rare), Green
Book (semi-rare), 0-4 Small Emerald (rare), Dirty Turban (rare?), Mana Potion (rare), Green Piece
of Cloth (rare), Mystic Turban (very rare), Wand of Inferno (very rare).
25 Hit points
Summon/Convince:--/--
Abilities:Melee (0-813), Blood Ball (225-275, death damage), Death Beam (490-720), Explosion Wave (0-
300), Sudden Death (does Physical Damage) (0-65), Strong Haste, Self-Healing.
Pushable:
Push Objects:?
Est. Max. Damage:1720+ hp per turn
Immune To:Invisibility, Paralysis.
Strong To:Physical (-20%), Death (-80%), Ice (-65%), Earth (-40%)
Neutral To:Drown?, Life Drain?
Weak To:Holy (+10%), Fire (+10%), Energy (+10%)
Sounds:"Death!"; "Come a little closer!"; "The end is near!".
Behavior:Be careful with the beam, sometimes they do nasty combos. They also retarget easily and will run
through fire to get to their target.
Field Notes:New creature in Summer Update 2008.
See also:
Knights will most likely waste here without a healer and a shooter. Take lots of healing potions as
they have a high average damage per turn. Mages shouldn't hunt them solo untill they're around
level 200 (below that they'll need magic shield and it'll be a waste). Paladins can hunt them solo
For all vocations: try to be diagonal at all times, their wave and beam are lethal.
Loot:0-265 gp, 0-4 Platinum Coin, 0-4 Orichalcum Pearls, Concentrated Demonic Blood, Scythe,
Ultimate Health Potion, Demonic Essence, Mystical Hourglass, Great Mana Potion, Magic Light
Wand, Dark Shield (semi-rare), Rusty Armor (Rare) (semi-rare), Nightmare Blade (rare),
Underworld Rod (rare), Glacier Kilt (very rare), Skullcracker Armor (very rare), Death Ring (very
rare).
Summon/Convince:--/--
Abilities:Melee(0-230+), Invisible, Throwing Stars (0-100+).
Pushable:?
Push Objects:?
Est. Max. Damage:330 hp per turn
Immune To:Fire, Invisibility
Strong To:Energy (-20%?)
Neutral To:Physical?, Holy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:Death (+1%?)
Sounds:"Don't run, You're burning off precious fat.".
Behavior:Fights to death in close combat and shot at distance when you try to run away.
Field Notes:Boss of Scrapper level Pit #6.
Next #7.
Location:In Svargrond Arena.
Strategy:Recommended to all vocations to use Protection Amulet.
Druid or Sorcerer: Use Magic Shield and Death Strike.
Knight: Melee him and use Exori when he goes invisible.
Paladin: Use Distance Weapons and use Explosion rune when he goes invisible.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
Summon/Convince:--/--
Abilities:Melee (0-300), Strong Haste, Self-Healing (very often), Distance Fighting (Boulder 0-200).
Pushable:?
Push Objects:?
Est. Max. Damage:530+ hp per turn
Immune To:Earth, Invisibility, Paralysis
Strong To:Physical (-30%?), Holy (-20%?), Energy (-20%?)
Neutral To:Ice?, Drown?, Life Drain?
Weak To:Death (+1%?), Fire (+10%?)
Sounds:None.
Behavior:Grorlam fights until death and rarely retargets.
Field Notes:It's the Stone Golem's Boss.
Grorlam on Refugia.
Grorlam on Luminera.
80 Hit points
Summon/Convince:--/-- (Illusionable)
Abilities:Strong Haste
Pushable:?
Push Objects:?
Est. Max. Damage:0 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"T'was not me hand in your pocket!"; "Look! Cool stuff in house. Let's get it!"; "Uhh! Nobody
home! <chuckle>"; "Me just borrowed it!"; "Me no steal! Me found it!"; "Me had it for five
minutes. It's family heirloom now!"; "Nice human won't hurt little, good goblin?";
"Gimmegimme!"; "Invite me in you lovely house plx!"; "Other Goblin stole it!"; "All presents
mine!"; "Me got ugly ones purse"; "Free itans plz!"; "Not me! Not me!"; "Guys, help me here!
Guys? Guys???"; "That only much dust in me pocket! Honest!"; "Can me have your stuff?";
"Halp, Big dumb one is after me!"; "Uh, So many shiny things!"; "Utani hur hur hur!"; "Mee?
Stealing? Never!!!"; "Oh what fun it is to steal a one-horse open sleigh!"; "Must have it!
Must have it!"; "Where me put me lockpick?"; "Catch me if you can!".
Behavior:They run away when you go near them. They don't attack even if cornered.
Field Notes:See for more information: Santa Event.
Location:They do not have a set respawn spot. They are announced to be stealing presents from a random
Tibian city and spawn in the aforetold city. There are two or three messages that appear on each
raid and three massive spawns of goblins.
Strategy:Try to trap them in an area or building where they cannot easily escape, rather than chasing them
in the open, because they will run away fast with the spell Strong Haste. Due to their walkspeed
of 870 a distance weapon or area runes are best. Invisible is very helpful as they won't run away.
Kill them and return the stolen presents to Ruprecht in Vega for a reward. They do spawn in some
areas not immediately obvious to all players (such as the edges of cities). Low levels may want to
head for these areas first as there is less competition.
Loot:0-22 gp, Present Bag, 0-5 Snowballs, 0-3 Lump of Cake Dough, 0-3 Oranges, 0-5 Cookies, 0-4
Cherries, 0-3 Apples, 0-2 Eggs (semi-rare), 0-3 Candy Canes (semi-rare), Cream Cake (semi-rare),
Lute (semi-rare), Blank Rune (semi-rare), Magic Light Wand (semi-rare), Landscape Picture (semi-
rare), Bronze Amulet (semi-rare), Scroll (semi-rare), 0-2 Gingerbreadman (semi rare), Scarf
(semi-rare), 0-5 Chicken Feathers (semi-rare), 0-3 Bat Wings (semi-rare), Honeycomb (semi-
rare), Explorer Brooch (semi-rare), 0-5 Walnuts (semi-rare), 0-5 Peanuts (rare), Valentine's Cake
(rare), Watch (rare), Broom (rare), Piggy Bank (rare), Dice (rare), Mirror (rare), various Pillows
(rare), Flower Bowl (rare), Bottle (rare), Scarab Coin (rare), Snowman Package (rare), 0-2
Orichalcum Pearl (rare), Crystal Coin (very rare), Elvenhair Rope (very rare), Vampire Shield (very
rare)
Summon/Convince:--/--
Abilities:Melee (0-110), Summons 0-1 Kongra.
Pushable:?
Push Objects:?
Est. Max. Damage:110 (170 with Summons) hp per turn
Immune To:None.
Strong To:Physical (-1%?), Fire (-1%?), Energy (-1%?), Earth (-1%?)
Neutral To:Holy?, Drown?, Life Drain?
Weak To:Death (+1%?), Ice (+1%?)
Sounds:None.
Behavior:This boss fights until death.
Field Notes:New creature in Summer Update 2008. He is the Kongras' Boss.
Summon/Convince:--/--
Abilities:Melee (0-520; poisons you up to 19 Hitpoints per turn), Mana Drain (0-920+), Life Drain (0-880+),
Invisibility, Strong Haste, Self-Healing, causes Drunkenness
Pushable:?
Push Objects:?
Est. Max. Damage:920+ Mana Drain per turn and 1400+ hp per turn
Immune To:Death, Fire, Energy, Earth, Invisibility, Paralyze.
Strong To:
Neutral To:Physical, Drown?, Life Drain?
Weak To:Holy (+25%), Ice (+10%)
Sounds:None.
Behavior:Hand of Cursed Fate runs in low green health.
Field Notes:A demonic minion with sole purpose to bring pain and despair to all who enter its domain. This
creature was implemented in the Winter Update 2006. It has the ability to deal high amounts of
damage and can also Mana Drain making it one of the most dangerous creatures in Tibia. The Hand
of Cursed Fate's boss is The Handmaiden.
Location:Pits of Inferno, The Battlefield, The Arcanum, The Blood Halls and The Crystal Caves.
Strategy:Since it has no ranged damaging attack, it is a good idea to have a Knight blocking it and as many
shooters as possible. This may be tricky though since it can disappear, and you have to find it with
Runes. So, that Knight must try to lure it in a place where it can't move, and then spam it with Ice
and Holy-Based Spells. Note though that when using Haste, the creature can become extremely
fast, about the speed of a level 650+ so don't expect to chase it until it has slowed down. Try to
trap the creature with a Knight blocker and possibly some Wild Growths.
Loot:0-150? gp, 0-5? Platinum Coins, 0-4 Small Sapphires, Cape, Mind Stone, Emerald Bangle, 0-4
Concentrated Demonic Blood, Demonic Essence (semi-rare), Platinum Amulet (semi-rare), Wand of
Inferno (semi-rare), Knight Armor (semi-rare), Skull Staff (semi-rare), Gold Ingot (rare), Crown
Armor (rare), Violet Gem (very rare), Golden Figurine (very rare), Abyss Hammer (very rare).
? Hit points
Summon/Convince:--/--
Abilities:Melee (0-4066).
Pushable:?
Push Objects:?
Est. Max. Damage:4066 hp per turn
Immune To:
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:They chase until death.
Field Notes:None.
Location:Temple of Light, during certain circumstances in the Lightbearer event.
Strategy:It is not advised to kill this monster, they are not intended to do so and give bad loot and
experience.
Loot:Unknown.
Summon/Convince:--/--
Abilities:Melee (0-150), Terra Strike (0-70) does physical damage, Stone Shower (55-100), Mana Drain
Bomb (9-100) only when you are next to him, Paralyze Beam.
Pushable:?
Push Objects:?
Est. Max. Damage:320 hp per turn
Immune To:Earth, Invisibility
Strong To:Holy (-20%), Death (-1%?), Ice (-15%)
Neutral To:Physical, Energy, Drown?, Life Drain
Weak To:Fire (+5%)
Sounds:"Knarrrz"; "Huuhuuhuuuhuuaarrr"; "Knorrrrrr".
Behavior:Fights to the death.
Field Notes:Looks like a little Demon Oak
Location:Vengoth surface, Vengoth castle (Boreth's tower).
Strategy:As of 6/8/2009 you can no longer use Stealth Ring or the Invisible Spell to hunt these creatures.
The best method of hunting, is to lure and kill one at a time.
Knight: This is a very good hunt for mid-hi level knights if you don't let them surround you, if you
manage to fight 1-2 at a time you will only need mana potions and exura to heal, if you get 3+ on
you be prepared to heal very fast as they will deplete your hp with ease, specially if there's a
demon skeleton nearby, break out with exoris if you're surrounded, don't bother targeting
anything as this will take longer than just spamming exori while healing.
Loot:0-96 gp, 0-2 White Mushroom, Red Mushroom, Wooden Trash, Health Potion, Orange Mushroom,
Haunted Piece of Wood, Strong Health Potion (semi-rare), Small Emerald (semi-rare), Dwarven
Ring (rare), Bullseye Potion (very rare).
Summon/Convince:--/--
Abilities:Melee (0-80), energy exori (0-130), poisons you (starting with 0-13).
Pushable:?
Push Objects:?
Est. Max. Damage:210 hp per turn
Immune To:
Strong To:Death (-10%)
Neutral To:Physical, Holy, Fire, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:
Sounds:"Surrender and I'll end it quick."
Behavior:Fights until death.
Field Notes:One of the Isle of Strife Arena Masters.
Click Here to Show/Hide Spoiler Information
Summon/Convince:--/--
Abilities:Melee (0-520), Fire Bomb (around itself), Fire Beam (invisible) (392-1500), Fire Berserk (60-
330), Great Soulfire Ball (size like Hell's Core, but invisible, makes target burn for a long time)
Pushable:?
Push Objects:?
Est. Max. Damage:2749 hp per turn
Immune To:Fire, Invisibility, Paralysis
Strong To:Physical (-50%), Death (-20%), Energy (-25%)
Neutral To:Holy, Earth, Drown?, Life Drain?
Weak To:Ice (+25%)
Sounds:None.
Behavior:This monster will spam fire spells. Not too dangerous if you avoid the beam.
Field Notes:
Location:Pits of Inferno, Demon Forge.
Strategy:Avoid its lethal beam, it can do up to 1500~ hp of damage. Try to be at full hp at all times. Mages
should use mana shield and stay far and diagonal from it while shooting SDs, Icicles or Ice Strike,
or if high enough level, you can block them diagonally by using Ice Strike. High level mages can
make massive amounts of experience by hunting Hellfire Fighters in the Dark Path of Demon
Forge. Just lure 3-5 and kill them with Avalanche runes, and remember to always check your
mana. Don't forget to bring lots of supplies.
Loot:0-231 gp, Burnt Scroll, Blank Rune, Small Diamond, 0-2 Orichalcum Pearl, Soul Orb, Fiery Heart,
Piece of Hellfire Armor, Wand of Inferno (semi-rare), Demonic Essence (semi-rare), Emerald
Bangle (semi-rare), Fire Sword (semi-rare), Fire Axe (rare), Magma Legs (rare), Magma Coat (very
rare), Demonbone Amulet (very rare).
Summon/Convince:--/--
Abilities:Melee (0-800), Great Energy Beam (0-850), Fireball (0-600), Smoke UE (decreases Distance
Fighting by 60%), Energy Hit (200-400)
Pushable:
Push Objects:
Est. Max. Damage:1800? hp per turn
Immune To:Life Drain
Strong To:Physical (-98%), Holy (-98%), Death (-98%), Fire (-98%), Energy (-98%), Ice (-98%), Earth (-
98%)
Neutral To:
Weak To:Drown (+205%)
Sounds:"I'll sacrifice yours souls to seven!"; "I'm bad news for you mortals!"; "No man can defeat
me!"; "Your puny skills are no match for me."; "I smell your fear."; "Delicious!".
Behavior:Fights to the death, retargets rapidly.
Field Notes:Hellgorak is the last survivor of a demonic cabal which succumbed to the Ruthless Seven aeons
ago. And Hellgorak is a survivor to the core. As the victory of the Ruthless Seven became more
and more evident, he betrayed his allies and switched sides. Hellgorak decided it was better to
serve under the Ruthless Seven than to die as a leader. Becoming a minion of the Ruthless Seven
did not stop him from developing his evil plans. Slowly but steadily he climbed up in the ranks and
used his new power and influence to improve himself. He called in favours, and killed those who
possessed wisdom he needed. Over time, his demonic plans yielded fruits. With the help of stolen
secrets and enchantments, his dark body is covered with glowing ancient runes that protect him
from most harm. He boasts about his invulnerability which actually was proven a lie by the agents
of the inquisition. Still, he shakes off most damage with ease, and it would for sure take an insane
amount of attackers to bring him down. It was prophesied that no man will beat him - right before
he killed the oracle. Still, he fears the Ruthless Seven who defeated him and his allies in the past.
Therefore, it is safe to say that, even though he is nearly invulnerable, Hellgorak is all but
immortal.
Location:Through the teleport in the Hives in the Inquisition Quest. He is the seventh and final boss.
Strategy:Take extreme caution. He will be surrounded by Dreadbeasts. Convince Dreadbeasts summoned by
the towers around the room, and use these to defeat the boss. Try to trap Hellgorak with 7
dreadbeasts + the blocker. In a non pvp server you can have a druid stand close and constantly
use Mass Healing to keep the Dreadbeasts alive, since you wont heal the demon. Failing this, have
8 knights surround it and use many, many, many runes to take it down (Each rune hits 1-3 damage).
Summon/Convince:--/--
Abilities:Melee (0-508+?), Earth Wave (0-700), Life Drain Wave (0-976+?), Fire Wave (0-662+?), Sudden
Death (0-498+?), Envenom (0-549+?).
Pushable:?
Push Objects:?
Est. Max. Damage:3342+ hp per turn
Immune To:Fire, Invisibility, Paralisis.
Strong To:Energy (-10%), Earth (-20%)
Neutral To:Physical, Death, Drown?, Life Drain?
Weak To:Holy (+25%), Ice (+5%)
Sounds:"GROOOOWL!".
Behavior:Hellhounds stand and fight until the end.
Field Notes:The hellhound was conceived based on ideologies of Greek and Roman mythology. Cerberus is a
three-headed hound who guards the gates of Hades. In Tibia, they guard a path to the throne
room of Infernatil. From this, the sprite was created. The name however came from both the
description of Cerberus, and from clever wordplay: hellhound is also a demonic entity. These
hellish minions are often considered to be guardians of the entrance to world of the dead or
afterlife. Similarly in Tibia, they reside in the fiery depths of Pits of Inferno. These creatures
appeared in the Winter Update 2006 when the Pits of Inferno were opened.
Location:Infernatil's Throneroom The Inquisition Quest Area
Strategy:They have powerful Melee attack so you should try to avoid close contact. Also, for all costs avoid
its wave attacks, they are very dangerous and can even take down a High Level Knight in one
attack turn. These creatures are very strong so don't underestimate them: always have a good
blocker and more than three shooters to slay them quickly. Use Ice and Holy based attacks. Not
recommended to hunt these creatures. Possible great waste. Just kill them in Quests.
Loot:0-375 gp, 0-5 Platinum Coins, 0-14 Ham, 0-11 Throwing Knives, 0-4 Black Pearls, Big Bone, Bone, 0-
2 Concentrated Demonic Blood, Demonic Essence, Gold Ingot, Rusty Armor (rare), Giant Sword
(semi-rare), Soul Orb, Knight Axe (semi-rare), Spike Sword (semi-rare), Ruthless Axe (rare),
Explorer Brooch (very rare).
Summon/Convince:--/--
Abilities:Melee (0-350+), Fireball (150-175), Self-healing, Burning 10hp/26 turns (260 total damage),
Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:Around 515 hp per turn
Immune To:Invisibility, Paralysis
Strong To:Physical (-20%), Holy (-30%), Fire (-40%), Energy (-10%), Earth (-80%)
Neutral To:Drown, Life Drain?
Weak To:Death (+5%), Ice (+10%)
Sounds:"Your fragile bones are like toothpicks to me."; "You little weasel will not live to see another
day."; "I'm just a messenger of what's yet to come."; "HRAAAAAAAAAAAAAAAARRRR!";
"I'm taking you down with me!".
Behavior:Hellspawns are fast. They are usually found in groups with other hellspawns, and maybe some
other creatures
Field Notes:Introduced in the Winter Update 2008. The chance for dropping valuable items has been greatly
increased in Summer Update 2009.
Location:Magician Quarter, Vengoth, Deeper Banuta
Strategy:Hunting Hellspawns at lower levels requires a small group of players to make a hunt profitable.
Also if you're a knight blocking more than one always check your Hit Points because if you are
facing two or more they can kill you in one combo, even on a decently high level knight.
Mages should keep at a distance as Hellspawns hit rather hard with melee and are pretty fast.
It's fairly easy to solo them at level 100, but be careful not to face more than one as they have a
strong melee attack. Trying to outrun them while using Ice Strike could help reduce waste.
Summoning Demon Skeletons can be useful to Druids sioing a blocker; Hellspawns rarely retarget
and die much quicker with the combined attack of a Hailstorm Rod, Ice Strike, the Demon
Skeletons and the Knight's attack. Knight's can get a reasonable amount of exp meleeing the
Knights hunting in a group of 2-3+ of knights is a good option since they hit pretty hard, hunting
in groups with a Druid and other shooters is also a very good option. They have good Defense but
they aren't that strong against Physical Damage, so a good tactic is to lure 2-8 hellspawns then
using Fierce Berserk while a Druid is healing you. The hits will be pretty good.
Loot:0-207 gp, Battle Shield, Morning Star, Great Health Potion, Ultimate Health Potion, 0-2 Assassin
Stars, Demonic Essence, 0-4 Small Topazs, Hellspawn Tail, Rusty Armor (Semi-Rare), Knight Legs
(semi-rare), Warrior Helmet (semi-rare), Berserk Potion (semi-rare), Spiked Squelcher (rare),
Rusty Armor (Rare) (rare), Black Skull (very rare), Dracoyle Statue (very rare), Onyx Flail (very
rare).
Summon/Convince:?/?
Abilities:Melee (0-? (weak), poisons you starting at 7(?)hp per turn), possibly Poison Wave, possibly Musical
Wave (would make you drunk)
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:Earth, ?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Drown?, Life Drain?
Weak To:
Sounds:"Shriiiek".
Behavior:Runs in low health.
Field Notes:This creature was added in Summer Update 2010.
Click Here to Show/Hide Spoiler Information
Summon/Convince:--/--
Abilities:Distance Lifedrain? (0-100?), Mana Drain (0-94?)
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:Invisibility, Paralysis?
Strong To:Holy (-20%?), Ice (-20%?)
Neutral To:Fire?, Earth?, Drown?, Life Drain?
Weak To:Physical (+5%?), Death (+5%?), Energy (+5%?)
Sounds:None.
Behavior:Shoots at player while maintaining distance.
Field Notes:None.
Location:Edron.
Strategy:Unknown.
Loot:Midnight Shard.
Summon/Convince:--/--
Abilities:Melee (0-240), Arrows (0-120), Self-Healing
Pushable:
Push Objects:
Est. Max. Damage:360 hp per turn
Immune To:Invisibility, Paralysis
Strong To:Physical (-30%), Holy (-50%), Fire (-30%), Energy (-40%), Ice (-10%), Earth (-50%)
Neutral To:Drown?, Life Drain?
Weak To:Death (+20%)
Sounds:"Let's have a fight!"; "I will sing a tune at your grave."; "Have you seen princess Lumelia?";
"Welcome to my battleground!".
Behavior:Heroes attack the enemy with deadly hits and shoot them with arrows when they try to escape.
Field Notes:A powerful and often hunted creature, also the only creature that has the full Crown Set in its
loot. It wears an outfit similar to the old gamemaster's outfit, but in different colors. It also has
a misleading name, don't expect this hero to come save you any time soon.
Location:In Hero Cave in Edron, it has many rooms with many kinds of monsters and different amounts of
Heroes. Also in Magician Quarter, accompanied by other monsters.
Strategy:A team hunting these may consist of a Knight blocking and using Challenge regularly, these are
easy to kill from a medium level of about 50, although it probably won't be profitable.
Knights: Try always fighting one hero at a time using exori hur to counteract their healing. Unless
you're a high level knight who can run from spawn to spawn and slay multiple heroes with Exori
Gran.
Mages: Can start killing heroes solo without mana shield, from about level 60. For level 60+
players, these can be killed moderately easy using a Death Wand or Rod and using Death Strike.
Because they are quite weak Death Damage, they can be killed at lower levels very easily using
Sudden Death runes. Although, this will be harder to profit with. Don't bother summoning
anything, you'd spend more time healing your summons doing any damage. Sorcerers are
recommended to carry a Staff and use Enchant Staff on it for some very high defense. Try to
not use Magic Shield, unless you’re facing more heroes than you can handle. When you are mage
Paladins: Can do as they would with any other creature, run and shoot preferably with some
All Vocations You can also use Dwarven Set with all vocations to reduce damage but it will also
reduce your capacity as a mage or paladin.
Summon/Convince:--/--
Abilities:Melee (0-140+) poisons you 4hp/turn, Haste.
Pushable:
Push Objects:
Est. Max. Damage:144+ hp per turn
Immune To:Earth, Invisibility
Strong To:Physical (-40%?), Energy (-10%)
Neutral To:Holy?, Death?, Drown?, Life Drain?
Weak To:Fire (+15%), Ice (+15%?)
Sounds:None.
Behavior:Fights till death, like a Tarantula.
Field Notes:It's as fast as a tarantula with haste, and has a high defense.
here
.
Strategy:Kill her like a Tarantula, but be aware that she is quite a bit stronger.
Sorcerers: This is a VERY easy boss for a sorcerer lvl 33 or higher, wand of inferno and exori
flam will be all you need aside from a few exuras to restore your hp from time to time, it's hard
to outrun this boss but blocking it won't harm you THAT much, lower levels might consider using a
wand of draconia or dragonbreath with Flame Strike while healing with Exura or Exura Gran when
your Hit Points get below 150. You might need some Mana Potions on lower level, but from lvl 33+
Paladins: Just run around and kill it with Royal Spears. When it hastes, keep running and heal with
Exura or Exura Gran. You might need some Mana potions on lower levels.
Another tip is to use a bow and Flaming Arrow due to weakness to Fire Damage/strong to Physical
Damage. Should take a few shots to kill depending on level and maybe a few Health Potions.
Knights: Stand still and kill it with Melee. It is strong to Physical Damage, so you might consider
using a fire-enchanted weapon on lower levels. Knights with skills 60/60 or more shouldn't have a
problem killing Hide.
Loot:0-7 Platinum Coin, Steel Helmet, Terra Hood, Knight Legs, Time Ring, Spider Silk.
Summon/Convince:--/--
Abilities:Melee (0-80?)
Pushable:?
Push Objects:?
Est. Max. Damage:80? hp per turn
Immune To:Earth
Strong To:Energy (-20%?), Ice (-1%?)
Neutral To:Physical, Holy?, Death?, Drown?, Life Drain?
Weak To:Fire (+10%?)
Sounds:None.
Behavior:It attacks using melee. It is a stronger version of a Lizard Templar. High Templar Cobrass fights
until death.
Field Notes:New creature in Summer Update 2008.
Location:Chor, below the center temple, near the Funeral Urn used in The Explorer Society Quest,
downstairs
here
.
Strategy:Kill it like a normal Lizard Templar.
Loot:0-100gp, Salamander Shield, Plate Armor, Steel Helmet, Vase? (rare), Lizard Scale (always),
Lizard Leather (always)
Summon/Convince:--/--
Abilities:Melee (0-55), Fire Wave (30-60), Soulfire (50 damage total)
Pushable:?
Push Objects:?
Est. Max. Damage:125 hp per turn
Immune To:Fire, Drown, Life Drain, Invisibility.
Strong To:
Neutral To:Death, Energy, Ice, Earth
Weak To:Physical (+20%), Holy (+5%)
Sounds:"Wuff Wuff"; "Grrr Wuff"; "Show me how good you are without some rolled newspaper!".
Behavior:Can be pushed, Fights until death.
Field Notes:New creature that was implemented on the Updates/8.5.
Location:Isle of Evil.
Strategy:They are kinda harmless and their wave attack is useful to damage other monsters so try killing
these at last.
Loot:0-73+ gp.
Summon/Convince:--/530 (Illusionable)
Abilities:Melee (0-20), Arrow (0-100).
Pushable:
Push Objects:
Est. Max. Damage:120 hp per turn
Immune To:None.
Strong To:Holy (-20%)
Neutral To:Death, Fire, Energy, Ice, Earth, Drown?, Life Drain
Weak To:Physical (+10%)
Sounds:"Guess who we are hunting!"; "Guess who we're hunting, hahaha!"; "Bullseye!"; "You'll make a
nice trophy!".
Behavior:Hunters run when in low health. Can't be pushed and moves objects.
Field Notes:Fierce creatures that attack anyone who approaches them. Often mistaken on PVP worlds as a
PKer by newbies. They are very dangerous for low level players. They can shoot you from off-
screen.
Location:North of Mount Sternum, Plains of Havoc, Outlaw Camp, Femor Hills, Maze of Lost Souls, north of
the Amazon Camp, at the entrance and in the Hero Cave, a castle tower at Elvenbane and the
Smuggler camp on Tyrsung.
Strategy:Knights should approach them fast before they shoot more Arrows. A good strategy for knights
would be to run towards them in full defence and once you are near them, attack with full attack.
Because of the hunter low defence a knight can kill him easily.
Paladins should not fight these creatures unless they have the Invisibility Spell, shield or skill
enought to kill them in 1 shot, and if your planning to kill it without spell or runes put yourself in
Mages should use Invisible or if they are hunting them they should summon monks. Overall, stay
away from these unless you have to get through them to get to where you want to hunt (e.g.
Heroes) or if you need to get a pair of Sniper Gloves. They usually aren't worth the trouble.
Loot:0-22 Arrows, 0-2 Oranges, 0-2 Rolls, Brass Helmet, Bow, 0-3 Burst Arrows, Hunter's Quiver, 0-4
Poison Arrow, Bow (semi-rare), Torch (semi-rare), Brass Armor (semi-rare), Dragon Necklace
(rare), Wolf Trophy (very rare), Lion Trophy (very rare), Sniper Gloves (very rare), Small Ruby
(very rare), Deer Trophy (very rare).
Summon/Convince:--/530 (Illusionable)
Abilities:Melee (0-20), Arrow (0-100).
Pushable:
Push Objects:
Est. Max. Damage:120 hp per turn
Immune To:None.
Strong To:Holy (-20%)
Neutral To:Death, Fire, Energy, Ice, Earth, Drown?, Life Drain
Weak To:Physical (+10%)
Sounds:"Guess who we are hunting!"; "Guess who we're hunting, hahaha!"; "Bullseye!"; "You'll make a
nice trophy!".
Behavior:Hunters run when in low health. Can't be pushed and moves objects.
Field Notes:Fierce creatures that attack anyone who approaches them. Often mistaken on PVP worlds as a
PKer by newbies. They are very dangerous for low level players. They can shoot you from off-
screen.
Location:North of Mount Sternum, Plains of Havoc, Outlaw Camp, Femor Hills, Maze of Lost Souls, north of
the Amazon Camp, at the entrance and in the Hero Cave, a castle tower at Elvenbane and the
Smuggler camp on Tyrsung.
Strategy:Knights should approach them fast before they shoot more Arrows. A good strategy for knights
would be to run towards them in full defence and once you are near them, attack with full attack.
Because of the hunter low defence a knight can kill him easily.
Paladins should not fight these creatures unless they have the Invisibility Spell, shield or skill
enought to kill them in 1 shot, and if your planning to kill it without spell or runes put yourself in
Mages should use Invisible or if they are hunting them they should summon monks. Overall, stay
away from these unless you have to get through them to get to where you want to hunt (e.g.
Heroes) or if you need to get a pair of Sniper Gloves. They usually aren't worth the trouble.
Loot:0-22 Arrows, 0-2 Oranges, 0-2 Rolls, Brass Helmet, Bow, 0-3 Burst Arrows, Hunter's Quiver, 0-4
Poison Arrow, Bow (semi-rare), Torch (semi-rare), Brass Armor (semi-rare), Dragon Necklace
(rare), Wolf Trophy (very rare), Lion Trophy (very rare), Sniper Gloves (very rare), Small Ruby
(very rare), Deer Trophy (very rare).
60 Hit points
Summon/Convince:275/275 (Illusionable)
Abilities:Melee (0-20).
Pushable:?
Push Objects:?
Est. Max. Damage:20 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"Grrrrrr"; "Hou hou hou!".
Behavior:Hyaenas run at 30 hp.
Field Notes:They are weak like wolves. Can be summoned by Apprentice Sheng in Mino Hell (Rookgaard).
Location:Desert areas like those around Ankrahmun and Darashia.
Strategy:Just attack them, they should be easy for a player of any level in main.
Loot:0-3 Worms, 0-2 Meat
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-268), Earth Wave (66-320), Fast Self Healing, Paralyze Bomb (on target), Hot Water
Wave (100-250) does ice damage, Ice Missile (71-153).
Pushable:
Push Objects:
Est. Max. Damage:750 hp per turn
Immune To:Earth, Life Drain, Invisibility, Paralysis
Strong To:Holy (-30%), Ice (-50%)
Neutral To:Death, Fire, Drown?
Weak To:Physical (+5%), Energy (+10%)
Sounds:"FCHHHHH"; "HISSSS".
Behavior:Hydras run when in low health.
Field Notes:Hydras are similar to dragon lords, but with weaker attacks. However, they do have more hit
points and fast healing. Hydras run at 300 hp or less.
Click Here to Show/Hide Spoiler Information
after you killed 2000 Hydras you can face The Many
here
), Hydra Hill in east Tiquanda (
here
), one in the east of Tiquanda ground area, Forbidden Lands and in Deeper Banuta. Also on two of
the Forbidden Islands: Talahu and Kharos. There are two on a hill in the east side of the Arena
and Zoo Quarter. Also on the Foreigner Quarter, deep down the Crystal Lakes.
Strategy:Get a player with high hitpoints to absorb the melee, and get as many shooters (paladins or
mages) as possible attacking the hydra from a diagonal direction. Hydras give great exp with a
comparatively low risk of death. More attackers will help counteract the hydra's frequent healing
and reduce the ammunition/rune cost of killing it.
Also a team may consist of 2 mages, one preferably a druid sioing the knight blocking to reduce
health potion consumption, and both summon 2 Demon Skeletons each and HMM, while the knight
stands diagonal of the Hydra while the Summons attack. Also hunted alone by high level knights,
A team of 60 level knight and two level 40-50 mages works very good but the mages should use
magic shield all the time because the hydras can do pretty strong attacks.
At level 80 with assassin stars and 80+ distance a royal paladin can easily take hydras alone, but
What works the best is a team of 2 royal paladins using enchanted spears along with Ethereal
Spear spell runing while hitting the hydra, it is also a lot helpful to have 85+ your distance skill. It
is the best way to get some profit.
Loot:0-250 gp, 0-1 Cucumber, Hydra Head, 0-4 Ham, Small Sapphire (semi-rare), Knight Armor (rare),
Warrior Helmet (rare), Stone Skin Amulet (rare), Ring of Healing (rare), Hydra Egg (rare), Life
Crystal (very rare), Royal Helmet (very rare), Strong Mana Potion (very-rare), Medusa Shield
(very rare), Boots of Haste (very rare).
Summon/Convince:--/--
Abilities:Melee (0-220), Ice Missile (50-85) reduces your skills temporarily, Paralysing Ice Beam, Berserk
(lowers melee and shielding skills).
Pushable:?
Push Objects:?
Est. Max. Damage:305 hp per turn
Immune To:Holy, Death, Fire, Ice, Invisibility, Paralysis, Drunkenness.
Strong To:Physical (-25%)
Neutral To:Earth, Drown?, Life Drain?
Weak To:Energy (+20%)
Sounds:"Chrrr."; "Crrrrk."; "Gnarr.".
Behavior:Ice Golems will fight until death. They are easy to outrun, though people tend to underestimate
them since they can make pretty high combo damage.
Field Notes:Relative to Stone Golems.
Location:Formorgar Glacier.
Strategy:Mages and Paladins: Good to have a knight as a blocker and shoot runes or wand and vis. You can
also easily solo them - just run around. Be careful while running, you could easily get trapped.
Avoid paralysing beam, and don't lure them in direction where more golems may have spawned.
Knights: Should have atleast skills 70/70 and level 40 before attempting these. With 80/80 you
can hunt them, but still with waste.
Loot:0-55 gp, Ice Cube (semi rare), Frosty Heart (semi rare), Black Pearl (semi rare), Ice Rapier
(rare), Small Sapphire (rare), Small Diamond (rare), Crystal Sword (rare), Strange Helmet (rare),
Shard (rare), Spike Sword (very rare), Strong Health Potion (very rare), Glacier Mask (very rare).
Summon/Convince:--/--
Abilities:Melee (0-400+), Ice Beam (700-1000), Freezing Strike you lose 8 hp/90 turns for a total lost of
720hp, Paralyzing Windstorm, Ice Wind on himself (unknown effect).
Pushable:?
Push Objects:?
Est. Max. Damage:1408+ hp per turn
Immune To:Fire, Ice, Earth, Drown, invisibility
Strong To:Physical (-50%?)
Neutral To:Holy, Death, Life Drain?
Weak To:Energy (+25%)
Sounds:None.
Behavior:Ice Overlord attacks the enemy in close combat.
Field Notes:New creature in Summer Update 2008. It looks the same as Massive Water Elemental.
Location:The Elemental Spheres Quest.
Strategy:Stay diagonal to avoid ice beam, use Assassin Stars and Exori San. A team or 2 or 3 is
recommended so you can kill 3 or more Ice Overlords. A paladin normally have time to solo 2
overlord per 8/ ice soils. Theres a spot in the south east corner where you can go diagonal and the
overlord can't hit you with the beam, is better to kill the last overlord in there.
Loot:0-100 gp, 0-3 Platinum Coin, Crystalline Armor (rare), Flawless Ice Crystal (always).
Summon/Convince:--/--
Abilities:Melee (0-60), Snow Wave (0-100), Throws Snowballs (0-110), Ice Wave (50-124), Self-Healing,
Paralysis, Changes your appearance into a Snowman.
Pushable:?
Push Objects:?
Est. Max. Damage:394 hp per turn
Immune To:Ice, Invisibility, Paralysis
Strong To:Holy (-30%), Fire (-50%), Earth (-40%)
Neutral To:Physical, Drown?, Life Drain?
Weak To:Death (+10%), Energy (+10%)
Sounds:"So you think you are cool?"; "I hope it is not too cold for you! HeHeHe."; "Freeze!".
Behavior:She'll try to keep her distance, paralyze and spam you with attacks.
Field Notes:This creature fights much like a Necromancer, however doesn't summon, but paralyzes instead
and have a tough armor. Be warned, if you're turned into a snowman your invisibility will be
canceled. Ice Witch had 540 Hit points before Summer Update 2009. Ice Witches heal a lot, it
could be a good idea to team with a mage to shoot Thunderstorms at groups. Since summer update
2009 all loot from this creature became rare drops, most witches you kill will be empty, so you'll
be hunting for a while to get anything from them.
Location:Krimhorn Fortress, to the south of the raider camp (barbarian camp tower), caves around
Hrodmir ('camps' area), Formorgar Glacier deepest mines, Magician Quarter in Yalahar.
Strategy:Hunt it like a necromancer, however, because it use more melee attacks, summoning a demon
skeleton doesn't work as well as it does for Necromancers. Try to corner it and kill it fast.
Paladins: Try to trap the witch in the corner and stand 1 sqm away on the diagonal (this will avoid
Mages: Approach her and use Energy Strike or Death Strike and rod/wand to kill her.
Loot:0-90 gp, Ice Cube, Green Mushroom, Clerical Mace (semi-rare), Strong Mana Potion (semi-rare),
Shard (semi-rare), Glacier Shoes (rare), Crystal Sword (rare), Mystic Turban (very rare),
Diamond Sceptre (very rare), Glacier Kilt (very rare), Earmuffs (very rare), Hailstorm Rod (very
rare).
This creature is a boss in the Elementals class.
Incineron
Summon/Convince:--/--
Abilities:Ultimate Explosion (0-394), Flame Beam (1000+).
Pushable:?
Push Objects:?
Est. Max. Damage:1400+ hp per turn
Immune To:Fire, Ice
Strong To:Energy (-20%)
Neutral To:Physical, Holy, Death, Earth, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Fights until death.
Field Notes:One of the Isle of Strife Arena Masters.
Click Here to Show/Hide Spoiler Information
Summon/Convince:--/--
Abilities:Melee (0-20), Stalagmite (16-32), Strong Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:42 hp per turn
Immune To:Earth, Invisibility
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Drown, Life Drain
Weak To:
Sounds:"Ribbit!"; "Ribbit! Ribbit!"; "No Kisses for you!".
Behavior:Flees in very low health, can't be pushed, doesn't kill other monsters.
Field Notes:New creature in Summer Update 2009.
Location:Isle of Evil.
Strategy:Just kill it, but take care if you don't have lv 45+, a group of them and of other Isle creatures
can make you waste some potions, even if they alone don't have many attack power.
Loot:0-53 gp.
This creature is in the Humans class.
Infernalist
Summon/Convince:--/--
Abilities:Melee (0-100), Flame Strike (63-178+), Explosion on himself, Self-Healing, Invisible, Fire Bomb,
Fire Beam (0-250?), Mana Drain Bomb target (53-120), Summons 0-1 Fire Elemental, Reduces
your shielding/melee skills by a half.
Pushable:?
Push Objects:?
Est. Max. Damage:525 hp and, 120 Mana Drain hp per turn
Immune To:Fire, Energy, Invisibility, Paralysis.
Strong To:Holy (-20%?), Death (-1%?), Earth (-95%?)
Neutral To:Drown?, Life Drain?
Weak To:Physical (+1%?), Ice (+5%?)
Sounds:"Nothing will remain but your scorched bones!"; "Some like it hot!"; "It's cooking time!";
"Feel the heat of battle!".
Behavior:Runs in low health.
Field Notes:Behaves similar to a Warlock. The difference is that Infernalists can make several combos.
Location:Magician Quarter.
Strategy:Similar to Warlocks however these are more fire based.
Druids as low as level 60 can kill them relatively easily by summoning a Demon Skeleton and using
Ice Strike and Hailstorm Rod to kill them. You can even try killing them as a level 28 mage but it's
Icicles and 1 Backpack of Intense Healing Runes). Magma Set is recommended. You can also try
wearing Dragon Necklace, although they're wearing off really fast since you're almost constantly
on fire while hunting them. From about level 90 it becomes possible to kill one using just a
Hailstorm Rod and Ice Strike although it can still be wasteful until higher levels.
Knights should attack them as soon as possible with a two-handed weapon since they are weak to
physical attacks melee and in defense. Try to trap them in a corner, as they can be an annoyance
when they are running around everywhere. When blocking Infernalists it is normally more
efficient to use full offense rather than full defense. Running in their direction and using
Groundshaker is a good way to make them visible again, you can also use Whirlwind Throw shortly
A Paladin could solo a Infernalist by trapping it in a corner and attacking with Assassin Stars
while using Divine Missile to break their invisibility, alternatively Divine Caldera if the Infernalist
isn't trapped.
Loot:0-115 gp, 0-5 Raspberry, Great Mana Potion, Great Health Potion, Skull Staff (semi-rare), Red
Piece of Cloth (semi-rare), Small Enchanted Ruby (semi-rare), Energy Ring (rare), Magic Sulphur
(rare), Spellbook of Mind Control (rare), Royal Tapestry (rare), Gold Ingot (very rare), Black Skull
(very rare), Magma Boots (very rare), Queen's Sceptre (very rare), Crystal of Power (very rare),
Piggy Bank (very rare), Red Tome (very rare).
This creature is a boss in the Amphibians class.
Inky
Summon/Convince:--/--
Abilities:Melee (0-156+) poisons you 2 hp/turn, Life Drain Berserk (0-87+), Poison Berserk (makes you
Freeze (8 hp/10 turns), Ice Ball around itself (56-87+), Close Range Eletrify (25 hp/3 turns).
Pushable:?
Push Objects:?
Est. Max. Damage:367+ hp per turn
Immune To:Fire, Ice, Drown, Invisibility ?
Strong To:Earth (-90%?)
Neutral To:Physical?, Holy?, Death?, Life Drain?
Weak To:Energy (+5%)
Sounds:"Tssss!"; "Gaaahhh!"; "Gluh! Gluh!"; "Boohaa!".
Behavior:Unknown.
Field Notes:None.
Location:At Yalahar, Sunken Quarter. When entering the Sunken Quarter step down from the underwater
hill and head to south-east, there you should find stairs which takes you down to the boss. The
boss is behind a sealed door, so make sure you have the access to that room.
Strategy:Treat this boss exactly the same as you would treat normal Quara Constrictor, you can run around
objects.
Loot:0-13 gp.
50 Hit points
Summon/Convince:--/275
Abilities:Melee (0-10?), Life Drain (0-15), Poisoned at 1 hp for 16 seconds
Pushable:?
Push Objects:?
Est. Max. Damage:25 hp per turn
Immune To:Earth
Strong To:
Neutral To:Physical, Holy, Death, Energy, Ice, Drown, Life Drain
Weak To:Fire (+10%)
Sounds:None.
Behavior:Fights until death.
Field Notes:This creature was added with the Christmas Update 2009.
Location:Zao.
Strategy:Just kill it; this monster is a little stronger than a minotaur, so you should not have any problems
defeating it.
Loot:nothing (disappears when killed).
50 Hit points
Summon/Convince:--/--
Abilities:Melee (0-300), Paralyze, Poison Beam Poisons you from 10-16Hp per turn, and an Boulder
Explosion(100-250), Self-Healing (slow), Stalagmite (Rune) (0-200?)
Pushable:?
Push Objects:?
Est. Max. Damage:~750 hp per turn
Immune To:Earth
Strong To:Death (-45%), Energy (-85%), Ice (-20%)
Neutral To:Physical?, Holy?, Drown?, Life Drain?
Weak To:Fire (+15%)
Sounds:"*STOMP STOMP*".
Behavior:Jagged Earth Elementals approach the player in close combat and do not run in low health.
Field Notes:New creature in Summer Update 2008.
Location:The Elemental Spheres Quest, Druid's part - Earth Sphere.
Strategy:Run around and use Flame Strike. Maybe use Great Fireball if there are more then two. If you
feel like bringing a rod, take a hailstorm rod because they are least resistant to ice.
Loot:0-180 gp, Some Leaves, Twigs, Natural Soil, Lump of Earth, 0-10 Small Stones, 0-2 Small
Emeralds (semi-rare), Seeds (rare), Iron Ore (rare), Clay Lump (rare).
Summon/Convince:--/--
Abilities:Melee (0-1480), Distance Fighting (Boulder 0-780), Self-Healing, Strong Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:2260 hp per turn
Immune To:Invisibility, Paralysis.
Strong To:Physical (-50%), Fire (-30%), Ice (-10%), Earth (-20%)
Neutral To:Death, Drown?, Life Drain?
Weak To:Holy (+5%), Energy (+10%)
Sounds:"RAAARRR!"; "GRRRRRR!"; "WAHHHH!".
Behavior:It only wishes death to intruders of it's domain, so it will charge on you with all haste.
Field Notes:The most powerful creature with normal spawn since the Christmas Update 2006. In the official
website it says that it can slash the head of a Dragon with one hit, while fighting back a half-
dozen of other Dragons, which suggests attacks of 1000+ and very high defense. It is also known
as the creature (with a normal spawn) with the highest HP.
Summon/Convince:--/--
Abilities:Melee (0-300?), Strong Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:300? hp per turn
Immune To:Invisibility.
Strong To:Physical (-5%), Ice (-10%), Earth (-20%)
Neutral To:Holy, Death, Fire, Drown?, Life Drain?
Weak To:Energy (+5%)
Sounds:None.
Behavior:Killer Caimans fight until death.
Field Notes:They are usually found in groups and with some High Class Lizards. This creature was added in the
Christmas Update 2009.
Location:Zao (Muggy Plains), Northern Zao.
Strategy:Mages:if you face multiple of them, energy wave can do good damage since you can hit an entire
group of them and some lizards on the way. Mages and Paladins should run it while knights
recommended skills 70/70. Might be a good profit because of the giant shimmering pearls.
Loot:0-170 gp, Ham, Piece of Crocodile Leather, Crocodile Boots (rare), Giant Shimmering Pearl (rare),
Small Emerald (rare), 0-2 Bunch of Ripe Rice (rare).
This creature is in the Mammals class.
Killer Rabbit
Summon/Convince:--/--
Abilities:Melee (0-100), Blood Rage (Increase melee by a 40%), Smoke Bomb summon 2 Killer Rabbits,
Haste (looks like a energy hit), Invisible (for some seconds).
Pushable:
Push Objects:?
Est. Max. Damage:140 (420 with summons.) hp per turn
Immune To:none
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"Who is lunch NOW?".
Behavior:Flees in very low health.
Field Notes:They can be pushed, new creature that was implemented on the Updates/8.5.
Location:Isle of Evil.
Strategy:Fight them in a way that only 2 can hit you at the same time.
Loot:0-90 gp.
-- Hit points
Summon/Convince:--/--
Abilities:Melee (0-117+), Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:117+ hp per turn
Immune To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain, Invisibility, Paralysis
Strong To:
Neutral To:
Weak To:
Sounds:None.
Behavior:It attacks you with her claws.
Field Notes:New creature from the Update 8.1.
Location:Queen Eloise personal room.
Strategy:This is the "little cat" of Queen Eloise. It appears when you try to mess with its basket. Do not
waste your time trying to kill him, since he's immortal. Part of What a foolish Quest.
Loot:Won't give any loot because you can't kill them.
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-60), Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:60 hp per turn
Immune To:None.
Strong To:Fire (-20%), Energy (-5%), Earth (-10%)
Neutral To:Physical, Holy, Drown?, Life Drain?
Weak To:Death (+5%), Ice (+15%)
Sounds:"Ungh! Ungh!"; "Hugah!"; "Huaauaauaauaa!".
Behavior:Kongras will run away from attackers at 10 hp. They can move items that are in their way.
Field Notes:These apes like to hit hard and often appear along with Sibangs or Merlkins.
Location:In Banuta, northeast of Port Hope, Arena and Zoo Quarter.
Strategy:Druids and Sorcerers: Since these apes are usually in groups with Sibangs and Merlkins, it is best
to use a wand/rod against the Kongra, and use Avalanches to damage as many other apes as
possible, low lvls (-30) can try to use one or two Monks and hit them with ice or death
wands/Rods. Not really worth the effort as they have very high hitpoints and take too much
mana/runes considering the little exp they yield.
Knights should not have much trouble with Kongras, but they will break your shielding while the
Paladins should use trees to run in circles and shoot them down, or get a shield and a trowing
weapon, and run in circles around them.
Loot:0-40 gp, 0-11 Banana, Kongra's Shoulderpad, Protection Amulet, Power Ring, Club Ring (semi-rare),
Plate Armor (semi-rare), Health Potion (semi-rare), Ape Fur (rare).
Summon/Convince:--/--
Abilities:Melee (0-90+), Small Stone (0-45+?) Very fast Self Healing and Invisibility.
Pushable:?
Push Objects:?
Est. Max. Damage:90+ hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"Don't be a fool - don't fight me. Am not here for you."; "If I get you I'll crash you.".
Behavior:Like a normal kongra but heals very fast.
Field Notes:Monster added after the christmas update 2008.
Location:In Banuta, northeast of Port Hope.
Strategy:Get a lot of people to attack him at the same time.
Loot:none
Summon/Convince:--/--
Abilities:Melee (0-100) it Poisons you up to 20 hp/turn, Life Drain Berserk (70-239+), Life Drain Beam 50-
140, Blue Sparks Summon 1 Bonebeast, Paralyze, Self Healing (Fast), Cursed (1-52) only if your
next to him it last for 21~/turn for a total damage of 319~ damage.
Pushable:?
Push Objects:?
Est. Max. Damage:531 (+870 with summon) hp per turn
Immune To:Death, Earth, Life Drain, Invisibility
Strong To:Physical (-20%), Energy (-90%), Ice (-20%)
Neutral To:Drown?
Weak To:Holy (+15%), Fire (+10%)
Sounds:"Your pain will be beyond imagination!"; "You can't defeat me! I will resurrect and take your
soul!"; "Death is my ally!"; "Welcome to my domain visitor!"; "You will be my toy on the other
side!"; "What a disgusting smell of life!"; "You will endure agony beyond thy death!"; "Ahhh,
your life energy tastes so delicious!".
Behavior:Will try to kill you while summoning a Bonebeast.
Field Notes:New creature from the Summer Update 2008. When you enter in his room he will respawn if you
haven't defeated him yet. He can't die unless you know what to do. If you kill him, he will respawn
again. Gives no loot or experience. You can, however, skin the summoned Bonebeast in order to get
a Hardened Bone.
Location:Under Darashia crypt.
Strategy:To all vocations: The use of Garlic Necklace is recommended. Even though he has many hit points,
he is quite easy to defeat with a 45+ character.
Mages should stay away using their wand/rod while using Exori flam or GFB runes since fire is
Koshei's weakness. He sometimes does high damage so Mana shield is recommended for Mages
around level 45.
Paladins stay away while shooting bolts and/or arrows and/or throwing weapons and Exori San
(Holy Damage). Some Health Potions would be good.
Knights will have a very hard time with this one, as he has many life draining attacks, coupled with
the fast healing. Not recommended for Knights under level 70 (Fierce Berserk), unless you are
experienced. It's also recommended to bring a shooter to help with the killing. As a knight a
backpack or 2 of mana potions and a few strong health potions are needed as he does hit high.
Note: that he will respawn shortly after you've killed him, unless you know what to do.
Low level mage using GFBs to hit Koshei and his summon at the same time.
Can only be successfully defeated if you use the Koshei's Ancient Amulet on his corpse.
Loot:None.
Summon/Convince:--/--
Abilities:Melee (0-100+), Energy Berserk (0-120+) (Does Fire Damage), Paralyze, Death Missile (0-110+)
and Energy Missile (0-200), causes heavy Drunkenness, Electrifies you (25 damage for 3 turns),
Transforms you into a Rat, summons 0-2 Green Djinns.
Pushable:?
Push Objects:?
Est. Max. Damage:545+ (1000 including 2 Green Djinns) hp per turn
Immune To:Invisibility
Strong To:Energy (-55%)
Neutral To:Physical?, Holy?, Fire?, Ice?, Earth?, Drown?, Life Drain?
Weak To:Death (+1%?)
Sounds:"I bet you wish you weren't here.".
Behavior:Fight to dead in close combat. He is more vicious than a regular Efreet.
Field Notes:Boss of Scrapper level Pit #2.
Next #3.
Location:In Svargrond Arena.
Strategy:To all vocations it is heavily recommended to wear a Dwarven Ring because you may exit the arena
by mistake or not be able to reach the next pit if you are heavily drunk (note that drunk lasts for
several minutes so you will be affected in the next pits as well).
Druids and Sorcerers: Use Magic Shield and use SD while running to kill fast before he summons.
Knight: As you do not need to move while fighting him, wear a skill ring (Sword Ring, Axe Ring,
Club Ring) rather than a Dwarven Ring. If you are drunk after the battle, equip a Dwarven Ring.
You should also use Exori and Blood Rage to kill faster. If you are lucky, he will not summon any
Green Djinns.
Paladins: Run in circles and shoot if he has 2 summoned djinns you may run arround them to avoid
get hit by the boss berserk and melee. Be careful, because he can summon both djinns at the
same time, breaking up your shielding and making powerful combos that might kill you in a second.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
Summon/Convince:--/670
Abilities:Melee (0-115), Invisibility, makes you Cursed (damage raises up to 36), Poison Bomb (around
itself), Poison Beam (causes life drain damage) (0-90), Poison Missile (Reduces Distance Skill
Greatly)
Pushable:?
Push Objects:?
Est. Max. Damage:246? hp per turn
Immune To:Earth, Life Drain, Invisibility, Paralysis.
Strong To:Death (-50%)
Neutral To:Physical, Holy, Fire, Energy, Ice, Drown?
Weak To:
Sounds:"Crump!"
Behavior:Runs away in low health.
Field Notes:The vile Lancer Beetle is the only creature that actually seems to thrive with the growing
corruption of Zao. In former times a nuisance at best, the Lancer Beetles almost doubled their
size and multiplied their dangerousness beyond compare. Within a few years, the vermin became a
veritable threat. Campaigns to eradicate this pest by both, the orcs and the lizards, failed to
bring a lasting change to the Lancer Beetle population. Not really a swarm insect, Lancer Beetles
usually live in small colonies. For unknown reason though, at certain times, they unite to build
enormous swarms to devastate whole areas with their ravenous hunger. Guided by an unseen
force, they crawl together even from the most remote spots. Without an apparent leader or
queen, they seem to share a unique instinct and will to devour and destroy. Usually such swarms
are met with resistance by the natives, and sharp battles for survival are fought against such
swarms. Often enough, such fights can be compared with an attempt to stop a river with bare
hands though. The sheer number of the beetles ready to replace one of their slain kin seems
endless. However, after a while, as suddenly as it has formed, the swarm dissolves.
Location:Zao Wailing Widow Cave, Muggy Plains (during raid), Razzachai.
Strategy:Mage They are easy to block and heal with exura but it is less waste to run them using flame
strike, Druids use an ice rod and Sorcerers use a fire wand, terra set would reduce damage.
Paladins should kill them quickly as their poison missile reduces distance skill severely.
Recommended; 40+
Loot:0-124 gp, Lancer Beetle Shell, Poisonous Slime, Lump of Dirt (semi-rare), Beetle Necklace (rare),
Small Amethyst (very rare).
70 Hit points
Summon/Convince:355/355 (Illusionable)
Abilities:Melee (0-35, Poisons you 1hp/turn)
Pushable:
Push Objects:
Est. Max. Damage:36 hp per turn
Immune To:Earth, Paralysis
Strong To:Energy (-10%)
Neutral To:Physical, Holy, Death, Drown, Life Drain
Weak To:Fire (+10%), Ice (+5%)
Sounds:None.
Behavior:Larvas fight to the death..
Field Notes:They have low defense and are found in large groups, making them good for leveling.
Location:Larva Caves, Ankrahmun Tombs.
Strategy:Knights: Use the same tactic as always, weapon and shield, just treat it like a rotworm.
Paladins: Can hunt larvas with spears and a shield from a low level, perhaps dragging spears to a
Mages: Should use low level wands/rods to save mana unless you are using Mana Potions. If you
did, then a level 19+ wand/rod will help kill these much faster, if you don't care about the waste.
You can also wear any item from the Terra Set or a Silver Amulet to avoid the damage from their
poison. Mages could also use a melee weapon while rune making or spend mana on hasting to get to
the larva faster, as the cave's ground makes you walk slowly.
Loot:0-15 gp, Meat.
Summon/Convince:--/--
Abilities:Melee (0-1+) Fire Wave (0-850?), Fire Beam, Death Strike (0-600?), Fire Ball on himself (0-165+).
Pushable:
Push Objects:
Est. Max. Damage:1800 hp per turn
Immune To:Death, Fire, invisibility
Strong To:Energy (-1%?)
Neutral To:Physical?, Holy?, Earth?, Drown?, Life Drain?
Weak To:Ice (+1%?)
Sounds:"I might reward you for killing my brother ~ with a swift death!"; "Colateral damage is so
fun!"; "Golgordan you fool!"; "We are the brothers of fear!".
Behavior:Walls of the room is lines with shredderthrowers. Also Golgordan, his brother, is in the same
room.
Field Notes:The walls of the room is filled with Magicthrowers, Flamethrowers, Plaguethrowers and
Shredderthrowers. Also Golgordan, his brother, is in the same room.
Location:Through the teleport in the Battlefield in the Inquisition quest. He is the fourth/fifth boss.
Strategy:
Loot:0-150? Gold Coins, 0-6 Platinum Coins, 0-13 Talons, 0-15 Small Amethyst, 0-4 Small Emerald, 0-9
Small Sapphires, 0-4 Small Diamond, 0-28 Black Pearls, 0-7 Onyx Arrow, Gold Ingot, Protection
Amulet, Silver Amulet, Platinum Amulet, Stone Skin Amulet, Gold Ring, Stealth Ring, Energy Ring,
Might Ring, Magic Light Wand, Wand of Decay, Necrotic Rod, Ring of Healing, Ice Rapier,
Mastermind Potion, Devil Helmet, Fire Axe, Double Axe, Great Health Potion, Silver Dagger, Skull
Staff, Boots of Haste, Golden Legs, Demon Shield, Giant Sword, Mastermind Shield
-- Hit points
Summon/Convince:--/--
Abilities:Fire Attack (0-111).
Pushable:?
Push Objects:?
Est. Max. Damage:111 hp per turn
Immune To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain, Paralysis, Drunkenness,
Invisibility
Strong To:
Neutral To:
Weak To:
Sounds:None.
Behavior:Lavaholes shoot Fire Attacks at their targets. They are unable to move and be moved.
Field Notes:None.
Location:Goroma, Old Beregar Mines.
Strategy:You can summon a Demon Skeleton or any other creature immune to fire to absorb their damage.
Loot:Won't give any loot because you can't kill them.
Summon/Convince:--/--
Abilities:Melee (0-392+), Throwing Knife (0-258+), Summons 0-5 Vampires (all at one time)
Pushable:?
Push Objects:?
Est. Max. Damage:650+ (1600+ with summons) hp per turn
Immune To:Invisibility
Strong To:
Neutral To:Physical?, Death?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:Holy (+1%?), Fire (+1%?)
Sounds:"The monsters in the mirrors will come eat your dreams."; "Your pitiful life has come to an
end"; "One day I will see my pretty face in a mirror again."
Behavior:He fights till death.
Field Notes:Lersatio is a vain vampire who dreams to see his face in a mirror again, that's why he awakens
when you break the mirrors near him. He is the second vampire master in the Blood Brothers
Quest. You will recieve The dust of Lersatio when you use a Blessed wooden stake on his dead
body. He spawns with 2 vampires.
Location:Vengoth.
Strategy:Knights the best option is to Exori or Exori Gran as much as possible while keeping an eye on your
health. That way you kill all the summons as well so they don't do extra damage.
Loot:0-5 Platinum Coin, 0-82+ Gold, Strong Health Potion, Blood Preservation, Ring of healing (semi-
rare), Vampire Shield (rare), Dreaded Cleaver (rare).
Summon/Convince:--/--
Abilities:Melee 0-160, Self Healing around 150 Hp, Summons 0-4 Pirate Cutthroats, Musical Notes; a
purple field of music notes appears in front of Lethal Lissy.
Pushable:?
Push Objects:?
Est. Max. Damage:160+ hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Flees when low on Hp.
Field Notes:Lethal Lissy is one of the pirates who constantly tries to loot Liberty Bay with overwhelming
invasions of pirates. If you see her around Liberty Bay, it's not a good sign.
You get a chance to kill her in the Killing in the Name of... Quest after killing 3000 pirates for
Raymond Striker.
Lethal Lissy
Spoiler ends here.
Location:West of Eleonore's castle, near the Guild House "The Ivy Cottage".
Strategy:Using an ultimate attack, or focusing SD's on Lethal Lissy is recomended to get the most
experience and loot the addon item.
Loot:0-102 gp, Knight Armor, Plate Armor, Double Axe, Small Diamond, Pirate Backpack, Protection
Amulet, 0-3 Meat, 0-2 Skull, Very Old Piece of Paper, Lethal Lissy's Shirt (always).
Summon/Convince:--/--
Abilities:Melee (0-500), Earth Wave (130-460), Ice Wave (365-491), Drowning Bomb 20 hp/6 turns, Fast
Self-Healing (0-200 hp/turn).
Pushable:?
Push Objects:?
Est. Max. Damage:1471 maybe more hp per turn
Immune To:Ice, Drown, Invisibility, Paralysis.
Strong To:Death (-1%?), Fire (-30%)
Neutral To:Holy, Earth, Life Drain?
Weak To:Physical (+15%), Energy (+10%)
Sounds:"CHHHRRRR"; "HISSSS".
Behavior:Heals as fast as a Hydra, also runs away in low health.
Field Notes:New creature in Summer Update 2009.
Summon/Convince:--/--
Abilities:Paralysis, Melee (0-75), Life Drain Beam (140-190), Summons 0-4 Bonebeasts, Poison Beam, Life
Drain (200-245), Life Drain Berserk (130-195), Self-Healing
Pushable:?
Push Objects:?
Est. Max. Damage:500 (With all 4 summons, 1100) hp per turn
Immune To:Death, Earth, Life Drain, Invisibility, Paralysis
Strong To:Energy (-80%)
Neutral To:Physical, Fire, Ice, Drown?
Weak To:Holy (+10%)
Sounds:"Doomed be the living!"; "Death awaits all!"; "Thy living flesh offends me!"; "Death and
Decay!"; "You will endure agony beyond thy death!"; "Pain sweet pain!"; "Come to me my
children!".
Behavior:The Lich will chase the enemy while summoning Bonebeasts and casting various draining spells.
Field Notes:The summoned Bonebeasts can be skinned with an Obsidian Knife when dead.
Location:Ankrahmun Library Tomb, Ancient Ruins Tomb, Oasis Tomb, Mountain Tomb, Kharos, Pits of
Inferno, Lich Hell in Ramoa, underground of Fenrock (on the way to Beregar), can also be seen
during an undead raid in Darashia or Carlin, Cemetery Quarter in Yalahar.
Strategy:You should always try to stand at a diagonal from them, since their beam attack is very strong.
You can also shoot Fire Bomb on yourself to keep the summoned Bonebeasts away from reaching
you. Also be careful if it has 3 or more Bonebeasts, as he can trap you easily and can do 200-300
damage per turn easily, even if diagonal.
Loot:0-120 gp, Staff, Spellbook, Black Pearl, White Pearl, Dirty Cape, Strange Helmet, Mind Stone,
Strong Mana Potion (semi-rare), Platinum Amulet (very rare), Ring of Healing (rare), Lightning
Boots (rare), Blue Robe (very rare), Castle Shield (very rare).
80 Hit points
Summon/Convince:320/320 (Illusionable)
Abilities:Melee (0-40)
Pushable:
Push Objects:
Est. Max. Damage:40 hp per turn
Immune To:None.
Strong To:Holy (-20%), Earth (-20%)
Neutral To:Physical, Fire, Energy, Drown, Life Drain
Weak To:Death (+8%), Ice (+15%)
Sounds:"Groarrr!".
Behavior:Lions run away in red Health.
Field Notes:They are similar to Bears but stronger.
Location:Jakundaf Desert and Darama.
Strategy:Not a very challenging creature but they attack in groups so be careful.
Loot:0-4 Meat, 0-2 Ham, Lion's Mane (rare?).
Summon/Convince:--/--
Abilities:Melee (0-550?), Poison Exori (0-980),Life Drain Beam (200-300), Poison Bomb (paralize?).
Pushable:?
Push Objects:?
Est. Max. Damage:1500+? hp per turn
Immune To:Earth
Strong To:Physical (-15%), Ice (-20%)
Neutral To:Holy, Death, Drown?, Life Drain?
Weak To:Fire (+10%), Energy (+10%)
Sounds:"NOOOO! NOW YOU HERETICS WILL FACE MY GODLY WRATH!";"RAAARRRR! I WILL
DEVOL YOU!";"I WILL MAKE YOU ZHEE!".
Behavior:Fight until death?.
Field Notes:Introduced in Summer Update 2010.
Location:East of Zao and south of Dragonblaze Peaks, two floors below of Zalamon.
Strategy:Trap him as fast as you can, knights will have to use challenge a lot since he tend to switch very
often. Fire and Energy Bombs will be helpful here.
Loot:Nothing. It turns into a ashes that vanishes quickly afterwards.
Summon/Convince:--/--
Abilities:Melee (0-360), Poison Exori (190-340), Poison Beam (90-180), Poison Wave (poisons you) Self-
healing (100 hp).
Pushable:?
Push Objects:?
Est. Max. Damage:880 hp per turn
Immune To:Earth, Invisibility.
Strong To:Fire (-10%), Energy (-20%), Ice (-10%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:
Sounds:"Grzzzzzzz!"; "Kzzzzzzz!"; "Garrrblarrrrzzzz!".
Behavior:Runs away at 50 hp.
Field Notes:This creature was added with the Christmas Update 2009. Only this lizard can not be skinned.
Location:Temple of Equilibrium (Zao) Hidden stairs, Corruption Hole, Razzachai.
Strategy:Mages: Run away while using your Wand of Voodoo/Underworld Rod and use Death Strike.
Loot:0-224 gp, 0-5 Platinum Coins, Spiked Iron Ball, 0-3 Great Health Potion, Cursed Shoulder Spikes,
Corrupted Flag (semi-rare), Lizard Scale (semi-rare), 0-5 Small Diamond (semi-rare), Tower
Shield (semi-rare), Lizard Leather (semi-rare), Scale of Corruption, (semi-rare) Zaoan Shoes
(rare), Zaoan Legs (rare), Zaoan Armor (rare), Zaoan Helmet (very rare).
Summon/Convince:--/--
Abilities:Melee (0-50), Fireball (125-190), Stalagmite (poisons you), Self-Healing, Invisibility, Summons 2
Dragon Hatchlings at once
Pushable:?
Push Objects:?
Est. Max. Damage:240, (with summons) 640 hp per turn
Immune To:Earth, Invisibility.
Strong To:Fire (-45%)
Neutral To:Physical, Holy, Death, Energy, Ice, Drown?, Life Drain?
Weak To:
Sounds:I ssssmell warm blood!
Behavior:Keeps its distance while shooting fire missiles, runs in low health.
Field Notes:This creature was added with the Christmas Update 2009. As of Summer Update 2010, this
creature can be skinned to obtain Lizard Leather.
Location:Zzaion, Zao Palace, Muggy Plains, Corruption Hole, Razzachai, Temple of Equilibrium.
Strategy:Kill it as soon as you can, since it can be annoying as it summons up to 2 Dragon Hatchling
Loot:0-155 gp, Dragon Priest's Wandtip (semi-rare), Lizard Leather (semi-rare), Life Ring (semi-rare),
0-3 Small Amethyst (semi-rare), Wand of Inferno (semi-rare), Terra Rod (rare), Great Mana
Potion (rare), Bunch of Ripe Rice (rare), Zaoan Shoes (rare), Yellow Gem (rare), Focus Cape (very
rare), Zaoan Robe (very rare).
Summon/Convince:--/--
Abilities:Melee (0-?), ?
Pushable:?
Push Objects:?
Est. Max. Damage:500+? hp per turn
Immune To:
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Fights until death.
Field Notes:It's the boss you can find in the 5th Mission of the Children of the Revolution Quest, it spawns
to the north of Muggy Plains near the great gate.
Location:Zao.
Strategy:Get a high blocker with you and kill it. You will be teleported to Zalamon in around 1~2 minutes
after it spawns.
Loot:0-73? gp, Ultimate Health Potion, Lizard Scale, Zaoan Legs, Zaoan Helmet (very rare), Zaoan
Sword (very rare)
Summon/Convince:--/--
Abilities:Melee (0-250), Poison hit (60-120), Self-healing.
Pushable:?
Push Objects:?
Est. Max. Damage:370 or more hp per turn
Immune To:Earth, Invisibility.
Strong To:Physical (-5%), Fire (-45%)
Neutral To:Holy, Death, Energy, Drown?, Life Drain?
Weak To:Ice (+10%)
Sounds:"Hizzzzzzz!"; To armzzzz!"; "Engage zze aggrezzor!"
Behavior:Fights until death, cannot be pushed and can push objects.
Field Notes:This creature was added with the Christmas Update 2009. After Summer Update 2010 These
creatures drop Tower Shields and can be skinned in order to obtain Lizard Leather.
Location:Zzaion, Zao Palace, Muggy Plains, Zao Orc Land (in fort), Corruption Hole, Razzachai, Temple of
Equilibrium.
Strategy:It's strength can be compared to a Giant Spider with just melee attacks. Knights can just melee
it, using exori if want to kill it faster. Around level 65 and skills 75/75 you should be able to kill
them. Mages recommend to hunt them at level 90+ since they do not walk alone. Use Icicle or Ice
Strike because they are weak against Ice
Loot:0-220 gp, Spiked Iron Ball, High Guard's Shoulderplates, Great Health Potion, Lizard Scale, Small
Emerald 0-4 (semi-rare), Zaoan Shoes (semi-rare), High Guard Flag (rare), Zaoan Legs (rare),
Bunch of Ripe Rice (rare), Lizard Leather (rare), Red Lantern (rare), Tower Shield (rare), Zaoan
Armor (very rare).
Summon/Convince:--/--
Abilities:Melee (0-150), Spear (0-310),
Pushable:?
Push Objects:?
Est. Max. Damage:460 hp per turn
Immune To:Earth, Invisibility.
Strong To:Fire (-45%)
Neutral To:Physical, Holy, Death, Energy, Drown?, Life Drain?
Weak To:Ice (+10%)
Sounds:"Tssss!".
Behavior:Runs in deep low health (at about 5 hitpoints).
Field Notes:This creature is added with the Christmas Update 2009. As of Summer Update 2010, this
creature can be skinned to obtain Lizard Leather.
Location:Zzaion, Zao Palace, Muggy Plains, Zao Orc Land (in fort), Corruption Hole, Razzachai, Temple of
Equilibrium.
Strategy:These Lizards keep their distance, making it hard to kill in melee since chasing it will lure you into
more of them. So try to trap them somewhere, or the waste will be higher.
Loot:0-163 gp, Broken Halberd, Zaoan Halberd, Legionnaire Flags, Lizard Scale, Lizard Leather (semi-
rare), Bunch of Ripe Rice (semi-rare), Red Lantern (rare), Zaoan Shoes (rare), Drakinata (rare),
Small Diamond (very rare), Zaoan Armor (very rare), Lizard Trophy (very rare),
Summon/Convince:--/--
Abilities:Melee (0-60), Self Healing
Pushable:?
Push Objects:?
Est. Max. Damage:hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"Shhhhhh"
Behavior:Lizard Magistratus fight until death and heal themselves very often.
Field Notes:Its Self-Healing is constantly used.
Location:Razzachai.
Strategy:?
Loot:1-50 Gold coins
This creature is in the Reptiles class.
Lizard Noble
? Hit points
Summon/Convince:--/--
Abilities:Melee (30-80), Self Healing, Mana Drain (0-100), Earth Damage (0-250~)
Pushable:?
Push Objects:?
Est. Max. Damage:330+ hp per turn
Immune To:?
Strong To:Fire (-90%)
Neutral To:Physical, Holy, Death, Energy, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"Where are zhe guardz when you need zhem!".
Behavior:Lizard Noble fights until death, heal themselves.
Field Notes:Its Self-Healing is constantly used.
Location:Razzachai.
Strategy:?
Loot:0-95+ gp
Summon/Convince:--/560 (Illusionable)
Abilities:Melee (0-45) Spear (0-70)
Pushable:?
Push Objects:?
Est. Max. Damage:115 hp per turn
Immune To:Earth, Invisibility
Strong To:Energy (-10%), Ice (-20%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Fire (+10%)
Sounds:"Tssss!".
Behavior:They run at dark red health. They like to keep a distance from their targets, while shooting
spears.
Field Notes:They often appear along with other lizards; sentinels are somewhat slow.
Location:Chor, Zzaion and Foreigner Quarter.
Strategy:Knights, should use offensive fighting to kill them, since their defense is relatively low, and when
you're close to them, they run slower than normal. Don't let this monster run too far away, or it
may lure you into dangerous areas so kill them quickly. You should kill them first because their
spears can penetrate your armor easier than other attacks.
Loot:0-60 gp, Chain Armor, Scale Armor, 0-3 Spear, Hunting Spear (semi-rare), Obsidian Lance (semi-
rare), Halberd (semi-rare), Lizard Leather (semi-rare), Health Potion (rare), Lizard Scale (rare),
Small Diamond (very rare), Sentinel Shield (very rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-30), Earth Strike (50-110), Summons up to 6 Cobras, Poisons you up to 10 Hitpoints per
turn, Self Healing (Very often), Invisibility.
Pushable:
Push Objects:?
Est. Max. Damage:150 (with summons) hp per turn
Immune To:Earth, Invisibility
Strong To:Energy (-20%), Ice (-20%)
Neutral To:Holy, Death, Drown?, Life Drain?
Weak To:Physical (+20%), Fire (+10%)
Sounds:"I smeeeel warm blood!"; "Shhhhhhh".
Behavior:Lizard Snakecharmers fight until death, heal themselves and summon lots of Cobras. The Cobras
don't hit you with Physical Damage but poisons you. They keep blocking your way and you
sometimes can't retreat.
Field Notes:Its Self-Healing is constantly used. Goes invisible now.
Location:Chor.
Strategy:Due their fast healing, use powerful attacks to quickly wipe them out.
Knights: When killing Lizard Snakecharmers, you should have a good two-handed weapon and
charge right on the Snakecharmer, ignoring any summoned Cobras. They have a very weak
defense, but heal almost constanty, so try to kill it as quickly as possible to avoid larger amounts
of damage. It is also very smart to carry some Great Fireball Runes when killing these creatures,
because summoned Cobras can trap you easily.
Other vocations: Kill them from distance to avoid being trapped or luring more Creatures while
chasing them.
Loot:0-70 gp, Bag, Dead Snake, Dirty Cape, Cape, Lizard Leather (semi-rare), Life Crystal (semi-rare),
Snakebite Rod (rare), Lizard Scale (rare), Small Amethyst (rare), Terra Rod (very rare), Mana
Potion (very rare), Yellow Gem (very rare), Life Ring (very rare), Charmer's Tiara (very rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-70)
Pushable:?
Push Objects:?
Est. Max. Damage:70 hp per turn
Immune To:Earth
Strong To:Energy (-20%), Ice (-10%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Fire (+10%)
Sounds:"Hissss!".
Behavior:Lizard templars will fight until death.
Field Notes:They often appear along with other Lizards. These creatures attack with melee attacks only, and
aren't very fast; thus, an easy kill for paladins and mages. Even though it has a huge amount of
hitpoints. Its attacks are rather weak, so they won't be a problem for experienced knights
either.
Location:Chor (
Here
), the lizard city south-east from Port Hope. They can also be found in Yalahar's Foreigner
Quarter and in Zzaion.
Strategy:Mages and Paladins: Run away from them while shooting runes or bolts; be careful while running,
or you will run into another respawn.
Knights: If you are skilled enough, the templar shouldn't be much of a problem. Just attack it,
and be careful so you don't get surrounded. Level 55 with skills 70/70 and it should be easy with
decent equipment.
Loot:0-60 gp, Bag, Short Sword, Sword, Morning Star (semi-rare), Steel Helmet (semi-rare), Lizard
Leather (semi-rare), Plate Armor (rare), Templar Scytheblade (rare), Small Emerald (rare),
Health Potion (rare), Lizard Scale (rare), Salamander Shield (rare).
Summon/Convince:--/--
Abilities:Melee (0-350), Stalagmite (220-371), Self-healing.
Pushable:?
Push Objects:?
Est. Max. Damage:721 hp per turn
Immune To:Earth, Invisibility.
Strong To:Physical (-5%), Death (-10%), Fire (-45%), Energy (-20%), Ice (-15%)
Neutral To:Holy, Drown?, Life Drain?
Weak To:
Sounds:"Hissss!"; "Cowardzz!"; "Softzzkinzz from zze zzouzz!"; "Zztand and fight!"
Behavior:Fights to the death.
Field Notes:This creature was added with the Christmas Update 2009. As of Summer Update 2010, this
creature can be skinned to obtain Lizard Leather.
Location:Zzaion, Zao Palace, Muggy Plains, Zao Orc Land (in fort), Razzachai, Temple of Equilibrium.
Strategy:Its self-healing is frequent, so damage it quickly.
Loot:0-231 gp, Zaogun's Shoulderplates (semi-rare), 0-3 Great Health Potion (semi-rare), Strong
Health Potion (semi-rare), Lizard Scale (semi-rare), 0-5 Small Emerald (semi-rare), Zaoan Shoes
(rare), Zaogun Flag (rare), Red Lantern (very rare), Tower Shield (very rare), Zaoan Legs (very
rare), Zaoan Armor (very rare).
Summon/Convince:--/--
Abilities:Melee, Summons 2 Strong Elemental Types, AoE Stone shower paralyze.
Pushable:?
Push Objects:?
Est. Max. Damage:715+ hp per turn
Immune To:Holy, Death, Drown, Invisibility
Strong To:Physical (-1%?), Fire (-30%?), Energy (-30%), Ice (-30%), Earth (-45%?)
Neutral To:Life Drain?
Weak To:
Sounds:"WHO DARES CALLING ME?", "I'LL FREEZE YOU THEN I CRUSH YOU!"
Behavior:
Field Notes:New creature as of the Summer Update 2008. Lord of the Elements is a boss that only can be
seen in The Elemental Spheres Quest.
Location:The Elemental Spheres Quest
Strategy:Since you need one character of each vocation for this monster you will have to work as a team.
The knight should stand diagonal to him so the mages can use explosion (as he is least resistant to
Physical Damage), without damaging the knight. The druid should be careful not to get exhausted
so he can heal the knight. The paladin should stand back and use assassin stars and Ethereal
Spear. The knight could also use Berserk or Fierce Berserk.
Loot:0-6 Platinum Coin, 0-4 Small Sapphire, 0-4 Small Emerald, 0-4 Small Ruby, Gold Ingot, Fireborn
Giant Armor (rare), Earthborn Titan Armor (rare), Oceanborn Leviathan Armor (rare), Neutral
Matter (Always, skinning only).
Summon/Convince:--/--
Abilities:Melee (0-420), Death Beam (0-210), Paralyzing Death UE.
Pushable:?
Push Objects:?
Est. Max. Damage:600 hp per turn
Immune To:Death, Fire, Earth, Life Drain, Invisibility, Paralysis.
Strong To:Energy (-10%), Ice (-50%)
Neutral To:Physical, Drown?
Weak To:Holy (+20%)
Sounds:"Mouuuurn meeee!"; "Forgive Meee!"; "Help meee!".
Behavior:Runs away in low health.
Field Notes:They may look rather harmless but do not underestimate this fearsome creature. Usually avoided
in mines due to the fact it has very high hitpoints, so it takes a longer time to kill, increasing the
chance of being swarmed by respawns of other creatures. After the Updates/8.5, their hp was
lowered from 8500 to 5800.
Location:Pits of Inferno, Formorgar Mines, Helheim and in The Arcanum (Part of the Inquisition quest).
Strategy:Though dangerous, they aren't overly powerful so a decent blocker with decent skills will suffice
to keep Lost Soul at bay. However, they can retarget a lot so any shooters from the back row
should keep their guard up at all times. You should try to trap them in somewhere, since they run
at low health and can be seen in dangerous places with more monsters...
Loot:0-320 gp, 0-3 Platinum Coins, Torch, 0-2 Rotten Meat, Blank Rune, Bone, Soul Orb, Plate Armor,
Scale Armor, Steel Helmet, Demonic Essence, Silver Goblet, Unholy Bone, Rusty Armor (Semi-
Rare), Rusty Armor (Rare) (semi-rare), Titan Axe (semi-rare), Great Mana Potion (rare), Ruby
Necklace (rare), Death Ring (rare), Skeleton Decoration (rare), Broken Key Ring (rare), Stone
Skin Amulet (rare), Skull Staff (rare), Amulet of Loss (very rare), Legion Helmet (very rare).
Summon/Convince:--/--
Abilities:Melee (0-35), Self-Healing, Smoke Bomb 3x3 shaped, does drown damage (20-56), Light Magic
Missile (20-36), Paralyze.
Pushable:?
Push Objects:?
Est. Max. Damage:127 hp per turn
Immune To:Drown, Invisibility
Strong To:Holy (-20%), Fire (-10%), Energy (-20%), Ice (-10%), Earth (-20%)
Neutral To:Physical, Life Drain
Weak To:Death (+5%)
Sounds:"Die in the name of Science!"; "You will regret interrupting my studies!"; "Let me test this!";
"I will study your corpse!".
Behavior:It's similar to Dark Apprentices and Dark Magicians, however Mad Scientists fights in close
combat, while the others keep their distance; and it has stronger magic damage than the others.
Field Notes:Mad Scientist are sorcerers. Usually found with lots of other Creatures.
Location:Magician Quarter, Trade Quarter, Factory Quarter.
Strategy:Kill it fast, as he will use his magical items to harm you. Use Death-based Runes or Spells. Paladins
& Knights can kill these quickly with 65+ skills.
Loot:0-120 gp, Mana Potion, Health Potion, Powder Herb (semi-rare), Life Crystal (rare), Small
Enchanted Amethyst (rare), 0-3 White Mushroom (rare), Cream Cake (rare), 0-5 Cookie (rare),
Magic Light Wand (rare), Wand Of Vortex (very rare), Mastermind Potion (very rare).
22 Hit points
Summon/Convince:--/--
Abilities:Melee (0-?), Self-Healing (looks like hearts), Strong Haste.
Pushable:
Push Objects:
Est. Max. Damage:1 hp per turn
Immune To:Paralysis, Invisibility.
Strong To:
Neutral To:Physical?, Holy?, Death?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:Fire (+1%)
Sounds:"Maeh"; "Groar!"; "Fchhhh"; "Meow!"; "Woof!".
Behavior:
Field Notes:This creature can only be seen when they are summoned by using the April Fools Day Spellwand.
These can be also used to train shielding skills on training dummies.
Location:
Strategy:Just attack them.
Loot:Nothing.
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-50), Mana Drain (50-80), Energy Strike (0-200), Death Strike (0-100), Haste, Self
Healing (100-200 hp, uses it very often)
Pushable:?
Push Objects:?
Est. Max. Damage:350 hp per turn
Immune To:Fire, Earth, Invisibility
Strong To:
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Energy (+5%), Ice (+1%?)
Sounds:"I'm going to make them an offer they can't refuse."; "My masterplan cannot fail!";
"Gentlemen, you can't fight here! This is the War Room!"; "I love the smell of firebombs in
the morning.".
Behavior:Like a dwarf geomancer, keeps distance, but unlike geomancers they run in red hp. Beware of his
speed, he runs fast when fleeing.
Field Notes:New creature discovered in the 8.1 Update. This villainous dwarf is the last target of the secret
service quest chain. He is assisted by 2 Dwarf Dispensers which spawn a constant supply of Dwarf
Henchman.
Location:Mad Technomancer's Laboratory.
Click Here to Show/Hide Spoiler Information
Strategy:
Summon/Convince:--/--
Abilities:Melee (0-1900), Energy Ball (180-660), Death Beam (600-850), Sharpshooter Smoke Wave
(reduces your Distance Skill 60%-75% for 20 seconds), Small Mana Drain Ball (0-174+), Great
Mana Drain Ball (Not often; 0-222+), Self-Healing.
Pushable:
Push Objects:
Est. Max. Damage:3359+ hp per turn
Immune To:Invisibility, Paralysis
Strong To:Death (-95%?), Energy (-99%), Ice (-1%?)
Neutral To:Physical?, Holy?, Earth?, Drown?, Life Drain?
Weak To:Fire (+1%?)
Sounds:"I am going to play with yourself!"; "Feel my wrath!"; "No one matches my battle prowess!";
"You will all die!".
Behavior:Madareth retreats in black health.
Field Notes:Madareth has dedicated his life to battle. Bred by The Ruthless Seven as one of their greatest
warlords, Madareth has endured a painful and torturing training. Instead of creating a brilliant
leader, though, they gave birth to a savage killing machine that constantly tries to improve his
skills by challenging other demonic minions. Even if Madareth only uses a fraction of his skills, the
usual outcome of such fights is a stack of Juggernauts and demons hacked to pieces. It is
rumoured that he even defeated the mighty Orshabaal. His only weakness might be the single-
mindedness with which he pursues the destruction of his victims. In his lust for battle, he often
forgets his surrounding and lives only for the moment of his next strike. Though Madareth loves
playing cat and mouse with his victims, he quickly loses all finesse and fully indulges in his blood
lust. It is unknown how such a beast is kept in check by The Ruthless Seven.
Location:Teleporter after The Foundry.
Strategy:
Summon/Convince:--/--
Abilities:Melee (0-400), Fire Exori (150-800), Physical Distance Attack (0-600), Fire Distance Attack (0-
600), Explosion Wave (0-7?), Poisons (starting with upto 3 hp per turn), Summons 0-4 Fire
Elementals, Paralysis, Great Firebomb, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:2400 hp per turn
Immune To:Death, Fire, Life Drain, Invisibility.
Strong To:Energy (-20%), Earth (-20%)
Neutral To:Physical, Drown?
Weak To:Holy (+20%), Ice (+10%)
Sounds:"Ashes to ashes!"; "Fire, Fire!"; "The eternal flame demands its due!"; "Burnnnnnnnnn!";
"May my flames engulf you!"; "This is why I'm hot.".
Behavior:Malicious, will make all efforts to destroy intruders.
Field Notes:Mahrdis was sentenced to be locked away, after his part in the conspiracies against the pharaoh
Arkhotep.
Location:Shadow Tomb.
Strategy:He attacks with fire, so blockers should try to distract him and move fast, while mages and
paladins attack from far. He is guarded by 3 Dragons and a Dragon Lord.
Loot:0-214 gp, 0-3 Small Rubies, Life Ring (rare), Great Health Potion (rare), Red Gem (rare), Mini
Mummy (very rare), Fire Axe (very rare), Holy Falcon (very rare), Phoenix Shield (very rare),
Burning Heart (Always)
Summon/Convince:--/500
Abilities:Melee (0-110).
Pushable:?
Push Objects:?
Est. Max. Damage:110 hp per turn
Immune To:None.
Strong To:Physical (-15%), Ice (-20%), Earth (-20%)
Neutral To:Holy, Death, Energy, Drown?, Life Drain?
Weak To:Fire (+10%)
Sounds:"Troooooot!"; "Hooooot-Toooooot!"; "Tooooot.".
Behavior:They fight to the death.
Field Notes:It's like a normal Elephant. And Beware, they can crush your parcels!
Location:Formorgar Glacier, Tyrsung and before Barbarians Camp.
Strategy:Not difficult. Knights should just melee them and mages attack with a fire wand/death rod. It's
like a strong cyclops/elephant.
Loot:0-20 gp, 0-3 Ham, 0-2 Mammoth Tusk (semi-rare), Thick Fur (rare), Furry Club (very-rare), Tusk
Shield (very rare).
Summon/Convince:--/--
Abilities:Melee (0-62), Throws Small Stones (0-95), Summons Monk, Haste, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:157 hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"THE MONKS ARE MINE!"; "I will rope you up! All of you!"; "You have been roped up!"; "A
MIC to rule them all!".
Behavior:Runs in low health.
Field Notes: New creature in the 2007 Summer Update. The Man in the
Cave was started from a post on the Tibia forums in August
2006 by a player on Luminera named Frack'Heart (now
deleted). The post can be found here. 4 of the monks he
spawns with are not summoned, so be careful. When he is
spawned you may notice far more Ice Golems than usual in
the cave below him. If he is spawned, the moment you step
on the square below the hole in his room you will be roped
up instantly.
Summon/Convince:--/--
Abilities:Melee (0-90), Life Drain (0-90), Energy Berserk (30-90), summons (0-2) Blue Djinns, causes
Drunkenness, Electrifies (25 hp/3 turns, 75 damage total), Paralysis, Distance Energy Attacks
(100-250), Self Healing
Pushable:?
Push Objects:?
Est. Max. Damage:600 (With summons) hp per turn
Immune To:Invisibility, Paralysis
Strong To:Holy (-1%?), Fire (-90%), Energy (-60%), Earth (-1%?)
Neutral To:Physical, Drown?, Life Drain?
Weak To:Death (+1%?), Ice (+1%?)
Sounds:"Wishes can come true"; "Feel the power of my magic, tiny mortal!"; "Simsalabim"; "Djinns
will soon again be the greatest!"; "Be careful what you wish.".
Behavior:Marid seems to be a Higher Ranked Blue Djinn.
Field Notes:These strong creatures are usually found in groups and with many Blue Djinn. In the Blue Djinn
Fortress, they are also accompanied by Scarabs and Fire Elementals. Due to the fact Marids deal
energy damage sometimes, and summon Blue Djinns which are not immune to energy damage,
Marids can kill their own summons and other Blue Djinns.
You can take advantage of this by waiting till the Marids killed as much summoned Blue Djinns at
the same time as possible. Note that the blue djinns will be resummoned quickly, so be fast!
Location:Kha'zeel, Magician Quarter.
Strategy:Wear a Dwarven Ring at all times when facing these. If hunting in the Ashta'daramai, bring a
good blocker and a druid that can use Eternal Winter. Because of the large number of creatures
in the small rooms of the Blue Djinn Fortress (and that they all have strong distance attacks), you
can lose up to 800 or more hitpoints just from "peeking" up the steps. Even though this creature
only yields 410 experience points, they can be as deadly as a Dragon Lord.
Loot:0-130 gp, 0-25 Blueberry, 0-3 Royal Spear, Heavy Machete, Small Oil Lamp, Blue Tapestry (semi-
rare), Blue Rose (semi-rare), 0-4 Small Sapphire (semi-rare), Strong Mana Potion (semi-rare), Blue
Piece of Cloth (semi-rare), Noble Turban (rare), Wooden Flute (rare?), Seeds (rare), Hailstorm
Rod (rare), Mystic Turban (rare), Magma Monocle (rare), Blue Gem (very rare).
Summon/Convince:---/--
Abilities:Life Drain 0-600, Summons 3 Vampires, Self-Healing
Pushable:?
Push Objects:?
Est. Max. Damage:~800 hp per turn
Immune To:Death, Earth, ?
Strong To:Physical (-43%), Fire (-10%), Energy (-20%)
Neutral To:Drown?, Life Drain?
Weak To:Holy (+5%), Ice (+5%)
Sounds:"My brides will show you how to suffer beautifully." "I smell warm blood." "Why are you
disturbing me and my brides?" "You shouldn't have come." "You! You had no right to read my
diary!" "I... want... your... blood!"
Behavior:Becomes invisible often, sometimes turn into a bat and fights until death.
Field Notes:To access the boss' room, a female character needs to walk in front of the big throne with a
vampire lord on it and then throw blood on the carpet. Two Vampire Brides will appear, after
killing one you are teleported to the boss room. If you are fast enough going back to the room
where you killed the Vampire Bride, you can loot the body. Also, if you manage to kill both Vampire
Brides at the same time the loot from both will appear in server log, but when you return to the
room there will be only one body.
Location:Vengoth in the Third Tower can be accessed.
Strategy:Unknown.
Loot:0-7 Platinum Coins, 0-100 gp, Strong Health Potion, Ring of Healing, Vampire Shield (rare),
Dreaded Cleaver (very rare).
Summon/Convince:--/--
Abilities:Melee 0-1700+, Distance Fighting (Boulder 0-1100).
Pushable:?
Push Objects:?
Est. Max. Damage:2800+ hp per turn
Immune To:Fire, Paralysis, Invisibility.
Strong To:Ice (-10%), Earth (-1%?)
Neutral To:Physical, Holy, Drown?, Life Drain?
Weak To:Death (+10%), Energy (+1%?)
Sounds:"HATE! HATE! KILL! KILL!"; "GRRAAARRRHH!"; "GRRRR!".
Behavior:Same as Juggernaut.
Field Notes:Massacre is the boss of the Juggernauts. He was summoned by a Customer Support member on
the Christmas Test Server 2007. Massacre also means something like " Mass Destruction " on
Brazil.
Location:Spawns in Apocalypse's throne room, in the Pits of Inferno.
Strategy:Since he's just an edit of a Juggernaut treat him almost the same. As he is weak to Energy,
Sorcerers should use Great Energy Beam, Energy Wave or Rage of the Skies, and of course
Sudden Death Runes. Paladins should use Assassin Stars. At least level 150 Knight with skills
80/90 or higher and as good equipment as possible is advised for a blocker. Alternatively, a
Paladin with level 200 or higher.
Loot:0-207 gp, 0-6 Platinum Coin, 0-9 Meat, 0-6 Orichalcum Pearl, Demonic Essence, Old Twig, Soul
Orb, Great Mana Potion, Golden Armor (semi rare), Jewel Case (very rare), Heavy Mace (very
rare), Berserker (very rare), Great Shield (very rare), Piece of Massacre's Shell (always).
Summon/Convince:--/--
Abilities:Melee (0-108+), Boulder Explosion (95-169+), Stalagmite (99-145+), Poison Ball on itself poisons
you 10 hp/turn, Poison Beam poisons you 16 hp/turn, Paralyze, Self-healing.
Pushable:?
Push Objects:?
Est. Max. Damage:438+ hp per turn
Immune To:Ice, Earth, Invisibility, Paralysis
Strong To:Physical (-30%), Holy (-50%), Death (-45%), Energy (-90%)
Neutral To:Drown?, Life Drain?
Weak To:Fire (+15%)
Sounds:None.
Behavior:Fights until death.
Field Notes:New creature implemented in the Summer Update 2008. Were as strong as a Behemoth before
Winter Update 2008. After the Update of 8.4 their Melee attack got weaker and they use less
special attacks.
Location:Forbidden Lands, on top of a hill in the northern part of the Arena and Zoo Quarter.
Strategy:Mages: Level 50-: Use Flame Strike while running or have knight as a blocker. Level 60+: Just
stand still and use Flame Strike while healing when necessary.
Knights must stand in diagonal to avoid beam and attack as normal. The best option is to use fire-
Paladins should use their regular Spears and heal when needed.
Loot:0-230 gp, 0-10 Small Stones, Meat, Plate Shield, Lump of Earth, Protection Amulet, 0-2 Small
Diamond (rare), Plate Armor, Rusty Armor (Semi-Rare) (rare), Dwarven Ring (rare), 0-2 Small
Topaz (semi-rare), Stone Skin Amulet (very rare), Terra Amulet (very rare), Diamond Sceptre
(very rare), Clay Lump (very rare??).
Summon/Convince:--/--
Abilities:Melee (0-220), Energy Explosion (270-615), Heavy Magic Missile (175-205), Spark Bomb (on
itself, it electrifies you 25 hp/10 turns for 250 total damage), Self Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:1050 hp per turn
Immune To:Fire, Energy, Ice, Invisibility, Paralysis
Strong To:Physical (-70%), Holy (-25%), Death (-1%?)
Neutral To:Drown?, Life Drain?
Weak To:Earth (+5%)
Sounds:None.
Behavior:Same as Energy Elemental.
Field Notes:New creature implemented in the Summer Update 2008. This creature can be as deadly as a
demon and there is no real reason to fight them, except for the trill of exploring Ankrahmun.
Location:North west of Ankrahmun, you must Levitate to hunt them.
Strategy:Note to all vocations: Bring Parcels and Pots to hunt them. Wearing energy resistant items
will also help. When facing multiple of these elementals, you should use Stoneshower runes.
Knights: not good monster to hunt alone, but if you want to solo this, you should use earth-
enchanted weapons like Cranial Basher/Mystic Blade/Heroic Axe rather than non-enchanted
weapons. It's better to have a Druid or Sorcerer as shooter, using Terra Strike.
Paladins: with a blocker, shoot Earth Arrows; if you are going to solo them, use Assassin
Summon/Convince:--/--
Abilities:Melee (0-200; Poisons you up to 15 Hitpoints per turn), Water Bomb (330-450), Poison Bomb
(Poisoned you up to 21 Hitpoints per turn), Ice Missile (170-210), Self Healing.
Pushable:
Push Objects:
Est. Max. Damage:431 (with Helmet of the deep), 881 (without Helmet of the deep) hp per turn
Immune To:Fire, Ice, Earth, Drown, Invisibility, Paralysis
Strong To:Physical (-30%?), Holy (-30%?), Death (-50%?)
Neutral To:Life Drain?
Weak To:Energy (+25%)
Sounds:None.
Behavior:Fast as a Level 100 character, Massive Water Elementals fight until death.
Field Notes:They used to be stronger before Winter Update 2008, but they are still lethal. Since Summer
Update 2009 they drop loot, which makes them more profitable. In order to get the loot, you
have to fish them using a Fishing Rod by clicking the dead body.
Location:Calassa, Frozen Trench, before Zugurosh in The Inquisition Quest.
Strategy:Mages should use Energy-Based Attacks and run.
Paladins should run away from them in most cases, but if you have to fight use a good bow and
flash arrows.
Knights should run away from them in most cases, but if you have to fight use Energy-Enchanted
Weapons and spells to kill them fast. Be COMPLETELY sure you are using your Helmet of the
Deep, if not, their water bomb will deal 400+ damage!
Loot:Gold Coin, Fishbone, Broken Sword, Worn Leather Boots, Glob of Acid Slime, Sword, Steel Shield,
Strong Mana Potion, Strong Health Potion, Platinum Coin, Energy Ring, Small Sapphire, Life Ring,
Giant Shimmering Pearl, Rusty Legs (Common), Rusty Armor (Semi-Rare), Leviathan's Amulet
(very rare).
Summon/Convince:--/--
Abilities:Melee (0-200), Haste
Pushable:?
Push Objects:?
Est. Max. Damage:200 hp per turn
Immune To:Holy, Earth, Invisibility
Strong To:Energy (-50%)
Neutral To:Physical, Death, Fire, Ice, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Follows the victim without mercy but still runs in low health.
Field Notes:Unlike most other traps, you can kill this creature.
Location:Mad Technomancer's laboratory in Kazordoon and Beregar, also summoned by Furious Trolls.
Strategy:Kill it as fast as possible.
Loot:None, it turns into Wooden Trash.
Summon/Convince:--/--
Abilities:Melee (0-250), poisons you 42 hp at start per turn), 5x Terra Strike (21-200, does Life Drain
Damage), Terra Wave (250-350), Great Smoke Bomb (Paralysis), Self-Healing (fast), changes
your appearance into a stone statue.
Pushable:
Push Objects:
Est. Max. Damage:1000+ hp per turn
Immune To:Earth, Drown, Life Drain, Invisibility, Paralysis
Strong To:Ice (-20%)
Neutral To:Physical, Holy, Death
Weak To:Fire (+5%), Energy (+10%)
Sounds:"You will make sssuch a fine ssstatue!"; "There isss no chhhanccce of essscape"; "Are you
tired or why are you moving thhat ssslow <chuckle>"; "Jussst look at me!".
Behavior:Runs away at low health(around 600), changes targets very often. They sometimes deal deadly
combos almost as dangerous as a demon. They have the ability to kill a level 80 knight with one
strong combo. Soloing below 150 is possible but not recommended as they usually appear with
many other Medusa, Hydras and Serpent Spawns.
Field Notes:Medusa is a mythological creature who could transform people, who looked directly into her eyes,
into a statue. (See also: Medusa in Wikipedia), they deal deadly combos and can hit almost as hard
as a demon.
Location:Vandura Mountain (single spawn), Talahu (Medusa Cave), Deeper Banuta
Strategy:For all vocations, if you are solo heal after every hit because they paralise up to 5 times in 5
seconds and if you paralised will be hard to move diagonal and avoid their wave.
Druids and Sorcerers can solo these independently on HP above level 150 as long as stay diagonal,
away from the terra wave. Depending on where you are, be careful of running into multiple
monsters, such as in Deeper Banuta, where it's very easy to run into Serpent Spawns, Hydras, and
Bone Beasts at the same time. Druids should use Energy Strike or Sudden Death. Sorcerers
should use a Wand of Starstorm or Wand of Cosmic Energy and Energy Strike if you're trying to
be conservative. If not, it is recommended to kill them quickly with Energy Wave or Great Energy
Knights At level 150+, Medusa can be solod by knights if you're careful. The best strategy is to
always remain diagonal to them, and to combine your melee with Berserk while spamming Light
Healing and healing with an Ultimate Health Potion if you get too low. When they run in red hp, it
is best to use Whirlwind Throw and to try to get them to run in a direction opposite to where
other monsters are since they usually spawn with Serpent Spawns and Hydras. If you're hunting
with a team of mages or paladins, be ready to use Challenge often, since they tend to retarget
quite a lot. at level 190+ a knight with skills 90+/90+ should be able to solo these while only using
Wound Cleansing and staying diagonal. Hunting medusa will often be with a very little waste since
Paladins should kill them as quickly as possible however you can, and it's recommended that you
use a blocker, since running them is dangerous in places like Banuta, and difficult since they
paralyze often.
Loot:0-180 gp, 0-6 Platinum Coins, 0-3 Small Emeralds, 0-2 Ultimate Health Potions, 0-2 Great Mana
Potions, White Pearl, Strand of Medusa Hair, Terra Amulet (semi-rare), Medusa Shield (semi-
rare), Knight Armor (semi-rare), Sacred Tree Amulet (rare), Titan Axe (rare), Rusty Armor
(Rare) (very rare), Terra Mantle (very rare), Terra Legs (very rare).
Summon/Convince:--/--
Abilities:Melee (0-215)
Pushable:?
Push Objects:?
Est. Max. Damage:215 hp per turn
Immune To:
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Fights until death.
Field Notes:One of the Isle of Strife's Arena Masters.
Click Here to Show/Hide Spoiler Information
Summon/Convince:--/--
Abilities:Melee (0-35), Fire Explosion (15-45), Strong Haste, invisibility, Fire Bomb summon 2 Fire Devils.
Pushable:?
Push Objects:?
Est. Max. Damage:80 (400 with 2 summons) hp per turn
Immune To:Fire, Life Drain, Invisibility, Drunkenness.
Strong To:Earth (-50%)
Neutral To:Death?, Energy, Drown?
Weak To:Physical (+10%), Holy (+5%), Ice (+10%)
Sounds:"I have a contract here which you should sign!"; "I sence so much potential in you. It's
almost a shame I have to kill you."; "Yes, slay me for the loot I might have. Give in to your
greed."; "Wealth, Power, it is all at your fingertips. All you have to do is a bit blackmailing
and bullying."; "Come on. being a bit evil won't hurt you.".
Behavior:He attack at a certain distance. Therefore, if you approach them, he will run away.
Field Notes:It's the third floor boss. Use it to get your reward.
Location:Isle of Evil.
Strategy:Corner him and kill it fast.
Loot:Stale Bread of Ancientness, Poet's Fencing Quill, The Rain Coat or Shield of the White Knight.
Summon/Convince:--/--
Abilities:Melee (0-75), Light Magic Missile (10-30), Self Healing, makes you Drunk, Summons 0-3 Mercury
Blobs.
Pushable:?
Push Objects:?
Est. Max. Damage:105 (420 with Summons) hp per turn
Immune To:Death
Strong To:Physical (-5%), Holy (-65%), Fire (-10%), Ice (-15%), Earth (-65%), Life Drain (-80%)
Neutral To:Energy, Drown?
Weak To:
Sounds:"Crackle".
Behavior:Like a Slime, will advance towards its prey in attempt to overwhelm it by summoning more
Mercury Blobs.
Field Notes:Added in the Christmas Update 2008.
Location:Alchemist Quarter.
Strategy:Kill it like a Slime, being wary of geting surrounded by its Summons. Don't try to run around this
monster, because when it makes you Drunk, you will be unable to escape.
Loot:Glob of Mercury.
Summon/Convince:--/--
Abilities:Melee (0-304+), Fireball (110-230), Heavy Magic Missile (90-220), Energy Berserk, Electrifies (?),
Summons 0-2 Green Djinn.
Pushable:?
Push Objects:?
Est. Max. Damage:700+ hp per turn
Immune To:?
Strong To:Death (-1%?), Fire (-1%?)
Neutral To:Physical?, Energy?, Earth?, Drown?, Life Drain?
Weak To:Holy (+1%?), Ice (+1%?)
Sounds:None.
Behavior:Chases the enemy until dead.
Field Notes:Try to stay away unless you want to be surrounded by his summons.
Location:Magician Quarter (Yalahar), past through the teleport found on the top floor.
Strategy:The biggest problem to fight this boss is reaching his location, as the upper floor of the djinn
tower is FULL of efreets, with their summons, they can bring down a level 80 knight in a strong
combo if all are lured to the stairs, bring the best potions you can drink and heal whenever your
hp gets lower than 800, Elven Amulet is STRONGLY recommended to go up this last floor
(although the efreets will deplete it within 5 seconds average), might ring can be useful for lower
level vocations, it's not recommended to go up the last floor for levels below 80. You can consider
this boss as a stronger Efreet with a lot of hitpoints. Any vocation should kill him quickly before
his summons increase total damage.
Mages should simply attack him with SD's and/or Ice Strike.
Knights: Since moving is not necessary while fighting him, you bring a strong two handed weapon
and wear a Sword, Axe, or Club Ring while fighting him and wear your Dwarven Ring later. Also,
bring along some mana potions to attack him with berserk, heal if your hp gets below 500, and
800 if he has both summons.
Loot:0-120 gp, 1-4 Green Piece of Cloth, 0-3 Royal Spear, 0-? Seeds, Heavy Machete, Small Oil Lamp,
0-3 Strong Mana Potion, 0-8 Pears, Shiny Stone, Mystic Turban, Jewelled Belt, Noble Turban, 0-2
Small Emeralds, Magma Monocle.
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-30), Heavy Magic Missile (15-45), Fireball (60-90), Poison Fields, Self-Healing(About
30).
Pushable:?
Push Objects:?
Est. Max. Damage:170 hp per turn
Immune To:Invisibility
Strong To:Holy (-10%), Fire (-20%), Energy (-10%)
Neutral To:Physical, Earth, Drown?, Life Drain?
Weak To:Death (+5%), Ice (+15%)
Sounds:"Ugh! Ugh! Ugh!"; "Holy banana!"; "Chakka! Chakka!".
Behavior:Merlkin can be very tricky because they can spam you with attacks and walk away. They will try to
keep a short distance from you, but they are easy to catch since they do not run very fast. They
can move items that are in their way and Retarget. They have the ability to bring down even a
high level player.
Field Notes:The Merlkin are the magic users of the apes. They can best be described by being some kind of
primitive witch doctor. Considering the fact that those apes raid the human settlements to steal
their tools, it is very likely that they have also stolen their knowledge about magic. Their ability
to wield magic hints at a greater intelligence than that of their cousins (the Sibang and the
Kongra) with whom they seem to live in an uneasy peace. Still, the Merlkins work together with
the other ape races and their strange magic combined with the skills of the others form very
effective attack forces. After the christmas update 2008, the merlkin could be seldom much
stronger, so take care!
See also:
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-10+), Invisible for some seconds, Self Healing very fast.
Pushable:?
Push Objects:?
Est. Max. Damage:10+ hp per turn
Immune To:
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"I am a healer, you fool."; "Am just watching what you're doing to my brothers."; "I'm
Rakifi, And I'm not amused."; "Once you angered me enough; I'll call the big one."; "Ugh!
Ugh! Ugh!"; "Leave me alone. Will you?"; "Your little weapons can't even cause a scratch.".
Behavior:He keeps distance from you and heals very fast each turn. He won't attack you if you aren't
atacking him.
Field Notes:Monster added after the christmas update 2008.
Location:Banuta, north-east of Port Hope.
Strategy:Get a lot of people and attack him at the same time.
Loot:
? Hit points
Summon/Convince:--/--
Abilities:Melee (0-150?), Earth? Distance Attack (0-150?), Drunkenness.
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:Invisibility?, Paralysis?
Strong To:Physical (-30%?), Death (-99%?), Ice (-10%?), Earth (-99%?), Life Drain (-99%?)
Neutral To:Drown?
Weak To:Holy (+10%?), Fire (+10%?), Energy (+10%?)
Sounds:None.
Behavior:Unknown.
Field Notes:None.
Location:Forbidden Lands
Strategy:Unknown.
Loot:Midnight Shard.
Summon/Convince:--/--
Abilities:Melee (0-250) poisons up to 7(?) hp/turn,
Pushable:?
Push Objects:?
Est. Max. Damage:250? hp per turn
Immune To:Earth, Invisibility, Paralysis?
Strong To:Physical (-15%), Energy (-20%), Ice (-20%)
Neutral To:Holy, Death, Drown?, Life Drain?
Weak To:Fire (+10%)
Sounds:None.
Behavior:Unknown.
Field Notes:Seen during the Lightbearer Event.
Location:Plains of Havoc.
Strategy:Unknown.
Loot:Midnight Shard.
Summon/Convince:--/--
Abilities:Shapeshift
Pushable:?
Push Objects:?
Est. Max. Damage:0 hp per turn
Immune To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain, ?
Strong To:
Neutral To:
Weak To:
Sounds:None.
Behavior:Keeps moving around shapeshifting.
Field Notes:They are shape shifters. Legends say they shapeshift into items that are of your inner-most
desire. They were summonable for a short period.
Location:Third dream in the Dream Realm
Strategy:They don't attack and you can't kill them either, so simply just watch them or ignore them.
Loot:Nothing, turns into a empty chest when killed.
Summon/Convince:330/330 (Illusionable)
Abilities:Melee (0-45).
Pushable:
Push Objects:
Est. Max. Damage:45 hp per turn
Immune To:None.
Strong To:Holy (-10%), Fire (-20%)
Neutral To:Physical, Energy, Earth, Drown?, Life Drain?
Weak To:Death (+5%), Ice (+10%)
Sounds:"Kaplar!".
Behavior:Minotaurs fight to the death and cannot push items.
Field Notes:A Strong Half-Human, Half-Bull creature.
Location:Mino Hell, (Rookgaard), Two outside Bear Room Quest, (Rookgaard) and also a 1x on premium side,
Mintwallin, Folda, Minotaur Pyramid, Outlaw Camp, Kazordoon minotaur cave, Plains of Havoc,
Elven Bane, Ancient Temple, Maze of Lost Souls, Thais Minotaur Camp, Foreigner Quarter.
Strategy:If you are in Rookgaard, avoid attacking them alone, unless you have Small Health Potions. In the
mainland, they should not pose a major threat to a prepared adventurer.
Loot:0-25 gp, Brass Helmet, Chain Armor, Mace, Plate Shield, Axe (semi-rare), Meat (semi-rare), 0-2
Minotaur Horns (semi-rare), Sword (semi-rare), Minotaur Leather (rare), Bronze Amulet (very
rare), Shovel (very rare).
Summon/Convince:390/390 (Illusionable)
Abilities:Melee (0-25), Bolts (0-80).
Pushable:
Push Objects:
Est. Max. Damage:100 hp per turn
Immune To:None.
Strong To:Holy (-10%), Fire (-20%)
Neutral To:Physical, Energy, Earth, Drown, Life Drain?
Weak To:Death (+1%?), Ice (+10%)
Sounds:"Ruan Wihmpy!"; "Kaplar!".
Behavior:They run in very low health.
Field Notes:A powerful minotaur. Popular to Summon as it is almost as deadly as a Fire Devil and requires less
mana.
Location:Ancient Temple, way to Mintwallin, Folda Underground Cave, Outlaw Camp, Plains of Havoc,
Kazordoon Minotaur Tower, Daramanian Minotaur Pyramid, Hero Cave, Foreigner Quarter and
Elvenbane.
Strategy:Run towards them and don't let him attack from a distance. Usually in company of Minotaur
Guards and Minotaur Mages. Be careful, as this creature is strong and can kill an inexperienced
player pretty quickly. Stealth Rings can be a big help when facing many of these.
Loot:0-28 gp, 0-23 Bolts, Broken Crossbow, Piece of Archer Armor, 0-4 Piercing Bolts, Minotaur
Leather, Meat, 0-2 Minotaur Horns, Brass Armor, Soldier Helmet?, Crossbow (rare), Scale Armor
(rare).
Summon/Convince:550/550 (Illusionable)
Abilities:Melee (0-100).
Pushable:
Push Objects:
Est. Max. Damage:100 hp per turn
Immune To:None.
Strong To:Holy (-10%), Fire (-20%)
Neutral To:Physical, Energy, Earth, Drown?, Life Drain
Weak To:Death (+10%), Ice (+10%)
Sounds:"Kirrl Karrrl!"; "Kaplar".
Behavior:Minotaur Guards do not run when in low health. It will kill other creatures and will move objects
in the way to get to you, so it's useless to block them like that. Also retarget.
Field Notes:Besides the bosses, Minotaur Guards are the strongest in Melee of the Minotaur-Type Creatures.
Location:Thais Minotaur Camp, Mintwallin, Minotaur Pyramid, Maze of Lost Souls, Folda, Cyclopolis, Hero
Cave, underground of Elvenbane, Plains of Havoc, Kazordoon Minotaur Cave, Foreigner Quarter.
Strategy:Knights: should have good skills (over 55/55 if you wanna be safe, balanced fighting recommended
when you have about 55/55 and decent equipment) to kill one of these monsters, sometimes
Minotaur Guards are accompanied with Minotaur Archers and Minotaur Mages.
Paladins: can just attack them and try to avoid Melee Damages and getting cornered. It's really
Mages: can use Invisible and then attack them with Runes or just running and shooting. Using a
Rod or Wand is also as effective and saves runes. If your Level is a little higher, you can also
combine a wand or rod with Ice Strike. You should have fairly good equipment. A Level 20 Mage
with Ultimate Healing and a Level 19 Wand or Rod should also be able to defeat them.
Loot:0-20 gp, 0-2 Minotaur Horns, Piece of Warrior Armor, Brass Armor, Chain Armor, Battle Shield,
Minotaur Leather (rare), Fishing Rod, Health Potion, Double Axe (rare), Strong Health Potion
(very rare) Minotaur Trophy (very rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-20), Heavy Magic Missile (0-58), Fireball (0-105), Energy Field.
Pushable:?
Push Objects:?
Est. Max. Damage:205 hp per turn
Immune To:Invisibility
Strong To:Holy (-10%), Energy (-20%), Earth (-20%)
Neutral To:Physical, Fire, Drown, Life Drain
Weak To:Death (+10%), Ice (+10%)
Sounds:"Learrn tha secrret uf deathhh!"; "Kaplar!".
Behavior:Minotaur Mages do not run when in low health.
Field Notes:These creatures are dangerous and usually found with Minotaur Guards because of their low
defense.
Location:Cyclopolis, Mintwallin, Maze of Lost Souls, Daramanian Minotaur Pyramid, Hidden Cave in Folda,
Kazordoon Minotaur Tower, Plains of Havoc, South of Outlaw Camp, in the Point of No Return,
Elvenbane, Cave east from Dwarf Bridge, Foreigner Quarter, Rookgaard Minotaur Hell (not
reachable).
Strategy:Kill them quickly before they attack you with their strong magic combos, they are usually found in
groups with other Minotaurs, so Avalanche, GFB or Explosion runes are quite useful to have with
you. They are resistant to Energy Damage so keep in mind that those spells won't hurt them
much, neither will Earth Damage spells. You may consider to use Invisibility or a Stealth Ring if
there are many Minotaurs, as only the Minotaur Mages can see invisible players.
Mages: with a decent Magic Level (around 35), can kill them easily by just rushing in and using Ice
Damage spells. This stratagy kills them quickly, and uses very little Mana.
Knights with a weapon skill of about 55 can kill them in under 5 hits with a decent weapon (e.g.
Dwarven Axe). Just watch out for the Energy Field spell they cast which can cause great damage
if you don't pay attention.
Loot:0-40 gp, 0-8 Carrots, Leather Legs, Minotaur Leather, 0-2 Torches, Leather Helmet, 0-2
Minotaur Horns (semi-rare), Taurus Mace (rare), Purple Robe (rare), Wand of Cosmic Energy (very
rare), Mana Potion (very rare).
Summon/Convince:600/-- (Illusionable)
Abilities:Melee (0-140), Self-Healing, Haste
Pushable:
Push Objects:
Est. Max. Damage:140 hp per turn
Immune To:Invisibility
Strong To:Holy (-50%), Death (-50%)
Neutral To:Fire, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:Physical (+10%)
Sounds:"Repent Heretic!"; "A prayer to the almighty one!"; "I will punish the sinners!".
Behavior:Monks chase the enemy until death.
Field Notes:Mystical creatures, they heal themselves about every 10 seconds, which makes them great as
summons. They move items in their way. Commonly used for training of knights and paladins. This
is one of two monsters that can be summoned but not convinced. The other is Gozzler. They can
also be summon by the Man in the Cave.
Location:Edron Hero Cave, Triangle Tower near Thais, Maze of Lost Souls, Deeper Dark Cathedral, Isle of
the Kings, Trade Quarter.
Strategy:Something important while killing Monks is the time. You have to attack as fast as possible or
they will heal themselves and you will need to use more Arrows/Runes or in the case of Knights
you will receive more damage and maybe use more healing potions or spells. Quite high defense, so
low skilled knights with one-handed weapons should stay away from these, as they will heal faster
than you will damage them. If necessary to kill, consider using runes.
Loot:0-20 gp, Rope Belt, Safety Pin, Bread, Scroll, Lamp, Brown Flask, Sandals, Leather Armor, Staff,
Book of Prayers, Life Crystal (semi-rare), Ankh (semi-rare), Power Ring (rare).
Summon/Convince:--/--
Abilities:Melee (0-167+), Green Lifedrain Wave (66-85+), Self Healing (looks like burning), Poison Storm it
summons 3 Acid Blobs.
Pushable:?
Push Objects:?
Est. Max. Damage:248+ (728+ with 3 summons) hp per turn
Immune To:Life Drain, Invisibility.
Strong To:Physical (-20%), Fire (-50%), Ice (-10%), Earth (-30%)
Neutral To:Death?, Drown?
Weak To:Holy (+3%), Energy (+7%)
Sounds:"NO ARMY ME STOPPING! GRARR!"; "ME DESTROY CITY! GROAR!"; "WHARR! MUST ...
KIDNAP WOMEN!".
Behavior:Fight to death.
Field Notes:It's the fifth floor boss. Use it to get your reward.
Location:Isle of Evil.
Strategy:The stairs that goes up can be used so you get hit only by 2 monsters, try to trap yourself there
with 2 gargoyles and shoot monstor with distance attacks.
Loot:Helmet of Ultimate Terror, Farmer's Avenger, Shield of Care or Incredible Mumpiz Slayer.
-- Hit points
Summon/Convince:-/-
Abilities:Melee (0-200), Energy Beam (0-500), Exori (0-90), Paralyze (looks like sleep).
Pushable:?
Push Objects:?
Est. Max. Damage:700+ hp per turn
Immune To:Earth, Drown, Life Drain, Invisibility
Strong To:Physical (-1%?), Holy (-40%), Death (-20%?), Fire (-30%), Energy (-30%)
Neutral To:Ice?
Weak To:
Sounds:"Kaplar!"; "Kirll Karrrl!".
Behavior:Cannot be killed. Attacks until you leave or die.
Field Notes:You must survive the Mooh'Tah Master for two minutes. He can't be killed.
Location:Zao, in a small enclosed arena at the center of the orc camp.
Strategy:Never stand in front of it, always be at an angle and at least 2 sqm away from it.
Loot:Nothing.
Summon/Convince:--/--
Abilities:Summons 0-6 Demons, Self-Healing (very fast), Melee (0-2263), Berserk, Great Fireball (500-
600), Great SD Beam (0-580+) Physical damage, Distance Fighting (Musical Notes) (paralyzes),
Strong Haste, some sparkle bomb spell (causes mana drain), Armageddon (500-800), Reduces your
shielding/melee skills.
Pushable:
Push Objects:
Est. Max. Damage:3500 (with a strong combo) (+ 6x 1200 with summons) hp per turn
Immune To:Fire, Earth, Invisibility, Paralysis.
Strong To:Physical (-1%?), Death (-80%?), Energy (-1%?)
Neutral To:Holy?, Drown?, Life Drain?
Weak To:Ice (+5%)
Sounds:"I AM MORGAROTH, LORD OF THE TRIANGLE... AND YOU ARE LOST!"; "MY SEED IS
FEAR AND MY HARVEST ARE YOUR SOULS!"; "ZATHROTH! LOOK AT THE DESTRUCTION
I AM CAUSING IN YOUR NAME!"; "THE TRIANGLE OF TERROR WILL RISE!".
Behavior:Morgaroth runs away in low health.
Field Notes:It is an Archdemon and also a member of the Triangle of Terror. You can use Blessed Wooden
Stake on the summoned demon's corpses in order to get Demon Dust.
Morgaroth has been sighted for the first time. Before Summer Update 2007 (old Morgaroth).
Jackwalker dies by a melee hit of 2013 hitpoints. After Summer Update 2007 (new Morgaroth).
Nottinghster dies by an insane combo of 2766. After Winter Update 2007 (new Morgaroth)
Morgaroth was first sighted on Arcania, Aug 07th 2006. He was first killed on Aldora and Titania,
When it appears all players on the world receive 3 messages that are broadcasted in white text,
"Evil Cultists have called an ancient evil into the volcano on Goroma. Beware of its power
mortals."
Location:Underground Goroma Volcano.
Strategy:Don't try to go near him unless your level is high (100+ recommended). To block it a knight idealy
needs around 2,500 hitpoints (at least level 185+) and as many stone skin amulets and might rings
as possible. Preferably, have at least 15 shooters or more. Shooters should all wait in the same
square upstairs while the knight lures Morgaroth to the left or right side of the stairs (to avoid
demons from the south). Then, all shooters should go down in the same square (to be able to go up
fast in case of retarget) while mages shoot Icicles or Avalanches, paladins preferably shoot
Shiver Arrows and Holy Missile Runes (only if you have a bow with a range of 6+ sqms).
After Update 8.1 the boss became strong against Death Damage making SDs a bad option. Also,
since it is strong against Physical Damage melee weapons like Assassin Stars or Bolts should be
The Knight will need constantly heal, at least 3 to 6 Druids casting straight Exura Sio, and
sorcerers can help healing with Ultimate Healing Runes. Druids can use Wild Growth runes and
other vocations Magic Walls around the Knight to make Morgaroth stay diagonal and to keep away
summoned Demons. This is a dangerous technique if Morgaroth retarget shooters, the knight can
On Optional PvP worlds, a group of players may try to help Morgaroth kill the knight blocking by
making a line of magic walls between the blocker and shooters, so that the blocker cannot be
healed by the druids and ends up dying. There is one simple way to avoid this, by having a few high
level players stand guard for magic walls and running into them (while not taking part with the war
mode), which would cause the magic walls to disappear. This can also work for removing the magic
walls around the knight blocking. Provided that the player removing the magic walls are not in war
Another strategy is that a second group of 1 or 2 knights go south from the stairs and protect
the shooters while they heal the blocker from a different position.
Loot:0-295 gp, 0-74 Platinum Coins, 0-5 Demonic Essences, 0-7 Small Emeralds, 0-5 Small Diamonds,
0-11 White Pearls, 0-9 Small Sapphires, 0-13 Black Pearl, 0-1 Gold Ingot, 0-2 Demon Horns, 0-100
Infernal Bolts, 0-35 Assassin Stars, Ancient Amulet, Blue Gem, Boots of Haste, Crystal Ball,
Crystal Ring, Death Ring, Demon Shield, Demonbone, Devil Helmet, Double Axe, Energy Ring, Fire
Axe, Giant Sword, Golden Legs, Golden Mug, Great Health Potion, Great Mana Potion, Great Spirit
Potion, Green Gem, Ice Rapier, Life Crystal, Magic Light Wand, Magic Plate Armor, Magma Coat,
Mastermind Shield, Might Ring, Mind Stone, Moonlight Rod, Necrotic Rod, Onyx Flail, Orb,
Platinum Amulet, Purple Tome, Ring of Healing, Ring of the Sky, Silver Amulet, Silver Dagger,
Skull Staff, Stealth Ring, Stone Skin Amulet, Strange Symbol, Two-Handed Sword, Ultimate
Health Potion, Chain Bolter (rare), Dark Lord's Cape (rare), Dragon Robe (rare), Fireborn Giant
Armor (rare), Great Shield (rare), Molten Plate (rare), Morgaroth's Heart (rare), Obsidian
Truncheon (rare), Royal Crossbow (rare), Teddy Bear (rare), The Devileye (rare), The Ironworker
(rare), The Stomper (rare), Thunder Hammer (rare).
This creature is in the The Undead class.
Morguthis
Summon/Convince:--/--
Abilities:Melee (0-1000), Sudden Death Berserk (300-500), Berserk (~400), Summons 0-3 Heroes,
Invisible, Self-Healing, Paralyze
Pushable:?
Push Objects:?
Est. Max. Damage:1900 hp per turn
Immune To:Death, Invisibility, Paralysis
Strong To:Physical (-20%), Fire (-20%), Energy (-20%), Ice (-20%)
Neutral To:Drown?, Life Drain?
Weak To:Holy (+20%), Earth (+10%)
Sounds:"I am the supreme warrior!"; "Come and fight me, cowards!"; "Vengeance!"; "You will make a
fine trophy."; "Let me hear the music of battle."; "Another one to bite the dust!".
Behavior:Malicious; will make all efforts to destroy intruders.
Field Notes:Morguthis, Arkhotep's general, was sentenced to be locked away after his part in the
conspiracies against the pharaoh. He is guarded by 8 Shredderthrowers.
Location:Tarpit Tomb
Strategy:He will melee with anyone in close proximity, this allows distance attackers better chances to
defeat him quickly.
Loot:0-153 Gold, Stone Skin Amulet, Knight Axe, Black Pearl, Great Health Potion (rare), Mini Mummy
(very rare), Demonbone Amulet (very rare), Ravager's Axe (very rare), 0-3 Assassin Star (very
rare), Steel Boots (very rare), Sword Hilt (Always).
Summon/Convince:--/--
Abilities:Melee (0-200), Berserk (0-110), Summon 0-2 Gladiator's, Whirlwind Throw makes you Drunk,
Party Buffs Wave increase all your or monsters melee skills for some seconds.
Pushable:?
Push Objects:?
Est. Max. Damage:310 (490 with summons) hp per turn
Immune To:Invisibilty
Strong To:Holy (-10%), Fire (-10%), Energy (-10%), Ice (-10%), Earth (-10%)
Neutral To:Physical, Drown?, Life Drain?
Weak To:Death (+1%?)
Sounds:"To be the one you'll have to beat the one!"; "Where did I put my ultimate health potion
again?"; "I am the best!"; "I'll take your ears as a trophy!".
Behavior:Same as a Gladiator.
Field Notes:Spawns when using the armor decoration in Morik's room. Runs at very Low Health.
Summon/Convince:--/--
Abilities:Melee (0-1100), Distance Fighting (Throwing Knives) (0-707+?), Self Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:1807+ hp per turn
Immune To:Fire, Energy, Ice, Invisibility
Strong To:
Neutral To:Physical, Holy, Drown?, Life Drain?
Weak To:Death (+10%), Earth (+5%)
Sounds:"I kept my axe sharp, especially for you!"; "Time for a little torturing practice!"; "Scream
for me!".
Behavior:Runs in very low health.
Field Notes:Mr. Punish has first been sighted and killed on Solera, Dec 26th 2006. He is the boss of the
Dark Torturers.
The Faur Family killing Mr. Punish while blocking him with Magic Wall's on Pandoria.
Location:Pits of Inferno in Tafariel's Throne room.
Strategy:Block him with Magic Wall or Wild Growth Runes to trap it because he is very fast. You need one
good blocker only. The shooters must shoot Sudden Death Runes or Death Strike. If you're a
Druid, you can use Terra Wave.
Loot:0-158 gp, 0-4? Platinum Coins, Great Mana Potion, Demonic Essence, Soul Orb, Gold Ingot, Cat's
Paw, Bat Decoration, Double Axe, Mr. Punish's Handcuffs (always).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-85) it Poisons (starting at 1 to 4 damage per turn), Death Hit (30-40), Paralyze.
Pushable:?
Push Objects:?
Est. Max. Damage:129 hp per turn
Immune To:Death, Earth, Drown, Life Drain, Invisibility, Paralysis
Strong To:Ice (-20%)
Neutral To:Physical, Fire, Energy
Weak To:Holy (+25%)
Sounds:"I will ssswallow your sssoul!"; "Mort ulhegh dakh visss."; "Flesssh to dussst!"; "I will tassste
life again!"; "Ahkahra exura belil mort!"; "Yohag Sssetham!".
Behavior:Mummies fight until death.
Field Notes:Dangerous creatures for Paladins and Mages because they can paralyze.
Location:Drefia, Darama's Dark Pyramid, Draconia, Mount Sternum Undead Cave, Green Claw Swamp,
Venore Amazon Camp underground, Helheim, all Tombs and Dark Cathedral.
Strategy:A good strategy for distance fighters hunting this monster (druids, sorcerers, or paladins) is
this: If you are paralyzed, and can still move about as fast as the mummy, continue running it until
either the paralyze wears off or it paralyzes you again. One exura will cancel out all paralysis.
However, obstructions or lag can result in the mummy catching up and attacking the player. GFBs
and explosions are useful in case of a tight situation.
Loot:0-91 gp, Flask of Embalming Fluid, 0-3 worms, Bag, Short Sword, Magic Light Wand, Strange
Talisman, Silver Brooch, Poison Dagger, Gauze Bandage, Crystal Ring (semi-rare), Black Pearl
(semi-rare), Silver Amulet (rare), Yellow Piece of Cloth (rare), Black Shield (very rare), Mini
Mummy (very rare).
58 Hit points
35 Experience points per kill
Summon/Convince:--/--
Abilities:Melee (0-15), Summons 2 Rats.
Pushable:?
Push Objects:?
Est. Max. Damage:15 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth?, Drown, Life Drain
Weak To:
Sounds:"Meep!"; "Meeeeep!".
Behavior:Munster runs when seriously injured also moves object that are in his way. If a weak creature is
blocking its path, Munster will kill it in order to reach target.
Field Notes:It is a Rat Boss that is generally made for lower levels to kill. Looks like a regular Cave Rat.
Spawns with 3 Rats and a Cave Rat.
Location:Rookgaard, Free Account Main Rat Caves, apparently rumored to be on the basement floor two.
Munster has also been seen in the Troll cave west of Edron.
Summon/Convince:--/--
Abilities:Melee (0-169) (poisons you starting at 6 hp per turn), Poison Shot (70-180), White Musical Bomb
does Drown Damage (30-90), Purple Musical Wave makes you Cursed (up to 13 per turn), Poison
Wave poisons you 12 hp/turn, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:462+ hp per turn
Immune To:Death, Earth, Drown, Invisibility
Strong To:
Neutral To:Physical, Holy, Energy, Ice, Life Drain?
Weak To:Fire (+10%)
Sounds:"Shriiiiiek".
Behavior:Runs away in deep yellow health.
Field Notes:A stronger mutated form of a bat. Looks a lot like a wyvern and behaves pretty much like one
(even makes the same noises). They have powerful attacks so low level players are advised avoid
them. After Summer Update 2009 they have slightly weaker poison shot, poison at melee and can
no longer drunk.
Location:Cemetery Quarter, Alchemist Quarter, Arena and Zoo Quarter (inside the arena with other
mutated creatures), Razzachai, Vengoth and Vengoth Castle.
Strategy:Knights: try to stay diagonal to avoid poison wave, better hit them in full attack since most
damage you will take will come from poison, make sure to trigger chase enemy as soon as it starts
running away so you kill them faster, also have exana pox ready to cast as soon as you kill to avoid
heavy damage from poison.
Loot:0-123 gp, Battle Shield, Obsidian Lance, 0-2 Rusty Armor (Common) (semi-rare), 0-2 Bat Wing
(semi-rare), Star Herb (semi-rare), Rusty Armor (Semi-Rare) (rare), 0-3 Black Pearl (rare),
Mutated Bat Ear (rare), 0-2 Small Amethyst (rare), Energy Ring (rare), Black Shield (rare),
Batwing Hat (very rare), Mercenary Sword (very rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-90) poisons you 3 hp/turn, Earth Strike poisons you up to 14 hp/turn, Death Wave (50-
60), Paralyze.
Pushable:
Push Objects:
Est. Max. Damage:164 hp per turn
Immune To:Death, Earth, Drown, Life Drain, Invisibility, Paralysis
Strong To:Ice (-20%)
Neutral To:Physical, Fire, Energy
Weak To:Holy (+25%)
Sounds:"Take that creature off my back!! I can feel it!"; "HEEEEEEEEEELP!"; "You will be the next
infected one... GRAAAAAAAAARRR!"; "Science... is a curse."; "Run as fast as you can.";
"Oh by the gods! What is this... aaaaaargh!".
Behavior:Mutated Humans fight until death and can not be pushed.
Field Notes:Added in the Christmas Update 2008.
Location:The Alchemist Quarter and Factory Quarter (Yalahar).
Strategy:Standing diagonal won't help you avoid it's wave because it's very wide (counting from caster it's
3, 5 and 7 sqm). However diagonal position is useful to not get hit by earth strike which poisons
you heavily.
Paladins: Run and shoot, they do not have very high defense and can be killed quickly by any
paladin with 65+ distance skill. They are similar to Cyclops with the addition of poison damage and
Knights: Just close in on them and use melee. If you are hunting them, you have to expect
becoming poisoned many times, therefore, using Exana pox is a waste of mana. Avoid packs of 5 or
Mages: just use flame strike, being careful not to run into bigger respawns, otherwise they can
be dangerous.
Loot:0-130 gp, 0-3 Worm, Mutated Flesh, Fishbone, Short Sword, Studded Armor, Brass Helmet
(semi-rare), Cheese (semi-rare), Scale Armor (semi-rare), Strange Talisman (semi-rare), Sword
(semi-rare), Rusty Armor (Common) (semi rare), Peanut (rare), Fern (very rare), Silver Amulet
(very rare).
Summon/Convince:--/--
Abilities:Melee (0-155) poisons you 5 hp/turn, Poison Shot (45-85), Poisoning Beam poisons you starting at
5 hp/turn, Poisoning Berserk poisons you starting at 4 hp/turn, Paralyze, Life Drain Berserk (0-
70), Self-Healing (weak).
Pushable:?
Push Objects:?
Est. Max. Damage:305 hp per turn
Immune To:Death, Earth, Drown, Life Drain, Invisibility, Paralysis, Drunkenness
Strong To:Holy (-10%)
Neutral To:Physical, Energy, Ice
Weak To:Fire (+10%)
Sounds:"Grrrrrrrrrrrrrr!"; "Fcccccchhhhhh".
Behavior:Fights to death, paralyzing more often if you keep distance. Moves and kills weaker monsters.
Field Notes:They are similar to Bonebeasts, but a bit weaker. Added in the Christmas Update 2008.
Location:Alchemist Quarter, Arena and Zoo Quarter (Inside the arena with other mutated creatures),
Razzachai, Vampire Castle on Vengoth.
Strategy:Paladins: These can be soloed easily at level 35 with 70+ distance. Try to run around to avoid
their melee, as they can hit pretty hard.
Knights: Try to face only one at a time by "dancing" around, using obstacles and other monsters
to your advantage. Easy monster at level 65.
Mages: At level 50 you can just use Flame Strike and occassionally Exura if you are paralyzed.
You can also try at level 40 or even less, but heal as soon as your HP gets below 300, it can be
pretty risky. Druid should use Northwind Rod or Hailstorm Rod and Flame Strike to get them
down fast.
Loot:0-130 gp, Skull, Moldy Cheese, Stone Herb, Green Mushroom, Plate Shield, Mutated Rat Tail,
Halberd, Health Potion (semi rare), Stealth Ring (rare), Spellbook of Enlightenment (rare), Tower
Shield (very rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-145), Scratch Wave (energy wave's size, 5 SQM long, 3 SQM wide, looks like yellow
spark) (0-200), Invisible for 2 seconds, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:275~ hp per turn
Immune To:Invisibility, Paralysis
Strong To:Fire (-20%), Energy (-20%), Ice (-20%), Earth (-80%)
Neutral To:Physical, Holy, Drown?, Life Drain?
Weak To:Death (+5%)
Sounds:"GRAAARRRRRR"; "CHHHHHHHHHHH".
Behavior:Mutated Tigers run away at low health.
Field Notes:Be weary that these creatures use invisible frequently, so you may run into more than you think
when approaching them. Despite staying invisible for a short amount of time, if grouped, their
combos can bring down even decent skilled players.
Location:Alchemist Quarter, Arena and Zoo Quarter (Inside with other mutated creatures).
Strategy:Treat them like a dragon and watch out for the waves. They are pretty easy. When there are 2,
try to make them face each other so they hurt each other with the waves. Use the same strategy
when fighting one with a Bog Raider. Knights: Should move in fast before their waves can do
damage to you, and make sure you retarget it once it has become visible. It is strangely much
better to take on 1 Mutated Tiger than 2, because it's less hard to avoid their waves this way,
and you rarely need to Exori as you often deal strong enough damage anyway.
Loot:0-96 gp, 0-1 Meat, Sabretooth (semi-rare), Striped Fur (semi-rare), Life Ring (semi-rare), Strong
Health Potion (rare), Silky Tapestry (rare), Glorious Axe (rare), Guardian Shield (very rare),
Angelic Axe (very rare).
This creature is a boss in the Lizards class.
Mutated Zalamon
Summon/Convince:--/--
Abilities:Melee (0-400?), Poison Hit (0-813?), Poison Bomb (0-300?).
Pushable:?
Push Objects:?
Est. Max. Damage:1200+? hp per turn
Immune To:Earth
Strong To:Physical (-5%), Ice (-10%)
Neutral To:Holy, Death, Drown?, Life Drain?
Weak To:Fire (+10%), Energy (+10%)
Sounds:None.
Behavior:Fight until death.
Field Notes:Introduced in Summer Update 2010.
Location:East of Zao and south of Dragonblaze Peaks, two floors below of Zalamon.
Strategy:Trap him as fast as you can, knights will have to use challenge a lot since he tends to switch very
often. Fire and Energy Bombs will be helpful here.
Loot:Nothing. It turns into a ashes that vanishes quickly afterwards.
Summon/Convince:--/--
Abilities:Melee (0-80) Poisons you for 0-8 hp/turn, Death Hit (10-120), Stalagmite (20-120), Fast Self
Healing, Summons up to 2 Ghouls or Ghosts or Mummies.
Pushable:?
Push Objects:?
Est. Max. Damage:260+ (580 with summons) hp per turn
Immune To:Earth, Drown, Invisibility
Strong To:Death (-50%), Energy (-20%)
Neutral To:Ice, Life Drain
Weak To:Physical (+5%), Holy (+5%), Fire (+5%)
Sounds:"Taste the sweetness of death!"; "Your corpse will be mine.".
Behavior:Necromancers distance themselves from their opponent, shoot a distance poison attack and
summon undead creatures. They shoot less on you if you stand on distance than if you stand close.
Field Notes:Necromancers have really valuable items in their loot: Boots of Haste , Noble Axes and Skull
Staffs. They have a weak defense so even knights are able to kill them with a litte limitation:
their Death Hit works only if you stand next to them.
Location:All the Tombs, Lich Hell, Drefia, Medusa Shield Quest room, Hero Cave, beneath Fenrock,
Cemetery Quarter and Magician Quarter.
Strategy:The most cost-effective way to hunt Necromancers by soloing is for knights and paladins to be of
level 60+, for mages it is of level 40+.
Mages: The best way to attack them using fire or ice spells, perhaps using runes like GFB and
avalanche to help kill their summons. Lower level mages can summon demon skeletons, as it is much
safer to make the Necromancer target them. While killing a few Necromancers at once, you
should be careful, as they can surround fairly quickly with summons and while hitting you from
distance.
Higher level Mages need only hunt these by using Strong Mana Potions, as you'll only need to use
Flame Strike and exura. But be careful, if you run into a spawn with 2-3 necros they can still
easily trap you with their summons and that could result in a lot of mana being wasted. Try to
stand still and use Fire Wave cause they will keep exactly 4 sqm distance from you which makes it
Knights of approximately level 70+ can easily hunt these creatures after the Summer Update
2007. Just run up to them and melee them using exura and Soft Boots, you will need very little
Paladins can also use this strategy to kill Necromancers, except that they have to stay at a
distance and maybe run around to avoid being hit by it's summons.
Loot:0-90 gp, 0-5 Poison Arrow, Short Sword, Scale Armor, Book of Necromantic Rituals, Green
Mushroom (semi-rare), Strong Mana Potion (semi-rare), Clerical Mace (semi-rare), Mystic Turban
(rare), Necromantic Robe (rare),Skull Staff (very rare), Spellbook of Warding (very rare), Boots
of Haste (very rare), Noble Axe (very rare).
Summon/Convince:--/--
Abilities:Summons up to 2 Ghouls, Ghosts and Mummies, Melee, Distance Fighting (0-217), Life Drain,
Heavy Magic Missile, Fireball, Self-Healing (0-300).
Pushable:?
Push Objects:?
Est. Max. Damage:300 hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"You will rise as my servant!"; "Praise to my master Urgith!".
Behavior:Necropharus fights until death.
Field Notes:Is the Necromancer's Boss, looks the same as Necromancer.
Click Here to Show/Hide Spoiler Information
To gain access to the Halls of Sacrifice you must complete the 4000 Necromancers task of Killing
in the Name of... Quest
Location:Lich Hell and Halls of Sacrifice. The location of the halls of sacrifice are in the star room in
Drefia, south of Medusa Shield Quest.
Strategy:Mages: recommend 50+ they can easly kill it with just Flame Strike .
Knights: Can kill it at level 60+ aswell since it doesn't spawn with other creatures since the Killing
in the Name of... Quest so just hit them with your weapon and do Whirlwind Throw or Berserk.
Paladins: Easy for lvl 55+ paladins to kill with some Royal Spears or with some Enchanted Spears
Loot:0-79 gp, Bone Club, Bone Shield, Short Sword, Scale Armor, Skull, Green Mushroom, Clerical
Mace, Mystic Turban, Snakebite Rod, Moonlight Rod, Bowl, Grave Flower, Skull Staff (semi-rare),
Boots of Haste (rare), Soul Stone (always).
Summon/Convince:--/--
Abilities:Melee (0-150), Sudden Death (130-170), Poison Ball (250-400), Self Healing, Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:750 hp per turn
Immune To:Death, Earth, Life Drain, Invisibility.
Strong To:Fire (-20%), Energy (-20%), Ice (-10%)
Neutral To:Physical, Drown?
Weak To:Holy (+25%)
Sounds:"Close your eyes... I want to show you something."; "I will haunt you forever!";
"Pffffrrrrrrrrrrrr."; "I will make you scream."; "Take a ride with me.";
"Weeeheeheeeheee!".
Behavior:Runs away at deep red, often using haste then.
Field Notes:Creature added in the Christmas 2006 update. Often hunted for Death Rings and Demonic
Essences, since it's one of weakest monsters that can provide such items. In Formorgar Mines,
these creatures are often hit to red or lured away in order to hunt other creatures such as
Destroyers or Plaguesmiths because Nightmares combo High (450-550) sometimes and can be a
deadly surprise combined with other creatures.
Location:Pits of Inferno, Formorgar Mines, Cemetery Quarter, Edron (In multiple places during The
Inquisition Quest), Alchemist Quarter, Vengoth Castle, Deeper Banuta.
Strategy:Don't try to outrun them, Nightmares are pretty fast, resembling the speed of a Level 110.
Having them close to you makes them use more melee than their strong attacks. Their Poisonball
attack is very strong, and can easily lead to death if you are not paying attention. Try to kill them
in such a way that they will trap themselves when they begin to run. They run away when they
have less than 300 hp. If you are a mid-to-high level vocation (specially paladins and mages) and
you are hunting them at the Cemetery Quarter don't try to block 2 Nightmare Scions while killing
a Nightmare they can take you down even in one hit. If you're blocking a Nightmare and one
Nightmare Scion, try to kill the scion first. But, if the Nightmare is in red hp try to kill him fast.
Knights: Killing Nightmares as a knight has 2 good strategies. The first and easiest way to kill
Nightmares is having 2 or more knights of Level 80 or more simply lure it, then trap it and hit it
until it dies. The second way can require a bit more experience, having one knight of Level 85 or
more and a Druid of Level 50 or more to Sio you. Simply lure the Nightmare, try to trap it, and
kill while a druid is healing you, keep in mind that the Nightmare can easily hit you for 700
damage in a nasty combo, so it is not a bad idea to bring some potions for the blocker or UHs for
the mages to use on the knight. At about Level 95, knights can solo Nightmares with ease. Note:
Knights, DO NOT HAVE CHASE OPPONENT ON! YOU CANNOT HEAL ALL THE TIME! If you
have chase opponent on you are more likely to run into more creatures and get combo'd. Also
Nightmares have extremely low defense, Exori attacks are very strong.
Paladins: Level 80 recommended. Exura San at 700-800 hp don't let your hp go lower than 700.
Royal Spears, Enchanted Spears or Assassin Stars are all that is needed besides 80 distance and
1 to 10 Strong Mana Potion per Nightmare and some Strong Health Potions for emergencies.
Mages: Mages of Level 70+ can solo Nightmares with only Elemental Strikes, rod or wand and
Utamo Vita, levels 130+ can kill with just exura and using Terra Set, when it begins to run away in
low health, you may try to use various runes or waves (any with non-death damage). Also mages
can try to solo them with Ice Strike, using Light Healing without waste, having Level 140 or
higher.
Loot:0-120 gp, 0-2 Ham, 0-4 Power Bolt, 0-2 Concentrated Demonic Blood, Soul Orb, Essence of a Bad
Dream, Demonic Essence, Scythe Leg, 0-4 Platinum Coin, Death Ring (semi-rare), Ancient Shield
(rare), Knight Legs (rare), Skeleton Decoration (rare), Boots of Haste (very rare), War Axe (very
rare), Mysterious Voodoo Skull (very rare).
Summon/Convince:--/--
Abilities:Melee (0-140), Poison Ball (0-180), Death Hit (70-130), Self Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:420+ hp per turn
Immune To:Death, Earth, Invisibility
Strong To:Fire (-20%), Energy (-20%), Ice (-10%)
Neutral To:Physical, Drown?, Life Drain?
Weak To:Holy (+25%)
Sounds:"Weeeheeheee!"; "Pffffrrrrrrrrrrrr."; "Peak a boo, I killed you!".
Behavior:Runs in low health.
Field Notes:Added in the Christmas Update 2008.
Location:Cemetery Quarter, Alchemist Quarter and in the Arena and Zoo Quarter (unreachable), Vengoth.
Strategy:Just like every other creature that runs in low health, try to cast a strong spell or rune to
prevent it from running too far, and try not to lure any other creatures. And also know that
Nightmare Scions are really fast, so it's best to finish them off quickly or trap in a place where
they can't run away.
Loot:0-147 gp, 0-3 Platinum Coin, 0-2 Ham, 0-4 Meat, Double Axe, Essence of a Bad Dream, Scythe
Leg, Death Ring (rare), Diamond Sceptre (rare), Crown Helmet (rare), Focus Cape (very rare),
Crystal of Focus (very rare), Bar of Chocolate (very rare), Shadow Sceptre (very rare).
Summon/Convince:--/--
Abilities:Melee (0-66+)
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:Fire, Invisibility?, Paralysis?
Strong To:
Neutral To:Holy?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:Physical (+5%?), Death (+5%?)
Sounds:None.
Behavior:Unknown.
Field Notes:Appears during the Lightbearer Event.
Location:Hellgate.
Strategy:Unknown.
Loot:Midnight Shard.
Summon/Convince:--/--
Abilities:Melee (0-90) poisons you starting from 4hp, Holy Life Drain (60-170), Invisible, Haste, Paralyze
(looks like sleep), Creature Illusion: changes its appearance to Werewolf, Vampire Lord, Grim
Reaper, Tarantula or Ferumbras (rare).
Pushable:?
Push Objects:?
Est. Max. Damage:260 hp per turn
Immune To:Invisibility, Paralysis
Strong To:Holy (-20%), Ice (-20%)
Neutral To:Fire, Earth, Drown?, Life Drain?
Weak To:Physical (+5%), Death (+5%), Energy (+5%)
Sounds:"The sunlight is so depressing."; "Come with me, my child."; "I've been in the shadow under
your bed last night."; "You never know what hides in the night."; "I remember your face -
and I know where you sleep."; Only the sweetest and cruelest dreams for you, my love.".
Behavior:Never flees. Always fights in close range.
Field Notes:The Nightstalker is a little bit stronger than a Necromancer.
Location:Cemetery Quarter, Vengoth Castle, Vandura Mountain.
Strategy:All vocations: Remember to bring a garlic necklace when hunting these, as it blocks a considerable
amount of damage from their strongest attack and it is also inexpensive. If you plan to hunt for
long bring about one necklace per each hour you plan hunting (they last longer than one would
think). Don't let him get closer or he will use his strong life drain attack on you.
Knights should use full attack and kill them as fast as possible. Killing them before they get the
chance to use their life drain attack can save you any means of healing at all, as their melee will
often be weak. The many chances of getting rare items and high gold drop mean this monster can
be hunted without a huge waste at lvl 60+.
Loot:0-108 gp, Shadow Herb, Crystal Ring (semi-rare), Protection Amulet (semi-rare), Platinum Amulet
(rare), Strong Mana Potion (rare), Spirit Cloak (rare), Crystal of Balance (very rare), Haunted
Blade (very rare), Chaos Mace (very rare), Boots of Haste (very rare).
Summon/Convince:420/420
Abilities:Melee (0-80)
Pushable:?
Push Objects:?
Est. Max. Damage:80 hp per turn
Immune To:None.
Strong To:Holy (-20%), Fire (-20%)
Neutral To:Energy, Earth, Drown?, Life Drain?
Weak To:Physical (+10%), Death (+20%), Ice (+10%)
Sounds:"I will leave your remains to the vultures!"; "We are the true sons of the desert!"; "We are
swift as the wind of the desert!".
Behavior:Runs away at 15hp. Appear in a raid on Ankrahmun.
Field Notes:Plays white Musical Notes when they attack. The parchment they drop is needed to begin a quest.
They used to drop War Hammer and Meat. Since the Christmas Update 2009, they now drop
Potatoe.
Location:Desert around Darashia and Ankrahmun, Nomad Cave, Foreigner Quarter
Strategy:Similar to Wild Warriors and Bandits. Easy to kill by players above level 15. But be careful not to
lure more of them, when the Nomad starts to run away.
Loot:0-39 gp, Rope Belt, Axe (semi-rare), Brass Armor (semi-rare), Dirty Turban (semi-rare), Mace
(semi-rare), 0-3 Potatoes (semi-rare), Steel Shield (rare), Iron Helmet (very rare), Parchment
(very rare).
Summon/Convince:--/--
Abilities:Melee(0-230+), Dizzy Hits (0-???+), Smoke Wave Life Drain (0-150?), may Paralyze?, Ice Bomb
may Paralyze?.
Pushable:?
Push Objects:?
Est. Max. Damage:400+ hp per turn
Immune To:Ice, Invisibility.
Strong To:
Neutral To:Physical?, Holy?, Fire?, Earth?, Drown?, Life Drain?
Weak To:Death (+1%?), Energy (+10%)
Sounds:"I'll extinguish you warmbloods."; "REVENGE!"; "Far too hot."; "DISGUSTING
WARMBLOODS!"; "Revenge is sweetest when served cold.".
Behavior:Fight to death in close combat.
Field Notes:Is the boss of Warlord Arena Pit #3.
Next #4.
Location:In Svargrond Arena.
Strategy:To all vocations keep diagonal to avoid waves.
Druid or Sorcerer: Use Magic Shield and SD or more risk you can use Death Strike and heal.
Knight: Melee and Exori.
Paladin: Shoot and Ethereal Spear.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
Summon/Convince:--/-- (Illusionable)
Abilities:Melee(0-65) (poisons you 1 hp/10 turn), Distance Life Drain (20-80), Summons Chicken, Self
Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:270 hp per turn
Immune To:None.
Strong To:Holy (-10%), Ice (-10%), Earth (-10%)
Neutral To:Drown?, Life Drain?
Weak To:Physical (+20%), Death (+8%), Fire (+5%), Energy (+8%)
Sounds:"Fear us!"; "You will not tell anyone what you have seen!"; "Your curiosity will be punished!".
Behavior:Runs when low on hp, can't be pushed.
Field Notes:They usually come 1-2 at a time, certain areas can have up to 5 Novices at a time, with Tarantulas,
a Dark Monk, and very often with one or two Witches. If you are a free account user and want
look as if wearing a premium outfit, just use the Creature Illusion spell.
Location:Liberty Bay Cult Cave, Formorgar Mines, Yalahar Magician Quarter, in the caves on top of the
Hrodmir mountains.
Strategy:Knights just hit with weapon, pally/mages shoot with rod/wand or distance weapon. Sometimes
HMM or even LMM can help loads. Summoning a Fire Elemental or a Demon Skeleton will help alot
if you are low level mage.
Loot:0-30 gp, Mace, Rope Belt, Cultish Robe, Scarf (semi-rare), Orange Book (rare), Wand of Vortex
(rare), Pirate Voodoo Doll (very rare), Dwarven Ring (very rare), Music Sheet (first verse, very
rare), Small Diamond (very rare), Garlic Necklace (very rare).
Summon/Convince:--/--
Abilities:Melee (0-116+; poisons you up to 3 Hitpoints per turn), Arrows (0-500), Poison Arrows (100-500),
Burst Shot (100-500), Summons up to 4 Stalkers, Paralyze, Invisibility, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:1619+ (2019+ with summons) hp per turn
Immune To:Death, Invisibility, Paralysis
Strong To:Fire (-20%), Earth (-20%)
Neutral To:Physical, Drown?, Life Drain?
Weak To:Holy (+10%), Energy (+5%), Ice (+5%)
Sounds:"Now chhhou shhhee me ... Now chhhou don't."; "Chhhhou are marked ashhh my prey.";
"Psssst, I am over chhhere."; "Catchhhh me if chhhou can."; "Die!".
Behavior:Malicious, will make all efforts to destroy intruders.
Field Notes:Omruc was sentenced to be locked away, after his part in the conspiracies against the pharaoh,
Arkhotep.
Location:Peninsula Tomb.
Strategy:He keeps distance from players and attacks with distance weapons. Make sure to GFB the
stalkers every now and then, because they will heavily break your shielding. Firebombing him may
also prove useful, as he will unlikely change his position and mages will know where to aim runes
when he becomes invisible. He is guarded by 2 stalkers, 6 magicthrowers and 6 shredderthrowers.
Loot:0-160 gp, 0-2 Apple, 0-21 Arrow, 0-20 Poison Arrow, 0-15 Burst Arrow, 0-2 Onyx Arrow 0-3
Power Bolt, 0-3 Small Diamond, Great Health Potion, Stealth Ring, Yellow Gem, Boots of Haste
(rare), Mini Mummy (rare), Hammer of Wrath (very rare), Crystal Arrow (Always)
70 Hit points
Summon/Convince:300/300 (Illusionable)
Abilities:Melee (0-35).
Pushable:
Push Objects:
Est. Max. Damage:35 hp per turn
Immune To:None.
Strong To:Holy (-10%), Energy (-20%)
Neutral To:Physical, Fire, Ice, Drown, Life Drain
Weak To:Death (+1%?), Earth (+10%)
Sounds:"Grow truk grrrrr."; "Prek tars, dekklep zurk."; "Grak brrretz!".
Behavior:Orcs run away at red health and cannot push items.
Field Notes:Good monsters to level on in Rookgaard.
Location:Ulderek's Rock, Edron Orc Cave, under Thais (Ancient Temple), Ice Islands, Venore Orc Cave,
Rookgaard cave, Rookgaard west plains, Fibula Dungeon, Elvenbane and Orc Camp in Foreigner
Quarter, Zao Orc Land.
Strategy:You should be at least Level 4 to fight them. Be careful when hunting them at low levels, as they
might be with Orc Spearman too.
Loot:0-14 gp, Meat, Studded Armor, Studded Helmet, Studded Shield, Sabre, Axe, Old and Used
Backpack (only in Ulderek's Rock), Orc Leather, Orc Tooth (very rare).
Summon/Convince:590/590 (Illusionable)
Abilities:Melee (0-200), Haste.
Pushable:
Push Objects:
Est. Max. Damage:200 hp per turn
Immune To:None.
Strong To:Holy (-10%), Energy (-15%)
Neutral To:Physical, Fire, Ice, Drown?, Life Drain?
Weak To:Death (+10%), Earth (+10%)
Sounds:"KRAK ORRRRRRK!".
Behavior:Orc Berserkers fight to the death and use close combat to kill their enemies, they will also
push/kill other creatures to get to you.
Field Notes:These are dangerous creatures, it is better to fight one than trying to escape because they can
run really fast. Warning: Most players under level 20 will die if they meet one.
Location:Orc Fort, Dwacatra prison isle under Kazordoon, Orc Peninsula, Elvenbane, Orc cave in Edron,
Plains of Havoc, below Point of No Return in Outlaw Camp, Maze of Lost Souls, Cyclopolis, Desert
Dungeon, Ancient Temple, Foreigner Quarter, Zao Orc Land.
Strategy:Stealth Ring can be a life saver when coming across these creatures at low levels. With all
vocations these can be handled easily with care.
Knights, recommended skills: at least 60/60 with decent equipment and should be prepared to use
Health Potions.
Paladins and Mages should consider using Mana shield or Invisible. However, at level 25+ with a
decent magic level it is not hard to just use earth attacks and Intense Healing for this creature,
but if they do an exceptionally big hit you can always use health/mana potions, Halberds make it
easy to profit. But be careful with invisibility, as Orc Leaders, Orc Warlords and Orc Shamans
can still see you. If you find them together with Orc Shamans, kill the shamans first so the
snakes don't break your shielding. It's a good summon for mages, however healing runes may be
recommended, since they lose health easily.
Loot:0-15 gp, Ham, Lamp, Chain Armor, Chain Helmet, Halberd, Battle Axe (semi-rare), 0-2 Hunting
Spears (semi-rare), Orc Tooth (semi-rare) Orc Leather (semi-rare), Orcish Gear (semi-rare).
Summon/Convince:640/640 (Illusionable)
Abilities:Melee (0-185), Throwing Knifes (0-70).
Pushable:
Push Objects:
Est. Max. Damage:255 hp per turn
Immune To:Fire, Invisibility
Strong To:Holy (-20%), Energy (-20%)
Neutral To:Physical, Ice, Drown?, Life Drain?
Weak To:Death (+1%?), Earth (+10%)
Sounds:"Ulderek futgyr human!".
Behavior:Orc leaders fight to the death and chase their enemies while throwing Throwing Knifes at them.
Field Notes:These dangerous creatures can throw strong Knives to kill the enemy if they try to escape.
Location:Orc Fort, Edron Orc Cave, South of the temple in PoH, Maze of Lost Souls, Cyclopolis, Zao Orc
Land.
Strategy:Knights: you should have skills 75/75 to hunt them. Low levels with low skills should stay away
from these but if necessary to fight then combine your melee with Whirlwind Throw or Berserk.
Paladins: you should run while shooting royal spears, and Ethereal Spear.
Mages: you should use earth or death or wands/rods to kill them. If you are premium you should
use Terra Strike or Death Strike to help minimize waste.
Loot:0-35 gp, Fish, Skull Belt, Orc Leather, Brown Mushroom, 0-4 Throwing Knife, Scimitar, Dagger,
Plate Shield, Backpack, Longsword, Orc Tooth, Brass Legs (semi-rare), Plate Armor (rare), Royal
Spear (rare), Sword Ring (rare), Plate Legs (rare), Broadsword (rare), Health Potion (very rare),
Warrior Helmet (very rare).
Summon/Convince:640/640 (Illusionable)
Abilities:Melee (0-185), Throwing Knifes (0-70).
Pushable:
Push Objects:
Est. Max. Damage:255 hp per turn
Immune To:Fire, Invisibility
Strong To:Holy (-20%), Energy (-20%)
Neutral To:Physical, Ice, Drown?, Life Drain?
Weak To:Death (+1%?), Earth (+10%)
Sounds:"Ulderek futgyr human!".
Behavior:Orc leaders fight to the death and chase their enemies while throwing Throwing Knifes at them.
Field Notes:These dangerous creatures can throw strong Knives to kill the enemy if they try to escape.
Location:Orc Fort, Edron Orc Cave, South of the temple in PoH, Maze of Lost Souls, Cyclopolis, Zao Orc
Land.
Strategy:Knights: you should have skills 75/75 to hunt them. Low levels with low skills should stay away
from these but if necessary to fight then combine your melee with Whirlwind Throw or Berserk.
Paladins: you should run while shooting royal spears, and Ethereal Spear.
Mages: you should use earth or death or wands/rods to kill them. If you are premium you should
use Terra Strike or Death Strike to help minimize waste.
Loot:0-35 gp, Fish, Skull Belt, Orc Leather, Brown Mushroom, 0-4 Throwing Knife, Scimitar, Dagger,
Plate Shield, Backpack, Longsword, Orc Tooth, Brass Legs (semi-rare), Plate Armor (rare), Royal
Spear (rare), Sword Ring (rare), Plate Legs (rare), Broadsword (rare), Health Potion (very rare),
Warrior Helmet (very rare).
Summon/Convince:--/490
Abilities:Melee(0-130), Haste.
Pushable:
Push Objects:
Est. Max. Damage:120 hp per turn
Immune To:None.
Strong To:Holy (-10%), Energy (-20%)
Neutral To:Physical, Fire, Ice, Drown?, Life Drain
Weak To:Death (+1%?), Earth (+10%)
Sounds:"Orc arga Huummmak!"; "Grrrrrrr".
Behavior:Orc Riders fight to the death.
Field Notes:These mounted orcs are strong but can be tricked with Invisibility. They don't drop Wolf Paws.
Orcish Axes can easily be looted and sell for a good price to NPCs.
Location:Orc Fort, Orc Peninsula and also near Dark Cathedral, Zao Orc Land.
Strategy:If You are a Mage, use Invisible and runes, Stoneshower or GFB are useful because Orc Riders
are usually found in groups, premium mages should try to use Terra Strike if possible to minimise
waste.
Loot:0-90 gp, 0-3 Meat, Orc Leather, Torch, Backpack, Wolf Tooth Chain, Orcish Axe, Studded
Helmet, Battle Shield, Scale Armor (semi-rare), Orc Tooth (rare), Obsidian Lance (rare), Warwolf
Fur (rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-15?) Energy Missile (20-31), Fire Missiles (5-43), Self-Healing, Summons Snakes (0-4).
Pushable:
Push Objects:
Est. Max. Damage:81? hp per turn
Immune To:Invisibility
Strong To:Holy (-10%), Energy (-50%)
Neutral To:Physical, Fire, Ice, Drown?, Life Drain?
Weak To:Death (+5%), Earth (+10%)
Sounds:"Huumans stinkk!"; "Grak brrretz gulu.".
Behavior:An Orc Shaman does run when in low health.
Field Notes:Magical orcs. Rather weak. Minotaur Mages are superior.
Location:Edron Orc cave, Hero caves and in Warlock room (in Hero Cave), Below Point of No Return in
Outlaw Camp, Venore Orc Cave, Maze of Lost Souls, Orc Fort, north west of Thais in the tower
with War Wolf, Elvenbane Middle Tower, South of PoH Temple (2 Spawns, with many other orcs),
Foreigner Quarter orc camp (only 1), Zao Orc Land.
Strategy:Don't bother killing the snakes to avoid breaking your shielding, because an Orc Shaman attacks
with Magical Damage so it will pierce your armor. Kill the Orc Shaman and the snakes will die
instantly, then use Antidote or an Antidote Rune if needed.
Loot:0-5 gp, 0-2 Corncobs, Shamanic Hood, Broken Shamanic Staff, Orc Leather, Chain Armor, Chain
Helmet, Spear, Grey Small Book, Staff (semi-rare), Orc Tooth (rare), Wand of Decay (rare).
Summon/Convince:310/310 (Illusionable)
Abilities:Melee (0-25), Spears (0-30).
Pushable:
Push Objects:
Est. Max. Damage:55 hp per turn
Immune To:None.
Strong To:Holy (-20%), Energy (-20%)
Neutral To:Physical, Fire, Ice, Drown, Life Drain
Weak To:Death (+10%), Earth (+10%)
Sounds:"Ugaar!".
Behavior:Orc Spearmen run in low health and like to keep a distance. They will retarget to the nearest
player and they cannot push items.
Field Notes:This Orc attacks with spears that can deal high damage for lower level players.
Location:Orc Fortress, Folda Dungeon, Edron Orc Cave and around it, Ancient Temple, Venore Orc Cave,
below the Point of No Return in Outlaw Camp, Plains of Havoc, North of Thais in the Orc
Peninsula, Elvenbane and Orc Camp in Foreigner Quarter. Also found in Rookgaard West plains,
Zao Orc Land.
Strategy:If you are in Rookgaard don't fight them unless you are level 7+ or you have good equipment and
Small Health Potions, they appear in groups and with Orcs. On the premium side; there are two
single spawns of these creatures, if you trap them in a corner they aren't so hard and will start
use their weaker melee attack.
In Mainland, If you are fighting them in caves like Ancient Temple in Thais, try to lure them to a
safer places, as they are usually accompanied with Orcs and Orc Warriors which, can be deadly
for an inexperienced player.
Loot:0-11 gp, Meat, Spear, Studded Helmet, Studded Legs, Orc Leather, Machete, Dirty Fur, Orc
Tooth (very rare).
Summon/Convince:--/--
Abilities:Melee (0-250), Throwing Star (0-200), Invisibility.
Pushable:
Push Objects:
Est. Max. Damage:450 hp per turn
Immune To:Invisibility
Strong To:Holy (-10%), Fire (-80%), Energy (-20%)
Neutral To:Physical, Ice, Drown?, Life Drain?
Weak To:Death (+5%), Earth (+10%)
Sounds:"Ikem rambo zambo!"; "Orc buta bana!"; "Ranat Ulderek!"; "Fetchi Maruk Buta".
Behavior:The Orc Warlord will chase the enemy while throwing stars, they retarget and will kill weaker
creatures to reach you.
Field Notes:As the most powerful orcs, they aren't called Warlords for nothing. They are tough creatures
but drop good loot. Found usually leading groups of Orc Leaders and Orc Berserkers. They could
hit pretty nasty, so be ready to heal.
Location:Orc Fortress, Femor Hills (during raid), Carlin (during raid), Thais (during raid), Thais Lighthouse
(during raid), Foreigner Quarter, Zao Orc Land.
Strategy:To beat these powerful creatures you will need to get a good team with high-skilled Knights,
Paladins and Mages with a high Magic Level. The best way to kill them is from a distance because
their Throwing Stars are weaker than their close combat. Knights with skills 90/90 and a
scrapper arena weapon can kill them fairly easy. Its attacks can be compared to a Giant Spider.
Orc Warlords are more profitable to hunt since Orcish Axes have become sellable, and now make
up the most valuable part of the loot.
Loot:0-50 gp, 0-22 Throwing Stars, 0-2 Fish, Orc Leather, Skull Belt, Broken Helmet, Orcish Axe,
Scimitar, Brass Legs, Plate Armor, Orc Tooth, Two-Handed Sword, Hunting Spear, Plate Legs,
Protection Amulet, Brass Armor, Dark Helmet, Health Potion (rare), Dragon Hammer (rare),
Crusader Helmet (rare), Golden Ring (very rare). Orc Trophy (very rare), Stealth Ring (rare),
Magma Boots (very rare).
Also known to drop Amazon Helmet (rare during raids on the Femor Hills and on Thais), Amazon
Armor (rare during raids on the Femor Hills and on Thais), Amazon Shield (rare during raids on
Carlin).
Knights, from level 10 with decent skills (50/50) these should be easy.
Paladins, just kill these while running to get hit less, and heal when needed.
Mages, could do with decent equipment, and a level 13 wand or rod, just run them around and try
to avoid their melee, have exura and exura gran to heal when needed.
Loot:0-15 gp, Broken Helmet, Orc Leather, Skull Belt, Wooden Shield, Sabre, Meat, Chain Armor,
Bottle, Copper Shield (rare), Orc Tooth (rare), Studded Club (rare), Poison Dagger (very rare).
60 Hit points
Summon/Convince:--/?
Abilities:Melee (0-24)
Pushable:?
Push Objects:?
Est. Max. Damage:24 hp per turn
Immune To:None.
Strong To:Ice (-10%)
Neutral To:Physical, Holy, Death, Energy, Earth, Drown, Life Drain
Weak To:Fire (+10%)
Sounds:"Ribbit!"; "Ribbit! Ribbit!".
Behavior:Fights to the death. Can't be pushed.
Field Notes:Very fast. The main danger here is when they come with other enemies (and other colored) frogs
are fast enough to get to you first and break your shielding and leave you wide open to other
monster's attacks.
Location:Meriana, Laguna Islands, and other Shattered Isles.
Strategy:On the Laguna Islands, many types of frogs, tortoises, and toads can swarm you. Low level players
may want to have GFBs to clear these swarms.
Loot:0-11 gp, Worm
Summon/Convince:--/--
Abilities:Melee (0-180+), Throwing Knives 0-70).
Pushable:?
Push Objects:?
Est. Max. Damage:250+ hp per turn
Immune To:Fire, Invisibility
Strong To:Energy (-20%)
Neutral To:Physical, Holy, Death, Ice, Drown?, Life Drain?
Weak To:Earth (+20%)
Sounds:None.
Behavior:Fights untill death in close combat and at distance. It's strength is comparable to regular Orc
Leader.
Field Notes:Boss of Greenhorn level Pit #10.
Location:In Svargrond Arena.
Strategy:Low levels should focus on healing and shooting rather than running around, because Orcus the
Cruel is quite fast. Use magic shield and fire hmms, wand/rod/spears/exori. Higher level players
just kill it.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
Summon/Convince:--/--
Abilities:Melee (0-1800?), Berserk, Great Fireball (0-650), Great Energy Beam (0-1300? does life drain),
Strong Haste, Self Healing, Summons 0-4 Demons.
Pushable:?
Push Objects:?
Est. Max. Damage:5000 hp per turn
Immune To:Fire, Earth, Life Drain, Paralysis, Invisibility.
Strong To:Death (-50%)
Neutral To:Physical?, Energy?, Drown?
Weak To:Holy (+1%?), Ice (+1%?)
Sounds:"PRAISED BE MY MASTERS, THE RUTHLESS SEVEN!"; "YOU ARE DOOMED!";
"ORSHABAAL IS BACK!"; "Be prepared for the day my masters will come for you!"; "SOULS
FOR ORSHABAAL!".
Behavior:Unknown.
Field Notes:It's a Demon Lord - lesser of the Demon Overlord (which are yet to plague Tibia) but still
dangerous.
Whenever you think the world is safe and all the monsters have been killed, when you least
expect it, Orshabaal surfaces. It is a Demon Lord who normally hides very deep down in the
depths of The Edron Hero Cave. Its magical and physical powers are overwhelming! Many brave
heroes have fallen by the great fireball and energy beam it utilizes. To make matters worse, it
flees when it reaches red health, and if the adventurers are not fast enough in killing it,
Orshabaal's vile healing magic will allow it to return to the fray. Whenever it chooses to raid a
world it won't come alone, it brings a lot of Demons as company to help spread death and disaster.
It drops the mighty Thunder Hammer. Even though Orshabaal has since lost his title of strongest
monster, he remains the most infamous, due to his spawn location on the surface (the Triangle of
Terror hide deep below the surface, and Ferumbras sits at the very top of his citadel). You are
able to use Blessed Wooden Stake on his corpse as well as on all his summoned demon's corpses,
in order to get Demon Dust. Sometimes Orshabaal gets trapped by his own Demons because he
doesn't kill his summons like Scarabs kill Larvas. The quickest kill of this feisty monster was an
Orshabaal, with assistance of a Demon, performing a Great Fireball against a few poor humans.
Orshabaal was first sighted on Pacera, Aug 26th 2005. He was first killed on Titania, Sept 11th
2005.
To all players on the world it appears, 3 messages are broadcasted in white text.
"Orshabaal's minions are working on his return to the World. LEAVE Edron at once,
mortals."
"Orshabaal is about to make his way into the mortal realm. Run for your lives!"
"Orshabaal has been summoned from hell to plague the lands of mortals again."
Location:North of Edron near the Dragon Lair in the stone circle (
here
).
Strategy:Lure it to the famous spot near the entrance of Cyclopolis. When it's at red health, shoot Magic
Walls so it can't run away. The blocker should party mode with the shooters and get the loot
ASAP after killing it.
Since it's likely the blocker won't be able to heal quickly enough when Orshabaal performs a
strong combo, it is advised to have at least a few mages using Ultimate Healing or Exura Sio on
the blocker. A good strategy is luring the Orshabaal into a place that you can hold just it between
2 trees, or in a corridor where 1-2 Demons limit it's movement, helping avoid the line-of-sight
attacks. Also its possible to use a medium level char (or a low level) as bait to lure him in a place
where he will get trapped by his summons, after that people can easily shoot and Orshabaal won't
Also, keep in mind that when the blocker is blocking Orshabaal, it will still tend to use Great
Fireball and Great Energy Beam, so you may want to stand diagonal and quite a way back from it to
avoid these attacks or you may experience a quick death.
Loot:0-280 gp, 0-71 Platinum Coin, 0-19 Small Amethyst, 0-13 Black Pearl, 0-9 Small Emerald, 0-9
Small Sapphire, 0-5 Talon, 0-5 Demonic Essence, 0-2 Demon Horn, 0-1 Gold Ingot, 0-2 Small
Diamond, 0-? Coconut, Ring of Healing, Protection Amulet, Ring of the Sky, Death Ring, Energy
Ring, Might Ring, Stealth Ring, Gold Ring, Crystal Ring, Teddy Bear, Green Gem, Blue Gem, Golden
Mug, Purple Tome, Orb, Ultimate Health Potion, Great Spirit Potion, Great Health Potion, Great
Mana Potion, Magic Light Wand, Life Crystal, Crystal Necklace, Strange Symbol, Mind Stone,
Orshabaal's Brain, Ice Rapier, Two-Handed Sword, Giant Sword, Silver Dagger, Double Axe, Fire
Axe, Golden Sickle, Thunder Hammer, Dragon Hammer, Skull Staff, Wand of Decay, Necrotic
Rod, Snakebite Rod, Devil Helmet, Magic Plate Armor, Golden Legs, Boots of Haste, Stone Skin
Amulet, Platinum Amulet, Silver Amulet, Demon Shield, Mastermind Shield, Crystal Ball, Robe of
the Underworld
Summon/Convince:--/--
Abilities:Melee (0-200), Energy Missile (150-420), Energy Strike (100-250), Electrifies you (25 Damage
per 4 turns).
Pushable:?
Push Objects:?
Est. Max. Damage:895 hp per turn
Immune To:Fire, Energy, Ice
Strong To:
Neutral To:Physical, Holy?, Death?, Drown?, Life Drain?
Weak To:Earth (+20%)
Sounds:"BZZZZZZZZZZ".
Behavior:A bit fast. It fights until death.
Field Notes:New creature introduced in Summer Update 2008. Expensive and hard to kill for low level
knights, after Summer Update 2009 it is not strong against Physical Damage anymore but it is
still not so easy to hunt beacause of combos for over 600 hitpoints.
80 Hit points
Summon/Convince:300/300 (Illusionable)
Abilities:Melee (0-16)
Pushable:?
Push Objects:?
Est. Max. Damage:16 hp per turn
Immune To:Earth
Strong To:
Neutral To:Physical, Holy, Death, Energy, Ice, Drown, Life Drain
Weak To:Fire (+10%)
Sounds:"Groar"; "Grrrr".
Behavior:Pandas run in low health.
Field Notes:Pandas are an endangered species, they can only be found in small numbers in Tiquanda.
Location:South of Port Hope around Trapwood.
Strategy:Just attack them.
Loot:0-4 Meat, 0-2 Ham, Bamboo Stick.
25 Hit points
Summon/Convince:250/250 (Illusionable)
Abilities:Melee (0-5) summons only.
Pushable:?
Push Objects:?
Est. Max. Damage:5 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"You advanshed, you advanshed!"; "Neeewbiiieee!"; "Screeech!"; "Hunterrr ish PK!"; "BR? PL?
SWE?"; "Hope you die and loooosh it!"; "You powerrrrrrabuserrrrr!"; "You are corrrrupt!
Corrrrupt!"; "Tarrrrp?"; "Blesshhh my stake! Screeech!"; "Leeave orrr hunted!!"; "Shhtop
whining! Rrah!"; "I'm heeerrre! Screeeech!".
Behavior:A parrot flies very fast and usually flies away from Players.
Field Notes:The most intelligent bird in the known world is the colourful parrot. These birds has learned
several words every year, from being accompanied and trained by humans. It is disputed if the
bird is actually aware of what it is saying, but it is of course an enjoyable characteristic. The bird
is usually unaggressive and in the wilderness it flees as soon as someone approaches it.
Location:In the jungle of Tiquanda, Liberty Bay, the Shattered Isles, and as a house pet in Meriana.
Strategy:Haste and go on follow attack, else you may not be able to catch them.
Loot:Nothing
33 Hit points
Summon/Convince:290/290 (Illusionable)
Abilities:Melee (0-3)
Pushable:?
Push Objects:?
Est. Max. Damage:3 hp per turn
Immune To:None.
Strong To:Ice (-1%?)
Neutral To:Physical, Holy, Death, Fire, Earth, Drown, Life Drain
Weak To:Energy (+1%?)
Sounds:None.
Behavior:They like to fight in close combat, but run away after being attacked.
Field Notes:New creature in the Summer Update 2007.
Location:In and north of Formorgar Glacier, Nibelor, Helheim, Grimlund, south of Svargrond.
Strategy:
Loot:0-2 Fish (semi-rare), Green Perch (rare), Rainbow Trout (rare), Northern Pike (rare).
Summon/Convince:--/--
Abilities:Melee (0-470), Death Hit (450-510), Drowning Wave makes you drown for some time, Summons 4
weaker Phantasms, Invisible, Drunkenness Explosion, Mana Drain Exori, Self-Healing (fast).
Pushable:?
Push Objects:?
Est. Max. Damage:~800 hp per turn
Immune To:Physical, Death, Life Drain, Invisibility, Paralysis.
Strong To:Ice (-20%), Earth (-20%)
Neutral To:Drown?
Weak To:Holy (+10%), Fire (+10%), Energy (+10%)
Sounds:"Oh my, you forgot to put your pants on!"; "Weeheeheeheehee!"; "Its nothing but a
dream."; "Dream a little dream with me!"; "Give in.".
Behavior:Runs in deep low health, attacks target and summons weaker phantasms rapidly.
Field Notes:Their summoned phantasms have only 65 HP and are immune to Earth Damage, but they can do a
lot of damage. Phantasms' boss is Countess Sorrow located in Bazir's throne room.
Location:Pits of Inferno, The Inquisition Quest, Deeper Banuta
Strategy:Mages should use energy strikes or energy wave to kill them fast. It is also recommended to
shoot GFBs to kill the summons.
Loot:0-186+ gp, Bone, 0-2 Blank Rune, Shadow Herb, Demonic Essence, 0-2 Small Emerald, Soul Orb,
Rusty Armor, Great Mana Potion (semi-rare), Crown Armor (rare), Abyss Hammer (very rare),
Platinum Coin (very rare), Stealth Ring (very rare), Death Ring (very rare).
25 Hit points
Summon/Convince:255/255 (Illusionable)
Abilities:None
Pushable:
Push Objects:
Est. Max. Damage:0 hp per turn
Immune To:
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"Oink oink"; "Oink".
Behavior:Pigs don't attack and run from people.
Field Notes:They can be found at farms like the McRonald's Farm, in Thais. Pigs are the best among the
creatures whom do not give experience because they almost always drop Meat, good when you
have no Mana and you are in hard places (like Nargor), you can trap then with the map geography
or some items and kill them. They are slow and walk in groups.
Location:Rookgaard, Orc Fort, under Femor Hills with Goblins, some farms like The McRonald's Farm,
Liberty Bay slums and Nargor, Foreigner Quarter in Yalahar, Isle of the Kings, cells in Tafariel's
throneroom in Pits of Inferno.
Strategy:Just attack them.
Loot:0-4 Meat, Pig Foot (semi-rare).
-- Hit points
Summon/Convince:--/--
Abilities:Skill Reduce.
Pushable:?
Push Objects:?
Est. Max. Damage:0 hp per turn
Immune To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain, Invisibility, Paralysis,
Drunkenness.
Strong To:
Neutral To:
Weak To:
Sounds:None.
Behavior:Pillars are unable to move.
Field Notes:They don't harm your Hitpoints like similar traps.
Location:Madareth's Circle Room.
Strategy:Just run away from them.
Loot:Won't give any loot because you can't kill them
Summon/Convince:--/595 (Illusionable)
Abilities:Melee (0-160), Throwing Knives (0-100).
Pushable:?
Push Objects:?
Est. Max. Damage:260 hp per turn
Immune To:Invisibility
Strong To:Holy (-10%), Earth (-10%)
Neutral To:Drown?, Life Drain?
Weak To:Physical (+10%), Death (+1%?), Fire (+5%), Energy (+5%), Ice (+5%)
Sounds:"Give up!"; "Hiyaa"; "Plundeeeeer!".
Behavior:Runs away in deep red health. Retargets often and will always attack the weakest Player they see
and will switch back quickly even if Challenged by an Elite Knight.
Field Notes:They apear in pirate Raids in small groups of 2 Pirate Buccaneers and 2 Pirate Cutthroats.
Location:Nargor, Tyrsung (on the ship), Yalahar (Foreign Quarter).
Strategy:Knights: To kill one of those, it is recommended to have at least 65/65 skills and level 40 or
higher.
Paladins: A recommended level to be for hunting this creature is level 40 or above with around 75
distance. Just run this creature like any other pirate and make sure you don't run it into another
spawn. A shield and a throwing weapon helps to reduce the damage but bolts or arrows can be
used too.
Loot:0-59 gp, Compass, Bag, Torch, Worn Leather Boots, 0-6 Throwing Knives, Sabre, Sword (semi-
rare), Battle Shield (semi-rare), Treasure Map (Pirate) (rare), Pirate Shirt (rare), Plate Armor
(rare), Peg Leg (rare), Eye Patch (rare), Strong Health Potion (very rare), Pirate Backpack (very
rare), Hook (very rare).
Summon/Convince:--/775 (Illusionable)
Abilities:Melee (0-170), Throwing Stars (0-150), Musical Strike (Decrease your melee skills by 75%).
Pushable:?
Push Objects:?
Est. Max. Damage:320 hp per turn
Immune To:Invisibility
Strong To:Holy (-10%), Earth (-20%)
Neutral To:Physical, Energy, Drown?, Life Drain?
Weak To:Death (+1%?), Fire (+10%), Ice (+5%)
Sounds:"Hiyaa!"; "Give up!"; "Plundeeeeer!".
Behavior:They will pursue their opponent while using distance attack with Throwing Stars, they run in very
low health and will always attack the weakest Player they see and will switch back quickly even if
Challenged by an Elite Knight.
Field Notes:The strongest class of pirates you will come across. They look fearsome and can deal a lot of
damage if you are not careful. Usually they are found with large groups of other pirates. Deadly
as a Vampire, maybe more so level 40+ recommended.
Location:Nargor, Trade Quarter, Foreigner Quarter (Dock).
Strategy:If hunting a certain area littered with an assortment of Pirates with Pirate Corsairs there too,
make sure the other Pirates run (by hitting them down to an extremely low hp), to avoid being
swarmed. Convincing other corsairs in the area can really prove effective as it'll cost less mana
and resources to heal them rather than yourself.
Mages: Mages should use Flame Strike, Ice Strike or Death Strike with a blocker or solo with
mana shield and/or runes to bring them down faster. Watch out when you running after them or
away from them, you might encounter more Pirates.
Paladins: These should be dealt with care if you are below level 60. While running these creatures
make sure you don't run into another spawn of pirates. Take them down as fast as possible; use a
few heavy magic missile shots if it is necessary. Be careful of their throwing star attacks, if you
forget to heal in between hits you might be killed. Using a throwing weapon with a shield helps
alot to take less damage; still, they can do 300+ combos with just throwing stars.
Knights: With at least 70/70 skills you can solo one with a good onehanded weapon and a good
shield but to hunt them with profit, you should have at least 80/80 skills and level 60+. At lower
skills, you probably want to use berserk to take them down faster. If meeting multiple corsairs
along with other Pirates, you may want to use the Groundshaker and/or some GFBs.
Loot:0-100 gp, Compass, Bag, Sabre, Sword, Dark Shield, Dark Armor, 0-12 Throwing Stars, Treasure
Map (Pirate), Hook (semi-rare), Peg Leg (semi-rare), Eye Patch (semi-rare), Strong Health Potion
(rare), Skull Candle (rare), Pirate Backpack (rare), Pirate Hat (rare), Pirate Boots (very rare),
Piggy Bank (very rare).
This creature is in the Humans class.
Pirate Cutthroat
Summon/Convince:--/495 (Illusionable)
Abilities:Melee (0-175) Poisons you 1 hp/5 turns, Pistol Shot (0-95).
Pushable:?
Push Objects:?
Est. Max. Damage:271 hp per turn
Immune To:Invisibility
Strong To:Holy (-20%), Earth (-10%)
Neutral To:Physical, Energy, Drown?, Life Drain?
Weak To:Death (+1%?), Fire (+10%), Ice (+5%)
Sounds:"Give up!"; "Plundeeeeer!"; "Hiyaa!".
Behavior:Runs away in deep red health(20 HP). Always attack the weakest Player they see and will switch
back quickly even if Challenged by an Elite Knight.
Field Notes:Large groups should be avoided as the damage adds up fast.
Location:Nargor, Tyrsung (on the ship), Yalahar
Strategy:They often come in groups of 2 or 3 and can break your shielding very easily. The best way to
hunt them is to be in teams or go as a single paladin. A paladin of level 35 or higher can take all
pirates easily except for Pirate Corsairs who have nasty Throwing Stars. Pirate Cutthroat's pistol
shots (single square explosions) are the only thing a paladin has to worry about and it isn't
frequently used. They often miss, as well.
Loot:0-48 gp, Compass, Bag, Sword, Scale Armor, Steel Shield, Peg Leg (semi-rare), Hook (semi-rare),
Eye Patch (semi-rare), Dice (semi-rare), Pirate Knee Breeches (rare), Rum Flask (rare), Light
Shovel (rare), Pirate Bag (rare), Treasure Map (Pirate) (rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-95) poisons you 2 hp/turn, Life Drain (30-80), Musical Explosion (0-65) on itself, does
Death Damage, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:240 hp per turn
Immune To:Physical, Death, Earth, Life Drain, Paralysis
Strong To:
Neutral To:Fire, Energy, Ice, Drown?
Weak To:Holy (+25%)
Sounds:"Yooh Ho Hooh Ho!"; "Hell is waiting for You!"; "It's alive!"; "The curse! Aww the curse!";
"You will not get my treasure!".
Behavior:Pirate Ghosts will attack relentlessly until they die.
Field Notes:These chilling phantoms haunt the underground chambers on Nargor and can also be found on
Goroma and Treasure Island. Like their weaker counterparts, Ghosts, they are immune to all
physical damage. They offer good experience for Mages, because they are easier to kill in
comparison to Undeads like Demon Skeletons. They also give decent loot for the expense.
Location:Single Spawn at Drefia, Goroma, Underground Nargor, hidden caves under Treasure Island, single
spawn at Liberty Bay ruins.
Strategy:They aren't very fast so you can use runes from a distance (preferably HMMs), while larger
groups should be disposed with well-aimed GFB. Mages will do best with Energy Strike, as this will
give better profit than HMMs. Also field spells won't be as effective as on regular Ghosts since
they can self-heal quite quickly.
Loot:0-69 gp, Bag, Dirty Cape, Torn Book, Tattered Piece of Robe, Stealth Ring (rare), Parchment
(rare), Spike Sword (very rare), Red Robe (very rare).
Summon/Convince:--/490 (Illusionable)
Abilities:Melee (0-140), Spears (0-40)
Pushable:?
Push Objects:?
Est. Max. Damage:180 hp per turn
Immune To:Invisibility
Strong To:Holy (-20%), Earth (-10%)
Neutral To:Physical, Ice, Drown?, Life Drain?
Weak To:Death (+5%), Fire (+10%), Energy (+3%)
Sounds:"Plundeeeeer!"; "Hiyaa!"; "Give up!".
Behavior:As melee combatants they chase their opponents, but run in low health(at 20 HP). They will always
attack the weakest Player they see and will switch back quickly even if Challenged by an Elite
Knight.
Field Notes:Most common kind of Pirate crew you can find on Nargor island. With somewhat stronger attack
and weaker defense, Marauders can fall in the same category as Cyclops.
Location:Nargor, Tyrsung, Yalahar.
Strategy:They rarely use their weak distance attack so Paladins can kill them easily from afar. Also,
Knights and Mages shouldn't have much difficulty except to watch out for being drawn into larger
groups (especially by stronger pirates that often wait in the second row) and surrounded.
Loot:0-60 gp, Compass, Bag, Torch, Sword, Chain Armor, Plate Shield, 0-2 Spears, Bandana (semi-rare),
Peg Leg (semi-rare), Hook (semi-rare), Eye Patch (semi-rare), Treasure Map (semi-rare), Rum
Flask (semi-rare), Pirate Bag (semi-rare), Empty Goldfish Bowl (rare), Dice (rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-50).
Pushable:?
Push Objects:?
Est. Max. Damage:50 hp per turn
Immune To:Death
Strong To:
Neutral To:Physical, Fire, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:Holy (+25%)
Sounds:None.
Behavior:They will try to attack you in close combat but they will flee in low red hp.
Field Notes:They are not very strong because they have rather weak melee and no Life Drain. They give the
same exp as Ghouls, but have more hitpoints and bit higher defense. They drop practically no loot
worth mentioning.
Location:Nargor, Goroma, Treasure Island, Drefia.
Strategy:Any vocation with least bit of decent equipment should have no problems facing them as they have
pretty weak attack in general.
Loot:0-25 gp, Skull, Big Bone, Short Sword, Sword, Bone Club, Spooky Blue Eye.
Summon/Convince:--/--
Abilities:Melee (0-540) poisons you up to 10 hp/turn, Paralyze-Ball, Poison Ball (60-114), Strong Haste,
Small Poison Wave (100-350), Self-Healing (slow).
Pushable:?
Push Objects:?
Est. Max. Damage:890 hp per turn
Immune To:Earth, Invisibility, Paralysis.
Strong To:Death (-1%?), Fire (-30%), Ice (-20%)
Neutral To:Physical, Drown?, Life Drain?
Weak To:Holy (+10%), Energy (+10%)
Sounds:"You are looking a bit feverish!"; "You don't look that good!"; "Hachoo!"; "Cough Cough".
Behavior:They run in low health.
Field Notes:Used to drop Dragon Scale Mail as a rare drop, but it got removed shortly after Plaguesmiths
were introduced.
Location:Pits of Inferno, Formorgar Mines, Edron (In the Vats during The Inquisition Quest), Magician
Quarter, Alchemist Quarter.
Strategy:On pvp worlds, shoot Energy Walls to make it walk around and not get to you (only if you're a
Mage or Paladin. It is a good way not to waste anything. Power Bolts for Paladins and Explosions or
Sudden Deaths for Mages. On non-pvp worlds, try to find a part of the terrain that you can trap
the Plaguesmith in, as it can run very fast in low health. Teams can easily trap a Plaguesmith by
cornering it when it gets to red health.
Loot:0-231 Gold Coin, 0-3? Platinum Coin, 0-3 Small Amethyst, 0-4 Onyx Arrow, Moldy Cheese, Piece of
Iron, Silver Brooch, Dirty Cape, Crowbar, Battle Hammer, War Hammer, Club Ring, Two-Handed
Sword, Morning Star, Axe Ring, Steel Shield, Soul Orb, Rusty Armor (Rare), Knight Legs (semi-
rare), Demonic Essence (semi-rare), Piece of Hell Steel (rare), Piece of Royal Steel (rare), Piece
of Draconian Steel (rare), Hammer of Wrath (rare), Steel Boots (rare), War Horn (very rare),
Emerald Bangle (very rare).
-- Hit points
Summon/Convince:--/--
Abilities:Earth Missile (0-100).
Pushable:?
Push Objects:?
Est. Max. Damage:100 hp per turn
Immune To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain, Invisibility, Paralysis,
Drunkenness.
Strong To:
Neutral To:
Weak To:
Sounds:None.
Behavior:Plaguethrowers are unable to move.
Field Notes:None.
Location:Stone Tomb and Way to Dream Realm.
Strategy:Run away from them or simply summon a creature immune to Earth Damage.
Loot:Won't give any loot because you can't kill them.
90 Hit points
Summon/Convince:--/530 (Illusionable)
Abilities:Melee (0-35), Arrow (0-35).
Pushable:
Push Objects:
Est. Max. Damage:70 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain?
Weak To:
Sounds:"You will not live to tell anyone!"; "You are my game today!"; "Look what has stepped into my
trap!".
Behavior:They shoot arrows while approaching you, and will use melee once they get close enough. They run
in deep red health.
Field Notes:New creature in the Winter Update 2007.
Location:South of Elvenbane and Ab'Dendriel, Ferngrims Gate, Northeast of Carlin, Edron Hunter Camps,
Yalahar - Trade Quarter and Foreigner Quarter.
Strategy:Treat them as a weak hunter.
Loot:0-2 Roll, 0-18 Arrows, 0-3 Poison Arrows, Leather Helmet, Leather Legs, Torch, Bow, Closed Trap
(rare).
90 Hit points
Summon/Convince:--/530 (Illusionable)
Abilities:Melee (0-35), Arrow (0-35).
Pushable:
Push Objects:
Est. Max. Damage:70 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain?
Weak To:
Sounds:"You will not live to tell anyone!"; "You are my game today!"; "Look what has stepped into my
trap!".
Behavior:They shoot arrows while approaching you, and will use melee once they get close enough. They run
in deep red health.
Field Notes:New creature in the Winter Update 2007.
Location:South of Elvenbane and Ab'Dendriel, Ferngrims Gate, Northeast of Carlin, Edron Hunter Camps,
Yalahar - Trade Quarter and Foreigner Quarter.
Strategy:Treat them as a weak hunter.
Loot:0-2 Roll, 0-18 Arrows, 0-3 Poison Arrows, Leather Helmet, Leather Legs, Torch, Bow, Closed Trap
(rare).
26 Hit points
Summon/Convince:270/270 (Illusionable)
Abilities:Melee (0-20), Poison with 1 hp per turn (15-20 turns) or starting with 2 hp per turn (20-25 turns,
21-30 hp).
Pushable:
Push Objects:
Est. Max. Damage:22 hp per turn
Immune To:Earth
Strong To:
Neutral To:Physical, Holy, Death, Energy, Ice, Drown, Life Drain
Weak To:Fire (+10%)
Sounds:None.
Behavior:Runs away when 6 or less Hitpoints left.
Field Notes:Poison Spiders are a bit stronger than regular Spiders in that they hit harder and can poison you
with venom a little stronger than that of a Snake's. It is not advisable to attack one below Level
4. Giant Spiders summon up to two Poison Spiders to break shielding and enable much stronger
hits.
Location:Found in various caves and plains around Tibia (including Rookgaard).
Strategy:Losing one or two Hitpoints per turn due to poison is not worth using an Antidote spell or potion.
Just eat Food to counter the poison, even if you are in Rookgaard.
Loot:0-4 gp, Poison Spider Shell.
85 Hit points
Summon/Convince:315/315 (Illusionable)
Abilities:Melee (0-30)
Pushable:
Push Objects:
Est. Max. Damage:30 hp per turn
Immune To:None.
Strong To:Fire (-1%?), Ice (-20%)
Neutral To:Physical, Holy, Earth, Drown, Life Drain
Weak To:Death (+10%), Energy (+1%?)
Sounds:"GROARRR!".
Behavior:Polar Bears run in dark red health.
Field Notes:They are a bit stronger than Bears.
Location:Ice Islands.
Strategy:They are weak, but be careful when they attack in groups if you are low level.
Loot:0-2 Ham, 0-4 Meat, Polar Bear Paw
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-75), SDs (0-120), Mana Drain (2-170), Summon Ghouls, Self-Healing, Envenom 10
hp/turn.
Pushable:?
Push Objects:?
Est. Max. Damage:195 hp per turn
Immune To:Invisibility
Strong To:Death (-1%?), Fire (-40%), Earth (-70%)
Neutral To:Energy, Ice, Drown, Life Drain
Weak To:Physical (+5%), Holy (+10%)
Sounds:"Your energy is mine."; "Now your life is come to the end, hahahaha!"; "Throw the soul on
the altar!".
Behavior:Priestess' attack enemies from a distance.
Field Notes:These strong creatures are similar to Necromancers. They can summon undeads as well.
Location:Hero Cave, Drefia ruins, Lich Hell, Tombs, Magician Quarter in Yalahar, Vengoth Castle.
Strategy:Very hard creatures which only high level Players should fight. If you are planning to use runes,
use Explosions because they are weak to Physical Damage. Also, beware the Mana Drain abilit. Is
better if you use Bronze Amulet if your going to hunt them. 'Priestess' will drain an average of
100 Mana Points per hit, which can be VERY annoying for Paladins and Mages.
Loot:0-2 Apple, Black Hood, Bowl, Dagger, Sling Herb, Goat Grass, Orange Book, Crystal Ball, Wood
Mushroom, Powder Herb, Clerical Mace, Crystal Necklace, Dark Rosary, Cultish Robe (semi-rare?),
Wooden Flute (rare), Talon (rare), Mana Potion (rare) Black Shield (rare), Hailstorm Rod (rare),
Piggy Bank (very rare).
Summon/Convince:--/--
Abilities:Melee (0-475), Blood Ball (165-200), Poison Ball (55-155), Poison Wave (333-413), Mana Drain
Bomb (85-110), SD Bomb Summons up to 2 Undead Gladiators, Sudden Death makes you Cursed
(+20% death damage per turn, last 34~ turns, around 2700 total damage), Icicle which Paralyzes
you.
Pushable:?
Push Objects:?
Est. Max. Damage:1250 + summons and curse hp per turn
Immune To:Death, Energy, Earth, Life Drain, Invisible
Strong To:
Neutral To:Physical?, Holy?, Fire, Ice, Drown?
Weak To:
Sounds:"YOU'LL NEVER GET MY TREASURE!"; "MINIONS, MEET YOUR NEW BROTHER!"; "YOU
WILL REGRET THAT YOU ARE BORN!"; "YOU MADE A HUGE WASTE!".
Behavior:Like a Undead Dragon
Field Notes:The Curse starts at 1 and normally stops after 34~ turns, but if he curses you again the 34 turns
starts over from the damage it currently did. So the longer he keeps cursing you more higher the
damage will get. The damage increases with 20% each turn. In the turn 34 it will look like this
366 then 439. Some people have died getting hits of 1400+ per turn. In the reward room make
sure you heal or use mana shield if the damage is higher than your hp and wear any death
protection equipments or you might die. Also: On the floor under some trash there's a Guardian
Shield a Spike Sword and a Knight Axe. If you have the skills you could pick them them up while
killing Pythius.
Location:Beregar.
Strategy:Open PvP worlds: should use Fire Bomb or Fire Wall runes and run around it.
Mages: It's immune to energy and death. So even if it looks like an undead dragon don't bother
with exori vis. It seems that it doesn't have any resistance or weakness to ice, so your best bet
could be exori frigo, icicle or avalanche (will help kill the summons as well). The room you face it in
is large enough to run it. So just run it and watch your mana/hp.
Knight: should use the 2 diagonal fire fields in the center, this will keep Pythius from moving and
All Vocations: should kill it fast as you can. You need a Golden Mug to reach it. Also one great
idea is for every vocation to use might ring or death ring even though it reduces your shielding by
-10 it also reduces death damage so there is less chances of catching the curse and its death
Elven Amulet and Stone Skin Amulet are also great ideas. In the treasure room it is recomended
to use Koshei's Ancient Amulet or Death Ring or any other death protection equips to not die to
curse.
Loot:Nothing, after killing him you are teleported
Summon/Convince:--/670 (Illusionable)
Abilities:Melee (0-150)(poisons you 1 hp/turn), Life Drain Berserk (50-90), Ice Ball around itself (40-70),
Poison Berserk (gives you Freezing status (8+ hp/10 turns), Close Range Eletrify (25 HP/3 turns).
Pushable:?
Push Objects:?
Est. Max. Damage:256 hp per turn
Immune To:Fire, Ice, Drown, Life Drain, Paralysis
Strong To:
Neutral To:Physical, Holy, Death
Weak To:Energy (+25%), Earth (+10%)
Sounds:"Boohaa!"; "Tssss!"; "Gluh! Gluh!"; "Gaaahhh!".
Behavior:Quara Constrictors are slow, and run away at 30 hp. Sometimes they use more than two of their
abilities at once.
Field Notes:It is a fusion of quara and a squid. After update 8.5 they became profitable (they drop more gps
now).
Location:Calassa, Frozen Trench underwater sites, Yalahar (Sunken Quarter).
Strategy:Kill them first as they are the weakest among other Quaras but deal a lot of damage with magical
attacks. Since they're slow, shooters won't need much space to run.
Knights: Try to avoid other quaras and just melee it. Exori if you are surrounded by 3 or more
quaras.
Mages: You can take it down pretty quickly with energy strike and HMMs, but be ready to cast a
healing spell.
Paladins: Attack from distance or use shield and throwing weapon.
Loot:0-93 gp, Short Sword, Quara Tentacle, Longsword, Brass Helmet, 0-5 Shrimp, Brass Armor
(semi-rare), Fish Fin (rare), Small Amethyst (rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-130+) , Life Drain Berserk (0-80+).
Pushable:?
Push Objects:?
Est. Max. Damage:205+ hp per turn
Immune To:Fire, Ice, Drown, Life Drain
Strong To:
Neutral To:Holy, Death, Earth
Weak To:Physical (+5%), Energy (+10%)
Sounds:"Tssss!"; "Gaaahhh!"; "Gluh! Gluh!"; "Boohaa!".
Behavior:They run when in deep dark red health.
Field Notes:An easier version of Quara Constrictors. This monster can be seen during raids on Liberty Bay.
Location:Malada, Quara raid on Liberty Bay, Yalahar, Arena Quarter.
Strategy:Paladins: They are easy to kill from distance.
Knights: Their defence is very low and they deal quite low damage.
Loot:0-40 gp, Longsword, Quara Tentacle, Brass Helmet, Brass Armor, Small Amethyst (rare), Fish Fin
(rare).
Summon/Convince:--/--
Abilities:Melee ((0-80) poisons you up to 5 hp/turn), Cold Bubble Beam (100-180), Cold Bubble Exori (90-
150), Green Life Drain Beam (170-240), Distance Life Drain (0-170), Self-Healing, Paralyze.
Pushable:?
Push Objects:?
Est. Max. Damage:825 hp per turn
Immune To:Fire, Ice, Drown, Life Drain, Invisibility, Paralysis
Strong To:
Neutral To:Physical, Holy, Death
Weak To:Energy (+25%), Earth (+10%)
Sounds:"Qua hah tsh!"; "Teech tsha tshul!"; "Quara tsha Fach!"; "Tssssha Quara!"; "Blubber.";
"Blup.".
Behavior:Quara Hydromancers fight until death. They use paralyze pretty often which can be deadly,
considering you already are very slow underwater.
Field Notes:As the magic user of the quaras, it yields powerful cold bubble attacks.
Location:Calassa, Frozen Trench, Yalahar (Sunken Quarter).
Strategy:All vocations should stay diagonal.
Knights: should run up to it and use a good two handed weapon and full attack because of the
Hydromancers weak defense and melee. Stay diagonal to avoid its beam attack. Heal if paralyzed.
Mages: should run just out of its range and use Energy Strike/Terra Strike.
Paladins: should just run away from it, hitting it with Bolts or Royal Spears. Be careful though,
you might run into other Quaras.
Loot:0-90 gp, Staff, Remains of a Fish, Quara Eye, 0-5 Shrimp (semi rare), White Pearl (semi-rare),
Black Pearl (semi-rare), Small Emerald (semi-rare), Wand Of Cosmic Energy (rare), Ring of
Healing (rare), Fish Fin (rare), Great Mana Potion (very rare), Knight Armor (very rare).
Summon/Convince:--/--
Abilities:Melee ((0-40+) poisons you 5 hp/turn), Lifedrain Bubble Beam (125-250), Cold Bubble Exori (130-
165), Distance Life Drain (45-170), Cold Green Beam (0-210+), Self Healing, Distance Paralyze.
Pushable:?
Push Objects:?
Est. Max. Damage:670+ hp per turn
Immune To:Fire, Ice, Drown, Life Drain, Invisibility
Strong To:
Neutral To:Physical, Holy, Death, Earth
Weak To:Energy (+10%)
Sounds:"Qua hah tsh!"; "Teech tsha tshul!"; "Quara tsha Fach!"; "Tssssha Quara!"; "Blubber.";
"Blup.".
Behavior:Watch for their healing ability since they heal themself at average level.
Field Notes:Has the same life, gives the same exp and has the same magic power as the normal Quara
Hydromancer, but loot has a lower drop chance.
Location:Malada, Quara raid on Liberty Bay.
Strategy:They are easy to handle one-on-one but you rarely find them without others. Big groups of Quara
occasionally raid. Liberty Bay or the plantations.
All vocations: stay diagonal to avoid beam attacks.
Paladins: try to keep distance and use Light Healing to remove paralysis.
Mages: keep a distance and use energy strike. It is also recommended to use Mana Shield if
fighting in close quarters with this creature.
Knight: Kill them fast or their exori-like attacks and their beams will hurt you quite a lot.
Loot:0-80 gp, 0-2 Fish, Remains of a Fish, Staff, Quara Eye, Small Emerald (semi-rare), Black Pearl
(semi-rare), White Pearl (semi-rare), Wand of Cosmic Energy (rare), Ring of Healing (rare), Fish
Fin (rare), Knight Armor (very rare).
Summon/Convince:--/480
Abilities:Melee (0-140), Invisibility for 2 seconds, Strong Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:140 hp per turn
Immune To:Fire, Ice, Drown, Life Drain
Strong To:
Neutral To:Physical, Holy, Death
Weak To:Energy (+25%), Earth (+10%)
Sounds:"Shrrrr"; "Zuerk Pachak!".
Behavior:It runs towards their victims very fast, and runs away at 40 hp. It casts invisibility quite often.
Field Notes:Quara Mantassins are used to dispatch the leaders of the Quaras enemies (which basically means
all non-quara) ranks, and are also used as spies for special operations.
Location:Calassa, Frozen Trench, Yalahar (Sunken Quarter).
Strategy:This type of quara does not pose any major threat to an experienced player with the right runes
and equipment, since its melee attack is relatively weak.
Knight: you should wait for them to get to you, and simply use melee with full attack and a shield.
When it turns invisible use heavy magic missile or Whirlwind Throw to get it visible again or just
wait because the invisibility lasts only 1 turn unless it casts it again.
Mages: should use energy based attacks. If it runs away in deep red, shoot it with Heavy Magic
Missile or area runes. It's safe to fight two at once, provided you're ready to cast a healing spell.
Paladins: should use shield and a throwing weapon as Mantassins are very fast and if you use
crossbow or bow it could cause you significant damage.
Loot:0-130 gp, Skull, Mantassin Tail, Cape, 0-5 Shrimp, Two-Handed Sword (semi-rare), Halberd (semi-
rare), Stealth Ring (semi-rare), Fish Fin (rare), Small Sapphire (rare), Strange Helmet (very
rare), Blue Robe (very rare), Glacier Shoes? (very rare).
Summon/Convince:--/--
Abilities:Melee (0-110)
Pushable:?
Push Objects:?
Est. Max. Damage:110 hp per turn
Immune To:Fire, Ice, Drown, Life Drain
Strong To:
Neutral To:Physical, Holy, Death, Earth
Weak To:Energy (+10%)
Sounds:"Shrrrr"; "Zuerk Pachak!".
Behavior:Run in low hp.
Field Notes:This monster can be seen during a quara raid in Liberty Bay. An easier version of Quara
Mantassins.
Location:Malada, Water Elemental Cave and in the 2 quara hells.
Strategy:Paladins: Just kill them, or you can use them so they block other quaras way so they can't reach
you and you can kill the stronger quaras first.
Mages: Use energy strike and always try to keep a distance and don't run into other quaras.
Knight: They are very easy to kill, they deal low damage and their defense is low.
Loot:0-29 gp, Skull, Mantassin Tail, Chain Armor, Cape, Two-Handed Sword (rare), Fish Fin (rare),
Stealth Ring (very rare), Small Sapphire (very rare).
Summon/Convince:--/--
Abilities:Melee (0-340), Close Range Paralyze (lasts only 1-3 seconds).
Pushable:?
Push Objects:?
Est. Max. Damage:340 hp per turn
Immune To:Fire, Ice, Drown, Life Drain, Invisibility
Strong To:Physical (-10%)
Neutral To:Holy, Death
Weak To:Energy (+25%), Earth (+10%)
Sounds:"Clank! Clank!"; "Clap!"; "Crrrk! Crrrk!".
Behavior:Fights until death.
Field Notes:Hard to get down because of its heavy armor. It is the slowest of the quaras, equal to the speed
of a lvl 95-100 (without Boots of Haste).
Location:Calassa, Frozen Trench, Yalahar (Sunken Quarter).
Strategy:Paladins: Run while firing HMMs or Divine Missiles.
Mages: A level 75+ can kill it without Mana Shield, using Energy Strike or Terra Strike and
healing spells. This is risky though, especially if you face more than just the single pincher.
Knights: Use your best spells to kill them fast since they can hurt a lot.
Loot:0-120 gp, Mace, Quara Pincers, Morning Star, Halberd, 0-2 Small Rubies (semi-rare), 0-5 Shrimp
(semi-rare), Fish Fin (rare), Warrior Helmet (rare), Glacier Robe (very rare), Great Health Potion
(very rare), Crown Armor (very rare).
Summon/Convince:--/--
Abilities:Melee (0-240), Close Range Paralyze.
Pushable:?
Push Objects:?
Est. Max. Damage:240 hp per turn
Immune To:Fire, Ice, Drown, Life Drain, Invisibility
Strong To:Physical (-10%)
Neutral To:Holy, Death, Earth
Weak To:Energy (+10%)
Sounds:"Clank! Clank!"; "Clap!"; "Crrrk! Crrrk!".
Behavior:Chases the opponent until death.
Field Notes:It has very strong defense against physical attacks but they are very slow. Has half the hit
points and yields half the experience of the regular Quara Pincher. This monster can be seen
during Liberty Bay Quara raids.
Location:Malada, Quara raid on Liberty Bay
Strategy:Paladins: Run around and shoot spells or runes to kill them fast.
Knights: Their armor and defense is high, the highest among all quara scouts. You'll need a good
weapon and high skills to even hurt them. They also deal high damage (in relation to other quara
scouts).
Loot:0-49 gp, Mace, Quara Pincers, Plate Armor, Morning Star, Halberd, Small Ruby (rare), Life
Crystal (rare), Fish Fin (rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-470), Self-Healing, Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:470 hp per turn
Immune To:Fire, Ice, Drown, Life Drain, Invisibility
Strong To:
Neutral To:Physical, Holy, Death
Weak To:Energy (+25%), Earth (+10%)
Sounds:"Gnarrr!"; "Tcharrr!"; "Rrrah!"; "Rraaar!".
Behavior:Malicious. Fights until death.
Field Notes:Bloodthirsty Quaras that even fight other Quaras after a battle. They look like a shark.
Location:Calassa, Frozen Trench, Yalahar (Sunken Quarter).
Strategy:This creature's melee damage is equivalent to that of a Behemoth.
Paladins: can solo them at level 120 by running around objects.
Mages: can kill them using Energy Strike or Terra Strike while a knight blocks.
Knights:should use Challenge frequently if they're in a group, as it retargets often.
Loot:0-130 gp, 0-7 Royal Spear, Quara Bone, Fishbone, Double Axe, Viking Helmet, 0-2 Small Diamonds,
0-5 Shrimp (semi-rare), Great Health Potion (rare), Fish Fin (rare), Skull Helmet (very rare), 0-2
Assassin Star (very rare), Relic Sword (very rare), Glacier Robe (very rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-190)
Pushable:?
Push Objects:?
Est. Max. Damage:190 hp per turn
Immune To:Fire, Ice, Drown, Life Drain, Invisibility
Strong To:
Neutral To:Physical, Holy, Death, Earth
Weak To:Energy (+10%)
Sounds:"Gnarrr!"; "Tcharrr!"; "Rrrah!"; "Rraaar!".
Behavior:Fights until death.
Field Notes:This monster can be seen during the quara raid on Liberty Bay. They look like a shark.
Location:Malada, Quara raid on Liberty Bay
Strategy:Predator scouts are a bit weaker than pincher scouts.
Paladins: can kill them by running and shooting bolts and runes or royal spears and divine missile.
Knights: Their defense is quite low so you will hurt them often but you will need some time to kill
them due to their high amount of hit points.
Loot:0-37 gp, Fishbone, Viking Helmet, Quara Bone, Double Axe, Scale Armor, Life Crystal (rare),
Small Diamond (rare), Fish Fin (rare).
15 Hit points
0 Experience points per kill
Summon/Convince:220/220 (Illusionable)
Abilities:None
Pushable:
Push Objects:
Est. Max. Damage:0 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain?
Weak To:
Sounds:None.
Behavior:Rabbits run from any human contact.
Field Notes:In the days surrounding the Easter holiday, rabbits sometimes drop Coloured Eggs. Before 2006,
rabbits dropped regular Eggs around Easter.
Corpses can be sold to Tom in Rookgaard for 2 gp.
Location:In most grass areas of Tibia.
Strategy:They are very easy to kill, even for the most inexperienced Tibians. It may help to use the chase
opponent button as they will always try to run away from you.
Loot:0-2 Carrot, 0-2 Meat, Blue Coloured Egg, Green Coloured Egg, Purple Coloured Egg, Red Coloured
Egg, Yellow Coloured Egg (Coloured Eggs are semi-rares and only during the Easter holiday).
Summon/Convince:--/--
Abilities:Melee (0-800), Energy Attack (200-600), Sudden Death (0-500), Summons 0-1 Demon, causes
Drunkenness, Poisons (starting with up to 3 hp per turn), Paralysis, Appears as a Demon, Turns you
into a Pig, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:1850 hp per turn
Immune To:Death, Ice, Earth, Invisibility, Paralysis
Strong To:Fire (-95%), Energy (-95%)
Neutral To:Drown?, Life Drain?
Weak To:Physical (+40%), Holy (+1%?)
Sounds:"It's not a trick, it's Rahemos."; "Abrah Kadabrah!"; "It's a kind of magic."; "Meet my
friend from hell!"; "I will make you believe in magic."; "Nothing hidden in my wrappings.".
Behavior:Malicious, he will make all efforts to destroy intruders.
Field Notes:Rahemos, a great conjurer, was sentenced to be locked away, after his part in the conspiracies
against the pharaoh. You can use Blessed Wooden Stake on the summoned demon corpse in order
to get Demon Dust.
Location:Oasis Tomb.
Strategy:He uses magic attack, so use blockers to run around him and distance fighters to fire on him. He
is guarded by a Warlock and a Magicthrower.
Loot:0-239 gp, 0-3 Small Amethyst, Ring of Healing, Great Mana Potion, Magician Hat (rare), Mini
Mummy (very rare), Orb (very rare), Necrotic Rod (very rare), Violet Gem (very rare), Crystal
Wand (very rare), Twin Axe (very rare), Ancient Rune (always).
Summon/Convince:200/200 (Illusionable)
Abilities:Melee (0-8).
Pushable:
Push Objects:
Est. Max. Damage:8 hp per turn
Immune To:None.
Strong To:Holy (-10%), Earth (-25%)
Neutral To:Physical, Fire, Energy, Drown, Life Drain
Weak To:Death (+10%), Ice (+10%)
Sounds:"Meep!".
Behavior:Rats run away at 5 or less hp, can be pushed by players or stronger monsters, can't push other
monsters or boxes.
Field Notes:Killing those small creatures is the best way for a newcoming unequipped player to earn some
money and experience.
You can also sell dead rats to NPCs Seymour, Billy and Tom on Rookgaard for additional cash.
Also Baxter in thais buy rats for 1gp. It is very curious that, even tough they are probably the
first enemy you fight when you start playing, they are the enemy which, in average, kills more
players daily.
Summon/Convince:?/?
Abilities:Melee (0-130), Throwing Stars (0-50).
Pushable:?
Push Objects:?
Est. Max. Damage:180 hp per turn
Immune To:Fire, ?
Strong To:
Neutral To:Physical?, Holy?, Death?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"Harga puchak muhmak!"
Behavior:Somewhat like an Orc Leader.
Field Notes:This creature was added with the Christmas Update 2009.
Location:Zao Orc Land in the basement of the northern fort.
Strategy:Knight and Paladin must have skills over 65/65, better if 75/75, so you don't risk wasting. And
use the same strategy like for an Orc Leader.
Loot:0-29 gp, 0-2 Throwing Knives, Fish, Brown Mushroom, Scimitar, Plate Shield, Broadsword, Sword
Ring, Longsword, Orc Tooth, Health Potion.
This creature is in the Demons class.
Rift Brood
Summon/Convince:--/--
Abilities:Unknown.
Pushable:?
Push Objects:?
Est. Max. Damage:270? hp per turn
Immune To:Fire, Ice, ?
Strong To:Physical (-1%?), Holy (-15%)
Neutral To:Energy?, Earth?, Drown?, Life Drain?
Weak To:Death (+20%?)
Sounds:None.
Behavior:Unknown.
Field Notes:Summoned by Azerus in the final room of the In Service of Yalahar Quest.
Location:Yalahari palace.
Strategy:None.
Loot:Nothing.
? Hit points
Summon/Convince:--/--
Abilities:Unknown.
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Unknown.
Field Notes:Can be seen in a room after slaying Azerus.
Location:Yalahari palace.
Strategy:None.
Loot:Unknown
? Hit points
Summon/Convince:--/-- (Illusionable)
Abilities:Unknown.
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Unknown.
Field Notes:Can be seen in a room after slaying Azerus. Looks the same as a Ghost.
Location:Yalahari palace.
Strategy:None.
Loot:Unknown.
Summon/Convince:--/--
Abilities:Self Healing, Blood Ball, Death Beam.
Pushable:?
Push Objects:?
Est. Max. Damage:1000 hp per turn
Immune To:Invisibility, Paralysis
Strong To:Physical (-1%?), Death (-1%?), Ice (-65%), Earth (-40%)
Neutral To:Drown?, Life Drain?
Weak To:Holy (+10%), Fire (+10%), Energy (+10%?)
Sounds:None.
Behavior:This monster fights until the death, with its strong beam attack you should stay diagonal
Field Notes:Summoned by Azerus in the final room of the In Service of Yalahar Quest, Fenrock after the
teleport for the quest Shadows of Yalahar Quest.
Location:Yalahari palace and Fenrock
Strategy:Similar as with the Grim Reaper
Loot:Nothing
Summon/Convince:--/--
Abilities:Melee (0-160?), Mana Drain (500-1000?), Invisibility (about 5 seconds, groundshaker area
effect).
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:Invisibility
Strong To:
Neutral To:Physical?, Death?, Energy?, Drown?, Life Drain?
Weak To:Holy (+5%), Fire (+5%), Ice (+5%), Earth (+25%)
Sounds:None.
Behavior:Unknown.
Field Notes:Summoned by Azerus in the final room of the In Service of Yalahar Quest, Fenrock after the
teleport for the quest Shadows of Yalahar Quest.
Location:Yalahari palace and Fenrock
Strategy:None.
Loot:Nothing
Summon/Convince:--/--
Abilities:Melee (0-226+), Water Explosion (drown damage 100-300+), Ice Strike (172-213), Poison Storm
(up to 23 hp/turn), Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:762+ hp per turn
Immune To:Fire, Ice, Earth, Drown, Invisibility, Paralyze.
Strong To:Physical (-45%), Holy (-40%), Death (-1%?)
Neutral To:Energy, Life Drain?
Weak To:
Sounds:"BLUB BLUB"; "SWASHHH".
Behavior:Roaring Water Elementals are fast and fight until death.
Field Notes:This creature was implemented in Summer Update 2008.
Location:Elemental Spheres Quest, Ice Sphere (Paladin Area).
Strategy:If you don't mind using 200 cap you can use Helmet of the Deep to block water based attack.
Paladins: Don't try to outrun them because they are very fast, similar to Nightmares. Try to
bring them down with Assassin Stars and Ethereal Spear spell. Try to avoid situations where you
need to block more than one because they hit hard. Glacier Amulet is recommended to fight this
monster.
Loot:0-179 gp, Iced Soil (semi rare), 1-2 Small Sapphire (rare), 1-2 Giant Shimmering Pearl (rare),
Northwind Rod (rare).
Summon/Convince:--/--
Abilities:Melee, (0-187), Great Poison Wave (0-125), Great Earth Beam (0-411).
Pushable:?
Push Objects:?
Est. Max. Damage:~600 hp per turn
Immune To:Death, Earth
Strong To:Physical (-15%), Holy (-10%), Fire (-30%), Energy (-25%), Ice (-20%)
Neutral To:Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Fights until death.
Field Notes:One of the Isle of Strife Arena Masters.
Click Here to Show/Hide Spoiler Information
Summon/Convince:--/--
Abilities:Melee (0-80), Self-Healing (slow)
Pushable:?
Push Objects:?
Est. Max. Damage:80 hp per turn
Immune To:Energy, Earth
Strong To:
Neutral To:Physical, Holy, Death, Ice, Drown?, Life Drain?
Weak To:Fire (+1%?)
Sounds:"Another little gladiator!"; "Come into my embrace.".
Behavior:Fights untill death in close combat.
Field Notes:Boss of Greenhorn level Pit #8.
Next #9.
Location:In Svargrond Arena.
Strategy:Knights: melee it, he should not be a problem since he doesn't do much damage.
Paladins: run around shooting. Druid/Sorcerer: Use your fire or death rod/wand while running
around or exori flam it. He isn't really fast and he doesn't do much damage. It behaves like a
normal Gargoyle.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards
Summon/Convince:--/--
Abilities:Melee (0-250), Throwing Knives (0-160), Self Healing, Musical Strike
Pushable:?
Push Objects:?
Est. Max. Damage:410 hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"Muahaha!".
Behavior:Ron the Ripper retreats in red health.
Field Notes:One of the Pirate Raid leaders, he's the responsible for invading the fortress located east from
Liberty Bay.
Click Here to Show/Hide Spoiler Information
You get a chance to kill him in the Killing in the Name of... Quest after killing 3000 pirates for
Raymond Striker.
65 Hit points
Summon/Convince:--/--
Abilities:Melee (0-25).
Pushable:?
Push Objects:?
Est. Max. Damage:25 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:None.
Behavior:Weaker than a Rotworm. Does not push objects nor kill weaker creatures. He is not immune to
poison so can kill him with poison arrows.
Field Notes:New boss monster that sometimes spawns on Rookgaard, introduced in Summer Update 2009.
Rottie The Rotworm has been sighted by Vanessa of Furora on Test Server, before Summer
Update 2009.
65 Hit points
Summon/Convince:--/305
Abilities:Melee (0-40).
Pushable:
Push Objects:
Est. Max. Damage:40 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:None.
Behavior:Rotworms move slowly and have no distance attack, so they are not very deadly unless you are
surrounded. In large groups they can be dangerous.
Field Notes:This is the most commonly hunted monster in Tibia and you will never be very far from a rotworm
cave. You can buy rotworms from Humgolf in Kazordoon, although you need a drilling license to do
so. Also common for training at lower skill levels. The rotworm's sprite changed with the summer
Summon/Convince:--/--
Abilities:Melee (0-80+), summons 0-3 Rotworms.
Pushable:?
Push Objects:?
Est. Max. Damage:80+ (+120 with 3 summons) hp per turn
Immune To:None.
Strong To:Earth (-40%)
Neutral To:Physical, Holy, Death, Energy, Ice, Drown?, Life Drain?
Weak To:Fire (+20%)
Sounds:None.
Behavior:Acts much like a Carrion Worm. Appears with 2 Carrion Worms and 3 Rotworms.
Field Notes:The strongest version of a Rotworm, it seems to spawn randomly in Rotworm and Carrion Worm
Caves.
Location:Darashia Rotworm Caves, Edron Rotworm Cave, Liberty Bay Rotworm Cave, Hellgate.
Strategy:No strategy needed. Treat it like a Carrion Worm. Recommended to be level 16 before trying to
kill one.
Loot:0-86 gp, 0-47 Worm, Gland (rare).
Summon/Convince:--/--
Abilities:Melee (0-170), Distance Fighting with Poison Arrows and Throwing Stars (0-100), Poisons for 0-8
hp/turn, Induces Drunkenness, Invisibility, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:370 hp per turn
Immune To:Invisibility
Strong To:Physical (-1%?), Death (-5%?)
Neutral To:Holy?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"I can kill a man in a thousand ways. And that`s only with a spoon!"; "You shouldn`t have
come here!"; "Haiiii!".
Behavior:Unknown.
Field Notes:New boss in Summer Update 2008.
Location:Dark Cathedral, in the room with the Demon Trophies.
Strategy:Unknown.
Loot:0-50 gp, Steel Shield, 0-7 Viper Star
30 Hit points
20 Experience points per kill
Summon/Convince:250/250
Abilities:Melee (0-3).
Pushable:?
Push Objects:?
Est. Max. Damage:3 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical?, Holy?, Death?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:Fire (+1%?)
Sounds:"Chrk chrk!".
Behavior:Unknown.
Field Notes:This creature was added with the Christmas Update 2009.
Location:Steppe of Zao, Ankrahmun Desert, Darashia Desert.
Strategy:Just kill it.
Loot:0-6 gp, Sandcrawler Shell (semi-rare).
Summon/Convince:395/395 (Illusionable)
Abilities:Melee (0-75), Poison Hit (0-35), Poison Fields, Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:115 hp per turn
Immune To:Earth, Paralysis
Strong To:Physical (-15%), Energy (-10%), Ice (-20%)
Neutral To:Holy, Death, Drown, Life Drain?
Weak To:Fire (+18%)
Sounds:None.
Behavior:Scarabs run at 80 hp. If a weak creature (such as a Larva) is blocking it's path, the scarab will
kill the larva in order to reach you.
Field Notes:None.
Location:Ankrahmun Tombs, the sand around Ankrahmun (use a shovel), deep in Larva caves, the path
leading to Chor and beneath Fenrock.
Strategy:Knights Skills 60/60 with healing when required.
Paladins At around lvl 20 With skills 55/45 these can be quite good exp as long as you're not
cornered to often.
Mages might do better to avoid them because of the very poor Exp/HP Ratio, however could be a
good and cheap option if mages hunt them with Wand of Inferno or Hailstorm Rod.
Loot:0-55 gp, 0-2 Meat, Bag, Piece of Scarab Shell, 0-2 Scarab Coins (rare), Small Emerald (rare), 0-2
Small Amethysts (very rare), Daramanian Mace (very rare).
? Hit points
Location:Unknown.
Strategy:Unknown.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
45 Hit points
Summon/Convince:310/310 (Illusionable)
Abilities:Melee (0-50) it Poison up to 17 hp/turn.
Pushable:
Push Objects:
Est. Max. Damage:67 hp per turn
Immune To:Earth
Strong To:Energy (-20%)
Neutral To:Physical, Holy, Death, Drown, Life Drain?
Weak To:Fire (+10%), Ice (+10%)
Sounds:None.
Behavior:Scorpions run when in very low health.
Field Notes:They are dangerous for inexperienced players as they have powerful poison that can be lethal,
dealing roughly 250 damage, Good for poisoning Weak monsters when summoned, remember a lot
of creatures are immune to poison.
Location:Near Thais Troll cave, Darashia Scorpion hill, Jakundaf Desert, Green Claw Swamp, Folda caves,
Maze of Lost Souls, Plains of Havoc, Venore and Ankrahmun Dragon Lairs, Edron Cemetary caves,
Hellgate, the cave under Thais, Ankrahmun Tombs, Treasure Island, Mal'ouquah, Ramoa,
Cyclopolis, Ghostlands
Strategy:If you are hunting Scorpions, use distance fighting or runes.
If you want to fight with melee, buy the antidote Spell. You can use parcels or other objects to
block them and kill them from distance. If you get poisoned, use the Antidote spell or a rune.
This monster can be useful if you use it as a summon. It can hunt down a monster quickly. The
Summon/Convince:--/--
Abilities:Melee (0-250), Earth Wave (60-300), Ice Wave (101-300), Drowning Bomb (20 hp/6 turns),
Haste, Fast Self-Healing (around 250 hp/turn).
Pushable:?
Push Objects:?
Est. Max. Damage:800 hp per turn
Immune To:Ice, Drown, Invisibility, Paralysis.
Strong To:Death (-10%), Fire (-30%)
Neutral To:Holy, Earth, Life Drain?
Weak To:Physical (+15%), Energy (+5%)
Sounds:"CHHHRRRR"; "HISSSS".
Behavior:Heals very fast, fights to death. They are really fast when they use their haste.
Field Notes:Creature added in Summer Update 2008 After Summer Update's first patch (8.21), it was widely
debated if Sea Serpents' continued dropping their old rares. In Summer Update 2009, the loot
was changed again to be more profitable.
Location:Sea Serpent Area.
Strategy:Sorcerers: Stay diagonal at all times, and use a Wand of Starstorm/Wand of Voodoo with Energy
Strike. If you see a second or third appear, run to a safe location where you can easily levitate or
go up a floor in case it gets too dangerous. You can also use Great Energy Beam and/or Energy
Wave if you see more than one, but be careful not to get waved by both too often, because two or
more can drop even the most experienced mages quickly. Recommended for levels 90+, possible
with magic shield at 60+, solo.
Druids: Stay diagonal at all times, and use a Springsprout Rod/Underworld Rod with Energy
Strike. If you see a second or third appear, run to a safe location where you can easily levitate or
go up a floor in case it gets too dangerous. You can also use Terra Wave if you see more than one,
but be careful not to get waved by both too often, because two or more can drop even the most
experienced mages quickly. Recommended for levels 90+, possible with magic shield at 60+, solo.
Paladins: You'll need decent skills to solo these monsters, somewhere around 80/70. Since
they're weak to physical damage, use Ethereal Spear over your Divine Missile, because it will hit
harder. It's recommended mostly that this vocation hunt with a blocker partner since there is no
fast way to kill these monsters if you get into trouble. Keep Assassin Stars handy in case it gets
Knights: Since these monsters are weak to physical attacks, you'll fare well here, if you have the
skills to kill them. Follow the tactics of mages; stay diagonal whenever possible, and be weary of
two or more. Though you will hit harder than many vocations will, it's still best to hunt
conservatively to make the most profit. If you should get more than one serpent on you, you can
use Exori and Exori Gran to deal massive damage and drop them more quickly.
All vocations: These monsters are tricky not because of their attacks or behaviors, but because
of the spawn they're in. Within each floor you go to, you can expect to find at least 2 at a time,
and it's difficult to run since you're underwater.. Do the best you can to lure only one out at a
time, and never hunt them on HP unless you have more than 700; they commonly wave with both
terra and ice at the same time, which can hit for up to 600, as well as their melee.
Important: If you loot a glacier amulet, wear it until it gets low on charges. You can still sell it to
Rashid with minimal charges.
Loot:0-244 gp, 0-1 Dragon Ham, Sea Serpent Scale, Plate Legs, 0-3 Small Sapphire (semi-rare), Strong
Health Potion (semi-rare), Strong Mana Potion (semi-rare), Serpent Sword (semi-rare), Spirit
Cloak (semi-rare), Ring of Healing (rare), Northwind Rod (rare), Great Mana Potion (rare), Glacier
Amulet (rare), Stealth Ring (very rare), Glacier Kilt (very rare), Focus Cape (very rare),
Leviathan's Amulet (very rare), Crystalline Armor (very rare).
25 Hit points
Summon/Convince:250/250 (Illusionable)
Abilities:Melee (0-3) only summoned seagulls attack; Haste
Pushable:
Push Objects:
Est. Max. Damage:3 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:None.
Behavior:Non-offensive creature, they always run when a player is close.
Field Notes:
Location:Various locations, sighted in the Shattered Isles, Venore, Thais, Femor Hills, Cormaya, Liberty
Bay, Port Hope, Fibula, bordering Orc Fort, Rookgard Premium Zone not recheable Ab'dendriel elf
caves.
Strategy:Fast winged creatures. Since they don't attack you, it's not necessary to kill them.
Loot:Nothing.
Summon/Convince:--/--
Abilities:Melee (0-250), Paralyze, Haste, Earth Wave (0-500), Musical Notes-beam (Life Drain
damage, 0-500), Poison Hit (0-300), Self-Healing (250-400 each healing), changes your
appearance into a worm.
Pushable:?
Push Objects:?
Est. Max. Damage:1400 hp per turn
Immune To:Earth, Invisibility, Paralysis
Strong To:Ice (-20%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Fire (+10%), Energy (+10%)
Sounds:"HISSSS"; "I bring your deathhh, mortalssss"; "Sssssouls for the one"; "Tsssse one will
risssse again".
Behavior:Serpent Spawns run in low health, and often retarget.
Field Notes:In the past they were only available via the Creature Illusion spell, but after they were
introduced to the game they were removed from that spell. It is the only creature that was
added in the Christmas Update 2005.
"The hideous Serpent Spawn is rumoured to be the creation of some ancient serpent god
once worshipped by the lizardmen of Tiquanda. In ancient times, this creature, chosen by
the gods, was a vital part of the lizard culture and the centre of numerous gruesome rituals.
With the downfall of the lizard civilisation, the Serpent Spawn became more and more
uncontrollable, and finally started to become a threat to the lizards themselves. As if their
minds had been darkened by a madness that mirrored the turmoil in the lizard society, they
made no difference between friend or foe and their lethal wrath struck both. By making the
most holy places of the lizards inaccessible, they sealed the fate of the lizard civilisation
during the apes' revolt. It is rumoured there are still species of the Serpent Spawn around.
Still guarding the sacred places with eternal vigilance, they are waiting for their creator to
rise again and to lead them once more to reign the jungle of Tiquanda on the god's behalf.
Being servants of the serpent god, they are blessed with magic abilities and their serpent
heritage grants them enormous physical strength and constitution."
Location:Deep below Banuta, Forbidden Islands: Talahu (Medusa Cave), Kharos (at level -1); Razzachai,
Deep below the Crystal Lakes, Foreigner Quarter, In the Cult's cave in the Magician
Quarter.
Strategy:They hit hard with their waves, so try to keep diagonal to avoid Earth Wave and Musical
Notes, a good idea is to bring Garlic Necklace, since Musical Notes do Life Drain damage.
Blockers should use a firebomb or energybomb while shooters stay away of its beams, as the
creature retargets very often and runs on low health, try to finish them quickly when they
start running, as following them into a group of Serpent Spawns could be lethal.
Paladins: A level 150+ Paladin should have no problem soloing these. Just use Assassin Stars
and Divine Missile combined with Light Healing and Divine Healing if your hp runs too low. It
can be hard to avoid the waves by running, especially in the narrow passages of some of the
places where they reside so it may be easier to just sit there and take the melee hits so you
don't get waved. They run in low hp, but this isn't really a problem for Paladins. There will
Knights: If you're a level 150+ Knight, you should be able to solo these quite comfortably.
Always stay diagonal so you don't take their waves, then just combine your melee with
Whirlwind Throw to take them down in reasonable time, heal with Light Healing and if you
get really low, heal with Ultimate Health Potions. Be careful when it runs, try to get it to run
in a direction from which you've already cleared all the monsters so you don't get swarmed
with them. If there's 2 at once, use Berserk to try to get rid of one as fast as possible while
still damaging the other one. If you're a really high level, 200+, a good strategy is to find a
Druid to heal you, gather 3-4 at once and use Fierce Berserk. Great experience can be gained
this way. If you just use Whirlwind Throw, you should profit in loot. If you are using Fierce
Berserk, you will probably break even.
Loot:0-219 gp, 0-3 Onyx Arrow, Charmer's Tiara, Energy Ring, Great Mana Potion, Green
Mushroom, Golden Mug, Life Ring, Small Sapphire, Snakebite Rod, Power Bolt, Snake Skin,
Winged Tail (semi-rare), Crown Armor (rare), Life Crystal (rare), Mercenary Sword (rare),
Noble Axe (rare), Old Parchment (rare), Strange Helmet (rare), Tower Shield (rare),
Warrior Helmet (rare), Royal Helmet (very rare), Spellbook of Mind Control (very rare),
Swamplair Armor (very rare)
This creature is in the Elementals class.
Servant Golem
0? Hit points
0? Experience points per kill
Summon/Convince:--/--
Abilities:Haste, Smoke Beam (gives you haste for 1 second).
Pushable:
Push Objects:
Est. Max. Damage:0 hp per turn
Immune To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain, Paralysis
Strong To:
Neutral To:
Weak To:
Sounds:"Do you think I might become a real boy one day?"; "How may I serve you, Sir or Ma'am?";
"Washing procedure initiated!"; "Can I help you?"; "Scan result: dusty human! Cleansing
initiated!"; "I am listening!"; "Awaiting orders!"; "Where are we going, Sir or Ma'am?"; "How
are you, Sir or Ma'am?"; "Praise the Yalahari!"; "Is that love or do you have a magnet in your
pocket?"; "Move on! There's nothing to see!"; "Do you want to taste a sample of the newest
dish?"; "I hope I am not annoying, Sir or Ma'am?"; "WARNING: BAD HAIRCUT DETECTED!
Initializing haircut procedure!"; "Warning: This human is extremely handsome!"; "Mommy?";
"Everything is working as intended!"; "Rrrtttarrrttarrrtta".
Behavior:If you are near this creature it will follow you. It will DESTROY objects to reach you.
Field Notes:The Servant Golem can neither be harmed, nor does it deal any damage. Therefore it can
neither be killed, nor does it drop any loot. Can't be pushed!
Location:In the Yalahari building.
Strategy:No strategy needed, as it doesn't do any damage nor can it be killed. Make sure it doesn't
trap you in a 1 sqm passage specially in Pvp/Pvp-enforced worlds since you can easily be
trapped by pk at the bridge just north of the entrance. In Non-Pvp worlds you can't be
trapped by the Servant Golem since there are no other monsters and cannot be trapped.
Loot:Won't give any loot because you can't kill them.
? Hit points
Summon/Convince:--/--
Abilities:Unknown.
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:Invisibility?, Paralysis?
Strong To:Physical (-20%?), Holy (-30%?), Fire (-40%?), Energy (-10%?), Earth (-80%?)
Neutral To:Drown?, Life Drain?
Weak To:Death (+5%?), Ice (+10%?)
Sounds:"Grrrr!".
Behavior:Unknown.
Field Notes:None.
Location:Ramoa.
Strategy:Unknown.
Loot:Midnight Shard.
This creature is a boss in the The Undead class.
Shadow of Boreth
? Hit points
Summon/Convince:--/--
Abilities:Unknown.
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Unknown.
Field Notes:None.
Location:Vengoth Castle.
Strategy:None.
Loot:Unknown.
? Hit points
Summon/Convince:--/--
Abilities:Unknown.
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Unknown.
Field Notes:None.
Location:Vengoth Castle.
Strategy:None.
Loot:Unknown
? Hit points
Summon/Convince:--/--
Abilities:Unknown.
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Unknown.
Field Notes:None.
Location:Vengoth Castle.
Strategy:None.
Loot:Unknown.
Summon/Convince:-/-
Abilities:Melee (0-150), Poison wave (poisons starting up to 30), Throws Boulder (0-115 Earth Damage).
Pushable:?
Push Objects:?
Est. Max. Damage:200 hp per turn
Immune To:Death, Earth, Drown, Invisibility
Strong To:Physical (-60%?), Fire (-30%), Energy (-25%), Ice (-15%?)
Neutral To:Holy?, Life Drain?
Weak To:
Sounds:None.
Behavior:Does not run when in low health.
Field Notes:A big and resistant creature, its stone skin protects it from almost every element.
Location:Farmine Mine
Strategy:Paladins and Mages should stay at a distance and shoot, use Ice Strike along with their strongest
ice wand/rod. Keep an eye on your hp bar as it uses its distance attack frequently.
Loot:nothing?
Summon/Convince:--/--
Abilities:Melee (0-271?), Ice Missile (0-90?), Paralysing Ice Beam
Pushable:?
Push Objects:?
Est. Max. Damage:300+? hp per turn
Immune To:Holy, Death
Strong To:
Neutral To:Physical?, Fire?, Ice?, Earth?, Drown?, Life Drain?
Weak To:Energy (+20%?)
Sounds:None.
Behavior:
Field Notes:
Click Here to Show/Hide Spoiler Information
Spoiler warning: Quest and/or game spoiling details follow.
Location:Formorgar Glacier.
Strategy:Mages and Paladins just run and shoot. Knights fight it like a normal Ice Golem but beware it can
do damage similar to a Giant Spider.
Loot:0-195 gp, 0-2 Ice Cubes, Strong Mana Potion, Strong Health Potion, Shard, Crystal Sword, Frosty
Heart.
Summon/Convince:--/--
Abilities:Melee (0-500), Self Healing, Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:500 hp per turn
Immune To:Fire, Drown
Strong To:Earth (-80%?)
Neutral To:Physical?, Holy?, Death?, Ice?, Life Drain?
Weak To:Energy (+5%?)
Sounds:"Gnarrr!"; "Tcharrr!"; "Rrrah!"; "Rraaar!".
Behavior:Acts like a normal Quara Predator; It also retargets often.
Field Notes:It hits very hard so take care (its melee is stronger than a Behemoth).
Location:At Yalahar, Sunken Quarter. When entering the Sunken Quarter step down from the underwater
hill and head to north-east, there you should find stairs which takes you down to the boss. The
boss is behind a sealed door, so make sure you have the access to that room.
Strategy:A strong knight should block, and a 'sioer' to heal the knight (and other questers), and whoever
needs to do the quest deal the damage. Party buffs are helpful. All a Sharptooth uses is melee, so
it is not advised to stay diagonal. For people with no blocker is good to shoot from the door and go
out to heal and repeat.
Loot:0-13 gp, Fishbone
20 Hit points
Summon/Convince:250/250 (Illusionable)
Abilities:Melee (0-1+) (when summoned).
Pushable:
Push Objects:
Est. Max. Damage:1+ hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Energy, Ice, Earth, Drown, Life Drain
Weak To:Fire (+1%?)
Sounds:"Maeh".
Behavior:Sheep will always run away.
Field Notes:Sheep are very useful to get food to regain hp or mp. They are cousins of the Black Sheep found
around Tibia.
Location:In Rookgaard Sheep field, Greenshore and other farms like the one in Thais. They can also be
found wandering the fields of Edron.
Strategy:Just attack them, they are slow.
Loot:0-4 Meat, Wool
-- Hit points
Summon/Convince:--/--
Abilities:Shoots Throwing Stars (0-110).
Pushable:?
Push Objects:?
Est. Max. Damage:110 hp per turn
Immune To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain, Invisibility, Paralysis,
Drunkenness.
Strong To:
Neutral To:
Weak To:
Sounds:None.
Behavior:Shredderthrowers fights until death. They are unable to move.
Field Notes:None.
Location:Ancient Ruins Tomb and Way to Dream Realm.
Strategy:Get away from them as fast as you can.
Loot:Won't give any loot because you can't kill them.
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-40), Small Stone (0-55), Strong Haste
Pushable:?
Push Objects:?
Est. Max. Damage:95 hp per turn
Immune To:Invisibility
Strong To:Holy (-10%), Fire (-25%)
Neutral To:Physical, Energy, Earth, Drown?, Life Drain?
Weak To:Death (+5%), Ice (+15%)
Sounds:"Eeeeek! Eeeeek!"; "Huh! Huh! Huh!"; "Ahhuuaaa!".
Behavior:They are very fast and throw stones. They do not run in low health, but will try to maintain a
distance from you. They can even attack you from off-screen. They can Retarget.
Field Notes:They are usually found in large groups with Kongra and Merlkin.
Location:In Banuta, north-east of Port Hope.
Strategy:Knights should be very careful around these. They can run faster than you can, and if you chase
them, you will only be swarmed with more apes.
Paladins It's a good idea to hunt them with Royal Spears(depending on your level another distance
weapon), but its more recomendable to use Enchanted Spears since its range its enough to kill a
sibang without chasing and the royal spears have not enough range, use a shield, which would
greatly reduce the damage they do to you and can block the kongra's attack.
Druids and Sorcerers should use Ice Strike and Wand of Decay/Necrotic Rod or Hailstorm Rod.
Ice Wave can also be effective as sibangs will still be close enough to hit. Do not chase them, or
you will only be attacked by more apes. They can move items that are in their way. Take advantage
of the buildings in Banuta, and try to trap them in corners.
Loot:0-20 gp, 0-12 Bananas, 0-5 Oranges, Chain Helmet, 0-3 Small Stones, Banana Sash (semi-rare), 0-
3 Coconuts (semi-rare), Melon (rare), Ape Fur (rare).
15 Hit points
Summon/Convince:220/220 (Illusionable)
Abilities:Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:0 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:None.
Behavior:Runs away from you.
Field Notes:Winter version of the Rabbit. In the days surrounding the Easter holiday, silver rabbits
sometimes drop Coloured Eggs.
Location:A lot of places on the Ice Islands.
Strategy:Catch them if you can.
Loot:0-2 Meat, 0-1 Carrot, 0-1? Silky Fur, Blue Coloured Egg, Green Coloured Egg, Purple Coloured Egg,
Red Coloured Egg, Yellow Coloured Egg (Coloured Eggs are semi-rares and only during the Easter
holiday).
Summon/Convince:--/--
Abilities:Melee (0-670), summons 4 Vampires, Self-Healing, Invisibility, Haste, makes you Drunk.
Pushable:?
Push Objects:?
Est. Max. Damage:670+ (1300+ with summons.) hp per turn
Immune To:Death, Invisibility, Paralysis
Strong To:Physical (-55%)
Neutral To:Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:Holy (+5%), Fire (+1%?)
Sounds:"I challenge you!"; "A battle makes the blood so hot and sweet."
Behavior:Summon as many Vampires as he can and tries to kill his enemy with strong melee attacks and
makes you drunk. He fights to the death and doesn't run away in low health - This could be
because of the fact that he seems to be a Knight Vampire due to his high melee damage, name,
and honorable fighting style (Fights to the death).
Field Notes:Spawns with 0-4 Vampires, you will notice FAR more vampires close to the stairs than usual at the
Vampire cave when this creature spawns. You can use a blessed wooden stake on the corpses of
his summoned vampires in order to get Vampire Dust, and also on his own corpse.
Location:Vampire Cave
here
in Edron.
Strategy:Knights: It IS possible to solo this creature for a knight of level 80+ (it's still not recommended,
however) using Great Health Potions and Exori, just take around 150-200 Great Health Potion and
about 50-80 Mana Potions to do this, because killing him is expensive so do this only if you
REALLY want to kill him, in order to do this lure him to the stairs, then make sure he's at melee
range and attack him with you best weapon and use Exori as often as you can to deal damage to
him and get rid of the Vampires surrounding you, as damage will decrease once you kill the
Vampires that regularly spawn in the cave as you will only have to fight his summons. It's best to
make them run away, as they won't respawn and you can focus on fighting Sir Valorcrest, just
keep using Great Health Potions as often as you can, whether you need them or not, as a strong
combo can give you a free trip to the Temple. If your health goes below 200 it's recommended to
go upstairs to heal and then go back.
Mages should have a blocker and shoot with fire spells, but other elements work too.
Paladins: Same strategy as mage, blocker and shoot with bolts/Enchanted Spears while using
Divine Missile.
Higher Level Knight can block it (100+) while a Paladin/Mage quickly kill it.
Loot:0-93 gp, 0-5 Platinum Coins, Vampire Lord Token (always), Skull, Sword Ring, Ring of Healing,
Strong Health Potion, Vampire Shield (rare), Chaos Mace (very rare).
50 Hit points
Summon/Convince:300/300 (Illusionable)
Abilities:Melee (0-17), Life Drain (7-13).
Pushable:
Push Objects:
Est. Max. Damage:30 hp per turn
Immune To:Death, Drown, Life Drain
Strong To:
Neutral To:Physical, Fire, Energy, Ice, Earth
Weak To:Holy (+1%?)
Sounds:None.
Behavior:Skeletons are weak and easy for any player with decent armor. Can be blocked by both parcels
and God Flowers.
Field Notes:They can be found in various regions (including Rookgaard) and are a exelent source of loot. Also,
they can be summoned by an angry bonelord or by a mage using either the Animate Dead, Undead
Legion or Summon Creature spells.
Location:In many dungeons around Tibia, like the Ancient Temple and Ghostlands. Also found in Rookgaard
tombs and north east of Port Hope, in the jungle of Tiquanda, beneath Fenrock and in the desert
Tombs, Vengoth Castle.
Strategy:Every item they drop besides torches and bones can be sold to NPCs for a good amount. Be sure
to add them to your lootbag, especially the helmets. In Rookgaard, they are the best possible
creatures to hunt (for both money and experience) at level 6 and above.
Loot:0-10 gp, Bone, Torch, Mace, Hatchet, Pelvis Bone, Viking Helmet, Brass Shield, Sword (semi-rare).
This creature is in the The Undead class.
Skeleton Warrior
65 Hit points
Summon/Convince:350/350 (Illusionable)
Abilities:Melee (0-30), Life Drain (7-13).
Pushable:
Push Objects:
Est. Max. Damage:43 hp per turn
Immune To:Death
Strong To:
Neutral To:Physical, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:Holy (+1%?)
Sounds:None.
Behavior:Don't run in red health, can be blocked with objects.
Field Notes:New creature implemented in the Summer Update 2008.
Location:Island of Destiny, Drefia, Ghostland and beneath Fenrock.
Strategy:Just a regular skeleton, only a bit stronger.
Loot:0-15 gp, Bone, Torch, Pelvis Bone, Sword, Mace, Brass Shield, 0-3 White Mushroom, Brown
Mushroom (semi-rare).
20 Hit points
Summon/Convince:200/200 (Illusionable)
Abilities:Melee (0-5), Green Stink Hits (0-3).
Pushable:?
Push Objects:?
Est. Max. Damage:8 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:None.
Behavior:Runs away in red health.
Field Notes:They are weak but their poison hits can't be blocked.
Location:Unannounced raid in Edron outside the depot, Tiquanda, Shattered Isles, Liberty Bay.
Strategy:Just attack them.
Loot:Worms, 0-2 Meat, Bulb of Garlic, Skunk Tail (rare).
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-175+), Snowball (Drown damage 180-235+), Ice Strike (80-120), Poison Storm up to
12hp/turn, Self Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:542+ hp per turn
Immune To:Fire, Ice, Earth, Drown, Invisibility, Paralyze.
Strong To:Physical (-45%), Holy (-40%), Death (-1%?)
Neutral To:Energy, Life Drain?
Weak To:
Sounds:"BLUUUUB"; "SPLISH SPLASH".
Behavior:Slick Water Elementals fight until death.
Field Notes:This creature was implemented in Summer Update 2008.
Location:Elemental Spheres Quest, Ice Sphere (Paladin Area).
Strategy:If you don't mind using 200 cap you can use Helmet of the Deep to block water based attack.
Paladins: You can hunt these easily using a combination of Enchanted Spear/Assassin Star and
Divine Missile. Simply treat this as you would treat a Water Elemental.
Loot:0-130 gp, 0-3 Shiver Arrow (semi-rare), Iced Soil (semi-rare).
Summon/Convince:--/--
Abilities:Melee (0-150+) it Poisons you up to 3 hp per turn, Berserk-like Life Drain attack (0-50+), Berserk-
like Poison attack (0-50+), Distance Poison Hits (0-50+).
Pushable:?
Push Objects:?
Est. Max. Damage:250+ hp per turn
Immune To:Death, Earth, Invisibility
Strong To:
Neutral To:Physical, Energy, Ice, Drown?, Life Drain?
Weak To:Holy (+1%?), Fire (+10%)
Sounds:"Zhroozzzzs."?
Behavior:Fights to death in close combat. It looks exactly like and uses same array of attacks as a
Bonebeast.
Field Notes:Boss of Scrapper level Pit #5.
Next #6.
Location:In Svargrond Arena.
Strategy:Druid or Sorcerer: Use Flame Strike and Exura running it around.
Knight: Just melee and use Exori if you need to kill it fast.
Paladin: Run in Circles and attack with Divine Missile if needed.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
Summon/Convince:--/--
Abilities:Melee (0-107), Summons 0-3 Slimes.
Pushable:
Push Objects:
Est. Max. Damage:107 (428 with summons) hp per turn
Immune To:Earth
Strong To:Ice (-20%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain
Weak To:Fire (+10%), Energy (+10%)
Sounds:"Blubb".
Behavior:Slimes don't run in low health and summon more slimes to overwhelm their enemies with strong
melee attacks. They move items out of their way, but dont kill weak creatures.
Field Notes:The summoned slimes are weak against ice damage +10%! Slimes are useful to level because they
have (relatively) low hp and give good experience. With 55 shielding you could train with slimes
successfully. Watch out! They can kill low levels very fast if they get trapped, especially mages, if
you get trapped by 3 or more, try to kill the "motherslime", you can know which one this is
because of the blue sparkles around it.
Location:Thais Ancient Temple under the Rotworm area, under White Flower Temple, Mount Sternum
Undead Cave in the last floor, Thais Deeper Trolls Caves, Bonelord cave in Drefia, Green Claw
Swamp, Kazordoon caves, Black Knight's house basement, Ankrahmun Tombs, Dark Cathedral,
swampy area north of Port Hope, in Folda on the floor above the Water Elemental, Hellgate,
Vengoth, Alchemist Quarter, Yalahar sewers, Ghostlands, deep below the Jakundaf Desert, Troll
cave east of dwarf bridge, on the way to Nargor prison site and the entrance, and on a cave
northeast of Ab'Dendriel.
Strategy:Knights can easily kill these creatures because they have really weak defense. Try to attack them
in narrow passages where only two slimes can attack you (they have strong attacks and three or
more will break your shielding).
Paladins: Just attack them and don't get cornered. Try not to lose the real slime so you don't
waste Arrows/Bolts.
Mages should use a rod or wand to attack these creatures. Keep in mind that they are immune to
earth, so Snakebite Rod, Terra Rod and Springsprout Rod are useless. Take care not to get
cornered and avoid being attacked by more than two slimes at the same time. If you get
A good tactic is to mark the slime that summons the others as only the original will do this. When
a slime summons, you will see the blue shimmer of a spell being cast. If you can't pick out the
original while you're attacking, don't hesitate to start attacking the next slime. Though at times
you will find that your second target is only a copy and it will disappear if the slime you killed
before it was the original, it is better to be safe in case the first slime is not the original slime.
Loot:Nothing (turns into a pool of slime after Summer Update 2010).
Summon/Convince:390/390 (Illusionable)
Abilities:Melee (0-60).
Pushable:
Push Objects:
Est. Max. Damage:60 hp per turn
Immune To:None.
Strong To:
Neutral To:Holy, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:Physical (+5%), Death (+5%)
Sounds:"You saw something you shouldn't!"; "I will silence you forever!".
Behavior:Smugglers run in low health. Smugglers will occasionally change targets; although this only occurs
if another player is close to the Smuggler. They can also move parcels, crates or boxes that are in
their way.
Field Notes:Monster added in the Update 7.5.
Location:Around Dark Cathedral, Tiquanda Bandit Caves, the Outlaw Camp, Tyrsung, Yalahar and Nargor.
Strategy:Same as Wild Warrior but a bit weaker. Like Wild Warriors and Bandits (all 3 found in Dark
Cathedral) these are easy to kill one at a time, but in large groups they can damage low levels
fast.
Loot:0-10 gp, 0-2 Torch, Ham, Knife, Bag, Leather Helmet, Leather Legs, Short Sword, 0-5
Raspberries (semi-rare), Combat Knife (semi-rare), Sword (semi-rare), Deer Trophy (very rare).
Summon/Convince:--/--
Abilities:Melee (0-41+), Throwing Knives (0-?), Summons 0-3 Wild Warriors, Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:41+ (+210 with 3 summons) hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"I will make your death look like an accident!"; "You should not have interferred with my
bussiness!"; "Bribes are expensive, murder is cheap!"; "I see some profit in your death!"; "I
expect you to die!".
Behavior:Unknown.
Field Notes:Was implemented in the Summer Update 2008. Can be found during The Thieves Guild Quest.
Location:Tiquanda Bandit Caves (
here
).
Strategy:Unknown, you could try to go invisible.
Loot:0-26 gp, 0-2 Meat, Mace, Short Sword.
15 Hit points
Summon/Convince:205/205 (Illusionable)
Abilities:Melee (0-8) it Poison with 1 hp/turn and doing about 15 damage total.
Pushable:
Push Objects:
Est. Max. Damage:9 hp per turn
Immune To:Earth
Strong To:Energy (-20%)
Neutral To:Physical, Holy, Death, Drown, Life Drain
Weak To:Fire (+10%), Ice (+10%)
Sounds:"Zzzzzzt".
Behavior:Doesn't run when in low health.
Field Notes:A snake is a weak monster that can envenom others with its bite, they are summoned by Orc
Shamans. Some player use the snakes summoned by Orc Shamans for training. They Trap the Orc
Shaman in a way he cannot shoot any magic missiles at them and then basically have a endless
supply of constant spawning snakes. Also, some monsters leave dead snakes as loot.
Location:In almost all grassy areas of Tibia. Also found in Rookgaard.
Strategy:Snakes are very weak monsters; they have the weakest defense. You can even easily kill it with
fist even if your fisting skill is 10. Just be aware with its poison if you're still weak.
Loot:Nothing
Summon/Convince:--/--
Abilities:Melee (0-600?), Great Life Drain Beam (0-300?), Ultimate Earth Explosion (green life drain
sprite) (150-270?).
Pushable:?
Push Objects:?
Est. Max. Damage:1000+? hp per turn
Immune To:Earth
Strong To:Physical (-10%), Ice (-20%)
Neutral To:Holy, Death, Drown?, Life Drain?
Weak To:Fire (+10%), Energy (+10%)
Sounds:"AHHH ZHE POWER..."; "ZHE TIME OF ZHE SNAKE HAZ COME!".
Behavior:Fight until death?.
Field Notes:Introduced in Summer Update 2010.
Location:East of Zao and south of Dragonblaze Peaks, two floors below of Zalamon.
Strategy:Trap him as fast as you can, knights will have to use challenge a lot since he tend to switch very
often. Fire and Energy Bombs will be helpful.
Loot:Nothing. It turns into a ashes that vanishes quickly afterwards
Summon/Convince:--/--
Abilities:Melee (0-400?), Great Mana Drain Beam (0-2398), Small Poison Wave (0-500?), Ultimate Poison
Explosion (poisons you up to 30hp/turn).
Pushable:?
Push Objects:?
Est. Max. Damage:1000+? hp per turn
Immune To:Earth
Strong To:Ice (-10%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain?
Weak To:Fire (+10%), Energy (+10%)
Sounds:POWER! I SEED MORE POWER!
Behavior:Fight until death?.
Field Notes:Introduced in Summer Update 2010.
Location:East of Zao and south of Dragonblaze Peaks, two floors below of Zalamon.
Strategy:Trap him as fast as you can, knights will have to use challenge often since this creature tends to
switch very often. Fire and Energy Bombs will be helpful here.
Loot:Nothing. It turns into a ashes that vanishes quickly afterwards.
Summon/Convince:--/--
Abilities:Melee (0-460) causes poison, Poison Hit (150-200), Poison Berserk (350-390), Curse Berserk
(220-270), Creature Illusion.
Pushable:?
Push Objects:?
Est. Max. Damage:1000 hp per turn
Immune To:Earth, Invisibility, Paralysis.
Strong To:Fire (-10%), Energy (-20%)
Neutral To:Physical, Holy, Death, Ice, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Can appear as a Rat, Larva, Scorpion, or a Slime.
Field Notes:They are not biological sons of Verminor.
Location:Deep in the Pits of Inferno, in Verminor's trone room. Also in the Shadow Nexus.
Strategy:Kill it fast using ice, holy or death runes/spells and Exori Gran.
Loot:Nothing (turns into a Poison Field).
Summon/Convince:--/--
Abilities:Melee (0-209), Sparkle Life Drain Bomb (0-60, around itself), SD Like Bomb (on you, it makes you
Drowning), Icicle (50-100), Musical Wave (100-200+), Invisible (around 3 seconds), Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:480+ hp per turn
Immune To:Death, Invisibility, Paralyze.
Strong To:Physical (-70%), Ice (-50%)
Neutral To:Earth, Drown?, Life Drain?
Weak To:Holy (+10%), Fire (+10%), Energy (+10%)
Sounds:"Life is such a fickle thing!"; "I will devour your soul."; "Souuuls!"; "I will feed on you."
Behavior:Unknown.
Field Notes:This creature was added with the Summer Update 2010. They usually come in groups with other
Souleaters, Mutated Bats, Mutated Rats, Mutated Tigers or Death Blobs.
Location:Razzachai (northern Zao), Deeper Banuta
Strategy:Mages use Flame or Energy Strike while running away and their Wand or Rod.
Knights and Paladins are advised to not hunt these creatures since they are very strong against
Physical. Running and shooting might lead to groups which are deadly, so beware, also you can use
Helmet of the deep when blocking to prevent Drowning damage.
Loot:0-190 gp, 0-6 Platinum Coins, Lizard Essence, Ultimate Health Potion, Great Mana Potion,
Ectoplasmic Sushi (semi-rare), Necrotic Rod (semi-rare), Wand of Cosmic Energy (rare), Death
Ring (rare), Spirit Container (very rare), Magic Sulphur (very rare), Souleater Trophy (very rare).
? Hit points
Summon/Convince:--/--
Abilities:Melee (0-?), UE with sd clouds (~650 dmg).
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:
Strong To:Fire (-40%)
Neutral To:Physical?, Holy?, Death?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"Tibia will suffer and writhe today!", "Times of darkness are at hand", "The light weakens!
The darkness grows stronger!", "YOU CALLED US! HERE WE ARE!", "The world will end
today", "HRAAAAAAAAAAH", "OUR DAY HAS COME!", "HIDE YOU WEAKLINGS!", "Give it
up. You fragile beings cannot have hope to defeat us demons."
Behavior:They chase until death.
Field Notes:None.
Location:Temple of Light, during certain circumstances in the Lightbearer event.
Strategy:It is not advised to kill this monster, they are not intended to do so and give bad loot and
experience.
Loot:Unknown.
Summon/Convince:--/--
Abilities:Melee (0-270) poisons you, Great Musical Bomb causes Drunkenness, Mana Drain (100-400), Life
Drain (300-550), Sparkle Drowning Bomb (20 hp / 20 turns), Self-Healing (500+hp at a time),
Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:820 hp per turn
Immune To:Death, Earth, Drown, Life Drain, Drunkenness, Invisibility, Paralysis.
Strong To:Physical (-90%), Ice (-1%)
Neutral To:Holy
Weak To:Fire (+8%), Energy (+8%)
Sounds:"Revenge ... is so ... sweet."; "Life...force! Feed me your... lifeforce"; "Mor... tals!".
Behavior:Flees at very low health, but returns quickly after it heals itself.
Field Notes:This creature, despite it's lack of health, has deadly attacks which can deal enough damage to
give you a free trip back to the Temple.
Location:Pits of Inferno, The Crystal Caves and The Soul Well in The Inquisition Quest, as well in Vengoth.
Strategy:A Sorcerer or Druid with 110+ level can use Energy Strike to solo a Spectre easily. Dwarven Ring
is recomned, as it causes Drunkenness a lot (if you don't want to use it be sure to not to run in
their Great Musical Bomb). Higher level Sorcerers (160+) can use Rage of the Skies to kill many
at once as you can kill a Spectre by 2 hits. Note: it is posible to hunt them in inquisitions at level
110 as sorc if you get a friend making the hands runing away and clean the hffs. if you do so try
only get 1 spectre and use normal energy strike. Really good exp and big profit is possible even at
low level.
Loot:0-300 gp, 0-7 Platinum Coins, 0-2 Blank Rune, Sandals, Lyre, Wand of Cosmic Energy, Soul Orb,
Demonic Essence (semi-rare), White Piece of Cloth (semi-rare), Shiny Stone (semi-rare), Silver
Brooch (rare), Death Ring (rare), Relic Sword (rare), Great Mana Potion (rare), Stealth Ring (very
rare), Shadow Sceptre (very rare), Demonbone Amulet (very rare).
20 Hit points
Summon/Convince:210/210 (Illusionable)
Abilities:Melee (0-25).
Pushable:
Push Objects:
Est. Max. Damage:25 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Energy, Ice, Earth, Drown, Life Drain
Weak To:Fire (+1%?)
Sounds:None.
Behavior:Runs away when 6 or less hp left.
Field Notes:Spiders are weak creatures and therefore good for gaining experience points at very low levels in
Rookgaard.
Donald McRonald of Thais will buy spider corpses for 2 gp. Note that he only buys regular spider
corpses, not Poison Spider corpses.
Location:Almost everywhere, in grass areas, sewers like Carlin sewers, caves like as Ancient Temple,
Rookgaard and the Tiquanda Tarantula Caves.
Strategy:Just attack it. No special strategy needed, but take care if they are many and you are low level.
Loot:0-5 gp, Spider Fangs (rare).
Summon/Convince:--/--
Abilities:Melee (0-180+), Paralyze (makes a "Zzzzzz" animation), Throws Small Stone (0-130+),
Groundshaker Beam (0-170+), Smoke Exori ((0-160+) life drain damage), Poison Beam it poisons
you 11 hp per turn.
Pushable:?
Push Objects:?
Est. Max. Damage:640 hp per turn
Immune To:Invisibility
Strong To:Energy (-50%?)
Neutral To:Physical?, Holy?, Death?, Ice?, Earth?, Drown?, Life Drain?
Weak To:Fire (+10%?)
Sounds:"Show your strengh ... or perish.".
Behavior:It will fight until death in close combat.
Field Notes:Boss of Scrapper level Pit #8.
Next #9.
Location:In Svargrond Arena.
Strategy:To all vocations: try to keep diagonal to take less damage.
Druid or Sorcerer: use Magic Shield and shoot SD
Knight: Melee and Exori.
Paladin: If you are fast enough try to run from him while shooting and using Ethereal Spear.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
Summon/Convince:--/--
Abilities:Melee (0-300+), Fire Bomb creates a square of fire that makes you burn, Fire Hit (0-300) (uses it
very rarely), Big Sparkle Bomb (does physical damage (0-250)).
Pushable:?
Push Objects:?
Est. Max. Damage:640+ hp per turn
Immune To:Fire, Invisibility
Strong To:Energy (-20%?)
Neutral To:Physical?, Holy?, Death?, Earth?, Drown?, Life Drain?
Weak To:Ice (+1%?)
Sounds:"Feel the heat.".
Behavior:Fight until the death in close combat.
Field Notes:Last boss of Scrapper level Pit #10. Though it resembles to Hellfire Fighter it is much weaker
than one.
Location:In Svargrond Arena.
Strategy:Is Recommended to use Protection Amulet to reduce physical damages.
Druid or Sorcerer: Use Magic Shield and shoot SD as fast as you can if your level is lower than
50. If your level is 45 or lower use 1 to 4 SSA to make mana last longer since almost all the
damage you take is melee. At level 70 or higher you can use Ice Strike and Exura.
Knight: Use melee and Exori and Strong Health Potions. Make sure your health is always high
because this boss can take even experienced knights down with big comboes.
Paladin: Use Shield, Ethereal Spear and maybe even Icicle to kill him fast.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
? Hit points
? Experience points per kill
Summon/Convince:--/--
Abilities:Heal players (0-15).
Pushable:?
Push Objects:?
Est. Max. Damage:0 hp per turn
Immune To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain, Invisibility?, Paralysis?,
Drunkness?.
Strong To:
Neutral To:
Weak To:
Sounds:None.
Behavior:Unknown.
Field Notes:Appear when succeeding in the Lightbearer event in every city. Could be killed by summons on the
Test Server.
Location:Every city.
Strategy:They cannot be killed.
They wander around the cities of Tibia healing players. Once they target a player they will follow
them keeping a distance and continue healing them even when the player has full hitpoints.
Loot:Nothing.
Summon/Convince:--/--
Abilities:Melee (0-400), Self Healing, small Poison Storm, Poison Missile (0-121+), Water Explosion (150-
300), Throws Snowball (Does energy damage(0-174+)).
Pushable:?
Push Objects:?
Est. Max. Damage:995 hp per turn
Immune To:Fire, Ice, Invisibility
Strong To:Physical (-70%?), Holy (-50%?)
Neutral To:Death?, Earth?, Drown?, Life Drain?
Weak To:Energy (+10%)
Sounds:"Blubb".
Behavior:Extremely fast, Fights until death in close combat.
Field Notes:Boss of Scrapper level Pit #9.
Next #10.
Location:In Svargrond Arena.
Strategy:For all vocations it is wise to use a Helmet of the Deep since this will lower/block the Water
Explosion damage.
Mages: Use Magic Shield and kill with SD as fast as you can, or you will be dead very quickly. May
be a good idea to use 1-3 SSA to make your mana last longer.
Knights: Melee and Exori trying to keep your HP constantly full.
Paladins: Use a Shield and Ethereal Spear, bring plenty UHs.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
Summon/Convince:--/--
Abilities:Stalagmite (15-40), Envenom 2 or 5 hp/turn, Self-Healing.
Pushable:
Push Objects:
Est. Max. Damage:45 hp per turn
Immune To:Energy, Earth, Invisibility, Paralysis
Strong To:Ice (-20%)
Neutral To:Physical, Holy, Death, Drown, Life Drain
Weak To:Fire (+10%)
Sounds:None.
Behavior:The Spit nettle can be quite annoying to all vocations. Is a creature that does not move.
Field Notes:They can attack you from a long distance even before you can see them on your screen!
Some of them are behind walls or plants, so you cannot reach them to use melee on them. In
these cases, you need to use distance attacks to kill them.
Location:Tiquanda, Trapwood, the outskirts of Chor and Forbidden Lands.
Strategy:Druids and Sorcerers: Try not to use Energy attacks on them. It is better to avoid them, as they
only give 20 exp have a good defence and can do some serious damage, which can be dangerous for
a low level. A nice trick to make it impossible for the Nettle to spawn is by throwing a parcel, or
something else on the square where the Nettle stands on. Of course you must kill it before you
can do this.
Loot:0-5 gp, Nettle Spit, Shadow Herb, 0-2 Sling Herb, Grave Flower (semi-rare), Seeds (semi-rare),
Nettle Blossom (semi-rare), Stone Herb (very rare).
? Hit points
Summon/Convince:--/--
Abilities:Melee (0-400?), Soulfire Beam (0-500?), Energy Wave (0-500?), Mana Drain Ball (0-350),
summons 2 Draken Warmasters
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:Death, Earth, ?
Strong To:Fire (-10%), Ice (-50%)
Neutral To:Drown?, Life Drain?
Weak To:Physical (+10%), Holy (+15%), Energy (+10%)
Sounds:None.
Behavior:Unknown.
Field Notes:Introduced in Summer Update 2010.
Summon/Convince:--/--
Abilities:Melee (0-109+) poisons you up to 5 hp/turn, Green Life Drain Beam (162-228+), Distance Life
Drain (106-169+), Cold Bubble Beam (134-148+), Cool Bubble Exori (101-149+), Paralyze, Self
Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:808+ hp per turn
Immune To:Fire, Ice, Drown
Strong To:
Neutral To:Physical?, Holy?, Death?, Life Drain?
Weak To:Energy (+25%?), Earth (+15%?)
Sounds:"Qua hah tsh!"; "Teech tsha tshul!"; "Quara tsha Fach!"; "Tssssha Quara!"; "Blubber.";
"Blup.".
Behavior:Same of a Quara Hydromancer.
Field Notes:None.
Location:At Yalahar, Sunken Quarter. When entering the Sunken Quarter step down from the underwater
hill and head to south-west, there you should find stairs which takes you down to the boss. The
boss is behind a sealed door, so make sure you have the access to that room.
Strategy:Shoot from the door.
Loot:Unknown
20 Hit points
Summon/Convince:220/220 (Illusionable)
Abilities:0
Pushable:
Push Objects:
Est. Max. Damage:0 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"Chchch".
Behavior:They will always try to run from you, and are as fast as a lvl 130.
Field Notes:New creature in the christmas update 2007.
Location:North of Carlin, Northwest of Thais, East of Kazordoon, Yalahar, Edron Hunters Camp, Plains of
Havoc and other Tibian woods.
Strategy:Try to trap them against walls or trees or use Great Fireball, because catching one can be
extremely difficult.
Loot:Acorn, Walnut (semi-rare), Peanut (semi-rare).
This creature is in the Humans class.
Stalker
Summon/Convince:--/--
Abilities:Melee (0-70), Life Drain (20-30), Invisibility
Pushable:?
Push Objects:?
Est. Max. Damage:100 hp per turn
Immune To:Invisibility
Strong To:Death (-1%?)
Neutral To:Fire, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:Physical (+20%), Holy (+5%)
Sounds:None.
Behavior:Stalkers do not run when low in health.
Field Notes:Humans that can quickly go invisible. They sneak up on intruders and try to kill them quickly.
Location:Triangle Tower, Drefia, Edron Hero Cave in the Warlock room, White Flower Temple, Ghostlands,
Shadow Tomb, Ancient Ruins Tomb, Tarpit Tomb, Stone Tomb, Mountain Tomb, Peninsula Tomb,
Oasis Tomb, Ankrahmun Library Tomb, Yalahar Trade Quarter and Isle of the Kings.
Strategy:You can't attack this creature with melee while it is invisible. The only way to defeat them is with
Magic or by making them visible again by attacking them with area runes (Avalanche, Explosion,
GFB, Stone Shower or Thunderstorm), making them walk over a trap, an area spell like Berserk or
using Cancel Invisibility. Sometimes they don't go invisible right away or at all and can be meleed.
If you can't do anything but melee you can take stalkers by going down/up stairs or a cliff and
waiting until they are visible, then attacking them.
Knights: Make them visible using one of the runes above or use Berserk, Groundshaker or Fierce
Berserk, then attack them with melee. They are weak in defense, so a knight can easily kill one.
The will also work to kill stalkers, even if they are invisible.
Paladins: Make them visible using one of the runes above or use Divine Missile or Divine Caldera
Mages: Make them visible using one of the runes above or an attack spell. If you are a sorcerer,
it is useless to cast Cancel Invisibility because they will turn invisible again in few seconds.
Another good idea, since stalkers always stick by you, is to hotkey one of the runes above and set
the target as yourself. Since it doesn't harm you. Keep an eye on your hp bar, as it is hard to tell
how many stalkers you are actually facing. If there is a large amount, your hp could go from full to
empty without you noticing.
Loot:0-8 gp, 0-2 Throwing Knife, Blank Rune, Backpack, Miraculum (semi-rare), Brass Shield (semi-
rare), Brass Legs (semi-rare), Katana (semi-rare), Obsidian Lance (rare), Stealth Ring? (very
rare)?.
Summon/Convince:590/590 (Illusionable)
Abilities:Melee (0-110).
Pushable:?
Push Objects:?
Est. Max. Damage:110 hp per turn
Immune To:Earth, Drown, Paralysis
Strong To:Physical (-50%), Death (-20%), Fire (-20%), Energy (-15%)
Neutral To:Holy, Life Drain?
Weak To:Ice (+10%)
Sounds:None.
Behavior:Stone Golems do not run when in low health.
Field Notes:Big and Resistant creatures, their stone skin protects them from almost every element. Not good
for hunting as they don't give good loot, and they are usually empty.
Location:Maze of Lost Souls, in and around Blue Djinn Tower, Formorgar Mines, Mad Technomancer room,
Dark Cathedral, Demona, Goroma, Tarpit Tomb, Peninsula Tomb, deep Banuta, Forbidden Lands,
Beregar Mines, Farmine Mines.
Strategy:They don't take off high damage, a medium leveled knight should be able to block them easily.
Paladins should run and shoot. Mages should just run around and use Ice Strike along with their
strongest ice wand/rod. Treat it like a strong cyclops.
Loot:0-15 gp, 0-4 Small Stone, Sulphurous Stone, Iron Ore (semi-rare), Power Ring (semi-rare),
Ancient Stone (rare), Carlin Sword (rare), Piece of Marble Rock (rare), Shiny Stone (rare),
Crystal Ring (very rare), Red Gem (very rare).
Summon/Convince:--/--
Abilities:Melee (0-564?), Earth Boulder (200-280), Strong Haste, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:840+ hp per turn
Immune To:Invisibility, Paralysis
Strong To:Physical (-1%?), Holy (-1%?), Energy (-30%), Earth (-75%)
Neutral To:Death?, Fire?, Ice?, Drown?, Life Drain?
Weak To:
Sounds:"HUAHAHA!".
Behavior:This boss will behave similar to a Behemoth, only with stronger attacks and the ability to heal
itself.
Field Notes:New boss that appeared in Summer Update 2008. He is a random spawn with no announcement.
Stonecracker on Unitera
Location:Stonecracker spawns near the stairs leading to the Behemoth Quest room, in the deepest floor
of Cyclopolis. Its possible that Stonecracker spawns after the lvl 30 door, there he spawn with 3
other Behemoths.
Strategy:Fairly easy for a level 80 knight to block.
Loot:0-78 gp, 0-3 meat, Big Bone, Behemoth Claw, Crowbar, Double Axe, Perfect Behemoth Fang, 0-?
Assassin Star, War Axe, Small Amethyst, Strange Symbol, Dark Armor, Steel Boots, Giant
Sword, Shiny Stone.
Summon/Convince:--/--
Abilities:Melee (0-516+) it poisons 10 damage per turn), Musical Explosion may Paralyze or do damage (0-
126+?), Poison Bomb (0-?), Small Musical Wave (0-187+), Strong Haste
Pushable:?
Push Objects:?
Est. Max. Damage:550+ hp per turn
Immune To:Fire, Energy, Earth, Invisibility.
Strong To:
Neutral To:Physical?, Holy?, Death?, Ice?, Drown?, Life Drain?
Weak To:
Sounds:"NO mommy NO. Leave me alone!"; "Not that tower again!"; "The cat has grown some
horns!"; What was I doing here again?"; "Are we there soon mommy?".
Behavior:Fight to death in close combat.
Field Notes:Is the boss of Warlord level Pit #5.
Next #6
Location:In Svargrond Arena.
Strategy:To all vocations keep diagonal to avoid waves. Recommended to use Protection Amulet.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards
55 Hit points
Summon/Convince:320/320 (Illusionable)
Abilities:Melee (0-13) it Poisons you for 1 hp per turn.
Pushable:
Push Objects:
Est. Max. Damage:14 hp per turn
Immune To:None.
Strong To:Earth (-1%?)
Neutral To:Physical, Holy, Death, Energy, Ice, Drown, Life Drain
Weak To:Fire (+1%?)
Sounds:"Me strong! Me ate spinach!"; "Groar!"; "Grrrr".
Behavior:They run when they are with low health.
Field Notes:They are a bit stronger than Trolls and Frost Trolls and they can poison you, but they are not
immune to earth themselves which means Druids with Snakebite Rods or Terra Rods are able kill
them rather easily, although not recomended for level 13- Druids. After the 8.2 summer update
they now drop Spears as loot which makes them a good choice for low level Paladins to hunt.
"This most holy book of most smart swamptrolls is! Not use it on troilet, don't!
Is book of holy thingy that came from heaven while me spying on big living place of mean
humans.
Black and white thingy gift from gods must be! Will make humans tremble soon."
Location: Port Hope Swamp Trolls, Edron Troll cave, Venore Swamp Troll Cave, all around north area
of Port Hope, small spawn in cave south-east of Thais (
here
).
Strategy: Just attack them, there's no big difference between them and Trolls. Always have food,
because the poison can be annoying for low levels.
Loot: 0-5 gp, Fish, Bag, Dagger, Spear, Torch, Leather Boots, Swamp Grass (rare), Fishing Rod
(very rare), Troll Green (very rare),
Summon/Convince:485/485 (Illusionable)
Abilities:Melee (0-90) and Poisons you for 1-2 hp/turn, Haste, Terra Strike (doesn't do damage).
Pushable:
Push Objects:
Est. Max. Damage:90 hp per turn
Immune To:Earth
Strong To:Energy (-10%)
Neutral To:Physical, Holy, Death, Drown?, Life Drain
Weak To:Fire (+15%), Ice (+10%)
Sounds:None.
Behavior:Stays to fight until death.
Field Notes:Tarantulas usually come in groups with other weaker monsters or together with a Giant Spider (in
the Plains of Havoc, for example). Kill the weaker monsters off first so they do not break your
shielding. Also note that tarantulas are dangerous in groups as they can do quite a lot of damage.
GFBs work nicely to kill the tarantulas and the other creatures. Hide is the tarantula boss.
Location:Tiquanda Tarantula Caves, Trapwood ground level and underground, in 2 small caves South of
Thais, Dark Cathedral, single spawn on top of Crocodile den north of Port Hope (
here
), Plains of Havoc, underground Liberty Bay, Nargor and other constituents of the Shattered
Isles. First floor up in the big building in the Cemetery Quarter After the summer update of
2008, tarantulas can be seen on the beginner's island of Rookgaard.
Strategy:Knights: Can kill them with ease with around 60/60.
Paladins: Level 20 to outrun them and around 50 distance to not waste ammunition, although a
level 25 paladin with skills 60/50 can handle 2 of them with no problem, but will have to use
antidote.
Mages: Use Mana Shield if you are a low level. Wand or rod and runes to kill faster. Sorcerers
can use Fire Wave to kill a group of Arachnids while Druids could use Ice Wave to kill multiple
Arachnids.
Loot:0-40 gp, Brass Legs, Plate Shield, Tarantula Egg, Steel Helmet (semi-rare), Time Ring (very rare).
This creature is in the Elementals class.
Target Dummy
∞ Hit points
Summon/Convince:--/--
Abilities:Self-Healing (fast and strong).
Pushable:?
Push Objects:?
Est. Max. Damage:0 hp per turn
Immune To:?
Strong To:Physical (-70%), Holy (-95%), Death (-95%), Fire (-95%), Energy (-95%), Ice (-95%), Earth (-
95%), Drown (-95%?), Life Drain (-95%?)
Neutral To:
Weak To:
Sounds:"I hope you are enjoying your sparring Sir or Ma'am!"; "Threat level rising!"; "Engaging in
hostile interaction!"; "Rrrtttarrrttarrrtta"; "Please feel free to hit me Sir or Ma'am!";
"klonk klonk klonk"; "Self-diagnosis running."; "Battle simulation proceeding."; "Repairs
initiated!".
Behavior:It doesn't fight back and it can't move.
Field Notes:It has an infinite amount of hit points. Its life bar is misleading.
80 Hit points
Summon/Convince:--/--
Abilities:Melee (0-30).
Pushable:
Push Objects:
Est. Max. Damage:30 hp per turn
Immune To:
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"Who Disturbs my slumber?"
Behavior:Does not run in red health, can be blocked with objects.
Field Notes:New creature implemented in the Summer Update 2008.
Location:Rookgaard premium Skeleton cave in the grave.
Strategy:Just a regular skeleton, only a bit stronger.
Loot:0-75 gp, Bone, Torch, Pelvis Bone, Sword, Mace, Hatchet, Brass Shield, Viking Helmet
Summon/Convince:505/505
Abilities:Melee (0-100), poison hit (5-16).
Pushable:
Push Objects:
Est. Max. Damage:116 hp per turn
Immune To:Invisibility.
Strong To:Physical (-5%), Earth (-20%)
Neutral To:Holy, Death, Ice, Drown?, Life Drain?
Weak To:Fire (+10%), Energy (+5%)
Sounds:"Zrp zrp!"
Behavior:Fights until death.
Field Notes:This creature was added with the Christmas Update 2009.
Location:Steppe of Zao, Zao Terramite Caves.
Strategy:Similar to Tarantulas or Cyclopses.
Loot:0-23 gp, Terramite Legs (semi-rare), Terramite Eggs (semi-rare), Terramite Shell (rare).
Summon/Convince:490/490 (Illusionable)
Abilities:Melee (0-90)
Pushable:?
Push Objects:?
Est. Max. Damage:90 hp per turn
Immune To:None.
Strong To:Energy (-20%), Ice (-20%)
Neutral To:Physical, Holy, Drown?, Life Drain?
Weak To:Death (+5%), Fire (+10%), Earth (+10%)
Sounds:"Carrah! Carrah!"; "Gruuuh Gruuuh."; "CRAAAHHH!".
Behavior:Terror birds move quickly toward their target and do not flee when wounded.
Field Notes:They are faster and a bit weaker than a Cyclops. These creatures will kill other monsters and
move objects to get to you.
Location:Around Port Hope, Arena and Zoo Quarter in Yalahar, few on Zao steppes.
Strategy:A knight with decent skills can melee them. Other vocations should run and shoot them, avoiding
contact.
Loot:0-30 gp, 0-3 Worms, 0-3 Meat, Terrorbird Beak, Colourful Feather, Health Potion (semi-rare),
Seeds (semi-rare), Feather Headdress (rare).
Summon/Convince:--/--
Abilities:Melee (0-891), Poison Hit (0-650), Earth Wave (0-892), Poison Bomb (Poisons you, starting with up
to 34 hp per turn), Summons 8 Slimes at once, Paralysis, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:1400 hp per turn
Immune To:Death, Earth
Strong To:Energy (-20%)
Neutral To:Physical, Drown?, Life Drain?
Weak To:Holy (+20%), Fire (+10%), Ice (+10%)
Sounds:"You will become a feast for my maggots!".
Behavior:Malicious, will make all efforts to destroy intruders.
Field Notes:Thalas, the royal alchemist, was sentenced to be locked away, after his part in the conspiracies
against the pharaoh. You can camp this monster by summoning DS to absorb the towers shots and
staying in the south of the room.
Location:Stone Tomb.
Strategy:He will attack with distance magic attacks, so use blockers to corner him and distance fighters to
fire on him. He is guarded by 4 Necromancers and 12 Plaguethrowers (6 around Thalas and 6 more
near the teleport).
Loot:0-159 gp, 0-3 Small Emerald (semi-rare), Poison Dagger (semi-rare), Time Ring (semi-rare),
Stealth Ring (rare), Great Health Potion (rare), Mini Mummy (very rare), Serpent Sword (very
rare), Green Gem (very rare), Djinn Blade (very rare), Cobrafang Dagger (always).
Summon/Convince:--/--
Abilities:Melee (0-276), Whirlwind Throw (100-230?), Berserk (yellow sparks, 100-200?), Haste
Pushable:?
Push Objects:?
Est. Max. Damage:706? hp per turn
Immune To:
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"DEESTRUCTIOON!", "Blood! Carnage! Muhahaha!"
Behavior:Fights until death.
Field Notes:One of the Isle of Strife's Arena Masters.
Click Here to Show/Hide Spoiler Information
Summon/Convince:--/--
Abilities:Melee (0-100?), Summons 0-2 Wolves.
Pushable:?
Push Objects:?
Est. Max. Damage:0-100? hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:?
Field Notes:New creature in Summer Update 2008.
here
Strategy:Just kill it like a War Wolf.
Loot:0-2 Wolf Paws, 0-2 Ham, 0-4 Meat, Wolf Trophy
Summon/Convince:--/--
Abilities:Melee (0-?), Invisibility, makes you Cursed (damage raises up to ?), Poison Bomb (around itself),
summons 0-2 Lancer Beetles.
Pushable:?
Push Objects:?
Est. Max. Damage:hp per turn
Immune To:Earth, Invisibility, Paralysis.
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:
Field Notes:It is the Lancer Beetles' boss that spawns with their raid in Muggy Plains.
Location:Muggy Plains
Strategy:Simply kill it. The Blightfather is as strong as an ordinary Lancer Beetle, just faster.
Loot:0-91 gp, Lancer Beetle Shell (always), Lump of Dirt, Poisonous Slime, Small Amethyst
Summon/Convince:--/--
Abilities:Melee (0-120+)
Pushable:?
Push Objects:?
Est. Max. Damage:120+ hp per turn
Immune To:Invisibility
Strong To:Earth (-15%)
Neutral To:Physical?, Holy?, Death?, Energy, Drown?, Life Drain?
Weak To:Fire (+10%), Ice (+10%?)
Sounds:None.
Behavior:It fights until death.
Field Notes:
Click Here to Show/Hide Spoiler Information
Location:North-west of Svargrond, 5 floors up the waterfall on the glacier to the west, behind a
teleporter.
Strategy:Kill them like a normal Mammoth, they are slightly stronger and have more hp but it's not too
hard to kill them. Mages and Paladins be prepared to take some extra damage, he is hard to
outrun in his small ice cave.
Loot:0-100 gp, 0-4 Platinum Coins, 0-2 Mammoth Tusks, Mammoth Fur Cape, Tusk Shield, Furry Club
Summon/Convince:-/-
Abilities:Melee (0-40+).
Pushable:?
Push Objects:?
Est. Max. Damage:40+ hp per turn
Immune To:Ice, Invisibility
Strong To:
Neutral To:Physical?, Holy?, Death, Fire, Energy?, Earth, Drown?, Life Drain?
Weak To:
Sounds:"Leave as long as you can."
Behavior:Unknown.
Field Notes:This creature was added with the Christmas Update 2009.
Location:Vega, in a cave below the stony pond.
Strategy:Knights with 50/50 with good equipment are able to kill it. - Sorcerers, Druids and Paladins should
get distance from it and kill it while running. Try to always keep walking on the ice, so it won't
hurt you. Be careful Low-Level players, his attacks really hurt.
Loot:Nothing.
Summon/Convince:--/--
Abilities:Summons 0-1 Banshees, Invisibility, Melee (0-420?), Life Drain, Cloud Wave(0-130?).
Pushable:?
Push Objects:?
Est. Max. Damage:~500 hp per turn
Immune To:Death, Life Drain, Invisibility
Strong To:Physical (-60%?)
Neutral To:Fire?, Energy?, Ice?, Earth?, Drown?
Weak To:Holy (+1%?)
Sounds:None.
Behavior:?
Field Notes:New creature as of the Summer Update 2008.(Can not summon him from his coffin with out the
quest that is involved.)
Location:Green Claw Swamp, beneath the Blood Herb Quest area,
Strategy:Kill it as fast as possible, it does really high combos up to 700hp when having a banshee
summoned.It probably isn't a creature to be hunted, once it's strong and dangerous and doesn't
give any very valuable item.
If you release it and don't kill, you can not release it again, so will need to buy The Ring of the
Count from a player or from Black Bert to continue The Inquisition Quest.By puting 3 garlic
necklaces on stone round the buried coffin you can save youreself a lot of troubles, after that
The Weakened Count appears (looks the same as regular vampire and causes the same damage.
Loot:0-94 gp, 0-1? Skull, The Ring of the Count (always), War Hammer, Vampire Shield.
Summon/Convince:--/--
Abilities:Melee (0-43+) It Poisons you (starting at 11 damage per turn), Paralyzes, Self Healing, Mana Drain
(0-100+), Death Missile (50-90), Summons 0-3 Ghouls by playing musical notes, turns Invisible for
some time.
Pushable:?
Push Objects:?
Est. Max. Damage:90 (236 including 3 Ghouls) hp per turn
Immune To:Invisibility
Strong To:Death (-1%?), Fire (-40%)
Neutral To:Physical, Holy, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:
Sounds:"I hope you like my voice!".
Behavior:Keeps distance from target.
Field Notes:Boss of Scrapper level Pit #3.
Next #4.
Location:In Svargrond Arena.
Strategy:Don´t take off your Dwarven Ring if you are using one from your last battle. It is very probable
that you are still drunk, also its best to ignore the ghouls she summons.
Druid or Sorcerer: use Magic Shield, and get a little closer to The Dark Dancer to corner her
where you will know her position even if she goes invisible, shoot Explosion when invisible and SD
when visible.
Knight: Stay diagonal right next to her in a corner, use Exori to make her visible and melee her.
Paladin: Use Explosion to make her visible and shoot, may be a good idea to shoot Ethereal Spear
since most of your mana will be drained anyway.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
? Hit points
Summon/Convince:--/--
Abilities:great purple music notes wave, Melee (0-368), drown (starting with 20), Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:~388 hp per turn
Immune To:
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Fights until death.
Field Notes:One of the Isle of Strife Arena Masters.
Click Here to Show/Hide Spoiler Information
Summon/Convince:--/--
Abilities:Mana Drain (0-239), Poison Wave (0-250), Life Drain Wave (0-200+), Death Shot (0-120), Energy
Shot (0-120), Fire Shot (0-120), Earth Shot (0-120), Self Healing, Distance Paralyze, Summons 0-
5 Demon Skeletons or 0-4 Ghosts.
Pushable:?
Push Objects:?
Est. Max. Damage:1169 (Almost 1500 with Summons) hp per turn
Immune To:Earth, Invisibility, Paralyze.
Strong To:
Neutral To:Physical?, Death?, Fire?, Energy?, Ice?, Drown?, Life Drain?
Weak To:Holy (+1%?)
Sounds:"Inferior creatures, bow before my power!"; "653768764!".
Behavior:The Evil Eye will not run in low health, but will try to keep a distance from you.
Field Notes:It's the Bonelords' Boss. It can cause Death Damage and all different kinds of Magical Damage.
Always spawn with 3 Bonelords and 2 Elder Bonelords near it.
Location:North East of the Hellgate Library.
Strategy:Knights should rush in and kill it fast if you have no shooters. It has no Melee attack, so it will
continue to use its distance attacks when you are up close. Be especially careful of the many
Summons. Use Berserk to kill the Summons if necessary. Using a Stealth Ring may be useful to
avoid the Demon Skeletons' extra damage.
Paladins Stay in diagonal and hit them with your weapon and exori san, use Potions if your health
is low.
Mages should use their wand for kill him. It can spam you with Waves and Shots. Avoid or ignore
the summons and kill The Evil Eye first unless you are taking too much damage. It might be
useful to run in circles to avoid getting hurt by the summoned Demon Skeletons and Ghosts. Also,
using Invisible or a Stealth Ring might be useful to avoid the summons' damage.
Loot:0-56 gp, Small Flask of Eyedrops, Longsword, Morning Star, Steel Shield, Wooden Shield,
Spellbook, Two-Handed Sword, Bonelord Shield, Terra Rod, Bonelord Helmet, Terra Mantle,
Bonelord Eye (always).
Summon/Convince:--/--
Abilities:Melee (0-1)
Pushable:?
Push Objects:?
Est. Max. Damage:1 hp per turn
Immune To:
Strong To:Fire (-10%?), Energy (-85%?), Ice (-90%?)
Neutral To:Physical?, Holy?, Death?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"Don't Kill me!!".
Behavior:Unlike the Green Frog he attacks players instead of running away from them. This creature runs
away in dark yellow health with speed faster than that of a normal Green Frog.
Field Notes:New creature in Summer Update 2008, spawns near Alatar lake with another green frog. Looks
the same as a Green Frog.
here
Strategy:It's weak, just kill it.
Loot:None
Summon/Convince:--/--
Abilities:Melee (0-100), Self Healing, Invisible, Paralyzes, causes Drunkenness, Summons 0 to 2 Ghosts or
Crypt Shamblers.
Pushable:?
Push Objects:?
Est. Max. Damage:100+ (370 if 2 Crypt Shamblers 140 if 2 Ghosts). hp per turn
Immune To:Invisibility
Strong To:Fire (-30%?), Energy (-10%?), Ice (-1%?)
Neutral To:Physical, Holy, Death, Earth, Drown?, Life Drain?
Weak To:
Sounds:"If you think I am too old to fight then you're wrong."; "I've forgotten more things than
you have ever learned!"; "Let me teach you a few things youngster!"; "I'll teach you respect
for the old!".
Behavior:Keeps distance from target.
Field Notes:Boss of Scrapper level Pit #4.
Next #5.
Location:In Svargrond Arena.
Strategy:To all vocations is heavily recomended to wear a Dwarven Ring even after you kill her, you may
exit the arena by mistake or not be able to reach the next pit if you are heavily drunk. Also it's
maybe a good idea to kill the Crypt Shamblers so The Hag may summon ghost, since blocking 2
Ghost do less damage.
Druid or Sorcerer: use Magic Shield and get a little closer to The Hag so she gets into a corner
where you will know her position even if she turns invisible, shoot runes to make her visible and
wand/rod for faster kill.
Knight: Stay diagonal right next to her in a corner, use Exori to make her visible and melee her.
Paladin: Corner her and use Explosion, HMM or FB to make her visible and attack.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
Summon/Convince:--/--
Abilities:Melee (0-70)
Pushable:?
Push Objects:?
Est. Max. Damage:70 hp per turn
Immune To:Invisibility
Strong To:Energy (-5%)
Neutral To:Physical, Holy, Death, Ice, Earth, Drown?, Life Drain?
Weak To:Fire (+20%)
Sounds:"Hugah!"; "Ungh! Ungh!".
Behavior:Fights until death in close combat.
Field Notes:Boss of Greenhorn level Pit #6.
Next #7.
Location:In Svargrond Arena.
Strategy:Kill it with your normal weapon, no special strategy needed.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards.
-- Hit points
Summon/Convince:--/--
Abilities:Can change any player or creature's appearance into either a Vampire, Ghost, Witch, Skeleton,
Mummy or a Pumpkinhead. In 2007 it could change the player's appearance into Phantasm, Pirate
Skeleton, Dark Torturer, Blightwalker and Spectre also.
Pushable:?
Push Objects:?
Est. Max. Damage:0 hp per turn
Immune To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain, Paralysis, Drunkenness.
Strong To:
Neutral To:
Weak To:
Sounds:None.
Behavior:Can't be pushed, but it can push objects. It will try to keep 4 squares from players. It retargets
very quickly.
Field Notes:The Halloween Hare can neither be harmed, nor does it deal any damage. Therefore it can neither
be killed, nor does it drop any loot. When near players it will "attack" the area around them
occasionally with a non-damaging boulder which will change the appearance of all players in its
radius into a Vampire, Ghost, Witch, Skeleton, Mummy, Pumpkin head. All changes per boulder are
the same so all within the radius of one boulder will recieve the same costume. This attack also
can affect NPCs and creatures, including itself. You can not use it to train because it won't cause
effect in your skills.
You can take off your costume by watching time on any nearby clock.
In 2005 the Hare spawned several times a few days before Halloween to get everybody in a
costume for Halloween. Spawned 31st of October 2006, 2007 and 2008 in Rook and Main.
The "morphbomb"
Summon/Convince:--/--
Abilities:Melee (0-750+?, Poisons you up to 30 Hitpoints per turn), Life Drain (0-1270+?), Mana Drain (0-
861+?), Drunk Death Bomb (Can make you drunk), Invisibility (Slow), Strong Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:2020+? hp per turn
Immune To:Fire, Earth, Invisibility, Paralysis
Strong To:Energy (-15%?), Ice (-15%)
Neutral To:Physical?, Death?, Drown?, Life Drain?
Weak To:Holy (+10%)
Sounds:None.
Behavior:Similar behaviour to the Hand of Cursed Fate.
Field Notes:Pacera was the first server to kill it. The Handmaiden is the Hand of Cursed Fate boss.
Location:Pits of Inferno, in Pumin's Throneroom.
Strategy:One Knight must have, at least 2500 or more Hitpoints to try to block this creature. Use Holy
Damage, Ice Damage or Energy Damage to kill this boss.
Loot:0-184 gp, 0-5 Platinum Coins, Power Ring, Stealth Ring, Piece of Iron, Big Bone, Steel Boots, Blue
Robe, Demonic Essence, Soul Orb, The Handmaiden's Protector (always).
Summon/Convince:--/--
Abilities:Melee (0-100), Distance Fighting (Bolts) (0-20), Summons Minotaur Guards, Minotaur Archers and
Minotaur Mages, Poison, Invisibility, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:120 hp per turn
Immune To:Invisibility
Strong To:
Neutral To:Physical?, Holy?, Fire?, Energy?, Earth?, Drown?, Life Drain?
Weak To:Death (+1%?), Ice (+1%?)
Sounds:"I'll be back!"; "Catch me, if you can!".
Behavior:The Horned Fox fights until death.
Field Notes:He is one of the Minotaur bosses. He has a Secret Hideout near the Dwarf Mines of Kazordoon
which he rarely visits. He is one of the few Minotaurs that has been proven to be able to write (as
evidenced by This document). You can use an Obsidian Knife on his corpse in order to skin
Minotaur Leather.
Location:At the other side of the teleporter. The teleporter to him is at the way to the place where it
spawned before the Killing in the Name of... Quest was introduced to Tibia- only it's one floor
further down. It is also marked when you complete the task of killing 5000 minotaurs so it isn't
hard to find.
Strategy:Mages: Kill him fast with Ice Strike or Death Strike so you won't get much damage from him nor
his summons. Ideally, use Invisibility so as not to receive any damage from his summons (if he has
time to summon).
Knights: Try to trap him in a corner so you know where he is when he goes invisible. When he goes
invisible use Berserk. Use Stealth Ring so you don't receive damage from his summons.
Paladins: Kill him fast and use Invisibility so you don't receive damage from his summons.
Summon/Convince:--/--
Abilities:Summons 0-2 Diabolic Imp, Self Healing, Melee (0-500), Great Fireball (100-800), Fire Hit (100-
800), Fire Bomb, Fire Wave (?), Some kind of energy bomb around itself with unknown effect.
Pushable:?
Push Objects:?
Est. Max. Damage:2000? hp per turn
Immune To:Fire, Invisibility, Paralysis.
Strong To:
Neutral To:Physical?, Holy?, Death?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"Poke! Poke! <chuckle>"; "Let me tickle you with my trident!".
Behavior:It moves extremely fast, and it spams you with all kinds of hits. Compare it with Minishabaal.
Field Notes:The Imperor is the Diabolic Imp boss. It was killed first time on Solera, later on Pacera and
Refugia.
Imperor's Trident on Refugia.
Summon/Convince:--/--
Abilities:Melee (0-250), Paralyze, Haste, Earth Wave (0-510), Musical Notes-beam (damage Life Drain, 0-
500), Poison Hit (0-350), Self-Healing (250-400 each healing, very fast), change its appearance
to a worm.
Pushable:?
Push Objects:?
Est. Max. Damage:1400 hp per turn
Immune To:Earth, Invisibility, Paralysis
Strong To:Death (-50%), Ice (-20%)
Neutral To:Physical, Holy, Drown?, Life Drain?
Weak To:Fire (+10%), Energy (+10%)
Sounds:None.
Behavior:Behavior like that of a serpent spawn. Fight to the death.
Field Notes:This creature will be added in Summer Update 2010.
Location:Unknown.
Strategy:Don´t fight it at all. Try to make it moving into the poison field spawning in the cave (causes 8000
damage every time).
Loot:The Tail of the Keeper (After using the body you will recieve this tail).
? Hit points
Summon/Convince:--/--
Abilities:Melee (0-268?), Earth Wave (0-?), Fast Self Healing, Paralyze Bomb (on target), Hot Water
Wave (0-171?) does ice damage, Ice Missile (0-?).
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:Invisibility.
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:
Field Notes:It's the Hydra's boss. Has more health and heals slightly faster than a normal Hydra.
Click Here to Show/Hide Spoiler Information
here
) and through a teleporter.
Strategy:
Loot:0-5 Strong Mana Potions, 0-5 Small Sapphires, 0-3 Gold Ingots, Stone Skin Amulet, Egg of The
Many (Always), Sacred Tree Amulet (semi-rare), Medusa Shield (semi-rare), Warrior Helmet
(semi-rare), Knight Armor (rare), Royal Helmet (rare), Boots of Haste (very rare)
Summon/Convince:--/--
Abilities:Melee (0-636+), Throwing Knives (0-230 at least), Small Musical Wave (Does melee damage (0-
100+)).
Pushable:?
Push Objects:?
Est. Max. Damage:930+ hp per turn
Immune To:Fire, Invisibility, Paralysis
Strong To:Energy (-30%)
Neutral To:Physical?, Death?, Ice?, Earth?, Drown?, Life Drain?
Weak To:Holy (+1%?)
Sounds:"Didn't you leave your house door open?"; "Oops, your shoelaces are open!"; "Look! It's
Ferumbras behind you!"; "Stop! I give up!".
Behavior:He's strong. So, don't forget to use Stone Skin Amulets.
Field Notes:Is the boss of Warlord Level, Pit #6.
Next #7
Location:In Svargrond Arena.
Strategy:Be sure you can't run away from this monster. It is not so fast, but its distance attack is as
lethal as a real Dark Torturer. To all vocations keep diagonal to avoid waves.
Druid or Sorcerer: Use Magic Shield and SD.
Knight: Melee and Fierce Berserk.
Paladin: Shoot and use Divine Missile.
Loot:Nothing. It turns into ashes that vanish quickly afterwards.
Summon/Convince:--/--
Abilities:Melee 0-288+, Mana Drain Wave 0-12, Giant Star Bomb (Makes you heavily drunk), Changes
appearance into a Druid, Pumpkin Mutation turns you into a giant mutated pumpkin, Linear Terra
Wave turns people into pumpkins, Confetti Wave gives you haste, Poison Wave causes 15 death
damage, Music Wave no effect, Mana Drain 125+, Self-Healing (very fast).
Pushable:?
Push Objects:?
Est. Max. Damage:~300 hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"I had the Halloween Hare for breakfast!"; "Your soul will be mine...wait, wrong line";
"Trick or treat? I saw death!"; "No wait! Don't kill me! It's me, your friend!"; "Bunnies,
bah! I'm the real thing!"; "Muahahahaha!"; "I've come to avenge all those mutilated
pumpkins!"; "Wait until I get you!"; "Fear the spirit of Halloween!".
Behavior:It will fight until death, it can not be dragged since 2009, it is also not walkable.
Field Notes:Introduced during Halloween 2008.
Each player can use an Obsidian Knife on Slain Mutated Pumpkin (once per player) to get a present
like: Spiderwebs, a Pumpkin, 50 Candy Canes, a Surprise Bag (Red), a Bat Decoration, a Bar of
Chocolate, a Skeleton Decoration, Pumpkinhead or 20 Yummy Gummy Worms and since Halloween
2009 also Toy Spider, Surprise Bag (Blue) . Since Halloween 2009 after using Obsidian Knife you
Elysia
Refugia Loot
Summon/Convince:--/--
Abilities:Melee (0-250+), Poison like wave (0-550?), Musical wave (0-550?), Paralyze Ball, Self Healing,
Worm Mutation.
Pushable:?
Push Objects:?
Est. Max. Damage:0-1350+ hp per turn
Immune To:Invisibility.
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"I bring you deathhhh, mortalssss".
Behavior:Runs away in low health
Field Notes:It is the Serpent Spawn boss.
Summon/Convince:--/--
Abilities:Melee(0-700+), Fire Field, Great Fireballs (0-300+), Great Energy Beams(?), Mana Drain (0-80),
Summons 0-4 (4 are very rare) Fire Elementals.
Pushable:?
Push Objects:?
Est. Max. Damage:1000+ (1500+ with summons). hp per turn
Immune To:Fire, Invisibility
Strong To:Death (-1%?), Energy (-50%?)
Neutral To:Physical?, Ice?, Earth?, Drown?, Life Drain?
Weak To:Holy (+1%?)
Sounds:"NO ONE WILL BEAT ME".
Behavior:Behaves just like a Demon, but is stronger. It does not run on low hp and it does not heal.
Field Notes:Final boss of Warlord Level, in the last pit, Pit #10.
Location:In Svargrond Arena.
Strategy:To all vocations stay diagonal.
Druids and Sorcerer: Recommended to use Magic Shield while shooting Sudden Deaths or Icicles,
also it can be good idea to use SSA to lower the melee damage and possibly use Avalanches to kill
the summoned Fire Elementals while damaging The Obliverator at the same time. But be sure that
Icicle will take more time and you'll get more damage.
Knight: Melee and Exori Gran try to kill the Fire Elementals with Exori Gran too.
Paladin: Shoot Assassin Stars and Exori San. Do not waste your mana with ultimate attacks (like
Divine Caldera.)
Loot:Nothing. It turns into ashes that vanish quickly afterwards.
This creature is a boss in the Humanoids class.
The Old Whopper
Summon/Convince:--/--
Abilities:Melee (0-175+)?, Drunkwave (3 sqm in front of himself, makes you very drunk).
Pushable:?
Push Objects:?
Est. Max. Damage:175 hp per turn
Immune To:Invisibility
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"Han oydar hot auden oydar".
Behavior:Fights until death.
Field Notes:New creature in Summer Update 2008. He probably spawns with many different types of
cyclopes and probably summons a few as well.
Location:The Old Whopper spawns before the level 30 door leading to the Behemoth Quest at floor -4 of
Cyclopolis.
Strategy:It's a very easy creature, just kill it.
Loot:0-106 gp, Meat, Ham.
Summon/Convince:--/--
Abilities:Melee (0-700), Poison Missile (200-350), Great Poison Bomb, Summons 0-2 Giant Spiders, Poison,
Paralysis, Haste, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:1050 (1800 with 2 Giant Spiders) hp per turn
Immune To:Earth, Invisibility.
Strong To:Physical (-20%?), Fire (-20%), Energy (-10%?)
Neutral To:Holy?, Death?, Ice?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:The Old Widow fights until death.
Field Notes:It's the Giant Spider's boss.
Location:South of Plains of Havoc, but can be lured to Dark Cathedral and places close to Venore and
Dwarven Bridge, also through a portal in the hole south of Plains of Havoc temple (
here
) but you need a quest to enter.
The Old Widow on Luminera
Strategy:It is a hard creature to outrun due to its heavy paralysis, it is also not a good idea to run them as
it's very fast and can haste.
Mages: This is a hard monster to solo as a mage, but if you are to kill due to the quest then try
not to face it below level 80 as 2,000+ mana and the use of Great Mana Potions are recommended.
Use Energy Ring so as to not worry about Magic Shield running out at the wrong moment. Unlike
Giant Spiders, the widow is strong to fire so Hell's Core will hit less, just take a Wand of Voodoo
or Underworld Rod and attack it with SDs while drinking plenty of Great Mana Potions. Terra Set
is also recommended, although you might want to wear a Protection Amulet or SSA rather than
Terra Amulet. If your level is below 60 then you will most likely die even with Magic Shield. It is
possible for a level 60 mage to solo The Old Widow using Energy Walls and Sudden Death runes.
Paladins: Level 80+ can kill it by using Assassin Stars and mana shield (or Energy Ring). Just run it
south of the teleport so that only the Old Widow can get close to you, and keep using Strong
Mana Potions or Great Spirit Potions when your mana falls low.
Loot:0-231 gp, 0-8 Platinum Coin, Brass Legs, Steel Helmet, Plate Armor, Stealth Ring, Energy Ring,
Time Ring, Platinum Amulet, 0-3 Great Health Potion, Knight Armor, Knight Legs, Spool of
Yarn/Spider Silk (always, only one), Bloody Edge (very rare?), Dreaded Cleaver (very rare?)
Summon/Convince:--/--
Abilities:Melee(0-368+), Boulders (0-200+), may Haste and Self Healing (he does green and red sparkles).
Pushable:?
Push Objects:?
Est. Max. Damage:568+ hp per turn
Immune To:Invisibility.
Strong To:Earth (-1%?)
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Drown?, Life Drain?
Weak To:Ice (+1%?)
Sounds:"I won't let you escape!"; "I'LL GET YOU ALL!"; "I'll crush you beneath my feet!".
Behavior:Fight to death in close combat.
Field Notes:Is the boss of Warlord level Pit #4.
Next #5
Location:In Svargrond Arena.
Strategy:To all vocations you don't need to be diagonal with this monster.
druid or Sorcerer: Use Magic Shield and SD.
Knight: Melee and Exori.
Paladin: Shoot and Divine Missile.
Loot:Nothing. It turns into ashes that vanishes quickly afterwards
Summon/Convince:--/--
Abilities:Melee (0-100+?), Poison Ball [May paralyzes you OR poisons you up to 37 Hitpoints per turn OR
damages you (0-108+?)], Poison Berserk, Sudden Death (300-800+), Summons 0-2 Defilers.
Pushable:?
Push Objects:?
Est. Max. Damage:More than 1000 (+1424 with summons) hp per turn
Immune To:Earth, Invisibility, Paralysis
Strong To:Energy (-10%)
Neutral To:Physical?, Holy?, Fire?, Ice?, Drown?, Life Drain?
Weak To:Death (+10%)
Sounds:"Blubb"; "Blubb Blubb"; "Blubberdiblubb".
Behavior:He run in low health and Summons up to 2 Defilers.
Field Notes:The Plasmother is the Defiler boss. It was killed first time on Furora.
Location:Pits of Inferno - Verminor's Throneroom.
Strategy:Try to block it with a Knight and use Sudden Death or Death Strike. Wild Growth and Magic Wall
will help your team a lot.
Loot:0-173+ gp, 0-13 Platinum Coins, Demonic Essence, 0-3 Black Pearls, 0-3 Small Sapphires, Soul Orb,
The Plasmother's Remains (always).
Summon/Convince:--/--
Abilities:Melee (0-60).
Pushable:
Push Objects:
Est. Max. Damage:60 hp per turn
Immune To:Invisibility
Strong To:Ice (-10%?), Earth (-15%?)
Neutral To:Holy?, Death?, Drown?, Life Drain?
Weak To:Physical (+5%?), Fire (+10%), Energy (+5%)
Sounds:None.
Behavior:The Snapper is a melee combatant so chases its opponent, but runs in very low health.
Field Notes:He kills and eats Port Hope citizens.
the teleporter.
Location:1 floor down in the Tiquanda Reptile and Crustacean Caves, in its own room accessible through a
teleporter, just south of this
pick-hole
.
Strategy:Kill it like a normal Crocodile.
Paladins and Mages: There is a big rock in the middle they can run around and shoot at him from.
Knights: If your level is lower than 20, bring potions because he has a high defense and you won't
Summon/Convince:--/--
Abilities:Melee (0-400+), Poison Exori (0-350), Poison Beam (?), Poison Wave (poisons you) Self-healing (?
hp).
Pushable:?
Push Objects:?
Est. Max. Damage:? hp per turn
Immune To:?
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:None.
Behavior:Unknown.
Field Notes:Spawns with 0-2 Lizard Chosens. Kill it the same way you'd kill a Lizard Chosen.
Location:Corruption Hole.
Strategy:Unknown.
Loot:0-95+ gp, 0-5+ Platinum Coins, Spiked Iron Ball, Cursed Shoulder Spikes, Corrupted Flag, Zaoan
Shoes, Zaoan Helmet.
Summon/Convince:--/--
Abilities:Melee (0-189), Life Drain (0-94), causes Paralysis, Haste, Self-Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:283 hp per turn
Immune To:Death, Earth, Life Drain, Invisibility, Paralysis
Strong To:Physical (-1%?)
Neutral To:Energy?, Ice?, Drown?
Weak To:Holy (+1%?), Fire (+1%?)
Sounds:"1... 2... 2... Uh, can't concentrate.".
Behavior:Confronts you in close range combat. Does not run at low health.
Field Notes:New creature as of the Summer Update 2008. You can obtain some Vampire Dust when you use a
Blessed Wooden Stake, also note you need to put 3 Garlic Necklaces on the counters around the
coffin, and click in the coffin to challenge it.
Location:Near Blood Herb Quest.
Strategy:It's like a normal Vampire so kill it as if you were killing a Vampire.
Loot:0-92 gp, Skull (Item), Vampire Shield (very rare), The Ring of the Count (always).
60 Hit points
Summon/Convince:--/--
Abilities:Melee (0-32+)
Pushable:?
Push Objects:?
Est. Max. Damage:32+ hp per turn
Immune To:Invisibility
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds:"You dare stealing from us?"; "Intruder! Get him!"; "Alarm!"; "Don't let him escape!".
Behavior:They sleep in cots. Will spot you when you move up close, and chase you away. They can move
objects and can't be pushed.
Field Notes:New creature after Winter Update 2007.
Location:Thieves' hideout during Nomads Land Quest, Former Trade Quarter during Top of the City
Quest.
Strategy:Keep your distance from their windows, and don't walk into the garbage they left behind.
Loot:None
55 Hit points
Summon/Convince:220/? (Illusionable)
Abilities:Invisibility.
Pushable:?
Push Objects:?
Est. Max. Damage:0 hp per turn
Immune To:
Strong To:
Neutral To:Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds:"Chchch".
Behavior:Runs away fast.
Field Notes:
Location:It spawns when you use a Flask with Beaver Bait on a marked Dwarf Tree during The New
Frontier Quest.
Strategy:It moves extremely fast so kill it quick.
Loot:Flask with Beaver Bait (always).
Summon/Convince:--/490 (Illusionable)
Abilities:Melee (0-110), Envenom 2 hp/turn.
Pushable:?
Push Objects:?
Est. Max. Damage:112 hp per turn
Immune To:None.
Strong To:Physical (-45%), Ice (-20%), Earth (-20%)
Neutral To:Holy, Death, Energy, Drown?, Life Drain?
Weak To:Fire (+10%)
Sounds:None.
Behavior:Thornback Tortoises fight until death.
Field Notes:Usually appears in large groups with Tortoises and Blood Crabs.
Location:Laguna Islands and one on Nargor.
Strategy:Knights:You should bring some bps of Fire Fields, Just go down the hole and put Fire Fields beside
you so only 1 creature can attack you at a time, you can be there forever if you bring enough
supplies and are skilled enough. You should bring some Mana potions, they are cheap to heal with
and you get some Magic Level % with them, Bringing health potions is advised too incase you get
swarmed. However, most knights just go down and kill everything in their path, especially when
the Knights attack got boosted after the 8.0 update. Thornback Tortoises mostly attacks in
groups with Tortoises and Blood Crabs, so be careful when jumping down holes. Not very good to
hunt for mages because they will use a lot of mana/runes to deplete its high hitpoints. Mages
should use summons. Mages could bring alot of Great Fireball runes with them, and try to gather a
big group of monsters and fire them down. You can easily gain 700-1500 exp like this.
Loot:0-30 gp, 0-3 Tortoise Egg, Fish, Bag, Thorn (semi-rare), Health Potion (semi-rare), Brown
Mushroom (rare), White Mushroom (rare), War Hammer (rare).
Summon/Convince:--/--
Abilities:Melee (0-285), Ice Ball on himself (108-137), Berserk (0-170), Poison Bomb on himself, Paralizing
Snow Ball, Summons 0-2 Massive Water Elementals.
Pushable:?
Push Objects:?
Est. Max. Damage:302+ (1200+ with summons) hp per turn
Immune To:Ice, Earth, Life Drain
Strong To:
Neutral To:Physical?, Holy?, Death?, Fire?, Drown?
Weak To:Energy (+1%?)
Sounds:"Gaaahhh!".
Behavior:When he uses poison bomb he will poison himself but he is not weak or strong against earth
damage.
Field Notes:The Quara Constrictor boss, it looks the same as a Quara Constrictor but is stronger. It always
spawns with 2 Quara Hydromancers and 2 Quara Mantassins.
You get a chance to kill him as a reward of completing Killing in the Name of... Quest.
Thul on Candia.
75 Hit points
Summon/Convince:420/420 (Illusionable)
Abilities:Melee (0-40), Haste
Pushable:?
Push Objects:?
Est. Max. Damage:40 hp per turn
Immune To:None.
Strong To:
Neutral To:Physical, Holy, Fire, Energy, Earth, Drown, Life Drain
Weak To:Death (+10%), Ice (+1%?)
Sounds:None.
Behavior:They don't run when in low health.
Field Notes:They're a bit stronger than a bear. These creatures will kill other monsters to get to you.
Location:Tiquanda, Meriana and under Ankrahmun.
Strategy:Even if your melee skills are poor, with the proper equipment you will find absolutely no problem in
killing these; just attack them.
Loot:0-4 Meat, Striped Fur.
This creature is a boss in the Elementals class.
Tiquandas Revenge
Summon/Convince:--/--
Abilities:Melee (0-220) poisons you 9 Hitpoints/turn, Paralyze, Self Healing, Strong Haste, Earth Exori (0-
250), Stalagmite (440).
Pushable:?
Push Objects:?
Est. Max. Damage:910 hp per turn
Immune To:Earth, Invisibility.
Strong To:Physical (-1%?), Death (-1%?), Ice (-1%?)
Neutral To:Holy?, Energy?, Drown?, Life Drain?
Weak To:Fire (+1%?)
Sounds:None.
Behavior:Tiquandas Revenge fights until death.
Field Notes:It's the Carniphila's boss. It looks and behaves like a Carniphila but it is much stronger. This
creature's name is Tiquanda's Revenge, but the symbol ' is not allowed in Creatures' names.
Paladin killing the Carniphila's boss with Sudden Death runes, while Knight blocks.
here
.
The portal to the boss for the special task is located
here
.
Strategy:If you are Mage it would definitely be smart to use Sudden Death Runes to kill this. You wouldn't
want it to get close to you. The blocker (if there's any) should run it and absorb its distance
attacks but not let it come to Melee. If you are a Knight the only and best strategy is to use best
weapon and Fierce Berserk. If you are a Paladin use Assassin Stars if possible. Its Healing is
extremely fast, much more than Hydra. This is not a regular spawn.
Loot:0-110 gp, 0-50 Meat, 0-8 Ham, 0-6 Dark Mushroom, 1-3 Seeds (Always), Mandrake (Always).
Summon/Convince:--/--
Abilities:Melee (0-408), Great Fire Wave (0-358), Fireball (makes you Invisible for about 20 seconds),
Berserk (yellow sparks, 0-190), Great Energy Beam (0-244), Ultimate Mana Drain Spark Bomb
(200-300)
Pushable:?
Push Objects:?
Est. Max. Damage:1200 hp per turn
Immune To:
Strong To:Physical (-10%), Holy (-30%), Death (-30%), Fire (-50%), Energy (-30%), Ice (-30%), Earth (-30%)
Neutral To:Drown?, Life Drain?
Weak To:
Sounds:"Hissss!".
Behavior:Fights until death, retargets very often.
Field Notes:The final Isle of Strife Arena Master.
Click Here to Show/Hide Spoiler Information
Summon/Convince:400/400 (Illusionable)
Abilities:Melee (0-30) poisons you 1 hp/turn, Stalagmite (8-17), Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:48 hp per turn
Immune To:None.
Strong To:Ice (-20%), Earth (-20%)
Neutral To:Physical, Holy, Death, Energy, Drown, Life Drain?
Weak To:Fire (+10%)
Sounds:"Ribbit! Ribbit!"; "Ribbit!".
Behavior:They run when they have 10 or less health left. Due to their haste it is hard to outrun them at
lower levels. If you're trying to kill it with non self healing summons (such as a Fire Devil), watch
out because they can retarget very fast.
Field Notes:As a curious note, Toads give same rare loot (War Hammer) and also the same experience points
as Wild Warriors.
Location:The Laguna Islands, Arena and Zoo Quarter, Tiquanda/Tarantula Caves.
Strategy:Try not to let them run away when they are low in hp, as they are fast and can lure you to even
more Toads. Low level mages should avoid them since they are often found in groups and can spam
small amount of damage quite fast while reducing your health significantly. Use GFB or other area
effecting runes to quickly kill larger groups.
If you're on ground level of the Laguna Islands, mages can run around for about 20 seconds
quickly, lure about 20 toads and some other creatures this way and then use GFB, 2 (or even one)
shots can be enough for about 1k exp.
Loot:0-16 gp, Fish, Bag, Mace (semi-rare), Poisonous Slime (semi-rare), War Hammer (very rare).
Summon/Convince:400/400 (Illusionable)
Abilities:Melee (0-30) poisons you 1 hp/turn, Stalagmite (8-17), Haste.
Pushable:?
Push Objects:?
Est. Max. Damage:48 hp per turn
Immune To:None.
Strong To:Ice (-20%), Earth (-20%)
Neutral To:Physical, Holy, Death, Energy, Drown, Life Drain?
Weak To:Fire (+10%)
Sounds:"Ribbit! Ribbit!"; "Ribbit!".
Behavior:They run when they have 10 or less health left. Due to their haste it is hard to outrun them at
lower levels. If you're trying to kill it with non self healing summons (such as a Fire Devil), watch
out because they can retarget very fast.
Field Notes:As a curious note, Toads give same rare loot (War Hammer) and also the same experience points
as Wild Warriors.
Location:The Laguna Islands, Arena and Zoo Quarter, Tiquanda/Tarantula Caves.
Strategy:Try not to let them run away when they are low in hp, as they are fast and can lure you to even
more Toads. Low level mages should avoid them since they are often found in groups and can spam
small amount of damage quite fast while reducing your health significantly. Use GFB or other area
effecting runes to quickly kill larger groups.
If you're on ground level of the Laguna Islands, mages can run around for about 20 seconds
quickly, lure about 20 toads and some other creatures this way and then use GFB, 2 (or even one)
shots can be enough for about 1k exp.
Loot:0-16 gp, Fish, Bag, Mace (semi-rare), Poisonous Slime (semi-rare), War Hammer (very rare).
Summon/Convince:--/445 (Illusionable)
Abilities:Melee (0-50)
Pushable:
Push Objects:
Est. Max. Damage:50 hp per turn
Immune To:None.
Strong To:Physical (-35%), Ice (-20%), Earth (-20%)
Neutral To:Holy, Death, Energy, Drown?, Life Drain?
Weak To:Fire (+10%)
Sounds:None.
Behavior:These creatures fight until death.
Since update 8.4 there have been rare spawns of powerful (but slow) tortoises, this is an anti-
cheat measure taken by CIP.
Field Notes:They offer decent amount of money and experience for the effort.
Location:Laguna Islands, Fenrock, Port Hope and also can be found behind a wall below the center of
Liberty Bay. These cannot be reached.
Strategy:They are slow and not too hard so they shouldn't be any problem for any vocation; you should be
more careful of many Toads and Thornback Tortoises that usually accompany them. Use parcels if
you are of a low level to avoid multiple attacks.
You may come across an unusually slow tortoise who heals itself. It no longer hits as hard as it
used to, but some testing suggests that it "trains" like a slime would. They have abnormally high
hit points, and heal a lot, very quickly. This monster is designed to make Cheaters "stuck" on this
monster, since they cannot kill it.
Loot:0-30 gp, Bag, Battle Hammer, Plate Shield, Fish, 0-3 Tortoise Eggs (semi-rare), Tortoise Shield
(rare), Turtle Shell (rare).
? Hit points
Summon/Convince:--/-- (Illusionable)
Abilities:Melee (0-40+) poisons you 2 hp/turn, Life Drain (35-40), some kind of green spit (unknow what it
does), goes Invisible but you can still see it, very fast Self Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:100+ hp per turn
Immune To:
Strong To:
Neutral To:Physical?, Holy?, Death?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:Fire (+10%?)
Sounds:"Your efforts are in vain."; "You better run.".
Behavior:Added at update 8.4, this is an anti-cheat measure taken by CIP.
Field Notes:It is advised to ignore it and run away, they are a trap for cheaters.
See also: Video of the anti-bot tortoise.
Location:Laguna Islands spawns underground.
Strategy:Extremely difficult to kill, use stairs or a ladder to escape them.
Loot:Unknown
Summon/Convince:--/--
Abilities:Melee, (0-114), Stone UE (0-254), Great Earth Beam (0-404), poison you (starting with ~18), Self-
Healing.
Pushable:?
Push Objects:?
Est. Max. Damage:~660 hp per turn
Immune To:Earth
Strong To:Physical (-50%), Holy (-50%), Death (-35%), Energy (-85%), Ice (-20%)
Neutral To:Drown?, Life Drain?
Weak To:Fire (+15%)
Sounds:"*STOMP STOMP*".
Behavior:Fights until death.
Field Notes:One of the Isle of Strife Arena Masters.
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50 Hit points
Summon/Convince:290/290 (Illusionable)
Abilities:Melee (0-24).
Pushable:
Push Objects:
Est. Max. Damage:24 hp per turn
Immune To:None.
Strong To:Holy (-10%), Energy (-25%)
Neutral To:Physical, Fire, Ice, Drown, Life Drain
Weak To:Death (+10%), Earth (+10%)
Sounds:"Hmmm, bugs"; "Hmmm, dogs"; "Grrr"; "Groar"; "Gruntz!".
Behavior:They run when they have 15 hit points or less left.
Field Notes:Many players prefer not to train on trolls since they run when they have low hp. However, since
they drop spears some paladins may hunt them with spears in an attempt to raise their distance
fighting skill.
Location:In many dungeons around Tibia like the troll cave in Thais, south of Carlin (out the east exit and
down the hole), Island of Destiny, Edron Troll Cave, and in Ab'Dendriel. Also found in Rookgaard.
Strategy:They are fairly weak; just attack them. Take precautions if you're lower than about level 7 on
Rookgaard when approaching them. You could find yourself getting killed with several hitting you
at once.
Loot:0-12 gp, Meat, Leather Boots, Leather Helmet, Rope, Spear, Hand Axe, Wooden Shield (semi-
rare), Studded Club (semi-rare), Bunch of Troll Hair (rare), Silver Amulet (very rare).
75 Hit points
Summon/Convince:340/340 (Illusionable)
Abilities:Melee (0-35).
Pushable:
Push Objects:
Est. Max. Damage:35 hp per turn
Immune To:None.
Strong To:Holy (-10%), Energy (-15%)
Neutral To:Physical, Fire, Ice, Drown, Life Drain
Weak To:Death (+10%), Earth (+10%)
Sounds:"Meee maity!"; "Grrrr"; "Whaaaz up!?"; "Gruntz!"; "Groar".
Behavior:Troll Champions run in low hp, can be pushed and don't move objects.
Field Notes:New creature in the christmas update 2007. Despite their appearance, not that much stronger
than a regular troll.
Location:Edron Troll-Goblin Peninsula, Ab'dendriel Shadow Caves, Thais South-East Troll Caves, Dusalk's
Troll Clan Cave, Island of Destiny in Paladin's guild.
Strategy:They have good melee so if you want to Train with them it is recommended you have 40+
Shielding.
Loot:0-12 gp, Spear, 0-5 Arrows, Bunch of Troll Hair, Meat, Studded Club, Trollroot, Wooden Shield.
This creature is in the Humanoids class.
Troll Legionnaire
Summon/Convince:-/- (Illusionable)
Abilities:Melee (0-40), Throwing Star (0-130), Invisibility (often), Self-Healing (fast).
Pushable:?
Push Objects:?
Est. Max. Damage:170 hp per turn
Immune To:Invisibility
Strong To:
Neutral To:Physical, Holy, Death?, Fire, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:
Sounds:"Attack!"; "Graaaaar!".
Behavior:Keeps 4 squares distance and shoots Throwing Stars, turns invisible very often for about 20
seconds, heals frequently. Runs in low hp and can't be pushed.
Field Notes:New creature in the summer update 2009. They can be found in an area accessible during making
Royal Rescue Quest. Drops quite high amount of gold for such a monster, so hunting these might
be profitable.
Location:Old Beregar mines. In group with Furious Trolls almost all the time.
Strategy:They will most likely be invisible all the time, as they re-cast invisibility and keep distance before
the effect wears off (like Warlocks), therefore shot area runes like Great Fireball or spells like
Divine Caldera. Alternatively change floor for a while until they will go visible.
Loot:0-195 gp, 0-10 Throwing Stars, Frosty Ear of a Troll, Stealth Ring (rare).
Summon/Convince:--/--
Abilities:Melee (0-480), Poison Wave (150-685), Smoke Wave (makes you drown for 2 minutes), Life Drain
Wave (300-681), Blood Ball (300-395), Poison Ball (107-390), Sudden Death (29-600), Envenom
(0-180), Self-Healing, Life Drain Exori, Cursing Wave (makes you cursed).
Pushable:?
Push Objects:?
Est. Max. Damage:1975+ hp per turn
Immune To:Death, Fire, Earth, Drown, Life Drain, Invisibility, Paralysis.
Strong To:Physical (-5%), Ice (-50%)
Neutral To:Energy
Weak To:Holy (+25%)
Sounds:"FEEEED MY ETERNAL HUNGER!"; "I SENSE LIFE".
Behavior:Chaotic and destructive, the Undead Dragon will destroy almost everything in its path with its
wave attacks, though it will, similar to all creatures of dragon kind, try to retreat at low health.
Field Notes:Incredibly powerful dragon skeleton, capable of destructive attacks deadlier even than those
from a Demon. They appeared in the Winter Update 2006. Its mini-boss is Bones and the real
boss is Dracola.
Location:Helheim, Pits of Inferno, The Shadow Nexus and in the new quest area under Razzachai.
Strategy:Its attacks have the same range as the Dragons' Fire Wave but with other elements. Mages
should use Energy Damage, Paladins should use Holy Damage, since they are strong against
physical and immune against everything else. This foe is one of the hardest creatures in the Pits
of Inferno.
Loot:0-300gp, 0-6 Power Bolts, 0-10 Onyx Arrows, 0-5 Platinum Coins, Blank Rune, Broadsword, Death
Ring, Demonic Essence, Golden Mug, Soul Orb, Torn Book, Great Health Potion, Unholy Bone,
Dragonbone Staff (semi-rare), Knight Armor (semi-rare), Life Crystal (semi-rare), Hardened Bone
(rare), Rusty Armor (Rare) (rare), Underworld Rod (rare), Gold Ingot (rare), Royal Helmet (rare),
War Axe (rare), Dragon Scale Mail (very rare), Golden Armor (very rare), Skull Helmet (very
rare), Divine Plate (very rare).
Summon/Convince:--/--
Abilities:Melee (0-250), Whirlwind Sword Throw (0-135), Invisibility.
Pushable:?
Push Objects:?
Est. Max. Damage:385 hp per turn
Immune To:Invisibility
Strong To:Holy (-10%), Fire (-80%), Energy (-20%)
Neutral To:Physical, Ice, Drown?, Life Drain
Weak To:Death (+1%?), Earth (+10%)
Sounds:"Let's battle it out in a duel!"; "Bring it!"; "I'll fight here in eternity and beyond."; "I will
not give up!"; "Another foolish adventurer who tries to beat me.".
Behavior:Fights to death in close quarters combat.
Field Notes:A very powerful melee creature with substantial hitpoints to survive many attacks. They can move
as fast as a level 50 player so lower levels should avoid them. This is the only undead which is
weak against Death Damage.
Location:Arena and Zoo Quarter.
Strategy:Paladins: You should use a blocker or a mage with some mass spells to clear the floor of the arena
first, and once that has happened, there is plenty of space to run the gladiators. Because of their
high defense, you should use strong weapons, even with high skills.
Knights: They hit very hard so skill levels of 80/80 and at least level 50 and good equipment is
recommended. Only high level knights will profit, so try to get a mage to heal you. If you solo, it's
usually wiser to fight 2 at a time instead of one, because you will be using exori/exori gran often
just to get some damage through their great defense. Exori will hit both gladiators and will yield
Sorcerers: Should use a Wand of Starstorm or Wand of Voodoo since these are elements they're
weakest to for wands, and use Terra Strike. If it's too crowded and there are several gladiators
on the floor, use energy wave to clear the groups while running them. If it gets too tough, you can
go between the beds on the bottom floor to narrow them to one direct attack at a time.
Druids: Should use a Springsprout Rod and Terra Strike. The combination will drop the gladiators
quite efficiently. If things get tough with a group of them, use Terra Wave to clean them out
fast. Recommended for levels 50+.
Loot:0-150 gp, 0-2 Meat, 0-18 Throwing Star, Hunting Spear, Scimitar, Brass Legs, Plate Armor, Plate
Legs, Brass Armor, Protection Amulet, Two Handed Sword, Broken Gladiator Shield, Stealth Ring
(semi-rare), Belted Cape (semi-rare), Dark Helmet (semi-rare), Crusader Helmet (rare), Health
Potion (rare), Knight Axe (rare), Beastslayer Axe (very rare), Warrior's Sweat (very rare),
Mercenary Sword (very rare), Glorious Axe (very rare).
Summon/Convince:--/--
Abilities:Melee (0-3), Liquor Cream Cake causes heavy Drunkenness, Musical Bomb (summons 4 Cave Rats),
Self-Healing (makes confetti), Invisibility (looks similar to Death Strike), Paralyzing Confetti
Wave.
Pushable:?
Push Objects:
Est. Max. Damage:3 (43 with summons) hp per turn
Immune To:Death, Earth, Life Drain, Paralysis
Strong To:Fire (-20%), Energy (-10%), Ice (-30%)
Neutral To:Physical, Drown
Weak To:Holy (+20%)
Sounds:"Who's bad?"; "I have a cunning plan!"; "Resistance is futile! You will be amused!"; "Pull my
finger!"; "Why did the chicken cross the road? TO KILL YOU!!!"; "I will teach you all to
mock me!"; "He who laughs last, Laughs best!"; "Th-Th-Th-That's all, folks!"; "A zathroth
priest, a druid and a paladin walk into a bar ..."; "Ha Ha!"; "Doh!"; "Zathroth made me do
it!"; "And now for something completely different!"; "You think this is funny now?"; "Are we
having fun yet?"; "Did I do that?".
Behavior:Keeps distance, retargets and runs in yellow health.
Field Notes:Raid occurs in different cities at different times. You will never know in which city until the raid
is announced. Normally spawns near depot but also on other locations throughout the city. Raids
occur during April fool's month.
65 Hit points
Summon/Convince:435/?
Abilities:Melee (0-20?), Life Drain (7-13).
Pushable:
Push Objects:?
Est. Max. Damage:33? hp per turn
Immune To:Death
Strong To:
Neutral To:Physical, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:Holy (+1%?)
Sounds:"Ahrrr... uhmmm... hmm..."; "Grrr..."; "Urrrgh... gnarrr...".
Behavior:They are the same as normal Skeleton Warriors.
Field Notes:Similarly to Undead Prospectors, these creatures are restless spirits of lost miners haunting a
mine in Edron. This creature was added with the Christmas Update 2009.
Location:West of Edron in the Lost Mines.
Strategy:They are very easy so treat it as you would a normal Skeleton Warrior. Just keep in mind they
appear with Undead Prospectors which are a bit stronger.
Loot:0-10 gp, 0-3 White Mushroom, Bone, Brown Mushroom, Mace, Sword.
Summon/Convince:440/? (Illusionable)
Abilities:Melee (0-50), Self-Healing.
Pushable:
Push Objects:
Est. Max. Damage:50 hp per turn
Immune To:Death, Drown, Life Drain, None.
Strong To:Energy (-30%), Ice (-10%), Earth (-20%)
Neutral To:Physical, Fire
Weak To:Holy (+25%)
Sounds:"Our mine... leave us alone."; "Turn back..."; "These mine is ours... you shall not pass.".
Behavior:In all aspects this creature is almost identical to Ghoul. So treat Undead Prospector the same as
you would treat a normal Ghoul.
Field Notes:They are restless spirits of lost miners haunting a mine in Edron. Interesting enough, even though
their location is connected to quest, everyone can enter the mine and face these creatures. Since
they don't have the Life Drain spell and they heal like Ghouls, these creatures are perfect for
training. They were added with the Christmas Update 2009.
Location:West of Edron, in a some Lost Mines.
Strategy:Since they don't appear in packs, they can be killed easily as you would kill a single Ghoul.
Loot:0-30 gp, 0-6 Worms, Scale Armor, Viking Helmet, Brass Helmet, Torch, Knife, Skull, Life Ring
(rare), Brown Piece of Cloth (rare).
Summon/Convince:--/--
Abilities:Melee (0-480), Self-Healing, Great Energy Beam (350+), Energy Hit (200-400), Great Fireball
(180-250+), Mana Drain (80-140?).
Pushable:?
Push Objects:?
Est. Max. Damage:1500 +/- hp per turn
Immune To:Fire, Invisibility
Strong To:Physical (-30%), Death (-20%), Energy (-55%), Earth (-60%)
Neutral To:Drown?, Life Drain?
Weak To:Holy (+5%), Ice (+5%)
Sounds:"I teach you that even heroes can die!"; "You will die begging like the others did!".
Behavior:This monster fights until the death, with its strong beam attack you should stay diagonal. ¨He
walks through Energy and Poison Fields, although it is not immune to them.
Field Notes:Was implemented in the Summer Update 2008. Part of the Demon Hunter Outfits quest, you need
to kill Ungreez to gain all experience for your first addon. Ungreez is Stronger than a Demon and
its tolerance to attacks are the reason for it. You can use a Blessed Wooden Stake on Ungreez
once slain to get a Demon Dust.
Location:Edron Hero Cave in the teleport just west of the Memory Stone for the Explorer Society.
Strategy:Just like a normal Demon, however, does not summon Fire Elementals.
Knights try to use Exori Gran. It is strongly advised for knights under level 100 to have a blocker
or a healer, since he heals often.
Mages can easily solo them from level 45 and up, run from teleport to teleport and using Magic
Shield and Sudden death runes to speed up the killing a little. You can also run it in the room,
since the room is quite big. Ice spells/runes will also work. If you have blocker you don't need go
outside the teleport to charge mana.
Paladins should run or with a blocker while using Assassin Stars and Exori San.
Loot:0-90 gp, 0-6 Fire Mushroom, Great Health Potion, Great Mana Potion.