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Properties

Property Value
Combat Properties
Health Health Icon 9800
Experience Experience Icon 8800
Speed Haste Icon 160
Armor Armor Icon 90
Elements Fire, Energy, Holy, Physical
Est. Max Dmg 1500+
Summon (not possible)
Convince (not possible)
General Properties
Name Feral Sphinx
Classification Anuma
Spawn Type Regular
Illusionable
Pushable
Pushes
Bestiary Properties
Class Magical
Difficulty Bestiary Level Hard
Occurrence Bestiary Occurrence Common
Charm Points 50 Charm Icon
Kills to Unlock 2500
Elemental Properties
Physical 100%
Earth 100%
Fire 80%
Death 115%
Energy 100%
Holy 80%
Ice 115%
Heal 100%
Life Drain 100%
Drown 100%
Immunity Properties
Paralysable
Senses Invis.
Behavioural Properties
Runs at (does not run)
Walks around
Walks through Energy
Fire
Poison
Other Properties
Version 12.20
July 29, 2019
(most recent)
Status Active
Help
Feral Sphinx
You see a feral sphinx.
  • I am not as kind as my sisters!

Notes


Abilities

Melee (0-450), Great Fire Wave (350-500), Great Energy Ball (300-500, on itself), Holy Wave (0-461+), Fire Strike (350-550)

Damage Taken From Elements

  • Physical
    +0%
  • Holy
    -20%
  • Death
    +15%
  • Fire
    -20%
  • Energy
    +0%
  • Ice
    +15%
  • Earth
    +0%

Location

Kilmaresh, south of Issavi.

Behaviour

Fights in close combat. A feral sphinx never retreats.

Strategy

They can deal nasty combos, specially when the Holy Beam and Fire Wave are used together, thus, avoid staying in front of them. Even then, their melee, Fire Strike and large Energy attack can be dangerous, so keeping a long distance is the safest strategy for mages and paladins. Knights should use an Ice weapon and a mix of Fire and Energy protection to minimize the damage from their spells.

Loot

(Loot Statistics)

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