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(added some info to behaviour and strategy)
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| runsat =
 
| runsat =
 
| location = [[Oramond]].
 
| location = [[Oramond]].
| strategy = Trap with fields and attack, avoid its beams. If he is in deep red health for too long, he will heal himself for several thousand health. Therefore, when he gets to low red [[hp]], it's important to focus all your strongest attacks on him before he does this.
+
| strategy = Trap with fields and attack, avoid its beams. If he is in deep red health for too long, he will heal himself for several thousand health. Therefore, when he gets to low red [[hp]], it's important to focus all your strongest attacks on him before he does this. However, he will only heal himself this way 3 times, so it is also possible to just make him do it, then you are free to finish him off.
   
 
Another strategy is to drop a fire wall in the middle of the room and 2 energy walls in a box shape and run him over the energy while avoiding his melee attacks.
 
Another strategy is to drop a fire wall in the middle of the room and 2 energy walls in a box shape and run him over the energy while avoiding his melee attacks.

Revision as of 00:37, September 20, 2015

Properties

Property Value
Combat Properties
Health Health Icon 59000?
Experience Experience Icon 19000
Est. Max Dmg ?
Summon (not possible)
Convince (not possible)
General Properties
Name Glooth Fairy
Classification Machines
Spawn Type
Rank Boss
Illusionable
Pushable ?
Pushes ?
Elemental Properties
Physical 100%
Earth 0%
Fire 105%
Death 100%
Energy 95%
Holy 85%
Ice 100%
Heal 100%
Life Drain 100%
Drown 100%
Immunity Properties
Paralysable ?
Senses Invis. ?
Behavioural Properties
Walks around Energy
Fire
Walks through
Other Properties
Version 10.5
July 7, 2014
Status Active
Help
Glooth Fairy
You see Glooth Fairy.

Notes

It looks like a Glooth Golem.

Abilities

Melee (0-1900), Blue Energy Ultimate Explosion (300-400), Great Energy Beam (reduces your magic level), Poison Ultimate Explosion (paralyses you), Yellow Stars Beam (reduces your shielding skill), Self-Healing (200-250), Self-Healing (7500-8000).

Damage Taken From Elements

  • Physical
    +0%
  • Holy
    -15%
  • Death
    +0%
  • Fire
    +5%
  • Energy
    -5%
  • Ice
    +0%
  • Earth
    -100%

Location

Oramond.

Behaviour

Fights in close range. Often stops chasing and walks aimlessly for 2-3 seconds before retargetting(passing through fire walls to hit the player).

Strategy

Trap with fields and attack, avoid its beams. If he is in deep red health for too long, he will heal himself for several thousand health. Therefore, when he gets to low red hp, it's important to focus all your strongest attacks on him before he does this. However, he will only heal himself this way 3 times, so it is also possible to just make him do it, then you are free to finish him off.

Another strategy is to drop a fire wall in the middle of the room and 2 energy walls in a box shape and run him over the energy while avoiding his melee attacks.

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