TibiaWiki
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You see Ichgahal.
  • Rott!
  • Putrefy!
  • Decay!

Notes

One of the bosses in the Rotten Blood Quest.

Abilities

Physical Damage Melee (1600+)
⁠,
Healing Self-Healing by Volatile Funghi (13500)
⁠,
Healing Self-Healing by Spore Cloud (27000)
⁠,
Summons Summons (1-8 Mushroom)
⁠,
Death Damage Great Death Ring (4500+)
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⁠,
Agony Great Agony Beam (700+)
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⁠,
Paralyze Paralyze Explosion
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⁠,
Earth Damage Earth Explosion (600+)
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⁠,
Physical Damage Physical Ball (1200+)
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⁠,
Mana Drain Mana Drain Target (1000+)
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Mana Drain Mana Drain Explosion (700+)
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Damage Taken From Elements

Physical
100%?
Death
100%?
Holy
100%?
Ice
100%
Fire
100%?
Energy
100%?
Earth
65%?
Drown
100%?

Location

Putrefactory.

Strategy

Battle recommendations:
Equip Life Drain Damage Protection during this fight.
Equip Death Damage Protection during this fight.

Ichgahal Ichgahal is the twin of Murcion, and both share similarities. This is arguably the easiest boss in the quest, and that is why it is left for last, to be fought with three Bakragore's Taints.

The boss will leave Spores spore tracks on the ground, wherever it passes or stands. If players come into contact with the tracks in this first stage, they receive minor Agony Damage and a lesser hex. After a few seconds, the spore tracks turn into their second stage, which is Volatile Funghi Volatile Funghi. If players come into contact with this second stage, they receive considerable Agony Damage and a greater hex for 15 seconds, and the funghi becomes an even more dangerous Spore Cloud Spore Cloud. Ichgahal heals itself by 13,500 HP for each Volatile Funghi it steps on, and by 27,000 HP for each Spore Cloud.

The boss fights together with two Elder Bloodjaw Elder Bloodjaws, not considering modifiers from taints. During the whole fight, the boss will keep summoning Mushroom Mushrooms randomly around itself. Up to 8 Mushrooms can exist at the same time, exploding after a while or if players come close to them, dealing 2,500+ Life Drain damage in a small area.

There are two common strategies used on the fight. One is to have the Knight use Challenge on all Elder Bloodjaws and stand in a corner, with one Druid staying nearby to heal them. This is because the room is big enough that the Paladin can then run a half-lap on the other side of the room, having basically three shooters staying away from the Elder Bloodjaws vision the entire fight and avoiding swapping caused by the first taint. Another is to repeat the strategy used in Murcion, where the Knight just runs the full lap as well, staying half a lap behind the Paladin.