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You see a massive earth elemental.

    Notes

    In ancient times, the Massive Earth Elemental was often referred to as 'Walking Mountain'. Though of course not nearly as big as a mountain, it is indeed towering and quite heavy. The sheer power of an elemental of such size is staggering, and whoever had the misfortune to face a Massive Earth Elemental knows why people of the past used to call this creature like this. The Massive Earth Elemental is as mindless as its smaller brother, but represents the more powerful version. Even though reports of the destruction of whole settlements by Massive Earth Elementals suggests that these elementals aim for bigger targets than their smaller kin, it has recently been discovered that attacks on artificial structures by earth elementals happen just as often as by massive ones. Their fame as town destroyers only arose from their strength which allows them to be much more successful than its smaller version.
    It is unknown why earth elementals rise in different sizes. The followers of Crunor believe in a theory according to which this depends on the concentration of earth power in the mystic field.

    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.

    Abilities

    Physical Damage Melee (0-108+)
    ⁠,
    Earth Damage Boulder Explosion (95-300+)
    ⁠,
    Earth Damage Stalagmite (99-145+)
    ⁠,
    Poisoned Poison Ball on itself (poisons you 10 hp/turn)
    ⁠,
    Poisoned Poison Beam (poisons you 16 hp/turn)
    ⁠,
    Paralyze Paralyze
    ⁠,

    Damage Taken From Elements

    • Physical
      80%
    • Holy
      50%
    • Death
      55%
    • Fire
      115%
    • Energy
      10%
    • Ice
      0%
    • Earth
      0%

    Location

    Forbidden Lands, on top of a hill in the northern part of the Arena and Zoo Quarter, Lower Spike, Truffels Garden and Mushroom Gardens.

    Behaviour

    A massive earth elemental never retreats.

    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-enchanted weapons or using any form of scorch on your weapon as you will kill it a lot faster.
    Paladins should use their regular Spears and heal when needed, also GFB runes and fire bombs if you get swarmed.

    Loot

    (Loot Statistics)

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