Property Value
Combat Properties
Health Health Icon 1350
Experience Experience Icon 2100
Speed Haste Icon 140
Armor Armor Icon 40
Est. Max Dmg 400 mana drain and 600+
Summon (not possible)
Convince (not possible)
General Properties
Name Spectre
Classification Ghosts
Spawn Type
Bestiary Properties
Class Undead
Difficulty Bestiary Level Medium
Occurrence Bestiary Occurrence Common
Charm Points 25 Charm Icon
Kills to Unlock 1000
Elemental Properties
Physical 10%
Earth 0%
Fire 108%
Death 0%
Energy 108%
Holy 100%
Ice 99%
Heal 100%
Life Drain 0%
Drown 0%
Immunity Properties
Senses Invis.
Behavioural Properties
Walks around Energy
Walks through Poison
Other Properties
Version 7.9
December 12, 2006
Status Active
You see a spectre.
  • Revenge ... is so ... sweet.
  • Life...force! Feed me your... lifeforce
  • Mor... tals!
  • Buuuuuh


The more powerful a soul has been in its lifetime, the more powerful it will be as a ghost. The more malicious and intelligent a soul has been in its lifetime, the greater the variety of powers it can demand as a ghost. For most ghosts it takes great effort to maintain some sort of sentience. Most end as drifting memories of the past, driven by emotions they do no longer understand. But some sinister beings are aware of the fate that looms above them. They research forbidden knowledge and forge dark pacts in time. This allows them to rise as a sentient and powerful form of ghost, known to those with mystical knowledge as Spectre. Spectres usually posses some being that functions as shell that they have prepared during lifetime. Often they use beings to which they have a strong emotional bond like family members. In the long run, the Spectres' puppets die away and leave the Spectre stranded in the world of mortals without a suitable host. Some succumb to madness when recognising it, others turn their frustration into hatred towards humanity. Being enemies of all things alive, they both pose a great threat to mortals.

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.


Melee (0-305) poisons you up to 15 HP/turn, Great Musical Bomb causes Drunkenness, Mana Drain (100-400), Life Drain (170-260+?), Sparkle Drowning Bomb (20 hp / 20 turns), Self-Healing (100-250) fast, Strong Self-Healing (350-700) slow, Haste.

Damage Taken From Elements

  • Physical
  • Holy
  • Death
  • Fire
  • Energy
  • Ice
  • Earth


Pits of Inferno, The Crystal Caves and The Soul Well in The Inquisition Quest, Drefia Grim Reaper Dungeons, as well in Vengoth.


Flees at very low health, but returns quickly after it heals itself.


A Sorcerer or Druid with 110+ level can use Energy Strike to solo a Spectre easily. Dwarven Ring is recommended, 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 Statistics)

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