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This page lists the 16 finals chosen by TibiaWiki:Administrators from the Create a Creature contest. From the list of finals on this page, 6 winners are chosen by the Community Managers. The winners can be seen here.

Note: there are 16 finals instead of the previously announced 15 ones because some submissions got the same score.

Submission by User:Combi[]

None
Carn03 Carnificine

50000 Hit points
15000 Experience points per kill

Abilities: Melee (0-2550) ,fierce berserk (500-1000), Self-Healing (very fast), Throwing stones (0-500),Paralyze, retargeting fast.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 4050 hp per turn
Immune To: Fire, Ice, Drown, Invisibility
Strong To: Physical (-10%?), Holy (-80%?), Death (-80%?), Energy (-10%?), Earth (-30%?)
Neutral To: Life Drain?
Weak To:
Sounds: "THROW ME YOUR BONE MORTAL!", "DIE DIE DIE", "GRRRAAW IT'S ABOUT TIME" ,"THE SEVEN WILL REBORN..","IT'S MY TURN TO PLAY NOW!","TOO EASY..", "I'M NOT FLUFFY!".
Behavior: Carnificine runs away fast in very low health.
Field Notes: It's the unique Archdemon dog type.

In the sands of the Kha'labal, the Cultists start trying to revive the 3rd archdemon, but they don't imagine what they would find. Attached to strong chains and stucked with rocks in a secret deeper tomb, the cultists had done the last thing of their lifes. Belonging to an unknown and possibly otherwise extinct race of Hellhounds,it was Carnificine. The cultists have found traces of one of the oldest demon alive. Written and drawn on the walls ,a lot of bloody battle signs could be seen. Quite possibly the demonic hound was arrested in the mountain core by the magic power of the djinns masters long time before the war started and then cursed by the most horrible Pharaohs of the time.

His massive body is just one huge mass of moving muscles and teeths. when He feels troubled, he usually ignores any attacks, and retargeting everytime, so is certain death for unprepared mages. He is probably one of the fastest creatures that are know, his jaw has an incredible power,he can destroy an hydra with one simple hit and pierce the shell of a juggernout easily.

Before killing, he likes to lacerate, cutting and smashing all parts of the victim ,thats the reason of the name.
Location: Deeper Kha'labal north montains, behind the sandstone wall
Strategy: Some high levels knights can lure him to some corner and trap. Note that it is not immune to paralyze, so bring a lot of paralize runes ,it will be very useful to save time to combo, it will heal fast and cancel the paralyze all the time, so make sure that the creature is trapped and away from the shooters. The blokers must use Challenge all the time to prevent some combo from him. He can easily hit a knight lvl 200 from full to red Hp. Knights and paladins can hit it with some physical spells and for shooters ,use magic shield all the time and energy spells are best choice.
Loot: Gold Coin 0-300,Platinum Coins 0-80, Small Emeralds 0-10, Small Diamonds 0-10, Demonic Essence 0-6, Assassin Stars 0-30, Big Bone,Gold Ingot 0-10,Berserk Potion,Magic Plate Armor,Great Shield,helmet of the ancients,Stone Skin Amulet,Bonebreaker,Demonbone,Skull Helmet,skullcrusher,Pharaoh shovel Pharaohshovel (like a normal shovel but Weights 5.00 oz.), Ancient Hammer Ancienthammer (Attributes:Atk:49, Def:35 -1 Weight: 130.00 oz.).
See also: Creatures.

Carnificine

Submission by User:Chris89[]

None
Atharias

1850 Hit points
1500 Experience points per kill

Abilities: Melee (0-280), Sudden Death(80-200),Life Drain Beam (80-150), Paralyze, Summons 0-2 War Wolf, Self Healing (Fast), Haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 700+ whit summons. hp per turn
Immune To: Earth, Invisibility, Paralysis.
Strong To: Physical (-20%), Holy (-20%), Death (-20%), Ice (-20%), Life Drain (-95%)
Neutral To: Fire, Drown
Weak To: Energy (+30%)
Sounds: "Tha'shi Teshial!" "Were am I? "I shall enter your dreams mortal!" "I must find my father!" "Asha Thrazi!"
Behavior: Might take the form of a Winter Wolf, kill the War Wolfs as fast as possible to avoid break shield and be prepared whit exura since he will paralyze you often. Fights untill death.
Field Notes: Atharias was once prince of the Teshial cast, a small and hidden society unique among the elves, do to their ability to control dreams. The Teshial, wise and peacefull as they were wanted to escape the war struck lands of Tibia and enter the new found world of dreams. But to do so they had to find a place big enough to set up the portal for their new accommodation. Atharias the great prince known for his swordwealding skills and ability to shape shift was sent out to find a secured path to the portal. While searching the forrest near Elvenbane he came upon an injured old man. The old man reached out his hand and begged Atharias to help him get back on his feet, when Atharias grabbed the old mans arm the old man swiftly grabbed his staff whit his other hand and pressed the tip of it against Atharias forhead while pronouncing words he could not understand, Atharias tried to push the old man away but he could no longer feel his arms nor his leggs.

Atharias woke up in a cage surrounded by warlocks observing him. For decades Atharias was held prison by the warlocks refusing to tell them about the secrets of his abilities, he got tortured and became victim of indispensable black magic. One day the skull of death that prevent Atherias from using magic fell down to the ground and shattered into pieces, Atherias then quickly took the form of a rat and left the caves were the warlocks had kept him prison for all these years.

Atharias got out safely but it was already to late. His people the Teshial had already left the lands of Tibia and his mind now confused and disturbed after to many years of torture and black magic could no longer hold. Atharias lost all of his compassion for other living beings and now slays everything in his path with hope to one day be reunited with his people.
Location: Usually spawns at Femor Hills and sometimes on the route to Demona.
Strategy: Since Atharias never change target the easiest way to kill him is to go whit a team of 1 blocker 50+ a druid to heal the blocker and some shooters using energy attacks to kill it. A level 65+ should not have any problems to solo it.
Loot: 0-30 Gold Coin, Heaven Blossom (always), Spike Sword (always), Elven Amulet, 0-5 Small Topaz, Cornucopia (rare), Mercenary Sword (rare), Swamplair Armor (very rare).
See also: Creatures.

http://img255.imageshack.us/img255/1684/tibiacontest2.jpg

Submission by User:Sahsy[]

None
Pixies Pixie

100 Hit points
0 Experience points per kill

Abilities: Pixies can improve your health regeneration, mana regeneration, magic level skill and speed according to it's color.
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 0 hp per turn
Immune To: Physical, Holy, Fire, Energy, Ice, Earth, Drown, Life Drain, Invisibility, Paralyze.
Strong To:
Neutral To: Death
Weak To:
Sounds: "Do you believe in fairies?", "Faith, trust and pixie dust!", "I can fly!"
Behavior: Once summoned, Pixie will follow you everywhere for 15 minutes. After it dies, you can summon another one instantly.
Field Notes: Only mages can summon Pixies. They can be summoned by using enchanted gems on a Spellbook of Dreams.

The Spellbook of Dreams can be obtainable by finishing The Demon Oak Quest.
Purple pixie Purple Pixies will slighty increase your mana regeneration while summoned. You will need a Small Enchanted Amethyst.
Red pixie Red Pixies will slighty increase your health regeneration while summoned. You will need a Small Enchanted Ruby.
Greenpixie Green Pixies will increase your magic level skill by 5 while summoned. You will need a Small Enchanted Emerald.

Bluepixie Blue Pixies will increase your speed by 10 levels while summoned. You will need a Small Enchanted Sapphire.
Location: Ab'dendriel, Edron and Meluna, on top of mountains. (Unreachable)
Strategy: The only person capable of killing a pixie is it's own summoner, using death attack.
Loot: Ultimate Healing Rune (0-5), Blood Herb (rare), Pixie Dust (Always).
See also: Creatures.


Pixieteaser Fake Pixies update teaser :)

Pixiesart
DIfferent Colors!

Submission by User:Glofur[]

None
Desert Demon

5500 Hit points
5850 Experience points per kill

Abilities: Melee (0-650), Strong Distance Paralyze, Distance Life Drain (0-200), Life Drain Wave (100-300), Mana Drain (75-250), Groundshaker causes Physical Damage (0-150), Self-Healing, Summons upto 6 Ghostly Apparitions, changes your appearance into Ghostly Apparition
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1300 (1336 with summons) hp per turn
Immune To: Earth, Life Drain, Paralysis, Invisibility
Strong To: Physical (-25%?), Death (-50%?), Fire (-50%?)
Neutral To: Energy?, Ice?
Weak To: Holy (+12%?), Drown (+15%?)
Sounds: "WHEN WILL THIS NIGHTMARE END!?"; "ARRGRHH!!"; "PLEASE, SOMEONE HELP ME!"; "Water...must..have water..."
Behavior: Paralyzes enemy before draining life and attacking with powerful force until death. Then it consumes the corpse and traps the soul for eternity. As well as summoning many Ghostly Apparitions it also changes your appearance into one... welcoming you to the family.
Field Notes: This terrifying creature only appears from the sand for a short time during certain phases of the moon. It is said to have been created by the angry souls of people who became lost and died in the vast deserts - Rumour has it even the legendary hero of the continent, Daraman, met his fate this way when he stumbled upon the Desert Demon. It feeds on any creature which wanders too closely, normally Lions, Scarabs, Nomads and any other adventurers who are unlucky enough to get lost in the desert. The loot normally consists of items from previous victims it has eaten. It is a chilling experience to hear the echoing screams of lost souls when the Desert Demon is nearby.
Location: Remote areas of the desert around Darashia and Ankrahmun
Strategy: The extremely strong paralyze makes it very difficult to escape and, although the summons are not strong, they make it even harder to flee as they surround you. If you hear the screams in the distance it is a good idea to run, if you must fight then water is it's weakness and make sure you have a lot of healing at your disposal!
Loot: Gold Coin 0-145gp, 0-4 Platinum Coin, 0-2 Big Bone, Lion's Mane, Half-Digested Piece of Meat, Piece of Scarab Shell, 0-4 Skull (semi-rare), Shiny Stone (semi-rare), Skeleton (semi-rare), Dirty Turban (semi-rare), Compass (rare), Slightly Rusted Armor (rare), Demon Dust (rare), Crown Shield (very rare), Unholy Bone (very rare), Daramanian Axe (very rare).
See also: Creatures.


http://img94.imageshack.us/img94/7379/desertdemon.gif

http://img535.imageshack.us/img535/4189/nomad.gif

Submission by User:Rikster[]

None
Dustrunner

1200 Hit points
900 Experience points per kill

Abilities: Melee (0-220), Poison (15-17), Terra Wave (120-160), Self-Healing, Haste
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 400 hp per turn hp per turn
Immune To: Earth, Invisibility
Strong To: Physical (-10%), Fire (-15%)
Neutral To: Holy, Energy, Earth, Drown, Life Drain
Weak To: Death (+15%), Ice (+5%)
Sounds: When only the tail is visible: “Help me!” in 3 different languages: “Help me!” (English); “Me Ajude!” (Portugese); “Pomózcie mi!” (Polish); When the entire body is visible: "HISSSSSSSS"
Behavior: Will try to lure you with its tail, while hiding under the sand. The tail, which looks like a human, will scream for help. When you approach it, the Dustrunner will jump out of the sand and attack you. The Dustrunner will run when in low health.
Field Notes: You can see where the Dustrunner is hiding, because of the trail it leaves behind in the sand when it moves around. The NPC Dustrunner was named after this creature, because of the high running speed they have in common.
Location: Darashia Desert, Kha'labal
Strategy: Paladins, Druids and Sorcerers should not be tricked into walking to the tail to help the “human”. Watch out for the trail in the sand, which will tell you that there's a Dustrunner hiding. When you are sure you aren't attacking a player, attack the tail from a ranged position. Attacking the tail will make the Dustrunner reveal itself. The Dustrunner has strong melee attacks, so try to outrun it. This can be hard, because the Dustrunner has the ability run very fast with its haste ability. Mages can also use summons to block the Dustrunner while they shoot from a distance. Knights should just run towards the Dustrunner's tail, which will make the Dustrunner attack you. Try to face the Dustrunner diagonally, since its Terra Wave can damage you badly. A low level knight should not attempt to solo a Dustrunner, because of its strength against physical attacks.
Loot: 0-6 gp, 0-4 Ham, Jacket, Sandals, 0-3 Small Emerald, Brown Lizard Scale (semi-rare), Double Axe (semi-rare), Black Pearl (rare), Salamander Shield (rare), Time Ring (rare), Knight Legs (very rare), War Hammer (very rare), Terra Amulet (very rare)
See also: Creatures.


http://img29.imageshack.us/img29/2493/contestrikster.jpg

Submission by User:Korovix[]

None
The Corrupted Nature

50000 Hit points
12000 Experience points per kill

Abilities: Melee (0-2000), Great Berserk (900-1400), Mana Drain (0-899 Mana per turn), Paralyse bomb (Around itself), Summons 2 God beasts at once (every 30 seconds), 0-5 Corrupted Trees at once (At red hp only), Wrath of Nature (500-899), Blood rage, Death Beam (342-599), Haste, Self-healing (Strong and fast).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: ~5800 (6500 with summons) hp per turn
Immune To: Earth, Drown, Life Drain, Invisibility,Paralysis.
Strong To: Physical (-20%), Death (-25%), Fire (-10%), Energy (-40%), Ice (-15%)
Neutral To:
Weak To: Holy (+5%)
Sounds: "THE NATURE SHALL OVERTAKE YOU!"; "FEEL MY ETERNAL WRATH!"; "THE POWERS OF THE NATURE ARE INVINCIBLE!"; "I AM THE PREDATOR AND YOU ARE THE BAIT!"; "IN THE END YOU WILL ALL SERVE ME!";.
Behavior: The corrupted Nature Summons its Corrupted Trees at red hp that heal it on every turn and it does not run away at red hp. He will only remain 3 hrs in the realm.
Field Notes: The Corrupted Nature Was once a local Druid who lived in the Forests of Tiquanda. When the Tibians and the apes started disturbing the wildlife the Druid sworn to take reveange on the intruders and wouldn't return home untill he has cleansed the Nature from the plague that has been rapidly growing bigger. The Snake gods promised to give the Druid an eternal life in return if he suceeded in his mission. To convince the Druid the snakes gave Dark powers of the Nature to make him more stronger than he ever was to make him believe in only success. He was then given the ability to transform into a Corrupted Warbear with great meele fighting as spellcasting. Also the name The Corrupted Nature aswell. He was though killed in action along with his snake warriors after an ambush at the great battle for Banuta, after being betrayed by his allies (the Demons). The mighty Snake gods since then still try to awaken the mighty warbeast in order to claim their reveange over the lost battle.

You can use an obsidian Knife on it's corpse in order to get Leather of the Beast

Before he appears, three messages are broadcast in white text to all players on that world:

"The Corrupted Evil has awakened" "Dark activities have been reported from the cursed woods of Tiquanda". "The armies of the beast have started the invasion". The messages are around 10 minutes apart.

If you fail to destroy the Corrupted Nature during 3hrs tree more messages are broadcast in white text to all players on that world:

  • "The Battle against the mighty warbeast has been lost".
  • "The long period of reveange has ended, the Beast has transformed back to it's normal form".
  • "The Corrupted Nature has returned to it's realm after having restored the order in the nature"
  • The messages are around 3 minutes around.

The corrupted Nature can be seen with:

Location: Port hope, in the northern part of Tiquanda in a new undiscovered Tower (In the teleporter at top floor in a big room)
Strategy: Some high level knights atleast (3-4) at level (250-300+) Need to carefully lure the monsters it spawns with 1 by 1 recommended and untill only the Boss himself remains. The boss should be blocked by the highest level knight available and the summoned God beasts should be killed as fast as possible as even a level 250 Knight could easily get killed in one combo by the Boss and its summons due to the strong comboes they can deal. All knights should have several Stone Skin Amulets and Might Rings With them, to reduce the damage that would increase their chances of surviving. This monsters has very thick armor and defence.

It's recommended for Mages to Shoot Sudden Death runes when only The boss is up alone. Otherwise they should use their UE:s (Hell's Core and Eternal Winter) to speed up the killing on the summons as they are weak to every damage element when you hurt the boss at the same time aswell. NoTE: If you fail killing the summons untill new are being summoned you will fall behind and it will eventually lead to that the Blockers will get swarmed and then the rest of the team. It's also recommended to have atleast 2-3 Druids spaming "Heal Friend" On the main blocker. Paladins should use Assassin stars with Holy Missile runes from a fair long distance and could also use Holy AE spells to clear the summons fast. Lower level knights should stay away from the boss and help out with Whirlwind Throws on it.

The final part when the boss is getting on red hp, he will summon 5 Corrupted Trees at once. They will Heal The boss rapidly, therefor you need to convince them with Convince Creature rune as fast as they are summoned. They will then instead Damage The boss and they CANNOT be killed or destroyed.
Loot: 0-65 Platinum Coin, 0-3 Crystal Coin, Essence of a warbeast, Head of the Beast, Corrupted Paw (One of The Corrupted Natures Paws on the image), Wristband of fire /Wristband of water /Wristband of Earth /Wristband of Air (Always),(The four different element bracelets that the Boss is wearing on the image): Fire, Earth, Air, Water, Mastermind Shield, Magic Plate Armor, Thunder Hammer, Teddy Bear, Golden Boots, Demonbone, Blue Tome, Spellbook of Lost Souls, Amulet of the Nature (Thats the amulet on the image on it's neck as it's lucky amulet). For example Orc Riders necklace Wolf Tooth Chain that they wear made from the Creatures they slay. Shield of the Elements (The best and the main loot that is drawn on the back of the Creature, made from the four different The Elements combining the shield).
See also: Creatures.


The Corrupted Nature by Korovix

Submission by User:DemolitionLoover[]

None
Zaoan Samurai

5030 Hit points
3500 Experience points per kill

Abilities: Melee (0-300), Exori (0-500), Haste, Self-healing, shoots Fireball (0-100), berserk (+20% to damage)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1050 hp per turn
Immune To: Fire, Drown, Life Drain, Invisibility, Paralyze,
Strong To: Physical (-7%)
Neutral To: Death, Earth
Weak To: Holy (+5%), Energy (+5%), Ice (+5%)
Sounds: "I am a truly protector of Zao!" ; "There is no pass for you, go away if you wan't to stay alive!" ; "Hail to the Emperor, the only one true king of zaoan lands!"
Behavior: Fights until death. Strong creature.
Field Notes: Zaoan Samurais got called to fight again for their true king, Emperor of Zao. Since Zao isle is getting abused by newcomers and expeditions which are simply using all possible ways to get zaoan treasures for their greedy ego and surrend Zao to strangers, Zaoan Samurais are a strong opposition to pass, they never give up, they are loyal until death.
Location: Old Emperor's Palace, next to small Ghastly Dragon spawn.
Strategy: They usually appear singular so it's possible for knights - bring ultimate health potions and icycles for example, paladins - assassin stars and exevo mas san and guarding life with exura san, else mages- those which have above 1050hp, to solo them. Obviously doing a teamhunt is reccomended because it's a less waste of supplies to kill them and very usefull if Zaoan Samurais will attack you in a group at some bigger passages where they guard the gates.
Loot: 0-200 gold coins,0-3 platinum coins, Samurais Wristguard's,Zaoan Halberd, Zaoan Shoes, Zaoan Legs(semi-rare), Zaoan Armor(semi-rare), Zaoan Helmet(rare), Zaoan Sword(rare),Guardian Boots(rare), Blade of Corruption(very rare),Shield of Corruption(very-rare)
See also: Creatures.


Full creation http://img543.imageshack.us/img543/4872/zaoansamurai.jpg

Pencil and steps of painting my Z.Samurai :D http://img205.imageshack.us/img205/1662/zaoansamuraisteps.jpg

Submission by User:Trimegis[]

None
Trimegis

95000 Hit points
187000 Experience points per kill

Abilities: Invisibility, Mana Drain (1000-7000 mana per turn), Paralysis, Summons up to 6 Overcharged Energy Elementals, Hell's Core (9000-23000), Rage of the Skies (9000-23000), Great Energy Beam (9200-12200), Energy Wave (8300-12800), Great Fireball (7900-12000), Dragon Breath (1500-11500), Self-Healing (very fast and strong), Medusa Gaze (changes your appearance into a stone statue), Armageddon (23800-45000), causes Drunkenness, Magic Deprivation (reduces Magic Level), Sudden Death (10000+), Banshee Wail (reduces Shielding skill), Curses up to 7000 Hitpoints per turn, possible other abilities
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 100k+ hp per turn
Immune To: Fire, Energy, Drown, Life Drain, Invisibility, Paralysis
Strong To: Physical (-30%), Holy (-80%), Death (-30%), Ice (-90%), Earth (-90%)
Neutral To:
Weak To:
Sounds: "Your impudence shall not go unpunished."; "Your mundane skills are a good laugh, I must say."; "How dare you defy ME?"; "Ha! Do you really think your mundane weapons can harm me or don't you think at all?"; "In the name of the King!"; "Face it - I'm the mightiest spellcaster of all Tibia!"; "My power is so much more than enough to hold your life in my hands!"; "You thought Ferumbras powerful? Ah, you haven't met me before."; "You are yet to see TRUE POWER!"; "POWER! UNLIMITED POWER!"
Behavior: He won't be trying to keep distance, instead he'll continuously swarm you with summoned elementals and bombard with powerful offensive spells. Doesn't run even on low health. Has the ability to change you into a stone statue, similarly to a Medusa.
Field Notes: Trimegis is arguably the most powerful spellcaster living in Tibia. He's currently employed as King Tibianus' courtmage and resides in the Rain Castle of Thais. He achieved his immense power through decades of research and intensive meditation. He claims that true power can only be gained by continuous self-improvement and that enslaving oneself to a godly or demonic entity limits power rather than increases it - thus he considers Ferumbras weak-minded. His vast arsenal of spells includes not only all those known to the Edron's Academy of Magic, but also numerous spells of his own invention. He created many spells, amongst them Dragon Breath, Banshee Wail, Medusa Gaze, Trimegis' Ward and others. He is especially famous for his mighty spells of protection and the ability to foresee future. Trimegis has a collection of spellbooks of various magicians of the past which he uses to study the ways of magic and to develop new spells. He is known to have fought and defeated Ferumbras a few times during his service to the King. He's given about a dozen lectures concerning advanced spellcasting at the Edron's Academy and was offered the office of vice chancellor of said academy. Though, he refused to accept that offer, because his duties as the courtmage require mobility. Throughout his lifetime, he explored various remote tombs, dungeons and other places. He is said to have mastered the art of dreamwalking. He's also thought to be a top agent of the TBI as he is sometimes seen coordinating espionage missions around Ulderek's Rock.
One of his characteristic possessions is the Thaian Courtmage Robe (as seen on the picture below); a magical garment naturally associated with the office of courtmage of King Tibianus. It was crafted by the finest tailors of Tibia, its quality as magnificent as that of the King's clothes. It is strongly imbued with protective magic. It is said to reduce damage dealt to its wearer by the elements of Fire, Energy and Death by 15% and can only be worn by sorcerers.

He is normally friendly towards adventurers. Though, he doesn't like burglars and he will attack you if you attempt to break into his room using a crowbar. If you do so, you'll be teleported you to Trimegis' private arena within the void, where he'll battle you. 4-10 Stone Golems, 2-5 Warlocks and 2-5 Infernalists spawn along with him.
Location: Rain Castle central tower, here.
Strategy: This creature is very strong and players are generally not advised to try fighting it before reaching level 500.
Knights&Paladins: use Physical Damage (non-enchanted weapons) and try to stay alive. Avoid beams and waves.
Sorcerers&Druids: use death-based attacks like Sudden Death runes or Death Strike. Avoid beams and waves.
Loot: 0-380 gp, 0-3 Life Crystals, 0-28 Great Mana Potions, Power Ring (always), Spellscroll of Prophecies (semi-rare), Spellbook of Dark Mysteries (semi-rare), Crystal Ball (semi-rare), Crystal of Power (semi-rare), Mind Stone (rare), Golden Amulet (rare), Worn Soft Boots (very rare), Thaian Courtmage Robe (very rare)
See also: Creatures.


http://img827.imageshack.us/img827/9446/trimmywikia.jpg

Submission by User:Omnir[]

None
Akarap Warrior

1600 Hit points
2000 Experience points per kill

Abilities: Melee (0-400) poisons you 5 to 8 hp/turn, Whirlwind Throw (0-210), Haste
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 618 hp per turn
Immune To: Invisibility, Paralyze
Strong To: Physical (-5%)
Neutral To: Holy, Death, Energy, Ice, Earth, Drown, Life Drain
Weak To: Fire (+10%)
Sounds: "CRRRIKKIKKIKK!"; "TEIHT TEIHT TEIHT"; "GRRRREAAAOOOOL!"
Behavior: Fights to the death. They can come in groups of up to 5 if not careful.
Field Notes: Part of the Akarap group. The group consists of a warrior type (Akarap Warrior), Range/trapper type (Akarap Trapper) and an unarmed type (Akarap). The name Akarap has no meaning, and is pronounced "Ah-kah-rrahp" with the -r- slightly rolled. Meant to be a hybrid of Spider and a Human.

Their history is a bit unknown, with rumors either being they were cursed occult members that worshiped the Giant Spider, Yalahari experiments or a natural being only recently discovered to exist. They do have their own language, though the human ear cannot distinguish the differences in sounds to comprehend it properly (Though there is one man currently studying to magically enhance the ear to hear it properly).

Spider jerky is a new food (Said to taste like crab). Spider Hide Armor has 11 Arm value, but has +3% Physical damage defense, is for all vocations, and is 85 oz. Spider Hide Legs have 7 Arm value, but has +3% Physical damage defense, is for all vocations, and is 55 oz.
Location: Caves in Eastern Tiquanda, in the mountains of Zao, one in the Ancient Temple
Strategy: Can be hunted comfortably at levels 70 and above. Fire based spells are preferred. Have a knight block with 80/80+ skills with a druid healing and a sorcerer use fire spells to kill fast. They can come in groups of 2 often, and more if the party is not careful.
Loot: 0-140 gp, 0-2 Meat, 0-2 Spider Jerky, Broken Sword, 0-10 Throwing Star, Mace, Battle Hammer, Halberd, Spike Sword, Two-Handed Sword, Plate Armor, Knight Axe (rare), Dragon Lance (rare), Spider Hide Armor (rare), Spider Hide Legs (very rare), Titan Axe (very rare), Spider Silk (very rare)
See also: Creatures.

http://i114.photobucket.com/albums/n258/Luiakyn/AkarapWarrior.gif http://i114.photobucket.com/albums/n258/Luiakyn/Akarapmaking.gif http://i114.photobucket.com/albums/n258/Luiakyn/fly001.jpg

Submission by User:Coras[]

None
Tengu

2900 Hit points
3100 Experience points per kill

Abilities: Melee (0-500), Tanto Throw (0-150), Blood Exori (0-300), Stun (Paralyses you), Focus (red sparks on himself, lowers your shielding by 33%)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: ~800 per turn hp per turn
Immune To: Drown, Life Drain, Invisibility, Poison, Paralysis
Strong To: Physical (-20%), Holy (-10%), Death (-10%), Fire (-20%), Energy (-20%), Ice (-20%), Earth (-20%)
Neutral To:
Weak To:
Sounds: "I am the ultimate swordsman !!", "You are no match for my sword skills!", "Death before dishonour!", " You are not worthy to wield the sword...".
Behavior: Fights until death.
Field Notes: Tengu is the mystical demon, said to be posess the ultimate sword abilities. Extremaly long lives allowed them to master techniques that are equally effective against brutal strength and fierce magical spells. When challenged to a duel and defeated, he would share his knowledge with his opponent, in other case he would take his victim's sword-wielding hand as a payment for a lesson...
Location: Zao, a teleport in Blazing Peaks leading to a new island
Strategy: Knight - Not reccomended for knights and don't even think of challenging him under lv 100. His comboes are fast and deadly, combined with paralysis and Focus skill can turn tables against you in an instant.

Mages - Tengu is not too fast, so you can try using utamo vita and outrunning him with BoH and/or Haste, while shooting Icicles/SD, or use a blocker. You can use SD for faster kill, but it might be wasteful.

Paladins - same as Mages, but Palladin's Holy Missile can be a lot more helpful compared to mages' runes.
Loot: 0-200 gp, 0-3 Platinum coins, Katana, Sword Ring (Semi-rare), great health potion, great mana potion, ultimate health potion, spirit potion, 0-1 Gold Ingots (rare), Tengu Coat (Arm:12, lowering all elemental and physical damage by 5%, time limited, possible to charge again), Daisho (Very rare, two-handed, pair of swords - long and medium), Geta Sandals (sandals made of wood, arm:2, very rare), Tengu's Hand (extremaly rare, possibly required for addon/outfit).
See also: Creatures.


Sketch

http://img337.imageshack.us/img337/1197/p110910165002.jpg

Finished and coloured

http://img256.imageshack.us/img256/9669/p1109101653.jpg

Another, darker version

http://img227.imageshack.us/img227/395/tengudark.jpg

And final touch - how it would look in game! '

http://img26.imageshack.us/img26/3426/tengugif.jpg

Submission by User:Dongur[]

None
Draclops

4000 Hit points
4500 Experience points per kill

Abilities: Melee (0-450?), Fire wave (300-450), Fireball (225-300) Energy Bomb (25-75), Self-Healing (Fast), Haste
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1300? hp per turn
Immune To: Fire, Invisibility, Paralysis
Strong To: Holy (-30%?), Energy (-50%?), Earth (-70%?)
Neutral To: Physical?, Drown?, Life Drain?
Weak To: Death (+10%?), Ice (+10%?)
Sounds: "Lurn da secret uf FSSSHHH!"; "Ar Uh Kaplar?" ; Tiny humy burn burn burn!;
Behavior: Because of its very limited intelligence and eyesight this creature will moves as if drunk, sometimes changing direction at random when trying to reach a target.

Retargets often and uses its fire attacks more often when not engaged in close combat. Casts energy bomb hitting himself and all 8 squares around him. causing negligible damage to itself in the process).

Fights until death.
Field Notes: Slow respawn rate, similar to the black knight. Involved in the "Twenty leagues under Thais" Quest.

Legend: The horrifying combination of Dragon and Cyclops (also Minotaur by accident)created by Markwin, King of Mintwallin in an attempt to stop the human threat. However the twisted experiment went horribly wrong and Markwins most trusted assistant mage was trapped within the energy vortex used to merge the different species. Instead of creating the Supreme Warrior which was planned to carry the brute strength and the iron will of the Cyclops combined with the lethality and cunning of a Dragon emerged nothing but a monster... Incredibly stupid, completely uncontrollable but immensely powerful, Markwin was left with no choice but to seal the beast deep within his laboratory.


Mentioned in these books (found at different places in Mintwallin):

  • Chronicle of Mintwallin - the city of the Minotaurs written by Markwin, king of all Minotaur..almost

Volume VI

My mage was right, the humans were coming. They have already killed countless of my people and looted our beloved city over and over. Neither Clawer, the traps nor the courage of the bridge guards could keep them at bay. I can not defend my own city... and my life is very soon coming to and end. But before that happens, I shall give Mintwallin one last hope.. A final chance of survival.

  • Research Note

On the Origin of The Draclops.

It is an elaborate description on how to combine Dragon and Cyclops into one creature.

  • Blood Stained Note

Catastrophe, what a horrible mista... ..w could this happen.. my assistant.. trapped within the power matrix What ..ve I done.. this is nothing but an ..omination.. It can ne..r leave this place.

Whoever finds this monster.. it must be put down for good..
Location: Secret Facility in Markwin's secret lab, Mintwallin
Strategy: Team with one blocker and one or more shooters is ideal. In most aspects it can be treated like a dragon lord. Because of its random movement when not in close combat its powerful fire waves that can land in all directions and as its a relativly small room shooters will have to take care and be prepared to move should it retarget.

Knights: Always stay diagonal, Use challenge every time he retargets and let the shooters take him down quick. Be aware that he can land a quite heavy combo so be prepared with an adequate amount of potions and use them properly. Could be soloed though not recomended.

Mages: Sudden death runes will do the job very well, just stay at at distance and away from the direction of the fire wave. Mana shield should be used for safety.

Paladins: Similar to mages, don't waste your mana on Divine Missile spells as it is resistant to holy damage, rather use the ethereal spear. Though it might seem as a good idea to try to outrun this creature because of the drunken movement this is not recommended as it moves rather fast (especially with haste) and in addition to the increased fireballs launched there is a high risk of getting caught in the fire waves.
Loot: 0-250gp, 0-4 Dragon Ham, 0-8 carrots, Meat, Short Sword, Dragons tail, Scaled Cyclops Finger, 0-2 Huge Minotaur Horns, Dark Helmet, Halberd, Green Dragon Leather (semi-rare), Strong health potion (semi-rare), Strong mana potion (Semi-rare), Taurus Mace (Semi-rare), Wand Of Cosmic Energy (Semi-rare), Dragon Shield (rare), Dragon Hammer (rare), Dragon Slayer (very rare), Dragon scale mail (very rare), Abomiational Heart (very rare).
See also: Creatures.


Draclops by Dongur

Submission by User:Spoonlicious[]

None
Wrathmaster

3000 Hit points
2700 Experience points per kill

Abilities: melee (0-400), wrath exori (melee damage) (75-300), dreadbeam (death damage) (100-375) (curses you, starting from 10hp, 6 times, and each time it mulitplies by 1,7), invisible, self healing (slow but strong) (150-300)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1217 hp per turn
Immune To: Energy, Earth, Invisibility
Strong To:
Neutral To: Holy?, Death?, Drown?, Life Drain?
Weak To: Physical (+5%?), Fire (+10%?), Ice (+10%?)
Sounds: You will not escape my wrath!, Your powers perish compared to my greatness, I am like you, only better and evil
Behavior: Runs towards you while making itself invisible, flees in red hp.
Field Notes: The wrathmaster is a fierce creature. His raw power could crush unprepared adventurers, but even tough this vicious beast has a powerful hand, he is still weak to the most standard attacks. the demons have created these minions to blow the first strike at enemy lines. It will try to destroy you, but when injured it will crawl away to his masters for protection. So when it flees, try to kill it fast.
Location: Yalahar cemetery quarter (-1 and -2), Deeper mines, Poi seals teleport room
Strategy: Knight: knights can easly solo a wrathmaster if they are level 100+ with decent skills, since they are weak to physical damage and try to stand diagonal all time. From level 160+ knights could make good profit luring a few wrathmasters and killing them with exori.

Paladin: paladins could start hunting warmasters at level 100 luring 1 by 1 and shooting power bolts or assassin stars while shooting devine missiles.

Druid and sorcerer: Druids and sorcerers should stay back while a knight blocks them. But beware of their beam. They should attack them with either fire or ice strike, but when there are several wrathmasters, they should either shoot avalanche runes or great fireball runes or try to hit them with ice wave or fire wave. They could start hunting them solo at level 180+.
Loot: 0-127 gp, 0-3 Platinum Coin, Axe Ring, Demonic Essence, Soul Orb, Gold Ingot (semi-rare), 0-2 Great Mana Potion (semi-rare), Knight Armor (semi-rare), Hammer of Wrath (rare), Giant Sword (rare), Steel Boots (very rare), Floating Essence (skinnable, new item, it's the blue blob with purple eyes, will add picture later).
See also: Creatures.


http://img844.imageshack.us/img844/7486/entrytibiawikicreepyker.png

Submission by User:Jeff Production[]

None
http://img840.imageshack.us/img840/7007/mercenary.gif Mercenary

1785 Hit points
1400 Experience points per kill

Abilities: Melee (0-270), Life Drain Hit (20-80), Self-Healing, Strong Haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 350 hp hp per turn
Immune To: Holy, Invisibility.
Strong To: Physical (-15%)
Neutral To: Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds: "Hired to kill you!"; "Give me your money, and I"ll give your enemy's head!"
Behavior: Mercenaries are dangerous if found in groups and are very fast on horseback, they will fight to death ... Beware, they are greedy for money.
Field Notes: None.
Location: Dark Cathedral, Outlaw Camp, north of Carlin, Trade Quarter.
Strategy: Its strength can be compared to a Giant Spider with just melee attacks. Knights can just melee it, using berserk if want to kill it faster. Around level 65 and skills 75/75 you should be able to kill them. Mages recommend to hunt them at level 55+ since Mercenary do not walk alone. Use Icicle or Ice Strike because they are weak against ice. Sorcerers would also use energy wave if there are more than two Mercenary keen to fight.
Loot: 0-158 gp, 0-4 ham, Halberd, 0-4 Small Emeralds (semi-rare) Knight Armor (rare), Knight Legs (rare), Zaoan Halberd (rare), Royal Helmet (very rare).
See also: Creatures.

Video - Mercenary http://www.youtube.com/watch?v=n4dxozVdw0M

http://img691.imageshack.us/img691/8228/merce.png

http://img59.imageshack.us/img59/9171/ladoq.png http://img826.imageshack.us/img826/2382/rodando.gif http://img715.imageshack.us/img715/5057/horsen.gif http://img840.imageshack.us/img840/7007/mercenary.gif

Submission by User:Exhidi[]

None
Hawkman

1950 Hit points
1200 Experience points per kill

Abilities: Melee (0-450), Haste, Blue Musical Note (On self), Whirlwind Throw (0-160), Self Healing (Slow), Blood Rage
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 800~ with Blood Rage hp per turn
Immune To: Drown, Life Drain, Invisibility, Drunkness, Life Drain
Strong To: Physical (-20%), Holy (-50%), Fire (-20%), Earth (-15%)
Neutral To: Energy
Weak To: Death (+5%), Ice (+5%)
Sounds: "Carrah!"; "You are finished!"; "And yet another bracelet for me"
Behavior: Hawkmen heal slowly and cast Blood Rage on self often, making their damage increase by a lot. They do not run in low health.
Field Notes: Hawkmen are fierce bird warriors that have settled by the Vandura Mountain. When a hawkman reaches it's adulthood it will learn to fly and will forge it's own hammer, which is carried through the rest of it's life. Their golden bracelets are used as "medals" for each victory in battles they've had, which means the most bracelets a hawkman has, the tougher it is.
Location: Vandura Mountain
Strategy: Knights can solo those at level 70 with skills 80/80+, but it will be a huge waste, as Hawkmen are strong against physical damage and have strong melee and distance attacks.

Mages should have a blocker for those while shooting ice based attacks, since they are fast and got a strong melee damage. Alternatively Mages can solo those at level 100 without mana shield using Sudden Death Runes or Ice based attacks while staying away from them.

Paladins should consider the same strategy for mages, except they should be using Assassin Stars, Power Bolts or Onyx Arrows for a safe distant kill.
Loot: 0-54 Gold, Golden Bracelet, Colorful Feather, Strong Health Potion, Talon, Battle Hammer, Steel Helmet, Feather Headdress (very rare), Emerald Bangle (very rare), War Hammer (very rare), Jade Hammer (very rare)
See also: Creatures.


Hawkman

Submission by User:MonotremeLover[]

None
Massive Echidna

750 Hit points
500 Experience points per kill

Abilities: Melee (0-170), Distance Spike Shot (80-110), Groundshaker (50–100, paralyses you), Reflection (20, if melee-hitting the Massive Echidna), Permanent Weakness vs. Bashing (Club Weapons deal 150% damage)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 400 hp per turn
Immune To: Invisibility
Strong To: Physical (-30%), Earth (-30%)
Neutral To: Holy, Energy, Ice, Drown, Life Drain
Weak To: Death (+3%), Fire (+7%)
Sounds: „Sniff, Sniff“, „Slurp“
Behavior: Runs in low health.
Field Notes: Vast Terramite colonies have been offering the ideal enviromental niche for Massive Echidnas in their impressive size and magnitude to develop. Of course this was only possible under a protein-rich nutrition which only masses of insects would be able to offer. The Echidna itself is a lethargic and jovial kind of animal, however, by entering their breeding territory, the Massive Echidna reacts with unexpected aggression. While males are rarely observed, female Echidnas are what one is most likely to encounter. Besides, they belong to the rare group of mammals that actually lay eggs! Moreover, their sturdy leather is reinforced with hundreds of spikes: In cases of threat it can curl up into a defense position and even shoot (!) its spikes (underlying a not yet well understood mechanism). The Massive Echidna fears bushfires – in such a case its fur seems to be of no protection.
Location: Yalahar (Arena and Zoo Quarter), Zao Steppe, Zao Terramite Caves
Strategy: To all vocations, staying diagonal is not required.

Knights: You should have at least 70/70 skills and use a two-handed weapon (and optionally Berserk) since its defense is quite strong, and also to minimise the damage you take from its reflection attack. A really good creature to hunt if you are trained with club weapons.

Paladins: Although rather slow, the Massive Echidna is not recommended for paladins because you will be likely to waste a lot of ammunition trying to penetrate its defense. It will also use its Spike Shot more often when you keep a distance. Be ready to use Exura immediately once it paralyses you.

Mages: Pretty easy to kill for a level 45 Sorcerer or Druid, just use Wand of Inferno/Underworld Rod and Flame Strike and heal when your health drops below 300. Don't get trapped by nearby Terramites while running away from it!
Loot: 0-60 gp, 0-6 Meat, Dead Larva, 0-4 Egg, Centipede Leg, Terramite Legs (semi-rare), Terramite Shell (rare), Springsprout Rod (very rare), Terra Amulet (very rare)
See also: Creatures.

http://img522.imageshack.us/img522/916/echidna3.jpg

Submission by User:Fairdruidess[]

None
Oracle

1500 Hit points
1300 Experience points per kill

Abilities: Melee (0-275, Poisons you up to 5 Hitpoints/turn), Berserk (0-175), Whirlwind Throw (0-100), Self-Healing.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 450 hp per turn
Immune To: Death, Drown, Invisibility
Strong To: Physical (-60%), Fire (-80%)
Neutral To: Energy, Ice, Earth, Life Drain
Weak To: Holy (+30%)
Sounds: "Though softly you do tread, I feel you and see you dead!"; "For the Occult!"; "You are the one... who must die!"; "I've seen it, in my mind's eye, I was here, and you there. A great battle ensues. Shall I show you?"; "I’ve seen my blades quenched in your blood."
Behavior: Oracles will target you before you seem them and use haste upon first sight. They will run away on low health. Self healing.
Field Notes: Born with the gift of foresight, oracles are trained at a young age to become a master of both physical and psychic realms. Through out their training they endure the harshest of tests, as a result they are immune to death and strongly resist fire, and physical damage. Though oracles are most often found in their native cult – most often the deepest part of the cave, they can be infrequently found with assassins (random spawn). This can be attributed to the oracle’s quest for retribution. It is said oracles are blinded to enhance their natural gift. Though most are loyal to their people, and the occult life, you may find those who wish vengeance upon their trainers.
Location: Dark Cathedral (random spawn), Goroma, Formorgar Mines, Magician Quarter.
Strategy: Paladins are best equipped in killing these gifted creatures, as oracles are weak to Holy damage and deal very significant damage in range with a spell similar to beserk. The oracle should be kited and kept diagonal as to avoid the whirlwind throw. Knights are advised not to attempt blocking without 75/75 skills. High shielding is required if you do not intend to kite them. Druids and sorcerers should use ice, earth or energy spells, due to their neutrality, though these creatures are not ideal for mage classes to solo.
Loot: 0-100 gold coins, Cultish Symbol, Cultish Robe, Gauze Bandage, Mysterious Voodoo Skull (rare), Crystal of Focus (rare), Bloody Edge (very rare), Nightmare Blade (very rare), Boots of Haste (very rare).
See also: Creatures.


http://img440.imageshack.us/img440/5088/tibiawikioracle.jpg

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