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This page will list all submissions of the TibiaWiki:Contest held during September 2010. All submissions will get a status which is either "accepted" or "rejected". If your status is rejected, you will get a message on your talk page which explains how you can improve your submission to get accepted.

See other submissions:


Submission by User:Sahsy (status: accepted)

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:Avaina (status: accepted)

None
Omnious Abomination

2800 Hit points
2100 Experience points per kill

Abilities: melee (0-300), terra strike (0-260, paralyzes you), poison wave (40-90, poisons you up to 25hp/turn), haste, poison field, distance paralyze, poison bomb on itselfs (reduces melee skills by 10), summons 0-2 scorpions
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 675 (775 with summons) hp per turn
Immune To: Earth, Drown
Strong To: Holy (-10%), Death (-10%), Energy (-10%), Ice (-80%)
Neutral To: Physical, Life Drain
Weak To: Fire (+10%)
Sounds: "Grrrr"; "Hshhh!"
Behavior: They are quite fast and use paralyze often so it is really hard to outrun them. Omnious abominations fight untill death and retarget hardly ever. They usually come in groups with other omnious abominations, souleaters, mutated bats, mutated tigers, mutated rats or deathblobs.
Field Notes: The origin of these strange and rare creatures is unkown. There are three most common and quite similar hypothesis and all of them have their followers and adversaries among scientist, but most probably the truth lies somewhere in-between. The first theory says that they are offspring of lizards and werewolfs, although many people doubt it is naturally possible for those creatures to crossbreed. The second one says that omnious abominations have been created by an ancient, powerful and mad wizard, but the experiment had failed and he let his creation out. Third hypothesis says it wasn't wizard nor any other human being, but the plague of corruption which spreads over the continent of Zao and distorts all life. What is surely known about omnious abominations is they are blind and use sense of smell to perceive surroundings. Their body is full of very poisonous venom, which omnious abominations can shoot from their tails in case of being attacked. Explanation: Blinding Helmet is an item which makes 50% of your melee attacks mishits, but reduces damage given to you by 5%.
Location: Razachai
Strategy: To all vocations: stay diagonal.

Knights: it's not really recommended to hunt omnious abominations alone, as they reduce your melee skills and often summon scorpions that break your shielding. High level knight can lure few monsters at once and exori them, but it's not recommanded because of waste.

Paladins: running and shooting with arbalest is the best way to kill those monsters, though is's still not easy because of their speed, paralysis and weaker monsters and summons hanging around blocking your way.

Mages: similar to paladins. They should get a blocker and use flame strike and wand of inferno/necrotic rod. Hunting alone is possible but they should be careful not to lure more monsters on theirself, otherwise it might end up with death. High level sorcerers can use Rage of the skies to hunt these monsters, but it's unprofitable because of huge waste.
Loot: 0-146 Gold Coins, 0-3 Platinum Coins, Gauze Bandage, Werewolf Fur, Poisonous Slime, Rusty Armor (common), Steel Shield, Plate Legs (semi-rare), 0-5 Small Rubies (semi-rare), Yellow Gem (semi-rare), Terra Amulet (semi-rare), Might Ring (rare), 0-3 Fire Mushrooms (rare), Zaoan Legs (rare), Swamplair Armor (very rare), Guardian Boots (very rare), Blinding Helmet (very rare)
See also: Creatures.


http://img405.imageshack.us/img405/963/67617334.png

Submission by User:Chris89 (status: accepted)

None
Acerdens the III

1050 Hit points
600 Experience points per kill

Abilities: Acidic Vomit (60-200), Life Drain Berserk (8-100), Death Missile (70-85),Envenom starting at 10 hp/turn, Paralyze, Self-Healing (around 80hp).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 400+? hp per turn
Immune To: Invisibility,Paralysis.
Strong To: Death (-30%), Fire (-10%), Energy (-10%), Ice (-10%), Life Drain (-90%)
Neutral To: Drown
Weak To: Physical (+5%), Holy (+15%), Earth (+5%)
Sounds: "Obzerve the powerz of Acerdenz" "Who'z next" "A giant rat! Where?" "You zhall be a gift to the Grandfather!" "Urgh"
Behavior: Acerdens the III will attack his opponents at a distance using his powerful spells. He will run at red hp.
Field Notes: Acerdens the III is one of the elder Acerdens. He's a walking disease, fascinated by the art of black magic and filled whit desire for power. It is said, that at his birth he alone killed all of his siblings simply to impress his father.
Location: In the deep caves below Greenshore and Fibula, also seen in rat plauges.
Strategy: Mages: recommended 50+, be prepared whit Exura since he paralyzes often, kill him using Earth Strike.

Paladins: lvl 55+ paladin can kill him using Enchanted Spears and Divine Missile.

Knights: should be 50+ preferably whit a shooter trying to corner him.
Loot: 0-3 Platinum Coin, 1-90 Worm, 0-8 Onion, Skull Candle, White Piece of Cloth (always),Ring of Healing (always), 0-5 Small Diamond, Stone Skin Amulet (rare), Spellbook of Enlightenment (very rare).
See also: Creatures.


http://img138.imageshack.us/img138/1684/tibiacontest2.jpg

Submission by User:Watkins577 (status: accepted)

None
Evil Rabbit

150000 Hit points
60000 Experience points per kill

Abilities: Melee (0-100), Ice Strike (700), Great Fireball (400-500), Energy Beam (400-500), Terra Wave (400-500), Berserk (0-2000)Self-Healing (Slow and weak), Invisibility, Summons up to 2 Demon, Haste.
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 4300 (7360 with | Demons) hp per turn
Immune To: Holy, Drown, Life Drain, Invisibility, Paralysis.
Strong To: Death (-5%), Fire (-50%), Energy (-50%), Ice (-50%), Earth (-50%)
Neutral To: Physical
Weak To:
Sounds: "Afraid of the Demonbunny? Well I'm the Demonrabbit!"; "Sque... I mean RAWR!!!"; "You can run, you can hide, but you will die!"
Behavior: Retargets often. Uses powerful attacks to kill the enemies.
Field Notes: The Evil Rabbit is very powerful. He mentions Hugo the demonbunny in his sounds. Each player can skin it once to get a bag, filled with items. These items are very rare. If you are lucky, you could loot the Demonrabbit cloak. Also on player can use a Blessed Wooden Stake on this, to receive The Demonbunny Book which reveals more about Hugo.
Location: Through a teleport at Zao.
Strategy: Get a team of at least 30 people. 5 Knights, 10 Druids, 15 Shooters. Try not to stand in its line of fire.

Knights trap it in a corner or to a wall, use Defensive fighting, and attack it.

Druids heal the Knights, 2 on each.

Sorcerers use sudden death runes on it, make sure you have a lot.

Paladins use assassin stars. Target the demons when they are summoned.
Loot: Crystal Coin (100 always), Pieces of Rare Set (at least 3), Bag containing rare items (from skinning), The Demonbunny Book.
See also: Creatures.
Evil rabbit

Submission by User:Glofur (status: accepted)

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), Rusty Armor (Rare) (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:Chris89 (status: accepted)

None
Acerdens Waspfoot

90 Hit points
80 Experience points per kill

Abilities: Throwing Knife (0-65), Life drain (0-10)
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 75 hp per turn
Immune To: Invisibility.
Strong To: Death (-30%?), Life Drain (-20%?)
Neutral To: Physical, Fire, Energy, Ice, Drown
Weak To: Holy (+15%), Earth (+5%)
Sounds: "Bullz eye!" "Hide and zzeek iz my zpecialty!" "I heeear you!" "MAKE A ZZOUND!"
Behavior: Acerdens Waspfoots are swift masters of the shadows, and will use their skills in distance fighting while trying to avoid you. Runs away in low health.
Field Notes: Born blind, Acerdens Waspfoots are taught at a very young age how to use their great sence of hearing and exceptional dynamics to their advantage. They quickly become lethal assassins and experts at navigating in darkness.
Location: In the deep caves below Greenshore and Fibula.
Strategy: Mages should kill them using Earth Strike.

Paladins should use Divine Missile and Distance weapon.

Knights should use haste and Whirlwind Throw.
Loot: 0-10 Gold Coins, 0-5 Worms, Moldy Cheese, Leather Helmet, 0-3 Throwing Knife, Time Ring (very rare).
See also: Creatures.


http://img13.imageshack.us/img13/3051/tibiacontest3.jpg

Submission by User:Sepob (status: accepted)

None
Ent

3000 Hit points
3000 Experience points per kill

Abilities: Melee (0-450), Terra Strike (50-250),Stone Shower (50-200)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 800 hp per turn
Immune To: Invisibility
Strong To: Physical (-30%), Energy (-90%), Earth (-90%), Drown (-90%)
Neutral To: Holy, Death, Ice
Weak To: Fire (+20%), Life Drain (+10%)
Sounds: None.
Behavior: Fights to the death.
Field Notes: Ents are the mix of dead humans and dead trees
Location: Tiquanda, Chor.
Strategy: Knights wouldnt like to fight this creature because it does have resistante do physical damage, Mages and Paladins should keep a distance to avoid his melee attack.
Loot: 0-5 Fern,0-6 White Mushroom,0-6 Red Mushroom, Ancient Shield, Seeds (Semi-Rare), Leaf Legs (Rare), Terra Boots (Rare), Terra Mantle (Rare).
See also: Creatures.


http://img.photobucket.com/albums/v175/MattTenessee/Ant.jpg

Submission by User:Sepob (status: accepted)

None
Pegasus

15000 Hit points
12500 Experience points per kill

Abilities: Melee (0-500),Strong Self-Healing, Icicle (50-400), Avalanche (100-450), Ice Wave (150-650), Haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 2000 hp per turn
Immune To: Invisibility, Paralysis, Drunkeness
Strong To: Holy (-30%?), Death (-30%?), Fire (-50%?), Ice (-70%), Drown (-70%?)
Neutral To: Physical?, Earth?, Life Drain?
Weak To: Energy (+20%?)
Sounds: "Crrrinch"
Behavior: Runs in low health.
Field Notes: Pegasus is a mythical creature, said to appear only before people of good heart.
Location: Okolnir
Strategy: Stand diagonal to them to avoid their Ice Wave, be careful because it will retarget regularly, the blocker(s) should try to push it where it cant move. It is the fastest creature on Tibia, and will cause a lot of trouble for the shooters while its not traped.
Loot: 0-200 gp, 0-5 Meat, Cape, 0-2 Talons,0-2 Blank Runes, Feather Headdress, Colourful Feather, Blue Rose, Hailstorm Rod, Glacier Robe, Boots of Haste, Tempest Shield (rare), Rainbow Shield (Rare), Magic Plate Armor (Rare), Crystal Boots (Very Rare), Winged Helmet (Very Rare).
See also: Creatures.


http://img.photobucket.com/albums/v175/MattTenessee/Pegasus-1.jpg

Submission by User:kubafajtlapa (status: accepted)

None
Game Master

666777 Hit points
50000 Experience points per kill

Abilities: Melee (0-450)
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 1000 hp per turn
Immune To:
Strong To: Error: String exceeds 1,000 character limit.
Neutral To:
Weak To:
Sounds: "Grrrrr, you have ban","I'm admin, you have ban"
Behavior: Runs away in low health.
Field Notes: The master of the master
Location: 1-2 time at year atacked Thais
Strategy: -
Loot: Boots of Haste,Gamemaster Doll , 10-50cc,Great Shield.
See also: Creatures.


http://img836.imageshack.us/img836/60/gmkk.gif

Submission by User:Sepob (status: accepted)

None
Mastermind

45000 Hit points
40000 Experience points per kill

Abilities: Great Fire Ball (100-900), Stone Shower (100-900), Avalanche (100-900), Thunderstorm (100-900), Mana Drain (0-500), Sudden Death (200-1200),Self Healing, Paralyze, Summons up to 3 Energy Elementals, Earth Elementals, Water Elementals or Energy Elementals
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 4800 hp per turn
Immune To: Invisibility, Drunkeness, Paralysis
Strong To:
Neutral To:
Weak To: Error: String exceeds 1,000 character limit.
Sounds: "Hey nice spell, look mine", "I cant die", "Are you afraid?"
Behavior: This creature fights to the death and retartegs often.
Field Notes: Mastermind was one of the best mages of the entire Tibia, it is said that he learned every possible spell, but when he tried to learn more about the darkness spells, he died, the exact cause of his death is unknown.
Location: Vengoth
Strategy: This monster does have a lot of weakness, but his attacks makes him a hard opponent, it will keep attacking with area spells, dealing damage to the shooters. Knights should push him where it cant move, while shooters attack it with whatever they can.
Loot: 0-500 gp, 0-5 Blank Runes, 0-2 Mastermind Potion, Devil Helmet, Platinum Amulet, Death Ring, Skull Staff, Dark Armor, Mind Stone, Mastermind Shield (Semi Rare), Demonbone Amulet (Semi Rare), Magic Plate Armor (Semi Rare), Golden Legs (Semi Rare), Winged Helmet (Rare).
See also: Creatures.


http://img.photobucket.com/albums/v175/MattTenessee/Mastermind-1.jpg

Submission by User:luis1131 (status: accepted)

None
Hippogriff

1400 Hit points
1000 Experience points per kill

Abilities: melee (50-350),Paralysis,Haste,Berserk (90-120)
Pushable: ?
Push Objects: ?
Est. Max. Damage: 470 hp per turn
Immune To: Drown, Life Drain, Invisibility, Paralysis
Strong To: Physical (-30%), Death (-30%)
Neutral To: Holy, Ice
Weak To: Fire (+25%), Energy (+10%), Earth (+20%)
Sounds: it vetoes of here,GRAAARRRRRR,you do not approach or it will kill to you
Behavior: calm but very territorial they attack any tin that approaches their territory
Field Notes: imposing animal says they used that it to make deliveries
Location: Northern Zao,Foreigner Quarter
Strategy: very hard in physicist so if ere advisable Knights to be 90 or 60 mages of or but
Loot: 0-95 gp,Hippogriff wings,Plate Legs (semi-rare),Strong Health Potion (semi-rare),Knight Armor (rare),Strange Helmet (rare), Fire Sword (rare), Tower Shield (rare),Boots of Haste (very rare)
See also: Creatures.
Hippogriff by luis1131

Submission by User:Emerald Demond (status: accepted)

None
Candy Man

300 Hit points
5 Experience points per kill

Abilities: Melee (0-10), Envenom (Paralyzes), Pumpkin Throw (15-40)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 50 hp per turn
Immune To: Invisibility, Paralysis, Drunkenness
Strong To: Death (-20%), Energy (-10%), Ice (-5%), Earth (-20%)
Neutral To: Physical, Drown, Life Drain
Weak To: Holy (+10%), Fire (+15%)
Sounds: "Trick or treat, smell my feet!"; "Hee hee, Happy Halloween kiddies!"; "Isn't this a nice Halloween? Shame it will be your LAST!"
Behavior: Candy Men will appear in random raids during October with the warning:

"Lock your doors and close your windows <name of city>; the minions of the Mutated Pumpkin have arrived and are up to their mischievous ways!"

They keep their distance from the player and resort to using distance attacks. They drop an item called a "Goody Bag"; using this item will give one of the following - 3 Candy, 3 Lollipop, 5 Chocolate Coin, 5 Yummy Gummy Worm, Demonic Candy Ball, Bar of Chocolate (semi-rare), Metal Whistle (like a Wooden Whistle, but it does not break, nor does it summon Wolves) (rare).
Field Notes: A minion to the great Mutated Pumpkin, these creatures will try and cause as much holiday mischief as they possibly can...
Location: Ab'Dendriel, Ankrahmun, Carlin, Darashia, Edron, Kazordoon, Liberty Bay, Port Hope, Svargrond, Thais, Venore, Yalahar.
Strategy: All vocations should try and kill Candy Men as quickly as possible; they are not very strong, but they keep their distance and can cause a lot of frustration.
Loot: 0-20 gp, Pumpkin, Goody Bag, 0-5 Candy Cane, 0-15 Chocolate Coin, 0-3 Lollipop, 0-10 Candy (semi-rare), 0-2 Gingerbreadman (semi-rare), 0-10 Yummy Gummy Worm (semi-rare), 0-2 Demonic Candy Ball (semi-rare), Bar of Chocolate (rare), Cream Cake (rare), Chocolate Cake (rare), Ice Cream Cone (Crispy Chocolate Chips) (very rare)
See also: Creatures.
Candy Man by Emerald Demond

Submission by User:Exilium93 (status: accepted)

None
Mutated Scorpion

5200 Hit points
4800 Experience points per kill

Abilities: Melee (0-440) (poisons you starting at 115 hp per turn),

Terra Strike (150-350), Wrath of Nature (240-420) (Paralyzes),

Fast Self Healing, Earth Wave (200-410).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1500~ hp per turn
Immune To: Earth, Drown, Life Drain, Invisibility, Paralysis.
Strong To: Physical (-5%), Death (-55%), Energy (-80%)
Neutral To:
Weak To: Holy (+5%), Fire (+10%), Ice (+5%)
Sounds: "Screeeeech!", "Do you want my poison?", "BRRRUAAAAAGR!", "I have a present in the top of my tails".
Behavior: Mutated Scorpions run in very low health.
Field Notes: They are similar to Medusas, but stronger and they are the strongest arachnids of Tibia.
Location: Vengoth Castle, Deeper Banuta, Corruption Hole, Alchemist Quarter.
Strategy: For all vocations is necessary to use antidote spell or have the clawn of Noxious Spawn.

Mages can hunt them with fire fields or walls and minime level 150~ using fire strike or fireball rune, terra set and staying in diagonal.

Knights can kill them around level 130 staying in diagonal, using fierce berserk or berserk with skills 90/90~ and using GHP or UHP.

Paladins can kill them around level 100 in open battlefield using assassin stars with distance fighting 90+, and using spells: divine missile and divine healing.
Loot: 0-300 gp, 0-2 Platinum Coin, Mutated Scorpion Tails http://img638.imageshack.us/img638/231/mutatedscorpiontails.jpg , 0-2 Ultimate Health Potion, 0-2 Great Health Potion, 0-3 Demonic Essence, 0-4 Black Pearl (semi-rare), Terra Amulet (semi-rare), Tower Shield (semi-rare), Epee (semi-rare), Terra Legs (rare), Terra Mantle (rare), Sacred Tree Amulet (rare), Relic Sword (very rare), Titan Axe (very rare), Rusty Armor (Rare) (very rare).
See also: Creatures.


http://img441.imageshack.us/img441/5896/mutscorp2.png

Submission by User:Sepob (status: accepted)

None
Shade

2100 Hit points
2000 Experience points per kill

Abilities: Melee (0-450), Death Hit (50-150) makes you Cursed (up to 40 damage), Life Drain (0-100), Poison Hit (100-200) poisons you 30 hp/turn, Self-Healing.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 900 hp per turn
Immune To: Invisibility, Drunkeness, Paralysis
Strong To: Physical (-20%), Death (-20%), Fire (-10%), Energy (-10%), Ice (-10%), Earth (-10%), Drown (-10%), Life Drain (-20%)
Neutral To:
Weak To: Holy (+20%)
Sounds: "Surrender", "Give yourself to the Darkness"
Behavior: Fights to the death.
Field Notes: Shades are the embodiment of the hatred, they born on places like prisons, and then, seek for places with most evil energy possible.
Location: Vengoth
Strategy: Knights should not come alone, since Shades have resistance to physical damage and heals his hp. Paladins/Mages should run and attack with Holy/Exori attacks and heal when necessary.
Loot: 0-80gp, Dark Helmet, Dark Armor, Dark Shield, 0-2 Dark Mushroom, Dark Rosary, Knight Legs (Semi Rare), Boots of Haste (Rare), Spellbook of Mind Control (Rare), Soul Stone (Very Rare);
See also: Creatures.


http://img.photobucket.com/albums/v175/MattTenessee/Shade.jpg

Submission by User:Sepob (status: accepted)

None
Royal Guard

12000 Hit points
12000 Experience points per kill

Abilities: Melee (0-750), Berserk (0-600), Whirlwind Throw (0-450), Divine Caldera (400-1000)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 2800 hp per turn
Immune To: Invisibility, Drunkeness, Paralysis
Strong To: Physical (-50%), Holy (-50%), Fire (-20%), Energy (-20%), Ice (-20%), Earth (-20%), Drown (-20%), Life Drain (-20%)
Neutral To: Death
Weak To:
Sounds: "Hail the King !"
Behavior: Fights to the death.
Field Notes: They trained for years, learning every combat technique they can, to become the ultimate force guarding King Tibianus
Location: Rain Castle
Strategy: To kill this monsters it is necessary a group of high level players, knights should come and split the Royal Guards (they come in 5), using Exeta Res when they retarget, and the shooters should focus on killing them as fast as possible.
Loot: 0-250 gp, 0-2 Ham, Scroll of Heroic Deeds, 0-1 Ultimate Health Potion, 0-2 Great Mana Potion, Royal Helmet, Golden Amulet (Semi Rare), Gold Ring (Semi Rare), Golden Armor (Rare), Golden Legs (Rare), Golden Boots (Rare), Royal Axe (Very Rare),
See also: Creatures.


http://img.photobucket.com/albums/v175/MattTenessee/Royal.jpg

Submission by User:Nevaran (status: accepted)

None
Fallen Shieldmaiden

1800 Hit points
1450 Experience points per kill

Abilities: Melee (0-150), Distance Fighting (assassin stars) (0-400)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 550 hp per turn
Immune To: Fire, Energy, Drown, Life Drain, Invisibility, Paralysis.
Strong To: Physical (-1%?), Death (-1%?), Ice (-1%?), Earth (-1%?)
Neutral To:
Weak To: Holy (+1%?)
Sounds: "You will never get out alive!"; "My allies will aid me in my victory!"; "My Queen I beg you!"
Behavior: Keeps distance. Does not run away when low hitpoints.
Field Notes: In the ancient history of the ice islands there were months that the sun did not shine. In these cold months, it was a survival of the fittest for the ones who lived on harsh lands of ice. So were the villagers on Senja. They had a strong belief though, that if they would sacrifice a virgin to the Yeti on Folda, it would bring the sun back, so they could live in the light again untill the sun had enough of them and turned away again. Every year, one maiden was selected, and cherished, until the night of her sacrifice. Like all women in those times, they all had to have the fighting skills to survive in the wilderness, or against the roaming men, who could not stay faithful to their mating partners. So a year came, and one of the shield maidens, who belonged to the elite group of female fighters on Senja, was selected to be sacrificed. As this maiden did not exactly know what was going to happen to her, she let the village women do their thing with her. She was washed, clothed in the best furs of the town and fed. All women and men came to the castle, to wish her well. Then last, her mother and sister visited her. Her sister told her something shocking though. She told the maiden that she was going to die. Stunned by what her sister told her, she waited till everyone left. It was dark when she looked out of the window. She did not want to die, so she stood up and ran away. Not knowing where to go though, in the dark, she kept walking until she found a switch that opened a door. She walked into the room and down the stairs, that lead to a cave passage. She kept walking till her legs did not want to carry her anymore, and sat down on the hard floor, where she eventually fell asleep. A couple of hours later she was brutally awoken by gruesome looking creatures, that before she knew it, tied her up and dragged her away. They were brown and had horns. Some of them were wearing jackets, but most of them were just wearing loincloths. They dragged her with them for a couple of hours. Into the deepest parts of the caves, where she was brought to more of the same kind of creatures, but these were wearing bright blue robes. Surprisingly they spoke her language, with a heavy accent, and asked her why she invaded the caves of the minotaurs. She explained what was going to happen to her, and why she fled from her village. At the end of her story she said that she still did not want to die, and that she would do anything for the minotaurs, if they would let her live. They agreed to let her live, if she would teach the minotaurs to fight against the humans that live on the surface. They explained to her that the sun comes back every year out of itself. That it was the way of nature and how the world turned. She agreed, and became friends with the minotaurs that hid her, and in her mind she made plans to take revenge on the villagers, that tried to sacrifice her to the horrid Yeti. And even today, she still lives in those caves. The minotaurs tell her when they spotted humans, and lure the not knowing victim to her quarters.
Minotaur Mages and Elder Beholders spawns with it.
Location: Under Folda/Senja/Vega.
Strategy: Knights: It's hard to solo since she's in a round room without anything to trap her with. Two knights can easily trap her of course. Paladins: Just stand still and use enchanted spears and divine missile/holy missile. Mages: Runes would be the best choice since she keeps distance 1 sqm away from the strike spells' range. Beware that she can hit hard with her assassin stars.
Loot: 0-100 gp, 0-15 throwing stars, 0-2 meat, plate armor, steel helmet, 0-2 assassin star (semi-rare), warrior helmet (rare), knight armor (rare), boots of haste (very rare)
See also: Creatures.
Fallen Shieldmaiden

Submission by User:Ozkl Nova IGN Svardhuggar Ernny (status: accepted)

None
Venom Crab

525 Hit points
380 Experience points per kill

Abilities: Melee (0-5), Stalagmite (0-70), throws Poison Fields, Stone Shower (0-120), Summon 0-2 Poison Spiders, Self Healing.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 200 (210 with summons) hp per turn
Immune To: Earth, Invisibility
Strong To: Physical (-10%), Ice (-85%)
Neutral To: Holy, Energy, Drown, Life Drain
Weak To: Death (+5%), Fire (+30%)
Sounds: Pvshhhh, Clap-Clap.
Behavior: The Venom Crab will try to stay away from their target hitting them with diffrent earth attacks, they summon their Poison Spiders as soon as they have been killed, so you easily get surrounded.
Field Notes: Similar to the Bonelord, and their hooks looks like the arms of a Haunted Treeling, attacks the closest person, commonly hunted by Master Sorcerers of level 30 and higher, also one of the few lootable monsters that does not drop gold.
Location: Deep down in Tiquanda crocodile cave, deeper Banuta, Plains of Havoc (unreachable)
Strategy: Knight: Try to keep close the Venom Crab at all times, hitting it with your weapon. Your skills should be around 60/60 before you try on a Venom Crab, try to not lure more than one, cause you will get blocked by the Poison Spiders.

Sorcerer: Use Wand of Draconia or Wand of Inferno and hit it with Flame Strike or Fireball, you could also get a knight to lure several of those and kill them with Great Fireballs.

Druid: Same as Sorcerer, but use your Necrotic Rod or Underworld Rod, and hit it with your Flame Strike or Fireball.

Paladin: Use Royal Spears and Ethereal Spear, stay away from the enemy and try to not lure more than one.
Loot: Crab Leg, Studded Helmet, Chain Armor, Katana, Blank Rune, Snakebite Rod (semi-rare), Health Potion (semi-rare), Mana Potion (semi-rare), Steel Helmet (semi-rare), Plate Legs (rare), Guardian Shield (very rare), Terra Hood (very rare).
See also: Creatures.


<http://i413.photobucket.com/albums/pp216/rubenrodrigo/Venom_Crab4.gif>

Submission by User:Mefiles dark hedgod (status: accepted)

None
Centaur Bloodseeker

1500 Hit points
1200 Experience points per kill

Abilities: Melee (0-150), Arrow (0-300), Burst Arrow (0-200) Drunkenness, Strong Haste,
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 450 hp per turn
Immune To: Invisibility, Drunkenness, Paralyze
Strong To: Holy (-50%), Death (-10%)
Neutral To: Fire, Energy, Ice, Drown, Life Drain
Weak To: Physical (+10%), Earth (+5%)
Sounds: "An Intruder!"; "Aahh human flesh!"; "I'll cut your head!"
Behavior: Fights until dead
Field Notes: The Centaurs are wilds creatures, they like to destroy all and drank beer all the time, but after all, they seems to protect something, maybe a temple?
Location: Yalahar Deeps of arena quarter, Old Astrology Temple
Strategy: Paladins: Use enchanted spears and ethereal spears since they are weak to the physical damage.

Druids: Use terra wave and terra strike combined with a rod of earth Sorcerers: Use Terra Strike Knights: Try to dont hunt these creatures since they keep their distance

All the vocations: Its a wise idea to carry a dwarven ring, since they can cause drunkenness and dont try to run them because probably you will lure more
Loot: 0-300 gps, 0-80 arrows, 0-50 Burst arrows, 0-4 ham, 0-2 horseshoes, bow, dwarven ring (semi-rare), Belted Cape (semi-rare), Knight Armor (rare), Composite Hornbow (rare), Paladin Armor (rare), Crusader Helmet (rare),Tower Shield ( rare), boots of haste (very rare).
See also: Creatures.


http://img96.imageshack.us/img96/3107/centauro.png

Submission by User:Vanqy (status: accepted)

None
Phoenix

60000 Hit points
18000 Experience points per kill

Abilities: Melee (0-3000), Vicious Bite (posions target 250 dmg/turn also causes Paralyze), Fireball (0-1000) Scorch (Fire damage with 3x3 radius) (0-1000), Fire Wave(0-1250), Firebomb, Self-Healing, Invisibility, Haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 4000+ hp per turn
Immune To: Physical, Holy, Death, Fire, Energy, Earth, Drown, Life Drain, Invisibility
Strong To:
Neutral To:
Weak To: Ice (+30%)
Sounds: "YOU WILL BURN BY...ME!!", "I TASTE FEAR IN THE AIR...!!", "ASHES TO ASHES...!!".
Behavior: The Phoenix is a fearless predator who will stalk his prey till it is dead. The Phoenix will only reveal itself after the players have took 70% of his hp
Field Notes: From birth to death, it spends its life hunting. The Phoenix has a sleek feathered body that dances with bright flames. Its colorful feathers range from yellow to orange to red. If players are victorous in defeating the Phoenix it will turn into a pile of ashes, but within the ashes can be very rare loot.
Location: Plains of Courage
Strategy: He is very strong at Melee and Fire damage and will be invisible most of the fight, you will need to have some Knights of high level (200+ recommended) also with a couple of Druids to heal the Knights while shooting Area Runes such as Avalanche (Rune). Shooters always need to have Magic Shield or they will face certain death. Knights can carry some Stone Skin Amulets to prevent some high Melee damages and Fire Protection Items to reduce fire damage from the Phoenix
Loot: 0-100? Crystal Coin,Guardian Halberd, Violet Gem, Green Gem, Diamond Sceptre, Red Gem, Yellow Gem, Blue Gem, Demon Shield, Mastermind Shield, Rusty Armor (Rare), Skullcracker Armor (rare), Onyx Flail (rare), Obsidian Truncheon (rare), Demonbone (very rare), The Stomper (very rare), Lavos Armor (very rare), Fireborn Giant Armor (very rare), Flame Forged Longsword (+5 Sword Skill) (very rare), Flame Forged Crossbow (+3 Dist, +5 Att) (very rare), Flame Forged Axe (+5 Axe Skill) (very rare), Obsidian Truncheon (very rare), Phoenix Bow (+3 Dist, +3 Att, +5% Hit) (very rare), Spellbook of the Phoenix (+5 ML, 34 Def) (very rare), Fire Feather Armor (+4 Dist, 10% Fire Protection) (very rare), Robe of the Phoenix (+ 5 ML, 10% Fire Protection) (very rare), Ring of the Phoenix (+5 ML + 10% Fire Dmg) (very rare). Phoenix Boots (+40 Haste, +3 Def) Phoenix Shield (always).
See also: Creatures.


<http://img256.imageshack.us/img256/3395/phoenixw.jpg>

Submission by User:Coyotera (status: accepted)

None
Orc Supreme

2900 Hit points
1900 Experience points per kill

Abilities: Melee (0-460), Berserker (0-350), Invisibility, Summons 0-4 Orc Berserkers, Haste, Self-Healing.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 950 hp per turn
Immune To: Fire, Invisibility
Strong To: Physical (-10%), Holy (-10%), Energy (-30%)
Neutral To: Death, Ice, Drown, Life Drain
Weak To: Earth (+10%)
Sounds: "Kipah trayng dora bora"; "Orc pouhder Burka bata!"; "Nok Dora?".
Behavior: The Orc Supreme will chase their enemies until the dead. They summon orc berserkers to break your shield making them powerful.
Field Notes: Hardly mentioned in the lands of the tibia, anyone who has had the bad luck to see one had a cruel and fast death. They are the strongest warrior race of the orcs. Very little is known about this class of orc, almost extinct.
Location: Deeper Orc Fortress
Strategy: You should always try to don't lure more than one. You can also shoot Fire Bomb on yourself to keep the summoned Orc Berserkers away from reaching you. Also be careful if it has 4 or more Orc Berserkers, as he can trap you easily and can do 1000+ damage per turn easily. Don't foget their strong berserker attack so keep you life always full.
Loot: 0-180 gp, 0-5 Platinum coin, 0-2 Fish, Orc Leather, Broken Helmet, Plate Legs, Plate Armor, Orc Tooth, Two-Handed Sword, Dark Helmet, Strong Health Potion, Great Health Potion, War Hammer, Orcus Helmet (very rare), Golden Ring (very rare), Orc Trophy (very rare), Time Ring (rare), Orcus Sword (very rare).
See also: Creatures.


http://img5.imageshack.us/img5/4447/orcprojeto2.png

Submission by User:MalukoDoido (status: accepted)

None
Elite Assassin

4200 Hit points
3500 Experience points per kill

Abilities: Melee (0-450), Throwing Star (0-600), Explosive Arrow (Does Fire Damage, 0-300), Intoxicate, Invisibility, Self-Healing, Strong Haste
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1350 hp per turn
Immune To: Earth, Drown, Life Drain, Invisibility, Paralysis
Strong To: Holy (-5%?), Death (-5%?)
Neutral To: Physical?, Fire?, Energy?, Ice?
Weak To:
Sounds: "C'mon, don't make things so easy"
Behavior: He will attack you from the distance, and will run If you chase him.
Field Notes: An Assassin gifted with a Third Eye his abnormal eye can see the flow of the air, allowing him to move at high speed a predict your movements.
Location: Dark Cathedral
Strategy: Knights: It is almost impossible for a Knight alone to kill him, he will constantly run away, and you will receive lots of damage. Bring at least 2 more "helpers" so you can trap him.

Paladins: Paladins also will need to trap him, as he can shoot Stars from the edge of you screen. Don't forget to bring some runes to make him visible when he uses Invisibility.

Mages: When killing an Elite Assassins, Mages should awlays keep an eye in their Health Bar. Shoot him from the distance and use Mana Potions to keep you Mana and Health in a safe level.
Loot: 0-300 gp, 0-12 Assassin Stars, Horseman Helmet, Piggy Bank, Golden Amulet, Crown Legs, Boots of Haste, Stealth Ring, Mercenary Sword (Semi-Rare), Fur Cap (Rare), Tempest Shield (Very Rare)
See also: Creatures.


http://a.imageshack.us/img838/6237/ogre.png

Submission by User:Mastho5 (status: accepted)

None
Troll Swordsman

http://a.imageshack.us/img543/8344/kasdjlsjkldf.gif
220 Hit points
145 Experience points per kill

Abilities: Melee (0-135).
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 135 hp per turn
Immune To: None.
Strong To: Holy (-10%), Energy (-15%)
Neutral To: Physical, Fire, Ice, Drown, Life Drain
Weak To: Death (+10%), Earth (+10%)
Sounds: "Grrr"; "Groar!"; "Attack!"; "Commme onn!".
Behavior: Troll Swordsman runs away in low health.
Field Notes: A slightly stronger output of Troll, but not too hard.
Location: Edron Troll-Goblin Peninsula, Shadow Caves, Thais Troll Cave, Dusalk's Troll Clan Cave and Hero Cave.
Strategy: Knights, should have good equipment and skills to hunt these Trolls (55/55) and at least level 25, as they are found in groups. Balanced fighting is recommended to avoid lots of damage. Also, Health Potions are recommended. Paladins, Just attack them while keeping your distance and try to avoid getting cornered. 2 or more of these can kill a low level paladin if he is not careful. Mages, Should attack them with Stalagmite, wand or rod, and cast Invisible if they are surrounded Stoneshower will also help. Premium mages can use Death Strike or Terra Strike to kill faster.
Loot: 0-44 gp, 0-3 Meat, Ham, 0-2 Spear, 0-14 Arrows, Bunch of Troll Hair, Trollroot, Wooden Shield, Katana, Battle Shield (semi-rare), Scimitar (semi-rare), Battle Hammer (rare), Steel Helmet (rare), Plate Legs (very rare).
See also: Creatures.
Troll Swordsman by Mastho5

Submission by User:Phester (status: accepted)

None
Death Monger

1500 Hit points
1000 Experience points per kill

Abilities: Melee (0-150), Death Explosion (0-300, Life Drain "Ball" 50-150, Death Curse Explosion (Starting at 2 increasing 20% for 10 rounds), Self Healing, weak but frequent
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 600 hp per turn
Immune To: Death, Earth. Life Drain, Invisible
Strong To: Physical (-20%), Energy (-20%)
Neutral To:
Weak To: Holy (+10%), Fire (+10%), Ice (+10%)
Sounds: "Death!"; "I bring you Death!"
Behavior: Keeps Distance
Field Notes: Very dangerous especially when found in groups.
Location: Deeper Hero Cave, Deeper Drefia, Demonia
Strategy: Kill as quickly as possible
Loot: 0-100 Gold Coin, 1-3 Small Topaz(rare), Boots of Haste (very rare), Skull Helmet(very Rare)
See also: Creatures.

imagelink =http://a.imageshack.us/img3/8682/deathmonger.gif

Submission by User:NIckSantos (status: accepted)

None
<Minotaur Assassin>

<275> Hit points
<155> Experience points per kill

Abilities: <Melee (0-165), Throwing Star (0-50), Invisibility.>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <215> hp per turn
Immune To: Earth, <Invisibility, Earth.>
Strong To: Holy (-60%?), Death (-10%?), Energy (-10%?), Ice (-80%?), Drown (-15%?)
Neutral To: Physical?, Fire?, Life Drain?
Weak To:
Sounds: <"You'd better be prepared to die", "Today will drink his blood", "Your soul is mine".>
Behavior: <Minotaurs Assassins will not run when they're low health and disappear constantly.>
Field Notes: <The crossing of humans and bulls emerged a powerful race, the minotaurs are very strategists and evolve constantly through their training, these in particularly are the most dangerous and treacherous are experts in the arts fights unfair and with refinements of cruelty. It drops the rare Assassin Mantle which protects you from death damage only being used by sorcerers and druids.>
Location: <Dark Cathedral, Foreigner Quarter, Minotaur Pyramid. >
Strategy: <Mages and Paladins should use runes as it has a longer range distance, Magic Shield is also useful to Sorcerers and Druids with below Level 35. Some Fireballs can be useful because they use invisibility. Knights should attack you as soon as possible and use it often Berserk (exori) since they are invisible.>
Loot: <0-90 gp, 0-4 Viper Star, Battle Shield (semi-rare), Steel Helmet (semi-rare), 0-2 Assassin Star (rare), Minotaur Leather (rare), Assassin Dagger (very rare), Assassin Mantle (very rare). >
See also: Creatures.
Minotaur Assassin by NIckSantos

Submission by User:Atatwoman (status: accepted)

None
Whisp

3666 Hit points
600 Experience points per kill

Abilities: 100-400 Life Drain, 100-400 Mana Drain, Sparkle Drowning Bomb (20 hp / 20 turns), Ultimate-Explosion, (ager of the wisp’s) Fast-Self Healing, Invisible, Firewave, Magic Wall, Ice Strike, Great-Haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 850~ hp per turn
Immune To: Death, Paralysis, Drown, Fire, Energy.
Strong To: Ice (-70%?)
Neutral To: Holy?, Fire?, Energy?, Drown?, Life Drain?
Weak To:
Sounds: "Zaaap who’s running now?!"; "Whooshh "."Slaughter A Wisp will you!!!"; "Revenge ... is so ... sweet."
Behavior: Runs away from players with Great haste as strong as a level 110. Attacks with combos of elemental damage.
Field Notes: None.
Location: <(Rare Spawn) 1 around the banuta area likes the company of Hydra’s. One was sighted around the forests north of Edron said to be with the walking dead>
Strategy: <Just Run follow and attack or Run for your life>
Loot: <Demonic Essence (always) Heavily Bound Book (rare) Demonbone Amulet (very rare). Demon Backpack (very rare).>
See also: Creatures.
Whisp by Atatwoman

Submission by User:Wojtaz91 (status: accepted)

None
Siren

6000 Hit points
4500 Experience points per kill

Abilities: Melee (0-400), Icicle (100-180) , Summons (0-2 Massive Water Elementals), Self-Healing (100-150), Ice Wave (1-220), Life Drain (200-400)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1350, 1800 with summons hp per turn
Immune To: Fire, Ice, Drown, Life Drain, Invisibility, Drunkenness, Life Drain, Paralyze
Strong To: Earth (-50%)
Neutral To: Holy
Weak To: Physical (+20%), Death (+20%), Energy (+5%)
Sounds: "shaaaaar" , "ssshaaeeee"
Behavior: Immunity to all damage when less than 300 Hitpoints for 5 seconds, runs away in low health, retargets quite often.
Field Notes: Blood-thirsty siren who just attracts men who dare to travel across the seas around the world and vists underwater kingdom.
Location: Spawns in various locations of: Calassa, Frozen Trench
Strategy: Knights: Under level 80 should get a high level druid who will heal knight while he uses Exori or exori gran while staying diagonal, and trap it to not let retarget it on team members. Above level 150 knight can easily solo it using ultimate health potions or great health potions and using exori gran.

Paladins: Over 160 level simply equip yourself into assassin stars and great spirit potions, running around or blocking it while staying diagonal.

Mages: The most preferable tactic is to get sudden death runes and bring around 130 level knight and heal him. If trying solo, don't consider doing it under level 170. Manashield can be used but its not necassery, run while shooting SD's and keep perpared spell exura vita in case of high damage combo.
Loot: (0-251) Gold Coin,(2-3) Crystal Coin,(0-51) Small Sapphire, (10-15) Shrimp, Glacier Mask, Glacier Robe, Glacier Kilt, Runed Sword, Boots of Haste, Queen's Sceptre, Demonbone Amulet,Boots of Waterwalking(rare), Tempest Shield(rare), Blue Tome (rare), Oceanborn Leviathan Armor(Very Rare)
See also: Creatures.


<http://img96.imageshack.us/img96/2743/sirenk.jpg>

Submission by User:Phester (status: accepted)

None
Deaths Head Moth

1000 Hit points
1000 Experience points per kill

Abilities: Melee(0-250), Great Death Beam (150-350), Death Wave (50-150), Great Soulfire Ball (Soulfire lasting 40 rounds), Death Curse Ball (curse starting at 10/increasing 20%/lasting 20 rounds), Summons 0-2 Death Mongers, Self Healing (Seldom and Weak)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 600 (1800 with summons) hp per turn
Immune To: Everything EXCEPT melee attack with a Golden Sickle or Silver Dagger
Strong To:
Neutral To:
Weak To:
Sounds: Non-Hostile: "Flap! Flap!; "Flutter! Flutter!"/Hostile:"NOW YOU WILL ALL DIE!
Behavior: Runs away and is non-hostile until damaged, Switches target frequently.
Field Notes: A rare spawn boss. A slow creature in it's non-hostile state, however once it is hostile it moves at level 300~ speed. If it loses agro on players it returns to it's non-hostile state after 5 minutes.
Location: Deep Tiquanda Jungle, Edron Forrest
Strategy: Try to chase it somewhere it can be trapped before attacking. Surround it with enough high level players that enough damage can be done through it's strong defense. (Remember it is ONLY vulnerable to attack with a Golden Sickle or Silver Dagger)
Loot: 0-100 Gold Coins, 1-5 Platinum Coins, Skull Staff (Rare), Underworld Rod(rare), Wand of Voodoo(rare)Boots of Haste (very rare), Skullcracker Armor(very rare), Divine Plate(very rare), Robe of the Underworld(very Rare), Cocoon Robe(very rare/lvl 90 Druid only/+12 death--12 holy)
See also: Creatures.


imagelink =http://a.imageshack.us/img641/6730/deathshead3.jpg

Submission by User:DelQue (status: accepted)

None
Spirit of a Pyromancer

2750 Hit points
1345 Experience points per kill

Abilities: Melee (0-305), Flame Strike (130-265), Fiery Berserk (220-315), Great Fireball (110-275) Soulfire (15 hp/10 turns for a total of 150 damage), Summons 0-2 Fire Devils
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1175 (1495 with Summons) hp per turn
Immune To: Physical, Fire, Invisibility, Paralysis
Strong To: Death (-30%), Earth (-40%)
Neutral To: Energy, Drown?, Life Drain?
Weak To: Holy (+10%), Ice (+20%)
Sounds: "Got fire?"; "How about a flameball just for you?"; "Let's play fireball!"; "Caution: HOT!"
Behavior: Keeps distance if health is below green. Does not run in low health.
Field Notes: The fallen souls of the famous Pyromancers of the Academy of Edron (not to be confused with the dwarven Pyromancer group) are fully devoted to one, single element: fire. They attack with melee, but only as long as their hit points bar remains green - as soon as it turns yellow, Spirits of the Pyromancers keep a distance of 5 square meters between themselves and their opponent. Being able to deal high damage and enjoying doing combos a lot, these undead creatures should be a priority to kill, as they can take down even the well prepared players within a few seconds. Hunting these, can however, be quite profitable, as they drop the Pyromancer's Boundbook, which can be sold to Rashid for 15,000 gold coins.
Location: Pits of Inferno, Goroma, also one single spawn deep in Hellgate
Strategy: Spirits of Pyromancers are indeed dangerous and unpredictable creatures. With their ability to form huge combos of up to 1000 damage per turn, these undead would have no problem taking down any opponent that does not give it all they've got when fighting these. That is why, it is advised to attack them in groups, preferably made up of mages. It might be a good idea to lure the Spirits into a place where they can't run, because as soon as their hit points fall down to yellow level, they start to keep their distance.

Knights should reframe from fighting these, as they are completely immune to physical damage. Trying to solo this Spirit is an almost suicidal thought. However, if there happens to be a blocking knight in the team, they should bring their best ice-enchanted weapon along with some equipment that provides protection from fire, such as a Dragon Necklace or a Might Ring. This method however would require a healer, or otherwise it would mean a complete waste of time and money for the knight. Only knights above level 80 should attempt blocking these.
Paladins could hunt Spirits pretty successfully, but these creatures are usually found in small rooms or caves, so it's hard to outrun them. If there is however a need to fight one or two of them, make sure that you have some Shiver Srrows and a Bow at hand. Attacking with Shiver Arrows and Divine Missiles should be good enough to take them down relatively easy. Don't forget your Dragon Necklaces and watch your health bar. At about level 120, paladins can start hunting them without the Mana Shield - if you play it right though, a paladin of level 70 could try to solo one of these with a Magic Shield turned on.

Mages will be happy to hear, that Spirits of Pyromancers are great to hunt, as they are weak against ice-based attacks. Sorcerers should bring in a Wand of Starstorm with them and use Ice Strike, or rely on Icicle and Avalanche Runes; Druids should do the same, but with a Hailstorm Rod. The only thing that mages have to look out for is the amount of their mana (don't let it fall below 1000) and keep renewing their Magic Shield from time to time. Bringing in an Energy Ring could save the bother. Of course don't forget to use parts of the Magma Set, as most of the damage you'll receive will come from the fire element. Level 70 is advisory.
Loot: 0-245 gp, 0-2 Platinum Coins, 0-6 Small Rubies (always), 0-1 Demonic Essence (rare), 0-2 Talons, Burnt Scroll, Black Hood, Burned Skeletal Hand, Combat Knife, Death Ring, Dragon Necklace, Black Shield (rare), Wand of Dragonbreath (semi-rare), Gold Ring (rare), Magma Amulet (semi-rare), Magma Monocle (semi-rare), Magma Coat (rare), Magma Legs (rare), Spellbook of Mind Control (rare), Witch Hat (rare), , Pyromancer's Boundbook (rare), Bat Decoration (very rare)
See also: Creatures.


http://a.imageshack.us/img710/1292/spiritofapyromancer.png

Submission by User:Rodrigo Cardoso Pinheiro (status: accepted)

None
<Rebelled Bonecrusher>

<1300> Hit points
<800> Experience points per kill

Abilities: <Melee (0-250)Groundshaker (0-100)Berserk(0-100)>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <350> hp per turn
Immune To: <Invisibility, Holy>
Strong To:
Neutral To: Physical, Holy, Fire, Energy, Ice, Earth, Drown
Weak To: Death (+20%), Life Drain (+20%)
Sounds: <Are you from carlin? I won´t come back! Don´t insult Me!!>
Behavior: <Fights to Death>
Field Notes: <A small group of female guards in Carlin was rebelled because they could´t handle with citzen insults anymore, so they joined the small amazon camp at north of the city and live there since them>
Location: < A small amazon camp, noth of Carlin>
Strategy: <Take Care! They are stronger than valkyres.in low lvl bring Blocker, because they are angry and run fast. After lvl 70 you can solo without trouble>
Loot: < 0-100gps , Steel Helmet (semi-rare) , Battle Axe , Wooden Doll (very rare) >
See also: Creatures.


<http://a.imageshack.us/img256/1697/rebealedbonecrusher2.png>

Submission by User:Mastho5 (status: accepted)

None
Goblin Wizard

http://a.imageshack.us/img831/9155/aaahklipuzt.gif
140 Hit points
120 Experience points per kill

Abilities: Melee (0-18), Ice Strike (22-37), Ice Wave (27-53), Haste, Summons Penguins (0-3).
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 116 hp per turn
Immune To: Invisibility
Strong To: Holy (-1%), Fire (-5%), Ice (-45%)
Neutral To: Physical, Earth, Drown, Life Drain
Weak To: Death (+10%), Energy (+12%)
Sounds: "Zig Zag! Gobo attack!"; "Run Away!"; "Bugga! Bugga!"; "Gooobliiiins!"; "Goblinkiller! Catch him!!".
Behavior: They like to keep distance between themselves and their target while using distance attacks and waves, this can be dangerous for low level players.
Field Notes: Strongest of the Goblin Class, these Creatures are dangerous and use strong magical attacks.
Location: Femor Hills, north east of Carlin, Edron Goblin Cave, Maze of Lost Souls and Fenrock.
Strategy: Knights should rush up to them and attack with full power, because they attack from the distance.

Paladins can hunt they with skills 50/50 and use normal Spears and nice equipment.

Mages with a decent Magic Level (around 35), can kill them easily by just rushing in and using Energy Damage spells. This strategy kills them quickly, and uses very little Mana.
Loot: 0-38 gp, 0-3 Fish, 0-5 small stones, Bone, Goblin Ear, Dagger, Moldy Cheese, Brass Legs (semi-rare), Bone Shield (semi-rare), Iron Helmet (rare), Moonlight Rod (very rare).
See also: Creatures.
Goblin Wizard by Mastho5

Submission by User:Royal Fredde (status: accepted)

None
<Hywax>

<12000> Hit points
<7800> Experience points per kill

Abilities: <Melee>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <1500+> hp per turn
Immune To: <Invisibility>
Strong To: Physical (-52%), Holy (-84%), Ice (-93%), Earth (-85%), Drown (-82%), Life Drain (-20%)
Neutral To: Death, Fire, Energy
Weak To:
Sounds: <"You can hide but you cant run mohaha">
Behavior: <Runs away in low health>
Field Notes: <add notes here>
Location: <Demona>
Strategy: <Druids can use icicles or exori frigo, sinsce they are weak to ice damage>
Loot: <Magic Plate Armor (Rare), Mastermind Shield (Very Rare), Golden Legs (Rare)>
See also: Creatures.


<http://img529.imageshack.us/img529/5923/tibiabild1.png>

Submission by User:Altair Hiel (status: accepted)

None
Whiteheaded Sea Eagle

80 Hit points
0 Experience points per kill

Abilities: Melee (0-10)(only if it gets trapped), as summon: Melee (0-20), Eagle Eye (0-40)(Eagle stands minimum of 2 tiles away from target, flys towards it, attacks and returns with the speed for a level 200)
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 10 hp per turn, as summon: 35 hp per turn
Immune To: Life Drain, Life Drain
Strong To: Ice (-10%), Earth (-1%), Drown (-20%)
Neutral To: Physical, Holy, Energy
Weak To: Death (+13%), Fire (+5%)
Sounds: "KRRAAAAAWWWW"; "Munch."
Behavior: Flys away from players and other creatures and only attackes if trapped. Kill rabbits, if they are in his way, while he flees.
Field Notes: This noble bird of peaceful spirit just causes pure joy in the hearts of people watching his elegant flight.
Location: Around all towns surrounded by grass and trees.
Strategy: Don't kill them please. Their humble loot is not worht it to erase such a wonderful creature.
Loot: 0-2 fish, 0-2 worms (semi-rare)
See also: Creatures.


http://a.imageshack.us/img101/7367/whiteheadedseaeagle.gif

Submission by User:Krunk Kidd (Devils Assailant) (status: accepted)

None
Freddy Kruger

11,500 Hit points
6666 Experience points per kill

Abilities: Melee (0-666), Exori (0-666), Earthshake (0-666), Summons 0-2 Nightmares, Haunting effect (described in notes), Self Healing
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1998 (With summons 3498) hp per turn
Immune To: Death, Invisibility, Paralyze
Strong To:
Neutral To: Physical, Energy, Ice, Earth, Drown, Life Drain
Weak To: Holy (+15%), Fire (+35%)
Sounds: "One...Two...Freddy's Coming For You";"Three...Four...Better Lock the Door";"Five...Six Grab a Crucifix";"Seven...Eight...Better Stay up Late";"Nine...Ten... Never Sleep Again!"
Behavior: Fights until Death, and Heals a lot.
Field Notes: This is a demonic human straight out of the movies. Yes, he has come to reek havoc over all of your sweet dreams in tibia. After you have destroied this horrific creature you character is so scared that even with his death comes along a new Haunting Effect. Which for one tibian day, 1 hour after you have defeated this monster. This haunting effect attacks only when you believe you are safe so when you are in protection zones you lose 66 hp every 6 seconds due to his lasting empression.
Location: Cemetery Quarter
Strategy: For this a team is recommended. The recommended team is one main knight, with mainly sorcerers due to it is weak against fire damage, and maybe a paladin since it is the only vocation that can utilize Holy spells in an effort to defeat this creature, Dont Forget Uh's!.
Loot: 0-666 Gold Coins, 0-6 Essence of a Bad Dream, Freddy's Finger (rare, Looks same as Bloody Edge with these attributes (Atk: 41 Defense: 36), You succesfully removed one of his "Fingers" after he cut you.), Nightmare Blade, Nightmare Shield (Very Rare), Boots of Haste (semi-rare), Demonic Essence (semi-rare), Mutilated Crucifix (always, He used his sharp claws in an attempt to destroy the crucifix, creature product)
See also: Creatures.
Freddy Kruger by Krunk Kidd

Submission by User:Daniel1992 (status: accepted)

None
Vodelarius

5300 Hit points
4600 Experience points per kill

Abilities: Melee (0-700), Life drain (250-600),Summon 0-8 vampires, Haste, Self-healing.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1850 hp per turn
Immune To: Death, Earth, Drown, Life Drain, Invisibility, Paralisis.
Strong To:
Neutral To: Fire, Energy, Ice
Weak To: Physical (+15%), Holy (+18%)
Sounds: "I'm here to change your life into a curse"; "I will see you tonight";
Behavior: Vodelarius fight until death; he is the strongest vampire in all tibia.
Field Notes: Long time ago, a noble men, in service of the king, was sent to explore the the mysterious island of vengoth; unfortunatly, in a cave, an ancient bat was sealed by edron academy; this men broke his seald, and the bat, attacked this man until he was killed; since this, the edron academy needed to seal this cave to prevent his escaped.
Location: Deeper the Vampire Castle of vengoth
Strategy: Is a very strong boss, some compare him with a demon; you should bring a knight and a couple of druids to heal you; you can bring to somes Paladins and make Divine Missile to kill it fast. try to kill his Summons because with them, he can do a lot of Damage.
Loot: 0-450 gp, 0-6 Platinum coin, 5 Vampire Lord Token (always), 0-10 Black Pearl, Vampire Shield, Dreaded Cleaver (semi-rare), Spellbook of Lost Souls (semi-rare), Vampire Doll (very rare)
See also: Creatures.
Foto0133

Submission by User:Jbombz94 (status: accepted)

None
Catalogue Of Errors

4200 Hit points
2800 Experience points per kill

Abilities: Melee (0-270), Death Hit (0-600), Ice Missile (100-180), Fire Wave (80-330), Throws Snowballs (0-123), Poison Bomb (Often), Energy Explosion (70-140), Paralysis (Often), Self Healing (Weak), Smoke Bomb 3x3 shaped, does drown damage (50-100), Summons up to 3 Penguins, appears as a tortoise.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1250~ hp per turn
Immune To: Invisibility, Death, Life Drain, Paralysis.
Strong To: Death (-50%)
Neutral To: Fire, Energy, Ice, Earth, Life Drain?
Weak To: Physical (+5%), Holy (+20%), Drown (+35%)
Sounds: "Even a rat is a better mage than you!"; "Chakka Chakka!"; "Ulderek futgyr Zarabustor!"; "Fchu?"; "Plundeeeeer!"; "Where are you now, oh great Zarabustor! Muahah!";.
Behavior: Though powerful, this 'mess' runs away at yellow health, often using paralyse on the offender.
Field Notes: Added in the 2010 Winter update. This is a strange creature of unknown power and ability in the field. By the looks of things, they're geared to tear the human heart out of powerless bodies. They are definitely a force to be reckoned with, and are not for the weak-hearted. Watch out for its 'Death Hit' attack. It uses it rarely but it is very powerful, adopted from the great Pharaohs.


Not even the Warlocks of Tibia could exterminate this vile abomination, instead a scar has been carved into the reputation of all Warlocks. The tale tells of how two Warlocks, and their faithful leader Zarabustor unwillingly created these fiends deep inside Demona. They had planned to create guardians to protect Demona whilst they gained knowledge in successful spell craft and wizardry. Unfortunately, something went wrong in the process and at the end of the mess and confusion, the Catalogue Of Errors stood tall. All of your worst nightmares, in one beast. Since then they have created their own paradox deep under Demona, and not even Zarabustor and his minions dare to clash swords. It is rumoured that Zarabustor locked himself away and is very rarely seen on the world of Tibia any more. Also, it was rumoured that the Catalogue Of Errors drops twin axes and the hammer of prophecy, but to date this has been proved false.
Location: Deep inside Demona through a teleport.
Strategy: A common strategy involves a high levelled knight, with experience, a druid (to heal), and either a paladin/sorcerer or druid to shoot capably. This is the only way you have a chance of profiting here, as it can deal very high damage at times in quick succession. Each Catalogue Of Error should be lured singularly as two would be a big problem for the knight, putting him in jeopardy. The knight blocking should try to always stand diagonally, as they are capable of waves with high damage. This is known as dancing with the dragon to some people. You should also be aware that this monster can re-target occasionally, so 'exeta res' is in order for success.

Knights 150+ and 90/90+ skills is required to even think about hunting here. Without a team it is also very difficult to get to because of all the warlocks in Demona. Lots of great health potions and mana potions (exori gran and exori hur) are required and to speed the process up. Just remember to stay out of its beams at all times and make way for the exit if you find yourself with more than one on your back. It is slightly weak to physical attacks so it is also advised you carry sword/axe/club rings to hit the hardest you possibly can. Profit is very unlikely.

Paladins Again 150+ and 90+ skills is required. They are not super fast (about as fast as orc leaders) so they can be out-ran (watch you don't run in to any more). Assassin stars would be beneficial, but watch out for its dangerous waves and spells! Divine missile should also be used, so premium is advised. Profit is possible.

Mages 130+ and 60+ ml would probably be enough. Stay out of the way from it's waves and kill them as fast as you can using whatever works best for you. They are more or less neutral to most spells, so use what you like, besides 'exori mort'. Also, make sure you have magic shield on at all time. Profit is possible.
Loot: 0-586gp, Fruit Juice, Big Bone, Chicken Feather, 0-4 Fish, Life Crystal, 0-3 Platinum Coin, 0-4 Small Amethyst (semi-rare), Great Health Potion (semi-rare), Bear Paw (semi-rare), Pirate Knee Breeches (semi-rare), 0-2 Scarab Coins (semi-rare), Voodoo Doll (King) (rare), Crown Helmet (rare), Crocodile Steak (rare), Quara Eye (rare), Hailstorm Rod (rare), War Axe (rare), Orc Trophy (very rare), Golden Armor (very rare), Baby Seal Doll (very rare), Magma Coat (very rare), Violet Gem (very rare), Twin Axe?, Hammer of Prophecy?.
See also: Creatures.


http://img843.imageshack.us/img843/6506/img0139ak.jpg http://img441.imageshack.us/img441/8595/img0138aa.jpg http://img834.imageshack.us/img834/4820/img0140az.jpg http://img706.imageshack.us/img706/8159/img0141aa.jpg

Submission by User: Klauss ad (status: accepted)

None
Unicorn

1150 Hit points
350 Experience points per kill

Abilities: Melee (0-190), Holy Missile (100-135), Earth Groundshaker (50-190), Self-Healing (0-75), Haste
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 515~ hp per turn
Immune To: Holy, Invisibility, Paralysis
Strong To: Ice (-10%), Earth (-50%)
Neutral To: Fire, Energy, Drown?, Life Drain?
Weak To: Physical (+5%), Death (+10%)
Sounds: "Tlot, tlot, tlot."; "<neighs>"
Behavior: They don't run from a battle, even in low health.
Field Notes: Tries to keep distance from players, but immediatly starts to attack if you come too close (3 SQMs~).
Their tails could be sold to interested NPCs on Liberty Bay or to magicians of the Magic Academy of Edron - and also used for a quest, as well for suspicious decoration purposes.
Location: Edron wilderness (small spawn), Svargrond (in groups on a cave or icy forest).
Strategy: There's nearly no reason to hunt those creatures, except for the rare loot that may drop.
All vocations should avoid their melee damage if possible - also pay attention to their area attack.
There is no way to block their not-so-often used missiles.
Loot: 0-3 Ham, Silver Amulet, Silkweaver Bow (rare), Unicorn Tail (very rare)
See also: Creatures.


http://i454.photobucket.com/albums/qq269/klauss_ad/Ulis.jpg

Submission by User:Silver Royal Paladyn (status: accepted)

None
The Death

100000 Hit points
30000 Experience points per kill

Abilities: Melee (0-3500), Death Strike (300-900), Rage of the Skies (700-1600), Ultimate Explosion (800-2000 hp), Fire Wave (500-1300 hp), Armageddon (900-1700), Death Wave (600-1450 hp), Sudden Death (750-1650), Great Energy Beam (500-1200 hp), Energy Wave (650-1400 hp), Great Fire Bomb.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 7200 hp per turn
Immune To: Death, Fire, Energy, Earth, Life Drain, Invisibility, Paralysis (if you use the element of death to hit, then that monster's hp will increase rather than decrease)
Strong To: Physical (-50%)
Neutral To: Ice, Drown
Weak To: Holy (+10%)
Sounds: "You can't defeat me!", "Your end is near!", "Come to me!"
Behavior: Fight to the end.
Field Notes: Death is only a phenomenon, but it happens that Tibia worlds visited by its powerful incarnation. Only the most courageous and experienced players can stand up to it and sent it back where it belongs.
Location: Pits of Inferno
Strategy: Bloker – knight lv. 350+ (but the best will be ~500), 3 druids to heal bloker, lot of shooters who CAN NOT USE SD's (they must use only ice and holy runes/spells and paladins can use Assassin Stars).
Loot: 0-20 Crystal Coin, 0-99 Platinum Coin, 0-13 Small Ruby, 0-17 Black Pearl, Magic Plate Armor, Golden Helmet, Golden Boots, Stone Skin Amulet, Death Robe, Death Scythe, 0-85 Assassin Stars, 0-93 Onyx Arrow, The Ironworker, Underworld Rod, Wand of Voodoo, Robe of the Underworld, Dark Lord's Cape, Skull Staff, Dark Trinity Mace, Demonwing Axe, Hellforged Axe, Demonrage Sword, Spellbook of Mind Control, Mastermind Shield, 0-100 Sudden Death Rune.
See also: Creatures.

http://img829.imageshack.us/img829/1226/kostucha.png

Submission by User:Altair Hiel (status: accepted)

None
Mad Bride

780 Hit points
600 Experience points per kill

Abilities: Melee (0-200), Spiked Bouquet Throw (0-150), Death Wave (0-200), Fiery Wave of Anger (0-100)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 350 hp per turn
Immune To: Holy, Life Drain, Invisibility
Strong To: Fire (-24%), Energy (-10%)
Neutral To: Physical, Death, Earth, Drown
Weak To: Ice (+14%)
Sounds: "My mother was right: I made a mistake! ! !"; "How could I be fooled by YOU?!"; "...With my BEST friend?!?!"
Behavior: Attacks with no mercy and fights till death.
Field Notes: After having discovered that her Groom cheated on her she went mad and seeks redemption. Therefor she is seeking him and kills everything in her way.
She rarely dropps her Bridal Gown, which has an armor value of 11 and gives you 50 additional hitpoints.
Location: Maze of Lost Souls, Amazon Camp (Venore), Amazon Camp (Carlin)
Strategy: While fighting her be sure to stand diagonal to avoid her fierce waves. Always heal with health lower than 150 to prevent death by her Bouquet.
Loot: 0-78?gp, Cake, Flower Bouquet, Simple Dress, Bridal Gown(rare), Ball Gown (very rare)
See also: Creatures.


http://a.imageshack.us/img269/876/madbride.gif

Submission by User:Altair Hiel (status: accepted)

None
Mad Groom

650 Hit points
650 Experience points per kill

Abilities: Melee (0-160), Magic Shield (lasts for 7 seconds, the Groom has 400 mana), Strong Haste
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 160 hp per turn
Immune To: Ice, Earth, Invisibility
Strong To:
Neutral To: Physical, Holy, Death, Fire, Energy, Drown, Life Drain
Weak To:
Sounds: "Honey, it ins't what it looks like."; "It wasn't my fault!"; "Why me? My mother was right!"; "My Dear, let us get get along again please."; "I CANNOT LIVE WITHOUT YOU!!!"
Behavior: Runs in low health.
Field Notes: After his Bride found him cheating on her, she cancelled the wedding. This is the reason why he went mad. Additional to this his Bride is hunting him now, so he tries to hide and run away. He uses Haste Potions, Strong Haste Potions and Great Haste Potions, which raise his speed by 10, 20 and 35 levels for 15 seconds.
Location: Outlaw Camp, sewers of Carlin and Thais
Strategy: He is weaker than the Bride and thus easier to kill, just go ahead.
Loot: 0-45gp, Worn Leather Boots, 0-2 Haste Potions (semi-rare),0-2 Broken Wedding Rings(rare), 0-2 Strong Haste Potions (rare), Great Haste Potion (very rare), Time Ring (very rare)
See also: Creatures.

http://a.imageshack.us/img203/4084/madgroom.gif

Submission by User:Edry02 (status: accepted)

None
Demon Mirror

20,000 Hit points
7,000 Experience points per kill

Abilities: Duplicate players (0-2000 each player), Heal (0-1000).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: Est. Max. Damage: 6000 hp per turn hp per turn
Immune To: Ice, , Invisibility
Strong To: Holy (-10%), Earth (-15%), Drown (-20%)
Neutral To: Physical, Energy, Life Drain
Weak To: Death (+20%), Fire (+10%)
Sounds: "HA HA HA HA!", "LOOK INTO MY EYES", “ YOU‘RE ALREADY DEAD“; “LET'S SEE HOW GOOD YOU ARE…. AGAINST YOURSELF!“.
Behavior: A mirror that hangs on a wall and summons your evil twin character once you are within 3 sq of the mirror (summoned character has the same stats as each person on the team that is attacking).
Field Notes: This boss is not your average mirror…. How hard is it to beat….YOU? The Mirror will summon your evil twin, who has the same stats as you do, and has a 50% of mimicing everything you do; including heals and attacks. It does both physical damage with the knights and pallys you have on your team and magical damage with the mages you have on your team. It drops the very rare Dragon Scale Legs .
Location: Edron, Hero Cave.
Strategy: Take off all armor and enhancing items. Teleport into the room and you will see “LET'S SEE HOW GOOD YOU ARE…. AGAINST YOURSELF“. Before approaching the mirror put your armor on and buff your team. Once you are within 3 squares of the the mirror, it will summon your evil twin without your buffs. If you kept your equipment on when you entered the room, your team will have the same stats as the summoned team. After your team has killed the evil twin team, start attacking the mirror. You have 5 rounds to deal 20,000 points damage to the Demon Mirror before he summons another team.
Loot: <0-500 gp,0-6 Fire Mushrooms, Fire Axe (semi-rare), Giant Sword (semi-rare), Great Health Potion (semi-rare), 0-3 Great Mana Potion (semi-rare), 0-3 Ultimate Health Potion, Golden Ring (semi-rare), Ice Rapier (semi-rare), Orb (semi-rare), Purple Tome (semi-rare), Stealth Ring (semi-rare), Talon (semi-rare), 0-5 Assassin Stars (rare), Demon Horn (rare), Demon Shield (rare), Might Ring (rare), Platinum Amulet (semi-rare), Ring of Healing (semi-rare), Golden Legs (rare), Mastermind Shield (rare), Demon Trophy (very rare), Demonrage Sword (very rare), Magic Plate Armor (very rare),Demon Helmet (very rare), Firewalker Boots (very rare),Dragon Scale Legs (very rare)
See also: Creatures.


When walking in . . . . . . . . .. . . . . . When summond

Contest Edry02 1 Contest Edry02 2

Submission by User:MalukoDoido (status: accepted)

None
Razhael

50000 Hit points
12500 Experience points per kill

Abilities: Melee (0-2500), Mana Drain (0-2500), Great Fireball (0-700), Spears (0-1000), Explosive Arrows (0-400), Strong Haste, Self-Healing, Summons 0-3 Diabolic Imps
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 4600 hp per turn
Immune To: Physical, Death, Earth, Drown, Life Drain, Invisibility, Paralysis
Strong To: Fire (-25%?), Energy (-25%?), Ice (-15%?)
Neutral To:
Weak To: Holy (+5%?)
Sounds: "Do you dare to stand in my way!?", "YOU ARE NO MATCH FOR ME!!"
Behavior: This monster will attack you until death, constantly changes target.
Field Notes: A Powerful Monster that was sealed by an Ancient Tibian Civilization, the only way this monster gets released is by performing a ritual. But, who would want to release him...and why?
Location: Depths of Edron
Strategy: Lure him to a corner, and shoot Magic Walls to trap him. Mages and Paladins should stand next to a holes or stairs as he will constantly changes targets and easily depletes your Mana. A Elder Druid is needed to heal the blocker.
Loot: 0-500 gp, 0-100 Platinum Coin, 0-2 Gold Ingot, Golden Armor, Golden Legs, Death Ring, Warlord Sword (Rare), Golden Helmet (Rare), Golden Boots (Very Rare), Nose Ring (Always)
See also: Creatures.


http://a.imageshack.us/img266/1214/51299690.gif

Submission by User:Combi (status: accepted)

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:Rikardo Leon (status: accepted)

None
Bounty Hunter

1600 Hit points
1400 Experience points per kill

Abilities: Flash Arrow(0-100), Flaming Arrow (0-100), Bolts (0-230).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 430 hp per turn hp per turn
Immune To: Holy, Earth, Invisibility, Paralysis
Strong To: Death (-95%), Fire (-20%)
Neutral To: Drown, Life Drain
Weak To: Physical (+15%), Energy (+5%), Ice (+2%)
Sounds: "GET OUT OF MY LANDS!"; "Another who bites the dust"; "Your head means money to me...!"; "HA!".
Behavior: The Bounty Hunter fights until death, they keep distance from their enemies. Can't be pushed and moves objects.
Field Notes: The Bounty Haunter its a high skilled wild warrior, they left their duty of protecting the king to satisfy their thirst for blood!.
Location: Taking a boat, near of Orc Fortress.
Strategy: Knights: Is the same protocole to kill distant monsters.

Mages: You can start killing them solo, starting from lvl 80+ without mana shield, otherwise get yourself a blocker.

Paladins: Since they are fast, hunt them with good equipments or get a blocker.
Loot: 0-100 gp, 0-50 Bolts, 0-2 Black Pearls, 0-2 White Pearls, Meat, Ham, Plate Armor, Crossbow, Bow, 0-5 Flaming Arrow, 0-5 Flash Arrow, Knight Legs (rare),Knight Armor (rare), Boots of Haste (very rare)
See also: Creatures.
Bounty Hunter by Rikardo Leon

Submission by User:Xeliie (status: accepted)

None
Siren

1600 Hit points
1300 Experience points per kill

Abilities: Melee (0-200), Red musical bomb (makes you really drunk), White Musical Bomb (Life drain 200-300), Green Musical Wave (Poisons you 20hp/turn), Red Musical Wave (Paralyzes you badly), Purple Musical Wave (Makes you Cursed up to 30hp/turn), White Musical Beam (Life drain 200-400), Self-Healing (100-200/heal, Slow)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 950 hp per turn
Immune To: Drown, Life Drain, Drunkenness, Invisibility, Paralyze
Strong To: Death (-50%), Earth (-60%)
Neutral To: Physical, Fire, Ice
Weak To: Holy (+10%), Energy (+15%)
Sounds: "Let me sing you a song", "I will feast on your cold lifeless body", "Follow my beautiful voice into oblivion", "Did I make you forget something?", "Let my voice show you the way.."
Behavior: They usually come in groups (2-4 Sirens at a time), Flees at low health (200hp)
Field Notes: A Siren is a beautiful woman with a birds body. A Siren lures her prey by singing with an enchanting voice. Most people can't resist the voice of a Siren and they seem to forget who they are and where they were headed.
Location: Goroma, Ramoa, Kharos, Laguna Islands, Treasure Island, Nargor
Strategy: Not recommended for lower level mages to solo these creatures since they often come in groups and can do alot of damage. You should wear a dwarven ring and a garlic necklace while hunting Sirens and always try standing diagonal to avoid the beams and waves. Higher level Mages should use Hailstorm Rod/Wand of Starstorm and use Energy strike to kill these since they are weak to energy, kill them fast and don't get trapped with many of them. Paladins should use Holy damage since they are weak to Holy. A knight should use exori to kill them fast if they are many.
Loot: 0-150gp, 0-2 Platinum Coins, 0-5 Meat, 0-2 Skulls, 0-5 Bones, Siren Wing (Semi-rare), Strand of Siren Hair (Semi-Rare), Lyre (Semi-rare), 0-3 Small emerald (Semi-Rare), Black Pearl (Rare), Death Ring (Rare), Ancient Shield (Rare), Chaos Mace (Rare), Mysterious Voodoo Skull (Very Rare), Enchanted Chicken Wing (Very Rare)
See also: Creatures.
Siren by Xeliee

Submission by User:Chris89 (status: accepted)

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:D.E (status: accepted)

None
Demonic Spawn

9000 Hit points
8000 Experience points per kill

Abilities: Melee (0-780), Fire Beam (400-1100), Great Fire Ball (250-750), Fire Bomb, Fear Wave (red notes that reduce by 30% melee skills and magic level), Paralysis, Heavy Drunkenness, Strong Haste, Self Healing (400-800).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 2100+ per turn hp per turn
Immune To: Death, Fire, Earth, Drown, Life Drain, Paralysis, Invisibility
Strong To: Energy (-10%)
Neutral To: Physical
Weak To: Holy (+50%), Ice (+20%?)
Sounds: "YOU PATHETIC LIFE FORM ARE TRYING TO STOP ME? HAHAHAHAHA", "YOU WILL DIE", "YOU CAN RUN, BUT NO HIDE FROM MY FURY", "ONE, TWO, THREE, FOUR, FIVE, NOW YOU DIE!"
Behavior: They only like see the world burn, so they will attack you with all their rage until dead.
Field Notes: They are old kind of demons who has an incredible desire to destroy the world and bring the chaos. They use they fake eyes for scare their opponents, creating a paralyzing fear that make them more vulnerable
Location: Formorgar Mines and Goroma
Strategy: Kill them fast as possible you can, because they can make you a nasty combo, use exeta res to keep them away from shooters and healers and never stay in front of them.

Knights: stay diagonal for avoid the Fear Wave and Fire Beam, they has resist to physical damage pretty good, so use exori or exori gran for drop fast some hp. Block them at lest in level 150 with skills 90/90+

Mages: bring SSA and magma set, keep the more distance possible from they, heal often the blocker with uh's or sio's and shoot ice strikes or icicles. Is recommended use Magic Shield below level 170.

Paladins: keep distance and shoot power bolts or assasin stars, they are very weak to holy so use exori san for kill it fast
Loot: : 0-380 Gold Coin, 1-4 Platinum Coin, 1-12 small emerald, Demon Dust, 1-4 Demonic Essence, Demon Horn, Devil Helmet, 0-5 Great Mana Potion, 0-5 Great Health Potion, Golden Ring (semi-rare), Crown Armor (semi-rare), Demon Shield (semi-rare), Skull Helmet (rare), Boots of Haste (rare), Guardian Boots( rare), Demonrage Sword (rare), Demon Trophy (rare), Magic Plate Armor (very rare).>
See also: Creatures.


http://i249.photobucket.com/albums/gg215/alacroso/Imagen173.png

Submission by User:Miluma (status: accepted)

None
Ancient Wizard

2665 Hit points
3000 Experience points per kill

Abilities: Melee (0-180), Death Beam (250-600), Death Hit (666 always),Fire Wave (100-170), Paralysis, Self-Healing
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 800 hp per turn
Immune To: Drown, Invisibility, Paralysis
Strong To: Death (-50%), Fire (-30%), Life Drain (-70%)
Neutral To: Physical, Earth
Weak To: Holy (+5%), Energy (+20%), Ice (+20%)
Sounds: "You are going to know the ancient magics!";"I`m going to take you to hell!";"Your weak skills cannot even hurt me"
Behavior: Runs away in low health (around 100hp) Ancient Wizards will retarget, it's best to keep the blocker between the Ancient Wizard and the weaker individuals, they self-healing often so try to kill it as soon as possible.
Field Notes: You can get Blank runes using a Obsidian Knife on a slain Ancient Wizard's fresh corpse
Location: some Ankrahmun Tombs,Vengoth Castle and Yalahar (Cemetery Quarter)
Strategy: Mages should use an energy or ice rod/wand combined with ice or energy Strike. Be ready to follow them, as they run in fairly low health, but watch out for a second attack as they can heal (and return) relatively quickly. Trying to take on more than one Ancient Wizard at a time can be dangerous and is not recommended for lower levels. Demon Skeletons can be useful to help blocking and killing.

Paladin Are going to need space to run while they are throwing Enchanted Spears or Assassin Stars and using exura to cure paralysis

Knight Using a Two-handed sword kill them as soon as possible and always seeing you hp and be prepared to use some health potions.
Loot: 0-166 gp, Silver Brooch, 0-3 Small Sapphire, Magician Hat (semi-rare), Necrotic Rod (semi-rare), Black Pearl (semi-rare), Skull Staff (rare), Ankh (rare), Blue Robe (rare), Mini Mummy (Very rare), Crystal mace (very rare), Ancient rune (very rare).
See also: Creatures.


<http://img696.imageshack.us/img696/327/ancientwizard.jpg>

Submission by User:Glofur (status: accepted)

None
Spirit of Midas

4800 Hit points
0 Experience points per kill

Abilities: Gold Coin Throw (0-1), Very fast Haste, Short Invisibility, Summons 0-10 Yellow Butterfly
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1 hp per turn
Immune To: Holy, Death
Strong To: Physical (-10%?)
Neutral To: Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To: Fire (+10%?)
Sounds: "Why must I live for eternity with this curse!?"; "Leave me in peace!!"; "GOLD! GOLD! Such were my dreams!"; "For your own safety don't touch me!"; "Gold is nothing but a useless metal. Only fools adore it!""
Behavior: As soon as summoned he runs away at a startling speed. He will also vanish for a few seconds making it even harder to follow him. He summons the rare Yellow Butterfly and as well as throwing coins as his only attack he also drops them wherever he runs, giving a small clue to his route.
Field Notes: Midas was a wealthy King in ancient Greece. Legend tells that after doing a favor for the mighty God Dionysus, Midas was granted one wish. Midas, being the greedy man he was, chose to have everything he touched turn to gold. At first Midas was in heaven, he ran around touching trees and his palace, soon everything in his life was made of gold, even his family and children! His happiness did not last though, for soon Midas became terribly lonely and hungry, he could not eat or drink because all the food he touched turned instantly to gold! - Using an elaborate alchemistic ritual it is possible to summon the tortured spirit of King Midas. 8 gold coins must be laid out on the floor and in between them the fresh corpses of 4 different creatures. Next the following 3 items must be dropped in the centre in the following order, Iron Ore, Golden Amulet and finally a Fire Bug. Careful not to stand in the centre yourself as a fire field will appear upon completion of the ritual. (See image below for correct arrangement of the items) Note – If any other creatures or players are nearby the ritual will not work and your items will just burn up so it is best to do this in a remote location with lots of open space for a chase. Due to his speed, high hitpoints and the complex way of summoning, he is very difficult to kill but certainly worth the effort for the chance at his rare loot, including the Golden Skull http://img251.imageshack.us/img251/6746/goldenskull.gif and the Golden Plum http://img210.imageshack.us/img210/7348/goldenplum.gif (which regenerates hp/mana for an amazing 18 minutes)
Location: Wherever summoned
Strategy: Knights will have difficulty here; as he is so fast it is almost impossible to get close enough to use a melee attack. Strong distance attacks and spells (especially fire) should be used as quickly as possible before he has a chance to escape. Of course Boots of Haste give a small advantage if in pursuit.
Loot: 100-500 Gold Coins, Golden Bag, 0-3 Gold Ingots (semi rare), Golden Backpack (semi rare), Golden Plum (semi rare), Gold Ring (rare), Golden Skull (rare), Golden Legs (very rare), Golden Armor (very rare)
See also: Creatures.


http://img822.imageshack.us/img822/2835/midas.gif


http://img64.imageshack.us/img64/691/midasscene.jpg

Submission by User:Gloxer (status: accepted)

None
NecroShambler

1000 Hit points
800 Experience points per kill

Abilities: Melee (0-195)Death Hit (40-194)Stalagmite (0-200)Death Ray (10-200)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 300 hp per turn
Immune To: Death, Drown, Life Drain, Paralysis,Death,Drown,Life Drain,
Strong To: Physical (-70%), Holy (-50%), Fire (-50%), Energy (-60%), Ice (-70%), Earth (-80%)
Neutral To:
Weak To:
Sounds: "I Will Catch U";"Wait For My Arrival";"So You Think You Can Run"
Behavior: Fights Until Death
Field Notes: None.
Location: Darashia,Ankrahmun Tombs (lower levels if possible)
Strategy: Unknown.
Loot: Boots Of Haste (Very Rare,Bone Sword (Always),Blue Robe(Rare),Noble Axe (semi-rare),Spellbook of Warding (semi-rare)
See also: Creatures.


http://img535.imageshack.us/img535/8208/necrosambler.png

Submission by User:Exhidi (status: accepted)

None
Demon Knight

6500 Hit points
4700 Experience points per kill

Abilities: Melee (0-550), Fire Berserk (115-320), Soulfire (Sets target on fire for 30 turns), Whirlwind Throw (100-200), Groundshaker (200-370), Strong Haste, Self-healing (Fast).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1600~ hp per turn
Immune To: Death, Fire, Drown, Life Drain, Invisibility, Drunkness, Fire, Death, Drowning, Life Drain
Strong To: Physical (-35%), Energy (-50%?), Earth (-50%?)
Neutral To:
Weak To: Holy (+5%), Ice (+10%)
Sounds: "ARE YOU CHALLENGING ME??"; "AAARGH!"; "YOU ARE NO MATCH FOR ME!"; "BOW BEFORE THE RUTHLESS SEVEN!"; "YOU ARE FINISHED!"
Behavior: Demon Knights are fierce warriors that will charge at the target with very powerful physical and fire based attacks. They do not run in low health and they retarget often.
Field Notes: Demon Knights are warriors who decided to serve the Ruthless Seven. Their soul has been corrupted and their only wish is to destroy everything on their sight.
Location: Pits of Inferno at Infernatil's throne room
Strategy: Knights will have a hard time soloing this creature since it's very strong to physical damage and heals often. Demon Knights can safely be blocked at level 170+. The Knight should also be fast with using the Challenge spell, since this creature retargets often and deals heavy amounts of damage in one combo.

Mages must have at least one high level Knight (150+) blocking this creature while using ice based attacks from far, since they use a powerful area attack.

Paladins should have the same strategy as that of a mage, except they should use Assassin Stars and Divine Missiles.

The Demon Knight can only be found in Infernatil's Throne Room, along with Hellhounds, Demons and Hellfire Fighters, which makes this creature very difficult to be soloed.
Loot: 0-231 Gold Coins, 0-7 Platinum Coins, 0-3 Fire Mushrooms, 0-2 Ultimate Healing Potions, 0-5 Mana Potions, Burnt Scroll, Small Ruby (Rare), 0-2 Talons, Doll (very rare), Piece of Hell Steel (rare), Fire Sword (rare), Demonrage Sword (very rare), Demon Backpack (very rare), Demon Shield (very rare).
See also: Creatures.
Demonknight

Submission by User:Julien Brightside (status: accepted)

None
Scoot

20 Hit points
0 Experience points per kill

Abilities: Scoots do not attack
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 0 hp per turn
Immune To: None
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: "Scoot!"; "Eeep"; "Squee"; "Yaf";
Behavior: Scoots do no attack and always flee.
Field Notes: Scoots is a race of cavedwelling creatures that much in common with rats and bats. Their eyes are very sensitive to light so they tend to linger in the darkest of caves. They tend to prey on rats and bugs.
Location: Deep caves in Tibia. Folda, Maze of Lost Souls, Fibula, Mt Sternum.
Strategy: Use chase creature as they run whenever a player comes on screen.
Loot: 0-4 gold coins, meat, black fur (rare)
See also: Creatures.
Scoot by Julien Brightside

Submission by User:Zantex44 (status: accepted)

None
Bone Ogre

385 Hit points
260 Experience points per kill

Abilities: Melee (0-185), Whirlwind Throw (0-75), Bone Toss (Looks same as Whirlwind Throw but weaker (0-50)
Pushable: ?
Push Objects: Tick
Est. Max. Damage: 255 hp per turn
Immune To: None
Strong To: Death (-5%), Earth (-15%)
Neutral To: Physical?, Holy?, Fire?, Energy?, Ice?, Drown?, Life Drain?
Weak To:
Sounds: "Hmm..?!"; "Hungrry...!"; "I smell meaty bones!!"
Behavior: Bone Ogres fight to the death, and can retarget.
Field Notes: Bone Ogres are fast and strong so running at low levels is not much of an option as they haste alot, they will also push/kill other creatures to get to you.
Location: Femor Hills, Cyclopolis, Plains of Havoc, Desert Dungeon, Outlaw Camp
Strategy: Treat these like a Strong version of an Orc Berserker. Mages Should kill it fast around lv 25+ with fire strike and heal when necessary. Knights are recommended to have atleast 65/65 skills and decent equipment, also have health potions ready. Paladins at lv25+ with royal spears and decent skills should be able to kill one easily while healing when necessary, Mana shield can help and Invisibility can save your life.
Loot: 0-75 gp, Bone Club, Meat, Battle Shield (semi-rare), Health Potion (rare), Hardened Bone (rare), Club Ring (very rare), Dark Helmet (very rare), Ogre Trophy (very rare)
See also: Creatures.
Bone Ogre by Zantex44

Submission by User:MalukoDoido (status: accepted)

None
Mind Torturer

12000 Hit points
7000 Experience points per kill

Abilities: Melee (0-800), Distance Fighting (Throwing Knives) (0-900), Musical wave (Reduces Shield and Magic Level), Mind Torture (Inflicts Paralyze and Curse you for 2-1650 damage), Self-Healing
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 3350 hp per turn
Immune To: Death, Fire, Drown, Life Drain, Invisibility, Paralysis
Strong To: Energy (-5%?)
Neutral To: Physical?, Ice?, Earth?
Weak To: Holy (+5%?)
Sounds: "Your fear is your worst enemy", "You cannot resiste me!", "Watch you own death! Hahahaha!"
Behavior: Attack until death.
Field Notes: The Mind Torturer creates an illusion in your mind, you will be paralyzed and will see disturbing images that will curse you. The illusion comes from his eye, but it is very hard to avoid looking.
Location: Pits of Inferno
Strategy: The best strategy is a Knight blocking, and shooters standing next to a ladder. The blocker must be at least Level 106 to resist it's curse.
Loot: 0-300gp, 0-10 Platinum Coin, Demonic Essence, Soul Orb, Mind Stone, Spellweaver's Robe, Zaoan Helmet, Reaper's Axe (Rare), Butcher's Axe (Rare), Onyx Flail (Very Rare)
See also: Creatures.


http://a.imageshack.us/img5/5250/madso.jpg

Mind Torturer creates an illusion showing the End of The World

Submission by User:Sant Morals (status: accepted)

None
Wild Aztec

300 Hit points
170 Experience points per kill

Abilities: Melee (0-45), Spears (0-105), Small Stone (0-45), Arrows (0-110), Paralyze (Medium), Poisons up to 10 hitpoints per turn.
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 150 hp per turn
Immune To: Earth
Strong To: Holy (-20%?), Ice (-5%?)
Neutral To: Energy?, Drown?, Life Drain?
Weak To: Physical (+25%?), Death (+20%?), Fire (+5%?)
Sounds: I onkan uala tesolotl! Amo ualkistia i nikan!
Behavior: Wild Aztecs always keep in distance to any attacker. They could lure you to more Wild Aztecs.
Field Notes: Dangerous native Aztecs. They run on red health. They speak an old language called "Náhuatl". These creature are mostly found in groups and they protect their territory until it's trespasser dies.
Location: South east of Port Hope.
Strategy: Knights: Kill them as fast as possible they are weak against physical. If you get paralyze when they run on low health it could be a good idea to use Whirlwind Throw. Mages: Careful with these on numbers they use paralyze and their distance attacks are significantly effective, bring GFB these can help you when you are trapped with groups. Paladins: Try to kill them as fast as possible and use Ethereal Spear when they run on red health.
Loot: 0-70 gp, 0-6 Corncob, 0-3 Tomato, 0-4 Hunting Spear, 0-9 Poison Arrow, 0-3 Small Stone, Colorful Aztec Feather Headband [creature product] (Semi-Rare), Ripper Lance (Rare), Tribal Mask (Rare), Terra Amulet (Very Rare), Small Diamond (Very Rare).
See also: Creatures.


http://i1019.photobucket.com/albums/af312/Sant_Morals/Sketches/Aztec.jpg

Submission by User:Kokitoo (status: accepted)

None
<Stone Dragon

<8500> Hit points
<5500> Experience points per kill

Abilities: <Melee (0-650), Distance Fighting (Boulder 0-320 physical damage), Haste Terra Wave (250-500), Great Smoke Bomb (Paralysis), Self-Healing,>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <1500> hp per turn
Immune To: Energy, Drown, Life Drain, <Invisibility, Paralysis, >
Strong To: Physical (-25%?), Holy (-30%?), Death (-5%?), Fire (-15%?), Ice (-5%?), Earth (-75%?)
Neutral To:
Weak To:
Sounds: <"Smaashhh" , "HUAHAHA!">
Behavior: <aaggressive behavior towards people or monsters that are not of their race.>
Field Notes: <add notes here>
Location: <add at least one location here>
Strategy: <add a strategy here, possible for different vocations>
Loot: < 0-10 Onyx Arrows, 0-5 Platinum Coins, Blank Rune, Broadsword, Death Ring, Demonic Essence, Golden Mug, Soul Orb, Great Health Potion, Unholy Bone, Dragonbone Staff (semi-rare), Knight Armor (semi-rare), Gold Ingot (rare),Boots of Haste (very rare), Clay Lump (very rare), Piece of Marble Rock (very rare), Shiny Stone (very rare), Terra Legs (very rare) ,>
See also: Creatures.
Stone Dragon by Kokitoo

Submission by User:MalukoDoido (status: accepted)

None
Fire Knight

35000 Hit points
15000 Experience points per kill

Abilities: Melee (0-2100), Mana Drain (0-2000), Great Fireball (0-950), Fire Wave (500-2000), Firebomb, Strong Haste, Self-Healing (Fast and Strong), Summons up to 3 Fire Elemental
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 5050 hp per turn
Immune To: Fire, Energy, Drown, Life Drain, Invisibility, Paralysis
Strong To: Physical (-15%?), Holy (-10%?), Death (-10%?)
Neutral To: Earth?
Weak To: Ice (+10%?)
Sounds: "BUUUURNNN! Haaaaa"
Behavior: Attack until death, will constantly change target.
Field Notes: A Knight that controls fire, with parts of his body covered in fire he greatly increases his strength. Not much is known about his personality.
Location: Goroma
Strategy: The blocker must use equipments protecting against Fire or Physical in order to aurvive his insane attacks. After luring him throw Magic Walls to trap him, standing diagonally. At least 2 Elder Druid must heal the blocker. Use Ice to damage him.
Loot: 0-400 gp, 0-45 Platinum Coin, 0-42 Talons, Ultimate Health Potion, Great Mana Potion, Magma Monocle, Eternal Flames, Jewelled Backpack, Fire Sword, Firewalker Boots, Thunder Hammer (Rare), Firewalker Boots (Rare), Fireborn Giant Armor (Rare), Solar Axe (Very Rare), Burning Heart (Always)
See also: Creatures.


http://a.imageshack.us/img29/1050/93751390.jpg

Submission by User:Sepob (status: accepted)

None
Golden Dragon

6000 Hit points
5000 Experience points per kill

Abilities: Melee (0-300), Holy Wave (50-650), Divine Caldera (150-550), Self Healing
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1500 hp per turn
Immune To: Paralysis, Drunkeness, Invisibility
Strong To: Physical (-10%), Holy (-80%), Energy (-10%), Ice (-20%), Earth (-20%)
Neutral To: Drown, Life Drain
Weak To: Death (+10%), Fire (+10%)
Sounds: "Let me leave!", "I'll kill you Tibianus"
Behavior: Runs at low health.
Field Notes: This Dragon was once the most rare dragon of all world, King Tibianus then, sent his army to capture him, now it is imprisoned on the Raincastle
Location: Raincastle
Strategy: Kill it using the same strategy for any other dragon.
Loot: 0-750gp, 0-3 Dragon Ham, 0-2 Royal Spear, Dragon Hammer, Dragonbone Staff, 0-4 Platinum Coins, Shiny Stone, Gold Ingot, Royal Helmet (Semi Rare), Golden Armor (Semi Rare), Strong Health Potion (Rare), Golden Legs (Rare)
See also: Creatures.


http://img.photobucket.com/albums/v175/MattTenessee/GDragon.jpg

Submission by User:Sepob (status: accepted)

None
Crystal Skeleton

10000 Hit points
8000 Experience points per kill

Abilities: Melee (0-250), Death Hit (50-200), Life Drain (10-450), Summons 0-6 Demon Skeleton
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 800 hp per turn
Immune To: Death, Invisibility, Drunkeness, Paralysis
Strong To: Fire (-10%), Energy (-10%), Ice (-10%), Earth (-10%), Drown (-10%), Life Drain (-20%)
Neutral To: Holy
Weak To: Physical (+10%)
Sounds: None.
Behavior: Fights to the death
Field Notes: This is a rare skeleton, in life it was a greedy person, always seeking for money, then that person got cursed, and in his death he turned into the Crystal Skeleton, now it is hunted by greedy person like he was.
Location: Drefia
Strategy: Focus on killing him ignoring the demon skeleton, or have avalanche runes.
Loot: 0-50gp, Crystal Bone, 0-2 White Pearl, Bone Club, Crystal Ring, 0-1 Crystal Coin (Very Rare)
See also: Creatures.


http://img.photobucket.com/albums/v175/MattTenessee/CrystalSkel.jpg

Submission by User:CallMeShizzle (status: accepted)

None
Jackalope

800 Hit points
1200 Experience points per kill

Abilities: Melee (0-400), Turns you into a Squirrel,Chicken,Deer or a Crab, Self-Healing (red shimmer), Haste (blue shimmer).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 400 hp per turn
Immune To: Invisibility, Paralysis
Strong To: Death (-50%), Fire (-25%), Energy (-25%), Ice (-25%), Earth (-25%)
Neutral To: Drown?, Life Drain?
Weak To: Physical (+10%), Holy (+25%)
Sounds: "Holy Crab I Am A Chicken!"; "Who Ordered A Pizza With Everything On It?"; "Thats Not Fair, My Backside Is Hibernating!"
Behavior: Morphs into a Rabbit,Chicken,Cat or a Crab at red Hit Points if you dont kill it fast enough.
Field Notes: Steals Gold Coin's out of your backpack when hitting you. There have been sighted different kinds of this creature. All seem to be a mixture of other animals. They love to hide in the underground of towns. According to some old myth they come out at night and slip into houses and steal all kind of candies and gold coins. TAG (Thaisian Animal Guards) recommand to not follow the candie trails and strictly declares war to the Jackalope-Catchers ! Even though there fur makes some good shoes :( !
Location: They call the sewer systems of Yalahar and the forests around Thais their home.
Strategy: You should lure it with Chocolate Cake and trap it with Magic Wall's. Also you should bring a Paladin since Holy Damage seems to be very effective.
Loot: 0-350 Gp, 0-3 Black Pearl, 0-4 White Pearl, 0-2 Giant Shimmering Pearl, Chicken Feather, Walnut (semi-rare), Peanut (semi-rare), Jackalope Throphy (very rare).
See also: Creatures.


http://img820.imageshack.us/img820/600/jackalope.gif http://img839.imageshack.us/img839/543/outc.png

Submission by User:Oeddie (status: accepted)

None
Crimson Mist

10 X It's Target's Level Hit points
2500 Experience points per kill

Abilities: Melee (0-20% X Target's HP), Sudden Death(0-25% Target's Level, Blood "Ball" (0-100 OR 20% Target's HP Whichever is Less)), Smoke "Ball" (0-100 OR 20% Target's HP(Whichever is Less)), Great Soulfire "Ball" (Soulfire lasting 30% X Target's Level Rounds). Invisibility. Self Healing (Slow and Weak)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 60% X Target's HP hp per turn
Immune To: Invisibility, Death, Life Drain, Drown
Strong To: Physical (-20%), Holy (-20%), Fire (-20%), Energy (-20%), Ice (-20%), Earth (-20%)
Neutral To:
Weak To:
Sounds: "THE SMELL OF DEATH APPROACHES!";"SWOOOSH!
Behavior: Unlike any other creature in Tibia, this monster follows it's target up/down ramps, stairs, ladders, holes/rope spots. It has even been known to follow it's target through some teleports. Attacks viscously until death. Occasionally retargets.
Field Notes: Rare Spawn Boss. Very difficult to out run this creature.(Speed varies with target's level(Target's level+50)). Extremely dangerous creature at any level, especially if it spawns while you are fighting other monsters.
Location: Can spawn at any time, on any player, outside of a protection zone, anywhere in "Main" Tibia.
Strategy: Use extreme caution when calling higher level characters to assist you.(It's attacks will become much stronger and it will be harder to kill if it retargets a higher level player.
Loot: Crimson Ashes (very rare)
See also: Creatures.


http://a.imageshack.us/img690/8960/crimsonmist5.gif

Submission by User:HakeenOverhill (status: accepted)

None
Terror Beast

4500 Hit points
2300 Experience points per kill

Abilities: Melee (0-308+),Fire Wave (0-662+), Sudden Death (0-372+)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1342+ hp per turn
Immune To: Fire, Invisibility, Paralisis.
Strong To: Death (-25%), Fire (-50%), Life Drain (-20%)
Neutral To: Physical, Holy, Energy, Ice, Earth, Drown
Weak To:
Sounds: "Vuzchhhhhhhh", "Feel the terror!", "I'm the terror itself!"
Behavior: Terror Beasts stand and fight until the end.
Field Notes: These creatures were made by pure evil, they are the result of experiences between elephants,tigers,rhinos and oxes.
Location: Pits of Inferno, The Shadow Nexus, Deep Banuta>
Strategy: They have powerful Melee attack so you should try to avoid close contact. Also, for all costs avoid its wave attacks, they are very dangerous and can even take down a High Level Knight in one attack turn. These creatures are very strong so don't underestimate them: always have a good blocker and more than three shooters to slay them quickly.
Loot: 0-375 gp, 0-5 Platinum Coins, 0-14 Ham, 0-11 Throwing Knives, 0-4 Black Pearls, Big Bone, Bone, 0-2 Concentrated Demonic Blood, Demonic Essence, Gold Ingot, Rusty Armor (rare), Giant Sword (semi-rare), Soul Orb, Knight Axe (semi-rare), Mercenary Sword (semi-rare), Ruthless Axe (rare), Explorer Brooch (very rare).
See also: Creatures.
Terror Beast by HakeenOverhill

Submission by User:Elkrios (status: accepted)

None
<Ice Elemental>

<1500> Hit points
<1000> Experience points per kill

Abilities: <Melee (0-150), Ice Strike (0-150), Ice Explosion (300).>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <600> hp per turn
Immune To: Life Drain, <Invisibility, Ice, Earth, Paralice.>
Strong To: Physical (-40%), Holy (-60%), Death (-20%), Fire (-95%), Energy (-15%), Drown (-90%)
Neutral To:
Weak To:
Sounds: <Cold,eh cold?; going to be frozen;>
Behavior: <Changes target frequently.>
Field Notes: <They're Enchanted Fire elementals that suffer spell from "ferumbras". Care if you see more than one, they're combo was stonger.>
Location: <Okolnir ,Yakchal Crypt (only during Yakchal's awakening ritual).>
Strategy: <Mages:Run as fast as posible and hit with ENergy Stike Or Hmm's.
                    Paladin: Run and hit with Royal Spears/Enchanted Spears.
Knight: Try to kill faster with berserk.>
Loot: <Nothing.>
See also: Creatures.
Ice Elemental by Elkrios

Submission by User:Dongur (status: accepted)

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:Netherion (status: accepted)

None
Igraamion

2.500.000 Hit points
500.000 Experience points per kill

Abilities: Melee (0-1050), Armageddon (900-1500) Cleaning whirlwind (Paralyze area on First Stage, Curse area on Second Stage), Chosen One, Death Cross (400-1200), Paralyze, Self-Healing, Purple Fire Field, Great Life Drain Beam (666 allways) Summons 1 Heart of Enerai on First Stage, Summons 2-10 Abomination on Second Stage.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 3810 + Heart of Enerai's damage or Abomination's damage. hp per turn
Immune To: Fire, Energy, Ice, Earth, Drown, Life Drain, Invisibility
Strong To: Holy (-50%)
Neutral To: Physical, Death
Weak To:
Sounds: First Stage: "Time has come adventurers", "stop me .. before it's too late ..", Second Stage: "ARRRRRISE MY LITTLE MINONS!", "DEAAAAATTH!", "My secret's will be the end of you!"..
Behavior: On First Stage, Igraamion try to attack their opponents at a distance using their powerful spells, also he turns inmune to Death Damage becoming vulnerable to Holy Damage, on Second Stage will use close combat to kill their enemies also becoming vulnerable to Death Damage and inmune to Holy Damage. Igraamion can switch the stage in anytime, when he change to the second stage the Abominations get killed by the Heart of Enerai and the boss switches the weakness to the first stage, this will happen until the boss died.
Field Notes: Everybody who take part in the party can use a Blessed Wooden Stake on a slain Igraamion to get Igraamion's Soul.

Only 15 players are alowed to cross the portal to the area of the boss and they only will be able to do once each day.

When the first team of the server solves all mysteries about Deeper Desert Dungeon on the quest Ghamork, the lost inhabitants of Jakundafar the event will be activated, all players on the world receive 3 messages that are broadcasted in white text, just like when a raid happens (the first team on solve that quest will get the book Chronicles of an Anonymous Mage)

"An aura of pain raging in the Jakundafar desert."

"Hate and pain have been raised from the depths of hell."

"Adventurers, the time has come, protect the world from the darkness.."
Location: Jakundaf Deeper dungeon, behind a level 200 portal.
Strategy: This is a very long combat, strongly recomendend several shooters (everybody arround should be lvl 200 or higher), four or more tanks (250+) each one with a own healer and also some holder only for carry supplies, and as many stone skin amulets and might rings as possible. Igraamion will start the combat summoning the Heart of Eriane, it should be traped by 4 tanks, avoid the logical tactic of trap the boss, because he will use Cleaning whirlwind cleaning the whole room from anything magic (Magic Wall, Wild Growth and any kind fields), in the First Stage that spell will only cause a massive Paralyze, but in the Second Stage the Cleaning Whirlwind will curse the whole party, let the paladins start to shot holy spells to the boss, in this stage Igraamion's turns itself inmune to everything but Holy damage, continue until the summon dies and the boss will switch to the Second Stage, now Igraamion's starts a close combat, pick the Warriors to close it in cross form (4 arround the boss) letting some Shooters kill the new summoned creature, Abomination, this must be done everytime becacause every 2 minutes a new Abomination will be summoned increasing the risk of a large amount of corses. Be carefull with the Chosen one spell, Igraamion will target some character of the party and will start to bomb a large amount of Death damage shots on it, you can prevent to be targeted wearing a Stealth Ring or casting invisible.
Loot: 0-10 Gold Nugget, 5-61 Gold Ingot, 0-30 Skull, Chromatic Robe (Arm: 11 +2% All resist, only mages), Chromatic Titanium Armor (Arm: 14 +3% All resist, only knight and paladin), Unholy Book, Amulet of Death (Prevents you to die if the damage is higher than your (full) HP), 1x charge), Essence of Pain (A human heart, 1.000.000 gp's), Mysterious Voodoo Skull, Red Tome, Blue Tome, Ethereal Shield (Def: 39, +5% all resist, only knights)), Astromancer spike (twohanded lance, 54/39 +4 Axe), 0-35 Essence of Light (5.000gp's/each), Unholy Shield, Helmet of Absolution (mvl+3 +2% All resist, only mages), Black Tome, Ferumbras' Fetish (deco), 0-4 Abomination arms (100.000 gp's/each).
See also: Creatures.


Summons:

None
Heart of Enerai

75.000 Hit points
0 Experience points per kill

Abilities: Melee (0-1840) hp/turn, Sacred Ball (460-614), Holy Cross (100-350), Self-Healing, Sacrament (900-1200) Big area of Holy Damage
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 4004 hp per turn
Immune To: Holy, Fire, Energy, Ice, Earth, Drown, Life Drain, Invisibility
Strong To:
Neutral To: Physical, Death
Weak To:
Sounds: "Erase the darkness from my husband!", "I will allways love you Igraamion..".
Behavior: Will attack until death.
Field Notes: The soul of Igraamion's dead wife sealed inside him for prevent future disasters of her mad husband is now corrupted by the darkness and confused, she will attack you with all her power for protect Igraamion.
Location: Jakundaf Deeper dungeon.
Strategy: Use 4 Tanks each one with a own healer for trap her in the middle. Be careful about Igraamion's distance attacks.
Loot: Nothing.
See also: Creatures.


None
Abomination

50.000 Hit points
0 Experience points per kill

Abilities: Melee (0-300), Paralyze, Deathball (100-300), Great Death Beam (300-450), Strong Haste, Armageddon (400-666), Nethervoid (666 allways) Big area of Mana Drain.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1716 hp per turn
Immune To: Holy, Fire, Energy, Ice, Earth, Drown, Life Drain, Invisibility
Strong To:
Neutral To:
Weak To: Physical (+25%), Death (+20%)
Sounds: "MMmhHHMgrGrMMMmMMMMMM!", "...", "MMMrrrrrhhh...".
Behavior: Abomination try to attack their opponents at a distance using their powerful spells.
Field Notes: The Abomination is a creature made with Gharonk murdered inhabitants in the Igraamion's hidden laboratory.
Location: Jakundaf Deeper dungeon.
Strategy: Several shooters will be aware to kill at last one of this creatures because every two minutes a new Abomination will be summoned. The group of tanks should take Igraamion's attention with Challenge because on this Phase he will switch on close fight, don't try to block or trap the Abomination's they will run spaming Death Damage on area the party, remember when Igraamion's change to the First Phase all the Abomination's will be dead.
Loot: Nothing.
See also: Creatures.
Igraamion and Summons by Netherion

Submission by User:Serker (status: accepted)

None
Viper

4000 Hit points
3500 Experience points per kill

Abilities: Melee (0-300), Tera Wave (250-400), Fire Wave (150-250), Ice Wave(150-250), Frozen Fire Attack (150-500), Hot Ice Attack (150-500), Paralyze, Haste, Distance Life Drain (20-100)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 2000 hp per turn
Immune To: Fire, Ice, Earth, Invisibility,life drain,paralysis.
Strong To: Holy (-20%)
Neutral To: Physical, Death, Drown?, Life Drain?
Weak To: Energy (+10%)
Sounds: "I Will Sssslay You!"; "Feel My Flamesssss!"; "Who daresss enter!!"; "Freeze To Death!!"
Behavior: Fight Until Death
Field Notes: Vipers are loosely related to dragons. This two headed creature is unusual because it attacks with both fire and ice and can combine the two together to make a deadly explosion. These are popular to hunt because they drop the rare Vipor Blade. A one handed sword for level 85 or higher.
Location: They can be found in an underground cave in Dragonblaze Peaks.
Strategy: Get a high level knight to block the melee attacks and stay diagonal to avoid the powerful waves. Shooters should try and stand back and avoid the deadly magical frozen fire and hot ice explosion attacks, causing damage to anyone within a 3 tile radius. Vipers are weak to energy.

Paladins should use flash arrows or assassin stars.

Knights use. exori to kill faster.

Mages so mages should use hmm or SD runes and mana shield.
Loot: 0-3 worms, 0-5 dragon ham, 0-200 gp, 0-6 platinum coin, Serpent Sword Tower Shield, Mercenary Sword (semi-rare), Focus Cape (semi-rare), Noble Axe (semi-rare), Royal Helmet (rare), Dragon Scale Mail (rare), Relic Sword (very rare), Viper Blade (very rare).
See also: Creatures.


http://img651.imageshack.us/img651/7971/viperr.png

Submission by User:Sirghaok (status: accepted)

None
Silver Elf

2200 Hit points
3150 Experience points per kill

Abilities: Melee (0-120), Power Bolts (30-170), Death Missile (110-260), Life Drain (30-80), Mana Drain (30-140), Explosive Arrow (70-150), Heavy Magic Missile (80-200), Self Healing (around 120), Paralysis, Summons 0-4 Elf Arcanist.
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 700 hp per turn
Immune To: Death, Invisibility, Death, Paralyse
Strong To: Physical (-10%?), Holy (-10%?)
Neutral To: Energy?, Earth?, Drown?
Weak To: Fire (+10%?), Ice (+15%?), Life Drain (+10%?)
Sounds: "Protect Me, Elves", "You, Hunter, can never catch me"
Behavior: Run away in Low Health
Field Notes: Spawn rare because it is hunted among the bounty hunters. Your skin is worth fortunes. He uses the other elves as slaves and use them as protection.
Location: Yalahar Foreigner Quarter, Maze of Lost Souls, Orc Fort, Hellgate, Shadowthorn, Ab'Dendriel elf caves, Elvenbane, north of Thais.
Strategy: Always when you hunt elves, beware. Being a rare spawn, can appear at any time. Knights, attacking him using melee, as if fighting any other creature. Mages always try to go with Blocker, otherwise they attack using preferably Icicle runes. Paladins normal attacks without using Exori San.
Loot: 0-2 Platinum Coin, 0-80 Gold Coins, Mana Potion, 0-4 Health Potion, Strong Mana Potion, Strong Health Potion, 0-2 Sudden Death Rune, 0-3 Heaven Blossom, Boots of Haste (rare), Dark Helmet, 0-70 Burst Arrow, Knight legs (semi-rare), 0-7 Small Diamond, Life Crystal, Silver Skin (aways), Time Ring, Life Ring (aways), Giant Sword
See also: Creatures.
Silver Elf by Sirghaok

Submission by User:Dark Black Magician (status: accepted)

None
Son of Infernatil

19735 Hit points
9875 Experience points per kill

Abilities: Melee (0-729), Fire Bomb (around itself) (598-983), Fire Beam (392-1984), Fire Berserk (489-1185), Great Soulfire Ball (size like Hell's Core, makes target burn for a long time) (1135-1789), Fire Wave (891-2187)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 6873 hp per turn
Immune To: Fire, Drown, Life Drain, Invisibility,Paralysis.
Strong To: Physical (-85%?), Energy (-50%?), Earth (-90%?)
Neutral To: Death?
Weak To: Holy (+10%?), Ice (+50%?)
Sounds: "BURN IN HELL!", "FATHER!LOOK AT THE DESTRUCTION I AM CAUSING IN YOUR NAME!", "You can run,but RUN BURNED!","SON OF VERMINOR...FACE ME!", "Fire...burns...HELL!"
Behavior: Fight until death.
Field Notes: This monster will spam fire spells.Careful for beams and waves.
Location: Only Pits of Inferno,in Infernatil trone.
Strategy: Knights and Paladins Avoid its lethal beam and wave, it can do up to 1500~2200 hp of damage. Try to be at full hp at all times. Mages should use mana shield and stay far and diagonal from it while shooting SDs, Icicles or Ice Strike, or if high enough level, you can block them diagonally by using Ice Strike.
Loot: 0-321 gp, Soul Orb,Fiery Heart, Wand Of Dragonbreath, 0-7 Small Diamond, 0-5 Blank Rune, 0-3 Demonic Essence (semi-rare), Wand Of Inferno (semi-rare), Fire Sword (semi-rare), Magma Monocle (semi-rare), Fire Axe (semi-rare),Magma Coat (rare), Magma Legs (rare),Fireborn Giant Armor (very rare), Crystal Coin (very rare)
See also: Creatures.


http://img64.imageshack.us/img64/228/sonofainfernatil.gif

Submission by User:MalukoDoido (status: accepted)

None
Ice Tower Golem

700 Hit points
540 Experience points per kill

Abilities: Melee (0-500), Ice Wave (50-170)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 670 hp per turn
Immune To: Ice, Drown, Life Drain, Invisibility, Paralysis
Strong To: Physical (-5%?), Death (-20%?)
Neutral To: Holy?, Energy?, Earth?
Weak To: Fire (+10%?)
Sounds: "This place will be your grave!"
Behavior: Attack until death.
Field Notes: A Golem formed by blocks of Ice.
Location: Formorgar Glacier
Strategy: It is not recommended for Knights to hunt this creature because of his Physical defense. Mages and Paladins should use Fire Attacks, and run around to avoid being hit.
Loot: 0-200 gp, 0-10 Snowball, Ice Cube, Shard, Glacier Shoes, Crystal Sword (Rare), Ice Rapier (Rare), Hailstorm Rod (Rare). Pair of Earmuffs (Very Rare), Glacier Amulet (Very Rare)
See also: Creatures.


http://a.imageshack.us/img85/9000/imagem2n.gif

Submission by User:Jbombz94 (status: accepted)

None
Ishvar

161803 Hit points
33000 Experience points per kill

Abilities: Melee (0-3150), Mana Drain (0-1150), Cosmos Apocalypse (3000+), Planet Slam (600-1700), Galaxy Wave (300-1200), Self-Healing (Slow but strong), Strong Haste, Paralyse.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 8100 hp per turn
Immune To: Invisibility, Paralysis, Poison, Fire, Electricity.
Strong To: Physical (-20%)
Neutral To: Fire, Energy, Ice, Earth
Weak To: Holy (+10%), Death (+10%), Drown (+10%), Life Drain (+10%)
Sounds: "WHO DARES SUMMON THE ALMIGHTY?"; "THIS IS NOT THE FATE I HAD CHOSE FOR MANKIND!"; "THIS PUNY PLANET HAS RUN ITS COURSE"; "3..2..1.. HERE COMES THE BIG BANG"; "TIBIA.. IS NO MORE.".
Behavior: Unknown.
Field Notes: Ishvar (The Cosmos God). Ishvar is known to many as The creator, and is an unstoppable and unpredictable force. Each and every tibian know the legend, which for some, will only become a bad dream in the near future. He does not reside anywhere, for he is already everywhere. However, an ancient sage known only to well by Tibia, (Ferumbras) was said to have inscribed the ritual for his appearance, in his citadel, hoping to destroy time and space by releasing him into the world of Tibia. Visible, and armed.

After his ritual has been completed by Ferumbras, these messages will appear ten minutes apart from each other.

BEWARE. AN IMMORTAL IS DUE. PREPARE YOURSELVES, FOR THE CREATOR. MT.STERNUM SHAKES, HE IS PRESENT. RUN, OR FIGHT FOR SALVATION, IT IS JUDGEMENT DAY!

After these messages he will have appeared above Mt.Sternum, accompanied by three Juggernauts.
Location: The shrine on top of Mt.Sternum.
Strategy: There is no solo strategy. Teamwork, accuracy, bravery and commitment is what is needed, and even then; it may not be enough. Ishvar is the rarest tibian boss and you may not ever get the opportunity to meet him, and it is arguably for the best! Many level 250+ elite knights are required to block him, sharing the dosage of attacks constantly using challenge and/or extreme berserk. It would be wise to kill the juggernauts as soon as possible, so you can concentrate on the creator himself. Many druids are required to heal the blocking knights and every other vocation must throw everything they have at them, or there is no chance. His healing is fairly slow, but very strong, so taking as much damage away as you can in the plotted time would be wise. Knights MUST, at all times, stay out the way of Ishvar's beams, as they are extremely powerful. Druids/Sorcerers should stand out of range of the 'Cosmos Apocalypse' because the damage that can deal is very, very hight, though it is rare he uses it often. Ishvar is extremely quick and often re-targets, which is why challenge is required.
Loot: 0-500gp, 0-26 platinum coins, 0-6 crystal coins, 0-11 Gold ingots, Emerald Sword, Elite Draken Armor, Shield of Corruption, Titan axe, Warlord Sword, Thunder Hammer, Boots of Haste, pair of Soft Boots, Magic Plate Armor, Galaxy Ring, Universal Hammer, Cosmic Blade, Spellbook of the Supernova, Starstrike, Head of Ishvar (Always).
See also: Creatures.
Ishvar by Jbombz94

Submission by User:Pezcri (status: accepted)

None
Adusa

8400 Hit points
6200 Experience points per kill

Abilities: Melee (0-600), poisons you starting at 100 hp per turn), Death Wave (350-600), Musical Notes-Beam (250-450), Wrath of Nature (400-800), Great Smoke Bomb (Paralysis), Summons up to one Medusa, Self-Healing (fast)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1600 hp per turn
Immune To: Earth, Drown, Life Drain, Invisibility, Paralysis
Strong To: Physical (-20%), Death (-80%), Ice (-50%)
Neutral To:
Weak To: Holy (+10%), Fire (+5%), Energy (+5%)
Sounds: "Look at me, I promissss you will never regret it! HaHaHa!"; "Zzzzzzzzzzzzzzzz"; "Sssslowmotion!".
Behavior: Adusa fights until the last second.
Field Notes: This boss is extremly fast and strong. You should never be alone when facing Adusa and don't ever look at her eyes, either you will be a piece of rock for ever.
Location: Deeper Banuta
Strategy: Make knights block her way and stay as far as you can!
Loot: 0-10 Platinum Coins, Medusa Shield, Boots of Haste, Terra Mantle, Terra Legs, Swamplair Armor, Skullcracker Armor, Death Ring, Underworld Rod, Mastermind Shield, Chaos Mace, Skull Helmet, Adusa's Tail (always)
See also: Creatures.
Adusa by Pezcri

AdusaCreature (Uploaded by User:TibiaNation

Submission by User:CallMeShizzle (status: accepted)

None
Pull

0 Hit points
0 Experience points per kill

Abilities: A character on the same field will fall straight through it to the level below and takes 400 damage (Trap). Objects will fall straight throught it to the level below. (Warning: Objects take damage too, e.g. barrels may break)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 400 hp per turn
Immune To: Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain, Paralysis, Invisibility, Drunkenness
Strong To:
Neutral To:
Weak To:
Sounds: "Someone here got smelly feet!"; "You're a hunk, dont make me explode!"; "Hole one for treasures or hole two for dragons ?"; "Whaaat ? No, me and my seven brothers wont help you to get to demona!";
Behavior: Pulls will try to get under you and throw you to the level below.
Field Notes: You can use it to access secret areas... just... pray for a ropespot.
Location: Spawns in a new quest area. Use them wisely and you will be able to get your rewards.
Strategy: Use a stronger monster such as a Demon to destroy it, when it's trapped.
Loot: Nothing (disappers).
See also: Creatures.


http://img713.imageshack.us/img713/4863/sogc.jpg

Submission by User:Jbombz94 (status: accepted)

None
Native

185 Hit points
75 Experience points per kill

Abilities: Melee (0-130), Hunting Spear (0-75), (Strong Haste).
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 205hp hp per turn
Immune To: None
Strong To:
Neutral To:
Weak To: Error: String exceeds 1,000 character limit.
Sounds: "AAAAAA LALALALA!"; "KUBA INNATKSI!".
Behavior: Natives are trying to reclaim their land, and will fight to death to do so.
Field Notes: Natives lost their home-lands to Grizzly Adams ancestors and his explorers a long time ago, and they want to claim it back! Port-Hope is an ancient burial ground and the natives believe this to be sacred! They are only ever present in raids on Port-Hope, and often accompanied by all types of Ape.

FORCES ARE MARCHING FROM THE JUNGLE TOWARDS PORT-HOPE!

PORT-HOPE IS UNDER SIEGE! DEFEND IT AGAINST THE NATIVES!
Location: Raids on Port-Hope.
Strategy: Anybody level 30+ should have no problem killing these. But, be aware they do not travel alone, and are often accompanied by apes and the possible hydra.

Knights should kill them as quickly as possible using berserk. Some health potions will be required if your killing a lot of these.

Paladins should be aware that they are extremely fast. However, this can be an advantage because you can lure them away from all the apes and then kill them accordingly.

Mages should use GFB's to wipe out the mobs. Or, if your 60+.. mass explosions and waves would also be just as successful.
Loot: 0-89gp, 0-8 Fish, 0-10 Oranges, 0-4 Plums, 0-2 Mangoes, Fur Bag. 0-6 Hunting Spear, Mammoth Fur Cape (rare), War Horn (very rare), Paladin Armour (very rare), Boots of Haste (very rare), Phoenix Egg (very rare).
See also: Creatures.
Native by Jbombz94

Submission by User:Jbombz94 (status: accepted)

None
Pyra-Nymph

900 Hit points
825 Experience points per kill

Abilities: Melee (0-75), Fire Wave (60-120), Fireball (20-150), shoots Fire Fields, strong Self-Healing, Haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 355 hp per turn
Immune To: Fire, Invisibility, Fire.>
Strong To:
Neutral To: Physical, Holy, Death, Energy, Earth, Life Drain
Weak To: Ice (+25%), Drown (+25%)
Sounds: "SWEET, SWEET FIRE!"; "SWOOSH, MY FLARES ARE SO PRETTY!"; "WHO'S OUT THERE?"; "I SHALL BURN EVERYTHING RED!".
Behavior: This creature acts like a dragon, and runs away on deep yellow health, and often uses haste to escape.
Field Notes: Pyra-Nymphs reside in the hottest parts of tibia, usually deep underground. The atoms in lava strangely collaborated once, and began forging life-forms. Pyra-Nymphs are the offspring of this tale.
Location: Crystal Lake, Pits of Inferno, Demon oak quest, Edron dragon lair, Ankrahmun Tombs, Flaamgor.
Strategy: Pyra-Nymphs should be treated like dragons. They have waves which can deal a lot of damage, but otherwise, with some skill and lucky, are fairly weak! They heal quickly so it is important you kill them as fast as possible.

Knights should stay out the way of the fire wave, go full attack, and use a two handed weapon. Its melee is normally very weak and its heals fast, so berserk may be in order. Knights can also block these for other vocations. At level 40 with skills of 65/65+, knights should be able to kill these comfortably. (Use dragon necklace).

Paladins should run these, making sure they stay away from the fire wave. With 70~ distance and using royal spears, a paladin of level 30+ should be able to comfortably kill these. (Use dragon necklace).

Mages should try and acquire a blocker, or if possible, use a magma set. They are very weak to ice, so icicle runes and ice strike will easily polish these fiends off without much trouble at all. Keep mana shield on at all times because they spam their abilities quite quickly. (Use dragon necklace).

All vocations are advised to take caution and bring health potions.
Loot: 0-121gp, Dagger, Brass Legs, Health Potion, Jewelled Belt (semi-rare), Nymph Embers (semi-rare), 0-2 Green Mushrooms (semi-rare), Strong mana potion (rare), Fire Sword (very rare), Wand of Inferno (very rare),
See also: Creatures.
Para-Nymph by Jbombz94

Submission by User:Daniela Patricia (status: accepted)

None
Dragon Skyshooter

5500 Hit points
4250 Experience points per kill

Abilities: Melee (0-950), Fire Wing (0-300), Fire arrow wave (0-1500)
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 2500 hp per turn
Immune To: Holy, Fire, Earth, Drown, Life Drain
Strong To: Energy (-20%)
Neutral To: Physical, Death
Weak To: Ice (+20%)
Sounds: You can run, but you cant hide!, Firegod like!, Too good for you!
Behavior: Attack you when he is running on red hp
Field Notes: Its a dangerous boss, you must have a good healer and some shooters. It can drop a very rare item The Skyshooter bow
Location: Zao
Strategy: The creature must be trapped. And the shotters must use mana shield because he hits hard on distance.
Loot: Dragon Scale Mail, Skyshooter head, Violet Gem (rare), The Skyshooter Bow (very rare)
See also: Creatures.


<http://img836.imageshack.us/img836/583/dragonskyshooter.jpg>

Submission by User:Ibertion (status: accepted)

Succubus infor


Submission by User:Ibertion (status: accepted)

Goblin Archer Info

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