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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:

  • TibiaWiki:Contest/Submissions (1-100)
  • TibiaWiki:Contest/Submissions2 (101-200)

Submission by User:Shaunyboy

None
Demonic Spider

4500 Hit points
2250 Experience points per kill

Abilities: Melee (0-250), Poison Wave (100-400), Fire Wave ( 100-600) Haste, Summons spiders and poison spiders.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 250 hp per turn
Immune To: Fire, Earth, Invisibility
Strong To: Physical (-50%), Death (-50%)
Neutral To: Holy, Energy, Drown?, Life Drain?
Weak To: Ice (+20%)
Sounds: "MY FANGS WILL DESTROY YOU!!","COME MY CHILDREN CRUSH HIM!!"
Behavior: Fights to the death
Field Notes: This spider is very fast and hits from a long distance. This spider drops an increadible weapon called Spider Blade which is very rare.
Location: Shadowthorn
Strategy: As it is very hard to kill knights should bring 2 mages or paladins to help out.

Mages are reccomended to shoot sudden death runes at it whilst using potions and have mana shield on.

Knights are reccomended to stand diagonal to the creature as it deals a huge amount of damage ith it's fire and poison waves.

Paladins are reccomended to run around and shoot whilst having magic shield on and using potions.
Loot: 0-50 gp, 1-5 platinum coins, Boots of Haste (rare), Knight Armor (semi-rare), Knight Legs (rare), Spider Silk (very rare), Spider Blade (very rare)
See also: Creatures.


http://yfrog.com/n2demonicspider2p

Submission by User:Hellywood

None
The Noxious spawn

9500 Hit points
6000 Experience points per kill

Abilities: Melee(0-450), Paralyze, Poison Wave (300-700), Musical Notes Beam(180-650), Poison (90-350), Self-Healing (200-900).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 2300 (medium 400) hp per turn
Immune To: Earth, Invisibility, Paralize
Strong To: Death (-30%?), Energy (-30%?), Life Drain (-10%?)
Neutral To:
Weak To:
Sounds: I bring you deathhhh, mortalssss.
Behavior: Fight to the End.
Field Notes:
Location: Banuta
Strategy: Nothing
Loot: Boots of Haste (very rare), Claw of 'The Noxious Spawn (Rare), Mercenary Sword(Very Rare), 0-100 Brown Mushroom, Life Ring, 0-5, Assassin Star(Rare), 0-12, Platinum coin.
See also: Creatures.


<http://img46.imageshack.us/img46/2992/xzzxzxz.png>

Submission by User:Scot Stirling

None
Nightmare Doll Reborn

35000 Hit points
20000 Experience points per kill

Abilities: Melee(700-1200),Fire Ball(340-570,Self-healing,Strong Haste.
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 1800 hp per turn hp per turn
Immune To: Earth, Inivisibilty,Fire,Death.
Strong To: Physical (-90%), Holy (-75%), Death (-85%), Fire (-93%), Energy (-90%), Ice (-95%), Drown (-80%), Life Drain (-75%)
Neutral To:
Weak To:
Sounds: "You dare enter my domain!!"
Behavior: Runs away at 200 hp or less often using Strong haste.
Field Notes: This creature will kill others to get too you.
Location: Deep under Vengoth
Strategy: Get a good team of at least 10 shooters/healers and 3 blockers.
Loot: Nightmare Doll(always)
See also: Creatures.


http://web.futureland.es/tibiacp/monsters/demon.gif

Submission by User:Bunkertoc

None
Variphor's Incarnation

32000 Hit points
15000 Experience points per kill

Abilities: Melee (0-350), Divine Caldera (750-1600), Holy Missile (400-750), Mana Drain (400-600 mana per turn), Sudden Death Beam (700- 1050), Sudden Death Berserk (320- 750), Armageddon (900-1600), Inflicts Paralysis, Heavy Drunkenness, Summons 0-6 Rift Broods
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 3,000 (Strong combo) plus summons's damage (est. 300 each) hp per turn
Immune To: Holy, Death, Invisibility, Paralysis.
Strong To: Energy (-15%)
Neutral To: Fire, Ice, Earth, Drown?, Life Drain?
Weak To: Physical (+25%)
Sounds: "You're about to witness the secrets of death itself."; "E=mc²... you're kidding me, right?"; "I can show you the light.. within the darkness."; "I've got knowledge that would crush your tiny minds!"; "I'll purge this city.. this world of inferior beings like you."; "No man shall defy me and live to tell!"; "There's no meaning to such an insificant life like yours."; "Good and evil are mere terms to satisfy your ignorant lives."; "I've returned, to bring purity... trough chaos!"; "Prepare to be judged, mortal!"
Behavior: Variphor's Incarnation will pursue his opponent while using distance attacks (Divine Missile/ Sudden Death) and meele once it's close enough; it runs in very low health and heals strongly, re-targets too.
Field Notes: Variphor, the entity "that existed somehow between the worlds; between existence and non-existence" is back on a physical body in this world. His power greatly reduced because of his need to occupy a body to start his "purge of inferior beings", is enough to alter the natural order in the world.

When the the first yalahari found it long ago on their search for knowledge, they became its followers on behalf of their quest for intellectual evolution, as Variphor proclaimed he had eternal knowledge of all things; but they didn't know of his real objectives and were turned against each other for the sake of his purification, ending with the life of most yalahari.

Only during the raid you may acces the upper floors of Inner City's main building

Only players who have completed the In Service of Yalahar Quest may gain acces to the room where Variphor's Incarnation is (those who haven't and try entering get the message: "Only those who have proven to serve and be loyal to Yalahar may enter."), while other players can help clear the upper and (deeper) lower floors of the main Inner City building, where the resident yalahari have gone mad and started attacking players; as well as rift creatures (only 3-5 Rift Worms outside the main building) (Rift Broods, Rift Scythes, Rift Phantoms and a single Rift Lord before Variphor Incarnated's room in the main building).

Before his appearance, 3 messages are broadcasted to all players, with 15 minutes between each message.

"A rift between worlds has appeared... a dark presence can be felt in Yalahar."

"Variphor's return is imminent. Palimuth and Tirak may know how to stop chaos from taking over the city."

"Variphor has taken a physical form to judge and eradicate all living beings. Run or be judged."

After his defeat, or the raid ends (lasts for 3 and a half hours), you'll get the message:

"The evil presence is gone... peace and order are back in Yalahar's inner city for now"

-- Variphor's Staff: Axe weapon (as in the picture) -- Variphor's Claw: Sellable creature product.

--"Yalahari Crown": Helmet (as in the picture)
Location: Top of Yalahar's main building, here
Strategy: Four knights (level 170+) may enter the teleport first, to block the boss(blocker may have to use challenge to get the boss's attention back sometimes), and the 3 War Golems spawned,focus entirely on Variphor's Incarnation once the War Golems are dead; since VI can combo for really high damage, have mages shooting Explosions rune at the boss, being careful not to hit the blocker. Knights, if possible should use Fierce Berserk constantly which damages considerably the boss's hitpoints, main blocker needs to stay diagonal to avoid being hit by the SD beam. Party needs to have Ultimate Health and Mana Potions.
Loot: 0-300 gp, 0-80 Platinum Coins, 0-3 Crystal Coins, 0-15 Small Emeralds, 0-10 Small Diamonds, 0- 7 Green Gems, 0- 5 Tentacle Pieces, Emerald Bangle, Yalahari Crown, Grey Tome, Blessed Sceptre, Death Ring, Divine Plate (rare), Robe of the Underworld, Yalahari Armor (rare), Yalahari Leg Piece (rare), Dark Lord's Cape,Golden Boots (rare), Variphor's Staff, Variphor's Claw (always).
See also: Creatures.

http://img13.imageshack.us/img13/6302/rsz1rszdsc001582.jpg

Submission by User:Mounthrize

None
Emperor

720 Hit points
260 Experience points per kill

Abilities: Melee (0-60), Throwing Spears (0-110). Summon 0-2 Gladiator's, Summon 0-1 Lion's
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 260 (380 with summons) hp per turn
Immune To: Invisibilty
Strong To: Holy (-10%)
Neutral To: Physical?, Death?, Drown?, Life Drain?
Weak To:
Sounds: "Gladiators!"; "Hah, thats all?"; "DIE!"; "I will send you to the lions"
Behavior: Runs in low health. Emperor will kill every creature who is blocking its path.
Field Notes: Resistant warrior.
Location: Dark Cathedral, North of Thais.
Strategy: Knights: Kill him fast.

Paladins: Emperor is weak from closer so attack him from afar. Sorcerers & Druids: Attack him fast with basic spells

Be careful and try to avoid getting trapped by his summons.
Loot: 0-70gp, 0-1 Platinum Coin, 0-4 Royal Spears, Sandals, Fern , Dwarven Shield (semi-rare), Plate Armor (rare), Tower Shield (very-rare), Royal Helmet (very-rare)
See also: Creatures.


Image: http://img338.imageshack.us/img338/4302/emperorp.png

Submission by User:Rowane

None
Dissonant Siren

1050 Hit points
850 Experience points per kill

Abilities: Melee (0-50), Icicle (50-100), Noise Wave (200-300), Scream Bomb (100-200) makes you drunk, Challenge (As large as Groundshaker spell), Self-Healing (Fast).
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 650 hp per turn hp per turn
Immune To: Ice, Drown, Invisibility, Paralysis,
Strong To: Fire (-20%?), Earth (-50%?)
Neutral To: Physical?, Holy?, Life Drain?
Weak To: Death (+10%?), Energy (+10%?)
Sounds: “Come to me, my pretty sailor!”, “Don’t you like my voice?!”, “Shall I play something on my Lyre for you, sailor?”, “Why do you all wear foam plugs when I sing?!”.
Behavior: Like a Spit Nettle it cannot move. Trying to make you disorientated with their bad singing.
Field Notes: A Siren is a Mythical creature known for their beautiful voice. Unfortunately the gods punished some of the Sirens for luring sailors to the rocky coast of their islands. As punishment they took away that lovely voice and made them dissonant. They drop Seashells as Creature Products and use the Challenge spell on unfortunate humans passing by that draws you 1 square closer towards the Siren.
Location: Mostly at the coast. Can be found on Nargor, Meriana and a single spawn in Arena and Zoo Quarter (Yalahar).
Strategy: For all vocations: Take this creature down fast, since their healing is pretty fast. Try always to stay diagonal to avoid their deadly wave. Bring lots of Dwarven Ring when you decide to hunt this creature, because they use their Scream Bomb regularly.

Knights: Walk up to it fast and kill it with your strongest attack to save your mana supply. Be careful when blocking this creature, it retargets very often.

Paladin: It will be a good idea to kill this creature with Assassin star, but Enchanted spears will work good also. This is a good creature for Paladins to hunt solo.

Mages: For mages it is best to use death or energy magic, because of it’s vulnerability to those two elements. Also don’t forget your Underworld Rod or Wand of Voodoo. To have a safe hunt you can use Magic Shield when you are a lower level.
Loot: 0-98 gp, 0-1 Platinum Coin, 0-3 Fish, 0-2 Small Ruby, Lyre, Seashell (Semi-Rare), Strong Mana Potion (Semi-Rare), Hibiscus Dress (Semi-rare), White Pearl (Rare), Life Crystal (Rare), Giant Shimmering Pearl (Very-Rare), Northwind Rod (Very-Rare), Glacier Robe (Very-Rare).
See also: Creatures.


http://a.imageshack.us/img29/9810/dissonantcompletesiren.jpg

Submission by User:Luchese

None
Unicorn

750 Hit points
320 Experience points per kill

Abilities: Hornthrill(100-350)(Distance Melee), Spark of Noble Kindness (10-200) (Holy Damage), Strong Haste, Self-Healing
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 550 hp per turn
Immune To: Holy, Invisibility, Holy Damage, Paralysis
Strong To: Fire (-60%?), Energy (-40%?), Earth (-60%?)
Neutral To: Physical?, Drown?, Life Drain?
Weak To: Death (+20%?), Ice (+10%?)
Sounds: Whoishhhhh...
Behavior: Flees when he sees people.
Field Notes: The Unicorn is related to the artiodactyls and known as the most noble and honoured heavenly creature. Due the evil works of the people on earth they only visit the planet once in a while. When they smell humans, the Unicorns flee while using a strong haste compares to the speed of a squirrel. If you get in his targetzone you will receive his attacks. Low levels, avoid them! The remains of old stories tells us they will heal you from poison and fire. Unicorns normally come in groups from 2 to 5.
Location: Unicorns appear in forest areas of Edron, near the White Flower Temple, The Fields of Glory and around the mountainpass between Ankrahmun and Port Hope. They visit earth during raids in June and October. They spawn (very) slowly during about 40 minutes after warning.

Raids are heralded by these messages:

  • Unicorns have returned to protect the forest north of Edron.
  • Holy creatures have been sighted to protect the Fields of Glory.
  • They have been seen!!! Strange hoofprints near the White Flower Temple.
  • They came back to bless our nation. Find them near the mountains of Kha'zeel.
Strategy: Low levels should avoid them. A level 50 mage or paladin with good skills could try to kill it whill using strike and area spells. When you chase them it is possible you walk into a group of 5 Unicorns that can deal damage above 2000 hitpoints! If you really want to kill these creatures, try to get a team of 4 people and trap them. Trying to solo a Unicorn will be hard because of his strong haste.
Loot: 0-2 Coloured Egg (Yellow), 0-2 Ham, 0-3 Meat, Unicorn Tail (semi-rare)(400gp), 0-4 Small Topaz (semi-rare), Piece of Holy Horn (rare)(700gp), Holy Rosary (rare) Ivory Unicorn Trophy (very rare)(not npc sellable).>
See also: Creatures.


http://img9.imageshack.us/img9/9739/unicorntibiawiki.jpg

Submission by User:Caed0

None
Cornus

1850 Hit points
1340 Experience points per kill

Abilities: Melee (0-340), Haste, Stalagmite (20-60), throws Poison Bomb, Earth Wave (0-150)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 550 hp per turn
Immune To: Earth, Invisibility
Strong To: Physical (-10%), Death (-25%), Ice (-15%), Drown (-20%)
Neutral To: Energy, Life Drain
Weak To: Holy (+10%), Fire (+15%)
Sounds: "OAHH! I need blood"; "Your bones are my meal"; "OOOOAAAAHHH"
Behavior: It is an creature that you always find alone and it is pretty fast when uses the haste.
Field Notes: Once you kill it, you could use an Obsidian Knife on his body to obtain an essence of earth, which having five of it, could be trade into a Terra Amulet.
Location: It just have a single respawn on the replacing the Giant Spider of Blood Herb Quest.
Strategy: Knights of level 80 or more can kill it easy like a giant spider. Paladins and Mages can kill it with a blocker, staying out of the waves.
Loot: 0-175gp, 0-9 Poison Arrow, 0-3 Earth Arrow (semi-rare), Dark Armor (semi-rare), Time Ring (rare), Terra Hood (rare),Terra Boots (very rare), Terra Mantle (very rare), Boots of Haste (very rare)
See also: Creatures.


http://img121.imageshack.us/img121/4223/img011wn.jpg

Submission by User:Altair Hiel

None
Demonic Teddybear

0 Hit points
0 Experience points per kill

Abilities: Great Life Drain (700-800)
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 800 hp per turn
Immune To: Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain, Invisibility
Strong To:
Neutral To:
Weak To:
Sounds: "KABOOOOOM!!"
Behavior: Explodes with Great Life Drain (size of a GFB) and leaves one of some possible items behind.
Field Notes: Explodes, if you come in his close range of 2 tiles.
Location: Along with the 3 demons of The Triangle of Terror.
Strategy: Avoid coming close to him while you are fighting Ghazbaran, Morgaroth or Zoralurk.
Loot: Fork, 1-50gp, 1-5 platinum coins (semi-rare), Life Crystal (rare), Magic Plate Armor (cery-rare)
See also: Creatures.


http://a.imageshack.us/img819/7578/demonicteddybear.jpg

Submission by User:Shreddor007

None
Goblin Warrior

270 Hit points
155 Experience points per kill

Abilities: Melee (0-115).
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 115 hp per turn
Immune To: None.
Strong To: Holy (-1%), Energy (-20%)
Neutral To: Physical, Fire, Ice, Drown, Life Drain
Weak To: Death (+10%), Earth (+12%)
Sounds: "Zig Zag! Gobo attack!"; "Help!"; "You come down with me!"; "Hushaa!"
Behavior: Runs away in low health.
Field Notes: Goblin Warriors are a little bit harder than Cyclops and provide better items.
Location: Femor Hills, north east of Carlin, Edron Goblin Cave, Maze of Lost Souls, Fenrock and Zao.
Strategy: Knight: Knights can hunt them easy with nice equipment and skills of (50/50) try to lure them one by one and you get nice profit. Paladin: Paladins with low level can hunt them with skills of (60/60) by using normal spears. Run away from them and do not block them. Mages: Mages with a level of 40+ can hunt them with a fire sword and a nice equipment. If you are not that high you can kill them with your wand and rod if you have a premium account you should use Terra Strike or Death Strike. Mages will not make that much profit as a knight or a paladin.
Loot: 0-45 gp, Bone Club, Goblin Ear, 0-3 Fish, Bone, Battle Shield (semi-rare), Steel Shield (semi-rare), Sword Ring (rare), Battle Hammer (rare), Dark Armor (very rare), Crystal Sword (very rare).
See also: Creatures.


http://a.imageshack.us/img192/4867/scannen0003bw.jpg

Submission by User:KingMat666

None
Golden Dragon

1501 Hit points
1550 Experience points per kill

Abilities: Melee (11-190),Fire Wave (50-250),Great Fireball (10-180),Death Missile (1-70),Self-Healing
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 690 hp per turn
Immune To: Fire, Invisibility
Strong To: Energy (-20%), Earth (-80%)
Neutral To: Physical, Holy, Death, Drown, Life Drain
Weak To: Ice (+10%)
Sounds: "I see you" ;"Grrrr" ;"I like kill people"
Behavior: ?
Field Notes: ?
Location: Ancient Temple
Strategy: ?
Loot: 0-200 gp, 0-4 platium coins, 0-4 dragon hams, emarald bangle, wand of dragonbreath, golden mug, rusty armor, dragon hammer, small topaz, 0-7 flaming arrows, ultimate healing rune (semi-rare), gold ring (rare), tower shield (rare), golden armor (rare), 0-2 gold ingot (very rare), golden backpack (very rare), devine plate armor (very rare)
See also: Creatures.


http://images36.fotosik.pl/197/e49799f238e1df39.png

Submission by User:Slizor8

None
Sea Serpent Lord

3200 Hit points
3800 Experience points per kill

Abilities: Melee (0-400), Earth Wave (120-350), Ice Wave (150-450), Strong Haste, Fast Self-Healing, Ice Bomb (bomb of ice that explodes around the Sea Serpent Lord) (100-150).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1200 hp per turn
Immune To: Drown, Life Drain, Drown, Earth, Ice, Invisibility, Paralysis.
Strong To: Death (-10%), Fire (-30%)
Neutral To: Ice, Earth
Weak To: Physical (+15%), Holy (+5%), Energy (+5%)
Sounds: "CHHHRRRRRR"; "WHO DARESSSSSS TO ENTER MY DOMAIN"; "Nice and tasty flesh!".
Behavior: Heals very fast, Runs away in low health, Runs very fast when using their Strong Haste.
Field Notes: They are the Lords of the Sea Serpents.
Location: Sea Serpents Area.
Strategy: Sorcerers: Try to stay diagonal and don't even try to run since their strong haste is easily capable of catching up to you. Use Energy type spells like Energy Strike, Energy Wave or possibly Great Energy Beam, also use an Energy Wand such as Wand of Starstorm. Level 130+ recommended.

Druids: Stay diagonal. Use either Springsprout Rod or Underworld Rod in combination with Energy Strike. Don't try to run. Level 130+ recommended.

Paladins: Stay diagonal. Try to kill them as quickly as possible with assassin stars and Holy Spells. Level 110+ recommended.

Knights: Stay diagonal. Use full atk mode and your best (possibly two-handed) weapon in combination with Whirlwind Throw. When 2 or more attack you, kill them using Exori or Exori Gran.
Loot: 0-390 gp, 0-2 Dragon Ham, Sea Serpent Scale, Sea Serpent Tail (new creature product worth 700 gp (semi-rare), 0-4 Small Sapphires (semi-rare), Ultimate Health Potion (semi-rare), Great Mana Potion (semi-rare), Serpent Sword (semi-rare), Ring of Healing (rare), Stealth Ring (rare), Hailstorm Rod (rare), Glacier Amulet (rare), Focus Cape (rare), Blue Robe (rare), Glacier Kilt (very rare), Leviathan's Amulet (very rare), Crystalline Armor (very rare).
See also: Creatures.


http://img444.imageshack.us/img444/3906/seaserpentlord.jpg

Submission by User:Slizor8

32pxd

This article is a stub. You can help TibiaWiki by expanding it.

None
Sea Serpent Lord

3200 Hit points
3800 Experience points per kill

Abilities: Melee (0-400), Earth Wave (120-350), Ice Wave (150-450), Strong Haste, Fast Self-Healing, Ice Bomb (bomb of ice that explodes around the Sea Serpent Lord) (100-150).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1200 hp per turn
Immune To: Drown, Life Drain, Drown, Earth, Ice, Invisibility, Paralysis.
Strong To: Death (-10%), Fire (-30%)
Neutral To: Ice, Earth
Weak To: Physical (+15%), Holy (+5%), Energy (+5%)
Sounds: "CHHHRRRRRR"; "WHO DARESSSSSS TO ENTER MY DOMAIN"; "Nice and tasty flesh!".
Behavior: Heals very fast, Runs away in low health, Runs very fast when using their Strong Haste.
Field Notes: They are the Lords of the Sea Serpents.
Location: Sea Serpents Area.
Strategy: Sorcerers: Try to stay diagonal and don't even try to run since their strong haste is easily capable of catching up to you. Use Energy type spells like Energy Strike, Energy Wave or possibly Great Energy Beam, also use an Energy Wand such as Wand of Starstorm. Level 130+ recommended.

Druids: Stay diagonal. Use either Springsprout Rod or Underworld Rod in combination with Energy Strike. Don't try to run. Level 130+ recommended.

Paladins: Stay diagonal. Try to kill them as quickly as possible with assassin stars and Holy Spells. Level 110+ recommended.

Knights: Stay diagonal. Use full atk mode and your best (possibly two-handed) weapon in combination with Whirlwind Throw. When 2 or more attack you, kill them using Exori or Exori Gran.
Loot: 0-390 gp, 0-2 Dragon Ham, Sea Serpent Scale, Sea Serpent Tail (new creature product worth 700 gp (semi-rare), 0-4 Small Sapphires (semi-rare), Ultimate Health Potion (semi-rare), Great Mana Potion (semi-rare), Serpent Sword (semi-rare), Ring of Healing (rare), Stealth Ring (rare), Hailstorm Rod (rare), Glacier Amulet (rare), Focus Cape (rare), Blue Robe (rare), Glacier Kilt (very rare), Leviathan's Amulet (very rare), Crystalline Armor (very rare).
See also: Creatures.


http://img444.imageshack.us/img444/3906/seaserpentlord.jpg

Submission by User:Infinite Doctor

None
Mutated Mage

1500 Hit points
2000 Experience points per kill

Abilities: Melee (0-100), Sudden Death (100-150), Fireball (100-150), Stalagmite (100-150), Energy Explosion (100-150), Mana Drain (500-700), Fast Self Healing.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 600+ hp per turn
Immune To: Life Drain, Invisibility, Paralysis
Strong To: Death (-25%), Fire (-25%), Energy (-25%), Ice (-25%), Earth (-25%), Drown (-25%)
Neutral To:
Weak To: Physical (+25%), Holy (+25%)
Sounds: "Share with me your mana!"; "I can feel more mana around... Oh, I see you!"; "What's wrong with me... That must be side effect of Magic...".
Behavior: Mutated Mages run from the opponent while attacking. They heal very quickly during a battle.
Field Notes: Very strong monster, extremely dangerous to mages, because of powerful mana drain. He runs away, so kill him as fast as possible.
Location: Alchemist Quarter, Razzachai, Vampire Castle on Vengoth.
Strategy: Mutated Mages are very dangerous, especially to mages and knights. Because of their short range attacks (3 sqm), the best way to kill them is strong group with high-level paladins.

Mages: Mages will have a lot of problem killing these monsters, because of great mana drain and part resistance to elements. The best way is using powerful runes as fast as possible.

Knights: Let them run is spot there they cannot move and kill them. They have weak melee attacks, so that shouldn't be hard.

Paladins shouldn't have any problems with Mutated Mages. Just kill them from distance and don't let them move too close to you.
Loot: 0-60 gp, 0-2 Blank Runes, Mutated Flesh, Spellbook, 0-2 Mana Potion, Strong Mana Potion (semi-rare), Great Mana Potion (rare), Underworld Rod (rare), Wand of Voodoo (rare), Mysterious Voodoo Skull (very rare), Spellbook of Enlightenment (very rare).
See also: Creatures.


http://yfrog.com/htmutatedmagej

Submission by User:Kokitoo

None
<Blaze of energy>

<3900> Hit points
<5500> Experience points per kill

Abilities: <Melee (0-713), Blood Ball (225-275, death damage),Great Energy Beam (490-700),Explosion Wave (0-300),Strong Haste, Self-Healing.>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <1600> hp per turn
Immune To: <Invisibility, Paralysis.>
Strong To: Physical (-10%?), Holy (-10%?)
Neutral To: Death?, Energy?, Ice?, Drown?, Life Drain?
Weak To: Fire (+10%?), Earth (+20%?)
Sounds: <"BZZZZZZZZZZ" ; "The end is near!"  ; "Bssss" >
Behavior: <Be careful with the beam, sometimes they do nasty combos. They also retarget easily and will run through fire to get to their target.>
Field Notes: <add notes here>
Location: <Drefia Blaze energy Dungeons (next to Vampire Hell), Edron (Hero Cave), and Yalahar (magician Quarter), North west of Ankrahmun, you must Levitate to hunt them.>
Strategy: <aKnights will most likely waste here without a healer and a shooter. Take lots of healing potions as they have a high average damage per turn. Mages shouldn't hunt them solo untill they're around level 200 (below that they'll need magic shield and it'll be a waste). Paladins can hunt them solo from around level 180, running them. For all vocations: try to be diagonal at all times, their wave and beam are lethal.>
Loot: <0-265 gp, 0-4 Platinum Coin, 0-4 Orichalcum Pearls, Concentrated Demonic Blood, Ultimate Health Potion, Demonic Essence, Great Mana Potion, Magic Light Wand,Guardian Shield (semi-rare), Wand of Starstorm (rare),Energy War Axe(rare) , Lightning legs (very rare), voltage Armor (very rare),.>
See also: Creatures.


<http://www.tibiapic.com/show.php?v=ACJchCTSTTTT>

Submission by User:Exilium93

None
Thaluk The Kraken

1,200,000 Hit points
900,000 Experience points per kill

Abilities: Melee (0-3500), Eternal Winter, (600-1200) (Paralyzes),

Avalanche (350-600) (Paralyzes), Ultimate Smoke Explosion (500-900), Great Death Beam (700-900),

Self-Healing (1000-1500 usually), Summons (2-6 Kraken Tentacles).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 5000-6000~ with summons. hp per turn
Immune To: Fire, Ice, Drown, Life Drain, Invisibility.
Strong To: Physical (-10%), Death (-60%)
Neutral To:
Weak To: Holy (+10%), Energy (+20%), Earth (+5%)
Sounds: "HMMM... QUARAS", "WHERE ARE YOU, LEVIATHAN?", "I AM HUNGRY, I WANT SHIPS!", "GRUUUAAAAAAAAAAAAA!", "I'M NOT A SIMPLE COLOSSAL SQUID, I'M THE STRONGEST KRAKEN"
Behavior: Devovorga was the strongest monster of Tibia, but Thaluk emerged from the abyssal deeps, because the bad energy emited for Devovorga. Thaluk does very fast retarget and paralyzes.
Field Notes: Thaluk appear in the World Quest "Abomination of the Deeps", if the world can kill him, all players of this world win 40 speed points and normal underwater walking during the month of event.
Location: Deep in Calassa
Strategy: For all vocations: 2 or more Knights level 300+ bloquing with stone skin amulets and might rings, druids level 150+ healing bloquers, using terra wave and wrath of nature, sorcerers level 150+ using energy wave and rage of the skies, and paladins level 100+ using assassin stars with utito tempo san.
Loot: It will turn into a teleport after killing, so it gives no loot. You have 2 minutes to enter in the teleport, you go teleported to reward room, in the chest you obtain a Moon Backpack with 5 Gold Ingots, 15 Tentacle Piece, 35 Fish Fin, Golden Rune Emblem (Avalanche) and Kraken Statue. Behind expertise gate from levels 100+ there are three items to choose: Knowledge Essence (give +1 level), Focus Ki (give +1 magic level) and Ability Ring (give +1 to more advanced skill) but only the complement for next skill, no +100% and you only can use one of three.

http://img838.imageshack.us/img838/7638/krakententacle.gif "Kraken Tentacle": Attack melee (0-500), hp 1200.

"Kraken Statue": Look as mini Kraken.
See also: Creatures.


http://img689.imageshack.us/img689/7484/kraken1.png

Submission by User:Zoppe

None
Dione

400 Hit points
10 Experience points per kill

Abilities: Melee (0-25) Musical Wave (causes Drunkenness for up to 40 seconds), Haste.
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 50 hp per turn
Immune To: Holy, Drunkenness
Strong To:
Neutral To: Physical, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To: Death (+20%)
Sounds: "Celebrate, everyone!"; "Festivals! Wine! I love this time of the year!"
Behavior: runs in light-red health. When running, Dione has the effect of a Party Hat (drops confetti).
Field Notes: Dione can be a reference to the greek god Dionysus, the god of wine, parties and festivals. It only appears in December, and it's mainly hunted because of it's loot.
Location: In Decemeber, most tibian woods.
Strategy: no specific strategy required. It's a weak monster with lots of health points.
Loot: :Gold Coin (0-80),Surprise Bag (Red), Surprise Bag (Blue), Wine (always), Grape, Leather Legs
See also: Creatures.


http://img408.imageshack.us/img408/651/heyhey.gif

Submission by User:Gigoze

None
Firebird

11450 Hit points
10500 Experience points per kill

Abilities: Melee (0-420), Soulfire beam (0-745), Firebird's Spirit (0-650), Ring of fire (0-950) size like Hell's core
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 2765 hp per turn
Immune To: Fire, Invisibility.
Strong To: Physical (-65%), Death (-30%), Energy (-35%)
Neutral To: Earth?, Drown?, Life Drain?
Weak To: Holy (+10%), Ice (+25%)
Sounds: "How dare you disturb my peaceful slumber!"; "You will all be reduced to ashes";
Behavior: Firebirds fight until death, they will chase and attack their victim with it's great speed and powerful fire based magic.
Field Notes: The firebird was once a peaceful creature, it was a one of a kind bird that lived on one of the highest mountains in all of tibia. All the villagers in the town below the mountain wanted to capture this magnificent creature but failed every attempt. The fire in their hearts began to burn, they couldn't rest, they went mad. One night the villagers took their torches and set the creature's home on fire. The firebird was unable to make it out and was caught in the burning forest, moments later this once magnificent creature came flying out of the ashes into the moonlit sky, its body covered in flames, spread its wings wide and let out a terrible scream then vanished into the night. It is said that every now and then the bird comes back to the village to reign on the villagers, leaving a trail of fire and ashes everywhere.
Location: Shrine Room, past all the fire elementals west of the Annihilator quest.
Strategy: To enter the shrine room players have to stand on a large switch and when everyone is ready someone places 10 phoenix eggs to teleport to The Firebird's Shrine. Once inside the room Druid are advised to UE due to the fact that The Firebird spawns with 3 Hellfire Fighters and 4 Massive Fire Elementals. When everything else is cleared focus all your attacks on The Firebird, attack it with Ice or Holy based spells. Knights should focus on Exeta res because it retargets often and is very strong to physical. Once players are inside the shrine room they may camp the spawn.
Loot: 0-320 gp, 0-10 small enchanted ruby, 0-15 Red Piece of Cloth, 0-5 Phoenix Eggs (semi-rare), Fire Sword (semi-rare), Wand of inferno (semi-rare), Magma Monocle (semi-rare), Magma Boots (semi-rare), Fire Axe (semi-rare), Magma legs (rare), Magma coat (rare), Firewalker Boots (very rare), Dragon Robe (very rare), Lavos Armor (very rare), Fireborn Giant Armor (very rare), Molten Plate (very rare), Dragon Scale Legs (very rare).
See also: Creatures.


Submission by User:Pleguinmeine

None
Obscure

60000 Hit points
280000 Experience points per kill

Abilities: Melee (0-500), Huge Fire ball (100-350), Great Energy Beam (200-250), Life Drain (0-300), Mana Drain (0-200), Poison (Starting from 100), Summons 0-1 Juggernaut, 0-2 Demon, 0-10 Demon Skeleton, Self Healing (Very Fast), Strong Haste.
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 1400+ (9070+ With Summons) hp per turn
Immune To: Death, Invisibility, Death
Strong To: Physical (-10%?), Fire (-10%?), Energy (-10%?), Ice (-10%?), Earth (-10%?)
Neutral To:
Weak To: Holy (+50%?), Drown (+100%?), Life Drain (+50%?)
Sounds: MUAHAHAHAHA !, There's a blocker blocking my attacks !, Diiiiiiiiiiiie !, It isn't you Tibians that hunts me, i hunt you Tibians !, Bring it on !, I'M COMING FOR THE DESTRUCTION !
Behavior: Run in Low Health, have a speed of a level 200 and 400 with Strong Haste.
Field Notes: This creature has been called by Ferumbras, because the Tibians were having no problem to kill the Ferumbras. When this creature is coming, 3 message will appears, and 1 after it been defeated.

Is he again ? Yes, it is ! Looks like a very old mage is calling a evil force... After 2 minutes, this message will appears: Looks like the Ferumbras Citadel has another visitor... Then the creature will spawn in the same time that a message like: The Obscure come to destroy the whole Tibia ! And after it falls, this message will appear: All whole Tibia is safe, as The Obscure is defeated... For now...

He also drop The Obscure Staff, a item that can be used for the First Mage Addon instead at the Wands and Rods.
Location: Ferumbras Citadel
Strategy: There will need a level 200+ Blocker to block the Juggernaut, 3 Level 100+ Blocker to Block the Demons, And 1 Level 150+ Blocker to Block all the Demon Skeleton (All together may hit like 2000), and a Blocker level 170+ to block The Obscure. When the Juggernaut appear, the level 200+ should use Challenge and run far away with a group of 5 shooters shooting Sudden Death Runes on the Juggernaut. The other Blockers should do the same, with 3 shooters per Demon, and 1 shooter using Avalanche on the Demon Skeletons and a group of 7 shooters should kill The Obscure shooting all kind of runes, Firebomb, Great Fireball, Avalanche, Icicle, but no Sudden Death because the creature is immune against Death Damage.
Loot: 0-193 Gold Coin, 0-2 Crystal Coin, The Obscure Staff (Always), Divine Plate, Skull Helmet (Semi-Rare), Boots of Haste (Semi-Rare), Demon Helmet (Semi-Rare), Magic Plate Armor (Semi-Rare) Pair of Soft Boots (Rare), Golden Armor (Rare), Golden Boots (Rare), Necromancer Shield (Rare), Golden Legs (Rare), Horned Helmet (Very-Rare), Great Shield (Very-Rare), Golden Helmet (Very-Rare).
See also: Creatures.


http://img101.imageshack.us/i/contesttibiawiki.jpg/

Submission by User:Pixos Ghost

None
<Lykos>

<5200> Hit points
<3800> Experience points per kill

Abilities: <Melee (0-300). >
Pushable: ?
Push Objects: ?
Est. Max. Damage: <700> hp per turn
Immune To: <add immunities here, example: Invisibility.>
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: <add sounds here, use quotation marks before and after each sound and separate them with a semicolon>
Behavior: <add behaviour here, example: Runs away in low health.>
Field Notes: <add notes here>
Location: <add at least one location here>
Strategy: <add a strategy here, possible for different vocations>
Loot: <add some loot here separated by commas, example: Boots of Haste (very rare).>
See also: Creatures.


<add imagelink here, note: create your OWN image please!>

Submission by User:Zoppe

None
Enchanted Tree

300 Hit points
0 Experience points per kill

Abilities: haste, slow self-healing
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 0 hp per turn
Immune To: Earth
Strong To: Holy (-10%), Ice (-25%)
Neutral To: Energy, Drown, Life Drain
Weak To: Physical (+10%), Death (+2%), Fire (+70%)
Sounds: None.
Behavior: pacific creature, runs from you when 5 squares from it or closer.
Field Notes: This creature looks exactly the same as a Small Fir Tree, it's quite slow and very rare. They only appear in the deepest woods of Tibia, as a result of some experiments made by mages in the past.
Location: all over Tibia, deep woods.
Strategy: no strategy required, it's pacific and slow.
Loot: wood (0-10)
See also: Creatures.


Small_Fir_Tree.gif

Submission by User:Lokolokio

None
Hell Hunter

7000 Hit points
8500 Experience points per kill

Abilities: Melee (0-1250), Purple Fire Field (350-470), Blood Ball (225-375, death damage), Death Beam (1490-1720), Fire Wave (0-700), Sudden Death (0-365), Strong Haste, Self-Healing
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 4480 hp per turn
Immune To: Death, Fire
Strong To: Physical (-35%), Energy (-90%)
Neutral To:
Weak To: Holy (+50%), Ice (+35%), Drown (+100%)
Sounds: "Leave this place, MORTAL."; "I will punish you all."; "Let's burn all around the world."; "I will broke all your bones."; COME... COME... MY MASTER INFERNATIIIL."
Behavior: Retargets, fights until death
Field Notes: Hell Hunter id the right hand of Infernatil, he burns everything where he walks and he is the second one that can create the Purple Fire Field, after infernatil.
Location: Infernatil's throne in the Pits of Inferno.
Strategy: Run away from him, and shoot Icicle's or Holy Missile's Rune.
Loot: 0-125? gp, 0-3? Platinum Coins, Lavos Armor (rare), Magma Coat (rare), Eternal Flames(always since summer update 2009), Fiery Heart (always), Demonic Skeletal Hand (rare), 0-4 Demonic Essence's (rare), Fire Sword (semi-rare).
See also: Creatures.


http://img541.imageshack.us/img541/87/hellhunter.png

Submission by User:Aeoluz

None
Tormentor

40000 Hit points
60000 Experience points per kill

Abilities: Melee 0-2500+, Distance Fighting (Boulder 0-1700),some sparkle bomb spell (causes mana drain), Armageddon (500-800), Reduces your shielding/melee skills.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 3400+ hp per turn hp per turn
Immune To: Fire, Earth, Drown, Life Drain, Paralysis, Invisibility.
Strong To: Ice (-10%)
Neutral To: Physical
Weak To: Holy (+5%), Death (+10%), Energy (+10%)
Sounds: I will revenge my father, DON'T TRY TO STOP ME!!
Behavior: He lives to destroy everything.
Field Notes: Is the son of massacre, only appears to revenge the death of his father.
Location: Spawns in Apocalypse's throne room, in the Pits of Inferno.
Strategy: Is extremely strong, it takes a great team to break this boss. As he is weak to Energy, Sorcerers should use Great Energy Beam, Energy Wave or Rage of the Skies, and of course Sudden Death Runes. Paladins should use Assassin Stars. At least level 200 Knight with skills 90/100 or higher and as good equipment as possible is advised for a blocker. Alternatively, a Paladin with level 240 or higher.
Loot: 0-150 gp, 0-100 Platinum Coin, 0-10 Crystal coin, 0-6 Orichalcum Pearl, 3-5 Demonic Essence, Old Twig, Soul Orb, Great Mana Potion, Golden Armor (semi rare), Thaian Sword (semi rare), Heavy Mace (semi rare), Berserker (rare), Dragon Scale Helmet (very rare), Earthborn Titan Armor (very rare), Great Shield (very rare), Claw of Tormentor's (always)
See also: Creatures.


http://img26.imageshack.us/img26/3261/tormentor.jpg

Submission by User:Sadonic

None
Sadonic

2.900 Hit points
4.000 Experience points per kill

Abilities: Melee (0-300), Smoke Bomb (0-200), Invisible, Makes illousions of valuable items that damage you if you try to grab them (0-500), turns invisible, changes appearance into mystical entities like The Basilisk, Rashid and more, turns you into a statue.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1000 hp per turn
Immune To: Invisibility, Challenge
Strong To: Physical (-50%), Fire (-50%), Energy (-50%), Ice (-50%), Earth (-50%)
Neutral To: Drown, Life Drain
Weak To: Holy (+20%), Death (+20%)
Sounds: "Look what I got for you!"; "You can´t leave this on the ground!"; "I entered the Banshee room in the desert!"; "Don´t tell me you won´t like to take this!" ;"Don´t tell me you don´t like secrets!"
Behavior: Retargets often and turns you into a statue for several moments making you immobilized.
Field Notes: The legends tell that this creature was a well known trader and Mythseeker. It is not known what turned him into this evil creature.
Location: Random spawn, most time near depot of cities.
Strategy: All vocations: Avoid taking the item illousions because you will get most damage of them. Knight: Use Berserk to kill him. Paladin: killing it with holy attacks is the most effective way to kill this monster. Mages: Using SD is the most effective way for fighting Sadonic.
Loot: Gold Coin 0-200gp, Dragon Ham, Chameleon rune, (semi-rare) Platinum Coin 0-1 (rare), Red Tome (very rare), Purple Tome (very rare)
See also: Creatures.


Sadonic the Mythseeker

Submission by User:Zakatan

None
Mysterious traveller

210 Hit points
200 Experience points per kill

Abilities: Melee (1), Life Drain (0-72), Self-Healing, Haste, Energy Field, Heavy Magic Missile (0-67), Holy globe of fury (0-91)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 251 hp per turn
Immune To: Holy, Energy, Life Drain, Drunkness, Life-Drain, Holy, Energy
Strong To: Physical (-20%), Fire (-10%), Ice (-30%), Earth (-50%)
Neutral To: Drown
Weak To: Death (+10%)
Sounds: "I don´t want to fight"; "I´m just doing my job"; "I´m just an old traveller, doing my mission.."
Behavior: Will try to keep a distance from opponents, does only attack when you attack. The staff explodes at death, dealing 100 damage to all opponents in a radie of 3 sqm. When it does´nt explode, you have looted it.
Field Notes: This creature travels between Carlin and Venore doing some kind of mission.
Location: different places between Carlin and Venore
Strategy: Attack with full power!
Loot: 1-3 Fishes, knife, Bread, differnt kindes of mushrooms, old mission document (rare), The holy tible (rare), mysterious staff (very rare), Holy cross (very rare)
See also: Creatures.


http://img255.imageshack.us/img255/6241/wikicreaturecontest.png

Submission by User:Icy Alchemist

None
Shadow Druid

7000 Hit points
8000 Experience points per kill

Abilities: Melee (0-500), Death Wave (0-600), Avalanche (0-400), Ice Strike (0-250), Strong Haste, Self-Healing, Lures 1-5 Juggernauts and other Pits of Inferno creatures.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1100+ hp per turn
Immune To: Invisibility
Strong To:
Neutral To: Physical?, Death?, Fire?, Energy?, Earth?, Drown?, Life Drain?
Weak To: Holy (+10%), Ice (+10%)
Sounds: "WRRR!"; "I start be angry!"; "Did I lure on you?"
Behavior: Lures Juggernauts and other Pits of Inferno creatures on you. Will use Magic Walls to block your escape. Runs away in black health.
Field Notes: Spawns when teams of players are going on the Pits of Inferno Quest. First appeared in Luminera.
Location: Pits of Inferno
Strategy: Kill him fast before he lures more creatures on you. Fights until he gets into black health, then hastes away very quickly.
Loot: 0-300 gp, Time Ring, 0-5 Great Mana Potions, 0-3 Magic Wall Runes, 0-3 Life Rings, 0-2 Blue Piece of Cloth, Hailstorm Rod, Blue Legs, Royal Helmet (Semi-Rare), Spellbook of Dark Mysteries (Rare), Soft Boots (Very Rare).
See also: Creatures.


Shadow.png

Submission by User:Ume dark

None
arpia

700 Hit points
250 Experience points per kill

Abilities: Melee(0-80)Life Drain (0-50)
Pushable: ?
Push Objects: ?
Est. Max. Damage: 120 hp per turn hp per turn
Immune To: Earth, Invisibility
Strong To: Physical (-20%), Holy (-10%), Death (-20%), Fire (-20%), Ice (-20%)
Neutral To: Energy, Drown, Life Drain
Weak To:
Sounds: "fresh meat" , "you can not escape" , "fffcchhh" , "Ggggggrrrr"
Behavior: Harpy attack is very quick to absorb the life of their opponents,with strong steel claws ripping the skin of their prey, Runs away in low health
Field Notes: this child-woman-like bird is them extremely aggressive, attacking in flocks of up to five launches a curse that you will absorb the life of a little bit ... be very careful.
Location: South, plains oh havoc
Strategy: recommended hunt them with death and fire type attacks while running jejos of them ... not get caught could really hurt
Loot: 0-70gp ,Boots of Haste(very rare), time ring(very rare), arpy feathers(rare), meat ,
See also: Creatures.

<add imagelink here, note: www.tibiapic.com/show.php?v=vvdfhLTeTeTT

Submission by KingMat666

None
Blood Rat

30 Hit points
10 Experience points per kill

Abilities: Melee (0-13),Death Missile (0-5)
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 18 hp per turn
Immune To: none
Strong To: Holy (-10%), Earth (-25%)
Neutral To: Physical, Fire, Energy, Drown, Life Drain
Weak To: Death (+10%), Ice (+10%)
Sounds: "Meep!" ;"I am master".
Behavior: ?
Field Notes: ?
Location: Rookgaard,Island of Destiny,Ghostland,Mintwallin,Folda
Strategy: You must use weapons,wand or rod
Loot: 0-8 gp ,bag ,0-3 meats ,0-3 cheese ,rope
See also: Creatures.


http://images43.fotosik.pl/338/34d4e78077c790b1.gif

Submission by [User:luis1131]

None
Warlock Lost

3800 Hit points
4200 Experience points per kill

Abilities: Melee (0-170),Burst Arrows (0-250) fire damage ,Fire Bomb ,Death Hit (100-200),Mana Drain (0-120),Paralysis, Invisibility (often), Self-Healing,Summons 0-1 Demon Skeleton
Pushable: ?
Push Objects: ?
Est. Max. Damage: 975 + Demon Skeleton damage hp per turn hp per turn
Immune To: Death, Fire, Invisibility, Paralysis.
Strong To: Earth (-80%)
Neutral To: Energy, Drown?, Life Drain?
Weak To: Physical (+5%), Holy (+20%), Ice (+5%)
Sounds: the dark protects to me, the secret of the magic this in my
Behavior: Warlock Losts try to attack their opponents at a distance using their powerful spells. They will run at red health.
Field Notes: the Warlock Lost is magicians who experiment with the dark magic says that an bequeathed to make but strong that the same Warlock common by his coneccion to the dark
Location: Demona, Hero Cave, Oasis Tomb, Kharos, Magician Quarter, Cemetery Quarter, Drefia.
Strategy: to kill as rapidly as possible to avoid it but of 2 since serious risk under attacking it ice but you are paladin holy sera the best thing
Loot: 0-150 gp, 0-5 Cherries, Bread, Candlestick, Crystal Ring, Dark Mushroom, Energy Ring, Inkwell, Mind Stone, Poison Dagger, Skull Staff (semi-rare), Talon, Great Health Potion, Warlock Lost robe, Great Mana Potion, Blue Robe (semi-rare), 0-4 Assassin Star (semi-rare), Small Sapphire (semi-rare), Magic Sulphur (rare), Magma Coat (rare), Magma Legs (rare),Golden Armor (very rare), Piggy Bank (very rare)
See also: Creatures.


<add imagelink here, note: http://img836.imageshack.us/i/magol.jpg/

Submission by User:yearight

None
Harpy

3900 Hit points
3500 Experience points per kill

Abilities: Melee (0-350) Terra strike (15-210) Berserk (190-230) Heart bomb (200-500) the sprite of black hearts, paralysis (self-heal fast), haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 800+> hp per turn
Immune To: Invisibility, paralysis, life drain, earth.
Strong To: Holy (-20%?), Energy (-20%?), Ice (-5%?)
Neutral To: Earth?, Drown?, Life Drain?
Weak To: Physical (+15%?), Death (+1%?), Fire (+20%?)
Sounds: "RIIIEKKREHERHE" "Look sisters, a brave adventurer" "I have heard tibian's tastes like chicken" "HOW DARE YOU!!!" "What came first the egg or the harpy?"
Behavior: Deals alot of damage, runs at red hp <strong in melee and deals out great combos of heart bombs and berserk spells. Be carefull when you hunt those creatures because they will change target often and runs at red hp. Do not try to chase them because they are fast and will lure you into bigger packs of harpys. they often live close to wyrms and places where there are mountains for example Vandura Mountain. strong in melee and deals out great combos of heart bombs and berserk spells. Be carefull when you hunt those creatures because they will change target often and runs at red hp. Do not try to chase them because they are fast and will lure you into bigger packs of harpys. they often live close to wyrms and places where there are mountains for example Vandura Mountain.
Field Notes: Harpys are very aggresive, similar to the furious Medusa and the terrifying Fury. Harpys are often seen together with its sisters and if u dare to step into their cave it might be the last thing you do. You often see piles of bones and skeletons outside the harpy nest. Do not try to solo these if your not atleast level 110 or higher.
Location: Vendura mountain, rare spawn at folda?, Vengoth
Strategy: A strong knight as blocker is recomended when hunting these creatures, do not have chase opponent on because you will more likely lure more harpys. Sorcerers have an advantage hunting these creatures because they are weak to fire. Knights and paladins can team up to hunt these creatures because of the low deffense the harpys have.
Loot: 0-150gp, 0-3 red mushroom, 1-3 meats, rubish, moldy cheese, harpy feather [500gp at Grizzly adams], knight armor (semi-rare), red robe (rare), focus cape (rare) Boots of haste(very rare) Ornamented axe?/ and or dragon lance (very rare) impaleable feather dress (very rare) [A new item wich gives you 3 in magic level but lowers your shielding by 5 only for sorcerers and druids 75or higher.
See also: Creatures.


<http://img821.imageshack.us/i/harpytibia.jpg/>

Submission by User:yearight

None
Harpy

3900 Hit points
3500 Experience points per kill

Abilities: Melee (0-350) Terra strike (15-210) Berserk (190-230) Heart bomb (200-500) the sprite of black hearts, paralysis (self-heal fast), haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 800+ hp per turn
Immune To: Invisibility, paralysis, life drain, earth.
Strong To: Holy (-20%?), Energy (-15%?), Ice (-5%?)
Neutral To: Earth?, Drown?, Life Drain?
Weak To: Physical (+15%?), Death (+1%?), Fire (+20%?)
Sounds: "RIIIEKKREHERHE" "Look sisters, a brave adventurer" "I have heard tibian's tastes like chicken" "HOW DARE YOU!!!" "What came first the egg or the harpy?"
Behavior: Deals alot of damage, runs at low hp.
Field Notes: Harpys are very aggresive, similar to the furious Medusa and the terrifying Fury. Harpys are often seen together with its sisters and if u dare to step into their cave it might be the last thing you do. You often see piles of bones and skeletons outside the harpy nest. Do not try to solo these if your not atleast level 110 or higher.
Location: Vengoth, Vendura Mountain, Folda rare spawn (?)
Strategy: A strong knight as blocker is recomended when hunting these creatures, do not have chase opponent on because you will more likely lure more harpys. Sorcerers have an advantage hunting these creatures because they are weak to fire. Knights and paladins can team up to hunt these creatures because of the low deffense the harpys have.
Loot: 0-150gp ,0-3 red mushroom, 1-3 meats, rubish, chicken feather (0-5), knight armor (semi-rare), red robe (rare), focus cape (rare) Boots of haste(very rare) Ornamented axe?/ and or dragon lance (very rare) impaleable feather dress (very rare)
See also: Creatures.


http://img821.imageshack.us/i/harpytibia.jpg/

Submission by User:KingMat666

None
Ice Rotworm

80 Hit points
55 Experience points per kill

Abilities: Melee (0-60),Ice Wave (0-10)
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 70 hp per turn
Immune To: None
Strong To:
Neutral To: Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds: None
Behavior: ?
Field Notes: ?
Location: Folda
Strategy: Only attack kills Ice Rotworm
Loot: 0-50 gp, 0-3 ham, 0-3 meat, Lump of Dirt, Mace, Sword, Bag, Leather Boots
See also: Creatures.

http://images48.fotosik.pl/310/9b15d7f24e85f281.gif

Submission by User:Benmuskler

None
Everto Crocodilus

7000 Hit points
5500 Experience points per kill

Abilities: Melee (0-600), Huge Fireball (200-300), Self-Healing (0-200), Haste
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1600 hp per turn
Immune To: Fire, Invisibility
Strong To: Physical (-40%), Death (-50%)
Neutral To: Fire, Energy, Earth, Drown, Life Drain
Weak To: Holy (+15%), Ice (+15%)
Sounds: "Feel my sharp spikes pierce your flesh!"
Behavior: It uses it's whole body to attack and will fight to death.
Field Notes: A long time ago the ground that separated earth from hell got a crack and a few demonic crocodiles escaped. It is said that they used to be Lucifer's pets. After he found out they had escaped he became furious and repaired the crack immediately so that no more of his pets could escape. (The name Everto Crocodilus is Latin and means 'demonic crocodile')
Location: Hero Cave, The Demon Oak Quest
Strategy: This creature should definately be hunted in a team. A knight is necessary for taking the damage since the attacks are so powerful. Mages and paladins should stand behind and shoot it with ice strike or Holy Missile runes.
Loot: Gold Coin (0-376), Platinum Coin (0-3), Jalapeño Pepper (0-5), Meat (0-4), Flaming Arrow (0-13), Concentrated Demonic Blood, Fire Sword (semi-rare), Time Ring (semi-rare), Crystal Coin (0-1) (very rare), Demon Armor (very rare)
See also: Creatures.


http://img52.imageshack.us/img52/999/imageua.png

Submission by User:IzualSC

None
Etnaroc Bloody Axe

4750 Hit points
2550 Experience points per kill

Abilities: Melee (50-1000).
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 1000 hp per turn
Immune To: Invisibility.
Strong To: Error: String exceeds 1,000 character limit.
Neutral To:
Weak To:
Sounds: "I don't kill people, but they all ways come to me" "Ill sail for a low prize"
Behavior: He gets a power up in 10% of health
Field Notes: He is a strong monster against mages
Location: Edron
Strategy: For mages its convenient get some holy runes, knights and paladins can beat he easily with physical attacks.
Loot: 0-500 gp, 0-3 Platinum Coins, Longsword, Golden Mug, 0-10 Power Bolt, Fire Sword, Wand of Inferno, Dragon Scale Mail (Rare), Royal Helmet (Rare), Dragon Claw (Rare), Composite Hornbow (Rare)
See also: Creatures.


http://img843.imageshack.us/img843/1301/sinttulori.png

Submission by User:Rocker007

None
Skull

18600 Hit points
20000 Experience points per kill

Abilities: psyco rush, telediriged pain
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 294 hp per turn
Immune To: Death, Energy, Earth, Ivisibility,Paralisis
Strong To:
Neutral To: Physical?, Holy, Fire?, Ice?, Drown?, Life Drain?
Weak To:
Sounds: "give me your life","dont run out", "free play?"
Behavior: keeps distance from its attackers
Field Notes: Skull is a stronger creature that will be your final creature
Location: triangle of tower,port hope,cementery behind carlin
Strategy: mages:use distanced attacks and run with a respected distance.
                   knights:use runes
                   paladins:keep using power bolts or spears
druids:use runes and spells
Loot: a bone(always),0-100 gp,0-2 torchs,spectral soul(semi-rare),statue of skulled soul(rare),china lantern(semi-rare),bone shield(rare),death rod(very rare),crown helmet(very rare)
See also: Creatures.

| hidetemplate = yes }}

Skull

Submission by User:Daniel931016

None
Moose

350 Hit points
200 Experience points per kill

Abilities: Melee (0-150, first hit 100-250), Haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 300 hp per turn
Immune To: None.
Strong To: Physical (-10%), Earth (-10%), Life Drain (-10%)
Neutral To: Holy, Death, Fire, Energy, Ice, Drown
Weak To:
Sounds: "Moooouuuuuhhhh!"; "Mouhhh Mouhhh Mouhhhh!"; "Moooohh!"
Behavior: It is 50% chance that you can pass them without having them bothering you. As soon as you attack them they always do haste. They outrun a level 30 and kill them pretty easy as well. Run in deep red health. They are strong and hard to fight. Often found near other moose on large areas. They kill weaker creatures to reach you and can retarget as well.
Field Notes: These big and magnificent creatures are not called "King of the forest" for nothing! They are known for their size and strength, but also for their strange noises. Be careful when hunting these as they are fast and have very big and sharp antlers.
Location: Between Femor Hills and Ulderek's Rock. Folda and Vega.
Strategy: Always make it possible to heal yourself! Unexperienced players should stay away from these creatures.

Knights: Should be at higher level than 30 with skills 65/65. It is recommended to bring Health Potions and have good equipment because other moose may surprise you and trap you. Note that moose are strong to physical damage.

Paladins: Should be at least level 35 with distance level 65 or higher. Use Royal Spears to kill them as fast as possible.

Mages: At least level 35. Make sure you always have a way to escape. It is recommended to have a knight blocking. Plenty of runes may be needed.
Loot: 0-5 Meat, 0-4 Ham, Moose Antlers (rare), Moose Trophy (very rare).
See also: Creatures.

http://img824.imageshack.us/img824/41/mooseq.jpg

Submission by User:axle0000

None
Griffin

2950 Hit points
2600 Experience points per kill

Abilities: Melee (0-475), Beserk (Like Exori Mas, 0-500), Paralize, Strong Haste
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 975 hp per turn
Immune To: Drown, Life Drain, Invisibility, Paralize
Strong To: Physical (-50%?), Holy (-25%?), Death (-20%?), Energy (-25%?), Ice (-25%?), Earth (-75%?)
Neutral To:
Weak To: Fire (+50%?)
Sounds: "Groarrrrr"
Behavior: Fights to death, retargets aggressively.
Field Notes: Weak to fire, often found alone. Will combo often.
Location: Liberty Bay Mountains, Ankrahmun Tombs, Darashia Mountains
Strategy: Using firebombs on this creature may be a good idea. It's the only thing they are weak too, and it will reduce retargetting. Creature heals fast, paralizes and is strong to melee.
Loot: 0-200 Gold Pieces, 0-2 Griffin Fur, 0-3 Ham, 0-3 Meat, 0-2 Small Emeralds (semi-rare), Bullseye Potion (semi-rare) Guardian Shield (semi-rare), Griffin Shield (semi-rare), Griffin Trophy (rare), Boots of Haste (very-rare), Mastermind Shield (very-rare)
See also: Creatures.


http://i90.photobucket.com/albums/k260/axle_00_00/Griffin.jpg

Submission by User:axle0000

None
Jormungand

93,000? Hit points
80,000? Experience points per kill

Abilities: Melee (0-900), Beserk (0-750), Energy Beam (0-500), Ice Wave (0-300), Drowning Bomb (100 hp/10 turns), Haste, Fast Self-Healing (around 1000 hp/turn),
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 2550 hp per turn
Immune To: Fire, Energy, Ice, Earth, Drown, Life Drain, Paralize
Strong To: Physical (-75%?)
Neutral To:
Weak To: Holy (+15%?), Death (+10%?)
Sounds: "Vengeance will by mine, Thor!",
Behavior: Fights to death, retargets often. Likes to combo, Spawns with 12 Sea Serpents. (Will respawn 2 for every 1 you kill)
Field Notes: In Norse mythology, Jormungand, or Midgard Serpent (Old Norse: Midgarðsormr), or World Serpent, is a sea serpent, and the middle child of the giantess Angrboða and the god Loki. According to the Prose Edda, Odin took Loki's three children, Fenrisúlfr, Hel and Jörmungandr, and tossed Jörmungandr into the great ocean that encircles Midgard.[1] The serpent grew so large that he was able to surround the Earth and grasp his own tail. When he lets go the world will end. As a result he earned the alternate name of the Midgard Serpent or World Serpent. Jörmungandr's arch enemy is the god Thor. *Jormungand Trophy may be traded for outfit*
Location: <Random Spawn Underwater>
Strategy: Trap with knights and magic walls. Use Holy and Death magic to kill.. Do NOT kill the sea serpents he spawns with, as 2 more will replace them! Stay diagonal to avoid beams.
Loot: 0-10 Crystal Coins, Jormungand Trophy (Always), 0-45 Sea Serpent Scales (Semi-Rare), Thunder Hammer (Rare), Golden Boots (Very-Rare)
See also: Creatures.


http://i90.photobucket.com/albums/k260/axle_00_00/SAD069.jpg

Submission by User:axle0000

None
Yggdrasill

1 Hit point
1 Experience point per kill

Abilities: Does not attack.
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 0 hp per turn
Immune To:
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: "Wshhhhh", "Wooooshhh"
Behavior: Increases mana/hp regen by 50%.
Field Notes: Part of a quest, after completing this quest you have access to a room with this sacred tree. Your stamina will decrease 1 minute per 2 minutes of real life time, but your health and mana regen will increase 50%. After reaching 14 hours of stamina, you will no longer recieve the benefit and your stamina will remain at 14.
Location: Edron
Strategy: None
Loot: Nothing
See also: Creatures.

http://i90.photobucket.com/albums/k260/axle_00_00/images.jpg

Submission by User:Hkenshin2

None
Wild Horse

250 Hit points
100 Experience points per kill

Abilities: Melee (0-100), Strong Haste.
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 100 hp per turn
Immune To: None.
Strong To: Physical (-10%), Earth (-20%)
Neutral To: Holy, Energy, Ice, Drown, Life Drain
Weak To: Death (+10%), Fire (+5%)
Sounds: "Ihihihihi!"; "Uahahahum!".
Behavior: Wild horses run to you and not flee until you die.
Field Notes: Can be found in most places where there's grass. Being wild, attack every human who sees.
Location: All around Tibia and Edron.
Strategy: Just attack them until they die.
Loot: 0-82 Gold Coin, 2-3 Meat, Horse Tail, Horse Hair (semi-rare), Horseshoe (rare), Time Ring (very-rare).
See also: Creatures.


Horse jpg

Hkenshin2 Creature's Contest

Submission by User:axle0000

None
Kraken

6900 Hit points
3500 Experience points per kill

Abilities: Melee (0-300), Ink Attack (Poison Attack, hits 0-500 then starts poison at 40) Paralize, Mana Drain (0-150), Life Drain (0-150)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 900+ hp per turn
Immune To: Energy, Ice, Drown, Invisibility, Paralize, Ice, Energy
Strong To: Fire (-25%?)
Neutral To: Holy?, Death?, Earth?, Life Drain?
Weak To: Physical (+40%?)
Sounds: None
Behavior: Moves very slowly, Paralizes, fights to death.
Field Notes: Watch out for mana drain/paralize combo. Keep distance, use holy or death.
Location: Calassa, or anywhere with quara
Strategy: Just kill as fast as possible to avoid combos. Ink attack will cover an area of 15 squares around itself, resembling a "smoke field". Keep your distance if you don't have a blocker. Creature is slow but also paralizes and mana drains it's victims.
Loot: 0-120 gp, Mace, 0-2 Octopus ink, Morning Star, Halberd, 0-2 Small Rubies (semi-rare), 0-5 Shrimp (semi-rare), Fish Fin (rare), Warrior Helmet (rare), Glacier Kilt (rare), 0-5 Great Health Potion (rare).
See also: Creatures.


http://i90.photobucket.com/albums/k260/axle_00_00/kraken.jpg

Submission by User:Vago19

None
Scramble Force

1'000'000 Hit points
750'000 Experience points per kill

Abilities: Melee (2'000-5'000), Great Energy Beam (500-1'500), Sudden Death (2'000-3'500), Strong Haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 10'000 hp per turn
Immune To: Invisivility, Paralysis, Life Drain
Strong To: Fire (-65%?), Earth (-80%?), Drown (-50%?), Life Drain (-80%?)
Neutral To: Physical?, Holy?, Death?, Energy?, Ice?
Weak To:
Sounds: "Your Soul is MINE!"; "Give me your Life or DIE!"
Behavior: It runs with low health.
Field Notes: Scramble Force is the most devil Human of all the Tibia's continent, he has the power of: Sorcerer - Knight
Location: Pits Of Infierno, Goroma.
Strategy: Knihgts of level 200-250 can be bloquer, in diagonal form to avoid Great Energy Beam, with Druids Healing them and Shoting with Ice Strikes and Sudden Death Runes, Paladin shoting with Assassin Stars to damage and Divine Misil, Sorcerer can shot with Ice Strikes and Sudden Death Runes, maybe can shot with Rage Of Skis, but is not preferred, since it would hit the Knight.
Loot: 0-100 Gp, 0-100 Platinium Coin, Boots Of Haste (rare), Magic Plate Armor (very rare), Great Shiled (very rare, Spellbook of Enlightenment ( very Rare).
See also: Creatures.


http://img339.imageshack.us/img339/5725/scan0022m.jpg

Submission by User:Warlockez

None
Poltergeist

9000 Hit points
7000 Experience points per kill

Abilities: Melee (0-500), SD Bomb (200-700), Cursed (15 HP per turn for 60 turns)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1200 hp per turn
Immune To: Physical, Death, Drown, Life Drain, Invisibility
Strong To: Fire (-80%), Earth (-50%)
Neutral To: Ice
Weak To: Holy (+60%), Energy (+45%)
Sounds: Come to meeeeeeee, I want your soul, Yumm fresh hero
Behavior: Poltergeists fight to the death.
Field Notes: Poltergeists are vicious creatures, located in the depths of the cemetery quarter they dont want to be disturbed. They are very quick and have various combos at random. Run into to many you will surely go to the temple.
Location: Yalahar Cemetery Quarter
Strategy: Have a team of 2-3 players, 1 blocker 2 shooters. Lure 1-2 at a time. Easy to solo with a paladin using exori san and a sorcerer using exori vis, or energy wave OR UE if you encounter more than 3. Recommended level 150+ before attempting to solo.
Loot: 0-200 gp, 0-3 Platinum Coin, Devil Helmet, Necrotic Rod, 0-2 White Pieces of Cloth (semi-rare), Batwing Hat (semi-rare), Skullcracker Armor (semi-rare), Chaos Mace (semi-rare), Abyss Hammer (rare), Boots of Haste (rare), Dark Lord's Cape (very rare), Spellscroll of Prophecies (very rare)
See also: Creatures.


http://i379.photobucket.com/albums/oo235/Surrey-Scum/Tibia-Wikiacontestpicture.jpg

Submission by User:Nepsect1

None
<Demonic Dragon>

<3650> Hit points
<3700> Experience points per kill

Abilities: <melee (0-450), Fire Wave (300-550) Ultimate Explosion (Fire Dmg., 400-600), Self Healing (Around 150)>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <1450> hp per turn
Immune To: Fire, <Fire, Invisibility, Paralysis>
Strong To: Death (-25%), Energy (-30%), Earth (-40%)
Neutral To: Physical, Drown, Life Drain
Weak To: Holy (+10%), Ice (+20%)
Sounds: <"FIRE", "The Dragons Will Rise Again">
Behavior: <Runs away in red hp>
Field Notes: <try not to stand on the wave>
Location: <new floor to darashias dragon lair>
Strategy: <paladin lure them and use holy damage to them, druids lure them and to as much ice damage as they can, sorcs the same as druids, knights need to be little more high lvl, try not to stand on the wave and alot of health potions>
Loot: <0-400gp, 0-2 platinum coins, 0-3 small diamond, Dark Armor, Dragon Scale Mail (very rare), Devil helmet (rare), Magma Boots (rare), demonic essence (semi-rare)>
See also: Creatures.


Submission by User:jvyy

None
<Morgathla>

<4500> Hit points
<3500> Experience points per kill

Abilities: <Death wave (0-850+), Melee (0-500+), Mana drain (up to 300 mana), Divine Caldera (halves all skills), Life Drain Wave (0-600+), causes mass Drunkenness, Fire Exori (150-400), Paralyze, Sudden Death (0-500), Cursing Wave (makes you cursed), Earth Wave (0-600), Great Musical Bomb (0-350)(does death damage), Invisibility, Self-Healing.>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <2650+ hp per turn> hp per turn
Immune To: Physical, Death, Energy, Drown, Life Drain, <Physical, Death, Life Drain, Mana Drain, Invisibility, Energy.>
Strong To: Earth (-20%)
Neutral To: Fire
Weak To: Holy (+50%), Ice (+40%)
Sounds: <"Feel the pooower of my death magiccc!, "Arkhothep i will destrooy you!", "No mortal or undead will steal my secrets", "Ieeeaah the death is behind you" >
Behavior: <Malicious, will make all efforts to destroy intruders.>
Field Notes: <One of the ancient guardians of the Thombs in Ank. She is the only one who has been "proven" to know a secret of the magical Soul ruby that can be used on a Helmet of the Ancients and be always enchanted with a Soul ruby. She was cursed and removed from ankrahmun and banished to dark pyramid by Arkhothep because he want to protect his kingdom against her mistical power, however she promise revenge against who bretayed her.>
Location: <Under Dark Pyramid, passing the teleport.>
Strategy: < Knights: should be level 200+ for block and always stay in diagonal because she use very hard waves. Using any death protection will help to decrease she's curse attacks. Carry many stone skin amulet and great health potions.

Paladins: should be 180+ level with a distance skill of 95+, and always get a good blocker. Use assassin stars and divine missile to kill it faster. Its important to have Yalahari legs death 5% , Koshei's Ancient Amulet death 8% , and optional Divine Plate death 10% , Elite Draken Helmet death 3%, Death Ring death 5% = 27,5% death resist.

Mages: ALWAYS use mana shield and fire/ice runes like Great fire bombs, avalanch, icicle and fireball because she is immune to death attacks. Wear a Death Ring, Koshei's Ancient Amulet, robe of the underworld (if you are sorcerer) will be usefull.>
Loot: <0-250 gp, Stone Skin Amulet, Death Ring, Might ring, 0-4 Great Mana Potion, 0-3 Strong Mana Potion, 0-5 Black Pearl, Mini Mummy (very rare), Demonbone Amulet (very rare), Ancient Tiara (very rare), Cobra Crown (very rare), Black Gem (Always).>
See also: Creatures.


<http://www.tibiapic.com/show.php?v=xZpZhXTMTeTT>

Submission by User:jvyy

Submission by User:fellipe753

None
Blood Hunter

1900 Hit points
1800 Experience points per kill

Abilities: Melee (0-240), Life Drain (0-320), Life Drain Beam (0-400)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 960 hp per turn
Immune To: Death, Earth, Drown, Life Drain, Invisibility, Paralyze.
Strong To: Physical (-5%), Energy (-15%)
Neutral To: Ice
Weak To: Holy (+10%), Fire (+10%)
Sounds: "Show me your neck!"; "Blood!"; "You're a perfect banquet."
Behavior: Attack their opponents viciously with life drains Attacks. Fight until death.
Field Notes: A creature with eternal hungry.
Location: Vengoth Castle
Strategy: A team can hunt with a knight for block, druid for sio and atack, paladins/or sorceres atack hard.

Knights level 100+ with skill 80+ can solo this monster using great health potions and exori-spells. Mages level 150+ can solo this monster using fire strike or fireballs and exura / exura gran to heal.

Paladins level 130+ can use assassin stars and divine missile and exura /exura san.
Loot: 0-260 gp, 0-3 Platinum Coin, Strong Health Potion, Black Pearl, Vampire Teeth, Blood Preservation, Spike Sword (rare), Strange Helmet (rare), Knight Legs (rare), Ring of Healing (rare), Vampire Shield (very rare), Dreaded Cleaver (very rare), Haunted Blade (very rare), Boots of Haste (very rare).
See also: Creatures.


http://www.tibiapic.com/show.php?v=SfpWhxTMTeTT

Submission by User:Netherion

None
Eternal Suffering

3.000.000 Hit points
0 Experience points per kill

Abilities: Melee (0-1100), Frostfire Shock (1000-1400), Substraction, Translocate, Self-Healing, Corruption (300 each turn, last 25 turns), Obstruction (400-700 each turn), Combustion, (7000 Mana Drain allways), Great Life Drain Beam, (1650-2500), Summons 1-100 Light Spark.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 6000 hp per turn
Immune To: Fire, Ice, Drown, Life Drain, Invisibility.
Strong To: Death (-5%), Energy (-90%)
Neutral To: Physical
Weak To: Holy (+1%), Earth (+1%)
Sounds: "Yes .. yes! new visitors in my humble home ..", "Sparks, throw a light on our guests!", "This is all you can do? I expected more funny ..".
Behavior: This boss fights until death.
Field Notes: Coordination is the key for this long combat, only a group of 15 players can join this battle, so choose carefully the profesions of each. Once your team kill this boss you'll not able to see it until the next 48h (when you join the teleports you apears in the entrance of demona instead Eternal Suffering's chamber). Zarabustor will left a book in the floor before the combat ends (Mercenary's Dairy).
Location: Demona, behind the level 150 Gate of Expertise.
Strategy: Storngly recomended Tanks about level 270 or higher because this boss can make a really nasty combos.

Eternal Suffering will allways start the combat with Combustion draining nearly the whole mana of the party, since he doesn't attack let the Tanks get the boss to any corner of the room for trap him while the healers/shooters refill the mana, that must be fast, the team only have 6 seconds for trap him, avoid completly the idea of trap this boss with Magic Wall's, Wild Growth or any kind of field, he will use Cleaning Whirlwind deleting everything magic arround him.

The organisation should be: 3 Tanks in the left side of the chamber, healers and shooters in the middle and 1-2 tanks in the right side of the chamber because of the Translocate spell, when he does it, the Tanks in the other side of the room must use Challenge fast for take the boss and trap it in a corner, also take care allways for your own HP because he will use also Frostfire Shock dealing 1.000 Damage to the entire party everytime he use this spell. This boss will have allways under him a cross made of purple fire fields called Corruption adding 300 fire damage each turn maybe all the combat to the tanks.

Once the combat has started let 1 or 2 shoters only for clean the room from Light Sparks, they will repsawn contantly so the party will suffer damage all the time, one druid should only designed to spam Mass Healing maybe all the combat (only for PVP and HPVP servers). Keep an eye if one get frozen due a Obstruction|Obstruction don't stop healing it because he will continue taking damage and let the secondary tank get the boss, Obstruction|Obstruction can be used at last on 2 tanks.

Take specialy care about the Substraction spell, because when the boss teleports you to the Black Hole chamber you need to kill that thing so fast, when you do, the Ligh Sparks stop spawns for 30 seconds, you'll return imediatly to the main roon but the boss will use Dimension Walking, now a massive huge of Light Sparks will be summoned, try to clean all fast because if any of that cratures lives longer than 10 seconds will explode dealing Death Damage on area (5 sqm's) and healing a 5% of it's total HP (this stop happen when the boss reach 15% of HP).

On 15% HP Zarabustor apears in the middle of the room for help you killing all the sparks every time they apear, your team only need focus the fire on the main boss , you're not able to attack Zarabustor in any way so don't worry about it, any kind of help is wellcome, isn't it?
Loot: 0-40 Gold Ingot, Robes of Evil Mastermind (+4 Mag level -5% all resist, only mages), Ashtamor's Hourglass (Tells you how much time left you have), The Hope Ender (65/ -25 Twohanded Sword, -40% all resistances), White Tome, Abyssal Disruption (Def:39 Shield -2% all resistances), 0-5 Void Matter (20.000 gp's each), Skull Staff, Ring of Healing, Winged Helmet, Nightfall (like Frozen Starlight but it covers 6 sqm's arround you with darkness), Zarabustor's Hat (acts as Ferumbras Hat for the Mage hat addon), Paw Amulet, Trophy of Suffering, Bronze Necklace, Chains of Eternity (Bow Range:2, Atk +9, Hit% +5 -50% all resistances), Corrupted Defender Armor (Arm:15 +5% all resistances, -50 atk skills).
See also: Creatures.

Eternal Suffering

Submission by User:MalukoDoido

None
Kraken

56000 Hit points
22000 Experience points per kill

Abilities: Melee (0-2500), Hot Water Wave (300-1200), Drowning Bomb 20 hp/8 turns, Water Explosion (400-1000+), Self Healing
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 4400+ hp per turn
Immune To: Death, Fire, Ice, Earth, Drown, Life Drain, Invisibility, Paralysis
Strong To: Physical (-15%?), Holy (-15%?)
Neutral To:
Weak To: Energy (+5%?)
Sounds: "Who dares to challenge me?!"
Behavior: Attack until death.
Field Notes: A mighty creature that lives in the depths of the sea. This monster attacks Pirate Ships and after following Ships from time to time, he arrived at Liberty Bay. He has 100 tentacles allowing him to execute powerfull Melee attacks. If this monster doesn't get killed, he will do incalculable damage to the city.
Location: Appears in rare invasions at Liberty Bay
Strategy: Knights should lure and block him, ask a few Druids for healing, otherwise it is impossible to survive this monster, Mages and Paladins must use Energy attacks to damage him properly. After trapping him, throw some Magic Walls to prevent him from changing target.
Loot: 0-300 gp, 0-60 Platinum Coin, Northwind Rod, Frozen Plate, Baby Seal Doll, Ultimate Health Potion, Great Mana Potion, Executioner, Crystalline Armor, Oceanborn Leviathan Armor, Blue Legs, Crystal Sword, Gold Ingot, [Mythril Axe]] (Rare), Crystal Boots (Rare), Kraken Scale (Always)
See also: Creatures.


http://img8.imageshack.us/img8/9315/krak3.jpg

Submission by User:Rickkye

None
Inti

600000 Hit points
200000 Experience points per kill

Abilities: Melee (0-1200), Punishment Divine[(400-900)Holy Damage Area Effect], Mana Drain Bomb(20-250), Great Energy Beam(250-650), Rain of Thousands Flames[300-750)Hell's Core Effect], Strong Haste, Divine Cure(Great Cure but slow) Summons 0-2 Blistering Fire Elemental.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 3500 (with a strong combo)(+ 2x 975 with summons) hp per turn
Immune To: Holy, Fire, Earth, Invisibility, Paralize.
Strong To: Physical (-60%), Energy (-30%)
Neutral To: Drown?, Life Drain?
Weak To: Death (+30%), Ice (+10%)
Sounds: "Pakiy wañuchiy piña!(Inca translator: Kill the evil humans!)","I came for this land for judge you!", "Pray for another God, because I will not forgive you."
Behavior: Switch target easily.
Field Notes: Inti is an Inca's sun god. He's tired to see people killing families, stealing cities and many other things. So he came to this land to eliminate the evil and make it more peaceful.
Location: Banuta Quest.
Strategy: To block it, two knight idealy need at least level 200+ and as many stone skin amulets and might rings as possible. Have at least 20 shooters(Preferably mages to SDs him). Druids can use Wild Growth runes. Sorcerers using Ultimate Healing rune and 3-4 druid using Exura Sio each knight. Paladins can use Assassin Star or Shiver Arrow with Warsinger Bow.
Loot: 0-335 gps, 0-121 platinum coins,0-10 Gold Ingot, Fire Axe, Fire Sword, Lavos Armor(semi-rare), Divine Plate(semi-rare), Magic Plate Armor(rare), Yol's Bow(rare), Dragon Robe(rare), Molten Plate(very rare), The Epiphany(very rare), Solar Axe(very rare), Inti's Staff(always).
See also: Creatures.


http://img822.imageshack.us/img822/7108/inti.png

Submission by User:Bomble

--http://tibia-helpers.webs.com 10:17, September 13, 2010 (UTC)

None
Rock Fighter, Rock Archer, Rock Phantom

Fighter: 1280, Archer: 1100, Phantom: 1100 Hit points
Fighter: 400, Archer: 380, Phantom: 400 Experience points per kill

Abilities: Fighter: Melee (0-290), Exori hur (0-140), Archer: Melee (0-90), Drunk Arrow (0-120), Phantom: Melee (0-80), Self Healing, Suddden Death (0-110)
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: Fighter: 280, Archer: 250, Phantom: 270 hp per turn
Immune To: Fighter: fire, Archer: Holy, Phantom: Physical Damage
Strong To: Physical (-40%), Holy (-60%), Death (-60%), Fire (-60%), Energy (-20%), Earth (-30%), Life Drain (-20%)
Neutral To: Ice, Drown?
Weak To:
Sounds: Fighter: "Hey you!, Wanna fight?; ARGHH You?; Great food!. Archer: Try to catch me!; Muahaha Fight!; Hail Durin!. Phantom: Who dares awake me?; I can see you..; BOOH! Im here!.
Behavior: Fighter: Runs away in low health, Archer: fights until death, Phantom: Runs away in low health
Field Notes: Corpse can't be moved, respawns where them died. a knight level 90 can block them. Sugestion: Use utamo tempo
Location: Carlin North, east. Thais north.
Strategy: Knight: Block them using exeta res and utamo tempo. Its not really hard. Them hate the SD's Mages throw SD's
Loot: Fighter: Club Ring, Platinum Coin, Yellow Backpack, Ham. Archer: arrow, gold coin, small stones. Phantom: Sudden Death Rune, Platinum Coin, Grey Backpack, Death Ring
See also: Creatures.


http://img387.imageshack.us/img387/9771/crashersmanyjq2.png


FIGHTER---------------------ARCHER---------------------PHANTOM


--http://tibia-helpers.webs.com 10:17, September 13, 2010 (UTC)

)

Submission by User:Mlisot

None
Lorelai

1600 Hit points
1200 Experience points per kill

Abilities: Melee (0-170),Water Explosion (160-330), Icicle (130-190) Musical Wave (causes Drunkenness for up to 40 seconds),Paralysis.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 500 hp per turn
Immune To: Death, Drown, Life Drain, Invisibility, Paralysis.
Strong To: Ice (-20%)
Neutral To: Physical, Fire, Earth
Weak To: Holy (+25%), Energy (+10%)
Sounds: "LALALALALA" "Follow my sweet voice" "Come to me my love" "I was waiting for you"
Behavior: Lorelais fight until death.
Field Notes: Acording to the German legend, Lorelai (an allusion from Lore Lay) was a enchanting female connected to the rock Loreley. She have been a accused of maliciously bewitching men and driving them to ruin. The legends also say that many ships have sunken trying to follow Lore Lay’s voice. The reason of her singing is to make her love come back to her, since he has abandoned her, and then in one day, waiting for him she falls from the rock to her death.
Location: Inukaya, Ghostland, Treasure Island, Nargor
Strategy: For all the vocation, wear a Helmet of the deep, since it will block all the drowning attacks. Also use a dwarven ring, cause her drunkenness is strong. Even wearing all this equipment, it is not safe to fight more than 2 at a time. If a third one appear, try to lure and kill one by one. .

Knights: must attack then and heal when necessary. If you can, enchanted your weapon to deal energy damage. Bring a few many potions and you will be fine. .
Mages: should use energy or earth wand/rod combined with energy strike. A glacier set is recommended to reduce Ice damage. This is a good creature for mages to hunt, because you won’t take a lot of damage wearing the right equipment and you win a good exp and money. .

Paladins: must use holy attacks combined with flash arrows or enchated spears. Just run and attack if you are wearing a dwarven ring and healing when you get paralyzed.
Loot: 0-120 gp, Mermaid Tail (this would be a creature product and could be sold for Grizzly Adams), Lyre, White Pearl (semi-rare), Strong Mana Potion (semi-rare), Life Crystal (semi-rare), Pirate Voodoo Doll (rare), Blue Robe (rare), Hailstorm Rod (rare), Glacier Robe (very rare), Coral Comb (very rare).
See also: Creatures.


http://img697.imageshack.us/img697/4492/loreleik.jpg

Submission by User:Ghaza

None
Silva

18100 Hit points
13100 Experience points per kill

Abilities: Melee (0-410), Envenom (60-185), Strong Haste, Blood Rage, Protector, Self-Healing(Very fast), Paralysis, Totem pole cannon Energy wave but with Holy damage and Divine missile graphics (220-545), Berserk (55-165), Groundshaker (70-210), Ethereal Spear (105-380), Death Strike with groundshaker graphics reduce melee skills by half.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 2000+ hp per turn
Immune To: Drown, Life Drain, Invisibility, Paralysis, Life Drain, Mana Drain, Drunkenness.
Strong To: Physical (-35%?), Holy (-30%?), Death (-1%?), Earth (-80%?)
Neutral To:
Weak To: Fire (+5%?), Energy (+10%?), Ice (+5%?)
Sounds: "You have no chance against mine silver arms!"; "Bow for the great spirits!".
Behavior: Except other Sorcerers Silva fights in close combat and retarget often and fight until death.
Field Notes: Silva has trained with the Patch Tribe for a long time and is therefore a strong shaman with enough Furyoku to materialize five nature spirits at the same time.

The snake spirit for Envenom, Paralysis and Berserk.

The bald eagle spirit for the Self-Healing, Groundshaker and Death Strike.

The bison spirit for Blood Rage.

The coyote spirit for Strong Haste.

The gopher tortoise spirit for Protector.

Silva combo's often and it isn't recommended to solo it but it has few unique items to drop.
Location: Forbidden Lands
Strategy: Recommended to kill it in a group. Stand in diagonal position to avoid Totem pole cannon. As blocker better to concentrate on you're healing instead of attacking it. With the high speed and the paralyze makes it very hard to outrun it.

Paladins use Assassin Star to deal few damage and to break the shield, and shooting Sudden Death or Magic Wall. Use the party spell to give the blocker a boost, in case Silva retargets use Swift Foot.

Knights concentrate on healings and on Challenge, And never come alone.

Sorcerers Use Rage of the Skies or Hell's Core or Energy Wave or Sudden Death rune.

Druids Sio the blocker or shoot Magic Walls or shoot Sudden Death rune.
Loot: 0-78gp, 0-3 Platinum Coin, 0-8Chicken Feather, Snakebite Rod, Roc Feather, Feather Headdress, Tortoise Shield, Tribal Mask, Mystic Turban, Tunic, Power Ring, Guardian Boots (semi-rare), Mastermind Shield (rare), Red Tome (rare), Boots of Haste (very rare), Yalahari Leg Piece (Very rare), Enchanted Chicken Wing(Very rare), Eagle Shield(very rare), Winged Helmet(Very rare), Blue Legs(Very rare).
See also: Creatures.


http://img266.imageshack.us/img266/6339/img0041at.jpg

Submission by Combi

None
Hennirosh1 Hennirosh

950000 Hit points
30000 Experience points per kill

Abilities: Melee (0-600+), Life Drain (0-300+), Death Beam (0-500),Thunder Storm (Electrified you 50 Hitpoints per turn), Mana Draining Splash Ball (0-500+), Strong Haste (very strong), Self-Healing (rare).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1900+ hp per turn
Immune To: Death, Paralysis, Invisibility
Strong To: Holy (-30%), Fire (-25%), Energy (-25%), Ice (-25%), Earth (-40%)
Neutral To: Physical?, Drown?, Life Drain?
Weak To:
Sounds: "My brother is already dead?"; "One little mistake and your all are mine too!"; "That coward owes me money!"; "I know you will show a fearfulness!"; "MUAHAHA! Catch Me If You Can!"; "If they don't kill you brother, I will.","You will be the next to fall..Zugurosh."
Behavior: runs on yellow health and keep fighting the group with distance attacks.
Field Notes: He Is the Zugurosh Old Brother. And there is a rare chance to get both bosses in the room. Hennirosh occupied a high position of the ruthless seven minions,oppressed by a powerful magician ,he began to deviate from their goals and his loyalty starts to fall.Betrayed by his own coward brother,he was exiled from the high demonic societies. He was convicted of demonic treason and tried to escape before the masters killed him. His thirst for vengeance call the attention from others powerful underworld creatures ,which it pledged to help him in exchange for their great destructive power and its immense speed. Hennirosh follow his brother seeking revenge and he will do everything to kill Zugurosh and will make sure that nobody else does.
Location: In the Zugurosh lair.
Strategy: It would be very difficult to trap both bosses if hennirosh spawns. They retargets very frequently to the nearest creature. The best way is to kill your brother first because he will healing more than Hennirosh.Use Wild Growth by a Druid so you can still shoot the bosses and heal the blocker. If possible, try to ensure the main blocker is not hit by the towers since they reduce from 85% to 100% of his/her Shielding.Keep the same atation with the towers as if there only one boss in the room. Knights should keep an extra caution because if both attack at the same time, can cause a strong combo.Mages must keep full mana and have strong attention to mana burn attacks.
Loot: 0-341 gp, 0-18 Platinum Coin, 0-10 Talons, 0-10 Soul Orb, Rusty Armor (Rare), Rusty Legs (Rare), Gold Ingot, Great Spirit Potion,Ultimate Health Potion, 0-11 Black Pearl, 0-7 Small Saphire, Boots of Haste, Steel Boots,Draken Boots,Guardian Boots, Great Mana Potion,, Jewel Case, Demon Horn, Golden Boots (very rare), Demonic Essence (always)
See also: Creatures.


Hennirosh

Submission by User:MexicanE

None
Calos the Centaur

10500 Hit points
8500 Experience points per kill

Abilities: Melee(0-250),Arrows(0-300),Haste,Divine Healing Summon (Centaurs) Divine Caldera
Pushable: ?
Push Objects: Tick
Est. Max. Damage: 300 hp per turn
Immune To: InvisibilityFire.
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: Thou Shall Fall, Hail the king of Centaurs Calos
Behavior: Doesn't run away with low life
Field Notes: Has high distance attack, +15 radius
Location: Isle of Dispair, Calos' Lair
Strategy: Knight: Must be level 100+ Using haste and BOH since he's very fast. Skills 85/85 to block arrows and Melee. Paladins:Must be lvl 100+ 85/85 Burst Arrows since he has good defense, and kill the Summons so they don't break Knight's defense. Druids and Sorcerers: Druids use Underworld Rod and exura sio to heal the Blocker, Same for Sorcerer but use Wand of Vodoo
Loot: Calos Horns(Always),,100 Burst Arrows(Always),100 Sniper Arrows (Always)Bow of Dispair (Always),0-180 Gold Coins,0-5 Platinum Coins Boots of Haste (semi-rare), Demon Legs (semi-rare),Demon Armor (semi-rare),Demon Armor (Semi-rare),Titan Axe (Very rare)
See also: Creatures.


<add imagelink here, note: create your OWN image please!>

Submission by User: Ra Mi

None
Behemess

3100 Hit points
2800 Experience points per kill

Abilities: Melee (0-150), Distance (Pan 0-180 Physical), Paralyze Musical Wave, Summons 0-2 Behemoth Offsprings, Stalagmite (96-110), and Haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 440+ Behemoth Offspring damage hp per turn. hp per turn
Immune To: Invisible, Paralysis.
Strong To: Physical (-10%?), Holy (-20%?), Fire (-20%?), Energy (-10%?), Earth (-20%?), Drown (-20%?)
Neutral To: Life Drain?
Weak To: Death (+10%?), Ice (+15%?)
Sounds: “EEEEEEKK”; “Crush the little one!”; “Get me my pan!”; “I’m going to cook you!”; “Bring me its bones”; “You smell delicious!”
Behavior: Behemess view humans as humans view mice. At first they are scared, but after retreating to arm themselves with a broom, Behemess try to attack their opponents at a distance. They will run at red health.>
Field Notes: This creature never wanders far from their mates, the Behemoths. Be cautious when encountering more than one of these creatures. Although they are the female of the species, they are quite strong. It can also be skinned in order to obtain Perfect Behemoth Fang. Killing this monster will count towards Killing in the Name of Tasks.
Location: Cyclopolis, Forbidden Lands, Vandura Mountain, Formorgar Mines, Arena and Zoo Quarter.
Strategy: It is not wise to face this creature alone for any vocation. Make sure you trap them in a corner, they may lure other creatures if you chase them when they run. Also, do to their haste, it is hard to kill them on the run.

Knights Make sure you have a Druid to use Exura Sio you.

Mages Can attack with Exori Frigo or Exori Mort. Lower level mages should attack with an Icicle or Sudden Death Rune.

Paladins Trap this monster in the corner and throw Assassin Stars.
Loot: Unknown.
See also: Creatures.


http://img199.imageshack.us/img199/6038/behemess.gif

Submission by User:EdMatos

None
Salamander

2500 Hit points
1000 Experience points per kill

Abilities: Melee (0-250), Fire Wave (150-250), Great Fireball (150-250), Summon 0-2 Fire Elemental
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 750 (1310 with summons) hp per turn
Immune To: Fire, Invisibility, Paralysis.
Strong To: Energy (-10%), Earth (-30%)
Neutral To: Physical, Holy, Death, Drown, Life Drain
Weak To: Ice (+20%)
Sounds: "Keep out!"; "Sssstrangerssss are not welcome"; “Feel the power of the fire!”.
Behavior: Salamanders are know to retarget. They run in low health.
Field Notes: This dangerous creature is a strong opponent. It does both physical and magical damage (fire). Known to control the fire, they reduce to ash everything they touch.
Location: Venore Dragon Lair, Edron Dragon Lair, Plains of Havoc, Pits of Inferno, Fire Sphere, Dragonblaze Peaks, Chor, Zzaion.
Strategy: Kill it as soon as you can, since it can be annoying as it summons up to 2 Fire Elemental. All players should stand diagonal from the salamander, whenever possible, to avoid the Fire Wave.

Knights: Only one knight should be present in a team hunt, as they, the blocker, must be able to move freely around the salamander and to maintain their diagonal position as the salamander takes a step. Around level 70, a knight with good skills (70/70) and, optionally, a Two-Handed weapon can solo a salamander with healing and have very little waste and possible even make profit. Remember to stand diagonal to it and always be prepared to use potions. Mages of level 45 or higher can kill salamanders without help from other players. They can Summon two Demon Skeletons and drink a few extra mana potions afterward. They should try to keep enough mana to heal, if needed. It is advisable to move to a space about 3 squares diagonal and use a strike spell (exori frigo if possible) or avalanche runes to kill the salamander faster.

Paladins with a distance skill of 70+ and enough hitpoints to survive a fire wave are welcome additions to a team. Just be sure to have exura san spell ready to use, and stand where you can escape if the salamander starts to attack you. A paladin's ability to solo a salamander depends greatly on the terrain, as they can shoot and run to avoid melee and fire wave attacks. Avalanches are always an option. Keep in mind that a paladin can convince a demon skeleton at level 47.
Loot: 0-200 gp, 0-3 Dragon Ham, Green Mushroom, Morning Star, Halberd, Lizard Leather (semi-rare), Salamander’s Tongue (semi-rare), Salamander’s Tail (semi-rare), Plate Legs (semi-rare), Dragonbone Staff (rare), Lizard Scale (rare), Strong Mana Potion (rare), Small Ruby (rare), Salamander Shield (very rare), Wand of Inferno (very rare), Focus Cape (very rare).
See also: Creatures.


<http://img689.imageshack.us/img689/2378/salamandertibia.jpg>

Submission by User:Maicoln

None
Centaur Legionary

700 Hit points
550 Experience points per kill

Abilities: Melee (0-220),Throws Small Stones (0-100), Mana Drain (20-50), Strong Haste, Self-Healing.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 320 hp per turn
Immune To: Invisibility.
Strong To: Fire (-10%), Earth (-20%)
Neutral To: Physical, Holy, Energy, Drown, Life Drain
Weak To: Death (+5%), Ice (+10%)
Sounds: Grrrr!!; I will punish you!; You will pay for what you have done!
Behavior: Centaur Legionaries do not run when in low health. It will kill other creatures and will move objects in the way to get to you, so it's useless to block them like that. Also retarget.
Field Notes: They look fearsome and can deal a lot of damage if you are not careful. Usually they are found with large groups of other centaurs. Deadly as a Vampire, maybe more so level 50+ recommended.
Location: Maze of Lost Souls, Folda, Cyclopolis, Hero Cave, Plains of Havoc.
Strategy: If hunting a certain area littered with an assortment of Centaurs with Centaurs Spellcasters there too, make sure the other Centaurs run (by hitting them down to an extremely low hp), to avoid being swarmed.

Mages: Mages should use Ice Strike or Death Strike with a blocker or solo with mana shield and/or runes to bring them down faster. Watch out when you running after them or away from them, you might encounter more Centaurs.

Paladins: These should be dealt with care if you are below level 60. While running these creatures make sure you don't run into another spawn of centaurs. Take them down as fast as possible; use a few heavy magic missile shots if it is necessary. Be careful of their throwing small stone attacks, if you forget to heal in between hits you might be killed. Using a throwing weapon with a shield helps alot to take less damage.

Knights: With at least 70/70 skills you can solo one with a good onehanded weapon and a good shield but to hunt them with profit, you should have at least 80/80 skills and level 60+. At lower skills, you probably want to use berserk to take them down faster. If meeting multiple corsairs along with other Pirates, you may want to use the Groundshaker and/or some GFBs.
Loot: 0-140 gp, 0-2 Ham, Lamp, Halberd, Scarf, Chain Helmet, Strong Health Potion (semi-rare), Beastslayer Axe (rare), Centaur Trophy (very rare), Red Piece of Cloth (very rare), Platinum Amulet (very rare)
See also: Creatures.


http://img138.imageshack.us/img138/5165/worktibiawiki.png

Submission by User:Altair Hiel

None
Cannibal Bonecrusher

805 Hit points
810 Experience points per kill

Abilities: Melee (0-400), Whirlwind Throw (0-175), Berserk (0-200), Self-Healing (weak and slow), Haste
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 575 hp per turn
Immune To: Invisibility
Strong To: Physical (-31%), Fire (-80%), Earth (-20%)
Neutral To: Death, Energy, Drown, Life Drain
Weak To: Holy (+1%), Ice (+17%)
Sounds: "I will crush you!"; "Let me taste your flesh!"; "I need salt and vinegar for YOU!"
Behavior: Fights until death and heals only with red health.
Field Notes: After tasting human flesh because he was trapped with some friends inside a cave and began to starve, he sticked to this kind of food till now. Along with people having the same preferences he lives in settlements of Cannibals.
Location: Cannibal Fortress (Tiquanda), Jakundaf Desert, Carlin (only during raid)
Strategy: As the Canniblas always hunt in teams of Bonecrushers, Slingshooters and Summoners, their strategy is to surround the target with Bonecrushers and shoot with the rest.
So you should try to kill the shooters first because they cause more damage then the "knights".
Loot: 0-124gp, 0-2 Bones, 0-2 Meat, Ham, Skull, Half-Digested Piece of Meat, 0-3 Small Diamond (rare), Assassin Dagger (rare), Tribal Mask (rare), Golden Ring (very rare), Skullcracker Armor (only during raid, very rare)
See also: Creatures.


http://img243.imageshack.us/img243/6150/cannibalbonecrusher.gif

Submission by User:Altair Hiel

None
Cannibal Summoner

700 Hit points
700 Experience points per kill

Abilities: Death Strike (0-200), Earth Strike (0-200), Energy Strike (0-200), Poison Field, summons 0-4 Carniphila, Self-ealing (fast and strong)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 200 hp per turn, with summons: 530 hp per turn
Immune To: Earth, Invisibility
Strong To: Death (-25%), Energy (-25%)
Neutral To: Fire, Drown, Life Drain
Weak To: Physical (+26%), Holy (+2%), Ice (+10%)
Sounds: "Uhh...More innards for my cultish experiments!"; "Leave something for me! I will go and get the Tabasco."; "Carniphilas! GO, GET HIM! !"
Behavior: Always shoots from distance and runs with yellow health. Heals permanently.
Field Notes: After tasting human flesh because he was trapped with some friends inside a cave and began to starve, he sticked to this kind of food till now. Along with people having the same preferences he lives in settlements of Cannibals.
Location: Cannibal Fortress (Tiquanda), Jakundaf Desert, Carlin (only during raid)
Strategy: As the Canniblas always hunt in teams of Bonecrushers, Slingshooters and Summoners, their strategy is to surround the target with Bonecrushers and shoot with the rest.
So you should try to kill the shooters first because they cause more damage then the "knights".
Loot: 0-90gp, 0-2 Meat, Ham, Bone, Skull, Half-Digested Piece of Meat, 0-2 Blank Runes (semi-rare), 0-3 Small Diamonds (rare), Wand of Decay (rare), Wand of Voodoo (very rare), Underworld Rod (very rare), Royal Scale Robe (only during raid, very rare)
See also: Creatures.


http://img690.imageshack.us/img690/2926/cannibalsummoner.gif

Submission by User:Altair Hiel

None
Cannibal Slingshooter

780 Hit points
750 Experience points per kill

Abilities: Melee (0-20), Spears (0-200), Small Stone (0-350), Boulder (0-450),Self-Healing (fast but weak)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 470 hp per turn
Immune To: Invisibility
Strong To: Physical (-14%), Fire (-80%), Earth (-20%)
Neutral To: Death, Energy, Drown, Life Drain
Weak To: Holy (+1%), Ice (+17%)
Sounds: "Right into your eye!"; "SHOOT 'EM! ! "; "I hop you will taste."
Behavior: Runs away with red health. Always fights from distance, close combat only if he is trapped. Heals will yellow or lower health.
Field Notes: After tasting human flesh because he was trapped with some friends inside a cave and began to starve, he sticked to this kind of food till now. Along with people having the same preferences he lives in settlements of Cannibals.
Location: Cannibal Fortress (Tiquanda), Jakundaf Desert, Carlin (only during raid)
Strategy: As the Canniblas always hunt in teams of Bonecrushers, Slingshooters and Summoners, their strategy is to surround the target with Bonecrushers and shoot with the rest.
So you should try to kill the shooters first because they cause more damage then the "knights".
Loot: 0-90gp, 0-3 Bones, 0-2 Meat, Ham, Skull, Half-Digested Piece of Meat, 0-6 Royal Spears (semi-rare), 0-10 Small Stones (semi-rare), 0-2 Small Diamonds (rare), Tribal Mask (rare), Golden Ring (very rare), Bullseye Potion (rare), Master Archer's Armor (only during raid, very rare)
See also: Creatures.

http://img825.imageshack.us/img825/1645/cannibalslingshooter.jpg

Submission by User:Smerfje

None
Mutated Chicken

1300 Hit points
1100 Experience points per kill

Abilities: Melee (0-180), Rotten Egg trow (makes poison from 40-50), Feather Exori (100-240).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 470 hp per turn
Immune To: Earth, Drown, Life Drain, Invisibility
Strong To: Holy (-20%), Death (-75%), Energy (-20%)
Neutral To: Physical, Ice
Weak To: Fire (+10%)
Sounds: "Cluck Fluck"; "Gokgooaaoook"
Behavior: Not knowing what happened to him he is angry to all creatures. Runs away in red health.
Field Notes: Do not get in a big group of mutated chickens, you will smell really bad(if you survive).
Location: Yalahar alchemist quarter, Yalahar sewers.
Strategy: <Kill these chickens fast and watch try to keep a distance from it. >
Loot: 0-11 Worms, 0-90 Gold pieces, 0-3 Chicken Feather, 0-2 eggs, 0-6 Platinum coins (semi-rare), Seeds (semi-rare), Feather Headdress (rare), Spellbook of Warding (rare), Griffin Shield (very rare), Gold Ingot (very rare).
See also: Creatures.


[[1]]

Kelsey93

<>

None
<Fire Wisp>

<115> Hit points
<0> Experience points per kill

Abilities: <0-7 Life drain (self defense, self healing,invisible, hast.>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <7 hp per turn> hp per turn
Immune To: <invisible, paralyze.>
Strong To:
Neutral To: Holy?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: <Crackle, Fsssh>
Behavior: <Runs away from players. May attack when trapped.>
Field Notes: <add notes here>
Location: <Darashia, Ankrahmun>
Strategy: <Fallow attack, try to corner.>
Loot: <Sun Backpack (very rare)>
See also: Creatures.


<http://img840.imageshack.us/i/firewisp.jpg/ >

Submission by User:Quinshi

None
White Knight

1600 Hit points
1350 Experience points per kill

Abilities: Melee (0-330), Whirlwind Throw (0-110) .
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 440 hp per turn
Immune To: Holy, Fire, Earth, Drown, Life Drain, Invisibility.
Strong To: Physical (-20%), Energy (-45%), Ice (-40%)
Neutral To:
Weak To: Death (+5%)
Sounds: "I will never surrender!"; "I will kill my brother and kill all who try to stop me!"; "Hey, brother, where are you?! I will find you!"
Behavior: Fight until death, it ignore all fields (fire, energy etc) and push all on his way.
Field Notes: It's younger brother of Black Knight, he's weaker than him, but he want kill him for unknown reason. He's looking for him at whole Tibia continent, because he doesn't know where he is.
Location: Random places at ground floor at whole Tibia continent.
Strategy: Knight: Simply attack him, if you're premium use Berserker or Whirlwind Throw. Paladin: Try to keep distance, use enchanted spears and sudden death runes if possible. Mages: Take magic shield and use death strike or sudden death runes. For all level 50+ recommended
Loot: 0-155 Gold Coin, 0-3 Platinum Coin, 0-5 Small diamond, Dark Helmet, Plate legs, Plate Armor, Bright Sword (semi-rare), Epee (rare), Knight Legs (rare), Knight Armor (rare), Giant Sword (very rare),Boots of Haste (very rare)
See also: Creatures.


http://www.tibiapic.com/show.php?v=D5pChkTMTeTT

Submission by User:Tikay Rosma

None
<Baby Boar>

<225> Hit points
<220> Experience points per kill

Abilities: <Melee (0-190 Exori (0-125)>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <135> hp per turn
Immune To: Earth, Drown, Life Drain, <invisibility, EarthDmg>
Strong To: Physical (-70%), Holy (-40%), Fire (-20%), Energy (-20%), Ice (-20%)
Neutral To: Death
Weak To:
Sounds: <Oink Oink,Knorr>
Behavior: <Fight till dead>
Field Notes: <Huge Tusks beware of it. You can skin it.>
Location: <Plains of Havoc, Port Hope in the jungle>
Strategy: <Knight: Melee only Paladin: Spears and run Druid/Sorcerer: Use Strike spells except Earth>
Loot: <Common: Gold, Meat, Ham
See also: Creatures.


<http://img821.imageshack.us/i/boar.jpg/>

Tikay Rosma

Tikay Rosma

None
<Boar>

<450> Hit points
<220> Experience points per kill

Abilities: <Melee (0-190 Exori (0-125)>
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: <135> hp per turn
Immune To: Earth, Drown, Life Drain, invisibility
Strong To: Physical (-30%), Energy (-20%), Ice (-20%)
Neutral To: Holy, Death
Weak To: Fire (+40%)
Sounds: <Oink Oink,Knorr>
Behavior: <Fight till dead>
Field Notes: <Huge Tusks beware of it. You can skin it.>
Location: <Plains of Havoc, Port Hope in the jungle>
Strategy: <Knight: Melee only Paladin: Spears and run Druid/Sorcerer: Use Strike spells except Earth>
Loot: <Common: Gold Meat Ham Semi Rare: Boar Tail Boar Eyes Rare Boar Tusks Boar Leather Very Rare: Knight Armor Knight Legs Warrior Helmet
See also: Creatures.


<http://img821.imageshack.us/i/boar.jpg/>

Submission by User:Spoonlicious

None
Wrathmaster

3000 Hit points
2700 Experience points per kill

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

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

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


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

Submission by User:Szwab91

None
Older Lord of Magic

5000 Hit points
4200 Experience points per kill

Abilities: Melee (0-300), Great Energy Beam (100-300), Mana Drain (0-150), Haste, Self-Healing, Summons 0-4 Dark Magicians.
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 750 (1050 with Summons) hp per turn
Immune To: Death, Fire, Energy, Ice, Drown, Life Drain, Death, Fire, Energy, Ice, Drown, Life Drain.
Strong To:
Neutral To: Physical, Holy
Weak To: Earth (+30%)
Sounds: "This is the momeeeent" "Energy?" "Don't run away, play fair"
Behavior: Chases opponent until death.
Field Notes: <add notes here>
Location: <Hellgate>
Strategy: Kill it fast as possible, take a distance from him, Druid's should use Terra Wave or Wrath of Nature.
Loot: 0-165 gold coins, 0-1 platinium coins, Strong Mana Potion, Older Magic Cape, Eye of the Older(rare), 0-3 Talons, Wand of Starstorm(rare), Boots of Haste(very rare).
See also: Creatures.


<http://www.speedyshare.com/files/24265814/Zdj_cie0402.jpg>

Submission by User:Vayne'condemner

None
Overlord

4550 Hit points
3750 Experience points per kill

Abilities: Melee (0-470), Blood Ball (0-230), Fire hit (Burns you), Summons 6 demon skeletons at once
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 700 hp per turn
Immune To: Invisibility, Paralysis
Strong To: Fire (-50%), Energy (-10%), Earth (-90%)
Neutral To: Physical, Holy, Drown, Life Drain?
Weak To: Death (+5%), Ice (+10%)
Sounds: "Aah, fresh meat."; "After your death you will became my slave."; "My minions, kill him!
Behavior: Overlords are slow, but they can be found on large packs
Field Notes: Overlords are powerful drones of destruction created by ruthless seven to be the captains of demon's army.
Location: Deeper Banuta, Pits of Inferno
Strategy: They aren't so strong, but they can be found in large packs, plus they massive summoning, that can be annoying. To hunt they always go with a team, and try use area spells to take down his summons and damage him
Loot: 0-250gp, 0-2Platinum coins, Big Bone, 0-2 assassin star's, Torch, Brass Legs, Great Health Potion, Great Mana Potion, Demonic Essence, 0-4 Small Diamonds, Overlord's tail, Knight Legs (semi-rare), Knight Armor (semi-rare), Warrior Helmet (semi-rare), Tower Shield (rare), Epee (rare), Rusty Armor (Rare) (rare), Onyx Flail (very-rare)
See also: Creatures.


http://img834.imageshack.us/img834/843/overlord.png!

Submission by User:Silver Royal Paladyn

None
Sword Master

10000 Hit points
5700 Experience points per kill

Abilities: Melee (0-900), Berserk (300-700), Great Haste, Self-Healing (fast)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1600 hp per turn
Immune To: Invisibility, Paralysis
Strong To: Holy (-10%), Energy (-50%), Earth (-30%)
Neutral To: Physical, Fire, Ice, Drown, Life Drain
Weak To: Death (+10%)
Sounds: "Fight with me little fish!", "I am the master! Hahaha!", "I love that!"
Behavior: Fight to the end.
Field Notes: Sword masters were once honorable warriors, but to the extent they addicted to the battles that they began to fight with everyone who stood in their way, they began to murder all those who appeared in their field of vision. The use of swords is undoubtedly their element and no one can match them in that. They wear blue coats, under which hide beautiful, golden armor. They are very demanding opponents and fight them alone is usually fatal.
Location: Hero Cave
Strategy: Sword Master heals quite quickly, has a lot hp and a high defense, so killing them alone is very difficult. The team should consist at least of the blocker (100 + Knight) and a few shooters. Blocker must be set to full defensive, and shooters should use sd's, because this monster is weak to death.
Loot: 0-300 gp, 0-10 Platinum Coin, Spike Sword, 0-5 Small Diamond, 0-3 Ultimate Health Potion, Blue Robe (semi-rare), Warrior Helmet (semi-rare), Knight Legs (semi-rare), Crown Armor (semi-rare), Giant Sword (semi-rare), Crown Legs (rare), Golden Armor (rare), Steel Boots (rare), Royal Helmet (rare), Guardian Boots (very rare), Giant Spike Sword (very rare), Mastermind Shield (very rare)
See also: Creatures.

http://img228.imageshack.us/img228/2678/swordmaster.png

Submission by Dawidow

None
Dust

85 Hit points
10 Experience points per kill

Abilities: Melee (0-25). Mana Drain (0-20). Life Drain (0-35). Self-Healing.
Pushable: ?
Push Objects: ?
Est. Max. Damage: 60 hp per turn
Immune To: Physical, Death, Fire, Earth, Drown, Life Drain
Strong To: Energy (-50%), Ice (-55%)
Neutral To:
Weak To: Holy (+10%)
Sounds: Fssss. Huuuuuuuuu. Psssss.
Behavior: Flees at very low health, but returns quickly after it heals itself.
Field Notes: This creatuer can be meet in caves around deserts. It is very fast and can be dangerous for low level players.
Location: Ankrahmun Desert, All Tombs & Caves in Ankarhmun, Jakundaf Desert.
Strategy: Use Full Defense and try to kill it with holy or energy damage. It is hard to kill for low level knights and paladins.
Loot: 0-11 gp, Lump of Dirt
See also: Creatures.


http://img248.imageshack.us/img248/8177/kurzynka.png

Submission by User:Dark Hunter'ek

None
Horse

80 Hit points
25 Experience points per kill

Abilities: Melee (0-25), Strong Haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 25 hp per turn
Immune To: Invisibility, Paralysis.
Strong To: Physical (-20%), Holy (-10%)
Neutral To: Death, Energy, Ice, Drown, Life Drain
Weak To: Fire (+10%), Earth (+10%)
Sounds: "Phhrrr", "Iha Haaa
Behavior: runs away in low green health.
Field Notes: None.
Location: North of Carlin, Northwest of Thais, East of Kazordoon, Edron Hunters Camp, Plains of Havoc and other Tibian woods
Strategy: Unknown.
Loot: 0-3 Meat, 0-2 Ham, Horse's Mane, Horse Amulet(very rare), Horse Statue(very rare).
See also: Creatures.


http://img691.imageshack.us/img691/491/horsee.jpg

Submission by User:Damian_Busz

None
Mutated Terror Bird

3300 Hit points
3450 Experience points per kill

Abilities: Melee (0-730), Paralyze, Strong Haste, Self-Healing (150-300 each healing), Death Wave (330-600), Explosion Wave (0-320), changes your appearance into a cheese.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1620 hp per turn
Immune To: Invisibility, Paralysis.
Strong To: Death (-40%?), Earth (-60%?)
Neutral To: Holy?, Drown?, Life Drain?
Weak To: Physical (+30%?), Fire (+10%?), Energy (+20%?), Ice (+30%?)
Sounds: :"Science... is a curse.";"Biiiiiiirtzie is commmmmmming";"Mmyyyyyyyyy faceeee!";"You wont run away from me..!";
Behavior: Be careful with the beam, sometimes they do nasty combos. They also retarget easily and will run through fire to get to their target.
Field Notes: As the name suggests the Mutated Terror Bird is a mutation of the Terror Birds who lived in the Arena and Zoo Quarter. As the Yalahari have informed us the Mutated Terror Birds were a result from the plague that has struck the Alchemy Quarter and contaminated other creatures like humans, rats and bats. It is also believed that the Mutated Terror Birds were created after a failed attempt of a chimera experiment between Terror Birds and Mad Scientists.
Location: Deep Alchemist Quarter
Strategy: They hit hard with their waves, so try to keep diagonal to avoid Death Wave, blockers should use a firebomb or energybomb while shooters stay away of its beams, as the creature retargets very often and runs on low health, try to finish them quickly when they start running, as following them into a group of Mutated Terror Birds could be lethal.
Loot: 1-300 Gold Coin (always); 1-4 Platinum Coin (semi); Cheese (Normal); 1 Rusty Armor (normal); Scale Armor (normal);Tower Shield (Rare); Noble Axe (Rare); Boots of Haste (Rare); Thaian Sword (Rare) ;Skull Helmet (Very Rare);1-2 Enchanted Chicken Wing (Very Rare)
See also: Creatures.


http://img42.imageshack.us/img42/2025/terrorbird.jpg

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