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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)
  • TibiaWiki:Contest/Submissions3 (201-300)
  • TibiaWiki:Contest/Submissions4 (301-400)
  • TibiaWiki:Contest/Submissions5 (401-500)

Submission by User:MonotremeLover

None
Massive Echidna

750 Hit points
500 Experience points per kill

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

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

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

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

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

Submission by User:Mihau20

None
Burnt Minion

1900 Hit points
1750 Experience points per kill

Abilities: Elemental arrow (0-420), Life Drain (120-250), Death Strike (50-100), Cursing Death Hit (3-30), Self-Healing
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 700 hp per turn
Immune To: Death, Invisibility, Death
Strong To: Physical (-40%), Fire (-20%)
Neutral To: Energy, Ice, Earth, Drown, Life Drain?
Weak To: Holy (+10%)
Sounds: "I didn't even feel when my masters called me"; "Serve well to my master"; "Shhh... it's your time to come"
Behavior: Burnt Minions try to attack their opponents at a distance using their magic and elemental ammunition. They will not run at low health.
Field Notes: These deadly creatures were adventurers which were lost in northern Zao one day. Few what survived told, that a giant lizard casted a fire-like spell that was so strong to make human body vanish and leave his shadow on the cave rocks. Their souls has been inprisoned and they serve to their masters.
Location: Zao: Corruption Hole
Strategy: The best idea to hunt these monsters is to use a blocker which can corner up these monsters so Paladins may use holy-based attacks.
Loot: 0-170 gp, 0-5 Flaming Arrows, 0-5 Shiver Arrows, Shadow Orb, Soul Orb, Vial of Dark Mass, Dark Armor (semi-rare), Time Ring (rare), Jade Hat (rare), Zaoan Armor (rare), Elemental bow (very rare)
See also: Creatures.

http://img214.imageshack.us/img214/5140/grafikaj.jpg

Submission by User:Hero of flamez

None
Knight Coward

200 Hit points
50 Experience points per kill

Abilities: Melee 0-0,Fearful blow 0-0,Paralyze ,Very Drunken ,Strong Haste.
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 0 per turn hp per turn
Immune To: Energy, Life Drain, Energy
Strong To: Drown (-99%)
Neutral To: Physical, Holy, Death, Fire, Ice, Earth
Weak To:
Sounds: "Please leave me alone and in peace" . "AAAAAAAAAAAAAAAAAAAAAAAAAHHH HELP" . "Who are you and what you want?" . "Stop You're making me scared".
Behavior: It runs from you.Paralyze and leaves you drunk.
Field Notes: He is very fearful. Even afraid of a mouse, But your loot hides many secrets and legends. They say he's so afraid because one fine day he was hunting one of cults and cult decided to remove his mask, so ugly he's afraid of everything.
Location: Thais in City,Yalahar In City,Liberty bay In city,In venore In plais Of havoc.
Strategy: None required a strategy and are run fairly and attack from afar.
Loot: Time Ring (rare) , Spike Sword , Brass Armor , Halberd , Health potion , Teddy bear (legend) , Nightmare doll (legend) , Grey Tome (legend), Magic Plate Armor (legend).
See also: Creatures.


http://www.tibiapic.com/image.php?v=BWash6TdTRTT

Submission by User:Pleguinmeine

None
Mom

1.000.000.000.000.000.000 Hit points
0 Experience points per kill

Abilities: Melee (10.000.000), Death Missile (5.000.000)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 15.000.000 hp per turn
Immune To: Invisibility
Strong To: Error: String exceeds 1,000 character limit.
Neutral To:
Weak To:
Sounds: " Stop playing that and go sleep " ; " Stop playing that and go study ".
Behavior: It will run on you and kill you in one hit. It has the velocity of a Gamemaster.
Field Notes: It will appears at your side when your stamina reachs 0.
Location: Everywhere.
Strategy: You can't kill this, and you can't run. The strategy to don't die is stop hunting when your stamina is 00:01.
Loot: Won't give any loot because you can't kill it.
See also: Creatures.


http://img163.imageshack.us/img163/1233/imagemhb.png

Submission by User:Omnir

None
Demonic Stalker

3000 Hit points
2500 Experience points per kill

Abilities: Invisibility, Melee (0-350), Ice Wave (100-200), Haste
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 550 hp per turn
Immune To: Ice, Drown, Invisibility, Paralyze, Drown
Strong To: Death (-10%), Energy (-20%), Earth (-10%)
Neutral To: Physical, Life Drain
Weak To: Holy (+15%), Fire (+15%)
Sounds: "I'm here"; "Feel that chill?"; "Nothing burns like the extreme cold!"; "Not even death... will be your escape."
Behavior: Medium speed, usually goes invisible when within 3 squares. Fights to the death.
Field Notes: Much like the Warlock, except that they are always in close range, so it's much easier to pin-point where they are. The demonic stalker also hastes. Will fight to the death. The demonic stalker comes from the coldest reaches of hell, where there is nothingness. It is for this reason that he is ice attributed. The Stalker Hand is a creature product. His ice wave is actually a bone chilling stare. You do not need to even see him to feel the cold stare.
Location: Deep Formorgar Mines
Strategy: Use area of effect spells to make them visible, while attempting to be diagonal to avoid it's ice wave. If blocking, have the creature(s) face away from the rest of the party. Considering the area that these are found in, take a team, with levels beginning at 120. Take a knight (Skills 95/95+), a druid and at least 1 shooter (Paladin with 100 dis, Sorc with ml 80+) for the best in safety and profit.
Loot: 0-160 gp, Skull, 0-2 Platinum coin, Demonic Essence, Stalker Hand, Great Health Potion, Great Mana Potion, Morning Star, 1-10 Viper Star, Obsidian Lance, Serpent Sword, Stealth Ring (semi-rare), Hailstorm Rod (semi-rare), Blue Gem (rare), Glacier Robe (rare), Glacier Kilt (rare), Platinum Amulet (rare), Ice Rapier (rare), Crystal of Balance (very rare), Spellbook of Mind Control (very rare)
See also: Creatures.

http://i114.photobucket.com/albums/n258/Luiakyn/DS.gif http://i114.photobucket.com/albums/n258/Luiakyn/DSfull.gif http://i114.photobucket.com/albums/n258/Luiakyn/DSmaking.gif http://i114.photobucket.com/albums/n258/Luiakyn/demonicstocker002.jpg

Submission by User:Omnir

None
Ogre

370 Hit points
180 Experience points per kill

Abilities: Melee (0-140)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 140 hp per turn
Immune To: None
Strong To: Energy (-25%), Earth (-10%)
Neutral To: Physical, Ice, Drown, Life Drain
Weak To: Holy (+10%), Death (+10%), Fire (+10%)
Sounds: "Bagolak ung bur!"; "Mmmm aiye bahl gehllie!"
Behavior: Will fight to the death.
Field Notes: Mostly found with a decent amount of orcs, and too usually deep inside of caves or swampy areas. The Ogre Wart is a creature product.
Location: Trapwood ground level and underground, Venore Swamp (South and East of Venore), Orc Fort, Edron Orc Cave, South of the temple in PoH, Maze of Lost Souls, Cyclopolis, Desert Dungeon, Ancient Temple, Zao Orc Land.
Strategy: For all vocations: It's best to wait to level 30, so that you can use GFB runes to kill the lesser creatures in the area.

Knights: Because they are found with large groups of orcs, 60/60 skills and being level 20 should be enough to kill an ogre, but with waste. Kill off the orcs first, so that they do not block your exit path.

Paladins: Be careful: they have no distance weapon, but the other creatures wil surround you and trap you. Level 20 or higher with skills 65/60. If you do not train shield/do not take a shield, level 25 with 70 distance and manafluids.

Mages: Level 20 with magic level 30 will allow player to kill an ogre.
Loot: 0-50 gp, 0-3 Fish, 0-2 Meat, Ham, Bread, Hatchet, Orcish Axe, Skull Belt, Ogre Wart (semi-rare), Halberd (rare)
See also: Creatures.


http://i114.photobucket.com/albums/n258/Luiakyn/ogre001.jpg

Submission by User:Omnir

None
Scylla

2400 Hit points
3000 Experience points per kill

Abilities: Melee (0-400), Distance Fighting (Boulder 0-200 physical damage), Paralyze
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 600 hp per turn
Immune To: Drown, Invisibility, Paralyze, Drown
Strong To: Life Drain (-10%)
Neutral To: Physical, Death, Ice, Earth
Weak To: Holy (+15%), Fire (+15%), Energy (+20%)
Sounds: "ARROUU!"; "What a lovely visitor!"; "The sea begs for your remains!"
Behavior: Fights to the death.
Field Notes: Can hit hard and will retarget. She is a creature from Greek Mythology, having 6 heads with grisly teeth and long necks, 4-6 dog heads around her waist, and 12 tentacle like "feet"
Location: The single Scylla is found in Nargor.
Strategy: Best to be at least level 70 with a team consisting of a blocker (Knight, for challenge spell), and at least 1 healer. Energy strike and all energy based spells are perfect for this boss. Not profitable to hunt, as she drops no loot.
Loot: 1-180 gp, 1-2 platinum coin, 0-2 Wood, Mango, Wooden Shield, Steel Shield, 1-5 Spear, Plate Legs, Focus CapeKnight Legs (rare), Knight Armor (rare), Crown Armor (very rare), Crown Shield (Very rare), Hibiscus Dress (very rare)
See also: Creatures.


http://i114.photobucket.com/albums/n258/Luiakyn/medusabish001.jpg

Submission by User:Omnir

None
Akarap Warrior

1600 Hit points
2000 Experience points per kill

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

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

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

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

Submission by User:Vukelab

None
Razmoh the Headhunter

1300 Hit points
850 Experience points per kill

Abilities: Melee (0-330), Haste, Self-Healing
Pushable: ?
Push Objects: Tick
Est. Max. Damage: 330 hp per turn
Immune To: Earth, Invisibility, Paralysis
Strong To: Physical (-20%), Holy (-20%), Death (-20%), Fire (-20%), Ice (-3%), Earth (-90%)
Neutral To: Drown?, Life Drain?
Weak To:
Sounds: "Noone will stop my search for heads", "I was waiting you", "Elves are weak like you", "Kaplar!"
Behavior: The Razmoh the Headhunter fights until death and use haste when the enemy tries to escape, also push all object on his way.
Field Notes: Very hard creature to find. You can use an Obsidian Knife on his corpse in order to skin Minotaur Leather.
Location: Mino Hell, Mintwallin, Foreigner Quarter.
Strategy: Very hard creature to find, the most efficient duo-strategy to kill it faster would be a Knight blocking him while a Paladin uses Divine Missiles or Druids using ice attack.
Loot: 0-150 gp, 0-2 Meat, Minotaur Leather, 0-2 Minotaur Horn, 0-2 Strong Health Potion, 0-2 Small Diamond, Combat Knife, Bronze Amulet, Axe Ring, Minotaur Trophy, Platinum Amulet (semi-rare), Gold Ingot (rare, War Axe (rare), Golden Armor (very rare), Boots of Haste (very rare), Nose Ring (very rare).
See also: Creatures.


http://img52.imageshack.us/i/imagemwfl.png/

Submission by User:Vukelab

None
Razmoh the Headhunter

1300 Hit points
850 Experience points per kill

Abilities: Melee (0-330), Haste, Self-Healing
Pushable: ?
Push Objects: Tick
Est. Max. Damage: 330 hp per turn
Immune To: [Earth]], Invisibility, Paralysis
Strong To: Physical (-20%), Holy (-20%), Death (-20%), Fire (-20%), Energy (-5%?), Earth (-90%?)
Neutral To: Drown?, Life Drain?
Weak To:
Sounds: <"Noone will stop my search for heads", "I was waiting you", "Elves are weak like you", "Kaplar!"
Behavior: The Razmoh the Headhunter fights until death and use haste when the enemy tries to escape, also push all object on his way.
Field Notes: Very hard creature to find. You can use an Obsidian Knife on his corpse in order to skin Minotaur Leather.
Location: Mino Hell, Mintwallin, Foreigner Quarter.
Strategy: Very hard creature to find, the most efficient duo-strategy to kill it faster would be a Knight blocking him while a Paladin uses Divine Missiles or Druids using ice attack.
Loot: 0-150 gp, 0-2 Meat, Minotaur Leather, 0-2 Minotaur Horn, 0-2 Strong Health Potion, 0-2 Small Diamond, Combat Knife, Bronze Amulet, Axe Ring, Minotaur Trophy, Platinum Amulet (semi-rare), Gold Ingot (rare, War Axe (rare), Golden Armor (very rare), Boots of Haste (very rare), Nose Ring (very rare).
See also: Creatures.


IMG=http://img52.imageshack.us/img52/3969/imagemwfl.png

Submission by User:Zopse

None
Elf Outcast

80 Hit points
32 Experience points per kill

Abilities: Melee (0-20). Rage strike(1sq range) (0-15).
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 35 hp per turn
Immune To: InvisibilityPoison.
Strong To: Holy (-90%?)
Neutral To: Physical?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To: Death (+20%?)
Sounds: "I did not do it!";"Why will noone believe me.";"It was your fault human!";"Take me back, I beg you!";"There is
Behavior: Elven Outcasts are elves with no honour, will run on yellow health.
Field Notes: In the society of elves there are strong codes of honour. If an elf were to break one of the vital ones, he will be banished from their society. His family will no longer recognize him as one of their own, his/her bow will be broken, his elven talisman taken from him along with all his valuables. Banished and alone the elf will be cast out to the wild, to make it alone against all odds. There is no way back for this lost soul, left alone in the wild to think out his wrongs, and make peace with the god's. >
Location: A few roam wildly in the fields of honour, and venorian swamp.
Strategy: A weakned kind of elf, easy to kill for low levels, and sometimes drop creature products worth a few coins.
Loot: 0-2 rotten apples, Torn green tunic, Boots, Plate Shield, Studded Armor Broken Bow(creature product, worth 100~ gold) (rare),Teary diary(very rare(the last toughts of this elf, might be worth something to a sentimental person. creature prod worth around 250))
See also: Creatures.


http://img716.imageshack.us/img716/2757/elfv.jpg

Submission by User:Tia Harribel

Submission by User:Tia Harribel


{{Infobox_Contest|List=|GetValue=
| name = Dark Elf
| hp = 1600
| exp = 1450
| creatureclass = Humanoid
| primarytype = Dark Elves
| secondarytype = Drow
| isboss = no
| abilities = Melee (0-380), small poisoned bolts (0-270), Self-Healing.
| pushable = yes
| pushobjects = no
| maxdmg = 650
| immunities = InvisibilityPoison.
| physicalDmgMod = 80%
| holyDmgMod = 110%
| deathDmgMod = 40%
| fireDmgMod = 0%
| energyDmgMod = 105%
| iceDmgMod = 70%
| earthDmgMod = 80%
| drownDmgMod = 50%
| hpDrainDmgMod = 50%

| behavior = Dark elves fight to the end.They use dark magic to hide their position. He is looking for the weakest enemy, strong against magic characters.
| sounds = "Do not think you can best me! I kill for a living!", "Coward!", "Pain is inevitable. Suffering is optional.", "I have long since closed my eyes... My only goal is in the darkness.".

| notes = When the Dark Elves were driven from the Elven homeland Ab'dendriel, they fled northwards to the dark and forbidding lands of Minaroth. The Dark Elves believe themselves to be superior to all and equal to none. Their principal enemies are the High Elves for obvious reasons, but over the centuries they have been given reason to take up arms against all races of Tibia. It has been known for Dark Elves to recruit Cyclops , Orcs, Beast from hell or spider warriors as allies, though they would never see them as equals and send them to their deaths without a second thought. The society of Minaroth is a hierarchical one, female elves are higher in the hierarchy than male elves. Female elves are single-purpose in magic.Dark elven males are single-purpose in close fighting as assassins.

| location = Minaroth.

| strategy = A team hunting these may consist of a Knight blocking and using Challenge regularly because they are
changing their targets very quickly , these are easy to kill from a medium level of about 70, although it probably won't
be profitable.


Knights: Try always fighting one dark elf at a time using exori hur to counteract their healing, but it's not profitable for knights to hunt on them, they are very strong enemies and are hard to find spawns with only one drow at all.


Mages: For level 70+ players, there are hard enemy, because they are very fast, also they use something like invisible. They toss a black cloud so you can't see exacly where they are. Although, this will be harder to profit with. Don't bother summoning anything, you'd spend more time healing your summons doing any damage. Try to not use Magic Shield, unless you’re facing more dark elves than you can handle. When you are mage or druid level 100+ you can solo these using only exura.


Paladins: Can do as they would with any other creature, run and shoot.But watch out for their invisibility spell.

| loot = 0-270 gp, 0-5 Poisoned Bolts, 0-3 Rune of Dark Cloud, Poison Dagger, Rope, Black Book, Miraculum, Small Crossbow, Scarf, Meat, Onyx Figurine, Black Rose, Sandals, 0-3 Coconut, 0-8 Piercing Bolt, Elven Axe (semi-rare), Black Piece of Cloth (semi-rare), Dark Elven Amulet (rare), Grey Gem (rare), Strand of White Hair (rare), Epee (rare), Great Health Potion (rare), Relic Sword (very rare), Dark Elven Doll (very rare), Mercenary Sword (very rare), [[Magic Boots] (very rare).

| hidetemplate = yes

}}


[[1]]

Submission by User:Andre Squall

None
Capitain Greensparrowt
Pirate greensparrowt sprite

1450 Hit points
900 Experience points per kill

Abilities: Melee (0-310), Throwing Knives (0-70), Poisons you 1 hp/10 turns, Self Healing (around 200), Summons 0-4 Pirate Marauders or Pirate Cutthroats, causes Drunkenness.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 380 hp per turn
Immune To: Invisibility, Paralysis.
Strong To: Energy (-5%)
Neutral To: Physical, Death, Fire, Ice, Earth, Drown, Life Drain
Weak To: Holy (+10%)
Sounds: “I will protect the treasure at all costs!”; "Old sailor of the seven seas? Hahaha..."; "No survivors? So tell me, who tells the stories"; "I think you want to cognize the sharks."; "Screeech! BR? PL? SWE? KILL I KILL for cookie!!!"
Behavior: Attack the enemy until death.
Field Notes: It is called a full pirate (literally, parrot, glass eye, hook hand and peg leg), who is not afraid of challenges. It has one of the four rare items of the other four pirate bosses. Spawning very rare in the Trade Quarter in Yalahar.
Location: Yalahar (Trade Quarter).
Strategy: If you can find a Dwarven Ring, wear it.

Knights: To kill one of those, it is recommended to have at least 80/80 skills and level 70 or higher and good equipments.

Paladins: A recommended level is 60 or above with around 80 distance. Just run this creature like any other pirate. A shield and a throwing weapon helps to reduce the damage but bolts or assassin stars can be used too.

Mages: For sorcerers/druids, it is highly recommended to use one of Ultimate Spells in order to kill other summons pirates.
Loot: 0-230 gp, 0-3 Platinum Coins, 0-2 Peanuts, Green Parrot Feather, Treasure Map, Elvenhair Rope, Very Old Piece of Paper, Pirate Backpack, Empty Goldfish Bowl (rare), Dice (rare), Pirate Piece of Cloth (rare), Pirate Trophy (very rare), Peg Leg (always), Hook (always), Eye Patch (always).
See also: Creatures.


Pirate greensparrowt

Submission by User:Sir Entucky

None
Ivy Skinless

2300 Hit points
1200 Experience points per kill

Abilities: Melee(0-250)Magic strikes(0-600),haste,invisibility,cancel invisibility,summons 0-6 Massive Fire Elementals
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 850 hp per turn
Immune To: Fire,Death.
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: Why?I have done nothing to you!;Please!Dont touchme..It burns!;Can you see me now?;
Behavior: It will try to stay at a distance, while attacking you with her powerfull magic,and minions
Field Notes: <Use a blessed stake to get Ivy's Remains
Location: Random spawn INSIDE any city.
Strategy: Kill it quickly, before it has summoned her minions!
Loot: Burned skin(Always) Fire Axe , Firewalker boots(very rare) Fire sword , Thunder hammer(very rare)
See also: Creatures.


http://img214.imageshack.us/img214/7518/skinless.jpg

Submission by User:Sir Entucky

None
Knight Lucas

2600 Hit points
1500 Experience points per kill

Abilities: Melee (0-600) throwing boulder (0-400) slow self healing
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1000 hp per turn
Immune To: Invisibility,earth,holy
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: Leave, you cannot have my treasure mortal! ; For Master Jake! ; I'm so tred... ; WAR!ARE YOU READY?
Behavior: Runs away in low health,retargets often
Field Notes: Its a Knight,sent from heaven to protect its mortal master. Its a single spawn.
Location: Somewhere deep below cormaya
Strategy: Its wise to have a knight or a paladin with enough hitpoints there with you.
Loot: Giant sword(rare),Crown Armor, Steel boots,Angel Lumilia doll(verry rare) Red Sandals,0-352gold,Tower shield,Lucas's Helmet(always).
See also: Creatures.


http://img810.imageshack.us/img810/7801/lucasthesleeper.jpg

Submission by User:Andre Squall

None
The Dead Widow
The dead widow sprite

650 Hit points
500 Experience points per kill

Abilities: Melee (0-185), Death Hit (60-90), Life Drain (20-30), Paralyze, Invisibility, Summons up to 2 Ghouls or Ghosts.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 305 hp per turn
Immune To: Death, Death, Invisibility, Paralysis
Strong To: Physical (-5%)
Neutral To: Energy, Ice, Earth, Drown, Life Drain
Weak To: Holy (+25%), Fire (+10%)
Sounds: “Everyone wants to go to heaven but nobody wants to die.”; “If you want to be able to support life, is ready to accept death.”; “Death does not improve anyone...”; “The death is a dreamless sleep.”
Behavior: Dangerous creatures for Paladins and Mages because they can paralyze.
Field Notes: The dead widow is a grieving widow who killed her husband for love and soon after killed himself too. After that day, she dedicates her life to strangle everyone who crosses his path.
Location: Ramoa island (north-west of Goroma), Dark Cathedral.
Strategy: Use one exura for cancel out all paralysis.

Knights: Should have decent skills (at least 70/70) with good equipment and at least level 50 to successfully hunt these. They can do alot of damage so be sure to have Health Potions with you.

Paladins: Run while attacking them with any distance attack. Beware not to come too close to these since they can do a high damage in close combat. Experienced paladins are advised to kill them using Divine Missiles or Divine Caldera in the case they come in group.

Mages: Should keep distance from them while attacking. Don't let them come too close because their attacks can kill a mage easily. Can start hunting these as low as level 40, so take care.
Loot: 0-90 gp, 0-4 Rice Balls, Flower Bouquet, Simple Dress, Soul Orb, Power Ring, Strong Health Potion (semi-rare), Small Amethyst (rare), Broken Wedding Ring (rare), Death Ring (rare), Silver Brooch (rare), Black Shield (very rare), Ruby Necklace (very rare), Shadow Sceptre (very rare).
See also: Creatures.


TheDeadWidow

Submission by User:Zopse

None
Awoken Sorcerer

715 Hit points
900 Experience points per kill

Abilities: Melee (0-50), Burst Arrows (40-120), Sudden Death Rune (150-300), Ultimate Explosion (400-600), Great fire ball (100-120). Strong haste. Dustcloud on himself(missing runes). Self-healing(350-500)
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 850 hp per turn
Immune To: Invisibility
Strong To: Fire (-30%?), Energy (-30%?), Ice (-30%?), Earth (-90%?)
Neutral To: Physical?, Holy?, Death?, Drown?, Life Drain?
Weak To:
Sounds: "I'm back, remember me?";"Lets go, one on one!";"Sure we can parcel, you send first";"Warlocks are no match for me";"Let me show you how it used to be!";"Let me take you back to the days";"Watch closely as I aim by hand!"
Behavior: Keeps distance from the player, as the Awoken Sorcerer focus mainly on distance spells.
Field Notes: This mage is a reincarnation of the old 7.6 sorcerer, back in the historic days of tibia alot of people look back to. He will sometimes miss with his atacks, but when he hits you, its really going to hurt. When you think you got him on his knees, his powerful uh's will bring his hp back to where it all started. As you can see he got his uh ready in one hand, and is ready to devastate you with his ue symbolized by the other firey hand. The Ultimate explosion attack should look like the "old" ue, and just as powerful. He will sometimes be in company with the Awoken Knight, paladin or druid(wich will ofcourse be wearing ssa's, and are very recistant to his ue's), or maybe even a part of a quest.
Location: In the new quest added in memory of the good old days, or spawning in a raid.
Strategy: WHen facing the Awoken Sorcerer alone, or with his friends, you should focus all your dmg power towards him, as he can fall quite quick, but will be devastating to fight against. With his powerful Sudden death and ultimate explotion combination he can bring down the most deaded foes.
Loot: 0-5 fish, 0-3 Blank Rune, Plate legs, Scale armor, Skull Staff(rare), Blue Robe (very rare) Boots of Haste (very rare), Conjurer Wand (Incredibly rare)
See also: Creatures.


http://img822.imageshack.us/img822/8382/mageo.png

Submission by Vukelab

None
Ancient of Jungle

2400 Hit points
1750 Experience points per kill

Abilities: Melee (0-240) poisons you 22 hp/turn, Paralyze(Heavy), Terra Berserk (70-180), Terra Strike (0-210), Summon 0-2 Carniphila.
Pushable: ?
Push Objects: Tick
Est. Max. Damage: 630 (1290 with summons) hp per turn
Immune To: Earth, Invisibility, Life Drain
Strong To: Death (-50%), Energy (-80%), Ice (-85%), Earth (-95%?)
Neutral To: Physical?, Holy?, Drown?, Life Drain?
Weak To: Fire (+15%)
Sounds: "you are destroying our jungle!"; "there will be war between us"; "Tchhh!".
Behavior: Ancient of Jungle approach the player in close combat and do not run in low health.
Field Notes: They can attack you from a long distance even before you can see them on your screen.
Location: in East Tiquanda.
Strategy: A team of a Knight and a Druid at level 65 can hunt these with much experience using the Fire Strike and Heal Friend spell. A Paladin, lower level than 80 should have a blocker or hunt solo from level 85+ with 90+ distance.
Loot: 0-230 gp, 0-6 Pear, 0-3 Seeds, 0-2 Carniphila Seeds, 0-2 Lump of Earth, 0-2 Wood, 0-5 Earth Arrow, Sling Herb, Clay Lump, Natural Soil, Terra Amulet, Iron Ore, Sacred Tree Amulet (semi-rare), Terra Hood (rare), Terra Mantle (rare), Terra Legs (rare), Springsprout Rod (rare), Earth Cranial Basher (very rare)
See also: Creatures.


IMG=http://img178.imageshack.us/img178/7752/ent.png

Submission by User:Johnny Sheep

None
Magic Sheep

270 Hit points
150 Experience points per kill

Abilities: Melee (0-20), Light Magic Missile (15-35), Fireball (20-50), Haste, Self Healing, Turns you into a Sheep.
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 105 hp per turn
Immune To: Invisibility.
Strong To: Ice (-10%), Earth (-10%)
Neutral To: Holy, Death, Energy, Drown, Life Drain
Weak To: Physical (+10%), Fire (+10%)
Sounds: "Maeh is the magic word!"; "Silly human sheeps can talk!"; "I'm Ferumbras new magic apprentice."; "I took his hat when he was sleeping."; "The magic mouse got fired for making brooms walk."; "Hey look! Now you're a sheep too!"
Behavior: Magic Sheeps do not run in low health. Keeps distance from opponent. They use haste more often with low health. Magic Sheeps turns you into a Sheep pretty quite often.
Field Notes: Magic Sheeps are the apprentices of Ferumbras. Why he chooses animals as apprentices is beyond our comprehension. Daily tasks for them includes mopping floors, learning to hold wands with their mouths, fighting intruders and providing adventurers with meat.
Location: Ferumbras Citadel, Demona.
Strategy: All vocations: Just attack him, he's pretty weak considering the level you need to enter Demona or to arrive in Ferumbras Citadel. Be careful or he might run into other spawns with possibly stronger creatures.
Loot: 1-4 Meat, Wool (semi-rare), Wand of Vortex (rare), Sheep Doll (very rare).
See also: Creatures.


http://img816.imageshack.us/img816/3931/magicsheep.gif http://img714.imageshack.us/img714/9420/gickrcom2cb9af7cc77f72e.gif

Submission by User:Arkmenhah

None
Bog Leader

2500 Hit points
1200 Experience points per kill

Abilities: Melee (0-250) poisons you 20 Hitpoints/turn, Distance Life Drain (130-180), Bubble Berserk (150-200), Stalagmite (120-145), Distance Paralyze,Self-Healing (around 250), Summons 0-2 Slimes
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 750 hp per turn
Immune To: Earth, Invisibility, Paralysis, Earth
Strong To: Death (-10%), Fire (-85%)
Neutral To: Physical, Drown?, Life Drain?
Weak To: Holy (+5%), Energy (+10%), Ice (+5%)
Sounds: "Who told you we Bogs don’t have a leader?"; "Muhuahuahua!". “We are the elite!” “You will die!”
Behavior: Chases opponent and fights to the death.
Field Notes: Have a slight green glow, and is immune to earth damage. It’s armor provides protections against physical attacks. They often come leading other Bog Raiders.
Location: Edron Bog Raider Cave in Stonehome, Edron Earth Elemental Cave, Vengoth Castle.
Strategy: Just treat them like a stronger Bog Raider, it’s slimes will not be a problem for you.
Loot: 0-200 gp, Boggy Dreads, Great Health Potion, Terra Rod, Plate Armor, Ultimate Health Potion (semi-rare), Great Spirit Potion (semi-rare), Belted Cape (rare),Springsprout Rod (rare), Knight Legs (rare), Knight Armor (rare), Hibiscus Dress (rare), Paladin Armor (rare), Golden Armor (very rare).
See also: Creatures.


http://img269.imageshack.us/img269/9933/bogleader.png

Submission by User:thatazinhah

None
Bee

30 Hit points
15 Experience points per kill

Abilities: Melee (0-20) it Poison up to 2 hp per turn and lasting about 15 total damage.
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 20 hp per turn
Immune To: Earth
Strong To:
Neutral To: Physical, Holy, Death, Fire, Energy, Ice, Drown, Life Drain
Weak To:
Sounds: ZzzZzzZZzZZzZ
Behavior: They do not run away
Field Notes: They usually live in groups with others bees (Queen and all), sometimes it can be found if wasps
Location: Bee tower in Edron
Strategy: Any Vocation Just attack them, they are weak for Level 8+
No Vocation Try not to get trapped by them. It's almost impossible to run from them, so if you see one and you are a low level or have poor equipment, run and try to get in a safe hole or ladder. This is the fastest monster you can face in rookgaard.
Loot: 0-2 honeycomb, pot of honey
See also: Creatures.


http://img408.imageshack.us/img408/6394/bee.png

Submission by User:Thatazinhah

None
Bee

30 Hit points
15 Experience points per kill

Abilities: Melee (0-20) it Poison up to 2 hp per turn and lasting about 15 total damage.
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 20 hp per turn
Immune To: Earth
Strong To:
Neutral To: Physical, Holy, Death, Fire, Energy, Ice, Drown, Life Drain
Weak To:
Sounds: ZzzZzzZZzZZzZ
Behavior: They do not run away
Field Notes: They usually live in groups with others bees, sometimes can be found with wasps.
Location: Bee tower in Edron, Wasp Towers in Darashia.
Strategy: Any Vocation Just attack them, they are weak for Level 8+
No Vocation Try not to get trapped by them. It's almost impossible to run from them, so if you see one and you are a low level or have poor equipment, run and try to get in a safe hole or ladder.
Loot: 0-2 honeycomb, pot of honey.
See also: Creatures.


http://img408.imageshack.us/img408/6394/bee.png

Submission by Magnus Silverheart

None
http://img841.imageshack.us/img841/7499/betjengif.gif Betjen

870 Hit points
610 Experience points per kill

Abilities: Melee (0-100), Earth Wave (0-270) , Invisibility, Paralyze, Self-Healing.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 340 hp per turn. hp per turn
Immune To: Earth, Invisibility.
Strong To: Physical (-20%), Fire (-10%), Life Drain (-30%)
Neutral To: Death, Ice, Drown
Weak To: Holy (+2%), Energy (+5%)
Sounds: "I can feel you.."; "Why mother earth, why.."
Behavior: Fights until death.
Field Notes: The Betjens are creatures that were cursed by mother nature, Betjen comes from the words: "Bettelej" (Stone) and "Élet" (Life). none knows how and when they appeared; But its known that the Betjens can feel the vibrations of the Earth, making them one of the most inteligent monsters in tibia, they have many spells and skills like paralizing you for some seconds, also, they are made of rocks. You must be carefull, as they almost always come in groups of at least 5.
Location: Yalahar caves, commonly in really deep premium areas, like Ankrahmun Tumbs; The unique place in the free world that they present themselves its on Deep Fibula dungeon.
Strategy: With every job you must be carefull:

Paladin: Bring like 40 Enchanted Spear if planning to hunt for 2 Hours, run them and watch out for the Earth Wave. Also, you should go with a 60/50~ skills if you don't want to waste.

Knight: Lots of Potions, level 65+ and a Good Shielding and Attack Skill should be no problem for killing Betjens without a waste and good Exp.

Sorcerer: Use a wand of Starstorm, Exori Vis and Utamo Vita (Always use Utamo Vita), Like 200 Mana Potions, a Level 55+ and 50+ Magic Lvl And you will have no problem to kill Betjens. And if you are upper level 60 Magic Lvl you should bring Great Fireball, even if they are strong to Fire; as they come in groups.

Druid: Same as Sorcerers, but bring a Hailstorm Rod and some Mana Potions with you.
Loot: 0-63 gp, 0-1 Platinum coins, 0-20 Small Stone, 0-2 Meat, Tower Shield (Very Rare), 0-2 Small Saphire (Rare), 0-1 Small Ruby (Rare), 0-1 Small Diamond (Very Rare), Bright Sword (Very Rare).
See also: Creatures.


http://img16.imageshack.us/img16/2536/betjenrenderfinal.gif

Submission by User:MYUSERNAME

None
Kratos

9000000000 Hit points
15000000 Experience points per kill

Abilities: Melee (1000 - 7800) Whirlwind Throw (200-400) Fierce Berserk (1000-3400)Great Fire ball (200-700) Energy Wave (400-1200)Summon 1 - 5 Demons
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 17000 (22450 with summons) hp per turn
Immune To: Death, Fire, Invisibility, Death, Fire
Strong To: Energy (-55%), Life Drain (-84%)
Neutral To: Earth, Drown
Weak To: Physical (+40%), Holy (+20%), Ice (+45%)
Sounds: "I will kill you Zeus!" "Give back my powers!" "I killed hermes and ate him as breakfast" "Bazir is my little pet"
Behavior: Fight until death.
Field Notes: Is the strongest boss.It can kill you with just one hit.
Location: Behind the level 999 door on banuta.
Strategy: At least have 10 healers and 20 shooters and the bloker must use SSA. (Use Avalanches (mages) and paladins divine caldera to kill demons)
Loot: Nightmare Doll (semi-rare), Bazir doll (always), Dragon Scale Legs, Enchanted Magic Plate Armor (semi-rare), Emerald Sword, Hellforged Axe, Golden Boots, Pair of soft boots, Boots of haste, Horned Helmet, Blessed Shield, Solar Axe, The Epiphany, Golden Helmet.
See also: Creatures.


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

Submission by User:DemolitionLoover

None
Zaoan Samurai

5030 Hit points
3500 Experience points per kill

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


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

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

Submission by User:Wojtaz91

None
Kathalina

6400 Hit points
5200 Experience points per kill

Abilities: Melee (0-600), Throwing Star(0-400), Berserk (100-300), Death Strike (0-200), Stalagmite (rune) (0-100), Creature Illusion (into a nightstalker), Drunkenness, Heals itself (200-400), Soulfire
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1600 hp per turn
Immune To: Holy, Life Drain, Invisibility, Drunkenness, Paralyze
Strong To: Physical (-50%), Death (-10%), Energy (-50%), Earth (-20%)
Neutral To: Drown
Weak To: Fire (+10%), Ice (+20%)
Sounds: "Your soul is mine " , "You are slow, but your death will be painless and quick" , "I'm here to defend my race"
Behavior: Fights untill death, retargets frequently, fights on a distance
Field Notes: Kathalina (Daughter of Apocalypse) is last one of the ancient amazon race, trained by the masters of Zathroth. Enhanced spirit of black knight, inherited hatred of mighty ferubrass, makes her blidnly strive for her destination, it makes her very hard opponent and dangerous enemy, moment of incarefullness can bring you fast to graveyard. Her mouth is sealed, cause diplomancy and peace is not an option and if one word speaken from her means she betrayed her dark masters and doomed her race (told unknow secrets even that her masters doesn't know). She holds two-edged weapon, one edge is to stealing soul to revive ferumbrass and other one is sharp to cut off heads of her enemies. In her second hand she holds a strange symbol,which is used to kill and probably while she dies it takes her soul to the hell and reincarnates into other body and comes up on tibia lands once again even stronger.
Location: Kharos, Deeper Banuta,
Strategy: Knights (not under 150 lvl) should trap it somewhere in the corner while mages (with manashield) shoots icicles and paladins use assasin stars.
Loot: (0-100)Gold Coins,Mysterious Voodoo Skull (0-5)Crystal Coins, 100 Assassin Stars(always), Strange Symbol, Relic Sword, Two-Edged Blade (Atk:60,Def:32 +4) (Always),Demon Armor, Amazon Armor,Stone Skin Amulet, Elven Amulet,miraculum, Assassin Dagger, Death Ring,Skullcracker Armor,Nightmare Blade, Boots of Haste (very rare) 100 Demonic Essence.
See also: Creatures.


<http://img266.imageshack.us/img266/2615/photo0127o.jpg>

Submission by User:Zapominajka

None
Mermaid

4900 Hit points
4500 Experience points per kill

Abilities: Melee (0-300), Music Notes Beam (0-500), Ice Wave (0-300), Drown Bomb (100-300)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1400+ hp per turn
Immune To: Fire, Ice, Drown, Invisibility, Paralysis
Strong To: Physical (-5%?), Holy (-42%?)
Neutral To: Death?, Life Drain?
Weak To: Energy (+20%?), Earth (+25%?)
Sounds: "I know every secret of the Sea!"; "Come here and I'll tell you everything you want!"
Behavior: Mermaid don't attack you first, but if you hit them, they would kill you with their strong attacks. They are more dangerous than Medusas.
Field Notes: Mermaids in Roman mythology are very wise, smart creatures.
Location: Sunken ships on Calassa
Strategy: For all vocations: should be careful and stand diagonal from the mermiad.

Mages (behind level 120) should hunt mermaids with Elite Knights (130) or Royal Paladins (150).

It's possible to kill them solo, but it's dangerous. Mages can kill it fast with SD runes or earth/energy wave's around level 200+

Knights shoudn't hunt on it alone. 2-3 of them can kill quickly level 170.

Paladins Because Mermaids are strong to physical and holy demages, paladin will killing it quite long.
Loot: 0-300 gp, 0-4 Platinum Coins, 0-2 Great Mana Potions, 0-4 Small Saphires, Little Violet Shell, Moonlight Rod, Glacier Shoes (semi-rare), Glacier Mask (semi-rare), Hailstorm Rod (semi-rare), Giant Shimmering Pearl (semi-rare), Glacier Kilt (rare), Glacier Robe (rare), Ring of the Sky (very rare), Mermind Tail (very rare)
See also: Creatures.


http://img830.imageshack.us/img830/6906/skanuj0002f.jpg

Submission by User:Riveria

None
Armadillo

500 Hit points
300 Experience points per kill

Abilities: Melee(0-210),self healing (slow/medium), Poison. Earthstrike (0-100).turns invisible, casts protector
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 300 hp per turn
Immune To: Invisible,earth, life drain
Strong To: Physical (-10%?), Fire (-10%?), Energy (-15%?)
Neutral To: Holy?, Death?, Earth?, Life Drain?
Weak To: Ice (+5%?), Drown (+20%?)
Sounds: „Miep“ ; „Ziep“
Behavior: The armadillo is not very agressive or scared but if it feels atacked it could get very raged and rolls into itself for selfprotect. Runs at low health
Field Notes: The armadillo has an hard and very thick plateskin, they are not very common because they are hiding them the most time a day.
Location: Random desert spawns., random forbiddenlands / Djungle spawn
Strategy: The armadillo is the master of blocking because of their protector spell, it is not a very good idea to kill them with melee. Even if they go invisible try to keep distance and ice damage.
Loot: 0-80 gold coin, 0-8 worms,0-1 stone, Armadillo scale (common sellable), twigs, rusty armor (rare), Stone Skin Amulet (very rare).
See also: Creatures.


IMG=http://img715.imageshack.us/img715/3944/indexsm.jpg

Submission by User:MYUSERNAME

None
<add the name here>

<add the amount of hitpoints here> Hit points
<add the amount of experience here> Experience points per kill

Abilities: <add abilities, example: Melee (0-250).>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <add maximum of damage here> 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:Infinite Doctor

None
Pickpocket

100 Hit points
25 Experience points per kill

Abilities: Melee (0-20)
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 20 hp per turn
Immune To: None.
Strong To:
Neutral To: Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds: "Hmm, I can see rich wanderer..."; "Hey, look behind you!"; "I don't have your money!"
Behavior: They follow one player and suddenly steal some gp from him and try to run away.
Field Notes: They are walking in towns waiting for their victims. You cannot attack Pickpocket until he steal you some money.
Location: Carlin, Thais, Venore, Yalahar, Ankrahmun.
Strategy: He is very weak and he attacks only when trapped. You can kill him only when he rob you. Then he's running away with your money, but he's quite slow and he steals only (1-50) gp.
Loot: All money he stole you, 0-1 Bread, Leather Boots (semi-rare), Leather Legs (semi-rare), Dagger (rare).
See also: Creatures.


<http://img338.imageshack.us/img338/2047/pickpocket.jpg>

Submission by maho91

None
<add the name here>

<add the amount of hitpoints here> Hit points
<add the amount of experience here> Experience points per kill

Abilities: <add abilities, example: Melee (0-250).>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <add maximum of damage here> 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: Testing, will add more later
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:Bill el Amarillo

None
Hippogriff

350 Hit points
220 Experience points per kill

Abilities: Melee (0-70), Fireball (38-80), Terra Wave (90-130), Blue notes berserk (doesn't do damage), Haste
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 280 hp per turn
Immune To: Earth, Invisibility, Paralysis
Strong To: Holy (-20%), Energy (-10%)
Neutral To: Physical, Fire, Drown, Life Drain
Weak To: Death (+5%), Ice (+10%)
Sounds: "Screech!"; "Carrah!"
Behavior: Fights until death. They use fireballs and haste when the opponent tryes to escape. They retarget very often.
Field Notes: These creatures are known due to their famous beauty. Their feathers are pretty searched.
Location: Yalahar arena and zoo quarter (single spawn), Tiquanda (near the center of the jungle).
Strategy: Knights can kill hippogriffs since level 25 with skills 55/55, but it is recommended to hunt them later to avoid getting too much damage in order to get a probably poor loot.

Not a good hunting creature for paladins, because Hippogriffs are strong to holy damage and with their haste can run like a level 60. Just try to kill them fast.

Mages should use ice and death spells. If not, fire spells are also recommended. Summoning a Demon Skeleton would be a good idea since they are immune to Fire and Earth, and also have a death hit.


It's important to stand in diagonal in order not to receive damage from the dangerous terra wave. It's not recommended to hunt these creatures in group, since they retarget.
Loot: 0-50 gp, meat, ham, brass helmet, viking helmet, brown square book, 0-4 sniper arrows (semi rare, 3 and 4 rare), small sapphire (rare), horse-shoe (rare)[creature products, can be sold], eagle feather (very rare)[creature product, quest item, also can be sold], eagle trophy (very rare)
See also: Creatures.


http://img210.imageshack.us/img210/455/escanear0009k.jpg

Submission by User:Elleizar

None
Capitain Corinor

3000 Hit points
1300 Experience points per kill

Abilities: Melee(15-300) Whirlwind Sword Throw (0-200)
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 700 hp per turn
Immune To: Earth, Invisibility, Death.
Strong To: Physical (-70%?), Fire (-75%?), Energy (-75%?), Ice (-75%?)
Neutral To: Death?, Drown?, Life Drain?
Weak To:
Sounds: ;YOU WILL NEVER GET MY TRESAURE;I WILL TASTE YOUR BLOOD;I KILLED SON THE RIPPER; What do you want? Kill me? DONT MAKE ME LAUGHT!;
Behavior: Fights to death
Field Notes: He are the only creature can loot the rare : Son the ripper letter. You need it to start the quest "Pirate revolution quest" He are the final boss in the treasure island quest.
Location: Treasure island.-Treasure chamber.>
Strategy: Paladin : Try to kill them whit light missiles or whit exori san, try to run around the room
                    Knight : You can kill it whit skills 80/80, try to use Whirlwind Throw.
Mages : Use an paralys rune and kill it whit ice dammage.
Loot: Son the ripper letter (Always)0-413 gold coin Sabre 0-8 Platinum coins Red Gem (semi rare)1-2 gold lingot (Rare)Corinor bloody sabre (Very rare).
See also: Creatures.


<http://img692.imageshack.us/i/imagedemerde.png/>

Submission by User:Rottenonion

None
Quara Misfit

1600 Hit points
1000 Experience points per kill

Abilities: Melee (0-280), Life Drain Beam (100-200)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 450 hp per turn
Immune To: Fire, Ice, Drown, Life Drain, Invisibility, Paralysis
Strong To:
Neutral To: Physical, Holy, Death
Weak To: Energy (+15%), Earth (+5%)
Sounds: "Bluurb", "I will get you", "Don't even think about it"
Behavior: Fights until death.
Field Notes: As a fighter and a mage the Quara Misfit is a lethal killing machine. The only creature who drops the creature product Kilt.
Location: Calassa
Strategy: Avoid the deadly life drain beam by standing diagonal from the monster. if possible keep your distance to avoid the melee to. Be sure to not drag any other monsters while running.
Loot: 0-100 gp, Kilt, Brass Shield, 0-5 Shrimp (semi-rare), Small Topaz (rare), Knight Legs (very rare), Spellbook of Warding (very rare).
See also: Creatures.


http://img834.imageshack.us/img834/6066/valen.jpg

Submission by Adivali

None
Ladybug

45 Hit points
1 Experience point per kill

Abilities: Invisible, Melee (0-2)
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 2 hp per turn
Immune To: Immune to poison
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: Zzzzzzz
Behavior: Non-offensive and usually runs from players. They can go invisible so they are hard to locate. Ladybugs may attack in self-defense if trapped or under attack.
Field Notes: Lady bugs are gentle and pretty, however some people kill them for their rare loot.
Location: Carlin near groups of trees
Strategy: Kill them quickly before they go invisible or you may not be able to find them again.
Loot: 0-5 gp, Embroidered handkerchief (stackable creature product), Spellbook of Etiquette (very rare), Red slippers (very rare)
See also: Creatures.


http://i237.photobucket.com/albums/ff280/adivali22/ladybugb.png

Submission by Adivali

None
Dragonfly

150 Hit points
80 Experience points per kill

Abilities: Melee (0-50), Fire Hit (0-15), Fire Fields, Haste.
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 70 hp hp per turn
Immune To: Immune to fire, Invisiility
Strong To: Ice (-10%)
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: I WILL SET THE WORLD ON FIRE!
Behavior: Retargets and runs when low yellow health.
Field Notes: Similar to a scarab in behavior, but easier.
Location: The shores of Ankrahmun and Darashia
Strategy: Avoid the fire fields, and use ice damage to kill quickly.
Loot: Dragon necklace, dead bug, enchanted dragon scale, winged cloak (very rare)
See also: Creatures.


http://i237.photobucket.com/albums/ff280/adivali22/dragonflynewe.png

Submission by Adivali

None
Doppleganger (aka. Evil Twin / Ka / Harbringer of Doom)

Same as your max Hit points
Your level x 10 (ex. if you are lvl 150, then 1500) Experience points per kill

Abilities: Nothing special
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 60% of your max hp hp per turn
Immune To: Invisible, paralysis
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: THERE IS ONE <YOURNAME> TOO MANY
Behavior: Mimics your appearance. The image below is not what it would look like, it is only to show that the monster would spawn in the identical outfit/colors as you. Spawns clones that don't do much damage but also look exactly like you. Never flees.
Field Notes: This boss monster is only accessible as part of a quest, through a special "mirror" teleport. You must kill your evil half to achieve victory. After it is dead you gain access to the reward room (choice of boots, legs, or bow). Some people believe that sighting your doppelganger is a sign of imminent death.
Location: A quest room surrounded by walls of mirrors
Strategy: Use the method best suited to your vocation.
Loot: Vocation doll (ex. paladin doll for paladins)
See also: Creatures.


http://i237.photobucket.com/albums/ff280/adivali22/ragtwinsa-1.png

Submission by Eidan K

None
Changer

390 Hit points
250 Experience points per kill

Abilities: Melee (0-50, increase to 0-200 during his Time to Fight), Changing Shield (Changer gain randomly immunity to Fire, Ice, Earth, Energy, Death, Holy, Melee for 30 seconds, announcing his new immunity (ex. “fire are useless” ), Russian roulette (Physical attack: deal randomly a hit to 300 hit point to a player, drain 300 mana point to a player, drain 300 hit point, heal 300 hit point to a player, give 300 mana point to a player or deal a hit of 300 hit point itself), Time to Fight (change his aspect to Orc Berserker and increase his speed and melee attack)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 380 hp per turn
Immune To: Invisibility, Anything?
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown, Life Drain
Weak To:
Sounds: "You attacks are obsoletes”, “Roulette turning”, “You win”, “You lose”, “The Fire is useless”, “The Ice is useless”, “The Energy is useless”, “The Holy is useless”, “The Death is useless”, “The Physical is useless” “All is thing of Luck”, “Now is serious”
Behavior: Curious creatures can be dangerous for low level players. Attacks lonely and fight until the end. Try to kill fast if you luck change. It is considered a weird creature and some players face it only by diversion, although maybe a good creature for hunt for the profit in loot.
Field Notes: They are really fanatic to games. For this creature, ALL, life or death, is a Game and only the entertainment have a sense. They carry in its right hand a Mystical Roulette, with which they decide the destiny of the battle. This mages used his advanced magical powers for make this “creative challenge for the intruder” and don’t worry if they die during the game.
Location: Magician Quarter.
Strategy: A team composed for all vocation can face his changing enemy effectively. As blocker, a Knight LV 50+ is a good choice, because this allows face the “dark side of the roulette” without risk to die. ForSorcerers and Druids carry several kinds of runes for no lose an opportunity to attack. For all vocation, use Protection Amulet is a good choice to reduce his Physical Damage.
Loot: 0-70 gp, 0-3 Blank Rune, Small Ruby, Mana Potion, Mystical Roulette, Cultish Robe, Rope Belt, Life ring (semi rare), Dice (semi rare), Wand of Cosmic Energy (rare), Focus Cape (very rare).
See also: Creatures.


http://www.tibiapic.com/image.php?v=Axw2hVTgTRTT

Submission by User:Emerald Demond

None
Giant Squid

1000 Hit points
500 Experience points per kill

Abilities: Melee (0-30), Cold Bubble Beam (0-60), Ice Wave (0-80), Avalanche (0-100)
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 240 hp per turn
Immune To: Ice, Drown, Invisibility, Paralysis, Drunkenness
Strong To: Fire (-50%)
Neutral To: Physical, Holy, Death, Earth, Life Drain
Weak To: Energy (+50%)
Sounds: "Bluurble"; "SCREEEEEEE!"; "Splash! Splash! Splash!"
Behavior: The Giant Squid does not move, and stays close to the edge of the ship, so you can attack it with a weapon. It appears with four Squid Tentacles, which will constantly attack you while you fight the Giant Squid, but they do not do much damage; if necessary, use magic or distance weapons to kill the tentacles.
Field Notes: The Giant Squid has been lurking in the waters surrounding the Thais Port, and has long caused serious damage to any ship trying to reach Fibula Island; this is why there has since not been a ship to Fibula...
Location: In the waters around the boat between Thais and Fibula.
Strategy: This creature can be killed by lower levels, but to be safe, be at least Lv. 30 before attempting to travel from Thais to Fibula. All vocations are recommended to wear equipment that resists Ice attacks, to reduce the damage the Giant Squid inflicts.

Knights should concentrate on attacking the Giant Squid and ignoring the Tentacles.

Paladins can defeat the Tentacles with Spears or Arrows/Bolts, or simply concentrate on killing the Giant Squid.

Druids should use either a Snakebite Rod, Terra Rod, or Springsprout Rod, and avoid using any Ice attacks, seeing as it is immune to them.

Sorcerers have an advantage, because it is weak to Energy attacks; energy runes and Wands are a must.

Once you have defeated it, the passage between Thais and Fibula will be clear.
Loot: No loot; you teleport to the ship at Fibula once it has been killed.
See also: Creatures.


Giant Squid

Submission by User:Emerald Demond

None
Squid Tentacle

150 Hit points
50 Experience points per kill

Abilities: Melee (0-20)
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 20 hp per turn
Immune To: Ice, Drown, Invisibility, Paralysis, Drunkenness
Strong To: Fire (-25%)
Neutral To: Physical, Holy, Death, Earth, Life Drain
Weak To: Energy (+50%)
Sounds: "Whip whap!"
Behavior: The Giant Squid appears with four Squid Tentacles; the Squid tentacles are away from the ship, so you cannot attack them with melee attacks. If you decide to kill them, you will either need a distance weapon, or runes. The will attack with a melee ability from a distance.
Field Notes: The Squid Tentacles are long tentacles coming up from under the water connected to the bottom of the Giant Squid...
Location: In the waters around the boat between Thais and Fibula.
Strategy: The Squid Tentacles are weak and shouldn't take much to kill them.

Knights should ignore the tentacles, and instead concentrate on killing the Giant Squid.

Paladins can kill the tentacles with distance weapons if they wish.

Druids should use either a Snakebite Rod, Terra Rod, or Springsprout Rod, and avoid using any Ice attacks, seeing as it is immune to them.

Sorcerers have an advantage, because it is weak to Energy attacks; energy runes and Wands are a must.
Loot: No loot; the tentacle disappears once you have defeated it.
See also: Creatures.


Squid Tentacle

Submission by User:Rikster

None
Dustrunner

1200 Hit points
900 Experience points per kill

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


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

Submission by Conquror Of Death

None
Humusin

4000 Hit points
5500 Experience points per kill

Abilities: Melee (0-140), Tera wave (50-250), Poison Bomb, Earth Missile (90-200), Wrath of nature (150-300), Mana Drain (0-250), Paralysis, Invisibility (often), Self-Healing, Summons 0-1 Earth Elemental.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 890 + Earth Elemental hp per turn
Immune To: Invisibility, Earth, Energy, Ice, Paralysis.
Strong To: Physical (-10%), Holy (-50%), Death (-10%)
Neutral To:
Weak To:
Sounds: "I'am the greatest magician here!"; "Earth, Mother earth, Let me master your powers!"; "Feel the dirt under your feet it will be your new home!!".
Behavior: Casts invisibility a lot, keeps distant to the target and runs away in low health.
Field Notes: Behaves similar to a warlock or Infernalist, shoots at you with different spells so watch out for the high combos.
Location: Deeper Banuta, Foreigner Quarter and Forbidden Lands.
Strategy: They use invisibility very frequently and keep their distance, so it's hard to tell where they are. So for all vocations it is recommended to use Great Fireball runes ONLY to break the invisibility, as it won't deal any good damage even if your Level is high. You can also use a Fire bomb rune then it will last for longer.

Kill it as fast as you can with fire strike, fireball or sudden death runes.

Knights should use a two handed weapon and ground shaker.
Loot: 0-130 gp, 0-5 Carrots, Dark Mushroom, Energy Ring, Poison Dagger, Skull Staff (semi-rare), 0-2 Small Emeralds, Great Health Potion, Great Mana Potion, Blue Robe (semi-rare), 0-4 Assassin Star (semi-rare), Small Sapphire, Terra Legs, Magic Sulphur (very rare), Terra Mantle (very rare), Luminous Orb (very rare), Boots Of Haste (very rare), Spellbook Of Mind Control (very rare)
See also: Creatures.


<http://img839.imageshack.us/img839/8153/magicianc.jpg>

Submission by User: Freedom Angel

None
Silent Killer

2600 Hit points
2000 Experience points per kill

Abilities: Assassin Star 100-300 ,Heavy Drunkenness , Enchant Spear 50-150 ,Heals a little..
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: ~600 hp per turn
Immune To: Drown, Life Drain, Invisibility , Paralysis .
Strong To: Physical (-50%), Holy (-10%), Death (-20%), Energy (-5%)
Neutral To:
Weak To: Fire (+20%), Ice (+30%), Earth (+5%)
Sounds: "Run while you can!" ; "I'll kill you" ; "Are you Scared?" ; "I'm not Scared of You !" ; " Die useless thing ,Die!" .
Behavior: It's Keeping distance of 5sqms away from the player ,Runs away on red hp .
Field Notes: Silent Killer is a human that acts like a brutal animal that wants to kill everything on his way.. Only Tibians can stop him so get ready!
Location: Vandura Mountain in Liberty Bay ,Drefia ,Foreigner Quarter , Laguna Islands .
Strategy: Knight should have 75+ Level to kill it easier ,best strategy for Knight to kill it is ,getting it close to some wall or something and just attacking it.

Mage Mage should have at least 80 level to kill it without any problems. The best way to kill it is just using Sudden Death Runes.

Paladin should have like 80 level + to kill it using Assassin Stars and Divine Missile Spell..
Loot: =0-300 gp, 0-4 Patinum Coin, 0-3 Strong Health Potion, Paladin Armor (rare), Time Ring (semi-rare), Crusader Helmet (rare), Knight Legs (rare), Protection Amulet (rare), Medusa Shield (very rare), Silent Killers Boots (very rare), Silent Amulet (very rare).
See also: Creatures.


http://img214.imageshack.us/img214/9928/silentkiller.jpg

http://img204.imageshack.us/img204/5065/silentkiller2.jpg

Submission by Bbirus

None
Salim

5500 Hit points
4300 Experience points per kill

Abilities: Melee (0-300), Fire Wave (400-700), Fireball (200), Soulfire, Self-Healing (500hp+-)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1200 hp per turn
Immune To: Fire, Earth, Invisibility
Strong To: Physical (-85%), Holy (-70%), Energy (-60%)
Neutral To: Death?, Fire?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: Hrrrrrr!! . BENADUUUU
Behavior: Chaotic and destructive.Salim will destroy almost everything in its path with its wave attacks, though it will, similar to all creatures of human kind, try to retreat at low health.
Field Notes: None.
Location: Pits Of Inferno (Infernatil's Throneroom).
Strategy: Mages: Get a good blocker, and use icycles rune, if your level and magic level is good enough. Otherwise, bring a Paladin or other Mages for backup.Paladins: will need assasin stars. Knights: It is possible to solo this monster with good skills and high level using Exori Gran and heal with ultimate health potions . For All Vocations !!!- [STAY DIAGONAL]
Loot: : 0-230 gp, 0-14 Platinum Coin, Fire Mushrooms, 0-5 Ultimate Health Potion, 0-3 Small Diamond ,Zaoan Helmet (rare),Steel Boots (very rare),Amazon Armor (very rare),
See also: Creatures.


http://img180.imageshack.us/img180/9286/27092010360.jpg

Submission by User:DarkKiller

None
DarkMaster

7000 Hit points
50000 Experience points per kill

Abilities: melee (500)Per Hit
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 800 hp per turn
Immune To: Death, Fire, Energy, Life Drain, Invisibility/healing/summon
Strong To: Physical (-35%), Holy (-20%), Ice (-20%), Earth (-20%), Drown (-20%)
Neutral To:
Weak To:
Sounds: Attack and you will DIE!,Run or be destroyed
Behavior: does not attack unless attacked
Field Notes: NOTE. he will be your bodyguard if you get him a fire sword
Location: cyclop caves
Strategy: summons's first then hit's with dark power's Heal's if hit bad
Loot: fire sword,150gold
See also: Creatures.


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

Submission by User:DarkKiller

4447591

None
LightMaster

8500 Hit points
500 Experience points per kill

Abilities: melee (450) per hit
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 800 hp per turn
Immune To: Death, Fire, Life Drain, freeze,burn
Strong To: Physical (-20%), Holy (-20%), Energy (-20%), Ice (-50%), Earth (-50%), Drown (-50%)
Neutral To:
Weak To:
Sounds: Attack and you will DIE!,Run or be destroyed
Behavior: does not attack unless attacked
Field Notes: NOTE. he will be your bodyguard forever if you get him 5 fire swords,Demon shield,10000
Location: With Dark Master in cyclop's throne room caves
Strategy: you should make him your ally if not summon as much a monster's as you can then attack the boss as your monster's are busy attacking his summoned monster's
Loot: 150gold
See also: Creatures.


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

Submission by User:MYUSERNAME

None
LightMaster

8500 Hit points
450 Experience points per kill

Abilities: melee (350) Per Hit
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: (490) hp per turn
Immune To: Death, Sence Invisibility,Healing
Strong To: Physical (-40%), Holy (-20%), Fire (-10%), Energy (-20%), Ice (-20%), Earth (-20%), Drown (-20%), Life Drain (-20%)
Neutral To:
Weak To:
Sounds: Me and my brother will Kill YOU!,Charge!
Behavior: heals if in red hitpoints
Field Notes: he will be your bodyguard if you give him a 5 fire swords,Demon shield,10000gp
Location: with Dark Master in the Cyclop caves
Strategy: Summon's then attack's
Loot: 150gold
See also: Creatures.


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

Submission by User:Ghaza

None
Akash

950 Hit points
500 Experience points per kill

Abilities: Melee (0-50), Flame Strike (50-120), Life Draining Musical Bomb (110-200), Strong Drunkenness, Summons up to 2 Chickens.
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 380 hp per turn
Immune To: Fire, Drunkenness.
Strong To: Earth (-60%?), Drown (-10%?)
Neutral To: Physical?, Holy?, Death?, Energy?, Life Drain?
Weak To: Ice (+5%?)
Sounds: "Batwaaar!"; "Roooy!"; "Boooon!"; "Tjoeptraa"; "Haaaay!"; "Chorrrr!"; "Boenn!"; "Sipoetra!"; "Do you like KFC Nigh?"
Behavior: They always run when a player is on screen, However, if you have meat in your backpack, they may attack.
Field Notes: Akash teached Drunkenness from his father bies.
Location: Everywhere where is Fire or Meat.
Strategy: Lure Akash With meat and trap him.
Loot: 0-50 gp, 0-8 Meat, 0-3 Fish, 0-4 Potato, 0-6 Rice Ball, Rotten Meat, Broken Bottle, Chicken Feather (rare), Bar of Chocolate (rare).
See also: Creatures.


http://img829.imageshack.us/img829/2413/akash.jpg

Submission by User: Itsuma Oki

None
http://img824.imageshack.us/img824/9493/firegolem.gif Fire Golem

5000 Hit points
4500 Experience points per kill

Abilities: Melee (0-1000), Fire Aura (150 per tur), Fire Rain (500-1200), Fire Thorn (300-800)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 2500 hp per turn
Immune To: Fire, Invisibility, Paralysis, Death.
Strong To: Physical (-50%?), Energy (-50%?), Earth (-25%?)
Neutral To: Death?, Fire?, Drown?, Life Drain?
Weak To: Holy (+25%?), Ice (+25%?)
Sounds: Burn, burn, I'm in fire...
Behavior: Fights until death.
Field Notes: Demons made this Golems and gave him demon's essence, so as to golems protect their masters.
Location: Pits of Inferno, Formorgar Mines
Strategy: Use holy and ice spels.
Loot: 0-800 gp, 2-8 Platinum Coins, 0-5 Concentrated Demonic Blood, Demonic Essence, Fire Sword (rare), 1-2 Gold Ingot (rare), Demon Helmet (very rare), Magma Coat (rare), Lavos Armor (very rare).
See also: Creatures.

http://img824.imageshack.us/img824/770/firegolemwiz.gif

Submission by User:MYUSERNAME

Submission by User:axle0000

None
Griffin [Revised]

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/vodka.png

Submission by User:MYUSERNAME

Submission by User:axle0000

None
Jormungand [Revised]

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), Gills of Jormungand (Always), 0-45 Sea Serpent Scales (Semi-Rare), Thunder Hammer (Rare), Boots of waterwalking (Very-Rare). *Gills of Jormungand may be worn in the helmet slot. It is armor 6, weighs 1 oz., and allows you to breathe underwater (much like a helmet of deep).
See also: Creatures.


http://i90.photobucket.com/albums/k260/axle_00_00/vodka-1.png

Submission by User:MYUSERNAME

Submission by User:axle0000

None
Yggdrasill [Revised]

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: After completing this quest you have access to a room with this sacred tree (Quest will be harder then Shadows of Yalahar). Your stamina will decrease 1 minute per 2 minutes of real life time, but your health and mana regen will increase 50%. Furthermore, you do not need to bring blank runes; casting a spell around this tree will automatically create the rune of your chosing. After reaching 14 hours of stamina, you will no longer recieve the benefit and your stamina will remain at 14. The tree also supplies infinite food, clicking "use" on the tree. However, you may not pick fruit from this forbidden tree to take home with you.
Location: Edron
Strategy: None
Loot: Nothing
See also: Creatures.

http://i90.photobucket.com/albums/k260/axle_00_00/whiskey.png

Submission by User:MYUSERNAME

Submission by User:axle0000

None
Kraken [Revised]

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 tentacles, Morning Star, Two handed sword, 0-2 Small Rubies (semi-rare), 0-2 Black Pearls (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/octo.png

Submission by User:João Gomes

None
Quimera

7000 Hit points
7500 Experience points per kill

Abilities: Melee (0-300), Fire Wave (500-900), Great Fireball (400-750), Haste, Summons 0-2 Dragon Lords
Pushable: ?
Push Objects: ?
Est. Max. Damage: 1950 (3310 with both Dragon Lords) hp per turn
Immune To: Fire, Drown, Life Drain, Fire, Life Drain, Paralysis, Invisibility.
Strong To: Physical (-20%), Death (-20%), Energy (-70%), Earth (-25%)
Neutral To:
Weak To: Holy (+5%), Ice (+25%)
Sounds: "I WILL EAT ALL HUMANS!"; "THE FIRE IS MY KINGDOM!".
Behavior: Quimera runs on low health.
Field Notes: It is the Dragon Lords' boss. Look like a Lion plus Dragon Lord. Always spawns with one Dragon Lord. His summoned Dragon Lords corpses can be skinned to obtain a Red Dragon Leather.
Location: PoI Dragon lair, Fenrock Dragon Lair.
Strategy: Mages: Get a good blocker (better 150+), and use Sudden Death runes or Icicle (Rune) if your level and magic level are good. Always use Exura Sio or Ultimate Healing Runes in the bloker. Otherwise, bring some Paladins or other Mages for backup. Paladins and Mages will probably need Magic Shield. Knights: It’s too hard to solo this monster because of their combos. It is advised to try to block on at least level 150 when you can use Ultimate Healing Potions, and will have a considerate hp, or try to solo level 250+, using some amulets or rings.
Loot: 0-350 Gold Coins, 0-15 Platinum Coins, Ring Of Healing,0-6 Fire Mushroom, 0-15 Dragon Ham, Energy Ring, Golden Mug, Royal Helmet (Semi-rare), Dragon Scale Mail (Semi-rare), Dragon Claw (Always), Quimera Trophy (Rare) .
See also: Creatures.


<http://img21.imageshack.us/i/quimerau.jpg/>

Submission by User:axle0000

None
Man in teh cave (Man in the caves cousin)

4000 Hit points
75 Experience points per kill

Abilities: Melee (0-100)
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 100 hp per turn
Immune To: None
Strong To: Error: String exceeds 1,000 character limit.
Neutral To:
Weak To:
Sounds: "Fri itens?", "huntd", "sim", "oi", "Nao",
Behavior: Runs in green health, makes himself drunk.
Field Notes: Very easy creature, takes forever to kill but does not hit hard. Can be trapped with parcels. He makes himself drunk so don't worry about him chasing you. This creature will not be attackable for the first 3 minutes he is on your screen; he will spam messages in this time. When spawning in Carlin, he will be seen around the depot spamming "Fri itens?",(NOTE: Do not attempt to talk to him, by saying "Hi" he will steal 50-100 gp off of you). Use follow attack on this creature, as when he is running away, he will spam and fill up your entire screen making it very hard to see. IMPORTANT!: Do not let this creature near stairs! He will stair hop making it nearing impossible to kill him, then he will proceed to spam game chat. If this happens, get 2 people on each side of the stairs and put a fire field down. He will stair hop back and forth eventually killing himself (2 hp at a time because of his strong resistance to fire).
Location: Ab'dendriel Troll Cave, Thais Troll Cave, Carlin Depot (Random Spawn)
Strategy: Trap with parcels if possible, use follow attack as he does not hit hard.
Loot: 0-250 Gold, Dirty fur (always), 0-5 empty vials, Scarf, Mace, Life ring (with 3 minutes left; Semi-rare), Crown Helmet (Rare), Plate Legs (Rare), Knight Armor (Very-Rare)
See also: Creatures.


http://i90.photobucket.com/albums/k260/axle_00_00/teh.png

Submission by User:Mounthrize

None
Undead Chiken

30 Hit points
5 Experience points per kill

Abilities: Melee (0-10)
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 10 hp per turn
Immune To: Death, Life Drain
Strong To: Holy (-10%)
Neutral To: Physical?, Death?, Fire, Energy, Ice, Earth, Drown?, Life Drain?
Weak To:
Sounds: "Where is my head?... Wait how I can talk?"; "Oh no, I'm nude!"; "Gokgaaak"
Behavior: Undead Chickens just follow you around but will attack you in self defence.
Field Notes: Undead Chickens are straying animals, but it will attack you in self defence.
Location: Femor Hills, north of Thais.
Strategy: Just attack them.
Loot: Nothing (turns into 2 Meats)
See also: Creatures.


Image: http://img704.imageshack.us/img704/1613/undeadchicken.gif

Submission by User:ZainAurion

None
Wyvern Rider

1250 Hit points
850 Experience points per kill

Abilities: Melee (0-300) (poisons you, starting from up to 32), Spears (0-120) (poisons you, starting up from 10), Poison Wave (starts from up to 20hp per turn), Musical Wave (causes Drunkenness for up to 20 seconds), Stalagmite (0-90), Self Healing, Haste
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 510 hp per turn
Immune To: Earth, Invisibility, Drunkenness
Strong To: Physical (-10%), Holy (-10%), Energy (-20%), Ice (-20%)
Neutral To: Drown, Life Drain
Weak To: Death (+10%), Fire (+10%)
Sounds: "Shriiiek".; "Screeeeeeeeech!"; "Feel my mount's breath!"; "Are you feeling a little confused?"
Behavior: Runs away in red health only. Pushes items and creatures alike, and cannot be pushed. It's drunkenness is VERY heavy, moreso then normal Wyverns, but used much less frequently. They are often found in the company of other Wyverns and Wyvern Riders.
Field Notes: The wyverns as bred by Orcs were originally to feral for their purpose as weapons of war. However, more intelligent humans have began to tame them into being mounts in battle. While they can only carry a human short distances, during that time they fly fast and attack furiously. While they still have their drunkenness inducing screech, they have been tamed to use it less to avoid damaging their own rider's focus.
Location: Plains of Havoc, Anywhere normal Wyverns are found
Strategy: Knights should try and attack them at close range, and at a diagonal to reduce damage from all but their melee attacks. If found in the company of other Wyverns, it may help to kill them first as they use their drunkenness wave far more often then Wyvern Rider's do.

Paladins should run them while trying to stay out of range of the poison wave. As they are considerably faster then normal wyverns, it is advised to kill the riders before the normal ones. Around level 60 a paladin can safely outrun this creature, taking damage only from Spears and poison wave.

Mages should focus on running and keeping only one wyvern or wyvern rider on them at all times while using Flame Strike or Fireball. Due to the fire weakness compared to normal Wyverns, it might be a good idea to kill the riders first.

Loot: 0-115 gp, 0-2 Dragon Ham, Gemmed Book, Strong Health Potion, Strong Mana Potion, Emerald Bangle, Wyvern Talisman, Small Sapphire(semi-rare), Obsidian Lance (rare), Wand of Inferno (rare), Wyvern Fang (rare), Dragon Lance (very-rare)
See also: Creatures.


http://i75.photobucket.com/albums/i288/ZainAurion/Drawings/WyvernRider.jpg

Submission by User:Eidan K

None
Wooden Fighter Golem

425 Hit points
315 Experience points per kill

Abilities: Melee (0-250), Terra Strike (0-90), Wild Growth (3x, trapping player if want run or blocking attacking player),Training mode (Reduce Melee skills to Half), Weakness (Reduce Shielding to Half), Wooden Killer Punch (0-80 cause drunkenness for 10 seconds), Spike Seed (cause Life Drain to 10 hp for 10 turn)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 350 hp per turn
Immune To:
Strong To: Physical (-15%), Energy (-70%), Ice (-25%), Earth (-80%)
Neutral To: Holy, Death, Drown, Life Drain
Weak To: Fire (+30%)
Sounds: "I’m a Ecological Warrior", “My Heart is the oak wooden”, “Zero contamination for my engine”, “You are my training dummy”, “Want clear you life”, “Kajjjj…termites here”
Behavior: More strong that a Ice Golem, attacks in group to 2-3. Hard opponent for Knight, because reduce his skills. If no want face it, better running before they trapped you. Fire field can used for block his advance.
Field Notes: Created for powerful Druids, as a guard for their laboratories, some of these creatures escaped and covered the jungle. Its makers are enemy to Tecnomancer, Explorers, and somebody to destroy the Nature, and for this built this creature with pollution-free materials.
Location: Tiquanda.
Strategy: Fire-Type attacks, as Great fireball or Hellcore (for kill largest group) is a good choice. For middle level mages, using Firebomb itself avoiding its strong melee. For Knight using enchanted weapons with it element or fire weapon as Fire Sword or Fire Axe are very effective. If its turn out you defense change to offensive mode whereas turn out you attack, change to defensive mode. For Paladins, using fire-type ammo, asburst arrow or flaming arrow is a good way for kill it. For all profession, carry Heavy Machete for pull down the Wild Growth wall to make.
Loot: Thrashed Wood, 0-4 Wood, 0-5 Seed, Wooden Shield, 0-2 Dark Mushroom (semi rare)
See also: Creatures.


http://www.tibiapic.com/image.php?v=RjKLhDTrTRTT

Submission by User:MYUSERNAME

None
<Satanashia>

<9999> Hit points
<15000> Experience points per kill

Abilities: <Melee (0-200), Musical Notes-beam (Life Drain damage, 0-500),Death Damage (0-700),Yellow Musical Notes Ball on herself (reduces Shielding)Mana Drain (0-110?), Paralysis, Invisibility (often), Self-Healing (fast), Summons 0-2 Fury.>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <1500+ with summons> hp per turn
Immune To: <Fire, Invisibility, Paralysis.>
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: <"Welcome to chaos" "Boom Boom Boooooooom" "Dance of death Lalala!">
Behavior: <Runs away in low health>
Field Notes: <creature created from the shadows, to dance with death.. his only mission is make your own chaos.>
Location: <Vengoth.>
Strategy: <Get a bloker high lvl and many sioer, so should use shooters with sd's to kill this woman furious>
Loot: <0-226+ gp, 0-3? Platinum Coin, 0-3 Concentrated Demonic Blood,
       0-4 Orichalcum Pearls, 0-3 Small Amethysts, 0-4 Jalapeño Pepper, 
       Demonic Essence, Great Health Potion, Meat, Red Piece of Cloth, Rusty Legs (Rare), 
       Terra Rod,Plate Armor, Soul Orb, Noble Axe (semi-rare), 0-1 Assassin Star (rare), Steel Boots (rare),
Ring of the sky (rare),Magic Plate Armor (very rare), Fury trophy (very rare) Robe of the Underworld (????), Loot Statistics).>
See also: Creatures.


<add imagelink here, note: create your OWN image please!>File:Ejemplo.jpg

Submission by User:Sepob

None
Crow

35 Hit points
15 Experience points per kill

Abilities: Melee (0-20)
Pushable: Cross
Push Objects: Cross
Est. Max. Damage: 20 hp per turn
Immune To: Earth, Invisibility
Strong To:
Neutral To: Physical, Holy, Death, Fire, Energy, Ice, Drown, Life Drain
Weak To:
Sounds: "Kyooo"
Behavior: Runs away in low health
Field Notes: This is a creature who loves darkness.
Location: Ghostlands, Ferumbras Citadel
Strategy: Any vocation can kill this monster easily at level ~10
Loot: 0-4 Gold Coins, 0-1 Meat, 0-1 Crow Feather
See also: Creatures.

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

Submission by User:Sepob

None
Thundersmith

5000 Hit points
4500 Experience points per kill

Abilities: Melee (0-300), Energy Strike (100-250), Thunderstorm (0-350), Rage of The Skies (100-600), Haste, Self Healing
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1500 hp per turn
Immune To: Energy, Invisibility, Drunkeness, Paralysis
Strong To: Physical (-10%)
Neutral To: Holy, Fire, Ice, Drown, Life Drain
Weak To: Death (+10%), Earth (+10%)
Sounds: "Shocking News !", "Your time has come"
Behavior: Fights to the Death.
Field Notes: These knights always makes their own weapons but is unknown how they have energy powers.
Location: <add at least one location here>
Strategy: Always come with a blocker, they appear together with many monsters and it can be dangerous to hunt solo.
Loot: 0-70 Gold Coins, Lightning Pendant, Shockwave Amulet (Rare), Lightning Legs (Rare), Tempest Shield (Very Rare)
See also: Creatures.


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

Submission by User:Sepob

None
Phoenix

12000 Hit points
10000 Experience points per kill

Abilities: Melee (0-200), Flame Strike (50-150), Fire Wave (150-450), Great Fireball (100-400), Hell's Core (200-800), Fire Bomb, Haste, Strong Self Healing, Invisible, Summons 0-5 Blistering Fire Elemental
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 2000 hp per turn
Immune To: Fire, Earth, Drown, Invisibility, Drunkeness, Paralysis
Strong To: Physical (-10%)
Neutral To: Holy, Death, Energy, Life Drain
Weak To: Ice (+10%)
Sounds: "Fwooooh"
Behavior: Fights to the death
Field Notes: This is a legendary creature said to reborn from its ashes, it is a master of fire, and can spit flames hot enought to burn anything. On game, when it dies, it turns into ashes that can be opened, and the creature will respawn on the same sqm the ashes are, even if there is someone close to it.
Location:
Strategy: You should come as a team with a strong knight to block it, and many shooters using area runes/spells. Phoenix and its summons together can deal a huge ammount of damage, so you need to kill the summons as fast as possible.
Loot: 0-350 Gold Coins, Burnt Scroll, Wand of Inferno, Phoenix Shield (Rare), Fireborn Giant Armor (Very Rare).
See also: Creatures.


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

Submission by User:Chris89

None
Twamoth

7200 Hit points
2750 Experience points per kill

Abilities: Melee (0-440), Great Earth Beam (0-120), Stone UE (0-105), Haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 660~ hp per turn
Immune To: Earth, Invisibility, Paralyze.
Strong To: Physical (-30%), Holy (-20%), Death (-20%), Fire (-30%)
Neutral To: Drown, Life Drain
Weak To: Energy (+5%), Ice (+20%)
Sounds: "Worrkk worrkk!" "CRUNCH!" "That is my rokk!" "Leave little one!" "Korkkuurkk!"
Behavior: Attacks in close combat, retargets alot, fights until death.
Field Notes: Twamoths are very old rock eating giants, they spend their entire life under ground, eating their way through mountain and rocks. It is said that Twamoths are the founders of almost every cave in Tibia. If you look really close in a cave it is almost certain that you will be able to see signs of giant bite marks on the walls.
Location: A rare and random spawn in Razzachai and deep Formorgar Mines.
Strategy: Knights: treat them like stronger Behemoths preferably using shooters and alot of Challenge to take them down. Paladins: use ice enchanted ammunition since they are strong against physical attacks. Attack them from a distance and avoid getting cornerd. Mages: Use Ice strike and Hailstorm Rod/Wand of Starstorm while keeping a distance.
Loot: 0-40 Small Stone, Ancient Stone, Clay Lump, 0-6 Small Diamond, 0-5 Small Amethyst, 0-4 Small Topaz, Battle Stone (semi-rare), Gold Ingot (rare), Stone Skin Amulet (rare) Pick (rare), Berserk Potion (rare), Huge Chunk of Crude Iron (rare), Ancient Amulet (very rare), Steel Boots (very rare) Vile Axe (Very Rare), Diamond Sceptre (very rare),
See also: Creatures.


http://img843.imageshack.us/img843/8124/tibiawikicontest.jpg http://img443.imageshack.us/img443/5895/twamoth.gif

Submission by User: Goblin heroes

None
Goatman

2000 Hit points
1750 Experience points per kill

Abilities: Melee (0-350), Distance Fighting (Axe 0-150 physical damage), Haste, Paralysis, Self-Healing (slow).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 500 hp per turn
Immune To: Invisibility, Paralysis.
Strong To: Physical (-25%), Death (-25%), Earth (-10%)
Neutral To: Energy, Ice, Drown, Life Drain
Weak To: Holy (+10%), Fire (+25%)
Sounds: "My axe will cut you into pieces!"; "You can't run forever".
Behavior: Runs away in deep red health(100 HP). Always attack the weakest Player.
Field Notes: Large groups should be avoided as the paralysis and damage adds up fast. Goatman's fur is new animal stuff. Goatman's Axe is axe weapon or decoration
Location: The Alchemist Quarter and Vengoth Castle.
Strategy: Knight of about level 100, plus a couple of shooters can solo easily.
Loot: 0-150 gp, 0-2 Platinum Coins, Halberd, 0-2 Diamonds, Goatman's fur, Knight Armor (semi-rare), Tower Shield (semi-rare), Stone Skin Amulet (rare), Dreaded Cleaver (very rare), Goatman's Axe (very rare).
See also: Creatures.


[2]

Submission by User: Rachelka

None
<Mutated Auroch>

<780> Hit points
<460> Experience points per kill

Abilities: <Melee (0-320), Self-Healing.>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <180 per turn> hp per turn
Immune To: <None.>
Strong To: Death (-85%?), Ice (-95%?)
Neutral To: Holy?, Energy?, Drown?, Life Drain?
Weak To:
Sounds: <"Ggrrrr!"; "GGRRRUUUU!";>
Behavior: <They fight to the death.>
Field Notes: <They are gregarious creatures. Their combos can bring down even decent skilled players.>
Location: <Plains of Havoc, on some grass areas in Tibia>
Strategy: <Good skills are highly recomennded for these creatures, and beware, in group they are really dangerous.>
Loot: <0-50 gp, 0-5 Meat, 0-3 Ham, Brass Armor, Plate Armor, Wolf Tooth Chain, Spike Sword (semi-rare), Spike Sword (semi-rare), Ragnir Helmet (semi-rare), Fur Boots (very-rare), Spiked Squelcher (very-rare).>
See also: Creatures.


<http://img440.imageshack.us/img440/7209/zubra.jpg>

Submission by User: Rachelka

None
Shirty Camel

260 Hit points
120 Experience points per kill

Abilities: Melee (0-100), Haste
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 80 hp per turn
Immune To:
Strong To: Error: String exceeds 1,000 character limit.
Neutral To:
Weak To:
Sounds: "Eeeeeeee"; "Roaaaar"
Behavior: Runs away in low health.
Field Notes: They are true marathoner.
Location: Ankrahmun, Jakundaf Desert,
Strategy: You should be patient to kill this monster. You should be fast runner.
Loot: 0-20 gp, 0-3 Meat, 0-2 Ham.
See also: Creatures.


http://img709.imageshack.us/img709/6366/wielblad.jpg

Submission by User:Caraho37

None
Assassin Woman

3650 Hit points
2550 Experience points per kill

Abilities: Self-Healing, Throwing Assassin Spears (380 Hitpoints Max), Invisibility, Killer Eyes Wave (500 hitpoints Max)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 900 hp per turn
Immune To: Invisibility, Holy
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: "Look at me hun, and die!" "You're the one who's going to the kitchen, The kitchen of Hell!!!"
Behavior: She will fight to death
Field Notes: She's so beautiful, that you will suffer to death.
Location: Zao, Alchemist Quarter and Factory Quarter
Strategy: Knights when blocking are advised to stand diagonally. Kill her as fast as u can, but be careful, she has a higher defense and a letal strength.
Loot: 0-150 gps, 0-1 Small Diamonds, 0-1 Eyes of an Assassin, Boots of Haste (rare), Paladin Armor (rare) Mastermind Shield (rare) Pink Boots (arm:2 speed:+8 dist +1 - very-rare)
See also: Creatures.

http://img685.imageshack.us/img685/5263/imagen005a.png

Submission by User: Goblin heroes

None
Demonic fly

4000 Hit points
3500 Experience points per kill

Abilities: Melee (0-400), Poisoning Storm 35-54 hp/turn, Huge Fireball (100-200), Life Drain Beam (150-250), Summons 0-3 Scarabs, Paralysis, Haste, Self-Healing (fast).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 850 (1195 with the 3 scarab) hp per turn
Immune To: Invisibility, Paralysis.
Strong To: Death (-50%), Fire (-75%), Earth (-75%)
Neutral To: Energy, Drown, Life Drain
Weak To: Physical (+10%), Holy (+20%), Ice (+25%)
Sounds: "BZZZZ"; "You are not going to survive!"; "I am death with wings!".
Behavior: Fights until death.
Field Notes: You can use a Blessed Wooden Stake on a slain Demonic fly to get Demon Dust. Eye of the Demonic fly is new animal stuff
Location: Ferumbras' Citadel, deep in Pits of Inferno, Formorgar Mines and in Alchemist Quarter.
Strategy: Try kill fast.
Loot: 0-195 gp, 0-3 Platinum Coins, Eye of the Demonic fly Concentrated Demonic Blood, Demonic Essence, 0-2 Assassin Star, Springsprout Rod (semi-rare), Wand of Inferno (semi-rare), Demon Shield (rare), Ice Rapier (rare), Skull Helmet (very rare), Golden Legs (very rare).
See also: Creatures.


[3]

Submission by User:Gabrielcarrijo

None
Possession

7400 Hit points
5500 Experience points per kill

Abilities: Melee (0-450) Divine Healing (0-300) Flame Beam (100-500) Holy Beam (100-500) Curse (1-300) (10% more each hit) Drunkness (very drunk)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1450+ hp per turn hp per turn
Immune To: Invisibility Drunkness
Strong To: Holy (-90%), Death (-90%), Fire (-20%)
Neutral To: Drown, Life Drain
Weak To: Physical (+10%), Energy (+10%), Ice (+20%), Earth (+20%)
Sounds: "HELP ME", "THIS IS AN HORROR", "TAKE IT FROM ME".
Behavior: Fights until death.
Field Notes: Angels and Demons possess each other. When it happen, it turn into an hybrid. You can only see what's this (demon or angel) if you kill him. It can turns into a slain demon or a dead angel. If it turns in a slain demon, you can use blessed wooden stake to get demon dusts.
Location: Inquisition, Demon Forge, Vengoth Castle
Strategy: Try to kill it as fast you can. Paladins should use assassin star and ethereal spear. Druid should use wrath of nature/terra wave, and sorcerers should use energy wave. Knights should use melee weapon and berserk, to kill it faster.
Loot: If turn in a dead angel: 0-200 gp, 0-5 platinum coin, Angelic Axe (Semi-Rare), Glorious Axe (semi-rare), Wand of Inferno (rare), Mastermind Shield (very-rare), Golden Armor (very rare). If turn in a slain demon: 0-400 gp, 0-10 platinum coin, Demonic Essence, Soul Orb, 0-5 Small Diamond (Semi-rare), Demon Shield (Rare), Demonrage Sword (Rare), Demonbone Amulet (Very Rare)
See also: Creatures.


http://img521.imageshack.us/i/digitalizar0005w.jpg/

Submission by User:Fairdruidess

None
Oracle

1500 Hit points
1300 Experience points per kill

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


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

Submission by User: Itsuma Oki

None
http://img820.imageshack.us/img820/1606/ferumbolt.gif Ferumbold and Hopebreaker

10000 Ferumbold + 8000 Hopebreaker Hit points
35000 Experience points per kill

Abilities: Ferumbold:Melee (500-1200), Electric Grip (500-800), Electric Storm (800-1200), Summons 0-5 War Golems, Hopebreaker: Melee (800-1500).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 3900 hp per turn
Immune To: Invisibility, Paralysis, Ferumbold: all Physical Damage, Hopebreaker: all Magic Damage.
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: Take them doggie!!! Kill them!!!
Behavior: Ferumbold and Hopebreaker attack in the same time, when you attack this creatures, first you hit Hopebreaker, when he die (creature take 8000 hp hits) you automatically attack Ferumbold. They fight to death.
Field Notes: Ferumbold was brother Ferumbras. They allways rivaled on power. Ferumbras use magic, Ferumbold is Technomancer and his province is mechanics. While fight with brother Ferumbold lost your hand, affter this he made mechanical hand for yourself. He made Hopebreaker too. While researches Ferumbold found method and made machine, that separted soul and body. That made him immune against physical damage, and now he is a ghost. His body is hidden in unknown place.
Location: Very rare in Yalahar, Factory Quarter;
Strategy: To kill this creatures you need Knight and magician profession, first Knight block and attack, Palladins attack, other heal blockers, when Hopebreaker die blockers can only block, others use spells to attack.
Loot: 0-270 gp,0-40 Black Pearls, 0-76 Small Amethysts, 0-92 Small Sapphires, 0-49 Small Rubies, 0-8 White Pearls, 0-90 Small Diamonds, 0-86 Small Topaz, 0-8 Soul Orbs, 0-2 Gold Ingots, Talon, Snakebite Rod, Necrotic Rod, Gold Ring, Fire Axe, Crystal Ring, Energy Ring, Emerald Bangle, Mind Stone, Double Axe, Two Handed Sword, Silver Amulet, Golden Armor, Golden Legs, Platinum Amulet, Boots of Haste, Devil Helmet, Jade Hammer, Mastermind Shield, Teddy Bear, Thunder Hammer, Magic Plate Armor, Spellbook of Mind Control, Spellbook of Lost Souls, Spellscroll of Prophecies, Glacier Kilt, Lightning Legs, Terra Legs, Magma Legs, Haunted Blade, Abyss Hammer, Berserker, Chaos Mace, Shadow Sceptre, Queen's Sceptre, Ornamented Axe, Vile Axe, Greenwood Coat, Divine Plate, Emerald Sword, Obsidian Truncheon, Spellbook of Dark Mysteries, Skullcrusher, Great Shield, Red Tome, Phoenix Shield, Hellforged Axe, Impaler, Tempest Shield, Velvet Mantle, Demonrage Sword, Bloody Edge, Demonwing Axe, Havoc Blade, Nightmare Blade, Demon Shield, Runed Sword, Ferumbold Mechanic Hand
See also: Creatures.


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

Submission by Tom2011

None
<Devouring coin>

<100> Hit points
<500> Experience points per kill

Abilities: <eat the other coins>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <20> hp per turn
Immune To: <phisic attack>
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: <nothing>
Behavior: <calm>
Field Notes: <This creature has the same appearance of a regular gold coin, it’s not found in creatures and in can be stacked with the other coins in a bag. After mixed with the other gold

coins it remains in a state of numbness for about 20 minutes. For that reason an adventurer would easily put this coin in his bag without knowing that this coin would be, in fact, a magical creature. After those minutes if the adventurer doesn’t deposit his money in the bank this “coin” will eat the other coins by 3 causing no harm to the person that carries

the bag.

The coin will only be differentiated from the other coins if the adventurer suspects its presence and uses a specific rune named “Detecting hosts” (DHS). By using this rune the devourer coin is on longer yellow, it becomes red making easy its identification. The eating coin was created by a powerful wizard with the intent to destroy the king’s fortune. The wizard dedicated many years of his life searching for the perfect blend of materials

and potions for his creation. 

People also say that the wizard had already put aside some of these coins in a bag to take to the kingdom and then put his plan into practice, but at dusk the unexpected happens, a specialist in the art of stealing enters his tower and without knowing takes with himself the bag with the coins and since that moment there is no further news about his fate. Rumor has it that the wizard had developed another form of this coin in different color (crystal coin) and this one would actually harm the player without his knowledge, taking advantage of his hunts. But none of this has been confirmed by any adventurer. Coin Skills: it eats the other gold coins if it’s in a bag or trunk with them. Weaknesses: Once identified it changes color from yellow to red and never returns to its regular state. It doesn’t cause any other harm for the person that carries it. And it cannot be deposited in a bank.

Strengthens: These coins scattered in the kingdom appear without giving clues that they are false waiting for some carless adventurer pass by and carry them to the cities.>
Location: <all world>
Strategy: <->
Loot: <nothing>
See also: Creatures.


<http://img580.imageshack.us/i/goldcoin.jpg/>

Submission by User:Blankiita

None
Drow Warrior

110 Hit points
50 Experience points per kill

Abilities: Melee (0-50)
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 50 hp per turn
Immune To: Invisibility
Strong To: Death (-20%), Earth (-70%)
Neutral To: Physical, Holy, Ice, Drown, Life Drain
Weak To: Fire (+50%), Energy (+50%)
Sounds: “GET OUT YOUR LIGHT AWAY FROM ME”,” I’LL OFREND YOUR BLOOD TO MY QUEEN LOLTH”,“IT’S THE LAST TIME YOU’LL SEE THE LIGHT”,“AKIITAH DAHU”
Behavior: Drow are fierce warriors, they will fight until death for their Goddess Lolth
Field Notes: It’s the warrior class of the Drow’s race ( name given by the Kuridai composed of 2 words (Down-Crow)

The Drows are descendants of the elfs, but since they’re followers of the goddess Lolth, they became into a creatures with a dark hearts, making atrocius acts, because that the Kuridai’s group was commissioned to banish these creatures, condemned to live where no light will ever touch them. Their goddess Lolth made a pact with the earthworms, giving them more power and obtaining a place on their territory, It was when the Rotworms emerged. So Drows are living in hidden caves, alot of them defended by the Rotworms that give the advice if some intruder went there. Since they moved to the underground, the Dwarfs became their natural enemies, but Drows being powerfull mages and warriors, achieved some Dwarf’s territories, after that the Dwarfs contacted the Kuridai’s group to advice them of the malevolent plan of the Drows, consisted in invade they fortress by Hellgate, so they closed the door with a key so the evil never could scape from there.

Is said that this class is gathering a big army to some day take what’s belongs them. This creatures being so long underground became practically blinds, so the lighting attacks could be super effective to face them.
Location: Drow Hell, between Ciclopolis and Hero Cave,Below Stonehome Cemetery, Hellgate, Below Rotworms in eastern Darashia
Strategy: Just keep attacking them , If you are knight you can use any weapon to kill them and you won’t need skills so high. In case of Druids /Sorcerer you can just attack them with single wand, Paladins can use spears . There are Easy to kill because their melee is very easy to block. They have medium defense but watch out, they could be accompanied by Drow Spellcaster, which are more dangerous.
Loot: 0-35 gp, Parchment , Poison Dagger, Mace, Sandals, Plate Shield, Studded Legs, Studded Helmet, Plate Armor (rare), Black Pearl (1-2) rare, Drow Brooch
See also: Creatures.


http://img444.imageshack.us/img444/265/hoja20001e.jpg

Submission by User:Vardor of Morthoseth

None
Fallen

18600 Hit points
8200 Experience points per kill

Abilities: Melee (0-750), Death Wave (0-1000), Mass Life Drain (1000+), Sudden Death (0-700+), Self-Healing (fast), Haste, Teleport (can pass over blocking characters), Summon up to 4 banshee.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 3000+ hp per turn
Immune To: Death, Fire, Energy, Earth, Drown, Life Drain, Invisibility, Drunkness, Paralysis
Strong To: Physical (-50%)
Neutral To: Ice
Weak To: Holy (+10%)
Sounds: "You will fall" "If I fall I will rise again"
Behavior: stand and fight until the end.
Field Notes: Fallen is the messenger of Zathroth, was send to earth to corrupt souls, as Black Knight, there's only one know respawn at Yalahar.
Location: Yalahar Magician Quarter
Strategy: While having teleport, Fallen is very hard to trap and a dangerous creature to hunt, he likes to retarget so blocker may have challenge spell, ice enchanted weapons can be useful, paladins can use Divine Missile or Holy Missile, mages only can use Icicle runes and Hailstorm Rod
  • Broken Wing - 15 broken wings can be traded to Lugri for bless of Zathroth, wich is needed for the third Wizzard addon (skull wings).
Loot: 0-2 Platinum Coin, 0-5 Sudden Death, Life Crystal, Broken Wing (rare), Black Pearl (semi-rare), Underworld Rod (semi-rare),Skull Helmet (very rare), Dark Lord's Cape very rare, Spellbook of Lost Souls (very rare)
See also: Creatures.


http://img59.imageshack.us/img59/4816/fallenj.png"

Submission by Ronczek

None
Starsigner

2200 Hit points
2300 Experience points per kill

Abilities: Divine Missile (75-130), Rage of the Skies (150-290; strong paralize), Holy Beam (220-310), Mana Drain Hit (55-135), Electrifies (25 hp/10 turns for 250 damage total), Invisibility, Self-Healing (often, but weak), Summons 0-1 Saint Elemental, Wisp Mutation on you.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 755 (1165 with summon) hp per turn + 135 mana drain per turn hp per turn
Immune To: Holy, Energy, Earth, Drunkenness, Invisibility, Paralysis
Strong To: Physical (-10%)
Neutral To: Ice, Drown?, Life Drain?
Weak To: Death (+10%), Fire (+5%)
Sounds: "I know what are you looking for..."; "Verba volant, scripta manet."; "(Crackle!) Quiet my Wisp... I'll feed you later..."; "Wisp! Light my way in the darkness!"; "Unus testis, nullus testis."; "You are not worth watching the sky!".
Behavior: Starsigners keep a distance and flee at low health. They use more often Rage of the Skies when running.
Field Notes: Very dangerous creatures, their strong paralize might be fatal for players below level 100, because with their elemental summoned, they do a lot of damage per turn. Saint Necklace gives protection holy +20% and death -10%. Has 200 charges. Saint Elemental has 570 hp and est. max. damage 410 hp per turn.
Location: Magician Quarter, Kha'zeel, Starsigner Area in Edron.
Strategy: Mages of level 150+ can rather easily hunt them with good exp and profit solo, but you can't underrate them! If you stand in front of them, they're capable of doing combos over 700 dmg per turn + elemental's dmg.

Knights should trap them in a corner as fast as possible, because you will recive a lot of damage from their Rage of the Skies. It's not recommended to solo these by knights, because of their physical resistance and mana drain hit (only from close combat) almost each turn. If you really want to hunt these, bring a good two-handed weapon, because they don't have melee. Don't waste your mana potions on their mana drain, it's wiser to heal with health potions. Bring some gfb runes to break their invisibility, despite they don't use it often.

High leveled paladins can hunt them with assassin stars and heal when required. Just remember that they are immune to holy damage and resistant to physical damage so don't waste mana on attack spells. You should also bring gfb runes to break their invisibility.

To all vocations: If you loot a saint necklace, wear it until it gets low on charges. You can still sell it to NPC with minimal charges.
Loot: 0-140 gp, 0-3 Platinum Coins, 0-2 Blank Rune, 0-2 Ankh, Staff, Spellbook, 0-3 Small Enchanted Topaz (semi-rare), Great Mana Potion (semi-rare), Moonlight Rod (semi-rare), Blessed Wooden Stake (rare), Lunar Staff (rare), Spellbook of Warding (rare), Saint Necklace (rare), Queen's Sceptre (very rare), Moon Backpack (very rare), Holy Tible (very rare).
See also: Creatures.


http://img808.imageshack.us/i/starsigner.jpg/

Submission by User:Ronczek

None
Starsigner

2200 Hit points
2300 Experience points per kill

Abilities: Divine Missile (75-130), Rage of the Skies (150-290; strong paralize), Holy Beam (220-310), Mana Drain Hit (55-135), Electrifies (25 hp/10 turns for 250 damage total), Invisibility, Self-Healing (often, but weak), Summons 0-1 Saint Elemental, Wisp Mutation on you.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 755 (1165 with summon) hp per turn + 135 mana drain per turn hp per turn
Immune To: Holy, Energy, Earth, Drunkenness, Invisibility, Paralysis
Strong To: Physical (-10%)
Neutral To: Ice, Drown?, Life Drain?
Weak To: Death (+10%), Fire (+5%)
Sounds: "I know what are you looking for..."; "Verba volant, scripta manet."; "(Crackle!) Quiet my Wisp... I'll feed you later..."; "Wisp! Light my way in the darkness!"; "Unus testis, nullus testis."; "You are not worth watching the sky!".
Behavior: Starsigners keep a distance and flee at low health. They use more often Rage of the Skies when running.
Field Notes: Very dangerous creatures, their strong paralize might be fatal for players below level 100, because with their elemental summoned, they do a lot of damage per turn. Saint Necklace gives protection holy +20% and death -10%. Has 200 charges. Saint Elemental has 570 hp and est. max. damage 410 hp per turn.
Location: Magician Quarter, Kha'zeel, Starsigner Area in Edron.
Strategy: Mages of level 150+ can rather easily hunt them with good exp and profit solo, but you can't underrate them! If you stand in front of them, they're capable of doing combos over 700 dmg per turn + elemental's dmg.

Knights should trap them in a corner as fast as possible, because you will recive a lot of damage from their Rage of the Skies. It's not recommended to solo these by knights, because of their physical resistance and mana drain hit (only from close combat) almost each turn. If you really want to hunt these, bring a good two-handed weapon, because they don't have melee. Don't waste your mana potions on their mana drain, it's wiser to heal with health potions. Bring some gfb runes to break their invisibility, despite they don't use it often.

High leveled paladins can hunt them with assassin stars and heal when required. Just remember that they are immune to holy damage and resistant to physical damage so don't waste mana on attack spells. You should also bring gfb runes to break their invisibility.

To all vocations: If you loot a saint necklace, wear it until it gets low on charges. You can still sell it to NPC with minimal charges.
Loot: 0-140 gp, 0-3 Platinum Coins, 0-2 Blank Rune, 0-2 Ankh, Staff, Spellbook, 0-3 Small Enchanted Topaz (semi-rare), Great Mana Potion (semi-rare), Moonlight Rod (semi-rare), Blessed Wooden Stake (rare), Lunar Staff (rare), Spellbook of Warding (rare), Saint Necklace (rare), Queen's Sceptre (very rare), Moon Backpack (very rare), Holy Tible (very rare).
See also: Creatures.


http://img808.imageshack.us/i/starsigner.jpg/

Submission by User:Azteca Terrazas

None
<add the name here>

<add the amount of hitpoints here> Hit points
<add the amount of experience here> Experience points per kill

Abilities: <add abilities, example: Melee (0-250).>
Pushable: ?
Push Objects: ?
Est. Max. Damage: <add maximum of damage here> hp per turn
Immune To: <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:MYUSERNAME

Dark Master

None
the Dark Brother's

7000,6000 Hit points
10000 Experience points per kill

Abilities: melee (450),summon,heal
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: (1000) hp per turn
Immune To: Burn,energy burn,water burn
Strong To: Error: String exceeds 1,000 character limit.
Neutral To:
Weak To:
Sounds: We Will kill you!,Run or be DESTROYED!!!!
Behavior: Both brother's will be your bodyguard if you give them 10 fire swords,5 demon shields,200000gp
Field Notes: you should be his ally if not summon as much as giant spider's as you can or any strong monster's then kill them
Location: in the cyclop throne room caves fighting 4 cyclop's
Strategy: you should be his ally if not summon as much as giant spider's as you can or any strong monster's then kill them
Loot: both carry 1 fire sword 2 demon shields and 5000gp
See also: Creatures.


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

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