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

See other submissions:

Submission by User:Cucumber666 (status: accepted)

None
Amphitera

1300 Hit points
1100 Experience points per kill

Abilities: Melee (0-220), Terra Beam (100-320), Tail punch (poison character), Ice bomb
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 550 hp per turn
Immune To: Invisibility, Paralyze, Ice, Earth
Strong To: Physical (-20%?), Holy (-10%?), Ice (-50%?), Earth (-40%?)
Neutral To: Death?, Energy?, Drown?, Life Drain?
Weak To: Fire (+20%?)
Sounds: "Schrrrrrr!" ; "Mmms... Warmsss foodss" ; "schaschssaaa".
Behavior: Fight till death.
Field Notes: This monster is enought strong to live alone without any help of their kind. It don't look dangerous but it hide deathful weapons like 2 rows sharp teeth and tail with five spikes with poison, so watch out and don't even try to kill it alone. People used to call it "sea snake".
Location: Near boat under the sea on mermaid comb quest
Strategy: The best strategy is to use knight as a blocker (becouse Amphitera got strong physical attack) and attack it with fire spells or SD runes. Try to avoid standing face to face becouse it can hit very hard with combo.
Loot: 1-100 gold coins, 1-30 platinum coins, Amphiteras tooth (normal), Fish fin (rare), Boots of Haste (very rare), Sword of Tridients (very rare).
See also: Creatures.


http://img835.imageshack.us/img835/679/amphiterawiki.png

Submission by User: Goblin heroes (status: accepted)

None
Hell worm

1500 Hit points
1250 Experience points per kill

Abilities: Melee (0-200), Great Fireball (100-250), Self-Healing (slow)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 450 hp per turn
Immune To: Invisibility, Paralysis.
Strong To: Death (-50%), Fire (-50%)
Neutral To: Earth, Drown, Life Drain
Weak To: Physical (+25%), Holy (+25%), Energy (+10%), Ice (+30%)
Sounds: "Death arrives slowly today.."
Behavior: They fight until to death.
Field Notes: They are good to gain experience from because of their low defence
Location: Demona, Cemetery Quarter, Vengoth Castle, Deeper Banuta.
Strategy: A team hunting these may consist of a Knight blocking and using Challenge regularly, these are easy to kill from a medium level of about 70, although it probably won't be profitable.
Loot: 0-110 gp, Steel Helmet, Demonic Essence, Concentrated Demonic Blood, 0-2 Royal Spears (semi-rare), Crown Helmet (semi-rare), Crown Armor (rare), Time Ring (rare), Mercenary Sword (very rare),
See also: Creatures.

http://img716.imageshack.us/img716/2769/hpim1854z.jpg

Submission by User:Smokyd (status: accepted)

None
Betrayed Human

6500 Hit points
2700 Experience points per kill

Abilities: Melee (0-450), Sudden Death (100-300), Death Beam (0-400) Strong Haste, Self-Healing.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1150 hp per turn
Immune To: Death, Fire, Earth, Life Drain, Paralysis, Invisibility.
Strong To:
Neutral To: Physical
Weak To: Holy (+60%), Energy (+40%), Ice (+10%)
Sounds: "Arrrhhh.... Bluff...", "You Will Die", "Nothing Gonna Stop Me...".
Behavior: Runs away in low health.
Field Notes: New creature in Winter Update 2010.
Location: Pits Of The Inferno, Inquisition, Formorgar Mines.
Strategy: Treat them like a Fury.

Knights will most likely waste here without a healer and a shooter. Take lots of healing potions as they have a high average damage per turn. Mages shouldn't hunt them solo untill they're around level 200 (below that they'll need magic shield and it'll be a waste). Paladins can hunt them solo from around level 180, running them.

For all vocations: try to be diagonal at all times.
Loot: (0-250) Gold Coin, (0-5) Platinum Coin, Concentrated Demonic Blood, Demonic Essence, Underworld Rod (rare), Skullcracker Armor (very rare) Bloody Edge (very rare).
See also: Creatures.


http://img29.imageshack.us/img29/9573/betrayedhuman.jpg http://yfrog.com/0tbetrayedhumanj http://www.tibiapic.com/image.php?v=mZK3hQT6T6TT

Submission by User:ScottKinder (status: accepted)

None
Evil Warrior of Easter

185 Hit points
285 Experience points per kill

Abilities: Melee 0-25, Self-Healing (slow), Exori (0-45 hp). Summon 0-3 Rabbit, Haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 70 hp per turn hp per turn
Immune To: nothing
Strong To:
Neutral To: Physical, Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To:
Sounds: “ You'll never catch me!”,”Keep that smile face!”, “MUAHAHA!”
Behavior: Whenever someone comes near him he runs, the only way to kill is cornering, when he is cornered he becomes an aggressive rabbit, it takes more of an adventurer to defeat him.
Field Notes: Evil spirit of Easter came to terrorize those who like Easter, it does not like happy people eating chocolate eggs.
Location: cave rabbits Rookgaard area premium.(rabbit hole)
Strategy: to defeat them is a team need to get synced corners it's no use trying to put items because he pushes, and he is very fast.
Loot: 0-250gp, Carrot 0-15, Magic Light Wand, Brass Legs (very rare),*Easter Spirit(always).
See also: Creatures.


  • Easter Spirit: spirit of Easter is an item made for ornament, shaped like a sun lit which represents rebirth.

Attributes: Unknown Weight: 2.00 oz.

Loot value: Negotiable gp.

Dropped by: Evil Spirit of Easter

Notes: To the great warriors who still believe in the Easter.


http://img687.imageshack.us/img687/4053/rabbit2s.jpg

Submission by User:Foggy (status: accepted)

None
Camel Spider

1500 Hit points
1050 Experience points per kill

Abilities: Melee (0-420) it Poison up to 7 hp/turn, Berserk (0-150), Poison Wave (very strong Paralyze), Strong Haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 570 hp per turn
Immune To: Death, Earth, Invisibility.
Strong To: Physical (-20%), Energy (-40%)
Neutral To: Drown, Life Drain?
Weak To: Holy (+30%), Fire (+30%), Ice (+10%)
Sounds: None.
Behavior: The Camel Spider chases down his enemys and fights until death. It also changes target frequently.
Field Notes: This large spider rules the deserts with his vicious and sharp teeth, but you can try to avoid it by staying away from the mountains since it likes to hide in the shades of it. Therefor it's not recommended to walk from Ankrahmun to Darashia unless you are a brave warrior or a fearless mage.
Location: Darama's desert near the mountains(here).
Strategy: Knights: Can use melee to kill them if they have a good weapon and are highly skilled. But it's recommended to kill it as fast as possible using Berserk or Fierce Berserk.

Paladins: Try to keep a distance since it has hard melee hits and keep diagonal to avoid its paralyzing waves.

Mages: Uses the same strategy as Paladins, keep distance and use strong haste if neccesary or bring a good blocker and kill it fast with fire attacks.
Loot: 0-153 gp, 0-2 Strong Health Potion, Ancient Shield, Snakebite Rod, Withered Plant, Piece of Camel Spider's Leg, 0-2 Emerald (semi-rare), Terra Boots (rare), Terra Mantle (very rare), Golden Armor (very rare), Beetle Necklace (very rare)
See also: Creatures.


http://img828.imageshack.us/img828/8345/spind.jpg

Submission by User:Urbellum (status: accepted)

None
Amazon priest

1450 Hit points
1320 Experience points per kill

Abilities: Melee (0-50), Fireball (125-190), Stalagmite (poisons you), Self-Healing, Invisibility, Summons 2 witch at once
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 240, (with summons)640 hp per turn
Immune To: Earth,fire,
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: I want your head intruder”!, “I want your blood.!”
Behavior: Keeps its distance while shooting fire missiles, runs in low health.
Field Notes: She is the Shamanic of the amazons.!
Location: Only in the masmorras amazon in Amazon Camp Green Claw Swamp (northwest of Venore). Ticuanda Amazon Temple. You need to be over level 50 to enter.
Strategy: Kill it as soon as you can, since it can be annoying as it summons up to 2 witch.
Loot: 0-155 gp, Skull, Sandals, 0-3 Small Amethyst (semi-rare), Wand of Inferno (semi-rare), necrotic rod (rare), Great Mana Potion (rare), Yellow Gem (rare), Focus Cape (very rare), Amazon Feather (very rare).
See also: Creatures.


http://www.tibiapic.com/image.php?v=gcKQhmT6T6TT

Submission by User:Therius Arth (status: accepted)

None
Hartseer Mev

5000 Hit points
4500 Experience points per kill

Abilities: Melee (0-600), poisons you 480 hp at start per turn,throw Throwing knife ( 400-800 ) 8x Terra Strike (250-450), does Life Drain Damage, Death Wave (450-750), Great Smoke Bomb (Paralysis), Self-Healing (Very fast),push nearest person away>
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 800 hp per turn
Immune To: Fire, Earth, Drown, Life Drain, Invisibility, Paralysis.
Strong To: Physical (-50%), Death (-20%), Energy (-60%), Ice (-60%)
Neutral To: Holy, Earth, Drown, Life Drain
Weak To:
Sounds: Did u seen Muriel??!! , Awwww no man can defeat me , Try my poison , Shhshshhhhhhhhh
Behavior: Always runs around you( so knights have big problem if u want to block it ), changes targets very often, She somethimes deal big combo.They have the ability to kill a level 100 knight with one strong combo. Soloing her is probably impossible . She appear with Phantasms and them boss Countess Sorrow if you have luck. Female characters have 10% dmg bonus in battle with her. Most of her attacks is adressed to male characters.
Field Notes: Shes protector of elfs.She is on exile from them becouse she need bloodshed to normal life.She hates man. Its all information about her , but Muriel has something to do with her. She drop Winget Helmet but its just like 1:10000 chance to dorp it
Location: Only one spawns in Pits of Inferno, Throne Room Bazir
Strategy: KNIGHTS - its very hard monster for knights. They should let the mages and palladins kill her and stay away.

PALLADINS - Hight level palladins with team can kill her easy . U will need some sorcerers and druids. Dont go to her, just stand and attack her with distance spells and assassin stars. DRUIDS - Strategy same like palladins

SORCERERS - stratego same like palladins and druids
Loot: 0-20 gp,1-3 demonic essence ,Mev's Hair ,Elvish Talisman ,Flower Dress ,Obsidian Knife ,Ball Gown (very rare) ,Earthborn Titan Armor (very rare) ,Winget helmet (Very rare)
See also: Creatures.


<http://www.tibiapic.com/image.php?v=amKahLT6T6TT&c=c>

Submission by User:Cardea (status: accepted)

None
Kitty

14 Hit points
0 Experience points per kill

Abilities: Melee (0-14), Can walk up and down stairs but not ladders.
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 14 hp per turn
Immune To: Holy, Death, Fire, Energy, Ice, Earth, Drown, Life Drain
Strong To:
Neutral To: Physical
Weak To:
Sounds: "Meow" ; "Prrrrrrr".
Behavior: Walks aimlessly around your house.
Field Notes: Buy this pet in a box from your local furniture shop and release it in your home. It wont leave the front door but it will walk up and down stairs. If it meets another house pet they will have a fight and one will die, so keep them separated by a closed door.
Location: Your house
Strategy: To keep your pet alive keep it separate from other house pets or they will fight and one will die. Buy Kitty food from most food shops and feed it to your pet at least once a week or your pet will grow weak. Weak pets lay down and don't walk. Give you pet lots of love and attention!
Loot: nothing
See also: Creatures.
Catcardea

Submission by User:Gabrielcarrijo (status: accepted)

None
Snaked Scarecrow

5500 Hit points
3050 Experience points per kill

Abilities: Melee (0-250) Terra Wave (100-400) Wrath of Nature (50-300)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 950 hp per turn hp per turn
Immune To: Earth, Invisibility
Strong To: Death (-50%), Energy (-80%)
Neutral To: Drown, Life Drain
Weak To: Physical (+5%), Holy (+15%), Fire (+40%), Ice (+10%)
Sounds: "MUAHAHAHAHA", "NICE TO MEET YOU, PIECE OF MEAT"
Behavior: Fights until death.
Field Notes: These monsters are too strong. They give a good experience, and excellent loots. They can be found next to Medusas or Blightwalkers.
Location: Medusa Cave, Pits of Inferno, Edron (In the VATS Of Inquisition), Fenrock
Strategy: Knights should use melee weapon and Berserk to kill it faster. Paladins should use Divine Missile and Assassin Stars. Sorcerers can use Hell's Core with Wand of Inferno, and Druids should use a Hailstorm Rod.
Loot: 0-150 gp, 0-2 platinum coin, Scythe, Platinum Amulet, Springsprout Rod, Terra Mantle (rare), Terra Legs (rare), Terra Amulet (Semi-rare), Medusa Shield (rare), Knight Armor (Semi-rare), Flower Wreath (Very Rare)
See also: Creatures.


http://img408.imageshack.us/i/digitalizar0006z.jpg/

Submission by User:Gabrielcarrijo (status: accepted)

None
Mechanical Spider

1600 Hit points
1550 Experience points per kill

Abilities: Melee (0-150) Explosion (0-350)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 500 hp per turn
Immune To: Invisibility
Strong To: Physical (-20%), Holy (-60%), Death (-90%), Ice (-50%), Earth (-40%)
Neutral To: Drown, Life Drain
Weak To: Fire (+5%), Energy (+10%)
Sounds: "BIIIIIIIIIP", "Klonk, Klonk, Klonk"
Behavior: Runs always in yellow health. Continue to taking Explosions.
Field Notes: It's a spider made by the Yalaharians to protect the city, but it have been rebeled.
Location: Factory Quarter
Strategy: It's not a good monster to hunt solo. With a little team, you can get much profit with this.
Loot: 0-100 gp, Mechanical Leg, Mechanical Mandibles, Iron Ore (Semi-rare), Gear Wheel (semi-rare), Spider Silk (semi-rare), Knight Armor (Semi-rare), Knight Legs (semi-rare), Crown Armor (Rare), Huge Chunk of Crude Iron (very rare)
See also: Creatures.


http://img97.imageshack.us/i/digitalizar0007o.jpg/

Submission by User:Gabrielcarrijo (status: accepted)

None
Tailed Destroyer

9880 Hit points
7500 Experience points per kill

Abilities: Melee (0-1250) Distance Fighting (Boulder 0-500)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1750 hp per turn hp per turn
Immune To: Invisibility
Strong To: Physical (-10%), Fire (-50%), Energy (-10%), Earth (-20%)
Neutral To: Drown, Life Drain
Weak To: Holy (+20%), Death (+5%), Ice (+20%)
Sounds: "CRUSH, CRUSH, CRUSH" "It's a good day to detruction"
Behavior: Fights until death.
Field Notes: It's the hybrid of Destroyers and Juggernauts. Strongers than Destroyers, less hp and experience than Juggernauts. But the loots, it's a misture of the two monsters.
Location: Pits of Inferno, Alchemist Quarter
Strategy: Get a little team with you, with a knight blocking and a druid healing.
Loot: 0-400 gp, 0-5 platinum coin (semi-rare), 0-3 Tentacle Piece (semi-rare), Steel Boots (rare), Golden Armor (rare), Dreaded Cleaver (rare), Mastermind Shield (rare), Chaos Mace (rare), Divine Plate (very rare), Dwarven Armor (very very rare)
See also: Creatures.


http://img811.imageshack.us/i/digitalizar0008.jpg/

Submission by User:Phikonita (status: accepted)

None
Demonica

7400 Hit points
5500 Experience points per kill

Abilities: Melee (0-320), mana drain (0-80), self healing, fire wave (0-350), very strong haste, blood ball on herself (0-450), great fireball (100-200).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1320 per turn. hp per turn
Immune To: Fire, Drown, Life Drain, Invisibility, paralysis.
Strong To: Death (-80%), Energy (-50%), Earth (-30%)
Neutral To:
Weak To: Physical (+5%), Holy (+5%), Ice (+8%)
Sounds: "Mihihihi" ; "Nine of ten say they fear me, the last one lies!"
Behavior: They attack the enemy, they fight until death.
Field Notes: Monster who hates the leaving creatures, thats why its power is so descructive. Roumors say that Demonica were guarding chambers of Fortinbrae, the daugther of fearless Ferumbras, but noone know that evil place is.
Location: Goroma, deep formorgar mines.
Strategy: Knights should use exori grans and avoid the waves, so the best way is to stand diagonaly, druid would be a great supporter because Demonica can deal a great damage very fast. Knights under level 100 probably can't solo her because of her healing and speed.

Druids should use icycle or avalanche runes, terra wave would also work good if you want to kill her faster. Sorcerers can only use icycle or avalanche runes

Paladins hit alot on those beasts with assassin stars but however its hard to run them because of their speed.
Loot: (0-170 Gp), (0-6 Platinum Coin), (0-2) Fire Mushrooms, Fire Sword (semi rare), (0-2) Great Mana Potion, Pitchfork, (0-3) Small Topaz, Magma Amulet (rare), Demon Horn (rare), Golden Armor (very rare), (0-1) Gold Ingot, Crown Legs (rare), Demonrage Sword (very rare).
See also: Creatures.


<http://img697.imageshack.us/img697/9486/demonicam.png>

Submission by User:Cardea (status: accepted)

None
Thundah

30000 Hit points
45000 Experience points per kill

Abilities: Melee (0-350), Great Energy beam (440-660), Rage of the Skies (520-660), Energy Bomb itself, Energy Berserk Electrifies 55 hp/20 turns for 1100 damage total, Smoke Wave(140-260 life drian damage), Summons 2 Massive energy Elementals, Paralyze, Self Healing.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1985 hp per turn
Immune To: Fire, Energy, Ice, Drown, Life Drain, Invisibility
Strong To: Physical (-40%), Death (-20%)
Neutral To: Holy
Weak To: Earth (+40%)
Sounds: "Rrrrrrrrrrrumble"; "BANG!".
Behavior: Chases opponent until death. Dose many area spells.
Field Notes: Thundah is the raw elements of a raging storm, compressed and formed into the beast it is. It is not a being with evil intentions but a freak of nature doing what it does best, feeding on its self to grow and revive.

Before it appears, three messages are broadcast in white text to all players on that world:
"The weather in Vengoth's mountains is looking grim."
"A huge electrical storm has developed over Vengoth's Mountains. Be prepared to fight for your lives"

"Thundah has been summoned from the the storm. Fight it or never see the sun again!"
Location: The peaks of Vengoth's mountain.
Strategy: Have a 200+ knight to block with sioers, Use Windborn Colossus Armor and Lightning Pendant. Mages should use mana shield, Lighting set and shoot with either SD's or druids use Terra wave.
Loot: 0-99 platinum coins, 0-5 crystal coins, 0-80 Small Amethysts, 0-80 Small Topaz, Wand of Starstorm, Lightning Robe, Lightning Legs, Lightning Boots, Ring of the Sky, Golden Legs (semi-rare), Velvet Mantle (rare), Voltage Armor (rare), Windborn Colossus Armor (rare), Tempest Shield (very rare), Thunder Hammer (very rare).
See also: Creatures.
Thundahcardea

Submission by User:Quinsia (status: accepted)

None
Gangurru

650 Hit points
540 Experience points per kill

Abilities: Melee (0-300), Distance Fighting (0-75), Selfhealing, Jumping around while green/yellow (max. 4 sqm around you), Haste in jumping away while red (4 sqm at once)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 375 hp per turn
Immune To: Drown, Life Drain, Invisibility
Strong To: Fire (-15%), Earth (-20%)
Neutral To: Holy, Death, Energy, Ice
Weak To: Physical (+15%)
Sounds: “Do you wanna fight?” “I aint skippy!”
Behavior: Gangurru jumps around you, it will go invisible for 1 second and appears max. 4 sqm further around you. Gangurru can’t be trapped. They jump away fast while red (max 4 sqm at once)
Field Notes: Gangurru is the aboriginal name for a kangaroo. Gangurru can attack with her long, strong tail and with her boxing gloves. She is protecting her baby. Special loot of the gangurru is boxing gloves. It is a very rare drop which can be used for a new outfit (like the flask belt, hard to get as addon). Another very rare drop is a fluffed baby Gangurru.
Location: Desert between Ankrahmun and Darashia
Strategy: Kill her as fast as possible. This is not a good creature for knights to kill since it is immune to trap and able to jump up to 4 sqm. Kill it with distance attack. Paladin: use royal spears combinated with Ethereal Spear. Knight: use Whirlwind Throw. When red, use Utani Hur to speed up, gangurru is jumping very fast away.
Loot: 0-200 gp, 0-5 meat, time ring (rare), boots of haste (very rare), magma amulet (very rare), boxing gloves (very rare), fluffed baby Gangurru (very rare).
See also: Creatures.


http://img.photobucket.com/albums/v436/casafiesta/gangurru.jpg

Submission by User:rebulla (status: accepted)

None
Gigas

15000 Hit points
9000 Experience points per kill

Abilities: Melee (500-750), Huge Fireball (200-300), Haste , Self-Healing, Berserk (100-450) .
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1500 hp per turn
Immune To: Fire, Earth, Invisibility, Fire, Paralysis, Earth.
Strong To: Physical (-50%), Energy (-30%)
Neutral To: Death, Ice, Drown, Life Drain
Weak To: Holy (+10%)
Sounds: Come Here!, Be Strong!, DON'T RUN!, HAhaHAhaHA!
Behavior: They are extremely fast when hasted,they don't run at low hp.
Field Notes: Called the Gigas for his appearance: man and monster fused into a single creature. With its creation is considered an error and not getting the role that was intended, the Gigas challenged the gods and lost. Scorned by his masters, he found another: the King of the dynasty, whose tomb he swore to protect for eternity.
Location: Zzaion
Strategy: High levels knights can lure the monsters.Then, just have many shooters to kill him and many healers for the blocker.
Loot: (0-500)gp, (0-2) Platinum Coins, Stone Skin Amulet, Boots of Haste, Titan Axe (rare), Magic Plate Armor (rare), Horned Helmet (very rare).
See also: Creatures.


http://img695.imageshack.us/img695/4875/imagemjxa.jpg

Submission by User:DemolitionLoover (status:accepted)

None
Evil Fairy

8000 Hit points
6500 Experience points per kill

Abilities: Melee (0-400), sets you on fire (Fire Bomb), Hell's Core (0-1000), Fire Wave (200-300), Sudden Death (100-600), Haste, cancels Invisibility
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 2300 hp per turn
Immune To: Fire, Paralysis, Invisibility
Strong To: Holy (-10%), Earth (-10%)
Neutral To: Death, Ice, Drown, Life Drain
Weak To: Physical (+10%), Energy (+10%)
Sounds: "Do you want to play with my fire?" ; "Come... Come ... Closer... I will catch you in my fiery arms poor victim.." ; "YOU WILL BECOME A MEMORY!! HA! HA!"
Behavior: Runs away at low health. Hit strong combos especially connected with ultimate fire explosion attack.
Field Notes: A sentence "as beautiful as dangerous" describes Evil Fairies perfectly. They look innocent at 1st time but don't get fooled! Those fairies are a true fire magicians and if you will come to close to them they will burn you until a dust lefts. The equipment they weat allows them survive in such killing fiery environment.
Location: Below Goroma demons, few single spawns.
Strategy: Trying to solo Evil Fairies is not recommended at all. Try to gather a team made of blocker and sioher ofcourse and a physicial & sudden death damage shooters
Loot: 0-100 gold coin, 0-15 platinum coin, 0-3 Soul Orb, 1-2 Red Piece of Cloth, 0-4 Demonic Essence, 0-8 Small Ruby, Magma Boots, Fire Sword, Wand of Inferno, Evil Fairy's Wing, Magma Legs (semi-rare), Magma Coat (semi-rare), Crown Armor (semi-rare), Fiery Flower( an cool deco stuff & addon required item), Demonbone Amulet (rare), Boots of Haste (rare), Evil Fairy's Gloves(They are giving+1 to the highest of your skill) (very rare), Molten Plate (very rare), Teddy Bear (very rare)
See also: Creatures.


Main appearance http://img444.imageshack.us/img444/5615/evilfairy.jpg

Steps of drawing http://img580.imageshack.us/img580/285/evilfairysteps.jpg

Submission by User:Tytusica (status: accepted)

None
http://img178.imageshack.us/img178/3341/pydynmonster.gif Phyteus

4400 Hit points
3600 Experience points per kill

Abilities: Melee (0-500), Stone Shower (150-270),Poison Fang (80-160) poisons you 15 Hitpoints/turn Self-Healing,Haste, Distance Paralyze,Poison bomb,Distance Life Drain (70-155), Stalagmite (50-78)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1163 hp per turn
Immune To: Drown, Life Drain, Invisibility, Paralysis
Strong To: Death (-35%), Energy (-18%), Ice (-58%)
Neutral To:
Weak To: Physical (+4%), Holy (+4%), Fire (+13%), Earth (+63%)
Sounds: "Huhihihihihahaaa!...", "You so weak...you so small...come closer you little... eww human....",
Behavior: Runs at low health.
Field Notes: This dangerous monster was created due to a mutation of Elemental monsters with very strong undeads.
http://img705.imageshack.us/img705/8134/phyteushelmet.gif, http://img696.imageshack.us/img696/1497/phyteusarmor.gif Pytheus armor and Pytheus helmet are magical items being hold by Pytheus race only cause of their valuables lust. Helmet and armor are combination of demonics power and few elements
Location: Jakundaf Desert
Strategy: Treat it just like a Bog Raider. It likes to retarget very often.
Loot: 0-200 gp, 0-3 Platinum Coin, 0-1 Phyteus Tooth, Terra Amulet,0-2 Phyteus Rotten Ear, 0-1 Strong Health Potion, 0-2Great Health Potion (semi-rare), Terra Rod (semi rare), Terra Mantle (rare), Terra Legs (rare), Terra Boots (rare), Pytheus Helmet (very rare), Phyteus Armor (very rare)
See also: Creatures.


Submission by User:rebulla (status: accepted)

None
Metal Dragon http://img294.imageshack.us/img294/2444/61740848.png

15000 Hit points
11580 Experience points per kill

Abilities: Melee (0-800), Rain Nails (630-1240+) , Fierce Berserk (710-960), Strong Haste.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 2000+ hp per turn
Immune To: Death, Earth, Invisibility, Earth, Death.
Strong To: Ice (-10%)
Neutral To: Holy, Drown, Life Drain
Weak To: Physical (+10%), Fire (+15%), Energy (+10%)
Sounds: "Feel the power of metal!", "I'll rip you!" , "SCHIIMMM", "For the King!", "For my honor!".
Behavior: Runs away in low health.
Field Notes: Many ages ago the dragon loyally served the king, however, fearing his violent uncontrollable power, such the king sealed it with a magic ring. Until now there are rumors about his roars amid Formorgar Mines.
Location: Formorgar Mines
Strategy: You need blockers with Level 200 or higher, many shooters and healers. Knights can use Fierce Berserk while paladins use Assassin Stars and mages use Icicle or Explosion runes. Don't use Sudden Death Rune because he's immune.
Loot: (0-10) Platinum coins, Glorious Axe , Berserker, Bonebreaker, Dragon Shield, Boots of Haste , (0-100) Nails, Berserk Potion (rare) , Jewelled Backpack (rare).
See also: Creatures.


http://img294.imageshack.us/img294/2444/61740848.png

Submission by User:Darkmaster987

Dark Master

None
The Molanader

unlimeted Hit points
0 Experience points per kill

Abilities: invisibility
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: (10) hp per turn
Immune To: all
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: go to sleep
Behavior: If a player leave's a tooth in his house the moleanader (will take it it can be ANY kind of tooth)
Field Notes: just leave a tooth in your house
Location: anywhere
Strategy: leave a tooth
Loot: if you leave a tooth you get 9500
See also: Creatures.


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

Submission by User:Trimegis (status: accepted)

None
Trimegis

95000 Hit points
187000 Experience points per kill

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

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


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

Submission by User:almuddasir (status:accepted)

None
Nature Guardian

4000 Hit points
4000 Experience points per kill

Abilities: Melee (0-150), Terra Strike (63-178+), Self-Healing, Invisible, Poison Bomb, Terra Wave (0-450?), Mana Drain Bomb target (53-120), Summons 0-1 War Wolves, Paralyze.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 900 hp per turn
Immune To: Earth, Drown, Invisibility
Strong To: Physical (-10%?), Holy (-10%?), Death (-60%?), Fire (-60%?), Energy (-60%?), Ice (-60%?)
Neutral To: Life Drain?
Weak To:
Sounds: "I will protect the forest!", "You can't destroy nature!".
Behavior: They are a bit insane, so they run at they're opponent instantly. However they run away in low health.
Field Notes: Those once where druids, the followers of natural laws and most wise people, but they lost their sanity by over using the natural magic. They wanted to help nature around them so badly that they became one with it. Half of they're bodies became wooden. They forgot what they were before. They see all as enemies. Now they sees themselve as protectors of nature. You might find them at big forest areas, rather in groups. They still cultivate they're religion and meet once in a year with other beings as them. Who knows what might happen at those secret meetings?
Location: Huge forest areas
Strategy: Rush and kill
Loot: 0-150 gp, 0-5 Aubergine, Dark Mushroom, Brown Mushroom, Green Mushroom, Red Mushroom, White Mushroom, Life ring, Ring of healing, Crusader Helmet (semi-rare), Talon, Great Health Potion, Great Mana Potion, Springsprout Rod , Small Emerald (semi-rare), Terra Mantle (rare), Terra Legs (rare), Green Tome (rare), Terra Amulet (rare), Spellbook of Lost Souls (very rare), Piggy Bank.
See also: Creatures.


http://img835.imageshack.us/img835/6587/druidb.jpg

Submission by User:J0KER (status: accepted)

None
Madame Annihilas

35000 Hit points
10000 Experience points per kill

Abilities: Melee (0-1200), Fire Wave (500-1700), Fire Exori (100-500), Smokeball (200-400, causes drunkeness), Fire Beam (200-500), Smoke Exori (paralyzes), Kiss (only front square, reduces shielding by 80% for 8 seconds), Fast Self-Healing.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 3900 hp per turn
Immune To: Fire, Drown, Life Drain, Invisibility, Drunkness, Fire, Paralyze.
Strong To: Death (-70%), Energy (-50%), Earth (-50%)
Neutral To: Physical
Weak To: Holy (+20%), Ice (+30%)
Sounds: "Dinnertime!"; "I usually enjoy a sauteed feast but I don't mind eating you as raw!"; "You are so thin that you'll be served as appetize... Your friend in turn will be the great feast of evening!"; "Gammoned, marinated, air dried, you give me so many possibilities!"; "During my long, long career here, I've never seen beef walking in. What a day this is!"; "Hope it's not too hot for you! I love deepburned!"; "Laalaalaalaa!"; "No! Look what you have done, my kitchen is on fire!"; "Now, give up! I need to get back to work before everything burns!"; "NO! NO, NO NO! MY KITCHEN IS ON FIRE. MY WORK! MY PASSION! MY LIFE! YOU WILL PAY! YOU ALL WILL BE BURNED TO ASHES!"
Behavior: Madame Annihilas runs in red hp. At 75% her kitchen will set on fire and summon 10 Fire Elementals. At 50% this same repeates and there will spawn also 2-3 Massive Fire Elementals. At 25% whole kitchen will set on fire summoning 10 Fire Elementals and 5-6 Massive Fire Elementals. Also note that she retargets easily.
Field Notes: Madame Annihilas is a new boss monster that spawns during the cook event in August. A strong team is needed to defeat this mighty demon.
Location: Hell's kitchen, big circle-shaped kitchen.
Strategy: High level knight should block Madam Annihilates but avoid her fire waves and beams hitting to himself or to team since it can be very fatal to knight and to entire team. Pay attention too for her kisses since after that Madame Annihilas can kill the knight in a blink of eye. It would be also good idea to trat her since she retargets really often. Team should use their strongest ice and holy spells to kill her as quickly as possible since she has fast self-healing. During the fight kitchen will set on fire and it is advised that second knight blocks spawnings there and some of the team takes spawns down quickly, because if they are not taken down when Madame Annihilas runs away, they all will come at once, including self-healed Madame Annihilas, and this will be really heaten situation to entire team.
Loot: 0-300 gp, 0-65 Platinum Coin, 0-2 Crystal Coin, Pan, Rolling Pin, Fork, Knife, Cleaver, Bowl, Bone, Big Bone, 0-30 Small Ruby, 0-2 Red Gem, 0-15 Talon, Violet Gem, 0-3 Ultimate Health Potion, 0-3 Great Mana Potion, 0-2 Great Spirit Potion, Crystal Ring, Golden Ring, Life Ring, Ring of Healing, Ruby Necklace, Demon Shield, Devil Helmet, Crown Armor, Paladin Armor, Boots of Haste, Steel Boots, Wand of Inferno, Fire Sword, Demonrage Sword, Dreaded Cleaver, Mastermind Shield, Magic Plate Armor, Fireborn Giant Armor, Heavy Mace.
See also: Creatures.

http://img96.imageshack.us/img96/7421/tibiammm.jpg

Submission by USER:Phikonita (status: accepted)

None
Dreaded Dwarf

5000 Hit points
4000 Experience points per kill

Abilities: Melee (0-640), Distance Fighting (throwing axe) (100-200), Self-Healing (Slow,Weak), Heavy Drunknness
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 840 hp per turn hp per turn
Immune To: Energy, Ice, Drown, Life Drain, Invisibility, Paralyze
Strong To:
Neutral To: Fire, Earth
Weak To: Physical (+7%), Holy (+5%), Death (+5%)
Sounds: "I might be short, but remember that I got a big axe!", "Down the hatch!"
Behavior: They fight until death and drink alot of mead.
Field Notes: Make sure that you have a dwarven ring with you or you got a big problem. He makes the enemy drunk and reaps their heads off with just a single blow.
Location: Deep in Kazordoon Mines
Strategy: Use knights as blockers to hunt this monster. High level paladins (250+ lvl) can hunt this monster solo by running.
Loot: 0-200 Gp, 0-2 Platinum Coin, Dwarven Shield, Plate Armor, Viking Helmet, Dwarven Axe (rare), Angelic Axe (rare), Steel Boots (very rare), Vile Axe (very rare), Dwarven Armor (extremely rare).
See also: Creatures.


http://img237.imageshack.us/img237/5687/dreadeddwarf.png

Submission by User:Darkmaster987 (status: rejected)

Dark Master

None
FootPad

145 Hit points
75 Experience points per kill

Abilities: Melee (25) Range (15) Per Hit
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 38 hp per turn
Immune To: none
Strong To: Error: String exceeds 1,000 character limit.
Neutral To:
Weak To:
Sounds: DIE!,eat my sling!,
Behavior: attack's when your in Range and when you come close he use's Melee (Run's when low on heath)
Field Notes: pretty easy like a troll
Location: anywhere
Strategy: just kill him
Loot: 15gold,5stones,dagger,
See also: Creatures.


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

Submission by User:Darkmaster987 (status: rejected)

Dark Master

None
Outlaw

115 Hit points
55 Experience points per kill

Abilities: Melee (55)
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 75 hp per turn
Immune To: none
Strong To: Error: String exceeds 1,000 character limit.
Neutral To:
Weak To:
Sounds: Im happy you kicked me out of my town!,Well well well if it's not a wealthy traveler,
Behavior: Attack's on sight (Run's when low on health)
Field Notes: he was kicked from his town his family was kill bye the guard had no where to live so he became a outlaw
Location: Anywhere
Strategy: It only has Melee so you should attack from a distance
Loot: Mace,30gold,hood,
See also: Creatures.


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

Submission by User:Relentless Overlord (status: accepted)

None
Energy Water Elemtal

2550 Hit points
2200 Experience points per kill

Abilities: Melee (0-200; Poisons you up to 15 Hitpoints per turn), Energy Strike (0-310), Water Bomb (330-450), Great Energy Beam (0-580, Ice Missile (170-210), Self Healing.
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 780 hp per turn
Immune To: Invisibility, Energy, Paralysis.
Strong To: Physical (-20%), Holy (-75%), Fire (-20%), Ice (-60%), Life Drain (-10%)
Neutral To: Death?, Energy, Earth?, Drown
Weak To:
Sounds: "BZZZZZZZZZ"; "*Splish Splash*"
Behavior: Fight until death.
Field Notes: This creature is a mixture from an Energy and Water Elemental.
Location: Folda,Calassa,North west of Ankrahmun (Need levitate).
Strategy: -Knights Can kill it with melee.

-Mages Can use Underworld Rod and Death Strike.

-Paladins should run away from them in most cases.
Loot: 0-3 Platium Coins, Vial of water, 0-2 Life rings(rare), 0-2 Great Mana Potions(Rare),Voltage Armor (Very Rare),Wand of starstorm(Rare),Energy Soil (Very Rare).
See also: Creatures.


http://img706.imageshack.us/img706/6020/energizedwaterelemental.gif

Submission by User:Darkmaster987

None
Skeleton Maceman

350 Hit points
70 Experience points per kill

Abilities: Melee (25)
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 30 hp per turn
Immune To: none
Strong To: Error: String exceeds 1,000 character limit.
Neutral To:
Weak To:
Sounds: none
Behavior: (Run's when low on health)
Field Notes:
Location: anywhere skeleton's are
Strategy: attack from a distance
Loot: 10gold,mace,hachet,bone,torch,skull
See also: Creatures.

Image:Skeleton Warrior.gif

Submission by User:Rachelka (status: accepted)

None
Serpent Cave

7800 Hit points
3200 Experience points per kill

Abilities: Melee (0-300+), Great Fire Bomb (0-280), Fire Beam (0-280), Death Strike (0-220), Poison Beam (0-130).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1200 hp per turn
Immune To: Invisibility
Strong To: Death (-5%), Fire (-60%), Earth (-28%)
Neutral To: Physical?, Holy?, Drown?, Life Drain?
Weak To:
Sounds: "Did you wrote your testament?! MUHAHA!"; "Even best shield will not protect your miserable body!"; "After this, your second life will never be the same!"; "Run away when you still have choice! MUHAHA!".
Behavior: Serpent Caves are going to be furious when are block somewhere and are low health, runs away.
Field Notes: Serpent Cave is a demanding monster. Any low lvl characters will have not any chance with them face by face. He start to be furious when is block somewhere and start to use his every spells in panic.
Location: It is a boss type of monster. Can be everywhere on tibia map in the deepest tunnels in Caves.
Strategy: If you are not to much experience the best way to survive is run away from there as fast is it possible to do. Knights should have got good skills to block them also the others of team should start to attack them by some of Icy and energy runes or spells.
Loot: 0-320 gp, 0-10 Platinum Coins, 0-10 Potato, 0-10 Lemon, Great Mana Potion, Great Health Potion, 0-5 Small Ruby, 0-5 Small Diamond, 0-3 Small Topaz, Ring of Healing, 0-2 Blue Piece of Cloth, 0-2 Green Piece of Cloth, Crown Backpack, Iron Ore (semi-rare), Knight Axe (semi-rare), Crusader Helmet (semi-rare), Tower Shield (semi-rare), Knight armor (semi-rare), Knight legs (semi-rare), Gold Ingot (rare), Giant Sword (very-rare), Vampire shield (very-rare), 0-3 Gold Nuggets (very-rare).
See also: Creatures.


http://img690.imageshack.us/img690/3480/dragonbj.jpg

Submission by User:maho91 (status:accepted)

None
http://img691.imageshack.us/img691/3318/tibiawikifinished.gif Ghost of Farmine

150 Hit points
25 Experience points per kill

Abilities: Life Drain (6-14)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 14 hp per turn
Immune To: Physical, Death, Drown, Life Drain, Invisibility, Paralyze
Strong To: Holy (-40%?), Fire (-40%?), Energy (-40%?), Ice (-40%?), Earth (-40%?)
Neutral To:
Weak To:
Sounds: "Are they gone yet?"; "I tried to hide from them and couldn't find my way out!"; "I can make things come alive!"; "My sweet dolls fled across the mountains, they abandoned me!"; "I can hear them calling for me!"
Behavior: The Ghost of Farmine tries to keep a distance from it's opponent and fights until death.
Field Notes: The Ghost of Farmine is spawned at every server save with the basic caveman outfit, but can not be killed until you figure out how to.

"Report to Ongulf, we have found something"
The dwarfs of Farmine had been expanding their city in the deepest caves for a long time when they dug into a hole in the mountain. In the hole they found some old traces of cloths and a book. The book is a diary about the last months of the shaman Kolat from long ago.
Diary of Kolat
"I think we're about to lose this war, the giant lizards are to strong, the fury of the orcs are to overwhelming and my magic is not enough against the Lizard Priests... They have breached our defences, we have no choice but to flee. Our scouts are searching for some habital land to the west, on the great mountain. We lost many men while fleeing, the green monsters were ruthless and had a bloodthirst I've never seen before... We have found a nice place for our new settlement with water closeby and we can plant the ground. Hopefully the lizards won't follow us... I shouldn't have done that! I went exploring in the land east of our camp and I ran into a group of lizards. I killed two of them, but they were to many. I tried to run but realized that there were no place to run but into the unexplored mountain. My doll puppets were to afraid to go into the mountain so they abandoned me, last I saw of them they were running up the mountain. I found a hole in which I could hide. I blocked the entrance with a big stone, hoping that the lizards won't notice... I think they are gone now, but I have another problem. The stone I blocked the entrance with is impossible to move. Seems like I will be here until the end, I just hope my dolls survived."

Click Here to Show/Hide Spoiler Information
Spoiler warning: Quest and/or game spoiling details follow.
The Ghost of Farmine can only be killed when you have made his dolls spawn (Ghostly Apparition in Vengoth). If you have made them spawn but the Ghost of Farmine only have his staff and not the whole outfit you have not made all the dolls spawn.
The Very old Tome of Knowledge can be handed in to npc Cael in exchange for a reward and you will be awarded the achivement Master of Puppets.
Spoiler ends here.
Location: Deepest part of Farmine Mines.
Strategy: You can kill this creature solo from level 10, might take some time due to his strength against the different elements.
Loot: A Very old Tome of Knowledge (always)
See also: Creatures.


http://img7.imageshack.us/img7/8502/shamanfinished.png

Submission by User:LiDao (status:accepted)

None
Lidaomage Uranos

37000 Hit points
14200 Experience points per kill

Abilities: Melee(300-490), Invisibility, Mana Drain (550-810 mana per turn), Summons 0-5 Tuorms, Great Life Drain Bomb (350-?), Great Smokebomb (480+), Poison (starting from 40), Poison Explosion (500+), Great Berserk (900+), Meteor (360-420).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 3140 hp per turn
Immune To: Drown, Life Drain, Invisibility, Paralysis
Strong To: Physical (-5%), Earth (-5%)
Neutral To: Holy, Fire
Weak To: Death (+3%), Energy (+1%), Ice (+3%)
Sounds: "He sent you to destroy me, I won't give up !!", "I can't imagine what would happen if...", "He is lost... HE IS LOST!"
Behavior: Keeps distance from the opponent.
Field Notes: This Mage is stronger than his brother Ferumbras. Uranos was one of the mages in the Edron Academy and the one of the mages who sent Ferumbras to his citadel... From that time, many strange things has happened, Uranos is afraid that Ferumbras can come back with support to take his revenge, Uranos is attacking everyone who see him, to not let anybody spread the information where he lives.


Before he appears, three messages are broadcast in white text to all players on that world:
"A mysterious tunnel has been found..."
"The doors... The doors are protected by unidentified forces!"

"It's Uranos ! Hes really mad ! Prepare for a battle or run !"
Location: Under Eremo's Island
Strategy: Use the same tactic as killing ferumbras.
Loot: 0-580 gp,0-55 White Pearls, 0-67 Small Rubys, 0-95 Small Sapphires, 0-64 Small Rubies, 0-9 Black Pearls, 0-90 Small Diamonds, 0-76 Small Topaz, 0-9 Soul Orbs, 0-3 Gold Ingots, Talon, Necrotic Rod, Gold Ring, Fire Sword, Energy Ring, Two Handed Sword, Golden Armor, Golden Legs, Boots of Haste, Teddy Bear, Thunder Hammer, Magic Plate Armor, Spellbook of Mind Control, Spellbook of Lost Souls, Spellscroll of Prophecies, Terra Legs, Magma Legs, Haunted Blade, 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,Green Tome, Phoenix Shield, Hellforged Axe,Emerald sword, Impaler, Tempest Shield, Velvet Mantle, Bloody Edge, Demonwing Axe, Havoc Blade,Uranos Mantle, Uranos Hat (always).
See also: Creatures.
Lidaomage

Submission by User:celik75 (status:accepted)

None
Mutated Snowman

450 Hit points
300 Experience points per kill

Abilities: Melee (0-60), Snow Wave (0-80), Throws Snowballs (0-110), Ice Wave (50-155), Ice Missile (50-85) reduces your skills temporarily
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 355 hp per turn
Immune To: Physical, Ice, Ice, Paralysis
Strong To: Life Drain (-60%?)
Neutral To: Holy, Death?, Fire, Energy?, Earth, Drown
Weak To:
Sounds: "Where is my carrot?!""You will freeze to death!""Brrrr!""Pretty Cool hea?!"
Behavior: Mutated Snowman will fight until death. Stay diagonal to avoid the deadly ice wave.
Field Notes: Some tibians belive it's been cursed by a Ice Witch. high recommand to wear a scarf
Location: Krimhorn Fortress, Hrodmir, Magician Quarter in Yalahar.
Strategy: Good to have a knight as a blocker and shoot runes or wand and vis. You can also easily solo them - just run around. Be careful stay diagonal to avoid the deadly ice wave
Loot: 0-90 gp, Ice Cube, 0-5 snowballs, scarf (semi-rare) Strong Mana Potion (semi-rare), Clerical Mace (semi-rare),Shard (rare), Glacier Shoes(rare), Earmuffs (very rare),
See also: Creatures.


http://img816.imageshack.us/img816/6808/mutatedsnowman.jpg

Submission by User:Mounthrize (status:accepted)

None
Emotion

60 Hit points
0 Experience points per kill

Abilities: Haste.
Pushable: Tick
Push Objects: Cross
Est. Max. Damage: 0 hp per turn
Immune To: None
Strong To:
Neutral To: Physical?, Holy?, Death?, Fire?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To:
Sounds: "Lalala..."; ""All you need is love..."(8)"
Behavior: Emotion are incredibly fast creatures, so be careful of hurt someone trying to kill them.
Field Notes: This special creature instead of exp gives you life, so it's really helpfull when you are hurt. Raid occurs in different places at different times during February's month.
Location: All kind of places, especially in hard quests where someone could need health.
Strategy: Just attack them, they ae very weak.
Loot: Nothing (But you can use an Empty Potion Flask on it to get a Health Potion).
See also: Creatures.


Image: http://img18.imageshack.us/img18/9162/cheecklehearth2.gif

Submission by User:Mario Shuter (status:accepted)

None
Centaur

675 Hit points
450 Experience points per kill

Abilities: Melee (0-175), Paralyze,Distance Life Drain (0-85),Death Missile (0-90), Self Healing, spear (0-50)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 350 hp per turn
Immune To: Invisibility, Paralysis
Strong To:
Neutral To: Holy?, Energy?, Ice?, Earth?, Drown?, Life Drain?
Weak To: Physical (+10%?), Death (+25%?)
Sounds: "Grrrrrrrrrrrrrr!"; "Fcccccchhhhhh".
Behavior: Fights to death, he shoots with Spears.
Field Notes: Be carefull with this creature if you are low level. You can skin them with an Obsidian Knife, to get Centaur Leathers. Centaur Leathers and Centaur Tails can be sold on Irmana.
Location: In the Beaches of Liberty Bay, Drefia
Strategy: Mages: get a good knight and shoot them with with your death strike. A mage can solo one of this with out magic shield at level 45.

Paladins: its better to hunt them only if you are above level 42 to use Enchated Spears. Try to get good skills.

All Vocations: is recommendaded to bring Garlic Necklace.
Loot: 0-80 gps, 0-3 Spears,Centaur Leather (semi-rare), Centaur Tail (rare), 0-1 Platinum Coin (rare), 0-2 Royal Spears (rare), Guardian Shield (rare), Spike Sword (rare), Paladin Armor (very rare),Tower Shield (very rare)
See also: Creatures.


http://www.tibiapic.com/image.php?v=rHKyh1TWTTTT

Submission by User:Starygurl (status:accepted)

None
Shadow of Rakedz

3500 Hit points
7800 Experience points per kill

Abilities: Melee (0-323), Avalanche (300-553), Blood Beam (200-300), Death Strike (100-340), Icicle (250-300), Ice Beam (170-500), Life Drain (150-200), Summons 0-3 Zombie, Water Explosion (300-600), Strong Haste, Self-Healing (very fast).
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 1543 hp per turn
Immune To: Death, Ice, Drown, Life Drain, Invisibility, Paralysis.
Strong To: Physical (-70%)
Neutral To: Energy, Earth
Weak To: Holy (+50%), Fire (+50%)
Sounds: "Ice Age is Back!"; "KRZCH!"; "DEATH AWAITS YOU!."; "FROZEN DEATH!"
Behavior: Fights until Death, and Heals very often.
Field Notes: He is Undead Humanoids boss. Beware when fighting him since his summons can break your shielding. When fighting him is recommende to wear Glacier Amulet so you reduce his ice Damage.
Location: Deep in Okolnir, Sometimes at Yakchal Crypt.
Strategy: All Vocations wear Glacier Amulet or Ssa so you can reduce his stronger attacks like his Ice beam and his Death Strike. Remember to bring your Helmet of the Deep when killing him sice he tends to use his Water Explosion very often.

Knights. Beware you will need a team so you dont waste since he is almost immune to Physical Damage. Remember to trap him so he wont use his Avalanche. Kill the Zombies as soon as possible so they dont break your Shielding. If you try to kill him alone you it will be a big waste. Always stand diagonal so he doesnt hit you with his waves like Ice Beam, and Blood Ball. His Melee is really weak so try to trap him. When fighting him in the Yakchal Crypt search for a spot north where only he can hit you. try to use Challenge Since he tends to retarget occasionally You can solo him at level 180+. Paladins. Paladins can use same strategy as a Knight. Use Divine Missile since he is really weak against Holy Damage. If you are fighting him in Okolnir running him won't work since he is really fast and you will get hitted by his ice beam. Try to use Divine Caldera Occasionally to kill the zombies A paladin can kill him easily at level 150+

Mages. they can wear Glacier Set so they can reduce his Ice Damage. Druids Can trap him and use Tera Wave meanwhile mages can trap him and use Energy Wave Mages can solo him at level 150+
Loot: 1-356 gp, 0-3 Blue Piece of Cloth, 0-4 Demonic Essences, Devil Helmet, Earmuffs, Life Ring,Glacier Shoes (semi-rare), Blue Robe (rare), Giant Sword (rare), Glacier Kilt (rare), Hailstorm Rod (rare), Nightmare Blade (rare), Blue Legs (very rare), Frozen Plate (very rare), Frozen Starlight (very rare), Frozen Tear (very rare), Shadow Substance (always).
See also: Creatures.
Shadow of Rakedz

Submission by User:EsterZion3 (status:accepted)

None
Arzgo, The Unmerciful

15,000 Hit points
7,000 Experience points per kill

Abilities: Melee (0-999), Lightening of Fury (0-1,500), Death Touch (0-500), Freeze Stun (0-666)
Pushable: Cross
Push Objects: Tick
Est. Max. Damage: 3,000 hp per turn
Immune To: Invisibility, Earth
Strong To: Death (-10%), Ice (-10%)
Neutral To: Physical, Holy, Fire, Energy, Earth, Drown, Life Drain
Weak To:
Sounds: "Ready or not, here it comes!" ; "ZzzZzzzZzz...." ; "Prepare yourself!" ; "No one escapes me!"
Behavior: Charges opponent with haste, using strong melee and magical damage. Flees in red hp.
Field Notes: Arzgo has 6 arms. Two of which wield melee weapons, two cast magical damage. The last two arms try and draw you in, keeping you paralyzed next to him. He is strong, and unrelenting. When in low health, Arzgo flies into a battle fury, directing his attacks to more then one opponent. Becareful when he casts freeze, stun or you won't be able to move for 10 seconds.
Location: Cemetery Quarter in Yalahar
Strategy: Can only be faced in a group of 6 or more. Knights must trap into a corner taking the brunt of the damage, while mages use fire and energy attacks. Paladins should use assasin stars, while casting holy damage.
Loot: Gold 0-99, Dagger, Diamonds 0-10, Belt of Invunerability (very rare), Raging Splitter (rare), Head of Arzgo (always)
See also: Creatures.


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

Submission by User:epinguim (status:accepted)

None
Hellish Babydoll

3650 Hit points
3900 Experience points per kill

Abilities: Melee (0-430), Fireball (80-150), Stalagmite (160-230), Berserk (85-255), Fire Wave (130-500), Haste, Self Healing.
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 650 + waves (0-500) hp per turn
Immune To: Fire, Earth, invisibility, paralysis.
Strong To: Physical (-20%), Death (-20%)
Neutral To: Ice, Drown, Life Drain
Weak To: Holy (+30%), Energy (+30%)
Sounds: "GOOGOO DADAAHH!"; "YAAAAAAGHH!"; "I wasy born to keel."; "Mumy, where yu are?".
Behavior: Runs away at deep red and always fights in close range.
Field Notes: Built by the hell smiths, made of human flesh and a mixture of hell steel and crude iron, this diabolic baby can't do anything but kill. Forged in the deepest pits of the underworld, this killing machine drinks fresh blood from the victims of its drill. With unshaken joy and excitement, this iron child just cries out for one thing: its missing mother, that was never seen. Poor babydoll.
Location: Infernatil's Throneroom
Strategy: Stay out of their wave. Mages should run and use Energy Strike considering they aren't very fast. Paladins may run too, attacking with Assassin Stars or Power Bolts. Knights can kill them, but it will be a waste as they are strong against Physical Damage and they can hit hard in close combat.
Loot: 0-350 gp, 0-3 Platinum Coins, 0-2 Nails, Great Health Potion, Strong Mana Potion, Dark Armor (semi-rare), Demonic Essence (semi-rare), Soul Orb (rare), Talon (rare), Gear Wheel (rare), Magma Coat (very rare), Steel Boots (very rare), Berserker (very rare), Huge Chunk of Crude Iron (very rare), Piece of Hell Steel (very rare).
See also: Creatures.


http://img820.imageshack.us/img820/2538/criatura.jpg

Submission by User:ZOMGZORS

None
Flying Scimitar

666 Hit points
222 Experience points per kill

Abilities: Melee (0-99 Physical Damage), Berserk (11-99 Physical Damage), Enchanted Slash (50-150 Holy Damage), Strong Haste (when in red health), Blood Slash (50-200 Life Drain Damage).
Pushable: Tick
Push Objects: Tick
Est. Max. Damage: 348 when not enraged, 398 when enraged hp per turn
Immune To: Physical, Drown, Life Drain, Invisibility, Drunkenness, Paralysis.
Strong To: Holy (-10%)
Neutral To: Fire, Energy, Ice, Earth
Weak To: Death (+1%)
Sounds: <"Ching Ching!"; "Shheiyck!"; "Taste my blade!";>
Behavior: Becomes enchanted in blood when low (red) on health (can cast Strong Haste and uses Blood Slash instead of Enchanted Slash). Does not flee in low health. May retarget to closest target and will push objects.
Field Notes: Be careful when fighting this enemy as it tends to come in groups. Focus on one target only as it gets stronger when it is in red health. Fight with caution and try not to flee into a corner. Also in the Labyrinth be careful finding your way around as there is no map so make sure you have a way out! (Mark the trail with gp or something.) *Also note that Labyrinth is a "new" location and Enchanted Essence is a new creature product item.
Location: Many places in the Labyrinth*.
Strategy: It is advised to have equipment with Physical Resistance especially if you are a knight. Protection Amulet is a cheap alternative. Also use items that give Life Drain Resistance such as Garlic Necklace as it is their strongest attack (when enraged). Getting Holy Resistance also isn't a bad idea.

For Knights and Paladins: Make sure you are using an enchanted attack; an attack that does not do Physical Damage. Be cautious about their melee attacks. A combo of three attacks especially from more than one is a deadly combo. It is advised to bring a healer and/or a shooter. Knights will not make much profit off these and is recommended more for mages (unless you are the blocker). Paladins should shoot and run perhaps with a blocker but do not run too far into more of them. Profit is not too bad.

For Mages: Use an Elemental attack like Terra Strike or use Sudden Death runes.

Mages may be the best professions for these enemies as they drop blank runes (but no food). They give very good loot but may also be very deadly. Using an attack like GFB or Avalanche is a fast way to kill them but when they all use Strong Haste, you'd better take extreme caution. Having a blocker will be good loot for both of you.The Knight can hold loot and take hits while the Mage is the shooter and does most of the damage.
Loot: 0-2 Platinum Coin, Scimitar, Sabre, Enchanted Essence*, Vial of Blood, 0-2 Blank Rune (semi-rare), Diamond (semi-rare), Blood Preservation (semi-rare), Broadsword (semi-rare), Garlic Necklace (semi-rare), Plate Legs (rare), Plate Armor (rare) Spike Sword (very rare), 0-3 Power Bolt (very rare).
See also: Creatures.


~~

When not Enraged:

Blue Sabre

When Enraged:

Red Sabre

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