Attributes | Values |
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rdf:type
| |
rdfs:label
| - Pirate Ghost
- Pirate Ghost
- Pirate Ghost
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rdfs:comment
| - __NOEDITSECTION__ __NOWYSIWYG__
- __NOWYSIWYG__
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immunities
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walksaround
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strongagainst
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implemented
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Behavior
| - Pirate Ghosts will attack relentlessly until they die.
- Pirate Ghosts will attack relentlessly until they die.
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weakagainst
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secondarytype
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creatureclass
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bestiaryclass
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senseinvis
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paraimmune
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fireDmgMod
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convince
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deathDmgMod
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iceDmgMod
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immuneto
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behaviour
| - Pirate Ghosts will attack relentlessly until they die.
|
walksthrough
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Summon
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hpDrainDmgMod
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holyDmgMod
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energyDmgMod
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physicalDmgMod
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MaxDmg
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earthDmgMod
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bestiarylevel
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isboss
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bestiarytext
| - Considering the lifestyle of a pirate, it is no real surprise that several of them end up as cursed souls - never able to acquire some sort of afterlife. Bound to the world of the living, they continue their evil lifework of spreading fear and of murder. Almost impossible to be hurt, they pursue their victims with reckless malice that is frightful on its own. They posses several powers that are common to ghosts, but they seem to be slightly more accustomed and adapted to murder than others of their kind. While other ghosts seem more concerned about themselves and their dire fate, the Pirate Ghost actually seems to enjoy to inflict pain on the living ones. Some say, making others suffer lets them better bear their own misery.
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SpawnType
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bestiaryname
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drownDmgMod
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illusionable
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Loot
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primarytype
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dbkwik:es.tibia/pr...iPageUsesTemplate
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dbkwik:sv.tibia/pr...iPageUsesTemplate
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dbkwik:tibia/prope...iPageUsesTemplate
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Name
| - Pirate Ghost
- Pirate Ghost
- Pirate Ghost
|
Abilities
| - Melee poisons you 2 hp/turn, Life Drain , Musical Explosion on itself, does Death Damage, Self-Healing.
- Melee poisons you 2 hp/turn, Life Drain , Musical Explosion on itself, does Death Damage, Self-Healing.
- Melee poisons you 2 hp/turn, Life Drain , Musical Explosion on itself, does Death Damage, Self-Healing.
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Exp
| |
Ratio
| - 0(xsd:integer)
- 909(xsd:integer)
|
Notes
| - These chilling phantoms haunt the underground chambers on Nargor and can also be found on Goroma and Treasure Island. Like their weaker counterparts, Ghosts, they are immune to all physical damage. They offer good experience for Mages, because they are easier to kill in comparison to Undeads like Demon Skeletons. They also give decent loot for the expense.
- These chilling phantoms haunt the underground chambers on Nargor and can also be found on Goroma and Treasure Island. Like their weaker counterparts, Ghosts, they are immune to all physical damage. They offer good experience for Mages, because they are easier to kill in comparison to Undeads like Demon Skeletons. They also give decent loot for the expense.
- These chilling phantoms haunt the underground chambers on Nargor and can also be found on Goroma and Treasure Island. Like their weaker counterparts, Ghosts, they are immune to all physical damage. They offer good experience for Mages, because they are easier to kill in comparison to Undeads like Demon Skeletons. They also give decent loot for the expense.
|
Sounds
| - "Yooh Ho Hooh Ho!"; "Hell is waiting for You!"; "It's alive!"; "The curse! Aww the curse!"; "You will not get my treasure!".
- "Yooh Ho Hooh Ho!"; "Hell is waiting for You!"; "It's alive!"; "The curse! Aww the curse!"; "You will not get my treasure!".
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HP
| |
Location
| - Single Spawn at Drefia, Goroma, Underground Nargor, hidden caves under Treasure Island, single spawn at Liberty Bay ruins.
- Single Spawn at Drefia, Goroma, Underground Nargor, hidden caves under Treasure Island, single spawn at Liberty Bay ruins.
- Drefia, Goroma, Nargor Undead Cave, hidden caves under Treasure Island, single spawn at Liberty Bay ruins, Chyllfroest .
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Strategy
| - They aren't very fast so you can use runes from a distance , while larger groups should be disposed of with well-aimed GFB. Mages will do best with Energy Strike, as this will give better profit than HMMs. Also field spells won't be as effective as on regular Ghosts since they heal quite a lot.
- They aren't very fast so you can use runes from a distance , while larger groups should be disposed with well-aimed GFB. Mages will do best with Energy Strike, as this will give better profit than HMMs. Also field spells won't be as effective as on regular Ghosts since they can self-heal quite quickly.
- They aren't very fast so you can use runes from a distance , while larger groups should be disposed with well-aimed GFB. Mages will do best with Energy Strike, as this will give better profit than HMMs. Also field spells won't be as effective as on regular Ghosts since they can self-heal quite quickly.
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abstract
| - __NOEDITSECTION__ __NOWYSIWYG__
- __NOWYSIWYG__
|
is droppedBy
of | |
is dangers
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