Monster

Kind of stupid creatures and yet wise.

Monster: Amazons, Annelids, Apes, Arachnids, Arak Demons, Arena, Barbarians, Bats, Bears, Bio-Elementals

Amazons - Amazonas are a group of women hunters. They are not cannibals, they simply hold their victims' heads as trophies. All types of Amazons are qualified long distance fighters and are passionate about precious stones. They will defend their homes with great ferocity. Their largest camp is located in the Green Claw Swamp near Venore, and they do not leave their camps to invade human settlements in the northwest. They rarely travel through the swamp. It seems that there is some relationship in Amazons and Witches, since they seem to trust each other, but this has not been substantiated and is not completely understood.

Amazon

✪✪

110 86
60 11
(Physical Damage)
+5%
(Earth Damage)
0%
(Fire Damage)
0%
(Death Damage)
+5%
(Energy Damage)
0%
(Holy Damage)
0%
(Ice Damage)
0%
(Healing)
0%
(Gold Coins)

(Skull)

(Dagger)

(Brown Bread)

(Saber)

✪✪
(Girlish Hair Decoration)

✪✪
(Protective Charm)

✪✪✪
(Torch)

✪✪✪✪
(Crystal Necklace)

✪✪✪✪✪
(Small Ruby)

✪✪✪✪✪
(Silver Raid Token)

✪✪✪✪✪✪

Amazons are female warriors who have built a community hidden in the swamps to the east in Tibia. They vigorously attack any intruders in their community and cut off the victims' heads to keep them as some kind of trophy. They are not very strong in hand-to-hand combat, but they are capable of throwing knives with deadly precision. An Amazon who collects 13 heads is promoted to Valkyrie. They are wild women who fight for their freedom and hate it when someone invades their territory.


Valkyrie

✪✪

190 88
85 12
(Physical Damage)
+10%
(Earth Damage)
0%
(Fire Damage)
-10%
(Death Damage)
+5%
(Energy Damage)
0%
(Holy Damage)
-5%
(Ice Damage)
-10%
(Healing)
0%
(Gold Coins)

(Spear)

(Meat)

(Chain Armor)

✪✪
(Red Apple)

✪✪
(Girlish Hair Decoration)

✪✪
(Protection Amulet)

✪✪✪
(Hunting Spear)

✪✪✪
(Protective Charm)

✪✪✪
(Health Potion)

✪✪✪✪
(Skull)

✪✪✪✪
(Plate Armor)

✪✪✪✪
(Small Diamond)

✪✪✪✪✪
(Double Axe)

✪✪✪✪✪

The Valkyries are the upper caste of the Amazons, communities of martial women living in the swamps in eastern Tibia. They are stronger in hand-to-hand combat and use their spears skillfully for ranged combat. Any Amazon that proves its courage by taking the skulls of thirteen opponents will be promoted to a Valkyrie.


Boss


Xenia

Boss of Amazon

200 176
255 15

Her name is an allusion to Xena, the warrior star of a TV show. Appears in rare form at Amazon Camp.

Annelids - There is currently no text in this page. You can search for this title on other pages, or search for related records.

Carrion Worm

✪✪

145 65
70 8
(Physical Damage)
0%
(Earth Damage)
-20%
(Fire Damage)
5%
(Death Damage)
0%
(Energy Damage)
-10%
(Holy Damage)
0%
(Ice Damage)
5%
(Healing)
0%
(Gold Coins)

(Carrion Worm Fang)

✪✪
(Meat)

✪✪
(Worm)

✪✪✪
(Coal)

✪✪✪

It is said that even the rotworm cannot survive forever on its disgusting diet. Sooner or later he ends up being a victim of all the rot they consume. However, there are reports describing that some of them are extremely resistant to all poisons ingested during their lifetime. They appear to be immortal, they are stronger and larger than the rest of the species, they can even reach the size of a calf. Perhaps these stories are partly true, as larger rotworms among their species are now seen . They are called Carrion Worms and do not appear to belong to a new species. On the contrary, they are similar to rotworms, only older, bigger and more cruel. Apparently, even though in every respect their capacities exceed that of other worms, they have no special position in the hierarchy of the irrational society of worms. They are found accompanied by minors, which makes them even more dangerous. They have a kind of set of fangs that can easily penetrate armor and are protected by very thick skin, the result of decades of development.


Drillworm

✪✪✪

1500 110
858 41
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
5%
(Death Damage)
-15%
(Energy Damage)
0%
(Holy Damage)
-15%
(Ice Damage)
0%
(Healing)
0%
(Gold Coins)

(Blue Crystal Splinter)

✪✪
(Brown Crystal Splinter)

✪✪
(Coal)

✪✪
(Green Crystal Splinter)

✪✪
(Lump of Earth)

✪✪
(Vein of Ore)

✪✪
(Drill Bolts)

✪✪✪
(Worms)

✪✪✪
(Dwarven Ring)

✪✪✪
(Iron Ore)

✪✪✪
(Pick)

✪✪✪
(Pulverized Ore)

✪✪✪
(Terra Amulet)

✪✪✪
(Clay Lump)

✪✪✪✪
(Spiked Squelcher)

✪✪✪✪

Drillworms are aggressive animals from the depths of the earth. They are supposed to be distant relatives of Rotwormcommon, but no medical exam could prove it. In fact, studies have revealed that Drillworm is actually quite different from a rotworm because of its movement, behavior, even its organs. It has two powerful legs that, in some circumstances, can also serve as weapons. The Drillworm set of teeth is only a secondary tool compared to the highly corrosive acid in your mouth, which serves as saliva and digestion fluid. While teeth are often used to crush or get hold of something, acid is used to quickly dissolve earth and stone, turning it into mud so that it can be swallowed. The body of a Drillworm is very resilient, its skin colorless, almost transparent, its massive muscles can be seen. Although blinded by normal standards, their eye-like organs are highly efficient heat sensors, and their antennae, which are usually sensing stone surfaces, can sense even the slightest of vibrations. These organs grant the creature extremely sharp senses, giving it an advantage in any underground environment. What's more, the Drillworm can retract its tail and extend it with such force that it forms an effective anchor. Using this natural anchor, and forcing his body to twist, Drillworm sprays the stone in front of him with corrosive saliva. Releasing the force retained from its twisted body to spin forward at high speed, it puts itself in a real drilling motion, allowing it to pass through the most massive barriers at a frightening speed. Because of an obvious lack of predators and challenges in their natural habitat, Drillworm is quite bold and, although not aggressive, still sees everything as food. Alarmingly, the pattern of movement and heat of other living things apparently indicates a favorite type of food, causing the drillworm to attack. Only recently have Drillworms emerged from the depths of the Earth and are now found in layers that are already inhabited by the well-known underground races. If the migration of drillworms continues, they may soon replace known rotworm populations, as rotworms pose no threat to Drillworms and occupy a very similar niche. Probable reasons for this migration are the increased levels of heat and lava that can be witnessed around the world, and which the gnomes call "global warming". In light of these facts, it is not just an increase in Drillworm sightings that we expect, but also the appearance of other underground creatures; And if the drillworm should be any indicator of its threat level, this is terrible news indeed.


Rift Worm

2800 200
1195 25
(Physical Damage)
0%
(Earth Damage)
25%
(Fire Damage)
5%
(Death Damage)
0%
(Energy Damage)
0%
(Holy Damage)
5%
(Ice Damage)
5%
(Healing)
5%

Rotworm is a very old breed that lives in several caves around Tibia. They dig in the ground and wait for distracted victims, devouring them all at once. When they appear in packs, Rotworms are quite dangerous, even for experienced adventurers.


Rotworm

✪✪

65 58
40 8
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
0%
(Death Damage)
0%
(Energy Damage)
0%
(Holy Damage)
0%
(Ice Damage)
0%
(Healing)
0%
(Gold Coins)

(Ham)

✪✪
(Lump of Dirt)

✪✪
(Meat)

✪✪
(Worm)

✪✪✪
(Mace)

✪✪✪
(Sword)

✪✪✪

Rotworm is a very old breed that lives in several caves around Tibia. They dig in the ground and wait for distracted victims, devouring them all at once. When they appear in packs, Rotworms are quite dangerous, even for experienced adventurers.

Apes - Primates (Apes) were once slaves to the Lizards , but the Lizards' society was marked by a great rivalry between wizards and warriors. This power clash eventually resulted in a civil war. Distracted by the endless battles, the Lizards failed to keep the slaves, the primates, trapped. They started a revolt to free their race and the Lizards, who were already weak because of the great battles between them, were easily won by them. The few who survived left their city and took refuge in the forest . Primates also make raids on Port Hope . They are usually hunted by weaker characters, because of their experience and loot. The main loot of primates that everyone wants is Ape Fur.

Kongra

✪✪

340 92
115 18
(Physical Damage)
0%
(Earth Damage)
-10%
(Fire Damage)
-20%
(Death Damage)
+5%
(Energy Damage)
-5%
(Holy Damage)
0%
(Ice Damage)
+15%
(Healing)
0%
(Gold Coins)

(Banana)

(Kongra Shoulderpad)

✪✪
(Health Potion)

✪✪✪
(Protection Amulet)

✪✪✪
(Plate Armor)

✪✪✪
(Ape Fur)

✪✪✪
(Power Ring)

✪✪✪✪
(Club Ring)

✪✪✪✪
(Silver Raid Tokens)

✪✪✪✪✪

The powerful Kongras are like mountains made of flesh and muscle. These huge monkeys are incredibly strong and quite agile for their mass and size. They seem to be the ape warriors who live in the densest jungle and often assault human convoys. In his wrath a Kongra is able to uproot small trees and break bones as if they were small branches. With a frightening look, a Kongra can make even an experienced warrior tremble. The dark and immense figure reaches a threatening speed in its attacks. Counting mainly on his strength, a Kongra rarely uses any weapon. Occasionally, the warrior monkey uses stones of different sizes or attacks as temporary weapons, but usually has its "hammer" fists and the influence of its powerful arms.


Merlkin

✪✪

235 97
145 16
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
-20%
(Death Damage)
+5%
(Energy Damage)
-10%
(Holy Damage)
-10%
(Ice Damage)
+15%
(Healing)
0%
(Gold Coins)

(Banana)

(Magic Light Wand)

✪✪
(Banana Sash)

✪✪
(Mana Potion)

✪✪✪
(Wand of Decay)

✪✪✪
(Orange)

✪✪✪
(Ape Fur)

✪✪✪
(Small Amethyst)

✪✪✪✪
(Banana Staff)

✪✪✪✪

Even some of the primates are capable of using some strange kind of magic. It is difficult to say what role the Merlkins play in primate society, but they are probably best described as some kind of primitive medical wizards. It is another mystery how these primitives were able to develop any kind of magic, but considering the fact that these primates approach humans in order to steal their tools, it is very possible that they also stole their knowledge of magic. Their ability to handle magical suggestions with a greater intelligence than that of their cousins ​​with whom they seem to live in an uneasy peace. Antipathy between different races has been verified so Merlkin is unlikely to be an elite type among primates.


Sibang

✪✪

225 107
105 15
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
-25%
(Death Damage)
+5%
(Energy Damage)
0%
(Holy Damage)
-10%
(Ice Damage)
+15%
(Healing)
0%
(Small Stone)

(Gold Coin)

(Banana)

(Orange)

✪✪
(Coconut)

✪✪✪
(Banana Sash)

✪✪✪
(Melon)

✪✪✪✪
(Ape Fur)

✪✪✪✪

Sibang looks playful and harmless but this impression is misleading. They use their incredible agility to attack enemies from a safe distance and quickly escape the counterattack. His attack and run tactic is particularly effective in the familiar territory of the jungle. Suddenly attacking from the tree cover, they throw different projectiles and then make the retreat safely to prepare for their next attack. Being curious and intrepid, monkeys are often farther from their homes. Sometimes they serve as bait and spies to prepare for a bigger attack. They use trees as human beings use roads, it is almost impossible to catch them.


Yeti

✪✪✪

950 125
460 28
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+10%
(Death Damage)
0%
(Energy Damage)
+8%
(Holy Damage)
0%
(Ice Damage)
0%
(Healing)
0%
(Gold Coin)

(Ham)

(Meat)

(Snowball)

(Wolf Tooth Chain)

✪✪
(Bunny Slippers)

✪✪✪
(Bunch of Winterberries)

✪✪✪✪
(Fireworks Rocket)

✪✪✪✪
(Party Hat)

✪✪✪✪
(Party Trumpet)

✪✪✪✪

Boss


Hairman The Huge

Boss of Kongra

600 230
335 25

Freegoiz

Boss of Yeti

80000 380
35000 188

Arachnids - Arachnids are invertebrates with eight legs. The most common are spiders and scorpions.

Crystal Spider

✪✪✪

1250 115
900 43
(Physical Damage)
0%
(Earth Damage)
-20%
(Fire Damage)
0%
(Death Damage)
0%
(Energy Damage)
+20%
(Holy Damage)
0%
(Ice Damage)
0%
(Healing)
0%
(Gold Coins)

(Strong Mana Potion)

✪✪
(Plate Armor)

✪✪
(Sniper Arrow)

✪✪
(Crystal Ring)

✪✪✪
(Crystal Necklace)

✪✪✪
(Time Ring)

✪✪✪
(Steel Helmet)

✪✪✪
(Spider Silk)

✪✪✪
(Ice Cube)

✪✪✪
(Crystal Sword)

✪✪✪
(Glacier Mask)

✪✪✪✪
(Knight Armor)

✪✪✪✪
(Knight Legs)

✪✪✪✪
(Shard)

✪✪✪✪
(Jeweled Backpack)

✪✪✪✪✪
(Sapphire Hammer)

✪✪✪✪✪
(Platinum Amulet)

✪✪✪✪✪
(Bunch of Winterberries)

✪✪✪✪✪✪
(Party Hat)

✪✪✪✪✪✪
(Fireworks Rocket)

✪✪✪✪✪✪
(Party Trumpet)

✪✪✪✪✪✪
(Snowball)

✪✪✪✪✪✪

Crystal spiders are a rare species of spiders. Probably descendants of Giant Spiders who, like the Frost Dragons , resulted from a transformation. However, the crystal spider was affected much more seriously than the Frost Dragons. Your body has changed dramatically adopting a crystalline and icy consistency that emits a huge cold. Its webs are not made of silk, but of concentrated ice and are therefore extremely cold. This cold, alone, is enough to freeze the prey, for this reason the webs do not need the usual sticky coating. And, its poison is like an injection of pure ice that painfully freezes the meat and numbs the extremities. In a redundant way, the good resistance to cold, which many creatures of the Ice Islands have, becomes an advantage. For this reason, Crystal Spider specializes in hunting warm-blooded creatures that are susceptible to their abilities, this includes humans, elves and dwarves. It is not known whether they can survive in warmer climates. However, it is believed that if they are able to adapt to other climates, given the ease of prey available and conducive to attacks, they would spread over the land like a plague.


Giant Spider

✪✪✪

1300 120
900 30
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+10%
(Death Damage)
0%
(Energy Damage)
-20%
(Holy Damage)
0%
(Ice Damage)
-20%
(Healing)
0%
(Gold Coins)

(Poison Arrow)

✪✪
(Plate Armor)

✪✪
(Plate Legs)

✪✪
(Strong Health Potion)

✪✪✪
(Spider Silk)

✪✪✪
(Steel Helmet)

✪✪✪
(Two Handed Sword)

✪✪✪
(Knight Armor)

✪✪✪✪
(Knight Legs)

✪✪✪✪
(Time Ring)

✪✪✪✪
(Lightning Headband)

✪✪✪✪✪
(Platinum Amulet)

✪✪✪✪✪
(Silver Raid Token)

✪✪✪✪✪✪

Giant Spiders live in holes in the mountains of Tibia. They are among the most powerful monsters and are so fast that it is almost impossible to escape. They can summon poisonous spiders and launch Poison Fields . Before some updates, the giant spiders were a big headache, as they were normally lured to Venore or to the nearest roads. It was common to find them in unexpected places for the appearance of such a strong monster, as a result of which there were many deaths of unprepared players. Nowadays, they disappear into smoke if they leave the area around Plains of Havoc.


Poison Spider

26 80
22 2
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+10%
(Death Damage)
0%
(Energy Damage)
0%
(Holy Damage)
0%
(Ice Damage)
0%
(Healing)
0%
(Gold Coins)

(Poison Spider Shell)

They live in Tibia's forests and caves. They usually hunt small animals, but with their poison they are able to kill animals bigger than them. For this reason, and as they always come together in groups, they are dangerous for ill-equipped adventurers.


Sacred Spider

✪✪✪

550 122
330 27
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+15%
(Death Damage)
0%
(Energy Damage)
-10%
(Holy Damage)
0%
(Ice Damage)
+10%
(Healing)
0%
(Gold Coins)

(Spider Fangs)

(Scarab Coin)

✪✪
(Plate Armor)

✪✪✪
(Gold Ingot)

✪✪✪✪

Sandstone Scorpion

✪✪✪

900 110
680 42
(Physical Damage)
0%
(Earth Damage)
-90%
(Fire Damage)
-40%
(Death Damage)
0%
(Energy Damage)
+10%
(Holy Damage)
+10%
(Ice Damage)
+10%
(Healing)
0%
(Gold Coins)

(Small Emerald)

✪✪
(Platinum Coin)

✪✪
(Daramian Mace)

✪✪✪
(Steel Helmet)

✪✪✪
(Black Shield)

✪✪✪
(Fist on a Stick)

✪✪✪✪

The scorpion was the symbol of the ancient dynasties that dominated the southern southern desert. For primitive civilizations it represented the personification of war and lethality. Thus, the scorpion is used as a symbol in many different places. In the temples, statues of scorpions were very common. The ancient mystics actually filled these statues with scorpion spirits, or at least, with something they thought were such spirits. The frequency of these spirits' connections to the statues gave them a certain resemblance to the living scorpions. Thus, even with the disappearance of mystics, these sandstone scorpions persisted. Forgotten in the ancient tombs, they endured the wear and tear of time. Since every grain of sand that made up the statues was imbued with spiritual energy, the sandstone bodies of the Sandstone Scorpions can be destroyed, but never killed. After a while, the body of sand, apparently dead, collapses and a wind, which no other creature can feel, takes the sand somewhere else where the creature resumes its shape to continue its existence. The poison used by them is more spiritual than physical. It was the study of this poison that led to the refinement of antidote magic as it is known today. Instead of combating the poison with the help of regenerative powers, a common practice in the past, the modern magic antidote seeks to exorcise the poison itself. While in some temples this process is attributed to the god Crunor, as it allowed human beings to learn the secret of curing poisoning, magicians more inclined to science, see the Sandstone Scorpion only as an irrational and dangerous machine. Their arguments are based on the fact that such a creature is only following the orders given by those who summoned them some time ago and who are currently dead. In opposition to this theory, the priests argue that the Sandstone Scorpions are the incarnation of animal spirits and, therefore, are sacred to Crunor. They claim that they work on Crunor's behalf to test the heroes' combat prowess. However, regardless of interpretation, the two currents admit that the Sandstone Scorpion is a formidable opponent that guards the ancient sacred sites.


Scorpion

✪✪

45 75
45 14
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+10%
(Death Damage)
0%
(Energy Damage)
-20%
(Holy Damage)
0%
(Ice Damage)
+10%
(Healing)
0%
(Scorpion Tail)

Scorpions live in swamps, deserts and caves. They usually attack small animals unless they feel threatened. Its poisonous stinger cuts through strong armor, so it can be a big threat when it attacks by surprise. As your defense is weak you should try to make the first attack.


Spider

20 76
12 2
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+20%
(Death Damage)
0%
(Energy Damage)
0%
(Holy Damage)
0%
(Ice Damage)
0%
(Healing)
0%
(Gold Coin)

(Spider Fangs)

✪✪

Spiders live in Tibia's forests and dungeons. They usually hunt small animals, but are not afraid of other animals larger than themselves. When spiders appear in a flock, they can even become a danger to ill-equipped adventurers.


Tarantula

✪✪

225 107
120 20
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+15%
(Death Damage)
0%
(Energy Damage)
-10%
(Holy Damage)
0%
(Ice Damage)
+10%
(Healing)
0%
(Gold Coin)

(Tarantula Egg)

✪✪
(Brass Legs)

✪✪✪
(Plate Shield)

✪✪✪
(Spider Fangs)

✪✪✪
(Steel Helmet)

✪✪✪✪
(Time Ring)

✪✪✪✪✪

Tarantula is another species of the spider family. It doesn't just have a habitat so it can be found in caves, forests and ruins. So it is less of a threat in icy and volcanic areas. Aggressive and dangerous is not as selective in its food as it is in its habitat. For them everything is preyed and sometimes they even devour others of their kind. Their poisonous claws are more than enough to make them feared beasts even if some exterminators keep them away from civilization. Even so, the sighting of a single Tarantula is reason for the nearby area to be carefully reinforced.


Wailing Widow

✪✪✪

850 127
450 31
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+10%
(Death Damage)
0%
(Energy Damage)
0%
(Holy Damage)
-10%
(Ice Damage)
0%
(Healing)
0%
(Gold Coin)

(Widow's Mandibles)

✪✪
(Health Potion)

✪✪✪
(Mana Potion)

✪✪✪
(Green Mushroom)

✪✪✪
(Halberd)

✪✪✪
(Plate Shield)

✪✪✪
(Zaoan Halberd)

✪✪✪
(Wailing Widow's Necklace)

✪✪✪✪

Wailing Widow earned its name for its unusual hunting methods and attacks. By vibrating its opistosome, the spider creates a variety of sounds that are used to attract or stun its prey. In addition to other spider skills, they use sound manipulation in a way that demonstrates frightening intelligence and purpose. Although they can survive in a kind of hibernation for unknown periods of time, they are known to be hungry whenever the opportunity arises. Such devoured extra foods are almost immediately used for breeding, and when the population increases so much that food sources run out, they go on to cannibalism, which reflects the name "widow". With the decline of the lizard empire, regular extermination campaigns against spider nests were halted.beetle lancer , let the number of Wailing Widow grow. Strangely, accompanied by their growth, spiders became more and more daring, invading settlements and attacking much more than before. It is debated whether they are influenced by the corruption of the land itself, or by digesting the corrupted lancer beetles. Whichever theory is correct, both mean that Wailing Widows have become a considerable threat to explorers in unknown areas and also some remote villages.


Illusion


Giant Spider Wyda

Illusion

20 120
12 2

Boss


The Bloodweb

Boss of Crystal Spider

1750 340
1450 25

The Old Widow

Boss of Giant Spider

3550 240
4200 21

Hide

Boss of Tarantula

500 280
240 40

Arak Demons - Below Edron, two races of demons, the Demons Shaburak and the Demons Askarak, have been at war with each other for centuries. They can be found in the Demon War Vault.

Askarak Demon

✪✪✪

1500 115
900 35
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+25%
(Death Damage)
+5%
(Energy Damage)
-60%
(Holy Damage)
0%
(Ice Damage)
-60%
(Healing)
0%
(Gold Coins)

(Small Emerald)

✪✪
(Strong Health Potion)

✪✪
(Strong Mana Potion)

✪✪
(Brown Mushroom)

✪✪
(Assassin Star)

✪✪
(Piggy Bank)

✪✪✪
(Energy Ring)

✪✪✪
(Mastermind Potion)

✪✪✪
(Springsprout Rod)

✪✪✪
(Terra Legs)

✪✪✪✪
(Magic Sulphur)

✪✪✪✪

Askarak Lord

✪✪✪

2100 120
1200 40
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+20%
(Death Damage)
+5%
(Energy Damage)
-65%
(Holy Damage)
0%
(Ice Damage)
-65%
(Healing)
0%
(Gold Coins)

(Platinum Coin)

(Small Emerald)

✪✪
(Strong Health Potion)

✪✪
(Strong Mana Potion)

✪✪
(Brown Mushroom)

✪✪✪
(Energy Ring)

✪✪✪✪
(Magic Sulphur)

✪✪✪✪
(Mastermind Potion)

✪✪✪✪
(Springsprout Rod)

✪✪✪✪
(Dread Cleaver)

✪✪✪✪✪
(Terra Mantle)

✪✪✪✪✪

Askarak Prince

✪✪✪

2600 125
1700 45
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+15%
(Death Damage)
+5%
(Energy Damage)
-70%
(Holy Damage)
0%
(Ice Damage)
-70%
(Healing)
0%
(Gold Coins)

(Platinum Coin)

(Stealth Ring)

✪✪
(Mastermind Potion)

✪✪
(Demonic Finger)

✪✪✪
(Magic Sulphur)

✪✪✪
(Springsprout Rod)

✪✪✪
(Terra Mantle)

✪✪✪
(Giant Sword)

✪✪✪✪

Shaburak Demon

✪✪✪

1500 115
900 35
(Physical Damage)
0%
(Earth Damage)
+25%
(Fire Damage)
0%
(Death Damage)
+5%
(Energy Damage)
-60%
(Holy Damage)
0%
(Ice Damage)
-60%
(Healing)
0%
(Gold Coins)

(Royal Spear)

✪✪
(Strong Health Potion)

✪✪✪
(Strong Mana Potion)

✪✪✪
(Small Rubies)

✪✪✪
(Brown Mushroom)

✪✪✪
(Piggy Bank)

✪✪✪✪
(Energy Ring)

✪✪✪✪
(Wand of Inferno)

✪✪✪✪
(Bullseye Potion)

✪✪✪✪
(Magma Legs)

✪✪✪✪✪
(Magic Sulphur)

✪✪✪✪✪

Shaburak Lord

✪✪✪

2100 120
1200 40
(Physical Damage)
0%
(Earth Damage)
+20%
(Fire Damage)
0%
(Death Damage)
+5%
(Energy Damage)
-65%
(Holy Damage)
0%
(Ice Damage)
-65%
(Healing)
0%
(Gold Coins)

(Platinum Coin)

(Small Rubies)

✪✪
(Strong Health Potion)

✪✪
(Strong Mana Potion)

✪✪
(Energy Ring)

✪✪✪
(Brown Mushroom)

✪✪✪
(Magic Sulphur)

✪✪✪✪
(Wand of Inferno)

✪✪✪✪
(Bullseye Potion)

✪✪✪✪
(Magma Coat)

✪✪✪✪✪
(Steel Boots)

✪✪✪✪✪

Shaburak Prince

✪✪✪

2600 125
1700 45
(Physical Damage)
0%
(Earth Damage)
+15%
(Fire Damage)
0%
(Death Damage)
0%
(Energy Damage)
-70%
(Holy Damage)
+5%
(Ice Damage)
-70%
(Healing)
0%
(Gold Coins)

(Platinum Coin)


Arena - The arena is in an area in the city of Svargrond organized by the battle officers. The purpose of this arena is to display strength. If you are prepared to face the challenges of the arena, the Svargronders will surely greet you. You will surely lose the respect of the local barbarians if you leave the arena before completing the challenges.


Boss


Achad

Boss of Greenhorn

185 185
70 20

Axeitus Headbanger

Boss of Greenhorn

365 80
140 18

Bloodpaw

Boss of Greenhorn

100 156
50 8

Bovinus

Boss of Greenhorn

150 170
60 11

Colerian the Barbarian

Boss of Greenhorn

265 190
90 20

Cursed Gladiator

Boss of Greenhorn

435 170
215 25

Frostfur

Boss of Greenhorn

65 170
35 3

Orcus the Cruel

Boss of Greenhorn

480 230
280 40

Rocky

Boss of Greenhorn

390 170
190 30

The Hairy One

Boss of Greenhorn

325 240
115 16

Avalanche

Boss of Scrapper

550 195
305 27

Drasilla

Boss of Scrapper

1260 170
700 33

Grimgor Guteater

Boss of Scrapper

1155 240
670 45

Kreebosh the Exile

Boss of Scrapper

705 270
350 40

Slim

Boss of Scrapper

1025 200
580 38

Spirit of Earth

Boss of Scrapper

1200 180
800 32

Spirit of Fire

Boss of Scrapper

2210 220
950 25

Spirit of Water

Boss of Scrapper

1400 200
850 0

The Dark Dancer

Boss of Scrapper

805 170
435 12

The Hag

Boss of Scrapper

935 205
510 25

Darakan the Executioner

Boss of Warlord

3480 205
1600 31

Deathbringer

Boss of Warlord

8440 300
5100 15

Fallen Mooh'Tah Master Ghar

Boss of Warlord

7990 190
4400 33

Gnorre Chyllson

Boss of Warlord

7150 370
4000 52

Norgle Glacierbeard

Boss of Warlord

4280 195
2100 27

Svoren the Mad

Boss of Warlord

6310 180
3000 27

The Masked Marauder

Boss of Warlord

7320 250
3500 35

The Obliverator

Boss of Warlord

9020 280
6000 45

The Pit Lord

Boss of Warlord

5270 270
2500 46

Webster

Boss of Warlord

2950 290
1200 34

Barbarians - Barbarians live on the island of Hrodmir to the north, in three villages: Ragnir, Bittermor and Krimhorn.

Barbarian Bloodwalker

✪✪✪

305 118
195 9
(Physical Damage)
-10%
(Earth Damage)
+5%
(Fire Damage)
0%
(Death Damage)
+10%
(Energy Damage)
-10%
(Holy Damage)
-20%
(Ice Damage)
-50%
(Healing)
0%
(Gold Coins)

(Lamp)

✪✪
(Battle Axe)

✪✪
(Halberd)

✪✪
(Chain Helmet)

✪✪
(Chain Armor)

✪✪
(Ham)

✪✪✪
(Health Potion)

✪✪✪✪
(Red Piece of Cloth)

✪✪✪✪
(Beastslayer Axe)

✪✪✪✪✪
(Shard)

✪✪✪✪✪
(Fur Boots)

✪✪✪✪✪
(Silver Raid Token)

✪✪✪✪✪✪

Certainly, this class of barbarians was not named for their diplomatic talent. A Bloodwalker hits first and then hits even more. Bloodwalkers are practically crazy or on the verge of madness. The constant use of elixirs of fury, has placed them in a life of disorder and destruction. Battle and carnage are its vital forces. Considered by their fellow tribesmen to be touched by deities, few can contain them. Alias, the same magicians who initially supplied them with elixirs of fury, now keep them drugged with potions to pacify them and make them less prone to violence. However, in times of war, these 'holy warriors' are infiltrated among their enemies and, fellow tribesmen, do their utmost to avoid any act that could trigger their anger. The anger that guides a Bloodwalker's actions leaves no room for fear, pain, surrender or mercy. Regardless of his own life, the Bloodwalker's presence in battle and his battle cries threaten everyone, be he mortal, demon or god.


Barbarian Brutetamer

✪✪

145 89
90 8
(Physical Damage)
+10%
(Earth Damage)
0%
(Fire Damage)
0%
(Death Damage)
+5%
(Energy Damage)
-20%
(Holy Damage)
-10%
(Ice Damage)
-50%
(Healing)
0%
(Gold Coins)

(Staff)

✪✪
(Chain Armor)

✪✪
(Corncob)

✪✪
(Fur Bag)

✪✪
(Grey Small Book)

✪✪✪
(Hunting Spear)

✪✪✪
(Mana Potion)

✪✪✪✪
(Brutetamer's Staff)

✪✪✪✪✪
(Mammoth Fur Cape)

✪✪✪✪✪
(Fur Boots)

✪✪✪✪✪
(Mammoth Fur Shorts)

✪✪✪✪✪
(Silver Raid Token)

✪✪✪✪✪✪

Barbarians Brutetamers are women who failed tests to become true shamans. Unlike male invaders, who either have total magical powers or a total lack of this talent, women are shown to have a certain inherent magical power. Their talent is not strong enough to summon the strongest spirits, but they have one of the specials for manipulating animals and healing wounds that can only be explained with magic. With a little training they are able to conjure up some animal spirits and lead them into battle. Even with their somewhat limited magical abilities, they can also use their powers in a variety of destructive ways to defend themselves. Considered inferior to the queen shaman, who usually only offers formal and complete training to truly loyal apprentices, the barbaric class of brutetamers is made up of truly talented women, but who will probably never fully use the potential of their powers. In addition, they are absolutely loyal to their clans and tribes and will use whatever is at their disposal to take down their queen's enemies.


Barbarian Headsplitter

✪✪

100 84
85 7
(Physical Damage)
0%
(Earth Damage)
+10%
(Fire Damage)
0%
(Death Damage)
+10%
(Energy Damage)
-20%
(Holy Damage)
-20%
(Ice Damage)
-50%
(Healing)
0%
(Torch)

(Gold Coin)

(Knife)

✪✪
(Brass Helmet)

✪✪
(Skull)

✪✪✪
(Viking Helmet)

✪✪✪
(Scale Armor)

✪✪✪
(Health Potion)

✪✪✪✪
(Brown Piece of Cloth)

✪✪✪✪
(Life Ring)

✪✪✪✪✪
(Fur Boots)

✪✪✪✪✪
(Krimhorn Helmet)

✪✪✪✪✪
(Silver Raid Token)

✪✪✪✪✪✪

Barbarians Headsplitters are distance fighters shunned by other warriors. For having failed in previous battles, due to their cowardice or lack of skill, they are deprived, by the other barbarians, of the honor of facing the enemy face to face. The harsh barbaric culture makes it easy for a member to fall from grace before his leaders. Those who are considered unworthy must accept their failure and become support fighters, acting in the second line, attacking enemies from a distance. Only if their superiors see them fighting fiercely, can they return to the rank of true fighters. Since the distance fight is considered a dishonorable practice, the "demoted" barbarians go through bad times until they are accepted again by their tribes. Seen as expendable, other members of the tribe make little effort to defend them when they are cornered. By relying only on himself and constantly having to prove that he is worthy of hand-to-hand combat, a Barbarian Headsplitter fights with twice the intensity and strength, which makes him a formidable opponent, despite the low rank in his society.


Barbarian Skullhunter

✪✪

135 84
85 8
(Physical Damage)
-10%
(Earth Damage)
+10%
(Fire Damage)
0%
(Death Damage)
+5%
(Energy Damage)
-20%
(Holy Damage)
-10%
(Ice Damage)
-50%
(Healing)
0%
(Torch)

(Gold Coin)

(Knife)

✪✪
(Brass Helmet)

✪✪
(Viking Helmet)

✪✪
(Skull)

✪✪✪✪
(Scale Armor)

✪✪✪✪
(Health Potion)

✪✪✪✪✪
(Brown Piece of Cloth)

✪✪✪✪✪
(Life Ring)

✪✪✪✪✪✪
(Fur Boots)

✪✪✪✪✪✪
(Crystal Sword)

✪✪✪✪✪✪
(Ragnir Helmet)

✪✪✪✪✪✪
(Silver Raid Token)

✪✪✪✪✪✪✪

A young barbarian begins his war career at the Skullhunter post for believing that skulls carry the essence of enemies. It is the goal of each young person to conquer as many skulls as possible. Under the guardianship of the queen of shamans, it became irrelevant whether the skull belongs to an animal or human opponent. In sacred ceremonies young barbarians can add their most valuable trophies to their tribe's sacred skull collection. It is the ultimate goal for all beginners: to acquire higher status by obtaining more and more valuable offerings. For this reason, the youngest are hungry for hunting or even battles. Barbarian Skullhunter, of the most varied levels, are the most numerous force among the barbarians. They can be found in almost all hunting places in the Ice Islands. In addition, they constitute the majority of the warriors who defend the barbarian camps. Fearless, they challenge even much more equipped opponents by fighting with primitive weapons used with incredible ferocity and skills.


Boss


Barbaria

Boss of Barbarian Brutetamer

600 280
355 10

Bats - These mammals have no related species.

Bat

30 100
10 1
(Physical Damage)
0%
(Earth Damage)
+10%
(Fire Damage)
0%
(Death Damage)
0%
(Energy Damage)
0%
(Holy Damage)
0%
(Ice Damage)
0%
(Healing)
0%
(Bat Wing)

(Silver Raid Token)

✪✪
(Bunch of Winterberries)

✪✪✪
(Fireworks Rocket)

✪✪✪
(Party Hat)

✪✪✪
(Party Trumpet)

✪✪✪
(Snowball)

✪✪✪

Often found in caves and ruins, bats are seen as a bad omen. Small, but stronger than a mouse, for an experienced adventurer they are more of a nuisance than a threat. Their diet generally consists of small animals, and their rare attacks on people are mostly self-defense. They form large swarms, so that it is slightly more dangerous to face several than a single one. They can be found almost everywhere as long as there is darkness and humidity.


Nightfiend

✪✪✪

2700 112
2100 46
(Physical Damage)
-10%
(Earth Damage)
0%
(Fire Damage)
+5%
(Death Damage)
0%
(Energy Damage)
-10%
(Holy Damage)
+8%
(Ice Damage)
-20%
(Healing)
0%
(Gold Coins)

(Platinum Coin)

(Small Ruby)

✪✪
(Strong Mana Potion)

✪✪
(Strong Health Potion)

✪✪
(Blood Preservation)

✪✪
(Tooth File)

✪✪
(Vampire Teeth)

✪✪
(Emerald Bangle)

✪✪✪
(Ring of Healing)

✪✪✪
(Red Gem)

✪✪✪✪
(Vampire Shield)

✪✪✪✪

Vicious Manbat

✪✪✪

1700 105
1200 44
(Physical Damage)
-5%
(Earth Damage)
0%
(Fire Damage)
+10%
(Death Damage)
0%
(Energy Damage)
-5%
(Holy Damage)
+10%
(Ice Damage)
-20%
(Healing)
0%
(Gold Coin)

(Strong Health Potion)

✪✪
(Strong Mana Potion)

✪✪
(Small Ruby)

✪✪
(Blood Preservation)

✪✪
(Tooth File)

✪✪
(Vampire Teeth)

✪✪
(Red Gem)

✪✪✪

Vicious Manbat is an enemy that should not be underestimated. Quick and deadly, his little magical ability makes him a feared enemy. Some of Tibia's sages assume that they are transformed Vampire Viscounts who for some reason failed to return to their original form, or even a diabolical hybrid species that permeates vampires and bats from some macabre place yet unknown. As for the appearance, more than the mixture of a tall man with a giant blue bat, with fangs and sharp teeth he is somewhat intimidating and grotesque. A manbat relentlessly cuts and scratches its prey as it chases it, and sometimes calls upon bats to assist it in pursuing and disorienting the victim. Any adventurer unfortunate enough to find a Vicious Manbat must be fast and well armed.

Bears - Bears are large mammals and can be found in almost all of Tibia.

Bear

✪✪

80 78
23 6
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
0%
(Death Damage)
+5%
(Energy Damage)
0%
(Holy Damage)
-10%
(Ice Damage)
+10%
(Healing)
0%
(Meat)

(Ham)

✪✪
(Bear Paw)

✪✪✪
(Honeycomb)

✪✪✪✪
(Silver Raid Token)

✪✪✪✪✪

Found in holes and forests throughout Tibia. They are peaceful animals, but they can become aggressive when their territory is invaded. Their attacks can be deadly against adventurers using weak equipment. However, although capable of delivering strong blows, they are considerably slow which allows a careless adventurer to escape. It is recommended that you attack them with ranged weapons.


Panda

✪✪

80 78
23 8
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+10%
(Death Damage)
0%
(Energy Damage)
0%
(Holy Damage)
0%
(Ice Damage)
0%
(Healing)
0%
(Meat)

(Ham)

(Bamboo Stick)

✪✪

The cute appearance of the Panda is misleading, because above all, the Panda is a bear and as such has a short temper and quick attacks. It is as strong as other bears, and the only big difference for its counterparts is its habitat. The Pandas that were captured and sent to Thais died quickly and even with the use of magic, no Panda survived more than a week away from his home. They are often found in the southern regions of Tiquanda. Considering that Pandas share their territory with dworcs and other wild creatures, it is quite obvious that they are fierce fighters.


Polar Bear

✪✪

85 78
28 7
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
-10%
(Death Damage)
+10%
(Energy Damage)
+5%
(Holy Damage)
0%
(Ice Damage)
-20%
(Healing)
0%
(Meat)

(Ham)

(Polar Bear Paw)

✪✪
(Bunch of Winterberries)

✪✪✪
(Party Hat)

✪✪✪
(Fireworks Rocket)

✪✪✪
(Party Trumpet)

✪✪✪
(Snowball)

✪✪✪

Polar bears live on the ice islands in northwest Tibia. They feed on fish and small animals and are considered stronger and more aggressive than their cousins, grizzly bears . Avoid their powerful attack and attack them with ranged weapons.

Bio-Elementals - They are creatures that come from organic matter (plants) or a combination of microorganisms, such as the Slime creature that looks like a protozoan known as the Amoeba.

Bane Bringer

✪✪✪

2500 115
400 17
(Physical Damage)
+10%
(Earth Damage)
-90%
(Fire Damage)
-90%
(Death Damage)
-90%
(Energy Damage)
-90%
(Holy Damage)
-90%
(Ice Damage)
-90%
(Healing)
0%
(Dry Piece of Wood)

(Wooden Trash)

✪✪

Blood Beast

✪✪✪

1600 110
1000 35
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+10%
(Death Damage)
0%
(Energy Damage)
-10%
(Holy Damage)
0%
(Ice Damage)
0%
(Healing)
0%
(Gold Coin)

(Strong Health Potion)

✪✪
(Viper Star)

✪✪
(Poisoned Fang)

✪✪
(Slime Heart)

✪✪
(Glooth Steak)

✪✪✪
(Poisonous Slime)

✪✪✪
(Glooth Amulet)

✪✪✪✪
(Glooth Axe)

✪✪✪✪
(Glooth Blade)

✪✪✪✪
(Glooth Club)

✪✪✪✪
(Glooth Spear)

✪✪✪✪

Another phenomenon attributed to Rathleton's infamous necromantic smog is the existence of the blood beast. As horrible and disgusting as these creatures are, the secret of their creation is even more disturbing. Sometimes it seems that decaying animal corpses become imbued with the residue of unstable necromancy, that their carrion blood becomes the bearer of a dark force when it somehow reacts with glooth. This blood behaves almost as sentient. It is known that they creep around and even hide themselves. He is looking for more blood, altered, as in himself and through metaphysical means he is obviously able to feel it. Over time more and more of this mixture of blood and glooth you find together, sometimes building huge pools in the underground caves. Those pools act as a beacon for the spirits of predatory animals that die in pain and anger. If such a creature approaches the pool, a part divides and devours the spirit, becoming a separate entity on its own. The creature created then knows only the most vile and cruel instincts of animals. With a malleable body of dirty glooth and impure blood follows the needs of a predator. The blood beast hides or hunts like normal animals would, but it reveals a cunning beyond animals and cruelty that is frightening. It is not known whether the creature really needs food or at least has to replace the blood for its deaths. The blood beast was immortalized by the novel Hainnbert Shuckletons 'The Beast of Shadows', We spread knowledge about these creatures around the world and painted a mostly false and overly romantic and tragic images of the cruel predator. Rumors attribute to the blood beast all kinds of unverified abilities as flowing under the doors or through cracks in the wall or crawling and even lurking on ceilings. Most of this misleading information is spread by novels that attempted to copy the success of Shuckletons and bring to the end of yet another smarty adventurer. To complicate things even further there is actually no evidence to support some of the claims made about the creature's wild abilities. For example, it is extremely likely that the blood monster can reform itself after being killed. Whether this is via sentient blood scaring everyone on their way to their spawning pool to be reborn or somehow elsewhere, there is proof that victorious blood murderers beast was attacked in their home, often in their sleep by a pet. blood that showed disturbing knowledge of its combat tactical victims. The great danger, however, is to dismiss the existence of these creatures as purely fictional and to be totally unprepared for a date.


Bog Raider

✪✪✪

1300 125
800 20
(Physical Damage)
+5%
(Earth Damage)
-30%
(Fire Damage)
-85%
(Death Damage)
-5%
(Energy Damage)
+10%
(Holy Damage)
+5%
(Ice Damage)
+5%
(Healing)
0%
(Gold Coin)

(Boggy Dreads)

✪✪
(Great Health Potion)

✪✪✪
(Plate Legs)

✪✪✪
(Great Spirit Potion)

✪✪✪
(Ultimate Health Potion)

✪✪✪✪
(Belted Cape)

✪✪✪✪
(Springsprout Rod)

✪✪✪✪
(Paladin Armor)

✪✪✪✪✪

It cannot be considered a creature, neither alive nor dead, nor a ghost. Bog Raider is probably an amorphous mix of it all. Every time someone dies in swamps, that person goes through great despair. In many cases, these fears connect spirits to the world of the living. Trapped between the worlds, spirits despair more and more to the point of coupling rotting plants to the bones of their remains. After a few years of agony, these spirits combine with their new bodies and a creature is born - a terrifying Bog Raider rises from the swamps. The new body consists of remains of the skeleton of the living being, in which the spirit dwelt, wrapped in large rotten masses of plants, leaves and vines. Even with all this transformation, they are still controlled by fear and commonly go crazy and wander aimlessly through the swamps. However, his maddened and frightening pleas warn all creatures in the surroundings that he is approaching. Thirsty for life, the Bog Raiders will attack any living creature that crosses their path. They try, in vain, to quench their maddening hunger by draining the opponent's life force. They are driven more by madness than by intelligence, which makes them a considerably dangerous enemy. However, there are also reports of Bog Raiders who have managed to overcome madness and help human settlements close by or take care of their former relatives at a distance.


Carniphila

✪✪✪

255 55
150 22
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+20%
(Death Damage)
0%
(Energy Damage)
-10%
(Holy Damage)
0%
(Ice Damage)
-20%
(Healing)
0%
(Gold Coin)

(Dark Mushroom)

✪✪
(Carniphila Seeds)

✪✪✪
(Sling Herb)

✪✪✪✪
(Corncob)

✪✪✪✪
(Seeds)

✪✪✪✪
(Shadow Herb)

✪✪✪✪
(Carrot on a Stick)

✪✪✪✪✪

Neither plant nor animal, this creature is one of the peculiarities that the jungle of Tiquanda reserves for explorers and colonizers. Even though its appearance and structure resemble a plant, it is capable of controlling movement. It is carnivorous in nature and unconsciously follows its voracious instinct. Their poisonous attacks slowed down their victims. Thus, even though they are slow and giant, they can reach their victim and attack them with their spiny tentacles and their flower, which resembles a jaw. The corpses of their victims not only serve as food, but also as fertilizer for their seeds. For this reason, it is advisable to burn the bodies of those who died as a result of the attack by a Carniphila.


Defiler

✪✪✪✪

3650 80
3700 60
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+25%
(Death Damage)
0%
(Energy Damage)
-10%
(Holy Damage)
0%
(Ice Damage)
-20%
(Healing)
0%
(Gold Coin)

(Platinum Coin)

(Small Emeralds)

✪✪
(Demonic Essence)

✪✪
(Glob of Acid Slime)

✪✪
(Glob of Tar)

✪✪
(Soul Orb)

✪✪
(Small Diamond)

✪✪✪
(Small Rubies)

✪✪✪
(Death Ring)

✪✪✪
(Red Gem)

✪✪✪
(Talon)

✪✪✪
(Yellow Gem)

✪✪✪
(Blue Gem)

✪✪✪✪
(Green Gem)

✪✪✪✪

It is not known whether the thing known as Defiler is a variant of ordinary Slime or whether it is the evolved form of that creature. Although they share numerous characteristics, the Defiler is much more powerful and dangerous. As the Defiler is often found accompanied by some type of demon, it is likely that the grown slime is not even native to our world. Some form of life is supposed to have brought this creature from the demon kingdom. Still, like common slime, it shares a preference for humid, deteriorating and dark places as well as its minor variant, who also does not care about life or death as it is organic in its eating habits. While the slimeis seen as a symbol of poison and deterioration, these characteristics cannot be overlooked in Defiler. Its relationship with poisoning and decay is also evident in its attributes. A tremendous stench surrounds the Defiler and he can throw parts of himself to infect his victims with poison and deterioration.


Devourer

✪✪✪

1900 100
1755 53
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
0%
(Death Damage)
-10%
(Energy Damage)
+5%
(Holy Damage)
0%
(Ice Damage)
-15%
(Healing)
0%
(Gold Coin)

(Platinum Coin)

(Small Amethyst)

✪✪
(Small Diamond)

✪✪
(Small Emeralds)

✪✪
(Small Rubies)

✪✪
(Small Sapphire)

✪✪
(Small Topaz)

✪✪
(Glob of Glooth)

✪✪
(Talon)

✪✪✪
(Springsprout Rod)

✪✪✪
(Glooth Spear)

✪✪✪
(Glooth Club)

✪✪✪
(Glooth Blade)

✪✪✪
(Glooth Axe)

✪✪✪
(Yellow Gem)

✪✪✪✪
(Glooth Amulet)

✪✪✪✪
(Terra Rod)

✪✪✪✪
(Glooth Cape)

✪✪✪✪✪
(Green Gem)

✪✪✪✪✪

The source of the devourers are slime creatures of unknown origin that, on the cause of the generation have soaked up much glooth residue that they have become something new. The driving force of these creatures is an insatiable hunger and their digestion is based on incredible strong fluids. In the past the tiny ancestors of the devourers were used at Rathleton to dispose of waste and deliberately allowed it to run through the sewer system. Early incidents with the almost irrational creatures led officials to rethink this strategy. But it was too late to stop the spread of the devourers. worse still, several extermination campaigns lead to a greater evolution of survival of the fittest devourers and in some generations the mud creatures were twice the size and ferocity. Like a kind of cannibal, they started to promote their own evolution by eradicating the weak and sick who take the selection more. Some scientists speculate that Devourers are still evolving with each generation, and that they will eventually grow even more without limits. There are rumors about devourers that merge into fearsome struggles and continued as even bigger and more dangerous versions of themselves. Even more alarming is the fact that the Devourers are apparently no longer dependent on glooth residue as they have not only spread outside the Rathleton but newly hatched devourers have traveled like blind passengers on ships and in cargo to different places and created new colonies. Where devouring officials are found, they are eager to exterminate the threat to prevent them from gaining a hold in populated areas. Devourers are not demanding in their diet. Their powerful digestion system allows them to dissolve almost everything and their apparently knows it without fear or pain. For some reason that they prefer live food over the dead it matters to attack most beings without hesitation. Since they have some kind of chain of preference they will ignore something if they consider it something like 'hot'. Apparently, human beings are considered to be incredibly tasty by their primitive instincts. Devourers are considered to be extremely dangerous and the words 'run, the devourer comes' has become a common phrase in tormented areas. Given its resilient appetite for nature and precaution it further prevented further spread of the despicable creatures.


Diseased Bill

Boss

1000 150
300 15
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
-25%
(Death Damage)
-1%
(Energy Damage)
-25%
(Holy Damage)
-25%
(Ice Damage)
-5%
(Healing)
0%

Diseased Dan

Boss

800 150
300 15
(Physical Damage)
0%
(Earth Damage)
-20%
(Fire Damage)
-85%
(Death Damage)
0%
(Energy Damage)
+10%
(Holy Damage)
+5%
(Ice Damage)
+5%
(Healing)
0%

Diseased Fred

Boss

1100 150
300 15
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
-15%
(Death Damage)
0%
(Energy Damage)
-20%
(Holy Damage)
-15%
(Ice Damage)
-15%
(Healing)
0%

Glooth Anemone

✪✪✪

2400 90
1755 42
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+5%
(Death Damage)
-35%
(Energy Damage)
-10%
(Holy Damage)
0%
(Ice Damage)
0%
(Healing)
0%
(Gold Coin)

(Platinum Coin)

(Strong Mana Potion)

✪✪
(Strong Health Potion)

✪✪
(Small Emeralds)

✪✪
(Small Rubies)

✪✪
(Small Topaz)

✪✪
(Bowl of Glooth Soup)

✪✪
(Slimy Leaf Tentacle)

✪✪
(Ultimate Health Potion)

✪✪✪
(Glooth Whip)

✪✪✪
(Green Mushroom)

✪✪✪
(Glooth Amulet)

✪✪✪✪
(Glooth Axe)

✪✪✪✪
(Glooth Blade)

✪✪✪✪
(Glooth Cape)

✪✪✪✪
(Glooth Club)

✪✪✪✪
(Glooth Spear)

✪✪✪✪

Glooth Anemone is a strange plant that is considered a parasite. The thing is that this parasite is actually much bigger so they are hosts. It mimics a harmless plant, also known as Glooth Anemone. The latter is a major food source and has habitat for gloothworms that are essential to Rathleton's economy. This creature is able to outwit the gloothworms until they accept them as a host and then devours the glooth and its products. It no longer devours the skin, so tiny worms can enjoy it without perishing, it also somehow forces gloothworms to produce excessive amounts of glooth, which often drains to death, even before they can die from needing glooth. Due to this destructive nature, she had to deal with the extermination of the food source she caused. Glooth Anemone addresses this issue by being mobile. Its mobility has led to speculation that instead of a creature, it poses as a plant, so it is a creature that has evolved from harmless and docile to a predatory parasite. While in the past it was a minor annoyance, the production and domestication of gloothworms multiplied food sources overnight. This led to an alarming increase in the population of Glooth Anemone and became a threat to Rathleton. There were several extermination campaigns, they started to protect the glooth, then the population helped to keep the anemone glooths a bit at bay, but recently discovered that they have adapted to other glooth sources, such as spoiled glooth, which is often taken for sewers; But also able to digest products over time. This means that Glooth Anemone can be found almost everywhere, making extermination extremely difficult. When it does not pose as a harmless plant, it will be extremely protective of your food sources. It is known that they are capable of absorbing organic material, such as meat, but it is entirely unknown whether it could support the creature in the absence of glooth.


Haunted Treeling

✪✪✪

450 115
310 20
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+5%
(Death Damage)
-10%
(Energy Damage)
0%
(Holy Damage)
-20%
(Ice Damage)
-15%
(Healing)
0%
(Gold Coin)

(Wooden Trash)

(Red Mushroom)

✪✪
(Health Potion)

✪✪✪
(White Mushroom)

✪✪✪
(Orange Mushroom)

✪✪✪
(Haunted Piece of Wood)

✪✪✪
(Strong Health Potion)

✪✪✪✪
(Small Emerald)

✪✪✪✪
(Dwarven Ring)

✪✪✪✪
(Bullseye Potion)

✪✪✪✪✪

There are two known breeds of Haunted Treeling. On the one hand, there are those of nature spirits who seek revenge for contamination. On the other hand, you find demonic entities wanting to spread chaos in the world of the living. Both forms are currently spirits that have entered dead or living trees. Haunted treelings attack every living creature in sight, out of spite or in search of revenge. It is likely that a man and a minotaur are similar to the Haunteds and that is how a race suffers from the mistakes of others. In rare cases, it is possible to calm the spirits of nature, showing respect for it, the demonic form, however, can at most be bribed to stop attacking. Some forest communities have developed coexistence with both forms. Other villages live in fear of these malicious creatures. They can be mistaken for common trees easily, which makes it easier for them to ambush their enemies. Its slaying tree shape will only result in chasing the spirit of its wooden host, but it will not harm you at all. They are exceptionally strong and feel no pain or fear.


Hideous Fungus

✪✪✪✪

4600 170
2900 60
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
-5%
(Death Damage)
-35%
(Energy Damage)
-15%
(Holy Damage)
-5%
(Ice Damage)
-15%
(Healing)
0%
(Gold Coin)

(Platinum Coin)

(Envenomed Arrow)

✪✪
(Mushroom Pie)

✪✪
(Great Health Potion)

✪✪
(Great Mana Potion)

✪✪
(Hideous Chunk)

✪✪
(Mana Potion)

✪✪
(White Piece of Cloth)

✪✪
(Blue Piece of Cloth)

✪✪✪
(Green Piece of Cloth)

✪✪✪
(Red Piece of Cloth)

✪✪✪
(Terra Amulet)

✪✪✪
(Terra Boots)

✪✪✪
(War Hammer)

✪✪✪
(Muck Rod)

✪✪✪✪
(Terra Legs)

✪✪✪✪
(Terra Mantle)

✪✪✪✪
(Mushroom Backpack)

✪✪✪✪✪
(Mycological Bow)

✪✪✪✪✪

With Humongous Fungus being an example of a mushroom that has become evil, Hideous Fungus are literally evil mushrooms. In fact, they originated as Humongous Fungus that are so bad that they started to change and ended up self-destructing. Its evil materializes as a deformation and rotting inside, taking the fungus to the verge of insanity. Hideous Fungus don't seem to care about planning and security. They are more commonly found alone than their uncontaminated companions. Sometimes they are found wandering aimlessly in remote tunnels, usually looking for something they forgot long ago. Although Hideous Fungus use their physical and natural abilities as well as their companions, they still lack coordination and often seem random and chaotic. His only interest seems to be to cause as much damage as possible. While Humongous Fungus is simply evil, Hideous Fungus is pure destruction. It is not known whether the Hideous Fungus is aware of when their death is approaching or whether the pain leads them to these cruel delusions. What is certain is the fact that the fungi seem to look for death, almost causing it. Only recently have some brave explorers seem to have shed light on this problem. They not only noticed that from a dead body of a Hideous Fungus a group of Humongous Fungus will grow after a while, but that their victims almost always mysteriously fall ill and die, apparently never recovering from an injury caused in a battle with a Hideous Fungus. So it may be entirely possible that, the confusions of the Hideous Fungus.


Humongous Fungus

✪✪✪✪

3400 130
2600 70
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
-5%
(Death Damage)
-35%
(Energy Damage)
-15%
(Holy Damage)
-5%
(Ice Damage)
-15%
(Healing)
0%
(Gold Coin)

(Platinum Coin)

(Drill Bolt)

✪✪
(Mushroom Pie)

✪✪
(Brown Piece of Cloth)

✪✪
(Humongous Chunk)

✪✪
(White Piece of Cloth)

✪✪
(Great Mana Potion)

✪✪✪
(Great Health Potion)

✪✪✪
(Mana Potion)

✪✪✪
(Strong Health Potion)

✪✪✪
(Strong Mana Potion)

✪✪✪
(Angelic Axe)

✪✪✪
(Blue Piece of Cloth)

✪✪✪
(Red Piece of Cloth)

✪✪✪
(Terra Amulet)

✪✪✪
(Terra Boots)

✪✪✪
(Terra Legs)

✪✪✪
(Muck Rod)

✪✪✪✪
(Terra Mantle)

✪✪✪✪
(Mycological Bow)

✪✪✪✪✪
(Mushroom Backpack)

✪✪✪✪✪

The gnome stories tell us that fungi come in different variations. Some are huge, some are small. Some are colored, others look amorphous. Some are bitter, some are sweet. And some are good while others are downright bad. Humongous Fungus belong to the second category. Each of them is driven by sinister impulses of an evil evil. However, even a Humongous Fungus is born small. Far too small for the evil they contain, they are malicious creatures that enjoy threatening and tormenting other creatures. They often set traps for the unsuspecting, steal things and destroy food. They cause annoyance while they are small, the real threat comes when they grow in size and strength. If that happens, the lone former band together in groups and become a considered destructive force. They seem to be a bit scared in numbers, however, they don't seem to mind a fallen comrade. Without caring for their own safety, they attack everything that promises to be a good deal of destruction and pain. Through their own powers they would already be a formidable threat, plus they also have several mushroom powers at their disposal that are often used more instinctively than intended. In fact, it seems unlikely that they will be able to control their abilities completely. Though they enjoy killing and slaughtering, sometimes they take prisoners and torture them in their hiding places that they almost always create in some remote cave. Only in these places do they pursue their only non-evil pastime: singing. With their enchanting baritone voices they manage to produce melodies of stunning beauty. Their main singers are usually the most monstrous of the group. Since they are so territorial, it became common for underground explorers to mark caves where fungi could be heard singing as a warning to other travelers.


Humorless Fungus

Boss

2500 230
0 25
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
-5%
(Death Damage)
-35%
(Energy Damage)
-15%
(Holy Damage)
-5%
(Ice Damage)
-15%
(Healing)
0%

Leaf Golem

✪✪

90 68
45 11
(Physical Damage)
0%
(Earth Damage)
-40%
(Fire Damage)
+5%
(Death Damage)
0%
(Energy Damage)
0%
(Holy Damage)
0%
(Ice Damage)
+5%
(Healing)
0%
(Gold Coin)

(Dowser)

✪✪
(Fir Cone)

✪✪
(White Mushrooms)

✪✪✪
(Swampling Club)

✪✪✪
(Small Emerald)

✪✪✪✪

Leaf Golem is a compilation of branches, leaves and bark, inhabited by lesser nature spirits. Sometimes spirits create golems themselves, to act as a vehicle or tool so they can interact with the physical world. However, although rarer, there are spirits that have been linked to such structures by some druid power. Often, powerful druids use the spontaneous help of these creatures. They are created as needed and often discarded when the task is completed. Often the discarded golems fall apart on their own and the spirit breaks free, but sometimes the spirits decide to roam the world on their own. Leaf Golems are intelligent, but their thoughts are based on the spirit world and thus are completely foreign to the inhabitants of the physical world. So any form of communication with them is impossible. Like any spirit, they apparently care little for the integrity of a physical body. And, many times, they seek to destroy them, probably to enable the spirit, apparently imprisoned that resides there, to become free. Even when their intentions are no real harm their attacks are threatening and lethal. If on the one hand this golem presents itself as a random and indecisive fighter, oblivious to what can be more effective in a given situation. On the other hand, he is unaware of fear and thus does not understand how to keep himself out of harm's way. Sometimes, when a druid feels his life force weakened and his end near, he chooses to transfer his spirit to a previously prepared Leaf Golems. In this case, the resulting golem is considerably more powerful. However, it is believed that a druid's spirit inhabiting a golem will eventually lose its understanding of the physical world and become a nature spirit itself.


Rot Elemental

✪✪✪

850 115
750 15
(Physical Damage)
-10%
(Earth Damage)
0%
(Fire Damage)
0%
(Death Damage)
-20%
(Energy Damage)
+5%
(Holy Damage)
-20%
(Ice Damage)
-30%
(Healing)
0%
(Gold Coin)

(Platinum Coin)

✪✪
(Strong Health Potion)

✪✪
(Strong Mana Potion)

✪✪
(Glob of Glooth)

✪✪
(Small Emeralds)

✪✪✪
(Small Topaz)

✪✪✪
(Glooth Spear)

✪✪✪
(Life Ring)

✪✪✪
(Small Sapphire)

✪✪✪
(Glooth Amulet)

✪✪✪✪
(Glooth Axe)

✪✪✪✪
(Green Gem)

✪✪✪✪

The so called rot elemental is of course out of the scale of normal elemental classification. Though it shares several attributes with other elementals, it lacks other distinctive features and instead has in those areas more in common with spirits or even the undead. As a matter of fact, the existence of rot elementals is another phenomenon, connected to the necromantic smog of the Rathleton area but it could be encountered at other sites that were soaked with necromantic energy at one time. Actually the ghostlands and the plains of havoc are places that have seen at least manifestations of such creatures although up to today none of them endured for a longer time. So there are obviously other facts at work in the creation and stabilization of rot elementals. As far as modern science knows, the elementals are created at sites with a considerably number of waste and carrion. This fact is disputed by the theory that the manifestation just seeks out the greatest concentration of such matter rather than needing a certain amount of it. Be it as it may, some kind of spirit is drawn to such places and makes itself felt by and overwhelming presence of decay. Mould grows extremely fast and matter decomposes in exceedingly fast rates. It's like the spirits presence would dissolve suitable matter to use it for the creation of a host body. Several tests indicate that the spirit does not really inhabit this body but rather 'rides' it, in some way using it like a puppet. The controlling spirit seems quite primordial and not a specific spirit of a person or entity. It is more a certain instinctive consciousness that seems to inhabit certain necromantic fields and that is sometimes bound by necromants to inhabit and animate dead bodies. In the case of the rot elemental this consciousness is acting on its own. This it why it's called a rot elemental at all, it manifests spontaneously, has a certain consciousness on its own and is built of a specific 'element'. As the elemental classification, despite certain efforts, does not count necromancy or rot as elemental power and the purity of rot can't be measured as well as the presence of at least some considerable part of fluid, that would be counted as another element, is present, it seemingly defies too many rules to be scientifically counted as elemental. Of course the provisionally nomenclature as spontaneous necromantic physical manifestation was never popular enough so that the name rot elemental stuck to the creature anyway. As for its behaviour, it's considered as mindlessly malignant as its only driving motive seems to be to spread death and pain without any greater plan. Sometimes rot elementals are controlled via variants of spells that are meant to control the undead, but even such altered spells are of high risk and the elementals are known to break free in a frenzy.


Slime

✪✪

150 60
160 3
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+10%
(Death Damage)
0%
(Energy Damage)
+10%
(Holy Damage)
0%
(Ice Damage)
-20%
(Healing)
0%

Slime are not truly creatures, but very strange entities that appear in the dungeons of Tibia. They move by flowing rather than walking. Your favorite tactic is to surround an enemy by splitting and floating around you. His attack is quite heavy, but his defense is weak. When they die, they leave a poison field behind.


Son Of Verminor

✪✪✪✪

8500 120
5900 48
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
-10%
(Death Damage)
0%
(Energy Damage)
-20%
(Holy Damage)
0%
(Ice Damage)
0%
(Healing)
0%

The dark master of destruction, Verminor, one of the Ruthless Seven, is said to echo the very essence of destruction. The power of this demon is so immense that some of its sides have gained a measure of sensitivity over the years. Instinctively devouring more and more of the demonic slime, it grows in proportion and sensitivity, until a semi-intelligent creature is formed, which is known as the Son of Verminor. The most powerful of these are recognized by their forefathers as their kin and serve as their minions. Usually no more than a mindless mass of hungry destruction, they can be used by their black masters almost like puppets, to satiate their dark obligations. It is assumed that they function not only as their master's right-hand man, but also as their eyes, enabling you to see what is happening in your "child's" neighborhood. When found in the realm of men, Sons of Verminor are usually just shambling, hungry masses that try to consume whatever they can capture. Due to thoughtless destruction, they are rarely summoned by the servants of demons. The Sons of Veminor are used to making places as inhospitable as possible. Sometimes a large number of them are summoned to make an area virtually impassable for a moment. The Sons of Veminor are used to making places as inhospitable as possible. Sometimes a large number of them are summoned to make an area virtually impassable for a moment. The Sons of Veminor are used to making places as inhospitable as possible. Sometimes a large number of them are summoned to make an area virtually impassable for a moment.


Spit Nettle

✪✪

150 39
20 12
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
+10%
(Death Damage)
0%
(Energy Damage)
0%
(Holy Damage)
0%
(Ice Damage)
-20%
(Healing)
0%
(Gold Coin)

(Nettle Spit)

(Shadow Herb)

(Sling Herb)

✪✪
(Grave Flower)

✪✪✪
(Nettle Blossom)

✪✪✪
(Seeds)

✪✪✪

A very strange plant from the jungle in Tiquanda is Spit Nettle. To some extent this plant has a certain awareness and therefore attacks everything that comes close. Most jungle dwellers seem to have developed some strategy to coexist with this plant. The outsiders however are immediately attacked with poisonous thorns that the nettle has under its flowers. It seems to have an endless supply of thorns and we haven't heard of a plant that has run out of thorns yet. It's not quite clear why a plant would attack in such a way, but it's quite possible that it's some kind of self-defense that can't be compared to any other in the plant world. The lizards cultivated this plant to defend their homes. So extreme caution is advised when finding a colony of these plants, some 'gardener'.


Strange Slime

Boss

15 0
0 10

Swampling

✪✪

80 95
45 4
(Physical Damage)
0%
(Earth Damage)
0%
(Fire Damage)
0%
(Death Damage)
0%
(Energy Damage)
0%
(Holy Damage)
0%
(Ice Damage)
0%
(Healing)
0%
(Gold Coin)

(Piece of Swampling Wood)

✪✪
(Swampling Club)

✪✪
(Swampling Moss)

✪✪
(White Mushroom)

✪✪
(Rope)

✪✪✪

Swamplings are somehow related to haunted trees that appear in the realm of the living only on special occasions. Their texture is mixed between plants and animals and they are at least partially intelligent. Although there is no reaction to communication attempts in any way other than attacking, Swampling is still considered to have some ability to react and plan ahead in ways unknown to most animals. Swamplings know how to build simple traps, set up ambushes and use the environment to kill their prey. Although it appears that Swamplings can live in water and fertile soil for indefinite periods, they prefer to spice up their diet with the bodies of beings that once lived. Swamplings seem to prefer intelligent beings to simple animals as their prey. It is believed that the cause of this is not the necessity but the evil nature of Swampling. The population of Swamplings in the world has survived many attempts to eliminate them from certain areas or from life as a whole by the existing races. Even the many successful attempts only managed to yield them for a while. Swampling seeds are presumed to take incredibly long to grow and lie dormant for years before they start to sprout. Some theories assume that they can mimic other plants as they grow to maturity and then quickly change into their known, mobile form. There are at least no reports of Swampling seedlings ever found. Swamplings generally prefer wet areas with fertile soil, but sometimes small colonies can be found in unsuitable areas, where they can attack intelligent beings or do some kind of damage. Early reports from Darama tell of remote oases that were plagued by Swamplings who awaited weakened travelers and even poisoned the water supply to ensure the disappearance of their victims.


Wilting Leaf Golem

✪✪✪

380 74
145 21
(Physical Damage)
0%
(Earth Damage)
-40%
(Fire Damage)
+5%
(Death Damage)
0%
(Energy Damage)
0%
(Holy Damage)
0%
(Ice Damage)
+5%
(Healing)
0%
(Gold Coin)

(Dowser)

✪✪
(Fir Cone)

✪✪
(White Mushrooms)

✪✪✪
(Swampling Club)

✪✪✪
(Small Emerald)

✪✪✪✪

Wilting Leaf Golem are strange entities who have somehow come to terms with their spirit being trapped in this physical form. They faced the challenges of getting used to a physical body and with it gaining a certain familiarity with the physical world. This adaptation allows him to use the full extent of his strength making him considerably more dangerous. They are often so used to a certain environment that they become extremely territorial. Even if they have an understanding of the basic concepts of our world, the consciousness that inhabits them is extremely different from the human one. Furthermore, most of these old Golems show an inexplicable aggressiveness to non-plant life forms. In a way, they seem to have the ability to communicate with plants and therefore adopt an excessively protective posture towards them. The combination of these factors produces an extremely dangerous state of mind that causes them to attack anyone who enters the forest. And, amazingly, their attacks have a great affinity not only for the earth element but also for the air element, it is observed that they use it instinctively to improve their movement or. There are reports of rare cases of testimony about the good nature of Wilting Leaf Golems. And, almost all of these cases seem to be related to Golems inhabited by the spirits of ancient druids, who with time came to get better used to their altered nature. This version of Wilting Leaf Golems is often much more powerful than their Godbrothers. However, there are also evil versions of this merger, they are often lonely and claim entire forests as their property and act as self-proclaimed guardians of these territories, discouraging anyone from even entering the domains of their macabre realm.


Boss


Deathbine

Boss of Carniphile

525 240
340 26

The Plasmother

Boss of Defiler

7500 310
12000 30

Lisa

Boss of Glooth Anemone

65000 200
18000 25
Login
Server
  • Status: Server Online!
  • Server update: June 14
  • Website update: June 14
  • Registered accounts: 68
  • Registered players: 75
Support
Top 3 (Players)
Support