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Adept of the Cult

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Properties

Property Value
Combat Properties
Health 430
Experience 400
Est. Max Dmg 242 (350+ with summons)
Summon (not possible)
Convince (not possible)
General Properties
Name Adept of the Cult
Classification Voodoo Cultists
Spawn Type Regular
Illusionable
Pushable ?
Pushes ?
Elemental Properties
Physical 100%
Holy 70%
Death 105%
Fire 100%
Energy 105%
Ice 80%
Earth 60%
Drown 100%
Life Drain 100%
Immunity Properties
Paralysable
Senses Invis.
Behavioral Properties
Runs at (does not run)
Walks around Energy
Fire
Poison
Walks through
Other Properties
Version 7.8
August 1, 2006
Status Active
Help
Adept of the Cult
You see an adept of the cult.
  • Feel the power of the cult!
  • Praise the voodoo!
  • Power to the cult!

Notes

Adept of the Cult is the highest rank that a normal cultist can dream to acquire. Strong-willed and loyal, they use the secrets of the cult to amplify their magic to a threatening degree. Ruthless and cunning, they pose a threat to every opponent. They see themselves as too valuable to the cult to be lost. For this reason, they are always accompanied by some members of lower ranks who support and protect them. Their esteem of other cultists is not very high though and they sacrifice them at their whim whenever a threat occurs. They hold important knowledge about the cult and they are so fanatic that they would rather die than to get caught alive.

Make sure to have Dwarven Ring when facing adepts. Usually they spawn in groups amongst other monsters like Witches, Bonelords, Elder Bonelords and all other cult members.

Abilities

Melee (0-90) (poisons you 2 hp/turn), Distance Life Drain (70-150), Summons 0-2 Ghouls, Invisible for a short time, Drunkenness, Self-Healing (around 50 hp).

Damage Taken From Elements

  • Physical
    Damage Icons
    +0%
  • Holy
    Damage Icons
    -30%
  • Death
    Damage Icons
    +5%
  • Fire
    Damage Icons
    +0%
  • Energy
    Damage Icons
    +5%
  • Ice
    Damage Icons
    -20%
  • Earth
    Damage Icons
    -40%

Location

Goroma, Liberty Bay's deeper cult dungeon, Formorgar Mines, Magician Quarter.

Behavior

Adept keep a distance, doesn't run when in low hp, turns invisible quite often. An adept of the cult never retreats.

Strategy

Since adepts keep a distance (usually about 4 tiles), as a knight try to trap them in a corner and kill using Heavy Magic Missile or Explosion runes when they turn invisible. Be careful while trapping him, because you might lure more cult members on yourself (they rarely appear alone). As a paladin you should lure single adept (for easier and safer killing) and kill shooting bolts with help of HMM runes whenever they go invisible. Easiest way to hunt them with mages is to summon Demon Skeleton as a blocker. All adepts' ranged attacks are life drain type, which won't affect Demon Skeleton. Just lure adept on your summon, and kill him using any runes. Keep in mind that if you start attacking with wand, summon will follow adept which may lead to luring more monsters - try to make your summon stand still. Watch your hp carefully, and try to heal whenever it drops lower than 350 - adepts can deal some nasty combos with some additional damage from summons. Don't kill ghouls he summons, rather focus all your firepower on adept. Don't forget about Dwarven Rings, being drunk is something you want to avoid if you need to run. Having a few area attack runes might be good idea if you'll have to face more cult members. Also, bringing one or two Garlic Necklace might be a good idea since their Life Drain can reduce your HP rather fast.

Loot

(Loot Statistics)

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