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Deepling Guard

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Properties

Property Value
Combat Properties
Health 1900
Experience 2100
Est. Max Dmg 750
Summon (not possible)
Convince (not possible)
General Properties
Name Deepling Guard
Classification Deeplings
Spawn Type
Illusionable
Pushable
Pushes
Resistance Properties
Physical 100%
Holy 100%
Death 90%
Fire 0%
Energy 120%
Ice 0%
Earth 120%
Drown 0%
Life Drain 100%
Immunity Properties
Paralysable
Senses Invis.
Behavioral Properties
Runs at 20
Walks around Energy
Poison
Walks through Fire
Other Properties
Version 9.4
December 14, 2011
Status Active
Help
Deepling Guard
You see a deepling guard.
  • QJELL NETA NA!!

Notes

Is not immune to Paralysis. Killing Deepling guards will contribute to the progression of the Deepling world change during stage 1. Killing 1 Deepling guard will count for 1 point (200 needed) until 100 points have been contributed.

Abilities

Melee (0-400?), Whirlwind Throw (0-200+?), Spears (0-150+?), Self-Healing (100-200?).

Resistances

  • Physical Physical Damage Icon
    +0%
  • Holy Holy Damage Icon
    +0%
  • Death Cursed Icon
    -10%
  • Fire Burned Icon
    -100%
  • Energy Electrified Icon
    +20%
  • Ice Freezing Icon
    -100%
  • Earth Poisoned Icon
    +20%
  • Drown Drowning Icon
    -100%
  • Life drain Life Drain Icon
    +0%

Location

Fiehonja. During Deeplings stage 1 around 10 spawns exist (here, here, here, here, 2 here, here, here and 2 here. Also may spawn during the gemcutting mission (anywhere around here)). Many more spawns in almost all areas of Deepling stage 2 and 3.

Behavior

Deepling guards are fast. They will try to fight in close-combat while shooting spears from a distance. Guards have a somewhat unique retargeting behavior in that they do not move around players in the way to their target, but they do not immediately attack the obstructing player either. In this way, they will stand by the obstructing player and continue to throw spears at their target - and nobody will receive melee damage. The only ways to force a guard to attack you are by the use of Challenge or by having the target leave the guard's sight. A deepling guard will retreat at 20 (1.05%, deep red) health.

Strategy

Treat them as you would treat a behemoth; although they are stronger, their attacks strongly resemble those of a behemoth. Try to single them out and avoid third-hitting Deepling guards. Beware that they come with Deepling Spellsingers which drain your mana and reduce your skills immensely; focus on the spellsingers before the guards (especially for knights and paladins). Mages and paladins should try to keep a distance from the guard but avoid running in uncleared areas, as they come in large groups with other Deeplings. Don't let it run as it has strong healing capabilities.
In group hunts, shooters should be wary of a Deepling guard's retargeting behavior and expect to heal often as their spears can cause considerable damage.

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