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Energy Elemental

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Properties

Property Value
Combat Properties
Health 500
Experience 550
Est. Max Dmg 582+
Summon (not possible)
Convince (not possible)
General Properties
Name Energy Elemental
Classification Electro-Elementals
Spawn Type
Illusionable
Pushable
Pushes
Resistance Properties
Physical 70%
Holy 90%
Death 95%
Fire 0%
Energy 0%
Ice 0%
Earth 115%
Drown 100%
Life Drain 0%
Immunity Properties
Paralysable
Senses Invis.
Behavioral Properties
Walks around Poison
Walks through Energy
Fire
Other Properties
Version 8.2
July 2, 2008
Status Active
Help
Energy Elemental
You see an energy elemental.

Notes

The actual Energy Elemental is just a tiny spark that can be hardly spotted. The origin of those sparks is unknown, but their creation has been attributed to natural forces. This malicious spark strives for nothing more than mayhem and havoc. Although it is not necessarily evil, it is definitely cruel and careless. In the state of a spark, it swirls around for a while until it has gathered enough electrical charges and stirred up the wind to turn into a small storm. By 'riding' this storm, the elemental becomes more substantial and significantly dangerous.
Hurling mighty energy attacks and being almost insubstantial, Energy Elementals are extremely dangerous. They have some intelligence and actually enjoy blasting their enemies with powerful lightnings. Energy Elementals can be encountered almost everywhere, as they can spawn at any place that contains some air. Their main attacks are lightnings and forceful gusts of wind, but they can also cause some form of suffocation. Almost as fast as lightning, it is hardly impossible to escape from an Energy Elemental unless it is temporarily destroyed. It can regenerate itself by drawing air from the surrounding area. Capricious as a storm, it is very unpredictable in combat and even experienced adventurers can hardly foretell how an Energy Elemental will behave.

New creature in Summer Update 2008, since Winter Update 2008 it is profitable to hunt this creature. Since Updates/8.5 Energy Elementals loot is much better. Don't underestimate these creatures. They are more deadly than a wyrm due to their frequently used energy attacks plus the fact that you cannot avoid any of its non-melee attacks.

Abilities

Melee (0-175+), Energy Explosion (125-252+), Heavy Magic Missile (100-130+), Spark Bomb, Electrifies (25 hp/7 turns for 175 damage total), Self Healing.

Resistances

  • Physical Physical Damage Icon
    -30%
  • Holy Holy Damage Icon
    -10%
  • Death Cursed Icon
    -5%
  • Fire Burned Icon
    -100%
  • Energy Electrified Icon
    -100%
  • Ice Freezing Icon
    -100%
  • Earth Poisoned Icon
    +15%
  • Drown Drowning Icon
    +0%
  • Life drain Life Drain Icon
    -100%

Behavior

Chases opponent until death.

Strategy

Strange talisman can come in handy, so take some with you when hunting these.
For mages level 60 and below use mana shield when facing more than 2. It might be smart to use Terra Wave. Mages of level 70 and higher use Terra Strike and wand/rod (ideally Springsprout Rod) while standing still. A Lightning Set is very handy. Or keep around 5 squares away to avoid melee and spark bomb for less damage.

A mage around level 100 can easily hunt them and profit solely using Soft Boots and the dropped Mana Potions.

Paladins should attack their with ammunition and Exori San before they deal major damage. Envenomed Arrows would come in handy against them.
Knights Should try to avoid them at low levels since they are very strong against physical damage. However, at higher levels (around level 90) it can be profitable to hunt them because of the high gold drop rate as well as the many chances of looting NPC sellable items. Mana potions and exura ico will often be enough, soft boots are also recommended however try to keep some health potions at hand for safety. Knights can take a strong two-handed weapon and use exori when fighting more than one.

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