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Ghost

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This creature is in the The Undead class, Ghosts subclass.
Unknown
See also: Creatures
Ghost Ghost
150 Hit points
120 Experience points per kill
Summon/Convince: --/-- (Illusionable)
Abilities: Melee 0-80, Life Drain 20-45.
Pushable: ?
Push Objects: ?
Walks around: FireEnergy
Est. Max. Damage: 125 hp per turn
Immune To: Physical, Death, Earth, Drown, Life Drain, Paralysis
Strong To:
Neutral To: Holy, Fire, Energy, Ice
Weak To:
Sounds: "Huh!"; "Shhhhhh"; "Buuuuuh".
Behavior: A ghost will never retreat (they fight until death).
Field Notes: These Creatures are immune to Physical Damage, however, they can be damaged by weapons that have been enchanted or come with natural enchantments such as a Fire Axe or a Fire Sword. They are not weak to Holy Damage, unlike most other undead creatures.
Location: Ghost Ship, Drefia, Ankrahmun Tombs, Mount Sternum Undead Cave between Thais and Kazordoon, Dark Cathedral, under Treasure Island, Isle of the Kings, Ghostlands, Grothmok tunnels (in Dwarven Mines), Goroma, Ramoa, Lich Hell.
Strategy: Use Full Defense mode and shoot runes, Wand, Rod or enchanted weapon that use fire, ice, energy or holy element. They move slowly, so running from them is not difficult. A good strategy for knights hunting in tombs (where it's common to encounter ghosts) is to bring a fire sword/axe or another enchanted weapon, that way you don't need to waste any Runes.
Loot:
Cape, Combat Knife, Morning Star, Shadow Herb, Ancient Shield (rare), Ghostly Tissue (rare), Orange Book (rare), White Piece of Cloth (rare), Stealth Ring (very rare). (Loot Statistics)
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