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Infernalist

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Properties

Property Value
Combat Properties
Health 3650
Experience 4000
Est. Max Dmg 120 mana drain and 710 (With summon, 990)
Summon (not possible)
Convince (not possible)
General Properties
Name Infernalist
Classification Sorcerers
Spawn Type
Illusionable
Pushable ?
Pushes ?
Elemental Properties
Physical 101% or more
Holy 80%
Death 99% or less
Fire 0%
Energy 0%
Ice 105%
Earth 5%
Drown 100%
Life Drain 100%
Immunity Properties
Paralysable ?
Senses Invis. ?
Behavioral Properties
Walks around
Walks through Energy
Fire
Poison
Other Properties
Version 8.4
December 10, 2008
Status Active
Help
Infernalist
You see an infernalist.
  • Nothing will remain but your scorched bones!
  • Some like it hot!
  • It's cooking time!
  • Feel the heat of battle!

Notes

At all times, doomsday cults have found followers. Infernalists are usually high-ranking followers of such cults that like to take things into their own hands. Instead of waiting for the apocalypse to come, they actively aim for their goal of total destruction.
Though Infernalists used to be eager students of magic, they discarded a good deal of spells in their repertoire in favour of more destructive and flashy spell effects. It is surely not astonishing that their favourite element is fire, as these spells are not only highly destructive put also have some glamorous effects.
Infernalists are easily won over for any task that causes destruction. They lack any form of patience though and often leave one job to join another. Several Infernalists work as mercenaries and some even find employment in armies. However, their short temper and their eagerness to start arguments about minor incidents make them bad employees. Even the cults they belong to are not very fond of them. For this reason, they are often sent on dangerous or even suicidal missions in the hope that they will never return. Despite all the destruction they have caused and enemies they have made, in the end, most Infernalists die either of their own machinations like destroying a building they are still in, or at the hands of allies that want to get rid of them.

Behaves similar to a Warlock. The difference is that Infernalists can make several combos.

Abilities

Melee (0-100), Flame Strike (63-180), Burst Arrow (Does Fire Damage 90-180), Explosion on himself, Self-Healing, Invisible, Fire Bomb, Fire Beam (0-250?), Mana Drain Bomb target (53-120), Summons 0-1 Fire Elemental, Reduces your shielding/melee skills by a half.

Damage Taken From Elements

  • Physical
    Damage Icons
    +1%
  • Holy
    Damage Icons
    -20%
  • Death
    Damage Icons
    -1%
  • Fire
    Damage Icons
    -100%
  • Energy
    Damage Icons
    -100%
  • Ice
    Damage Icons
    +5%
  • Earth
    Damage Icons
    -95%
  • Drown
    Damage Icons
    +0%
  • Life drain
    Damage Icons
    +0%

Location

Magician Quarter (2+5?), Hero Cave (2), Demona (2), Fury Dungeon.

Behavior

Runs in low health.

Strategy

Similar to Warlocks however these are more Fire based.
Druids as low as level 60 can kill them relatively easily by summoning a Demon Skeleton and using Ice Strike and Hailstorm Rod to kill them. You can even try killing them as a level 28 mage but it's proven to be a huge waste of supplies (requiring 100+ Mana Potions, 100+ Icicles and 60+Intense Healing Runes). Magma Set is recommended. You can also try wearing Dragon Necklace, although they will wear off really fast since you're almost constantly on fire while hunting them. From about level 90 it becomes possible to kill one using just a Hailstorm Rod and Ice Strike although it can still be wasteful until higher levels. To make visible cast Envenom.
Knights should attack them as soon as possible with a two-handed weapon since they are weak to physical attacks melee and in defence. Try to trap them in a corner, as they can be an annoyance when they are running around everywhere. When blocking Infernalists it is normally more efficient to use full offence rather than full defence. Running in their direction and using Groundshaker is a good way to make them visible again, you can also use Whirlwind Throw shortly after they go invisible or Inflict Wound and they will be visible again for a good time.
Paladin could solo a Infernalist by trapping it in a corner and attacking with Assassin Stars while using Divine Missile to break their invisibility, alternatively Divine Caldera when trapped or Holy Flash. Sorcerers are recommended to hunt them without Wands since it would be waste of Mana Points, it is a better way hunting with Icicle or Explosion. To break their invisibility shoot Avalanche or cast Curse.

Loot

(Loot Statistics)

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