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Mutated Rat

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Properties

Property Value
Combat Properties
Health 550
Experience 450
Est. Max Dmg 305
Summon (not possible)
Convince (not possible)
General Properties
Name Mutated Rat
Classification Mutated Mammals
Glires
Spawn Type
Illusionable
Pushable ?
Pushes ?
Elemental Properties
Physical 100%
Holy 90%
Death 0%
Fire 110%
Energy 100%
Ice 100%
Earth 0%
Drown 0%
Life Drain 0%
Immunity Properties
Paralysable ?
Senses Invis. ?
Behavioral Properties
Walks around Energy
Fire
Walks through Poison
Other Properties
Version 8.4
December 10, 2008
Status Active
Help
Mutated Rat
You see Mutated Rat.
  • Grrrrrrrrrrrrrr!
  • Fcccccchhhhhh

Notes

Mutated Rats usually grow out of rats eating contaminated remains of experiments. Given the rats' ferocious appetite and the thoughtless disposal of residues by alchemists, Mutated Rats are not as uncommon as one might like. They are subject of many rumours and legends as they are hardly met during daytime. This makes it somewhat hard to give an adequate description of their attitudes and abilities. It is certain that their behaviour usually does not change much due to the mutation other than becoming more daring. Rumour has it that depending on their sources of food - the disgusting details will be left out here - they might get frightening intelligent and live much longer than usual rats. Mutated Rats always take the leadership over the common rats in their area. Being the leader, the Mutated Rats rarely leave the deepest lairs but are served and fed by their smaller brethren. In combat they are rarely seen without the company of ordinary rats that seem to serve as their soldiers. They are definitely more powerful and even vital than their smaller kin but they are still not much of a threat for an experienced fighter.
It is also said that some of them actually become immortal and gain magic knowledge from devouring whole books about magic. Those Mutated Rats are actually able to learn certain rat related spells and become powerful ratomancers. However, those are just rumours and there have never been any real facts or credible reports.

They are similar to Bonebeasts, but a bit weaker. Added in the Christmas Update 2008.

Click Here to Show/Hide Spoiler Information
Spoiler warning: Quest and/or game spoiling details follow. (Settings: hidden content)
You may hunt 400 of these as a task of the Killing in the Name of... Quest. Upon completion of the task you will face Esmeralda.
Spoiler ends here.

Abilities

Melee (0-155) poisons you 5 hp/turn, Poison Shot (45-85), Poisoning Beam poisons you starting at 5 hp/turn, Poisoning Berserk poisons you starting at 4 hp/turn, Paralyze, Life Drain Berserk (0-70), Self-Healing (weak).

Damage Taken From Elements

  • Physical
    Damage Icons
    +0%
  • Holy
    Damage Icons
    -10%
  • Death
    Damage Icons
    -100%
  • Fire
    Damage Icons
    +10%
  • Energy
    Damage Icons
    +0%
  • Ice
    Damage Icons
    +0%
  • Earth
    Damage Icons
    -100%
  • Drown
    Damage Icons
    -100%
  • Life drain
    Damage Icons
    -100%

Behavior

Fights to death, paralyzing more often if you keep distance. Moves and kills weaker monsters.

Strategy

Paladins: These can be soloed easily at level 50+ with 75+ distance. Try to run around to avoid their melee, as they can hit pretty hard.
Knights: Try to face only one at a time by "dancing" around, using obstacles and other monsters to your advantage. Easy monster at level 65, but in order to do the Mutated Rat task and don't waste, it is recommended at least level 75 with 80/80 skills and good equipment.
Mages: At level 50 you can just use Flame Strike and occassionally Exura if you are paralyzed. You can also try at level 40 or even less, but heal as soon as your HP gets below 300, it can be pretty risky. Druid should use Northwind Rod or Hailstorm Rod and Flame Strike to get them down fast.

Loot

(Loot Statistics)

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