Pirate Ghost

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This creature is in the The Undead class, Pirates /Ghosts subclass.
7.8 (August 1, 2006)
See also: Creatures
Pirate Ghost Pirate Ghost
275 Hit points
250 Experience points per kill
Summon/Convince: --/-- (Illusionable)
Abilities: Melee (0-95) poisons you 2 hp/turn, Life Drain (30-80), Musical Explosion (0-65) on itself, does Death Damage, Self-Healing.
Pushable: ?
Push Objects: ?
Walks around: FireEnergy
Est. Max. Damage: 240 hp per turn
Immune To: Physical, Death, Earth, Life Drain, Paralysis
Strong To:
Neutral To: Fire, Energy, Ice, Drown?
Weak To: Holy (+25%)
Sounds: "Yooh Ho Hooh Ho!"; "Hell is waiting for You!"; "It's alive!"; "The curse! Aww the curse!"; "You will not get my treasure!".
Behavior: Pirate Ghosts will attack relentlessly until they die.
Field Notes: These chilling phantoms haunt the underground chambers on Nargor and can also be found on Goroma and Treasure Island. Like their weaker counterparts, Ghosts, they are immune to all physical damage. They offer good experience for Mages, because they are easier to kill in comparison to Undeads like Demon Skeletons. They also give decent loot for the expense.
Location: Drefia, Goroma, Nargor Undead Cave, hidden caves under Treasure Island, single spawn at Liberty Bay ruins, Chyllfroest (unreachable).
Strategy: They aren't very fast so you can use runes from a distance (preferably HMMs), while larger groups should be disposed of with well-aimed GFB. Mages will do best with Energy Strike, as this will give better profit than HMMs. Also field spells won't be as effective as on regular Ghosts since they heal quite a lot.
0-67 gp, Tattered Piece of Robe, Parchment (Grey) (rare), Stealth Ring (rare), Red Robe (very rare), Spike Sword (extremely rare). (Loot Statistics)

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