Friday, 21 January 2011
-
tibia characters4
Vampires
Vampires are undead creatures in tibia that live in the haunted ruins on Darama. They may be very strong, and live on blood which they suck outside their victims in tibia. Dressed with prolonged capes in tibia, which are black because night, they are hunting inside dungeons and, at night, even for the surface in tibia. Some people actually believe that they can fly, like bats which appear to be small Vampires in tibia. Their scaring sight and their bloodcurdling cries have already paralyzed many brave adventurers in tibia.
Vampires have 475 hitpoints. in tibia. They're just immune to earth and death damage and is not paralyzed. Moreover, they are sturdy against physical damage in tibia. On the opposite hand, they are weak against fire and holy damage. These kinds of creatures can neither be summoned neither convinced. In addition, they will sense invisible creatures in tibia.
Vampires in tibia give 305 experience points. They carry gold coins and sometimes other items together.
tibia
tibia
Valkyries
Valkyries are the upper caste in the amazons in tibia, communities of martial women coping with the swamps in the east of Tibia. They are also stronger in close combat along with use their spears skilfully with regard to distance fighting. Every amazon who has proven her bravery by getting the skulls of thirteen opponents will be promoted to a Valkyrie.
Valkyries have 190 life. in tibia. They're strong against fire, ice, and holy damage. On the alternative hand, they are weak versus physical and death damage in tibia. It requires 450 mana to summon and also convince these creatures in tibia.
Valkyries yield 85 exp points. That they carry chain armors, gold cash, meat, spears, and sometimes other items along.
Undead Gladiators
A curse in tibia, necromancy or maybe some magic plague has switched the Undead Gladiator in her current state in tibia. Unlike other undead in tibia, his will power and determination let him retain some degree of his former do it yourself. A few gladiators were even capable of stay almost the complete identical person considering personality and data which makes them to particularly fearsome opponents. Undead Gladiators in tibia can wield a large variety of weapons, and his or her undead state has even boosted their fighting skills. Without any moral restraints in tibia, immune to discomfort, and tireless, an Undead Gladiator is a virtual fighting machine that would wear down his opponent before he finishes them off from a burst of skilful attacks in tibia.
Minus the need for sleep or foods, their existence has turned suitable constant battle, a permanent test in their skills. They strive for excellence, but ironically, their undead state prevents these people from enhancing their skills further or to train their body. So the emptiness in their existence is haunting them in tibia each and every moment, and feeds the rage and jealousy to your living in tibia.
Undead Gladiators often participate in gruesome duels with each other to test their skills in a very macabre and tireless dance associated with death, sometimes lasting for days.
Undead Gladiators have 1000 hp. . They're strong against fire, energy, plus holy damage. On the additional hand, they are weak in opposition to earth and death damage. All these creatures in tibia can neither be summoned or convinced. In addition, in tibia they have the ability to sense invisible creatures in tibia.
Undead Gladiators in tibia treat you with 800 exp points. They carry gold coins, scimitars, tossing stars in tibia, and sometimes other items at their side in tibia.
tibia
tibia -
tibia king7
Vampires
Vampires are undead creatures in tibia that are now living in the haunted ruins on Darama. There're very strong, and live on blood which they suck outside of their victims in tibia. Dressed with lengthy capes in tibia, which are black while night, they are hunting from the dungeons and, at night, even about the surface in tibia. Some people actually believe that they could fly, like bats which appear to be small Vampires in tibia. Their scaring sight and their bloodcurdling cries have already paralyzed many brave adventurers in tibia.
Vampires have 475 health. in tibia. There're immune to earth and death damage and is not paralyzed. Moreover, they are formidable against physical damage in tibia. On other hand, they are weak in opposition to fire and holy damage. Most of these creatures can neither be summoned nor convinced. In addition, they have the ability to sense invisible creatures in tibia.
Vampires in tibia treat you with 305 experience points. They carry gold coins and sometimes other items using them.
Tibia
Tibia characters
Valkyries
Valkyries are the upper caste with the amazons in tibia, communities of martial women coping with the swamps in the far east of Tibia. They are also stronger in close combat as well as use their spears skilfully for distance fighting. Every amazon who may have proven her bravery by consuming the skulls of thirteen opponents is going to be promoted to a Valkyrie.
Valkyries have 190 life. in tibia. They're strong against fire, ice, and holy damage. On the various other hand, they are weak towards physical and death damage in tibia. It will require 450 mana to summon and also convince these creatures in tibia.
Valkyries treat you with 85 experience points. These people carry chain armors, gold money, meat, spears, and sometimes other items with them.
Undead Gladiators
A curse in tibia, necromancy or some magic plague has changed the Undead Gladiator in his or her current state in tibia. Unlike other undead in tibia, his will power and determination let him retain a clear degree of his former do it yourself. A few gladiators were even capable of stay almost the complete same person considering personality and brains which makes them to specially fearsome opponents. Undead Gladiators in tibia can wield a substantial variety of weapons, and their own undead state has even elevated their fighting skills. Without any kind of moral restraints in tibia, immune to ache, and tireless, an Undead Gladiator is usually a virtual fighting machine that sports down his opponent before he finishes them off from a burst of skilful attacks in tibia.
Minus the need for sleep or meal, their existence has turned right constant battle, a permanent test of their skills. They strive for perfection, but ironically, their undead state prevents these from enhancing their skills further or to train their body. So the emptiness health of their existence is haunting them in tibia just about every moment, and feeds the rage and jealousy towards the living in tibia.
Undead Gladiators often participate in gruesome duels against each other to test their skills from a macabre and tireless dance with death, sometimes lasting for days to weeks.
Undead Gladiators have 1000 health. . They may be strong against fire, energy, along with holy damage. On the other hand, they are weak alongside earth and death damage. These types of creatures in tibia can neither be summoned neither convinced. In addition, in tibia they are capable of sense invisible creatures in tibia.
Undead Gladiators in tibia treat you with 800 experience points. They will carry gold coins, scimitars, hurling stars in tibia, and sometimes other items at their side in tibia.
tibia
tibia -
tibiamonsterer3
Lizard High Guards
Lizard High Guards are hand-picked former members in tibia from the legions who showed great skills or had proven themselves throughout battle. These individuals were schooled around advanced tactics and put to a series of challenging tests in tibia. Joining the Lizard High Guards in tibia is a secret ceremony that takes place about the Isle of Strife. It is rumoured that this candidates do not only face several creatures in tibia while in the arena but also have that will battle their inner demons in order to prove themselves worthy. With the decline from the empire and the dwindling numbers of lizards, these tests grew to be less and less lethal in tibia. Even now, failure is seen as a dire disgrace and once these unlucky individuals are in the legions in tibia they often seek out death in battle to escape their shame in tibia.
The Lizard High Guards include the elite troops of the empire and fiercely loyal therefore to their superiors following their strict rule of honour. Their pride and honour let them remain faithful to any given task, regardless the best way futile their mission may look. Failure in tibia is no option for any Lizard High Guard. In this army, the Lizard High Guards form a practically monastic order with rituals and an ever present code with behaviour. The ideal Lizard High Protect is expected to be among absolute control over its body and mind. Lizard High Guards on ceremonial watch in tibia are known to remain so motionless that they may possibly easily pass as statues. The Lizard High Guards are perfectly aware of their elite status in the society and so they look on the ordinary legionnaires together with contempt in tibia.
tibia
Lizard High Guards have 1800 hitpoints. . These are immune to earth damage. Also, they are strong against fire damage. On the other palm, they are weak against ice damage. These creatures can none be summoned nor convinced in tibia. Also, they are able to feel invisible creatures.
Lizard High Guards give 1450 experience points. They carry gold coins, strong health and fitness potions, and sometimes other items using them in tibia.
Lizard Dragon Priests
Ancient texts tell us about a time when the priests of the empire in tibia could not revere the dragons but a number of other entities. It seems that coming from all parts of lizard society, the priesthood changed the most due to the arrival of the dragons in tibia. Within the last few decades, the old customs apparently have been forgotten if certainly not suppressed, and an entirely new tradition was founded. Today, there is hardly any knowledge left regarding the dragons' predecessors in tibia.
Although the Lizard Dragon Priests is a rather young order, they have been taught powerful magic by their particular dragon masters. Their skill in manipulating fire is rivalled only by few within the known world, and they enjoy conflagrations much like ritual arson. Still, the flame sometimes appears only as one visual manifestation in the power of the dragons. Rather, they often use stylised dragons or items that have a relation to dragons as symbols for belief. In their behaviour, the Lizard Dragon Priests try and emulate the dragons which is usually mirrored in their fighting in tibia model.
However, the powers of the Lizard Dragon Priests tend not to only encompass the calling with flames and blazes. Some health of their apparent powers are not in connection with their reverence of the dragons. Whether their affinity to poison and corruption is usually a reminiscent of the past or somehow associated with the dragons is still a new mystery. Astonishingly enough for a culture so required to traditions and formalism, the priesthood lacks appropriate ranks and offices. Instead somebody Lizard Dragon Priest may by skill or intrigues create its own individual office in tibia.
Lizard Dragon Priests have 1450 hp. . They're immune to earth damage. In addition, they are strong against criticism damage in tibia. These creatures can none be summoned nor convinced. Furthermore, they are able to sense invisible creatures in tibia.
Lizard Dragon Priests treat you with 1320 experience points. These people carry dragon priest's wandtips, gold coins, strong mana potions, and sometimes other items using them.
Lizard Chosens
Tainted by the contaminated land and driven towards madness in tibia, the society of the lizard people in tibia evaluate these individuals as blessed. His or her mad ramblings, often combined using odd behaviour in tibia, are often construed as prophecies. Lizard Chosens can be the centre of festivities and portion of complicated rituals which they slightly understand. Strangely enough, these wretched creatures seldom exhibit any excessive aggression towards their unique race. Still, they are aggressive towards outsiders and take indulge in destroying pure nature just as if it they that will spread their taint onto the particular land. Even though the lizard persons give the Lizard Chosens a new somewhat 'holy' status in tibia, they aren't reluctant to use them for tasks that equal the ones from watchdogs.
Their aggression towards outsiders joined with the remarkable abilities their tainted bodies have acquired, they help make formidable foes in tibia. Knowing no fear and seemingly not nurturing wounds in tibia, they are only dedicated to the destruction of their foes. Although the Lizard Chosens have become progressively more over the last decades, they may be still rarely encountered in increased numbers. Although, there are rumours of completely colonies of Lizard Chosens behind the truly great dragon wall.
Sometimes one with the Lizard Chosens goes on a killing spree inside the southern lands. It is known that these kinds of creatures never stop or retreat allowing it to only be stopped by harming them in tibia. The reason for these rampages is yet unknown, but the lizard people believe that the Lizard Chosens fulfil the wish health of their emperor this way in tibia.
Lizard Chosens have 3050 life. in tibia. There're immune to earth damage. What is more, they are strong against shoot, energy, and ice damage. These types of creatures in tibia can neither be summoned or convinced. In addition in tibia, they can easily sense invisible creatures in tibia.
Lizard Chosens give 2200 experience points. Many people carry gold coins, spiked iron bars balls, and sometimes other items with these.
tibia
tibia
Thursday, 20 January 2011
-
tibiamonsterer6
Infernalists
At all times, doomsday cults in tibia have realized followers. Infernalists are usually high-ranking followers of such cults that like to take things into their own hands. Instead of waiting with the apocalypse to come, they actively shoot for their goal of total devastation in tibia.
Though Infernalists used to be eager students of magic in tibia, they discarded a bunch of spells in their repertoire throughout favour of more destructive plus flashy spell effects. It is definitely surely not astonishing that his or her favourite element is fire, as these spells in tibia are not only highly destructive put in addition have some glamorous effects in tibia.
Infernalists are easily won over for just about any task that causes destruction. They lack any model of patience though and often keep one job to join one more. Several Infernalists work as mercenaries and several even find employment in armies. However, their short temper and their eagerness to start out arguments about minor incidents help to make them bad employees. Even the cults they fit in with are not very fond analysts. For this reason, they in many cases are sent on dangerous or even suicidal missions inside hope that they will under no circumstances return. Despite all the destruction in tibia they need caused and enemies they own made, in the end, most Infernalists die either that belongs to them machinations like destroying a building these are still in, or at the hands of allies that want to shed them.
Infernalists have 3650 life. . They're just immune to fire and energy damage and is not paralyzed. Moreover, they are formidable against earth, holy, and passing damage. On the other give, they are weak against actual physical and ice damage. These animals can neither be summoned or convinced. In addition, they can easily sense invisible creatures.
tibia
Infernalists give 4000 experience points. These people carry gold coins in tibia, great wellness potions, great mana potions, and sometimes other items with them in tibia.
tibia
Ice Witches
Ice Witches are fallen shamans in tibia who raised from the ranks of the raiders in tibia plus learned their arts by their own head shaman. They rely on some strange type of substance or drug to sustain their powers over ice plus cold. Several of them serve the raider tribes using their magic, others are on missions thus to their sinister leader and can be encountered almost everywhere in the North. Again others became renegades and work limited to their own agenda. Those renegade witches are extremely hostile and dangerous. Ice Witches benefit from icy variants of known spells in tibia and are schooled in the basics involving shamanism and nature magic. This strange blend of sorcery and animism hints they've been influenced by both magical schools in some manner. It is speculated that a sorcerer may have tried to 'convert' shamans towards conventional ways of teachings and shared some wisdom at their side.
Ice Witches have 650 life. . They may be immune to ice damage and is not paralyzed in tibia. Moreover, they are good against fire, earth, and holy personal injuries. On the other hand, they're weak against energy and passing damage. These creatures can not be summoned nor convinced. Furthermore, they are able to sense invisible creatures in tibia.
Ice Witches treat you with 580 exp points. These people carry gold coins, ice cubes, and sometimes other items at their side in tibia.
Ice Golems
Ice Golems in tibia are usually constructs raised by powerful sorcery. The creation of Ice Golems goes to times no mortal could remember. Golems follow simple projects, given to them by his or her masters. Often, they are ordered to guard some place or item and they are still bound to this duty regardless if their masters are already dead for long periods. This is only one of the reasons why most encountered Ice Golems are hostile. Another less known fact is usually that the structure of the Ice Golem's feeble mind allows you for all kinds of spirits to possess these creatures and to control control. Thus the Ice Golems are easy to get 'ridden' by such entities and especially malignant spirits have little qualms in tibia to complete so in tibia.
The strength and resilience of Ice Golems is fairly similar to other golems. They are typically a bit faster in tibia and more agile in comparison with stone golems but are possibly not that heavily armoured. They are only able in order to survive in cold climate seeing that Ice Golems will melt in warmer regions unless some form of magic in tibia is applied to avoid this. In cooler areas it can be much easier to raise Its polar environment Golems than their stone cousins. As a rule of thumb, Ice Golems are often encountered in greater numbers in comparison with stone golems in tibia.
tibia characters
Ice Golems have 385 hp. in tibia. They may be immune to fire, ice, holy, and death damage and can't be paralyzed. Moreover, they are good against physical damage. On another hand, they are weak against energy damage. These creatures can easily neither be summoned nor persuaded in tibia. In addition, they are competent to in tibia sense invisible creatures in tibia.
Ice Golems treat you with 295 experience points. They carry gold coins and sometimes other items with these in tibia.
Wednesday, 19 January 2011
-
tibiano6
Mammoths
The strange Mammoth in tibia could possibly be the creation of magical experiments as some Tibian sages assert it. Little facts are known in tibia yet some cave drawings indicate which the Mammoth race is quite older. The peaceableness of the Mammoths brought about nearly to their extinction in the past. The shamans tell stories that this greed of the humans almost made the good Mammoths herds vanish from the face in the isles. When only a few Mammoths were still alive in tibia, the greater north wind Chyll looked into this matter and decided to intervene. He whispered something into your ears of the Mammoths in tibia along with the great beasts learned a different secret. This secret was lack of control. From this day on, this Mammoths fought back. They learned to defend themselves through the greed of man. Still, the Mammoths never again turned as numerous as they had been during the past. The days of the great Mammoth herds, which were roaming this icy land, are gone forever. Nowadays, Mammoths are able to preserve themselves and only the bravest rogue who faces a mammoth will survive to sling home the meat and pelt seeing that his rightful treasure in tibia.
Mammoths have 320 hp. . There're strong against physical, earth, plus ice damage. On the different hand, they are weak in opposition to fire damage. It takes 500 mana in order to convince these creatures but they can be summoned.
Mammoths treat you with 160 exp points. That they carry gold coins, ham, meats, and sometimes other items together in tibia.
Mad Scientists
Genius and madness tend to be only a fine line a part. Mad Scientists have for confident crossed that line. Putting their science and researches above everything else, they put themselves above individual morals and see other mankind as test objects at very best in tibia.
In combat, Mad Scientists fight with everything at their disposal and make use of a vast array of dirty methods. Being bad fighters, they make use of their tools, gadgets and inventions as dangerous weapons. Protective about their secrets and fearing punishment thus to their amoral experiments, they tend to be able to attack outsiders on sight in tibia.
Mad Scientists often join confraternities with other scientists to make the most of more resources. Others find employment by unethical beings that fund their researches in exchange for their services. Most analysts are too absorbed in their researches to be leaders themselves. Some, however, are worldly enough to rent minions and plan and coordinate operations because scientific mastermind.
Mad Scientists have 325 hitpoints. . They may be strong against fire, earth, energy, ice, and holy damage. In contrast, they are weak against demise damage. These creatures can not be summoned nor convinced in tibia. Additionally, they are able to impression invisible creatures.
Mad Scientists give 205 exp points. Many people carry gold coins, health potions, mana potions, and sometimes other items with them.
tibia accounts
tibiaking
Lost Souls
Some people die in tibia by much agony and pain that they rise again in a ghostly form. They are by far more powerful than ordinary ghosts, fuelled by memory of those painful behavior. Roaming the place of his or her death, they seek revenge, certainly not distinguishing between guilty and faithful in tibia. Usually they haunt crypts, graveyards or maybe places of torture and good pain in tibia.
Sometimes though, these Lost Souls are seized away by demons and obligated into their service by using magical powers. Although the demons tend not to consider the Lost Souls since really useful, they enjoy to get an incarnation of suffering along with pain around. Some of the more potent and cruel demons even delight in to 'breed' such ghosts by themselves. They subjugate abducted mortals plus expose them to unspeakable procedures which culminate from the painful death of their victims in tibia. Sometimes a demon is able to 'harvest' a kind of unfortunates out of the procedure for making an especially impressive exemplar of an Lost Soul which it can brag heading towards other demons in tibia.
Lost Souls have 5800 health. . They're immune to fire, earth, and death damage and can not be paralyzed. Moreover, they are strong against energy and ice damage. On the other hand, these are weak against holy damage. These types of creatures can neither be summoned neither convinced. In addition, they can sense invisible creatures in tibia.
Lost Souls treat you with 4000 experience points in tibia. That they carry blank runes, gold dollars, great mana potions, unholy your bones, plate armors, scale armors, steel helmets, rusty armors, and sometimes other tibia items using them in tibia.
tibiamonsterer
tibiaking
- browse entries:
- older »


