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This creature is in the The Undead class. Ghost
150 Hit points
120 Experience points per kill
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Summon/Convince: |
--/-- (Illusionable) |
Abilities: |
Melee 0-80, Life Drain 20-45. |
Pushable: |
? |
Push Objects: |
? |
Est. Max. Damage: |
125 hp per turn |
Immune To: |
Physical, Death, Earth, Drown, Life Drain, Paralysis |
Strong To: |
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Neutral To: |
Holy, Fire, Energy, Ice |
Weak To: |
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Sounds: |
"Huh!"; "Shhhhhh"; "Buuuuuh". |
Behavior: |
Ghosts do not run when in low health. |
Field Notes: |
These Creatures are immune to many elements, 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, Dark Cathedral, under Treasure Island, Isle of the Kings, Ghostlands, Grothmok tunnels (in Dwarven Mines), Goroma, Lich Hell. |
Strategy: |
Use Full Defense mode and shoot runes at them as they are immune to almost all weapons because they use Physical Damage, except some Wands, Rods and enchanted weapons. They travel slowly, so running from them is not difficult. A good strategy for knights hunting in tombs (where it's common with ghosts) is to bring a fire sword/axe or another enchanted weapon, that way you don't need to waste any Runes. |
Loot: |
Shadow Herb, Cape, Morning Star, Combat Knife, Orange Book (rare), Ghostly Tissue (rare), White Piece of Cloth (rare), Ancient Shield (rare), Stealth Ring (very rare). (Create loot statistics) |
See also: Creatures.
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