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This creature is in the Humans class. Pirate Ghost
275 Hit points
250 Experience points per kill
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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: |
? |
Est. Max. Damage: |
240 hp per turn |
Immune To: |
Physical, Death, Earth, Life Drain, Paralysis |
Strong To: |
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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: |
Single Spawn at Drefia, Goroma, Underground Nargor, hidden caves under Treasure Island, single spawn at Liberty Bay ruins. |
Strategy: |
They aren't very fast so you can use runes from a distance (preferably HMMs), while larger groups should be disposed 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 can self-heal quite quickly. |
Loot: |
0-69 gp, Dirty Cape, Torn Book, Tattered Piece of Robe, Stealth Ring (rare), Parchment (rare), Spike Sword (very rare), Red Robe (very rare). (Create loot statistics) |
See also: Creatures.
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