Zombies
Necromancy in tibia knows of many types of zombification. There are potions, spells and even apparatuses to raise the dead to serve their owners. While it is very easy to call upon a tibian Zombie, it's more hard to gain control. A good deal of aspiring zombie masters have died at the rotting hands of a creature that was meant to become their minion. Zombies have next to none intelligence. If they don't have someone controlling them, they always follow basic instincts such as killing and hunting. The undeadness makes Zombies resilient and quite strong. But, their process of decomposing never stops and so sooner or later, a tibian Zombie turns into a tibia skeleton, losing abilities, but strangely enough, gaining some intelligence.
Sometimes the ingredients for zombification potions are set free in disadvantageous environments such as town wells through which the Zombie plague spreads like an plauge. When this happens, whole villages are overrun by transformed Zombies that later haunt the surrounding area for days, or even decades in tibia. For such events, all potential zombie masters are hunted by the inquisition. The popularity in tibia to burn suspicious alchemists even outstripped the popularity of witch executions.
tibia accountYoung Sea Serpents
The primary info a newly sisters.
They often follow fish stims to swallow as much of them as they possibly can. When doing so, it is not uncommon that they cross the path of a fisherman. Lucky are those who experience a meeting with one of them gets nothing worse than ruined fishingnets. Often the hard attacks of the Young Sea Serpents destroys whole boats and the fishermen lose their catch and sometimes also their lives.
Given their appetite and the bloodthirstyness of their type of being towards each other, it is not suprising anybody that Young Sea Serpents often are alone. In the rare cases they stick together, they have hatched from the same nest and have established a strict hacking order that is necessary to pro tect eachother from other serpents in tibia.
Young Sea Serpents have 6776 hitpoints. . They are defensive against to earth and ice damage and cannot be paralyzed. Moreover, they are stronger against ice attacks. On the other hand, they are weakwe against death, death, and physical attacks. These creatures cannot be summoned or convinced and they are able to sense invisible beings.
Young Sea Serpents give 1000 experience points. They carry morning stars and sometimes gold coins.
tibia accountsWyverns
Some educated people thinks of the Wyvern as a a far cousin of the dragons. This is far from the truth though. The Wyvern in tibia we know nowadays are the result of constant breeding of some significantly smaller, only mildly poisonous flying lizards. During many generations, orc shamans had selected the biggest and meanest of those little beasts for breeding. Subjecting those lizards to poison and alchemist beverages as well as constant fighting, the orcs captured and killed thousands of those. Long before the breeding cycles came to an end, the original lizard race became dead. First intended to be used as weapons in wars, Wyverns proved to be too wild and impulsive to be of any real use. Finally they were used for sports events in which the orcs made them to battle each other and other animals. So the breeding continued for a while until the orcish society was shattered by wars and many Wyverns escaped into the mountains. These new and powerful killers had no problems to live in freedom and only their natural aggressiveness, even among each other, prevented that they became a worldwide plague.
Nowadays, the most aggressive Wyverns became extinct. The new breed is somewhat more sociable. Wyverns often form small packs, but since they are still quite aggressive, lethal power struggles are common, especially when it comes to leadership. Given their aggressive disposition, several Wyverns still end up in solitary.
Wyverns have 795 life. They are immune to death damage in tibia and they are strong against electrical and earth damage.
Wyverns treat you with 563 experience points. They carry stuff, gold coins, and sometimes other items with them.
tibiaWyrms
It is said that the Wyrm is a distant and undeveloped cousin of the big dragon. Dragons, on the other hand, are against this theory like a human would be against the theory that an orc is a undeveloped version of a human. Finally, the distinction is not important if you face such a enemy in tibia. While it lacks the fire breath of a dragon, it is still a life of heat that knows how to melt snow and ice while walking through it. What it lacks in magic, it makes up with physical strength. It is a much better hand fighter than ordinary dragons and astonishingly agile, almost like a snake. A Wyrm's teeth are valued by dwarfs since they easily cut through almost any materials. The Wyrm indiscriminately eats minerals and meat alike, and it is said that you sometimes find valuable metals in the diner of their homes. The Wyrm is a powerful killer that does not back away from attacking small towns in times of hunger. Their area in tibia is usually quite large, though they seem to stay in their lairs most of their lives. Wyrms are quite smart compared to other creatures. Still, they are not capable of speech and at best understand a few short commands just like a trained dog. Of course, training a Wyrm is next to impossible. However, there are some monsters that capture young Wyrms and train them for their pets.
Wyrms have 4352 hp. . They are immune to fire damage and cannot be deathd. Moreover, they are strong against electrical and earth damage. On the other hand, they are weak against death and physical damage.
Wyrms give 5223 experience points. They carry loot.
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