Werewolves
Werewolves are humans under a curse that involves them to lose control above their inner beasts. At first, the transformation takes only place at full moon and also the victim retransforms to its human appearance with the next morning. In the course of your energy, the transformation starts more even more early and lasts a bit longer. At a certain point, the beast takes over and you don't have return. The human part can be washed away by rage along with primal instincts. The cursed person has changed into a savage Werewolf permanently.
Werewolves are ferocious beasts who take advantage of the thrill of a hunt. They're unnatural born hunters that have many traits of an wolf, but much more harmful and lethal. Like wolves, a Werewolf claims a sizable hunting ground as its own and everything alive sometimes appears as a suitable prey. Not like wolves, werewolves do not only seek out food, but also for the thrill in the hunt itself. Their magical characteristics makes them extremely resistant along with their regeneration powers are renowned.
The curse of the Werewolf is generally spread by the infectious catch of other werewolves. Forbidden books tell about techniques that allow to turn somebody into a Werewolf thanks to dark rites. Some rotten individuals even contact the curse upon themselves inside hope to use their new powers as a way to take revenge for some injustice or even insult.
Werewolves have 1955 hp. . They can't be paralyzed. Moreover, they tend to be strong against earth, energy, and death damage. On the alternative hand, they are weak alongside fire, ice, and holy problems. These creatures can neither always be summoned nor convinced. In add-on, they are able to sense invisible creatures.
Werewolves yield 1900 experience points. Many people carry gold coins, plate shields, werewolf pelt, and sometimes other
Wild Warriors
Wild Warriors are deserters from the Royal Army. Together with other criminals they have erected the so-called "Outlaw Camp". The king's power is too weak to realize this place, and so these people feel quite safe from prosecution there. To keep up this kind of state of lawlessness, they could attack every intruder vigorously. Pre-loaded with heavy weapons and, due thus to their former training as soldiers effectively organised, they are quite successful opponents.
Wild Warriors have 135 health. . They may be strong against holy damage. On the other hand, they are weak against real and death damage. It calls for 420 mana to summon as well as convince these creatures.
Wild Warriors treat you with 60 experience points. Some people carry axes, brass shields, ova, gold coins, maces, and sometimes other items with them.
tibia accounttibiaWinter Wolves
Winter Wolves are related to normal wolves, but they employ a thicker, white coat and certainly are a bit stronger. They live for the ice islands in the north-west with Tibia, where they hunt small animals. A single Winter Hair is rather shy, but as a pride they usually are quite dangerous. And when they're just hungry they even attack individuals.
Winter Wolves have 30 life. . They may be strong against fire, ice, along with holy damage. On the additional hand, they are weak towards energy and death damage. It takes 260 mana to summon or perhaps convince these creatures.
Winter Wolves give 20 exp points. That they carry meat, winter wolf pelt, and sometimes other items along.
Wisps
Wisps come into existence as soon as someone dies in pain and fear from the bogs. Being an insubstantial spirit, they roam the bogs plus swamps, unable to leave these. Without noticing, their light often lures unsuspecting wanderers to the bog who mistake them for your lights of a nearby whole village. Wisps are rather timid and endeavor to flee whenever a human is at sight. While trying to avoid, they lure those unlucky souls deeper and deeper on the bog. In the treacherous swamps, such encounters can even end deadly.
The light of Wisps is blinding and confusing should you look at it directly. They're just quite fast, but whoever gets too close will exp that a Wisp's touch drains living force from all living animals. However, as they will always try and escape, they only pose a tiny threat to humans.
Wisps have 115 health. . They may be immune to death damage and is not paralyzed. Moreover, they are good against physical, earth, and vitality damage. These creatures can not be summoned nor convinced.
Wisps give 0 experience points. They rarely carry items using them.
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