+4 votes
917 views
by (350 points)
view edits | retagged by
I can see which elemental type each of the five Tibiadrome creatures can deal in my Damage Input Analyser. Hoodinion deals ice and fire, Mearidion deals death, Scissorion deals earth, Domestikion deals energy, holy, life and mana leech damage, while Murmillion and all the others deal physical damage as well.

What are the abilities of these creatures? Most important, are they targeted and therefore unavoidable or are they wave/bomb like spells and can be avoided?

2 Answers

+3 votes
by (350 points)

I've been researching this topic on my own and I think I'm close to identifying all the abilities of the Tibiadrome creatures. All the tests were performed at drome level 1. It's very likelily that the creatures keep the same abilities, they only scale in power.

Murmillion

  1. Melee attack
  2. Physical beam, 3 SQMs long
  3. Physical bomb on itself, 3 SQMs radius
  4. Phsyical-like bomb on itself (blade-like sprite), 2 SQMs radius - deals no damage, destroys Magic Wall and Wild Growth
  5. Paralyze, red sparkle effect

Scissorion

  1. Melee attack
  2. Poison hit - can deal critical damage
  3. Poison-like bomb on itself, 2 SQMs radius - deals no damage, destroys Magic Wall and Wild Growth
  4. Becomes invisible

Domestikion

  1. Melee attack
  2. Energy 3x3 bomb on target, short range
  3. Holy beam, 3 SQMs long
  4. Life drain hit, red sparkle effect
  5. Mana drain hit
  6. Energy bomb on itself, 2 SQMs radius - deals no damage, destroys Magic Wall and Wild Growth 
It's currently unclear to me how they can buff other creatures. Might be a passive ability.

Hoodinion

  1. Melee attack
  2. Ice missile, triggers every turn
  3. Fire chain attack - can chain to multiple targets
  4. Ice UE on target - diamond shape, 5 SQM radius
  5. Ice wave - comes in two shapes: one similar to Energy Wave and another similar to Great Fire Wave
  6. Fire bomb on itself, 4 SQMs radius - deals no damage, destroys Magic Wall and Wild Growth

Mearidion

  1. Melee attack
  2. Death missile, triggers every turn
  3. Death explosion on target
  4. Death beam, 7 SQMs longs
  5. Death bomb on itself, 5 SQMs radius - deals no damage, destroys Magic Wall and Wild Growth
Some general thoughts:
  • Ranged creatures have an elemental missile that they use every turn but they can also do physical melee damage in close combat.
  • Targeted abilities of melee creatures seem to have range 2. Therefore, they can be avoided if keeping distance.
  • Targeted abilities of ranged creatures have longer range and are harder to avoid.
  • Murmillion, Domestikion and Mearidion have beam attacks that can be avoided if not standing directly to them.
  • Similarly, Hoodinion waves can also be avoided.
0 votes
by (245 points)
view edits | edited by

According to Tibia.com:
(Tibia - Free Multiplayer Online Role Playing Game - Game Guides)

These creatures are randomly selected out of a pool of 5 different monsters that only appear in the drome. Each one has a distinct combat role:

  • Murmillion: Tanky melee
  • Scissorion: High single target damage melee
  • Hoodinion: Ranged with AoE spells and high damage spikes
  • Mearidion: Ranged with consistent single target damage
  • Domestikion: Support melee that increases the damage output of all monsters

What are the abilities of these creatures? Most important, are they targeted and therefore unavoidable or are they wave/bomb like spells and can be avoided?

There is no way to avoid the hits, only if you kill one by one and keep running, even if you run, the creatures that attack from far will still hurt you. I've already tested bombs, they don't prevent you, you can only use them to do more damage. Something that helps, is that you can use as the sorcerer's damage/defence spells.

My tip is to kill Domestikion first, since he is making the things harder. And after who is not melee.

by (350 points)
+1
Thank you for your answer, Jess. Unfortunately, these are the combat roles each creature in Tibiadrome has, not exactly what I was expecting. By abilities, I mean pretty much which spells each creature can use. For instance, a dragon has the following abilities: melee, fire wave, fire bomb and self-healing.
by (245 points)
Ahhh, I see... I was trying to test this, i know some teleport to me (2 or 3) {but i dont know if is because i have two taints of goshnar}, other use a spell similar to knifes, firewaves, ice big wave... On this second round has being hard because of this fear spell, so I'm dying too soon XD

I'll try to test more (and get the names), if i suceed on time, i post again for you! :)
by (350 points)
No problem! I'm also doing some research of my own and will post the results soon.
...