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Dipthrah

Dipthrah

4,200 Health
2,900 Experience
1000 (200 Physical Damage, 800 Life Drain) + 500 Mana Drain + 820 Summons
240 Speed
Damage taken
Weak
110%
Resistant
95%80%80%
Immune
0%0%
Neutral
100%100%100%

Abilities

Melee0-260 and starting up to 4 hp/turn
Life Drain Strike (400-800) Dipthrah
Mana Drain Strike (200-500) Dipthrah
Paralyze (190-230 points for 50 seconds) Dipthrah
Mass Drunkenness (60 seconds) Dipthrah
Melee
priestess1-4 priestess
Self-Healing

Max damage

1000

Summons820 · 35%
Life Drain800 · 34%
Mana Drain500 · 22%
Physical200 · 9%

Location

General Properties

ClassificationPharaohs
Spawn TypeUnknown.
RankBoss
Illusionable
Pushable
Pushes
BehaviourLogout Block Icon Magic Level Icon

Bosstiary Properties

CategoryBane (25/100/300 kills to unlock) Bane

Immunity Properties

Paralysable
Sense Invis

Behavioural Properties

Walks AroundEnergy Field (Square) Energy
Fire Fire
Poison Gas Poison

Other Properties

Version7.3
August 11, 2004
StatusActive

Notes

Dipthrah was sentenced to be locked away, after his part in the conspiracies against the pharaoh, Arkhotep. He is the pharaoh of divinity, and the only pharaoh immune to physical damage.

One of the Pharaohs of The Ancient Tombs Quest.

Behaviour

Malicious, will make all efforts to destroy intruders. He will walk diagonally through summons to reach his target.

Dipthrah attacks in melee range. Dipthrah never retreats.

Strategy

In his room there are 9 Magicthrowers and 5 Bonelords. He has a standard non-blockable spawn, spawning on the west side of the room (right by the Coal Basin). Due to his physical immunity, mages are highly recommended. Paladins should use elemental arrows and knights enchanted weapons. His mana drain makes up a lot of his damage, so knights can quite easily block it. Bronze Amulets may be a good choice for mages and Garlic Necklaces for knights.

Knights: enter the room first to distract the pillars. Be sure to challenge the pharaoh to protect the shooters. Dipthrah will drain your mana a lot and most of your attack spells will be blocked, so it may be a good idea to just block the pharaoh. It may help your shooters to shoot Fire Bombs for their safety.
Paladins: if there is a knight, stand behind him and shoot with elemental arrows. If there is no knight, you can substitute a blocker with some difficulties (you will need a healer - your mana will be depleted fast).
Mages: shoot from a distance with Flame Strike or Ice Strike. A mage (preferably druid for Mass Healing) can quite easily camp this pharaoh alone after the first clear by having a Demon Skeleton summon block for them. In this strategy, the knight will enter first and attract the pillars. After the first clear, the knight leaves the room and the DS are attacked (if they are closest to the pillars). The pharaoh cannot easily kill a DS because most of its damage is from Life Drain. Bomb runes will prevent the pharaoh from reaching the mage and Fireball or Icicle runes can be used to attack the pharaoh without moving the summons (if the summons move, the pharaoh is more likely to attack the mage). Setting up in the north-west corner of the room will also permit 2-3 Bonelords spawning.