Skeletal sailor

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  • Infobox entry on special defense capability
  • Infobox entry on whether it's manipulable
  • Infobox entry on manipulate 1 skill
  • Infobox entry on manipulate 2 skill
  • Infobox entry on manipulate cap
  • Infobox entry on overall relative creature level
  • Infobox entry on natural attack creature level
  • Infobox entry on weapon attack creature level
  • Infobox entry on defense creature level
  • Infobox entry on Body Type (Alt)
  • Infobox entry on Body Size
  • Infobox entry on locksmithing 1 skill
  • Infobox entry on locksmiting 2 skill
  • Infobox entry on locksmithing cap
  • Infobox entry on weapon using
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Skeletal Sailor
Creature Levels:
    Overall ?
    Level Variance -
    Natural Attack ?
    Weapon Attack ?
    Defense ?
    Player Estimated -
Potential overall skill: ?
Skill Cap 210 to 300
Skinnable No
Has Coins Yes
Has Gems Yes
Has Boxes Yes
Uses Weapons Unknown
Alignment Undead
Corporeal Yes
Construct No
Casts Spells No
Attack Range Melee
Stealthy No
Special Attacks Yes
Special Defenses Unknown
Body Type Biped
Body Type (Alt) unknown
Body Size unknown
Locksmithing Details
Skill Required Careful: ?
Teaching Cap ?
Manipulatable ?
Skill Required ? / ?
Teaching Cap ?


The skeletal sailor's seaweed-draped frame glows with an unholy light giving it an appearance of extraordinary power. Moving with a grace and speed that belies its current physical state, its empty eyes shine with a brilliant green luminescence. The briny vestments writhe occasionally, reaching out to search the surrounding area of their own accord.

In Depth

The path from the Reshalia Trade Road down to the lighthouse requires at least 100 ranks in Climbing skill and has several spots of roundtime.

Special Attacks

  • The Skeletal Sailor can catch you with webbing and then take you into [Deadman's Confide, Stone Cell] beneath the lighthouse. In that cell you must DISARM and PICK the door to get out.
  • If the Skeletal Sailor causes a bleeding wound it will immediately become infected.


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