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This creature is in the Humans class, Sorcerers subclass.
Unknown
See also: Creatures
Infernalist Infernalist
3650 Hit points
4000 Experience points per kill
Summon/Convince: --/--
Abilities: Melee (0-100), Flame Strike (63-178+), Explosion on himself, Self-Healing, Invisible, Fire Bomb, Fire Beam (0-250?), Mana Drain Bomb target (53-120), Summons 0-1 Fire Elemental, Reduces your shielding/melee skills by a half.
Pushable: ?
Push Objects: ?
Est. Max. Damage: 525 hp and, 120 Mana Drain hp per turn
Immune To: Fire, Energy, Invisibility, Paralysis.
Strong To: Holy (-20%?), Death (-1%?), Earth (-95%?)
Neutral To: Drown?, Life Drain?
Weak To: Physical (+1%?), Ice (+5%?)
Sounds: "Nothing will remain but your scorched bones!"; "Some like it hot!"; "It's cooking time!"; "Feel the heat of battle!".
Behavior: Runs in low health.
Field Notes: Behaves similar to a Warlock. The difference is that Infernalists can make several combos.
Location: Magician Quarter.
Strategy: Similar to Warlocks however these are more fire based.

Druids as low as level 60 can kill them relatively easily by summoning a Demon Skeleton and using Ice Strike and Hailstorm Rod to kill them. You can even try killing them as a level 28 mage but it's proven to be a huge waste of supplies (don't even think of using less than 5 Backpacks of Mana Potions, 1 Backpack of Icicle and 1 Backpack of Intense Healing Runes). Magma Set is recommended. You can also try wearing Dragon Necklace, although they're wearing off really fast since you're almost constantly on fire while hunting them.

Knights should attack them as soon as possible with a two handed weapon since they are weak in Melee and defense. Make sure you trap them in a corner, they can be a real pain when they are running around everywhere. When blocking Infernalists it is normally more efficient to use full offense rather than full defense. Running in their direction and using Groundshaker is a good way to make them visible again, you can also use Whirlwind Throw shortly after they go invisible and they will be visible again.
A Paladin could solo a Infernalist by trapping it in a corner and attacking with Assassin Stars while using Divine Missile to break their invisibility, alternatively Divine Caldera if the Infernalist isn't trapped.
Loot:
0-115 gp, 0-5 Raspberry, Great Mana Potion, Great Health Potion, Skull Staff (semi-rare), Red Piece of Cloth (semi-rare), Small Enchanted Ruby (semi-rare), Energy Ring (rare), Magic Sulphur (rare), Spellbook of Mind Control (rare), Royal Tapestry (rare), Gold Ingot (very rare), Black Skull (very rare), Magma Boots (very rare), Queen's Sceptre (very rare), Crystal of Power (very rare), Piggy Bank (very rare), Red Tome (very rare). (Create loot statistics)
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