|/ XP:||click here|
|/ Mystic-resistant—requires willpower to catch|
The H.O.U.N.D. is the mastermind who pulls the strings in Dreadmoor. He has designed a hallucinogenic component that he secretly puts into magic potions.
The H.O.U.N.D. ghost is resistant to mystic power.
Mystic-resistant ghosts have three primary types:
Even with a high-mystic power and lots of willpower setup, you should expect much frustration as you will probably continue to miss a lot of H.O.U.N.D. ghosts.
The H.O.U.N.D. ghost can be captured in:
The H.O.U.N.D. ghost has been known to occasionally drop one or more of the following items of ghost loot:
The H.O.U.N.D. ghost's midnight counterpart is the hallucinogenic H.O.U.N.D. ghost.
If you want to attract a H.O.U.N.D. ghost, use any of the Nessy's family of bait (Nessy's Golden Reserve, Nessy's platinum edition, or Nessy's supreme edition) or Shadetouch purple, Shadetouch green, or Shadetouch blue as bait.
Using these baits is not a guarantee that you will attract a H.O.U.N.D. ghost, but except for a few very rare occasions, these baits are the only bait that attracts them at all.
(Note: Shadetouch orange does not have the same ability to attract a H.O.U.N.D. ghost as the other members of the Shadetouch family.)
- 27 February 2012: The H.O.U.N.D. ghost was first seen in Virtual Scotland's Dreadmoor.
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