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This creature is in the Hybrids class. Minotaur Archer
100 Hit points
65 Experience points per kill
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| Summon/Convince: |
390/390 (Illusionable) |
| Abilities: |
Melee (0-25), Bolts (0-80). |
| Pushable: |
 |
| Push Objects: |
 |
| Est. Max. Damage: |
100 hp per turn |
| Immune To: |
None. |
| Strong To: |
Holy (-10%), Fire (-20%) |
| Neutral To: |
Physical, Energy, Earth, Drown, Life Drain? |
| Weak To: |
Death (+1%?), Ice (+10%) |
| Sounds: |
"Ruan Wihmpy!"; "Kaplar!". |
| Behavior: |
They run in very low health. |
| Field Notes: |
A powerful minotaur. Popular to Summon as it is almost as deadly as a Fire Devil and requires less mana. |
| Location: |
Ancient Temple, way to Mintwallin, Folda Underground Cave, Outlaw Camp, Plains of Havoc, Kazordoon Minotaur Tower, Daramanian Minotaur Pyramid, Deeper Fibula Dungeon (level 50+ to open the door), Hero Cave, Foreigner Quarter and Elvenbane. |
| Strategy: |
Run towards them and don't let him attack from a distance. Usually in company of Minotaur Guards and Minotaur Mages.
Be careful, as this creature is strong and can kill an inexperienced player pretty quickly. Stealth Rings can be a big help when facing many of these. |
| Loot: |
0-28 gp, 0-23 Bolts, Broken Crossbow, Piece of Archer Armor, 0-4 Piercing Bolts, Minotaur Leather, Meat, 0-2 Minotaur Horns, Brass Armor, Crossbow (rare), Scale Armor (rare). (Create loot statistics) |
See also: Creatures.
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