This creature is in the
160 Experience points per kill
Summon/ Convince: 550/550 (
Est. Max. Damage: 100
hp per turn
Immune To: None.
( Holy -10%), ( Fire -20%)
, Physical , Energy , Earth ?, Drown Life Drain
( Death +10%), ( Ice +10%)
"Kirrl Karrrl!"; "Kaplar".
Minotaur Guards do not run when in low health. It will kill other creatures and will move objects in the way to get to you, so it's useless to block them like that. Also retarget.
Field Notes: Besides the bosses,
Minotaur Guards are the strongest in Melee of the Minotaur-Type Creatures.
Minotaur Camp, Mintwallin, Minotaur Pyramid, Maze of Lost Souls, Folda, Cyclopolis, Deeper Fibula Dungeon (level 50+ to open the door), Hero Cave, underground of Elvenbane, Plains of Havoc, Kazordoon Minotaur Cave, Foreigner Quarter.
should have good Knights: skills (over 55/55 if you wanna be safe, balanced fighting recommended when you have about 55/55 and decent equipment) to kill one of these monsters, sometimes Minotaur Guards are accompanied with Minotaur Archers and Minotaur Mages.
can just attack them and try to avoid Paladins: Melee Damages and getting cornered. It's really easy to outrun them while shooting Arrows, Bolts and Spears.
: can use Mages Invisible and then attack them with Runes or just running and shooting. Using a Rod or Wand is also as effective and saves runes. If your Level is a little higher, you can also combine a wand or rod with Ice Strike. You should have fairly good equipment. A Level 20 Mage with Ultimate Healing and a Level 19 Wand or Rod should also be able to defeat them.
gp, 0-2 Minotaur Horns, Piece of Warrior Armor, Brass Armor, Chain Armor, Battle Shield, Minotaur Leather (rare), Fishing Rod, Health Potion (rare), Double Axe (very rare), Strong Health Potion (very rare) Minotaur Trophy (very rare). ( Create loot statistics) See also:
El contenido de la comunidad está disponible bajo
a menos que se indique lo contrario.